Hospital

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  • msbrunnettemickey
    FFR Player
    • Sep 2004
    • 1780

    #61
    Let's try E. then.

    בקצה השמיים, ובסוף המדבר, יש מקום רחוק מלא פרחי בר
    מקום קטן, עלוב ומשוגע, מקום רחוק מקום לדאגה
    יש אומרים שם שמשיקרה וחושבים אל כל מה שקרה
    אלוהים שם יושב ורואה ושומר אל כל משברא
    אסור לקטוף את פרחי הגן
    אסור לקטוף את פרחי הגן
    ודואג ודואג נורא

    Comment

    • MalReynolds
      CHOCK FULL O' NUTRIENTS
      • Sep 2003
      • 6571

      #62
      The slip of paper in your hand is wet; it's been raining for ten minutes. You check the slip, but you can't make out the address anymore. This is probably it.

      You kick the stand on your bike, and lean it over. Gazing upward, you make a note of the hospital name, "Blessed Heart". The letters are red, but they soon fade from sight as you step under the ambulance awning. The automatic doors slide open, and you step inside. You slowly approach the front desk, expecting to see a friendly nurse to direct you to your friends room... But instead you find...

      No one.

      The door shuts behind you.

      The hair on your arm stands up, and you shiver. You walk back to the door, but it doesn't open. You break out into a cold sweat, the lights beating down on you but not warming... Goosebumps run up your arms.

      --

      There's a trashcan to your side, as well as several rows of chairs. Red vinyl, it looks like. The light in the corner is flickering, casting a strange shadow on the floor. The nurses desk is empty, but there is a phone on the surface. Upon closer examination, you notice that the phone has been disconnected. The line has been severed with what looks like a knife, or a dull pair of scissors.

      --

      Frantically, you begin to look for a way out. Your eyes dialate, and the walls feel like they're closing in. Your breath is coming in short gasps, not seeming to fill your lungs.

      You grab the trashcan, and scatter the contents along the floor. It is heavy in your hands, and you look at the glass door. With all of your strength, you hurl the trashcan at the door. You close your eyes to avoid the glass, but the window doesn't shatter. Instead, you hear a strange thudding noise, and open your eyes just in time to see the metal trashcan flying back at you.

      Because you waited so long to smash the door, panic has set in. You are unable to avoid the trashcan, and it hits you in the face. Realization hits, although not as hard as the trashcan, and a sharp pain spreads across your forehead. You see blood begin to drip from your chin, and you pass out.

      You awaken when lightning strikes and the thunderclap rattles your bones. You're still bleeding from the forehead; it looks like you'll need to stitch this shut or very slowly bleed to death. It shouldn't be too hard; you are in a hospital after all.

      --

      You look down at the trash that's scattered about. Most of it is red, soaking up your blood. Any papers in here that could have offered information are now ruined. In the clutter, you do spy a pair of scissors. You pick them up, and then continue looking around the trash. You spy a length of fabric. You wrap this around the scisccor tip and place the scissors in your pocket.

      There's another length of fabric on the ground, which you wrap around your head, extending the time you can go before you pass out from bloodloss.

      --

      You stagger over to the nurses station door, using a chair to help you keep balance. It's locked. You trundle over to the ER doors. Those too are locked, but with a numerical keypad. Things aren't exactly coming up aces for you. There's something odd about the nurses station; it's not directly open. There are two holes for forms to be handed through, and the rest is made out of plexiglass. It would be impossible to vault into the nurses station, break the glass, or fit into the station through the form holes... You can, however, fit a hand in and grab the forms on the other side.

      --

      You slide your hand under the plexiglass, but you can't reach the papers.... You remember the scissors you had in your pocket. Those would reach. You get a firm grip on the handle, and slide the point towards the forms. The tip brushes the form away from you, and it falls off the counter. Damn. You hear something click. It sounds like the door locking again, but more metallic. You begin to slide your hand out, when you realize what was making that noise. You look up, and in the cieling of the nurses station, there is a blade, long, sharp, and poised over your hand. There's another click, and the blade falls.

      You try to slide your hand out, but the scissors get caught in the opening. You turn your hand, and the blade falls, cleaving the scissor blades from the handle where they were. With a sigh of relief, you put the handles back in your pocket.

      --

      The light flickering in the corner has been bothering you for some time. It's constant flicker has proven to be a minor annoyance, and in light of the blade almost severing your hand... The andrenaline is a bit much. Your frustration level is high. You run over to the light, and look up. There's something in the vaccuum tube. Standing on your support chair, you reach up, and unscrew the lightbulb.

      Surprisingly, it's not hot. It's cold to the touch. It continues to flicker in your hand. One end seems to have a screw on cap. As you tilt the long bulb, you hear something slide to the end, and the flickering stops. You carefully remove the end cap, and tilt the bulb in the other direction.

      Something falls into your hand. It looks like an enlarged lightning bug, it's legs still kicking, and it's wings broken. It half heartedly lights up. It was impaled by the key that was stashed in the light, impaled when you tilted the bulb. You slide the overgrown bug off of the key, and examine it closely. There's an engraving near the top:

      "Nurse Station Key"

      ---

      You tenativley enter the nurse station: you scan for traps, now wary because of the hand guillotine. You step over a trip wire, and enter the half dark room. You avoid going to the corners, or you will be eaten by a grue. You scan the floor, looking for the papers that you pushed away. They've fallen under the counter. You retrieve one, and then grab the scissor blades from the counter. You try to grab the guillotine, but it is embedded too deeply.

      You turn the paper over in your hand, and on the back it says:

      "Dear staff,
      As of late, many people have been gaining access to the ER. Many patients have been leaving. This is completley unnacepptable, so effective immediatley, there is a passcode change. The new passcode is 7896584. Please do not lose this, as the process to change the door locks is quite strenuous, and if the passcode falls into patient hands then we would have another cleanup weekend.
      Thank you.
      Dr. Moriarty Watson"

      You note the passcode. You keep scanning the room, but there is little else of interest.

      --

      The best course of action, you decide, would be to enter the ER. You enter the passcode, and the door clicks. You push it open, and step into the hallway. To the left is the actual Emergency Room. There's an operation table, stained with blood. In the corner, you see a needle and thread. To your right, there is a closed door. Up a ways, the hall forks, to the left and to the right. On the right side you note the universal symbol for "Rest Room".

      --

      The needle and the thread are your main priorities right now, considering that you're bleeding out of your skull. You open the door to the OR and step inside. It smells sterile, despite the bloodstains on the bed and the floor. As you walk through the room, you notice that the IV machine is filled with a foul brown liquid. You're so incensed with the liquid, that fail to notice the large object blocking your path.

      Gazing upwards, you immediatley wish you had looked somewhere else for the thread. Standing in your way is something that's as tall as a man, but that is where the similarities stop. It has no eyes, instead, thousands of tiny worms riggle in it's sockets. Where his mouth would be is nothing but half assed stitching. He has no ears.

      His left arm is completley gone. Instead, he has a tendril that grows out of his shoulder, a blade on inlaid on the side closest to him. It's stained red. He doesn't have another arm. His legs bend inwards, and the knees hit each other, creating a constant clacking noise. The skin that covers his skeleton is gray, wrinkled and leather-like.

      The needle and thread is just behind him.

      He swings his blade arm at you, and you duck, the blade barley missing you.

      --

      Quickly thinking, you grab the IV and shove the neelde into it's worm ridden eye-socket. It makes a satisfying noise, much like hitting a watermelon with a small hammer, but on an even smaller scale. A noise escapes from its stitched mouth, and you grab the IV bag. It swings, cutting your arm. You squeeze the IV bag, and the pus begins to fill it's head. It moans, and swings again. You dodge, and kick it in the knee. It falls, screaming, the sludge beginning to pour out of it's eye. It writhes in agony on the ground, swinging its tentacle, trying to hit you, but you dodge each attempt.

      Staring at the eye, you try to be witty.

      "See you around," you say, smirking. You lift your leg, and step on it's head. It dissolves like pudding under the weight of your foot.

      Your arm has been damaged, but it is not bleeding. The sore is purple, which probably isn't a good thing. Until you know what is wrong, you cannot fix the damage that has been done. You grab the needle and thread.

      --

      You exit the OR and head down the lime green hallway to the fork. It's no mystery that you need a place where you can see your forehead to sew it up, so you decide that the bathroom is the place for you. You enter the mens room, but it is pitch black. If you go in, you might be eaten by a grue. You head across the hall to the ladies room.

      If your friends could only see you now.

      You walk into the restroom, and notice that one the ground is a long blood streak that leads to one of the stalls. It looks as if someone had been dragged through here. You try to open the stall, but it is locked. You knock.

      "Hello? Is anyone in there?"

      A moan escapes.

      "Nevermind, there's no one out here."

      The door explodes outwards, missing you by inches. It shatters a mirror behind you.

      As if your day couldn't possibly get any worse, what stands before you is the shell of a human being. It's vacant eyes look you over, but they don't seem to register anything. It sniffs. It must smell your blood. It begins to shuffle towards you. If you didn't know any better, you'd say this was a good, old fashioned zombie.

      Or in this case, a zombette.

      --

      With all your might, you push the zombette down. It moans and tries to get up.

      You remember reading somewhere that to destroy a zombie, you need to destroy the brain or remove the head. Using this philosophy, you pick up the heavy bathroom door, and put one end on the zombette's neck. You push down, severing the head. Sadly, the head continues to bite at the air. But the body remains motionless.

      Rules must be different for zombettes, you think to yourself as you kick it into the wall, completley obliterating it into a red splotch. Reminds you of the spaghetti sauce you had the night before. You turn around, and look for the mirror. There's a very clean rectangle where it used to be, and glass shards in the sink. You can do a quick patch job now, but it won't hold. The stitching is bound to come out.

      The process was painful, and you shudder at the thought of doing it again in the near future. You remove a pen-light from the nurses breast pocket.

      Unless your stitching comes loose, you should be fine.

      --

      In light of all the excitement, you decide to go back to the lobby and have a sit down. You have a seat in the vinly chairs, and breathe. After about five minutes of this, you decide that this probably wasn't the most productive thing to do.

      --

      You return to the OR with nothing better to do then wreak vengeance on the leather skinned Adam that scared you earlier. The door slides open, but the corpse of the Adam is gone. On the ground where he was are pieces of his skull, and some gray matter. One of his eye worms is wriggling around. You promptly step on it.

      All of a sudden, you're very nervous.

      --

      Your mind begins to clear, and you remember your main goal here: To find a way out. And as long as the Ambulance Bay doors aren't opening, you might as well check out the left fork. You exit the OR, and walk up the hall. You turn the corner, expecting some kind of ungodly beast, but you find nothing. The hall continues a ways, with some hanging signs.

      One leads to a waiting room, another leads to the elevators. Yet another leads to the stairwell, and even further down the hall is the cafeteria. There are some patient rooms along this hall as well, but they are all extremely dark.

      --

      It has come to your mind that the most prudent area to find an exit would possibly be the waiting room for outpatient guests. Upon entering, you notice a setup very similar to the ER waiting room. All the lights are working normally, there's an open counter, and a door. Considering, you try to door, but your suspicion is confirmed. It too is locked and will not opening. Remembering what happened with the trashcan, you decide against trying to break it open.

      On your way out, you notice a gold lapel on the floor. You pocket it.

      There is a very odd lock on the Waiting Room outside door. It seems to lock from outside of the hospital, so that someone can lock it who is no longer indoors.

      The keyhole is in the shape of a lion.

      --

      Maybe there's an exit in the basement, you think to yourself as you head to the stairwell. It's well lit, and leads upstairs as well as downstairs. You try one of the upstairs doors, but it appears to be locked. You trundle down to the basement.

      There's a chainlink fence surrounding a boiler. The lights are casting odd shadows, and the room has an eerie red glow. It reminds you of something from A Nightmare From Elm Street. The room continues outside of the boiler. There's another hallway that leads past the boiler.

      --

      You enter the cage, the large metal boiler looming directly ahead of you. Steam shoots out and minorly scalds your face. As you drop your head down to avoid the blast, a scalpel glints on the paved ground. You pocket this. You continue to circle the cage, looking for anything else of use. You find a gold ring and a money clip with $200 in it.

      Right now, money isn't looking to useful. You take it anyway, you greedy bastard.

      --

      The hallway is most likely the foundation for the building; it's made out of grey cinderblock. You continue down the hallway, and it is getting progressivley darker. Not dark enough to be eaten by a grue, but there are several suspicious patches of shadows that line the walls. You enter the room at the end.

      Room is an understatement. It's more of a chamber, for what, though, is not immediatley noticeable.

      There are shackels on the wall, but they aren't entirely empty. There's a bloated hand still stuck in the right shackle, grasping something. You walk up to get a closer look. It seems to be holding some kind of keycard.

      Carefully, you unpry the fingers and take the card.

      "Elevator Access Card"

      This should prove useful.

      Unfortuantley, you forgot the #1 rule of thumb when exploring torture chambers in the bottom of an odd hospital. Always look over your shoulder.

      Your shoulder. That's right. Something has just hit it, and caused you excruating paing. It's dislocated. Behind you appears to be a sane doctor, weilding a pipe.

      "Get out of here. What are you doing?"

      "Wait, sir..."

      "YOU CAN'T BE DOWN HERE! If... If Dr. Watson finds anyone in the hospital... You'll..."

      He swings his pipe again. You dodge to the left.

      --

      "Hey, hey, slow down! What the hell is going on around here?"

      The doctor pauses.

      "You're not it..."

      He begins to walk back down the hallway.

      "Wait!"

      "I can't wait. At least not for you. Someone else..."

      You run after him, but he turns around and swings his pipe. You jump up, and grab the chainlink of the boiler room fence. The contents of your pockets spill.

      "What is that?" The doctor says, motioning to the lapel.

      "I found it in the..."

      The doctor swings the pipe at you, hitting you in the chest. You fall off the fence.

      "That belongs to Dr. Gordon. HOW DO YOU HAVE THAT?"

      He isn't waiting for an answer, though. He's too busy swinging the pipe at your face.

      --

      First and foremost, you dodge, but barely. The pipe glances off of your forehead. Another inch, and it would have killed you. You grab the chain link, and using it as a support, swing one of your legs, taking both of the Doctor's out. He falls backwards, and his head hits the cement with a sickening thud.

      You stand up and gather your things, as the blood begins to pool beneath the Doctors head. You check his body for anything. In the upper pocket, you find a memo.

      "Dear Doctor Mendez;
      We are excepting and uninvited guest. You will notice him by his unusual twitch. Please take care of him immediatley. He should be confined to the lower areas of the hospital; I have left the elevator key with Aaron.
      Dr. Watson"

      You wrench the pipe out of the Doctors hand... But something is wrong.

      Oh, Godammit. Your head wound has opened again. Damn pipe.

      You head back upstairs.

      --

      You decide to head back to the location whence this odd quest did begin. You stand alone in the ER lobby, the corner now in darkness, the lightbulb on the floor. The dead bug, still dead... Surprising. Something has stayed dead. Trash strewn about. The nurse's station door is still open, the corners still dark.

      --

      You swing the door to the ladies room open, and the zombette corpse is pushed aside. Not suprising. Something hasn't stayed dead. You amble over to the mirror. The needle and thread is on the sink, where you left it. Once again, you half ass a patch job on the open wound. If only you had something bigger and more stable to look into.

      Oh well. You're out of thread now.

      --

      Your curiosity overcomes you, and you slide the magnetic card key into the elevator lock. The doors swing open. Inside, there's gray carpet. The cieling has a long halogen light. You step inside.

      --

      Somethings not right. Before you the doors close, you hit the "Open Door" button and step back inside the hallway. There's a nagging feeling at the back of your head. You're missing something.

      --

      You climb the stairs back down into the basement. The boiler room is barren of any useful items, and the Doctor is motionless on the ground beside the fence.

      You check the boiler again. The pressure gauge is up since the last time you left. There are valves next to the gauge. You turn one of the knobs, steam shoots out, and the pressure releases.

      You head back upstairs.

      --

      One door has eluded you for the longest time. You don't know why you haven't tried it yet, be it fear or something else. You settle your nerves, pick up your feet, and head to the cafeteria.

      The lights are out, but there is some light streaming in from the windows on the side. The food behind the counter looks rotten. You won't be eating here. There's a body facedown in a bowl of soup. You don't know if it drowned... You don't want to pick up the head. You search one of the pockets. In it, is a silver ring. This goes with the Gold ring you found in the basement.

      You enter the kitchen. There's a freezer in the back, but the handle seems to be frozen down. You won't get into the freezer until you find something to melt the handle down.

      Then again, maybe you don't want to.

      A: Patient Rooms
      B: Elevators
      C: ER Lobby
      D: ER OR
      E: Ladies Room
      F: Stairs
      G: Waiting Room
      "A new take on the epic fantasy genre... Darkly comic, relatable characters... twisted storyline."

      "Readers who prefer tension and romance, Maledictions: The Offering, delivers... As serious YA fiction, I’ll give it five stars out of five. As a novel? Four and a half." - Liz Ellor


      My new novel:

      Maledictions: The Offering.

      Now in Paperback!

      Comment

      • esupin
        FFR Player
        • Nov 2003
        • 1756

        #63
        A.

        http://www.youtube.com/esupin

        Comment

        • MalReynolds
          CHOCK FULL O' NUTRIENTS
          • Sep 2003
          • 6571

          #64
          The slip of paper in your hand is wet; it's been raining for ten minutes. You check the slip, but you can't make out the address anymore. This is probably it.

          You kick the stand on your bike, and lean it over. Gazing upward, you make a note of the hospital name, "Blessed Heart". The letters are red, but they soon fade from sight as you step under the ambulance awning. The automatic doors slide open, and you step inside. You slowly approach the front desk, expecting to see a friendly nurse to direct you to your friends room... But instead you find...

          No one.

          The door shuts behind you.

          The hair on your arm stands up, and you shiver. You walk back to the door, but it doesn't open. You break out into a cold sweat, the lights beating down on you but not warming... Goosebumps run up your arms.

          --

          There's a trashcan to your side, as well as several rows of chairs. Red vinyl, it looks like. The light in the corner is flickering, casting a strange shadow on the floor. The nurses desk is empty, but there is a phone on the surface. Upon closer examination, you notice that the phone has been disconnected. The line has been severed with what looks like a knife, or a dull pair of scissors.

          --

          Frantically, you begin to look for a way out. Your eyes dialate, and the walls feel like they're closing in. Your breath is coming in short gasps, not seeming to fill your lungs.

          You grab the trashcan, and scatter the contents along the floor. It is heavy in your hands, and you look at the glass door. With all of your strength, you hurl the trashcan at the door. You close your eyes to avoid the glass, but the window doesn't shatter. Instead, you hear a strange thudding noise, and open your eyes just in time to see the metal trashcan flying back at you.

          Because you waited so long to smash the door, panic has set in. You are unable to avoid the trashcan, and it hits you in the face. Realization hits, although not as hard as the trashcan, and a sharp pain spreads across your forehead. You see blood begin to drip from your chin, and you pass out.

          You awaken when lightning strikes and the thunderclap rattles your bones. You're still bleeding from the forehead; it looks like you'll need to stitch this shut or very slowly bleed to death. It shouldn't be too hard; you are in a hospital after all.

          --

          You look down at the trash that's scattered about. Most of it is red, soaking up your blood. Any papers in here that could have offered information are now ruined. In the clutter, you do spy a pair of scissors. You pick them up, and then continue looking around the trash. You spy a length of fabric. You wrap this around the scisccor tip and place the scissors in your pocket.

          There's another length of fabric on the ground, which you wrap around your head, extending the time you can go before you pass out from bloodloss.

          --

          You stagger over to the nurses station door, using a chair to help you keep balance. It's locked. You trundle over to the ER doors. Those too are locked, but with a numerical keypad. Things aren't exactly coming up aces for you. There's something odd about the nurses station; it's not directly open. There are two holes for forms to be handed through, and the rest is made out of plexiglass. It would be impossible to vault into the nurses station, break the glass, or fit into the station through the form holes... You can, however, fit a hand in and grab the forms on the other side.

          --

          You slide your hand under the plexiglass, but you can't reach the papers.... You remember the scissors you had in your pocket. Those would reach. You get a firm grip on the handle, and slide the point towards the forms. The tip brushes the form away from you, and it falls off the counter. Damn. You hear something click. It sounds like the door locking again, but more metallic. You begin to slide your hand out, when you realize what was making that noise. You look up, and in the cieling of the nurses station, there is a blade, long, sharp, and poised over your hand. There's another click, and the blade falls.

          You try to slide your hand out, but the scissors get caught in the opening. You turn your hand, and the blade falls, cleaving the scissor blades from the handle where they were. With a sigh of relief, you put the handles back in your pocket.

          --

          The light flickering in the corner has been bothering you for some time. It's constant flicker has proven to be a minor annoyance, and in light of the blade almost severing your hand... The andrenaline is a bit much. Your frustration level is high. You run over to the light, and look up. There's something in the vaccuum tube. Standing on your support chair, you reach up, and unscrew the lightbulb.

          Surprisingly, it's not hot. It's cold to the touch. It continues to flicker in your hand. One end seems to have a screw on cap. As you tilt the long bulb, you hear something slide to the end, and the flickering stops. You carefully remove the end cap, and tilt the bulb in the other direction.

          Something falls into your hand. It looks like an enlarged lightning bug, it's legs still kicking, and it's wings broken. It half heartedly lights up. It was impaled by the key that was stashed in the light, impaled when you tilted the bulb. You slide the overgrown bug off of the key, and examine it closely. There's an engraving near the top:

          "Nurse Station Key"

          ---

          You tenativley enter the nurse station: you scan for traps, now wary because of the hand guillotine. You step over a trip wire, and enter the half dark room. You avoid going to the corners, or you will be eaten by a grue. You scan the floor, looking for the papers that you pushed away. They've fallen under the counter. You retrieve one, and then grab the scissor blades from the counter. You try to grab the guillotine, but it is embedded too deeply.

          You turn the paper over in your hand, and on the back it says:

          "Dear staff,
          As of late, many people have been gaining access to the ER. Many patients have been leaving. This is completley unnacepptable, so effective immediatley, there is a passcode change. The new passcode is 7896584. Please do not lose this, as the process to change the door locks is quite strenuous, and if the passcode falls into patient hands then we would have another cleanup weekend.
          Thank you.
          Dr. Moriarty Watson"

          You note the passcode. You keep scanning the room, but there is little else of interest.

          --

          The best course of action, you decide, would be to enter the ER. You enter the passcode, and the door clicks. You push it open, and step into the hallway. To the left is the actual Emergency Room. There's an operation table, stained with blood. In the corner, you see a needle and thread. To your right, there is a closed door. Up a ways, the hall forks, to the left and to the right. On the right side you note the universal symbol for "Rest Room".

          --

          The needle and the thread are your main priorities right now, considering that you're bleeding out of your skull. You open the door to the OR and step inside. It smells sterile, despite the bloodstains on the bed and the floor. As you walk through the room, you notice that the IV machine is filled with a foul brown liquid. You're so incensed with the liquid, that fail to notice the large object blocking your path.

          Gazing upwards, you immediatley wish you had looked somewhere else for the thread. Standing in your way is something that's as tall as a man, but that is where the similarities stop. It has no eyes, instead, thousands of tiny worms riggle in it's sockets. Where his mouth would be is nothing but half assed stitching. He has no ears.

          His left arm is completley gone. Instead, he has a tendril that grows out of his shoulder, a blade on inlaid on the side closest to him. It's stained red. He doesn't have another arm. His legs bend inwards, and the knees hit each other, creating a constant clacking noise. The skin that covers his skeleton is gray, wrinkled and leather-like.

          The needle and thread is just behind him.

          He swings his blade arm at you, and you duck, the blade barley missing you.

          --

          Quickly thinking, you grab the IV and shove the neelde into it's worm ridden eye-socket. It makes a satisfying noise, much like hitting a watermelon with a small hammer, but on an even smaller scale. A noise escapes from its stitched mouth, and you grab the IV bag. It swings, cutting your arm. You squeeze the IV bag, and the pus begins to fill it's head. It moans, and swings again. You dodge, and kick it in the knee. It falls, screaming, the sludge beginning to pour out of it's eye. It writhes in agony on the ground, swinging its tentacle, trying to hit you, but you dodge each attempt.

          Staring at the eye, you try to be witty.

          "See you around," you say, smirking. You lift your leg, and step on it's head. It dissolves like pudding under the weight of your foot.

          Your arm has been damaged, but it is not bleeding. The sore is purple, which probably isn't a good thing. Until you know what is wrong, you cannot fix the damage that has been done. You grab the needle and thread.

          --

          You exit the OR and head down the lime green hallway to the fork. It's no mystery that you need a place where you can see your forehead to sew it up, so you decide that the bathroom is the place for you. You enter the mens room, but it is pitch black. If you go in, you might be eaten by a grue. You head across the hall to the ladies room.

          If your friends could only see you now.

          You walk into the restroom, and notice that one the ground is a long blood streak that leads to one of the stalls. It looks as if someone had been dragged through here. You try to open the stall, but it is locked. You knock.

          "Hello? Is anyone in there?"

          A moan escapes.

          "Nevermind, there's no one out here."

          The door explodes outwards, missing you by inches. It shatters a mirror behind you.

          As if your day couldn't possibly get any worse, what stands before you is the shell of a human being. It's vacant eyes look you over, but they don't seem to register anything. It sniffs. It must smell your blood. It begins to shuffle towards you. If you didn't know any better, you'd say this was a good, old fashioned zombie.

          Or in this case, a zombette.

          --

          With all your might, you push the zombette down. It moans and tries to get up.

          You remember reading somewhere that to destroy a zombie, you need to destroy the brain or remove the head. Using this philosophy, you pick up the heavy bathroom door, and put one end on the zombette's neck. You push down, severing the head. Sadly, the head continues to bite at the air. But the body remains motionless.

          Rules must be different for zombettes, you think to yourself as you kick it into the wall, completley obliterating it into a red splotch. Reminds you of the spaghetti sauce you had the night before. You turn around, and look for the mirror. There's a very clean rectangle where it used to be, and glass shards in the sink. You can do a quick patch job now, but it won't hold. The stitching is bound to come out.

          The process was painful, and you shudder at the thought of doing it again in the near future. You remove a pen-light from the nurses breast pocket.

          Unless your stitching comes loose, you should be fine.

          --

          In light of all the excitement, you decide to go back to the lobby and have a sit down. You have a seat in the vinly chairs, and breathe. After about five minutes of this, you decide that this probably wasn't the most productive thing to do.

          --

          You return to the OR with nothing better to do then wreak vengeance on the leather skinned Adam that scared you earlier. The door slides open, but the corpse of the Adam is gone. On the ground where he was are pieces of his skull, and some gray matter. One of his eye worms is wriggling around. You promptly step on it.

          All of a sudden, you're very nervous.

          --

          Your mind begins to clear, and you remember your main goal here: To find a way out. And as long as the Ambulance Bay doors aren't opening, you might as well check out the left fork. You exit the OR, and walk up the hall. You turn the corner, expecting some kind of ungodly beast, but you find nothing. The hall continues a ways, with some hanging signs.

          One leads to a waiting room, another leads to the elevators. Yet another leads to the stairwell, and even further down the hall is the cafeteria. There are some patient rooms along this hall as well, but they are all extremely dark.

          --

          It has come to your mind that the most prudent area to find an exit would possibly be the waiting room for outpatient guests. Upon entering, you notice a setup very similar to the ER waiting room. All the lights are working normally, there's an open counter, and a door. Considering, you try to door, but your suspicion is confirmed. It too is locked and will not opening. Remembering what happened with the trashcan, you decide against trying to break it open.

          On your way out, you notice a gold lapel on the floor. You pocket it.

          There is a very odd lock on the Waiting Room outside door. It seems to lock from outside of the hospital, so that someone can lock it who is no longer indoors.

          The keyhole is in the shape of a lion.

          --

          Maybe there's an exit in the basement, you think to yourself as you head to the stairwell. It's well lit, and leads upstairs as well as downstairs. You try one of the upstairs doors, but it appears to be locked. You trundle down to the basement.

          There's a chainlink fence surrounding a boiler. The lights are casting odd shadows, and the room has an eerie red glow. It reminds you of something from A Nightmare From Elm Street. The room continues outside of the boiler. There's another hallway that leads past the boiler.

          --

          You enter the cage, the large metal boiler looming directly ahead of you. Steam shoots out and minorly scalds your face. As you drop your head down to avoid the blast, a scalpel glints on the paved ground. You pocket this. You continue to circle the cage, looking for anything else of use. You find a gold ring and a money clip with $200 in it.

          Right now, money isn't looking to useful. You take it anyway, you greedy bastard.

          --

          The hallway is most likely the foundation for the building; it's made out of grey cinderblock. You continue down the hallway, and it is getting progressivley darker. Not dark enough to be eaten by a grue, but there are several suspicious patches of shadows that line the walls. You enter the room at the end.

          Room is an understatement. It's more of a chamber, for what, though, is not immediatley noticeable.

          There are shackels on the wall, but they aren't entirely empty. There's a bloated hand still stuck in the right shackle, grasping something. You walk up to get a closer look. It seems to be holding some kind of keycard.

          Carefully, you unpry the fingers and take the card.

          "Elevator Access Card"

          This should prove useful.

          Unfortuantley, you forgot the #1 rule of thumb when exploring torture chambers in the bottom of an odd hospital. Always look over your shoulder.

          Your shoulder. That's right. Something has just hit it, and caused you excruating paing. It's dislocated. Behind you appears to be a sane doctor, weilding a pipe.

          "Get out of here. What are you doing?"

          "Wait, sir..."

          "YOU CAN'T BE DOWN HERE! If... If Dr. Watson finds anyone in the hospital... You'll..."

          He swings his pipe again. You dodge to the left.

          --

          "Hey, hey, slow down! What the hell is going on around here?"

          The doctor pauses.

          "You're not it..."

          He begins to walk back down the hallway.

          "Wait!"

          "I can't wait. At least not for you. Someone else..."

          You run after him, but he turns around and swings his pipe. You jump up, and grab the chainlink of the boiler room fence. The contents of your pockets spill.

          "What is that?" The doctor says, motioning to the lapel.

          "I found it in the..."

          The doctor swings the pipe at you, hitting you in the chest. You fall off the fence.

          "That belongs to Dr. Gordon. HOW DO YOU HAVE THAT?"

          He isn't waiting for an answer, though. He's too busy swinging the pipe at your face.

          --

          First and foremost, you dodge, but barely. The pipe glances off of your forehead. Another inch, and it would have killed you. You grab the chain link, and using it as a support, swing one of your legs, taking both of the Doctor's out. He falls backwards, and his head hits the cement with a sickening thud.

          You stand up and gather your things, as the blood begins to pool beneath the Doctors head. You check his body for anything. In the upper pocket, you find a memo.

          "Dear Doctor Mendez;
          We are excepting and uninvited guest. You will notice him by his unusual twitch. Please take care of him immediatley. He should be confined to the lower areas of the hospital; I have left the elevator key with Aaron.
          Dr. Watson"

          You wrench the pipe out of the Doctors hand... But something is wrong.

          Oh, Godammit. Your head wound has opened again. Damn pipe.

          You head back upstairs.

          --

          You decide to head back to the location whence this odd quest did begin. You stand alone in the ER lobby, the corner now in darkness, the lightbulb on the floor. The dead bug, still dead... Surprising. Something has stayed dead. Trash strewn about. The nurse's station door is still open, the corners still dark.

          --

          You swing the door to the ladies room open, and the zombette corpse is pushed aside. Not suprising. Something hasn't stayed dead. You amble over to the mirror. The needle and thread is on the sink, where you left it. Once again, you half ass a patch job on the open wound. If only you had something bigger and more stable to look into.

          Oh well. You're out of thread now.

          --

          Your curiosity overcomes you, and you slide the magnetic card key into the elevator lock. The doors swing open. Inside, there's gray carpet. The cieling has a long halogen light. You step inside.

          --

          Somethings not right. Before you the doors close, you hit the "Open Door" button and step back inside the hallway. There's a nagging feeling at the back of your head. You're missing something.

          --

          You climb the stairs back down into the basement. The boiler room is barren of any useful items, and the Doctor is motionless on the ground beside the fence.

          You check the boiler again. The pressure gauge is up since the last time you left. There are valves next to the gauge. You turn one of the knobs, steam shoots out, and the pressure releases.

          You head back upstairs.

          --

          One door has eluded you for the longest time. You don't know why you haven't tried it yet, be it fear or something else. You settle your nerves, pick up your feet, and head to the cafeteria.

          The lights are out, but there is some light streaming in from the windows on the side. The food behind the counter looks rotten. You won't be eating here. There's a body facedown in a bowl of soup. You don't know if it drowned... You don't want to pick up the head. You search one of the pockets. In it, is a silver ring. This goes with the Gold ring you found in the basement.

          You enter the kitchen. There's a freezer in the back, but the handle seems to be frozen down. You won't get into the freezer until you find something to melt the handle down.

          Then again, maybe you don't want to.

          --

          At first glance, the patient rooms just seemed to be pitch black. Upon closer inspection, they doors are covered in a heavy black liquid that is constantly shifting. You dip a finger into this viscious fluid, and pull a glob out. It wriggles free from your finger, and falls back onto the door.

          You don't know how you're going to open this door.

          Then again, maybe you don't want to.

          A: Elevator
          B: Stairwell
          C: ER Lobby
          D: ER OR
          E: Waiting Room
          F: Ladies Room
          G: Cafeteria
          "A new take on the epic fantasy genre... Darkly comic, relatable characters... twisted storyline."

          "Readers who prefer tension and romance, Maledictions: The Offering, delivers... As serious YA fiction, I’ll give it five stars out of five. As a novel? Four and a half." - Liz Ellor


          My new novel:

          Maledictions: The Offering.

          Now in Paperback!

          Comment

          • jmj3000
            FFR Player
            • May 2005
            • 0

            #65
            A.

            Comment

            • pntballa18
              FFR Player
              • Mar 2005
              • 3357

              #66
              Are we still going or what?

              Comment

              • esupin
                FFR Player
                • Nov 2003
                • 1756

                #67
                Depends on when Mal comes back... I've been looking forward to this, too.

                http://www.youtube.com/esupin

                Comment

                • ad0gg
                  FFR Player
                  • Dec 2003
                  • 989

                  #68
                  I saw a new post in this topic and I'm like "YES!" And then it turns out that Mal still hasn't written anything more.

                  Comment

                  • NightSonnett
                    FFR Veteran
                    • Aug 2003
                    • 334

                    #69
                    lemmie go kick his ass and get him back here
                    My computer hates me.

                    /gquit

                    Comment

                    • weatherman14
                      FFR Player
                      • Jun 2005
                      • 3

                      #70
                      You better watch out mel, they are getting pissed.

                      Comment

                      • MalReynolds
                        CHOCK FULL O' NUTRIENTS
                        • Sep 2003
                        • 6571

                        #71
                        The slip of paper in your hand is wet; it's been raining for ten minutes. You check the slip, but you can't make out the address anymore. This is probably it.

                        You kick the stand on your bike, and lean it over. Gazing upward, you make a note of the hospital name, "Blessed Heart". The letters are red, but they soon fade from sight as you step under the ambulance awning. The automatic doors slide open, and you step inside. You slowly approach the front desk, expecting to see a friendly nurse to direct you to your friends room... But instead you find...

                        No one.

                        The door shuts behind you.

                        The hair on your arm stands up, and you shiver. You walk back to the door, but it doesn't open. You break out into a cold sweat, the lights beating down on you but not warming... Goosebumps run up your arms.

                        --

                        There's a trashcan to your side, as well as several rows of chairs. Red vinyl, it looks like. The light in the corner is flickering, casting a strange shadow on the floor. The nurses desk is empty, but there is a phone on the surface. Upon closer examination, you notice that the phone has been disconnected. The line has been severed with what looks like a knife, or a dull pair of scissors.

                        --

                        Frantically, you begin to look for a way out. Your eyes dialate, and the walls feel like they're closing in. Your breath is coming in short gasps, not seeming to fill your lungs.

                        You grab the trashcan, and scatter the contents along the floor. It is heavy in your hands, and you look at the glass door. With all of your strength, you hurl the trashcan at the door. You close your eyes to avoid the glass, but the window doesn't shatter. Instead, you hear a strange thudding noise, and open your eyes just in time to see the metal trashcan flying back at you.

                        Because you waited so long to smash the door, panic has set in. You are unable to avoid the trashcan, and it hits you in the face. Realization hits, although not as hard as the trashcan, and a sharp pain spreads across your forehead. You see blood begin to drip from your chin, and you pass out.

                        You awaken when lightning strikes and the thunderclap rattles your bones. You're still bleeding from the forehead; it looks like you'll need to stitch this shut or very slowly bleed to death. It shouldn't be too hard; you are in a hospital after all.

                        --

                        You look down at the trash that's scattered about. Most of it is red, soaking up your blood. Any papers in here that could have offered information are now ruined. In the clutter, you do spy a pair of scissors. You pick them up, and then continue looking around the trash. You spy a length of fabric. You wrap this around the scisccor tip and place the scissors in your pocket.

                        There's another length of fabric on the ground, which you wrap around your head, extending the time you can go before you pass out from bloodloss.

                        --

                        You stagger over to the nurses station door, using a chair to help you keep balance. It's locked. You trundle over to the ER doors. Those too are locked, but with a numerical keypad. Things aren't exactly coming up aces for you. There's something odd about the nurses station; it's not directly open. There are two holes for forms to be handed through, and the rest is made out of plexiglass. It would be impossible to vault into the nurses station, break the glass, or fit into the station through the form holes... You can, however, fit a hand in and grab the forms on the other side.

                        --

                        You slide your hand under the plexiglass, but you can't reach the papers.... You remember the scissors you had in your pocket. Those would reach. You get a firm grip on the handle, and slide the point towards the forms. The tip brushes the form away from you, and it falls off the counter. Damn. You hear something click. It sounds like the door locking again, but more metallic. You begin to slide your hand out, when you realize what was making that noise. You look up, and in the cieling of the nurses station, there is a blade, long, sharp, and poised over your hand. There's another click, and the blade falls.

                        You try to slide your hand out, but the scissors get caught in the opening. You turn your hand, and the blade falls, cleaving the scissor blades from the handle where they were. With a sigh of relief, you put the handles back in your pocket.

                        --

                        The light flickering in the corner has been bothering you for some time. It's constant flicker has proven to be a minor annoyance, and in light of the blade almost severing your hand... The andrenaline is a bit much. Your frustration level is high. You run over to the light, and look up. There's something in the vaccuum tube. Standing on your support chair, you reach up, and unscrew the lightbulb.

                        Surprisingly, it's not hot. It's cold to the touch. It continues to flicker in your hand. One end seems to have a screw on cap. As you tilt the long bulb, you hear something slide to the end, and the flickering stops. You carefully remove the end cap, and tilt the bulb in the other direction.

                        Something falls into your hand. It looks like an enlarged lightning bug, it's legs still kicking, and it's wings broken. It half heartedly lights up. It was impaled by the key that was stashed in the light, impaled when you tilted the bulb. You slide the overgrown bug off of the key, and examine it closely. There's an engraving near the top:

                        "Nurse Station Key"

                        ---

                        You tenativley enter the nurse station: you scan for traps, now wary because of the hand guillotine. You step over a trip wire, and enter the half dark room. You avoid going to the corners, or you will be eaten by a grue. You scan the floor, looking for the papers that you pushed away. They've fallen under the counter. You retrieve one, and then grab the scissor blades from the counter. You try to grab the guillotine, but it is embedded too deeply.

                        You turn the paper over in your hand, and on the back it says:

                        "Dear staff,
                        As of late, many people have been gaining access to the ER. Many patients have been leaving. This is completley unnacepptable, so effective immediatley, there is a passcode change. The new passcode is 7896584. Please do not lose this, as the process to change the door locks is quite strenuous, and if the passcode falls into patient hands then we would have another cleanup weekend.
                        Thank you.
                        Dr. Moriarty Watson"

                        You note the passcode. You keep scanning the room, but there is little else of interest.

                        --

                        The best course of action, you decide, would be to enter the ER. You enter the passcode, and the door clicks. You push it open, and step into the hallway. To the left is the actual Emergency Room. There's an operation table, stained with blood. In the corner, you see a needle and thread. To your right, there is a closed door. Up a ways, the hall forks, to the left and to the right. On the right side you note the universal symbol for "Rest Room".

                        --

                        The needle and the thread are your main priorities right now, considering that you're bleeding out of your skull. You open the door to the OR and step inside. It smells sterile, despite the bloodstains on the bed and the floor. As you walk through the room, you notice that the IV machine is filled with a foul brown liquid. You're so incensed with the liquid, that fail to notice the large object blocking your path.

                        Gazing upwards, you immediatley wish you had looked somewhere else for the thread. Standing in your way is something that's as tall as a man, but that is where the similarities stop. It has no eyes, instead, thousands of tiny worms riggle in it's sockets. Where his mouth would be is nothing but half assed stitching. He has no ears.

                        His left arm is completley gone. Instead, he has a tendril that grows out of his shoulder, a blade on inlaid on the side closest to him. It's stained red. He doesn't have another arm. His legs bend inwards, and the knees hit each other, creating a constant clacking noise. The skin that covers his skeleton is gray, wrinkled and leather-like.

                        The needle and thread is just behind him.

                        He swings his blade arm at you, and you duck, the blade barley missing you.

                        --

                        Quickly thinking, you grab the IV and shove the neelde into it's worm ridden eye-socket. It makes a satisfying noise, much like hitting a watermelon with a small hammer, but on an even smaller scale. A noise escapes from its stitched mouth, and you grab the IV bag. It swings, cutting your arm. You squeeze the IV bag, and the pus begins to fill it's head. It moans, and swings again. You dodge, and kick it in the knee. It falls, screaming, the sludge beginning to pour out of it's eye. It writhes in agony on the ground, swinging its tentacle, trying to hit you, but you dodge each attempt.

                        Staring at the eye, you try to be witty.

                        "See you around," you say, smirking. You lift your leg, and step on it's head. It dissolves like pudding under the weight of your foot.

                        Your arm has been damaged, but it is not bleeding. The sore is purple, which probably isn't a good thing. Until you know what is wrong, you cannot fix the damage that has been done. You grab the needle and thread.

                        --

                        You exit the OR and head down the lime green hallway to the fork. It's no mystery that you need a place where you can see your forehead to sew it up, so you decide that the bathroom is the place for you. You enter the mens room, but it is pitch black. If you go in, you might be eaten by a grue. You head across the hall to the ladies room.

                        If your friends could only see you now.

                        You walk into the restroom, and notice that one the ground is a long blood streak that leads to one of the stalls. It looks as if someone had been dragged through here. You try to open the stall, but it is locked. You knock.

                        "Hello? Is anyone in there?"

                        A moan escapes.

                        "Nevermind, there's no one out here."

                        The door explodes outwards, missing you by inches. It shatters a mirror behind you.

                        As if your day couldn't possibly get any worse, what stands before you is the shell of a human being. It's vacant eyes look you over, but they don't seem to register anything. It sniffs. It must smell your blood. It begins to shuffle towards you. If you didn't know any better, you'd say this was a good, old fashioned zombie.

                        Or in this case, a zombette.

                        --

                        With all your might, you push the zombette down. It moans and tries to get up.

                        You remember reading somewhere that to destroy a zombie, you need to destroy the brain or remove the head. Using this philosophy, you pick up the heavy bathroom door, and put one end on the zombette's neck. You push down, severing the head. Sadly, the head continues to bite at the air. But the body remains motionless.

                        Rules must be different for zombettes, you think to yourself as you kick it into the wall, completley obliterating it into a red splotch. Reminds you of the spaghetti sauce you had the night before. You turn around, and look for the mirror. There's a very clean rectangle where it used to be, and glass shards in the sink. You can do a quick patch job now, but it won't hold. The stitching is bound to come out.

                        The process was painful, and you shudder at the thought of doing it again in the near future. You remove a pen-light from the nurses breast pocket.

                        Unless your stitching comes loose, you should be fine.

                        --

                        In light of all the excitement, you decide to go back to the lobby and have a sit down. You have a seat in the vinly chairs, and breathe. After about five minutes of this, you decide that this probably wasn't the most productive thing to do.

                        --

                        You return to the OR with nothing better to do then wreak vengeance on the leather skinned Adam that scared you earlier. The door slides open, but the corpse of the Adam is gone. On the ground where he was are pieces of his skull, and some gray matter. One of his eye worms is wriggling around. You promptly step on it.

                        All of a sudden, you're very nervous.

                        --

                        Your mind begins to clear, and you remember your main goal here: To find a way out. And as long as the Ambulance Bay doors aren't opening, you might as well check out the left fork. You exit the OR, and walk up the hall. You turn the corner, expecting some kind of ungodly beast, but you find nothing. The hall continues a ways, with some hanging signs.

                        One leads to a waiting room, another leads to the elevators. Yet another leads to the stairwell, and even further down the hall is the cafeteria. There are some patient rooms along this hall as well, but they are all extremely dark.

                        --

                        It has come to your mind that the most prudent area to find an exit would possibly be the waiting room for outpatient guests. Upon entering, you notice a setup very similar to the ER waiting room. All the lights are working normally, there's an open counter, and a door. Considering, you try to door, but your suspicion is confirmed. It too is locked and will not opening. Remembering what happened with the trashcan, you decide against trying to break it open.

                        On your way out, you notice a gold lapel on the floor. You pocket it.

                        There is a very odd lock on the Waiting Room outside door. It seems to lock from outside of the hospital, so that someone can lock it who is no longer indoors.

                        The keyhole is in the shape of a lion.

                        --

                        Maybe there's an exit in the basement, you think to yourself as you head to the stairwell. It's well lit, and leads upstairs as well as downstairs. You try one of the upstairs doors, but it appears to be locked. You trundle down to the basement.

                        There's a chainlink fence surrounding a boiler. The lights are casting odd shadows, and the room has an eerie red glow. It reminds you of something from A Nightmare From Elm Street. The room continues outside of the boiler. There's another hallway that leads past the boiler.

                        --

                        You enter the cage, the large metal boiler looming directly ahead of you. Steam shoots out and minorly scalds your face. As you drop your head down to avoid the blast, a scalpel glints on the paved ground. You pocket this. You continue to circle the cage, looking for anything else of use. You find a gold ring and a money clip with $200 in it.

                        Right now, money isn't looking to useful. You take it anyway, you greedy bastard.

                        --

                        The hallway is most likely the foundation for the building; it's made out of grey cinderblock. You continue down the hallway, and it is getting progressivley darker. Not dark enough to be eaten by a grue, but there are several suspicious patches of shadows that line the walls. You enter the room at the end.

                        Room is an understatement. It's more of a chamber, for what, though, is not immediatley noticeable.

                        There are shackels on the wall, but they aren't entirely empty. There's a bloated hand still stuck in the right shackle, grasping something. You walk up to get a closer look. It seems to be holding some kind of keycard.

                        Carefully, you unpry the fingers and take the card.

                        "Elevator Access Card"

                        This should prove useful.

                        Unfortuantley, you forgot the #1 rule of thumb when exploring torture chambers in the bottom of an odd hospital. Always look over your shoulder.

                        Your shoulder. That's right. Something has just hit it, and caused you excruating paing. It's dislocated. Behind you appears to be a sane doctor, weilding a pipe.

                        "Get out of here. What are you doing?"

                        "Wait, sir..."

                        "YOU CAN'T BE DOWN HERE! If... If Dr. Watson finds anyone in the hospital... You'll..."

                        He swings his pipe again. You dodge to the left.

                        --

                        "Hey, hey, slow down! What the hell is going on around here?"

                        The doctor pauses.

                        "You're not it..."

                        He begins to walk back down the hallway.

                        "Wait!"

                        "I can't wait. At least not for you. Someone else..."

                        You run after him, but he turns around and swings his pipe. You jump up, and grab the chainlink of the boiler room fence. The contents of your pockets spill.

                        "What is that?" The doctor says, motioning to the lapel.

                        "I found it in the..."

                        The doctor swings the pipe at you, hitting you in the chest. You fall off the fence.

                        "That belongs to Dr. Gordon. HOW DO YOU HAVE THAT?"

                        He isn't waiting for an answer, though. He's too busy swinging the pipe at your face.

                        --

                        First and foremost, you dodge, but barely. The pipe glances off of your forehead. Another inch, and it would have killed you. You grab the chain link, and using it as a support, swing one of your legs, taking both of the Doctor's out. He falls backwards, and his head hits the cement with a sickening thud.

                        You stand up and gather your things, as the blood begins to pool beneath the Doctors head. You check his body for anything. In the upper pocket, you find a memo.

                        "Dear Doctor Mendez;
                        We are excepting and uninvited guest. You will notice him by his unusual twitch. Please take care of him immediatley. He should be confined to the lower areas of the hospital; I have left the elevator key with Aaron.
                        Dr. Watson"

                        You wrench the pipe out of the Doctors hand... But something is wrong.

                        Oh, Godammit. Your head wound has opened again. Damn pipe.

                        You head back upstairs.

                        --

                        You decide to head back to the location whence this odd quest did begin. You stand alone in the ER lobby, the corner now in darkness, the lightbulb on the floor. The dead bug, still dead... Surprising. Something has stayed dead. Trash strewn about. The nurse's station door is still open, the corners still dark.

                        --

                        You swing the door to the ladies room open, and the zombette corpse is pushed aside. Not suprising. Something hasn't stayed dead. You amble over to the mirror. The needle and thread is on the sink, where you left it. Once again, you half ass a patch job on the open wound. If only you had something bigger and more stable to look into.

                        Oh well. You're out of thread now.

                        --

                        Your curiosity overcomes you, and you slide the magnetic card key into the elevator lock. The doors swing open. Inside, there's gray carpet. The cieling has a long halogen light. You step inside.

                        --

                        Somethings not right. Before you the doors close, you hit the "Open Door" button and step back inside the hallway. There's a nagging feeling at the back of your head. You're missing something.

                        --

                        You climb the stairs back down into the basement. The boiler room is barren of any useful items, and the Doctor is motionless on the ground beside the fence.

                        You check the boiler again. The pressure gauge is up since the last time you left. There are valves next to the gauge. You turn one of the knobs, steam shoots out, and the pressure releases.

                        You head back upstairs.

                        --

                        One door has eluded you for the longest time. You don't know why you haven't tried it yet, be it fear or something else. You settle your nerves, pick up your feet, and head to the cafeteria.

                        The lights are out, but there is some light streaming in from the windows on the side. The food behind the counter looks rotten. You won't be eating here. There's a body facedown in a bowl of soup. You don't know if it drowned... You don't want to pick up the head. You search one of the pockets. In it, is a silver ring. This goes with the Gold ring you found in the basement.

                        You enter the kitchen. There's a freezer in the back, but the handle seems to be frozen down. You won't get into the freezer until you find something to melt the handle down.

                        Then again, maybe you don't want to.

                        --

                        At first glance, the patient rooms just seemed to be pitch black. Upon closer inspection, they doors are covered in a heavy black liquid that is constantly shifting. You dip a finger into this viscious fluid, and pull a glob out. It wriggles free from your finger, and falls back onto the door.

                        You don't know how you're going to open this door.

                        Then again, maybe you don't want to.

                        -

                        Enough of this floor, you decide as you step into the dimly lit elevator. Somewhere in the back of your mind you think, "Hmm... The natives are getting restless." You chuckle at this thought, and stare at the numbers.

                        A: Floor 1 (Lobby)
                        B: Floor 2
                        C: Floor 3
                        "A new take on the epic fantasy genre... Darkly comic, relatable characters... twisted storyline."

                        "Readers who prefer tension and romance, Maledictions: The Offering, delivers... As serious YA fiction, I’ll give it five stars out of five. As a novel? Four and a half." - Liz Ellor


                        My new novel:

                        Maledictions: The Offering.

                        Now in Paperback!

                        Comment

                        • Omeganitros
                          auauauau
                          • Jun 2003
                          • 8897

                          #72
                          C. Perhaps there's a rooftop to escape through...

                          Comment

                          • pntballa18
                            FFR Player
                            • Mar 2005
                            • 3357

                            #73
                            Finally this starts up again!

                            Comment

                            • weatherman14
                              FFR Player
                              • Jun 2005
                              • 3

                              #74
                              Yes!

                              Comment

                              • Bahamut-X
                                FFR Player
                                FFR Simfile Author
                                • Nov 2004
                                • 3399

                                #75
                                This deserves a bump. Cmon Mal!

                                Comment

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