Activity › Forums › The Age of Magiq › Itsuki’s Campfire › A Hollow Place – A Text Adventure Anyone Can Play, Inspired By Nixxed
Tagged: adventure, dark, neithernor, text
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A Hollow Place – A Text Adventure Anyone Can Play, Inspired By Nixxed
Posted by cjheighton1998 on November 30, 2018 at 10:29 pm-
- Booting…
Welcome, player. You do not know what is happening, but i assure you all will be revealed, in time…
All you need to do to advance our story is simply give prompts. I am but a narrator, you control your fate, here.
Commands are done through “”s. Give as simple or detailed a command as you want, but know the narrator can always interpret it differently than intended…
hah… hahahaha…
- Booting…
executing program… Welcome, *****.
the cave is dark and damp. Slowly, you sit up, the sound of your movement echoing down the dark tunnel ahead. You feel... dizzy, as if you just fell a long distance. You can feel something under your body, and as you pull it out, you realize its a keycard. It shows a person, but for some reason, you cant really make out the details. Its blurred, darkened in places and light in others. You see a name, but that too wont focus for you. Weird. You stand. There is a path ahead, and behind you. What do you do?
cjheighton1998 replied 4 years, 4 months ago 6 Members · 49 Replies -
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49 Replies
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you advance down the tunnel, the shadows making it difficult to pierce or parse anything in the gloom. Eventually, the tunnel rounds into a long passage. There are 2 doors, one on either wall, and a large locked door with room for a code. The wall doors are closed. You notice now that this tunnel has broken into a building of some kind, or perhaps you came from a shaft dug out of the building. Finally, you notice a small satchel bag leaning against the left wall just in front of the left door. It is closed, a small padlock on it.
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“Search room for a key or something to break the lock on the satchel”
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you dont spot anything in the current room that could help you open the lock.
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you open the right hand door. it craks open slowly, and bumps against something. The room inside seems... old. Theres mildew on the walls, and some of the paper is cracked and peeling. You spot enough bunks inside the L shaped room for 6 people, as well as a small desk with a computer terminal. it is powered off.
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Nope!!! There’s a dead body in there for sure!! “Slam door shut and try the one on the left wall”
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you open this door, and it swings just fine. it opens into a large room, floor to ceiling filled with books.
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Well we know where this story ends “Walk into room and inspect the books”
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the shelves mostly contain handbooks. Codebreaking 101, lockpicking for dummies, how to build anything… but a trio of handwritten journals are what catches your eye. All are unmarked. One seems stained slightly.
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“Grab codebreaking 101, lockpicking for dummies and how to build anything and leave them by the door. Return and start skimming through journals”
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all three notebooks have several pages torn out, and mostly are filled with illegible code and script in strange languages. from the three, you manage to decode just a little from each, despite not knowing the language. another irregularity to your irregular situation. The first book reads "How many must fall so we may proceed?", the second: "The final day, twelve of us stood. We looked on the dying sun, said our prayers, and jumped into the roiling water.", and the third: "Five founders helped build our final sanctuary, so we might escape this place." A note, hastily scrawled in the bottom of the page, reads " Those who came before are gone, now. Hopefully you break the cycle. -Subject 924B".
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Ok… well against my better judgment “force the door open to the other room”
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you enter the room, pushing the burnt body into the wall. The room is barebones, flaking wallpaper covering the walls, enough beds for 6 people, a computer and desk, and a satchel, sticking out from behind the door.
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there is a long moment where nothing happens, but when the computer finally powers up, you are presented with a passcode lock.
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“Check under the keyboard and around the computer for possible passwords”
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you find no keywords on the desktop. In the drawer you find a tiny note. It says Shoreline.
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on looking around a little, you spot a hidden pocket in the front pouch which originally appeared empty. It is sewed in. You need something sharp to open this.
you also notice a small folded piece of paper in the back pouch of the satchel. The pouch is tightly closed and locked with a padlock, however, and you cant get in without a key.
Hint: you now know you need to find something sharp. Try revisiting places you’ve already visited once or twice.
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the paper is inaccessible to you, padlocked and closed.
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you roll the body over, finding a gruesome visage, long burnt away. Its incredibly difficult to pick through the husk, but you DO find a small key. It has a number on it, but its scratched out and illegible.
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“attempt to unlock the satchel padlock with the recovered small key”
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the padlock clicks and opens. Inside is a piece of paper and a flip phone.
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im sorry. If you read this, find shelter. Dont open the door unless you have a weapon. The code is Wallflower.
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which one are you guys going for? :3 both have their own story, each decision has consequences.
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Gear up would be the wiser choice but I’m still curious what is on the computer
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“leave room and use key with satchel in front of left door”
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I mean, i guess we can always do other stuff after accomplishing a command. Just be careful about what you tell me to do – you never know the consequences of your decisions…
The door on the left side is closed and locked. The key does not fit. You can hear the sounds of something mechanical whirring inside. Something moves inside after a few seconds of staring at it, a shuffling, hunched figure of some sort. They make no noise whatsoever.
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i didnt know the satchel in front of the left door was the same one they had already opened.
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you call through the door.
”Hello? Whats your name? Who are you? Where am i?”
The figure turns to face you, and though the glass is dirty and blackened, you clearly see it is not human. An automaton of some sort stands up, eyes simple burned out husks. It cocks its head 90 degrees to the side, and makes a high pitched screeching noise, muffled through the door. It then takes a step towards the door. Broken though it is, the fact its eyes now begin to glow red suggests its perhaps not nice after all.
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you turn around and start looking around the hallway, but its too large to do a quick search of. Give a more specific location!
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“Return to the previous room and search the desk for a weapon”
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you dash into the room, searching the space wide eyed and frantic. Spotting the desk, you rush over and begin throwing things aside, and as you search around you notice a handgun in the bottom. It is strangely made, with an almost triangular nozzle instead of a tube. There are five orange lights currently on. Feeling around the thing, you do not notice any kind of magazine or reloading mechanism whatsoever.
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