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Landel's Institute: A Primer.

I've taken to posting this information every few days, as new patients come in. I welcome any productive additions.

-- M.E.



First, and most importantly: Do not go out alone at night, even if you are an extremely skilled fighter. There are monsters here that can and will kill you; be wary and be careful. It's best to go out as part of a team.

Second, though no less important than the first: Everything the staff members tell you is a lie. Your name, your history, and your "family" are all lies if the staff tells you about them. (I've heard rare cases of patients being called by their actual names, but this doesn't seem to be a widespread occurrence.) Trust your own memories.

Third, we have a little monster problem on our hands at night. This is why you should not go alone at night. Take heed of what other patients have noted about the monsters. There is information about them here; to my knowledge, this is the most updated version of the list.

Fourth, we're all from different "worlds" and different timelines. No one, save Martin Landel, who runs this place, knows how or why we were brought here.

Fifth: If you need company at night, it's best to contact one of the club leaders. Homura-san leads the History Club, Maes Hughes leads the Cooking Club, and Hinamori-san and Matsumoto-san co-lead the Arts and Crafts Club. They post here regularly regarding their missions and how they can be reached.

Sixth: Take note of your "name" and room number and give it to your allies. The staff members take people at night for what's known as a "CM-US Trial", where you're at their mercy. These have been announced over the intercom system; knowing your name can help others find you.*

Seventh: Patients have been known to be controlled by the staff at night, in a process known as 'Special Counseling'. Your friends can and will attack you if this happens; be careful and be cautious.

Eighth: The voice on the radio...while I would like to say that the current voice is as trustworthy as its predecessor's, I'm afraid evidence is mounting that this isn't the case. It's still a good idea to take the radio with you at night, but be cautious when following its clues.

Ninth: It's possible for allies to go missing here. We don't know what happens in this case.

Tenth: [Copies of the roof map, first-floor map, and second-floor map are tacked here, with a note saying, "Maps courtesy of the Arts and Crafts Club, with the exception of the roof map, provided originally by the first voice on the radio - please leave them here for other patients."]

Eleventh: Some areas of the Institute are more dangerous than others after night falls. In particular, the Sun Room seems to be dangerous, as does the basement, courtyard area, and the animal containment room.

Twelfth: I've heard cases of 'powers', whatever they may be where you're from, not working the same way they would in one's home world. Take this as you will.

Thirteenth: It's possible to leave the Institute grounds at night; however, the monsters outside the grounds are more dangerous than the ones within.

Finally: Watch your back.

-- M.E.

* At one time, there was a list of patients' names being collected. However, the person behind the list deemed it too dangerous to keep it posted in such a public forum.

[unsigned]

[identity profile] trapdetected.livejournal.com 2009-02-15 05:18 am (UTC)(link)
Then you should have said so from the start. I don't like wasting time when you could simply get right to the point.

No matter, it's already been settled.

Re: [unsigned]

[identity profile] whos-da-man.livejournal.com 2009-02-15 05:22 am (UTC)(link)
Whatever. You must be a barrel of monkeys at a party.