SELECT ROOM.
BACK
ROUND ---: NULL
PARTICIPANTS:
---
LOCATION:
---
SAFE PASSWORD:
---
BGM:
---
Select a room from the menu.
  • ---
  • ---

    None.
  • ROUND ---: DORM ROOM A
    PARTICIPANTS:
    [ 1 ], [ 2 ], [ 3 ]
    LOCATION:
    THE FIRST HALL
    SAFE PASSWORD:
    LIES (21181428)
    BGM:
    SLEEPING

    A mere cursory glance around the room makes it obvious: this is some kind of [dormitory]. Two bunk beds, room for four people to sleep— it's a rather barren room, sparse of amenities, the only objects that could offer some form of entertainment being an old [television] sitting on a cabinet next to a [safe], and what appears to be some kind of [puzzle] upon the desk beneath the bunk. The walls are white and scant of decoration; there are no windows, the room illuminated only by the harsh, unnatural glow of fluorescent bulbs. The beds, too, are white, save for their metal frames, and far too thin are the mattresses and sheets— the [pillows] are the sole exception, but the pop of colour doesn’t help the fact that they are [particularly uncomfortable].

    There are a total of three doors: two are likely a [bathroom] and closet, built of dark wood and looking about as depressing as the walls surrounding them.

    The third door, on the other hand, a menacing sheet of thick metal blocking passage to whatever may lay beyond this room, is declared by a faintly glowing green sign above it to be the [exit], with the [card reader] near its frame being likely the only hope of opening it.

  • Scissors x0 (desk drawer, removed by player [3])
    Piece 3 x1 (desk drawer)
    Piece 1 x1 (player [3b]'s pocket)
    Piece 7 x1 (bathroom cabinet)
    Dud x1 (yellow pillow)
    Rectangular metal plate (SQUARE) x1 (green pillow)
    Rectangular metal plate (COMPLETE) x1 (red pillow)
    Rectangular metal plate (THE MAGIC) x1 (blue pillow)
    Piece 4 x1 (cabinet machine)
    Piece 6 x1 (cabinet machine)
    TV remote x1 (middle desk drawer)
    Colour-coordinated bags x4 (safe, x1 blue x1 green x2 red)
    File folders x4 (safe, x1 blue x1 green x2 red)
    Notebooks and pencils x4 (safe, x1 blue x1 green x2 red)
    Triphones x4 (safe, x1 blue x1 green x2 red)
    HETU sheet (Set --- Sheet 1) x1 (safe)
    Keycard x1 (safe)
  • ROUND ---: ESCAPE

    • Player [3a] wakes up.
    • Player [1] wakes up.
    • Player [2] is awoken by player [3a].
    • Player [3b] wakes up.
    • Player [3a] attempts to lift [desk] and is given a warning.
    • Players begin the escape room.
    • The [desk puzzle] is observed and the [drawers] are searched. Got [scissors] and [piece 3].
    • Player [3b] takes scissors and finds [piece 1] in her pocket. Got [piece 1].
    • Player [1] inspects bathroom. Got [piece 7].
    • Player [2] inspects the pillows. Players [3] inspect the safe and closet.
    • Player [3b] lends scissors to [3a]. Used [scissors] on the [yellow pillow] to obtain [dud].
    • Scissors lended to player [2]. Players [3] attempt to fit [dud] into mousehole in the closet.
    • [Green, red and blue pillows] are cut open. Got [rectangular metal plate] x3 (SQUARE, COMPLETE, THE MAGIC).
    • Players [3] discover running water in the [sink].
    • Player [2] inspects the [TV]. Player [3a] inserts the [metal plates] into the [puzzle frame] and unlocks the [cabinet machine].
    • Player [2] enters [BLUE, GREEN, RED, RED] in the [cabinet machine]. Player [3b] enters [RED-BLUE] in the [cabinet machine].
    • Player [2] enters [RED-RED-GREEN-GREEN] in the [cabinet machine]. Got [piece 4] and [piece 6]. Player [2] high fives players [3].
    • Players [2] and [3b] complete the [magic square puzzle] and unlock the [middle drawer]. Got [TV remote].
    • Player [1] uses remote to turn on TV. TV displays: "LIES / 21 18 14 28".
    • Player [3a] enters L-I-E-S in safe keypad. Screen displays each letter as 21-18-14-28, respectively. Safe unlocks.
    • All players obtain 1 coloured bag, 1 file folder, 1 notebook, 1 pencil, and 1 Triphone each.
    • Player [2] takes the [HETU sheet] from the safe, as well as the [keycard].
    • Players escape the room.
    ROUND ---: DORM ROOM B
    PARTICIPANTS:
    [ 4 ], [ 5 ], [ 6 ]
    LOCATION:
    THE FIRST HALL
    SAFE PASSWORD:
    CAGE (3175)
    BGM:
    SLEEPING

    A mere cursory glance around the room makes it obvious: this is some kind of [dormitory]. Two bunk beds, room for three people to sleep— it's a rather barren room, sparse of amenities, the only objects that could offer some form of entertainment being an old [television] sitting on a cabinet next to a [safe], and what appears to be some kind of [puzzle] upon the desk beneath the bunk. The walls are white and scant of decoration; there are no windows, the room illuminated only by the harsh, unnatural glow of fluorescent bulbs. The beds, too, are white, save for their metal frames, and far too thin are the mattresses and sheets— the pillows are no exception, and are [particularly uncomfortable].

    There are a total of three doors: two are likely a [bathroom] and closet, built of dark wood and looking about as depressing as the walls surrounding them.

    The third door, on the other hand, a menacing sheet of thick metal blocking passage to whatever may lay beyond this room, is declared by a faintly glowing green sign above it to be the [exit], with the [card reader] near its frame being likely the only hope of opening it.

  • Piece 6 x1 (labcoat pocket)
    Scissors x0 (desk drawer, removed by player [4], in possession of player [5])
    Piece 7 x1 (desk drawer)
    Piece 1 x1 (bathroom cabinet)
    Rectangular metal plate (SQUARE) x1 ([5]'s pillow)
    Rectangular metal plate (THE MAGIC) x1 ([4]'s pillow)
    Rectangular metal plate (COMPLETE) x1 ([6]'s pillow)
    Piece 3 x1 (cabinet machine)
    Piece 4 x1 (cabinet machine)
    TV remote x1 (middle desk drawer)
    Colour-coordinated bags x3 (safe, x1 blue x1 green x1 red)
    File folders x3 (safe, x1 blue x1 green x1 red)
    Notebooks and pencils x3 (safe, x1 blue x1 green x1 red)
    Triphones x3 (safe, 1x blue 1x green 2x red)
    HETU sheet (Set --- Sheet 2) x1 (safe)
    Keycard x1 (safe)
  • ROUND ---: ESCAPE

    • Player [6] wakes up.
    • Player [5] is awoken by player [6].
    • Player [4] is awoken by player [6].
    • Players begin the escape room.
    • The [desk puzzle] is observed. Player [4] begins searching the drawers.
    • Player [6] inspects his pillow. He observes there's something inside it, but can't get the pillow open without something sharp. Player [5] suggests using his teeth.
    • Player [5] searches the [closet] and the [labcoat] hanging inside. Got [piece 6].
    • Player [5] shows player [6] the tile, stating "Look, I found you!"
    • Player [4] completes search of the drawers. Got [scissors] and [piece 7].
    • Player [4] pockets scissors and chooses to not tell the others about them.
    • Player [5] inspects their pillow. They attempt to pull the pillow apart by the seams, but fail.
    • Player [4] inspects the bathroom. Player [4] considers trying to escape through the [vent], but it is too small for any human past infancy to fit through.
    • Player [6] inspects the safe.
    • Player [5] yells to player [4] to ask her to look for sharp objects. Player [5] whispers to player [6] that player [4] is suspicious.
    • Player [4] inspects the bathroom cabinet. Got [piece 1].
    • Player [5] attempts to rip her pillow open with her teeth, then enters 80085 into the safe.
    • Player [6] inspects the TV.
    • Player [4] attempts to rearrange the [desk puzzle], but the 4 preexisting tiles are stuck in place.
    • Player [4] cuts all of the pillows open with the [scissors]. Got [rectangular metal plate] x3 (SQUARE, THE MAGIC, COMPLETE).
    • Player [5] is startled that player [4] hid the scissors, and remarks to player [6] in Japanese that player [4] is suspicious once again.
    • Player [4] inspects the backs of the metal plates. Player [6] suggests working together, and that the plates might fit somewhere. Player [4] suggests sliding them through the bathroom vent to call for help. Player [6] suggests putting the plates in the desk.
    • Player [4] voices suspicion that players [5] and [6] know each other. Player [5] denies this. Player [6] suggests checking the [puzzle frame].
    • Player [4] inserts the [metal plates] into the [puzzle frame] and unlocks the [cabinet machine].
    • Player [4] enters [RED-BLUE-GREEN] in the [cabinet machine]. Player [4] enters [RED, RED-BLUE-GREEN, GREEN] in the [cabinet machine].
    • Player [5] enters [RED-RED-GREEN-GREEN] in the [cabinet machine]. Got [piece 3] and [piece 4].
    • Player [4] places pieces [1] and [6]. Player [5] places pieces [7] and [3]. Player 6 places piece [4] and completes the [magic square puzzle], unlocking the [middle drawer]. Got [TV remote].
    • Player [4] uses remote to turn on TV. TV displays: "CAGE / → / 3175".
    • Player [4] taps [3-1-7-5] with the tiles of the [magic square puzzle]. Player [6] enters 3175 in safe keypad. Safe unlocks.
    • All players obtain 1 coloured bag, 1 file folder, 1 notebook, 1 pencil, and 1 Triphone each.
    • Player [6] takes the [HETU sheet] from the safe, as well as the [keycard].
    • Players escape the room.
    ROUND ---: DORM ROOM C
    PARTICIPANTS:
    [ 7 ], [ 8 ], [ 9 ]
    LOCATION:
    THE FIRST HALL
    SAFE PASSWORD:
    DARK (096)
    BGM:
    SLEEPING

    A mere cursory glance around the room makes it obvious: this is some kind of [dormitory]. Two bunk beds, room for three people to sleep— it's a rather barren room, sparse of amenities, the only objects that could offer some form of entertainment being an old [television] sitting on a cabinet next to a [safe], and what appears to be some kind of [puzzle] upon the desk beneath the bunk. The walls are white and scant of decoration; there are no windows, the room illuminated only by the harsh, unnatural glow of fluorescent bulbs. The beds, too, are white, save for their metal frames, and far too thin are the mattresses and sheets— the pillows are no exception, and are [particularly uncomfortable].

    There are a total of three doors: two are likely a [bathroom] and closet, built of dark wood and looking about as depressing as the walls surrounding them.

    The third door, on the other hand, a menacing sheet of thick metal blocking passage to whatever may lay beyond this room, is declared by a faintly glowing green sign above it to be the [exit], with the [card reader] near its frame being likely the only hope of opening it.

  • Scissors x0 (desk drawer, removed by player [7])
    Piece 1 x1 (desk drawer)
    Piece 4 x1 (bathroom sink)
    Rectangular metal plate (SQUARE) x1 ([7]'s pillow)
    Rectangular metal plate (COMPLETE) x1 ([9]'s pillow)
    Piece 6 x1 ([9]'s pillow)
    Piece 3 x1 (closet floor)
    Rectangular metal plate (THE MAGIC) x1 ([8]'s pillow)
    Piece 7 x1 (cabinet machine)
    TV remote x1 (middle desk drawer)
    Colour-coordinated bags x3 (safe, x1 blue x1 green x1 red)
    File folders x3 (safe, x1 blue x1 green x1 red)
    Notebooks and pencils x3 (safe, x1 blue x1 green x1 red)
    Triphones x3 (safe, 1x blue 1x green 2x red)
    HETU sheet (Set --- Sheet 3) x1 (safe)
    Keycard x1 (safe)
  • ROUND ---: ESCAPE

    • Players [9] and [7] wake up.
    • Players [9] and [7] begin discussing the situation.
    • Player [8] wakes up.
    • Players begin the escape room.
    • Player [8] inspects the [card reader] at the [exit door].
    • Player [8] inspects the TV.
    • Player [7] observes the [desk puzzle].
    • Player [8] inspects the safe.
    • Player [9] inspects the bathroom.
    • Player [8] enters 123456789 into the safe.
    • Player [7] inspects the desk drawers. Got [scissors] and [piece 1].
    • Player [9] inspects the bathroom sink. Got [piece 7].
    • Player [7] yells to Player [9] that she discovered a pair of scissors. Player [9] suggests leaving them by the toilet for use as "poop scissors, like that guy on Reddit." Player [9] exits bathroom.
    • Player [7] cuts her pillow open. Got [rectangular metal plate] (SQUARE).
    • Player [9] cuts their pillow open. Got [rectangular metal plate] (COMPLETE) and [piece 6]. Pillow thoroughly destroyed with scissors.
    • Player [7] inspects the closet. Got [piece 3].
    • Player [8] suggests that if he finds [piece 7] in his pillow that they trade. Player [9] refuses on the grounds of already having the 9 tile, but realizes it's actually a 6. Continues to refuse the trade anyway.
    • Player [8] cuts his pillow open. Got [rectangular metal plate] (THE MAGIC).
    • Player [7] inserts the [metal plates] into the [puzzle frame] and unlocks the [cabinet machine].
    • Players discuss what a magic square is. Player [8] asks if player [7] likes math, then asks if she's a science professor, engineer, architector just a plain old academic.
    • Player [9] observes the [hint] written in an unknown dark red substance on the [cabinet machine] and invites the others to bet on whether the substance is blood, paint, or jelly, and suggests someone dare him to lick it to confirm. Player [7] admonishes them, then answers player [7] that she is "kind of a little of everything".
    • Player [8] remarks that player [7] looks like a librarian. Player [9] agrees. Player [7] is unsure if that's meant to be an insult.
    • Player [7] enters [RED-RED-GREEN-GREEN] in the [cabinet machine]. Got [piece 7].
    • Player [7] completes the [magic square puzzle] and unlocks the [middle drawer]. Player [9] opens the drawer. Got [TV remote].
    • Player [7] uses remote to turn on TV. TV displays: "DARK / 096".
    • Player [9] attempts to use scissors to break the display on his [bracelet]. Player [9] receives a punishment of [1 tranquilizer dose] and loses consciousness for a short while.
    • Player [7] initially panics, but realizes player [9] is still alive. Player [8] asks to borrow the scissors to try this himself, but player [7] refuses.
    • Player [7] enters 096 in safe keypad. Safe unlocks.
    • Player [9] begins to regain consciousness.
    • All players obtain 1 coloured bag, 1 file folder, 1 notebook, 1 pencil, and 1 Triphone each.
    • Player [7] takes the [HETU sheet] from the safe, as well as the [keycard].
    • Player [9] regains consciousness. Player [7] gives player [9] the keycard and chooses to stay behind for a minute to be alone.
    • Players escape the room.
    ROUND 1: CAFETERIA
    BGM:
    STORING

    Many shelves and racks line the walls, [crates] and large barrels accompanying them; they aren't just for show, either. A great number of canned goods are immediately visible, and the room is well-lit enough to spot some wheels of cheese and bottles of wine in the back. There are a few other doors scattered about, most of them roughly corresponding with the locations of the other food booths in the upper level, but they’re blocked off, as expected--- except for [2], the only ones that don’t seem as if they’d lead upstairs. One of them is rather wide, like the numbered door that led to this very location, and has a [keypad] set into it near one of its handles.

    On the same wall as the door, merely a few steps to the left, is another entrance to the [elevator]; similarly to upstairs, the buttons on the outside have all been removed from the wall. Dissimilarly, however, the doors are currently [open], allowing entry to its spacious interior. Also present is a [walk-in freezer] on the opposite wall towards one corner, and near the other corner is the [EXIT] door.

    PARTICIPANTS:
    Angel [ 1 ], Static [ 2 ], Amagami & Hydra [ 3 ]
    LOCATION:
    THE FIRST HALL
    SAFE PASSWORD:
    LIFE (C965)
    BGM:
    EATING

    Behind the double-wide [18] door is a vast room full of rows upon rows of unoccupied tables. Suspended upon a wall is a [bulletin board], decorated with several [notices], its companions various [neon signs] placed seemingly arbitrarily around the room. A modern [TV monitor] is mounted from the ceiling, overlooking the tables. A row of [vending machines] stand against another wall, though none appear to be functioning. In the back is a [food kiosk] with a tiered [display] protected by a sneeze guard, and at one end a stack of [trays]--- there are a spare handful of other kiosks around, but their [shutters] have been closed and locked tight.

    The nature of this place is evident, and one that invokes memories of school: it's a [cafeteria].

    Following through the [kitchen] and down the stairs, you will also find a large underground [pantry] or [cold storage] of sorts, roughly the size of a small warehouse.

  • Chair placement guide x1 (bulletin board)
    BASE-16 cipher x4 (bulletin board, file)
    BASE-36 cipher x4 (bulletin board, file)
    Spreadsheet x1 (bulletin board)
    List of names x1 (bulletin board, file)
    Wood square (Angel, 2) x1 (C:H table)
    Wood square (Static, 3) x1 (A:C table)
    Wood square (Amagami, 1) x1 (H:I table)
    Screwdriver x1 (kiosk safe)
    Kitchen key x1 (kiosk safe)
    Doll guide x1 (elevator)
    Wagon x1 (walk-in freezer)
    Dolls x10 (walk-in freezer, "Jacqueline" and "Erica" dolls removed by Static)
    Crayon drawing x1 (walk-in freezer, file)
    Cafeteria keycard x1 (safe)
    HETU sheet (Set 1 Sheet 1) x? (safe)
  • ROUND 1: ESCAPE

    • Players begin the escape room and are added into their team groupchat.
    • Players agree to split up to explore. Static investigates the [bulletin board] while Amagami and Hydra investigate the [vending machines]. Angel eyes the chairs for a while before joining Static.
    • Amagami and Hydra discover a sign taped to the vending machines reading "BULLETIN BOARD IF BROKEN" and message the others to ask them to look over the bulletin board. Amagami observes the machines don't look broken so much as they're just nonfunctional. Hydra decides to try and stuff her arm up the dispenser to try and grab a snack from inside. She succeeds, but the two observe that it expired several decades ago. Got [popato chisps].
    • Static and Angel investigate the note with the [red pin] on the board.
    • Angel investigates the part written in pen. Static investigates the smeared ink.
    • They inspect the part written in marker, CHACHI, and note that this is where the abnormality is.
    • Static sniffs the paper.
    • Static licks the paper.
    • Angel licks the paper.
    • Static licks the paper.
    • Angel sniffs the paper.
    • Angel touches the paper. Discovers there are odd wax patterns above and between the letters. (Above each letter is an arrow, in this sequence: →↓→↓→↓. Between are dots, separating each letter into pairs like so: C:H A:C H:I.)
    • Angel attempts to enter a code into the paper.
    • Angel inspects the guide. Got [chair placement guide].
    • Amagami inspects the CHACHI note and wonders why it's wet.
    • Amagami inspects the cipher pages and distributes them to everyone. Got [BASE-16 cipher] and [BASE-36 cipher].
    • Static inspects the spreadsheet. Got [spreadsheet].
    • Amagami makes some notes on the spreadsheet after inspecting the tables.
    • The group places the chairs as per the chair guide. Most of the [neon signs] turn off.
    • Amagami inspects the list of names. Got "list of names".
    • Each player stands at a table specified in the CHACHI note and presses the buttons under the tables at the same time. Small wood slabs with each member of the team's face on them and a number on the back fall out. Got [wood square (Angel, 2)], [wood square (Static, 3)] and [wood square (Amagami, 1)].
    • Players pause to discuss if and how Zero could have known who would choose this room, since players are free to choose whatever door they please, as well as if and how Zero could have predicted what team combination they would vote for.
    • The group contines exploring and inspects the food kiosk.
    • Amagami enters 312 into the safe. Got [screwdriver] and [kitchen key].
    • Unlocked kitchen.
    • Static uses the screwdriver on the metal box in the kitchen. Discovers a lever and keypad.
    • The group inspects the sink. Amagami tries to turn it the handle, but no water comes out.
    • Static attempts to use his pencil to retrieve the object stuck in the drain. It gets wedged further down.
    • Static attempts to use his pencil again. The object is wedged even further down.
    • Amagami attempts to use the screwdriver to retrieve it. The object falls out of sight.
    • Angel and Hydra inspect the sink cabinet.
    • Hydra and Angel check the signs that have gone on outside.
    • Angel tries turning the valves on the sink pipes in random directions.
    • Static checks their Triphone. Gets notification that the Triphones are not puzzle components unless explicitly stated otherwise.
    • Static turns the [middle valve] to the correct position.
    • Angel turns the [bottom valve] to the correct position.
    • Angel turns the [top valve] to an incorrect position.
    • Static turns the [top valve] to an incorrect position.
    • Angel turns the [top valve] to an incorrect position.
    • Static turns the [top valve] to the correct position. The faucet turns on.
    • The sink begins filling up. A strange smell fills the air. It continues to fill until the basin is full of water, then turns off automatically.
    • The group identifies the smell as [chlorine]. Amagami takes the sponge and cleans the sink, revealing a code at the bottom.
    • Static unlocks and completes the Lights Off puzzle, which unlocks the door to the [pantry].
    • Amagami continues to clean the sink. Static ventures downstairs on her own.
    • Static inspects the food supply.
    • Static inspects the elevator and is immediately horrified by the message on the wall that appears to be written in blood. Got [doll guide].
    • Static hurries back upstairs. After calming down, the group heads downstairs together.
    • Amagami and Hydra inspect the elevator and conclude that the message is probably written in red paint.
    • Static enters 1067432 into the walk-in freezer keypad. Got [wagon], [dolls (x12)], and [crayon drawing].
    • Group returns upstairs with dolls. Static places the Don, Luther, and Wallace dolls in their seats.
    • Angel places the Jacqueline, Erica, and Michael dolls in their seats.
    • Static places the Jonathan, Steven, and Andrew dolls in their seats.
    • Amagami and Hydra place the Rudolph, Mark, and Robert dolls in their seats.
    • Neon signs change to display the safe password, [LIFE]. Amagami enters [C965] into the safe. Safe unlocks. Got [HETU sheet (Set 1 Sheet 1)] and [keycard].
    • Players celebrate their success. Players decide to form an alliance of sorts in the hopes of eventually recruiting everyone else in unity against Zero.
    • Static decides to finally ask Amagami if he remembers his own identity.
    • Amagami reluctantly admits that he's amnesic, explaining that he had decided not to dwell on his loss of memory and that he would worry about it when everyone has escaped the Nonary Game.
    • Static, Angel, and Hydra all attempt to reassure him and offer to help him with recovering his life if he hasn't remembered anything when the Game is over.
    • Players advance down to the basement again to approach the [EXIT] door.
    • Players escape the room.
    ROUND 1: EXPLORE

    • Team 123 discovers Luka waiting in the hallway outside the [EXIT] door.
    • Luka enters the cafeteria and inspects the food stock.
    • Amagami and Hydra inspect the [strange door] in the basement. A message on the door instructs to return once an "oath" has been made and "EIGHT HAS BEEN REDUCED TO NONE" to enter "THE NAME OF THE ONE WHOSE STRENGTH SHOWS WHEN 4U IS FOUND WITHIN THEIR 1N". Luka inspects this door as well and startles Amagami, who hadn't noticed Luka approaching.
    • Nona and Peach arrive. Nona delivers a [box of paperclips] to Luka. Peach shows Luka the paper with the safe password from the meeting room and asks him what he thinks it looks like. Luka answers funyarinpa, which delights Nona and confuses Peach.
    • Luka, Nona, and Peach advance upstairs to investigate the kitchen
    • Luka determines the kitchen used in the escape room would be no good for cooking or food preparation with the sink rendered useless. Luka discusses the bracelet lights with Peach and Nona, speculating how each light may be assigned based on the bracelet's owner, as well as the rules of the game. Peach and Luka agree to vote to be on the same team if Amagami's speculation is correct and the team combination [267] is available this Round.
    • Luka picks the lock on the shutter of one of the other food stands and seems disappointed with how easy it was.
    • Luka inspects the new kitchen and determines he could cook here. Nona inspects the chairs, then the bulletin board, then leaves.
    • Luka and Peach decide to cook some food.
    • 1 hour later, they've finished, and summon the others to join them.
    • Everyone arrives, but Red decides to make instant ramen instead, not trusting Peach or Luka enough to eat the food they cooked. She sits at a different table to the others.
    • Everyone eats, except for Amagami and Luka. Amagami cannot eat or drink because of his mask, so he decides to try and work out all of the possible future team combinations they could have during future Rounds, based on the already eliminated number combinations from the first Round. Luka chooses not to eat because Amagami can't, but takes a single noodle from Nona's plate to show the others that it's not poisoned.
    • Angel accidentally calls Luka mom.
    • Amongst the ensuing chaos, Amagami continues working until prompted by Peach to share what he's been doing. Amagami reveals he has deduced that there are exactly [7] unique team combinations left. Provided his guess at what the next Round's combination options will be (Option A 168, 249, and 357, Option B 159, 267, and 348) is correct, he has also deduced all of the ways that each future set of HETU sheets will be arranged.
    • Red takes a look at his notes and doesn't understand it at all.
    • Red decides to take a seat with the others.
    • Nona decides to try replicating a certain experiment with the group. He shows them all some odd photographs and asks what everyone thinks they look like.
    • Red answers "beach". Luka says funyarinpa again, but mentions he already knows the real answer. Hydra says the top photo looks like a slug or a Goomy, and the bottom photo looks like a Metapod. Romeo answers that the top photo looks like a desert. Angel answers that the bottom photo looks like hell in Terraria. Alice also answers funyarinpa.
    • Peach wonders aloud if she's the only one who doesn't know what a funyarinpa is, which confuses Luka. He replies that 'funyarinpa' is a nonsense word he made up, which shocks Nona, and in turn surprises Luka when he discovers Nona thought a 'funyarinpa' was a real thing.
    • Luka then explains that his first time attempting to knit something more complicated than a scarf ended up failing, and the 'rabbit' he was trying to make looked more like some sort of slug with two nubby arms and floppy ears. When Nona asked what it was, Luka decided he couldn't rightly call this creation a rabbit, so he declared it was a 'funyarinpa'. Luka sketches out this failed attempt to show how the top photo resembles the failed plush. Peach finds this art and story so adorable she's brought to tears.
    • Red is less impressed. Nona is shocked at this, seeing as they had assumed that Luka was just an excellent knitter from the beginning and that the funyarinpa was just supposed to look like that, and it was some mascot character he didn't recognize.
    • Nona shakes this off, however, and continues asking the others what they think the pictures look like.
    • Angel says the top photo looks like a cross in the clouds, and Romeo says the bottom photo looks like an FFXIV map.
    • Static answers that the bottom photo looks like an electrical burn, and that the top photo looks like a dog. Amagami agrees, saying the top photo is definitely a Boston Terrier, and that the bottom photo is a picture of a lady by a fence.
    • Given that Peach also correctly guessed that the top photo was a dog earlier, Nona concludes that 3 out of 10 of them saw the dog as intended, which is a 30% success rate. He notes that would be extremely impressive if the sample size weren't so small.
    • Nona then goes on to explain the original experiment that he just had everyone replicate, showing the group the unedited photos, noting that Amagami got both of them correct.
    • After explaining the basics of the experiment, Nona then asks if anyone knows of something called the morphogenetic field. Nona remarks that he thinks Sheldrake is a quack, but that the theory of collective human memory has also been put forth by Carl Jung and the concept of the Akashic records. He gives a basic example of how the theory works, using a library as an example, and asking everyone to imagine that when the first half of the TV experiment occured, 1000 new books containing the correct answer to 'what is this photo' were added to the library. When the second half of the experiment happened, the 800 new testers had to pick a book from that library to get their answer, and thanks to the first experiment, that group of 800 was now more likely to choose a book with the correct answer.
    • Nona once again remarks that this idea of humans sharing certain knowledge is not unique to Sheldrake's morphogenetic field theory, and adds that hivemind behaviour in insects can be considered similar, as well as experiments that observed certain animals passing down knowledge of dangerous humans to their offspring.
    • Nona then goes on to explain that the reason he brought any of this up is because Zero, for whatever reason, clearly went out of their way to mark all of this as 'important' via storing the meeting room's HETU sheet not in the safe, as per usual, but tucked inside Sheldrake's book outside the room. Nona also reveals that he inexplicably knew the answer to a puzzle he shouldn't have been able to solve, and that the only way he could have gotten the answer would be if he had done the cafeteria escape room instead of the meeting room. To confirm this, he asks the 123 group if the yellow chair was 3, the blue chair was 7, the green chair was 8, and the red chair was 9.
    • Receiving this confirmation, he asserts that there was no way for him to know that on sight, and suggests that Zero knows something the rest of them don't.
    • Static briefly moves in a somewhat erratic way, which confuses Red.
    • Alice and Peach agree Zero has yet unseen ulterior motives and speculate about what their goal is. Alice suggests Zero is a "parapsychology freak with too much money and time," and Peach wonders if there's something that connects all of them.
    • No one knows that, or if they do, they're unwilling to come forth with an answer. Hydra quietly brings up that Zero seems to have known what room she was going to pick, too, due to the wooden blocks under the tables with the portraits on them. Nona gives Luka an expectant look, and they seem to communicate something silently between them before Nona speaks up and says that Zero must have somehow known everyone would vote B and that 123 would be in the cafeteria and 789 would be in the meeting room based on their respective clues. Hydra again suggests that Zero could be psychic, or from the future, or hypnotizing everyone somehow.
    • Romeo wonders, then, if Zero thinks they all might have a connection to the morphogenetic field and this game is meant to determine how Zero can manipulate this power for themselves by studying everyone. NOna agrees that could be possible, and Luka agrees with Peach there might be another unseen connection between the group. Finishing his thought, Nona adds that whether there is or isn't it's a good idea to try and keep personal information private just in case Zero doesn't really know anyone that well, and this way they can keep their loved ones safer. Luka hesitates, but Nona adds that for all any of them know, Zero is hiding in their group right now.
    • After a short silence, the TV above the table turns on and Zero appears, taunting Nona and remarking that they're over here, though, aren't they? Peach retorts that it's still possible: Zero's phrasing suggested that they might not actually be running the game, leaving the possibility that the person on the screen is merely an accomplice. Zero decides to acquiesce that she's right about their wording, and that they are not the inventor of the Nonary Game, nor is this the first one--- and that in their opinion, it probably won't be the last, either.
    • Luka directly proposes to Zero the possibility that they are simply the accomplice. Zero simply responds that that is a possibility. Nona then questions if their earlier phrasing means they've run these games before, then, and if they intend to run another one. Zero mulls over their answer, then decides they have no reason not to keep this much a secret and informs the group that the first Nonary Game was not their own, and if there is another Nonary Game after this, then that will not be theirs either.
    • Alice remarks that Zero might just be some kind of shitty gameshow host, in that case, and Angel asks if this is some game being passed around by ultra-billionaires in secret or something. Zero states that they all may speculate how they wish, but gives no other answer.
    • Nona then asks why they're here to begin with, talking to everyone. Zero says they were originally just going to come and congratulate everyone for successfully escaping their rooms, seeing as their antidote is due. Said antidote is adminstered as they speak, and they give their congratulations to everyone and state that the next HETU has now activated. Zero continues, admitting that part of the reason for their dropping in like this is a sense of restlessness. They point out that their presence is wholly to the group's benefit, however, considering they're right here, and willing to respond to their questions, even if they don't necessarily answer them.
    • Alice asks, "Do you have a job? Do you have any friends? Are you ugly, and that's why you wear that stupid mask all the time? Do you have any talents other than being a cryptic weirdo? Did you parents just, like, not love you? Did you get bullied as a child, probably for good reason?"
    • Zero responds, "Maybe, yes, beauty is subjective and I am wearing this mask solely for the purposes of the game, yes, and the last two I shall not say."
    • Amagami speaks up and asks to confirm his suspicions about what the teams for this round will be. Zero thinks on it, then with the express caveat that they will not be giving this sort of information out in the future and that this is an exception since he's already figured it out on his own, confirms that he's correct.
    • Alice isn't pleased Zero actually answered all of her taunts without skipping a beat like that, but moves along and says that in that case, they can all decide how they're voting ahead of time. Nona and Luka both say they've already decided, but Hydra is quiet and Amagami says it's not exactly up to him, but all of the lights will have to turn off eventually. Zero affirms, and Amagami asks what'll happen when they do. Zero replies that they'll have to find out when they get there.
    • Red asks how many rooms there are. Zero asks what kind she means, and states that while they will not reveal how many escape rooms there are, they'd be willing to show everyone a rough idea of what an aerial view of the building they're in looks like. Red takes them up on that, since it's better than nothing, and after a bit of fiddling around from Zero, the screen shows an incomplete and very basic map. Zero informs everyone that the map has been greatly simplified and the proportions are not exact, but that it should regardless be sufficiently useful.
    • Static wonders why the square containing the Fourth Hall seems to be split in two, and whether that means that there's a secret Tenth Hall, just like there are technically 10 players in the game.
    • Luka addresses Zero next and asks if it's possible for all of them to survive and escape. Strangely, Zero's demeanor breaks somewhat and there's an odd noise that is difficult to identify through their voice modifier. They ask Luka why he didn't think to ask that first, and what little of their tone remains intact through the modifier sounds distantly playful or teasing. They confirm this, but add that on its own, that confirmation would mean nothing: random chance could allow absolutely anything to happen, after all, like a meteor crashing into the place and opening a hole for everyone to leave through. Thus, they add additional confirmation for the question Luka is really asking: the game has been constructed to allow for all the participants to survive, should they follow all the rules, complete their rooms in time, and not turn on each other.
    • After this, Zero promptly takes their leave, and asks Nona to take good care of "Apollo" for them before bidding everyone farewell and good luck.
    • Nona immediately questions who or what the hell Apollo is, and Amagami suggests it might be the name of the rat Nona picked up in the meeting room. Luka suggests that maybe it's Zero's pet, and Nona replies that it'd make sense why it's so used to humans in that case. The question then is why it was just wandering around on its own rather than in a cage, but Amagami awkwardly suggests that considering the signs that Zero has been living here a while, they decided to just coexist with them instead of getting an exterminator and got attached. Alice says the rat looks exactly like Nona and is probably here just for him. Peach suggests it might be a lab rat, or maybe, symbolically, a daikoku rat, since Zero seems evidently pretty wealthy.
    • Luka says that more importantly, they all just got a lot of info, including information that others might not have realized yet. Zero spoke a lot, and rather than calling everyone somewhere else, they chose to appear in the room with them, during what had, at first, been a pretty friendly and casual affair. Likewise, Zero's behavior was pretty casual compared to their previous appearance, and said plenty of things that they did not technically need to say, admitting themselves that they were making some exceptions and openly inviting everyone to speak to them. Luka lists these off with a certain amount of confidence in the idea that they are all connected somehow, and continues that while Zero said they had friends, it's possible that Zero was talking about the rats. Luka suggests that Zero may be lonely, especially if the person on the monitor really is the one and only Zero and not an accomplice. Luka also replicates a certain motion Zero began and then seemed to abort, showing that what they might have been trying to do was twirl some hair around their finger or tuck it behind their ear but remembered that they're wearing a mask and a hood, and turned the action into adjusting their hood instead. He concludes that this, if he's right, suggests Zero might have long hair.
    • Shortly after this, the group disperses with very few questions answered and many more loaded onto the pile. After Red confirms that the place is completely empty, she stealthily takes a knife from the kitchen and tucks it into her bag.
    ROUND 1: REC ROOM
    PARTICIPANTS:
    Red [ 4 ], Alice [ 5 ], Luka [ 6 ]
    LOCATION:
    THE FIRST HALL
    SAFE PASSWORD:
    MIND (14181323)
    BGM:
    RELAXING

    A room with a dark red ceiling and walls, and red and black checkerboard tiles lining the floor. It's darkly lit but extravagantly furnished, and seems to be a retro [rec room] with a [bar].

    Paintings, mounted hunting boons and other various knick-knacks hang against the stylish backdrop of crimson, and towards the back-- another section of the room, separated from the other not by a door but two partitions-- a [dartboard] awaits its next contestant. The room boasts many [game tables]-- both players of [poker] and those who prefer [billiards] would find themselves playing in the back near the dartboard, while nearby, lovers of [baccarat] and [blackjack] would be playing their cards in the leftmost corners of the area.

    A [display cabinet] and a more modest [regular-ass cabinet] reside near the bar area flanking a sofa, and behind the bar counter is [storage space] for all sorts of things.

  • Bottle 1 x1 (bar)
    Blackjack puzzle x1 (inside bottle 1)
    Incomplete deck of cards x0 (cabinet, originally missing A♧, 6♤, and royal cards)
    Corkscrew x1 (cabinet)
    Ace of Clubs x1 (Blackjack table, added to incomplete deck of cards)
    Six of Spades x1 (Blackjack table, added to incomplete deck of cards)
    Bottle 2 x1 (bar)
    Baccarat puzzle x1 (inside bottle 2)
    Display cabinet key x1 (Baccarat table)
    Bottle 3 x1 (bar)
    Darts puzzle x1 (inside bottle 3)
    Vase x0 (hidden nook behind painting, shattered)
    BASE-16 cipher x1 (inside vase)
    BASE-36 cipher x1 (inside vase)
    Poker puzzle x1 (inside vase)
    Poker table key x1 (inside vase)
    Royal cards x0 (poker table drawer)
    Deck of cards x1 (combined from incomplete deck of cards + royal cards)
    Pool cue x1 (Billiards table)
    8 ball x1 (Billiards table)
    Bottle 4 x1 (bar)
    Billiards puzzle x1 (inside bottle 4)
    Rec Room keycard x1 (safe)
    HETU sheet (Set 1 Sheet 2) x1 (safe)
  • ROUND 1: ESCAPE

    • Red inspects the display cabinet.
    • Red checks the cabinet for a keyhole.
    • Alice inspects the [billiards table].
    • Red inspects the [bar] and finds a bottle in a lit [cubby]. Got [bottle 1].
    • Red takes the note out of the bottle. Got [Blackjack puzzle].
    • Luka inspects the [other cabinet]. Got [incomplete deck of cards] and [corkscrew].
    • Luka joins Red and makes a partial copy of the [Blackjack riddle] in his notebook to fill out as they solve the puzzle.
    • Red and Luka collaborate trying to solve the Blackjack riddle, and successfully complete it.
    • Luka inspects the [blackjack table] and enters their answers. Upon completion, another [cubby] unlocks at the bar and the table itself provides new cards. Got [Ace of Clubs] and [Six of Spades]. Added to [incomplete deck of cards].
    • Red retrieves the bottle from the bar. Got [bottle 2].
    • Red borrows corkscrew from Luka and uncorks the bottle. Got [Baccarat puzzle].
    • Luka inspects the [baccarat table] and places one of the [Nines] in the first slot.
    • Red tries adding a [Two, a Four, two Sixes, and another Nine] into the remaining slots.
    • Luka calculates these digital roots as 6 (for the Two and Four) and 3 (for the Sixes and Nine).
    • Red tries adding an [Ace, Two, Three, Four, and Eight]. Luka remarks this solution seems a little too complicated.
    • Red tries adding a [Two, Four and Three] in the third row. Luka adds an [Ace and an Eight] in the second row. Another [cubby] unlocks at the bar and the table provides a new item. Got [display cabinet key].
    • Red unlocks the display cabinet. Got [darts].
    • Red hands the darts to Luka. Luka retrieves the new bottle from the bar and uncorks it. Got [bottle 3] and [Darts puzzle].
    • As per the text of the puzzle, Luka heads to the back and requests Red and Alice stand behind him for safety, and gives them the [Darts puzzle] so they can instruct him where to throw each dart.
    • Alice suggests throwing the first dart at [Starry Night], but mentions [Rudolph], which gives Luka pause.
    • Red tells Luka to throw the first dart at the [buck hunting boon] instead. The dart hits it in the nose.
    • Alice tells Luka to throw the second dart at Starry Night.
    • Red tells Luka to throw the third dart at [Girl with a Pearl Earring]. The dart hits precisely in the girl in the painting's piercing.
    • Alice tells Luka to throw the fourth dart at [The Scream]. The dart lands in the screaming figure's mouth.
    • Alice tells Luka to throw the fifth dart at [Mona Lisa]. The dart hits the painting in the eye.
    • Alice tells Luka to throw the sixth dart at the [bear hunting boon]. The dart hits it in the cheek.
    • Alice tells Luka to throw the seventh dart at [The Last Supper] and suggests trying to hit Jesus. Luka accidentally complies, and the dart hits Jesus directly in the forehead.
    • Alice moves to cut up [Nighthawks] with her scissors, but decides against it and removes it from the wall instead. Got [vase].
    • Alice tries upending it to shake out whatever's inside. Luka suggests breaking it, as entailed in the note.
    • Alice throws the vase onto the floor. Got [5 rupees]... oh, no, never mind. Got [BASE-16 cipher], [BASE-36 cipher], [Poker puzzle], and [poker table key].
    • Luka inspects the [poker table] and unlocks the drawer on the side of the table. Got [royal cards]. Combined [royal cards] with [incomplete deck of cards] and obtained [deck of cards].
    • Alice suggests the "gardeners" are probably spades. Luka agrees, and suggests that a "black-hearted King" is probably the King of Spades, because a Spade resembles an upside-down, black Heart.
    • Alice lays the cards out on the table. The locks on the [billiards table] unlock, as well as another [cubby] at the bar. Got [pool cue] and [8 ball].
    • Luka takes the bottle and uncorks it. Got [bottle 4] and [Billiards puzzle].
    • Alice plays some pool, sinking each ball in the order of 7-11-15-2-1-4-3-13-14-12-10-9-6-5-8. The final [cubby] at the bar unlocks, and one of the [mounted heads] fires a [beam of light] out of its eyes. The light against the wall reads [MIND ← 14 18 13 23].
    • Luka inspects the bar.
    • Luka enters 14181323 into the safe. Safe unlocks. Got [HETU sheet (Set 1 Sheet 2)] and [keycard].
    • Players escape the room.
    ROUND 1: MEETING ROOM
    PARTICIPANTS:
    Peach [ 7 ], Romeo [ 8 ], Nona [ 9 ]
    LOCATION:
    THE THIRD HALL
    SAFE PASSWORD:
    TIME (1016)
    BGM:
    SPEAKING

    A U-shaped table greets the participants as they enter the room. An old [slide projector] rests on a stand nestled in the middle of the table, pointed towards a currently vacant wall; a [bar] mounted towards the top holds a [projector screen] yet to be pulled down. It's a [meeting room], and certainly the most expensive-looking place in the building that this group has seen yet.

    There are a few [paintings] on the walls, some [potted plants] in the corners, and two [briefcases] on the table. There's a [door] leading to another room directly to the [right] of the door the group entered through, with several [switches] and a thin [cabinet] on the wall nearby.

  • Minute hand x1 (buried in potted plant soil)
    Cabinet key x1 (inside briefcase 1)
    Stack of documents x1 (inside briefcase 1)
    Slide set 1 x1 (lying on projector)
    BASE-16 cipher x3 (inside briefcase 1)
    BASE-36 cipher x3 (inside briefcase 1)
    Screwdriver x1 (cabinet)
    Clock key 1 x1 (clock)
    Clock key 2 x1 (clock)
    Projector cable x1 (cabinet drawer)
    Misplaced puzzle x1 (cabinet drawer)
    Hour hand x1 (fell from ceiling)
    Hand mirror x1 (cabinet drawer)
    Slide set 2 x1 (cabinet drawer)
    Slide set 3 x1 (fell from ceiling)
    Slide set 4 x1 (fell from ceiling)
    Slide set 5 x1 (fell from ceiling)
    Odd picture x1 (briefcase 2)
    Meeting Room & Janitor's Closet keycard x1 (safe)
  • ROUND 1: ESCAPE

    • Romeo attempts to mess with the [projector screen], but nothing happens. Nona attempts to help, but nothing happens.
    • Peach inspects the [plants], and discovers 3 of them are fake, and only 1 of them is real. Peach inspects the odd one out and discovers something buried in the dirt. Got [minute hand].
    • Romeo and Nona vow that they'll get that sucker next time. Peach inspects the minute hand, then the dirt of the 3 [artificial plants], but finds nothing more of note. Peach observes that there is no [clock] present in the current room, much less one missing its hands.
    • Romeo inpects the paintings.
    • Nona inspects the briefcases. He discovers one of them is already unlocked, containing a key and some documents. Got [cabinet key].
    • Nona attempts to use the key on the door to the [storage room] but discovers that it is already unlocked. He decides to investigate inside the closet and leaves the documents from the briefcase on the table, informing the others before he leaves that the other briefcase has a combination lock on it.
    • Peach joins Romeo in inspecting the paintings. They observe that they're almost the same on both sides, but not quite.
    • Romeo attempts to mess with the projector, but it has no cord and is nonfunctional. He discovers a set of projector slides on top of it, however. Got [slide set 1].
    • Romeo attempts to see what is on the slides without use of the projector, but it's a little difficult to make out.
    • Peach inspects the documents from the briefcase, discovering that the topmost [3] papers are [identical], there’s another set of [3] beneath those that also match, one sheet contains only a few lines of text, and one is decorated with colourful [pictures]. She starts by looking at the page with the [pictures] and discovers that they depict parts of the same paintings that are hung on the walls.
    • Peach sets that page aside for later and inspects the sets of identical papers, discovering that they appear to be a code cipher. Got [BASE-16 cipher] and [BASE-36 cipher].
    • Romeo abruptly and vividly hallucinates The Wolf Of Wall Street [2013] Office Party Scene (HD). Peach and Nona cannot muster a comment on what just happened.
    • Romeo puts the projector slides into the projector, but it has no cord, and the lights in the room are still on, so the projector cannot yet be used.
    • Peach decides to ask Nona what he's up to. Nona says he's found something in a manner that prompts a "... what do you have?" from Peach, spoken in a tone not unlike a mother asking her toddler the same question. Nona responds he is "not sharing" what he found.
    • Peach enters the storage room. Nona is holding a [rat]. A live rat. Nona claims they're best friends now. Got [new best friend].
    • Peach questions if this is seriously what Nona has been doing this whole time, considering the room looks largely unexplored and he's left the [cabinet key] inside the drawer he was opening and apparently abruptly stopped investigating as soon as he saw the rat. Nona argues that he at least looked around, and that the rat discovery is indeed important, because the rat looks well-fed and healthy, meaning that there is food around here somewhere.
    • Nona proves that he investigated by holding up the rat and using it to point at a [screwdriver], on top of the cabinet, and a [weird clock], nonfunctioning and [screwed shut]. Its hands appear to be [keys]. Got [screwdriver].
    • Peach uses the screwdriver to open up the clock and retrieve the keys. Got [clock key 1] and [clock key 2].
    • Peach checks to see if the keys will fit into the [safe] or another [cabinet drawer], and discovers [clock key 1] fits into one of the [drawers]. Got [projector cable].
    • Peach notices that Nona did not finish opening the drawer he used the key from the briefcase on. There is a strange sheet of paper within that speaks of [colourful chairs] and a [cafeteria], with a watermark in one corner denoting that this is a [copy] of something. Got [misplaced puzzle].
    • Romeo takes the projector cable and plugs the projector in. Peach and Nona wonder about the sheet, since none of the things it talks about could be applicable to this escape room, as far as they can tell. Nona suggests it's something for a [different] escape room, but Peach asks why it's here if that's the case.
    • Nona notices an abundance of switches on the wall next to the entry/exit door. There are [7], with 6 of them grouped together in 2 rows of 3, while the last one is positioned away from them near the door. Nona flicks some of the [grouped] ones on and off, but nothing happens. He tries the one closer to the [door] and discovers that it turns the overhead lights off, then flicks it back on. He also notices a [locked panel] mounted on the wall by the switches, and asks Peach for the other clock key.
    • Peach gives him the key. Romeo asks Nona to turn the lights back off again, but first, Nona uses the clock key to open the panel. He opens it, looks inside, then immediately closes it again, claiming to not want to have to deal with all of that right now. He then turns the lights off as requested.
    • The players observe the [slideshow] from the projector. It shows a brief set of vague instructions, then the [periodic table] with the [names of the elements] removed, then a series of 10 photos of seemingly random objects: a dagger, some cans, a ring, a medal, some globs of a shiny substance, a statue, refills for a mechanical pencil, spoons full of food, someone's tattoo, and a penny.
    • Peach is delighted by all of this and inspects the wire cabinet that Nona unlocked for herself. Inside is a philosophical, theological, and moral nightmare. The wires are plenty and they are messy, with [4 sets] of [10 connecting points] and not a single one plugged in properly. Regardless, Peach looks excited for this, but asks if Nona or Romeo would like to try solving it themselves, since she seems to have figured it all out already.
    • Romeo takes up the challenge. He makes one small error at first connecting the moon before the Earth in an otherwise correct sequence, but Peach points this out. Afterwards, Romeo manages to solve the puzzle with aplomb, and something falls from the ceiling. Got [hour hand].
    • A faint magenta-coloured beam of light falls onto the hand after it falls, and the [connecting points] light up in a particular manner.
    • Peach is impressed by Romeo's work. Peach takes the hour hand and heads to the clock in the storage room, putting it back on the clock with the minute hand then setting it to 4:49, as per the hint given by the connecting points. This unlocks another [cabinet drawer]. Got [hand mirror] and [slide set 2].
    • Romeo takes the slide set and puts it in the projector. Nona turns the lights off again. The players observe the 2 new slides, each showing a [colour] and a [painting]. Peach realizes what the mirror is for, using it to reflect the [light] shining onto the ground from the ceiling onto one of the paintings, producing a cheerful [ding-dong] sound effect to denote a correct answer.
    • Peach plays around with the [6 light switches] on the wall, and discovers that they control the [colour] of the beam of light. She figures out how to change it to red, realizing that the colour changes correlate to the RGB colour systems used for computers: the first column of 2 switches represents red, the second represents green, and the third blue. When 1 switch in a column is turned on, it denotes a colour value of 127.5 out of 255. When both switches in a column point up, they represent 255/255 combined.
    • Peach flips all of the switches except the ones in the first column so that they are off, and turns both the ones in the first column on, creating red. She then points the beam of light towards the indicated painting, and something else falls from the ceiling. Got [slide set 3].
    • Romeo puts the slides in, and decides to take a look at the switches. He messes with them and produces [green]. Peach flicks some of the switches to show how to make [yellow], which Romeo then directs towards the indicated painting. Peach suggests that she handle the switches and Romeo handle the mirror.
    • After making [cyan] and directing it at the correct painting, another object falls from the ceiling. Got [slide set 4].
    • This pattern continues. Nona finally decides to participate with the class, having found some paperclips that he claims he is going to hand off to Luka to "see how many of these gay-ass locks he can pick and skip some of these puzzles." Peach remarks that he's going to get his twin knocked out if he tries that. With the last correct answer, a final slide set falls from the ceiling. Got [slide set 5].
    • The final slideshow shows firstly a photo of the [second, locked briefcase], then a set of [colourful chairs]. The second slide shows only the chairs and absolutely no other information.
    • Nona stares at the second slide, then enters 7983 into the briefcase combination lock. It unlocks. Nona stares at it, confused.
    • Peach asks how he managed to guess this number. Nona answers that they didn't guess.
    • For some reason, Nona knows exactly what the combination is based solely off of the sequence of chairs, even though they lacked any numbers to explain what they were, and the previous [misplaced sheet] also did not inform anyone what [numbers] the coloured chairs represented. Nona has no idea how he knows this and tells Peach as much.
    • Nona strains themselves trying to figure out how this could be possible, as well as what this could all mean and where they might be, why they're being forced to play this game at all. They have no answers.
    • Peach asks how Nona knew the answer, even more confused, noting that with a four digit code there are 10,000 possible combinations. She remarks that even if they could enter one code per second, it would take hours, and the time limit would certainly run out before then. This would result in their immediate and premature deaths. Peach says she's never seen the image before, and asks Nona and Romeo to confirm they haven't either. Neither of them have.
    • Peach then wonders how Zero could have known that Nona would understand the hint; why would they kill off 3 people so soon into the game with an impossible puzzle? Nona, again, has no answer, only able to offer bizarre solutions that raise more questions than answers--- this is almost to be expected, considering the situation. He feels as if he's on the verge of remembering or realizing something, but can't put a finger on it, so he gives up to just focus on getting out of this room. Peach nearly protests, but they're on a time limit and the answers seem to be far out of reach yet.
    • Nona opens the briefcase he had unlocked, having gotten too unnerved by his own success to actually look at it. Inside is a [tablet] with a puzzle on it. Peach completes the puzzle, dragging the blue circles with words written on them to the correct slots, so that the EARTH circle connects the words LIFE and CONNECTED, TREES connects LIFE and BRANCHES, TIME connects BRANCHES and INTANGIBLE, KNOWLEDGE connects INTANGIBLE and CRUEL, and HUMANS connects CRUEL and CONNECTED. The mechanism holding the tablet firmly in place unlocks, allowing it to lift up and away. Beneath it is a hollow space with a single sheet of paper inside. Got [odd picture].
    • Nona exclaims that the image is a Funyarinpa. Peach asks what the hell a Funyarinpa is and claims the image is obviously a dog. The two argue about this briefly, while Nona heads into the storage room to enter 1016 into the safe, based on the numbers printed on the Funyarinpa/dog picture. Safe unlocks. Got [keycard].
    • Players escape the room.
    ROUND 2: MEDICAL BAY
    The door opens to what is unmistakably a [doctor’s office]. There’s an [examination bed], a [wheelchair] with a [briefcase] sitting on it, an old [computer] hooked up to a [scale], and a few sets of [cabinets]. A few [items] lay on the countertop next to the [sink], and there are various [stuffed animals] sat around the room.

    Seated at a [desk], posed to hold a [sheet of paper], is a [mannequin] wearing a [button-up shirt and tie].

    The door opens to a room full of [beds], each separated by [curtains] and [monitors] of some sort. All [6] of the beds seem to be [occupied], with blankets covering [human-sized lumps] on the mattresses. A [gurney] lies in wait near a small [desk] with a clipboard on it at the door, next to which stands a [mannequin] wearing a [white blouse and skirt]. Evidently, this is a [hospital ward].
    The last door opens to a rather barren room, containing a single [bed], inactive [medical equipment], and a [metal cabinet] mounted on the wall. Standing near the bed, next to a [tray] upon which many [surgical instruments] are laid, is a [mannequin] wearing [green scrubs]. This appears to be an [operating room].
    It’s rather dusty and [cluttered] in here. Like the hospital ward, there are a few [beds] separated by [curtains], but there’s no real medical equipment in sight; only some cabinets and a [desk], and some chairs where it must have doubled as a [waiting room]. Unlike the other rooms, this one seems to have been virtually untouched by [Zero], other than to place the [safe] on the [desk] and to write its [combination] on the chalkboard at the back. Perhaps they're also responsible for the various [stuffed animals] strewn about the room.
    PARTICIPANTS:
    Angel [ 1 ], Alice [ 5 ], Nona [ 9 ]
    LOCATION:
    THE FIRST HALL
    SAFE PASSWORD:
    HELP (85C10)
    BGM:
    STITCHING

    When the numbered door opens, it reveals that beyond it is [not] another escape room, but another [hallway] with [4] additional doors. [1] of them, directly to the [left], is [unmarked] and [locked]. The other [3] are painted much like the other [numbered doors]: one reads [A1] in [blue], one reads [A2] in [green], and the final door reads [A3] in [red]. There is a [notice] hung on the wall next to the [blue] door, nearest to where the group entered. It reads simply:

    Go through any door you'd like.

    - Zero

  • Stuffed animals x6 (doctor's office)
    Empty bottle x1 (doctor's office countertop)
    Syringe x1 (doctor's office countertop)
    Drawing needle set x1 (doctor's office countertop)
    D.B. Cooper's outfit (bouffant hat, disposable mask, sterile gloves, nametag) x1 (doctor's office briefcase)
    Measuring tape x1 (hospital ward desk)
    Nameplate set (Andrew, Robert, Wallace, Don, Luther, Rudolph) x1 (hospital ward desk)
    Patient guide x1 (hospital ward desk)
    Organization table x1 (hospital ward desk)
    Portable ultrasound machine x1 (hospital ward desk drawer)
    George Hill Hodel Jr.’s outfit (head mirror, white coat, nametag) x1 (hospital ward desk drawer)
    Riana Tromp’s outfit (old-fashioned nurse's cap, stethoscope, nametag) x1 (operating room cabinet drawer)
    Assorted keys (scalpel, drill, blue, green, red) x5 (operating table drawer)
    Brain of the killer x1 (doctor mannequin)
    Heart of the amnesiac x1 (nurse mannequin)
    Gut of the vagrant x1 (surgeon mannequin)
    Medical Bay keycard x1 (safe)
    HETU sheet (Set 2 Sheet 1) x1 (safe)
    Player plushies x9+1 (nurse's office, doctor's office)
  • ROUND 2: ESCAPE

    • Nona wonders why the doors are colour-coded if they can go through whatever door they feel like. He goes through the A1 door, and as soon as it shuts lets out a scream, then comes back out smirking at his own joke and reports that it really doesn't matter which door they go into after all; clearly, they are not restricted based on their bracelet colour.
    • Alice says they should just do them all in number order if it doesn't matter. She first opens the A1 door to look at the room beyond, and picks up one of the plushies. Got [elephant plushie].
    • Alice also checks out doors A2 and A3. She concludes that there's plenty to do in each room, and that they could either go at them in order or split up to try and tackle them all at once. Nona suggests they just go through each room one at a time to see how far they can progress in each. Players return to room A1, the doctor's office, to explore.
    • Alice inspects the elephant plushie, worried that they're going to have to destroy the plushies to continue. Through the stuffing, she can feel some odd squishy rubbery objects in its [head], [nose], [chest (left)], and [stomach].
    • Alice inspects the hippo plushie next, and Nona catches on that something's inside the plushies, picking up the zebra to give it a look too. Once again, there are rubbery spots in the [head], [chest (left)], and [stomach]. The locations are identical for the hippo and zebra.
    • Alice checks the last 3 plushes. She discovers that the lion plush is wearing a [gasmask]. The rubbery spots are the same as the zebra and hippo. The giraffe has two additional locations; the [snout] and the [neck]. The rabbit has no rubbery spots at all.
    • Alice wonders if the lion plush is Amagami or Zero, and Nona remarks that it must be Amagami, since he has a lion design on the back of his jacket. He also looks at the gasmask the lion is wearing, and remarks that it has the same hole on the bottom that Amagami's did when he inspected it in the dorm hallway.
    • Alice inspects the bed, then the countertop. Got [empty bottle], [syringe] and [drawing needle set].
    • Alice is displeased with what is implied by all of this. They inspect the [mannquin] and discover a [keyhole] in the back of its head. It's holding a sheet of paper with some [instructions] on it.
    • Alice tries to decipher the riddle-like instructions, wondering what the "lover of blue raspberry" line means. She guesses that "collect from the savanna" refers to the giraffe, so the blue raspberry might be the rabbit, but Nona refutes that and claims that the specification of the savanna means that the rabbit isn't part of the puzzle at all. Alice realizes promptly after this that the blue raspberry clue points towards the giraffe, due to the colour of their tongues.
    • Nona asks if they're gonna slurp these suckers, and Alice sadly remarks that it seems like they are indeed going to have to juice box them. So sad. Alice inspects the computer and scale, while Nona gladly takes up the mantle of slurping these suckers, grabbing the syringe. He aims for the rubbery spot in the hippo's head. When the plunger draws back, the syringe fills with a clear, viscous liquid. Nona remarks that this must not be the right answer, since the instructions said it should be pale blue if collected from the right location.
    • Nona goes to empty the syringe to try again, but out of hubris and curiosity, tastes the liquid he extracted before dumping the rest of it out. It tastes and feels like unpleasantly thick water. Alice balks at the sheer lack of impulse control on this fucking guy, then instructs him to try a different spot.
    • Nona remembers one of the clues was "hungry hungry," so he tries extracting from the stomach location. This time, the syringe retrieves the correct pale blue liquid. They empty this into the medicine bottle.
    • Angel instructs Nona to do the snout of the giraffe next, then Alice suggests the chest of the lion. Angel offers the elephant's trunk, Alice wants to try the zebra's head. All of these seem to be the correct answers.
    • Nona places the filled bottle on the scale, and the computer screen flicks on and displays the number 11241971. Nona enters this into the combination lock on the briefcase. Inside are the components of [someone's outfit]. Got [D.B. Cooper's outfit (bouffant hat, disposable mask, sterile gloves, nametag)].
    • Nona balks at the name D.B. Cooper. Alice and Nona joke that this must be how Zero paid for all of this. Nona can't figure out what they're supposed to do with this, so he suggests they all head to the next room. Players advance to A2, the hospital ward.
    • Players inspect the desk and find some items and sheets of paper. Got [measuring tape], [nameplate set (Andrew, Robert, Wallace, Don, Luther, Rudolph)], [patient guide] and [organization table].
    • Nona takes the measuring tape and inspects the beds. He notes the mannequins have numbers printed on the sides of their heads from 1 to 6, then presses the button at the machine next to mannequin 1 and discovers that it is a scale. He then measures the mannequin and records its height and weight on the patient chart next to its bed.
    • Alice and Nona repeat this process for all the mannequins. Alice is surprised to find two of them weigh the same, which contradicts the instructions. She attempts to find the mannequin with the false limb, but there are no visual tells, given that all of the limbs of these mannquins are artificial to begin with. Nona assists in this search, and finds one of the mannequins has an arm that is significantly heavier than its other arm. Upon removing the arm and reweighing the mannequin, it now has a unique weight.
    • Using this information, Alice successfully determines the names of each mannequin and determines which patient needs to be moved to the doctor's office for a vaccination, which needs to be moved to the operating room for surgery, and which of them will stay in the hospital ward and receive an ultrasound.
    • Nona puts all of the nameplates into place on the beds, which unlocks a drawer in the desk. Got [portable ultrasound machine].
    • Nona remarks that this machine is one usually used for animals. He scours the Robert mannequin, eventually finding a code of some kind. Meanwhile, he also discusses with Alice how he can't inject the vaccine patient here and now because the only needles they have access to are drawing needles, and that those are thicker than injection needles. Alice says it shouldn't matter and suggests he try it anyway, so he heads over to the Rudolph mannequin to give it a shot. Meanwhile, Alice enters 631452 into the lock on the last desk drawer. Got [George Hill Hodel Jr.’s outfit (head mirror, white coat, nametag)].
    • Nona remarks that he was right: the drawing needle is too thick to fit into the hole on Rudolph's wrist. Alice remarks on the choice of name and wonders if they'll be going all Black Dahlia on Don, the operating room patient. They decide to move Don to the operating room. Players advance to A3, the operating room, while goofing around and pretending to be on a hospital drama TV show.
    • Alice inspects the surgical instruments, then the cabinet mounted on the wall, and discovers a puzzle. Using the hints from the tools, she solves the puzzle. Meanwhile, Nona hauls Don onto the operating table. Both of these result in two drawers opening. Got [Riana Tromp’s outfit (old-fashioned nurse's cap, stethoscope, nametag)].
    • Nona loudly claims dibs on wearing the nurse outfit. Meanwhile, it clicks that there are 3 slightly-underdressed mannequins and 3 outfits. The OR mannequin in particular is wearing a [wig] for some reason, unlike the others. Angel claims dibs on dressing as the doctor, but Alice first tries to use the George Hill Hodel Jr. outfit with the OR mannequin. It looks... wrong. She tries again with D.B. Cooper's outfit. This looks right.
    • In his excitement about the nurse outfit, which he is now wearing, Nona forgot to actually check the drawer he unlocked. Laid on the paper are a set of keys with tags on them. Got [assorted keys (scalpel, drill, blue, green, red)].
    • In response to Nona's new outfit, Angel remarks "slay queen!" and Alice remarks that Nona looks like a whore. While Nona was changing, he discovered a donor card in the pocket of the nurse mannequin's shirt. Players discuss the identity of Riana Tromp and how she might correlate to their most recent hints. They determine they need to use the keys on each of the "staff" mannequins, and Nona tries the "scalpel" key on Don's torso. It unlocks. Nona also unlocks Don's skull with the "drill" key. Nona removes Don's brain, heart, and stomach, and tosses all of them on the floor.
    • Angel leaves to check out the keyhole on the doctor mannequin. Nona recalls the nurse had a keyhole in its chest, and leaves with the green key. Alice finds the surgeon's keyhole on its abdomen. They each put their keys in and give it a shot... but nothing happens. Nona calls out to the others that they might have to do it simultaneously, so they try again on the count of 3. They unlock. Got [brain of the killer], [heart of the amnesiac], and [gut of the vagrant].
    • After placing the organs into Don, another drawer on the bed unlocks. Got [injection needle].
    • Nona uses the gurney to transfer Rudolph to the doctor's office. After loading him onto the bed, the computer screen instructs to [ADMINISTER VACCINE]. Nona wonders if they actually have to inject him, or if they can just put the needle in the hole in his wrist, but Alice says he might as well inject him since they collected the liquid anyway and hands him the bottle. Nona administers the vaccine and a drawer in the check-up table pops open. Got [nurse's office key].
    • Players advance to the nurse's office. The sight of Zero's congratulations message and drawing on the chalkboard immediately distresses the players, given Zero seemed to be aware of who would be doing this room yet again. Alice wonders if Zero snuck in and did this while they were doing their room somehow. Nona takes some chalk and and an eraser and turns Zero's self portrait into Sans Undertale.
    • Alice draws a dick on there, also.
    • Alice enters 85C10 into the safe. Safe unlocks. Got [HETU sheet (Set 2 Sheet 1)] and [keycard].
    • Nona inspects the plushies, finding a pair of foxes: one white, one black. They seem to be dressed like him and Luka, and have red bracelets on their wrists. The white fox's bracelet number is 9, and the black fox's number is 6. Nona realizes all the plushies in this room are wearing felt bracelets like this, and discovers a purple dragon plush wearing a varsity jacket resembling Hydra's. The dragon's bracelet has a second bracelet dangling from it, connected by a small, thin chain.
    • Alice questions if Zero has assigned all of them fursonas. Angel notices a dove and hedgehog plush that look a lot like her and Static. Alice scoffs at their own plush, which is a margay, and insists that they're more like a panther. Nona tells them that they're having a Jerma Moment, and Alice supposes that Amagami, the lion, must be the king of the junjle; and Red, the wolf, is social and with it and ferocious.
    • Alice then wonders why Amagami's plush wasn't in the nurse's office with the other plushies, and Nona suggests that the ones in the doctor's office were all savanna animals, and none of the animals in here are savanna animals, so perhaps Zero wanted to save time and not make another plush. Alice argues that there's then no reason to have made the rabbit, since it wasn't used in the puzzle at all, nor was it a savanna animal.
    • No one can come up with a good answer. Nona shrugs and wonders if Amagami's a doctor or something, and Alice resigns herself to asking him later.
    • Players escape the room.
    ROUND 2: EXPLORE

    • Lingering around afterwards, Nona wonders if the name choices meant anything, given that they all seemed to be related to true crime somehow. They remark that Amelia Earhart or the names of presidents and the like would be more recognizable than the names that were used, which are somewhat niche. He remarks that Rianna Tromp's inclusion is especially strange, given that she is not dead and was neither a murder victim nor murderer. Alice agrees the obscure choices are strange and that the use of such a specific person to represent amnesia was odd. That being said, despite the obscurity of the names used, Alice was aware of all three and Nona recognized the first two and recalled Rianna after Alice recounted the Tromp family incident.
    • The conclusion is obvious, again: somehow, Zero knew that they'd know. Alice wonders if the other teams are getting the same treatment, or if it's just a curse plaguing Nona and Angel, since Alice didn't spot anything like this in the rec room, unless the pool table was specifically for her. Nona argues that it's possible that the pool table really was meant for Alice, or alternatively, that someone else was the one who found the signal, and Alice either did not recognize it because it was specifically meant for that person to find it, or the person who found it did not tell her about it.
    • Nona also suggests that in the first round, it was a lot more tenuous whether Zero really KNEW-knew--- they could have just gotten lucky. With this round, however, Zero has clearly intentionally showed some of their hand: they want them all to be thinking what they're all thinking. Nona laments over this, questioning how they knew, why they're letting everyone know that they know, and whether this is meant to scare them, if they want everyone to find out how and why they're doing this, or if they're just taunting them all.
    • Alice says that if Zero wants everyone to know what they know, then it's most likely that Zero also wants them all to figure out why--- but acquiesces that there are many other solutions, too, including the idea that Zero really did just sneak in there and add all of that to the chalkboard without them noticing.
    • Angel scoots out of there to go retrieve all of the plushies, and when she returns she suggests that this too is a puzzle Zero wants them all to solve, and they just don't have the information needed to solve it.
    • As usual, no answers are reached.
    • Sometime after the group reconvenes in the Fifth Hall on Team 267's request, Alice calls Amagami into the nurse's office for questioning.
    • They ask if he's a doctor. Amagami mulls over this question, and decides that he probably isn't, since he can't come up with any prominent medicinal knowledge. He answers no, hoping it's not a lie, and asks why she wanted to know that.
    • Alice explains what the doctor's office plushies were used for and that they found everyone else's plushies separate from those, in the nurse's office, but Amagami's--- and only Amagami's--- was in the doctor's office. She questions that, clarifying that she isn't accusing him of anything, but wonders why he seems to be continuously singled out by Zero not only in this instance but in the fact that he is the subject of stricter rules than everyone else via the gasmask he's forced to wear and the Shishi role he was given, and how in general he's being routinely put in a position that puts him in a bad light. They say that they think he would know best why he's being singled out like this and that they want to know why that might be.
    • Amagami is hesitant, but realizes there's no way out of this without telling her the truth that he's been quietly trying to hide this whole time; just saying that he doesn't know wouldn't be very convincing, even though it's the truth. He surrenders, and reluctantly begins to tell her the full truth--- which Hydra initially attempts to stop him from doing and questions why he's going through the trouble of hiding it if he's just gonna spill now anyway, but he retorts that not doing so this time would be more suspicious than the alternative. He then admits to Alice that he has amnesia, so it's impossible for him to know why he'd be singled out like this. He also admits that he isn't actually sure if he talked to TEARAHOLE or not, and agrees that if he did remember everything, he can guess he'd have a better idea of why he's here.
    • Alice awkwardly offers some sympathy, then suggests that even this must be on purpose, and that Amagami may have known something vital that Zero did not want anyone else learning, so they sealed off his memory to prevent him from telling the others. But in that case, why did Zero include him in this group? And why single him out to the point of people getting suspicious of him? They then assure him they won't tell anyone about his amnesia, but remarks that it might do him better to tell people than keep it a secret at this point in case Zero continues trying to falsely implicate him.
    • Amagami questions how they could have intentionally induced amnesia in him, if they did at all. He admits that at first he thought he just had more important things to worry about and he'd worry about his memory later, but he's beginning to suspect remembering might be a vital part of getting out of here.
    • Alice agrees: it seems like Zero already knows everything about everyone, and that it's likely Amagami will start remembering things when Zero specifically wants him to. They decide to trust him on the condition he tell her if he remembers anything important, and they make a triple pinky promise on it.
    • Amagami then brings out his notebook to offer Alice info on everything he's remembered so far, since he's been keeping a record of it. Amagami then brings up the alliance made among Team 123 and offers to vouch for Alice, and asks if there's anyone else here they trust so he can relay that to the others too.
    • Alice mulls this over and lists Luka and Nona, then decides since Amagami told her his secret, she might as well tell him hers to keep things even. She informs him Peach is her sister, and that she can also vouch for Peach.
    • Hydra, feeling like she should give a secret of her own, awkwardly mentions her own brother; someone she's been keeping close to her chest in the ever-dwindling hopes Zero didn't know about him already. The word choice confuses Alice and Amagami briefly but they both quickly figure out and accept that obviously a 6th grader would want her older brother here more than she'd prefer having some rando replacement older brother. Amagami brings the topic back to the alliance and says he'll tell Angel and Static that Alice and her chosen trusted people are safe, and, given that they're being grandfathered into this, that if Alice wants to tell Luka, Nona, or Peach about his amnesia, then he'd be okay with it.
    • Hydra questions one of his entries in his journal that she still doesn't understand--- he doesn't seem very impulsive to her. Amagami explains that last time at the HETU vote when he got paralyzed by choice and Luka reached over to force him to just vote already, Amagami didn't even notice that Luka had touched him for a second, and thought that he'd pressed the button without realizing it on his own--- and that the first thing he thought was "again?", leading him to believe he might be used to his body moving without his brain. He also remarks he's relieved to hear Peach is really good at puzzles, since he wasn't sure how his and Hydra's room with Red and Romeo was going to go.
    • Alice says that makes sense to her, and also tells Amagami she isn't going to tell anyone about his amnesia before he's got a chance to--- not even Peach. She also remarks that Red seems like a pretty big obstacle to the alliance plan, given her general standoffishness.
    • Amagami admits Red is a little impulsive, phrasing at which Alice snorts considering the first thing two thirds of the players saw Red do was try to stab him, but Amagami defends Red anyway and suggests that being gentle and friendly is best, and that she's probably just scared like everyone else is. Alice is still pretty irritated with Red in general; everyone here is scared, and they're not trying to stab each other about it. But Amagami is sincere enough that Alice reluctantly agrees that if he's sure about this, they could try talking to her together after the next rooms are finished up and see if she won't warm up a little.
    ROUND 2: LIBRARY
    PARTICIPANTS:
    Amagami & Hydra [ 3 ], Red [ 4 ], Romeo [ 8 ]
    LOCATION:
    THE FOURTH HALL
    SAFE PASSWORD:
    DEATH (451208)
    BGM:
    READING

    The door opens and reveals a room large in both [floorspace] and [height], every wall lined with [books] interrupted only by spaces where there once were [windows] leading to the outside world. These have now been replaced with a mere simulation of what it should have looked like via the use of [thick, bulletproof glass] sheltering [thin sheets of paper], painted with a hypothetical view of the outdoors and [backlit] to imitate [natural light].

    As expected of a library, many [bookshelves] are neatly arranged and housing hundreds of tomes, and of course [reading areas] with tables and chairs. There is a [front desk] directly next to where the group entered, undoubtedly where the reigning [librarian(s)] would sit; because, of course, anyone who had heard of the concept would understand that this is undoubtedly a [library].

  • Lamb to the Slaughter by Roald Dahl (purple) x1 (southwest corner, blue shelf)
    The Tell-Tale Heart by Edgar Allan Poe (green) x1 (southwest corner, yellow shelf)
    The Most Dangerous Game by Richard Connell (yellow) x1 (northeast corner, red shelf)
    The Lottery by Shirley Jackson (red) x1 (southeast corner, green shelf)
    A Haunted House by Virginia Woolf (blue) x1 (southeast corner, purple shelf)
    The Ones Who Walk Away from Omelas by Ursula K. Le Guin x1 (southwest corner, black shelf)
    Tile set 1 x1 (southeast corner, hidden drawer)
    Tile set 2 x1 (southeast corner, hidden drawer)
    Tile set 3 x1 (northeast corner, hidden safe)
    Final tile set x1 (southeast corner, hidden drawer)
    Library keycard x1 (safe)
    In Search of Schrödinger's Cat: Quantum Physics and Reality by John Gribbin x1 (safe)
  • ROUND 2: ESCAPE

    • Romeo is immediately delighted at the sight of the room, as is Amagami. Amagami lets Hydra down from the piggy-back ride he'd given her on the way over.
    • Romeo runs off on his own to look around in the southwest corner. Red jokes quietly to Amagami and Hydra that she's surprised Romeo knows how to read. Red heads to the northeast corner, while Amagami and Hydra decide to stay at the entrance to investigate.
    • Romeo inspects the bookshelves and discovers a pair of misplaced books on the shelves. Got [Lamb to the Slaughter by Roald Dahl (purple)] and [The Tell-Tale Heart by Edgar Allan Poe (green)].
    • Amagami inspects the front desk.
    • Red inspects the bookshelves and finds a misplaced book. Got [The Most Dangerous Game by Richard Connell (yellow)].
    • Amagami calls out to the others to ask if they've found any "misplaced books," to which Red responds yes. Romeo heads to the southeast corner to collect two more misplaced books before returning to Amagami, on his request. Got [The Lottery by Shirley Jackson (red)] and [A Haunted House by Virginia Woolf (blue)].
    • Amagami shows the paper he'd found on the front desk to everyone. Romeo sets to work figuring out. Hydra complains about how long it is and that it feels like English class. Amagami tells her she'll probably be covering at least some of these books eventually, but maybe not in her current grade, depending how old she is. Hydra asks for permission to cuss, and Amagami hesitantly grants it, prompting Hydra to grin evil-style and say "Am eleven so shut the fuck up."
    • Amagami is a little amazed that Hydra even knows about that Vine considering the app has been dead for nearly as old as she is at this point, but more importantly, Romeo is done and has determined the book they need to find is The Ones Who Walk Away From Omelas, by Ursula K LeGuin. Red is impressed with his work, and Amagami suggests that the book must be in a black cover according to one of the hints from the paper.
    • The group heads to search the walls of the southwest corner. Amagami is impressed with the selection. Hydra asks about the book he's holding and if she can read some, but Amagami nervously responds that "five years minimum" is how long she should wait before touching Stone Butch Blues. He's relieved when she drops it pretty quickly. Red seems pleased with his book choice, though. Amagami wonders where the language section is, if it exists, and Hydra posits that he might be a linguist, forgetting or not realizing Amagami's attempting to keep his memory loss under wraps. Thankfully the others don't notice the phrasing she used.
    • Despite the search efforts, it's proving difficult to find Omelas. Suddenly, Red cries out in anger and grief and punches a shelf, seemingly apropos of nothing. Romeo rushes to her side and Amagami quickly asks if she's okay. Red breaks down further, and asks to just be given a minute alone, which the rest of the group allots her. Romeo tells her to tell him if she needs anything. But first, she quickly tells them to check a certain spot on the shelf. Amagami follows her instruction and takes the book she points at. Got [The Ones Who Walk Away from Omelas by Ursula K. Le Guin].
    • Hydra immediately takes the book from Amagami's hand, since he's more distracted than she is, and leads him by the hand to a nearby table. She sits and starts reading the book. Romeo decides to follow suit and read the book he's holding while they all wait for Red to recover.
    • Eventually Red gets up and asks if everyone's found any clues, and Hydra tells her she's never read this book before, so if there's a code here, she can't tell. Amagami, reading over her shoulder and already familiar with this short story, gives a no on her behalf. The only oddity is the size of the book, since Omelas is a short story and only takes up about 10 pages of this 200-300 page volume.
    • Hydra complains about the ending and says that the people who just walk away aren't helping anything, and if it was her, she'd be "kickin' someone's 'ead in." Amagami gently remarks that many people wish they could do that, but it's not always that easy. Hydra rebuts that no, it is easy, she'd just break the kid out. Amagami asks if she'd do the same for the next child they brought in, and she says she would, and that she'd have kept them from doing that in the first place by kicking everyone out of town if they tried. Amagami asks if that'd still be the game plan if everyone else in town also agreed they wanted to uphold this to keep their utopia, meaning she'd be the only one fighting for this, but Hydra stands strong and insists that they all must be lying about the child being connected to upholding the utopia and that if everyone else is gonna believe that, she's just going to kick everyone out of the town. Amagami isn't sure if she didn't quite get what the point or nuance of Omelas was, or if she understood it perfectly.
    • Amagami offers one of the pillowcases he took from the dorm room pillows to Red to use as a makeshift handkerchief, stating he'd taken the pillowcases in case someone would need an emergency tourniquet. Red accepts it and thanks him. She's about to apologize, but given that Romeo noticed she's doing a little better now, he's returned to puzzle-solving and headed to the front desk.
    • Romeo and Red try to figure out what order the titles should be placed in the stands, and if it's organized by title or author, and Amagami informs them the paper on the desk implied it should be by the title, since it said to exclude any "The"s in the titles when placing them. Hydra discovers a tile puzzle inside the copy of Omelas.
    • Romeo thinks the tiles have hiragana on them, but after some assembly-work, discovers that they actually depict a set of numbers. Amagami loads the book onto the bookstand.
    • Red arranges all the other books in order of the author's names. Amagami sheepishly reminds her that they need to do it by the titles. Red, embarrassed, reorganizes them again. Romeo asks if they've all read all these stories before. Amagami is in the middle of confirming he has when they all hear a sound.
    • In the southeast corner, the group discovers a bunch of books have been pushed out of the way by a now-open drawer full of Scrabble-like tiles. Got [tile set 1].
    • Amagami notices the ladder in this corner and that it does not move. He ascends it and removes some books from the top shelf, discovering something behind them.
    • Hydra, one arm held in the air so Amagami can use both his arms up on the ladder, points at an odd setup on a nearby table and asks if that's a game of Scrabble. Red brings the tiles over to the table.
    • Romeo and Red work together to solve the quotation puzzle, each doing about half. A new drawer pops out of the same place as the first. Got [tile set 2].
    • Red quickly solves the second quotation puzzle. In the northeast, Romeo finds a safe (not the exit safe) hidden behind a shelf. Amagami asks the others for help with the puzzle he found, and Romeo rushes over to take a look.
    • After a few failed attempts to figure out what he needs to do, Romeo figures out what he needs to do, and along with Red records the coordinates of each spot where a misplaced book was found and enters these numbers into the panel. The gate in the northeast unlocks and allows access to the second floor.
    • Red heads up, followed by Amagami and Hydra. Red attempts to use Romeo as a guinea pig to test the sturdiness of the glass floor, but Hydra ends up walking right onto it without hesitating. Red is startled by this, which in turns startles Hydra, who immediately asks what the problem is, it's not dangerous. She stomps on the floor and ends up making Amagami more nervous, rather than less. The group ponders what the view of the tables could mean, and why there are different numbers of chairs at each table.
    • Amagami suddenly realizes the answer, but he's too excited to actually explain what the answer is in any reasonable way. He tries to draw the answer in his notebook but nearly drops it in the process and decides to just run downstairs again with a confused Hydra in tow to point frantically at the tile puzzle in the copy of Omelas. Red is impressed, and enters 6042 into the shelf safe. Got [tile set 3].
    • Amagami and Red work on solving the puzzle. Red puts all the tiles in place but it doesn't look right, and she wonders what a hibloid is. Amagami quietly informs her that that is not a word, and Romeo rearranges her answer a little so that it's entirely in English now. Red looks like she wants to kill herself. Romeo gives her a cheery thumbs up.
    • A final drawer pops out. The tiles look different this time, and it also contains a slip of paper informing the group that they'll discover the safe password by solving this puzzle, as well as the identity of the person who said all of the quotes that they've been unscrambling. Got [final tile set].
    • Red tries to google this, but the Triphones don't have Google. Sad. Romeo tries to give it a shot too. After some effort, Amagami figures it out, realizing it's a familiar name that Nona brought up earlier: Carl Jung. He realizes that with this they also have the safe password, so he hauls ass to the front desk and hops over it to enter 451208 into the safe. Safe unlocks. Got [keycard] and [In Search of Schrödinger's Cat: Quantum Physics and Reality by John Gribbin].
    • Players escape the room.
    ROUND 2: EXPLORE

    • As they exit, they discover themselves seemingly back in the Fourth Hall's lounge area, despite having exited through a different door. Amagami figures out that they're in a different location entirely when he notices where the shutter is, and that this must just be a room that looks very similar to the Fourth Hall. This reminds him of a disorder he'd heard about once that occasionally causes the brain to rotate its internal map of the surrounding area a quarter to the left, producing the feeling in the sufferer of this disorder that they've suddenly teleported to a completely alien location.
    • Amagami gives a loose retelling of a particular woman's story of her life with this disorder, and an attempt at explaining how it works. He empathizes with her, ending his recounting of the story remarking that even though the woman had spent her entire life suffering alone and believing herself completely unique and thus devastatingly alone in this disorder, even at fault for having it, as soon as she found out others had it too it suddenly felt like it wasn't her fault anymore, and that she had people who understood her. He trails off, then quickly adds it's also a little frightening to think that there's more one takes for granted than they think when it comes to brain function, and how even if you've got perfectly functioning eyes, if your brain can't map an area out properly the visual information would be basically useless.
    • Later, Amagami and Hydra return to the library to spend some of the time before the next Round reading. They encounter Red, who awkwardly tries to apologize to them.
    ROUND 2: GREENHOUSE
    PARTICIPANTS:
    Static [ 2 ], Luka [ 6 ], Peach [ 7 ]
    LOCATION:
    THE FIFTH HALL
    SAFE PASSWORD:
    HIDDEN (293)
    BGM:
    GROWING

    When the elevator doors open, they do so slowly, and at first all that can be seen is a wide, concrete pathway; and then they open wider, and reveal what looks at first glance to be a [jungle] or a [forest].

    Stone bricks create tiered walls and floors, upon which countless [plants], [flowers] and even [trees] grow and bloom and sprout. They line the concrete path, some spilling out over it, which leads out towards a large open area, forming a ring of plantlife around the edge. Clumps of [overgrown vines] litter the walls and ground alike, to the point of obstruction.

    In the center of this massive room is a manmade [waterfall], water gushing down from a glass [ceiling], reminiscent of a [greenhouse], and falling out of sight through a large hole in the center of the area. It's daytime, and the sunlight filtering in from overhead is warm.

    Towards the ceiling, one will note a [walkway] strung across the layered bricks, and towards the ground, a [stairwell] leading to a lower floor.

  • Small gardening shears x1 (south pathway)
    Large gardening shears x1 (bush near shed)
    Key x1 (pot slot)
    Remote control x1 (butterfly sanctuary)
    Shed key x1 (butterfly sanctuary)
    Shovel x1 (shed)
    Flower pots x4 (shed)
    Nameplates x4 (shed)
    Gardening gloves x1 (northeast secret flower wall)
    Spade x1 (northeast secret flower wall)
    Brazilian fireworks & nameplate x1 (northeast secret flower wall)
    Peanut cactus & nameplate x0 (southeast secret flower wall, switched out)
    Black-eyed Susan & nameplate x1 (southwest secret flower wall)
    Pigsqueak & nameplate x1 (northwest secret flower wall)
    Clivia & nameplate x1 (southeast secret flower wall)
    Assorted seed packets x6 (shed)
    Assorted plants x16 (shed)
    Suction cup climbing gear x1 (buried box)
    Greenhouse keycard x1 (safe)
    HETU sheet (Set 2 Sheet 3) x1 (safe)
  • ROUND 2: ESCAPE

    • Peach is immediately delighted at the sight of the room, pausing a moment to take it all in.
    • Players observe that they are currently in the [center south] section of the greenhouse.
    • Peach looks up to the glass dome overhead and wonders if that's really the sky or not.
    • Luka considers climbing one of the taller trees to check, but decides they should finish the escape room first.
    • Static suggests that plants need lights to grow, so it might be real unless plants can grow with artificial light. However, Peach informs her that through use of technology, growing plants indoors with artificial light can work. Static and Peach agree that there's subsequently a chance that the light really is fake, with Static positing that they could even be "under sixty feet of concrete".
    • Peach retrieves the object under the leaves on the nearby pathway. Got [small gardening shears].
    • Players approach the waterfall, but stop when an inexplicable feeling of [dread] washes over them. The closer one gets, the stronger the unease.
    • Players quickly realize all of them are feeling this same thing. Static quickly decides to leave and investigate the overgrown structure instead, with Peach following suit, and Luka not too long afterwards.
    • Players realize that now that they've left the center of the greenhouse, the feeling of unease has vanished.
    • Peach observes that her shears will be inadequate for cutting through the vines on the structure. She notices something under a nearby bush, and uses her shears to clip the entangled object free. Got [large gardening shears].
    • Peach uses large gardening shears to clip the vines on the overgrown structure, but the door is still locked.
    • Static suggests the reason the waterfall feels so strange is that there may be some sort of pheromone in the air near it. Peach isn't sure, especially since she's not certain humans could pick up on plant pheromones, and suggests it could be mere human intuition. Static explains a test done by the American army that suggests it could be possible that it is indeed fear pheromones or something along those lines, but it's still not confirmed if humans really can pick up on pheromones like that. Luka asks why here and nowhere else, but no one can come up with a solid answer, though both Peach and Static think it's meant to deter people from accessing something.
    • Static suggests splitting up to investigate independently, and that they can keep in touch with their Triphones. Peach asks if Static will be okay on their own, and he reassures her that he will, and says they'll head north.
    • Finding only another locked building full of butterflies, Static then heads west and discovers another locked building. The doors resemble the mysterious locked doors in the cafeteria pantry. The message on the doors ends with [WITH THE NAME OF THE 104810].
    • Static summons everyone to the north building. Peach begins to clear off the nearby steps with the gardening shears, and she talks about a certain [plant] of interest that she was looking for. After ascending the stairs, players discover some strange indents in the ground. Got [key].
    • Peach peeks into the butterfly sanctuary and notices that it's not only full of butterflies, but [Fading Twilights]. Peach and Static both freak out immediately and realize both of them know about this specific cultivar. Luka also recognizes them.
    • Peach unlocks the sanctuary. The group hurries in, then Static blurts out the name [TEARAHOLE]. Peach, shocked, reveals she also knows about TEARAHOLE, and that she was thinking all of this might be connected to that. Static and Peach discuss the "ARG", resulting in Peach admitting she spoke to TEARAHOLE directly and wondering if it's her fault everyone is here. Luka reassures her it isn't.
    • The two question Luka about whether he also knew about TEARAHOLE, and he confirms this, saying he also spoke directly to TEARAHOLE and that he didn't tell Nona about it.
    • Static continues to theorize about TEARAHOLE, suggesting that interacting with them was giving them tacit consent to be pulled into the Nonary Game. Luka is surprised and confused, and asks Static if they think TEARAHOLE is the culprit, insisting that they're instead a victim. Static is confused, replying that they thought that TEARAHOLE being their kidnapper and/or Zero simply had to be the case. Peach points out TEARAHOLE's clear desperation and their claims of it being dangerous to speak. Luka affirms that not only does he believe TEARAHOLE is a victim, but they're "not the only one who has asked for help and been erased"--- they're only the most persistent.
    • Players conclude their conversation by agreeing that they need to speak to the others about this and determine if TEARAHOLE is the missing connection between all of them, then continue investigating the room.
    • Static observes the locked box.
    • Static and Peach observe the butterflies and notice some odd designs on their wings, as well as some odd [behavior] among them, but approaching them proves difficult as they all flee deeper within the building when approached.
    • Peach suggests using the sugar water to attract them. Luka becomes the butterfly magnet for everyone else. After offering one butterfly a sip of the water, the entire swarm lands on Luka, covering him head to toe.
    • Static observes 3 particular butterflies on Luka with patterns on their wings resembling numbers. Peach is too busy staring at the butterflied Luka to do the same.
    • Static enters 7884 into the locked box. Got [remote control] and [shed key].
    • Static and Peach wonder what the remote control does. As a joke, Static points it at Peach and presses the button. She pretends to power down like a robot while the sound of birdcalls and churning machinery rings out from elsewhere in the greenhouse.
    • Players exit the sanctuary to head to the shed. As soon as Luka inches his way out of the door, the butterflies take off in one big fluttering cloud. Luka tries pressing the button again and the birdcalls sound, but the machinery sound does not happen again.
    • Static asks what a daikoku is, referencing a statement she'd made earlier. She explains the god Daikokuten, a god of fortune, and his association with white mice and rats, and that considering how much money must have been required for transforming the place, it's a little ironic that Nona picked up a white rat. Luka replies that Nona is in absolutely no way good fortune, and notes his frequent ¥10,000+ purchases of anime figurines.
    • Luka also mentions Nona recently said they wanted to get a ¥50,000 Bruno Bucciarati watch, and that if they bought it he'd kill them with a rock. Luka jokes if they all get out of the game alive but Nona turns up dead a few days later anyway, it was probably because of something like that. Static does not realize this was a joke until Peach adds to it that to expedite the process, as they're leaving they could just point back into the building and tell him there's a Calne Ca Miku in there and lock him back in as soon as he gets in there.
    • Static is also shocked that all three of these people know about Miku and anime and the like, and that Nona is apparently a massive anime nerd, having assumed that 1. Nona is a jock, when the reality is that he's a very loud nerd who can occasionally be jocklike, and 2. seemingly well-adjusted people like Luka and Peach shouldn't know about anime things.
    • Peach unlocks the shed. Got [shovel], [flower pots x4], and [nameplates x4].
    • Peach remarks that if Zero just wanted a gardener, she would have done it for free. Static kids that if Zero built the place from scratch, maybe this room was designed specifically for her, but Peach thinks there's some truth to that: she definitely seems to have an advantage.
    • Players move to the northeast to try to collect some plants and discovers that a wall has moved, revealing some plants. Got [gardening gloves] and [spade].
    • Peach observes the plants and the nameplates, then digs up one of the plants. Got [Brazilian fireworks & nameplate].
    • Players move to the southeast. Peach digs up another plant. Got [peanut cactus & nameplate].
    • Players move to the southwest. Peach digs up another plant. Got [black-eyed Susan & nameplate].
    • Players move to the northwest. Peach digs up another plant. Got [pigsqueak & nameplate].
    • Players move to the indents in the ground and investigate. Static is thinking about Luka's reflexes, wondering how he could have sensed Nona coming when he wasn't even looking his way back in the common area. Static tries to test this by tossing a teeny bit of dirt behind Luka's head to see if he catches it, which he doesn't.
    • Luka notices one of the indents is warm and invites the other two to check as well. Static kneels down to check as well, and discovers that one of the indents is warm, one is cool, and the remaining two are roughly room temperature.
    • Meanwhile, Peach reaches down to touch the same one as Luka and agrees that is quite warm, then realizes she's touching his hand. Flustered, she readjusts. Luka reacts very strongly, going bright red and immediately apologizing, as well as standing up and scurrying away to calm down by staring very intently at a tree. Static is shocked at Luka Gap Moe Moment.
    • Peach realizes one of the flowers needs to be swapped out and returns to the southeast. Returned [peanut cactus & nameplate]. Got [clivia & nameplate].
    • When she gets back and places the proper flowers, Luka is still staring at the tree. she gets his attention and he points everyone to a machine he discovered earlier that likely has to do with continuing the puzzle.
    • Static hurries over to mess with the machine, first entering CWBAPSBS in its password entry. It loads a new screen. Static tries pressing a button and discovers that it triggers a birdcall somewhere else in the greenhouse.
    • Static tries another button, discovering that alongside the birdcall, the sound of water is also audible (and this time visible as well).
    • Static tries the two remaining buttons to similar effect: all trigger birdcalls in an area of the greenhouse, and appear to have to do with water as well.
    • Static takes some notes then returns to the others. They determine they need to do something with the plants and seeds from the shed, and Luka offers to stay with the machine to operate it for the others.
    • Static and Peach return to the shed in the east. Got [assorted plants x16] and [assorted seed packets x6].
    • After thinking about it and assessing the plants, Peach determines the correct locations for each plant, then places them at their watering stations.
    • Static enters the code into the machine, which then displays a map of the greenhouse and a photo of a tree, both with an X over them marking, presumably, where some sort of treasure is. Players head to the specified location, and using the shovel, Luka digs up a latched, not locked, box. Got [suction cup climbing gear].
    • Luka quite confidently picks the gear up and immediately sets about using it, explaining that it must be used to climb over the barrier on the walkway by scaling up the glass walls.
    • Luka does exactly this quickly and skillfully, surprising the others and impressing Peach. Luka clears the barrier, hops into the walkway and opens its gates to let Static and Peach through. Peach asks how on earth he did that, and Luka only replies that it was a short climb, so it wasn't that hard.
    • Peach moves to inspect the binocular set.

    • Peach discovers that the view through the binoculars is that of a kaleidoscope and, on top of that, something is legibly written inside: the safe password.
    • Suddenly, there's a loud [thundering noise] from the west side of the walkway. Peach and Static are both deeply frightened by the noise, while Luka makes a beeline for its source. This quickly proves to be an act of courtesy rather than him ignoring them, since he enters the code as quickly as possible to stop the noise from playing and asks if the other two are okay once it does.
    • The two try to answer yes, but they're clearly not completely okay yet. Regardless, they share a small moment before Luka moves to open the safe.
    • Luka's bracelet suddenly falls, impotent, to the floor. So too do those of Peach, Static, and everyone else.
    • A noise sounds. The elevator has opened.
    • All of the doors have opened.
    • Even though the sound of the waterfall resounds through the greenhouse, a profound, overwhelming silence muffles it and everything else.
    • "THE NONARY GAME HAS BEEN TERMINATED DUE TO UNFORESEEN CIRCUMSTANCES. YOU ARE ALL FREE TO LEAVE."
    • Even this announcement does not truly cut through the suffocating silence.
    MISCALCULATION - END

    ROUND 2: ESCAPE

    • Save loaded.
    • Peach discovers that the view through the binoculars is that of a kaleidoscope and, on top of that, something is legibly written inside: the safe password.
    • Suddenly, there's a loon call from the west side of the walkway. Peach relays the code to Luka, who follows the noise to enter it into the safe. Got [keycard] and [HETU sheet (Set 2 Sheet 3)].
    • Peach and Static are a little confused, wondering why the waterfall never came into play. Peach is also a little disappointed they have to leave, since the room is quite beautiful.
    • Players escape the room.
    ROUND 2: EXPLORE

    • In order to cool off from his argument with Luka, sparked by learning Luka hadn't told him about TEARAHOLE (and most likely something else as well), Nona enters the greenhouse alone.
    • He discovers and notes the inexplicable eeriness of the waterfall, but ignores it for now and heads somewhere else.
    • Nona discovers a good pool of water elsewhere, and dunks his head into it a few times until he feels calmer and less heated up.
    • As he leaves, head ever-so-slightly clearer, he distantly wonders if it might be connected to the way the [pillar] in the center of the Fifth Hall's ground floor has a similar, weirdly sinister aura.
    ROUND 3: CHEMISTRY LAB
    PARTICIPANTS:
    Amagami & Hydra [ 3 ], Alice [ 5 ], Peach [ 7 ]
    LOCATION:
    THE FIFTH HALL
    SAFE PASSWORD:
    TRUTH (4102)
    BGM:
    EXPLODING

    Beyond the door is a [laboratory], tables fit with sinks and drains lined up and ready to experiment on--- though there's a notable lack of available [beakers], with only [two] out in plain view on one of the tables. On a small, rather ordinary table to the left side of the room underneath a [corkboard] with some mysterious [notices] on it, lay some [chemistry masks] and [goggles], an empty [spray bottle] with its [nozzle] lying next to it, and a [key].

    On the other side of the room are some [machines]: two [liquid extractors], one rather large one that looks as if it could handle [multiple liquids at once], and a smaller one, along with a [liquid analyzer].

    Along the back of the room, some [cubbies] are lined up, all of them evidently [locked]--- more mysteriously, however, is a set of [conveyor belts] in the dead center at the back, a set of controls for them, and a pair of [signs] above them dictating their use. There's an empty [cardboard box] and some [tape] lying near them.

  • ??? x? (???)
    ??? x? (???)
    ??? x? (???)
    ??? x? (???)
    ??? x? (???)
    ??? x? (???)
    ??? x? (???)
    ??? x? (???)
    ??? x? (???)
    ??? x? (???)
    ??? x? (???)
    ??? x? (???)
    ??? x? (???)
    ??? x? (???)
    ??? x? (???)
    ??? x? (???)
    ??? x? (???)
    ??? x? (???)
    ??? x? (???)
    ??? x? (???)
    ??? x? (???)
    ??? x? (???)
    ??? x? (???)
    ??? x? (???)
    ??? x? (???)
  • ROUND 3: ESCAPE

    ROUND 3: BIOLOGY LAB
    PARTICIPANTS:
    Angel [ 1 ], Luka [ 6 ], Romeo [ 8 ]
    LOCATION:
    THE FIFTH HALL
    SAFE PASSWORD:
    BRAIN (259261813)
    BGM:
    LEARNING

    Beyond the door is a [laboratory], housing colourful [terrariums] and [cubbies] at the back full of plants and preserved animals, though there are a few [oddities] stored back there as well. Several of these are clearly [locked]. A [microscope] awaits curious eyes on a nearby table, with some [objects] laying next to it, and a [pulverizer] sits hungrily on another.

    In the center of the room, there are signs of [animal life] quite unlike the preserved and taxidermied specimens: these [rats] are alive and well, chittering curiously as they hear the doors open. They're each in a separate glass cage that seem to be attached to some sort of [maze] made out of [tubes].

    Finally, and oddly enough, in the center of the room at the very back, there are two [conveyor belts], a set of controls for them, and a pair of [signs] above them dictating their use.

  • ??? x? (???)
    ??? x? (???)
    ??? x? (???)
    ??? x? (???)
    ??? x? (???)
    ??? x? (???)
    ??? x? (???)
    ??? x? (???)
    ??? x? (???)
    ??? x? (???)
    ??? x? (???)
    ??? x? (???)
    ??? x? (???)
    ??? x? (???)
    ??? x? (???)
    ??? x? (???)
    ??? x? (???)
    ??? x? (???)
    ??? x? (???)
    ??? x? (???)
    ??? x? (???)
    ??? x? (???)
    ??? x? (???)
    ??? x? (???)
    ??? x? (???)
  • ROUND 3: ESCAPE

    ROUND 3: FACTORY
    PARTICIPANTS:
    Static [ 2 ], Red [ 4 ], Nona [ 9 ]
    LOCATION:
    THE SEVENTH HALL
    SAFE PASSWORD:
    HUMAN (815D1E)
    BGM:
    MANUFACTURING

    The reason for the stairs leading to this door becomes evident quickly: a [control room] wouldn’t be much good without a [vantage point]. Machines covered in numerous buttons and levers and monitors line the wall beneath a huge window on the wall opposite the door that overlooks a small [factory] of some sort, judging by the [cranes] and [conveyor belts] that can be seen through the glass.

    To the left, next to a [door] that presumably leads into the factory proper is a peculiar [rotary phone] hanging on the wall. The [machines] beneath the observation window directly ahead appear to be [unpowered] and [inactive], as with the factory itself. Beneath one of the monitors, the door to what seems to be a [wire cabinet] is slightly [ajar]. While it’s hard to tell how to [use] any of the machines, there is at least something recognizable: an [intercom system], perhaps for issuing orders and warnings to factory workers. To the right is a [file cabinet], two of its drawers held shut with [combination locks], and next to it, just above a barren table, a [pipe] sticks out of the wall.

  • Strange documents x3 (file cabinet)
    Factory key x1 (file cabinet)
    Boxcutter x1 (file cabinet)
    Product assembly guide x1 (file cabinet)
    Crowbar x0 (stairwell, later given to Hydra)
    ??? x? (???)
    ??? x? (???)
    ??? x? (???)
    ??? x? (???)
    ??? x? (???)
    ??? x? (???)
    ??? x? (???)
    ??? x? (???)
    ??? x? (???)
    ??? x? (???)
    ??? x? (???)
    ??? x? (???)
    ??? x? (???)
    ??? x? (???)
    ??? x? (???)
    ??? x? (???)
    ??? x? (???)
    ??? x? (???)
    ??? x? (???)
    ??? x? (???)
  • ROUND 3: ESCAPE

    • Red starts working on the wire cabinet.
    • Static inspects the locked door and the rotary phone, discovering that the [handset] of the phone is conspicuously missing the [bottom half] where the microphone should be. Static lifts the phone to his ear, but no sound comes out.
    • Static inspects the file cabinet, skipping the two locked drawers for now to look at the ones he can open. Static notes the documents inside are a bit odd and out of place for their location, detailing [feng shui], [mandalas], and [ley lines], the lattermost written in a manner difficult to parse by a layman or beginner occultist.
    • Static inspects the intercom, but nothing of note is present. The only way to proceed is the wires.
    • Static, remembering Nona is familiar with pseudoscience and the occult, timidly approaches Nona. Nona, distant and despondent from the aftermath of the events at the HETU, takes a moment to respond. Intimidated, Static still manages to ask them to look at the documents. Nona looks them over, then explains the concept of [ley lines]: invisible lines strung across the earth, where, at their intersections, important monuments (manmade or otherwise) can be found, and the idea that humans can subconsciously and instinctively find these locations. However, Nona dismisses the idea handily, stating that obviously you can draw a straight line from anything to anywhere and pretend it means something. Moving on, he explains that [feng shui] is a type of geomancy meant to harmonize a living space in order to improve luck and health, and that while [mandalas] have some various religious uses as a means of providing spiritual guidance, meditation aid, and establishing sacred spaces, the [geomancy] use is probably the one that Zero wanted them to focus on given the other documents in the folder. Nona explains that some Buddhist architecture has been modeled after mandalas, like Borobudur in Indonesia.
    • Static wonders why Nona knows all of this, then posits that maybe Zero is trying to tell them that this place is somewhere geographically significant and/or powerful, and that perhaps their goal is making everyone morphogenetically sensitive. Nona agrees, stating he's been mapping the place out in his head, assisted by the crude map previously provided by Zero, and that the building is in an odd shape; it seems to be a sort of grid, a giant square separated into individual pieces. He also noticed a sort of theming in each Hall, such as the First Hall clearly being a living space.
    • Nona clarifies that he's the wrong kind of parapsychologist to go to for validating concepts like ley lines rather than simply explaining them, since he considers himself a skeptic. He then adds that even so, he can't explain why the waterfall in the greenhouse or the pillar in the center of the Fifth Hall make him feel uneasy, so maybe they are on some kind of energy hotbed, but that doesn't mean he thinks ley lines are real or even that Zero necessarily thinks they are either. He points out this could be an attempt to mislead them, as well.
    • Static is surprised that Nona visited the waterfall, and asks if Nona's rat was afraid of it too. Nona replies that not only was the rat nervous, the butterflies also looked to be avoiding it, but he's not sure if butterflies naturally avoid things like waterfalls to begin with.
    • Static inspects the pipe. Red completes the wire puzzle, and the phone starts ringing.
    • Static picks up the phone. The voice on the other end is a male voice with a Brooklyn accent, and appears to be a recording of only one half of a conversation. The conversation consists of the man on the other end greeting someone and saying they have to stop calling when he's busy training rats, then lightly scolds them for forgetting the password. He relays it in a code of sorts, then says he has to go, due to the "tube test" taking place today, and says goodbye. The call ends.
    • Static observes the rotary dial, which the man mentioned would help decode the password. Static attempts to dial 25437666, or ALGERNON, but nothing happens.
    • Static mumbles that she thinks someone might have recorded the missing scientists at some point and looks for a place to input the code. Nona asks what she means, and Static relays the basics of the phonecall.
    • Static unlocks one of the file cabinet drawers. Got [factory key], [boxcutter] and [product assembly guide].
    • Static unlocks the door leading down to the factory proper and heads down. Nona follows and picks up the item on the stairs. Got [crowbar].
    • Static and Nona continue discussing the facility they're stuck in, wondering why there's a factory here at all. The group locates the forklift as mentioned in the product assembly guide. Static quickly solves the puzzle in the forklift, causing an announcement to ring out that there's a [phonecall] for someone. The speaker has a light French accent and calls for a "Mr. »»â€š�", audio unfortunately corrupted. Nona assumes there isn't actually a phonecall, and they're just supposed to go back up there to see what they've changed by solving the puzzle.
    • Players return to the control room. To the group's surprise, the phone actually does ring, and Nona picks it up. The caller is the same man from last time. This time, he asks if the other person is alone, then talks about a [blackout] that occurred about a year prior. The caller explains he was training the rats at the time with all of their favourite foods when a "crazy chill" ran down his spine and the rats started freaking out, then the lights went out. The rats apparently continued freaking out until the lights were back on, but the caller explains that he wasn't the only one to experience that sudden primal fear right before the blackout, and that he saw everyone else freeze up, too. He adds that even [next door] everyone looked markedly freaked out. He then expresses that he's not sure if it's only him, but ever since that day, a feeling of dread has slowly been building. He attempts to express this as having felt like a something, but he forgets the missing word in this phrase; he says aloud that it starts with an o, but it's not omnipresence.
    • Nona absentmindedly supplies "omen?", and the caller immediately says "Shit, yeah, that's the word! Thanks pal. Felt like an omen." This startles Nona, but he decides to chalk it up to coincidence. The caller continues, expressing that the feeling of dread has only gotten worse and worse recently, and is about to mention something else that happened recently, but suddenly cuts himself off. After a prolonged pause, when he next speaks, he's confused and nervous. He seemingly decides against continuing the story while on the phonecall, and quickly wraps things up, informing his friend they should meet in person at the usual spot instead.