Awards Killing Game 2x2: Moon of Hope (Game Thread) - Night 4: Duskbreaker

If the symbols of Ouranos are Z-Gates, then I will search the Restrooms for another symbol, and if I find a panel I'll open it up
You quickly tear apart the Rest Rooms for clues relating to Uranus. You find that someone has previously damaged the room in here by flooding the sinks with water. You note the mirror is tinted slightly bronze, and pressing your finger to it, there doesn't appear to be a gap, implying its very thin, and breakable. You flash your darklight on the restroom toilets, and find one with a symbol matching the Aviation Exhibit panel. You quickly flush the toilet.

The Rest Rooms Z Gate has been revealed. It will be added to the map on Night 4
 
The twilight phase has concluded. Pending results will still be posted, as well as the vote for the Sun Stone. Night 4 will begin Soon.
 
[A small, nervous-looking Boo is holding a wooden sign. It says "Night 4's narrative will be posted a little later." Please do not yell at it.]



It is now Night 4. You have 72 hours to submit Night 4's actions. Some map descriptions will be updated with new information in pink, please refer to the Updated Rooms below.

Tonight's incentive: Not attempting will reveal your Forbidden Action to all players who attempted.

Tonight's Wraiths are... a frosty mint-chocolate-chip flavored @TPG and @Salmancer. Their powers are detailed below. Mona will also gain these powers for the night.

CODE: MINT CHOCOLATE CHIP said:
Code: MINT CHOCOLATE CHIP
As an Ice Wraith, you possess a fragment of the elemental demonic spirit Y██'s power, granting you minor resonance with the element of Ice.

Abilities - Ice Wraith I
  • You can produce small balls of ice on command, these can be thrown, and explode on blunt contact, releasing a burst of elemental water.
  • Once per night, you can imbue yourself with a momentary burst of icy resistance, allowing you tank physical hits more easily, and slide around like a cube of ice.
  • You can only move in the Paranormal Dimension. You can have objects move with you in the Paranormal Dimension so long as you maintain contact with them. Please toggle the floor maps in the OP of this thread for more information.
  • You can turn invisible to mortals on command, but this invisibility is limited to a few minutes at a time. You will always be visible to other entities in the Paranormal Dimension, and under Darklight.
  • You cannot kill. You may accomplice with a living player. Only one accomplice may exist per case.
  • You are weak to all standard ghost weaknesses in this universe, and the element of Fire.



Night 4 Game Status


All Z-Gates have been uncovered. Living players can access the Paranormal Dimension by entering through Z-Gates.
All Pixilators have been uncovered. Living players can warp between two linked rooms using the Pixilator cameras. Be mindful of their positioning.


While in the Paranormal Dimension, Living players have the following traits:
  • Can only move in the Paranormal Dimension.
  • Can move objects with them in the Paranormal Dimension (i.e. through walls), so long as they maintain contact.
  • Are completely invisible, except under darklight, and to other players in the Paranormal Dimension.

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Updated Rooms
  • Toolshed: The ??? room has been revealed and unlocked. A large toolshed with all sorts of gardening tools and supplies to maintain the many plants within the Complex.
  • Solarium: A room with huge glass windows to sit and view the outside with, along with some nice plants to add atmosphere. The still life paintings of plants are here, along with an activated Pixilator, which connects to the Cliffside.
  • Restroom: A utilitarian restroom with several stalls for privacy.
  • Plant Nursery: A room full of exotic plants that require special growth conditions. It's been carefully arranged to provide said plants with all the right conditions they could want, but someone has wrecked most of the plants beyond saving.
  • Greenhouse: A well-stocked glass-roofed room with plenty of conventional plants. Automated systems manage their care, but someone has dug up most of the plants rather brutally.
  • Pit Mine: A room filled with coal and coal veins, as well as minecarts full of coal. Someone has wheeled a minecart with a meteorite near here, and the gate blocking the abyss is now open.
  • Foyer: The large central foyer that one enters the Complex through. Besides a grand entrance and chandelier, there's even an aquarium with tropical fish. A huge mess from the great fight on Night 1 remains in the lobby. The chandelier has been smashed. A vault with a rusted-over lock has been uncovered behind a mysterious painting.
  • Garden: The main feature of the Mansion Grounds. A large, well-manicured garden with plenty of plants and a fancy fountain as the centerpiece. The fountain has been damaged slightly, and a golden grappling hook labeled AURUMDESIRE is here.
  • Restroom: A utilitarian restroom with several stalls for privacy. The Z-Gate toilet has been activated.
  • ⬆️ Aviation Exhibit: A big museum room about the history of aviation. A couple full-scale airplanes are on display. A back exit leads to the outside. A wall panel has revealed a small crawl space, and the Z-Gate inside has been activated.
  • ⬇️ Hollow Tree Heights: A large tree that extends through the entire Complex. Inside the tree is a staircase running around the edge of the tree. Lots of scratches are on these walls.
  • Kitchen: What used to be a functional kitchen has thoroughly flooded. All ovens and stovetops are unusable. Officially the most dangerous room in the facility. It seems the slimy beast has escaped the dumbwaiter.
  • Crow's Nest: A thin, rickety bridge that spans the exhibits of the second floor. It's only wide enough for one person to cross at a time. The east bridge has been torched, and is still usable, but could break easily with a good enough impact.
  • ⬆️ Tree Roots: The roots of the Hollow Tree. The staircase ends here, and the roots have invaded the floor of the room. A smashed one-of-a-kind faberge clock lays tossed to one side, and a hole has been dug in the center of the room.
  • Crypt: An underground crypt. Some sealed coffins lie in state within the room. All of the coffins have been opened. One of the skulls has a Pixilator, which connects to the mausoleum in the Graveyard.
  • Graveyard: The main feature of the Forest Grounds. A fully-loaded graveyard with plenty of gravestones, as well as a large mausoleum in the back. The mausoleum has a Pixilator, which connects to the Crypt.
  • Cliffside: The main feature of the Rocky Grounds. The side of the outside sharply drops here rather than sloping down, with plenty of pointy, spiky rocks at the bottom. Spiked into the cliffside is a Pixilator, which connects to the Solarium.
  • Icy Lake: The main feature of the Snowy Grounds. The lake has been converted to a pile of frozen papery mush, with a tunnel leading to an unsealed hatch. A long ice slide leads from here to Under the Ice. A small fishing hut is adjacent to the now not-lake. An abandoned, frozen-over water pump serves as a spawning ground for Ice Elemental spirits. There is a slimy creature living here.

Available NPCs:
  • Vigil - The Valley groundskeeper who watches over the Complex's residents, living and non. An expert mortician and gardener all the same, his primary residence is the Graveyard. Where there's smoke, there's fire, and his lantern can often be spotted from the Complex's misshapen windows, wandering the distant valley grounds at night. Has powers related to accurate autopsies and accurate testimony.
  • Mona Warnewicke - Gadd's trusted Elemental Expert, and a renowned clutz, who elected to take on the Chief Safety Officer role after it was left abandoned for many years. Her handbook is full of seemingly endless safety regulations. Will happily provide guidance on safe work and elemental reactions to anyone who asks, which is usually no one. Has powers related to elemental magic, and methods of death.
  • Tanner Tosca - The general assistant for Gadd, a spectral figure who was in the Complex even before Gadd was. Exhausted but unwilling to disrupt his jobs, Tanner can always be found where Gadd needs some help, except for when he's decided to lurk in the basement to escape yet another asinine request. Has powers related to accomplicing and partnership.
  • King Blocky Boo I - The big bad, free again at last. An amnesiac cubical demonic spirit, he is the archrival of Professor Gadd Zooks, having finally broken free of his prison. Has powers related to murder and performing successful kills.

Bond Powers
  • All - Bronze Frame - Strangers to Acquaintances - No NPC will agree to be an accomplice at this portrait level.
  • All - Silver Frame - Acquaintances to Friends - All NPCs will discuss more detailed or expansive topics relating to their past and the Complex itself.
  • Vigil- Bronze Frame - Mortician I - Upon request, Vigil will conduct a more thorough examination of the body than a player, and offer additional insight.
  • Vigil - Silver Frame - Distant Watcher EX - Vigil will be able to detect the movements of wraiths in the mansion despite being outside. He will briefly testify about what he notices Wraiths, Demonic Spirits, or anyone in the paranormal dimension, doing, but can't discern any forms unless he's certain who they are.
  • Mona - Bronze Frame - Trace Elements I - Upon request, Mona will indicate whether or not a fire, flood, or frozen object was created/affected by Elemental Magic, as well as a likely (but not guaranteed) source.
  • Mona - Silver Frame - Crash Test Dummy III - As someone who's died and lived and died again, many times, Mona can be asked to possess a body, or a suitable stand-in for a body, and perform KG physics experiments from a first person perspective. She'll then give an assessment on whether it would match the victim's experience and current state, and suggest certain experimental adjustments that a host could not. This power can be used repeatedly, but its effectiveness lessens with each use.
  • Mona - Gold Frame - Barrier From the Crucible EX - Mona can be commissioned to create an elemental wellspring which will shelter elementals of Ice, Fire or Water in any place on the map. Players have to agree on a location during the day, and elementals will be obtainable from that location starting from the very next night. She will only make one of each elemental wellspring.
  • Tanner Tosca - Bronze Frame - Camaraderie I - Upon request, Tanner will give an upfront indication as to whether he feels there's an accomplice affecting the case. There can only be one accomplice per case. Accomplices will be debuffed if their associated killer is caught.
  • Tanner Tosca - Silver Frame - Cherished Assistant III - Tanner can act as a back-up to an NPC's rolepower by performing a less powerful version of it to double blind confirm the power's result, or use it again on another situation. He will only do this once per phase. He can use this power on eliminated NPCs, should any exist.
  • King Blocky Boo I - Bronze Frame - Two by Two by Two EX - Starts Awards Killing Game 2x2. Oh no... there is no disabling this power either.
  • King Blocky Boo I - Silver Frame - Heel Tag-Team EX - Anyone who murders can request KBB's assistance on any night. This applies permanently going forward. He will not assist in attempts ("Get your own hands dirty, kids!") and will not hide his assistance. He won't assist if he feels you're trying to trick him.
  • King Blocky Boo I - Gold Frame - Complex Restoration EX - KBB is relishing in the damage you're doing to the Complex and Gadd's experiment as a whole, so much that he's willing to grant you a second round of destruction. A majority of players can agree on a single room for KBB to use his paranormal powers on, which will revert it and all objects inside to their state at the start of the game, undamaged. This will not return any items taken from the room previously.
  • Empty Portrait - Bronze Frame - The Chorus of Silence - You can each pick a single instrument you are a master in, and play it with no difficulties.
 
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Too bad about the dragon. I liked his funny pictures. And the muscle man with the mustache wasn't half bad either, apart from the fact that he killed the dragon. These Killin' Games always ends up gettin' rid of the best of us.

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Maybe this should be the part where I address the fact that everyone thinks I'm a big thug who does nothin' but destroy stuff. To which I say, you're totally right. My investigation style is go everywhere and smash everythin'. Ain't no other way to find the real info, which hides under stepladders and pot plants. And to show ya some proof, here's my latest Investigator's Notes:

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RAHLIMAN
Papered Specter

This ghost is covered in toilet paper, and also likes to carry around a big golden axe, which he is prone to dropping when attacked, meaning he probably isn't good at multitasking. Weak to fire, just the same as the rickety bridge in the Crow's Nest which got toasted by the firebombs I threw at the mummy.
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GLAZPREZZ
Transparent Specter

Hiding in plain sight, this specter hides on the top of the Greenhouse, oppressing others and limiting their potential. It's weakness is being really fragile, the same as real glass, so breaking through this guy was real easy. Others may see the room's current state as nothing more than a broken glass ceiling, but I see liberation from the forces that are holding others back.
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REDEYE
Floral Specter

People keep calling this the Crimson Eye, and that seemed pretty devious. I smashed all the pumpkins and plucked all the plants in the Greenhouse and Plant Nursery, but I couldn't find the root of this guy. Seems like it goes even deeper underground. Not sure how that works since flowers need sunlight, but whatever. Pretty devious, indeed.
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BELLADONNA
Also Floral Specter

This one is in the Tomb, a lady covered in leaves and having a snooze. I decided to leave a message for her to know that I dropped by, and left it in big orange paint so it'd be nice and clear. Then Tanner came in and told me to stop desecrating the Tomb. Guess that little guy doesn't care for art.

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As youse can see, I've gotten yet another step closer to unravellin' the mysteries of this mansion, and all the ghosts livin' in it. Pretty soon, the truth of this world will be obvious to all. No need to thank me, it's just what I do.
 
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