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Defeat The Godmodder

Mirroroguelike (begun Update 73)
Piono doesn't want to go in the mirror, but unfortunately for him, he's already stuck, and gets pulled in anyways. (Sidequest start! I figure I might as well try and get the opportunity to cash in that sidequest charge token now, rather than later)

SIDEQUEST BEGUN! MIRROROGUELIKE!

------

You sit up straight. Looks like you blacked out for a second! Now, where are you?

...Ah. A giant hall of mirrors. Mirrors on the wall, the floors, the ceiling... many mirrors, right next to each other. You see a hundred different copies of yourself, staring right back at you. You can see your selves perfectly, because despite the lack of any visible light sources, the hall is very well-lit.

Its hard to tell which way to go! Luckily, you manage to summon some yarn laid down by future you to show you how to navigate the halls without bumping into the walls constantly. You immediately get out the ball of yarn so you can lay the yarn down, and not create a time paradox.

The yarn shows you the path forward! But, looking closely... there's also something in the room you're in. A pedestal, holding a ring. The ring is a dark silver, with a black gem held in the middle. Looks like it would fit your finger perfectly... Maybe you could...

Wait... looking around a little more, you notice something, or rather, the lack of something. An exit! You don't see the mirror you came through, or any other portals. Must be further up ahead... hopefully... but you don't know how far ahead, is the thing!

Suddenly, this place feels a little safe. What are you going to do?


Deep Hall of Mirrors: Entrance Room
Dark Ring on Pedestal(can be taken)
Yarn path(take to next room - no going back!)
 
Mirroroguelike II
I examine the ring.
Hmm.. probably trapped, but I can handle it, for now I'll just pocket it.
I take the ring and move onto the next room.

I

You take the Ring. It has been added to the sidequest rewards. Do note that failure here results in loss of all rewards.

Examining the ring more closely... you can feel immense power emanating from it. Almost enough to count as a Legendary item. This isn't power you just get for free...

Looking around again, your initial impression of the hall, safe, suddenly reverses. You feel your confidence slip away a little.


II

You move on to room two. This room is significantly bigger than the first, with a table in the middle. Atop the table is a large banquet, full of many plates of delicious dishes and good food. The food looks so great... it looks like free action buffs galore!

But, the dishes are all very big... they'd need to be pocketed individually... Trying to grab them all at once would result in you burning a lot of actions... do you want to take any? Or keep moving through this place?

A whisper passes through the hall. Something's... coming. You feel as though your time here is very limited.


------

Deep Hall of Mirrors: Banquet Hall
Meat of fatness(1 free attack shield to entity of your choice, free action)
Poisoned Pudding(10,000 damage attack to entity of your choice, free action)
Jumping Jello(+20% dodge rate buff for 3 turns to entity of your choice, free action)
Yarn Pathway(follow to next room - no going back!)

Sidequest rewards:
Ornate Ring
 
Mirroroguelike III
If I still have the "three actions per round" thing going on, then I grab the meat of fatness and jumping jello, and use my last action to move onwards, if not, then I might as well just move on. Might as well try to get this sidequest over with.

Also, since it has come to my attention that just picking up the ring was enough to make things worse, I go ahead and put it on to try and figure out what kind of power it's giving me.

(Here, you can take as many actions as you want per round, but each action makes the counter tick up.)

III


You decide to just ignore the Banquet Hall, and follow your Yarn Pathway right on through.

The next room is fairly small. Contained within are three chests. Some may contain useful things. Others may just be a waste of your time.

One chest is made of the same reflective mirror material as the wall. It's... kind of hard to pick out from its surroundings, actually.

One chest is red. Everything about it is red. Even the (unlocked) lock is red.

One chest is very ornate, decorated with gold and silver, and the linings are studded with diamonds.

How many do you open? Which ones? Or... are you just going to keep moving right along?

You hear the faint sound of footsteps in the distance... or do you? They fade as fast as they come. Is it... a bit darker in here than before?


-------

You put on the ring, but you don't feel anything. Using your Player's intuition, you realize that it probably only works on the HEXAGONAFIELD, when you aren't on a sidequest. You'll have to get this thing out safely to find out what it does.

Deep Hall of Mirrors: Treasure Room
Mirror Chest
Red Chest
Ornate Chest
Yarn Pathway(follow to next room - no going back!)

Sidequest rewards:
Ornate Ring
 
Mirroroguelike IV
I open and loot the mirror chest and then move along.
I REALLY wish I had some way to check how much time I have left. Also, I wish I had some way to know whether getting caught kills me instantly or just gives me something hard to fight.

IV


You walk over to the Mirror Chest, and open it inside. Inside, you find... a very large Mirror. You don't know quite what it does, but it feels like something that should be used on an entity. Probably to show them their reflection. It's been added to Quest Rewards!

You don't know your exact amount of time, so you rely on your gut... it says... yup... you're getting a real "instant death" vibe from all this.

The lighting is significantly dimmer than before. You can hear more footsteps, a little faster now... you need to leave...


V


Not wanting to stick around much longer, you move on to the fourth room. This place can't go on much longer, right? Looking ahead, you can see that the hallway turns a corner and disappears. You don't know what's around that corner.

But in this room... you can see a bookshelf, full of books. Two volumes, glowing bright, stand out clearly.

Godmodding Vol. 1... and Heart and Soul... and a third book you haven't seen before... Critical Soul Weaknesses and how to Find Them.

You can hardly see a thing. The footsteps are faster, getting closer! You need to get out of here!

---------

Deep Hall of Mirrors: Library
Bookshelf(contains Godmodding Vol. 1, Heart and Soul, and Critical Soul Weaknesses and how to Find Them)
Yarn Pathway(follow to next room - no going back!)

Sidequest rewards:
Ornate Ring
Large Mirror
 
Mirroroguelike V
If I get killed for taking lore things even though I passed up basically everything else but the stupid mirror, then I will be EXTREMELY salty.
I take Godmodding Vol 1 and Critical Soul Weaknesses and how to find them.

but I do have to say I'm feeling pretty confident that I'm safe grabbing these two books, just from this: If grabbing the books means that I die, then grabbing all of the foods would've killed me later down the line, regardless of what I had done, which strikes me as critically stupid dungeon design. As such, I grab both books, and then run the rest of the way out of the dungeon, ignoring any and all secondary rooms there might be.
Am I missing out on potential rewards that might have been in these potential additional rooms?
Maybe.
But I think sacrificing all that in the name of getting Lorebits is justified.

EDIT: Or, if it's allowed, I use one action to take the entire bookshelf and run off with that.

VI:


Your breathing heavy, you hastily pocket Godmodding Vol. 1...

It's pitch black. You can hardly see in front of you. The footsteps you hear are frantic... you can feel your grip slipping, you need to leave, LEAVE!!


VII:


You grab Critical Soul Weaknesses and How to Find Them. That's it, you're out of here!

You don't waste any more time, sprinting down the Hall of Mirrors to the exit. As you run, you suddenly feel an overpowering presence a short distance behind you... and closing! The blackness is suffocating, so you don't waste time turning to look. You round the corner, and, thanking whatever god patronizes the Players, find the exit mirror immediately in front of you. As whatever was behind you reaches out its hand, you slip through, and are immediately out of its reach.


SIDEQUEST COMPLETE!

Sidequest rewards:

Ornate Ring
Large Mirror
Godmodding Vol. 1
Soul Weaknesses and How to Find Them

The Ornate Ring and Large Mirror are yours to keep, but the lore books will be deposited in the Player Inventory, and I will post lore updates occasionally when no sidequests are running. After reading Confessions of a Paradox Gambler, as well.

Now that you're back on the HEXAGONAFIELD, it's time to take a look at the Ornate Ring... putting it on, you feel a surge of power...

Ornate Ring: While worn, this artifact can be used to grant you 4 actions each turn! It also "binds" itself to whoever uses it the most. It can be given to others freely and you suffer no "life force loss" penalty from using it. It is not classified as Legendary.


This new item is pretty cool! ...So why do you feel like you should chuck it in a volcano somewhere?
 
The Vault I (begun Update 84)
[x0] Fred
"Hm... Alright, go to the normal location. however, since we know your body will go through, please go get the glyph tattooing device in the corner. it might sting a little, but the magical protection and safe-return glyph should be more then worth it. if you want any other (minor) magical abilitys, search the Computer for the right glyph pattern."

Fred picks up the mysterious Glyph tattooing device, that appeared from seemingly nothing. Let's be real, he's become a servant to a Player. But hey, it has its perks. He tattoos the Glyph onto his skin, and then heads back to the computer.

Fred: Alright. I'm ready. Maybe I should prepare more, but I can't wait to get back! I hope it dumps me out somewhere good!

And Fred presses the Suggested Location button.


-------

SIDEQUEST BEGUN: THE VAULT


Through the powers of scrying on pre-identified person, which I'm just going to assume JOEbob attached to Fred at some point because he'd probably do that, you can see everything Fred is doing!

Fred sits up, with nothing but the clothes on his back. They are a simple grey uniform, sleek and efficient in design, if not particularly fashionable. They look very durable, and probably don't tear very easily.

His immediate location is indeed a forest. Normal, filled with trees. It's still daytime, but sunset is approaching. Soon, it will be night.

Fred Stands up and shakes himself off, and looks around in awe.

Fred: I'm... really back.

Fred: The real world. Nothing fake.

Fred realizes quite quickly he needs to find shelter. After all, there's no civilization, or anything else special, to be seen... except for the small cave immediately in front of Fred. He was put right in front of it. This most likely is the reason why the location was suggested.


The cave stands out from the rest of the terrain, being a giant rock with a hole in it jutting out right in the middle of what is otherwise grassy terrain, with no mountains or cliffs. Clearly out of place. Fred ventures closer to the cave, and you can see through the spell that it goes in for a feet, starts to curve downwards... then abruptly hits a wall.

Fred: I... feel like I'm supposed to go here, somehow.

Fred: This surrounding forest looks peaceful, but who knows how safe it is at night?

Fred: I'm going to go a little further, if that's okay.

Fred: Can you even hear me up there?


--------

Alright, here's how this sidequest works. Any player can, as a free action, talk and communicate with Fred directly, giving him suggestions/commands. You can also use your Player Powers to help Fred - however, this costs regular HEXAGONAFIELD actions, not the oddly-defined actions you have in sidequests. Furthermore, the effectiveness of your Player powers will be immensely reduced at this distance.

So, what do you tell Fred to do?
 
The Vault II
I advise Fred that this here is a chaotic battle zone, and he's probably better off if he attempts to nope out of here.....

Fred: Huh? But this is the real world...

Fred: Well, I'm sure you're struggling on the HEXAGONAFIELD. I haven't met too many of you yet but hopefully you're doing fine.


Firstly, I inform fred that all the other players are equally able to talk to him now, for some reason, and that he can ignore everything other people have said so far, as one of them was misinformed and the others where saying he was misinformed.
Second, I object to the term "servant"! He's a guy I'm trying to be friends with, and when I spotted an opportunity to return him to life, real life, I took it!
Thirdly, I advise him thus.
"I am a cautious person in sidequest plans, especially with unknown locations. You will survive regardless, due to the safe return and magical protection glyphs, but it is likely further travel to the real world will become progressively harder."
"I Can still help you somewhat, it seems, but my powers are much weaker."
"My advice is first to list what additional glyphs you selected, for future reference*"

"Beyond that, assuming you have any general-purpose glyphs, I suggest you mold some nearby materials into a sword and shield. as you said, this could be dangerous."
"If you didn't get any glyphs of that sort, snap off a tree branch."
"you can enter the cave, but throw a twig or pebble ahead of you first- it might be trapped."
"If you have no light-producing glyphs, get another branch and use a twig to light it on fire."
"Lastly, I would like to know what dnd class you are. if you have no DnD class, choose one now for the benefits, if you have one, please inform me of it."
"beyond that, enter at will. if I notice something I think you might not, I will advise you."

* 'if you want any other (minor) magical abilitys, search the Computer for the right glyph pattern.'

Fred: Oh... other glyphs... I looked on the computer, but I didn't see any. I still have the safe return glyph, at least. I wish I could look again, but I don't have access to the computer here!


Fred follows your advice, moves to a nearby tree, and snaps off a tree branch. Considering you have faced gods, demons, and worse on the field of combat, this branch may not provide sufficient protection. But for now, it is fine.

Fred grabs a rock from the cave entrance, and throws it further in. Instead of bouncing off the wall at the back, it goes through the wall... like it's not there at all!

Carefully, Fred walks up to the wall, and pokes his tree branch at it. It, too, passes through. Then, Fred reaches out his hand, and it also bypasses the wall. Hesitantly, he steps through all the way...

He finds himself in a significantly bigger chamber, several feet underground. The fading sunlight from the top of the cave illuminates only the first portion, but he can see a glowing blue light further in... He moves forward.

Fred stumbles! But it's nothing dangerous. There was a small river at the midpoint of the chamber, which he couldn't see.

Fred: Great, now my boots are wet... well, this looks important enough to be worth it.


Fred reaches the glowing blue light. It appears to be a small display on some type of keypad. His eyes have had some time to adjust to the darkness, as have yours. You can now also make out the outline of a large door, though its too dark to identify the material or other specifics. You can also see a larger terminal mounted on the wall, not connected to the keypad, but it appears to be turned off.

Examining the keypad closer, you can see a three-by-three square of buttons, below the glowing display. The nine buttons each contain symbols... no, looking closer, they're closer to QR codes, or barcodes. Some kind of mixture, that doesn't resemble any language or numbering system you've seen before. They seem like the pieces to a password, and looking at the display confirms this. There are four straight dashes on the bottom, and a stack of three black dots against the glowing blue background. Fred pushes the top-right, middle-middle, middle-left, and bottom-middle buttons, selecting them randomly. The blue display gives off a small "beep" noise and switches to a green background. One of the three dots to the side disappears - there are two left. The display does not return to blue.

Fred: So... I've got some sort of passcode here... but I have no idea what it is, and judging by the fact that the color changed, I don't want to-

???: Top-left. Top middle. Middle-right. Top middle.


Fred: What... what! I heard something! I don't know where it came from!


Fred looks around the cave. But all is still and silent. There is nobody else here.

Fred: ...A little help here?



-------

Underground Chamber:

Shut-down terminal
Keypad(glowing green)
Sealed Door

Fred(has tree branch)
 
The Vault III
Hello hello? Is this Fred? Hi! I'm one of the Players you haven't met! I was curious about your quest and decided to add my two cents into your journey so far. Anyways... The voice you heard was most likely the passcode for the keypad over there. It's better that you wait for JOE input before you put the code in though. By the way... here's a small question, did the voice sound mechanical? We can't exactly see or hear all the detail that's going around you and I was wondering if the place you are in is some sort of mechanical base of sort...

Hearing a new kind-sounding voice, Fred calms down a little.

Fred: Hey, happy to talk to you! It's good to, uh, talk to more of you.

Fred: No, it didn't sound mechanical at all. Not pre-recorded. It did sound... powerful.


"Hm, Ok..."
"The voice was probably telling you the code. I wouldn't count on it, and it might trigger a trap, but it's worth trying."
"However, you're probably safe due to the false wall, so take some time to investigate the rest of the room- snap a twig off from the branch, then rub it to the top until it catches on fire, so you can see what else this room has to offer. it might have a tool or two that could prove useful."
"Once you've searched the room, when you enter the code, immediately jump a short distance in a random direction. safety first."
"since you aren't in immediate danger, I can't spare any actions to help you directly (bcuz the godmodder's attacking me shiz.), but advice is a free action, woo-hoo! hopefully, I'll be free next round."
"if at any point something pops into existence next to you, and upon it are engraved the words "Ashes are Ashes, Dust is dust, but neither is neither if you have enough trust.", that means I probably caused it to arrive. I've chosen this phrase at random, so hopefully nobody will fake it."

Fred tries to start a fire with his tree branch. Unfortunately, due to a lack of experience - and a lack of branch sturdiness - he ends up just breaking the branch. If you sent some aid to light it, then you could get a better view.

Nevertheless, he gets on his hands and knees, and tries to search the room using only the dim light from the terminal. He finds little, except from what you'd expect from an ordinary cave. The river is still very wet. If there's something major hidden by the darkness, it's either on the ceiling or it doesn't exist at all.

He returns to the keypad, and enters the combination given. Top-left... top-middle... middle-right... top-middle.

Fred leaps back, but... all that happens is that the bigger terminal nearby turns on. It takes a moment to load, more symbols similar to the ones seen on the keypad flashing across its screen. Then...

Auto-detection-translation language module: 100% complete. Language: English

Welcome, ADMIN. Status report:


Physical lock: ONLINE
Player lock: ONLINE
Main door: LOCKED - 100% integrity
Living storage dormitory: 0/10 OCCUPANTS
Physical item storage: 3/50 STORED
Intangible storage: 336 GB STORED

ENTER COMMAND

You chime in to advise Fred, and he enters "help", the go-to choice. As expected, it lists some top-level commands:

a physical lock(online/offline, timer): Allows you to change the status of the physical lock. Timer optional.
a player lock: Manually extends the Player lock for setting online/offline
see physical: Lists known items in physical storage
see living: Lists occupants in living storage
see intangible: Switches to file-system viewing mode
unlock: unlocks main door
security: Switches to security interface mode
store: Opens up new entry form, for storing physical/living things

Fred: Hmm... looks pretty complicated. Will I really need to use all this stuff? I hope not...

Suddenly, Fred hears something again...

???: a player lock


Fred: I heard it again!


Fred looks around the cave. Still nothing.

Fred: Well, you know best... I, uh, once again find myself deferring to your judgement.


Underground Chamber:

Active terminal
Keypad(unlocked)
Sealed Door

Fred(has broken tree branch)
 
The Vault IV
Suddenly, as voted for by the Cult Action, Fred receives a Power Gauntlet, imbued with the tiniest bit of power! It only just barely made the jump through. Fred, sensing its a gift, equips it...

"Well, thank you for waiting. :)
My first thought is to turn off the player lock, but...
We players can't affect the real world, aside from the already-present field around you.
and... wait a second........
I was right.
Back when Somno viewed the Godmodders memory of Alice...:"

???: Are you finally ready, Alice? I know you have everything you need.
"just now:"
???: a player lock
"Its a Georgia text, with a ???. ((My speech text, for contrast, is almost-always Size four, Times New Roman, Cyan (00ffff), Bold text))
There is one difference- The old one has a colour of light grey specified- but its enough to deserve heavy suspicion with the voice. that, combined with the unlikelihood of player-lock being off helping us (all our players are dead), Gives me the conclusion that turning off player lock is a bad idea.
Now, the gauntlet on your hand is from me. I managed to scrape together the power to give it to you, it should give you the magical power to do any of the following, but only one at a time: glow about as bright as a torch, apply a force equivalent to a punch to an area within 3 meters and within sight, or slooooowly nit wounds.
As for what to do. before you continue, use the "glow like torch" ability to check if there's anything, just in case."

"a physical lock(online/offline, timer): Allows you to change the status of the physical lock. Timer optional.
a player lock: Manually extends the Player lock for setting online/offline
see physical: Lists known items in physical storage
see living: Lists occupants in living storage
see intangible: Switches to file-system viewing mode
unlock: unlocks main door
security: Switches to security interface mode
store: Opens up new entry form, for storing physical/living things"
"the player and physical locks say 'A' at the start, and the ??? georgia voice did too. they definitely want you to do that... so avoid both of them. instead, use See living, then See physical, then if nothing interesting has happened, See intangible... make sure not to do unlock, or to preface any of your text with "a"."

Fred first uses the gauntlet to glow like a torch, revealing what was thought previously - the cave around him is empty. He can't see through the False Wall, but its probably getting dark outside fast.

Fred: Thank you! I feel better now.

Fred begins entering commands on the terminal.

>see living

Beings in living storage:
N/A x 10

WARNING: Physical and Player locks must be open to deposit beings into living storage!

>see physical:

Objects in physical storage:
Name: N/A, Description: N/A, deposit time: Recent
Name: The Set of Seven, Description: Book, deposit time: Very long time ago
Name: Entity storage cube, Description: 1 entity inside, deposit time: Very long time ago
N/A x 47

WARNING: Physical and Player locks must be open to withdraw or deposit physical storage items!

>see intangible

Storage status: 336 GB/infinity available

Current path: Landing

Directories available:
readme.txt
Attack ideas(size: 13 GB)
3D Plans(size: 300 GB)
Future music(size: 23 GB)

Fred: Okay... I don't know what to make of this. I've never seen much like this before.


It occurs to you that Fred may or may not have lived in the time of computers. Good thing you're here to help him.

A powerful voice huh? Seems like JOE have recalled hearing that voice so I'll leave that to him. As for the commands, I think we should get around to checking "a player lock" even though it came from someone that might be hindering us... but after checking "see physical". I really don't think we'll find anything in "see living". Player lock might allow us to interfere a bit into the Real World... But that means other players apart from us can mess up other stuff as well, there's still Alice, who might be someone tricked into going against the Players here on the Hexagonal field.

... On second thought, it might be better to ignore "a player lock" and check out "security" and "see physical". Maybe there might be something you can use from what I assume to be a vault.

Fred: I'm getting mixed messages about the player lock... I mean, just judging by the text, I'm not sure the terminal alone can disable the Player lock.

Fred: Maybe... security first.


>security

The terminal color changes to yellow! New statistics and options are displayed on the screen...

MAIN DOOR INTEGRITY: 100%
SECURITY SYSTEMS INTEGRITY: 100%
OVERALL STRUCTURE INTEGRITY: 100%
THREATS DETECTED IN AREA: !1!
DEFENSE AMMUNITION STATUS: 100%
CURRENT DEFENSES SETTING: OFFLINE
ARMOR REMAINING: 2

ENTER COMMAND

Fred tries "help" again.

diagnostics - Starts a manual diagnostic scan of the entire security system. This occurs automatically every hour.
scan - manually scans local 3-mile radius for advanced readout on any detected threats
repair (door/security/structure) - directs automatic repair efforts towards repairing specified part of the vault.
set (turrets/drones/traps) (online/offline) - activates/deactivates various defenses.
armor - brings up armor suit bay.

Fred: Just trying to parse this... this place looks like its in good shape, but apparently there's 1 threat? Any clues for what to do about that?


Underground Chamber:

Active terminal
Keypad(unlocked)
Sealed Door

Fred(has broken tree branch)(Gauntlet powers: Light, force, slow regen)
 
The Vault V
Hello Fred i have not met you but take this advice turn on the defenses and then scan and then do Diagnostics and then after that get in a armor suit because that threat is Alice and she is a player you are going to need all the advantages possible to face her

Fred: Alice? What? Hmm... I'm not totally sure who Alice is, but I'll take a look here...


>set turrets online

Immediately, multiple sentry turrets pop out of the ground, and point towards Fred! Fred quickly ducks, not that it would do much good. The turrets ultimately decide not to fire at him, and point at the cave exit.

Fred: Ahh... maybe I'd better wait on turning on the other ones.


>diagnostics

NOW INITIATING DIAGNOSTIC SCAN. Time Estimate: 1 MINUTE

A bar appears on the screen and begins filling, the terminal ignoring commands while the bar fills. Fred immediately feels regret on entering this, and looks around. Aside from a steady whirring from the turrets, the cave is still silent.

Finally, the terminal beeps. All done!

DIAGNOSTIC SCAN COMPLETE
RESULTS: 0 PROBLEMS DETECTED

>scan

THREAT SCAN INITIATING...

Fred waits another few seconds...

THREAT SCAN COMPLETE
THREATS FOUND: 1

!WARNING! HIGH-LEVEL THREAT DETECTED!
Name: N/A
Detected Threat Level: Extreme
Current Location: Within 500 feet (cave entrance)
Since name cannot be detected, estimating of potential threats:
Primary prediction: 57% chance godmodder
Secondary prediction: 34% chance Player

Fred stares at the screen for a moment... then realizes exactly what he's reading.

He immediately looks behind him. Nothing. The cave is as empty as before. He can't see to the entrance, since the false wall isn't see-through...

The silence is deafening.

"Oh, hello Fred. I'm not sure that the threat is Alice, actually. I think it might just be you. But, you know, an ounce of prevention is worth a pound of cure."

Fred: I wish!


>armor

Suddenly, a panel slides up from the side of the Vault! Inside is a small room, entirely unconnected to the rest of the Vault - can't get in this way! Inside are five racks containing armor suits, two of which are filled. The terminal gives a little more information

TWO SUITS AVAILABLE:
1: Invisibility
2: Standard-Issue Protective

Fred: Which should I take? What if the invisibility suit protects me less? Would invisibility even work here?


oh fred also open the file called Read me

Fred, a little nervous, navigates out of the security terminal and opens the readme text file.

Hey! Just as a quick reminder to any of our group who find this. This is our SPECIAL STORAGE VAULT! This vault is the ultimate safety against the godmodder, and you can use this to store ideas and items, or entities or people, that need to be kept safe! A quick reminder of the instructions:

To store people or items in the vault:
1: do "a physical lock offline". This disables the physical lock.
2: do "a player lock". This will extend a puzzle cube which can only be solved using Player powers. If you aren't a Player and there's nobody around who can unlock it for you, you're out of luck. Sorry, we can't let the godmodder get in.
3: With the players and physical locks disabled, do "store", and make sure to fill out the form. Then, depending on the form, either a slot will extend for the physical storage, or the door to the decontamination room outside the living storage will open.
4: Remember to close both locks on your way out!

Also, we keep files on our plans and attack ideas here! A big thanks to Belay for setting up 3D prediction models and our infinite filesystem. Type "help" to get more filesystem commands!

Good luck fighting the godmodder, all!

-Jace


"The other players are more-or-less seems right. Do Not open the player lock until further notice, it's not safe unless we're sure, even with the safe return glyph.
Download the "Attack ideas" and "3D Plans" Into the gauntlet, because I never actually said what the gauntlet was made of beyond its magical properties, so clearly it has a wifi-transmitter to send the info back to my base. obviously. to connect the gauntlet, just press it to the terminal and say Attack ideas, then Three Dee Plans.
I agree with moos read me suggestion as well. You haven't been present long, so it's unlikely for the threat to be referring to you- it's probably talking about that mysterious voice.
Oh, and make sure to set the gauntlet to the "heal wounds" thing if you aren't doing anything else, if you've strained any part of your body it could be a problem."

Fred sets the gauntlet on the terminal. It enters an error message and beeps a bit at first, but then calms down.

POSITIVE TRANSFER DETECTED

Target: Unknown location (different plane)
WARNING! Transferring across planes of existence is EXTREMELY SLOW
Please select transfer priority:
Attack ideas/3D plans/future music

It looks like Fred can't use the other gauntlet powers while it's transferring, either.

Fred: Is this really worth it? I'm in a tough spot right now. What now...


------

Fred: Maybe I should try to get inside the vault... but I'd need to open the Player lock to do that...


Underground Chamber:

Active terminal
Keypad(unlocked)
Sealed Door
Armor bay (contains invisibility suit, general protection suit)
Active Turrets

Fred(has broken tree branch)(Gauntlet powers: Light, force, slow regen, data transfer)
 
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