Comic 498 - Head back to the first room

Posted on 10th Oct 2017, 10:40 PM in Doors
Head back to the first room

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Author Notes:

Morgenstern 10th Oct 2017, 10:40 PM edit delete
You check all the bathroom cabinets, but they're all emptied out. You check behind the toilet, in the oven, and other miscellaneous corners you can find. Nothing, not even secret codes or anything this time.

You test the bathroom sink and shower out. Both still work.

You head back to the first room. You contact Michelle and Fuse, and let them know they come check the place out if they want. You head through the door left of the entrance.

"Uhhh," Fuse responds, "I don't think we can come check it out."

You check back on Fuse and Michelle, who have opened the front door of Bunker A to find... snow. It seems that when you swiped the card to connect the portal door to Bunker D, it disconnected it from the other bunkers--the door only goes to one bunker at a time. Until someone re-swipes the Bunker A card, Bunker A's front door is just a normal door in the bunker's regular location.


Archon 10th Oct 2017, 10:49 PM edit delete reply
Well that makes sense. Would be rather unpleasant to exit and find someone else picked that exact moment to leave.
Very unpleasant.
rufiangel 10th Oct 2017, 10:58 PM edit delete reply
Ohhh well that makes sense. Sorry Fuse/Michelle XD;;; you guys can, uh, explore the snowy landscape if you want, but probably best to stay inside until we swipe back out. Sorry! XD;;; (EDIT: Actually... should we go get them? Hmm. There's a lot of cool stuff here. Shouldn't take us a minute.)

By the way guys




MS-DOS bio printer dreams please come true

Let's check it out! ;v;*** And uh, check out the panel next to the super security door because... that's probably housing something scary. Right?

(EDIT2: There are lockers and another door to check out, too! Agh. So much. To explore. And investigate.

But I'll put in a vote to check out the medical room first because because because I'm dying to know if they have a bio-printer or not XD)

(EDIT3: Okay, my utter impatience to learn about the medical room aside, I will suggest - more solidly - that we pull Michelle and Fuse into this bunker before continuing exploration because this place is cool.)
Akasha 10th Oct 2017, 11:05 PM edit delete reply
Huh. Good thing we've learned that fact about the bunker doors just now instead of at a time where it could be, like. /Actually/ a serious problem. Somethin' to keep in mind for later, at least. Though... I am curious about that super heavy-duty door. Here's hoping whatever they could've put behind that is long dead by now.

In any case, check out the lockers, then head into the medical room and see what it has to offer.
rufiangel 10th Oct 2017, 11:08 PM edit delete reply
They had a pretty roughed up hazmat suit with a tear in it, ya? I guess you'd need one to enter whatever this thing is sealing. It worries me to think what could rough something up that much, though, in there...
lil Joshu 10th Oct 2017, 11:25 PM edit delete reply
lil Joshu
So... hypothetically... if you're coordinating with the person with the keycard and you're without the keycard, our little group can now pretty much teleport around the globe to various pre-designated locations with ease.

OOooohh! Easy income & cash! Shipping stuff for cheap!
Guest 10th Oct 2017, 11:44 PM edit delete reply
Assuming any of the locations are actually accessible without way more hassle than it's worth. And given these are secret facilities, they're probably difficult to get to.
PurpleKetchup 11th Oct 2017, 12:03 AM edit delete reply
Betting those closets have functional hazmat suits.

Check inside that reinforced room from the window next to it before entering the infirmary.
rufiangel 11th Oct 2017, 12:13 AM edit delete reply
Ooh, that's a good guess!

Aaand I thought it was a panel. ._. Either way, checking it is probably educational. -v-
Frission 9th Dec 2017, 12:07 PM edit delete reply
Aha, that explains why the proto-Juries were stuck where they were.