Phase Q/Cage Farm
The dim light makes it hurt to look anywhere. And it makes everything look ugly. Really ugly. The decrepit furniture, the decrepit faces, everything.
A nasty smell, some kind of mix of low grade oil and various industrial chemicals, permeates the air.
The sound is deafening. Like a mix of zoo screams, jet engines, and a metal refinery, it fills all the halls with its menacing, painful racket.
Corpses litter the halls.
You sense an impending dump of new visitors. The forklift pulls up, dumping a fresh batch of bodies on top of the pile you’re already getting crushed under.
Starving for air, starving for food, starving for water, you keep observing, desperately.
Occasionally a sentry goes by, monitoring all the cages. On gigantic treads, the metal guard roves about freely.
Amid the din, you hear a familiar voice.
“Over here!” yells the voice.
You look around, but can’t see.
“Look! Right here!”
The sentry goes past, and the voice cuts out.
The putrid smell of all the heaving bodies on top of you doesn’t stop. The crushing weight increases with each batch of bodies.
At intervals, a pack of dogs leashed to the sentry come in. They feed on the visitors, mostly eating the already dead.
You wait. Hours pass. You pass in and out of awareness. Each time you wake, the cage feels worse than the last.
In the cage next to yours, you see an arm reaching out from under a pile of bodies. And at the end of the arm, a hand makes slow, weak motions. In the hand is a plastic spoon. And the plastic spoon gradually scoops out tiny bits of the wall. Over and over and over and over and over.
As weak as you feel, you keep on breathing, slowly.
Kaplow!!!
A giant underground crawler rolls through the prison complex. Warriors in Triad uniforms, although who look like they have more Fuchy facial features, come through, firing lasers.
The bars on the cages melt. The walls crumble in places where they hadn’t yet.
The sentries fire back at the crawler. However, without the regularity of its expected enclosed prison layout, the machine struggles clumsily.
Behind the crawler, a vacuo follows up, inhaling piles of prisoners. It’s unclear where or if they would come out. And behind the vacuo, a phalanx of carriers.
The crawler prevails fairly easily against the sentries. However, with all the prison alarms ringing, many support vehicles and personnel have come to follow up.
Prison guards expertly maneuver the plan, firing at the infiltrators. The infiltrating forces carry very heavy armor, and they suffer few casualties at first. Then, the prison guards connect to the power grid, amplifying their blasts a thousand fold, and they knock the crawler into a hole in the ground.
As the carriers continue through the prison complex, militants load survivors into the vehicles. You weakly try to draw attention to yourself. The crawlers keep passing. Finally, a militant grabs you and throws you into a carrier.
Phase Q: An interactive adventure.