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At the top of the Shotgun Kiss, where the prisoners don’t see the light of day, a painting hangs on the wall. Trapped within its colors is the spirit of a horrified girl. A group of idiots wants to set her free. This is where you are.
With the former cultist (and active prisoner) Hubbard’s power to see spiritual potential, you were able to track down Agent Spooky in her spirit form, leading you to the Solitary Confinement part of the prison. Into an old dungeon cell to be more specific. Here, a prisoner is chained to the wall, poor guy is wearing a heavy iron mask, and is in a rough shape — but he’s far from the only suffering soul within these walls. Odetta’s cousin, Jaylene, is trapped within the painting by some type of curse. You have little to no clue why there’s a painting inside this cell, but it’s not the time to ask questions! There are more issues to be concerned with… Mr. Explosion-Earthquake man, aka, the other intruder is here! The person causing havoc through the prison who has nothing to do with the havoc that you and your friends have been causing! Your morally superior chaos!
Hubbard wants you to run away with the painting. Agent Spooky thinks you should handle this directly with the intruder, violently or not. And the prisoner… the prisoner weeps because you’re ignoring him. You’ll keep doing that. But what else?! Your options are limited!
From what you hear, the old guard is not in the best track to stop the interference. Very diplomatic old man, not very effective! Gotta think fast!
<span class="mu-s">What’s the plan now?!</span>
>You think diplomacy is failing because you’re not in charge. Talk to the Intruder, negotiate. You’re both intruders, you’re bound to have something in common.
>Break the wall, and jump out of here with the painting in hand. Climb to the nearest window, the closest to the locker room where Aurora is waiting.
>Even if you are unsure that the intruder is coming into this cell, prepare for a sneak attack in case it happens.
>Write In.
With the former cultist (and active prisoner) Hubbard’s power to see spiritual potential, you were able to track down Agent Spooky in her spirit form, leading you to the Solitary Confinement part of the prison. Into an old dungeon cell to be more specific. Here, a prisoner is chained to the wall, poor guy is wearing a heavy iron mask, and is in a rough shape — but he’s far from the only suffering soul within these walls. Odetta’s cousin, Jaylene, is trapped within the painting by some type of curse. You have little to no clue why there’s a painting inside this cell, but it’s not the time to ask questions! There are more issues to be concerned with… Mr. Explosion-Earthquake man, aka, the other intruder is here! The person causing havoc through the prison who has nothing to do with the havoc that you and your friends have been causing! Your morally superior chaos!
Hubbard wants you to run away with the painting. Agent Spooky thinks you should handle this directly with the intruder, violently or not. And the prisoner… the prisoner weeps because you’re ignoring him. You’ll keep doing that. But what else?! Your options are limited!
From what you hear, the old guard is not in the best track to stop the interference. Very diplomatic old man, not very effective! Gotta think fast!
<span class="mu-s">What’s the plan now?!</span>
>You think diplomacy is failing because you’re not in charge. Talk to the Intruder, negotiate. You’re both intruders, you’re bound to have something in common.
>Break the wall, and jump out of here with the painting in hand. Climb to the nearest window, the closest to the locker room where Aurora is waiting.
>Even if you are unsure that the intruder is coming into this cell, prepare for a sneak attack in case it happens.
>Write In.