Double-time it to the top. Put that never-tiring synthetic muscle to use!
You start sprinting toward the top and manage to reach it after a few minutes of hard running. Travis is standing near by, looking down off the outer edge.
"Hey team, found something interesting and potentially dangerous. Found two more walkways. One directly above Walkway 1 and another on the opposite side of the citadel from Walkway 1. I have dubbed them Walkway 2 and Walkway 3 respectively. I could use a climbing rope to continue exploration. My location is near Walkway 2, on top of the wall"
Travis examines Walkway 2 (the one above Walkway 1). How far down is it from the top of the wall?
You lay down on top of the wall and hang your arm and your glowstick down as far as they'll reach. The walkway beneath you looks to be maybe 25 feet down, on the edge of your visibility. [intuition:3+1] Hmm, This walk way is significantly higher up then the first one. Maybe there are other ones between the two.
"I got ropes and I'm on my way, loner. Stand your ground."
Move to the place Travis is.
You run after Simus and reach the top of the structure, out of breath. Travis is laying down, looking over the edge at something and Simus is looking down at him. You bend down a bit and brace yourself on your knees, catching your breath. Why do alien structures always have to be so damn big.
"Damn it," Faith said quietly. "I hope this isn't the other brother."
Assess location of the ramp corner. Where could something have fallen from, and where would it have rolled to?
You take a look at the blood stain. It's on the edge of the ramp, above the fall down toward the floor of the building. You look up, even though you can't see anything up in the darkness, and then back at the blood. Something could have fallen from above, the higher section of this ramp as it completed another rotation around the building, and struck here as it fell. And if it was falling, the only place it would end up is at the bottom.
(( Gah, there goes initative on the lead, as well as the whole lead thing ))
Did you say something, Faith? Also, I believe you've checked that part of this floor, right? Have you find anything worth of our interest?
Leaving the side-room, return to the exploration of the big 'squarish' room and its alcoves; go straight to the part Faith hasn't apparently explored yet, or just check every room if I'm unsure.
I don't think you quite understand this. I explained how this is set up in a earlier post
Ok so this is a bit of a sticking point so I'll explain it in hopefully a more easy to understand if less artful manner. Ok, you know the threads on a screw? The little raised bit that spirals up from the bottom to the top? Well, imagine you had a thick walled pipe or a cylinder and that you took those threads and you laid them along the inside, rather the outside like on the screw. Now take that and add several more, similar threads all running up the inside of this cylinder in such a way that they never cross or intersect. Those are your ramps. Now, if you were to follow those ramps, occasionally drilling a hole along their path, that would be the entrance to the rooms. The rooms themselves would be within the wall of the pipe itself.
Thats the tower. Now, if you expand that in size, you have this building.
but there are no "Side rooms" or "big squarish rooms" It's like the tower; It's a cylinder with ramps spiraling up the inside along the walls and these ramps allow you to access rooms that are cut into the walls themselves. Each room is a sort or rounded square like thing with alcoves all over the walls and floor. Each room is pretty much identical though the arrangement of alcoves changes.
Does that make sense? When I told Faith that there were rooms to the side of the ramp I meant that there were literally rooms that were only on one side of the ramp because the other side is nothing but a sheer drop.
Those people that are still down inside the building as opposed to a top it notice something rather odd. The constant sound of rushing sand is getting quieter, seemingly farther away.