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Chapter 5 by bbone bbone

Which room do you want to watch?

The Attic

The attic is one of the largest rooms in the Manor. Filled to the brim with dusty antiques and many drywall dividers, it truly is a maze. Contestants will have to contend with low visibility and an abundance of traps as they maneuver through the arena. The Attic two obvious doorways to other rooms, including the Master Bedroom and the Mountain Hallway. There are also a plethora of additional exits, including access to the Guest Room, the Lounge, the Back Yard, the Roof, and the Play Room.

Help:

  • Antique weapons: Hidden all about the Attic are a wide variety of antique weapons. Claymores, Spears, Halberds, and more. These foam replicas with a flexible plastic core won't do any permanent damage to a contestant, but they will be effective in subduing an opponent and tremendously weakening them before engaging in a stripping or bonding attempt.
  • Mystic scarves: Completing one of the many minor puzzles in the attic will grant a contestant one mystic scarf. This item may be used at any time a contestant is in the same room as their opponent. When activated, the opponent must stop moving and allow Manor staff to apply the scarf as a bondage item. It may be used to bind ankles, knees, elbows, wrists, or even serve as a gag or blindfold. After application, the players resume the match from their previous positions. Each scarf may only be used once, but the contestants may find and carry as many scarves as they like.
  • S.O.C.O.M. goggles: Completing the Attic's main puzzle will reward the contestant with the "Super Obvious Cheating Optical Mask", or SOCOM goggles for short. This AR headset will provide the player with a variety of unfair advantages. The heads up display will reveal the location of nearby tokens and beneficial gear, warn players when they enter the vicinity of a trap, provide a variety of filters to see in low-light environments, including thermal and night vision options. And lastly, it provides "wall hacks" allowing the user to see opposing players on the same floor, even through walls.

Hinderances:

  • Dust bunnies: As contestants navigate through the dark, they will continually be assaulted by an army of dust bunnies. These remote controlled drones won't directly harm the player, but they will do their best to pester, frighten, and discombobulate players in any way possible. A moment's distraction may be all it takes to trick a player into activating a trap, or lure them away from a prize.
  • G-g-g-g- Ghosts!: Unpaid interns working for The Manor have been crammed into all sorts of fun little hiding places. Boxes, old furniture, cubbies in the rafters, holes in the wall, really any place the little bastards will fit. Each has been promised an award based on a bounty system for inconveniencing, scaring, stripping, or binding an unwary contestant. They aren't allowed to move from their hiding place, but anything in arm's reach is fair game.
  • Haunted furniture: Some props have an unusually dense concentration of unpaid interns. Wardrobes, travel chests, and other large objects a person might conceivably be pulled into. If the contestant cannot escape the grasp of these "haunted" objects, they will be pulled in. Some may merely strip the contestant, others will provide a rather humiliating change in uniform. If they are particularly unlucky, the contestant may find themselves bound, partially or completely before being released.
  • They're baaa-aack: A failed attempt to solve the Attic's main puzzle will result in a truly terrifying penalty. The unpaid interns will unmoored from their hiding places, and given full freedom to roam about the attic. The bounty system will still be in place, and there is a rather hefty reward for eliminating a contestant from the match. The ghosts cannot exit the Attic, but somehow this host doubts any contestants will either.

How does Brittany fare?

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