I'm not sure how to format this but I'll try my best.
Name of the event: Lopice/Aaron Event
Players needed: 4 Minimum.
Class required: Inventor, Brave, Leader, and Detective
Map: Return Of The Guest
Reward: Readable newspaper of Ted being arrested, perhaps with Trinity's golden apple coin on the last page.
Event Hints:
A mysterious mound of dirt has appeared where the shed previously was in other maps.
If players look around outside the map using spectating, the Lopice station is now fully modeled with a exterior.
Bricked off window to the right of the reel room is now gated off instead of bricked.
A new mysterious key has appeared in the neighbor room
When starting the map, keen eyed players may notice that the previously bricked away window has a gate on it, however this isn't the normal barred off gate this is a gate that can be operated. Ghost cannot go through this window or ghost into the room of course. Now the question is how to get inside?
The answer lies in the reel room, a lever locked behind some glass has appeared in there. The lever cannot be pulled unless the cover is open to prevent people from just looking at it from an angle and opening it. It requires the key found in the Neighbor room, meaning the neighbor has to be working with the players to get there...for now. If players open the case and give the lever a pull...the handle will fall off. Tumbling to the floor and becoming a item the player can pick up, regardless the player will hear the old sound of a gate moving in HN1 as the gate outside slowly moves. (The reason the lever falls off is to prevent people from locking others in the other room.)
Either by platforming or box stacking entering the newly revealed room reveals rotting wood and cobwebs as it hasn't been touched in a long while...and there's something familiar on the table. A blueprint for a shovel.
Oh yes, it's back.
Inventor needs to use 6 gears to tinker with blueprint and build the shovel. Players will dart for the mound of dirt and dig it up to reveal...a tunnel with lanterns on the wall, like the AS.
A sign indicates that all players must be present and in kid form to continue. When they are, suddenly the entrance collapses as everyone hears the Guest kraaing. The lights going out and the player's screen going black. When everything comes back, the players items are suddenly removed (as well as Inventor's gears and Scout's ammo). If Inventor has the flashlight on his metal detector that's gone as well. Players will have to navigate through the maze together to get out. Brave occasionally using her bat to break windows and traps in their way. Eventually a ? keycard door will be found and Detective will need to use detectio and his field intel to find the keycard, it randomly spawns and he's best to use for it.
Upon the door being open, a final test occurs where Leader will have to use inspiration to help everyone get through a room that has a timed door and mud on the ground that slows players down. A button is on the other side of the door that when pressed will keep it open for the other players just to make it easier.
All players will have to be present one more time on a pressure plate to open a hatch into...the Lopice station.
Players can explore here if they wish however, the main thing the players want to do is get a green key that has a missing poster of Nicky next to it. Basically saying, this is the key to save Aaron and Nicky. When picking up the key the basement door indicator appears and everyone will have to head back through the tunnels.
Returning to the entrance reveals the hole previously blocked by the Guest has been reopened by a unknown individual. Nothing else seems to change until the players enters the room with the basement, revealing it's open now regardless of the numbers of locks on it earlier.
