《Arching Choices》Chapter 4: Gear of Choice

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As you look around some more you notice a faint cliking noise in the back of the drawer. As you reach toward the back there is a gear shaped key connected to a crank and magnet but it is completely rusted. there is a note on the back and you can see your Grandfather's handwritting.

I found it on an abandoned shrine and that this note was written in another language. after translating it said

'A Device that has been made to show, the way that you must traverse and go.'

Being a sucker for ancient items I grabbed it right away, and suprisingly after using it it has helped me find a lot of artifacts. I prefer exploring new places on my own, so anyone can use this in case they need help finding any answers.

You seriously doubt this thing will even work, especially with how rusted it is. After contemplating, would it even work? you decide to use it to find what you should do next as a test. Cranking it three times you push the button. the magnet spins rapidly for a few moments before pointing at the Discovery room again. Trying the Gear again you notice it wavering between the keys before snapping back towards the door. It seems you will need the keys but the door is more important for now. walking back into the hallway you head towards the door. The magnet is still pointing directly at the doorknob, and upon trying again you realize it is unlocked, and the other side of the doorknob there never was a lock in the first place. Its as if you couldn't get though the door unless you took something from the key drawer. Looking into the room you can see immediately that one of the hardwood statuettes has fallen off of its pedestal an onto a world globe made of stone. Nothing seems broken so you decide to put the atuette back in its place, and see a reminder on the wall, it reads about how to prepare for unexspected voyages.

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Being an Explorer has its downsides sometimes, like when you need something specific but you don't have the right equipment for the job at hand. Before you run off an explore a place you don't know you need at least two things. being quick-witted and knowledgeable. Being prepared is just the icing on the cake, helping you in times of need. So make sure you have everything before going somewhere unknown.

That was Grandfather's basic rules. Well, pretty much all of his rules, becuase he said with those three things you could do anything, become anything, and acheive anything. Grandfather is living proof of those rules cause he is doing everyhing he ever wanted in life, even if it is to find the most spiritual, magical, and psychic artifacts of the world's past.

You continue looking around and see that behind the desk that is covered in cartography maps there is a weird slightly transparent door. The next action would probably get the keys to see if any would fit in this transparent door.

Dashing through the hallways to get to the kitchen you swipe all three keys and begin to run back, but you pause and use the Gear again to see if you need anything else. As it starts spinning it suddenly points back to your room. thinking about the third rule of being an explorer it might be a good idea to grab some supplies.

As you arrive back in your room you take the belt and adventure kit leaving behind the wooden sword. you could always carve a new sword, plus the sword was kind of heavy anyway. Opening you Chest there is three things inside, A slingshot, assorted ammo, and a Wooden shield. Suddenly you realize you could put your survival kits stuff into your school backpack if you need more space, but more stuff would make you slower. Unable to make a decision you crank your gear and it spins.

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There are three combinations for you to choose from (including the Hatchet from the Kitchen):

Bow, Quiver and Shield

Hatchet, Slingshot and Backpack (Includes Slingshot Ammo)

Wooden Sword and Wooden Shield

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