Thursday, September 3, 2026

Microstory 2749: Mind the Gap

Generated by Google Flow text-to-video AI software, powered by Omni Flash 1.1
After Elise and Rage get dried off and cleaned up, the former follows the latter to the vactrain station where they head for a dome called The Sandbox. Rage evidently wants the team to meet each other on neutral ground. Before they embark on the treasure hunt, it’s prudent for them to get to know each other first, and learn how to work as a team. Rage expects them to be here for the next few weeks. She hasn’t yet explained why this particular dome. Elise has never heard of it before. She still isn’t sure why she was picked for this at all. She hasn’t excelled at the skills she’s attempted. She just likes to try new things. It was time for a break, though, so she’s not complaining.
It might seem like overkill, but according to Rage, this will be an important crucible. If anyone decides to quit, it’s a lot better if they do it before they begin the hunt. Losing a member doesn’t immediately disqualify the remainders from moving on. Everyone could leave by the end of it, and as long as the last remaining player sticks around, they can succeed. But obviously Rage doesn’t want that. She wants them to be perfectly in sync. She told Elise that she doesn’t know what that looks like, but that will precisely be the point of the exercises.
It’s making Elise a little nervous, all this uncertainty, but knowing that she doesn’t have to commit to anything right away has taken some of the pressure off of her.
After the vactrain lets them off at their destination, they take a smaller one to the other side of the dome, to an entrance where no one else is around. Also weird, so Elise checks her consciousness stream to her backup bodies, and they’re all fine, so she presses onwards.
They have to walk across a meadow before they get to a big warehouse in the middle of nowhere. It feels even more remote now. There’s not even any other infrastructure, and it doesn’t match the normal institutional architecture of Castlebourne. Is this where Rage lives? What is the Sandbox even for?
Elise steps inside when Rage holds the door open for her. As she’s scanning the antechamber, spotting the other people here, she hears the door close behind her. She turns around and tries to open it but it’s locked. She tries for a few more seconds, but it’s hopeless.
“She locked us in?” one of the strangers questions. She’s wearing a graphic t-shirt and baggy camo pants. She, along with the others, look just as confused and anxious.
“I don’t suppose anyone has superstrength?” Elise asks.
“No,” the guy replies. “Rage told us to come with standard human substrates.”
“It’s a trap,” someone else determines. They’re sitting on the edge of a metal table, one foot propped up on a chair, and the other dangling loosely.
Elise tilts her head. “I’m still connected to my backups. If she wants to kill us, it’s not going to work on me at least.”
The person who figured that it was a trap stands up and takes a knife out of their pocket. “I can kill anyone who wants to get out of here the easy way. I can’t promise to make it painless, but it’s an option.”
“Let’s look for a bloodless way first,” a girl in a yellow shirt suggests.
Elise looks back down at the handle. It doesn’t have a keyhole, but it looks like the one on the other side of the room does. She walks over to it. “I can pick it, if anyone has something I could use. Whatever is on the other side could be worse, though.”
Graphic tee girl pulls a bobby pin from her hair and hands it over. “If you’re going through hell...keep going. Winston Churchill.”
“Unverified attribution,” the guy counters.
“Then I’ll take the attribution—Zelda Frances,” she self-cites.
“Colley Rochelle,” he returns.
“I’m Elise Perkins,” Elise adds as she’s finishing unlocking the door. She doesn’t open it, though. She straights back up, and hands Zelda her pin back.
“Can’t do it?” the girl in yellow asks.
“No, it was easy,” Elise answers. “We just need to all agree to open it.”
“As long as we’re streaming, the danger isn’t real.” Knife-wielder heads for the door without waiting for permission. “I go by Minotaur,” they add as they’re opening it.
Elise has to grab Minotaur by the shirt collar when they slip right over the edge. It’s dark inside; they can’t see how deep the drop off is, but Elise won’t be able to hold on alone much longer. Colley runs over, and reaches down to pick up some of the slack.
“Rule number one,” Minotaur says as they’re standing back up. “look before you leap. I’m humiliated. This isn’t the first time I’ve encountered a trapdoor.”
“I think we all realize by now that this is a test,” Zelda says. “Rage wants to see where we are, so she knows how to train us.”
“She doesn’t need to be tested too?” Elise questions. She puts her flashlight gloves on, and cautiously reaches into the room. The pit is wide and deep. Her lights don’t have the range to show her the bottom, which means it’s too far for them to dangle and fall safely. She gets a look around at the rest of the open area. At least two packs are hanging on the wall, over a very narrow ledge. “I think they’re parachutes,” she announces.
Zelda gently moves Elise out of the way so she can peek around the corner, holding Elise’s hand up to control the flightlight. Without saying a word, she leaps over to the ledge, and holds one of the packs to brace herself. She opens a zipper and takes out a glowstick. She cracks it in her teeth with one hand so the other hand can keep holding on. “I need quiet, please,” she requests, even though no one is talking.
Zelda drops the glowstick down into the pit, listening for it on the bottom. “Thirty meters. We would never make it. There are only two packs anyway.”
“So they’re just there to tease us?” Elise asks her.
Zelda looks over her shoulder. She cracks a second glowstick, and tosses it behind her. It lands on the other side of the pit, which is at the same elevation. She smirks.
“No,” Elise says. “You can’t be serious.”
“Nothing ventured, nothing gained,” Zelda recites.
“You shouldn’t try it,” Elise warns. “That’s at least fifteen meters, probably more!”
“It won’t be my first time.” Zelda takes her belt off and anchors it to the hook where the pack was hanging. She bites down on the belt to stay aloft, leaning backwards over the pit while she puts the parachute pack on. “I’ll find out what’s on the other side. There must be a drawbridge or something, or there would be a pack for each of us.”
“Or we’re meant to share,” Colley offers.
“Not possible with this maneuver.” Zelda holds onto the hook with her index fingers as she crouches on the ledge, facing the wall. After preparing herself mentally, she pushes off like a cricket. At the perfect moment, she releases the speedchute, using the force of the deployment to propel her just far enough to cover the gap. Hopefully.

No comments :

Post a Comment