Beneath the ice3D environments for a play based on the short story "Unter dem Eis" by Herbert W. FrankeThe StationThe protagonist wakes up in his room. It's a normal morning, he gets up and his first route leads him to his office, where the calculations and results that he started the day before are already waiting for him. Like every morning, he doesn't expect any miracles, but today, a screen that has only received interference signals for days now shows a crystal-clear image. But what does the screen show? It cannot be identified, so he decides to uncover this part of the ice sheet and examine the object himself. He makes his way to the control room. Once outside the room, he realizes that he has forgotten his chip card in the office. So he goes back to the office and gets the card. Now he can enter the control room and start the laser. There seems to be something wrong with the system, he just can't get a connection to the satellite. The connection to the satellite dish is probably faulty, he has to fix that first before he wants to start anything here. In fact, on the roof, the protagonist realizes that the cable has probably slipped again. He quickly repairs it and can finally go back and trigger the laser. Perfect, everything works, now it's time to explore the unknown object. But no one can survive out there dressed like this, so he gets his winter clothes out of the wardrobe first and sets off. The LandscapeThe protagonist leaves the research station and prepares for the expedition. First he has to find the hydrogen cells for the snowmobile, then he has to find the way to the crater. On the way, he is presented with an aesthetic landscape, including a bay with a view of penguins and a labyrinth. Once at the edge of the crater, the protagonist slides down into the abyss. In doing so, he has to avoid obstacles . Nevertheless, he falls into a cave. From there, he makes his way inside the cave. The TempleAfter descending into the crater, the protagonist finds himself in a huge cave hidden beneath the ice. In the middle of the lake that dominates the cave is an island on which buildings can be seen from a distance. Armed with the signal torch he dropped when he fell, the player begins to explore the cave. With the help of a boat, he finally reaches the island to find an entrance to the mysterious building complex. Once inside, darkness awaits the protagonist. With the help of the hand torch, however, he can light torches attached to the wall and thus gradually explore the expansive hall. The walls seem to come from an ancient civilization , with old weapons and clay jars scattered everywhere. The further the player advances, the more rooms he discovers. Until he stands in front of a locked door that can be opened with a switch . Behind it awaits a trap made of swinging axes that must be overcome. An ancient burial chamber awaits at the other end... TeamInnenteam (Station): Mitglieder: Katharina Asemann Robert Donderer Dennis Falkner Birgit Hämmerle Kathrin Jörg Thomas Ott Raymund Zacharias, Außenteam: Patrick Bumiller Benedikt Möller Phuc-Anh Nguyen Faruq Suriaganda, Tempelteam: Rebecca Finger, Patrick Schröter, Jonathan Irschl, Arthur Pfeffer, Sebastian Harter, Sandra Reil Seminatprojekt Raum und Orientierung II betreut von Prof. Jens Müller |