Advertisement
Guest User

doors: week two

a guest
Jun 20th, 2022
137
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 8.52 KB | None | 0 0
  1. 1. You open the door and find yourself at the base of a weather-worn lighthouse. Inside, it looks about the way you would expect a lighthouse to look - albeit a bit dusty, as if it has been abandoned for some time. The lighthouse is currently unlit, which would not be a problem except for the fact that you can make out the vague form of a ship out at sea on the horizon. Perhaps you should climb the lighthouse and attempt to stoke the fires? Shadowy figures attempt to stop you, interfering in whatever way they can - blowing the fire out, flickering the lights on and off to scare you, throwing things around, and other such poltergeist-ish shenanigans. Should you manage to keep the lighthouse lit, the ship will dock safely and you will see someone you care about, safe and well, disembark - before finding yourself back in the hallway, unharmed. Conversely, if the shadows prevent you from keeping it lit, you will see the ship dash itself against the rocks and sink, only to see the dead body of someone you care about wash ashore - before finding yourself back in the hallway with the sense that you failed them. Only four minutes have passed.
  2.  
  3. 2. You open the door and find yourself in a small room with a bulletin board hung up on one wall. On the board there are various papers - some clippings of newspapers, some photos of places, a large map, and pictures of people. Many of them are connected together by red strings. You realize instinctively that one person (who at least one of you will recognize), at the center of the board, is the victim of a murder - and that you and the person who entered the room are suspects. You must identify which of you is the culprit, backed up with evidence from the board, to be allowed to exit the room. There is no food or drink in this room. If you correctly identify the culprit, you will both be let out. If you fail to come to a conclusion, you will be trapped in the room until you die of either thirst or hunger. In either case, you will find yourselves back out in the hallway - though if you died, you will feel dazed and disoriented. Only four minutes have passed.
  4.  
  5. 3. You open the door and find yourself submerged in water - though somehow, you are able to breathe and speak despite this. Specifically, you find yourself in the wreckage of a submerged ship. You must search the ship for a treasure, which will bring you back to the hotel; however, the ship is infested with hungry sharks, stinging jellyfish, and other hostile aquatic creatures. Should you manage to find the treasure, you will find yourself back in the hallway, soaking wet but otherwise unharmed. Should you be grievously injured by the sea life, you will perish underwater and find yourself back in the hallway, soaking wet and with phantom pains of your injuries that will last for 30 minutes, though no sign of them remains on you. Only four minutes have passed.
  6.  
  7. 4. You open the door and find yourself among a crowd. There is a festival of some kind going on - there's bright lights, smiling faces, food, music, dancing... it's almost possible to forget you just came through a door in a murder hotel. The longer you spend here, the more you forget what brought you to the hotel, and the more convinced you become that you have always been a part of <i>this</i> world, where the festival is. Eventually, someone you recognize from the hotel appears before you and asks if you wan to go back. If you say yes, you will return to the hallway, completely unharmed. If you say no, you will become completely immersed in the festivities, and will continue taking part in them until you drop dead from exhaustion, at which point you will find yourself in the hallway, extremely worn-out for the next half an hour. In either case, only four minutes have passed.
  8.  
  9. 5. You open the door and find yourself surrounded by plants. Some are small, some are large, and one is... moving? It is creeping toward you on thick vines, opening itself up, and - yeah, that's a giant carnivorous plant. It's hungry. You get the sense that you should feed it before it feeds on you. What you give it is up to you - IT IS COMPLETELY UP TO YOU, VORE IS *NOT* YOUR ONLY OPTION HERE - but it must be something substantial, or else it will attack you, but you will black out before getting eaten and find yourself out in the hallway again, feeling supremely grossed out. Should you manage to feed it something different, the door will appear behind some of the smaller plants and you can escape out into the hallway while it is distracted with its feeding. Only four minutes have passed.
  10.  
  11. 6. You open the door and find yourself in the middle of a city. The sky is dark, with a myriad of familiar and unfamiliar constellations dotting it; the city is full of shadowy, faceless figures, though many of them bear a striking resemblance in silhouette and mannerisms to people you know. Perhaps more concerning, though, is the small hole that seems to be opening up underfoot; it engulfs small objects, becomes bigger, and moves on to engulf larger ones. Try not to get dragged in. Should you manage to navigate the city and run into the revolving doors over which a sign reading "STARLIGHT HOTEL" hangs, you will find yourself in the hallway again, out of breath but otherwise unharmed. Should you be swallowed up by the hole, however, you will find yourself falling into an endless void for what feels like an eternity, before landing hard in the hallway, the screams of the shadowy people you almost-recognized in the city filling your ears for the next half hour. Only four minutes have passed.
  12.  
  13. 7. You open the door and find yourself in what seems to be a transportation terminal of a bustling city. There are plenty of options for transportation, but for some reason, you feel that perhaps you should board the train. When you do, it begins its route - but it makes several stops, picking up people you know to be dead, either from home, your previous games, or from the hotel. These dead people bear any fatal injuries that you are aware of, and seem resigned to where they are going, though they seem concerned in whichever way is most in character for them that you are joining them. Should you stay on the train until it reaches its destination, you will suffer a swift, if painful, death; you will then find yourself in the hallway again, dazed and confused, feeling extremely cold for the next half hour. Should you find some way off the train or find a way to make it reverse its course, you will appear back in the hallway, unharmed. In either case, only four minutes have passed.
  14.  
  15. 8. You open the door and find yourself in some dark, spooky woods. It's difficult to see - not just because of the darkness, but because of the eerie fog that's rolling in and obscuring your surroundings. You get the distinct feeling that you are being watched - and being followed - as you attempt to find your way through the woods. This is because you are. Slenderman is following you, and he will eventually catch you. When he does, your mind will be filled with static, and you will find yourself out in the hallway with no memory of the last 24 hours for 30 minutes. Only four minutes have passed.
  16.  
  17. 9. You open the door and find yourself in a room that looks almost like some sort of fighting arena. Not only that - but you find yourself with a companion, a creature that represents you in some way. (If you have a daemon already ... uh, you have a second one now. Weird.) Instinctively, you will realize that in order to exit this room, your daemons must fight. You will feel the pain of any injuries inflicted upon your daemon, and when one is killed, you will die as well. The victor will find themselves out in the hallway, unharmed. The loser will find themselves out in the hallway as well, covered in golden dust, bearing phantom pains of their injuries for the next 30 minutes. Your daemons from the room are gone. Only four minutes have passed.
  18.  
  19. 10. You open the door and find yourself in a room filled with a variety of musical instruments. You are free to play around with them, for a time; however, eventually, some of the instruments will begin to play on their own, starting with a single note, which you must match. Next, two notes - the first, followed by another - which you must also match. This game of Simon Says will continue on until you complete an entire song, or until you get the note wrong. Should you manage to complete the song, you will find yourself out in the hallway, completely unharmed. Should you get the notes wrong, you will be strangled with piano wire and will find yourself out in the hallway with scabbed-over wire cuts on your neck. Only four minutes have passed.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement