Quote Originally Posted by Ladybugclue View Post
46d The Seawish Tower floors 31-40.
You paddle up to The Seawish Tower to the only set of floors which have yet to be searched. You hope that you find something worthwhile as your headlamp lights up your path as best it can underwater. You make your way past various apartments as you wade on through, deciding to start from floor 40 and work your way down.

Three floors down, you begin to feel something c̯͎a̘͔͕̣̫̫͊̀l̶̏ling̿ͭͬ to you. For some reason you feel yourself frowning, and it's not long before you feel needlessly frustrated. You feel like ramming into a door to vent your sudden anger, but instead, you manage to focus on a strange object that you can see in a pile of junk that someone has stacked outside their apartment. You assume these are possessions that the apartment owner didn't want anymore, and you're not surprised that a foreboding, clearly Stalker-related item was among the possessions that the owner wanted to get rid of.

Your anger continues to build as you near the object, which appears to be a small stone carving of a string instrument. You pick it up, noting that on its underside there is a small needle which fires off a dart at you. You instantly drop it, zipping to the right at the last moment as the dart hits the wall behind you and shatters. Its fragments slowly descend through the water, its contents dissipating. You feel your anger subside and you are filled with relief. The viola, as you determine the stone object is, looks like it's a part of the monument found at Dakin Apartments by one of your fellow Emissaries. You know that you already have the clarinet, which leaves only the saxophone before you or one of your teammates can activate the shrine.

Item [Vicious Viola] was added to the Team Inventory.

You swim throughout the remainder of the floors, confident that there is nothing more here. As you head back to the Emissary quarters, you wonder in the back of your mind if it would be worth searching areas that your teammates began to look through but never fully finished exploring.


Marta the Buizel (M: Water)
Health: 5/5
Sanity: 3/4
Perk: Lockpick | Learned Abilities: Investigation
Failed Assassinations: 0/2