Game 4 | Game 4 Outline |
You decide to go for it. How hard can it be to steal this Serum stuff, anyway?
You quickly dart across the park area to the main building. Above you, the handle seems miles away, and there is no way to get in. Not to be discouraged, you run along the side of the building, looking for an entrance. Yes! A small crack in the wall is perfect for you to crawl through. You go through the hole into darkness...
You manage to slip through the crack, but it seems there is no solid floor there. You are stopping up the crack, and cannot see in the utter blackness. You utter the squeaky words, "Sod it," and jump down. As you jump, light pours through the now-open crack, and you can see it is not a short way down. You fall quite a distance for your mousey body, and luckily land in a garbage can. Escaping that, you realize that this is a stairway that seems to run throughout the building, but then again it looks quite abandoned. You reason that downstairs is where they would store the valuable "Serum", so you head that way.
After a long time going down (hey, you're only as tall as each step) you finally come to a door with a light seeping across the sill. You hear voices.
First you hear a man's voice. "We've got to move this serum to a more secure location, Dr. Maroo. Dr. Hex cannot afford for this valuable substance to be stolen by those squirrels! They've been a constant risk since the intelligence experiments! We must move it!"
Then a woman replies, "No, we can't move this! It's far to unstable. What means of transportation were you looking for? By road? One bump and the serum will go off. Sea? We're miles from the sea! Air? Helicopters are far too bumpy, and there is no room to build an airstip! We simply can't do a thing about the squirrels. Killing them is an impossibility, they always hide with ease!"
The man: "Then can't we just destroy the park? Force them to leave?"
"No, idiot! If we destroy the park, then carbon dioxide levels will rise, and you know that too much carbon dioxide will set off the serum!"
This is troubling to you. Not only about the reactivity of the serum, but also the way they mentioned "Dr. Hex". Wasn't your father leaving to find the elusive Dr. Hex? You decide not to worry about it. The crack under the door is too small for even you to fit through, but you spot an air duct along the ground and slip through it into the serum room.
Inside, the room is amazing. Beakers, test tubes, vials, you name it. Half of the room is a full laboratory, with every scientific tool imaginable, and the other half is a bunch of white containers, presumably holding the Serum. You realize you'll only be able to hold a single test tube, or a very small beaker. You sneakily slink to the cardboard boxes on the other side of the room, and snatch an empty bottle. You then stealthily move to the tubes, where a conveniently placed nozzle is attached to one of the containers. (Well, not quite stealthily, as best you can though. That bottle is big!)
You carefully twist open the bottle and fill it up. Luckily for you, the nozzle runs the blue liquid silently. It finishes filling and you manage to run to the hole unnoticed by Maroo and her companion. Too easy, you think, running to the air duct. Easy, huh? You are running quite quickly, but you didn't think to tilt the bottle so it would fit into the air duct. There is a loud clink! as the bottle slaps against the grille of the air vent.
"What was that? Huh? One of the squirrels' agents!"
Uh oh. You're in for it. You turn and see a large man storming like a mad man to you.
"Careful, Bert, he hit that wall with enough force to trigger the reaction!"
Bert is about to grab you when you notice that the blue contents of the bottle are now a fizzing green. The bottle explodes with great force. The last thing you see is yourself being hurled away, "Bert" with you.
You wake up groggily... and realize that you have changed.
Written by an anonymous author (edited by wanderer)
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