Quote Originally Posted by Scytherwolf View Post
I guess I'll get rid of the boulders in (72) Electrical Substation
You pick up where Pixel left off, traveling to the building near the back of the Electrical Substation's property. The boulders are lying there in wait, and the closer to them you draw, the stronger the eerie presence becomes. You feel your muscles tense as you stand before the first boulder, and you build up strength before unleashing them by thrusting each arm forward in succession.

The first boulder collapses, shattering into countless pieces as dust erupts from its midsection and begins to cloud your surroundings. You cough and cover your mouth for a moment, then focus on the second boulder and perform the same actions. When the rock formation crumbles like the first one did, you use your horn as a shovel to remove all the debris. You clear the last remaining fragments and dirt, which reveals just what Pixel said may have been there: dual trapdoors.

You latch your hands around them and pull, and you hear the big metal doors heave and scrape as they open slowly, revealing a pitch-black passage.

Just as you are about to step through, you have a feeling that something is about to jump out at you, and you swiftly leap away from the trapdoors. The second you get out of range, an electrical explosion sizzles inside the opening of the passage, then slowly fizzles out. You feel immense relief; that looked more powerful than a regular trap.

Sure that it's safe, you step into the tunnel and begin to work your way through it, using your headband flashlight to light the path. As you walk through, you can feel the dirt flooring begin to get softer. It grows slightly damp, and the air becomes thick with must. There's another stale smell which you can detect, but you can't see another doorway yet. However, it doesn't take you long to finally find one, and when you do, you immediately suspect that this is a Stalker lair.

Enormous letters are slathered across the large iron doors in what looks to be dried blood. It amounts to one word:


At first you're worried that you won't be able to open the doors, but after a simple push, they heave open. To your horror, there is blood everywhere.

The metallic stench of blood is immensely strong and makes you immediately sick in the stomach. It appears to be a dungeon where something like surgery is performed. At least, that is what you assume when taking into consideration the metal stands with tools, equipment you see, preparation benches, and the abundance of blood. This is clearly not just any kind of surgery. It's sick, twisted and horrifying, and you can only imagine this is the work of a Stalker. You study the walls and the various areas which look to be for different procedures, noting the scribbles often scrawled in blood. Bits and pieces of intestines, arteries and other internal body pieces are scattered about, usually pushed into a corner in some sort of attempt to clean.

You scour the room for evidence, but you can't find anything that incriminates one particular citizen. You carefully trod about the lair, hoping that nobody is currently in it, and then your headlamp light falls onto a drawer. You approach it and carefully open it, seeing a collection of pristine documents which look to be insignificant and mostly devoid of blood. You shuffle through them until you come across a receipt. The name above the service details is scribbled out, and you imagine that the Stalker's identity was printed below it. However, no matter what angle you hold it at, you cannot see a name.



You pocket the receipt in the pack you brought with you in the hopes that it might bring you close to discovering the Stalker's identity by tracing it back, and give the rest of the hideout a quick scour. You come upon another trapdoor at the far back. This one looks to be much more intricate than the ones at the start of the tunnel leading into the dungeon, and you see several indents and requirements, none of which you can fulfill right now. Still, you make a note of it.

Object {Trapdoor of Sickening: +Dragon-type+, +Normal-type+, Cuff Slot, Bleach Stain, Fragment Slot} was noted in the Team Records.

As soon as that is done, you ensure the receipt is still in your satchel and you hurry to the exit, leaving this heinous place.


Carly the Heracross (M: Bug/Fighting)
Health: 5/5
Sanity: 3/4
Perk: Science | Learned Abilities: Rescue/Escape
Failed Assassinations: 0/2