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disorder-alice · 23 days ago
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Girls when
“Write me a tragedy, Lev Fedorov, Write me a litany of sins. Write me a plague of devastation. Write me lonely, write me wanting, write me shattered and fearful and lost. Then write me finding myself in your arms, if only for a night, and then write it again. Write it over and over, Lev, until we both know the pages by heart.”
I am Girls.
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crimsoncityhq · 4 years ago
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While the night is far from quiet, what with all of the costumed patrons milling about the lobby and rubbing elbows on a too-crowded bench, it is peaceful. It’s been at least an hour of carefree mingling, and the only inconvenience anyone has found thus far is the guy dressed as H.H. Holmes being a little too method in his acting, stalking around amongst the crowd before disappearing the moment you see his blur in your periphery. Those who haven’t indulged in the open bar serving jello shots downstairs have likely opted to wait until after their tour through the undoubtedly haunted house, while others nurse their flasks and plead with whatever cosmic force they believe ( or don’t believe ) in that the line will shuffle a touch more quickly so they can black out for the night. 
Fortunately for the impatient, a handful of groups are called to enter their respective rooms, though instead of enjoying the night with the ones who came here on their arms, they’re suited with a handful of strangers, acquaintances, and enemies. Now isn’t the time to brandish your weapons—let’s call it a truce for Halloween. Each group is assigned a specific room, and, satisfied with their groupings or not, they press forward. At first glance, no room looks any different than what you’d expect, maybe more void of furniture and spooky decor than ideal for the holiday which revolves around that sort of thing, but for once, it appears the night may go smoothly. Until the doors lock behind them. 
Part II of the Halloween Murder Castle event has begun ! Your characters are assigned to a group, which then are assigned to rooms. It is up to you and your groupmates how they will survive the obstacles hindering the exit—but be warned; there’s an imposter in your midst. Someone in your group, who agreed to what they now realize is a test of their wit and strength, may opt to take the selfish way out and preserve their own life over the lives of their teammates. Imposters, determine whether you will prioritize yourself or your group to escape each room. Good luck !
This event will last until 9 PM EST on NOVEMBER 3RD, 2020. Under the cut are your group assignments, plus room assignments. PLEASE collaborate with your groupmates to determine how your characters will solve their rooms and make their escape. If you have any questions, always feel free to reach out ! Happy Halloween !
GROUPS
GROUP #1: Alejandra Ruiz, Beau Griveaud, Marie-Anne Beaulieu, and Wren Lucas are in ROOM 19. (BARBED)
GROUP #2: Nova Deveraux, Orion Andersen, Ivy Ivashkov, and Rahi Kumar are in ROOM 24. (CHALICE)
GROUP #3: Addison McKinnley,Veronica Pierce, Maite DeLeon, Blythe Sweetwine are in ROOM 7. (BANSHEE)
GROUP #4: Aries “Rhys” Rigsby, Cassidy Faust, Barnaby Eaton, Vitomir Kipriyanov are in ROOM 12. (DESCENT) 
GROUP #5: Charlotte “Charlie” Arden, Marissa Atkinson, Levi Bohan, and Jean Jacque Baptiste De Romanet are in ROOM 20. (CLOSURE)
GROUP #6: Armande Ivashkov, Jessika Delmonico, and Josephine “Josie” Leon are in ROOM 30. (TUNDRA)
GROUP #7: Oakley Butler, Birdie Mendoza, Harlow Dumas, and Andrew “Drew”Whitemore are in ROOM 16. (ELEVATOR) 
GROUP #8: Zoe Washington, Jesse Valencia, Logan Walsh, and Effie Faust in ROOM 4. (TUNDRA) 
GROUP #9: Katarina Vasile, Saskia Vasile, Genevieve Basset, Callan Quinn in ROOM 14. (VOLTAGE)
GROUP #10: Taron Lynch, Rosalie Halliday, Tyson Kane, and Andrea “Andy” Perez are in ROOM 18. (MIRRORS)
GROUP #11: Sutton James, Juno Song, Oisin Donnelly, and Violet Madden are in ROOM 11. (CLOSURE)
GROUP #12: Billie Washington, Leo Vasile, Erin Cerci, and Milo Arrington are in ROOM 15. (BARBED)
GROUP #13: Liam Walsh, Audric Noire, Monika Adler, and Angelo Faust are in ROOM 10. (EXHALE)
GROUP #14: Braden Kahale, Gwen Arnolds, and Audrey Rousseau are in ROOM 5. (OVEN)
GROUP #15: Wyatt Leon, Ariela Leon, Fabian Drake Kalashnyk, and Milicent Washington are in ROOM 31. (KEY)
GROUP #16: Maisie Kane, Linus Arnolds, Sasha Ivanov, and Lev Vasile are in ROOM 17. (TAR)
GROUP #17: Lorelai Faust, Oliver Faust, Anastasia Sahin, and Glenda Ray are in ROOM 8. (FLASH )
GROUP #18: Konstantin Vasile, Fletcher Hargrave, Igor Vasile, and Cecilia Cavendish are in ROOM 23. (VOLTAGE) 
GROUP #19: Abel Washington, Zane Washington, Holden Mercer, and Nadia James are in ROOM 25. (OCEAN)
GROUP #20: Autumn Dawson , Olivia Madden,  and Auron Wright are in ROOM 21. (VIEW)
GROUP #21: Anatayla Vasile, Killian Walsh, Hana Faust, and Caoilainn “Callie” Walsh are in ROOM 2. (OCEAN)
GROUP #22: Atticus Mercer, Carrigan Connolly, Viktoriya Vasile, and Alejandro ‘Jano’ Solano are in ROOM 22. (HOURGLASS)
GROUP #23: Catriona O’Shea, Joey O’Shea, Lee Malkovich, and Lavrentii ‘Lav’ Vasile are in ROOM 3. (VIEW)
GROUP #24: Lincoln Dawson, Ira Evans, Rosalia Leon, and Amara Ricci are in ROOM 27. (EXHALE)
GROUP #25: Letitia ‘Tia’ Valentine, Teddy Cohen, Layla Jiminez, and Mikhail Morosov are in ROOM 1. (PIT)
GROUP #26: Noah Etkin, Blair Faust, Stefano Vittori, and Mathias Attano are in ROOM 6. (HOURGLASS)
GROUP #27: Callum James, Faith Williams, and Dominika Romanov are in ROOM 26. (MIRRORS)
GROUP #28: Jackson Martson, Anton Volkov, Lada Antonovna, and Arlo Flores are in ROOM 29. (TAR)
GROUP #29: Diamond Washington, Darren Murphy, Zedekiah “Zed” Vasile, and Esmeray Demir are in ROOM 9. (CHALICE)
GROUP #30: David Sharpe and Edith Cohen are in ROOM 28. (BANSHEE)
GROUP #31: Caroline Shepherd, Nicholas Krieger, Christine Lin, and Constansia Fournier are in ROOM 13. (KEY)
ROOMS
ROOM 1 — THE PIT
SUMMARY: You and your fellow group members enter the room, and it seems relatively normal, if not a touch boring. The walls are a sleek chrome with a matching floor and ceiling, and the only thing that stands out is an ornate door opposite from—and identical to—the one you entered through. You try it, but it doesn’t open, and the door you just came through suddenly decides not to open either. Then, you feel the tremble, and the center of the floor begins to open up into an abyss lined with jagged glass, and metal, and everything else that screams tetanus. In the center of the new floor is a pedestal, and atop the pedestal is a key—surely the way out.  CHALLENGE: You and your teammates must find a way to retrieve the key before the floor fully gives way and engulfs all of you. How you do this is up to your own discretion, but you’d better count on some injuries. 
ROOM 2 — THE OCEAN
SUMMARY: You and your fellow group members enter the room, which is devoid of any furniture, and, well, much of anything, really, besides what looks like a hatch on the ceiling. Oddly enough, the walls look like glass—or some version of it—though they’re not as breakable as they seem when you rap your knuckles against them. For the first minute or so, you’re confused, but then a pipe creaks somewhere overhead, and water bubbles up from under your feet. You all realize it at once—the room is filling up fast, and the door you entered through is deadbolted. You’re trapped in here.  CHALLENGE: Find a way out of the room before the water reaches the ceiling. You’ll only have about twenty-five minutes to determine which part of what wall is breakable enough to escape through. Alternatively, you can test your swimming skills—and gamble with what’s left of your oxygen—to get the hatch on the ceiling open. It will take all of you, so no matter your allegiance, it’s imperative you work together.
ROOM 3 — THE VIEW
SUMMARY: This room is not what it appears—it’s decorated floor-to-ceiling like the streets of France, complete with a gaudy painting of the Eiffel Tower, street lamps and mannequins in period clothing. It’s beautiful, and a far cry from scary—that is, until you start to lose your breath standing in place. At first you wonder what’s wrong with you, until you realize your partner’s breath is becoming ragged and wheezy, too. It strikes you a second too late; the oxygen is being removed from this room little by little, and suddenly the breathtaking view makes sense. ( What a horrible pun, eh ? ) You’ll suffocate if you stay in here any longer, so it’s up to you and the rest of your teammates to find the exit.  CHALLENGE: The door you entered through is locked, so weave your way through the “street” to find the other exit. You should know it’s locked, too, so you’ll have to work together to find the key. It could be in a flower pot, it could be inside the skull of a mannequin—but if you don’t find it, this cheap version of Paris is the last thing you’ll ever see. 
ROOM 4 — THE TUNDRA
SUMMARY: The moment you cross the threshold of this room, you feel the drop in temperature, and the door falls shut behind you. The moment you turn for it, you realize it’s jammed, and your only choice is to get comfortable. You look around, your eyes wandering across the painting hung ceiling-to-floor on the walls and wonder how many of them are watching you back. For the minute or so you stand in place, you feel the temperature get somehow lower. Those around you seem to notice the same thing, and the epiphany strikes at once—someone is freezing you into the room.  CHALLENGE: There is a locked door on the opposite wall that is surely your exit. Collaborate with your teammates to find the key inside the paintings before the room freezes over. You only have fifteen or so minutes to leave the room. 
ROOM 5 — THE OVEN
SUMMARY: The room you enter with your teammates is an obnoxious white, and the lights seem a little too bright for anyone’s liking. It’s also warm enough to have anyone shedding an extra layer, and the longer you explore the room the hotter it becomes, as if you’re baking alive. The realization hits you all at the same time, but the exit at the end of the room won’t budge. A voice over the speaker above you—was that there before ?—urges you to sacrifice one member to the room.  CHALLENGE: You must decide who will stay behind so the others can escape. If you choose the correct imposter, you may leave the room, thus sacrificing the imposter to the room.
ROOM 6 — THE HOURGLASS 
SUMMARY: This room looks relatively average at first—you toddle in a couple of steps, and it doesn’t seem particularly out of the ordinary, save for the junk pile stationed in the corner of the room. You think it might be a prop closet, but when you feel the first trickle of—is that sand ?—sweep over you, there’s suddenly a weight in your gut. The room is filling up with it, and in the center of the junk pile sits an hourglass that dwindles down in sync. You’ll be buried in the next twenty minutes if you don’t find a way to escape. CHALLENGE: You turn to the door you just entered through and realize there’s a keypad you may use to unlock it from the inside. Now all you have to do is find the four-digit code ( and the order in which to input it ) separately hidden in the junk pile to escape. Just don’t take too long.
ROOM 7 — THE BANSHEE
SUMMARY: Nothing seems out of the ordinary in this room, save for the padded walls and the giant, creepy painting of the man of the hour—H.H. Holmes—on the opposite side of the entrance. You get a brief look at the room, the four buttons on the floor, the fine china lining the shelves on the walls, before the room goes dark. The floor trembles beneath your feet, and sure, it’s a little campy with the filtered-in gunfire, but then the sounds get louder, and louder, and louder. You can hardly listen to it without physically wincing, and there’s no doubt the looming possibility of hearing damage, not to mention loss. You can practically feel your eardrums beginning to drip—you have to get out of here. CHALLENGE: You have to escape the room to avoid causing irreparable damage by searching with your teammates in the dark for the buttons you saw earlier. Find all four buttons, then press them simultaneously to pop open the painting, which doubles as an exit. If you don’t get out, someone will get you out, but they’ll be far less welcoming than a few loud noises.
ROOM 8 — THE FLASH
SUMMARY: In this room, all of the empty walls are a stark white, almost hard to look at when you first enter. The lights above your head are bright enough to radiate heat, and you can already see colors swirling in your vision. The floor pulses in a pattern, lighting up red like a guide to the exit on the other side of the room. Before you take the first step, the lights flash brighter, so much so the whole room melts into a blur in front of your eyes. You take a moment to get your bearings, then blink away the moisture spawning at your lash line. When you open your eyes again, the room is back to normal, but the pattern on the floor has changed.  CHALLENGE: You and your teammates must navigate the floor tiles before the room resets. If you simply approach the door, it will remain locked, and the puzzle will simply reset. The longer you’re in this room and exposing yourself to the flashes, the more likely you are to leave with permanent damage to your retinas. Also, you’d better work quickly, because that ticking sound underneath your shoes probably isn’t a good sign. 
ROOM 9 — THE CHALICE
SUMMARY: This room, compared to its predecessors, is pretty tame—the four walls are a dark velvet with a golden table in the center. On the table are a set of four chalices, each more ornate than the last. The voice that plays on a loop overhead establishes the rules; choose who will drink from which chalice, but be warned: three of them are poisoned, and only one holds an antidote. Determine who will be sacrificed to which chalice. To escape this room, everyone must take a drink.  CHALLENGE: There’s no way around it—no one is leaving this room until each chalice is sampled. Each member will have to sample their assigned chalice, and only time will tell who has the antidote. There is a possibility of exiting the room alive if the one left standing can evenly portion the antidote.
ROOM 10 — THE EXHALE
SUMMARY: As you enter the room, you instantly recognize the theme of charred remains, with a splintered set of dining chairs and the matching table, peeling wallpaper, and singed curtains decorating the walls that wrap around you. It even smells like smoke in here, and the longer you wander around the still smoking debris, the more saturated the atmosphere becomes. Soon, you and the other occupants of the room begin to cough, and you realize it’s not your imagination that’s making the air thicker—it’s the vent leaking a grey cloud into the room. CHALLENGE: The door at the far end of the room must be opened with a code, and you must find the code scattered among the debris. You’ll find four numbers in total stamped on various items—input the numbers in the correct order to escape the room.
ROOM 11 — THE CLOSURE
SUMMARY: You and your group step through the door into a room bare of anything as far as the eyes can see. After everyone is inside the door locks behind you and the small bits of confetti fall from the ceiling as a warm distraction. You missed the different patterns on the ground of your feet. CHALLENGE: The walls start to close in on your and the group. You notice the door in the opposite direction get crushed as the walls inch closer. You must solve the puzzle to get out of the room before the walls make you a Chicago style pancake.
ROOM 12 — THE DESCENT
SUMMARY: Everything about this room when you and your group enters seems mundane. An old fashioned study is stocked with bookcases against both walls. An old fashioned globe with a mini bar inside of it lays in the center.The door locks behind you, but then you take a glance to the ceiling and notice the sinister sleek metal inching towards you. CHALLENGE: The ceiling in the room starts to lower. You must locate the key to get out of the room in time to not be flattened.
ROOM 13 — THE KEY
SUMMARY: You and your group enter a moderately furnished room. Some small chairs, a small children’s desk, among other mundane objects like pencils and pens. A few books that are on the desk. In the center of the room is where your vision is drawn to a circular crater that holds an overabundance of keys. With a glance you can wager that the key to open the door across from you is within this pit.  CHALLENGE: A ticking above your heads alarms you to the fact that there are wired explosives ahead that are counting down. You must locate the correct key among dozens of faux ones. However, if you take too long the explosives will go off.
ROOM 14 — THE VOLTAGE
SUMMARY: Once you enter the room a soft breeze touches your face. You and your group take notice after the door locks behind you that the room is covered with different paintings of a cloudy sky. Lightning bolts painted on several places in the room scattered from wall to wall. Up above on the ceiling are shapes that seem to have formed grey clouds. All you’re missing is a nice cup of warm drink and a chair to leisure in.  CHALLENGE: At first you feel it, and you hear the zap. Small bits of electricity shoot up your leg, and then it grows worse and worse. As if someone has turned on the electric chair for everyone in the room. You must locate the key to get out of the other door. 
ROOM 15 — THE BARBED WIRE
SUMMARY: You and your group enter a room that you would have thought was created in a horror movie flick. From the ceiling to barely above the ground are barbed wire. The door is on the other side that will grant you the way out. That is if the barbed obstacle doesn’t grapple any of you first.  CHALLENGE: You will need to get to the other side of the room through the barbed wires. Then you will be able to exit out the door, but you might want to be mindful not to become a mangled livestock on the conquest to escape.
ROOM 16 — THE ELEVATOR
SUMMARY: You and your group enter what you think is a normal room. However, once the regular door closes it locks. The room itself moves, and you’re presented with an elevator door in front of you. The keypad shows the different levels of the castle to the right, and there’s even a counter on the floors above the locked elevator door in front of everyone.  THE CHALLENGE: The room goes between dropping at an alarming rate to rising upwards quickly. There’s no end in sight no matter what buttons you press on it.  The elevator doesn’t stop on any floors. The group will need to figure out a way to disable the power inside the elevator and escape out the ceiling of it. But be careful it’s a finicky machine. 
ROOM 17 — THE TAR
SUMMARY: The darkness captures you and your fellow group members at first. There is a light switch in this room that buzzes a dim cheap light onto the ground. Once everyone shuffles in you notice that the ground you step on is black, thick, and sticky. Black tar coats the ground of the room, and you notice it on the mediocre furniture that adorns it. A makeshift map with pins and faces of H.H. Holmes’s alleged victims are strawn out. You can take a breather or two, but then. THE CHALLENGE: The mechanic clink is heard around the room as panel boards slide apart. Through these panels projectiles are aimed into the room. Arrows & darts fly towards the group. Normally these would be easy to dodge, but you are stuck in place. You must work to get to the exit door on the other side of the room.
ROOM 18 — THE MIRRORS 
SUMMARY: You and your fellow group members enter the room, the room is empty of furniture. Visibly on the roof are cogs and attached to them are large thick mirrors. The end isn’t in sight for anyone to see, and the only thing that looks back at you is your multiple reflections. The walls are lost and you swear they’re mirrors themselves. You can’t shake the feeling that you’re being watched. Are these two-way mirrors? CHALLENGE: The mirrors move with each step in a manner as if to smash or crush the opponent. The movements of them are precise and you can almost feel yourself being enclosed into a box of mirrors that gets smaller. The objective is to make it out of the reflective maze in one piece.
ROOM 19 — THE BARBED WIRE
SUMMARY: You and your group enter a room that you would have thought was created in a horror movie flick. From the ceiling to barely above the ground are barbed wire. The door is on the other side that will grant you the way out. That is if the barbed obstacle doesn’t grapple any of you first.  CHALLENGE: You will need to get to the other side of the room through the barbed wires. Then you will be able to exit out the door, but you might want to be mindful not to become a mangled livestock on the conquest to escape.
ROOM 20 — THE CLOSURE
SUMMARY: You and your group step through the door into a room bare of anything as far as the eyes can see. After everyone is inside the door locks behind you and the small bits of confetti fall from the ceiling as a warm distraction. You missed the different patterns on the ground of your feet. CHALLENGE: The walls start to close in on your and the group. You notice the door in the opposite direction get crushed as the walls inch closer. You must solve the puzzle to get out of the room before the walls make you a Chicago style pancake.
ROOM 21 — THE VIEW
SUMMARY: This room is not what it appears—it’s decorated floor-to-ceiling like the streets of France, complete with a gaudy painting of the Eiffel Tower, streetlamps and mannequins in period clothing. It’s beautiful, and a far cry from scary—that is, until you start to lose your breath standing in place. At first you wonder what’s wrong with you, until you realize your partner’s breath is becoming ragged and wheezy, too. It strikes you a second too late; the oxygen is being removed from this room little by little, and suddenly the breathtaking view makes sense. ( What a horrible pun, eh ? ) You’ll suffocate if you stay in here any longer, so it’s up to you and the rest of your teammates to find the exit.  CHALLENGE: The door you entered through is locked, so weave your way through the “street” to find the other exit. You should know it’s locked, too, so you’ll have to work together to find the key. It could be in a flower pot, it could be inside the skull of a mannequin—but if you don’t find it, this cheap version of Paris is the last thing you’ll ever see. 
ROOM 22 — THE HOURGLASS 
SUMMARY: This room looks relatively average at first—you toddle in a couple of steps, and it doesn’t seem particularly out of the ordinary, save for the junk pile stationed in the corner of the room. You think it might be a prop closet, but when you feel the first trickle of—is that sand ?—sweep over you, there’s suddenly a weight in your gut. The room is filling up with it, and in the center of the junk pile sits an hourglass that dwindles down in sync. You’ll be buried in the next twenty minutes if you don’t find a way to escape. CHALLENGE: You turn to the door you just entered through and realize there’s a keypad you may use to unlock it from the inside. Now all you have to do is find the four-digit code ( and the order in which to input it ) separately hidden in the junk pile to escape. Just don’t take too long.
ROOM 23 — THE VOLTAGE
SUMMARY: Once you enter the room a soft breeze touches your face. You and your group take notice after the door locks behind you that the room is covered with different paintings of a cloudy sky. Lightning bolts painted on several places in the room scattered from wall to wall. Up above on the ceiling are shapes that seem to have formed grey clouds. All you’re missing is a nice cup of warm drink and a chair to leisure in.  CHALLENGE: At first you feel it, and you hear the zap. Small bits of electricity shoot up your leg, and then it grows worse and worse. As if someone has turned on the electric chair for everyone in the room. You must locate the key to get out of the other door. 
ROOM 24 — THE CHALICE
SUMMARY: This room, compared to its predecessors, is pretty tame—the four walls are a dark velvet with a golden table in the center. On the table are a set of four chalices, each more ornate than the last. The voice that plays on a loop overhead establishes the rules; choose who will drink from which chalice, but be warned: three of them are poisoned, and only one holds an antidote. Determine who will be sacrificed to which chalice. To escape this room, everyone must take a drink.  CHALLENGE: There’s no way around it—no one is leaving this room until each chalice is sampled. Each member will have to sample their assigned chalice, and only time will tell who has the antidote. There is a possibility of exiting the room alive if the one left standing can evenly portion the antidote.
 ROOM 25 — THE OCEAN
SUMMARY: You and your fellow group members enter the room, which is devoid of any furniture, and, well, much of anything, really, besides what looks like a hatch on the ceiling. Oddly enough, the walls look like glass—or some version of it—though they’re not as breakable as they seem when you rap your knuckles against them. For the first minute or so, you’re confused, but then a pipe creaks somewhere overhead, and water bubbles up from under your feet. You all realize it at once—the room is filling up fast, and the door you entered through is deadbolted. You’re trapped in here.  CHALLENGE: Find a way out of the room before the water reaches the ceiling. You’ll only have about twenty-five minutes to determine which part of what wall is breakable enough to escape through. Alternatively, you can test your swimming skills—and gamble with what’s left of your oxygen—to get the hatch on the ceiling open. It will take all of you, so no matter your allegiance, it’s imperative you work together.
ROOM 26 — THE MIRRORS 
SUMMARY: You and your fellow group members enter the room, the room is empty of furniture. Visibly on the roof are cogs and attached to them are large thick mirrors. The end isn’t in sight for anyone to see, and the only thing that looks back at you is your multiple reflections. The walls are lost and you swear they’re mirrors themselves. You can’t shake the feeling that you’re being watched. Are these two-way mirrors? CHALLENGE: The mirrors move with each step in a manner as if to smash or crush the opponent. The movements of them are precise and you can almost feel yourself being enclosed into a box of mirrors that gets smaller. The objective is to make it out of the reflective maze in one piece.
ROOM 27 — THE EXHALE
SUMMARY: As you enter the room, you instantly recognize the theme of charred remains, with a splintered set of dining chairs and the matching table, peeling wallpaper, and singed curtains decorating the walls that wrap around you. It even smells like smoke in here, and the longer you wander around the still smoking debris, the more saturated the atmosphere becomes. Soon, you and the other occupants of the room begin to cough, and you realize it’s not your imagination that’s making the air thicker—it’s the vent leaking a grey cloud into the room.  CHALLENGE: The door at the far end of the room must be opened with a code, and you must find the code scattered among the debris. You’ll find four numbers in total stamped on various items—input the numbers in the correct order to escape the room.
ROOM 28 — THE BANSHEE
SUMMARY: Nothing seems out of the ordinary in this room, save for the padded walls and the giant, creepy painting of the man of the hour—H.H. Holmes—on the opposite side of the entrance. You get a brief look at the room, the four buttons on the floor, the fine china lining the shelves on the walls, before the room goes dark. The floor trembles beneath your feet, and sure, it’s a little campy with the filtered-in gunfire, but then the sounds get louder, and louder, and louder. You can hardly listen to it without physically wincing, and there’s no doubt the looming possibility of hearing damage, not to mention loss. You can practically feel your eardrums beginning to drip—you have to get out of here. CHALLENGE: You have to escape the room to avoid causing irreparable damage by searching with your teammates in the dark for the buttons you saw earlier. Find all four buttons, then press them simultaneously to pop open the painting, which doubles as an exit. If you don’t get out, someone will get you out, but they’ll be far less welcoming than a few loud noises.
ROOM 29 — THE TAR
SUMMARY: The darkness captures you and your fellow group members at first. There is a light switch in this room that buzzes a dim cheap light onto the ground. Once everyone shuffles in you notice that the ground you step on is black, thick, and sticky. Black tar coats the ground of the room, and you notice it on the mediocre furniture that adorns it. A makeshift map with pins and faces of H.H. Holmes’s alleged victims are strawn out. You can take a breather or two, but then. THE CHALLENGE: The mechanic clink is heard around the room as panel boards slide apart. Through these panels projectiles are aimed into the room. Arrows & darts fly towards the group. Normally these would be easy to dodge, but you are stuck in place. You must work to get to the exit door on the other side of the room.
ROOM 30 — THE TUNDRA
SUMMARY: The moment you cross the threshold of this room, you feel the drop in temperature, and the door falls shut behind you. The moment you turn for it, you realize it’s jammed, and your only choice is to get comfortable. You look around, your eyes wandering across the painting hung ceiling-to-floor on the walls and wonder how many of them are watching you back. For the minute or so you stand in place, you feel the temperature get somehow lower. Those around you seem to notice the same thing, and the epiphany strikes at once—someone is freezing you into the room.  CHALLENGE: There is a locked door on the opposite wall that is surely your exit. Collaborate with your teammates to find the key inside the paintings before the room freezes over. You only have fifteen or so minutes to leave the room. 
ROOM 31 — THE KEY
SUMMARY: You and your group enter a moderately furnished room. Some small chairs, a small children’s desk, among other mundane objects like pencils and pens. A few books that are on the desk. In the center of the room is where your vision is drawn to a circular crater that holds an overabundance of keys. With a glance you can wager that the key to open the door across from you is within this pit.  CHALLENGE:  A ticking above your heads alarms you to the fact that there are wired explosives ahead that are counting down. You must locate the correct key among dozens of faux ones. However, if you take too long the explosives will go off.
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