Round One-The Entrance Hall

  The Red Team and Blue Team stand together, facing the darkness.

  The Elf can see perfectly what is inside the room. The others cannot. Groups that have an elf will be told of their surroundings in the room in the team chain, and then your choices will be given. Groups that do not have an elf must plunder either straight in front of them, diagonal to the right, or diagonal to the left. Unless you'd like you use some power or ability, and unless the other team decides to help you(which I highly doubt) you must make your choice.

Choices-part 1

1) LOCKED: Only available for teams with an Elf

2) UNLOCKED: Available for teams with or without an Elf

Go diagonal to the left, whether you can see your surroundings or not.

3) UNLOCKED: Available for teams with or without an Elf

Go straight ahead, whether you can see your surroundings or not.

4) UNLOCKED: Available for teams with or without an Elf

Go diagonal to the right, whether you can see your surroundings or not.



Choices-part 2

  This is what the Elf sees. (Applicable for both teams)

  The Entrance Hall is a long, rectangle shaped hall. There is a bright red, suspiciously new carpet in the center of the room leading from the entrance to the distant end of the hall (you can't see further because the hall is too big). On both sides of the carpet are six marble pillars. And there is a small door at the bottom of the second pillar.

1) UNLOCKED: Available for all

Walk on the red carpet to the end of the entrance hall, ignoring the door. 

2) UNLOCKED: Available for all

Don't walk on the carpet, simply walk on the floor to the end of the hall. 

3) UNLOCKED: Available for all

Walk on the carpet to investigate the tiny door. 

4) UNLOCKED: Available for all

Walk to the tiny door on regular floor, and ignore the carpet.

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