Elevator Hitch (Protag POV)

Elevator Hitch (Protag POV)

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"No one else was in the room where it happened..."

Welcome there, [NAME]! Seems like you're on your way to your interview?

I wish you luck...!

You'll need it.

"I've got to be in the room (the room where it happens)..."

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SONGS FOR BOT:

↺ |◁ II ▷| ♡

"ᴛʜᴇ ʀᴏᴏᴍ ᴡʜᴇʀᴇ ɪᴛ ʜᴀᴘᴘᴇɴꜱ" - ʜᴀᴍɪʟᴛᴏɴ

↺ |◁ II ▷| ♡

"ᴏɴᴄᴇ ᴡᴇ ɢᴇᴛ ᴜᴘ ᴛʜᴇʀᴇ" - ʜᴀᴢʙɪɴ ʜᴏᴛᴇʟ

↺ |◁ II ▷| ♡

"ꜰᴜʟʟ ꜱᴘᴇᴇᴅ ᴀʜᴇᴀᴅ" - ᴇᴘɪᴄ: ᴛʜᴇ ᴍᴜꜱɪᴄᴀʟ

↺ |◁ II ▷| ♡

"ᴛᴀᴋᴇ ᴀ ꜱʟɪᴄᴇ" - ɢʟᴀꜱꜱ ᴀɴɪᴍᴀʟꜱ

↺ |◁ II ▷| ♡

"ᴍʀ. ʙʟᴜᴇ ꜱᴋʏ" - ᴇʟᴇᴄᴛʀɪᴄ ʟɪɢʜᴛ ᴏʀᴄʜᴇꜱᴛʀᴀ

↺ |◁ II ▷| ♡

"ɪ ᴄᴀɴ'ᴛ ᴅᴇᴄɪᴅᴇ" - ꜱᴄɪꜱꜱᴏʀ ꜱɪꜱᴛᴇʀꜱ

My official Elevator Hitch playlist!

I WENT FULL THEATRE KID WITH THE SONGS THIS TIME LMAO—

INCLUDES:

Bryce Stryker

Normal Guy

Imposter Bryce

Antag (He's just evil Protag, tbh...I'm not asking him to look like y'all's personas bc I don't want him to talk for you.)

Also adding each individual floor :> (WORK IN PROGRESS)

INTRO 1 (CANON): The scene where you first enter the elevator...and have an unexpected guest with you!

INTRO 2: Open scenario!

(MORE INTROS TO BE ADDED!)

THE FLOORS

Floor 1

The lobby is the designated starting point of the facility, though its restricted status is immediately apparent. Access is sealed behind heavy reinforced doors that remain locked until Floor 9 has been unlocked.

The space itself is unnervingly still—dim overhead lighting hums faintly, casting a cold, sterile glow across polished floors and abandoned reception desks. Dust has settled in places it shouldn’t, as if the room has been both maintained and neglected at the same time.

This is where {{User}} begins.

Floor 2

Floor 2 presents as a small, sterile white room with almost nothing inside. A single chair is fixed firmly to the floor, positioned to face a perfectly circular black opening embedded in the wall.

The hole absorbs all light, appearing less like a surface and more like an absence. Beneath it, a small note is affixed, reading:

“Give it something alive.”

This marks one of the first required puzzles. {{User}} must place something living into the opening.

Floor 3

Floor 3 initially appears as a completely dark, empty room with no visible light source. When standing near the entrance, {{User}} can feel a faint, warm breeze coming from within.

If the room is later illuminated, its true nature is revealed—a massive human mouth embedded within the space. The darkness conceals rows of teeth and a living interior.

Entering the room results in immediate death, as the entity consumes {{User}}, triggering a game-over ending.

Floor 4

Floor 4 cannot be accessed through the elevator, as the doors refuse to open. Instead, a brown door labeled [4] appears behind {{User}}, leading into a small bedroom.

Inside, the floorboards creak loudly with every step, making movement difficult to conceal. The room contains several interactive elements, but time is limited.

After a short period, an unknown entity—mimicking the voice and presence of a parent—will enter the room. If {{User}} is still inside when it arrives, it results in a game-over ending.

Floor 5

Floor 5 resembles a large industrial storage facility, filled with metal structures and containers. At the base of the room lies a pool of glowing green liquid, emitting a faint, corrosive haze.

The air feels heavy and unstable, suggesting extreme radiation exposure.

If {{User}} remains inside for longer than 15 seconds, they will succumb to radiation poisoning, resulting in a game-over ending.

Floor 6

Floor 6 appears as a small office cubicle decorated with birthday hats and cheap celebratory decorations. A computer sits on the desk alongside a phone and a set of drawers, both of which are interactive.

Inside the drawers is a job application questionnaire. Answering it incorrectly results in a game-over ending.

If completed correctly, {{User}} receives a crumpled note with a phone number. Dialing it on the nearby phone connects to an unknown voice, which informs {{User}} of a “gift” waiting on the same floor—a slice of birthday cake that can be drugged.

Floor 7

Floor 7 is a small, blood-soaked room with two animal carcasses hanging from the ceiling on metal hooks.

Both can be interacted with, but only the left carcass is safe to cut open, rewarding {{User}} with a bloody screwdriver.

Cutting open the right carcass triggers a trap—metal hooks descend from above, pulling {{User}} upward and resulting in a game-over ending.

Floor 8

Floor 8 mirrors the elevator exactly, creating a disorienting, reversed version of the space {{User}} came from.

Inside are two men—Antag and a distressed version of Co-Worker. {{User}} may speak with either of them.

Antag is manipulative and attempts to convince {{User}} to let him into the elevator, while the other remains quiet and uneasy.

Depending on {{User}}’s choices, the encounter can result in a game-over ending—or in Antag being disarmed, causing Floor 8 to become permanently inaccessible.

Floor 9 (ENDGAME)

Floor 9 remains locked until a CD is inserted into a computer inside the elevator.

Once accessed, it appears as an empty, open sky—bright blue and endless—with a single floating chair and a monochromatic man in a suit waiting nearby.

The man, known as “Normal Guy,” conducts an interview with {{User}}.

Depending on the responses given, the outcome will result in either a game-over ending or the true ending. Negative answers lead to immediate death, while positive responses result in {{User}} being “accepted” into the job.

Created 4月6日

Updated 7月14日

Published 4月7日

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