You look over the heavy pipe in your claws and decide on the name "Rustbringer".
It seems suitable.
>TETHER
You focus, and Rustbringer turns white before disappearing.
It reappears floating in the box with your other items, the counter on the box's side changing to "5/6".
Turning to the wardrobe, you imagine a pair of leather gloves, a watch, a glass slipper, and a 'tortilla hat'--
The sound of breaking glass emanates from the wardrobe, causing you to jump. It repeats and reverberates oddly before cutting off completely.
You cautiously open the wardrobe doors and briefly spot a small pile of broken glass on the top shelf before it vanishes from existence.
Next to where that was, you see a pair of black leather gloves and a very simple silver-colored wristwatch.
You retrieve the watch first. It has a digital display which is currently blank, but the ":" separating the hour and minute sections is visible, denoting the device is receiving power.
It has only one button on its side which, when pressed, backlights the display in a bright sky blue until pressed again. You suppose it could function as a weak flashlight in a pinch.
It also has some text near the display noting that the watch is "WATER-RESISTANT".
You slip the watch on your right wrist.
Next, you grab the leather gloves and put both on, but feel a strange sensation on both of your claws.
Looking down, you watch your 'tattoos' - the white fishhook on your left, and the white thorned flower on your right - appear on the gloves as well, exactly as they looked on your clawed paws.
The wardrobe shuts next to you, and when you glance up at it, you find an "Out of Order" sign hanging from one of its handles. The sign isn't hung in a way that prevents the wardrobe from being opened, but you imagine that it's not in working order for the moment.
You briefly think about food.
You aren't hungry in the slightest, and can't remember any point at which you were.
>RECALL
For the first time, you use your [RECALL] command.
You focus on pulling out Rustbringer, but are still moderately surprised as it pops into existence held in your left claw.
Now armed and ready, you open the chalkboard trapdoor and climb through.
You wake up lying on carpet, checking around to find yourself back in the school library.
This transition seems a bit easier than last time, as if you're growing accustomed to the strange trapdoor travel.
Standing up, you notice that the plain trapdoor from last time is still present, allowing for easy access back to the Oubliette.
The library is the same as when you were last here:
There are bookshelves lining the walls to the north and west, and two big windows in that corner above the bookshelves. You can see the stormclouds and rain outside.
There are rolling metal shelves scattered about in the room with some books on each of them.
The east entrance - the one you phased through - is busted open, the wooden door splintered into almost nothing.
Fairly close by there is a hellhound corpse and some upturned carts, books scattered around in piles next to them.
There is a southwest entrance leading into the hallway past the gate you saw much earlier; the same entrance that the charade you encountered left through.
Lastly, there is a door to a small room that is part of the library; potentially the librarian's office, you think.
You are still holding Rustbringer.
It seems suitable.
>TETHER
You focus, and Rustbringer turns white before disappearing.
It reappears floating in the box with your other items, the counter on the box's side changing to "5/6".
Turning to the wardrobe, you imagine a pair of leather gloves, a watch, a glass slipper, and a 'tortilla hat'--
The sound of breaking glass emanates from the wardrobe, causing you to jump. It repeats and reverberates oddly before cutting off completely.
You cautiously open the wardrobe doors and briefly spot a small pile of broken glass on the top shelf before it vanishes from existence.
Next to where that was, you see a pair of black leather gloves and a very simple silver-colored wristwatch.
You retrieve the watch first. It has a digital display which is currently blank, but the ":" separating the hour and minute sections is visible, denoting the device is receiving power.
It has only one button on its side which, when pressed, backlights the display in a bright sky blue until pressed again. You suppose it could function as a weak flashlight in a pinch.
It also has some text near the display noting that the watch is "WATER-RESISTANT".
You slip the watch on your right wrist.
Next, you grab the leather gloves and put both on, but feel a strange sensation on both of your claws.
Looking down, you watch your 'tattoos' - the white fishhook on your left, and the white thorned flower on your right - appear on the gloves as well, exactly as they looked on your clawed paws.
The wardrobe shuts next to you, and when you glance up at it, you find an "Out of Order" sign hanging from one of its handles. The sign isn't hung in a way that prevents the wardrobe from being opened, but you imagine that it's not in working order for the moment.
You briefly think about food.
You aren't hungry in the slightest, and can't remember any point at which you were.
>RECALL
For the first time, you use your [RECALL] command.
You focus on pulling out Rustbringer, but are still moderately surprised as it pops into existence held in your left claw.
Now armed and ready, you open the chalkboard trapdoor and climb through.
You wake up lying on carpet, checking around to find yourself back in the school library.
This transition seems a bit easier than last time, as if you're growing accustomed to the strange trapdoor travel.
Standing up, you notice that the plain trapdoor from last time is still present, allowing for easy access back to the Oubliette.
The library is the same as when you were last here:
There are bookshelves lining the walls to the north and west, and two big windows in that corner above the bookshelves. You can see the stormclouds and rain outside.
There are rolling metal shelves scattered about in the room with some books on each of them.
The east entrance - the one you phased through - is busted open, the wooden door splintered into almost nothing.
Fairly close by there is a hellhound corpse and some upturned carts, books scattered around in piles next to them.
There is a southwest entrance leading into the hallway past the gate you saw much earlier; the same entrance that the charade you encountered left through.
Lastly, there is a door to a small room that is part of the library; potentially the librarian's office, you think.
You are still holding Rustbringer.