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Post by Spinister on Jul 15, 2010 0:28:41 GMT -5
Once up into the room, Spinister tries to shake off the acid and the glass as best he can. Spinister briefly considers radioing his companions now, since his mark obviously knows where he is, but that would still mean explaining why he's running around with Kup.
He glares at the projector screen. That's no way to kill. Do it fast, clean, and efficient. Makes it easier to hide the body later and saves a lot of trouble. That's not even a good way to torture; a subject needs to at least be mostly sane to provide reliable intelligence. Someone pushed that far will say anything to make the pain end, but that anything might not be true.
In short, Spinister finds fault in his mark's methodology and is disgusted, though most decent beings would in turn be disgusted by Spinister's motivations.
For now, he follows after Kup, supercharged rifle at the ready, but he does pace up just behind Kup and murmurs softly in his audio, odd as it may be to treat the infamous Autobot veteran like one of Spinister's own students, "Don't let hate make you sloppy."
Spinister's plan B is a fusion bomb, of course.
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Post by SceneMod on Jul 15, 2010 10:58:39 GMT -5
The flat voice barks a laugh at Kup's growled comment, "So do I Kup, so do I." Then there is silence, except for the hum of electric lighting and the occasional clicks and whirls of various machinery and systems. The doorway leads into a long hallway. It's much more humid in the hallway than in the room previous, almost steamy, and the lighting barely there, just enough to see a short way ahead and that's all. There are some doors off the hallway, most locked. Those that aren't locked lead to empty rooms. Here and there are more blood smears and drops leading down the hall. The hallway ends in a T shape. On the wall are stenciled small letters which look as old as the building. The letters are hard to read in the dim light and would be easy to miss by someone frightened and in pain. They read: Packing--> <--Slaughterhouse Some of the fluid trails take the packing path. Most of them follow the natural inclination of the walker to turn left where direction is absent.
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Post by Kup on Jul 15, 2010 12:20:22 GMT -5
Kup snorts at Spinister's advice, then mutters, "I'd rather let my hate make this guy sloppy." Still, he does slow down his headlong rush, moving more cautiously down the hallway. His musket remains in hand.
He pauses at a few of the doors, occasionally glancing into the empty rooms, until he notes the pattern. He gets to the end of the hallway, to where the way ends in a 't', and frowns up at the sign. Then he kneels and looks up the fluid paths. He makes a soft growling noise, then starts to turn right, though he does hesitate and look down at the trails heading left.
His expression grows pained for a moment, and he observes softly, "The ones who made those paths are too late to save, anyway."
Then he looks back down the 'Packing' hallway. "But it ain't too late to make sure the one who did it can't do it again." And then he starts walking again.
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Post by Spinister on Jul 15, 2010 14:55:23 GMT -5
Spinister's solid light simulation of Kup likes to yell at people about how sloppy means dead. Maybe he needs to reprogram it to be a bit more reckless.
Locked doors, empty rooms - they're being herded again, even if those door locks could be opened. Spinister wants to groan, but he won't give his mark that much satisfaction. Clowns to the left, and jokers to the right - my, but someone has a tremendously sick sense of humour here. Spinister scowls, shoulders hunching, as he reads the faint lettering.
This is a big operation, he's thinking. Maybe it's combination torture porn and hunting preserve for rich people. He's not sure that he and Kup can take it down alone. There's just too much stuff here - weird drug bullets, teleporting shadows, high end security cameras, laser tripwires... there has to be more than just one guy behind it all.
But off to Packing, eh? Even if they can't send the perps packing.
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Post by SceneMod on Jul 15, 2010 21:42:13 GMT -5
Such interesting theories Spinister has! He's right about one of them.
To find out which one, though, he'll have to sit through the credits.
Periodically, there is signage on the walls reminding people that they are heading toward the packing area. If Kup is watching the blood trails, he might notice that the directionality of some of them seems off, as if the people bleeding were heading back they way they came for some reason.
After a good bit of walking, and several turns, the hallway takes a bend to the left. Off to the side is a door half off its hinges, sporting a symbol that seems to indicate a stairwell. Above it is an exit sign. The hallway continues on, another Packing-->[/i] stenciled on the wall.
OOC: Hey guys, I'm perfectly fine with y'all doing some timeskippish things involving wandering through the plant. It really is a large facility, and there are plenty of dead ends and false paths. I'll be tossing some random bits at you periodically, but right now, a lot depends on where you two go, what you look at, and what choices you make. It's like an old Find Your Fate mag, but with more blood and gore.>_>
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Post by Kup on Jul 16, 2010 22:56:12 GMT -5
Kup keeps following the signs to the 'packing' plant, although he does hesitate a moment to look back at the exit sign and the stairwell. He narrows his optics. Sure, he wants out of here, but not without the girl. He shakes his head, grumbles something under his breath, and continues along his way, moving, generally, towards the packing plant, unless something particularly interesting (especially an indication where Jill might be) sends him in another direction.
OOC: Sure, shall we declare a time skip to the next significant event?
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Post by Spinister on Jul 17, 2010 9:25:19 GMT -5
Spinister actually presses ahead for a moment and tries to catch Kup's optics, sketching out a standard (if you're a Decepticon) grid search pattern with his pointer finger in the air. It isn't completely thorough, but it's close, and it's a lot more efficient than a completely thorough search is. He pauses a moment, head tilted, questioning.
He pays attention to the signs and doors, mentally constructing a map as he goes. If this place starts shifting around inside, Spinister is going to be very put-out. He keeps a sharp optic out for more signs and anything remotely resembling a map.
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Post by SceneMod on Jul 17, 2010 10:29:41 GMT -5
Sorry Spinister, no "You are here" maps. Though occasionally, there are places where one might have been. The layout also obligingly remains the same. After all, it is just a meat packing/processing plant. Kup, since he's been watching the fluid trails, might have noticed that they have long since petered out, shortly after that stairwell, in fact. Some just ended, some turned around. Why is anyone's guess. Oddly enough, no one seemed to have tried the beckoning stairwell and its promised exit. The path to Packing eventually brings the duo to another T hallway. Packing--> Loading--> <--Control <--Offices There's also the symbol for an elevator and for stairs under that, pointing in the same direction as Control and Offices. Next to the Offices label is a faded and partially scratched off logo which might mean a lot to Blurr, but not much to Kup and Spinister. The air is heavy with ozone, and some sort of harsh cleaning chemical, like bleach if it were ramped up to eleven.
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Post by Kup on Jul 17, 2010 20:46:41 GMT -5
Kup looks at Spinister and shakes his head. There are signs - clues here. They should lead them through this place faster than following one wall.
Should. But it's taking an awful long time.
The bounty hunter hesitates as the last of the trails end. Sure, none of these guys are around anymore to be saved, but if none of them are going this way, maybe he called it wrong from the start? And a wrong call might cost Jill her life. Still, he continues ahead, if more uncertainly than he had before.
He pauses at the new T section and frowns, stepping back. He looks up and down both the hallways. His optics are a bit rounder and his brow-ridges pulled back, momentarily indecisive. He glances at Spinister, trying to get a read on which way the Mayhem thinks they should go.
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Post by Spinister on Jul 17, 2010 22:15:19 GMT -5
Spinister, obligingly enough, looks rather pointedly down the way at the offices and control room. They're much, much too obvious to actually be of any use, but given that someone might think that, they might not look there, so maybe there's something actually there.
Singe's head hurts.
Besides, unless the wiring's been completely redone in the building, which is entirely possible given the money being spent here, perhaps they can find a power main and cut it.
After all, as Carnivac might say, the dark is better for what they're here to do.
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Post by SceneMod on Jul 18, 2010 19:56:55 GMT -5
As the pair head toward the offices, they may noticed that the air quality is getting progressively more and more off. It's thick feeling, even looking cloudy if caught in the right light. The excessive bleach/ozone smell has gotten stronger. Really, chances are very good that an organic would be passed out at the best and dead at the worst if they were exposed to this stuff for very long.
Actually, it probably doesn't feel too good to robots either, if they're cycling that air through their ventilation systems. The longer they continue, the more corrosive the mix gets.
Up ahead, there is a broken electrical panel hanging from the wall. It looks like it was once the electronic door lock for the door next to it. As the duo nears it, a visible arc of electricity runs through panel, snapping and crackling, and causing small flares in the air around it. The door itself appears to be a sliding panel. It's almost completely shut, save for about an inch gap.
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Post by Kup on Jul 18, 2010 20:23:45 GMT -5
Kup shuts off his air-cycling ventilation system as the corrosive air starts to grow thicker. He's floated around in space plenty, he can handle this. It's none too pleasant, but Kup's been in worse environments, so he continues to move towards the offices.
He frowns at the open panel and turns his head to look at the arcing and sparking electricity. He doesn't bother to approach it, though his Security background may be enough to help him bypass the wrecked lock. Instead, he subspaces his gun, glancing at Spinister for a moment as he does. Right this second, he's unarmed, and there's a Decepticon that isn't. Hopefully, though, his Decepticon partner knows to cover for him as he does what he's about to do.
He attempts to cram his fingers into that slight crack along the edge of the door. Whether they fit or not, though, his palms are then set flat against the door and he starts to pull, attempting to force the door open using brute strength.
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Post by Spinister on Jul 19, 2010 9:43:12 GMT -5
Spinister shuts off his air ventilation system, as well. This will make some of his internal components run a bit hot, and while he can dampen his heat signature down to the level of background noise, the net effect is that he's going to be burning fuel faster, which knowing his luck, will just spread his disease.
Someone has been here relatively recently, that the gas hasn't dispersed. Or an automated system just dumps out gas to make it look like there were people here. He somehow doesn't suspect that Jill would have gone this way willingly, but maybe they're hiding her here because she wouldn't have gone this way on her own?
Singe's head still hurts, Spinister.
Spinister nods slowly back to Kup, and he takes a step to the side, half-turning to make himself a smaller target, and he sights a line just over Kup's shoulder. A small move down, and he could nail Kup right in the back, but Spinister wouldn't do that, would he?
(Oh, probably.)
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Post by SceneMod on Jul 19, 2010 15:07:46 GMT -5
Running through fuel faster will indeed increase the spread of the entropic decay in Spinister's systems. What he's more likely to have to worry about, however, is a stepping up of the withdrawal symptom's timetable. It's been a while since he was shot, after all.
The metal screeches in protest as it's forced to slide in its track, but ultimately, it can't stand up to a determined Kup- at least not fully. It eventually jams hard against something in the wall, as if it jumped its track, though it is open enough that Kup should have no trouble slipping through. Spinster may have to turn sideways to accommodate his rotors, through.
The room appears to be some sort of security center, filled with various monitors and instrument panels. Some of the monitors are on and show various parts of the packing plant. Kup and Spinister might recognize some of those hallways and rooms.
There are fairly fresh blood drops on the floor near a turned-over chair, directionality indicating they fell from above. The chair also has a few blood smears on it.
Above the chair is a ventilation grate, one that is not as fully seated as it should be. There are two yellow feathers caught within it.
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Post by Kup on Jul 19, 2010 21:04:20 GMT -5
Kup slips into the room, looking around it. The first thing he does is approach the monitors, checking to see if any of them display any people, any hint on the 'right' way to go. However, it's as he nears the monitors that he sees the chair.
There's blood in that chair. Fresh blood.
His optics widen and he looks up.
His lips pull back in a snarl as he waves Spinister over, points to the grate. He interlaces his fingers as though to provide a step up, then pulls his hands apart, points to himself, and points back up to the grate.
Because yeah, Kup wants to go first for this one. Even if it means leaving an armed Decepticon sniper to his back.
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