Turn 1Kane Lives 1: Get out of the bed.You shove and kick your sheets away and fumble to the edge of the bed. The second your foot touches the ground you can feel dampness, wetness, that’s gross. You whip your feet back onto the bed and stay crouched in the dark like a creepy garden gnome. The smell of wet carpet fills your senses. Until you know what you’re getting into, maybe you should stay where it’s relatively dry.
Kane Lives 2: Test the light switch and lamps.The room’s lightswitch is across the room, but there are two lamps to your left and right. Since the water’s coming from your left when sat on the bed, you feel your way to the other side of the bed and find the lamp.
You have got to be joking. Who puts faulty lamps in a faulty room!
Click, click.
Click, click.
Click-- clang!Well, that’s not good. It seems like the lamp away from the water came apart in your hand. You frantically toss the pieces on the bed and crawl your way back to the left lamp. Hopefully you aren’t about to electrocute yourself…!
You turn on the lamp.
The first thing you notice is the gaping hole in the wall.
It’s about head height, dropping water from its mouth at a steady rate. On the floor is a painting of, what, a sewer? The water pours down its glass front, a steadily growing stain of water spreading all over the carpet, all the way to the desk at the far end of the room. The edges are spreading rapidly and the spot right under the painting is thick with water. So, not about to drown, but still something to worry about.
Kane Lives 3: Try to find the source of the flooding.Yup, yup you found that.
It’s about the size of a tennis ball. The edges of the hole are made of metal, so, it’s there by design? Who designs a cruise ship to have water holes in the walls? Okay, if it’s there by design maybe there’s a design to switch if off. But, you can’t see anything, not here and now. Maybe a stop-gap will do? It’ll buy you time, at least.
Gerrick 1: Scream as loud as possible.“EEEEYYAAAAAUUUUUUGHHHHHH!!!!”
….
“AHHHHHH!”
….
Your throat hurts. Nothing else appears to happen.
Gerrick 2: Try to open the door.You dance around the growing pool of water and head for the front door. It’s down a short hallway, with what you assume is a bathroom door leading off to one side. You grab the handle. It doesn’t move. Your second, third, fourth, and fifth attempts also provide no results.
Gerrick 3: Try to open the suitcase.You left that on the cabin’s desk. It’s big, made of metal, and cold to the touch. You run your hands along the surface, trying to find a latch or something. There’s a seam running along its horizontal axis, and what look like removable panels. Except, you can’t seem to get them op--
Okay, that happened. You touched one panel and it abruptly drew back, revealing a multicoloured series of buttons. Or lights. Both? Four in all, with a diamond layout, and coloured green, red, yellow, and blue. There’s a silver button in the middle.
That old guy has a strange sense of humour.
taulover 1: Open the backpack.Your backpack is on a small, round table, just in front of the corridor. It’s sat on top of the cabin’s phone. Let’s see. There’s your clothes and… where’s your wallet? And your keys, and everything else you packed? You rummage around. The drumming of the water against the painting is loud and uncomfortable, and you drop the clothes onto the small table. There’s nothing, nothing at all.
Your hands brush against something that isn’t fabric. It crinkles under your touch. You pull it out, and it’s a piece of paper, which you hold up to the light.
Welcome, stranger, to the game
Be wary and watchful of our domain
Keen eyes and ears you must possess
Or find yourself trapped, endless
The gift we gave to guide your hand
Is not the full path to leave this land
Many clues lie in our halls
Begin anywhere upon our walls
Though, if needed, hints you will find
Just in case you've become blind
Call it Simon, rotate twice if you wish
And play a game of schoolyard kids
Then connect the gift to screen and wire
And bonus rounds you will acquire
From there by fives you'll gain a guide
But only by each solver
What’s that supposed to mean? You shrug your backpack on and load it with your clothes again. There’s plenty of room inside it now that all your things are gone.
You have acquired one (1) backpack, an assortment of clothes, and one (1) note.
taulover 2: Inspect the paintings.One of them is under the hole in the wall, so you pull it out from the stream of water. As you saw before, it’s a picture of a sewer of all things. Water particles stick to the glass. You turn the painting over and there’s something written on the back. “0817.” What does that mean?
The other painting, on the opposite side of the room, seems to be of some gladiators fighting in a colosseum. You take it off the wall and check its back. Nothing.
But when you look at the wall, there’s something else built into it. It’s just like the hole in the wall opposite. The metal is flush with the wall. It’s like an old rotary telephone, minus the actual telephone part.
taulover 3: Turn on the television.You find the remote on the desk beside the suitcase. The TV turns on easy enough. You flip through a few channels, but all it gives is white noise.
El Fiji Grande 1: Look through the bedside drawers.You leave the TV on for now and head for the bedside drawers. You start at the one away from the flood of water, to the left side of the bed.
The top drawer refuses to open, but it has a tiny keyboard pressed onto its face. With some experimentation, you figure it wants a password six letters long. Beside the tiny keyboard you can make out scratch marks. It looks like someone took a knife to it.
Thankfully the drawer below that is unlocked. You find two items. First, what looks like a small tile.
Second, a slightly crumpled note.
Arnold: “I heard Betty get hit with an axe. That means Charles is a killer.”
Betty: “I’m surrounded by killers. Both of them could reach me.”
Charles: “I only heard one gunshot. One of the girls is a killer.”
Donna: “One person next to me is a killer, the other is dead.”
Egbert: “The axe only swung once. Fabio was killed with the knife.”
Fabio: “Two of the living’s names rhyme with someone dead.”
Gelbert: “I was shot. Donna was killed with the axe.”
Moving to the drawers partially obscured by water, the top box contains a tissue box, which you carefully maneuver around the stream of water. It doesn’t feel like tissues are in it.
The lower drawer is locked. Its face has two red LED lights on it, as well as another tiny keyboard just like its neighbour on the other side of the bed. With experimentation, you figure out that this one wants a password five letters long.
You have aquired one (1) tile, one (1) note, and one (1) tissue(?) box.
El Fiji Grande 2: Examine the suitcase.The lights on the suitcase don’t appear to be doing anything. It’s made of metal, and you can attest to how heavy it is. The wheels were its only redeeming quality. The other panels don’t respond to your touch like the one that hid the lights… buttons… whichever.
El Fiji Grande 3: Use the blankets and bedcushions to try to buy time by slowing down the process of water entering the room.You scrunch up a pillow as small as it can go. It can’t hurt to try.
You throw it and yourself into plugging the hole. For several seconds you battle the water pressure, as faint as it might be.
Bzzt.The pressure dies. You wait for several seconds, pushing a second pillow into the hole for good measure, and withdraw your hand. Eyeing it, it looks like the pillow’s plugged the hole. Funny. It’s not even dripping.
(All the images of text are provided by
https://fontmeme.com/handwriting-fonts/, one of the coolest sites I have found.)
(Just a note: In the image provided, the water came from the painting on the right side of the screen, and the lamp that does not work is the one of the left side. Narrative “you” called them left and right, respectively, at the start due to being sat on the bed. Good luck!)