Re: The Journey to EVE-2
As soon as Vilfred removes the outside crystals, the doors begin to close. You realize that no crystals will be required from the inside (except to open the doors to get out).
But the robots are also extremely close, and the large heavy doors are unbearably slow.
Mark runs into the garage, squeezing between the door.
But the robots are right behind.
...15...14...13...
Between the cracks in the door, you see a robot grab hold of Johnny. The clone's screams are silenced by something injected into his neck as the lid of a stasis device pops open.
Fletch and Rob remain outside, but the doors are too close together for them to fit through. You see the crack of light as they turn to face the robots descending on them...
And then the doors close.
Johnny, Rob, and Fletch were caught outside, and the remaining five of you have made it inside the tower. The robots remain outside, so you are safe--for now.
You stand on the inside of the very large central tower. This is a garage-like area with 8 "vehicles," 4 parked on each side. As Cop-R discovered, the vehicles are really some sort of animal-plant-machine hybrids. The half robot, half organic bees and ants are making more sense to you now.
As far as exits, there is, of course, the large set of double doors, on the far side of which wait large, weaponized robots ready to put you in stasis. On the far side of the room is another, regular-sized door.
The room itself has a cement floor, a closed cabinet next to the far door, a slightly arched ceiling about 15 feet high, and a light switch next to you. 7 of the 8 hybrid vehicles are still covered with tarps.