punful: (got me all starry eyed)
sans ([personal profile] punful) wrote in [community profile] entrancelogs 2018-08-25 04:12 am (UTC)

Sans's Palace: Rm 220

The door to Sans's room on the second floor has changed. Before, it was a normal mansion door, maybe with some post-it notes on it. Now the wood has changed into a darker wood that doesn't match the rest of the mansion's aesthetic, and it has acquired about six extra locks of all varieties. There's also weird flickering lights issuing from underneath the door, almost like flames.

The door is locked very tight, virtually impenetrable. However, if you're industrious or Determined enough, you might make it inside.

Immediately within, you'll notice that it looks a lot like Sans's normal room, but there are no walls. Beyond the edges of his room are nothing but a black void that stretches on seemingly forever. The room is also unoccupied, and if you walk to the back and peer out into the void, you might see a faint light in the distance.

You'll have to cross the empty void to reach the next "island," and this is where things start to get dangerous. It's clear that Sans's mind palace is actively trying to throw out any intruders. Walls of bones will spring up out of nothing, and there's a constant rumble in the darkness like some kind of growl. Sometimes the source of the sound will make itself known if it really thinks you're a threat--an impossibly large black cat with a bent ear, basically a gigantic version of Sans's cat, 4. Between the cat and the bone attacks, it's difficult to traverse the void. The defenses aren't violent, though--they're not going to cause much harm, and the palace's main goal is to simply throw you out or deter you from going deeper.

The next island might be familiar to a very small handful of people--it's the interior of Grillby's. All the usual suspects are there having all their usual conversations, but Sans is still nowhere to be found, and once again the walls give way to empty darkness in all directions. Grillby and the regulars will treat newcomers with mild suspicion unless they act like they're just there to get food or drink. Some of them might mention that Sans hasn't been seen in awhile, but that he's probably at the barrier. The NPCs here will only become hostile if people make it clear that they're intruders, at which point they'll try to remove them.

Make it past Grillby's and it's another walk through the void, with all its dangers, until you reach the next island. This is an empty hallway cast in golden light. It's completely empty, but there are bells ringing in the distance, and a voice that might be Sans will announce that someone is about to be judged. The voice will then give a seemingly arbitrary number based on how much violence the character has committed. If the character has killed anyone, bone attacks will start to rise out of the floor and walls. The hallway will actively try to throw anyone considered "too violent" out, and will be a bit more aggressive in its defense.

Survive all that and cross the void once more and you'll find the Barrier. This is an enormous, translucent wall that looks almost like it's made of iridescent glass. There's a giant hole broken through the center of it. This is where Sans can finally be found, standing alone in front of the hole, staring through it to whatever is on the other side.

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