Difference between revisions of "Behind Door Number Three ..."

From Twilight Heroes Wiki
Jump to: navigation, search
Line 26: Line 26:
  
 
==Forget the store room and go find something more interesting==
 
==Forget the store room and go find something more interesting==
 +
You decide to run away and live to fight the empty room another day. Wait, how does that go again?

Revision as of 19:31, 24 November 2008

You pick one of the doors in a long hallway of doors and find an expansive laboratory. There are several options:

Grab the nearest box

Take the Lockbox and Run

Not really wanting to stick around in an unsafe location, you decide the best strategy is to smash and grab. So you smash the nearest box you can find, grab the contents, and run off to a more sheltered area to investigate. When you open your hand, you're more than a little disappointed with what you find.

You got an item: black flakes

Investigate the shelves on the right

Trusty, Dusty, Not-so-portable Laboratory

The shelves on the right turn out to be almost universally boring. Dusty boxes filled with scraps of paper, cheap glass test tubes, mostly neglected chemical equipment, and lots of dust. I did mention all the dust, right? Houses get dusty, but castles get dusty.

Eventually you give up in dusty disgust. On your way out you notice that you've gotten some green stuff all over your clothes. You brush it all up into a little pile, and it turns out it's a sizeable amount of whatever it was.

You got an item: green residue

Check out the exeperimental equipment on the left

The Ballad of Bunsen and Beaker The left side of the room is arrayed with an elaborate experimental setup: bunsen burners, beakers, vials, powders, and all the usual trappings. The lab manual sitting on the desk doesn't quite look like anything you remember from high school chemistry. It's far more pictorial, and features lions and phoenixes--phoenices? Tuscons?--along with squiggly symbols that don't resemble normal chemical symbols that you remember.

You're examining a petri dish with some sort of grey shavings in it when you hear a noise in the hall. Thinking quickly, you dash to the back of the lab and slip out a door on that side of the room.

You got an item: greyish scobs

Forget the store room and go find something more interesting

You decide to run away and live to fight the empty room another day. Wait, how does that go again?