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Oddside: The Abandoned Lab

Lechnology

Created on April 5, 2026

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Transcript

You escape, but whoever was in the van spots you. The creature panics and bolts into the woods. You search for hours, but it's gone—either lost forever or caught by whoever was following. Reward/Penalty: +1 👁️ +1 🧩

You escape and no one caught you. The creature, safe at the clubhouse, slowly warms up to its new family. It follows you around, curls up in laps, and chirps when it's happy. You name it, and it becomes part of the club. Reward: +3 ❤️ +2 🧩 + 1🐾Clubhouse Pet

Downtime

🧭Planner

🔧Tinkerer

📚Researcher

🚴Scout

🗣️Face

🌀Psychic

The fence on the east side has been cut—recently. The edges are clean, not rusted. Someone else has been here.

The tube's glass isn't sealed at the bottom. If you can lift it higher, the creature could squeeze out. A crowbar might do it.

The glass tube lifts high enough and the creature bolts out, but not away from you. It lands on the nearest kid and buries its face in the kid's jacket, trembling. It's terrified, but it trusts you. You head for the exit when you hear a car approaching. You peek through the window and see a dark van pull up to the building. You see shady looking people step out of the van. They're chatting but are glancing at the building you're in. Escape the lab with the creature before you're spotted or caught.

The figure isn't wearing a uniform—just a coat and jeans. Not military. Maybe a private investigator? Or just someone else who saw the light?

The keypad is old. If you examine closely enough, you can see which numbers are worn down from use.

The old road to the station is crowded with trees, weeds swallowing the pavement. You follow it anyway, bikes bumping over roots and rocks. After twenty minutes, the trees part, and there it is: a low concrete building with a flat roof, surrounded by a rusted chain-link fence. No cars. No people. But through the windows, there is a faint, steady glow. Find a way inside. The front gate is chained shut, but the fence is old. There might be a gap, a loose section, or even an unlocked door around back.

Rumors have existed for years about the old research lab—government experiments, strange lights in the nearby woods, men in suits asking questions. Nobody goes out there anymore. The road is overgrown with vegetation and the whole place is supposed to be abandoned. But last night, one of you saw something. A faint glow through the trees, coming from the direction of the lab. Not a campfire. Not a flashlight. Something steady, electric. This morning, the club decides to investigate.

There's a dip in the ground behind a fallen log. If you crawl, you can reach the building's side door without being seen.

The creature responds to soft voices. Keep talking to it—calm it—and it won't make a sound.

You find a side door. Unlocked. Curious. You slip in. Inside, the air is cold and still, but the lights are on. Fluorescent tubes buzz overhead, illuminating dusty corridors, empty offices, and rooms full of old equipment. Somewhere you hear a soft, rhythmic beep... beep... beep. The sound leads you to a small room near the back. Inside stands a large glass tube, clean and well-maintained. And inside the tube, a creature—small, cat-sized, watching you with curious eyes. A sudden clatter makes you all jump. Heart thumping, some pants wet, you turn to see a machine on the tube's side dispensing food pellets. The water bowl beside it is bone dry. The food dispenser is almost empty. Someone's been maintaining this place. They might come back. Figure out how to free the creature. There's a keypad at the base of the tube.

As you circle the building, you spot movement in the trees. A figure in a dark coat, standing perfectly still, watching the lab through binoculars. They haven't seen you yet. Who are they? Government? The owner? Another curious kid? Be quick before they spot you: Hide, make a break for the building, do something.

The breaker box is in the hallway. Flipping the main switch might restore power—but it could also trigger an alarm.

You hear Clicking sounds around the tube and it starts to lift. The lights flicker. The beeping stutters. Suddenly, everything goes dark as the power goes out. Red emergency lights flicker on, bathing the room in a menacing glow. The creature presses its paws against the glass, eyes wide. The tube lifted only a few inches before the power died. You'll need to restore full power or find another way to free the creature before the tube slides back down, potentially locking the creature in permanently.