Panem Events (
etcircenses) wrote in
thearena2015-11-05 11:04 am
Next thing I knew they ripped me from my bed and then they took my blood type
Who| Those participating in Zero's Game.
What| Zero has a puzzle for you...
Where| Somewhere in the Bunker.
When| This week.
Warnings/Notes| Please put warnings in comment headers. See sign ups for more details.
You've held onto these keys, assuming them to be important for some time. Your perseverance has paid off. Or it will, once you complete the puzzle you've stumbled upon with the depths of the bunker. And you're not alone. There's someone with you. The moment that two people have entered the room, it seals off, trapping you both within.
In the first room a few things can be found. The first is a wall phone with a lettered keypad.
There is a chart on a clipboard with image of a man, colored in about 60% blue. There is a note about the human body being a conductor for electricity. Underneath the paper, written directly on the board, is a string of letters. E T I N U.
And finally is a button. This button is on the opposite side of the room to the door. Pressing it will open the door but only so long as it is held, meaning only one can enter while one holds the button.
Through the door is an elevator taking the person down just a short ways. The doors open to a maze with a time limit in glaring above on the ceiling.
The elevator doors won't open until the watching person makes a call using the phone with them. Making this call means first figuring out what the numbers are. Then, their voice can be heard by the participant to help guide.
With the call made and thus all the lights turned on, the person left in the first room will be able to see the maze now through the window. They can see what paths are right and which are wrong by little indicators atop the walls, too high for the participant to see and reach. Running out of time means death by the floor dropping out. Making it to the end on time to press the next elevator's button means freezing the timer and opening up the next room.
In the second room are three boxes with keyholes. Above them is written "What do you use to open a locked door?" Opening the boxes reveals two buttons in each. The buttons are as follows: Cyan and Green, Magenta and Blue, Yellow and Red. Picking the right combination of colors will cause a new key to fall from a slot in the wall. This key opens the door to the next room, one quite similar to the first.
In this new room, there's an article about frostbite on one wall. It details deaths it's caused and so on, but the most notable features are the bold letters of FROSTBITE, circled in blue, and how the article faces a mirror that flips the words.
In this room is also a phone and a window much like was in the first room, not to mention a button. Pressing this and calling over the phone will allow the initial partner to complete the same challenge, the window allowing the second partner to map the maze out over the phone.
Once both partners have made it to the same room, they will find a box-like space at one end with a hand print on either side, a plus on one, a minus on the other, like a battery. One person cannot reach both sides.
However, managing to create a charge will turn on a machine. This machine will melt that big block of ice contained within it on the other side of the room. Only then will the pod open by use of the fourth castle-keys both inserted together. Opening it will reveal the box full of the Tribute's reward for completing the challenge.
The doors at the end or start of the challenge will open only with completion or the death of one of the participants. Alternately, if Tributes choose not to take the risk, they can simply press the forfeit button on top of either one of the phones. This will mean the prizes are destroyed, but both exits are opened.
This challenge cannot be done alone, but those who don't have their eyes on the prize may always use the course to eliminate their opponents. You may kill your partner or you may attempt to complete the puzzle. The choice is yours.
What| Zero has a puzzle for you...
Where| Somewhere in the Bunker.
When| This week.
Warnings/Notes| Please put warnings in comment headers. See sign ups for more details.
You've held onto these keys, assuming them to be important for some time. Your perseverance has paid off. Or it will, once you complete the puzzle you've stumbled upon with the depths of the bunker. And you're not alone. There's someone with you. The moment that two people have entered the room, it seals off, trapping you both within.
In the first room a few things can be found. The first is a wall phone with a lettered keypad.
There is a chart on a clipboard with image of a man, colored in about 60% blue. There is a note about the human body being a conductor for electricity. Underneath the paper, written directly on the board, is a string of letters. E T I N U.
And finally is a button. This button is on the opposite side of the room to the door. Pressing it will open the door but only so long as it is held, meaning only one can enter while one holds the button.
Through the door is an elevator taking the person down just a short ways. The doors open to a maze with a time limit in glaring above on the ceiling.
The elevator doors won't open until the watching person makes a call using the phone with them. Making this call means first figuring out what the numbers are. Then, their voice can be heard by the participant to help guide.
With the call made and thus all the lights turned on, the person left in the first room will be able to see the maze now through the window. They can see what paths are right and which are wrong by little indicators atop the walls, too high for the participant to see and reach. Running out of time means death by the floor dropping out. Making it to the end on time to press the next elevator's button means freezing the timer and opening up the next room.
In the second room are three boxes with keyholes. Above them is written "What do you use to open a locked door?" Opening the boxes reveals two buttons in each. The buttons are as follows: Cyan and Green, Magenta and Blue, Yellow and Red. Picking the right combination of colors will cause a new key to fall from a slot in the wall. This key opens the door to the next room, one quite similar to the first.
In this new room, there's an article about frostbite on one wall. It details deaths it's caused and so on, but the most notable features are the bold letters of FROSTBITE, circled in blue, and how the article faces a mirror that flips the words.
In this room is also a phone and a window much like was in the first room, not to mention a button. Pressing this and calling over the phone will allow the initial partner to complete the same challenge, the window allowing the second partner to map the maze out over the phone.
Once both partners have made it to the same room, they will find a box-like space at one end with a hand print on either side, a plus on one, a minus on the other, like a battery. One person cannot reach both sides.
However, managing to create a charge will turn on a machine. This machine will melt that big block of ice contained within it on the other side of the room. Only then will the pod open by use of the fourth castle-keys both inserted together. Opening it will reveal the box full of the Tribute's reward for completing the challenge.
The doors at the end or start of the challenge will open only with completion or the death of one of the participants. Alternately, if Tributes choose not to take the risk, they can simply press the forfeit button on top of either one of the phones. This will mean the prizes are destroyed, but both exits are opened.
This challenge cannot be done alone, but those who don't have their eyes on the prize may always use the course to eliminate their opponents. You may kill your partner or you may attempt to complete the puzzle. The choice is yours.

for Alain
no subject
"The word," he says at last, sounding much as he did when answering a question from Cort or Vannay all those years ago, "is unite. Or untie, I tune, or intue, but those are outside guesses at best. If we're to use that tellerfone--" (he knows the word, thanks to the Capitol and some of his fellow Tributes, but he's not quite grasped how to pronounce it) "--my guess would be unite is the password. The chart, I don't understand, nor the part about electricity, but I don't doubt they play some part. If I had to guess, I'd say the blue on the chart is electricity, given what it says about bodies, but I wouldn't stake my life on it. Either the button or the tellerfone opens the other door, though I have no guess which. We press the button, we test the password on the tellerfone, or we stay here until we rot." He says it calmly and dispassionately, just like the rest of it; laying out his reasoning, not making a case. If Roland says they do neither, that voice says, he'll abide by it. "Chances are high, I'd reckon, that if we test the wrong one first, we'll loose something else."
no subject
no subject
On Roland's signal, he'll pick up the phone, tapping in the numbers with a speed that would be remarkable to anyone who hadn't seen him move under pressure before. He puts the phone to his ear, as well (though upside-down: it isn't as if he's had a lot of time to get to grips with telephones), thinking that there's an outside chance it'll give him another clue, speak to him, if he has the code right. But all he hears is the low, dull buzz of a disconnected line.
no subject
He watches Alain, then releases the button. Watches the door close. "Nothing from your end either, unless I'm mistaken?" He'd hear it, he thinks, if there were. Or see it on Alain's face. Roland walks over to him, eyeing the keypad. "This must be for us to speak to one another after you go on. It has to be you, I'm afraid - whatever puzzle waits in there, you've got the best chance of figuring it out. I'll keep the door open for you. What order is it those buttons ought to be pressed?"
no subject
no subject
He crosses to the button, presses it, and looks at Alain expectantly. "I'll use yon device as soon as you're through. If nothing happens I'll open this door for you again."
no subject
He's a little surprised to find how calm he is, filled with that particular kind of cool evenness that sets in before a battle. His mind feels sharp and ready, and the gun is a welcome weight at his hip. When the doors close, and the elevator goes down, he looks up expectantly and shifts slightly, ready to move the moment the other set of doors open.
no subject
"Alain? Can you hear me?" It's certain, at least, that Alain is probably alright. With this much theatricality, they wouldn't have killed Alain as soon as those doors had closed behind him. If they kill him, they're going to make sure that Roland can watch.
no subject
"I hear you," he calls up, not sure whether Roland can hear him, and with some caution, steps out of the elevator. When the ground doesn't fall out beneath him or seem to set off any immediate trap, he takes another step and raises his hand: whether or not Roland can hear him, he might be able to see him. Accordingly, he signs as he speaks, the rough hand signs they used to communicate on missions. "What do you see? Do I head on?"
no subject
no subject
Past the first turn, left at the second. He walks in long, steady strides, looking around as he moves, on guard against any potential traps. He sees no tripwires or obvious switches, but not seeing them doesn't mean they're not there, as Roland observed. He doesn't look up. If something is coming from above, he trusts Roland to see and warn him, and there's no point worrying about the timer: he'll go as fast as he goes, and if it's too slow, it's too slow.
bit of a timeskip now, if that's ok?
In any case, Roland has no trouble with it. "Alain? You should be at the end now. Wave if you need anything from me to finish with it."
fine! also here have alain getting the right answer by the wrong methods
His hand doesn't leave the butt of his gun as he steps into the elevator, or when he steps out into the next room. Even then, he only relaxes away from the weapon when he's given the room a quick once-over, and when he's successfully opened the boxes and found nothing deadly jumping out of them.
What he does find in the boxes, though, mystifies him. He considers himself a good riddler, and with reason: he was always first among his classmates at such things, almost on a par with Cort and Vannay towards the end. But this? The bare premise is obvious: push the right buttons, open the door. Which buttons the right ones are, on the other hand... he can't even begin to guess.
"Key," he says under his breath, and takes a step back, scrutinising the boxes. Then he shakes his head, closing his eyes. It does no good to try to fit the boxes into an idea he has already. He knows better. His mind goes briefly to Roland, waiting back in the other room, and (presumably, since he hasn't heard his friend's voice) not knowing what's taking so long. Then he wipes Roland out of his mind, and the room around him, and the Games altogether. Turquoise and green. Pink and blue. Yellow and red.
"Key," he says again, aloud, and frowns. It comes back to that, no matter which road he takes. Right or wrong, that suggests the idea's worth following. Yellow, maybe. That takes care of the y. Pink would provide the k. So... turquoise or green for e?
He turns it over in his mind again, looking for another answer. This seems too ambiguous, too open-ended. There are too many other words for those colours. But as the seconds slide by (and then the minutes; it's been ten minutes at least since he left the maze) and nothing else presents itself, he makes up his mind.
Pink first. He doesn't pause before pressing the green: if he's wrong, he'll know soon enough. Then the yellow.
Nothing happens. He counts off thirty seconds, just to be sure, not trusting there to be no punishment for guessing wrong. Then, clearing his throat, he steps back over to the boxes: pink, turquoise, yellow. To his listening ear, the clatter of the falling key is very loud indeed. Something that might be a smile curls at the corner of his mouth, but he doesn't allow himself the luxury of stopping to enjoy it. He's spent too much time here already.
After that baffling puzzle, the next room barely merits a moment's thought. Back in Roland's room, the door slides open easily, and Alain's voice crackles on over the loudspeaker.
"It's riddles like that which make me long for Vannay," he says, by way of an explanation for the delay, and clears his throat, looking out at the maze. "Do you need me to walk you through the maze, Ro', or do you remember it?" A fair question, given their training, but also one that carries an echo of their conversation during the bombing: have you decided yourself my cradle-ama? Roland asked him then, and even if they were words said in anger, they've stuck.
I am glad you are playing the riddle person b/c that was good
Stops wondering. He's got work to do. He isn't sure where Alain is watching from but he raises a hand with the all's-well signal, takes a moment to think back on the maze, then starts through. It isn't long before he ends up in the same room Alain's at, finds himself stopped some distance away from Alain and frowns, moves closer, claps his friend on the shoulder. "Fine work," Roland says, the casual ease in Roland's voice not quite genuine. Nothing is easy between them now. "And the rest of this? Seems simple enough, if risky, but I think it's fair to say your word carries more weight here than mine."
*bows*
no subject
He has to count in the numbers of this world, of course, and even now that grates. But nevermind. His eyes are on Alain, because if this has all been some long trick to lure them into a strange and sudden death Roland knows what he wants his last sight to be. "One. Two. Three.
"Now."
no subject
There is a strange sensation, which he guesses is the electricity passing through him: it jolts into his fingertips, fizzing through him and into Roland. He feels, or thinks he feels, his heart lurch. Like diving into cold water, he thinks, and frowns a little.
Across the room, a light goes on, and the machine whirrs into life.
no subject
"Keyholes. Well, we've come this far." Which is to say, no point in thinking on all the awful things that this chamber could still have in store for them. Roland trusts nothing in the arenas, least of all when things seem to be going his way. He reaches into a pocket anyway, pulling out the key that's been sitting there. "On your count."
no subject
The key turns easily, as if the lock has been freshly-oiled. He isn't surprised. He is a little surprised to find the box inside, sitting there innocently. Surely this can't be it? Surely there's another puzzle inside?
But when the pod opens, so does the exit, and there's nothing obvious beyond.
"Shall I?" he asks Roland, looking to the box. "Or do you want to open it?"
no subject
Well.
"Ready?"
no subject
There's a moment, as he takes in the bounty before them, where he's silent. Then he whistles low through his teeth, and a smile comes to his face: a smile that almost has the lightness of their boyhood. He claps Roland on the shoulder, holds his eyes for a moment, then looks back to the box of supplies.
"This," he says, still smiling as he cautiously picks up one of the hunting knives and shoves it into his belt, "is one hell of a Fair-Day goose."