Call of the Void: Horror Survival Escape Map game.

Call of the Void: Horror Survival Escape Map game. have you ever wondered what it would be like to be the main character in a horror story? This Is All Just An Idea. This Does Not Exist Nor Is It In Production!

I've always Wanted to make a horror video game, but the last few years I've had this idea to bring the game out of the video. It Is However Copyrighted.

11/28/2020

This is all I’ve written so far but I’m writing whenever I get a chance! This would take an insane amount of people and building and money to do all that stuff that needs to be created for something like this to become reality. I know its just a silly dream right now but maybe one day this could be a real immersive experience for anyone to enjoy! The following information contains title ideas for chapters within the series I want to plan games for and some “mechanics” for how the games will work.”

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Chapter Two : The Travelling Circus

Benjamin Centred



Chapter Three : The Hollow Forest

Cynthia and Oscar Centred

Chapter Four : The Drown House

Chapter Five : The Cosmic Cathedral

Gregory Centred

Mechanics :

The game has phone to use as a menu with objectives and notes along with special achievements to complete for bonus rewards. Be aware of your surroundings the menu doesn’t pause this game!

Scan QR codes on notes to save them to the phone.

The Phone - Will have contacts for certain characters. This phone also doubles as a flashlight. In the contacts menu there will also be a direct line for help if you need at anytime or if you need to stop the game for any reason! The phone also serves as the menu where you can view objectives, notes and collectables. The phone also includes a camera if you should feel the need to snap some memories! “Hmmm, maybe this camera feature could be useful for peeking around corners and furniture too!”

Take home collectables can be found throughout the map and some special rewards can be unlocked by completing challenges and finding 100% of all collectables throughout the game

If you “die” anyway in game you’ll get game over and we take your picture and put it up as a missing persons poster in the sign up office and through out the game map!

The monsters - you will be relentlessly stalked and hunted by a few different main enemies some of who are non-killable until special fights occur. In most cases running and hiding are your only options. There are several hiding spots to be aware of! be sure to use the darkness and to keep cover behind objects and not to be too loud! All creatures have vices you can exploit that prevent them from finding you easily figure them out by finding notes and collectables about the monsters to help you avoid being caught!

Other lesser beings can be slain! keep an eye out for a weapon but be careful because everything has durability and will break after 3 uses. You may only carry 2 weapons at a time. Its best to avoid enemy contact and use items only as a defense to buy time. If an enemy is hit 4 times it will die and if you hit an enemy only once it will be stunned for a few seconds providing ample time to get away... hopefully!



(Have foam weapons that light up red when used twice.)

Inventory? You’ll be given a special bag containing 12 slots for small important items, bullets and collectables. Along with a fancy “high-tech” vest to help carry up to two weapons as well as the gun when time comes. You can also keep track of health.

Have a vest to wear for characters that can digitally register where the monsters hit them via special trackers in the suits hands of the creatures

You can take a total of 6 hits before you’ll be considered dead and receive a game over. Whenever one of the monsters hands comes in contact with your body suit that area will light up dull red signifying a hit. If a monster gains hold of you for more than 20 seconds its an automatic death. In order to stay alive there have been various health items! You can use a healing item if you find one to restore anywhere from 2 - 6 hp! Certain items heal better than other items!

Doors! - There are tons of locked doors with skill testing puzzles and hidden keys. Most doors will have a hinge that will close the door behind you after you proceed through. Some doors will lock behind you. Most doors other than a few will open both directions serving as a safety feature and as a time saver when being pursued by enemies.

Hide! Quickly! I hear it coming! - You might hear something before it sees you or if you’ve been seen and manage to break line of sight you can take cover somewhere! Where is that somewhere you ask! Well how about that garbage bin! Or maybe those barrels over there? Heck just jump into the wardrobe! And hope they didn’t see you enter! Creatures will search hiding spots so don’t get too comfortable, however although creatures do this to some locations they will not specifically hover in just one are, they will roam throughout the entire map. Don’t get yourself cornered now!



Lives and Saving? Yes you can! Although the Main mode is set to Hardcore Permadeath, for a dedicated player who really wants to make it through the story! we offer a slightly more expensive unlimited lives game mode with saving locations where if you die you can “Re-spawn”. Be aware any items you pick up (excluding notes and collectables) that you were not carrying previous to saving your progress will be taken and its location randomized upon dying. This includes randomizing locations of Keys, Weapons and changing certain puzzles to have different answers each time you die.

Free Will! Although just turning around to exit the game map and leaving the town to suffer its fate is an option (and may or may not be an achievement worth 15 pts) it will ultimately lead to a game over. All the other choices you must make have various and sometimes deadly consequences for yourself and others. Throughout the game you’ll be introduced to many characters some of who will be unavoidably killed. Others however, if you play it all smart can be saved or even sacrificed! You can achieve various different outcomes depending on who lives and who dies, the decisions are up to you.

While you make decisions you’ll have a karma system. Depending on who you side with during arguments and how you respond during conversations will gain you Positive, Negative and Neutral standings with all the different characters. Fun stuff huh? You can play with their lives and their emotions! Be careful not to have a character meet an untimely fate if you like them... or the opposite if you don’t. You be you my dude!

You’re always being monitored for your safety! If at any point you need assistance out of game world we will stop everything and be right there to assist you. You will never be in any real danger! Your safety and wellbeing is 1 # here!

11/28/2020

CHAPTER ONE CONTINUED!

As you step into the room you’ll see its covered in cords and cables connecting a ton of monitors together hosting security camera views of every location in the house (Excluding downstairs). There is another door sporting a funny technical looking lock with a cord running to a small computer amidst all the monitors.

Danny - “Oookaaay, I get a few break-ins making you kinda worried, but this is a bit much.”

Ron - “No kidding this place looks like the definition of paranoia.”

Lexie - “Lets go check those monitors and see if sally is still here somewhere!”

Danny - “Yeah and maybe our way out too!”

They’ll all head to the monitors.

Head over to the monitors and help them inspect. You’ll find all of the screens are off and on the table in front of you a funny looking control system with a built in microphone. On the control panel you’ll find a sticky note. A long thick cable runs from the backside of the main system and over to a fuse box on the wall.

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You FOOLS! Why do we need all these cameras set up in this one house??? Have you any concept of the amount of power this set up consumes? We’re trying to overt attention not draw it to us... this controller is set to have only certain cameras operational. If you idiots need to see the other screens flick the switch to swap between views. Using the numerical system you can select the screen and using the joystick you can move the camera around. Don’t be taunting any of the prisoners either, they don’t deserve attention...

Wendall

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Danny - “Whats it say? Anything helpful?”

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If you chose to tell them

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Danny - “Prisoners! Maybe they’re taking about sally!”

Lexie - “There must be a way to turn the power back on. We have to get these cameras working!”

Ron will agree and promptly head to look at the computer controlling the locked door. Lexie will head around back to the cables and fiddle around while danny explores the room looking for anything.

Lexie - Pos

Danny - Pos

Ron - Pos

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If you choose to ignore them.

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Danny, Lexie and Ron will take the note giving you a look of confusion and suspicion then proceed to read it in a huddle. They will start treating you as if you’re not to be trusted.

Lexie - “Sally could be one of these prisoners.”

Danny - “Lets get this power on. Even if Sally isn’t one of these prisoners, that panel has a microphone. We need to help them whoever they are!”

Ron - “This is all sorts of messed up.”

Lexie will head to the back of the monitors and start fiddling around with the wires. Danny will search the entire room and Ron will head to look at the locked door.

Lexie - Neg

Danny - Neg

Ron - Neg

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If you head over to Ron at the computer.

Ron - “Can you believe it? Locked! With a riddle... Go figure. Whats with these people , eh? Lorraines really lost it. You have at it, Im useless with riddles.”

Ron will hand you a note and slunk off to look around with Danny.

Observing the computer you can see the password requires several digits. The note reads :

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This stupid computer wants a password so I tried to set it as 16 (my favourite number!), but low and behold thats not good enough... nope this s**t box requires a minimum of 4 numbers. So I thought, okay I can be smart too! Ill turn my favourite number 16 here into a 4 digit number using the palindrome technique. 16 + 61 = 77 now this is a palindrome, but still not 4 digits... we’ll have to keep going! 77 + 77 = 154. 154 + ahha! Yes just two more turns of this sequence and then my lovely 16 will take it’t rightful place as guardian of the s**t box! For all this trouble I had to go through and for treating ME like an IDIOT, You, YOURSELF, WENDALL, can figure out the answer!

Member Perry

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Finishing two more sequences to arrive at the palindrome answer (A # that reads the same forwards as it does backwards) you will be able to unlock the computer!

Typing in the password the computer screen will pop up with 2 options.

F1 - Open Shutter Door

F2 - Open Safe

If you select F1 an Error message will appear stating an emergency power button has been switched on and until its been turned off the door will remain closed.

Selecting F2 will open a secret safe within the table the computer is sitting on. Opening the safe door you’ll find a key engraved with a Venus Symbol.

Take the key into your inventory and your phone will buzz with a speculation!

If you haven’t inspected the door your speculation will read:

Inner Voice - “Hmmm, I wonder what this unlocks. I should check around!”

If you have inspected the door the speculation will read:

Inner Voice - “Oh, Hey! That door all the way to the left end of the hallway had an engraving of this symbol on it!”

If you head over to the fuse box and open it you’ll see its missing a fuse triggering Lexie to come over.

If you’re on good terms with her:

Lexie - “Well this explains why the system is offline. You sure are a good detective! Think you can keep it up and find us that missing fuse too?”

___________________________________

If you have bad standing with her:

___________________________________

Lexie - “So now we’re looking for a fuse... You going to pull this solution out of your ass too?”

___________________________________

Your phone will buzz with a new task!

Find a Fuse

Take the key and unlock the Venus Door at the end of the left hallway!

Entering through you’ll be presented with a long hallway that bends off to the left and out of view along with two doors on the right side.

If you try to check the second door before the first door you’ll find it locked. If you check the first door you’ll enter into the first “save” room and trigger an event!

When you open the door and step inside you’ll hear a deep guttural growl come from behind the wall of the locked room and if looking at the ground you’ll be able to briefly witness a long black slimy tendril disappear through a large hole in the wall followed by a loud crashing sound of a door being broken down and something running away down the hall.

If the player happens to exit the room instantly after hearing the growl the door will not break down and instead will remain locked and you’ll hear the creature smash something, then it will fall silent. Entering back into the save room you can save the game.

When in the save room your phone will buzz with a speculation.

Inner Voice - “This hole is big enough to crawl through, it looks like it goes into the room beside here!”

If you crawl through the hole or if the door has been broken down and you enter through that way you’ll find yourself in a bathroom! It will be in rough shape and water will be leaking all over the floor from out of an over flowing sink. A few stalls will be to the side.

If you head over to a stall and open the farthest one you’ll find a hole that you wont be able to crawl through behind a broken toilet. If you get closer you’ll find a note pad just within reach.

A stained notepad soaked in black goo and what appears to be blood lays on the floor the pages are all gummed together, but the book was opened to a page where someone sketched a frantic looking message.

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Saturday the 8th

Nolan... you were right these people aren’t fu***ng around. That Wendall guy sent me in here to store some of the extra camera equipment after giving him lip for treating us so harsh, but he locked me in. There isn’t even any bedrooms on this side to sleep in. Im sorry man I really messed up. I thought these people would be our way out of this town.

Monday the 10th

I still haven’t been let out and they haven’t even brought me any food. I keep hearing some sort of noises from behind the walls... I thought I saw some sort of woman or something disappear into that room marked theatre, is she trapped in here too? Its locked up tight though. I have to find means of escape.

Tuesday the 11th

Nolan, I’m sorry, I’m so sorry, I encountered that woman Ive been seeing down here and theres something really wrong with her. She chased me around the halls, but I’ve managed to hide in the bathroom. I can hear her growling. Im hiding in a stall trying to keep quiet. I’f I don’t make it out of here, if I don’t see you again know I always loved you. I only wanted to escape together and instead I landed us here in this hell. Im not giving up, I’ll find a way out of here and I’ll...

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The note stops mid sentence. the marks on the page look as though a struggle occurred.

Upon obtaining the note fain growl will emanate from within the hole and you’ll hear something scurrying away.

If you open the stall closest to the sink first or after you’ll find a mutated co**se with a name tag that reads, “Perry”. Blood and guts will cover the stall walls and floor. If you get close enough you will see a secret object stuffed into Perry’s corps reach into his stomach and pull out a strange stone puzzle piece. In Perrys hands he holds a small bag containing three smoke gr***des and another small note that says :

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“Stole these from Wendall’s Armory ;p“

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Adding the gr***des to your inventory bag will send a tutorial message to tour phone.

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Tutorial : Smoke Grenades! In a pinch these fun little Defencex Brand Houdinis can offer you the upper hand if used correctly! Pull the pin and toss it down! Wherever you are, hope you aren’t found!

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If you inspect the overflowing sink you’ll see some sort of object just barely visible sticking out of the dirty water. Stick your hands into the sink and pull out a key labeled “Bar”.

Exiting the bathroom and heading down the hallway and around the corner you’ll come across another hall jetting off to the left and an option to go straight. Off to the left is a door marked “Theatre” that will be locked, across from that on the other side a door marked “Bar”. At the end of the hall the Mercury engraved door as well as the option to go right down another hall connecting in a circuit to the path that leads straight. If you go straight you’ll find another door marked “Bar” on the left side.

If you head down the left hall and to the end and turn to the right just a bit further down you’ll see the other side of the shutter door and a big red emergency button on the wall lit up red. Head down and press in and turn the button to lock it into place turning the light green. Head back down the hallway to the bar doors and use the key to unlock the door.

The bar room is a big open room containing a bunch of table arrangements and a large bar as well as a few dart boards and pool tables. In one corner a stage with a grand piano and a singular microphone are set up under mood lights. The tables have bizarre rock like looking centerpieces and are oddly lit with candles as if expecting guests for the night. Behind the bar is a door marked storage. There is a small open window between the bar and the storage area.

If you head over to one of the tables in the far corner you’ll notice instead of a bizarre rock in the middle of the table a strangely familiar styled bobblehead version of yourself will be depicted holding a giant syringe full of a strange liquid faintly glowing with ever swirling colours. Flick the head so that the syringe lights up and you’ll earn a take home collectable for after you finish your run! This will also gain you a special perk allowing you to obtain one extra point than its original base stats after consuming a heath item. This will also gain you 15 points towards the Points Store in the Missing Persons office upon completing your run.

On the stage on the piano you can find another note

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We must have the most grand party of all to celebrate the coming of our creator. We must not slip on a single detail, everything must be perfect for our new queen. Hire a player with fingers that never tire, who can cast a beautiful melody effortlessly as well as a siren to sing the song of our new goddess. Here are a few names of people who pose some good potential for these roles.

Norman Galloway - Pianist

Terry Hanford - Pianist

Betty Hallafare - Singer

Romeo Doovalidch - Pianist

Denver Adams - Pianist

Cathleen Willmont - Singer

April Wilcox - Singer



Lorraine.

Ps. Oh and do make sure they’ve become Devoted.

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As soon as the player enters behind the bar the piano will start to play an eerie song all by itself and some chairs will move around as if people had just been sat down. The sound of ghostly chatter and dinner plates meeting silverware fill the room.

Around the back side of the bar if you pass the door going into the storage room and make your way to the end of below on a shelf is a glowing bottle of ever swirling liquid. Your phone will buzz with a tutorial and speculation.

Inner voice - “Pretty colours... I cant help but feeling a sense of calming and safety looking into this bottle.

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Health Items! There are several healing items within the game that you can use to regain your senses and keep pushing on! This bottle of “Universe Juice” will heal 3 pts of base health or 4 with a special perk. Additionally there is a jug to heal 5 pts (or 6 with a perk) and a Vile to heal 1 point (or 2 with a perk).

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Entering into the storage room you will see a flickering light near the back behind one of the shelves full of boxes of camera equipment.

On the shelving rack closest to you is a note

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Wendall I am sorry. Ive organized this shelf with all the extra camera equipment just as you asked. Please let me go. I promise I wont back talk, I truly am Devoted. I was being foolish earlier and I deserved to be punished. I understand that now.

Ps. I managed to find the extra strong double sided tape you said Mr. Wagner asked for. Its barely got anything left on the roll, but theres enough here for making whatever his blueprints are for.

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On the top of one of the camera boxes next to the note is a blue print for the “Sneak-ers” and a mostly used up roll of extra strong double sided tape.

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The blue prints depict a pair of shoes with some neoprene stuck onto the bottom sides with double sided tape or glue.

Ingredients : Shoes, Extra Strong Double Sided Tape/ Glue, Neoprene.

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Take the tape. Getting around to the back of the room near the flashing light you’ll see the light emanating from a fuse box. Beside the box is a key hung up on a hook. Heading over to the box take the key. Its engraved with a mercury symbol. Open the fuse box and take the fuse. The power will suddenly go out and emergency lights will activate. A loud growl and smashing sound will be heard from in the bar room as all the music, chatter and dining noises stop. Peering through the window between rooms you can dimly see the silhouette of a womanly creature searching the room. If you wait and watch her from the window or stealthily from behind the bar area you can figure out a pattern and escape the room.

As you near the door to enter back into the bar area from the storage room your phone will buzz and you’ll be presented with a new mechanic. Stealth/Sneak mode.

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This is your first “Immortal Monster Encounter” meaning you cannot fight this enemy. Your only options are sneak past, run and hide or die. Use Large chests, Cabinets, under beds and other areas to hide, but don’t stay in one spot too long!

All monsters have certain vices to exploit that make it easier to get around them. Study enemies closely and find notes to gain information about certain monsters and their weaknesses. Stay quiet and move slowly crouch behind objects and use distraction items to lure them away.

Hint* Try using the bottles on the bar to lure her into a corner of the room allowing you to escape into the hallway.

Sneaking around her you can stealthy open a door and exit, however if the player opens the door too loudly or makes another noise or just gets seen in general you’ll have to make a break for it. She will pursue you until she loses sight of you. She will then go back to searching. If you do end up in a chase you can lose her around a corner if fast enough and then use the broken line of sight to try and get into a hiding spot. Wait for her to go back to her regular pattern and then make your move. However the easiest way to lose her is to run into the bathroom OR save room and crawl through the hole using how long it takes her to either follow you through or come around you can get enough time to make it back down the hall and out of sight. (Most monsters are a bit slower than you, some monsters still have their human continence fighting against their devotion giving you a bit of an advantage when trying to flee!) The Venus door will be blocked and inaccessible with some of the furniture from the hall in front of it. Successfully avoiding the creature or escaping it you must then make your way to the mercury door and unlock it. Once through this door the creature will disappear.

If you manage to sneak away without alerting the monster in the first stealth section you’ll unlock an achievement called “The Fox Walk” worth 25 points in the Missing persons office at the end of your run.



Head back into the room to the others and you can either explain what happened causing them to ask various questions.

After either explaining or shrugging it off you can head to the fuse box and install the fuse, powering on the monitor system. Or go to the computer in the corner and select “open shutter door” the door will only open a slight bit but not even half way.

If you did not press the button from the other side the door will not open at all and this action will have irreversible consequences.

After activating the system, heading to the monitors you can view a few rooms upstairs and a few blurry screens. The buttons you press will stay down until you press certain other buttons that then trigger the previously pressed buttons to pop back up. If the patters is pressed correctly and all buttons are held down you’ll be able to operate a special screen and communicate with a prisoner in an unknown location.

Prisoner - “Hey, HEY! I see the red light! I know you’re listening?! Perry? Perry, is it you? Hello!!?!?!?”

Use the button and the mic to talk.

If you ask whats going on, his name or any other relevant questions :

prisoner : My... my name is Nolan. Nolan Karwhite. My boyfr... my buddy Logan and I were coming here to escape our life, our parents... but these people they aren’t who they said. They locked us up and some of them are sick with something! Please you’ve gotta help me. They’ve taken me to some sort of old scouts camp off in the woods, PLEASE!.

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If you neglect to tell Nolan of Perry or are unaware or Perry’s death :

Nolan : Okay! Okay... Im not far, they didn’t take me far. There is an old scouts camp in the forest somewhere. Its really weird theres a church here and a few run down cabins. I can see a small bit out this basement window. If you can get here and help me out I can help you too. Please, please don’t leave me here, I have to find my friend Perry.

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If you found perry and decide to tell Nolan :

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Nolan - “No... No. You’re sure?! No? Please? *muffled crying and silence will follow as he walks out of camera view. You can only see his toes shaking a bit while he remains slumped against the wall behind the camera crying silently. no mater how much you try to contact him again.

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As soon as this dialogue or Nolans plea for help has finished the wall behind the computer system will slide open revealing three cult members stepping through the hidden entrance.

The cult members will draw their knives. One cult member will apprehend Lexie and another will corner Danny as the third encroaches on you and Ron.

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If you opened the shutters:

Ron will be apprehended and it will give you time to escape through the lower bit of the shutters before they can send a member after you.

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If you did not open the shutters but pressed the button on the other side:

Ron will run to the computer and open the shutter doors. They will open half way, but Ron will then be approached by a member and struggle with him. Ron and the other tell you to run. Run to and through the shutter door.

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If you did not open the shutters and did not press the button on the other side :

Ron will run over and use the computer. The computer will give him the error msg saying the emergency button is still active which will then prompt him to punch the screen. The shutter will slightly lift and Ron will then physically pull the door open half way before being stabbed and killed, then dragged off by the member. Lexie and Danny will prompt you to run as they also cry out for their fallen friend.

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If you found the smoke gr***des and use one here.

Using a smoke gr***de here will send you on the first major augmented path. This will change certain events of the entire game in some drastic ways.

Here you have an opportunity to save everyone and skip an entire sequence of stealth sections and other possible deadly opportunities to occur!

Throwing the gr***de down will more or less fill the room with smog. (The masks the the members wear will have some visual obscurities making it harder for them to see in the smoke than you. Lexie, Ron and Danny will all converge to you location and you now have time to operate the computer system and open the shutter if you don’t head over one of the other will. They will open the door and prompt everyone to follow. If you move fast enough the members should be preoccupied swiping around at nothing, provided you don’t get too close to one.

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Regardless of what happens as soon as you or everyone make it through the shutters (Unless you too get caught and die) you’ll be standing in the hallway from the previous section. Down the left path on the same side of the wall the shutter doors are on, near the very end the wall will slide open and more members will step through. One will be coming down towards you and the other walking down the other path that circles around.

Your phone will buzz with an objective :

Run, Hide, Escape!

Head down the hallway towards the mercury door but find its been jammed shut. If you instead ran out to the beginning area and through the mercury door into the other area instead of going under the shutter door, the member chasing you will follow you straight in and it will become jammed after the member proceeds through.

Here you have many options as to how you want to play it out. Use another smoke gr***de? Run and hide and sneak past the members? (If everyone made it through they will all be able to escape apprehension one time before being caught but not necessarily killed. They may get dragged off, get knocked out and guarded or in some cases killed. You can give directions to your comrades as long as you have good standing. If not they might not listen, go their own way or even draw attention and put you in harms way.

Once the player manages to make it around to the secret wall door the members came from you will be in the Ritual Room. A big lever will be flashing on the wall with the slide door. Pull it to close the wall. Your phone will buzz with a clue to do so if you don’t do so right away. If you neglect to close the wall you are still in danger.

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If you made it through alone :

The room will be all stone, cold and the middle of the room is home to an alter that has been obviously used for some incredibly gruesome acts. Candles will be lit all over around the room and blood will be stained everywhere. Laying on the alter is the first offensive weapon!

Your phone will buzz with a tutorial when the weapon is picked up.

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weapons! Weapons that have not been used will glow with a dim white light. Once swung the object will start to glow a dark green tone signifying its been damaged but still in good condition and when used a second time the object will glow dark orange signifying more damage. After the third swing the weapon will glow a very bright red signifying its broken and will no longer do damage. The red light is visible to enemies. Enemies only take 4 hits to kill, members can be killed. If you give a weapon to an ally they can use it to save you or themselves and damage the enemy. Same goes for distraction items. The better your standing the more reason they will risk their own skin for yours.

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Along with the Weapon there will be another (or if you haven’t found any of the others, the first) strange stone puzzle piece!

Here you also have two options. One will again get everyone killed the other option gives you the opportunity to save certain people or all.

There will be two other levers one on the left wall and one on the right.

Operating the lever on the left wall will open the wall into the Watching room where Danny Lexie and Ron (if not deceased) will be held up and being watched by one Unstable member. The member will be talking to themselves and stabbing a wall while occasionally looking at the others while screaming and giving them threatening growls. (If Ron was killed the member will be stabbing Ron’s co**se instead of the wall.) The member will be being too loud for themselves to notice the little noise the secret door makes while opening to turn around in your direction.

If you have a smoke gr***de you can use it here and possibly release everyone and make an escape.

You could sneak attack the member and use the stun time to release whoever you can and repeat until everyone is released or the weapon breaks. You could use both the weapon and the gr***de and then release everyone you can. Even if you hit the member with all three hits you wont be able to kill him without a 4th.

If you time everything correctly you could use the time between the member stabbing the wall (or Ron) to release someone and then hide before they look back over. Repeat until everyone is untied and then sneak back into the ritual room to the wall lever. Signal everyone to run when the pattern is safe to move and close the wall before the member catches on. (You can even hide behind your tied up friends if the member is on the ground stabbing Ron’s body and not standing up able to see over.)

The lever on the left side of the room will open a small passage to a hallway that leads to a ladder.

If you don’t open the wall and save anyone and instead just opt to go up the ladder. The trapdoor you proceed through above will lock behind you and the next time you see your “friends” they wont be themselves anymore.

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If you made it through with everyone :

Everything will be set up the same however if you open the wall into the watching room the unstable member will immediately agro on you. You will then have to use a smoke gr***de or the weapon or run. (Access to the beginning basement section is achievable through the watching room or even back through into the previous section of the basement back through the half open door. Regular Members will not crouch through holes but some monsters and more persistent types of members (unstable) might.

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If you and only a one or two people make it through you can work together or tell them to wait while you save the others or leave without attempting to rescue anyone. However, whoever you are with depending on standing will either stay behind and try to save people on their own (and die trying) or if your standing is good enough and they follow you without saving anyone they will really resent the fact.

Going up the ladder you’ll find yourself in the shed you inspected when arriving at the house. The trap door you open is the lower cabinet door of the workbench. While in the lower cabinet area before crawling out you can see several shoe shaped cut out neoprene pads. Pick them up before crawling all the way out and you will have all the items needed to craft some “Sneak-ers”.

Finding the materials and crafting the “Sneak-ers” unlocks the special achievement “Shoebisoft” (these are mine quiet shoes) worth 30 Points in the Missing Persons Office upon completing your run.

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If the player happens to get all the main characters fates sealed in the first act, but still manages to finish the game you’ll unlock the special achievement, The Soloist. “Guess I’m singing this one a cappella” Worth 90 points and a unique badge in the Missing Persons Office upon finishing your run!

If the player manages to get all other characters infected and mutated into monsters as well as being able to defeat them you’ll unlock the special achievement, The Devil You Know. “Its always hard to say goodbye” worth 90 points and a unique badge in the Missing Persons Office upon finishing your run.

Special Items :

Finding the materials and crafting the “Sneak-ers” unlocks the special achievement “Shoebisoft” (these are my quiet shoes) worth 30 Points in the Missing Persons Office upon completing your run!

Address

Picton Main Street
Picton, ON
K0K

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