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.

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."