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You are a senior at a relatively suburban boarding school which is split up into the main campus and the dormitories for students. You have been working on your math homework for the last 5 hours on the main campus when you suddenly realize that the time is now 12:00 AM. You initially chastise yourself for not leaving sooner and getting very easily distracted by social media. Suddenly, all of the lights go out and you hear an eerie screeching sound coming from somewhere inside the building. You try to exit through the main doors but they are all locked. You must look for another way to exit.
You are in the main area. Where would you like to go?
Inventory:
<<if $knife is 1>>knife<</if>>
<<if $list is 1>>hitlist<</if>>
<<if $gun is 1>>gun<</if>>
<<if $notebook is 1>>notebook<</if>>
[[Cafeteria]]
[[Library]]
[[Math Classroom]]
[[Chemistry Classroom]]You cautiously open the doors to the cafeteria unsure what to expect. Inside, you see large scraps of half eaten cheeseburgers and spilled milk sprawled across the floor. While quite disgusting, there isn’t much to notice. However, when you try to leave, you notice that the doors are shut behind you, meaning that you’re stuck in here. Desperate to leave the desolate food junkyard, you start scanning across the vicinity to see if there is anywhere else you can go. To your left, you see the bathroom but you know how disgusting school bathrooms are in the morning. Directly in front of you is the boiler room; it is steaming quite a bit there and you assume that the emergency exit will most likely be there. Where do you go?
Inventory:
<<if $knife is 1>>knife<</if>>
<<if $list is 1>>hitlist<</if>>
<<if $gun is 1>>gun<</if>>
<<if $notebook is 1>>notebook<</if>>
[[Bathroom]]
[[Boiler Room]]
[[Walk back to first area|Main Area]]You walk over to the library and peer in through the windows. The room is pitch black with no signs of people present. You try the doors and find them unlocked. Inside, you turn on your phone flashlight to look for the light switch and turn it on. A long row of bookshelves stretches across the wall of the library in front of you. Each shelf is full of books. You look around the room for more doors or windows, but all the doors lead to rooms with dead ends, like the computer room, and there aren’t any windows. While walking around, you see a couple of books that have fallen to the ground from a shelf.
What would you like to do?
Inventory:
<<if $knife is 1>>knife<</if>>
<<if $list is 1>>hitlist<</if>>
<<if $gun is 1>>gun<</if>>
<<if $notebook is 1>>notebook<</if>>
[[Investigate fallen books]]
[[Walk back to first area|Main Area]]You walk into the math room and find no one in it. You turn on the light and see a normal-looking room full of chairs and desks. A bunch of math worksheets are scattered across the desks. There’s a table in the back of the room, and it also has a bunch of papers on it. There is also a closet at the back of the room.
What would you like to do?
Inventory:
<<if $knife is 1>>knife<</if>>
<<if $list is 1>>hitlist<</if>>
<<if $gun is 1>>gun<</if>>
<<if $notebook is 1>>notebook<</if>>
[[Look at back table]]
[[Go to closet]]
[[Back to first area|Main Area]]You walk into the chemistry classroom and see tons of old test tubes spilled over and a few notebooks; you guess that some people forgot to take their notebooks from this classroom. However, one of the notebooks looks much different than the others. What do you do?
Inventory:
<<if $knife is 1>>knife<</if>>
<<if $list is 1>>hitlist<</if>>
<<if $gun is 1>>gun<</if>>
<<if $notebook is 1>>notebook<</if>>
[[Read notebook]]
[[Ignore the notebook for now and keep looking throughout the classroom for escape options|Ignore notebook]]
[[Back to first area|Main Area]]You don’t see anything out of the ordinary here; it’s just as disgusting as it always is. Except, you notice a bloody knife; you carefully approach it and then decide to lift it up. It is quite blunt now and has a name inscribed on it: “Dr. Baguette”. Hmm…. To be safe, you wash the knife and then take it with you just in case. Afterwards, you leave the bathroom and go back in the cafeteria.
<<set $knife to 1>>
Inventory:
<<if $knife is 1>>knife<</if>>
<<if $list is 1>>hitlist<</if>>
<<if $gun is 1>>gun<</if>>
<<if $notebook is 1>>notebook<</if>>
[[Back to cafeteria|Cafeteria]]
You walk into the boiler room and steam immediately begins to fill your view. You start to cough a lot and begin to see some sort of shadowy figure in the background. You take a step back but this thing is starting to approach you. However, you can barely make out the emergency exit at the very back of the room. It’s too foggy right now to see what the creature is? What do you do?
Inventory:
<<if $knife is 1>>knife<</if>>
<<if $list is 1>>hitlist<</if>>
<<if $gun is 1>>gun<</if>>
<<if $notebook is 1>>notebook<</if>>
[[Close your eyes and sit down, hoping it won’t touch you|Close your eyes]]
[[Take out your water bottle and hold it like a sword|Hold water bottle like sword]]
[[Dash toward the emergency exit|Try to exit]]
[[Leave the boiler room|Leave boiler room]]For some reason, you take off your backpack, sit on the ground, and begin to meditate. You don’t know why you are doing this but you assume it’s your best shot at surviving.
It’s not. The creature slams its body weight on top of you, knocking you out. However, you aren’t dead so that’s decent.
A couple of hours later, you wake up and check the time. 3:00 AM. You are still in the same area but somehow sense that the creature is no longer in the area. You take your belongings and walk out of the emergency exit. After exiting, you immediately run toward your dorm, incredibly fearful that the creature may appear again. To your fortune, nothing happens and you are able to collapse on your bed for about 4 hours before school starts.
When you wake up, you start to feel nervous again. You can’t get the image of the creature out of your head. On one hand, you want to tell people about what you saw since you don’t want them to be attacked. On the other hand, what happened to you was quite unbelievable so you don’t know who would believe you. What do you do?
Inventory:
<<if $knife is 1>>knife<</if>>
<<if $list is 1>>hitlist<</if>>
<<if $gun is 1>>gun<</if>>
<<if $notebook is 1>>notebook<</if>>
[[Tell people about your experience|Tell people]]
[[Don’t say anything about what happened|Don't tell people]]You nervously take out your water bottle from your backpack and hold it by its handle. You get into a confident stand, ready for the battle for your life. However, the creature begins to come closer toward you and you suddenly begin to feel nauseous. It has a fully triangular metal body but the head of a ravenous wolf. You are able to swing once at it, breaking its teeth, but you immediately drop the bottle. It screeches noises that sound like they could have only come from a computer and then slams into you, completely knocking you out. You feel its bloody mouth dragging your body across the floor.
Inventory:
<<if $knife is 1>>knife<</if>>
<<if $list is 1>>hitlist<</if>>
<<if $gun is 1>>gun<</if>>
<<if $notebook is 1>>notebook<</if>>
[[Be asleep for a few hours]]You drop all of your belongings, trying your hardest to leave the building. Unfortunately, the creature was easily able to figure out what you were doing and jumped in front of the door. It then grabs your head and begins to twist it. You immediately close your eyes and the world goes dark.
**GAME OVER
<<set $knife to 0>>
<<set $list to 0>>
<<set $gun to 0>>
<<set $notebook to 0>>
Inventory:
<<if $knife is 1>>knife<</if>>
<<if $list is 1>>hitlist<</if>>
<<if $gun is 1>>gun<</if>>
<<if $notebook is 1>>notebook<</if>>
[[Back to beginning|Main Area]]You decide to not confront the creature that you saw and exit the doors that are behind… uh oh. The doors seem to be locked again and looking behind you, you see the creature right in front of you. It gnarls at your neck, causing the world to go dark again.
**GAME OVER
<<set $knife to 0>>
<<set $list to 0>>
<<set $gun to 0>>
<<set $notebook to 0>>
Inventory:
<<if $knife is 1>>knife<</if>>
<<if $list is 1>>hitlist<</if>>
<<if $gun is 1>>gun<</if>>
<<if $notebook is 1>>notebook<</if>>
[[Back to beginning|Main Area]]You try your hardest to tell as many as people as possible to no avail. None of your friends take you seriously when you try to describe the creature that you saw and the campus police laugh in your face when you try to explain the situation that happened yesterday. You eventually lose your motivation to spread the story and try to forget about it. Were you just imagining it all and now going crazy? You’re not even sure of yourself anymore.
Yet whenever you try to put it out of your mind, you can’t stop seeing the creature in your head. You decide the only way to solve this inner conflict is to go back to the school and investigate further. However, this time, the campus security notices you and escorts you back to your dorm. What do you do now?
Inventory:
<<if $knife is 1>>knife<</if>>
<<if $list is 1>>hitlist<</if>>
<<if $gun is 1>>gun<</if>>
<<if $notebook is 1>>notebook<</if>>
[[Go to sleep after the escort|Sleep]]
[[Break into the main building|Break into main building]]
You decide that the best option would be to stay quiet. You know that no one would believe you and besides, even if your experience had been real, you would make it more likely for the creature to target you. So throughout the school day, you try your hardest to stay blissfully unaware of the situation, despite your growing nervousness.
That night, you go back to your room and lie in bed, trying to fall asleep despite the image of the creature being stuck in your mind. After a couple of moments, you realize that you won’t be able to sleep in your room so you decide to sleep in Ani’s room. You are able to sleep comfortably that night.
However, the day after, you hear that your roommate, Richard, was shot dead. The campus police put your entire dorm on lockdown but the killer can’t be found. You were originally suspected but luckily you had evidence that you weren’t in the room that night. However, people are still slightly suspicious of you despite the fact that you played no part in the murder. Dr. Akiresu (the principal of the high school) gives a speech giving his condolences to Richard but something still doesn’t sit right with you. You still hold back on your tongue, not wanting to stir up more conflict than necessary. But you feel that while your involvement with these events has now ended, you didn’t solve the conflict. Regardless, after a couple of months, you stop thinking about this.
**GAME OVER
<<set $knife to 0>>
<<set $list to 0>>
<<set $gun to 0>>
<<set $notebook to 0>>
Inventory:
<<if $knife is 1>>knife<</if>>
<<if $list is 1>>hitlist<</if>>
<<if $gun is 1>>gun<</if>>
<<if $notebook is 1>>notebook<</if>>
[[Back to beginning|Main Area]]You give up and decide that you probably aren’t the best person for solving a mystery like this. However, right before you are about to go to sleep, you see a man open your door (despite it being locked). You are barely able to read his name tag: Mr. Baguette.
“Who are you and what are you doing in my room?”
He pulls out a gun and you muffle your scream with your bedsheets.
“From orders of Dr. Akiresu, I will kill you”
Dr. Akiresu, your principal? Why would he want to kill you? Unfortunately, you don’t have much time to do anything with that information as the man pulls the trigger and the world goes black.
**GAME OVER
<<set $knife to 0>>
<<set $list to 0>>
<<set $gun to 0>>
<<set $notebook to 0>>
Inventory:
<<if $knife is 1>>knife<</if>>
<<if $list is 1>>hitlist<</if>>
<<if $gun is 1>>gun<</if>>
<<if $notebook is 1>>notebook<</if>>
[[Back to beginning|Main Area]]You realize that you are the only one who knows what is going on so you are the only one who can stop the creature. With some careful sneaking, you are able to get out of your dorm but you’re not sure how to get into the main building. However, you can barely see the window open in one of the classrooms. You are able to just squeeze into the classroom and walk all the way back into the boiler room. You again see the creature but this time the room is not nearly as foggy as before. Then, you hear it speak.
“I am the Pythagorean Mechanical Machine”
“What the…”
“And now I’m going to attack you with the law of sines…”
At that very moment, a ton of triangles come shooting at you, causing the world to go dark.
**GAME OVER
<<set $knife to 0>>
<<set $list to 0>>
<<set $gun to 0>>
<<set $notebook to 0>>
Inventory:
<<if $knife is 1>>knife<</if>>
<<if $list is 1>>hitlist<</if>>
<<if $gun is 1>>gun<</if>>
<<if $notebook is 1>>notebook<</if>>
[[Back to beginning|Main Area]]A couple of hours later, you begin to wake up. You notice that your arms are tied together behind your back but you are able to glance at the time from the dimly lit clock above you: 4:00 AM. You try to get up but you notice your legs are also tied up. In front of you are two older men talking amongst themselves. One of them notices you awake and looks at a scrap of paper.
“Mr. Baguette, is he on the list?”
“Yeah, he’s on there.”
The other man takes out a gun and aims it at you. He pulls the trigger and the world goes black.
**GAME OVER
<<set $knife to 0>>
<<set $list to 0>>
<<set $gun to 0>>
<<set $notebook to 0>>
Inventory:
<<if $knife is 1>>knife<</if>>
<<if $list is 1>>hitlist<</if>>
<<if $gun is 1>>gun<</if>>
<<if $notebook is 1>>notebook<</if>>
[[Back to beginning|Main Area]]You walk over to the fallen books and look at the empty space on the shelf they fell from. You see a sticky note in the empty space with the message “Staircase behind wall.” You look at the wall that the shelf is lined against and notice a large rectangle resembling a door carved out. You push against, and it slowly turns inward, revealing a dark staircase going up. You peer inside. Using your phone flashlight, you see a note on one of the steps saying “Forbidden Access.”
What would you like to do?
Inventory:
<<if $knife is 1>>knife<</if>>
<<if $list is 1>>hitlist<</if>>
<<if $gun is 1>>gun<</if>>
<<if $notebook is 1>>notebook<</if>>
[[Go upstairs]]
[[Go back|Library]]Carefully, with your phone lighting the way, you make your way up the staircase. Once you make it halfway up, you find a door and open it. You find yourself in a dark hallway, lined with a series of doors on either side. You hear voices coming from one of the doors with a sign saying “Personnel only.”
What would you like to do?
Inventory:
<<if $knife is 1>>knife<</if>>
<<if $list is 1>>hitlist<</if>>
<<if $gun is 1>>gun<</if>>
<<if $notebook is 1>>notebook<</if>>
[[Knock on the door]]
[[Eavesdrop for a bit]]
[[Look at the other doors]]
[[Leave hallway and continue upstairs]]
[[Go back|Investigate fallen books]]You turn off your flashlight and then knock on the door quite loudly. You hear the voices from inside stop, followed by a short silence. You hear footsteps coming towards the door, and then a tall man opens the door and lets you come inside. The room is completely dark, but you can make out some other figures. The man closes the door. Before you have a chance to say anything, someone wraps their arm around your mouth. The world turns black.
**GAME OVER
<<set $knife to 0>>
<<set $list to 0>>
<<set $gun to 0>>
<<set $notebook to 0>>
Inventory:
<<if $knife is 1>>knife<</if>>
<<if $list is 1>>hitlist<</if>>
<<if $gun is 1>>gun<</if>>
<<if $notebook is 1>>notebook<</if>>
[[Back to beginning|Main Area]]You walk over to the door, turn your flashlight off, and then lean your ear to the bottom of the door. You hear a few voices talking and can make out some of their words.
“He told us specifically… to be done… soon,” one of them says.
“Isn’t it too early? … too suspicious,” says another.
“We’ll just have… in one go… no mistakes,” answers the first.
The room goes silent for a while, and you decide to stop listening.
Inventory:
<<if $knife is 1>>knife<</if>>
<<if $list is 1>>hitlist<</if>>
<<if $gun is 1>>gun<</if>>
<<if $notebook is 1>>notebook<</if>>
[[Go back|Go upstairs]]
You walk down the hallway some more and find another door with a sign, this time reading “Storage.” You try to push it slightly and find it unlocked. Peering in, you see that the room is stocked full of weapons. There are knives, guns, and grenades. You decide to pick up a small pistol and then close the door.
<<set $gun to 1>>
Inventory:
<<if $knife is 1>>knife<</if>>
<<if $list is 1>>hitlist<</if>>
<<if $gun is 1>>gun<</if>>
<<if $notebook is 1>>notebook<</if>>
[[Go back|Go upstairs]]
You continue going up the stairs past the first door. You climb for quite a bit, and then you come to a door leading to the roof. It is unlocked, and you are now on the roof of the main building. It is pitch black outside, and you turn on your phone light. You find a ladder going down, but you feel a bit unsafe walking around at night by yourself. You also feel like there might be more to this school based on how strange the secret library staircase was.
What would you like to do?
Inventory:
<<if $knife is 1>>knife<</if>>
<<if $list is 1>>hitlist<</if>>
<<if $gun is 1>>gun<</if>>
<<if $notebook is 1>>notebook<</if>>
[[Go down and try to get to your dorm]]
[[Go back down|Go upstairs]]
<<if $gun isnot 1>>
You climb down the ladder and safely touch the ground. It looks like you have successfully escaped the school building and can return to your dorm! You turn on your phone GPS and start heading in the direction of your dorm. You travel a distance of about 50 meters before hearing a strange rumbling noise coming from behind you. You turn around and see a scary triangle-shaped monster with sharp claws staring back at you. You let out a gasp and start to back away.
“I am the Pythagorean Mechanical Monster,” the monster says.
“What the hell?” you ask.
“Do not ask stupid questions! I cannot let you escape this campus under Mr. Baguette’s orders!” the monster replies.
“Um, I think we’re done here,” you say. You then make a sprint for it in the opposite direction.
The Pythagorean Mechanical Monster stabs you through the heart using the Law of Cosines.
**GAME OVER
<<set $knife to 0>>
<<set $list to 0>>
<<set $gun to 0>>
<<set $notebook to 0>>
[[Back to beginning|Main Area]]<</if>>
<<if $gun is 1 and ($knife isnot 1 or $list isnot 1 or $notebook isnot 1)>>
You climb down the ladder and safely touch the ground. It looks
like you have successfully escaped the school building and can return to your dorm! You turn on your phone GPS and start heading in the direction of your dorm. You travel a distance of about 50 meters before hearing a strange rumbling noise coming from behind you. You turn around and see a scary triangle-shaped monster with sharp claws staring back at you. You let out a gasp and start to back away.
“I am the Pythagorean Mechanical Monster,” the monster says.
“Ok bet,” you reply.
“What?” the monster asks.
“Don’t ask stupid questions!” You say. You then pull out your pistol and shoot the monster a bunch of times. Then you run away, all the way until you finally reach your dorm.
The next day, you wake up to the news that a bunch of people at your school have been killed. You feel lucky to have been spared by this strange occurrence, but you can’t help feeling that you might’ve been able to do something about it last night. If you had investigated more last night, perhaps you could have found more physical evidence of something...
**GAME OVER
<<set $knife to 0>>
<<set $list to 0>>
<<set $gun to 0>>
<<set $notebook to 0>>
[[Back to beginning|Main Area]]
<</if>>
<<if $knife is 1 and $list is 1 and $gun is 1 and $notebook is 1>>
You climb down the ladder and safely touch the ground. It looks
like you have successfully escaped the school building and can return to your dorm! You turn on your phone GPS and start heading in the direction of your dorm. You travel a distance of about 50 meters before hearing a strange rumbling noise coming from behind you. You turn around and see a scary triangle-shaped monster with sharp claws staring back at you. You let out a gasp and start to back away.
“I am the Pythagorean Mechanical Monster,” the monster says.
“Ok bet,” you reply.
“What?” the monster asks.
“Don’t ask stupid questions!” You say. You then pull out your pistol and shoot the monster a bunch of times. Then you run all the way back to your dorm and hop into bed. You aren’t able to fully sleep that night due to everything that happened that night.
You wake up the next morning to the news of a mass murder occurring on your school campus last night. There is a morning assembly hosted by Dr. Akiresu where he delivers an apologetic speech about his failure to protect the students at this school. However, you know the truth about Dr. Akiresu so midway through the assembly, you leave the auditorium and call the police.
In about 20 minutes, the police arrive at your dorm and inquire about your suspicions. You explain the entire situation and present the gun, hitlist, notebook, and knife. After showing the gun, you are immediately put in the police car. After the cops drive you to the station, you are able to better explain yourself. Luckily, they believe you so they drive you back to school and arrest Dr. Akiresu on suspicions of collaborating with Mr. Baguette on the multiple murders that happened at school. You come back to school proud of solving the mystery and serving justice.
**CONGRATULATIONS!!!
<</if>>
You walk to the table at the end of the room and look at the papers on it. They seem to all be math worksheets. However, out of the corner of your eye, you see the edge of a piece of paper lying underneath a math worksheet. This paper seems to have a bunch of people’s names on it. You pull it from under the math worksheet and see that it is a long list of names of other students who go to this school. You also see your own name. You wonder if it’s a list of all the students who have a math class in this room, but you’ve never seen an attendance list like this. Also, you don’t have a math class in this room. You decide to keep this paper.
<<set $list to 1>>
Inventory:
<<if $knife is 1>>knife<</if>>
<<if $list is 1>>hitlist<</if>>
<<if $gun is 1>>gun<</if>>
<<if $notebook is 1>>notebook<</if>>
[[Back|Math Classroom]]You walk over to the side of the room with a closet and open it up. You see mostly mathematical instruments like rulers and calculators. You look at some of these items, and they seem pretty normal. However, one calculator that you look at seems to have red blotches on the front of it. You accidentally drop the calculator, making a loud noise. You pick up the calculator and put it back. When you turn around, you look towards the entrance to the math room. A man with a gun is standing there. He points the gun straight at you.
**GAME OVER
<<set $knife to 0>>
<<set $list to 0>>
<<set $gun to 0>>
<<set $notebook to 0>>
Inventory:
<<if $knife is 1>>knife<</if>>
<<if $list is 1>>hitlist<</if>>
<<if $gun is 1>>gun<</if>>
<<if $notebook is 1>>notebook<</if>>
[[Back to beginning|Main Area]]You decide to read more of the notebook to see what it has.
-------------------------------------------------------------------------
Prototype 1 (2/15/2024)
This is the first mechanical creature that is able to match human level intelligence; I was able to create it by implanting the brain of a human (by the way, human brains are really expensive to buy) into its metal shell and then wiring the other hardware components in order to interface with its new organ. In order to make the machine more appealing toward humans, I have also put the head of a fox on top of the machine (as if it was a talking animal)! I am hoping for my next prototype to remove the human/animal elements of this creature by having its intelligence be based on neural networks. I am planning on submitting this prototype to Iris in order to receive more funding.
-------------------------------------------------------------------------
Continue reading?
Inventory:
<<if $knife is 1>>knife<</if>>
<<if $list is 1>>hitlist<</if>>
<<if $gun is 1>>gun<</if>>
<<if $notebook is 1>>notebook<</if>>
[[Yes|Prototype 2]]
[[No|Chemistry Classroom]] You walk over to the table with a bunch of spilled test tubes. The liquid chemicals spilled onto the table don’t have much of a smell, and they look like mostly water. There is also some broken glass on the table. Looking directly upward, you see that there is a tile in the ceiling above the table that is slightly crooked. Perhaps this crooked ceiling tile is related to the spills on this table. What do you do?
Inventory:
<<if $knife is 1>>knife<</if>>
<<if $list is 1>>hitlist<</if>>
<<if $gun is 1>>gun<</if>>
<<if $notebook is 1>>notebook<</if>>
[[Try to reorganize stuff on the table]]
[[Take a closer look at the ceiling tile]]
[[Go back|Chemistry Classroom]]-------------------------------------------------------------------------
Prototype 2 (3/16/2024)
Iris approved funding for my machine! Dr. Akiresu (my principal and current board member of Iris) has started to look at the progression my machine has made. He says he’s really proud of me and plans on looking to get me into the company after graduation. I’m so excited to work there! Anyways, I have been successful at removing the human brain from it needing to function which is great since I have been warned by the police that I was participating in organ trafficking. Now the machine just uses complex neural networks in order to learn stuff. I’ll be honest - I’ve received the code from Iris and I’ve signed an NDA promising not to talk about any of this stuff. Weirdly, my machine still needs the fox head to function - I can’t figure out why but I’ll leave it in since it will take too much time to completely redesign it to be headless.
… I hate to write this but I’m getting slightly suspicious of Dr. Akiresu. I often see him meeting with Mr. Baguette to talk about my design and whenever I come into a meeting with them, they immediately change the conversation as if my presence is a nuisance to them. I really hope that that’s not true.
-------------------------------------------------------------------------
Continue reading?
Inventory:
<<if $knife is 1>>knife<</if>>
<<if $list is 1>>hitlist<</if>>
<<if $gun is 1>>gun<</if>>
<<if $notebook is 1>>notebook<</if>>
[[Yes|Prototype 3]]
[[No|Chemistry Classroom]] -------------------------------------------------------------------------
Prototype 3 (5/3/2024)
Well, this sucks. My final prototype is finished and I’m calling it “The Pythagorean Mechanical Machine” because of its triangular design. But yeah, I made a huge mistake by telling Dr. Akiresu about my project. It turns out that he actually wanted to steal the machine from me this entire time and that the initial funding I received from Iris was just a trick in order to get me to continue working on the machine. I noticed all of the parts from my room were raided due to “security concerns”. I asked Dr. Akiresu if he had the parts but he pretended as if he didn’t know what happened. Obviously he’s bullshitting! But I can’t do much about that.
I’m also quite suspicious about what Iris actually does now. I used to think it was a non-profit but I’m starting to think it has ulterior motives. Like Mr. Baguette. I heard that he was the treasurer of the nonprofit but I can’t seem to find anything online suggesting that it is true. From the few times I’ve eavesdropped on Dr. Akiresu’s meetings, I’ve mostly heard discussions about following a list and striking different people off of it.
I’m really quite worried what all of that means. Who is on the list? What type of people are they? Are they bad people? Why do they need the pythoren mechanical machine for their plan? What else are they foaihdslfdsjfipoafhoivhlahgoiuhpohaekjbmbfpoeifonv…
-------------------------------------------------------------------------
The rest of this entry is illegible. In addition, you notice a few blood stains toward the bottom of the page. Do you take the notebook?
Inventory:
<<if $knife is 1>>knife<</if>>
<<if $list is 1>>hitlist<</if>>
<<if $gun is 1>>gun<</if>>
<<if $notebook is 1>>notebook<</if>>
[[Yes|Chemistry Classroom][$notebook = 1]]
[[No|Chemistry Classroom]]
You try to put some of the test tubes back into a rack. You take some paper towels in the room and clean off some of the liquid from the table. As you try wiping off the glass into a trash can, you accidentally bump a beaker, causing it to crash down onto the floor loudly. You pick up these broken pieces as well with a bunch of paper towels. Once you finish picking them up and throwing them away, you look around and notice a man standing at the entrance of the chemistry room. You start to say something, but the man quickly pulls out a gun.
**GAME OVER
<<set $knife to 0>>
<<set $list to 0>>
<<set $gun to 0>>
<<set $notebook to 0>>
Inventory:
<<if $knife is 1>>knife<</if>>
<<if $list is 1>>hitlist<</if>>
<<if $gun is 1>>gun<</if>>
<<if $notebook is 1>>notebook<</if>>
[[Back to beginning|Main Area]]<<if $gun isnot 1>>
You walk around the table to get a better look at the crooked ceiling tile. It doesn’t look like this was something caused by a maintenance worker, as there aren’t any other signs of maintenance materials like ladders around. Also, looking at the spot on the table directly underneath the ceiling tile, you can see some dirty footprints. Perhaps someone went through this ceiling tile by climbing onto the table. You decide to see what’s above this tile. You climb onto the table and stand where the footprints are, then jump to push the tile away. You see a large open space behind the tile. You get back down from the table and pick up some textbooks to stand on to gain more height. Then you are able to jump through the hole in the ceiling and pull yourself into the space in the ceiling.
The space is quite large, and you are able to stand and walk around. You pick a direction and continue for quite a while, until suddenly you come into a hallway that’s lit up. You carefully walk through the hallway until you come to an intersection leading to a perpendicular hallway going left and right. You walk into the open intersection and see a man talking on his phone in the left hallway, with his back turned towards you. You quickly back up to the initial hallway with your back leaned against the inside part of the wall so that the man can’t see you. You listen to him speak.
“I understand, Mr. Baguette, but you must realize that we cannot delay this any further. Any additional second that we stay here planning, we risk failure. It has to be done tonight. Yes. That’s fine. Yes, the PMM is already active. Weapons? They should be in the storage room, above the library. The hit list? Don’t we have a digital version? Anyway, I think Dave left the physical list in one of the math rooms. I’m telling you, Mr. Baguette, we have everything already. We just need to pull the trigger. And remember, Dr. Akiresu is promising something big if we finish this job. Yes. Alright. Well, let’s get going. Ok, bye.”
The man hangs up, and you hear him walking back from the left hallway back towards the intersection. You try to fast walk quietly back through the initial hallway, but the man sees you.
“Hey! Who are you?” the man shouts after you as you sprint down the hallway.
A bullet is fired and it hits you.
**GAME OVER
<<set $knife to 0>>
<<set $list to 0>>
<<set $gun to 0>>
<<set $notebook to 0>>
Inventory:
<<if $knife is 1>>knife<</if>>
<<if $list is 1>>hitlist<</if>>
<<if $gun is 1>>gun<</if>>
<<if $notebook is 1>>notebook<</if>>
[[Back to beginning|Main Area]]
<</if>>
<<if $gun is 1>>
You walk around the table to get a better look at the crooked ceiling tile. It doesn’t look like this was something caused by a maintenance worker, as there aren’t any other signs of maintenance materials like ladders around. Also, looking at the spot on the table directly underneath the ceiling tile, you can see some dirty footprints. Perhaps someone went through this ceiling tile by climbing onto the table. You decide to see what’s above this tile. You climb onto the table and stand where the footprints are, then jump to push the tile away. You see a large open space behind the tile. You get back down from the table and pick up some textbooks to stand on to gain more height. Then you are able to jump through the hole in the ceiling and pull yourself into the space in the ceiling.
The space is quite large, and you are able to stand and walk around. You pick a direction and continue for quite a while, until suddenly you come into a hallway that’s lit up. You carefully walk through the hallway until you come to an intersection leading to a perpendicular hallway going left and right. You walk into the open intersection and see a man talking on his phone in the left hallway, with his back turned towards you. You quickly back up to the initial hallway with your back leaned against the inside part of the wall so that the man can’t see you. You listen to him speak.
“I understand, Mr. Baguette, but you must realize that we cannot delay this any further. Any additional second that we stay here planning, we risk failure. It has to be done tonight. Yes. That’s fine. Yes, the PMM is already active. Weapons? They should be in the storage room, above the library. The hit list? Don’t we have a digital version? Anyway, I think Dave left the physical list in one of the math rooms. I’m telling you, Mr. Baguette, we have everything already. We just need to pull the trigger. And remember, Dr. Akiresu is promising something big if we finish this job. Yes. Alright. Well, let’s get going. Ok, bye.”
The man hangs up, and you hear him walking back from the left hallway back towards the intersection. You try to fast walk quietly back through the initial hallway, but the man sees you.
“Hey! Who are you?” the man shouts after you as you sprint down the hallway. However, you realize that you won't be able to escape this encounter so you pull out your pistol and begin to start shooting at the man. Luckily, your aim is pretty good so you're able to knock him donw and survive the encounter. Unfortunately, your gun doesn't have any more ammo so you hope that you won't get into any more trouble. You walk to him and find his unlocked phone. Do you want to look at it?
Inventory:
<<if $knife is 1>>knife<</if>>
<<if $list is 1>>hitlist<</if>>
<<if $gun is 1>>gun<</if>>
<<if $notebook is 1>>notebook<</if>>
[[Take a look at the man's phone|Look at Phone]]
[[Ignore the Phone|Ignore Phone]]
<</if>>Unfortunately, it's just five seconds of static so there isn't much to be gained from this.
Inventory:
<<if $knife is 1>>knife<</if>>
<<if $list is 1>>hitlist<</if>>
<<if $gun is 1>>gun<</if>>
<<if $notebook is 1>>notebook<</if>>
[[Look at Phone]]
You take his unlocked phone and begin to look through all of his voicemails to see if there is any evidence you can send to yourself. After getting into his phone app, you see three different voicemails.
Which one do you want to look at?
Inventory:
<<if $knife is 1>>knife<</if>>
<<if $list is 1>>hitlist<</if>>
<<if $gun is 1>>gun<</if>>
<<if $notebook is 1>>notebook<</if>>
[[Voicemail 1]]
[[Voicemail 2]]
[[Voicemail 3]] <<if $knife isnot 1>>
You decide that it would be better if you didn't risk it; you didn't want to risk contaminating the evidence. However, moments later, the phone screen turns red. You look behind you and see the Pythagoren Mechanical Monster.
With no ammo in your gun, you decide to throw it at the monster which ends up doing nothing. The Pythagoren Mechanical Monster stabs you through the heart using the distributive law, making the world go black.
**GAME OVER
<<set $knife to 0>>
<<set $list to 0>>
<<set $gun to 0>>
<<set $notebook to 0>>
[[Back to beginning|Main Area]]
<</if>>
<<if $knife is 1>>
You decide that it would be better if you didn't risk it; you didn't want to risk contaminating the evidence. However, moments later, the phone screen turns red. You look behind you and see the Pythagoren Mechanical Monster.
Unfortunately, you ran out of ammo but luckily, you still have the knife. For some reason, you have an immense courage right now so you decide to stab the monster as hard as you can. It begins to wail different math formulas and stumbles backward. It rams into you, severely hurting your left arm. The phone starts to flash different colors while the PMM is screaming. You look at the ground and see the man's gun. You pick it up and with one shot, the Pythagoran Mechanical Machine collapses on the floor and the phone turns off. You put the phone in your pocket and run all the way back to your dorm.
The next day, you wake up to the news of a bunch of students being murdered. You don't want to be associated with the case and want to pretend this experience never happened so you give the phone to the police as an anonymous tip. You hear from the news that the phone had significantly aided their investigation of the murders.
..Yet you don't feel satisfied...you feel you could have been more helpful to the case.
**GAME OVER
<<set $knife to 0>>
<<set $list to 0>>
<<set $gun to 0>>
<<set $notebook to 0>>
[[Back to beginning|Main Area]]
<</if>>This sounds like it is coming from a tense voice but it's difficult to discern everything due to the poor audio quality.
"SugarCube, tell me how your progress in setting up the PMM was. I've upadated your phone to color coordination so you know when the hell to get out of there. If the PMM is there, it'll flash red. Also, your gonna need to add that kid you got the PMM from to the hitlist now. He's been pestering Dr. Arikesu about it for months now and if he figures out our case, he's gonna blow our entire mission. DELETE THIS AS SOON AS YOU HEAR THIS.
Alright, I'll catch up with you later. Actually, one more thing. I'm getting more and more worried about what the PMM can actually do. Like if we lose control of this machine, I don't know what the fuck we're going do. Sorry, maybe I'm fearing too much. Bye."
Inventory:
<<if $knife is 1>>knife<</if>>
<<if $list is 1>>hitlist<</if>>
<<if $gun is 1>>gun<</if>>
<<if $notebook is 1>>notebook<</if>>
[[Look at Phone]] This voicemail is actually only an hour old. This sounds like it's coming from... Dr. Arikesu!
"SugarCube, Mr. Baguette has recently told me some concerns he has about our mission and I would like to communicate some words of relief. I have done a significant amount of testing with the PMM and can say that it is very reliable in not attacking faces in my database. I've added you to the database so if it sees you, it will not attack you. Bear in mind this requires bright lighting for the facial recognition to work so be careful in there at night. While I've already been successful at assasinating most of the hitlist subjects, there is one student who has been very nasty at getting.
Also, I've been inquired about this many times from others so I'll explain it again. I put these kids are on a hitlist due to their constant disregard of school rules. Usually other schools would simply punish the students. However, at my establishment, it's degrading the status of my school. If the status gets too low, it won't be competitive anymore and I can't have that! So I hope you see how critical this mission is. Alright, good luck out there."
After listening to this voicemail, you hear the PMM behind you. Despite wanting to fight it, it stabs you from behind, removing any chance of that happening. Regardless, you know that when you inevitably reform in the main area, this information will still be useful.
**GAME OVER
<<set $knife to 0>>
<<set $list to 0>>
<<set $gun to 0>>
<<set $notebook to 0>>
[[Back to beginning|Main Area]]