Recollé Mods (
recollecters) wrote in
recolle2019-06-07 03:14 pm
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EVENT
PREMISE • RULES • FAQ • TAKEN • RESERVES • APPLICATIONS
REGAINS • HIATUS/DROPS • PLOT SUBMISSIONS • CALENDAR • MOD CONTACT • NAV
REGAINS • HIATUS/DROPS • PLOT SUBMISSIONS • CALENDAR • MOD CONTACT • NAV
CONTENT WARNINGS:
N/A
N/A
Prologue.
A strange and unsettling silence fills the city. Life goes on as you know it. School's winding down for the year, the summer heat is starting to creep in, and that strange eyeball-shaped abomination remains mounted on city hall. Twitching and scouring the area, the eye moves, scanning every single person that walks by.
As the moon rises that night, the roar of the ocean waves becomes louder and louder in your ears and you find yourself rooted in place regardless of where you are. And the moment the clock strikes nine, a loud eruption occurs.
The time has come, Retrospecters. Let's see what you'll do today.
A strange and unsettling silence fills the city. Life goes on as you know it. School's winding down for the year, the summer heat is starting to creep in, and that strange eyeball-shaped abomination remains mounted on city hall. Twitching and scouring the area, the eye moves, scanning every single person that walks by.
As the moon rises that night, the roar of the ocean waves becomes louder and louder in your ears and you find yourself rooted in place regardless of where you are. And the moment the clock strikes nine, a loud eruption occurs.
The time has come, Retrospecters. Let's see what you'll do today.
I.
There are a few options to check into given that explosion can be heard from various directions, but the most likely culprits are Tribunal Terrace itself or Peach Beach. For those of you who choose to take the land, the mechanical eye has begun to lift off from city hall, a thin beam of blue light guiding its path. As it begins to rotate through the sky, buildings are scanned and begin to deconstruct as mental wires hook into the ground and bury themselves deep beneath the earth. The blue light grows brighter as the buildings begin to fade, but as they remain rooted it becomes clear that this is the first objective.
The wires can be dismantled via physical force or magic, though they're quick and will be hard to break with just one hit. As each wire takes damage, a blue glitter-esque substance will begin to drip from the cracks and spread itself over the city, crawling its way through the streets and stretching upward through crevices in buildings and scrubbing over flora and fauna alike. With each wire broken, a new structure reconnects and restructures to something brand new. Other buildings also appear out of nowhere, the city flourishing once more with each touch.
The trouble with glitter, of course, is that it spreads and it's impossible to avoid once it's exposed out in the open. While this seems to help rebuild and restructure, it may be wise to avoid too much contact. For those who get too close and coated with the substance, they'll find an onslaught of memories from a life they recognize as their own flooding in. They'll remember their previous lives, though they may not linger for long. Memories of past events in the city, too, will begin to roll in, and as the liquid spreads it will target others you may recognize.
Those who have previously left the app will soon remember who they were.
They're bound to be confused, of course. Perhaps now is the time to fill them in on what they've missed and catch them up to speed.
There are a few options to check into given that explosion can be heard from various directions, but the most likely culprits are Tribunal Terrace itself or Peach Beach. For those of you who choose to take the land, the mechanical eye has begun to lift off from city hall, a thin beam of blue light guiding its path. As it begins to rotate through the sky, buildings are scanned and begin to deconstruct as mental wires hook into the ground and bury themselves deep beneath the earth. The blue light grows brighter as the buildings begin to fade, but as they remain rooted it becomes clear that this is the first objective.
The wires can be dismantled via physical force or magic, though they're quick and will be hard to break with just one hit. As each wire takes damage, a blue glitter-esque substance will begin to drip from the cracks and spread itself over the city, crawling its way through the streets and stretching upward through crevices in buildings and scrubbing over flora and fauna alike. With each wire broken, a new structure reconnects and restructures to something brand new. Other buildings also appear out of nowhere, the city flourishing once more with each touch.
The trouble with glitter, of course, is that it spreads and it's impossible to avoid once it's exposed out in the open. While this seems to help rebuild and restructure, it may be wise to avoid too much contact. For those who get too close and coated with the substance, they'll find an onslaught of memories from a life they recognize as their own flooding in. They'll remember their previous lives, though they may not linger for long. Memories of past events in the city, too, will begin to roll in, and as the liquid spreads it will target others you may recognize.
Those who have previously left the app will soon remember who they were.
They're bound to be confused, of course. Perhaps now is the time to fill them in on what they've missed and catch them up to speed.
II.
With the tipoff that the base is in the water, the next obvious destination is down at Peach Beach. For those of you who are looking for a more direct approach and traverse down to this area, the problem presents itself rather easily. With the ocean split into two parts, a pathway leads you straight into the center of the ocean floor where a large, round hatch awaits. The wheel to the hatch is rusty and falling apart, requiring brute force to twist it open and allow citizens to break into the base.
Dropping down into the darkness, those who fall in will find themselves in knee-deep water, the sound of the waves drifting around them as water seems to flow in from an unknown leaking point. As more time passes, the water rises higher and higher, a steady force that seems to act more as self-defense than a threat to the base itself. Though you may wish to get to the center of the problem and find the being responsible, the deterioration and flooding in the hallways makes it difficult to move forward. Some of you may have to stay behind and locate the source.
Careful, however. With the water steadily rising it makes it easier for creatures below to seep in as slimy, electric creatures slither in and bind you together in groups, working to drag you under and stop you in your tracks. Shocking to the touch, it'll take some clever thinking to escape their grasps.
It's as they say; two heads are better than one.
With the tipoff that the base is in the water, the next obvious destination is down at Peach Beach. For those of you who are looking for a more direct approach and traverse down to this area, the problem presents itself rather easily. With the ocean split into two parts, a pathway leads you straight into the center of the ocean floor where a large, round hatch awaits. The wheel to the hatch is rusty and falling apart, requiring brute force to twist it open and allow citizens to break into the base.
Dropping down into the darkness, those who fall in will find themselves in knee-deep water, the sound of the waves drifting around them as water seems to flow in from an unknown leaking point. As more time passes, the water rises higher and higher, a steady force that seems to act more as self-defense than a threat to the base itself. Though you may wish to get to the center of the problem and find the being responsible, the deterioration and flooding in the hallways makes it difficult to move forward. Some of you may have to stay behind and locate the source.
Careful, however. With the water steadily rising it makes it easier for creatures below to seep in as slimy, electric creatures slither in and bind you together in groups, working to drag you under and stop you in your tracks. Shocking to the touch, it'll take some clever thinking to escape their grasps.
It's as they say; two heads are better than one.
III.
Perhaps you've little patience for a flood and have charged ahead into the base, wading through the dark and twisting your way through different hallways. Feeling along the walls, you won't find any light switches but you will find door frames to rooms dotting the halls. While many of these doors won't open or seem to be for decoration instead, several will slide and grant you access before shutting behind you and keeping the water out.
It's a shock to the senses as a bright white room comes into view. Sparsely decorated, there's a white desk, a white chaise, a white bookcase and an aquarium. Though there's nothing on the walls, the door has disappeared behind you, and in its place is a small panel the size of a tablet. Four colored buttons appear on screen: red, blue, green and black.
A strange sort of puzzle appears behind each color, and depending which you pick you will find a challenge.
Red: Selecting the red button, you will find that the white walls flicker with a holographic image, immersing you in the scenery that almost looks identical to a luxurious casino. Card tables are spread out, along with roulette wheels and slot machines seen off into the distance. Though you can't actually leave the room, the illusion wills you toward one particular table. Fancy a game of Blackjack? Or perhaps poker is more your speed. A touch to the table will help you realize that this portion is very real and invites you to play a hand or two. For every win, you earn a token, but for every loss the lights dim a little more. It will take three tokens in-hand to play the correct machine. It may take a few tries to see, but a little looking will lead you to one with pictures of the four Founders animals on the reel. You have three tries to get three fish, rabbits, bears or wolves in a row. Only then will the walls fall away and a neon sign flashes above the door.
Blue: Selecting the blue button, the white walls flicker into a holographic image, immersing you in the scenery nearly identical to a large factory. Conveyor belts move quickly in rows and in tandem, flying past you against the walls. They seem to stretch for miles and carrying items such as home goods, groceries and school supplies. Carefully feeling along the walls themselves, you'll find an indent where a small door should be, and on the opposite wall there's a bump of a button. Activating the button, a loud buzzer rings out from overhead and the belts move even faster, allowing you to push against the wall and jump right into the holograph. Dashing from belt to belt, one will find scattered among the debris several large, wooden pieces that appear to fit together into a puzzle. You must collect all seven pieces of the door puzzle and assemble them into the indent of the wall before the belts overheat and objects flood the room you're in. Only when the door is created will the walls fall away and allow you to exit.
Green: Selecting the green button, the white walls flicker into a holographic image, immersing you in a scene nearly identical to a heavily wooded area. The greenery is bright and the trees are thick as branches rustle around you. While the forest seems to go for miles, the paths before you won't allow anyone to venture forward. As you survey the trees, you can come across a small switch hidden in the base of a tree trunk. The moment this switch is flipped, a bell dings and the trees begin to circle, rotating around the room in a slow motion. A pedestal rises from the ground and presents you with a gun as targets pop up from the trees and the underbrush. Labeled with points ranging from 1 to 150, not all of these targets are easy to spot and some may even escape from the walls entirely to join you in the room. In order to solve this puzzle, you must earn 555 points, no more and no less! Any other number will reset the game automatically, leaving you stuck repeating your work. Once you reach your target, however, the trees will part and a door will appear in the wall, allowing you to exit.
Black: Selecting the black button, the white walls quickly fade and you're left in the darkness. Pitch black and unable to see, you'll have to rely on your scenes to find your way around this room as obstacles such as tables and partitions pop up in your path. Feeling along the walls and furniture, it's only when you finally reach under a table that may or may not appear right away that you'll find a toggle switch. The switch itself, however, isn't the answer you seek. As the switch is flipped green laser lights come on, forming a pattern in the air as physical beams cross your path. A jumbled mess, these lines are tangled together and will block all movements going forward. The key to this puzzle is to be able to take the lasers and redirect them, bouncing them off of the items in the room and linking them with each other to create one solid path. It will take trial and error, and for each path created that leaves out a line the lasers will change colors and rearrange. Oh, and do try not to touch them for too long. They will cause minor electrical shocks. Once the pathway has been created, the lights will come on and a door will appear in the wall, allowing a quick escape.
Perhaps you've little patience for a flood and have charged ahead into the base, wading through the dark and twisting your way through different hallways. Feeling along the walls, you won't find any light switches but you will find door frames to rooms dotting the halls. While many of these doors won't open or seem to be for decoration instead, several will slide and grant you access before shutting behind you and keeping the water out.
It's a shock to the senses as a bright white room comes into view. Sparsely decorated, there's a white desk, a white chaise, a white bookcase and an aquarium. Though there's nothing on the walls, the door has disappeared behind you, and in its place is a small panel the size of a tablet. Four colored buttons appear on screen: red, blue, green and black.
A strange sort of puzzle appears behind each color, and depending which you pick you will find a challenge.
Red: Selecting the red button, you will find that the white walls flicker with a holographic image, immersing you in the scenery that almost looks identical to a luxurious casino. Card tables are spread out, along with roulette wheels and slot machines seen off into the distance. Though you can't actually leave the room, the illusion wills you toward one particular table. Fancy a game of Blackjack? Or perhaps poker is more your speed. A touch to the table will help you realize that this portion is very real and invites you to play a hand or two. For every win, you earn a token, but for every loss the lights dim a little more. It will take three tokens in-hand to play the correct machine. It may take a few tries to see, but a little looking will lead you to one with pictures of the four Founders animals on the reel. You have three tries to get three fish, rabbits, bears or wolves in a row. Only then will the walls fall away and a neon sign flashes above the door.
Blue: Selecting the blue button, the white walls flicker into a holographic image, immersing you in the scenery nearly identical to a large factory. Conveyor belts move quickly in rows and in tandem, flying past you against the walls. They seem to stretch for miles and carrying items such as home goods, groceries and school supplies. Carefully feeling along the walls themselves, you'll find an indent where a small door should be, and on the opposite wall there's a bump of a button. Activating the button, a loud buzzer rings out from overhead and the belts move even faster, allowing you to push against the wall and jump right into the holograph. Dashing from belt to belt, one will find scattered among the debris several large, wooden pieces that appear to fit together into a puzzle. You must collect all seven pieces of the door puzzle and assemble them into the indent of the wall before the belts overheat and objects flood the room you're in. Only when the door is created will the walls fall away and allow you to exit.
Green: Selecting the green button, the white walls flicker into a holographic image, immersing you in a scene nearly identical to a heavily wooded area. The greenery is bright and the trees are thick as branches rustle around you. While the forest seems to go for miles, the paths before you won't allow anyone to venture forward. As you survey the trees, you can come across a small switch hidden in the base of a tree trunk. The moment this switch is flipped, a bell dings and the trees begin to circle, rotating around the room in a slow motion. A pedestal rises from the ground and presents you with a gun as targets pop up from the trees and the underbrush. Labeled with points ranging from 1 to 150, not all of these targets are easy to spot and some may even escape from the walls entirely to join you in the room. In order to solve this puzzle, you must earn 555 points, no more and no less! Any other number will reset the game automatically, leaving you stuck repeating your work. Once you reach your target, however, the trees will part and a door will appear in the wall, allowing you to exit.
Black: Selecting the black button, the white walls quickly fade and you're left in the darkness. Pitch black and unable to see, you'll have to rely on your scenes to find your way around this room as obstacles such as tables and partitions pop up in your path. Feeling along the walls and furniture, it's only when you finally reach under a table that may or may not appear right away that you'll find a toggle switch. The switch itself, however, isn't the answer you seek. As the switch is flipped green laser lights come on, forming a pattern in the air as physical beams cross your path. A jumbled mess, these lines are tangled together and will block all movements going forward. The key to this puzzle is to be able to take the lasers and redirect them, bouncing them off of the items in the room and linking them with each other to create one solid path. It will take trial and error, and for each path created that leaves out a line the lasers will change colors and rearrange. Oh, and do try not to touch them for too long. They will cause minor electrical shocks. Once the pathway has been created, the lights will come on and a door will appear in the wall, allowing a quick escape.
IV.
Despite the fact that you feel as though you're traveling lower and lower beneath the ocean, the water begins to peter out and the halls are dry and empty. Stone and marble replace the soaked carpeting and rotting wood as your footsteps echo through the tunnel you've found yourself in. You can hear others moving from all four directions, surely those who have accomplished one of the illusion rooms as you have.
All paths lead to the same end, however, and those of you who enter this place will come to find yourself facing two wooden doors. One is labeled with a P and the other is labeled with an A. There are no distinct differences in the doors besides these letters. A choice must be made before you enter these rooms, and the doors will not open if you travel alone.
Which will you choose?
P: Inside the room labeled with a P, visitors will find hundreds of thousands of vials filled with wisp-like smoke of every color and texture. Stacks of maps and blueprints of buildings can be found, and what appears to be a row of ventilators rest in the corner labeled "input" and "output." The room itself is empty of any signs of life, but the back wall houses several television monitors in the shape of eyes. The screens depict ongoings in the city of Recollé, buildings and people you recognize as the mechanical azathoth flies and fights those above the ground. Four screens in particular are dedicated to the regions of Pesgare, Respatrum, Bosuma and Magatus, though each of those regions appear silent and safe thanks to the efforts put forth by citizens of the city.
As for the vials, any that are opened will waft into the air and spread throughout the room. Depending on which vial is picked up, you may find yourselves temporarily gaining someone else's abilities or memories. For every vial that's opened, the air pressure in the room increases and urges you to leave at once. Perhaps it's better to experiment outside.
Users will have to decide what's the next course they'll take. Transporting the vials themselves may seem like a wise idea, though you may wish to ask those on the surface for their opinion, too.
A: Inside this room waits a man. Though he should be well over 100 years old, he appears to be no more than 60 as he sits on a stone throne at the head of an empty room. Stone wolf statues flank the room, and a wooden staff is in his grip as he waits for you to enter.
How will you proceed?
Despite the fact that you feel as though you're traveling lower and lower beneath the ocean, the water begins to peter out and the halls are dry and empty. Stone and marble replace the soaked carpeting and rotting wood as your footsteps echo through the tunnel you've found yourself in. You can hear others moving from all four directions, surely those who have accomplished one of the illusion rooms as you have.
All paths lead to the same end, however, and those of you who enter this place will come to find yourself facing two wooden doors. One is labeled with a P and the other is labeled with an A. There are no distinct differences in the doors besides these letters. A choice must be made before you enter these rooms, and the doors will not open if you travel alone.
Which will you choose?
P: Inside the room labeled with a P, visitors will find hundreds of thousands of vials filled with wisp-like smoke of every color and texture. Stacks of maps and blueprints of buildings can be found, and what appears to be a row of ventilators rest in the corner labeled "input" and "output." The room itself is empty of any signs of life, but the back wall houses several television monitors in the shape of eyes. The screens depict ongoings in the city of Recollé, buildings and people you recognize as the mechanical azathoth flies and fights those above the ground. Four screens in particular are dedicated to the regions of Pesgare, Respatrum, Bosuma and Magatus, though each of those regions appear silent and safe thanks to the efforts put forth by citizens of the city.
As for the vials, any that are opened will waft into the air and spread throughout the room. Depending on which vial is picked up, you may find yourselves temporarily gaining someone else's abilities or memories. For every vial that's opened, the air pressure in the room increases and urges you to leave at once. Perhaps it's better to experiment outside.
Users will have to decide what's the next course they'll take. Transporting the vials themselves may seem like a wise idea, though you may wish to ask those on the surface for their opinion, too.
A: Inside this room waits a man. Though he should be well over 100 years old, he appears to be no more than 60 as he sits on a stone throne at the head of an empty room. Stone wolf statues flank the room, and a wooden staff is in his grip as he waits for you to enter.
How will you proceed?
V.
And about that app.
The Retrospec app…nothing much has been happening with that lately, has it? It seems that the app itself has gone quiet with no updates and little functionality. While texts can still be sent, other types of posts are disabled at this time and the app itself seems to be in the process of scrubbing through internalized bugs.
On the morning of June 12th, however, a message comes through.
What a long strange trip it's been...I'm kidding, I don't remember most of it. What is UP, users? Still with me out there? Our technical issues are finally getting fixed, but it would've been faster if, like, we knew they were magic issues first. Looks like a lot of you are getting things under control, so thanks for that! We can probably take it from here. Things are starting to look up though.
Oh, speaking of up? Take a look outside.
-Jim Halloway
Those who choose to follow Jim's advice and look will soon notice that the sky above has been dotted with little planets scattered about, worlds half-formed and others fully-formed as far as the eye can see. The worlds that you've hailed from can be seen if you look hard enough, all aligned and just within reach.
You don't have to leave, of course. The option is available if you wish to explore those worlds above and take back the vials containing fragments of your previous life. The subways are functional again, taking all passengers to stations housing crafts to lift you into the sky. This trip may last as long as you'd like, but it's truly as they say. Home is where the heart is. It's up to you to choose where you'd like to stay.
Not long after that announcement, another note from the liaison filters through on June 13th.
...the company is under review. We'll touch base again in a few days, but if this really is the end? Thank you for your work. Please submit all complaints to my inbox for this case.
-Z.
It may be too early to celebrate or move on, but only time will tell. Use yours wisely.
And about that app.
The Retrospec app…nothing much has been happening with that lately, has it? It seems that the app itself has gone quiet with no updates and little functionality. While texts can still be sent, other types of posts are disabled at this time and the app itself seems to be in the process of scrubbing through internalized bugs.
On the morning of June 12th, however, a message comes through.
What a long strange trip it's been...I'm kidding, I don't remember most of it. What is UP, users? Still with me out there? Our technical issues are finally getting fixed, but it would've been faster if, like, we knew they were magic issues first. Looks like a lot of you are getting things under control, so thanks for that! We can probably take it from here. Things are starting to look up though.
Oh, speaking of up? Take a look outside.
-Jim Halloway
Those who choose to follow Jim's advice and look will soon notice that the sky above has been dotted with little planets scattered about, worlds half-formed and others fully-formed as far as the eye can see. The worlds that you've hailed from can be seen if you look hard enough, all aligned and just within reach.
You don't have to leave, of course. The option is available if you wish to explore those worlds above and take back the vials containing fragments of your previous life. The subways are functional again, taking all passengers to stations housing crafts to lift you into the sky. This trip may last as long as you'd like, but it's truly as they say. Home is where the heart is. It's up to you to choose where you'd like to stay.
Not long after that announcement, another note from the liaison filters through on June 13th.
...the company is under review. We'll touch base again in a few days, but if this really is the end? Thank you for your work. Please submit all complaints to my inbox for this case.
-Z.
It may be too early to celebrate or move on, but only time will tell. Use yours wisely.
NOTES.
Welcome to
recolle's June event log!
A few notes about the prompts for this one:
Prompt I: Membership for the game is now open to all journals should you wish to have closure for your characters by threading with characters who have dropped, etc. You may also revive buildings that are not listed on the document, such as shops that were around when the game first opened.
Prompt III: While the answers for the puzzles are in the log, you are free to be clever with these rooms and utilize the prompts/how you get to the answers however you want! You can play with settings, items, etc.
Prompt IV: You may have the soul energy effect your characters by giving them new powers, other canon powers, memories of other characters, and appearance changes. For anyone who chooses room A, please reply to the comment below with a course of action and I will reply with a result.
You can claim three freebies on this log!
-Players may claim one freebie for any thread on this log. This must be at least 5 comments from you.
-Players may claim one freebie for a thread in which they revive any aspect of the city. This must be at least 5 comments from you.
-Players may claim one freebie for tackling one of the puzzle rooms in prompt 3. This must be at least 5 comments from you.
Finally, any questions you have regarding this event may be directed to the mod comment here. Be sure to review the mods' question thread on the plotting post for additional information as well!
Welcome to
![[community profile]](https://www.dreamwidth.org/img/silk/identity/community.png)
A few notes about the prompts for this one:
Prompt I: Membership for the game is now open to all journals should you wish to have closure for your characters by threading with characters who have dropped, etc. You may also revive buildings that are not listed on the document, such as shops that were around when the game first opened.
Prompt III: While the answers for the puzzles are in the log, you are free to be clever with these rooms and utilize the prompts/how you get to the answers however you want! You can play with settings, items, etc.
Prompt IV: You may have the soul energy effect your characters by giving them new powers, other canon powers, memories of other characters, and appearance changes. For anyone who chooses room A, please reply to the comment below with a course of action and I will reply with a result.
You can claim three freebies on this log!
-Players may claim one freebie for any thread on this log. This must be at least 5 comments from you.
-Players may claim one freebie for a thread in which they revive any aspect of the city. This must be at least 5 comments from you.
-Players may claim one freebie for tackling one of the puzzle rooms in prompt 3. This must be at least 5 comments from you.
Finally, any questions you have regarding this event may be directed to the mod comment here. Be sure to review the mods' question thread on the plotting post for additional information as well!