You smell meat.
Your eyes are starting to open but you hesitate before allowing them to.
Closing them tight shut again, you curl into a foetal position, feeling the cold rough concrete graze against your skin. Once you open your eyes, you know there will be no going back, no denying whatever hell or pain you find yourself in.
The last thing you remember, mere hours ago, was leaving your wife and child and driving to meet a new client. You are a lawyer, and a client referred to only by the psuedonym 'Mr Apollo' had requested your services in securing the deeds to an estate somewhere in Europe. You had set off in your car, driving for miles and miles deeper into the forest to find Mr Apollo's secluded address, and that is the last thing you remember.
Your commit to the inevitable and open your eyes very slowly. What little light there is in this place hurts your eyes. Your instincts force you to try to get up, but you discover that your limbs are far too weak to do so. It takes you many minutes to find the coordination and strength to drag yourself to your feet and up to lean against the table next to where you had been laying.
How long had you been old cold for? Minutes? Hours? Judging by the extreeme weakness you would say probably days. You suddenly become aware of a sharp pain in your neck and, running your fingers along the flesh under your chin, you discover two tiny puncture marks. Your vision, returning by degees, makes you recoil in horror as you see your own hands. They seem changed, as if your flesh has got tighter and drier that it ever had been before. You hardly take in a single detail of the cold room you are in when the overwhelming stench of meat, sweet delicious meat, fills your nostrils and stirs your senses. You look down and realise that food is laid out on the crude wooden table. Your hunger and thirst suddenly block out every other stimulus and the need to noursish yourself overwhelms you.
What will you consume first?
<u>[[The warm unidentifiable meat?->food eaten]]<u>
<u>[[The plain looking rice? ->food eaten]]<u>
<u>[[The jug of water?->water drunk]]<u>
<u>[[The large cup of red wine?->wine drunk]]<u>
<U>[[INVENTORY]]</U>
<audio src="http://www.symonspiano.com/audio/cello_with_drum.mp3" autoplay> Without hesitating you pile the food into your mouth like an animal, surprised by the extent of your hunger. You gorge and gorge until it becomes a struggle to pile more food into your mouth.
Within a minute a horrible acidic reflux boils in your stomach, and with only a second's notice you vomit up the last few mouthfulls of the food. You can't even remember whether you had found it delicious or not. Will you:
(set: $foodeaten to 1)
(set:$health to $health+3)
<u>[[Drink the wine?->wine drunk]]</u>
(if: $waterdrunk is 0)[<u>[[Drink the water?->water drunk]]</u>]
<u>[[Explore the room?->explore first room]]</u>
<audio src="http://www.symonspiano.com/audio/cello_with_drum.mp3" autoplay>
A moment's reluctance stays your hand as you bring the wine to your lips. It smells strange. Within the first sip you regret your choice as your stomach starts to churn. You put the glass down in disgust and gorge on some of the food instead. In your haste you accidentally spill half the wine. It spashes onto your clothes and pools on the cement floor looking like dark blood in the weak light of the buzzing, flickering striplight above. You once again catch sight of your hands and feel disturbed at their state. After this will you:
(set:$winedrunk to 1)
(set:$health to $health-2)
(if:$waterdrunk is 0)[<u>[[Drink some of the water?->water drunk]]</u>]
<u>[[Explore the room?->explore first room]]</u>
<audio src="http://www.symonspiano.com/audio/cello_with_drum.mp3" autoplay>
No sooner do you start drinking than you greedily drain the entire jug. You felt thirsty but you underestimated how thirsty you were. After draining the last drops you are overwhelmed with hunger and pile fistfulls of the food into your mouth, nearly making yourself sick.
You eye the wine, but suddenly the thought of it makes you feel even more sick, and you turn away from it with haste.
(set: $waterdrunk to 1)
(set:$health to $health+4)
<u>[[Explore the room?->explore first room]]</u>
(if:$foodeaten is 0)[<u>[[Eat some more of the food?->food eaten]]]
(if: $winedrunk is 0)[<u>[[sniff the wine?]]</u>]
<audio src="http://www.symonspiano.com/audio/cello_with_drum.mp3" autoplay>
The room is empty save for the table. A buzzing striplight hangs overhead and flickers off and on every few moments. The air smells warm and clammy, like mould or damp stone. You notice that the walls are hewn from bare rock and only crudely finished. You get the sense that you are underground. A single metal door faces you at the far end of the room.
You turn and see the undecorated, utilitarian cream blanked upon which you were laying rucked up in the corner. There is nothing else in here.
<u>[[Exit through door ->IT'S HAPPENING AGAIN]]
<hr>
<U>[[INVENTORY]]</U>
<audio src="http://www.symonspiano.com/audio/cello_with_drum.mp3" autoplay> Your first instincts were right; the smell of the wine repulses you and you put it back on the table so clumsily that most of it spills, pooling on the concrete floor. Under the weak light of the flickering strip light it looks like a pool of dark blood.
<u>[[Explore the room->explore first room]]</u>
<audio src="http://www.symonspiano.com/audio/cello_with_drum.mp3" autoplay>(live:2s)[<h1>(text-style:"emboss")[INSANE FICTION]</H1>]
(set:$killcadmusthistime to 10)
(live: 5s)[<u>[[Begin->RUN EVEN IF MOVING BREAKS YOU]]</u>
<u>[[Load Game]]</u>
<u>[[Player Manual]]]
(set:$health to 9)
(set:$Cadmusspite to 0)
(set:$keepcheckingrubble to 0)
(set:$sleep to 0)
<audio src="http://www.symonspiano.com/audio/main_theme.mp3" autoplay>
(set: $return to (history:)'s last)
[[[Return ->$return]]]
<hr>
HEALTH STATUS:
(if: $health >16)+(color:green)[STRONG](if: $health>8)+(if: $health <17)+(color:orange)+(text_style: "blur")[WEAKENED](if: $health< 9)+(color:red)+(text_style: "fade-in-out")[CRITICAL]
<hr>
INVENTORY:
(if:$Elizabethstatue is 1)[ELIZABETH STATUE, ](if:$Magnusstatue is 1)[MAGNUS STATUE, ](if:$Archiestatue is 1)[ARCHIE STATUE, ](if:$blackkey is 1)[BLACK KEY, ](if:$whitekey is 1)[WHITE KEY, ](if:$jademedal is 1)[JADE MEDAL, ](if:$goldcog is 1)[GOLD COG, ](if:$brownkey is 1)[BROWN KEY,](if:$wolfkey is 1)[WOLF KEY,](if:$crowbar is 1)[CROWBAR, ](if:$torch is 1)[TORCH, ](if:$metalwrenchhandle is 1)[METAL WRENCH HANDLE, ](if:$stagkey is 1)[STAG KEY, ](if:$rifle is 1)[RIFLE, ](if:$hawkkey is 1)[HAWK KEY, ](if:$emeraldmedal is 1)[EMERALD MEDAL, ](if:$pinkkey is 1)[PINK KEY, ](if:$purplekey is 1)[PURPLE KEY, ](if:$houndkey is 1)[HOUND KEY, ](if:$gramaphonehandle is 1)[GRAMAPHONE HANDLE, ](if:$jupiterkey is 1)[JUPITER KEY, ](if:$archiecrest is 1)[CREST WITH THREE BIRDS, ](if:$sumerianfreeze is 1)[SUMERIAN FREEZE, ](if:$sapphiremedal is 1)[SAPPHIRE MEDAL, ](if:$greekfreeze is 1)[GREEK FREEZE, ](if:$waltercrest is 1)[CREST WITH FOUR SHELLS, ](if:$neptunekey is 1)[NEPTUNE KEY, ](if:$rupertcrest is 1)[CREST WITH TWO BIRDS, ](if:$cromwellstatue is 1)[CROMWELL VERLAINE STATUE, ](if:$plutokey is 1)[PLUTO KEY, ](if:$cadmusstatue is 1)[CADMUS STATUE, ](if:$rosecrest is 1)[CREST WITH ROSE, ](if:$starcrest is 1)[CREST WITH STAR, ](if:$sharpdagger is 1)[SHARP DAGGER, ](if:$marskey is 1)[MARS KEY, ](if:$sunorb is 1)[(if:$putsunhere is 1)[<u>[[ORANGE GLASS ORB]]</u>](else:)[ORANGE GLASS ORB]](if:$venuskey is 1)[VENUS KEY, ](if:$oillamp is 1)[OIL LAMP, ](if:$sledgehammer is 1)[SLEDGEHAMMER, ](if:$largeicepick is 1)[LARGE ICE PICK](if:$machete is 1)[MACHETE](if:$dragoncrest is 1)[CREST WITH DRAGON](if:$basementkey is 1)[BASEMENT KEY, ](if:$redkey is 1)[RED KEY, ](if:$amberorb is 1)[AMBER ORB, ]
<audio src="http://www.symonspiano.com/audio/cello_with_drum.mp3" autoplay>
<HR>
<H3>"IT'S HAPPENING AGAIN. AGAIN".
(if:$cadmusgonnadie is 1)[BUT THIS TIME WILL BE VERY, VERY DIFFERENT...."]
[[....->Crypt Corridor One]]
<audio src="http://www.symonspiano.com/audio/mind.mp3" autoplay><h3>Stony Corridor</h3>(set:$welcomeCrypt to 1)
<hr>
(if: $displayDR1introtext is 0) [The metal door loudly slams slut behind you, the harsh echo of it momentarily assaulting the rough rock walls of this corridor. You look and see that the door has no handle on this side and cannot be opened again. Keen to get some sense of where you are and why you are here, you look around you for clues.] (set: $displayDR1introtext to 1)
At each end of the corridor is a door. A third door, on the north wall half way down, leads to the room you woke up in, the door now seemingly unopenable. A grand looking black door, bearing a dragon emblem, is situated opposite the door you first emerged from. The only source of light are a few chunky candles haphazardly placed into small alcoves cut into the rock. The walls are composed of old brickwork built around roughly hewn rock. The bricks are green in places from decades, probably centuries of exposure to moisture from the rocks. This place was built a very long time ago.
<hr>
(if: $cryptsounds1 is 0)[<u>[[Pause and listen for sounds]]</u>]
<u>[[West Door ->Crypt Corridor Two]]</u>
<u>[[East Door ->Memorial Room]]</u>
<u>[[Large black door with dragon emblem]]</u>
<HR>
<U>[[INVENTORY]]</U>
<u>[[ARCHIVE]]</u>
<u>[[SAVE GAME->SAVE CRYPT]]</U>
<hr>
(if:(history:)'s last is "IT'S HAPPENING AGAIN" OR "Crypt Corridor Two" OR "Memorial Room")[<audio src="http://www.symonspiano.com/audio/lofty1.mp3" autoplay>]At first you don't hear anything beside a faint slow drip of water coming from a the rocky ceiling overhead. The flickering light from the candles betrays the presence of a draft somewhere nearby and for just a moment you think you can hear something moving nearby, possibly behind one of the doors.
(set: $cryptsounds1 to 1)
<u>[[Return->Crypt Corridor One]]</u><h3>Stained Glass Corridor</h3>
<hr>
Another long corridor much like the first but much longer running from north to south. From either end the opposite end is all but pitch black. The stench of damp wood seems to be strong in here, though there is no obvious sign of where the smell is coming from. Half way down the corridor is an arresting arched piece of <u>[[stained glass]]</u>, built into the stone wall with just a small alcove carved behind it to house dozens of candles. A single door occupies the narrow wall at the south end of the corridor and another similar door on the east wall at the north end. In the middle of the long East wall are two large wooden double doors decorated in a gothic pattern, the light of a multitude of deep, rich colours are cast upon it from the stained glass opposite.
<hr>
<u>[[North east door->Crypt Corridor One]]</u>
(if:$blackkeyused is 0)[<u>[[Far south door->Crypt storage room lock]]](else:)[<u>[[Far south door->Crypt Store Room]]</u>]
(if: $cadmusfirstsighting is 0)[<u>[[Ornate double door->Cadmus First Sighting]]</u>](else:)[<u>[[Ornate double door->Crypt Chamber]]</u>]
<hr>
<U>[[INVENTORY]]</U>
<u>[[ARCHIVE]]</u>
(if:(history:)'s last is "Crypt Chamber" OR "Crypt Corridor One" OR "Crypt Store Room")[<audio src="http://www.symonspiano.com/audio/lofty2.mp3" autoplay>]<h3>Memorial Hall</h3>
<hr>
You stand in a room with high vaulted ceilings. It is clear that you are underground, for a small round hole covered by a grid in the ancient looking stone ceiling lets in the moonlight. The walls and ceilings are, in places, decorated with long faded mosaics and wall paintings, and in the centre of the room there are <u>[[five marble pillars]]</u>, statues on top of each. In front of these pillars stands a <u>[[lecturn]]</u>.
Water runs freely down the rocky wall on one wide, disapearing into chasm in the tiled floor to a waterway below. The water has carved its own indentation into the wall which is thick with algae.
A door on the west wall leads back to the corridor and on the south wall there is a large wooden door set back into an alcove flanked by ominous looking statues so worn by age that little other than their general humanoid shape remains discernable.
<hr>
<u>[[West door->Crypt Corridor One]]</u>
(if: $whitekeyused is 0)[<u>[[South door->crypt south door locked]]</u>](else:)[<u>[[South door->Crypt Stairway]]</u>]
<hr>
<U>[[INVENTORY]]</U>
<u>[[ARCHIVE]]</u>
(if:(history:)'s last is "Crypt Stairway" OR "Crypt Corridor One" OR "Memorial Room")[<audio src="http://www.symonspiano.com/audio/lofty1.mp3" autoplay>]
<audio src="http://www.symonspiano.com/audio/water.mp3" autoplay>As your hand touches the door handle your attention is caught by your shadow jittering accross the floor beside you from the suddenly excited candle light in the room.
(live:8s)[You look up to see the source; a sudden draft caused by the north east door opening and, standing just next to it, a figure sillouetted makes your heart pound with fear and adrenaline.]
(live:14s)[No features beyond its basic human outline are discernable in the appalling light, but you can tell it's staring at you. In a short moment, it is gone, the door slamming behind it. Will you:]
(set:$cadmusfirstsighting to 1)
(live:18s)[<u>[[Run after it?->run after Cadmus in crypt]]</u>
<u>[[Proceed through the door as intended?->Crypt Chamber]]]
<audio src="http://www.symonspiano.com/audio/heart_beat.mp3" autoplay><h3>Crypt Chamber</h3>
<hr>
The stench of damp old wood is strong. You stand in a large square room with rough stone walls covered in moss. Several faded memorial plaques are mounted into the wall, each three feet tall and tombstone shaped and running to at least eight high (up beyond this the darkness is impenetrable). The desicated husks of several dead critters gather in the corners of this space and the few items of furnature left offer no comfort. A rotten wooden chair here, a small table so dried out and decayed that it has colapsed onto one of its legs there. There is no sound at all and arranged in a grid throughout the room are several tombs caked in a dry moss, some of them look very old. Your very footsteps crunch on the brittle rocky floor sending a dry echo up into the cavernous blackness of this place's hidden peak.
<hr>
<u>[[Look at the first row of tombs]]</u>
<u>[[Look at the second row of tombs]]</u>
<u>[[look at the third row of tombs]]</u>
<hr>
<u>[[Exit back into the corridor->Crypt Corridor Two]]</u>
<hr>
<U>[[INVENTORY]]</U>
<u>[[ARCHIVE]]</u>
<audio src="http://www.symonspiano.com/audio/cello_with_drum.mp3" autoplay>
(if:(history:)'s last is "Crypt Corridor Two" OR "Cadmus First Sighting")[<audio src="http://www.symonspiano.com/audio/grand1.mp3" autoplay>]You move down the corridor but hesitate before opening the door through which the creature just passed. Slowly you move your hand to the cold metal handle. Will you:
(set:$Cadmusspite to $Cadmusspite +1)
(set:$whereisCadmus1 to 1)
<u>[[Open the door suddenly?]]</u>
<u>[[Open the door slowly?->Open the door suddenly?]]</u>
<audio src="http://www.symonspiano.com/audio/heart_beat.mp3" autoplay>As the door opens you widen your eyes and tense every muscle, but the corridor beyond is empty save for the same few candles which burned when you passed through a moment ago. Will you:
<u>[[Proceed into the corridor?->Where did he go?]]</u>
<u>[[Call out to the mysterious figure?]]</u>
<u>[[Turn back and open the ornate wooden doors as planned?->Crypt Chamber]]</u>
<audio src="http://www.symonspiano.com/audio/lofty1.mp3" autoplay>What will you say?
<u>[[Show yourself!!]]</u>
<u>[[Hello? Is someone there?]]</u>
<u>[[Get back here you fucking coward!]]</u>
To your surprise it is difficult to get the words out. It feels as if your lungs and voice had forgotten how to operate. When you do finally shout, you wait for a few seconds after the blunt echo down the corridor has died away.
No response.
You shout again, this time louder, the final word being punctuated by a dry cough.
Still no response.
<u>[[Return to the ornate wooden doors?->Crypt Chamber]]</u>
<u>[[Explore this area again?->Where did he go?]]</u>Although you try to use an unthreatening tone, it is difficult to get the words out. It feels as if your lungs and voice had forgotten how to operate. When you do finally shout, you wait for a few seconds after the blunt echo down the corridor has died away.
(set: $Cadmusspite to $Cadmusspite -3)
No response.
You shout again, this time louder, the final word being punctuated by a dry cough.
Still no response.
<u>[[Return to the ornate wooden doors?->Crypt Chamber]]</u>
<u>[[Explore this area again?->Where did he go?]]</u>To your surprise it is difficult to get the words out. It feels as if your lungs and voice had forgotten how to operate. When you do finally shout, you wait for a few seconds after the blunt echo down the corridor has died away.
(set: $Cadmusspite to $Cadmusspite +3)
No response.
You shout again, this time with more profanity, the final words being punctuated by a dry cough.
Still no response.
<u>[[Return to the ornate wooden doors?->Crypt Chamber]]</u>
<u>[[Explore this area again?->Where did he go?]]</u>You walk the length of the corridor looking for signs that the figure was here but find none. No scent lingers and there is clearly nowhere it could be hiding in this narrow passage way. Who was it?
<u>[[Continue->Crypt Corridor One]] </u>Five crumbling tombs stand in a row, the once ornate masonry now worn down to only the most vague shapes and lumps thich with moss. No dates or names are discernible here. Whoever rests beneath these tombs are long, long forgotten.
(set: $rowoftombs1 to 1)
(set:$lookedatfirstrowoftombs to 1)
<u>[[Look at the second row of tombs]]</u>
<u>[[look at the third row of tombs]]</u>
<u>[[Stop investigating the tombs ->Crypt Chamber]]</u>
<audio src="http://www.symonspiano.com/audio/cello_with_drum.mp3" autoplay>(if:$rowoftombs1 is 1)[Unlike the first row of tombs, these tombs are more clearly marked and seem to be less ancient.](set:$seenVerlainetombs to 1)(set:$tombswithdates to 1)
The five tombs arranged here are marked as such:
<hr>
Arthur Verlaine 1755-1799
Archie Verlaine 1800-1842
Rupert Verlaine, beloved son of Arthur Verlaine 1774-1810
Magnus Verlaine, son of Archie Verlaine 1821-1880
Lady Elizabeth Verlaine UNREADABLE-1840
<hr>
<u>[[Return->Crypt Chamber]]</u>
<audio src="http://www.symonspiano.com/audio/cello_with_drum.mp3" autoplay>There are just two tombs standing here, the other three appear to have been ruined and lie in rubble.
On closer inspection, they are not tombs at all. They are reliquaries.
(if:$Elizabethsnumberlocked is 0)[<u>[[Look at the left reliquary?]]</u>](else:)[The stone number dial on the left reliquary refuse to budge any more. There is nothing more you can do with this reliquary.]
(if:$blackkey is 0)[<u>[[Look at the right reliquary?]]</u>](else:)[The right hand reliquary is now closed up and of no further use.]
<u>[[Return ->Crypt Chamber]]</u>
<audio src="http://www.symonspiano.com/audio/cello_with_drum.mp3" autoplay>(if:$Elizabethsnumberlocked is 0)[Amid a grotesque pattern of skulls, vines and other patterns whch seem to signify something unclear ut unpleasant, you notice a smooth area of the stone onto which is carved:
"Set the year of our Lady Elizabeth's birth"
There is a stone number dial which you can set.
The dial looks very fragile and probably won't allow for many tries.
<u>[[Set the dial?]]</u>
<u>[[Leave it alone ->look at the third row of tombs]]</u> ](else:)[The stone number dial refuses to budge any more. There is nothing more you can do with this reliquary.
<u>[[Return->Crypt Chamber]]</u>]
<audio src="http://www.symonspiano.com/audio/cello_with_drum.mp3" autoplay>(if:$blackkeycollectednow is 1)[There's no need to use this anymore.
<u>[[Continue->Crypt Chamber]]</u>](else:)[Like the reliquary to its side, this carved stone edifice is decorated with unsettling images of demons and seraphim. The casket is open and it looks like a STATUE is to be placed inside. Above the open casket are the words:
"Five Lords and Ladies of the Verlaine estate rest within this chamber. The casket must hold the relic of the longest reigning of their number."
(if:$Magnusstatue is 1)[<u>[[Insert statue of MAGNUS ->Magnus]]</u>]
(if:$Elizabethstatue is 1)[<u>[[Insert statue of ELIZABETH ->Elizabeth]]</u>]
(if:$Archiestatue is 1)[<u>[[Insert statue of ARCHIE ->Archie]]</u>]
<u>[[Return->Crypt Chamber]]]
<audio src="http://www.symonspiano.com/audio/cello_with_drum.mp3" autoplay>(set: $lizzydial to (prompt: "What number will you set the dial to ?:", ""))
(if:$lizzydial is "1774")[(go-to: "1774")](else:)[(go-to: "1770")]
Nothing seems to happen.
<u>[[Return->Crypt Chamber]] The reliquary shudders slightly as an old mechanism starts to grind into action within. Slowly the casket mounted into the monument begins to open, revealing a HEALTH PACK inside. You consume the revitalising substances within and feel more rejuvenated.
(set: $health to $health+5)
(if:$health>22)[(set:$health to 22)]
(set:$Elizabethsnumberlocked to 1)
<u>[[Continue->Crypt Chamber]]</u>
<audio src="http://www.symonspiano.com/audio/health_aquired.mp3" autoplay>The stone lids hungrily close over the statue and, moments later, you turn at the sound of a small metal grate opening at the base of one of the nearby tombs. It's the tomb of Lord Magnus Verlaine. You rush over to it and see there is a key inside the small hiding place. You find the BLACK KEY.
(set:$blackkey to 1)
(set:$Magnusstatue to 0)
(set:$blackkeycollectednow to 1)
You take the BLACK KEY.
<u>[[Return->Crypt Chamber]]</u>
<audio src="http://www.symonspiano.com/audio/stone_grind_lofty.mp3" autoplay>The casket lid closes over the statue of Lady Elizabeth and with a quiet grumble a small hatch opens at the base of the reliquary. You then near an unsettling hiss coming from within. A snake!
(set:$health to $health-6)
You are not quick enough and before you can react the black snake rears its head and sinks its fangs into your leg. You scream in shock and pain before stamping on the creature's head, killing it instantly.
(set:$Elizabethstatue to 0)
(if: $health<1)[<u>[[Continue-Death from snake]]</u>](else:)[<u>[[Continue->Elizabeth 2]]</u>]
The casket lid closes over the statue of Lord Archie Verlaine and with a loud grumble of shifting stone a small hatch opens at the base of the reliquary. You then near a loud, unsettling hiss coming from within. Snakes!
Before you have time to react, several small black snakes are upon you, biting at your legs and easily puncturing through the fabric of your clothes. You scream in pain and fear, feeling more of the creatures on your neck. Your legs give way and you topple to your knees.
The last thing you are conscious of before falling into oblivion is the door to the crypt chamber opening and the blurred outline of a figure standing expectantly before you. Your eyes close and you fall. You are unconscious before you even hit the floor.
Game Over.
<audio src="http://www.symonspiano.com/audio/game_over.mp3" autoplay>The snake's venom progresses through your weakened body and you drop to your knees, your eye sight turning blurry and the room spinning. The last thing you are conscious of before falling into oblivion is the door to the crypt chamber opening and the blurred outline of a figure standing expectantly before you. Your eyes close and you fall.
Just then you become faintly aware of the door opening and somebody standing next to you. They are silent. They kneel down next to you, but now only your sense of hearing remains.
The last thing you feel is the sensation of two tiny pinpricks piercing the flesh near your throat.
Then you hear and feel nothing.
Game Over.
<audio src="http://www.symonspiano.com/audio/game_over.mp3" autoplay>(set: $Elizabethstatue to 0)
You steady yourself on one of the tombs, your vision temporarily distorted and the room spinning in a blur. Luckily the sensation passes within a couple of minutes, but you are left feeling much weaker for the ordeal. The snake's venom hasn't proved fatal but it has certainly caused damage. The casket of the reliquary reopens and the statue of Lady Elizabeth is gone.
<u>[[Continue->Crypt Chamber]] </u>On top of each pillar is a fist sized statue of a person. (if:$lecturnincryptread is 1)[These appear to be the Lords and Ladies you read about in the book on the lecturn.](if:$seenVerlainetombs is 1)[These are the same people whose tombs you have seen in the crypt chamber.] Some of the statues appear to be fixed firmly and will not move but others can be picked up.
(if:$Cadmusleftfirstitem is 1)[There's a <u>[[JADE MEDAL]]</u> on the pillar where the MAGNUS STATUE previously stood]
(if:$Archiestatuepickedup is 0)[<u>[[Take ARCHIE STATUE]]</u>]
(if:$Elizabethstatuepickedup is 0)[<u>[[Take ELIZABETH STATUE]]</u>]
(if:$Magnusstatuepickedup is 0)[<u>[[Take MAGNUS STATUE]]</u>]
The RUPERT and ARTHUR statues appear to be fixed to their pillars.
<u>[[Return->Memorial Room]]</u>
<audio src="http://www.symonspiano.com/audio/water.mp3" autoplay>A book is open on the lecturn. The page on display reads:
(set:$lecturnincryptread to 1)
(set:$Vestategenealody to 1)
<h3>The Verlaine Estate: Genealogy and Burial: Chapter Six</h3>
<i>Though many had come before them, the so-called 'decadent five' were amoung the most notorious of the Verlaine line to have assumed the role of Lord or Lady of the great estate. As it had always been, each assumed the title and began their reign on the death of their father, all except Rupert's twin sister Elizabeth, who became Lady Verlaine when her hapless brother died childless in 1810. Stories abound of how these Verlaines, from Arthur whose Lordship began in 1775 to his great-grandson Magnus, ruled over the estate as wicked tyrants. Bloodthirsty, depraved and with appetites which, if known about, would have horrified the civilised society circles in which they might have moved.
Their tombs sit in one of the family vaults beneath the Verlaine estate of Tower House. In keeping with the family's tradition, the longest reigning of these so-called 'decadent five' had a grand reliquary built. If the aforementioned Verlaine's statue is placed in the casket of the reliquary, the reliquary shall reveal its treasure. It is said that this particular Verlaine was so jealous of his ancestors' achievements (and paranoid of being outdone by those of his descendants) that he installed a mechanism in the reliquary which would harm any who insulted it by placing another Verlaine statue within it. He held such a special contempt for his father, whom he hated utterly for having forced him to marry and give child to his own sister. Should his father's statue be placed into the reliquary, woe betide the poor fool who should deliver this insult...</i>
<u>[[Return->Memorial Room]]</u>
<audio src="http://www.symonspiano.com/audio/text2.mp3" autoplay><h3>Crypt Stairway</h3>
(set:$whitekey to 0)
<hr>
A long stone staircase extends from where you stand leading at least one hundren feet up deep into the darkness. You can just about see a narrow doorway at the top. Only one of the sconce mounted candles along the narrow incline remains lit. There are headstone shaped memorials mounted into the walls but the words have faded from them. Only a few traces of letting remain of these long forgotten tributes.
(if: $cryptstairsfirsttime is 0) [As you slowly close the door behind you, you hear a noise coming from the Memorial Room you just left. It is the sound of a door closing. Will you rush back to investigate?
<u>[[Yes->rush back to investigate]]</u>] (set: $cryptstairsfirsttime to 1)
<hr>
<u>[[Proceed up the stairway->leaving the crypt]]</u>
<u>[[Back through the door->Memorial Room]]</u>
(if:(history:)'s last is "crypt south door locked" or "Memorial Room")[<audio src="http://www.symonspiano.com/audio/cosy_creeky.mp3" autoplay>](if:$whitekey is 0)[The door is locked and the keyhole is white.
<u>[[Return->Memorial Room]]](else:)[(set:$whitekeyused to 1)You have used the WHITE KEY to open the door. This key is now useless. You throw it away.
<u>[[Proceed->Crypt Stairway]]]
(set:$Archiestatue to 1)
You have taken the ARCHIE STATUE.
(set:$Archiestatuepickedup to 1)
(set:$Archiestatuecurse to 1)
<u>[[Return->Memorial Room]]</u>(set: $Elizabethstatue to 1)
You have taken the ELIZABETH STATUE
(set:$Elizabethstatuepickedup to 1)
<u>[[Return->Memorial Room]]</u>(set:$Magnusstatue to 1)
You have taken the MAGNUS STATUE
(set:$Magnusstatuepickedup to 1)
<u>[[Return->Memorial Room]]</u>(if:$blackkey is 0)[The door is locked and the keyhole is black.
<u>[[Return->Crypt Corridor Two]]](else:)[(set:$blackkeyused to 1)You have used the BLACK KEY to open the door. This key is now useless. You throw it away.
<u>[[Proceed->Crypt Store Room]]]
<h3>Crypt Store Room</h3>(set:$blackkey to 0)
<hr>
The room is small and packed full of <u>[[crates]]</u>, <u>[[barrels->Crypt Store Barrels]]</u> and (if:$cryptcupboarddone is 0)[<u>[[broken furniture]]</u>](else:)[broken furniture]. Cobwebs connect everything in a silvery film and the only source of illumination is a single flickering bulb mounted in a shadeless table lamp. The same mouldy damp smell from before looms heavy in this small space. A rusty shovel and several blunted tools are discarded in a corner guarded by a thick blanket of cobwebs. There are several smaller objects which look like they have fallen onto the floor and been forgotten. Small wooden figures that look like old childrens' toys and fragments of long crumbled paper or cardboard scattered like flakes of ash.
<hr>
<u>[[Return to Corridor->Crypt Corridor Two]]</u>
<hr>
<U>[[INVENTORY]]</U>
<u>[[ARCHIVE]]</u>
(if:(history:)'s last is "Crypt Corridor One" or "Crypt storage room lock")[<audio src="http://www.symonspiano.com/audio/cosy_creeky.mp3" autoplay>]Most of the crates are cracked in places, the wood long since having dried and splintered. They seem to empty except one which remains intact. It is too heavy to move and you have no means of opening it.
<u>[[Return->Crypt Store Room]]</u>Among the derelict furtiture and neglected, tattered antiques one thing of note stands out. A single cabinet is devoid of the thick coat of cobwebs strangling everything else.
The doors to the cabinet do not immediatly open, they feel stiff and jammed but not locked. Something doesn't feel right about this.
Will you:
<u>[[Use brute force and pull the doors open?]]
<u>[[Ignore it and continue inspecting the room?->Crypt Store Room]]</u>Wincing as your hand penetrates the algae and into the water you immediatly feel something hard at the bottom of the barrel. You lift it out. It is a WHITE KEY.
You have the WHITE KEY.
(set:$whitekey to 1)
(set:$whitekeycollected to 1)
<u>[[Return->Crypt Store Room]]</u>(if:$whitekeycollected is 0)[A closer inspection of one of the barrels reveals something of note. The barrel is open, and about a foot of dirty, algae coated water is collected at the bottom. It is clear that something has recently broken this neat crust on the water's surface.
<u>[[Reach into the water to investigate?]]</u>
<u>[[Leave it alone and continue->Crypt Store Room]]</u>](else:)[There is nothing else in any of the barrels.
<u>[[Continue->Crypt Store Room]]</u>](if:$lookedatfirstrowoftombs is 0)[You pull at the doors using all your strength and with a mighty crack of splintering wood, they fly open. You recoil back a step. The doors are open revealing..... an empty cupboard.(set:$cryptcupboarddone to 1)
<u>[[Continue->Crypt Store Room]]</u>.(set:$cupboardopenedandempty to 1)](else:)[You pull at the doors using all your strength, feeling noticably weaker than you did just a few days ago at home, as if you had aged suddenly and lost your vitality. (set:$cryptcupboarddone to 1)Suddenly the doors give way and you fall alkwardly backwards.
<u>[[Continue->painful fall]]</u>](if:$health>4)[Falling backwards, you crash painfully into a collection of barrels and furniture which splinters and breaks apart with the impact. You wince in pain as the force of the fall and the cuts from the shards of wood register. You get up and carry on, noticing that (to add insult to injury) the cupboard you opened is completely empty! (set:$health to $health-4)<u>
[[Return->Crypt Store Room]]</u>](else:)[Falling forcefully backwards, you crash into a mass of furniture and flimsy wooden crates which shatter and splinter under your weight.
<u>[[Continue->Early Death]] ]
<audio src="http://www.symonspiano.com/audio/crash_grand.mp3" autoplay>You turn and make your way back into the room, but you are too late. Who or whatever was there is gone. Why did they come in here and then leave so suddenly?
(set:$Cadmusleftfirstitem to 1)
<u>[[check the Memorial Room again->Memorial Room]]</u>
<u>[[Ignore and proceed back to the stairway->Crypt Stairway]]</u>
<audio src="http://www.symonspiano.com/audio/slow_footstes.mp3" autoplay><H3>That way leads to the open air.
That Tower. The answer is in that tower.
(if:$cadmusgonnadie is 1)[Ballroom..... Black Glass..... Something I must......... Remember......]
[[RUN EVEN IF MOVING BREAKS YOU..........->Stairs Effect]]
<audio src="http://www.symonspiano.com/audio/mind.mp3" autoplay>(set:$Cadmusleftfirstitem to 0)
You take the JADE MEDAL
(set:$Cadmusspite to $Cadmusspite +1)
(set:$jademedal to 1)
<u>[[Return->Memorial Room]]</u>You reach the top of the stairway and push open the sturdy wooden door in front of you. The following sensation of fresh night air overwhelms your senses and you surge forward through the doorway, not caring that the door closes firmly behind you.
(live:10s)[You are standing in a clearing, roughly an acre in size, in a dense forest. The night sky is clear and the Milky Way scintillates overhead. After a few moments you turn and look at the small stone folly housing the door from which you just emerged. The door is now shut and you can see no way of opening it from this side. ]
(live:20s)[You pause for a moment, thinking of your daughter, your daughter who you saw just a couple of days ago but the memory of whom seems to have faded. This troubles you more than any of the horror of being in this place. You look to the stars and utter her name to yourself. You vow silently that you will see her again when this ordeal, whatever it is, is over. ]
(live:30s)[You turn again and see two pathways through the thick wall of trees. In the distance you can see the silouette of a tower rising above the canopy and the roof of a house next to it. ]
(live:40s)[Your attention is suddenly grabbed by the figure again, the same one you saw in the crypt, standing at the foot of the left hand pathway in the distance. You can see that the figure is wearing a cloak, but still no other features are discernable at this distance and in such light. ]
(live:48s)[<u>[[Continue->I've seen him before]]</u>]
<HR>
<u>[[SAVE GAME->SAVE PATH ONE]]
<HR>
<audio src="http://www.symonspiano.com/audio/wind.mp3" autoplay><h3>(if:$cadmusgonnadie is 0)["It's him. It's always him. Remember his name.
Remember.
The first...........King](else:)[I KNOW I KNOW HIS NAME. CA......
CA....
CAD.......]
(if:$cadmusgonnadie is 1)[CADMUS!!!]
[[.....->choose paths]]
<audio src="http://www.symonspiano.com/audio/mind.mp3" autoplay>You must choose which way to go. Will you follow the mysterious figure down the left path or take the right path? A small sign indicates that the right path leads to "Servants' House" and the left path to the "Lodge House".
[[Left path->to Stables]]
[[Right path->to Servants' Quarters]]
<audio src="http://www.symonspiano.com/audio/wind.mp3" autoplay>Will you walk or run?
(set:$youaregoingtothelodge to 1)
<u>[[Walk->walk after Cadmus]]</u>
<u>[[Run->run after Cadmus]]</u>
You walk along the path which winds through the forest. The darkness only allows you to see a few tree trunks into the dense mass but your eyes adjust to the darkness enough to make out the twists and turns of the pathway. Soon the pathway becomes flanked by old stone walls coated in ivy. As you move further you see they are leading to a wooden building at the end of the path. A single oil lamp is mounted in an old fashioned lamp handing over the porch, moths and critters buzzing around it cutting through the silence.
(set:$youaregoingtotheservantsquarters to 1)
<u>[[Enter the building->Servants Quarters Entrance]]</u>
<audio src="http://www.symonspiano.com/audio/wind.mp3" autoplay><h3>Servants' Quarters Hallway</h3>(set:$welcomeSQ to 1)
<hr>
(if:$firsttimeinservantsquarters is 0)[Within moments of entering this place its atmosphere tells you it has been long abandoned. The wainscotting is of a dark cherry wood and the stripped wallpaper bears a faded floral pattern. The old wallpaper is torn and unloved and the wooden panels show through beneath. Nothing here seems like it belongs in this time, more fitting to a house fifty or sixty years ago, possibly a lot longer. Yet strange anacronisms pepper the surroundings...] (set:$firsttimeinservantsquarters to 1)
(if:$playitagainsam is 1)[Something is written on the wall in red paint:]
(if:$playitagainsam is 1)+(text-style:"smear")[<h2>LISTEN TO IT AGAIN</h2>](IF:$listenedtofear is 1)+(text-style:"smear")[<h2>I LOVE WATCHING YOU DIE<h2>]
(if:$playitagainsam is 0)[The hallway of this house is bare except for a few functional units and a <u>[[chord telephone]]</u> on a small corner table. Tiny bulbs give out stingy light beige light from small wall mounted lightfittings, their tassled shades dusty and discoloured with age.]
The room is L shaped with the front door (through which you entered) on the north wall in the far east corner. Also along this longest wall, west of the front door, are two other doors marked 'Caretaker' and 'Dorm 1' respectively. On the slightly shorter south wall is a single door marked 'Dorm 2' and at the far end of the long passageway formed by these two walls is a large double door.
Down the short end of the L shape, opposite the front door, is rusty looking metal door.
(if:$colapseinquarters is 0)[Immediatly opposite the door marked 'Caretaker' is a patch of wall which looks strangely different to the rest. There is no wainscotting and the wallpaper looks much more recent.](else:)[there is a crude hole in the wall opposite the Caretaker's door which you ripped through to escape your earlier entrapment.]
<hr>
(if:$caretakerroomunlocked is 0)[<u>[[Door marked CARETAKER->Caretaker Room Door]]</u>](else:)[<u>[[Door marked CARETAKER->Caretaker's Room]]</u>]
<u>[[Door marked DORM 1]]</u>
<u>[[Door marked DORM 2->Dorm 2]]</u>
<u>[[Double doors->Leisure Room]]</u>
(if:$backdoorcrowbarred is 0)[<u>[[Rusty metal door]]</u>](else:)[<u>[[Rusty metal door->Servants Quarters Back Garden]]</u>]
(if:$colapseinquarters is 1)[<u>[[Hole in wall->Dorm 3 from hole]]</u>]
<hr>
<u>[[INVENTORY]]</u>
<u>[[ARCHIVE]]</u>
<hr>
<u>[[SAVE GAME->SERVANTS SAVE]]
<HR>
<audio src="http://www.symonspiano.com/audio/text1.mp3" autoplay>
(if:(history:)'s last is "Caretaker's Room" OR "Door marked DORM 1" OR "Dorm 2" or "Leisure Room")[<audio src="http://www.symonspiano.com/audio/cosy3.mp3" autoplay>]
(if:(history:)'s last is "Servants Quarters Back Garden" )[<audio src="http://www.symonspiano.com/audio/metal_squeeky.mp3" autoplay>]
(if:(history:)'s last is "to Servants' Quarters")[<audio src="http://www.symonspiano.com/audio/come_inside_cosy.mp3" autoplay>]As you suspect, the telephone is disconnected. There is no sign of a socket in the wall.
<u>[[Return->Servants Quarters Entrance]]</u>
<audio src="http://www.symonspiano.com/audio/text1.mp3" autoplay><h3>Dormitory One</h3>
<hr>
You are in a small single dormitory room, the walls of which are decorated with posters of films you've never heard of, although you do recognise some of the actors. The room is modest and functional but it is clear that somebody tried to make this little space feel as homely and personal as they could. A few items of womens' clothing are scattered on the back of the small dressing table chair and the end of the small single bed, which looks like a war-time hospital bed. Next to the toilet and bath area in the corner is a large dressing mirror, completely smashed. A <u>[[diary->Melissa's Diary]]</u> sits on the dressing table.(if:$melissasboxlocked is 1)[ Next to it sits the jewellery box you picked up.](else:)[Tucked underneath the dresser is a <u>[[Jewellery Box->Melissas Jewels]]</u>.]
<hr>
<u>[[Return to corridor->Servants Quarters Entrance]]</u>
<hr>
<u>[[INVENTORY]]</u>
<u>[[ARCHIVE]]</u>
(if:(history:)'s last is "Servants Quarters Entrance")[<audio src="http://www.symonspiano.com/audio/cosy4.mp3" autoplay>]<h3>Leisure Room</h3>
<hr>
A long wide room with just a single window at the north end and the same faded pattern walls as the corridors. The wooden floorboards creek and the few heavy weave rugs around the room are moth-eaten and old. A few sofas are huddled around a cathode ray tube television, its screen smashed. Some <u>[[board games]]</u> and empty tea cups and plates are scatted on one of the tables making it seem that this place was abandoned in a hurry, in the middle of normal life.
There is a curious hole in the ceiling. It looks as if it was recently punched through as piles of plaster and dust still litter floor underneath it.
(if:$cuckoofound is 1)[A cuckoo clock hangs on the wall next to an old framed black and white photograph of a woman,](else:)[A (if:$cuckooclock is 1)[[[cuckoo clock ->cuckoo clock]]](else:)[cuckoo clock ]hangs on the wall next to an old framed black and white photograph of a woman,] in front of which is a <u>[[gramaphone->Servants Quarters Gramaphone]]</u> with a record still on the plate.
The set of double doors lead back to the main hallway and a single door is situated on the oposite end of the same long east wall.
<hr>
<u>[[Double door->Servants Quarters Entrance]]</u>
(if:$colapseinquarters is 0)[<u>[[Single door->Servants Quarters Back Corridor]]</u>](else:)[<u>[[Single door->colapse makes door useless]]</u>]
<hr>
<u>[[INVENTORY]]</u>
<u>[[ARCHIVE]]</u>
(if:(history:)'s last is "Servants Quarters Entrance" or "Servants Quarters Back Corridor")[<audio src="http://www.symonspiano.com/audio/cosy5.mp3" autoplay>](if:$crowbar is 0)[You cannot force the door open with brute strength alone. It is tight shut from rust and neglect. It will need prising open with something strong.
<u>[[Return->Servants Quarters Entrance]]</u>](else:)[You fix the CROWBAR into a small gap and, putting your full weight and strentgh into it, manage to prise the door open with a scraping crack.
(set:$backdoorcrowbarred to 1)
<u>[[Proceed->Servants Quarters Back Garden]]</u>]
<h3>Dormitory Two</h3>
<hr>
You are in a small single dormitory room with simple furnishings offering only an austere sort of comfort. The eiderdown on the single bed, the embroidered samplers hanging in small frames have faded and their citations from the Bible do little to lift the opressive gloom of the room. A small toilet area stands in the corner, partitioned off by a plane screen and a few books line the <u>[[dusty bookshelf]]</u> near the bed.
(if:$foundmary is 0)[(if:$Maryinthewall is 1)[You notice that a few of the verticle panels of wood forming the far wall appear to be of a different wood to the others. Will you <u>[[investigate?->Mary's Corpse]]</u>]]
(if:$foundmary is 1)[The corpse of the long dead servant lies in the alcove in the wall by the window.]
<hr>
<u>[[Return to corridor->Servants Quarters Entrance]]</u>
<hr>
<u>[[INVENTORY]]</u>
<u>[[ARCHIVE]]</u>
(if:(history:)'s last is "Servants Quarters Entrance")[<audio src="http://www.symonspiano.com/audio/cosy4.mp3" autoplay>]An old copy of the bible, a few books on housekeeping and a prayer book are found on the shelf along with a diary. The diary, according to the front cover, belonged to a Mary Hart. The diary is dated 1871. You read a book marked page:
(set:$maryhartdusty to 1)
<i>
September 12th
He screamed at me again today. Magnus, master of this estate, master of this household and, day by day, the most monstrous creature on God's fair Earth. Nightly I think of running away, back to the city, back to my mother and my sisters. But I know he would find me. He screamed at me for asking after the health of Lady Margaret, his wife. I write the word 'wife' with trepidation. God forgive me, working for such a monster. The rumours are true, I heard it from Bessy, the kitchen maid. Lady Margaret is the Lord's own sister. Their father forced them to marry. It's no wonder the children are... different.
But it pains me. Dispite the horrific sin that they live in, Lady Margaret is a gentle and kind woman. At least she was. Magnus has had her in that tower for months. Nobody has seen her. I could not help but ask after her welfare.
I miss my family. I miss my dear sister.
September 13th
My heart pounded in my breast. The master came here! Here to our servants' quarters. He never does that, why now? He nearly caught me removing this diary from it's hiding place behind the cuckoo clock (set:$cuckooclock to 1). Were it not for this diary, I think I may go mad with all the horrors I have witnessed here.
September 14th
I beheld the master, through one of the windows of the house, indulging in one of his evenings of bestial revelry. God forgive me that I should stay in this place. Naked women and men, fumes of some intoxicating poppy being burned reached me through the open window. The music, if it can be called that, was coming from a young woman, naked as Eve, playing the violin, her eyes black and wide and her head lolling as if possessed.
I am afraid. Afraid for my own soul in this place. Should the master find this diary, I cannot imagine what he would do.
September 15th
(In very different handwriting): Poor sad woman. Hiding her thoughts behind a clock. She loved this place really. She shall remain here always, in her own sweet chamber. Thank you for your years of service Sally, or Mary, or Victoria, whatever your name was. Dearest, Magnus.
(if:$foundmary is 0)[(set:$Maryinthewall to 1)]
<u>[[Return->Dorm 2]]</u>
<audio src="http://www.symonspiano.com/audio/text2.mp3" autoplay>(set: $Maryinthewall to 0)
(set: $foundmary to 1)
You set about pulling at the wooden planks and they come away with ease. The old, untreated wood pulls away in your hand and you begin to see the form behind it.
Exposing a hidden alcove which has not been disturbed in a very long time you come face to face with the corpse of a woman. Little more than a skeleton remains except for some whisps of hair on her near fleshless skull. She is still wearing a distinctive rosary around her neck. The chords which bound her and gagged her are still in evidence. This woman was sealed into the wall alive.
<u>[[Return->Dorm 2]]</u>A deck of well used cards lay strewn accross the table, the players' hands left where they were when this game was interupted. The images on the backs of the cards resemble Victorian picture postcards. Several dice are collected in the centre of the table next to a small cardboard box labled 'Hollow's Howl'. The yellowed sheet of paper next to it must be the rules of the game:
<hr>
<i><h4>Hollow's Howl:</h4>
MDCCCLXXIX
Players roll four dice when it is each round. Quadruples beat triples, which in turn beat a double. Having no matching dice rolls is the weakest hand. Lower numbers beat higher.
However, every fifth round, the players can....</i>
After this the words become illegible due to something having been spilt on the page.
<hr>
<u>[[Continue->Leisure Room]]</u>Will you press play on the Gramaphone?
(if:$playitagainsam is 0)[<u>[[Yes->listen to Gramaphone]]</u>](else:)[<u>[[Yes->Distorted Record]]</u>]
<u>[[No->Leisure Room]]</u>Hidden behind the cuckoo clock is a small compartment housing a HEALTH PACK. You use it to tend to your injuries and revive your stamina.
(set:$health to $health + 5)
(if:$health>22)[(set:$health to 22)]
(set:$cuckoofound to 1)
<u>[[Return->Leisure Room]]</u>
<audio src="http://www.symonspiano.com/audio/health_aquired.mp3" autoplay><h3>Servants' Quarters Back Corridor</h3>
<hr>
The corridor runs along a long south facing wall with three windows on it. Two of them are boarded up and the third looks out into the thick mass of trees, beyond which nothing can be seen in the darkness. A <u>[[Servant's Quarter staircase]]</u> at the far end lies in rubble. It has colapsed in on itself. (if:$beeninbasement is 0)[A few feet away from the rubble you can make out a <u>[[trap door]]</u> in the floor.](else:)[A trap door leads to a narrow staircase which descends into the basement.] There are no decorations in this corridor save one <u>[[framed photograph]]</u> on the far wall. On the south wall, something has been <u>[[written accross the wall paper]]</u> in paint.
One door on the narrow west wall leads back to the Leisure room and another small door marked 'Dorm 3' lies at the opposite end of the north wall.
<hr>
(if:$beeninbasement is 1)[<u>[[Trap door->trap door]]]
<u>[[West door->Leisure Room]]</u>
(if:$dorm3unlocked is 0)[<u>[[Dorm 3 door->Dorm 3 Lock]]](else:)[<u>[[Dorm 3 door]]]
<hr>
<u>[[INVENTORY]]</u>
<u>[[ARCHIVE]]</u>
<audio src="http://www.symonspiano.com/audio/text1.mp3" autoplay>
(if:(history:)'s last is "Leisure Room" or "Dorm 3 door")[<audio src="http://www.symonspiano.com/audio/cosy3.mp3" autoplay>]To load game, select LOAD GAME and enter the name of the saved file you wish to resume then click OK. Click CANCEL on the second window which appears.
Your current saved games are;
(for: each _savedgame, ...(datanames:(saved-games:))) [(if: _savedgame is not "") [_savedgame<br/>]]
<u>(link: "Load game")[(set: _loadsave to (prompt: "Enter the name of the save file you want to load.", ""))[(if: _loadsave is not "" and (saved-games:) contains _loadsave)[(load-game: _loadsave)](else:)[Save file name was blank or could not be found.]]]
<u>[[Return->Start Page]]
<audio src="http://www.symonspiano.com/audio/save.mp3" autoplay>
The front cover of the diary has been lost and the pages are blank, but it is a 1962 diary and tucked inside is a letter which was clearly never sent. It reads:
(set:$readingMelissa to 1)
14th February 1962
Dear Mark
I can't wait to see you again. I have made a terrible mistake. Coming to this place seemed like the answer to my prayers. A well paid housekeeping job with logdings provided. But it has been hell. I do not curse, Mark. It really has been hell. The master of this estate (he does in fact insist on the use of such old fashioned terms), Mr Verlaine, Cromwell Verlaine, is quite simply the most frightening man I have ever met. He's young, no older than you I'd say, and in a perculiar way he is handsome. His features are delicate and, although long, his face is very angular. I have never met a man (least of all a young man) with long white hair such as he has. At first I though there was just something queer about him, but that's not the half of it. His tastes are... unnatural. I've seen him do things with people, to people, that no decent man should. He makes people play games, sick games, games they sometimes do not even know they are playing. But I daren't speak out. His staff are numerous, but people around here seem to go missing. They go missing regularly.
Malcolm, that lovely caretaker who lived in Dorm 3, even went so far as to secretly install a secret passage from his dorm into the main servants' quarter corridor, just so he might escape if they ever came for him to make him 'disappear' like so many others have had to.
Please write soon Mark. I hide all your letters safely, so never fear. We may speak freely. I keep them in my locked jewellery case, not that own anything worth a farthing. Apart from your letters. They are my treasure. The combination is something only us servants would know. It's the highest possible scoring hand in a game of Hollow's Howl.
Yours eternally,
Your Millie
(if:$firsttimereadingletter is 0)[<u>[[Return->They Killed Her]]</u>](else:)[<u>[[Return->Door marked DORM 1]]</u>]
<audio src="http://www.symonspiano.com/audio/text2.mp3" autoplay>(set: $melis to (prompt: "What combination will you enter?:", ""))
(if:$melis is "1111")[(go-to: "1111true")](else:)[(go-to: "1111")]
Nothing has happened. The box remains closed.
<u>[[Return->Door marked DORM 1]]</u>(set:$melissasboxlocked to 1)
The box clicks open. Inside the box is a small GOLD COG. It is clearly part of some complex mechanical structure.
You take the GOLD COG.
(set: $goldcog to 1)
<u>[[Return->Door marked DORM 1]]</u>All that remains of the colapsed wooden staircase is a pile of wood. You can see you into the darkness of the floor above but have no way of getting up there. What could have caused this damage?
<u>[[Servants Quarters Back Corridor]]</u>
<audio src="http://www.symonspiano.com/audio/text1.mp3" autoplay>The picture is a heavily faded sepia photograph. It shows twelve people in various nineteenth century servants' uniforms standing formally around a well dressed man in the centre who is sitting on a grand upholstered arm chair. The man is a plump looking middle-aged man with short curly black hair. One of the female servants is wearing a distinctive rosary around her neck(if:$foundmary is 1)[. The rosary looks very familiar]. There is a weary expression of her face despite the photograph's formality. Her eyes stare right out of the picture to you.
<u>[[Return->Servants Quarters Back Corridor]]</u><h3>Dormitory Three</h3>
A large dormatory stands before you with three small single beds and various small, basic utilities for domestic living. There are a few bookshelves and small tables in various places around the room but all of them are empty. An incongrously ornate iron chandelier hangs from the ceiling, a Victorian style floral plaster ceiling rose spreads out where the chandelier is mounted. The walls are unpapered and, like the floors, are entirely bare wooden panels which are cracking and showing the decades of neglect. Most of the wall panels, save a rough spot on the back wall opposite the door, are also lightly speckled with moss and mould, giving the room an unpleasant damp smell.
A single unlit (if:$brownkey is 0)[<u>[[fireplace]]</u>](else:)[fireplace] occupies the centre of the east wall.
(set:$dorm3unlocked to 1)
<hr>
(if:$brownkey is 0)[<u>[[Return to corridor->Servants Quarters Back Corridor]]</u>](else:)[<u>[[Return to corridor->Colapse!]]</u>]
<hr>
<u>[[INVENTORY]]</u>
<u>[[ARCHIVE]]</u>
(if:(history:)'s last is "Servants Quarters Back Corridor")[<audio src="http://www.symonspiano.com/audio/cosy4.mp3" autoplay>]You claw at the wood, relieved that it comes away easily enough. You yank them free, ripping the wallpaper on the other side and dislodging puffs of plaster dust into the air.
You have exposed a hole in the wall leading back to the main hallway of this building.
<u>[[climb through the hole->Servants Quarters Entrance]]</u>
In the ashes collected at the bottom of the fireplace you find a BROWN KEY.
You take the BROWN KEY
(set:$brownkey to 1)
<u>[[Continue->Dorm 3 door]]</u>As you step back out into the corridor, feeling the key safely in your pocket, you are caught off guard by a mighty bang followed by a deafeningly loud sound of wood cracking under immense pressure. You flinch back as an area of the ceiling net to the door on the far side of the corridor colapses in a thunder of rubble, the dust makes it impossible to see clearly and threatens to choke. You rush back into the safely of Dorm 3.
(set:$colapseinquarters to 1)
<u>[[Continue->Dorm 3 after colapse]]</u>
<audio src="http://www.symonspiano.com/audio/tense_strings_with_piano.mp3" autoplay><h3>Dormitory Three</h3>
<hr>
A large dormatory stands before you with three small single beds and various small, basic utilities for domestic living. There are a few bookshelves and small tables in various places around the room but all of them are empty. The chandelier, dislodged in the recent colapse, has fallen and smashed on the floor(if:$toodangeroustogobackout is 1)[. Next to it lies the bookshelf which toppled in the explosion too]. The walls are unpapered and, like the floors, are entirely bare wooden panels which are cracking and showing the decades of neglect. Most of the wall panels, save a [[rough spot]] on the back wall opposite the door, are also lightly speckled with moss and mould.
A single unlit fireplace occupies the centre of the east wall.
<hr>
(if:$toodangeroustogobackout is 0)[<u>[[Return to corridor->Colapsed Corridor]]</u>](else:)[It's too dangerous to go back out into that corridor now.]
You seem to be out of options. There must be another way out, or perhaps somebody will come and rescue you? Will you (if:$triedwaiting is 1)[<u>[[wait here for another hour?->wait here for an hour?]]</u>](else:)[<u>[[wait here for an hour?]]</u>]
<hr>
<u>[[INVENTORY]]</u>
<u>[[ARCHIVE]]</u>
(if:(history:)'s last is "Colapsed Corridor")[<audio src="http://www.symonspiano.com/audio/cosy4.mp3" autoplay>]You can only move about three feet into the corridor from the door you just came through before you hit a pile of rubble blocking your way. Shattered wood, stone and all manner of materials have colapsed down in front of you completely blocking the corridor. Furthermore, the air is now full or dust and particles of something seemingly far more toxic. You cough and choke, instinctively reaching for the door handle. You have no alternative but to go back into Dorm 3.
(set: $keepcheckingrubble to $keepcheckingrubble+1)
(set: $health to $health -2)
(if:$health<1)[<u>[[Door to dorm 3->choke death]]](ELSE:)[(if:$keepcheckingrubble is 3)[<u>[[Door to Dorm 3 ->check corridor 3 times]]</u>](else:)[<u>[[Door to Dorm 3->Dorm 3 after colapse]]</u>]]
<audio src="http://www.symonspiano.com/audio/tense_strings_with_piano.mp3" autoplay>As you walk back into the dormatory you hear a creaking noise. You turn quickly enough to see one of the empty bookshelves slowly break away from its hinges, presumably dislodged by the impact of the colapse next door. The bookshelf lands on the floor with a crash, along with a HEALTH PACK which must have been hidden on top!
You use the HEALTH PACK and continue
(set:$health to $health +10)
(if:$health>22)[(set:$health to 22)]
(set:$toodangeroustogobackout to 1)
<u>[[continue->Dorm 3 after colapse]]</u>With a cough so ferocious it makes you double over in pain, you stumble backwards against the wall. In your weakened state, whatever toxin has filled the air has filled your lungs and despite your efforts to expell it, it has overcome you. You sink to the floor, blood dribbling freely from your nostrils, as your senses shut down one by one.
Your hearing is the last to go, but before losing consciousness completely, you could swear you hear the sound of somebody laughing close by.
Game over.
<audio src="http://www.symonspiano.com/audio/game_over.mp3" autoplay>(set: $health to $health-2)
Despite trying and failing to rest, your mind is pacing and your breating seems to be getting shallower. Could it be some poisonous gas released in the explosion? You feel lousy and get up. There must be some other way out of here. You can either search for another way out, or wait and hope that somebody comes to rescue you.
(set:$triedwaiting to 1)
(if:$health<1)[<u>[[Continue->death in the dorm]]</u>](else:)[<u>[[Continue->Dorm 3 after colapse]]</u>]
You rise from the bed, but immediatly colapse onto the floor. You are dimly aware of blood running out of your nostrils from the wetness on your lip, but there is no pain. You cannot even muster the strenght to push yourself up against the bed. You colapse fully to the floor. The last sound you hear is your head thumping the dry wood.
Game over.
<audio src="http://www.symonspiano.com/audio/game_over.mp3" autoplay>You push hard against the door but it will not move an inch. The collapse from the explosion on the other side must have blocked that end of the corridor completely with rubble. This way is now impassable.
<u>[[Return->Leisure Room]]</u><h3>Dorm Three</h3>
<hr>
The dorm is in ruins with dust and fragments of plaster and broken wood all over the floor and furniture. The door leading to the back corridor is beginning to bow inward, no doubt as the pressure from the mounting debris behind it forces itself against it.
<hr>
<u>[[Climb through hole in wall->Servants Quarters Entrance]]</>
<hr>
<u>[[INVENTORY]]</u>
<u>[[ARCHIVE]]</u>(if:$brownkey is 0)[The door is locked. The keyhole has a brown border.
<u>[[Return->Servants Quarters Entrance]]</u>](else:)[You unlocked it using the BROWN KEY. This key is now useless. (set:$caretakerroomunlocked to 1)You throw it away.
<u>[[Continue->Caretaker's Room]]</u>]<h3>Caretaker's Room</h3>
(set:$brownkey to 0)(set:$caretakerroomunlocked to 1)
<hr>
The room smells of oil, turpentine and soil and is filled with gardening tools, shelves packed with <u>[[jars and bottles]]</u> of maintenance fluids, bags of compost and assorted household necessities. (if:$crowbartaken is 0)[Some <u>[[heavy tools]]</u> are hanging from pegs on the wall next to the door.]There are no windows in the room and the only light comes from one of three flickering strip lights still working.
(if:$automatonsmashed is 0)[(if:$sheetremovedfromautomaton is 0)[In the corner of the room stands something large and covered in a <u>[[dirty white sheet]]</u>](else:)[(set:$automatonexposed to 1)In the corner of the room stands a horrific looking <u>[[automaton->dirty white sheet]]</u> fashioned like a jester. It looks to be in a very poor state of repair.]]
(if:$automatonsmashed is 1)[The sparking wreck of the automaton stands in the corner, a rake handle protruding from it's mechanical innards.]
<hr>
<u>[[Door back to hallway->Servants Quarters Entrance]]</u>
<hr>
<u>[[INVENTORY]]</u>
<u>[[ARCHIVE]]</u>
(if:(history:)'s last is "Caretaker Room Door" or "Servants Quarters Entrance")[<audio src="http://www.symonspiano.com/audio/cosy2.mp3" autoplay>]Some of these look as if they have been used fairly recently. Others are sealed tight shut and haven't been touched in decades.
<u>[[Return->Caretaker's Room]]</u>Your attention is grabbed by a heavy CROWBAR with a sharp edge. As well as being a useful tool, this would be a very effective weapon.
You take the CROWBAR
(set:$crowbar to 1)
(set:$crowbartaken to 1)
[(if:$listenedtorecord is 1)[(set:$playitagainsam to 1)]]
<u>[[Continue->Caretaker's Room]]</u>(set:$sheetremovedfromautomaton to 1)
(if:$automatonexposed is 0)[Under the sheet is a disturbing looking mechanical automaton styled like a jester.](else:)[The exposed automaton stares silently with its one remaining glass eye.] Most of the paintwork on its porceline face has flaked away. The mechanism is exposed and there is a switch.
<u>[[push the switch->automaton switch]]</u>
<u>[[Ignore it->Caretaker's Room]]</u>
<audio src="http://www.symonspiano.com/audio/heart_beat.mp3" autoplay>Nothing seems to happen. There appears to be a cog missing from the intricate clockwork mechanism. (if:$goldcog is 1)[Insert <u>[[GOLD COG?]]</u>]
<u>[[Leave it->Caretaker's Room]]</u>(set:$health to $health -6)
You slot the GOLD COG into place and press the button. After a jerky start the old machine starts to grind into action. The lower jaw shudders up and down in a grim parody of laughter and the arms begin to move. Too late, you notice the trap; attached to the automaton's right hand is a thin wire which, when pulled into contact with another wire running down to the floor, completes a circuit to the steel plate you are standing on.
(set:$goldcog to 0)
(set:$automatonactive to 1)
(if:$health<1)[<u>[[Proceed->death by automaton]]</u>](else:)[<u>[[Proceed->electric pain from automaton]]</u>]The pain is intense as the current shoots through your body. You are thrown back against the shelves, sending bottles smashing to the floor. As you crawl on the floor struggling to breath you hear the creaking of the weakened stack of shelves. You scream as the structure topples onto you, heaping piles of heavy wood, smashed glass containers and their volatile contents on top of you. Coonsciousness fades as you become faintly aware of broken bones.
You become faintly aware of the door opening and somebody standing next to you. They are silent. They kneel down next to you, but now only your sense of hearing remains.
The last thing you feel is the sensation of two tiny pinpricks piercing the flesh on your neck.
Then you hear and feel nothing.
Game Over.
<audio src="http://www.symonspiano.com/audio/game_over.mp3" autoplay>The pain is intense as the current shoots through your body. You are thrown back against the shelves, sending bottles smashing to the floor. After catching your breath and recovering from the shock you take hold of a heavy wooden rake and smash the automaton's head off in anger.
(set:$automatonsmashed to 1)
<u>[[Continue->Caretaker's Room]]</u>
<audio src="http://www.symonspiano.com/audio/crash.mp3" autoplay>As the shock of the impact and the fall fades to clarity you suddenly feel an overwhelming pain. Looking down, you see the huge shard of splintered wood protruing from your bleeding side. You go into shock, seeing the blood pool where you lay slumped. Your vision starts to fade. The last thing you register is the sound of the door to the room opening. And then................... nothing.
Game Over
<audio src="http://www.symonspiano.com/audio/game_over.mp3" autoplay><h3>Conservatory/ Herb Garden</h3>
<hr>
(if:$firsttimeinconservatory is 0)[The cold air hits you as you walk into this place. ](set:$firsttimeinconservatory to 1)You are in a tattered wooden conservatory at the back of the house. Most of the glass panels are missing or broken. Ivy and climbers, their colours hard to make out in light of the failing porch light beyond, wind their way through the latice of the window panes. Several earthenware pots have plants growing in them, and beyond the empty doorframe there is a large, high walled garden. Most of the earth looks neatly tilled but is barren. A few isolated patches seem to have herbs growing.(if:$playitagainsam is 0)[ There is a (if:$birdbath is 0)[<u>[[birdbath]]</u>](else:)[birdbath] in the middle of the garden.]
At the back of this garden there is a <u>[[small hole in the base of the brick wall]]</u>. Beyond the high walls the trees enveloping this place loom and block out the moonlight.
<hr>
<u>[[Back Door->Servants Quarters Entrance]]</>
<hr>
<u>[[INVENTORY]]</u>
<u>[[ARCHIVE]]</u>
<audio src="http://www.symonspiano.com/audio/wind.mp3" autoplay>
(if:(history:)'s last is "Servants Quarters Entrance" OR "Rusty metal door")[<audio src="http://www.symonspiano.com/audio/metal_squeeky.mp3" autoplay>](Set:$listenedtorecord to 1)
<u>[[Return->Leisure Room]]</u>
<audio src="http://www.symonspiano.com/audio/gramaphone_record_one.mp3" autoplay>
(set:$listenedtofear to 1)
<u>[[Return->Leisure Room]]</u>
<audio src="http://www.symonspiano.com/audio/gramaphone_broken.mp3" autoplay>A HEALTH PACK in placed inside the birdbath. You use it to heal any damage and increase your vitality.
(set:$health to $health+3)
(if:$health>22)[(set:$health to 22)]
(set:$birdbath to 1)
<u>[[Return->Servants Quarters Back Garden]]</u>
<audio src="http://www.symonspiano.com/audio/health_aquired.mp3" autoplay>You kneel down on the dry soil to look through thr dark hole, barely two feet wide. It is almost pitch black save for a tiny speck of light penetrating through from somewhere.
As you gingerly lean in closer trying to figure out where this leads your knee loses its grip on the earth and slides forward, sending you skidding down through the hole and tumbling alkwardly down a steep incline.
When you land at the bottom you stand up and brush the bits of bramble and plant matter off. Turning around you look up and see the wall of the servants' quarters garden at the top of a bank some twenty feet above you. An attempt to clamber back up and find the hole in the wall through the dense mass of flora clogging the steep ridge would be futile. You must continue.
You think again for a moment about your wife and daughter. They must be so worried about by now.
<u>[[Continue->Long path to the Hunting Lodge]]</u><h3>Clearing in Forest</h3>
<hr>
(if:$newtothestablesandlodge is 0)[The path ends abruptly.](set:$newtothestablesandlodge to 1)
You are in a large open clearing the middle of this forest. The space is flanked by two wooden buildings on either side and the heavy gate on the wall at the end of this space has a path leading back off into the forest beyond. The moon is bright above the sillouetted forest enclosing this place and some quiet sounds of nature can be heard in the otherwise silent night air. You can see large well-mown lawns beside the buildings lit by small spotlights mounted on the eaves of the two buildings. This place looks like it was well used and well kept but now there is no sign of anybody.
<hr>
(if:$seenthestables is 0)[<u>[[Enter east building->The Stables]]</u>](else:)[<u>[[Enter the Stables->The Stables]]</u>]
(if:$visitedlodge is 0)[<u>[[Enter west building->Hunting Lodge Lounge]]</u>](else:)[<u>[[Enter Hunting Lodge->Hunting Lodge Lounge]]</u>]
(if:$rifle is 0)[<u>[[Heavy iron gate->Heavy Iron Gate lock]]</u>](else:)[<u>[[Heavy iron gate]]</u>]
<HR>
<u>[[INVENTORY]]</u>
<u>[[ARCHIVE]]</u>
<HR>
<u>[[SAVE GAME->SAVE CLEARING 1]]
<HR>
<audio src="http://www.symonspiano.com/audio/wind.mp3" autoplay>
(if:(history:)'s last is "The Stables" or "Hunting Lodge Lounge")[<audio src="http://www.symonspiano.com/audio/come_inside_cosy.mp3" autoplay>]You find yourself walking down a narrow pathway between massive trees which stretch back beyond where you can see. You remain vigilaan for signs of the figure you saw back at the clearing, but there seems to be no trace anyone was here recently. The star light above is just enough to allow your eyes to adjust and make out the path in front of you as you run and you once again spot the house up ahead with its tall tower. In the darkness you cannot tell whether they are part of the same structure or their sillouettes have merged.
Lost in thoughts of getting home to your family, you chance to look down at the path just in time. Coming to an abrupt stop you avoid stepping into a bear trap just in time.
You continue, even more cautiously than before, along this dark path through the forest.
<u>[[Continue->Clearing in Forest]]</u>
<audio src="http://www.symonspiano.com/audio/wind.mp3" autoplay>(set:$Cadmusspite to $Cadmusspite +1)
(set:$health to $health -5)
You break into a run, hoping to catch the man, woman or creature that is lurking around this place. You find yourself racing down a narrow pathway between massive trees which stretch back beyond where you can see. The star light above is just enough to allow your eyes to adjust and make out the path in front of you as you run and you once again spot the house up ahead with its tall tower. In the darkness you cannot tell whether they are part of the same structure or their sillouettes have merged.
<u>[[Suddenly...]]</u> You cannot move your leg and as you reach for the serated jaws of the trap to prise it open, the pain lessens as you feel yourself getting fainter and fainter. You become faintly aware of somebody standing next to you. They are silent. They kneel down next to you, but now only your sense of hearing remains.
The last thing you feel is the sensation of two tiny pinpricks piercing the flesh on your neck.
Then you hear and feel nothing.
Game Over.
<audio src="http://www.symonspiano.com/audio/game_over.mp3" autoplay>Gritting your teeth as the pain fades to anger, you prise open the serated maws of the crude trap and set your injured leg free. You are lucky you haven't broken anything. You continue down the path cautiously. Whoever that creature is it has probably out manouvered you again. You continue following the path.
<u>[[Continue->Clearing in Forest]]</u>Your face hits the stony ground and you roar in pain and shock. You have stepped into a bear trap on the ground.
(if:$health<1)[<u>[[Continue...->bear trap death]]</u>](else:)[<u>[[Continue...->bear trap ouch]]</u>]
<audio src="http://www.symonspiano.com/audio/crash.mp3" autoplay><h3>They killed her. You know they killed her. (if:$cadmusgonnadie is 1)[You've been here before.
Try to REMEMBER....]
(set:$firsttimereadingletter to 1)
[[....->Door marked DORM 1]]
<audio src="http://www.symonspiano.com/audio/mind.mp3" autoplay><h3>The Stables</h3> (set:$seenthestables to 1)(set:$welcomeStables to 1)
<hr>
(if:$rifleloaded is 1)[As soon as you enter the barn you notice that the wooden beam you used to secure the door lies half way accross the room. The door has been opened. What will you do?
<u>[[Arm your HUNTING RIFLE and open the door]]</u>
<u>[[Get out of here->Clearing in Forest]]</u>](else:)
[You are in a large barn which has been used as a stable. Bays for three horses occupy the east wall, at the south end of which is a single rustic door. Each of the(if:$stablepuzzledone is 0)[ <u>[[stable bays]]</u>](else:)[ stable bays] is made up with fresh hay and troughs for drinking water though there is no trace of any equine smell. The beams in the lofty ceiling of this area are decorated with thick layers of cobwebs and several candles are lit on top of a barrel which sits a reassuring distance away from the hay.
(set:$stablepuzzle to 2)
<hr>
<u>[[Exit Stables->Clearing in Forest]]</u>
(if:$Cadmuslockedin is 0)[<u>[[Small barn door->Stable Corridor]]</u>](else:)[<u>[[Small barn door->far too dangerous!]]</u>]]
<hr>
<u>[[INVENTORY]]</u>
<u>[[ARCHIVE]]</u>
(if:(history:)'s last is "Stable Corridor" or "Clearing in Forest")[<audio src="http://www.symonspiano.com/audio/come_inside_cosy.mp3" autoplay>]
<h3>Hunting Lodge Lounge</h3>
(set:$visitedlodge to 1)(set:$welcomeLodge to 1)
<hr>
The room is lit by warm orange wall-mounted lights and the salon-style wallpaper in embossed with patterns of fleur de lis. This is a lounge for a hunting lodge as evidenced by the <u>[[numerous pictures]]</u> and framed photographs, some really old, depicting sceens of hunts and men posing with trophies and dead beasts. A huge stuffed moose's head mounts the wall above the entrance door on the east wall and various small tables are arranged in the modest space with chairs around them. Two red doors are situated around the room, one on the north wall and one on the south.
There is a <u>[[bar area]]</u> in the corner with a <u>[[bakelite telephone]]</u> on top.
<hr>
<u>[[Entrance door->Clearing in Forest]]</u>
<u>[[North red door->Gamekeeper's Office]]</u>
<u>[[South red door->Lodge Corridor]]</u>
<hr>
<u>[[INVENTORY]]</u>
<u>[[ARCHIVE]]</u>
<audio src="http://www.symonspiano.com/audio/text2.mp3" autoplay>
(if:(history:)'s last is "Gamekeeper's Office" or "Lodge Corridor" or "Clearing in Forest")[<audio src="http://www.symonspiano.com/audio/lofty2.mp3" autoplay>]One old photograph shows this hunting lodge in the late 19th century. Another shows a group of people standing outside the stables accross the way.
<u>[[Continue->Hunting Lodge Lounge]]</u>
<audio src="http://www.symonspiano.com/audio/text2.mp3" autoplay>sparkling crystal glasses hang on neat racks above the bar surface of polished marble, behind which are three neat shelves with expensive looking brands of spirit neatly arranged in rows. The surface behind the shelves is a mirror which has been smashed leaving shards of glass dotted about the area. (if:$amberorbfound is 0)[<u>[[There's something else here....]]</u>]
<u>[[Continue->Hunting Lodge Lounge]]</u>
<audio src="http://www.symonspiano.com/audio/text2.mp3" autoplay>As you suspect, the telephone is disconnected. There is no sign of a socket in the wall.
<u>[[Continue->Hunting Lodge Lounge]]</u><h3>Gamekeeper's Office</h3>
<hr>
This tidy office is small and the walls are lined with <u>[[neat rows of books]]</u> arranged on shelves and book cases. Display cases show various trophies and a <u>[[large mahogany desk]]</u> sits in the centre of the room, behind which is a wide black lattice pattern bay window looking out at the forest mere feet away. A small neat table lamp gives the room its warm crimson light.
There is a <u>[[blackboard]]</u> to the side of the door.
A metal door is on the north wall a few feet to the left of the window.
<hr>
<u>[[Red door->Hunting Lodge Lounge]]</u>
<u>[[Metal door->Lodge Side Alley]]
<hr>
<u>[[INVENTORY]]</u>
<u>[[ARCHIVE]]</u>
(if:(history:)'s last is "Hunting Lodge Lounge" or "Lodge Side Alley")[<audio src="http://www.symonspiano.com/audio/cosy1.mp3" autoplay>]
<h3>Lodge Corridor</h3>
<hr>
An L shaped corridor is lit by a single light in the corner which casts the extreme ends in shadow. The walls are the bare wood of the building's structure the floor creeks as you step on it. At one end of the corridor a red door leads back to the lodge's lounge area. At the other end of the corridor is a door with a WC sign on it, On the same west wall but at the far end from the toilet is a smart oak door with frosted panel glass covering the top half. The door is marked 'Trophy Room'.
On the south wall hangs a <u>[[life size portrait of a man]]</u> held in a black marble frame. It looks quite grand and out of place in such an unkempt corridor.
<hr>
<u>[[Red door->Hunting Lodge Lounge]]</u>
(if:$trophyroomvisited is 0)[<u>[[Trophy Room->trap at trophy door]]</u>](else:)[<u>[[Trophy Room]]</u>]
<u>[[Lodge Toilet]]</u>
<hr>
<u>[[INVENTORY]]</u>
(if:(history:)'s last is "Hunting Lodge Lounge" or "Trophy Room" or "Lodge Toilet")[<audio src="http://www.symonspiano.com/audio/cosy5.mp3" autoplay>]
Most of the books appear to be collections encyclopedia editions or vast bound collections of journals relating to game keeping, cooking, shooting and hunting dating back as far as 1798. There are a few incongruous titles relating to <u>[[classical mythology]]</u>.
<u>[[Continue->Gamekeeper's Office]]</u>Open on the desk is a diary belonging, according to the handwriting on the cover, to 'Franz Muller'. The year has been scratched out.
(set:$Franzdiarynow to 1)
<i>January 19th:
I've been the game keeper on this his estate now for six months and still Cromwell won't look twice at me. I've heard all about him, I know what sort of 'man' he is. I keep this place for him, organise his hunts, entertain his weird guests at the hunting lodge, but not one ounce of recognition from the long, silver haired creep. I turned 30 three days ago and not so much as a birthday card from a man in possession of such a fortune! At least he gives the entire staff whole weeks off every few months, through lord alone knows why.
January 20th:
My luck changed today! And so did everything...
Master Cromwell Verlaine (or 'Lord' as he now likes to be addressed) summoned me to the main house. He gave me wine and, by god, it tasted strange. He invited me to smoke something, though he himself didn't partake in that either. The next thing I knew I was naked on the floor of the ballroom along with a woman I recognised as working in the servants' house. She was naked too. Everything they said about this place is true. Man, this is cool. Nothing I experienced experimenting during my misspent years at Oxford was like this.
January 21st:
That strange friend of the master, the guy with the weird scar accross the top of his head, was there other night when we were doing stuff in the house. I don't think he took part, I just remember him watching. Anyway, I saw him again today. He creeps me out. He's one of those people, like the master, who seems impossible to age. He could be 25 or 45, I don't know. But there's something about him that really gives me the creeps.
January 22nd:
The headache started again today. Ever since I fractured my skull when I was 16 they come from time to time. Luckily it passed. I remember how my dad cried when I came round from the opperation. I miss him so much. I wish I knew what happened to him. He'd be so proud of me, following in his footsteps here.
January 28th:
I found something today, hidden in the room at the back of the stable building. I think that room once belonged to the estate's stable masters. Hidden in the wall behind the old picture of the horse (set:$pictureofhorse to 1)I found a few pages from a letter. They were written by somebody who worked here just over a century ago. It weirded me out a bit to discover that one of the master's ancestors seemed to be just like him. Out of respect I hid them back where I found them. He talks about games that his master used to play. This disturbed me as I've heard rumours that our master plays 'games', though nobody ever dares to say any more.
January 29th:
I must escape this place. I did a bit of digging in the old crypt where the old Verlaine family archive used to be stored. I wanted to know more about Magnus, the master's ancestor mentioned in that old diary. I wanted to know more about Cromwell's other strange ancestors. And I found his secret. Behind that Black door with the dragon on it. I found the truth of what's been going on here. I must escape and tell somebody. Oh Jesus this is wrong.</i>
Written beneath in a different handwriting:
<i>Poor, silly boy. Like father, like son. Shame; I quite enjoyed having you.
Ta ta
CV
x</i>
<u>[[Continue->Gamekeeper's Office]]</u>
<audio src="http://www.symonspiano.com/audio/text2.mp3" autoplay>One volume seems to have been moved more recently than the others and bears none of the dust coating the books that surround it. It is a sturdy leather-bound copy of the 'Dictionary of Classics'. It is bookmarked on the first page of the letter C. One of the first entries, between 'Cacus' and 'Caecilia' has been ripped out.
(if:$classicsiscool is 0)[<u>[[Continue->Cadmus is his name]]</u>](else:)[<u>[[Continue->Gamekeeper's Office]]</u>]<h3>"[[CADMUS->Gamekeeper's Office]]"
(set:$classicsiscool to 1)
<audio src="http://www.symonspiano.com/audio/mind.mp3" autoplay>(set:$bumbum to 1)
(if:$bumbum is 1)+(text-style:"blurrier")[<h2>DO NOT TURN ON THE LIGHT IN THE TROPHY ROO...</H2>]
The writing trails off down the board after the last letter. Somebody has apparantly tried, unsuccessfully, to wipe this off the board. It is not written in chalk. The handwriting is familiar from something you have seen recently, but you cannot place it.
(set:$youhaveseenthiswritingbeforelodge to 1)
<u>[[Continue->Gamekeeper's Office]]</u>
(set:$bumwee to 1)
(if:$bumwee is 1)+(text-style:"blurrier")[<h2>DON'T TURN ON THE AUT....</H2>]
(set:$youhaveseenthiswritingbeforesq to 1)
The writing trails off down the board after the last letter. Somebody has apparantly tried, unsuccessfully, to scrub this off the wall. The handwriting is familiar from something you have seen recently, but you cannot place it.
<u>[[Continue->Servants Quarters Back Corridor]]</u>
<audio src="http://www.symonspiano.com/audio/heart_beat.mp3" autoplay>The door is tightly locked and will not open. You think you can hear a buzzing sound, possibly from some machinery, on the opposite side.
<u>[[Continue->Crypt Corridor One]]</u><h3>Trophy Room</h3>
<hr>
(if:$firsttimeintrophyroom is 0)[As soon as you enter the room the light goes out. After moments your eyes adjust to see only the basic contours of the room from the night's sky coming in through the two windows on the west wall of the room.](set:$firsttimeintrophyroom to 1)
(if:$torch is 1)[Will you <u>[[use the torch]]</u> to explore the room?]
The room is so dark you can see very little detail. There is a desk and several trophy cabinets but you cannot tell what any of them contain. There is an oak door leading back to the corridor and another door on adjacent wall.
(if:$foundtorch is 0)[There seems to be a light switch next to the oak door. Will you press it <u>[[Yes]]</u>]
<hr>
<u>[[Oak door->Lodge Corridor]]</u>
(if:$stagkeyused is 0)[<u>[[South door->Gun Store Lock]]</u>](else:)[<u>[[South door->Gun Display Room]]</u>]
<hr>
<u>[[INVENTORY]]</u>
<u>[[ARCHIVE]]</u>
(if:(history:)'s last is "Lodge Corridor" or "Gun Display Room" or "trap at trophy door")[<audio src="http://www.symonspiano.com/audio/cosy1.mp3" autoplay>]As your hand wrests on the doorhandle you hear the red door open in the corridor behind you. Frozen by fear for a moment, you do nothing, but then instinct and self preservation force you to turn around.
Nothing.
You turn again to the door you were about to open and see the figure of a person move accross the room beyond, their shape obscured by the frosting of the glass.
Slowly, you open the door and go in.
(set:$trophyroomvisited to 1)
<u>[[Continue->Trophy Room]]</u>
<audio src="http://www.symonspiano.com/audio/heart_beat.mp3" autoplay>A flash of light blinds you so forcefully that you fall back against some nearby furnature. It doesn't take you long to realise that you have been struck hard by something, obscured by the incapacitatingly bright light which suddenly flashed directly into you face.
Your head swimming, you try to make your way back up to your feet but, blinded, you stumble into something else.
Then you feel a pair of hands steady you. Instinctivly you lash out, but whatever had a hold of you is too quick to react, forcing you back to the floor.
You freeze as you feel a tiny puncture penetrate the flesh of your neck.
Still blinded, you crawl towards what you think and hope is the direction of the <u>[[door you came through.]]</u>
<audio src="http://www.symonspiano.com/audio/tense_strings_with_piano.mp3" autoplay>
<audio src="http://www.symonspiano.com/audio/crash_grand.mp3" autoplay>You crawl on your hands and knees, luckily finding the door and pushing it open. As you crawl down the corridor towards the red door, your vision begins to return, though blurry and intermitent. You feel youself getting weaker and weaker but drag yourself inch by inch towards the red door and back into the lounge of the lodge.
<u>[[Continue->Lodge death]]</u>
<audio src="http://www.symonspiano.com/audio/heart_beat.mp3" autoplay>Colapsing on the floor of the lodge, just feet away from the front door, you raise your head. You can no longer feel your legs or arms.
Then the figure of a man steps past you and kneels before you.
The last of your strength is dying.
Through the blur that is now your vision you are afforded one final clear moment of vision as you behold the figure of the man. He holds up a fragment of broken mirror from the floor and holds it in front of you, a rictus grin extended over his face.
You stare at the piece of mirror and scream.
Then everything turns black.
Game over.
<audio src="http://www.symonspiano.com/audio/game_over.mp3" autoplay>(if:$stagkey is 0)[The door is locked. You can just about see a carved emblem of a stag around the lock thanks to the moonlight shining through the small window.
<u>[[Continue->Trophy Room]]</u>](else:)[You unlock the door with the STAG KEY which you then discard.(set:$stagkey to 0) <u>[[Proceed->Gun Display Room]]</u>]<h3>Lodge Toilet</h3>
<hr>
A cold, dark toilet with (if:$thatfuckingstinks is 0)[<u>[[three cubicles]]</u>](else:)[<u>[[three cubicles->no fucking way that stinks]]</u>] and a large, cracked sink. Although all of the narrow windows are either open or smashed, a foul smell hangs in the air but it is not one of human waste. Thin, dirty lace curtains blow gently in front of the open or smashed windows through which moonlight seeps and reflects off the dirty tiles forming the floor and walls. The remains of a smashed mirror on the wall appear to show traces of glistening blood around the <u>[[jagged shards]]</u> still bordering the frame.
<hr>
<u>[[Door->Lodge Corridor]]</u>
<hr>
<u>[[INVENTORY]]</u>
<u>[[ARCHIVE]]</u>
(if:(history:)'s last is "Lodge Corridor")[<audio src="http://www.symonspiano.com/audio/lofty2.mp3" autoplay>]
The first cubicle is empty. In the second the toilet bowl has been smashed, although there is no evidence of water so it must have happened a long time ago. In the third cubicle the toilet seat is lowered but there is something stopping it closing completly. <u>[[Investigate?->hand down the toilet]]</u>
<u>[[Continue->Lodge Toilet]]</u>The stench gets stronger as your hand approaches the toilet seat. As you lift it a swarm of fat flies explode from within. You flinch back as they dispurse. Covering your mouth and nose you look again and see a badly decomposed animal that looks to be a fox, though you cannot be certain. Trying hard not to throw up, you let let the toilet seat close down again and make a hasty retreat from the cubicle.
(set:$thatfuckingstinks to 1)
<u>[[Continue->Lodge Toilet]]</u>There is no way in hell you're going back into that cubicle.
<u>[[Continue->Lodge Toilet]]</u>It's a key with an emblem of a wolf carved into it.
You take the WOLF KEY(set:$wolfkey to 1)
(set:$foundwolfkey to 1)
<u>[[Continue->Lodge Toilet]]</u>(if:$stablepuzzle is 11)[You are about to give up searching when something catches your eye. Some small planks of wood on the floor seem to have been arranged over something laid into a hole in the floor. You <u>[[carefully pull them away.]]</u>](else:)[Which bay will you look at first?
<u>[[First bay]]</u>
<u>[[Second bay]]</u>
<u>[[Third bay]]</u>
<u>[[Continue->The Stables]]</u>]There doesn't seem to be anything here apart from hay and a few bits of old rope, too dry and frayed to be of any use.
(set:$stablepuzzle to $stablepuzzle*3)
<u>[[Keep investigating->stable bays]]</u>
<u>[[Go back to the room->The Stables]]</u>Among the bed of hay you find nothing of interest, just some planks of wood on the floor and more cobwebs.
(set:$stablepuzzle to $stablepuzzle+2)
<u>[[Keep investigating->stable bays]]</u>
<u>[[Go back to the room->The Stables]]</u>Nothing here except hay and cobwebs.
(set:$stablepuzzle to $stablepuzzle-1)
<u>[[Keep investigating->stable bays]]</u>
<u>[[Go back to the room->The Stables]]</u>Underneath the planks you find a HEALTH PACK which you use to boost your energy and tend to any wounds.
(set:$stablepuzzledone to 1)
(set:$health to $health+6)
(if:$health>22)[(set:$health to 22)]
<u>[[Continue->The Stables]]</u>
<audio src="http://www.symonspiano.com/audio/health_aquired.mp3" autoplay><h3>Stables Corridor</h3>
<hr>
As the corridor makes its way to the west end, the roof overhead gets lower and lower. Damp stone forms the wall on the long south wall which has just one tiny slit window so thick with cobwebs you cannot see out of it. On the long north wall, made of the same wood as the rest of the building's walls, there are two identical doors. two big cart wheels are nailed to the wall along with several chains. It doesn't look as if they have been used for husbandry for a while.
(if:$pooman is 1)[The words 'I'm going to get you" have recently been written accross the wall in white paint.]
<hr>
(if:$dangerinthestable is 0)[<u>[[Small barn door->The Stables]]</u>](else:)[<u>[[Small barn door->Stable Pain Trap]]</u>]
(if:$stablestorageroomopen is 0)[<u>[[First north wall door->Stable Storage Room lock]]</u>](else:)[<u>[[First north wall door->Stable Storage Room]]]
(if:$stableboyroomopen is 0)[<u>[[Second north wall door->Stableboy Room lock]]</u>](else:)[<u>[[Second north wall door->Old Bedroom]]</u>]
<hr>
<u>[[INVENTORY]]</u>
<u>[[ARCHIVE]]</u>
<audio src="http://www.symonspiano.com/audio/cello_with_drum.mp3" autoplay>
(if:(history:)'s last is "The Stables" or "Old Bedroom" or "Stable Storage Room")[<audio src="http://www.symonspiano.com/audio/cosy2.mp3" autoplay>](if:$wolfkey is 0)[The door is locked. A wolf is carved above the keyhole.
<u>[[Continue->Stable Corridor]]</u>](else:)[You unlocked it with the WOLF KEY. You no longer need this key.
<u>[[Continue->Stable Storage Room]]</u>](if:$houndkey is 0)[The door is locked and there is a carved emblem of a hunting hound above the keyhole.
<u>[[Continue->Stable Corridor]]</u>](else:)[You unlock it using the HOUND KEY. This key has no further use.(set:$houndkey to 0).
<u>[[Continue->Old Bedroom]]</u>]<h3>Stables Storage Room</h3>
<hr>
(set:$wolfkey to 0)
(set:$stablestorageroomopen to 1)
You stand in a long attic like room with a sloping ceiling, supported by old undecorated wooden beam pillars, getting lower and lower towards the back wall. The room is full of (if:$heescaped is 0)[<u>[[storage crates]]</u>](else:)[<u>[[storage crates->this is where he hid!]]] and riding gear. At the far end of the room there is an old piece of (if:$houndkeyfound is 0)[<u>[[farm machinery]]</u>](else:)[ploughing machinery] which looks as if it has seen better days and(if:$foundtorch is 0)[ <u>[[several items of junk lay strewn]]</u> on a nearby table.](else:)[Several items of junk law on the table near the door.] There is an empty desk with a chair set next to it. Somebody must have used this room to work in but that purpose has since been abandoned. Some empty picture frames and items used for keeping horses are kept here also.
<hr>
<u>[[Door->Stable Corridor]]</u>
<hr>
<u>[[INVENTORY]]</u>
<u>[[ARCHIVE]]</u>
(if:(history:)'s last is "Stable Storage Room lock" or "Stable Corridor")[<audio src="http://www.symonspiano.com/audio/cosy2.mp3" autoplay>]There doesn't seem to be anything useful here.
<u>[[Continue->Stable Storage Room]]</u>It's some sort of ploughing machine, you have no idea how old it is. On the seat is a key with a emblem of a hound on it.
You take the HOUND KEY.
(set:$houndkey to 1)
(set:$houndkeyfound to 1)
<u>[[Continue->Stable Storage Room]]</u>Amid all the broken tools and useless items you find a TORCH. It seems to work, though the there may not be much power left in the batteries if it has been here for a long time.
You take the TORCH.
(set:$torch to 1)
(set:$foundtorch to 1)
<u>[[Continue->Stable Storage Room]]</u><h3>Old Bedroom</h3>
<hr>
(set:$stableboyroomopen to 1)
A small, neatly made bed and an old wooden commode sit in the corner of the small room. Above this hangs a small amateur (if:$pictureofhorse is 1)[<u>[[picture of a horse]]</u>](else:)[picture of a horse] painted in oils with other similar decorations nearby, including some pencil drawings of well known world landmarks. A small (if:$stagkeyfound is 0)[<u>[[water well]]</u> is dug](else:)[water well is dug] deep into the ground in one corner of the room, with a mechanism for raising the bucket. From the antiquated utilities and style of the sparse decoration, it does not look as if anybody has used this room in a very long time, although its cleanliness seems to contradict this.
<hr>
(if:$stagkeytrap is 1)[<u>[[Door->Stable Wall Writing]]</u>](else:)[<u>[[Door->Stable Corridor]]</u>]
<hr>
<u>[[INVENTORY]]</u>
<u>[[ARCHIVE]]</u>
<audio src="http://www.symonspiano.com/audio/cello_with_drum.mp3" autoplay>
(if:(history:)'s last is "Stableboy Room lock" or "Stable Corridor")[<audio src="http://www.symonspiano.com/audio/cosy4.mp3" autoplay>]Removing the picture you find the hiding place of the pages of a letter. It is dated 1879.
(set:$carlletterhere to 1)
<i>
My name is Carl Jameson and I am sure I will soon be dead. A dreaded fever has spread through this estate (and, I hear, the local town). Even the master of the Estate, Magnus, seem to have been infected. He does not have long left, they say. I don't think I do either. If this sickness takes me soon, I shall consider it a blessed release. I want to tell you why. I don't know who you are who reads my letter now, but I do hope that someday somebody will find it and read it. This story needs to be told, and I don't have long to tell it.
I have worked here for over forty years. I came here as a young man at a time when Lady Elizabeth was master here. After her death, her son Archie took over the estate. He was a weak man and easily controlled by others, but his son, Magnus, had a wicked, ruthless fire about him, even as a young man. It is no great secret around here that the woman he married, Lady Margaret, was his sister. She died three years ago. Her body was found hanging in the tall tower behind the house. Magnus found her body. Their father, Lord Archie, died in similarly mysterious circumstances. His body was found, after a hunt in the forest, disembowled with his neck snapped. Magnus found his body too.
Fear has prevented me from writing this for many years, but at the end of my life as I am now, I must state it. Magnus Verlaine, and the entire line of Verlaines who are set to follow him, are monsters. I have seen things which have erroded my very soul. God never looks upon this estate. That house is cursed and belongs to the Devil. Magnus plays games. Very, very sick and twisted games. It is rumoured that he has even written about his dark persuits in a book he pretentiously titled 'The Book of Magnus' which he keeps hidden somewhere in that enormous house.
I hope to die soon from this horrible malady. I hope that Magnus and his line are errased by it too.
God, preserve my soul and lift me from this hell.</i>
<u>[[Continue->Old Bedroom]]</u>
<audio src="http://www.symonspiano.com/audio/cello_with_drum.mp3" autoplay>(if:$metalwrenchhandle is 0)[Although the container is too far down the dark well to see, you can faintly make out something shiny glistening within it. There may be some way of bringing the container back up from the depths of the well if you had the right tool
<u>[[Continue->Old Bedroom]]</u>](else:)[Will you use the METAL WRENCH HANDLE?
<u>[[Yes->wrench handle use]]</u>
<u>[[No->Old Bedroom]]</u>]
<audio src="http://www.symonspiano.com/audio/cello_with_drum.mp3" autoplay><h3>Trophy Room</h3>
<hr>
The torch illumated the room allowing you to explore the many cabinets and trophies displays within. You see dozens of polished cups and other awards, many of them bearing the names of various members of the Verlaine family from different dates stretching back two hundred years. Framed photographs, including some which are clearly extreemly early examples of photography, show members of the Verlaine family with names underneath, such as 'Elizabeth Verlaine', 'Arthur Verlaine', 'Sebastian Verlaine' and, most numerously 'Cromwell Verlaine'. The latter all appear to be relatively recent photographs judging by the quality of the images.
One thing in particular jumps out of you, if only because it is so out of place. A METAL WRENCH HANDLE has been unceremoniously stuffed in between two enormous trophies on the window ledge.
You take the METAL WRENCH HANDLE
(set:$metalwrenchhandle to 1)
You turn to see something alltogether more macabre. The skull of a man, very real by the look of it, sits in one of the trophy cabinets. The skull bears a distinctive fracture which would have been sustained in the owner's earlier life. A riding had has been mockingly placed at an angle on the skull's crown.
Behind the skull is a framed photograph of a handsome young man holding a rifle. The inscription beneath the small frame reads 'Game Keeper Franz Muller - Joined the Verlaine Estate July 1983'. You look at it again, realising that this must be a mistake.
<u>[[Continue->flicker flicker]]</u>
<audio src="http://www.symonspiano.com/audio/text1.mp3" autoplay>(set:$uselesspiss to 1)
(if:$uselesspiss is 1)+(text-style:"fade-in-out")[The torch begins to die as the batteries are running down.
It will be of no further use to you now.
(set:$torch to 0)
<u>[[Continue->Trophy Room]]</u>]Using the WRENCH HANDLE you slowly pull the bucket back up from the well. Inside it is a key with the image of a stag carved into its silver head.
You take the STAG KEY.
(set:$stagkey to 1)
(set:$metalwrenchhandle to 0)
(set:$stagkeyfound to 1)
(set:$stagkeytrap to 1)
<u>[[Continue->Old Bedroom]]</u>
<audio src="http://www.symonspiano.com/audio/stone_grind_lofty.mp3" autoplay>(set:$pooman to 1)
(If:$pooman is 1)+(text-style:"smear")[<h2>I'm going to get you</h2>
is scrawled in huge letters accross the stone wall in wet white paint.]
(set:$dangerinthestable to 1)
(set:$stagkeytrap to 0)
<u>[[Continue->Stable Corridor]]</u>(if:$Archiestatue is 0)[(set:$health to $health -4)](else:)[(set:$health to $health -6)]
(set:$dangerinthestable to 0)
The door behind you to the store room bursts open. Before you have time to react the cloaked figure lunges towards you, striking you hard accross the head with a blunt heavy object. You are knocked back into the wall by the force of the blow.
(if:$health is <1)[<u>[[Continue...->Death in the stable]]</u>](else:)[<u>[[Continue...->Pain in the stable]]</u>]
<audio src="http://www.symonspiano.com/audio/crash.mp3" autoplay>
<audio src="http://www.symonspiano.com/audio/tense_strings_with_piano.mp3" autoplay>Blood trickles down in front of your eyes. The blow dealt to you has taken the last of your reserves of energy and strength. Pathetically, you grab hold of the creature's cloak, not even having the stamina left to look up. You hear him laughing and then realise he is kneeling down to you.
Sharp pain as the needle-sharp points enter your neck.
Moments later, you feel nothing.
Game over.
<audio src="http://www.symonspiano.com/audio/game_over.mp3" autoplay>What will you do?
<u>[[Fight the man->Fight Cadmus]]</u>
<u>[[Try to flee]]</u>
<audio src="http://www.symonspiano.com/audio/tense_strings_with_piano.mp3" autoplay>(set:$Cadmusspite to $Cadmusspite+1)
Grabbing the heaviest thing that comes to hand, you reach for the (if:$Archiestatue is 1)[stone bust of Archie Verlaine you picked up in the crypt](else:)[sharp, jagged rock next to your foot] and swing it towards the figure, smashing him forcefully in the side of the chest, surprised by the strenght of the blow you are able to deliver. You hear him groan in apparent pain as he stumbles back, but he soon seems to compose himself. Although you can see almost nothing of the man's face, you clearly see a scar, an old scar, running accross the top of his head. A cowl covers msot of his head and the shadow prevents you from seeing his face clearly, when suddenly without warning he produces something from inside the cloak wrapped around him. A knife!
(set:$Cadmusinjured to 1)
You scramble for the door handle and throw yourself back into the stable as quickly as you can.
<u>[[Continue->Lock him in!]]</u>As quickly as possible you scramble for the door handle and throw yourself back into the stable as quickly as you can, slamming it shut behind you.
<u>[[Continue->Lock him in!]]</u>(set:$Cadmuslockedin to 1)
Thinking quickly, you pick up one of the slats of wood next to the stable bays and lock it into place accross the door. You hear the man/creature frantically slamming the door but to no avail, the wooden slat is too thick and held securely in place by the heavy iron brackets you slotted it into.
The pounding stops.
Has he given up?
From what you could tell, that was a dead end, so he is trapped there. Better hurry just in case, you tell yourself. Only then do you give pause to consider the injury you suffered at the hands of the strong attacker. Your head is bleeding from the force of the blow he delivered, but at least you have survived... so far.
<u>[[Continue->The Stables]]</u>
<audio src="http://www.symonspiano.com/audio/heart_beat.mp3" autoplay>
<audio src="http://www.symonspiano.com/audio/lofty1.mp3" autoplay>
<audio src="http://www.symonspiano.com/audio/knocking.mp3" autoplay>The wooden slat still hangs accross the door preventing it from being opened from the other side. It is far too dangerous to go back through if that man/creature is still on the other side!
<u>[[Continue->The Stables]]</u><h3>Display Room</h3>
(set:$stagkeyused to 1)
<hr>
A magnificent array of cabinets are tightly packed into this small but well kept area. Several <u>[[cases are empty]]</u> and others are tightly locked. A large (if:$rifle is 0)[<u>[[display case]]</u>](else:)[empty case which housed your hunting rifle] occupies pride of place above the bay window, into which a cushioned seat in built, and a large <u>[[snooker table]]</u> dominates the middle of the room. <u>[[Several photographs]]</u> are framed on the south wall. These are arranged around a <u>[[central grand portrait]]</u> in an ornate gold frame.
<hr>
<u>[[Door->Trophy Room]]</u>
<hr>
<u>[[INVENTORY]]</u>
<u>[[ARCHIVE]]</u>
<audio src="http://www.symonspiano.com/audio/text2.mp3" autoplay>
(if:(history:)'s last is "Gun Store Lock" or "Trophy Room")[<audio src="http://www.symonspiano.com/audio/cosy4.mp3" autoplay>]It might not be impossible to prise some of these cases open, but the guns inside them look to be mainly ornamental or ceremonial and have probably been disarmed. It looks as if a few items have been removed recently.
<u>[[Continue->Gun Display Room]]</u>
<audio src="http://www.symonspiano.com/audio/text2.mp3" autoplay>A large HUNTING RIFLE in hung in this long case. You remove it easily and inspect the barrel. There is a single bullet inside.
You could use this to go back into the stable and confront your attacker.(if:$fenceinspected is 1)[You could also use this to blow the padlock off the main gate outside this building.]
You take the HUNTING RIFLE
(set:$rifle to 1)
(set:$rifleloaded to 1)
<u>[[Continue->Gun Display Room]]</u>
<audio src="http://www.symonspiano.com/audio/text2.mp3" autoplay>There doesn't seem to be anything unusual about it. You look up at the gold mounted strip light suspended over the pool table and notice a small piece of paper pinned to it. It just says "2,1,3"
<u>[[Continue->Gun Display Room]]</u>
The head and shoulders of a man, framed by the artist in a sideways glance, looks arrogantly over the room. He looks to be about thirty in the picture, maybe a little younger, and with curious long white hair. His features are sharp and narrow and, although strangely handsome, there is something utterly incipid about the face. He is wearing clothes which would be more suited to an 18th century French aristocrat. You feel a sense of hatred boil inside you as you look at him.
(set:$anotherpaintingofthemaster to 1)
Underneath the painting, on an equally ostentatious gold placard, is written:
"Cromwell Verlaine"
(if:$gonnakillverlaineoneday is 0)[<u>[[Continue->I'm going to kill him]]</u>](else:)[<u>[[Continue->Gun Display Room]]</u>]
<audio src="http://www.symonspiano.com/audio/mansion_theme1.mp3" autoplay>(set:$gonnakillverlaineoneday to 1)
<h3>I'LL KILL HIM!
I'LL KILL HIM!
[[AND CA.......->Gun Display Room]]
<audio src="http://www.symonspiano.com/audio/mind.mp3" autoplay>Many photographs from different periods of time are displayed here. Most of them show people who presumably worked at this estate. "Mary Hart 1869" appears to be one of the oldest, one labled "Melissa and Malcolm - spring 1959" catches your eye because the woman in the photo has had her face scratched out.
<u>[[Continue->Gun Display Room]]</u>
<audio src="http://www.symonspiano.com/audio/text2.mp3" autoplay>You slowly walk towards the door, making sure you arm the weapon carefully so as not to make any unnecessary noise.
You slow down as you approach the door. You can see it is slightly open.
<u>[[.......->is he there?]]</u>Slowly.
(live:5s)[Very slowly.]
(live:8s)[Push the door.]
(live:14s)[Raise the rifle.]
(live:18s)[Wait with your breath held while the door lazily swings open in front of you.
<u>[[and then...]]</u>]
<audio src="http://www.symonspiano.com/audio/heart_beat.mp3" autoplay>Nothing!
The corridor is empty. But what about the two rooms off this corridor? He could be hiding there! You could search for him, or you could get out of here.
(set:$rifleloaded to 0)
(set:$heescaped to 1)
<u>[[Continue->Stable Corridor]]</u>You notice drops of fresh wet blood on the ground behind one of the crates. Was this blood spilled by the cloaked stranger who attacked you after you injured him? There's no sign of him in here now though.
<u>[[Continue->Stable Storage Room]]</u>The gate is held tight shut by a hefty padlock securing chains as thick as your wrist. The way out must lie beyond this gate, but you will need to find the key to the padlock, or something powerful to blow it off.
(set:$fenceinspected to 1)
<u>[[Continue->Clearing in Forest]]</u>
<audio src="http://www.symonspiano.com/audio/text1.mp3" autoplay>You take your time, aware that there is only a single bullet. This has to work.
When you are certain you are ready you pull the trigger. The noise shatters through the night's still silence, sending flocks of nearby birds evacuating from several points in the forest. The recoil hurts your shoulder and you smell gunpowder and burning.
(live:13s)[You look and see the twisted ruin of the padlock on the floor as the coils of the chain binding the gate unwind and fall away like dead snakes.
The gate moans as you push it open enought to get through.]
(live:22s)[You start walking the path beyond the gate, only looking back once at the two silent and still buildings in the distance, wondering where your would-be killer is now.
Was he trying to kill you?]
(live: 33s)[You remain vigilant; he could be behind any of these trees, waiting to pounce.
<u>[[Continue->through the woods]]</u>]
<audio src="http://www.symonspiano.com/audio/wind.mp3" autoplay>
<audio src="http://www.symonspiano.com/audio/crash_grand.mp3" autoplay>The man's eyes look frustrated and manic. He has short curly black hair and is dressed in fashionable 19th centure clothes. The portrait is titled:
"Magnus Verlaine"
<u>[[Continue->Lodge Corridor]]</u>Realising you have no choice, you proceed to take the only path you can see through the thick of the trees. Though the path is barely illuminated by the night's ambient light, it must be safer than risking the pitch black darkness of the dense and seemingly infinite forest.
And what about that character you think you've seen around? He could be hiding behind any of these trees, waiting to strike, waiting to kill.
<u>[[Continue->he never tries to kill you]]</u>
<h3>Clearing in Forest</h3>
<hr>
You are in a large open clearing the middle of this forest. The space is flanked by two wooden buildings on either side and the heavy gate on the wall at the end of this space has a path leading back off into the forest beyond. One of the buildings looks like a stable and the other is some sort of lodge with lights on inside on both floors. The moon is bright above the sillouetted forest enclosing this place and some quiet sounds of nature can be heard in the otherwise silent night air. You can see large well-mown lawns beside the buildings lit by small spotlights mounted on the eaves of the two buildings. This place looks like it was well used and well kept but now there is no sign of anybody.
<hr>
<u>[[Door to the stable building]]</u>
<u>[[Door to Lodge->Lodge Lounge II]]</u>
<u>[[Huge Iron Gate]]</u>
<hr>
<u>[[INVENTORY]]</u>
<u>[[ARCHIVE]]</u>
<u>[[SAVE GAME->CLEARING 2 SAVE]]
<HR>
(link: "SAVE")[(save-game: "file A")]
<HR>
<audio src="http://www.symonspiano.com/audio/wind.mp3" autoplay>
(if:(history:)'s last is "Lodge Lounge II")[<audio src="http://www.symonspiano.com/audio/come_inside_cosy.mp3" autoplay>]The door is solidly locked and there is no sign of a keyhole.
<u>[[Continue->Clearing 2]]</u>
<audio src="http://www.symonspiano.com/audio/wind.mp3" autoplay>A huge padlock and thick chains seal the gate shut.
<u>[[Continue->Clearing 2]]</u>
<audio src="http://www.symonspiano.com/audio/wind.mp3" autoplay><h3>Hunting Lodge Lounge</h3>(set:$welcomeLodge to 1)
<hr>
The room is lit by warm orange wall-mounted lights and the salon-style wallpaper in embossed with patterns of fleur de lis. This is a lounge for a hunting lodge as evidenced by the numerous pictures and framed photographs, some really old, depicting sceens of hunts and men posing with trophies and dead beasts. A huge stuffed moose's head mounts the wall above the entrance door on the east wall and various small tables are arranged in the modest space with chairs around them. Two red doors are situated around the room, one on the north wall and one on the south. A <u>[[small but regal->small pic of CV]]</u> portrait hangs next to this door.
There is a <u>[[bar area->bar area 2]]</u> in the corner with a (if:$ringringlodge is 0)[<u>[[bakelite telephone-> bakelite telephone 2]]</u> on top.](else:)[<u>[[telephone]]</u> on top.]
<hr>
<u>[[South Door->Lodge Corridor 2]]</u>
<u>[[North Door->Gamekeeper office 2]]</u>
<u>[[Exit Lodge->Clearing 2]]</u>
<hr>
<u>[[INVENTORY]]</u>
<u>[[ARCHIVE]]</u>
(if:(history:)'s last is "Gamekeeper office 2" or "Clearing 2" or "Lodge Corridor 2")[<audio src="http://www.symonspiano.com/audio/lofty1.mp3" autoplay>]sparkling crystal glasses hang on neat racks above the bar surface of polished marble, behind which are three neat shelves with expensive looking brands of spirit neatly arranged in rows. The surface behind the shelves is a mirror which has been smashed leaving shards of glass dotted about the area.
<u>[[Continue->Lodge Lounge II]]</u> As you suspect, the telephone is disconnected. There is no sign of a socket in the wall.(if:$hawkkeytaken is 0)[But you notice something <u>[[hidden beneath the phone...]]</u>](else:)[ There's nothing else here.]
<u>[[Continue->Lodge Lounge II]]</u><h3>Gamekeeper's Office</h3>
<hr>
This tidy office is small and the walls are lined with neat rows of books arranged on shelves and book cases. Display cases show various <u>[[trophies->father and son trophies]]</u> and a large mahogany desk sits in the centre of the room, behind which is a wide black lattice pattern bay window looking out at the forest mere feet away. A small neat table lamp gives the room its warm crimson light. Beneath the lamp is an <u>[[open book]]</u> which looks as if it has been read recently.
There is a blackboard to the side of the door with nothing written on it. A <u>[[writing bureau]]</u> sits open in the far corner of the room next to a huge mounted globe.
A metal door is on the north wall a few feet to the left of the window.
<hr>
<u>[[Red door->Lodge Lounge II]]</u>
<u>[[Metal door->Tightly Locked]]
<hr>
<u>[[INVENTORY]]</u>
<u>[[ARCHIVE]]</u>
<audio src="http://www.symonspiano.com/audio/text2.mp3" autoplay>
(if:(history:)'s last is "Lodge Lounge II")[<audio src="http://www.symonspiano.com/audio/cosy2.mp3" autoplay>]<h3>Lodge Corridor</h3>
(if:$ringringlodge is 1)[<audio src="http://www.symonspiano.com/audio/phone_vol_3.mp3" autoplay>]
<hr>
(if:$ringringlodge is 0)[An L shaped corridor is lit by a single light in the corner which casts the extreme ends in shadow. The walls are the bare wood of the building's structure the floor creeks as you step on it. At one end of the corridor a red door leads back to the lodge's lounge area. At the other end of the corridor is a door with a WC sign on it, On the same west wall but at the far end from the toilet is a smart oak door with frosted panel glass covering the top half. The door is marked 'Trophy Room'.
(if:$staircaserevealed is 1)[A staircase, previously hidden behind the painting of Magnus Verlaine, is revealed on the south wall](else:)[On the south wall hangs a <u>[[life size portrait of a man->Magnus Pic Hidden Stairs]]</u> held in a black marble frame. It looks quite grand and out of place in such an unkempt corridor.]](else:)[An L shaped corridor]
<hr>
(if:$ringringlodge is 0)[<u>[[Red door->Lodge Lounge II]]</u>](else:)[<u>[[Red door->pick up lodge phone]]</u>]
<u>[[Trophy room->TRlocked]]</u>
<u>[[Lodge Toilet->Tlocked]]</u>
(if:$staircaserevealed is 1)[<u>[[Hidden ascending staircase->LODGE STAIRS UP]]</u>]
<hr>
(if:(history:)'s last is "Lodge Lounge II")[<audio src="http://www.symonspiano.com/audio/cosy1.mp3" autoplay>]
(if:$ringringlodge is 0)[<u>[[INVENTORY]]</u>
<u>[[ARCHIVE]]</u>]
This door is locked. You do not have the key.
(if:$ringringlodge is 1)[<audio src="http://www.symonspiano.com/audio/phone_vol_3.mp3" autoplay>]
<u>[[Continue->Lodge Corridor 2]]</u>This door is locked. You do not have the key.
(if:$ringringlodge is 1)[<audio src="http://www.symonspiano.com/audio/phone_vol_3.mp3" autoplay>]
<u>[[Continue->Lodge Corridor 2]]</u>Two trophies are clearly prized above the others and are placed at the centre.
"Franz Muller - Oxford Clay Pigeon Shooting Championship 1973"
"Klaus Muller - Oxford Clay Pigeon Shooting Championship 1948"
Perhaps these men were related.
<u>[[Continue->Gamekeeper office 2]]</u>
<audio src="http://www.symonspiano.com/audio/text2.mp3" autoplay>Among other uninteresting papers, orders for supplies and blank sheets of writing paper you find a very old letter rolled up in a small metal tube. You extract it carefully and read it.
(set:$carlindesk to 1)
<i>19th November 1867
Dearest Mary Hart
It has been my absolute pleasure to welcome you to your post here at Tower House estate. I hope in some small way that I have helped you to settle here and get to know the place. I would like very much for us to get better aquainted. I know I am a man of more senior years, but I know that what I lack in youth in make up for in kindness and dependability. A good Christian woman like you is just what this place needs and just what an old fool like me needs.
I was amazed watching you in action the other evening, when the Lady of the House, Lady Margaret, was having one of her waking nightmares. Screaming, throthing at the mouth as he screamed like a mortally wounded dog experiencing both agony, abject terror and pure primal rage all at once. It's a sight enough to frighten even the most stout hearted man, but you comforted her and brought her round like no doctor could. Believe me, I've seen many try. Let not the fact that Master Magnus barely acknowledged either your intervention or his wife's malady both you, gentle lady. You are a good soul.
I would like to propose a dinner. Nothing untoward, I have no disgraceful agenda, I simply with to get to know a soul like you better. We have no chance of being allowed off the Estate any time soon so I propose we meet in a secret room about the lodge opposite the stables. The staircase is hidden, you have to push the placard on the portrait of our Master in the corridor. You have to push the placard properly. It doesn't look like a button, but trust me, it is. It will reveal the hidden staircase. Meet me up there at dusk on Friday evening. (set:$stairsbehindMagnus to 1)
Yours with sincerity and respect,
Carl Jameson</i>
<u>[[Continue->Gamekeeper office 2]]</i>
<audio src="http://www.symonspiano.com/audio/text2.mp3" autoplay>The man's eyes look frustrated and manic. He has short curly black hair and is dressed in fashionable 19th centure clothes.(if:$stairsbehindMagnus is 1)[The [[placard]] is titled:](else:)[The placard is titled:]
"Magnus Verlaine"
<u>[[Continue->Lodge Corridor 2]]</u>You push the button disguised as the painting's placard and the portrait slowly shuffles to one side, revealing a small narrow staircase behind it leading directly up to do small wooden door. The stairway is unlit but you can see a thin line of light coming from underneath the door at the top.
(set:$staircaserevealed to 1)
Will you ascend the staircase?
<u>[[Yes->Lodge upstairs corridor]]</u>
<u>[[No->Lodge Corridor 2]]<u>
<audio src="http://www.symonspiano.com/audio/stone_grind_lofty.mp3" autoplay><h3>Lodge Upstairs Corridor</h3>
(if:$ringringlodge is 1)[<audio src="http://www.symonspiano.com/audio/phone_vol_2.mp3" autoplay>]
<hr>
(if:$ringringlodge is 0)[A short, narrow corridor with a window at the far end opposite the door leading back downstairs. The window (if:$lodgecurtainsopen is 0)[is covered with thick, <u>[[floor length curtains->floorlength curtains]]</u> the width of the corridor.](else:)[looks out at the forest directly infront of it. You can see the nearest branches, just a few feet from the window, sway gently in the wind outside.] The area is well lit by a pair of tassled wall lights either side of the other door ajacent to the the window at the end on the south wall. A homely semi circular door mat is placed before this door.](else:)[A short, narrow corridor with a window at the far end opposite the door leading back downstairs.]
<hr>
<u>[[Door back downstairs->Lodge Corridor 2]]</u>
(if:$viewingroomunlocked is 0)[<u>[[Well lit door->viewing room lock]]</u>](else:)[<u>[[Well lit door->LODGE STAIRS DOWN]]</u>]
<hr>
(if:$ringringlodge is 0)[<u>[[INVENTORY]]</u>
<u>[[ARCHIVE]]</u>]
(if:(history:)'s last is "Lodge upstairs room")[<audio src="http://www.symonspiano.com/audio/cosy2.mp3" autoplay>]Will you move the curtains aside?
<u>[[Yes->move curtains in lodge]]</u>
<u>[[No->Lodge upstairs corridor]]</i>
<h3>Viewing Lounge</h3>
(if:$ringringlodge is 1)[<audio src="http://www.symonspiano.com/audio/phone_vol_1.mp3" autoplay>]
<hr>
(if:$ringringlodge is 0)[Along the length of the south wall runs a <u>[[continuous window]]</u>, one long curtain tied back against either wall to expose a clear view onto the grounds below. Several decorative plates and small <u>[[old paintings->viewingroom pics]]</u>, mostly of landscapes and animals decorate the walls and a sturdy looking rosewood cabinet houses a multitude of different drinking glasses,(if:$pisshead <3)[ <u>[[decanters]]</u>](else:)[ <u>[[decanters->You've had enough]]</u>] and what looks like a(if:$emeraldmedal is 0)[ <u>[[humidor]]</u>](else:)[ <u>[[humidor->Empty humidor]]</u>]. In the corner next to one of the curtains is a small table with two wicker chairs around it. ](else:)[Along the length of the south wall runs a continuous window, one long curtain tied back against either wall to expose a clear view onto the grounds below. Several decorative plates and small old painting, mostly of landscapes and animals decorate the walls and a sturdy looking rosewood cabinet houses a multitude of different drinking glasses,decanters and a humidor. In the corner next to one of the curtains is a small table with two wicker chairs around it.]
(set:$viewingroomunlocked to 1)(set:$hawkkey to 0)
<hr>
(if:$phonemesoon is 0)[<u>[[Door->Lodge upstairs corridor]]</u>](else:)[<u>[[Door->Ring Ring Lodge]]</u>]
<hr>
(if:$ringringlodge is 0)[<u>[[INVENTORY]]</u>
<u>[[ARCHIVE]]</u>]
(if:(history:)'s last is "Lodge upstairs corridor" or "viewing room lock")[<audio src="http://www.symonspiano.com/audio/cosy4.mp3" autoplay>]The window is facing directly at a dense patch of trees not feet away from it, so you cannot see anything clearly from here. Placed upon the small ledge next to the window, however, is a HEALTH PACK which you use to revitalise yourself a little.
(set:$health to $health+3)
(set:$lodgecurtainsopen to 1)
(if:$health>22)[(set:$health to 22)]
<u>[[Continue->Lodge upstairs corridor]]</u>
<audio src="http://www.symonspiano.com/audio/health_aquired.mp3" autoplay>From here you can very clearly see down onto the playing fields next to this building. Paraphernalia used in hunting and riding can be seen and a marked out shooting range near the wall at the far end of the ground.
From this vantage point you are able to notice something interesting. About fifty feet to the left of the locked gate there is a hole in the the fence. It seems to lead to a path which looks like it should run straight towards that main house up ahead. You had better make your way there now.
(set:$ohwhataview to 1)(set:$phonemesoon to 1)
<u>[[Continue->Lodge upstairs room]]</u>All of the liquids are one shade of brown or another, from light golden to almost black. Will you taste one of them?
(if:$darkbrown is 0)[<u>[[Dark Brown]]</u>]
(if:$palebrown is 0)[<u>[[Pale brown]]</u>]
(if:$lightgolden is 0)[<u>[[Light golden]]</u>]
<u>[[No->Lodge upstairs room]]</u>(if:$pisshead is 2)[There are several cigars in here though they look very old. One of the <u>[[cigar tubes]]</u> looks different to the others...](else:)[Just a collection of cigars. They look and smell very old and dried out.
<u>[[Continue->Lodge upstairs room]]</u>]It's a key with a Hawk etched into the base.
You take the HAWK KEY.
(set:$hawkkey to 1)
(set:$hawkkeytaken to 1)
<u>[[Continue->Lodge Lounge II]]</u>(if:$hawkkey is 0)[The door is locked. The emblem of a hawk is carved above the lock.
<u>[[Continue->Lodge upstairs corridor]]</u>](else:)[You unlock it using the HAWK KEY. This key is useless now. You discard it.
<u>[[Continue->Lodge upstairs room]]</u>](if:$health>2)[(set:$health to $health-2)]
(set:$pisshead to $pisshead+1)(set:$darkbrown to 1)
You unstop the decanter and take a sniff. It smells delicious, like a rich brandy. You take a small swig and almost throw up. Slamming the decanter of revolting liquid back down you spit out the remaining liquid and surpress the urge to throw up. You consider yourself lucky you only had a tiny sip. That may have smelled sumptuous, but it tasted foul.
(if:$pisshead is 3)[You have tried all as many as you probably should.
<u>[[Continue->Lodge upstairs room]]</u>](else:)[
Will you try any others?
(if:$palebrown is 0)[<u>[[Pale brown]]</u>]
(if:$lightgolden is 0)[<u>[[Light golden]]</u>]
(set:$donegettingpissed to 1)
<u>[[No->Lodge upstairs room]]</u>]
(set:$pisshead to $pisshead+1)(set:$palebrown to 1)
Removing the elegant decanter from the tantalus, you pour yourself a small dram of this whiskey coloured liquid. You take a sniff. It certainly seems to be whiskey. A light, delicate whiskey. Delicious.
(if:$pisshead is 3)[You have tried all as many as you probably should.
<u>[[Continue->Lodge upstairs room]]</u>](else:)[
Try another?
(if:$darkbrown is 0)[<u>[[Dark Brown]]</u>]
(if:$lightgolden is 0)[<u>[[Light golden]]</u>]
(set:$donegettingpissed to 1)
<u>[[No->Lodge upstairs room]]</u>]
(set:$pisshead to $pisshead+1)(set:$lightgolden to 1)
This smells and tastes like a sweet sherry and, although it is clearly of an exceptionally high quality, this is also extreemly old and past its best. Who knows how long this has been in the decanter for...
(if:$pisshead is 3)[You have tried all as many as you probably should.
<u>[[Continue->Lodge upstairs room]]</u>](else:)[
Try another?
(if:$darkbrown is 0)[<u>[[Dark Brown]]</u>]
(if:$palebrown is 0)[<u>[[Pale brown]]</u>]
<u>[[No->Lodge upstairs room]]</u>]
Probably for the best that you don't have anymore for now.
<u>[[Continue->Lodge upstairs room]]</u>You find an EMERALD MEDAL inside.
You take the EMERALD MEDAL.
(set:$emeraldmedal to 1)
<u>[[Continue->Lodge upstairs room]]</u>There is nothing else of interest here.
<u>[[Continue->Lodge upstairs room]]</u>One picture in particular catches your eye and gives you a moment's light relief. It's a Victorian Punch cartoon strip in black and white in a small gold frame. It depicts two fat, red-nosed drunk men sitting at a table in a tavern. One appears to be in dispair, his face in his tankard. The other (clearly very drunk himself) smuggly preaches to his friend "You, my friend, will find what you need when you learn to only have a couple".
The cartoon is titled "The Unlikely Teacher"
<u>[[Continue->Lodge upstairs room]]</u><u>[[.....->Lodge upstairs room]]</u>
(set:$phonemesoon to 0)
(set:$ringringlodge to 1)
<audio src="http://www.symonspiano.com/audio/phone_vol_1.mp3" autoplay>
(if:$ringringlodge is 1)[<audio src="http://www.symonspiano.com/audio/phone_loudest.mp3" autoplay>]
(live:6s)[<u>[[Pick it up?]]</u>](live:46s)[<u>[[hang up->Get out of the Lodge]]</u>]
<audio src="http://www.symonspiano.com/audio/phone_conversation.mp3" autoplay>
(set:$ringringlodge to 0)
No signal. The line's dead.
<u>[[Continue->Lodge Lounge II]]</u>You waste no time racing out of the lodge and towards the hole in the fense you spied from that upstairs window. You only look back once you reach it.
In the distance, standing by the door to the stables behind you, you see him. The man who has been following you.
(live:10s)[You move through the hole as quickly as you are able and run through the trees to the path which you can see just a few feet up ahead. You keep running for a couple of minutes, not looking back, until you stop to catch your breath. ]
(live:20s)[<u>[[Continue->On the path to Tower House]]</u>]
<audio src="http://www.symonspiano.com/audio/heart_beat.mp3" autoplay><h3>HE'LL NEVER KILL YOU.
.....
KILL <i>HIM</i>
[[.....->lost in the forest]]
<audio src="http://www.symonspiano.com/audio/mind.mp3" autoplay>
You realise all of a sudden that you have passed a crossroad in the path many minutes ago, possibly a mile back. Which way did you go? You cannot even remember making the decision, and for a moment panic sets in when you realise that you cannot see the main house up ahead anymore.
Around the next corner, however, you are momentarily comforted when you spot a building up a steep bank. Not the enormous house with the tower you saw back at the clearing, but a much smaller house. It looks like it's the servants' quarters of the estate.
A high wall at the top of the bank surrounds it and a wooden ladder is place against it, leading to an open window on the first floor of the building.
<u>[[You climb the ladder]]</u><h3>HE'LL NEVER KILL YOU.
.....
KILL <i>HIM</i>
[[.....->Approaching The Clearing]]
<audio src="http://www.symonspiano.com/audio/mind.mp3" autoplay>You look up to the stars again, lost in your own thoughts which momentarily quell your fear and hightened senses. The moment passes.
You instinctively turn your head left and then right and then quickly over one shoulder, then the next. Nothing. Nobody.
After several more twists and turns the narrow path cuts a path through the forest and brings you out at a large clearing.
<u>[[Continue->Clearing 2]]</u>
<audio src="http://www.symonspiano.com/audio/wind.mp3" autoplay>Only five or six rungs away from the open window, your foot cracks through one of the weak pieces of wood sending you jolting forcefully down a step. Luckily you are able to grab on tight, but you become aware in a split second that your weight is on one side of the ladder and it will snap at any moment.
You chance it, lunging to grab the frame of the open window, and just in time. The ladder slides away as your weight departs from it, sliding back down the steep bank on the other side of the wall.
You hoist yourself up into the open window, knowing that you will now have to to find another way to get down and continue your journey out of this place.
You pull yourself through the window.
<u>[[Continue->SQ Landing]]</u>
<audio src="http://www.symonspiano.com/audio/tense_strings_with_piano.mp3" autoplay><h3>Servants' Quarters Landing</h3>
(set:$welcomeSQ to 1)
<hr>
(if:$thebabyiscrying is 0)[At one end of this long corridor is an (if:$hesoutthere is 0)[<u>[[open window]]</u>](else:)[<u>[[open window->hes gone now]]</u>], mud spotted around the carpet underneath it from where you dragged yourself through. At the other end, the east end, is a gaping hole in the floor where a staircase once was. The staircase now lies as a pile of rubble in the corridor you can see below. There's no way to get down there.
<u>[[Several crates]]</u> and <u>[[two large canisters]]</u> are oddly placed in the middle of the corridor, making it difficult to squeeze past to the other end.
Two doors lead off this corridor, both at either end of the long north wall seperated by the perculiar mass of crates and canisters. ](else:)[...........................]
<hr>
<u>[[East door->SQ L Corridor]]</u>
<u>[[West door->SQ Laundry]]</u>
<hr>
(if:$thebabyiscrying is 0)[<u>[[INVENTORY]]</u>
<u>[[ARCHIVE]]</u>
<u>[[SAVE GAME->SQ SAVE]]]
(if:$thebabyiscrying is 1)[<audio src="http://www.symonspiano.com/audio/baby_vol_2.mp3" autoplay>](else:)[
<audio src="http://www.symonspiano.com/audio/text1.mp3" autoplay>]
(if:(history:)'s last is "SQ L Corridor" or "SQ Laundry")[<audio src="http://www.symonspiano.com/audio/cosy4.mp3" autoplay>]You look out of the window, at the ladder fifty feet below at the bottom of the steep bank, at the wall surrounding this building, at the sillouette of a bird crossing a newly appeared cloud infront of the moon...
And them him again. Just standing silently and motionless at the mouth of the path you emerged from just minutes ago.
(set:$hesoutthere to 1)
<u>[[Continue->SQ Landing]]</u>
<audio src="http://www.symonspiano.com/audio/heart_beat.mp3" autoplay>You see nothing this time, just the ladder at the bottom of the bank beyond the perimeter wall and the forest beyond. No sign of anybody.
<u>[[Continue->SQ Landing]]</u>You give one of the crates a gentle nudge and are surprised at how heavy they are. You cannot make them budge at all. Whatever they are doing here and whatever is inside them it is a wonder that the floor hasn't caved in under their weight.
<u>[[Continue->SQ Landing]]</u>The chemical symbol on the canisters means nothing to you, but the recognisable skull symbol, printed large and red, makes it clear that whatever is inside of these canisters isn't good for you.
<u>[[Continue->SQ Landing]]</u><h3>Servants' Quarters Back Corridor 1F</h3>
<hr>
(set:$musicboxopen to 0)
(if:$thebabyiscrying is 0)[This L shaped corridor is windowless and the air is stuffy and still. Only two of the wall mounted lights work, illuminating only the two extremities of the long space and highlighting the regal crimson stripped wallpaper which, towards the dark corner of the corridor, appears jet black.
A door on the long south wall leads back out onto the landing, opposite which is a dark brown door with a rich paneled design on it. A <u>[[small but grand]]</u> portrait is placed next to this door. At the other end of the corridor on the short north wall is a plain door beside which is a small oval portrait of a child. The features of the child's face in the painting are smudged.](else:)[.......................................]
<hr>
<u>[[Door back to landing->SQ Landing]]</u>
(if:$purplekeyunlocked is 0)[(if:$thebabyiscrying is 0)[<u>[[Elaborate door->SQ study lock]]</u>](else:)[<u>[[Elaborate door->no time to open this door now]]</u>]](else:)[<u>[[Elaborate door->SQ Study]]</u>]
(if:$thebabyiscrying is 0)[(if:$nurseryopen is 0)[<u>[[Plain door->Nursery lock]]</u>](else:)[<u>[[Plain door->Nursery]]</u>]](else:)[<u>[[Plain door->Nursery with crying baby]]</u>]
<hr>
(if:$thebabyiscrying is 0)[<u>[[INVENTORY]]</u>
<u>[[ARCHIVE]]</u>]
(if:$thebabyiscrying is 1)[<audio src="http://www.symonspiano.com/audio/baby_cry_loudest_with_moaning.mp3" autoplay>]
(if:(history:)'s last is "SQ Study" or "Nursery" or "SQ Landing")[<audio src="http://www.symonspiano.com/audio/lofty1.mp3" autoplay>]<h3>Laundry Room</h3>
<hr>
(if:$thebabyiscrying is 0)[Two walls of this windowless room comprise of floor to ceiling wooden shelves with piles of neatly <u>[[folded linen]]</u> and other mundane fabrics and upholstery. Two large top loading washing machines are set against the back wall with two other very odd looking machines, presumably for washing fabric, next to them.
(if:$chainpusheddown is 0)[There is a rough hole in the floor in one corner of the room, it looks as if it has been smashed through violently, and a <u>[[thick chain]]</u> is bolted to the floor beside it. You can see down into the large room below.](else:)[The thick metal chain, held by the bolt on the floor, runs down through the hole in the floor to the room downstairs.]
A single door leads back out onto the landing. ](else:)[....................................]
<hr>
(if:$chainpusheddown is 1)[<u>[[Climb down the chain->SQ Leisure Room]]</u>]
<u>[[Door->SQ Landing]]</u>
<hr>
(if:$thebabyiscrying is 0)[<u>[[INVENTORY]]</u>
<u>[[ARCHIVE]]</u>]
(if:$thebabyiscrying is 1)[<audio src="http://www.symonspiano.com/audio/baby_vol_2.mp3" autoplay>](else:)[<audio src="http://www.symonspiano.com/audio/text1.mp3" autoplay>]
(if:(history:)'s last is "SQ Leisure Room")[<audio src="http://www.symonspiano.com/audio/metal_squeeky.mp3" autoplay>]
(if:(history:)'s last is "SQ Landing")[<audio src="http://www.symonspiano.com/audio/cosy5.mp3" autoplay>]You find an old, yellowed newspaper cutting neatly tucked between a pair of clean towels on one of the shelves:
<i>OBITUARIES
(set:$readingaboutdeath to 1)
December 3rd 1924
Walter Verlaine
Born in 1850 in Vienna, Walter Verlaine was the 12th in a line of masters of the great and highly enigmatic Verlaine estate. Once known for its involvement in the textiles and cotton industries (upon which its vast wealth was built), the reputation of this great estate and its ruling family fell into shadowy disrepute in the ninteenth century. Verlaine's father, Magnus Verlaine, was reputed to have married his own sister (at the insistance of Archie Verlaine, their father and Walter's grandfather). Whether this is true or not, it seems well attested that Magnus Verlaine was a man of very amoral character. Both his wife (and probable sister) and father died in very suspicious circumstances, and consequently Walter remembered little of his mother. In one account left to his live-in butler Charles Spencer(almost the only person the reclusive Walter personally confided in during the latter days of his life), Spencer recalls how Walter Verlaine's only clear memory of his mother was of a mentally fragile woman prone to fits of screaming as if in a state of 'perpetual waking nightmare'.
(text-style:"strike")[When Magnus Verlaine died from an unknown fever (which claimed the lives of nearly half the local population at the time), Walter began his stewardship of the vast estate. Nothing is known of Walter's siblings, though records show that Magnus fathered at least five children.
Walter ran his estate and its numerous lucrative international business interests from a position of immense seclusion. Almost nobody who worked for him ever saw him in person. No photograph or portrait of him is know to exist beyond his boyhood years. He died from cancer at his ancestral home Tower House on the Verlaine estate. His son, Hector, succeeds him as master of the vast estate.]
(text-style:"upside-down")+(text-style:"blurrier")[<h2>DON'T LOOK AT THE DOLLS</h2>]
<u>[[Continue->SQ Laundry]]</u>
<audio src="http://www.symonspiano.com/audio/mansion_theme1.mp3" autoplay>Will you push the chain down into the hole?
<u>[[Yes->chain down hole]]</u>
<u>[[No->SQ Laundry]]</u>
<audio src="http://www.symonspiano.com/audio/text1.mp3" autoplay>With a mightily loud clang the thick chain uncoils as it falls and near half of its considerable length smashes down on the floor below. It is held tightly in place by the bolt on the floor up in this room. You should be able to climb down.
(set:$chainpusheddown to 1)
<u>[[Continue->SQ Laundry]]</u>
<audio src="http://www.symonspiano.com/audio/text1.mp3" autoplay>
<audio src="http://www.symonspiano.com/audio/crash_grand.mp3" autoplay><h3>Leisure Room</h3>
<hr>
(if:$thebabyiscrying is 0)[A long wide room with just a single window at the north end and the same faded pattern walls as the corridors. The wooden floorboards creek and the few heavy weave rugs around the room are moth-eaten and old. A few sofas are huddled around a (if:$purplekeytaken is 0)[cathode ray tube (if:$checkinsidethetelevision is 1)[<u>[[television->broken television]]</u>](else:)[television], its screen smashed](else:)[broken television]. Some <u>[[board games->LQ board games]]</u> and empty tea cups and plates are scatted on one of the tables making it seem that this place was abandoned in a hurry, in the middle of normal life.
A heavy chain hangs down from the hole in the ceiling leading back to the laundry room upstairs.
A (if:$sqcuckoo is 0)[[[cuckoo clock->hiddenhealth in SQ]]](else:)[cuckoo clock] hangs on the wall next to an old framed black and white photograph of a woman, in front of which is a <u>[[gramaphone->No record]]</u> with a polished brass horn.](else:)[...................................
]
<hr>
<u>[[Climb back up the chain->SQ Laundry]]</u>
<u>[[Double door->LQ Locked]]</u>
<u>[[Single door->LQ Locked 2]]</u>
<hr>
(if:$thebabyiscrying is 0)[<u>[[INVENTORY]]</u>
<u>[[ARCHIVE]]</u>]
(if:$thebabyiscrying is 1)[<audio src="http://www.symonspiano.com/audio/baby_quietest.mp3" autoplay>]
(if:(history:)'s last is "SQ Laundry")[<audio src="http://www.symonspiano.com/audio/crash.mp3" autoplay>]A deck of well used cards lay strewn accross the table, the players' hands left where they were when this game was interupted. The images on the backs of the cards resemble Victorian picture postcards. Two tea cup an saucers sit on the edge of the table(if:$notfoundthiskeyyet is 0)[and something appears to be <u>[[inside the cup.]]</u>]. Several dice are collected in the centre of the table next to a small cardboard box labled 'Hollow's Howl'. The yellowed sheet of paper next to it must be the rules of the game:
<hr>
<i><h4>Hollow's Howl:</h4>
(text-style:"blurrier")[MDCCCLXXIX
Players roll four dice when it is] each round. Quadruples beat triples, which in turn (text-style:"blurrier")[beat a double.] Having no matching dice rolls is the weakest hand. Lower numbers (text-style:"blurrier")[beat] higher.
However, every fifth round, the players can....</i>
After this the words become illegible due to something having been spilt on the page. It also looks as if somebody has tried to smudge some of the text out.
<hr>
<u>[[Continue->SQ Leisure Room]]</u>There is no record to play.
<u>[[Continue->SQ Leisure Room]]</u>The door is locked. You do not have the key.
<u>[[Continue->SQ Leisure Room]]</u>
(if:$thebabyiscrying is 1)[<audio src="http://www.symonspiano.com/audio/baby_quietest.mp3" autoplay>]The door is locked. You do not have the key.
<u>[[Continue->SQ Leisure Room]]</u>
(if:$thebabyiscrying is 1)[<audio src="http://www.symonspiano.com/audio/baby_quietest.mp3" autoplay>](set:$notfoundthiskeyyet to 1)
There is a small pink key.
You take the PINK KEY.
(set:$pinkkey to 1)
<u>[[Continue->SQ Leisure Room]]</u><h3>Nursery</h3>
(set:$nurseryopen to 1)
<hr>
(if:$musicboxopen is 1)[<audio src="http://www.symonspiano.com/audio/music_box_in_nursery.mp3" autoplay>](else:)[<audio src="" autoplay>]
You stand in a dark room, the far windows covered with thick closed blinds and the light switched off. Under the window there is a large wooden box with an hole cut into the front and painted to resemble the proscenium of a theatre stage. The wooden play stage has an open top for puppets to be lowered into. Warm maroon light coming from weak bulbs within the box give the room its only meagre light.
Above this hang (if:$thebabyhascried is 0)[twelve](else:)[eleven] aged <u>[[marrionette dolls]]</u> from their strings suspended from hooks on the ceiling.
Next to the play stage in a (if:$checkinsidethetelevision is 0)[<u>[[small blackboard]]</u> resting on an easle with something written on it.](else:)[blackboard with "check inside the television" written on it]
This room is a nursery, with pictures of animals dotted about the room. There is no sign of any childrens' drawings nor any evidence that children have played here in a long time. Dust coats the lettered wooden blocks, toy chests and <u>[[dolls]]</u> sitting on various shelves and surfaces around the room. Only a <u>[[closed music box]]</u> seems to be dustless.
To the right of the door a (if:$emeraldmedal is 0)[<u>[[puzzle board]]</u>](else:)[puzzle board] is mounted on the wall and in the centre of the room rests a black <u>[[wooden crib]]</u>.
<hr>
(if:$heiscomingagain is 0)[<u>[[Door->SQ L Corridor]]</u>](else:)[<u>[[Door->Cadmus attacks in SQ]]</u>]
<hr>
<u>[[INVENTORY]]</u>
<u>[[ARCHIVE]]</u>
(if:(history:)'s last is "Nursery lock" or "SQ L Corridor")[<audio src="http://www.symonspiano.com/audio/cosy_creeky.mp3" autoplay>](if:$purplekey is 1)[You have used the PURPLE KEY.
It is no longer useful, you discard it.(set:$purplekey to 0)
<u>[[Continue->SQ Study]]</u>](else:)[The door is locked. The pattern around the keyhole is a rich purple.
<u>[[Continue->SQ L Corridor]]</u>](if:$pinkkey is 0)[The door is locked. There is a small pink heart symbol just above the lock.
<u>[[Continue->SQ L Corridor]]</u>](else:)[You use the PINK KEY to open the door. The key is then useless.
(set:$pinkkey to 0)
<u>[[Proceed->Nursery]]</u>] (if:$thebabyhascried is 0)[The crib appears to be full of blankets. Something prevents you from interfering with them or moving them.](else:)[The crib is completely empty]
(if:$musicboxopen is 1)[<audio src="http://www.symonspiano.com/audio/music_box_in_nursery.mp3" autoplay>](else:)[<audio src="" autoplay>]
<u>[[Continue->Nursery]]</u>All (if:$thebabyhascried is 0)[twelve(set:$checkedthetwelve to 1)](else:)[eleven(set:$checkedtheeleven to 1)] of the dolls look very old, more like antiques than toys. Very few of them still have visible facial features as the paint has long worn away.
(if:$musicboxopen is 1)[<audio src="http://www.symonspiano.com/audio/music_box_in_nursery.mp3" autoplay>](else:)[<audio src="" autoplay>]
<u>[[Continue->Nursery]]</u>
<audio src="http://www.symonspiano.com/audio/heart_beat.mp3" autoplay>You open the music box. There is nothing inside. (set:$musicboxopen to 1)
<u>[[Continue->Nursery]]</u>
<audio src="http://www.symonspiano.com/audio/music_box_in_nursery.mp3" autoplay>
(if:$musicboxopen is 1)[<audio src="" autoplay>](else:)[<audio src="" autoplay>]
(if:$yougotitwrong is 3)[The board is broken now and cannot be used.
<u>[[Continue->Nursery]]</u>](else:)[Movable squares can be slotted into empty spaces to form numbers. Will you try a number?
<u>[[Yes->Puzzle Board Code]]</u>
<u>[[No->Nursery]]</u>](if:$musicboxopen is 1)[<audio src="" autoplay>](else:)[<audio src="" autoplay>]
(set: $infirmarycode to (prompt: "What will you set the wooden numbers to?", ""))
(if:$infirmarycode is "1879")[(go-to: "Correct numbers nursery")](else:)[(go-to: "wrong numbers nursery")]
<u>[[Don't enter a code->Nursery]]
(if:$musicboxopen is 1)[<audio src="http://www.symonspiano.com/audio/music_box_in_nursery.mp3" autoplay>](else:)[<audio src="" autoplay>]Nothing seems to have happened.
<u>[[Continue->Nursery]]</u>
(if:$musicboxopen is 1)[<audio src="http://www.symonspiano.com/audio/music_box_in_nursery.mp3" autoplay>](else:)[<audio src="" autoplay>]The numbers slot into place and a small hatch opens in the wall beneath revealing an Emerald Medal.
You take the EMERALD MEDAL.
(set:$emeraldmedal to 1)
(set:$yougotitwrong to 3)
<u>[[Continue->Nursery]]</u>
(if:$musicboxopen is 1)[<audio src="http://www.symonspiano.com/audio/music_box_in_nursery.mp3" autoplay>](else:)[<audio src="" autoplay>]<h2>(text-style:"shadow")[CHECK INSIDE THE TELEVISION]
(set:$checkinsidethetelevision to 1)
(set:$heiscomingagain to 1)
<h4><u>[[Continue->Nursery]]</u>(text-style:"blink")[All the lights suddenly die. ]
<u>[[Continue->Cadmus attacks in SQ2]]</u>
<audio src="http://www.symonspiano.com/audio/heart_beat.mp3" autoplay>(text-style:"blink")[The corridor and nursery are pitch black.
<u>[[Feel your way along the wall back to the door to the landing?->Cadmus attacks in SQ3]]</u>
<u>[[Wait where you are?->Cadmus attacks in SQ5]]</u>]
<audio src="http://www.symonspiano.com/audio/heart_beat.mp3" autoplay>(text-style:"blink")[.............
Just a little further.........
Keep feeling along the wall.........................
<u>[[Continue->Cadmus attacks in SQ6]]</u>](text-style:"blink")[.............]
(live:5s)[<u>[[Continue->Cadmus attacks in SQ6]]</u>]
<audio src="http://www.symonspiano.com/audio/heart_beat.mp3" autoplay>(text-style:"blink")[.............]
(set:$health to $health -4)
(live:6s)[<u>[[......->Cadmus attacks in SQattack]]</u>]
<audio src="http://www.symonspiano.com/audio/heart_beat.mp3" autoplay>Sparks fly accross your vision as the force of an impact against your head registers. You fall to the ground in the pitch black darkness.
(if:$health <1)[<u>[[Continue->death in SQ]]</u>](else:)[<u>[[Continue->a sore head in SQ]]</u>]
<audio src="http://www.symonspiano.com/audio/crash_grand.mp3" autoplay>Your eyes seem to spasm in their sockets as you begin to shake violently where you lay. The forceful blow to the head you sustained was too convulsive and you open your eyes, unable to see anything in the absolute darkness save for the silver flashes flying accross your vision.
Blood in your mouth, you are sure of it.
A hand touches your shoulder but you are powerless to lash out.
A slight sting as the tiny punctures break through the skin of your neck.
Darkness follows.
Game Over.
<audio src="http://www.symonspiano.com/audio/game_over.mp3" autoplay>Your eyes open, who knows how long after you were knocked unconscious. Your head is still sore but you are able to rise to your feet. You quickly check yourself, finding no signs of further injury.
(set:$heiscomingagain to 0)
<u>[[Continue->SQ L Corridor]]</u>You move the cuckoo clock to one side and find a HEALTH PACK which you use to heal your wounds. (set:$health to $health +4)
(if:$health>22)[(set:$health to 22)]
(set:$sqcuckoo to 1)
<u>[[Continue->SQ Leisure Room]]</u>
<audio src="http://www.symonspiano.com/audio/health_aquired.mp3" autoplay>You reach inside the broken television and grope around until you find what you are looking for. It's a key with a shiny purple decoration on it.
You take the PURPLE KEY.
(set:$purplekey to 1)
(set:$purplekeytaken to 1)
<u>[[Continue->The Baby Starts to Cry]]</u>(set:$thebabyiscrying to 1)
(live:8s)[<u>[[.........->SQ Leisure Room]]</u>]
<audio src="http://www.symonspiano.com/audio/baby_quietest.mp3" autoplay><h3>Servants' Quarters Study</h3>(set:$purplekeyunlocked to 1)
<hr>
A comfortable study with a small stone fireplace and smartly panelled walls. A few cases of (if:$studyhealth is 0)[<u>[[books]]</u>](else:)[books] line the north wall along with waist height shelves decorated with stuffed animals in display jars, small ornaments which look as if they've been collected by somebody well travelled, crystal ash trays and a collection of empty decanters. painting set into a space within the middle of the book shelves appears to show the forests and mountains of this area and the image of the house with the tower can be seen in the distance. A small round table in the centre of the room in flanked by two wicker armchairs and a bottle of wine is open on the table with two wine stained glasses beside it. An <u>[[imposing Chippendale]]</u> lodge chair has its back turned to you in one corner and an (IF:$curseofthedolls is 1)[<u>[[open window's->way out of the SQ PAIN]]</u>](else:)[<u>[[open window's->way out of the SQ]]</u>] thin curtains flutter gently in the wind.
<hr>
<u>[[Door->SQ L Corridor]]</u>
<hr>
<u>[[INVENTORY]]</u>
<u>[[ARCHIVE]]</u>
<audio src="http://www.symonspiano.com/audio/text1.mp3" autoplay>
(if:(history:)'s last is "SQ study lock" or "SQ L Corridor")[<audio src="http://www.symonspiano.com/audio/cosy4.mp3" autoplay>]..............................................................
(live:7s)[<u>[[Continue->source of the crying]]]
(if:$thebabyiscrying is 1)[<audio src="http://www.symonspiano.com/audio/heart_beat.mp3" autoplay>]There's no time to explore this room now. Where is that noise coming from?
[<audio src="" autoplay>]
<u>[[Continue->SQ L Corridor]]</u>
(if:$thebabyiscrying is 1)[<audio src="http://www.symonspiano.com/audio/baby_cry_loudest_with_moaning.mp3" autoplay>]The crying stops.
(set:$thebabyiscrying to 0)
(set:$thebabyhascried to 1)
<u>[[Continue->Nursery]]</u>
The dolls' black glass eyes are very unsettling.
(set:$curseofthedolls to 1)
<u>[[Continue->Nursery]]</u>
<audio src="http://www.symonspiano.com/audio/heart_beat.mp3" autoplay>(if:$checkedthetwelve is 1)[(if:$checkedtheeleven is 1)[There's something hidden <u>[[behind the books]]</u>.....](else:)[Just a collection of books on subjects ranging from taxidermy to history
<u>[[Continue->SQ Study]]</u>]](else:)[Several books are displayed here on all manner of subjects from nature to history
<u>[[Continue->SQ Study]]</u>]
<audio src="http://www.symonspiano.com/audio/text1.mp3" autoplay>A HEALTH PACK is hidden here. You use it to tend to your wounds and boost your energy. (set:$health to $health +5)
(set:$studyhealth to 1)
(if:$health>22)[(set:$health to 22)]
<u>[[Continue->SQ Study]]</u>
<audio src="http://www.symonspiano.com/audio/health_aquired.mp3" autoplay>The window is open and overlooks a walled garden with a decrepid wooden conservatory immediatly underneath. You could climb down onto the roof of the structure and then down to the ground. From this vantage point, you spot a small wooden door hidden in the high perimeter wall behind a tall mass of of bushes and junk. Behind it there appears to be a path way to the main house with the tower sillouetted in the distance beyond the forest.
Will you climb down onto the conservatory roof?
<u>[[Yes->Crash through the conservatory]]</u>
<u>[[No->SQ Study]]</u>The window is open and overlooks a walled garden with a decrepid wooden conservatory immediatly underneath. You could climb down onto the roof of the structure and then down to the ground. From this vantage point, you spot a small wooden door hidden in the high perimeter wall behind a tall mass of of bushes and junk. Behind it there appears to be a path way to the main house with the tower sillouetted in the distance beyond the forest.
Will you climb down onto the conservatory roof?
<u>[[Yes->Clamber on the conservatory]]</u>
<u>[[No->SQ Study]]</u>
<audio src="http://www.symonspiano.com/audio/wind.mp3" autoplay>A small oil painting in a modern style of an aloof, aristocratic man with long white hair. He has an ageless quality about him in this portrait and could be a young man or middle aged, it is impossible to decide which. His eyes look sharp and calculating and his features are fine and pointed. It is titled:
"Cromwell Verlaine - Master of the Tower House Estate." It is dated only a few years ago
(set:$acromwellpaintinghere to 1)
<u>[[Continue->SQ L Corridor]]</u>A small oil painting in a modern style of an aloof, aristocratic man with long white hair. He has an ageless quality about him in this portrait and could be a young man or middle aged, it is impossible to decide which. His eyes look sharp and calculating and his features are fine and pointed. It is titled:
"Cromwell Verlaine - Master of the Tower House Estate." It is dated only a few years ago
<u>[[Continue->Lodge Lounge II]]</u>(set:$health to $health -5)
You ease yourself gently out of the window and find a footing on one of the rotten wooden beams forming the conservatory roof. Only about half of the glass panels remain in tact and the whole structure is interwoven with thick clusters of ivy and other climbers.
All of a sudden one of the beams gives way underfoot. Unable to act in time, you fall crashing through the structure, huge chunks of it falling away with you. You land, rotten wet wood and pieces of glass falling on top of you
(if:$health<1)[<u>[[Continue->death in the conservatory]]</u>](else:)[<u>[[Continue->pain in the conservatory]]</u>]
<audio src="http://www.symonspiano.com/audio/crash_grand.mp3" autoplay>Gingerly you lower yourself out of the window and onto one of the rotten damp beams forming the corpse of the conservatory underfoot. You feel your foot slowly sink into the porous, soggy wood and make a snap decision that this is not a good idea.
Taking a literal leap of faith, you jump off the roof and into a nearby bush. It looks as if you made the right decision. You sustain one or two insignificant scrapes and bruises but are you wipe yourself free of the foilage you watch the entire conservatory roof bow inwards before colapsing in on itself entirely.
You stand in the garden ready to proceed and get out of here.
<u>[[Continue->Out of the SQ]]</u>
<audio src="http://www.symonspiano.com/audio/wind.mp3" autoplay>
<audio src="http://www.symonspiano.com/audio/crash.mp3" autoplay>You turn the chair around. An old marionette with only half its painted face still visible is slumped in the chair.
<u>[[Continue->SQ Study]]</u>
<audio src="http://www.symonspiano.com/audio/text1.mp3" autoplay>You try to move, but it is useless. You are unable to move your back. Looking up through the wrecked roof of the conservatory you see something fall from the window you climbed out of. It is one of the dolls from the nursery. Scrawled on its face in rushed handwriting are the words:
(text-style:"blur")[I tried to warn you, don't look at us]
You head the sound of a heavy, rusted door creaking open behind your head, though you are unable to turn to see.
Somebody kneels down next to you and laughs softly in your ear.
Sharp pain in your neck, something punctures the skin.
Oblivion follows.
Game over.
<audio src="http://www.symonspiano.com/audio/game_over.mp3" autoplay>You are apprehensive as you try to elbow yourself upright. You are relieved to realise that you can, nothing seems to be broken. A nasty fall, but fortunatly not a fatal one.
You stand up and brush yourself off.
<u>[[Continue->Out of the SQ]]</u>You walk over to th area of the garden where you saw the obscured door and push aside the long forgotten planks of wood and overgrown hedges to clear a path to it. The tiny door takes a considerable effort to force open, but fortunatly you are able to shift it.
A pathway through the forest begins which you follow.
<u>[[Continue->On the path to Tower House]]</u>
<audio src="http://www.symonspiano.com/audio/wind.mp3" autoplay>You come close to forgetting how long you've been wandering down this path, maybe a few minutes, maybe half an hour. Your thoughts again return to your wife and child. Yet you struggle to recall their faces clearly. Mere days have passed since you saw them, yet it feels somehow as if it were a lifetime ago.
<i>[I'll get back to you, I promise]<i/> You say to yourself.
You compose yourself and stiffen your resolve to get through this and find out what is going on and why you are tied up in all of this.
<u>[[SAVE GAME->SAVE BEFORE PATH]]
<u>[[Continue->The path begins FLASH]]</u>
<audio src="http://www.symonspiano.com/audio/wind.mp3" autoplay><H3>"There were others before you.
There were others.
A long time ago.
(if:$cadmusgonnadie is 1)[You were one of them.
You've been here before....
You're starting to REMEMBER!]
[[......->The Path Begins]]
<audio src="http://www.symonspiano.com/audio/mind.mp3" autoplay>The path splits out infront of you in three directions. A broken weather vane is mounted on an ivy covered pillar where the path forks.
<u>[[Continue->NEW path]]</u>
<audio src="http://www.symonspiano.com/audio/wind.mp3" autoplay><H3>"New path
<h2> NEW path
<h1><b><u>NEW path
[[......->First Fork]]
<audio src="http://www.symonspiano.com/audio/mind.mp3" autoplay>(if:$beenherealready is 0)[Which direction will you follow at this split?](else:)[Furthur down the path you travel, this time arriving at a junction marked by a signpost. Unfortunatly, the writing on the wooden board has been etched off. Which way will you go now?]
(if:$beenherealready is 0)[<U>[[North->Second Fork true]]</u>]
<U>[[East->Second Fork]]</u>
<U>[[South->Second Fork]]</u>
<audio src="http://www.symonspiano.com/audio/wind.mp3" autoplay>(if:$beenherealready is 0)[Before long, the path splits again at a small clearing in the woods. Which direction will you follow at this split?](else:)[You feel yourself getting more and more frustrated and anxious as the house gets furthur and further into the distance beyond the trees. Arriving at another fork in the road, choose your path:]
(if:$beenherealready is 0)[<U>[[West->Third Fork]]</u>
<U>[[East->Third Fork]]</u>
<U>[[South->Third Fork]]</u>](else:)[
<u>[[West->Graveyard]]</u>
<u>[[East->Graveyard]]</u>]
<audio src="http://www.symonspiano.com/audio/wind.mp3" autoplay>After another few minutes following this winding path, you emerge at another split in the path. Once again, which direction will you follow?
(set:$beenherealready to 1)
<U>[[South->First Fork]]</u>
<U>[[East->First Fork]]</u>
<U>[[West->First Fork]]</u>
<audio src="http://www.symonspiano.com/audio/wind.mp3" autoplay>Before long, the path splits again at a small clearing in the woods. Which direction will you follow at this split?
<U>[[West->Third Fork]]</u>
<U>[[East->Third Fork true]]</u>
<U>[[South->Third Fork]]</u>
<audio src="http://www.symonspiano.com/audio/wind.mp3" autoplay>After another few minutes following this winding path, you emerge at another split in the path, the house close in the distance ahead. Once again, which direction will you follow?
(set:$beenherealready to 1)
<U>[[South->First Fork]]</u>
<U>[[East->First Fork]]</u>
<U>[[West->emerge successfully]]</u>
<audio src="http://www.symonspiano.com/audio/wind.mp3" autoplay>(live:6s)[Finally the path leads up a steep incline to where the forest ends. Before you stands the house which, until now, has just been a shadow on the horizon. Somehow you know that everything has been leading to this place. ]
(live:15s)[You look up at it. It is impressive. It is huge.]
(live:22s)[Behind it rises a tower, its height dwarfing the mansion's roof and the peak of the nearby trees. You stare up at that tower, unable to look away.]
(live:30s)[(if:$cadmusgonnadie is 0)[<u>[[........->unable to look away]]](else:)[[[........->IT ALL COMES BACK TO YOU NOW]]]]
<audio src="http://www.symonspiano.com/audio/first_sight_of_the_house.mp3" autoplay><h3>Graveyard</h3>
<hr>
Finally you emerge at the end of the path into a small graveyard fenced off by high silver railings. There are only about <u>[[twenty gravestones]]</u> here and a <u>[[large bronze statue of an angel]]</u> at the opposite end. There are no apparant exits to this area and it appears to be a dead end.
<hr>
<u>[[INVENTORY]]</u>
<u>[[ARCHIVE]]</u>
<audio src="http://www.symonspiano.com/audio/outside_with_rain_and_thunder.mp3" autoplay>About ten of the graves date from a range of about three years of 1880 but, strangely, all of the other graves have no name on them, just initials. These graves seem far more recent and, ever stranger, some appear to have death dates in the future.
(set:$checkedthegraves to 1)
<u>[[Continue->Graveyard]]</u>
<audio src="http://www.symonspiano.com/audio/outside_with_rain_and_thunder.mp3" autoplay>This large statue is mounted on a square stone plinth and is green with copper rust. Somebody has vandalised the face, giving the angel a crute rictus grin. (if:$checkedthegraves is 1)[On a closer inspection you notice a small switch at the base of the plinth. Will you push it?
<u>[[Yes->to certain death]]</u>
<u>[[No->Graveyard]]</u>](else:)[
<u>[[Continue->Graveyard]]</u>]
<audio src="http://www.symonspiano.com/audio/outside_with_rain_and_thunder.mp3" autoplay>The statue's plinth begins to rumble and slowly move back on unseen tracks revealing a secret passageway underneath. There is a ladder leading down into a space where you can see a dim light.
You climb down the ladder.
As you climb down, the statue above starts to move back over the exposed hole.
Will you try to
<u>[[Race back up again?]]</u>
<u>[[Continue climbing down]]</u>
<audio src="http://www.symonspiano.com/audio/heart_beat.mp3" autoplay>
<audio src="http://www.symonspiano.com/audio/stone_grind_grand.mp3" autoplay>Climbing as quickly as you can, you reach a point of desperation as the plinth moves so far over the hole, you realise that escape is impossible. To try to squeeze through now would mean certain death.
You have no choice but to climb down again but, as you attempt to find your footing on the rung beneath, you slip and fall twenty feet to the ground below.
<u>[[Continue->broken leg death]]</u>
<audio src="http://www.symonspiano.com/audio/cello_with_drum.mp3" autoplay>You howl in agony as you land with huge impact and with your leg twisted behind you and shattered.
You try to claw your way along the ground, pulling your useless lower body along, the pain almost knocking you out.
Then you do pass out.
<u>[[Hours pass]]</u>
<audio src="http://www.symonspiano.com/audio/cello_with_drum.mp3" autoplay>
<audio src="http://www.symonspiano.com/audio/crash_grand.mp3" autoplay>One of your eyes opens slowly as you hear a door open. Only faintly aware of your surroundings, you register the figure of a man approaching from the doorway. The same man. It's always the same man. He looks disappointed.
(live:8s)[He turns his head and speaks directly at the ceiling. ]
(live:14s)["He's useless now, Cromwell." He says, no hint of emotion in his voice. ]
(live:19s)[Only then do you realise he is talking to a camera hidden in the corner of the ceiling. ]
(live:24s)[He pulls a gun from within his cloak.
<u>[[........->bang bang]]</u>]
<audio src="http://www.symonspiano.com/audio/heart_beat.mp3" autoplay><h3>Let it end.
Please, finally, <u>[[let it end.]]</u>
<audio src="http://www.symonspiano.com/audio/heart_beat.mp3" autoplay>The man aims the gun at your head and pulls the trigger.
Game over.
<audio src="http://www.symonspiano.com/audio/game_over.mp3" autoplay>You reach the bottom of the ladder and look up into the darkness. No way back up now.
<u>[[Continue->Grave Crypt]]</u><h3>Underground Corridor</h3>
<hr>
The walls are damp with algae and slime and the ancient tiled floor is dangerously slippery. At several points in the rocky ceiling water drips through and pools in cracks on the floor. An oil lamp enclosed in a frosted glass case provides the only light and this is situated next to a rusty metal door.
<u>[[A narrow pipe]]</u>,it's hatch door swinging open, only just wide enough for a person to slither through, runs from the wall at the end of this corridor.
<hr>
<u>[[Rusty door]]</u>
<hr>
<u>[[INVENTORY]]</u>
<u>[[ARCHIVE]]</u>
<audio src="http://www.symonspiano.com/audio/text1.mp3" autoplay>(if:$triedthedoor is 0)[You think about climbing into this narrow space but the thought makes you shiver. You can see that the passage turns to the right after about ten feet but it is pitch black after that. You decide to try the door instead first
<u>[[Continue->Grave Crypt]]</u>](else:)[You seem to have no alternative than to climb into the pipe. You slide yourself in and then inch yourself through on your belly.
<u>[[Continue->Horror 1]]</u>]
<audio src="http://www.symonspiano.com/audio/heart_beat.mp3" autoplay>
The door is tightly locked. A small insignia of a laurel is carved above the keyhole.
(set:$triedthedoor to 1)
<u>[[Continue->Grave Crypt]]</u>
<audio src="http://www.symonspiano.com/audio/text1.mp3" autoplay>Your arms are outstretched infront of you and, because of the narrowness of the space, you cannot move them behind your head. You slither forward, panic building as you reach the bend in the pipe. Inch by inch, you get your head closer to the corner, unable to look behind you.
You peer around the corner.
Dead end.
You hear a loud noise of slamming metal behind you that <u>[[fills you with terror.]]</u>
<audio src="http://www.symonspiano.com/audio/heart_beat.mp3" autoplay><U><H3>ARCHIVE</H3></U>
<i>Scroll Down......</i>
(set: $return to (history:)'s last)
[<u>[[Return ->$return]]</u>]
<hr>(if:$mansionmap is 1)[<img src="http://www.symonspiano.com/images/mansion_map.bmp" width="750">]
<hr>(if:$summarybook is 1)[<i><h3>The Verlaine Estate: Genealogy and Burial: Chapter Fifty.</h3>
Here the author aims to present a summary which, in the interests of brevity, he shall keep to, at most, a few concise points relating to (and with reference to) those members of the Verlaine family who, as refered to elsewhere in this volume and those accompanying it, are to be considered the main contributors, minor family members notwithstanding, to this concise volume of useful information on the great family.
ARTHUR VERLAINE: 1755-1799. Inherited title in 1775 upon the death of his father. Crest displays three shells.
RUPERT VERLAINE:1774-1810. Inherited title in 1799 upon the death of his father. Crest displays two birds.
LADY ELIZABETH VERLAINE 1774-1840. Inherited title in 1810 when her brother Rupert died without legitimate issue. Crest displayed a dragon.
ARCHIE VERLAINE 1800-1842. Inherited title in 1840 upon the death of his mother. Crest shows three birds.
MAGNUS VERLAINE: 1821-1880. Inherited title in 1842 when his father died in mysterious circumstances. Crest shows a rose.
WALTER VERLAINE: 1850-1924. Inherited title in 1880 when his father Magnus died in a coach accident. Crest shows four shells.
HECTOR VERLAINE: 1898-1954. Inherited in 1924 upon the death of his father. Crest shows two roses.
CROMWELL VERLAINE: 1930-. Inherited title in 1954 upon the death of his father. Crest shows a star.]
<hr>(if:$towernote is 1)[<h3>Note Pinned to Chair</h3>
WELL DONE!
DON'T WORRY. THIS ENDS SOON.
MEET ME IN THE TOWER.
THE ENTRANCE IS AT THE BACK OF MAGNUS' GREAT DISPLAY ROOM, BEHIND MY PERSONAL CREST. UNIFY THE CRESTS OF THE TWO GREATEST VERLAINES TO HAVE LIVED, AND THE WAY SHALL BE OPENED. FAIL IN THIS TASK, AND I'LL CRUSH YOUR BONES.
C.V
XX]
<hr>(if:$cromwellslastnote is 1)[
<i>Magnus Verlaine, greatest of my ancestors, was a man of vision. His idea for The Great Game was his single most brilliant piece of work, his most brilliant piece of art. Watching helpless people try to fight, both mentally and physically, out of a maze of traps, puzzles and hazards, what a thrill. It's the greatest thrill. The panic, the fear, the anger that you watch in the players, it's the best high I have ever known. I've lived a long life, and the greatest pleasure has always been The Great Game. Watching the players go through all of this.
Sick? Evil? Perhaps. But let me ask you this (yes, you, the one who has got far enough through The Great Game to have discovered this document). Have you ever enjoyed a video game, an adventure story, the gruesome accounts of death in Ovid? If the answer is yes to any of them, then you are a hypocrite.
But I really don't care. I have never been burdened with concern for other peoples' judgement, morally or otherwise. I, like the great Magnus Verlaine, have dared to enact what you will only allow yourself to enjoy through insane fiction, through childish games, within the prison of your own imagination. You utter coward.
Don't worry.
It's nearly over now.
Cromwell Verlaine
xx</i>]
<hr>(if:$playersfile is 1)[
<h3>PLAYERS</h3>
The file contains several polaroid photographs of people, none of whom you recognise. The photos are of corpses, very recently killed when the pictures were taken. You recognise some of the locations in the photos as places within this estate. Some were even taken in rooms of this house. Written on the back of each polaroid are initials and a date, all from the 1970s. It looks as if they were killed in a variety of imaginative and cruel ways.
Another section of the file houses very old black and white photographs, some of them daguerreotypes, dated from the late 19th century. These also show the corpses of the recently killed in a variety of chilling mocked-up poses. This section of the file is titled "Magnus".
There is another seperate section to the file with only two letters as its title. At first you do not spot that these are your own initials.
Within the file are dozens of photos, of varying quality, of you wandering through this estate. Many of them show you in places or circumstances you do not recall from your ordeal here, but they are undeliably you. ]
<hr>(if:$ssreport is 1)[
<i>
<h3>Report on Strigoi Sigma</h3>
Gelzer and Dewey LTD.
Research has shown conclusively that the administration of the substance known as "Strigoi Sigma" causes the subject to experience immediate sedation similar to the effects of any common anesthetic. However, SS's unique ability to effectively errase the subject's recent memory is its most profitable characteristic. In the field of interrogation, this property is what makes SS a valuable and lucrative product. It has also been demonstrated that a high dose of SS causes the subject to fall into a deep hibernation state, their body effectively shutting down but, stored in the right conditions, kept alive and, if necessary, healing all the while. A simple supple (intravenous) of nutrients is required.
It has been observed in test subjects that repeat exposure to doses of SS have no significant side effects except one. The subject's subconscious, or part of it, seems to be immune to the memory wiping properties. As such, subjects seem able to store residual traces of important (usually trauma related) information in scrambled traces. These traces often break through momentarily to the subject's conscious mind in the form of sudden and breif hallucinations. Our research refers to these phenomenon as "yellow flash" moments. Most subjects report seeing only one, extreemly bright, colour at such times. The phenomenon has been likened to the subject storing coded warnings and messages to themselves for future reference. We are working hard to erradicate this flaw in the product. ]
<hr>(if:$cadmusletter is 1)[
<h3>Letter to Cromwell Verlaine </h3>
4th June 1953
Dear Cromwell
I write to you from Cambridge and I miss you more and more each week. The days we spent here together were the most enlightening of my uneventful life. I long to be in your company again and it thrills me to read in your last letter that you expect the Verlaine Estate to be yours alone before too long.
I also long for the birth of our great venture together. The many nights we spent, sitting up until dawn pouring over your great grandfather's notes for the great game. Perhaps one day we will revive that together. The world, so bland, no uncaring and so tasteless, deserves no better.
Just as my namesake founded a city and slew the great wyrm, I have no doubt that you and I shall fill our lives together imbibing each and every exotic flavour, tasting each and every forbidden fruit and milking his godless world for every draught of sensation and pleasure that it can offer.
Let the world burn so that we may have out fill.
"Et vos lueurs sont le reflet
De l'Enfer où mon coeur se plaît."
Yours eternally,
Cadmus</i>]
<hr>(if:$walterconfession is 1)[
<h3>Walter Verlaine's Confession</h3>
<i>
I am Walter Verlaine. I write this confession, which I intend for no human eyes to see, in what I know are my last days. Against the odds, I have managed to live a peaceful and, I hope, virtuous life. I have shunned the excesses and vile corruptions which plagued my forefathers. I write this confession to God and to no other.
There is little in my life I wish to confess and repent. I am proud to have devoted so much of my estate's lucrative proceeds to various charities, helping to rebuild this great continent after the ravages of the war. I have enjoyed wine in moderation and was always tame when it came to carnal matters. I have tried not to sin with my flesh.
Yet, to my dying days, one sin troubles me more than any. It is the oldest sin, the sin of the father. The sin of my father. The stain my heritage has marked me with has meant that even a life devoted to charity and philanthropy has hardly smudged the indellible mark left by my ancestors, and none more so than my father, Magnus. His death in that coach accident did nothing to remove his evil which still seems to linger in the walls of this very house.
My father butchered his father. He took his own sister to bed and wed her. I am the product of this foul union. I am born of a great, unclean sin. He then butchered his woman, my mother, making it look like suicide. He made a sick spectacle out of their remains which pollutes this house to this day, though I have gone to great lengths to ensure that the room remains sealed forever so that my mother and grandfather may rest there, the insult done on their remains forever shielded from human eyes. May no descendant of mine ever allow Magnus' horrific work to be seen again.
Yet it is not even this vile display which confirms my father's thoroughly black soul the most. His most vile invention. I shall not even name it. Let the knowledge of that horrific invention die with my memory. It shall not be long now.
Walter Verlaine. ]
<i>
(if:$cryoreport is 1)[
<i>
<h3>Report on Cryogenics </h3>
Though the process is far from totally perfected, the public are nonetheless significantly unaware of the potential of cryogenics. As you can see from the information contained within the attached report, we are able to supply you, as requested, with the necessary equipment to carry out the task you wish to undertake. It is not my organisation's place or intention to interrogate your motives for wanting this technology. So long as you can afford the price, which your credentials assure me you can, then my organisation will uphold the highest standards of customer confidentiality. Should your undertakings be made public, we would expect you do return the favour.
As such, we will arrange delivery of the cryogenic body freezer and install it, as requested, in the subterraining complex on the grounds of your estate. If you have carried out the requisite modifications to the room which will be housing the aparatus, then it should be a fairly simple installation. My operatives will assemble the apparatus in the room behind the dragon motif door as you have requested.
As discussed, our technology should enable you to store a body for many months without any degredation to vital processes. The enhanced apparatus will keep the subject alive, presuming you intend to use the apparatus to store some form of fauna. It is worth noting the machine will also perfectly preserve a deceased body for decades with no decomposition whatsoever taking place. Though it is impossible to say at this stage of research and development, in theory your newly aquired apparatus could keep a body intact for centuries.
We hope you are satisfied with your purchase.<i>]
<hr>(if:$magnuslettertodad is 1)[
<i>(text-style:"blur")+(text-color:"brown")[<h3>Magnus' Letter to his Late Father and Late Wife</h3>
Dear Late Father. Dear Late Sister. Dear Late Wife. I address both of you.
Allow me the indulgence of reflection for this one short moment; as my father, you shaped me into the man I am today. You gave me my beautiful wife, Margaret, by bringing her into the world with mother. But she went wrong, didn't she father? The screaming. The constant, never ending screaming. It becomes tiresome.
The childhood, the aspirations, the life you had planned for me was a bore from the start. This enormous estate, this enormous wealth. For what? When all the pleasures it brings, when all the pleasures that the flesh can bring, have been tried, richly mined and then exhausted, where does a man go then? If one has everything and is still sick and bored of life, what then? You could never understand that, father.
The Great Game. Nothing has fired up my soul, my blood, my senses quite like The Great Game. Since inventing it and perfecting every detail of it my blood itches to see it enacted again.
I am alive now. Sadly for you, that means you cannot be. I need this estate, it's full resources and the Verlaine wealth to see my dreams realised.
My final tribute to you, dear father, and you, my dear dead wife, is my finest piece of art, second only to The Great Game itself. You will forever be a part of it in the grand gallery in the basement of this house.
Yours with affection.
Magnus]]
<hr>(if:$hectorletter is 1)[
<h3>Hector Verlaine's Letter</h3>
<i>4th March 1954
Dearest friend,
My only son, Cromwell, heir to this estate, turned twenty four a few days ago. I find myself in poor health, growing weaker with each passing month. As you are probably aware, the men in my line are not known for their longevity (my father Walter being one exception) so I fear that I may be in my twilight years already. While this does not cause me too much concern in and of itself, I worry for the sake of this estate at the hands of my son.
As a boy, I tried to love him. Cromwell's mother,as you know, died in childbirth, and I tried to love the boy, though I saw only his mother's killer when I looked into his eyes which were cold and ruthless even when he was an infant. But I have watched him grow into something that I cannot and will not recognise as my own. He is depraved, more interested in obscene and licentious persuits than with any decent calling. Oh, he is intelligent. He took a first from Cambridge with no effort at all and it was established very early on in his childhood that he is a genius of alarming mental capacity. But there is no warmth to his soul whatsoever. I dispair to say it, and God judge me, but my son is evil. Of that I am sure.
It all began years ago when he became interested in our family's history. Before my father, Walter, our family was ruled by lecherous, atrocious and utterly degenerate monsters. My grandfather, Magnus, was the worst of them. It was when Cromwell became fascinated by his great grandfather's hideous life and hideous persuits that the boy truely sank and has lived a life shadowed from God's light since. Cromwell became obsessed with Magnus' concept of what he called "The Great Game". Cromwell uncovered evidence on the estate that Magnus did indeed put this invention into practice nearly a hundred years ago.
Another factor which has poisoned my son is his close friend, a man named Cadmus. I am disturbed, in more ways than one, by their friendship.
Recently he has been insisting that we have the sealed up hallway in the basement reopened. I swore to my father before he died that neither I nor any Verlaine after me would open that door again. "Let no light ever shine on Magnus' most heinous work ever again" my father had made me swear. I have no desire to know what is in that room, but Cromwell is obsessed with seeing what Magnus did in there.
I have decided upon drastic, but necessary, action. Tomorrow I am going to confront Cromwell and tell him that I am writing him out of the estate and of my will. I will leave the entire estate to the poor as some small recompense for my father's ancestor's awful deeds. I will not allow my flesh and blood to revive the horrific spirit of Magnus.
Yours, Hector Verlaine]
<hr>(if:$musicbookbywalter is 1)[<h3>"Deliberationes nostrae artis" by Walter Verlaine. A page is bookmarked.<h3>
<i>On the subject of music, I can be a little more emphatic. Although music has been of great comfort to me throughout my life of seclusion and peace, there is no greater vexation to me than that music which I so loathe. While Chopin, Mozart and Bach soothe my spirit and nourish my soul, I am blandly indifferent (bordering on mildly irritated) to be submerged into the heavy ire of Mahler or the tempestuous thunder of Brahms. A special place is reserved in the most furious of my rarely revealed anger for the music of Beethoven, who once scorned my great grandmother, Elizabeth. </i>]
<hr>(if:$chapter27 is 1)[<h3>The Verlaine Estate: Personal Crests. Chapter Twenty Seven.</h3>
The personal crests of ruling Verlaines are a curious aspect of their strange genealogy. Not unlike a personal Coat of Arms, these crests have been used to date specific items and documents to the ruling member of the estate at their time of creation/ writing.
Central to each Verlaine crest is the main symbol, an image of an object (or objects) at the centre of the crest.
Perhaps most famous of all is the crest of Magnus, the most infamous of all the Verlaine dynasty. The symbol of ONE ROSE adorn his crest. Magnus’ grandson’s crest displays TWO ROSES, perhaps a tribute to Magnus and to the man’s ruling great-great-great-uncle, who had TWO BIRDS on his.
The first of the so-called ‘decadent five’ boasted THREE SHELLS on his crest, while his grandson wore THREE BIRDS on his.]
<hr>(if:$anotherpaintingofthemaster is 1)[<h3>Reflections on a Grand Painting</h3>
The head and shoulders of a man, framed by the artist in a sideways glance, looks arrogantly over the room. He looks to be about thirty in the picture, maybe a little younger, and with curious long white hair. His features are sharp and narrow and, although strangely handsome, there is something utterly incipid about the face. He is wearing clothes which would be more suited to an 18th century French aristocrat. You feel a sense of hatred boil inside you as you look at him.
Underneath the painting, on an equally ostentatious gold placard, is written:
"Cromwell Verlaine"]
<hr>(if:$hectorsletterread is 1)[<h3>Except from a letter by Hector Verlaine</h3>
My father, Walter, was a music lover too. I have inherited both my love of music and my love of solitude from the man, so much so that I have had comissioned a most ingenious (is somewhat pretentious) device for keeping some of my valuable items hidden in this sprawling place (omnes servi fures sunt, my dear fellow). I have rigged the gramaphone in the music room to respond when records are played upon it. I might bring down a curse upon any fool who would spit on my father's memory by dirtying the gramaphone with music he would have hated! A viscious, satisfying curse worthy of my grandfather Magnus' memory. I can only hope that my son, Cromwell, grows up to have such fine taste in music as his grandfather did. So far the adolescent seems only to be enthralled by the perverse and the salacious. His great grandfather would be proud.
Yours,
Hector Verlaine]
<hr>(if:$acromwellpaintinghere is 1)[<h3>Reflections on a small painting</h3>
A small oil painting in a modern style of an aloof, aristocratic man with long white hair. He has an ageless quality about him in this portrait and could be a young man or middle aged, it is impossible to decide which. His eyes look sharp and calculating and his features are fine and pointed. It is titled:
"Cromwell Verlaine - Master of the Tower House Estate." It is dated only a few years ago]
<HR>
(if:$Franzdiarynow is 1)[<h3>Franz Muller's Diary: Year Unknown</h3>
<i>January 19th:
I've been the game keeper on this his estate now for six months and still Cromwell won't look twice at me. I've heard all about him, I know what sort of 'man' he is. I keep this place for him, organise his hunts, entertain his weird guests at the hunting lodge, but not one ounce of recognition from the long, silver haired creep. I turned 30 three days ago and not so much as a birthday card from a man in possession of such a fortune! At least he gives the entire staff whole weeks off every few months, through lord alone knows why.
January 20th:
My luck changed today! And so did everything...
Master Cromwell Verlaine (or 'Lord' as he now likes to be addressed) summoned me to the main house. He gave me wine and, by god, it tasted strange. He invited me to smoke something, though he himself didn't partake in that either. The next thing I knew I was naked on the floor of the ballroom along with a woman I recognised as working in the servants' house. She was naked too. Everything they said about this place is true. Man, this is cool. Nothing I experienced experimenting during my misspent years at Oxford was like this.
January 21st:
That strange friend of the master, the guy with the weird scar accross the top of his head, was there the other night when we were doing stuff in the house. I don't think he took part, I just remember him watching. Anyway, I saw him again today. He creeps me out. He's one of those people, like the master, who seems impossible to age. He could be 25 or 45, I don't know. But there's something about him that really gives me the creeps.
January 22nd:
The headache started again today. Ever since I fractured my skull when I was 16 they come from time to time. Luckily it passed. I remember how my dad cried when I came round from the opperation. I miss him so much. I wish I knew what happened to him. He'd be so proud of me, following in his footsteps here.
January 28th:
I found something today, hidden in the room at the back of the stable building. I think that room once belonged to the estate's stable masters. Hidden in the wall behind the old picture of the horse I found a few pages from a letter. They were written by somebody who worked here just over a century ago. It weirded me out a bit to discover that one of the master's ancestors seemed to be just like him. Out of respect I hid them back where I found them. He talks about games that his master used to play. This disturbed me as I've heard rumours that our master plays 'games', though nobody ever dares to say any more.
January 29th:
I must escape this place. I did a bit of digging in the old crypt where the old Verlaine family archive used to be stored. I wanted to know more about Magnus, the master's ancestor mentioned in that old diary. I wanted to know more about Cromwell's other strange ancestors. And I found his secret. Behind that Black door with the dragon on it. I found the truth of what's been going on here. I must escape and tell somebody. Oh Jesus this is wrong.</i>
Written beneath in a different handwriting:
<i>Poor, silly boy. Like father, like son. Shame; I quite enjoyed having you.
Ta ta
CV
x</i>]
<hr>
(if:$carlindesk is 1)[<h3> Carl Jameson Letter</h3>
19th November 1867
Dearest Mary Hart
It has been my absolute pleasure to welcome you to your post here at Tower House estate. I hope in some small way that I have helped you to settle here and get to know the place. I would like very much for us to get better aquainted. I know I am a man of more senior years, but I know that what I lack in youth in make up for in kindness and dependability. A good Christian woman like you is just what this place needs and just what an old fool like me needs.
I was amazed watching you in action the other evening, when the Lady of the House, Lady Margaret, was having one of her waking nightmares. Screaming, throthing at the mouth as he screamed like a mortally wounded dog experiencing both agony, abject terror and pure primal rage all at once. It's a sight enough to frighten even the most stout hearted man, but you comforted her and brought her round like no doctor could. Believe me, I've seen many try. Let not the fact that Master Magnus barely acknowledged either your intervention or his wife's malady both you, gentle lady. You are a good soul.
I would like to propose a dinner. Nothing untoward, I have no disgraceful agenda, I simply with to get to know a soul like you better. We have no chance of being allowed off the Estate any time soon so I propose we meet in a secret room about the lodge opposite the stables. The staircase is hidden, you have to push the placard on the portrait of our Master in the corridor. You have to push the placard properly. It doesn't look like a button, but trust me, it is. It will reveal the hidden staircase. Meet me up there at dusk on Friday evening.
Yours with sincerity and respect,
Carl Jameson</i>]
<HR>(if:$carlletterhere is 1)[<h3>Carl Jameson Letter 1879</h3>
<i>
My name is Carl Jameson and I am sure I will soon be dead. A dreaded fever has spread through this estate (and, I hear, the local town). Even the master of the Estate, Magnus, seem to have been infected. He does not have long left, they say. I don't think I do either. If this sickness takes me soon, I shall consider it a blessed release. I want to tell you why. I don't know who you are who reads my letter now, but I do hope that someday somebody will find it and read it. This story needs to be told, and I don't have long to tell it.
I have worked here for over forty years. I came here as a young man at a time when Lady Elizabeth was master here. After her death, her son Archie took over the estate. He was a weak man and easily controlled by others, but his son, Magnus, had a wicked, ruthless fire about him, even as a young man. It is no great secret around here that the woman he married, Lady Margaret, was his sister. She died three years ago. Her body was found hanging in the tall tower behind the house. Magnus found her body. Their father, Lord Archie, died in similarly mysterious circumstances. His body was found, after a hunt in the forest, disembowled with his neck snapped. Magnus found his body too.
Fear has prevented me from writing this for many years, but at the end of my life as I am now, I must state it. Magnus Verlaine, and the entire line of Verlaines who are set to follow him, are monsters. I have seen things which have erroded my very soul. God never looks upon this estate. That house is cursed and belongs to the Devil. Magnus plays games. Very, very sick and twisted games. It is rumoured that he has even written about his dark persuits in a book he pretentiously titled 'The Book of Magnus' which he keeps hidden somewhere in that enormous house.
I hope to die soon from this horrible malady. I hope that Magnus and his line are errased by it too.
God, preserve my soul and lift me from this hell.</i>]
<HR>(if:$chrisbandletter is 1)[<h3>Letter to Staff</h3>
To all staff
It has come to my attention that many of you are concerned about the whereabouts of Martin Millar, or former Buildings Manager for the estate. Although there were professional disagreements between Mr Millar and Mr Verlaine, I want to assure you that the rumours of a heated arguement resulting in Mr Millar's sacking and immediate disapperance are completely unfounded. Furthermore, it has been suggested that Mr Verlaine's companion and close aide, Cadmus, assaulted Mr Millar. I want to stress that there is no truth to these stories. Mr Millar, after a reasoned, amicable and professional meeting with Mr Verlaine and Cadmus, has decided to it would be an appropriate time to look for new employment, having felt that he has given all he can give to the estate of Tower House. We wish him success in all future endevours.
He leaves no forwarding address.
Yours faithfully,
Chris Band
Head of Security]
<hr>(if:$martinletter is 1)[<h3>Hidden Letter</h3>
<i>James, we need to tell someone what's going one here. I can't say too much because I'll be putting your life in danger, but I know what Verlaine and Cadmus are up to. If you find this, and I'm sure you will, then know this; I've gone to my boss and told him what I know. I know about what Verlaine's keeping in that room with the dragon emblem door in the crypt. I know why he sends us away for days on end. I know why he has Cadmus intimidate us the way he does. But I trust Chris. He's head of security, an ex army man and a good man, I'm sure of it. He served in the paras with my father. He won't be corrupted or intimidated by Verlaine or his pet doberman Cadmus. I am still undecided, but I think I might confront Verlaine head on about this. I have to know the truth
Martin Millar.
</i>]
<hr>(if:$readingaboutdeath is 1)[
<h3>OBITUARIES</h3>
December 3rd 1924
Walter Verlaine
Born in 1850 in Vienna, Walter Verlaine was the 12th in a line of masters of the great and highly enigmatic Verlaine estate. Once known for its involvement in the textiles and cotton industries (upon which its vast wealth was built), the reputation of this great estate and its ruling family fell into shadowy disrepute in the ninteenth century. Verlaine's father, Magnus Verlaine, was reputed to have married his own sister (at the insistance of Archie Verlaine, their father and Walter's grandfather). Whether this is true or not, it seems well attested that Magnus Verlaine was a man of very amoral character. Both his wife (and probable sister) and father died in very suspicious circumstances, and consequently Walter remembered little of his mother. In one account left to his live-in butler Charles Spencer(almost the only person the reclusive Walter personally confided in during the latter days of his life), Spencer recalls how Walter Verlaine's only clear memory of his mother was of a mentally fragile woman prone to fits of screaming as if in a state of 'perpetual waking nightmare'.
(text-style:"strike")[When Magnus Verlaine died from an unknown fever (which claimed the lives of nearly half the local population at the time), Walter began his stewardship of the vast estate. Nothing is known of Walter's siblings, though records show that Magnus fathered at least five children.
Walter ran his estate and its numerous lucrative international business interests from a position of immense seclusion. Almost nobody who worked for him ever saw him in person. No photograph or portrait of him is know to exist beyond his boyhood years. He died from cancer at his ancestral home Tower House on the Verlaine estate. His son, Hector, succeeds him as master of the vast estate.]
(text-style:"upside-down")+(text-style:"blurrier")[<h2>DON'T LOOK AT THE DOLLS</h2>]]
<hr>
(if:$readingMelissa is 1)[<h3>Melissa's Letter</h3>
14th February 1962
Dear Mark
I can't wait to see you again. I have made a terrible mistake. Coming to this place seemed like the answer to my prayers. A well paid housekeeping job with logdings provided. But it has been hell. I do not curse, Mark. It really has been hell. The master of this estate (he does in fact insist on the use of such old fashioned terms), Mr Verlaine, Cromwell Verlaine, is quite simply the most frightening man I have ever met. He's young, no older than you I'd say, and in a perculiar way he is handsome. His features are delicate and, although long, his face is very angular. I have never met a man (least of all a young man) with long white hair such as he has. At first I though there was just something queer about him, but that's not the half of it. His tastes are... unnatural. I've seen him do things with people, to people, that no decent man should. He makes people play games, sick games, games they sometimes do not even know they are playing. But I daren't speak out. His staff are numerous, but people around here seem to go missing. They go missing regularly.
Malcolm, that lovely caretaker who lived in Dorm 3, even went so far as to secretly install a secret passage from his dorm into the main servants' quarter corridor, just so he might escape if they ever came for him to make him 'disappear' like so many others have had to.
Please write soon Mark. I hide all your letters safely, so never fear. We may speak freely. I keep them in my locked jewellery case, not that own anything worth a farthing. Apart from your letters. They are my treasure. The combination is something only us servants would know. It's the highest possible scoring hand in a game of Hollow's Howl.
Yours eternally,
Your Millie ]
<hr>
(if:$maryhartdusty is 1)[<h3>Diary of Mary Hart 1871</h3>
<i>
September 12th
He screamed at me again today. Magnus, master of this estate, master of this household and, day by day, the most monstrous creature on God's fair Earth. Nightly I think of running away, back to the city, back to my mother and my sisters. But I know he would find me. He screamed at me for asking after the health of Lady Margaret, his wife. I write the word 'wife' with trepidation. God forgive me, working for such a monster. The rumours are true, I heard it from Bessy, the kitchen maid. Lady Margaret is the Lord's own sister. Their father forced them to marry. It's no wonder the children are... different.
But it pains me. Dispite the horrific sin that they live in, Lady Margaret is a gentle and kind woman. At least she was. Magnus has had her in that tower for months. Nobody has seen her. I could not help but ask after her welfare.
I miss my family. I miss my dear sister.
September 13th
My heart pounded in my breast. The master came here! Here to our servants' quarters. He never does that, why now? He nearly caught me removing this diary from it's hiding place behind the cuckoo clock. Were it not for this diary, I think I may go mad with all the horrors I have witnessed here.
September 14th
I beheld the master, through one of the windows of the house, indulging in one of his evenings of bestial revelry. God forgive me that I should stay in this place. Naked women and men, fumes of some intoxicating poppy being burned reached me through the open window. The music, if it can be called that, was coming from a young woman, naked as Eve, playing the violin, her eyes black and wide and her head lolling as if possessed.
I am afraid. Afraid for my own soul in this place. Should the master find this diary, I cannot imagine what he would do.
September 15th
(In very different handwriting): Poor sad woman. Hiding her thoughts behind a clock. She loved this place really. She shall remain here always, in her own sweet chamber. Thank you for your years of service Sally, or Mary, or Victoria, whatever your name was. Dearest, Magnus.]
<HR>
(if:$tombswithdates is 1)[
<h3>Dates on Tombs</h3>
<hr>
Arthur Verlaine 1755-1799
Archie Verlaine 1800-1842
Rupert Verlaine, beloved son of Arthur Verlaine 1774-1810
Magnus Verlaine, Beloved son of Archie Verlaine 1821-1880
Lady Elizabeth Verlaine UNREADABLE-1840]
<hr>
(if:$Vestategenealody is 1)[
<h3>The Verlaine Estate: Genealogy and Burial: Chapter Six</h3>
<i>Though many had come before them, the so-called 'decadent five' were amoung the most notorious of the Verlaine line to have assumed the role of Lord or Lady of the great estate. As it had always been, each assumed the title and began their reign on the death of their father, all except Rupert's twin sister Elizabeth, who became Lady Verlaine when her hapless brother died childless in 1810. Stories abound of how these Verlaines, from Arthur whose Lordship began in 1775 to his great-grandson Magnus, ruled over the estate as wicked tyrants. Bloodthirsty, depraved and with appetites which, if known about, would have horrified the civilised society circles in which they might have moved.
Their tombs sit in one of the family vaults beneath the Verlaine estate of Tower House. In keeping with the family's tradition, the longest reigning of these so-called 'decadent five' had a grand reliquary built. If the aforementioned Verlaine's statue is placed in the casket of the reliquary, the reliquary shall reveal its treasure. It is said that this particular Verlaine was so jealous of his ancestors' achievements (and paranoid of being outdone by those of his descendants) that he installed a mechanism in the reliquary which would harm any who insulted it by placing another Verlaine statue within it. He held such a special contempt for his father, whom he hated utterly for having forced him to marry and give child to his own sister. Should his father's statue be placed into the reliquary, woe betide the poor fool who should deliver this insult...</i>]
<audio src="http://www.symonspiano.com/audio/cello_with_drum.mp3" autoplay>
The light is suddenly gone completely and you are stuck. Immobile with your arms outstretched and your head stuck looking forward into the black, you are encased in this pipe, this pipe which has just been closed off behind you.
You scream for a very long time.
Game over.
<audio src="http://www.symonspiano.com/audio/game_over.mp3" autoplay><h3>The answer is in that
(live:8s)[Run even if moving breaks you]
(live:14s)[Run even if moving breaks you]
(live:20s)[The answer is in that ]
(live:24s)[<u>[[tower->into the mansion]]</u>]
<audio src="http://www.symonspiano.com/audio/mind.mp3" autoplay>The door to the mansion is ajar, visible even from this distance. Your better judgement says run, run far, but you are unable to act on this instinct. There is a burning desire, as if you were programmed, to go inside that house and discover something.
(live: 12s)[You shake your head.
Your wife, your child, those are the things that matter, not this twisted place and its dynastic line of depraved custodians. ]
(live:20s)[Suddenly you become aware that this all seems unreal, like some insane fiction. You feel like a pawn in some twisted scheme.]
(live:24s)[And suddenly you feel old. Very old. ]
(live:30s)[But the tower steals your attention again. It silently commands you towards the front door of the mansion at its foot. ]
(live:35s)["Let's get this over with"]
(live:38s)[<u>[[Continue->The front door]]</u>]
<audio src="http://www.symonspiano.com/audio/outside_with_rain_and_thunder.mp3" autoplay>You pass under the high gothic portico preceding the grand front doors as if being drawn into the mansion's waiting jaws.
(live:8s)[You push the open door, surprised at how easily it submits and opens, revealing the dimmly lit grandure beyond. The stone spiral staircase, the many candleabra standing as tall as you and bedecked with dozens of dripping candles, the opulent Persian rugs smothering the parquet floor and the high vaulted ceiling and stone walls decorated in frescos.]
(live:16s)[You step inside. As you do, the door closes behind you. Without even needed to find out for yourself, you know that moment that they will now be locked. ]
(live:22s)[You allow a few more seconds to pass, taking in the dark majesty of this place, before trying the door handle to confirm what you somehow already know. ]
(live:28s)["So this is the Verlaine mansion. This is Tower House. This is where I was surposed to be coming anyway. Let's find out what's really going on here"]
(live:34s)[<u>[[Continue->Mansion Main Hall GF]]</u>]
<audio src="http://www.symonspiano.com/audio/text3.mp3" autoplay><h3>Tower House Main Hall</h3>
<hr>
An enormous entrance hall reaching up to a high domed ceiling covered in frescos obscured by the darkness. A solid stone spiral staircase leads up to the high balcony landing of the first floor behind which a few grand doors topped with deep shell canopies loom, identical in style to their counterparts down here on the ground floor. Every footstep on the cold parquet floor echoes around the cavernous space and a constantly shuddering hot light bathes various spots of the lofty space from the tall candleabras stacked with dripping candles.
Two doors stand directly opposite each other on the east and west walls, with another door slighty further north on the east wall.
At the back of the room on the north wall there is an especially imposing set of white double doors with a gold and white leaf pattern carved into the pillars and proscenium surrounding them. (if:$map1 is 0)[Something seems to be <u>[[nailed to one of the pillars]]</u>.]
A <u>[[large painting->painting alluding to keys]]</u> hangs next to the double doors at the back of the hall.
<hr>
<u>[[Spiral Staircase->MANSION STAIRS UP]]</u>
<u>[[East wall door left->Dining Room]]</u>
<u>[[East wall door right->Long Corridor GF]]</u>
<u>[[West wall door->cannot possibly proceed]]</u>
<u>[[White double doors->Ballroom]]</u>
<hr>
<u>[[SAVE GAME->MANSION SAVE]]
<u>[[INVENTORY]]</u>
<u>[[ARCHIVE]]</u>
<audio src="http://www.symonspiano.com/audio/text4.mp3" autoplay>
(if:(history:)'s last is "The front door")[<audio src="http://www.symonspiano.com/audio/come_inside_grand.mp3" autoplay>]
(if:(history:)'s last is "Ballroom" or "Long Corridor GF" or "Dining Room")[<audio src="http://www.symonspiano.com/audio/grand2.mp3" autoplay>]<h3>Small Corridor Front 1F</h3>
<hr>
A narrow L shaped corridor with the door back to the main hall at one end and a black lattice glass door at the other leading onto a balcony. Windows with the same lattice pattern run along the entire south wall, strands of ivy creaping in where some of them have been left open. The corridor is completely dark, lit only by the moonlight coming in through the wall of windows. A <u>[[small iron safe]]</u> sits in one corner. (if:$anothermarrionette is 1)[There is now a marrionette hanging in front of one of the windows.] A lingering smell of rosewater can be detected in here.
<hr>
<u>[[Door back onto landing->Mansion Main Hall 1F]]</u>
<u>[[Glass door->Mansion Balcony]]</u>
<hr>
<u>[[INVENTORY]]</u>
<u>[[ARCHIVE]]</u>
(if:(history:)'s last is "Mansion Balcony" or "Mansion Main Hall 1F")[<audio src="http://www.symonspiano.com/audio/lofty1.mp3" autoplay>]
<audio src="http://www.symonspiano.com/audio/mansion_theme2.mp3" autoplay><h3>Long Corridor GF</h3>
<hr>
A long corridor running the entire length of this wing of the house. On one end is the door back to the main hall from which the corridor runs a distance terminating at an arched window before turning to the north for a similarly long stretch, terminating at a red door marked "Gallery". There is a <u>[[small occasional table]]</u> in front of the window.
Along the long south wall are two doors, one marked 'Music Room' and the other 'Drawing Room'. Opposite the latter is an identical unmarked door which appears to be sealed shut.
Several <u>[[dull pictures]]</u> of skyscapes and dreary scenery are peppared down the long passage and grand baroque medalions decorate the lights which hang along the length of both arms of the corridor.
<hr>
<u>[[Door back to main hall->Mansion Main Hall GF]]</u>
<u>[["Gallery" red door->Mansion Gallery]]</u>
<u>[["Music Room" door->Music Room]]</u>
(if:$drawingroomunlocked is 0)[<u>[["Drawing Room" door->Drawing Room Lock]]</u>](else:)[<u>[["Drawing Room" door->Drawing Room]]]
<hr>
<u>[[INVENTORY]]</u>
<u>[[ARCHIVE]]</u>
<audio src="http://www.symonspiano.com/audio/mansion_theme2.mp3" autoplay>
(if:(history:)'s last is "Drawing Room" or "Mansion Main Hall GF" or "Music Room" or "Mansion Gallery")[<audio src="http://www.symonspiano.com/audio/lofty3.mp3" autoplay>]<h3>Mansion Gallery</h3>
<hr>
A large square gallery with rich red wallpaper and an enormous chandelier sparking in the centre of the room is presented before you. Underneath the chandelier, on a raised platform surrrounded by small floor lights shining directly at it, is a grand portrait of(if:$picpuzzlemansiondone is 0)[<u>[["Cromwell Verlaine"->CV picture in gallery]]</u>,](else:)["Cromwell Verlaine",] labled by a grand gold display sign. Around the walls are (if:$picpuzzlemansiondone is 0)[<u>[[several smaller paintings]]</u>,](else:)[several smaller paintings,] although one is notably bigger and better lit than all others, save for the central one. A book lies open on a <u>[[lecturn->lecturn 2]]</u> next to the portrait of Cromwell Verlaine and a <u>[[gold plaque]]</u> is mounted above the door which is flanked by two tied back curtains of rose-tinted Indian satin.
(if:$picpuzzlemansiondone is 1)[ There are some previously hidden shelves to the side of the door with nothing on them.]
<hr>
<u>[[Red door->Long Corridor GF]]</u>
<hr>
(set:$tombswithdates to 1)(set:$Vestategenealody to 1)
<u>[[INVENTORY]]</u>
<u>[[ARCHIVE]]</u>
(if:(history:)'s last is "Long Corridor GF")[<audio src="http://www.symonspiano.com/audio/lofty1.mp3" autoplay>]The subject, "Cromwell Verlaine", is portrayed as an aloof, aristocratic man with long white hair. He has an ageless quality about him in this portrait and could be a young man or middle aged, it is impossible to decide which. His eyes look sharp and calculating and his features are fine and pointed. There is a crest at the bottom of the painting with a single star at its centre.
There is a switch below the painting. Will you press it?
(if:$crestpainting is 383)[<u>[[Yes->Gallery Success]]</u>](else:)[<u>[[Yes->Gallery Fail]]</u>]
<u>[[No->Mansion Gallery]]</u>(if:$triedabutton is 0)[There are seven paintings, each of them unnamed except for a small personal crest symbol at the bottom of each frame.](else:)[<h4>All the switches you had previously pressed have popped back out.</h4>]
<b>[Painting One]</b>
A picture of a young man looking quite sickly. The crest shows TWO BIRDS as its symbol.
<b>[Painting Two]</b>
A picture of a middle aged man. Something about the character of the subject makes you think he was a reclusive character. The crest shows FOUR SHELLS.
<b>[Painting Three]</b>
A painting of a man, the crest shows THREE BIRDS. Despite a commendable restoration job, this portrait was clearly defaced at some point in its past.
<b>[Painting Four]</b>
A picture of a noble looking man with two twin toddlers at either side of his chair. The crest shows THREE SHELLS.
<b>[Painting Five]</b>
A picture of a woman looking stern. The crest has broken off.
<b>[Painting Six]</b>
A picture of a creepy looking man. This picture is bigger than all the others hanging on the walls. A single ROSE forms the crest's centre.
<b>[Painting Seven]</b>
A picture of a young man who looks very similar to the man in painting two. The crest shows TWO ROSES.
(set:$crestpainting to 10)
There are buttons beneath each painting. Will you press them?
<u>[[Yes->Gallery Puzzle]]</u>
<u>[[No->Mansion Gallery]]</u>The page reads:
<h3>The Verlaine Estate: Personal Crests. Chapter Twenty Seven.</h3>
<i>The personal crests of ruling Verlaines are a curious aspect of their strange genealogy. Not unlike a personal Coat of Arms, these crests have been used to date specific items and documents to the ruling member of the estate at their time of creation/ writing.
Central to each Verlaine crest is the main symbol, an image of an object (or objects) at the centre of the crest.
Perhaps most famous of all is the crest of Magnus, the most infamous of all the Verlaine dynasty. The symbol of a ROSE adorns his crest. Magnus’ grandson’s crest displays TWO ROSES, perhaps a tribute to Magnus and to the man’s ruling great-great-great-uncle, who had TWO BIRDS on his.
The first of the so-called ‘decadent five’ boasted THREE SHELLS on his crest, while his grandson wore THREE BIRDS on his. </i>
(set:$chapter27 to 1)
<u>[[Return->Mansion Gallery]]</u>
Which will you press first?
<u>[[Picture One (TWO BIRDS)]]</u>
<u>[[Picture Two (FOUR SHELLS)]]</u>
<u>[[Picture Three (THREE BIRDS)]]</u>
<u>[[Picture Four (THREE SHELLS)]]</u>
<u>[[Picture Five (NO CREST)]]</u>
<u>[[Picture Six (ROSE)]]</u>
<u>[[Picture Seven (TWO ROSES)]]</u>
<u>[[Stop->Mansion Gallery]]</u>Which Switch will you press next?
(set:$crestpainting to $crestpainting+2)
<u>[[Picture Two (FOUR SHELLS)]]</u>
<u>[[Picture Three (THREE BIRDS)]]</u>
<u>[[Picture Four (THREE SHELLS)]]</u>
<u>[[Picture Five (NO CREST)]]</u>
<u>[[Picture Six (ROSE)]]</u>
<u>[[Picture Seven (TWO ROSES)]]</u>
(set:$triedabutton to 1)
<u>[[Stop->Mansion Gallery]]</u>Which switch will you press now?
(set:$crestpainting to $crestpainting-10)
<u>[[Picture One (TWO BIRDS)]]</u>
<u>[[Picture Three (THREE BIRDS)]]</u>
<u>[[Picture Four (THREE SHELLS)]]</u>
<u>[[Picture Five (NO CREST)]]</u>
<u>[[Picture Six (ROSE)]]</u>
<u>[[Picture Seven (TWO ROSES)]]</u>
(set:$triedabutton to 1)
<u>[[Stop->Mansion Gallery]]</u>Which switch will you press now?
(set:$crestpainting to $crestpainting-6)
<u>[[Picture One (TWO BIRDS)]]</u>
<u>[[Picture Two (FOUR SHELLS)]]</u>
<u>[[Picture Four (THREE SHELLS)]]</u>
<u>[[Picture Five (NO CREST)]]</u>
<u>[[Picture Six (ROSE)]]</u>
<u>[[Picture Seven (TWO ROSES)]]</u>
(set:$triedabutton to 1)
<u>[[Stop->Mansion Gallery]]</u>Which switch will you press now?
(set:$crestpainting to $crestpainting*4)
<u>[[Picture One (TWO BIRDS)]]</u>
<u>[[Picture Two (FOUR SHELLS)]]</u>
<u>[[Picture Three (THREE BIRDS)]]</u>
<u>[[Picture Five (NO CREST)]]</u>
<u>[[Picture Six (ROSE)]]</u>
<u>[[Picture Seven (TWO ROSES)]]</u>
(set:$triedabutton to 1)
<u>[[Stop->Mansion Gallery]]</u>Which switch will you press now?
(set:$crestpainting to $crestpainting*2)
<u>[[Picture One (TWO BIRDS)]]</u>
<u>[[Picture Two (FOUR SHELLS)]]</u>
<u>[[Picture Three (THREE BIRDS)]]</u>
<u>[[Picture Four (THREE SHELLS)]]</u>
<u>[[Picture Six (ROSE)]]</u>
<u>[[Picture Seven (TWO ROSES)]]</u>
(set:$triedabutton to 1)
<u>[[Stop->Mansion Gallery]]</u>Which switch will you press now?
(set:$crestpainting to $crestpainting*5)
<u>[[Picture One (TWO BIRDS)]]</u>
<u>[[Picture Two (FOUR SHELLS)]]</u>
<u>[[Picture Three (THREE BIRDS)]]</u>
<u>[[Picture Four (THREE SHELLS)]]</u>
<u>[[Picture Five (NO CREST)]]</u>
<u>[[Picture Seven (TWO ROSES)]]</u>
(set:$triedabutton to 1)
<u>[[Stop->Mansion Gallery]]</u>Which switch will you press now?
(set:$crestpainting to $crestpainting+3)
<u>[[Picture One (TWO BIRDS)]]</u>
<u>[[Picture Two (FOUR SHELLS)]]</u>
<u>[[Picture Three (THREE BIRDS)]]</u>
<u>[[Picture Four (THREE SHELLS)]]</u>
<u>[[Picture Five (NO CREST)]]</u>
<u>[[Picture Six (ROSE)]]</u>
(set:$triedabutton to 1)
<u>[[Stop->Mansion Gallery]]</u>A small section of the wall near to the door moves away to reveal a hidden set of shelves.
You move over to investigate them and find a GRAMAPHONE HANDLE on one of them. There are no other items here.
You take the GRAMAPHONE HANDLE.
(Set:$gramaphonehandle to 1)
(set:$picpuzzlemansiondone to 1)
<u>[[Continue->Mansion Gallery]]</u>Nothing has happened.
<u>[[Continue->Mansion Gallery]]</u><h3>Music Room</h3>
(if:$chasegroundfloor is 0)[(live: 11s)[(go-to:"CADMUS SURPRISE")]]
<hr>
The large square room consists of several matching sofas and formal upholstered chairs arranged around a <u>[[central grand piano]]</u> beneath a long chandelier that almost touches the open lid.
Enormous bordered wall frescos depicting scenes from classical mythology decorate three of the walls and the forth is occupied by eight tall thin arched windows each with rich cream and turquoise drape curtains hanging from the high ceiling. A <u>[[single bookshelf]]</u> is situated next to the door. You can see a <u>[[piece of paper]]</u> stuffed underneath the bookcase. The room smells pleasantly of rosewater.
In one corner sits and <u>[[old harpsichord]]</u> and in the other (if:$recordplayed is 0)[an antique (if:$gramaphoneworking is 0)[<u>[[gramaphone->music room gramaphone]]</u>.](else:)[<u>[[gramaphone->Use Gramaphone]]</u>.]](else:)[an old gramaphone.]
<hr>
<u>[[Door->Long Corridor GF]]</u>
<hr>
<u>[[INVENTORY]]</u>
<u>[[ARCHIVE]]</u>
(if:(history:)'s last is "Long Corridor GF")[<audio src="http://www.symonspiano.com/audio/lofty3.mp3" autoplay>]
You play a little yourself and immediatly recognise the score open on the music stand. It is a movement from a sonata by Schubert. Will you play a little?
<u>[[Yes->Schubert on Piano]]</u>
<u>[[No->Music Room]]</u>
You play a little piano yourself and have never seen a harpsichord before. This one looks to be hundreds of years old but is well maintained. The score is the Aria from Bach's Goldberg Variations. Will you play a little?
<u>[[Yes->Bach on Harpsichord]]</u>
<u>[[No->Music Room]]</u>The Gramaphone is an old wind-up device and the handle has been removed.
(if:$gramaphonehandle is 1)[Use the GRAMAPHONE HANDLE?
<u>[[Yes->crank up the gramaphone]]</u>]
<u>[[Continue->Music Room]]</u>An except from an old hand written letter has been placed on this table. It reads:
(set:$hectorsletterread to 1)
My father, Walter, was a music lover too. I have inherited both my love of music and my love of solitude from the man, so much so that I have had comissioned a most ingenious (is somewhat pretentious) device for keeping some of my valuable items hidden in this sprawling place (omnes servi fures sunt, my dear fellow). I have rigged the gramaphone in the music room to respond when records are played upon it. I might bring down a curse upon any fool who would spit on my father's memory by dirtying the gramaphone with music he would have hated! A viscious, satisfying curse worthy of my grandfather Magnus' memory. I can only hope that my son, Cromwell, grows up to have such fine taste in music as his grandfather did. So far the adolescent seems only to be enthralled by the perverse and the salacious. His great grandfather would be proud.
Yours,
Hector Verlaine
<u>[[Continue->Long Corridor GF]]</u>
<audio src="http://www.symonspiano.com/audio/mansion_theme2.mp3" autoplay><u>[[Continue when you have finished playing->Music Room]]</u>
<audio src="http://www.symonspiano.com/audio/schubert_on_piano.mp3" autoplay><u>[[Continue when you have finished playing->Music Room]]</u>
<audio src="http://www.symonspiano.com/audio/bach_on_harpsichord.mp3" autoplay>Most of the books are sheet music but one book stands out as different to all the others. It is called "Deliberationes nostrae artis" by Walter Verlaine. A page is bookmarked.
(set:$musicbookbywalter to 1)
<i>On the subject of music, I can be a little more emphatic. Although music has been of great comfort to me throughout my life of seclusion and peace, there is no greater vexation to me than that music which I so loathe. While Chopin, Mozart and Bach soothe my spirit and nourish my soul, I am blandly indifferent (bordering on mildly irritated) to be submerged into the heavy ire of Mahler or the tempestuous thunder of Brahms. A special place is reserved in the most furious of my rarely revealed anger for the music of Beethoven, who once scorned my great grandmother, Elizabeth. </i>
<u>[[Continue->Music Room]]</u>
<audio src="http://www.symonspiano.com/audio/text2.mp3" autoplay>You wind up the gramaphone.
<u>[[Continue->Use Gramaphone]]</u>
(set:$gramaphonehandle to 0)
(set:$gramaphoneworking to 1)There are three old records on the stand next to the gramaphone. Which will you play?
[<u>[[Brahms]]</u>]
[<u>[[Bach]]</u>]
[<u>[[Beethoven]]</u>]
<u>[[None->Music Room]]</u>
<u>[[Continue when finished listening->Jupiter Key]]</u>
(set:$recordplayed to 1)
(set:$brahmsplayed to 1)
<audio src="http://www.symonspiano.com/audio/brahms_record.mp3" autoplay>
<u>[[Continue when finished listening->Jupiter Key]]</u>
(set:$recordplayed to 1)
(set:$bachplayed to 1)
<audio src="http://www.symonspiano.com/audio/bach_record.mp3" autoplay>
<u>[[Continue when finished listening->Jupiter Key]]</u>
(set:$recordplayed to 1)
(set:$beethovenplayed to 1)
<audio src="http://www.symonspiano.com/audio/beethoven_record.mp3" autoplay>When the music stops you hear the sound of old gears turning in the wall next to you. On of the frescos, depicting the god Jupiter and a woman turning into a tree, starts to slide to one side, revealing a hidden area of several square feet. Inside you find a key with the same head of the god Jupiter set into the pearl handle.
You take the JUPITER KEY.
(set:$jupiterkey to 1)
(set:$yougotthejupiter to 1)
<u>[[Continue->Music Room]]</u>This door is tightly shut and you do not have the key.
<u>[[Continue->Mansion Main Hall GF]]</u><h3>Main Hall First Floor Balcony</h3>
<hr>
At the top of the staircase a balcony with dark rosewood banisters extends around three of the perimeter walls on the first floor of this cavernous hallway. Wall mounted sconces with lit candles light each of the doors to either side of them, casting a dance of shadows in their ornate individual alcoves. You get a closer view of the frescos decorating the dome of the roof from here. Images of devils and angels are intermingled with regognisable scenes from Greek mythology. Something alive seems to be fluttering in the highest part of the dome, but it is impossible to see the creatures from down here.
A (if:$waltercrestfound is 0)[<u>[[portrait->portrait of Walter]]](else:)[portrait] hangs on the back north wall.
One door occupies the west wall, directly above its identical counterpart on the ground floor. On the north wall are situated two doors, one individual small door and one large set of double doors marked "Library" to the right of it.
On the east wall are two sets of doors. A pair of grand double doors and then, further south along the wall, a single door.
(if:$potplanthealth is 0)[(live: 20s)[Out of the corner of your eye, you notice <u>[[something hidden behind a pot plant]]</u> in a shadowy corner of the hallway]]
<hr>
(if:$armourroomunlocked is 0)[<u>[[East wall double doors->Armour Room Lock]]</u>](else:)[<u>[[East wall double doors->Armour Room]]</u>]
(if:$libraryunlocked is 0)[<u>[[Library doors north wall->Library lock]]](else:)[<u>[[Library doors north wall->Library]]]
<u>[[West wall door->West Door 1F]]</u>
(if:$bedroomareaunlocked is 0)[<u>[[Small door north wall->Bedroom Corridor Lock]]</u>](else:)[<u>[[Small door north wall->Bedroom Corridor]]</u>]
<u>[[East wall single door->Small Corridor Front 1F]]</u>
<u>[[Downstairs->STAIRS MANSION DOWN]]
<hr>
<u>[[INVENTORY]]</u>
<u>[[ARCHIVE]]</u>
(if:(history:)'s last is "Library" or "Armour Room" or "clang goes the armour" or "Bedroom Corridor" or "Small Corridor Front 1F" or "Escape Cadmus in Armour room")[<audio src="http://www.symonspiano.com/audio/grand2.mp3" autoplay>]<h3>Ballroom</h3>
<hr>
(set:$youlookedthroughandsawhim to 1)
The doors open out into an impressive ballroom. The floor, the same black and white parquet as the hallway, is polished to a shine. The three chandeliers glisten in a soft dimmed light. <u>[[Large statues]]</u> are situated at various places throughout the room and the back wall is made up entirely of Rococo style arches with mirrors enclosed. (if:$brokenballroom is 0)[Part of the floor appears to be <u>[[severely cracked]]</u> in the centre of the room around a trapdoor which blends with the floor tiles around it.](else:)[There is a large hole in the centre of the ballroom floor where it caved in.] Every one of the mirrors is smashed and a sea of glass fragments pool at the floor beneath the base wall exposed beneath. On the west wall there is a strangely out of place (if:$seentheglass is 0)[<u>[[sheet of glass]]</u>](else:)[sheet of glass] as black as obsidian held within a massive gold frame.
<hr>
<u>[[White double doors->Mansion Main Hall GF]]</u>
<hr>
<u>[[INVENTORY]]</u>
<u>[[ARCHIVE]]</u>
<audio src="http://www.symonspiano.com/audio/tense_strings_with_piano.mp3" autoplay>
(if:(history:)'s last is "Mansion Main Hall GF")[<audio src="http://www.symonspiano.com/audio/grand2.mp3" autoplay>]There are about fifteen in total, all carved from marble and at least life size, depicting characters from antiquity and myth, most of whom are recognisable from their pose or adornments.
Two statues, carved in an identical style, are more esoteric and occupy the most significant position in the room. They are also a fraction bigger than the others.
These two statues show two men, carved in a romanesque style. One is a slender figure of a youth with pointed features and long, straight hair. His features are both androgynous and sharp and there is something both malicious and brattish about the face. The other of these two shows a slightly more built young man with shorter hair and a noticable scar accross the top of his head. The scar is clearly a deliberate feature of the man's face rather than damage to the statue.
(if:$sumerianfreezetaken is 0)[There's <u>[[something propped up]]</u> against the statue of the first man.]
<u>[[Continue->Ballroom]]</u>
<audio src="http://www.symonspiano.com/audio/tense_strings_with_piano.mp3" autoplay><h3>RUN EVEN IF MOVING BREAKS YOU
RUN EVEN IF MOVING BREAKS YOU
YOU MUST REMEMBER IT <H1>HERE</H1>
(set:$seentheglass to 1)
<H3><i>[[RUN EVEN IF MOVING BREAKS YOU->Ballroom]]</u>
<audio src="http://www.symonspiano.com/audio/mind.mp3" autoplay>
"<b>[[R]][[U]][[N]] [[E]][[V]][[E]][[N]] [[I]][[F]] [[M]][[O]][[V]][[I]][[N]][[G]] [[B]][[R]][[E]][[A]][[K]][[S]] [[Y]][[O]][[U]]</b>"
(if:$killcadmusthistime is 18676350)[<u>[[Continue, and this time make them pay->Continue, and make that fucker pay]]](else:)[<u>[[Continue->Intro Text]]</u>](set:$killcadmusthistime to $killcadmusthistime*3)
<u>[[And.....->RUN EVEN IF MOVING BREAKS YOU]]</u>(set:$killcadmusthistime to $killcadmusthistime*7)
<u>[[And.....->RUN EVEN IF MOVING BREAKS YOU]]</u>(set:$killcadmusthistime to $killcadmusthistime*11)
<u>[[And.....->RUN EVEN IF MOVING BREAKS YOU]]</u>(set:$killcadmusthistime to $killcadmusthistime*5)
<u>[[And.....->RUN EVEN IF MOVING BREAKS YOU]]</u>(set:$killcadmusthistime to 10)
<U>[[Continue->RUN EVEN IF MOVING BREAKS YOU]]</u>
(live:3s)[<u>[[Let's end this now...->Intro Text]]]
(set:$cadmusgonnadie to 1)(set:$killcadmusthistime to $killcadmusthistime+284)
<u>[[And.....->RUN EVEN IF MOVING BREAKS YOU]]</u>(set:$killcadmusthistime to $killcadmusthistime*11)
<u>[[And.....->RUN EVEN IF MOVING BREAKS YOU]]</u>(set:$killcadmusthistime to $killcadmusthistime*2.4)
<u>[[And.....->RUN EVEN IF MOVING BREAKS YOU]]</u>(set:$killcadmusthistime to $killcadmusthistime*5.23)
<u>[[And.....->RUN EVEN IF MOVING BREAKS YOU]]</u>(set:$killcadmusthistime to $killcadmusthistime*7.7)
<u>[[And.....->RUN EVEN IF MOVING BREAKS YOU]]</u>(set:$killcadmusthistime to $killcadmusthistime*1.7)
<u>[[And.....->RUN EVEN IF MOVING BREAKS YOU]]</u>(set:$killcadmusthistime to $killcadmusthistime-434)
<u>[[And.....->RUN EVEN IF MOVING BREAKS YOU]]</u>(set:$killcadmusthistime to $killcadmusthistime*5.5)
<u>[[And.....->RUN EVEN IF MOVING BREAKS YOU]]</u>(set:$killcadmusthistime to $killcadmusthistime+4334)
<u>[[And.....->RUN EVEN IF MOVING BREAKS YOU]]</u>(set:$killcadmusthistime to $killcadmusthistime*415)
<u>[[And.....->RUN EVEN IF MOVING BREAKS YOU]]</u>(set:$killcadmusthistime to $killcadmusthistime+2524)
<u>[[And.....->RUN EVEN IF MOVING BREAKS YOU]]</u><h3>Balcony</h3>
<hr>
A large balcony extends accross the front of the house the entire length of the east wing. Windows against the back wall look into a long hallway filled with suits of armour and other artifacts while looking out over the chunky stone balustrade you get a clear view of the sprawling forest which seems to go on forever. In the distance you can see dim lights coming from buildings lost in the thick of the forest, presumably the servants' house and the lodge you explored earlier. Closer than these to buildings, you can see a large statue looming over a small clearing in the woods. There is a <u>[[viewing telescope]]</u> mounted on one of the balustrades and a(if:$archiecresttaken is 0)[ <u>[[small round table]]</u>](else:)[small round table] of painted metal is close to it.
<hr>
<u>[[Glass door->Small Corridor Front 1F]]</u>
<hr>
<u>[[INVENTORY]]</u>
<u>[[ARCHIVE]]</u>
<audio src="http://www.symonspiano.com/audio/wind.mp3" autoplay>
(if:(history:)'s last is "Small Corridor Front 1F")[<audio src="http://www.symonspiano.com/audio/lofty1.mp3" autoplay>]What will you look towards?
<u>[[The Hunting Lodge]]</u>
<u>[[The Servants' Quarters]]</u>
<u>[[The Statue]]</u>
<audio src="http://www.symonspiano.com/audio/wind.mp3" autoplay>Steadying the telescope against the constant movements caused by the wind, you get a fix on the hunting lodge and peer closely through the eyepiece. You can see through a wide upstairs window (if:$youaregoingtothelodge is 0)[which you were in earlier](else:)[which you do not remember finding a staircase to earlier](if:$themaninthewindow is 0)[ through which you can see the figure of a man sitting on in one of the arm chairs. This must be about a mile and a half away. He is completely still, his head turned to something on the wall.](else:)[. The light remains on.]
(if:$themaninthewindow is 0)[Without warning the man's head turns quickly and stares straight in your direction. You freeze, unable to look away.
He slowly raises a hand and waves at you.
He then gets up out of the chair, picks up the black cloak hanging on the back of the chair and tosses it over his shoulders.
He points directly towards you, maintaining his stare in your exact direction as he moves to the door, waving and smiling one final time before passing through it.
He leaves the room and your view.](set:$themaninthewindow to 1)
(set:$youlookedthroughandsawhim to 1)
<u>[[Continue->Mansion Balcony]]</u>
<audio src="http://www.symonspiano.com/audio/wind.mp3" autoplay>
You point the telescope in the direction of the servants' quarters. It judders a little from side to side, the wind makes it hard to keep the telescope completely steady. It is probably about a mile away but you can clearly see into (if:$regoingtotheservantsquarters is 1)[an upstairs room you didn't get to explore due to the colapsed staircase](else:)[an upstairs window]. There is a marrionette hanging from the ceiling just behind the window. (set:$anothermarrionette to 1)
<u>[[Continue->Mansion Balcony]]</u>
<audio src="http://www.symonspiano.com/audio/wind.mp3" autoplay>You see that the statue, discoloured from rust, is of a large angel and overlooks what appears to be a small graveyard. You can just about make ut the vandalised face of the statue, which has had a rictus grin crudely carved over the features of the face.
<u>[[Continue->Mansion Balcony]]</u>
<audio src="http://www.symonspiano.com/audio/wind.mp3" autoplay>There is a shield-shaped crest here with three birds painted on it.
You take the CREST WITH THREE BIRDS.
(set:$archiecrest to 1)
(set:$archiecresttaken to 1)
(set:$haveacrest to 1)
<u>[[Continue->Mansion Balcony]]</u>
<audio src="http://www.symonspiano.com/audio/wind.mp3" autoplay>Open on the table is a diary belonging, according to the handwriting on the cover, to 'Franz Muller'. The year has been scratched out.
(set:$Franzdiarynow to 1)
<i>January 19th:
I've been the game keeper on this his estate now for six months and still Cromwell won't look twice at me. I've heard all about him, I know what sort of 'man' he is. I keep this place for him, organise his hunts, entertain his weird guests at the hunting lodge, but not one ounce of recognition from the long, silver haired creep. I turned 30 three days ago and not so much as a birthday card from a man in possession of such a fortune! At least he gives the entire staff whole weeks off every few months, through lord alone knows why.
January 20th:
My luck changed today! And so did everything...
Master Cromwell Verlaine (or 'Lord' as he now likes to be addressed) summoned me to the main house. He gave me wine and, by god, it tasted strange. He invited me to smoke something, though he himself didn't partake in that either. The next thing I knew I was naked on the floor of the ballroom along with a woman I recognised as working in the servants' house. She was naked too. Everything they said about this place is true. Man, this is cool. Nothing I experienced experimenting during my misspent years at Oxford was like this.
January 21st:
That strange friend of the masters, the guy with the wierd scar accross the top of his head, was there other night when we were doing stuff in the house. I don't think he took part, I just remember him watching. Anyway, I saw him again today. He creeps me out. He's one of those people, like the master, who seems impossible to age. He could be 25 or 45, I don't know. But there's something about him that really gives me the creeps.
January 22nd:
The headache started again today. Ever since I fractured my skull when I was 16 they come from time to time. Luckily it passed. I remember how my dad cried when I came round from the opperation. I miss him so much. I wish I knew what happened to him. He'd be so proud of me, following in his footsteps here.
January 28th:
I found something today, hidden in the room at the back of the stable building. I think that room once belonged to the estate's stable masters. Hidden in the wall behind the old picture of the horse I found a few pages from a letter. They were written by somebody who worked here just over a century ago. It wierded me out a bit to discover that one of the master's ancestors seemed to be just like him. Out of respect I hid them back where I found them. He talks about games that his master used to play. This disturbed me as I've heard rumours that our master plays 'games', though nobody ever dares to say any more.
January 29th:
I must escape this place. I did a bit of digging in the old crypt where the old Verlaine family archive used to be stored. I wanted to know more about Magnus, the master's ancestor mentioned in that old diary. I wanted to know more about Cromwell's other strange ancestors. And I found his secret. Behind that Black door with the dragon on it. I found the truth of what's been going on here. I must escape and tell somebody. Oh Jesus this is wrong.</i>
Written beneath in a different handwriting:
<i>Poor, silly boy. Like father, like son. Shame; I quite enjoyed having you.
Ta ta
CV
x</i>
<u>[[Continue->Gamekeeper office 2]]</u>
<audio src="http://www.symonspiano.com/audio/text2.mp3" autoplay>It's a small freeze depicting a scene of men leading some horses with some Sumerian cuneiform writing on it which you do not understand.
You take the SUMERIAN FREEZE
(set:$sumerianfreeze to 1)
(set:$sumerianfreezetaken to 1)
<u>[[Continue->Ballroom]]</u>
<audio src="http://www.symonspiano.com/audio/tense_strings_with_piano.mp3" autoplay><h3>Dining Room</h3>
<hr>
The door opens into a huge dining room. Though an enormous space, the room is less profuse in its grandure than the main hallway. A plain mahogany (if:$listenedtoradio is 0)[ <u>[[dining table]]</u>](else:)[ dining table] runs the length of the room with seating on either side for upward of ten people. The panelled walls are largely bare and a single <u>[[double bay window]]</u> occupies the east side of the north wall. The two extravagant spectacles in the room are the huge metal chandelier, casting out a brilliant light all over the room, hung beneath a fresco of blue sky painted on the ceiling, and a display cast into a (if:$gotcromwellstatue is 0)[<u>[[marble semicircle]]</u>](else:)[marble semicircle which housed the hidden statue] above the <u>[[fireplace->Diningroom Fireplace]]</u> on the south wall.
<hr>
<u>[[West door to main hallway->Mansion Main Hall GF]]</u>
<u>[[Double doors east wall->locked and cannot open]]</u>
<u>[[Door on north wall->Dining Room Antechamber]]</u>
<hr>
<u>[[INVENTORY]]</u>
<u>[[ARCHIVE]]</u>
(if:(history:)'s last is "Dining Room Antechamber" or "Mansion Main Hall GF")[<audio src="http://www.symonspiano.com/audio/grand1.mp3" autoplay>]Not far away from the window you can see a huge stone tower rising from the ground behind the house. Immediatly behind the tower the thick blanket of trees rise. There is no sign of a door to the tower...
(if:$diningroomflash is 0)[<u>[[Continue->That's the tower]]</u>](else:)[<u>[[Continue->Dining Room]]</u>]This door is locked. There is no apparant keyhole.
<u>[[Continue->Dining Room]]</u>(if:$freezeinplace is 0)[(if:$themarblehasparted is 0)[The semicircle of marble seems to be made up of two halves split down the middle. It appears that the two parts may open to reveal something behind them, but there is no sign of any mechanism to make that happen.](else:)[The two halves of the semicircle have parted to reveal two small empty square indentations in the marble beneath. Surrounding each of the gaps is a pattern of writing in Sumerian Cuneiform and ancient Greek respectively. Two other squares are present, each with freezes set into them with their respective languages written around their border. They are Ancient Egyptian and Latin.
(if:$greekfreeze is 1)[<u>[[Insert the GREEK FREEZE?]]</u>]
(if:$sumerianfreeze is 1)[<u>[[Insert the SUMERIAN FREEZE?]]</u>]]](else:)[One slot remains empty now awaiting the last stone freeze.
(if:$greekfreeze is 1)[<u>[[Insert the GREEK FREEZE?]]</u>]
(if:$sumerianfreeze is 1)[<u>[[Insert the SUMERIAN FREEZE?]]</u>]]
<u>[[Continue->Dining Room]]</u>Soot and charred lumps of wood show that the fireplace was probably used fairly recently. There is a burnt, rusty helmet here in the fireplace. It will be of no use here.
<u>[[Continue->Dining Room]]</u><h3>The tower
(set:$diningroomflash to 1)
[[THE ANSWER IS IN THE TOWER->Dining Room]]
<audio src="http://www.symonspiano.com/audio/mind.mp3" autoplay>There is a small radio on the table next to one of the place settings. Will you turn it on?
<u>[[Yes->listen to the radio]]</u>
<u>[[No->Dining Room]]</u>
(live:15s)[<u>[[Switch off and continue->What date??]]</u>]
<audio src="http://www.symonspiano.com/audio/radio_broadcast.mp3" autoplay>"What?!
(live:7s)[How is that possible? 2000?!]
(live:15s)[That's not possible. I can't have travelled in time!]
(live:24s)[What the hell is going on here?!?.......
(set:$listenedtoradio to 1)]
(live:29s)[<u>[[.......->I think you know]]</u>]
<audio src="http://www.symonspiano.com/audio/mind.mp3" autoplay>
<audio src="http://www.symonspiano.com/audio/heart_beat.mp3" autoplay><h3>You know. Think about it.
(live:9s)[You know.]
(live:15s)[I know it hurts. But you must....]
(live:20s)[Remember.]
(live:25s)[When will you]
(live:31s)[<h1>REMEMBER?]
(live:40s)[[[.......->The Semicircle Opens]]]
<audio src="http://www.symonspiano.com/audio/heart_beat.mp3" autoplay>
<audio src="http://www.symonspiano.com/audio/main_theme.mp3" autoplay>You are startled by the sound of stone grinding on stone coming from the other end of the dining room. You look up to see the marble semicircle above the fireplace parting down the middle to reveal something behind it.
(set:$themarblehasparted to 1)
<u>[[Continue->Dining Room]]</u>
<audio src="http://www.symonspiano.com/audio/stone_grind_grand.mp3" autoplay>You insert the SUMERIAN FREEZE into the slot.
(set:$sumerianfreeze to 0)
(set:$freezeinplace to 1)
(set:$sumerianfreezeinplace to 1)
(if:$greekfreezeinplace is 0)[<u>[[Continue->Dining Room]]</u>](else:)[<u>[[Continue->The freezes reveal their treasure]]</u>]You insert the GREEK FREEZE into the slot.
(set:$greekfreeze to 0)
(set:$freezeinplace to 1)
(set:$greekfreezeinplace to 1)
(if:$sumerianfreezeinplace is 0)[<u>[[Continue->Dining Room]]</u>](else:)[<u>[[Continue->The freezes reveal their treasure]]</u>]All the freezes are now set in place, and moments later the marble semicircle parts again, this time from a crack down the centre so thin you hadn't spotted it. Behind this second layer of marble lies one final alcove, in which sits a small marble statue on a gold base. The statue is of a young man with long white hair. "Cromwell Verlaine" is etched into the gold base.
(set:$cromwellstatue to 1)
(set:$gotcromwellstatue to 1)
You take the CROMWELL STATUE.
<u>[[Continue->Dining Room]]</u>
<audio src="http://www.symonspiano.com/audio/stone_grind_lofty.mp3" autoplay>(if:$jupiterkey is 0)[The doors are locked. A symbol of a thunderbolt is etched around the keyhole.
<u>[[Continue->Mansion Main Hall 1F]]</u>](else:)[You unlock the door using the JUPITER KEY.(set:$jupiterkeyuse to $jupiterkeyuse+1)(set:$armourroomunlocked to 1)
(if:$jupiterkeyuse is 2)[The JUPITER KEY has no further use. You discard it.(set:$jupiterkey to 0)]
<u>[[Continue->Armour Room]]</u>]
<h3>Armour Hallway</h3>
<hr>
A long hallway stretching to the far eastern wall of the house looms infront of you with a (if:$thatfuckingtapestry is 0)[<u>[[huge tapestry]]</u>](else:)[huge tapestry] occupying the entire eastern wall. the back half of the south wall is made up of windows looking out onto the balcony running along the east front of the house.
(if:$youcaninspectnow is 1)[The contents of the room are spectacular. Dozens of individual displays of suits or armour from various periods of history. (if:$greekfreezefound is 0)[<u>[[Medieval]],](else:)[<u>[[Medieval->Medieval after greek]],] <u>[[Ancient]], [[Napoleonic]]</u> and <u>[[English Civil War]]</u> are recognisable and at the back of the hall, beneath the watch of the enormous tapestry, sit <u>[[two massive tables]]</u>, each one larger than a snooker table. The room smells strongly of wooden floor polish mixed with a stale, lofty scent. ](else:)[The contents of the room are spectacular. Dozens of individual displays of suits or armour from various periods of history. Medieval, Ancient, Napoleonic and English Civil War are recognisable and at the back of the hall, beneath the watch of the enormous tapestry, sit <u>[[two massive tables]]</u>, each one larger than a snooker table. The room smells strongly of wooden floor polish mixed with a stale, lofty scent. ]
<hr>
(if:$greektrapsprung is 0)[<u>[[Door back to Main Hall->Mansion Main Hall 1F]]</u>](else:)[<u>[[Door back to Main Hall->Clang goes the armour]]</u>]
<hr>
<u>[[INVENTORY]]</u>
<u>[[ARCHIVE]]</u>
(if:(history:)'s last is "Armour Room Lock" or "Mansion Main Corridor 1F")[<audio src="http://www.symonspiano.com/audio/grand1.mp3" autoplay>](if:$jupiterkey is 0)[The doors are locked. A symbol of a thunderbolt is etched around the keyhole.
<u>[[Continue->Long Corridor GF]]</u>](else:)[You unlock the door using the JUPITER KEY.(set:$jupiterkeyuse to $jupiterkeyuse+1)(set:$drawingroomunlocked to 1)
(if:$jupiterkeyuse is 2)[The JUPITER KEY has no further use. You discard it.(set:$jupiterkey to 0)]
<u>[[Continue->Drawing Room]]</u>]
<audio src="http://www.symonspiano.com/audio/mansion_theme2.mp3" autoplay><h3>Drawing Room</h3>
(if:$chasegroundfloor is 0)[(live: 7s)[(go-to:"CADMUS SURPRISE")]]
<hr>
A drawing room is dimly lit by two crystal chandeliers hanging from a patterned panelled ceiling. An enormous ornate rug covers most of the floor, on top of which antique French sofas are arranged around a large <u>[[Queen Anne coffee table]]</u>. On the east wall a huge fireplace dominates with an elaborate (if:$mantlepiecedone is 0)[<u>[[onyx mantlepiece]]</u>](else:)[onyx mantlepiece] (if:$mantlepiecedone is 0)[set above it.](else:)[on top, into which the four shelled crest of Walter Verlaine is now set.] Above this hangs a <u>[[portrait]]</u>. Several smaller portraits of and pictures of bleak scenery are dotted around the gold and orange papered walls in round gold frames. Black and grey bordered ornamental plates are mounted in display on the wall in between two huge windows covered with liquorice black velvet curtains.
<hr>
<u>[[Door->Long Corridor GF]]</u>
<hr>
<u>[[INVENTORY]]</u>
<u>[[ARCHIVE]]</u>
(if:(history:)'s last is "Drawing Room Lock" or "Long Corridor GF")[<audio src="http://www.symonspiano.com/audio/lofty1.mp3" autoplay>]
<audio src="http://www.symonspiano.com/audio/mansion_theme1.mp3" autoplay>You pull the paper out. It is a letter.
(set:$hectorletter to 1)
<i>4th March 1954
Dearest friend,
My only son, Cromwell, heir to this estate, turned twenty four a few days ago. I find myself in poor health, growing weaker with each passing month. As you are probably aware, the men in my line are not known for their longevity (my father Walter being one exception) so I fear that I may be in my twilight years already. While this does not cause me too much concern in and of itself, I worry for the sake of this estate at the hands of my son.
As a boy, I tried to love him. Cromwell's mother,as you know, died in childbirth, and I tried to love the boy, though I saw only his mother's killer when I looked into his eyes which were cold and ruthless even when he was an infant. But I have watched him grow into something that I cannot and will not recognise as my own. He is depraved, more interested in obscene and licentious persuits than with any decent calling. Oh, he is intelligent. He took a first from Cambridge with no effort at all and it was established very early on in his childhood that he is a genius of alarming mental capacity. But there is no warmth to his soul whatsoever. I dispair to say it, and God judge me, but my son is evil. Of that I am sure.
It all began years ago when he became interested in our family's history. Before my father, Walter, our family was ruled by lecherous, atrocious and utterly degenerate monsters. My grandfather, Magnus, was the worst of them. It was when Cromwell became fascinated by his great grandfather's hideous life and hideous persuits that the boy truely sank and has lived a life shadowed from God's light since. Cromwell became obsessed with Magnus' concept of what he called "The Great Game". Cromwell uncovered evidence on the estate that Magnus did indeed put this invention into practice nearly a hundred years ago.
Another factor which has poisoned my son is his close friend, a man named Cadmus. I am disturbed, in more ways than one, by their friendship.
Recently he has been insisting that we have the sealed up hallway in the basement reopened. I swore to my father before he died that neither I nor any Verlaine after me would open that door again. "Let no light ever shine on Magnus' most heinous work ever again" my father had made me swear. I have no desire to know what is in that room, but Cromwell is obsessed with seeing what Magnus did in there.
I have decided upon drastic, but necessary, action. Tomorrow I am going to confront Cromwell and tell him that I am writing him out of the estate and of my will. I will leave the entire estate to the poor as some small recompense for my father's ancestor's awful deeds. I will not allow my flesh and blood to revive the horrific spirit of Magnus.
Yours, Hector Verlaine
<u>[[Continue->Music Room]]</u>A grand tapestry depicting scenes from Dante's Divine Comedy. The tapestry is in a renaissance style and several angels and saints can be seen depicted, as well as demons and gruesome depictions of torture.
(set:$youcaninspectnow to 1)
(if:$beethovenplayed is 0)[(if:$youlookedthroughandsawhim is 1)[<u>[[Continue->Cadmus enters the Armour Room]]</u>](else:)[<u>[[Continue->Armour Room]]]](else:)[<u>[[Continue->Cadmus enters the Armour Room]]]An impressive collections of suits of armour is arranged in neat rows, with collections of halberds and other old forms of weaponry displayed. None of them look sharp enough to make an effective weapon at the moment. (if:$greekfreezewillbefound is 0)[Perhaps it's worth checking the other diplays thoroughly.]
(set:$checkmedieval to $checkmedieval+1)
(if:$diditmove is 0)[You could swear you saw one of the suits of armour flinch out of the corner of your eye. On second thoughts, it was probably just a trick of the light.....](set:$diditmove to 1)
(if:$checknapoleonic>0)[(if:$checkedcivilwar>0)[(if:$checkmedieval>0)[(set:$greekfreezewillbefound to 1)]]]
(if:$greekfreezefound is 0)[(if:$greekfreezewillbefound is 1)[On this latest search of the medieval artifacts, you notice something that stands out as potentially useful under one of the display cabinets. Will you <u>[[look closer?]]]]
<u>[[Continue->Armour Room]]
<audio src="http://www.symonspiano.com/audio/text4.mp3" autoplay>(if:$Armourroomhealth is 0)[Cases display ancient swords and helmets. Some round shields are mounted in secure frames. (if:$brahmsplayed is 0)[There is something else here underneath one of the display cabinets...
<u>[[Investigate->Armour Room Health]]</u>]](else:)[Cases display ancient swords and helmets. Some round shields are mounted in secure frames.]
<u>[[Continue->Armour Room]]
<audio src="http://www.symonspiano.com/audio/text4.mp3" autoplay>
Several suits of army dress are displayed on faceless dummies. Dismantled guns are displayed in cases along with medals and documents relating the era. (if:$greekfreezewillbefound is 0)[You don't find anything else here, for now. Perhaps searching these displays more thoroughly will throw something useful up though...]
(set:$checknapoleonic to $checknapoleonic+1)
<u>[[Continue->Armour Room]]
<audio src="http://www.symonspiano.com/audio/text4.mp3" autoplay>Rows of rifles (unloaded and not in working order) are nearly arranged. Battle uniforms are displayed in airtight cases, some of them still evidently bloodied. (if:$greekfreezewillbefound is 0)[An impressive display, but you find nothing else interesting here at the moment. Perhaps it's worth checking the other diplays thoroughly....]
(set:$checkedcivilwar to $checkedcivilwar+1)
<u>[[Continue->Armour Room]]
<audio src="http://www.symonspiano.com/audio/text4.mp3" autoplay>The two tables are infact elaborate dioramas of battles throughout history with hundreds, if not thousands, of tiny painted minatures arranged on them. Particular detail seems to have been taken in converting and painting models used to represent the dead and the injured littering the scenes.
The first diorama shows the battle of 1066 will huge blocks of infantry engaged in battle with spear and sword and lines or archers at the rear. A figure wearing a crown lies dead in the centre, a tiny arrow protruding from its eye. Another character wearing a crown can be seen on horseback at the end of a line of archers.
The second represents a battle between the House of York and the House of Plantagenet. The scene is brilliantly constructed around two central figures. One of them, mounted on a horse, stands over the dead body of the other (the head of the tiny figure has been caved in with unbelievable attention to detail).
<u>[[Continue->Armour Room]]</u>(if:$safeunusable is 0)[There is something written on a piece of paper on top of the safe. The writing has almost faded off the page. It reads
(text-style:"blurrier")[regnals of the victors]
Will you try to open the safe?
<u>[[Yes->try to open the safe]]
[[No->Small Corridor Front 1F]]</u>](else:)[There is nothing else here.
<u>[[Continue->Small Corridor Front 1F]]]
<audio src="http://www.symonspiano.com/audio/mansion_theme2.mp3" autoplay>(set: $royalcode to (prompt: "What combination will you enter?:", ""))
(if:$royalcode is "17" or "71")[(go-to: "rightcode")](else:)[(go-to: "wrongcode")]
<audio src="http://www.symonspiano.com/audio/mansion_theme2.mp3" autoplay>The code appears to be wrong. Will you try again?
<u>[[Yes->try to open the safe]]
<u>[[No->Small Corridor Front 1F]]
<audio src="http://www.symonspiano.com/audio/mansion_theme2.mp3" autoplay>The safe clicks and opens. As it does, the dial snaps away from age. Inside the safe is a SAPPHIRE MEDAL.
(set:$sapphiremedal to 1)
You take the SAPPHIRE MEDAL.
(set:$safeunusable to 1)
<u>[[Continue->Small Corridor Front 1F]]
<audio src="http://www.symonspiano.com/audio/mansion_theme2.mp3" autoplay>The double doors at the far end of the hall open with an assertive creak. Instinctively you duck, hiding behind one of the two huge display tables.
(live:8s)[You look over the table just enough to see the man in the black cloak slowly walking down the hallway towards where you are hiding. Did he see you? You cannot be sure. He continues up the long hallway, calm footstep after footstep, between the displays of armour.
(set:$thatfuckingtapestry to 1)]
(live:17s)[What will you do?]
(live:23s)[
<u>[[Remain hidden behind the table]]
[[Emerge and confront him]]
[[Try to creep around behind the displays unseen towards the door]]]
<audio src="http://www.symonspiano.com/audio/slow_footstes.mp3" autoplay>
<audio src="http://www.symonspiano.com/audio/glass_as_black_as_obsidian.mp3" autoplay>He continues his progess towards where you are hidden. You become increasingly convinced that he knows exactly where you are.
"I want to thank you. You are making this so much fun" He says warmly as he continues to calmly approach. You hear him extract something from within his robes.
He is mere feet away.
<u>[[Try to run past him for the door?]]
[[Charge at him]]
[[Remain hidden here]]
<audio src="http://www.symonspiano.com/audio/heart_beat.mp3" autoplay>
<audio src="http://www.symonspiano.com/audio/slow_footstes.mp3" autoplay>You stand up behind the table and confront the man.
You shout a challenge at him, letting all of your anger rise to the surface.
Beneath his cowl you see a smile break accross his face. He keeps walking towards you, neither faster nor slower than before. He reaches into the black robes shrouding his entire body, calmly and gracefully producing a long sword.
What will you do?
<u>[[Try to run past him for the door?]]
[[Charge at him]]
[[Ask him what the hell is going on and why you are here]]
<src="http://www.symonspiano.com/audio/glass_as_black_as_obsidian.mp3" autoplay>With great stealth, you weave in and out of the displays, your persuer calmly exploring after you. Little by little you make your way to towards the door.
"I only want to talk to you" He says calmly but assertively.
What will you do?
<u>[[Emerge to talk]]
[[Continue evading him]]
<audio src="http://www.symonspiano.com/audio/heart_beat.mp3" autoplay>He shakes his head playfully.
"No, no, no." He says softly as you try to race past him with all speed.
You trip on something unseen about twenty feet past him. Getting back to your feet and ready to run again, you fall immediatly to the floor again, only then aware that you have badly damaged your ankle. Only then does the pain start and you scream.
The man calmly walks over.
"Oh that looks nasty. I doubt you'll be any use now. Shame, the master will be so upset. You've lasted far, far longer than most. But the master was getting tired of you anyhow. Night night."
You never even register the speed with which he performs the manouver with his sword.
You dead eyes stare wide from their sockets towards your body, some ten feet away.
Game over.
<audio src="http://www.symonspiano.com/audio/game_over.mp3" autoplay>(if:$crowbar is 0)[You regret your decision moments after making it, though the rage built up inside of you clouds your fear. The man doesn't flinch. When you are just a few feet away from him he makes a graceful, well practiced motion with his sword.
At first the shock stops you feeling any pain.
You fall to your knees, eyes wide open looking up at the man. His forehead is scarred. You notice nothing else before focusing on your mortal wound and the blood pooling beneath you.
With an unbroken cool, the man shakes his head and says
"The master will be annoyed. You've lasted far, far longer than most. But all good things must come to and end".
He turns and calmly walks away towards the door, leaving you to bleed out.
Game over.
](else:)[You raise the crowbar you found in the servants' quarters and, attempting to bring it down upon the man's skull, find it suddently parried by his sword. You force the crowbar down, trying to dislodge the sword. Through sheer brute force you manage, and the man loses grip of the weapon. Sensing you have the upper hand you lunge for his head with the steel bar, but he is too quick for you. Unseen, he produced a small knife from the sleeve of his robes. Before you can register the pain, you see it emerging from your gut.
You fall to your knees, eyes wide in shock looking up at the man. His forehead is scarred. You notice nothing else before focusing on your mortal wound and the blood pooling beneath you.
With an unbroken cool, the man shakes his head and says
"The master will be annoyed. You've lasted far, far longer than most. But all good things must come to and end".
He turns and calmly walks away towards the door, leaving you to bleed out.
Game over. ]
<audio src="http://www.symonspiano.com/audio/game_over.mp3" autoplay>You ask him, and he seems to be stunned for just a moment. For the first time, you hear him speak:
"You don't usually ask that" He says calmly and warmly.
He continues his interminal progress towards you, sword at the ready and now just twenty feet away.
What now?
[[Charge at him]]
[[Try to run past him for the door?]]
[[Remain where you are]]
<audio src="http://www.symonspiano.com/audio/glass_as_black_as_obsidian.mp3" autoplay>
<audio src="http://www.symonspiano.com/audio/slow_footstes.mp3" autoplay>He looks at you quizically for a moment, his head slightly tilted. His grin turns to an expression of playful curiosity.
"Aren't you going to run?" He asks.
What will you do?
[[Try to run past him for the door?]]
[[Charge at him]]
[[Try to dodge him by weaving behind the displays]]
<audio src="http://www.symonspiano.com/audio/heart_beat.mp3" autoplay>You dive into the displays, weaving with all the stealth you can muster to evade him. He calmly searches through them for you, but you are able to stay one step ahead.
"I want to talk to you. Will you show yourself?" He asks calmly.
What will you do now?
<u>[[Charge at him]]
[[Emerge to talk]]
[[Continue evading him]]
<audio src="http://www.symonspiano.com/audio/heart_beat.mp3" autoplay>You lift your head above the display case you are hiding behind. He immediatly registers you and turns to face you. He is still a picture of calm.
"You're slowing down, aren't you?" He asks.
You are unsure how to respond.
"What the hell am I doing here? Why won't you let me leave? This is like some <u>[[sick game]]</u>"
<audio src="http://www.symonspiano.com/audio/glass_as_black_as_obsidian.mp3" autoplay>He continues for a few moments to try to coax you out, roaming calmly from display to display.
(live:8s)[You keep your cool and remain hidden. ]
(live:14s)[All of a sudden, he stops. ]
(live:18s)["Very well. Let's continue. Your will is obviously still strong. Goodbye, for now". ]
(live:26s)[You hear him walk towards the doors which then open and shut. ]
(live:34s)[<u>[[Emerge?->Armour Room]] ]
<audio src="http://www.symonspiano.com/audio/glass_as_black_as_obsidian.mp3" autoplay>
<audio src="http://www.symonspiano.com/audio/slow_footstes.mp3" autoplay><h1>[[THE GREAT GAME->Final meet with Cadmus]]
<audio src="http://www.symonspiano.com/audio/mind.mp3" autoplay>He thinks for a moment about what you just said.
"Why indeed. Well, where would be the fun in letting you go? How long have you been here?" He asks.
"Days, I don't know. I was coming here to conduct legal business. I can't even remember how I got here. What the hell is going on? (if:$listenedtoradio is 1) Why the hell did that radio say it was 2000? That's not possible."
The man laughs.
"Oh this is priceless. I'm going to savour this."
He walks towards you. In your current position you are trapped. Will you
<u>[[Try to run past him for the door?]]
[[Stay where you are]]
<audio src="http://www.symonspiano.com/audio/cello_with_drums.mp3" autoplay>With slow efficiency he makes his way to stand beside you.
"I'm really going to enjoy this".
After he finishes telling you what he proceeds to tell you, you fall to your knees. After the disbelief subsides, you scream to the ceiling, your whole life torn apart.
"This time, only this time, I'll put you out of your misery" He says sympathetically.
You never even register the speed with which he performs the manouver with his sword.
You dead eyes stare wide from their sockets towards your body, some ten feet away.
Game over.
<src="http://www.symonspiano.com/audio/game_over.mp3" autoplay>(set:$health to $health-5)
You wait until the final moment. Seeing his shadow on the wooden floor beside you, you make your run for it.
He instinctively and effortlessly swipes with the sword he has in his hand, slicing you. You scream but keep running.
(if:$health<1)[<u>[[Continue->sliced apart by Cadmus]]](else:)[<u>[[Continue->Escape Cadmus in Armour room]]]
<audio src="http://www.symonspiano.com/audio/glass_as_black_as_obsidian.mp3" autoplay>Despite a titanic effort of will, you slow down as you approach the door. The wound you sustained is too much. You sink to your knees.
The man's footsteps calmly approach you from behind. You remain where you are, panting with your head bowed.
"Poor man. You've come so far." He says with genuine affection.
"You're done now I think. This time, only this time, I'll put you out of your misery" He says sympathetically.
You never even register the speed with which he performs the manouver with his sword.
You dead eyes stare wide from their sockets towards your body, some ten feet away.
Game over.
<audio src="http://www.symonspiano.com/audio/game_over.mp3" autoplay>You wince at your wounded arm, the man's sword has sliced cleanly through the flesh. You ignore the pain, intent on surviving, and make for the door as quickly as you can.
He laughs but does not attempt to run after you.
"Very well. You've obviously got some fight left in you. Have you worked it all out yet? You will soon."
You run through the double doors into the main hall, slamming them shut behind you. You catch your breath. There were no other doors in that Armour Room. Is he still in there?
<u>[[Continue->Mansion Main Hall 1F]]
<audio src="http://www.symonspiano.com/audio/glass_as_black_as_obsidian.mp3" autoplay>You find a HEALTH PACK underneath which you use to patch yourself up.
(set:$health to $health+4)(set:$Armourroomhealth to 1)
(if:$health>22)[(set:$health to 22)]
<u>[[Continue->Armour Room]]
<audio src="http://www.symonspiano.com/audio/health_aquired.mp3" autoplay>It's a small stone freeze depicting the Olympian Gods. You take the GREEK FREEZE.
(set:$greekfreeze to 1)(set:$greekfreezefound to 1)
(set:$greekfreezewillbefound to 0)(set:$greektrapsprung to 1)
<u>[[Continue->Armour Room]] An impressive collections of suits of armour is arranged in neat rows, with collections of halberds and other old forms of weaponry displayed. None of them look sharp enough to make an effective weapon at the moment. (if:$armouronthefloor is 1)[smashed pieces of dented armour litter the floor where several pieces fell.]
<u>[[Continue->Armour Room]] As your hand touches the handle, you are startled by an almightly clatter at the other end of the hall. You turn just in time to see the source. One of the suits of medieval armour has crashed to the floor. What could have caused it?
(set:$armouronthefloor to 1)
<u>[[Investigate?->armour on the floor?]]
[[Leave the room->Mansion Main Hall 1F]] You approach cautiously, trying to figure out what could have caused the suit of armour to topple from its stand.
You stand close to the mess of metal on the floor, seeing no apparant clues as to what happened.
<u>[[Suddenly.....]]You are caught off guard as another of the suits of armour, looming large over you, topples right onto you.
(set:$health to $health -4)(set:$greektrapsprung to 0)
(if:$health<1)[<u>[[Continue->impaled by halberd]]](else:)[<u>[[Continue->Injured by armour]]]
<audio src="http://www.symonspiano.com/audio/crash_grand.mp3" autoplay>You lay on the ground, horribly aware that the suit of armour's halberd scored a nasty wound across you as it fell.
You crawl a few paces but then slump once more to the floor.
Your eyes stare out of the nearby windows to the trees beyond.
An indeterminable amount of time passes.
The begins to turn a dark pink as sunrise is approaching.
"I'm sorry" you whisper, thinking of your wife and child.
The last of your strength fades. As your eyes close before the inevitable oblivion, you hear the doors to the room open.
Then you hear no more.
Game over.
<audio src="http://www.symonspiano.com/audio/game_over.mp3" autoplay>You untangle yourself from the mound of armour which fell on top of you. That hurt, but at least the sharp blade of the armour's halberd missed you.
<u>[[Continue->Armour Room]] <h3>Basement Corridor</h3>
<hr>
At one end of this passage way lies the door leading to the stariway back up to the house. At the other end, some hundred feet away, lies a tattered wooden door. On the north wall of the corridor, half way down, there are two extreemly grand double doors set back a few feet in an alcove adorned with black marble pillars and carved masonry depicting demons and naked human forms qrotesquely twisted together. Two flaming torches rest in sconced on either side of this enormous spectacle.
(if:$floorpuzzle is 0)[There is a curious pattern on the large rough metalic tiles forming the floor of this corridor. From where you stand until a few feet before the imposing double doors the floor is made up of this pattern. Just before the double doors there is a switch on the wall mounted on a metal box with wires running down into the floor
<u>[[Proceed on the tiles]]
[[Go back upstairs->BASEMENT STAIRS UP]]</u>](else:)[
<hr>
<u>[[Door to stairs->BASEMENT STAIRS UP]]
<u>[[Tattered wooden door->Wine Cellar]]</u>
(if:$magnusroomunlocked is 0)[<u>[[Grand double doors->Magnus Room Lock]]</u>](else:)[<u>[[Grand double doors->Magnus Room]]]
<hr>
<u>[[INVENTORY]]</u>
<u>[[ARCHIVE]]</u>]
(if:(history:)'s last is "Wine Cellar" or "Magnus Room")[<audio src="http://www.symonspiano.com/audio/lofty1.mp3" autoplay>]You notice something written on the first two tiles.
"Those in their Prime will be obliterated"
You must first step on one of two large square tiles. One has III etched on it, the other IV. Which will you step on?
<u>[[III]]
[[IV]](set:$health to $health-2)
You get a nasty electric shock and immediatly jump over the the other tile.
(if:$health<1)[<u>[[Continue->Electric Death]]](else:)[<u>[[Continue to next squares->IV]]]The next two tiles are marked VI and VIII. Which will you step on?
<u>[[VI]]
[[VIII]]Next up, the tiles are marked VII and IX.
<u>[[VII]]
<u>[[IX]]Next up, the tiles are marked VII and IX.
<u>[[VII]]
<u>[[IX]](set:$health to $health-3)
You get a nasty electric shock and immediatly jump over the the other tile.
(if:$health<1)[<u>[[Continue->Electric Death]]](else:)[<u>[[Continue to next squares->IX]]]The next two tiles say X#III and XX# (# denotes that a single numeral is missing).
<u>[[X#III]]
[[XX#]](set:$health to $health-4)
You get a nasty electric shock and immediatly jump over the the other tile.
(if:$health<1)[<u>[[Continue->Electric Death]]](else:)[<u>[[Continue to next squares->Unmarked]]]The next two are marked XLI# and LX#I#. # denotes that a single numeral is missing.
<u>[[XLI#]]
[[LX#I#]]You successfully reach the end of the tiles and flip the switch, turning off the power running into them. The floor is now safe to walk on.
(set:$floorpuzzle to 1)
<u>[[Continue->Basement Corridor]] (set:$health to $health-4)
You get a nasty electric shock and immediatly jump over the the other tile.
(if:$health<1)[<u>[[Continue->Electric Death]]](else:)[<u>[[Continue to next squares->XLI#]]](set:$health to $health-4)
You get a nasty electric shock and immediatly jump over the the other tile.
(if:$health<1)[<u>[[Continue->Electric Death]]](else:)[<u>[[Continue to next squares->XX#]]]One of the next two tiles is marked XXXI. The other is unmarked. Which will you step on?
<u>[[XXXI]]
[[Unmarked]]You convulse violently, the blast of electricity too much for you to withstand.
You fall to the floor, breathing shallow breaths which get shallower with each successive one.
You cannot move, and as your senses begin to shut down, you become aware of footsteps coming from somewhere in the corridor.
Although your eyes are closed, you can sense him kneeling next to you.
Sharp pain as the two tiny punctures pierce your neck.
Oblivion.
Game over.
<audio src="http://www.symonspiano.com/audio/game_over.mp3" autoplay>Double-click this passage to edit it.<h3>Dining Room Antechamber</h3>
<hr>
This small room seems at odds with the other spaces in this house. Tattered wallpaper hangs of in places and odd bits of (if:$antechamberhealth is 0)[<u>[[furniture->Antechamber stuff]]</u>](else:)[furniture] consume most of the space, stacked carelessly or covered in <u>[[dust sheets]]</u>. There is a cold concrete staircase leading down from a hole in the floor, around which the coarse carpet is frayed and tattered. A <u>[[grand picture]]</u> in a lavish gold frame lays slumped on its side next to the stairs.
<hr>
<u>[[Door to dining room->Dining Room]]
[[Stairs down to basement->BASEMENT STAIRS DOWN]]
<hr>
<u>[[INVENTORY]]</u>
<u>[[ARCHIVE]]</u>
<audio src="http://www.symonspiano.com/audio/text3.mp3" autoplay><h3>Wine Cellar</h3>
<hr>
Built inside a large disused tunnel, this area is used as an impressive wine cellar. At one end the semicircular wall houses the door back to the corridor and row upon row of <u>[[wine racks]]</u> and (if:$littlemouse is 0)[<u>[[barrels->cellar wine barrels]]</u>](else:)[barrels] lead to the opposite wall. Chunky chandeliers made from old ships' wood hang on iron chains at various points along the curved ceiling, a mass of cobwebs forming silvery paths from each one to the next. At the back of the room is a <u>[[framed document]].
<hr>
<u>[[Tattered Door->Basement Corridor]]</u>
<hr>
<u>[[INVENTORY]]</u>
<u>[[ARCHIVE]]</u>
<audio src="http://www.symonspiano.com/audio/tense_strings_with_piano.mp3" autoplay>
(if:(history:)'s last is "Basement Corridor")[<audio src="http://www.symonspiano.com/audio/lofty2.mp3" autoplay>]The wine seems to be divided up into regions and, within the regions, by the owner's preference, with the best and rarest wine being on top and the least favoured on the bottom.
Which area will you look at?
<u>[[Burgundy]]
[[Bordeaux]]
[[Loire]]
[[Italy]]
[[Port]]
[[Return->Wine Cellar]]
<audio src="http://www.symonspiano.com/audio/tense_strings_with_piano.mp3" autoplay>You investigate at a cluster of barrels, presumably filled with wine, when something moving catches your eye at the back of them. You hear a faint noise as well. Will you try to move the barrels and investigate?
<u>[[Yes->Free the mouse]]
[[No->Wine Cellar]]
<audio src="http://www.symonspiano.com/audio/tense_strings_with_piano.mp3" autoplay>You grind one of the barrels along the floor, forming a narrow path to the back wall, when suddenly something bounds towards you in a panicked frenzy!
<u>[[.........->little mouse]](set:$littlemouse to 1)
Luckily, it was just a little mouse. He scurries off into the darkness. On closer inspection you realise he was trapped behind the barrels.
Panic over, you <u>[[continue->Wine Cellar]].
The oddly-named "Chateau des Cinq Hommes" is clearly the favourite in this section of the cellar. Bottom of the collection is the "Chateau de Jeunes Arbres".
<u>[[Continue->Wine Cellar]] The top shelf boasts ten bottles of "Chateau Du Vieux Saint". At the bottom there are two wines, six bottles of each. "Chateau du Serpent" and "Chateau de Dragons"
<u>[[Continue->Wine Cellar]] The top wine in this section of the cellar is a "Chateau de la Peau de lion". At the bottom is a single bottle of "Chateau des Fantômes 1915".
<u>[[Continue->Wine Cellar]] The top shelf houses twelve bottles, of various vintages, of a wine called "Vino Degli Angeli". On the bottom shelf are six bottles of "Rosso Medio 1931"
<u>[[Continue->Wine Cellar]] There are several different bottles thick with dust, most of them just have dates on and no other information about the liquid inside.
<u>[[Continue->Wine Cellar]] brushing the cobwebs away, you read the old document in the frame:
<i><h3>A Thesis on Wine</h3>
by Walter Verlaine
Little in life brings me more joy than wine. Human company is fickle, and in this family little comfort can ever be found in one's kin, so it is to that nectar of Bacchus that I turn.
I have spent years amassing my collection here, my own little family. And just as with one's children, one has favourites (and least favourites... and those one despises).
The jewels in my crown, my absolute favourites, are those greatest in my collections from Loire and Burgundy. The Loire just about clinches the top spot. Though I keep it, I am indifferent to port and the wines of Italy, yet try as I do I favour the wines of Bordeaux the least of all. Of the worst of these, I think if my life depended on it, I'd have to drink the snake wine. <i>
<u>[[Continue->Wine Cellar]]
<audio src="http://www.symonspiano.com/audio/text1.mp3" autoplay>A Grand portrait of a man hangs here. He is pictured with several wine racks in the background. His crest bears the symbol of four shells.
Underneath is a quotation:
<i>"My favourite first, then second favourite, then second-to-least favourite and then the last I despise the most"
There are eight small small wooden blocks beneath the picture which can be pushed into the frame. Each bears an image. Will you push them?
<u>[[Yes->Wine Puzzle]]
[[No->Mansion Main Hall 1F]] Which will you press first?
(set:$wineinorder to 10)
<u>[[Image of a young tree]]
[[Image of an old tree]]
[[Image of a lion's pelt]]
[[Image of a snake]]
[[Image of an angel]]
[[Image of a dragon]]
[[Image of five men]]
[[Image of a pig]]</u>
Quit to reset all blocks:
<u>[[Quit->Mansion Main Hall 1F]] Which will you press next?
(set:$wineinorder to $wineinorder+3227)
<u>[[Image of an old tree]]
[[Image of a lion's pelt]]
[[Image of a snake]]
[[Image of an angel]]
[[Image of a dragon]]
[[Image of five men]]
[[Image of a pig]]</u>
Quit to reset all blocks:
<u>[[Quit->Mansion Main Hall 1F]] Which will you press next?
(set:$wineinorder to $wineinorder+2187)
<u>[[Image of a young tree]]
[[Image of a lion's pelt]]
[[Image of a snake]]
[[Image of an angel]]
[[Image of a dragon]]
[[Image of five men]]
[[Image of a pig]]</u>
Quit to reset all blocks:
<u>[[Quit->Mansion Main Hall 1F]] Which will you press next?
(set:$wineinorder to $wineinorder-3)
<u>[[Image of a young tree]]
[[Image of an old tree]]
[[Image of a snake]]
[[Image of an angel]]
[[Image of a dragon]]
[[Image of five men]]
[[Image of a pig]]</u>
Quit to reset all blocks:
<u>[[Quit->Mansion Main Hall 1F]] Which will you press next?
(set:$wineinorder to $wineinorder+27)
<u>[[Image of a young tree]]
[[Image of an old tree]]
[[Image of a lion's pelt]]
[[Image of an angel]]
[[Image of a dragon]]
[[Image of five men]]
[[Image of a pig]]</u>
Quit to reset all blocks:
<u>[[Quit->Mansion Main Hall 1F]] (if:$wineinorder is 118)[The wooden panel moves to one side, revealing a <u>[[secret compartment]]</u>.](else:)[Which will you press next?
(set:$wineinorder to $wineinorder+1)
<u>[[Image of a young tree]]
[[Image of an old tree]]
[[Image of a lion's pelt]]
[[Image of a snake]]
[[Image of an angel]]
[[Image of five men]]
[[Image of a pig]]</u>
Quit to reset all blocks:
<u>[[Quit->Mansion Main Hall 1F]]] Which will you press next?
(set:$wineinorder to $wineinorder*13)
<u>[[Image of a young tree]]
[[Image of an old tree]]
[[Image of a lion's pelt]]
[[Image of a snake]]
[[Image of an angel]]
[[Image of a dragon]]
[[Image of a pig]]</u>
Quit to reset all blocks:
<u>[[Quit->Mansion Main Hall 1F]] Which will you press next?
(set:$wineinorder to $wineinorder+2272)
<u>[[Image of a young tree]]
[[Image of an old tree]]
[[Image of a lion's pelt]]
[[Image of a snake]]
[[Image of an angel]]
[[Image of a dragon]]
[[Image of five men]]</u>
Quit to reset all blocks:
<u>[[Quit->Mansion Main Hall 1F]] Which will you press next?
(set:$wineinorder to $wineinorder*3999)
<u>[[Image of a young tree]]
[[Image of an old tree]]
[[Image of a lion's pelt]]
[[Image of a snake]]
[[Image of a dragon]]
[[Image of five men]]
[[Image of a pig]]</u>
Quit to reset all blocks:
<u>[[Quit->Mansion Main Hall 1F]] Inside you find a gold crest fixed on a shield-shaped wooden mount. The crest bears the image of four shells.
You take the FOUR SHELLS CREST.
(set:$waltercrest to 1)(set:$waltercrestfound to 1)(set:$haveacrest to 1)
<u>[[Continue->Mansion Main Hall 1F]]
<audio src="http://www.symonspiano.com/audio/stone_grind_cosy.mp3" autoplay/>There is a small metal box on the table which has been violently smashed open. An old document, presumably the former contents of the box, lie beside it. The words on the paper are written in erratic handwriting and the ink has clearly been mixed with blood which has caused the letters to become brown and blotchly.
(set:$magnuslettertodad to 1)
<i>(text-style:"blur")+(text-color:"brown")[Dear Late Father. Dear Late Sister. Dear Late Wife. I address both of you.
Allow me the indulgence of reflection for this one short moment; as my father, you shaped me into the man I am today. You gave me my beautiful wife, Margaret, by bringing her into the world with mother. But she went wrong, didn't she father? The screaming. The constant, never ending screaming. It becomes tiresome.
The childhood, the aspirations, the life you had planned for me was a bore from the start. This enormous estate, this enormous wealth. For what? When all the pleasures it brings, when all the pleasures that the flesh can bring, have been tried, richly mined and then exhausted, where does a man go then? If one has everything and is still sick and bored of life, what then? You could never understand that, father.
The Great Game. Nothing has fired up my soul, my blood, my senses quite like The Great Game. Since inventing it and perfecting every detail of it my blood itches to see it enacted again.
I am alive now. Sadly for you, that means you cannot be. I need this estate, it's full resources and the Verlaine wealth to see my dreams realised.
My final tribute to you, dear father, and you, my dear dead wife, is my finest piece of art, second only to The Great Game itself. You will forever be a part of it in the grand gallery in the basement of this house.
Yours with affection.
Magnus]
</i>
<u>[[Continue->Drawing Room]]
<audio src="http://www.symonspiano.com/audio/mansion_theme1.mp3" autoplay>There is an indentation carved into the pristine surface large enough to fit one of the Verlaine family personal crests.
(if:$haveacrest is 1)[Will you insert one?]
(if:$waltercrest is 1)[Insert <u>[[CREST WITH FOUR SHELLS]]</u>?]
(if:$archiecrest is 1)[Insert <u>[[CREST WITH THREE BIRDS]]</u>?]
(if:$rupertcrest is 1)[Insert <u>[[CREST WITH TWO BIRDS->CREST WITH THREE BIRDS]]]
<u>[[Continue->Drawing Room]]
<audio src="http://www.symonspiano.com/audio/mansion_theme1.mp3" autoplay>The portrait shows a gaunt older man looking wise and mellow. It is labled "Lord Walter Verlaine 1920". The man can be seen sitting next to a bottle of wine in the picture.
<u>[[Continue->Drawing Room]]
The crest slots neatly into place underneath the portrait of Walter Verlaine and clicks into place.
(set:$waltercrest to 0)(set:$mantlepiecedone to 1)
Something drops out from a hidden mechanism within the fireplace. You kneel to find a key shimmering at the bottom of the fireplace. The key bears the image of the god Neptune holding a trident.
You have the NEPTUNE KEY.
(set:$neptunekey to 1)
<u>[[Continue->Drawing Room]]
<audio src="http://www.symonspiano.com/audio/mansion_theme1.mp3" autoplay>
<audio src="http://www.symonspiano.com/audio/click_in_place.mp3" autoplay>Nothing has happened.
<i>[[Continue->Drawing Room]]
<audio src="http://www.symonspiano.com/audio/tense_strings_with_piano.mp3" autoplay>
<audio src="http://www.symonspiano.com/click_in_place.mp3" autoplay>(if:$yougotthejupiter is 1)[There doesn't seem to be anything of any use here.
<u>[[Continue->Dining Room Antechamber]]</u>](else:)[There appears to be something stuffed behing one a <u>[[box of old crockery...]]]
<audio src="http://www.symonspiano.com/audio/text3.mp3" autoplay>(set:$health to $health+6)
You find a HEALTH PACK. You use it to treat any injuries.
(set:$antechamberhealth to 1)
(if:$health>22)[(set:$health to 22)]
<u>[[Continue->Dining Room Antechamber]]
<audio src="http://www.symonspiano.com/audio/health_aquired.mp3" autoplay>You stand on the cracked tiles and they immediatly give way under you.
(set:$health to $health-5)(set:$brokenballroom to 1)
(if:$health<1)[<u>[[Continue->dead in ballroom]]](else:)[<u>[[Continue->injured in ballroom]]]
<audio src="http://www.symonspiano.com/audio/crash_grand.mp3" autoplay>Though the fall is only about five feet, you land with a terrible load of marble falling in on top of you. You lay there unable to move from the damage. You stare up at the ballroom ceiling and it starts to become a blur.
The last thing you are conscious of before falling into oblivion is the door to the ballroom opening and the blurred outline of a figure standing above. Your eyes close and your senses fade. You feel two sharp pin pricks pierce your neck before the blackness consumes you.
Oblivion.
Game Over.
<audio src="http://www.symonspiano.com/audio/game_over.mp3" autoplay>You fall alkwardly into a space about five feet beneath the ballroom floor. You are injured but fortunatly it doesn't seem to be too severe. Getting back to your feet and brushing the plaster, dust and bits of tile off, you prepare to hoist yourself back up into to the room when you spot something <u>[[burried under dust]]</u> in this secret hiding place....You discover a shield shaped gold crest mounted on wood. It bears the symbol of two birds.
you take the CREST WITH TWO BIRDS
(set:$rupertcrest to 1)(set:$haveacrest to 1)
You climb back into the room and continue.
<u>[[Continue->Ballroom]] (if:$neptunekey is 0)[The doors are locked. A three-forked trident motif is etched around the keyholes.
<u>[[Continue->Mansion Main Hall 1F]]](else:)[You unlock the doors using the NEPTUNE KEY.
(set:$neptunekeyuse to $neptunekeyuse+1)
(if:$neptunekeyuse is 2)[This key is useless now. You throw it away. (set:$neptunekey to 0)]
<u>[[Continue->Library]]]<h3>Library</h3>
(set:$libraryunlocked to 1)
<hr>
The ceiling in this impressive library is lower than in the other grand areas of this house but the length of the room compensates for its lack of opulent grandure. A long narrow room, the library runs lengthways from east to west, with the double doors to the hallway on the west end of the south wall. On the east wall is a single door. Both long walls are a continuous run of Japanese camphor wood <u>[[bookshelves]]</u> from floor to ceiling with a few (if:$libraryhealth is 0)[<u>[[comfortable looking leather armchairs]]</u>](else:)[comfortable looking leather armchairs] here and there next to small tables with reading lamps. There is a desk opposite the double doors on which <u>[[several papers]]</u> are scattered chaotically, is if somebody had been searching for something in a hurry. The desk lamp lays on the floor, smashed.
<hr>
<u>[[Double doors to main hall->Mansion Main Hall 1F]]</u>
<u>[[Single door on east wall->1F small corridor]]
<hr>
<u>[[INVENTORY]]</u>
<u>[[ARCHIVE]]</u>
(if:(history:)'s last is "Library lock" or "Mansion Main Hall 1F" or "1F small corridor")[<audio src="http://www.symonspiano.com/audio/lofty2.mp3" autoplay>](if:$neptunekey is 0)[The doors are locked. A three-forked trident motif is etched around the keyholes.
<u>[[Continue->Basement Corridor]]](else:)[You unlock the doors using the NEPTUNE KEY.
(set:$neptunekeyuse to $neptunekeyuse+1)
(if:$neptunekeyuse is 2)[This key is useless now. You throw it away. (set:$neptunekey to 0)]
<u>[[Continue->Why no mirrors?]]]<h3>The Vault</h3>
(set:$magnusroomunlocked to 1)
<hr>
A huge stone vault cut into the earth, every footstep amplified and echoed around its domed space, like an unembellished cathedral worshiping something cold and dark. The centrepiece is the gruesome spectacle of two huge tanks, connected and surrounded by a massive sculpture of iron and masonry forming hundreds of interconnected writhing forms. The tanks are filled with a putrid yellow embalming fluid preserving (but mockingly distorting the proportions of) the two human corpses inside. One of a woman who was hanged and the other of a man, his ribcage exposed and an iron heart mockingly replacing a real one. The crest bearing a single rose completes the piece.
(if:$plutokeyfound is 0)[At the foot of this towering monstrosity something <u>[[sparkles on the floor]].]
At the far end of the sepulchral expanse is another chilling sight. A huge stone sarcophagus lies open, each of its sides decorated with a Verlaine family crest showing two roses side by side. Inside this open casket, submerged in a similar embalming fluid to the two tanks, lies the body of a man in smart 1940s dress. It is quite apparant from the state of the corpse that the man was murdered very violently.
Behind the sarcophagus, ten feet tall and several feet wide, is a huge <u>[[smooth obsidian slab]]</u> laid into the rough stone wall. Displayed proudly on the slab is another crest, its symbol being a single star and the letter:
<h3>C.V.</h3>
<hr>
<u>[[Doors back to corridor->Basement Corridor]]</u>
<hr>
<u>[[INVENTORY]]</u>
<u>[[ARCHIVE]]</u>
<u>[[SAVE GAME->MAGNUS SAVE]]
<audio src="http://www.symonspiano.com/audio/heart_beat.mp3" autoplay>
(if:(history:)'s last is "Basement Corridor")[<audio src="http://www.symonspiano.com/audio/come_inside_grand.mp3" autoplay>]There are books on many subjects but the majority seem to be concerned with history of works of literature. There is a glass cabinet in the centre of one of the shelves with a first edition of <i>Les Fleurs du Mal</i> by Baudelaire which seems to be a particularly prized part of the collection. The case is etched with a sheild shaped crest bearing the symbol of a rose.
Elsewhere there is a rare book about wine displayed in a cabinet, though with far less ceremony than the Baudelaire. The wine book's display case shows a crest etched on it with four shells.
It would take far too long to search this place thoroughly.
<u>[[Continue->Library]] On one of the armchairs you find a HEALTH PACK with which you treat any wounds you have sustained.
(set:$health to $health+6)(set:$libraryhealth to 1)
(if:$health>22)[(set:$health to 22)]
<u>[[Continue->Library]]
<audio src="http://www.symonspiano.com/audio/health_aquired.mp3" autoplay>Two pieces seem to be particularly significant. You sit down at the desk to study them.
<u>[[Report on Cryogenics]]
[[Walter Verlaine's Confession]]<h3>Library Wing Corridor</h3>
(set:$libraryunlocked to 1)
<hr>
A short narrow corridor which runs north from the door to the library and hooks left for a few feet, following the perimeter of part of the library. The carpet has been removed and untreated old wooden boards form the floor.
There are <u>[[trip wires]]</u> near the floor which you are easily able to avoid and <u>[[strange looking devices]]</u> are placed on the floor and walls in odd places. A flickering lightbulb hangs from the ceiling and the walls are panelled to the waitscotting. Most of the wallpaper above has is rotten or hanging off in strips. Another door lies in the centre of the ten foot north wall that hooks around to the left. There is no furniture nor any decoration in here.
<hr>
<u>[[Door to library->Library]]</u>
<u>[[Door on north wall->Lounge 1F]]
<hr>
<u>[[INVENTORY]]</u>
<u>[[ARCHIVE]]</u>
(if:(history:)'s last is "Library" or "Lounge 1F")[<audio src="http://www.symonspiano.com/audio/cosy2.mp3" autoplay>]The document is dated 1976 but the author's name is not present.
(set:$cryoreport to 1)
<i>
Though the process is far from totally perfected, the public are nonetheless significantly unaware of the potential of cryogenics. As you can see from the information contained within the attached report, we are able to supply you, as requested, with the necessary equipment to carry out the task you wish to undertake. It is not my organisation's place or intention to interrogate your motives for wanting this technology. So long as you can afford the price, which your credentials assure me you can, then my organisation will uphold the highest standards of customer confidentiality. Should your undertakings be made public, we would expect you do return the favour.
As such, we will arrange delivery of the cryogenic body freezer and install it, as requested, in the subterraining complex on the grounds of your estate. If you have carried out the requisite modifications to the room which will be housing the aparatus, then it should be a fairly simple installation. My operatives will assemble the apparatus in the room behind the dragon motif door as you have requested.
As discussed, our technology should enable you to store a body for many months without any degredation to vital processes. The enhanced apparatus will keep the subject alive, presuming you intend to use the apparatus to store some form of fauna. It is worth noting the machine will also perfectly preserve a deceased body for decades with no decomposition whatsoever taking place. Though it is impossible to say at this stage of research and development, in theory your newly aquired apparatus could keep a body intact for centuries.
We hope you are satisfied with your purchase.<i>
<u>[[Continue->Library]] A confession letter dated 1924.
(set:$walterconfession to 1)
<i>
I am Walter Verlaine. I write this confession, which I intend for no human eyes to see, in what I know are my last days. Against the odds, I have managed to live a peaceful and, I hope, virtuous life. I have shunned the excesses and vile corruptions which plagued my forefathers. I write this confession to God and to no other.
There is little in my life I wish to confess and repent. I am proud to have devoted so much of my estate's lucrative proceeds to various charities, helping to rebuild this great continent after the ravages of the war. I have enjoyed wine in moderation and was always tame when it came to carnal matters. I have tried not to sin with my flesh.
Yet, to my dying days, one sin troubles me more than any. It is the oldest sin, the sin of the father. The sin of my father. The stain my heritage has marked me with has meant that even a life devoted to charity and philanthropy has hardly smudged the indellible mark left by my ancestors, and none more so than my father, Magnus. His death in that coach accident did nothing to remove his evil which still seems to linger in the walls of this very house.
My father butchered his father. He took his own sister to bed and wed her. I am the product of this foul union. I am born of a great, unclean sin. He then butchered his woman, my mother, making it look like suicide. He made a sick spectacle out of their remains which pollutes this house to this day, though I have gone to great lengths to ensure that the room remains sealed forever so that my mother and grandfather may rest there, the insult done on their remains forever shielded from human eyes. May no descendant of mine ever allow Magnus' horrific work to be seen again.
Yet it is not even this vile display which confirms my father's thoroughly black soul the most. His most vile invention. I shall not even name it. Let the knowledge of that horrific invention die with my memory. It shall not be long now.
Walter Verlaine.
<i>
<u>[[Continue->Library]] (live:3s)[The doors open with a crunch that echoes around the huge stone area within and the room reveals itself. ]
(live:7s)[You stare wide eyed at the grotesque scene on display, at once a hideously massive, seemingly writhing mass of metal and glass yet one possessed of such a stillness and permenence which seems to mock reality. ]
(live:15s)[Holding court in the centre of the otherwise mostly empty chasm of a space are two colossal glass tanks. Each is framed in a thick knotted vine of labyrinthine iron works and laquered black masonry so intricate and complex it must have taken years to construct. It is both beautiful and hideous, forming a mass of twisted body shapes. Death, the errotic, torture, anguish and ecstacy can all be seen in various visages throughout the work which looks as if it has spread, layer upon layer, over and over itself like a multiplying tumour. ]
(live:37s)[But it is the contents of the two tanks that form the crux of the piece. The contents of each tank are clearly not just water. A dull yellowish tinge to the liquid, a slight oily viscosity forms a continual, terminally slow dance of pulsating contours, as if the liquid were writhing. ]
(live:49s)[The liquid is a strong preservative. A formaldehyde compound, or something similar. It has been in those tanks for a century. ]
(live:59s)[So has that which they preserve. ]
(live:66s)[Two bodies. In one tank, the naked body of a woman. She hangs from a rope connected to the top of the vessel, captured in the moments after her death forever. The distorting effect of the liquid's refractive properties make her slender body look distended and grotesquely warped. ]
(live:80s)[In the second tank, a more horrific spectacle still. The body of a man, his limbs and head perfectly preserved but the flesh on his torso cleanly sliced away to expose his ribcage and organs. In place of a heart sits a black iron facsimile of one. ]
(live:94s)[In between these two gruesome artifacts, about six foot high, stands the centrepiece of the work. A silver shield shaped crest adorned with a single rose. ]
(live:99s)[<u>[[Continue->Magnus Room]] ]
<audio src="http://www.symonspiano.com/audio/magnus_revalation.mp3" autoplay>
<audio src="http://www.symonspiano.com/audio/come_inside_grand.mp3" autoplay>It is a small purple key with two forked trident of the god Pluto set into a turquoise stone at the top.
You take the PLUTO KEY
(set:$plutokey to 1)
(set:$plutokeyfound to 1)
<u>[[Continue->Magnus Room]] (if:$youresonearlythere is 0)[At the foot of the slab there are some words carved into the shiny black stone and, in front of this inscription, two neat small holes are cut into the floor as if to accommodate something(if:$astatuesits is 1)[. One of the statues is already in place]. The inscription reads:
(text-style:"shadow")[
<i>Your namesake founded Thebes and became its king
Together through life, the barb and its sting
The world fed us poison but we overcame
In Magnus' name we live, and we die, playing The Great Game]</i>
(if:$cromwellstatue is 1)[<u>[[Insert the CROMWELL VERLAINE STATUE?]]]
(if:$cadmusstatue is 1)[<u>[[Insert the CADMUS STATUE?]]]]
<u>[[Continue->Magnus Room]]
(if:$youresonearlythere is 1)[The two statues are in place <u>[[but...->The Tower Awaits]] ]
<audio src="http://www.symonspiano.com/audio/heart_beat.mp3" autoplay>You insert the CROMWELL VERLAINE STATUE and it clicks neatly into the slot.
(set:$cromwellstatue to 0)(set:$cromwellstatueset to 1)(set:$astatuesits to 1)
(if:$cadmusstatueset is 1)[Both statues are now in place.
<u>[[Proceed->The Tower Awaits]]</u>](else:)[The other slot remains empty...
<u>[[Continue->smooth obsidian slab]]]
<audio src="http://www.symonspiano.com/audio/heart_beat.mp3" autoplay>You insert the CADMUS STATUE and it clicks neatly into the slot.
(set:$cadmusstatue to 0)(set:$cadmusstatueset to 1)(set:$astatuesits to 1)
(if:$cromwellstatueset is 1)[Both statues are now in place.
<u>[[Proceed->The Tower Awaits]]</u>](else:)[The other slot remains empty...
<u>[[Continue->smooth obsidian slab]]]
<audio src="http://www.symonspiano.com/audio/heart_beat.mp3" autoplay>(set:$youresonearlythere to 1)(if:$firsttimeforlasttime is 0)[Both statues are now in place. But a sudden loud click can be heard behind the huge obsidian slab. Only then do you](else:)[You] notice that the large crest, bearing the image of a STAR crest, has an alcove within it to accommodate a second, smaller crest. It looks as if this will complete the set up, but be careful........ (set:$firsttimeforlasttime to 1)
(if:$archiecrest is 1)[<u>[[Insert CREST WITH THREE BIRD?->Last minute death]]]
(if:$rupertcrest is 1)[<u>[[Insert CREST WITH TWO BIRDS?->Last minute death]]]
(if:$rosecrest is 1)[<u>[[Insert CREST WITH ROSE?->You Have Won...Ish]]]
(if:$starcrest is 1)[<u>[[Insert CREST WITH STAR?->Last minute death]]]
<u>[[Return->Magnus Room]]
<audio src="http://www.symonspiano.com/audio/heart_beat.mp3" autoplay>The door is tightly locked. You do not have the key.
<u>[[Continue->Mansion Main Hall 1F]] (if:$plutokey is 0)[The doors are locked. A two-forked trident motif is etched around the keyholes.
<u>[[Continue->Mansion Main Hall 1F]]](else:)[You unlock the doors using the PLUTO KEY.
(set:$plutokeyuse to $plutokeyuse+1)
(if:$plutokeyuse is 2)[This key is useless now. You throw it away. (set:$plutokey to 0)]
<u>[[Continue->The Mirror]]]
<h3>Back Corridor 1F</h3>
<hr>
This long, thin corridor runs east to west from the door to the landing to a single other door on the opposite north west wall. This floor is cushioned with leather, a dark colour but impossible to determine in such light. There is a clear crest in the centre of the door. It bears a single star.
The walls are black panelling embossed with a simple gothic design and there is no sign of any lighting save for one candle on a small pedastal side table positioned in the middle of the corridor. It is impossible to make out the colour of the carpet or ceiling as the light is too weak. At either end of the corridor
are two mirrors emcompassing the entire section of wall, making the corridor look infinitely long as the reflection extends in upon itself ad infinitum.
<hr>
<u>[[Door back to main hall->Mansion Main Hall 1F]]</u>
<u>[[Door with Verlaine Crest->Cromwell Bedroom]]
<hr>
<u>[[INVENTORY]]</u>
<u>[[ARCHIVE]]</u>
(if:(history:)'s last is "Bedroom Corridor Lock" or "Mansion Main Hall 1F" or "Cromwell Bedroom")[<audio src="http://www.symonspiano.com/audio/cosy2.mp3" autoplay>]
<audio src="http://www.symonspiano.com/audio/mansion_theme1.mp3" autoplay>The painting shows three Gods from classical mythology and is entitled "Three Brothers". On the left is Jupiter wielding a thunderbolt. Neptune stands on the right with a three-forked trident. In the centre sits Pluto with a two-forked trident in his hand.
<u>[[Continue->Mansion Main Hall GF]] <h3>Why are there no mirrors?
Why are there never any mirrors?
<u>[[Why are there no mirrors?->Magnus Room Preview]]
<audio src="http://www.symonspiano.com/audio/mind.mp3" autoplay>You unlock the door, walk into the barely lit corridor on the other side and freeze in terror. Nothing you have encounted so far has shocked you in the same way as this does.
(live: 8s)[A mirror. Although there is just a single candle in the long corridor, it gives just enough light for you to make out the fundamentals of your reflection.
(set:$bedroomareaunlocked to 1)]
(live:16s)[Haggard and old. Is it just a trick of the dim light, or have you suddenly become sullen and worn? What has this awful place done to you in such a short space of time?]
(live: 25s)[You think about what you heard on that radio down in the dining room. The year 2000... Yet you look older...]
(live:31s)[Impossible.
What is happening?]
(live: 37s)[It slowly starts to dawn, though, in a valliant act of self-preservation, your mind stops you from getting too close too quickly.
<u>[[Your mind.]]]
<audio src="http://www.symonspiano.com/audio/cosy2.mp3" autoplay>
<audio src="http://www.symonspiano.com/audio/mansion_theme1.mp3" autoplay><H3>LISTEN TO <H1>YOUR MIND.
<H3>RUN EVEN IF MOVING BREAKS YOU.
<H2>R(text-style:"blur")[UN] E(text-style:"blur")[VEN IF] M(text-style:"blur")[OVING BR]<H2>E<H3>(text-style:"blur")[AKS YOU.
RUN EVEN IF ]M(text-style:"blur")[OVING] B(text-style:"blur")[R]E(text-style:"blur")[AKS YOU]
R(text-style:"blur")[un]
<U>[[RUN->Bedroom Corridor]]
<audio src="http://www.symonspiano.com/audio/mind.mp3" autoplay><h3>Master Bedroom</h3>
<hr>
The master bedroom of the house. The styles of the room probably betray something of the owner's personality, or personalities. Aspects of the room, such as the <u>[[fresco covering the entire ceiling]]</u>, are richly baroque and spare no detail. In complete contrast, the dark cocobolo bed frame is simple, as are many of the furnishings. They almost seem monasterial in comparison. Certain frames housing the paintings are clearly antique, dripping with gold filigree, but many of the <u>[[art works]]</u> within are not.
The <u>[[desk]]</u> in the corner is neat and orderly but the bookshelves behind are chaotic and disorganised, many priceless looking old volumes crammed in and beaten.
Above the bed, in black marble, hangs the shield shaped crest with a single star.
The only light sources are three wall mounted sconces designed to look like gothic grotesques. Dull blood orange bulbs are set within their features. The windows of the room are shuttered and do not look as if they have been opened in a very long time.
The padded leather door leads back to the narrow corridor. Two other plain doors are on the east wall. One, propped open, looks into an opulent bathroom, though there are none of the expected consumables within. No soap, no towels, just a few bottles of extremely rare and expensive perfume. Nothing practical. The remaining door is, presumably, a closet.
<hr>
<u>[[Closet Door]]
<u>[[Door with Verlaine Crest->Bedroom Corridor]]
<hr>
<u>[[INVENTORY]]</u>
<u>[[ARCHIVE]]</u>
(if:(history:)'s last is "Bedroom Corridor")[<audio src="http://www.symonspiano.com/audio/lofty1.mp3" autoplay>]
<audio src="http://www.symonspiano.com/audio/mansion_theme2.mp3" autoplay>The gaudy work of art occupying the entire ceiling is bordered by an intricate web of painted scroll parchment which is covered in quotations from "Les Fleurs de Mal" by Charles Baudelaire in both French and English. The central focus of the fresco is two figures, holding hands whilst surrounded by a writhing swarm of what look like angels and demons, in a style somewhere between a greek nude and renaissance Christian art. The two figures, both young men, seem vivid and you immediatly recognise one as the man whose portrait you have seen throughout this place. The long white hair. The pointed, brat-like features.
"Cromwell Verlaine"
The other figure is heavily romanticised in his depiction. A painted scroll unwinding at his feet names him as "Cadmus"
<u>[[Continue->Cromwell Bedroom]]
Housed within frames of gold and elaborate design are paintings of obscene and nightmarish scenes. Some remind you of paintings by Goya and Blake, but others (which are evidently far more modern) depict unspeakable acts of carnal or violent imagery.
There are many paintings by an artist you have never heard of whihc take titles from "Les Fleurs de Mal" including "The Happy Corpse", "Burrial" and "The possessed" One in particular takes your attention.
Unlike the others, it's title is given in the original French. It is called
"Les Métamorphoses du vampire"(<i>The Metamorphoses of the Vampire)</i>
A section of the poem is written faintly over the image of two figures in 17th century style dress and setting. You immediatly recognise both men in the painting as being the same two men painted on the ceiling.
Je fermai les deux yeux, dans ma froide épouvante,
Et quand je les rouvris à la clarté vivante,
À mes côtés, au lieu du mannequin puissant
Qui semblait avoir fait provision de sang,
Tremblaient confusément des débris de squelette,
Qui d'eux-mêmes rendaient le cri d'une girouette
Ou d'une enseigne, au bout d'une tringle de fer,
Que balance le vent pendant les nuits d'hiver.
<i>Frozen with terror, I closed both my eyes,
And when I opened them to the bright light,
At my side, instead of the robust manikin
Who seemed to have laid in a store of blood,
There quivered confusedly a heap of old bones,
Which of themselves gave forth the cry of a weather-cock
Or of a sign on the end of an iron rod
That the wind swings to and fro on a winter night.</i>
<u>[[Continue->Cromwell Bedroom]]
<audio src="http://www.symonspiano.com/audio/mansion_theme2.mp3" autoplay>A letter sits neatly and deliberatly in the middle of the desk.
<i>
4th June 1953
(set:$cadmusletter to 1)
Dear Cromwell
I write to you from Cambridge and I miss you more and more each week. The days we spent here together were the most enlightening of my uneventful life. I long to be in your company again and it thrills me to read in your last letter that you expect the Verlaine Estate to be yours alone before too long.
I also long for the birth of our great venture together. The many nights we spent, sitting up until dawn pouring over your great grandfather's notes for the great game. Perhaps one day we will revive that together. The world, so bland, no uncaring and so tasteless, deserves no better.
Just as my namesake founded a city and slew the great wyrm, I have no doubt that you and I shall fill our lives together imbibing each and every exotic flavour, tasting each and every forbidden fruit and milking his godless world for every draught of sensation and pleasure that it can offer.
Let the world burn so that we may have out fill.
"Et vos lueurs sont le reflet
De l'Enfer où mon coeur se plaît."
Yours eternally,
Cadmus</i>
(if:$cadmusstatuefound is 0)[<u>[[Continue->Find Cadmus Statue]]](else:)[<u>[[Continue->Cromwell Bedroom]] ]
<audio src="http://www.symonspiano.com/audio/mansion_theme2.mp3" autoplay>You do not have the key to open this door.
<u>[[Continue->Cromwell Bedroom]]
As you finish reading the letter, you look up and notice the small statue sitting at its head on the desk. A statue of a young man. The same young man pictured on the ceiling with Cromwell Verlaine.
You take the CADMUS STATUE.
(set:$cadmusstatue to 1)(set:$cadmusstatuefound to 1)
<u>[[Continue->Cromwell Bedroom]]
<audio src="http://www.symonspiano.com/audio/mansion_theme2.mp3" autoplay>
(colour:"black")[FEEL ALONG THE WALLS]
(colour:"black")[KEEP FEELING ALONG THE WALLS]
(colour:"black")[A MINE! DO NOT CLICK]
[[CLICK HERE->Wall mine]]
(colour:"black")[DO NOT CLICK- YOU ARE GOING ROUND IN CIRCLES]
<h2>[[CLICK HERE->Darkness Lounge]]</h2>
(colour:"black")[A MINE! DO NOT CLICK]
[[CLICK HERE->Wall mine]]
(colour:"black")[KEEP FEELING ALONG THE WALLS]
(colour:"black")[WALL MINE!! DO NOT CLICK]
<H2>[[CLICK HERE->Wall mine]]</h2>
(colour:"black")[TRIP WIRE! DO NOT CLICK]
<H2>[[CLICK HERE->trip wire]]</h2>
(colour:"black")[TRIP WIRE! DO NOT CLICK]
<H2>[[CLICK HERE->trip wire]]</h2>
[(colour:"black")[THIS IS THE DOOR:]
[[CLICK HERE->Small corridor]]]
(colour:"black")[DO NOT CLICK- YOU ARE GOING ROUND IN CIRCLES]
<h5>[[CLICK HERE->Darkness Lounge]]</h5>
(colour:"black")[DO NOT CLICK- YOU ARE GOING ROUND IN CIRCLES]
[[CLICK HERE->Darkness Lounge]]
(colour:"black")[DO NOT CLICK - WALL MINE!]
[[CLICK HERE->Wall mine]]
<audio src="http://www.symonspiano.com/audio/heart_beat.mp3" autoplay>
(colour:"black")[FEEL ALONG THE WALLS]
(colour:"black")[KEEP FEELING ALONG THE WALLS]
(colour:"black")[A MINE! DO NOT]
[[CLICK HERE->Wall mine]]
(colour:"black")[WALL MINE!! DO NOT]
<H2>[[CLICK HERE->Wall mine]]</h2>
(colour:"black")[KEEP FEELING ALONG THE WALLS]
(colour:"black")[WALL MINE!! DO NOT]
<H2>[[CLICK HERE->Wall mine]]</h2>
(colour:"black")[KEEP FEELING ALONG THE WALLS]
(colour:"black")[TRIP WIRE! DO NOT CLICK]
<H2>[[CLICK HERE->trip wire]]</h2>
(colour:"black")[TRIP WIRE! DO NOT CLICK]
<H2>[[CLICK HERE->trip wire]]</h2>
(colour:"black")[DO NOT- YOU ARE GOING ROUND IN CIRCLES]
<h2>[[CLICK HERE->Small corridor]]</h2>
(colour:"black")[WALL MINE!! DO NOT CLICK]
<H2>[[CLICK HERE->Wall mine]]</h2>
(colour:"black")[TRIP WIRE! DO NOT CLICK]
<H2>[[CLICK HERE->trip wire]]</h2>
(colour:"black")[KEEP FEELING ALONG THE WALLS]
(colour:"black")[TRIP WIRE! DO NOT CLICK]
<H2>[[CLICK HERE->trip wire]]</h2>
(colour:"black")[DO NOT CLICK- YOU ARE GOING ROUND IN CIRCLES]
[[CLICK HERE->Small corridor]]
(colour:"black")[DO NOT CLICK- YOU ARE GOING ROUND IN CIRCLES]
<h5>[[CLICK HERE->Darkness Lounge]]</h5>
(colour:"black")[THIS IS THE DOOR:]
[[CLICK HERE->ESCAPE]]
(colour:"black")[DO NOT CLICK- YOU ARE GOING ROUND IN CIRCLES]
[[CLICK HERE->Darkness Lounge]]
(colour:"black")[WALL MINE!! DO NOT CLICK]
<H2>[[CLICK HERE->Wall mine]]</h2>
(colour:"black")[DO NOT CLICK- YOU ARE GOING ROUND IN CIRCLES]
[[CLICK HERE->Small corridor]]
(colour:"black")[KEEP FEELING ALONG THE WALLS]
(colour:"black")[DO NOT CLICK]
[[CLICK HERE->Wall mine]]
<audio src="http://www.symonspiano.com/audio/heart_beat.mp3" autoplay><h3>Small Lounge 1F</h3>
<hr>
You enter a small, cosy lounge with a <u>[[fireplace->Small Lounge fireplace]]</u>, above which hangs (if:$playersfile is 0)[an impressive <u>[[display of framed medals]]</u>](else:)[an open safe previously hidden behind the display of medals], and four comfortable Chipendale chairs are arranged around a small central table nearby. A few glasses and an empty bottle of wine rest on the table along with <u>[[various papers]]</u>. A stuffed stag's head is mounted above the door leading back to the small corridor and another door, of pale yellow stained wood, is on the same wall a few feet away. The wall opposite that which both doors are on houses a large bay window into which a cushioned seat has been installed, bordered by several pot plants, many of which are dead. A few rows of books line shelves near the fireplace, mostly literature and books concerning medicine.
As with the corridor behind it, this room seems to be laced with hidden trip wires and improvised explosive devices on the walls. You take great care to avoid them.
<hr>
<u>[[Door to corridor->1F small corridor]]</u>
(if:$emptyroomunlocked is 0)[<u>[[Yellow door->Empty Room Lock]]](else:)[<u>[[Yellow door->Empty Room]]]
<hr>
<u>[[INVENTORY]]</u>
<u>[[ARCHIVE]]</u>
<audio src="http://www.symonspiano.com/audio/tense_strings_with_piano.mp3" autoplay?>
(if:(history:)'s last is "1F small corridor" or "Empty Room")[<audio src="http://www.symonspiano.com/audio/cosy1.mp3" autoplay>]
There look like some sort of crude improvised explosive device. You do not dare touch one.
<u>[[Continue->1F small corridor]] Some of these look wickedly sharp and others are evidently placed next to particularly weak and cracked areas of the wooden floor.
<u>[[Continue->1F small corridor]] You stumble into one of the wall mines! (set:$health to $health-4)
It detonates in a small but violent explosion and throws you against the wall. Pain numbs you for a moment and you try to clamber alkwardly back to your feet.
(set: $return to (history:)'s last)
(if:$health<1)[<u>[[Continue->Death in the Dark]]](else:)[<u>[[Continue->$return]]]
<audio src="http://www.symonspiano.com/audio/crash_grand.mp3" autoplay>You are sent tumbling alkwardly and painfully into the wall by one of the trip wires. (set:$health to $health-3)
Your head hits the wall or some piece of furniture with horrible force.
With a huge effort of will you try to force yourself back up again in the darkness, not daring to reach out to grab anything to steady yourself.
(set: $return to (history:)'s last)
(if:$health<1)[<u>[[Continue->Death in the Dark]]](else:)[<u>[[Continue->$return]]]
<audio src="http://www.symonspiano.com/audio/crash_grand.mp3" autoplay>You try to get back up but the effort is futile. Your injuries are too great and you have no stamina left.
The darkness is suddenly broken by the slice of light which pours from the opening door.
He is here.
You try to fight it, but you cannot.
The man is kneeling beside you. You feel two tiny fang-like puncture wounds pierce your next.
Then, moments later, you feel nothing.
Game Over
<audio src="http://www.symonspiano.com/audio/game_over.mp3" autoplay>With a ghasp of relief, you emerge back into the library where the lights are still on. You take a moment to catch your breath and let your nerves recover. While you do so, with a loud thud and a crescendoing buzzing sound, the power is restored to the corridor behind you.
(set:$thefinaltrap to 0)
You close your eyes for a moment, somehow sensing that all this is going to come to an end very soon. When you open them another shock awaits you.
Pinned to the back of one of the library's armchairs, fixed with a sharp dagger, is a <u>[[handwritten note.]]The crest fits perfectly into the slot, completing the image of the crest within the crest. A creaking sound can be heard coming from behind the obsidian slab. You listen with your eye close to the cold stone.
The sound stops.
<u>[[Then...]]
<audio src="http://www.symonspiano.com/audio/stone_grind_grand.mp3" autoplay>
<audio src="http://www.symonspiano.com/audio/heart_beat.mp3" autoplay>You insert the rose emblem crest, Magnus' crest, into the hollow, setting it within the giant obsidian crest of his descendant, Cromwell Verlaine.
(live:7s)[This union complete, the gears of the unseen mechanism sure enough begin to grind. The giant black stone starts shifting to one side, revealing a dank circular sewer tunnel beyond. ]
(live:15s)[There's no turning back now. Whatever is in that tower, you must face it. ]
(live:20s)[You turn and walk into the tunnel, lit at intervals by candles placed in rough alcoves, like those first few corridors in the crypt. You struggle to see the wall at the far end at this distance and in this darkness.]
(live:27s)[A few more steps, and you turn around to look at the great vaulted chamber you are leaving behind. You already know what you are going to see before you do so. ]
(live:37s)[In the far distance, by the black double doors, stands the figure. You can hardly make him out at this distance, but you know he is looking right at you. You don't even panic. You somehow knew he would
surely be there. ]
(live:47s)[And then the stone starts shifing back into place, sealing off the way back forever. ]
(live:53s)[You can only go forward now. ]
(live:57s)[<u>[[Continue]]]
<audio src="http://www.symonspiano.com/audio/text3.mp3" autoplay>
<audio src="http://www.symonspiano.com/audio/stone_grind_grand.mp3" autoplay>You hardly have enough time to register what happens next. The ten foot square stone stab falls forward, smacking down on the ground with enough force to be heard throughout the entire mansion.
You are instantly crushed to an unrecognisable mess of blood, bone and flaps of meat.
The room now has its fourth art installation.
Game Over.
<audio src="http://www.symonspiano.com/audio/crash_grand.mp3" autoplay>
<audio src="http://www.symonspiano.com/audio/game_over.mp3" autoplay>There are signs that the fire has been used very recently.
<u>[[Continue->Lounge 1F]] Twenty medals are neatly arranged in four rows. All have different stones set into them, the lining of their place on the display the same colour as the stone.
The colours with no medal attached are:
(if:$jadefixed is 0)[Jade]
(if:$emeraldfixed is 0)[Emerald]
(if:$sapphirefixed is 0)[Sapphire]
(if:$jademedal is 1)[Attach the <u>[[JADE MEDAL->JADE MEDAL 2]]</u>?]
(if:$sapphiremedal is 1)[Attach the <u>[[SAPPHIRE MEDAL]]</u>?]
(if:$emeraldmedal is 1)[Attach the <u>[[EMERALD MEDAL]]</u>?]
<u>[[Return->Lounge 1F]]
<audio src="http://www.symonspiano.com/audio/tense_strings_with_piano.mp3" autoplay>The documents are all scientific papers, mostly too technical for you to understand. One in particular seems to be a summary:
(set:$ssreport to 1)
<i>
<h3>Report on Strigoi Sigma</h3>
Gelzer and Dewey LTD.
Research has shown conclusively that the administration of the substance known as "Strigoi Sigma" causes the subject to experience immediate sedation similar to the effects of any common anesthetic. However, SS's unique ability to effectively errase the subject's recent memory is its most profitable characteristic. In the field of interrogation, this property is what makes SS a valuable and lucrative product. It has also been demonstrated that a high dose of SS causes the subject to fall into a deep hibernation state, their body effectively shutting down but, stored in the right conditions, kept alive and, if necessary, healing all the while. A simple supple (intravenous) of nutrients is required.
It has been observed in test subjects that repeat exposure to doses of SS have no significant side effects except one. The subject's subconscious, or part of it, seems to be immune to the memory wiping properties. As such, subjects seem able to store residual traces of important (usually trauma related) information in scrambled traces. These traces often break through momentarily to the subject's conscious mind in the form of sudden and breif hallucinations. Our research refers to these phenomenon as "yellow flash" moments. Most subjects report seeing only one, extreemly bright, colour at such times. The phenomenon has been likened to the subject storing coded warnings and messages to themselves for future reference. We are working hard to erradicate this flaw in the product.
<u>[[Continue->Lounge 1F]]
<audio src="http://www.symonspiano.com/audio/tense_strings_with_piano.mp3" autoplay>(if:$plutokey is 0)[The doors are locked. A two-forked trident motif is etched around the keyholes.
<u>[[Continue->Lounge 1F]]](else:)[You unlock the doors using the PLUTO KEY.
(set:$plutokeyuse to $plutokeyuse+1)
(if:$plutokeyuse is 2)[This key is useless now. You throw it away. (set:$plutokey to 0)]
<u>[[Continue->Empty Room]]]<h3>Empty Room</h3>
(set:$emptyroomunlocked to 1)
<hr>
The room is small and brightly lit by a bowl light in the ceiling. The plain cream coloured walls have empty picture frames on them and the parquet floor is unadorned by any rug or furniture. A single window on the east wall looks out towards the forest and the mountains. The sun is starting to rise.
The only two objects in the room are a (if:$starcrest is 0)[<u>[[small wooden display cabinet]]</u>](else:)[small wooden display cabinet] and a single wooden chair beside it. It is evident from an unbleached section of the wall and the floor that an object such as an upright piano occupied a corner of the small room for a very long time but has since been removed.
<hr>
(if:$thefinaltrap is 0)[<u>[[Yellow door->Lounge 1F]]</u>](else:)[<u>[[Yellow door->The Final Trap]]</u>]
<hr>
<u>[[INVENTORY]]</u>
<u>[[ARCHIVE]]</u>
(if:(history:)'s last is "Empty Room Lock" or "Lounge 1F")[<audio src="http://www.symonspiano.com/audio/cosy5.mp3" autoplay>]You attach the SAPPHIRE MEDAL.
(set:$sapphiremedal to 0)(set:$sapphirefixed to 1)
(set:$allthemedals to$allthemedals +1)
(if:$allthemedals is 3)[<u>[[Continue->medalsdone]]](else:)[<u>[[Continue->display of framed medals]] ]
<audio src="http://www.symonspiano.com/audio/tense_strings_with_piano.mp3" autoplay>You attach the EMERALD MEDAL.
(set:$emeraldmedal to 0)(set:$emeraldfixed to 1)
(set:$allthemedals to$allthemedals +1)
(if:$allthemedals is 3)[<u>[[Continue->medalsdone]]](else:)[<u>[[Continue->display of framed medals]] ]
<audio src="http://www.symonspiano.com/audio/tense_strings_with_piano.mp3" autoplay>You attach the JADE MEDAL.
(set:$jademedal to 0)(set:$jadefixed to 1)
(set:$allthemedals to$allthemedals +1)
(if:$allthemedals is 3)[<u>[[Continue->medalsdone]]](else:)[<u>[[Continue->display of framed medals]] ]
<audio src="http://www.symonspiano.com/audio/tense_strings_with_piano.mp3" autoplay><h3>PLAYERS</h3>
(set:$playersfile to 1)
The file contains several polaroid photographs of people, none of whom you recognise. The photos are of corpses, very recently killed when the pictures were taken. You recognise some of the locations in the photos as places within this estate. Some were even taken in rooms of this house. Written on the back of each polaroid are initials and a date, all from the 1970s. It looks as if they were killed in a variety of imaginative and cruel ways.
Another section of the file houses very old black and white photographs, some of them daguerreotypes, dated from the late 19th century. These also show the corpses of the recently killed in a variety of chilling mocked-up poses. This section of the file is titled "Magnus".
There is another seperate section to the file with only two letters as its title. At first you do not spot that these are your own initials.
Within the file are dozens of photos, of varying quality, of you wandering through this estate. Many of them show you in places or circumstances you do not recall from your ordeal here, but they are undeliably you.
<u>[[Continue->Lounge 1F]]
<audio src="http://www.symonspiano.com/audio/text3.mp3" autoplay>Double-click this passage to edit it.There are two objects sitting in the display cabinet. Both of them are crests mounted on wood. One has a single star at its centre, the other a single rose.
(set:$rosecrest to 1)(set:$starcrest to 1)(set:$thefinaltrap to 1)
You take the STAR CREST
You take the ROSE CREST
<u>[[There's something else here.....]]It's a handwritten note.
(set:$cromwellslastnote to 1)
<i>Magnus Verlaine, greatest of my ancestors, was a man of vision. His idea for The Great Game was his single most brilliant piece of work, his most brilliant piece of art. Watching helpless people try to fight, both mentally and physically, out of a maze of traps, puzzles and hazards, what a thrill. It's the greatest thrill. The panic, the fear, the anger that you watch in the players, it's the best high I have ever known. I've lived a long life, and the greatest pleasure has always been The Great Game. Watching the players go through all of this.
Sick? Evil? Perhaps. But let me ask you this (yes, you, the one who has got far enough through The Great Game to have discovered this document). Have you ever enjoyed a video game, an adventure story, the gruesome accounts of death in Ovid? If the answer is yes to any of them, then you are a hypocrite.
But I really don't care. I have never been burdened with concern for other peoples' judgement, morally or otherwise. I, like the great Magnus Verlaine, have dared to enact what you will only allow yourself to enjoy through insane fiction, through childish games, within the prison of your own imagination. You utter coward.
Don't worry.
It's nearly over now.
Cromwell Verlaine
xx</i>
<u>[[Continue->Empty Room]] <u>[[Suddenly.........]](text-style:"blink")[All the lights go out.
The power has been cut.
You then remember the trip wires and explosive devices placed around the previous two areas.]
(live: 7s)[(text-style:"blink")[You need to make your way out of this place safely.]]
(live: 12s)[(text-style:"blink")[One false move could kill you now.]]
(live: 14s)[(text-style:"blink")[Feel along the walls to escape.]]
(live: 16s)[(text-style:"blink")[You go through the door.....
<u>[[Continue->Darkness Lounge]]]]
<audio src="http://www.symonspiano.com/audio/tense_strings_with_piano.mp3" autoplay>(text-style:"shadow")[<h3>WELL DONE!
DON'T WORRY. THIS ENDS SOON.
(set:$towernote to 1)
MEET ME IN THE TOWER.
THE ENTRANCE IS AT THE BACK OF MAGNUS' GREAT DISPLAY ROOM, BEHIND MY PERSONAL CREST. UNIFY THE CRESTS OF THE TWO GREATEST VERLAINES TO HAVE LIVED, AND THE WAY SHALL BE OPENED. FAIL IN THIS TASK, AND I'LL CRUSH YOUR BONES.
C.V
XX]
</h3><u>[[Continue->better take the sharp knife!]]
<audio src="http://www.symonspiano.com/audio/text4.mp3" autoplay>
<audio src="http://www.symonspiano.com/audio/heart_beat.mp3" autoplay>You do not miss the opportunity to draw the knife from the back of the chair and take it with you.
Who or what ever is waiting for you in that tower, you are now resolved to sticking this knife straight into their throat.
(set:$sharpdagger to 1)
It's time to discover what's in the tower.
<u>[[Continue->Library]] Footstep after footstep, you proceed along the tunnel. You feel neither fear nor panic, but a strange void inside you, as if a grim inevitability were creaping towards you.
(live: 8s)[You can see the far wall now. The simple wooden door on it. That door leads to the tower. It has to. ]
(live: 12s)[You think of your wife and your child, but find you cannot picture them at all. They appear as blurs, pixilated images in an otherwise clear photograph.
A few more steps. The door is almost there. ]
(live: 15s)[You turn around. ]
(live: 17s)[Nobody there.]
(live: 20s)[You feel a sickness in your stomach. Not fear, but the overwhelming feeling that whatever is coming, you already know what it is.
Yet your brain won't let you explore the thought further, perhaps through self-preservation.]
(live: 28s)[You twist the door handle and it opens easily.
The spiral staircase rises beyond. ]
(live: 34s)[Without breaking your step, you slowly start to climb the stairway <u>[[to the tower]].]
<audio src="http://www.symonspiano.com/audio/heart_beat.mp3" autoplay>Step after echoing step you climb. There are no windows here, just the odd candle to break up the perfect darkness.
You forget how far you've climbed.
(live: 8s)[10 steps.]
(live: 10s)[100 steps.]
(live: 12s)[It doesn't matter. You feel for a moment as if you've been climbing these steps for years. ]
(live: 15s)[Years and years.]
(live: 17s)[Yet at the same time, you've only just started climbing this tight stairway.
After an indeterminate amount of time, you reach the top. ]
(live: 25s)[Another door. A simple wooden door. ]
(live: 28s)[You suddenly remember. The writing you saw earlier.(if:$youhaveseenthiswritingbeforesq is 1)[You saw it on the wall in the corridor of the servants' house.](if:$youhaveseenthiswritingbeforelodge is 1)[You saw it on that blackboard in the Lodge.] Of course you recognised it. How could you have been so blind.]
(live: 35s)[There's only one way to go.
<u>[[Through the final door]]]
<audio src="http://www.symonspiano.com/audio/outside_with_rain_and_thunder.mp3" autoplay>The room at the top of the tower is huge and it is empty save for the one thing sitting dead in the centre of the round floorspace.
(live:10s)[There is nobody else in here with you. No final showdown. ]
(live:15s)[Just a simple table with a dictaphone on it. ]
(live:22s)[You pick it up, taking a few moments to fight back the tears before doing what you know you have to do and pressing play. ]
(live:28s)[<u>[[PLAY]]]
<audio src="http://www.symonspiano.com/audio/heart_beat.mp3" autoplay>
<audio src="http://www.symonspiano.com/audio/cosy1.mp3" autoplay>
(live: 494s)[<u>[[Continue->The Tragic End]]]
<audio src="http://www.symonspiano.com/audio/cromwell_verlaines_final_message.mp3" autoplay>You cannot move. You accept the inevitable.
(live:10s)[Cadmus puts a hand on your shoulder and, with the other, inserts the double syringe into your neck. ]
(live:18s)[Oblivion follows. ]
(live:27s)[THE GAME HAS ENDED......]
(live:32s)[AGAIN.]
(live:39s)[<u>[[Your Final Though....]]]
<audio src="http://www.symonspiano.com/audio/main_theme.mp3" autoplay><H3>RUN (live:5s)[EVEN] (live:10s)[IF] (live:15s)[MOVING] (live:20s)[BREAKS YOU.]
<H3>(live:25s)[RUN EVEN IF MOVING BREAKS YOU.]
<H2>(live:35s)[R(text-style:"blurrier")[UN] E(text-style:"blurrier")[VEN IF] M(text-style:"blurrier")[OVING BR]E(text-style:"blurrier")[AKS YOU.]]
<h2>(live:45s)[(text-style:"blurrier")[RUN EVEN IF ]M(text-style:"blurrier")[OVING] B(text-style:"blurrier")[R]E(text-style:"blurrier")[AKS YOU]]
<h2>(live:55s)[R(text-style:"blurrier")[un]]
<h2>(live:79s)[<u>[[The End..........?]]]
<audio src="http://www.symonspiano.com/audio/i_remember_end_it.mp3" autoplay>
(LIVE:55S)[<u>[[Last words...]]]
<audio src="http://www.symonspiano.com/audio/thats_where_hes_hiding.mp3" autoplay>(live: 5s)[(text-style:"emboss")[<h1>THE END]](live: 7s)[(text-style:"emboss")[<h1>........?</H1>]]
(live: 9s)[RUN EVEN IF MOVING BREAKS YOU........]
(LIVE:13S)[<H1>REMEMBER]
<audio src="http://www.symonspiano.com/audio/heart_beat.mp3" autoplay>CROMWELL VERLAINE! CADMUS!
THE MANSION
(live:7s)[THE ROOM WITH THE ARMOUR, THE TOWER, THE CORPSES IN THE VAULT, THE VERLAINE FAMILY CRESTS.]
(live:16s)[<H1>I REMEMBER!!]
(live:20s)[</H1>I REMEMBER IT ALL!
EVERY SINGLE TIME, PLAYING YOUR GAME.]
(live:27s)[NO MORE.
<H1>NO MORE!</H1>]
(live:34s)[HE'S BEHIND THE BLACK GLASS IN THE BALLROOM.
THIS TIME I'M NOT PLAYING. ]
(live:40s)[THIS TIME I'M GOING TO DO IT MY OWN WAY.]
(live:47s)[CADMUS, CROMWELL, I'M GOING TO PISS ON YOUR FUCKING CORPSES.
<u>[[Into the Mansion....Again]]]
(set:$cromwellslastnote to 1)
(set:$ssreport to 1)
(set:$cadmusletter to 1)
(set:$walterconfession to 1)
(set:$cryoreport to 1)
(set:$magnuslettertodad to 1)
(set:$hectorletter to 1)
(set:$chapter27 to 1)
(set:$anotherpaintingofthemaster to 1)
<audio src="http://www.symonspiano.com/audio/i_remember_end_it.mp3" autoplay>No. This time I'm not going through the front door. Let's find out what what he keeps hidden in the west wing of that house.
There's a ground floor window open. Let's go in that way!
<u>[[Continue->climb through the window]]You pace towards the open window at the from of the enormous house. Although on the ground floor, the house sits on sturdy and thick foundations and the window is about ten feet above ground level. You are able to prize yourself up using the joins in the stone work as makeshift footholds. As you clamber through, you notice a sheer drop beneath your feet. You hadn't taken into account the deep gully beneath the window leading down to cellar level. Fortunatly it is covered by a thick iron grill.
Crack!
A portion of the crumbing masonry gives way under your foot and you lose your footing!
Your reflexes save you from an unpleasant fall and you grab hold of the window ledge, though it means letting go of the (if:$crowbar is 1)[crowbar](if:$rifle is 1)[rifle] you were holding! It falls down between the gaps in the grill and lands with an echoing thud on the ground in the darkness below. You will have to find another weapon with which to take your revenge.
Time to finish this.
(set:$rifle to 0)(set:$crowbar to 0)
<u>[[Through the window->Abandoned lounge]]
<audio src="http://www.symonspiano.com/audio/crash_grand.mp3" autoplay><h3>Unused Lounge</h3>
<hr>
You enter a large living area with several couches covered in dust sheets. The chandelier is also wrapped in sheets. Large areas of the walls are covered in decorative shelves which are almost empty, save for a few forgotten ornaments here and there. A grand french fireplace in white marble sits in the middle of one wall, flanked by two bleached marks on the stripped wallpaper where huge picture frames must have hanged for a very long time. The fireplace has not been used in years because shoots of ivy, or some kind of vine, are growing out of it. (if:$map2 is 0)[There is something <u>[[placed at the back of the fireplace]]</u>.]
Two doors lead out of the room, one on the north wall and one on the west.
<hr>
<u>[[North wall door->West Wing Corridor GF]]</u>
<u>[[West wall door->Drinks Room]]
<hr>
<u>[[INVENTORY]]</u>
<u>[[ARCHIVE]]</u>
<u>[[SAVE GAME->MANSION 2 SAVE]]
(if:(history:)'s last is "West Wing Corridor GF" or "Drinks Room")[<audio src="http://www.symonspiano.com/audio/cosy5.mp3" autoplay>]<h3>Long Corridor West Wing GF</h3>
<hr>
A long L shaped corridor which runs from terminal points north and east. The two arms of the corridor are equally long, about sixty feet each. The arm which runs north bears just one door on the west wall at the far north end.
The arm of the corridor which stretches to the east terminates in a grand looking door.
A single door occupies the long south stretch of wall, opposite which are two other similar doors about fifteen feet away from one another. The door on the left is marked "Statue Gallery" and the other is marked with an embossed carving of a shield.
<hr>
(if:$hearcadmuspanic is 0)[<u>[[Far north stretch door->overhearing Cadmus]]](else:)[<u>[[Far north stretch door->Family Archive]]]
(if:$mainhallunlocked is 0)[<u>[[Grand door east stretch->Main Hall Lock]]</u>](else:)[<u>[[Grand door east stretch->Main Hall Second Scenario]]]
<u>[[Door south wall->Abandoned lounge]]</u>
(if:$statuegalleryunlocked is 1)[<u>[["Statue Gallery" ->Statue Gallery]]](else:)[<u>[["Statue Gallery"->Statue Gallery Lock]]]
<u>[[Shield door->Shield Corridor]]
<hr>
<u>[[INVENTORY]]</u>
<u>[[ARCHIVE]]</u>
(if:(history:)'s last is "Abandoned lounge" or "Statue Gallery" or "Shield Corridor" or "Family Archive" or "Main Hall Second Scenario")[<audio src="http://www.symonspiano.com/audio/lofty3.mp3" autoplay>]<h3>Drinks Room</h3>
<hr>
Though plastic sheets and huge cloth throws cover most of the articles in the room, it is clear that this space functioned as a room for entertaining guests or estate staff. A (if:$marskeyfound is 0)[<u>[[long bar area]]</u>](else:)[long bar area] stands in front of shelves still containing bottles, all of them very old. The bar-stools and small tables are all covered and even the <u>[[grand piano]]</u> is mummified in rags.
Several shelves hold <u>[[trophies->trophies in drinks room]]</u> still and some of the tables still have dirty drinks glasses on them, the liquid having long dried up leaving just crystaline traces at the base of them. A couple of the ash trays still contain long extinguised cigarette and cigar butts.
A <u>[[large oil painting]]</u> hangs next to the door.
<hr>
<u>[[Door->Abandoned lounge]]</u>
<hr>
<u>[[INVENTORY]]</u>
<u>[[ARCHIVE]]</u>
(if:(history:)'s last is "Abandoned lounge")[<audio src="http://www.symonspiano.com/audio/cosy3.mp3" autoplay>]There is a key sitting on the bar with with a painted image of Mars, God of War, on the bow.
(set:$marskey to 1)(set:$marskeyfound to 1)
You take the MARS key.
<u>[[Continue->Drinks Room]] The trophies on display date back as far as the late nineteenth century and include awards for hunting, shooting and many different sports. Several of them were won by members of the Verlaine family. They include:
1919 Butler's Cup for Shooting: Hector Verlaine
1879 Cooper Cup for Fishing: Walter Verlaine
1947 Maidens' Award for Shooting: Cromwell Verlaine
<u>[[Continue->Drinks Room]] There doesn't seem to be anything unusual about it, and you don't want to alert the house's occupants as to your whereabouts!
<u>[[Continue->Drinks Room]] You are close to opening the door when you catch the faint sound of somebody talking on the other side of it.
(set:$hearcadmuspanic to 1)
(live:7s)[You cautiously put your ear to the door to hear what they are saying.
It's a man's voice.]
(live:15s)[<i>"No, Cromwell, I'm telling you he came in through the window!...... Yes I know.........You could be right, but I don't like it. He's never done that before.......... Perhaps he's starting to remember everything?............Yes, I've got it right here with me and it's loaded.......... Yes, yes I'm sure you're right. I'll have a look around for him but I'm warning you, if he's acting any differently this time I'll just blow his brains out and we can find someone new........]
(live:25s)[......Hold on Cromwell, I think I heard something in the corridor. I'll call you back"</i>]
(live:34s)[Think fast. What will you do? There is nowhere to hide in this corridor.
<u>[[Run back into the lounge you entered by and hide]]
[[Run for the grand door at the far end of this corridor]]
[[Stay right where you are]]
[[Burst in and surprise the man]]]
<audio src="http://www.symonspiano.com/audio/text1.mp3" autoplay><h3>Archive Office</h3>
<hr>
This smaller room is contains two isles of <u>[[inbuilt cabinets]]</u> storing thousands of documents and files behind black mesh doors. There is a (if:$sunorbtaken is 0)[<u>[[small desk]]</u>](else:)[small desk] at the end of one of the isles with a lamp on. It looks as if someone was sitting here recently. There is a coffee cup which is still luke warm.
A large blank oval takes up the entire ceiling with a delicately painted floral border, as if a fresco had been planned but never started and the walls festooned with dozens of small framed prints, lithographs and black and white photographs. Bold striped purple and cobolt wallpaper coats the room and your muddied feet leave sticky prints in the thick brown carpet. The room smells faintly of tobacco smoke.
<hr>
<u>[[Door->West Wing Corridor GF]]</u>
<hr>
<u>[[INVENTORY]]</u>
<u>[[ARCHIVE]]</u>
<audio src="http://www.symonspiano.com/audio/mansion_theme2.mp3" autoplay>
(if:(history:)'s last is "West Wing Corridor GF")[<audio src="http://www.symonspiano.com/audio/cosy2.mp3" autoplay>]So little time, he'll be here any second. You throw yourself behind one of the sofas covered in a dust sheet. Your heart quickens as you hear him enter the room and begin to slowly walk about.
You force your hand to your mouth, the slightest noise could mean death for you right now.
What seems like ages passes.
You can still hear him.
And then.....
His footsteps move towards the door back to the corridor. The door opens and then slams shut.
Is he gone?
You can't wait behind a sofa forever.
<u>[[Emerge from behind the sofa?]]
<audio src="http://www.symonspiano.com/audio/heart_beat.mp3" autoplay>You run as fast as you can, your heart pounding and feeling as if it were in your throat.
As you find yourself about half way down the perpendicular stretch of the corridor you hear the man open the door behind you.
You race to the grand door at the end wall, only to discover it is locked! You turn around to face the long stretch of corridor and the corner from which the man will soon emerge.
Not much time now! What will you do?
<u>[[Dart for the door immediatly to you right?]]
[[Run towards the door slightly further down on your right and back into that first lounge?->Run back into the lounge you entered by and hide]]
<audio src="http://www.symonspiano.com/audio/heart_beat.mp3" autoplay>You wait for a few moments, stepping back a few paces from the door and making yourself ready to grab the man's throat as he leaves the room.
The door begins to open.....
<u>[[And then....->shoot to death]]
(live:5s)[<u>[[Continue->PART 2 BEGINS]] ]
<audio src="http://www.symonspiano.com/audio/heart_beat.mp3" autoplay>You kick the door open and the startled Cadmus is standing just feet away from you. His eyes widen but with a military resolve he surpresses any sign of panic.
With robotic efficiency he raises the polished silver gun in his hand and shoots you cleanly between the eyes in an instant.
The shot echoes down the long corridor and your limp body slides slowly down the wall, your ruined head painting a dark red and pinkish smear down wall as it does.
Game over.
<audio src="http://www.symonspiano.com/audio/game_over.mp3" autoplay>As if he had been expecting you, Cadmus stands in the door way impassive and calm. You make to lunge for him, intent on gripping his throat and not letting go until he is dead, but alas, he is prepared.
You barely move from the spot before the shot echoes down the hall and around the entire house from Cadmus' powerful gun. Your limp body slides slowly down the wall, your ruined head painting a dark red and pinkish smear down wall as it slides.
Game over.
<audio src="http://www.symonspiano.com/audio/game_over.mp3" autoplay>You throw yourself through the door, relieved that you seem to have escaped the man, for now. Better hurry up and find a weapon. Linger here too long and he's sure to find you.
(set:$cadmusisgonnakillyanow to 1)
<u>[[Continue->Shield Corridor]]
<audio src="http://www.symonspiano.com/audio/heart_beat.mp3" autoplay>You breath a massive sign of relief as you realise he really has gone.
After taking a minute to sit and regain your nerve, you continue.
<u>[[Continue->Abandoned lounge]]
<h3>Shield Corridor</h3>
<hr>
You are in another L shaped corridor which runs south and west from where the two arms meet. At the end of the west arm, on the north wall, is a single glass door with covered in a wrought iron pattern, beyond which you can see some sort of plant filled orangery, although it is unlit except by the moonlight.
At the far south point of the corridor a door leads back to the main long corridor. Where the two arms of the corridor meet, at the top of the long east wall, is a door bearing a shield shaped crest with a single star as its emblem.
Above the panelling running to waist height there are a series of painted shield emblems at regular intervals along the wall. These must have been painstakingly done by hand and are very impressive. They are painted on what looks like bare sandstone.
(if:$dontneedoillamp is 0)[The corridor is lit by a series of (if:$youneedlight is 1)[<u>[[oil lamps]]</u>](else:)[oil lamps] which hang on hooks next to the painted shields.](else:)[The corridor is lit by a series of oil lamps.]
<hr>
(if:$cadmusisgonnakillyanow is 1)[<u>[[South door to long corridor->bang bang sorry]]</u>](else:)[<u>[[South door to long corridor->West Wing Corridor GF]]</u>]
<u>[[Door with Star Crest emblem->Main Study]]
<u>[[Glass and iron door->No way to the orangery]]
<hr>
<u>[[INVENTORY]]</u>
<u>[[ARCHIVE]]</u>
(if:(history:)'s last is "West Wing Corridor GF" or "Main Study")[<audio src="http://www.symonspiano.com/audio/lofty3.mp3" autoplay>]
<audio src="http://www.symonspiano.com/audio/mansion_theme2.mp3" autoplay>The door is locked and you do not have the key.
<u>[[Continue->Shield Corridor]] As you open the door, you see him standing right there in front of you in the corridor beyond!
Will you:
<u>[[Turn and run back down the shield corridor?]]
<u>[[Stand and face him]]You make it about half way back up the corridor.
The gun goes off, and you see a trail of your own blood spray accross the wall infront of you even before you start to fall forward.
You reach a bloodied hand out to the wall, smearing a stain of your own blood into the limestone.
Another shot fires, and you are dead before you hit the floor.
Game over.
<audio src="http://www.symonspiano.com/audio/game_over.mp3" autoplay>He smirks, as if impressed by your audacity, but it is too late to regret your decision now. He already has his finger on the trigger.
You think fast, knocking him squarely on the chin with enough force to break his jaw.
He roars as he falls to the floor, dropping his gun to instinctively cup his ruined face.
What now?
<u>[[Run for it]]
<u>[[Go in for the kill]]
Remembering that the grand door next to you is locked, you run for it down the long stretch of the corridor, but you don't get far.
The gun goes off, and you see a trail of your own blood spray accross the carpet infront of you even before you start to fall forward.
Another shot fires, and you are dead before you hit the floor.
Game over.
<audio src="http://www.symonspiano.com/audio/game_over.mp3" autoplay>All reason leaves you, the weight of your anger and lust for revenge on the men who have put you through this hell clouding every part of your brain. You fall upon the man, intent upon doing as much damage and inflicting as much pain as possible before putting him out of his misery.
"Where is Cromwell?!" You demand and you ready yourself to start pummelling the man.
"WHERE IS HE?!"
The man surprises you by chuckling, blood and bubbles of spit pooling in the corners of his mouth as he does.
Too late you realise his other hand has emerged from his cloak and it wields a dagger.
A dagger which is now thrust into your side.
You cannot move.
Slowly he moves onto his knees, visibly in great pain, but with enough stamina to wrench his dagger free before performing an artful manouver with it through the air and through your throat.
You see the spray of blood appear in an instant accross the wall in front of you.
Game Over.
<audio src="http://www.symonspiano.com/audio/game_over.mp3" autoplay><h3>Main Study</h3>
<hr>
You stand in a regal study, all the walls of which are either <u>[[bookcases]]</u> built into the walls or flamboyant frescos with laquered rosewood borders. The frescos mostly depict scenes from mythology but some depict <u>[[stranger images]]</u>. The shelves of the bookcases and the sets of antiquarian volumes they house are shielded by fine black lattice grills. One section of the wall is given entirely to small oval framed paintings, many of them anatomical representations of disected small animals while others are small portraits.
An antique desk holds court at the apex of the wide L shaped room upon which several curious ornaments sit.
A huge and complex rug covers most of the floor which itself is composed of a polished ochre and gold display of large square tiles. The single starred crest of Cromwell Verlaine is woven into the inticate imagery regularly, as are several of the other Verlaine crests.
The north wall is dominated by another series of (if:$mercurykeyfound is 0)[<u>[[small portraits]]</u>](else:)[small portraits] with gold crests mounted beneath them. Nearby in the corner there is a huge globe mounted in a thick wooden frame and a number of momentos of a childhood; a worn looking rocking horse, a small blackboard on an easel and a threadbear stuffed toy sitting on a child's chair.
<hr>
<u>[[Door->Shield Corridor]]</u>
<hr>
<u>[[INVENTORY]]</u>
<u>[[ARCHIVE]]</u>
<audio src="http://www.symonspiano.com/audio/mansion_theme1.mp3" autoplay>
(if:(history:)'s last is "Shield Corridor")[<audio src="http://www.symonspiano.com/audio/cosy4.mp3" autoplay>]Most of the books are concerned with literature or history. It doesn't take you long to spot that one of the book cases built into the wall behind the desk looks different to all of the others.
You look closer and confirm your suspicions. This bookcase forms some sort of hidden door.
There's no sign of the mechanism that opens it.....
<u>[[Continue->Main Study]]
<audio src="http://www.symonspiano.com/audio/mansion_theme1.mp3" autoplay>Some of the images seem to glorify pain and anguish. Images drawn from some source of literature or mythology you are unfamiliar with seem to be drawn upon to compose these depictions of hopelessness and a romanticising of suffering.
<u>[[Continue->Main Study]]
<audio src="http://www.symonspiano.com/audio/mansion_theme1.mp3" autoplay>There are portraits, with accompanying crests fitted into the hollows beneath them, of several of the Verlaine family.
Only the portrait of Lady Elizabeth Verlaine has no crest in its hollow.
(if:$dragoncrest is 1)[<u>[[Insert CREST WITH DRAGON?]]</u>]
<u>[[Return->Main Study]]
<audio src="http://www.symonspiano.com/audio/mansion_theme1.mp3" autoplay>There are far too many files, documents and artifacts relating to the Verlaine family to know where to start.
There's no time to search thoroughly, Cadmus could be back at any moment. One book, which lies open on a small table near the door, is of interest:
<i>The Verlaine Estate: Genealogy and Burial: Chapter Fifty.
Here the author aims to present a summary which, in the interests of brevity, he shall keep to, at most, a few concise points relating to (and with reference to) those members of the Verlaine family who, as refered to elsewhere in this volume and those accompanying it, are to be considered the main contributors, minor family members notwithstanding, to this concise volume of useful information on the great family.
ARTHUR VERLAINE: 1755-1799. Inherited title in 1775 upon the death of his father. Crest displays three shells.
RUPERT VERLAINE:1774-1810. Inherited title in 1799 upon the death of his father. Crest displays two birds.
LADY ELIZABETH VERLAINE 1774-1840. Inherited title in 1810 when her brother Rupert died without legitimate issue. Crest displayed a dragon.
ARCHIE VERLAINE 1800-1842. Inherited title in 1840 upon the death of his mother. Crest shows three birds.
MAGNUS VERLAINE: 1821-1880. Inherited title in 1842 when his father died in mysterious circumstances. Crest shows a rose.
WALTER VERLAINE: 1850-1924. Inherited title in 1880 when his father Magnus died in a coach accident. Crest shows four shells.
HECTOR VERLAINE: 1898-1954. Inherited in 1924 upon the death of his father. Crest shows two roses.
CROMWELL VERLAINE: 1930-. Inherited title in 1954 upon the death of his father. Crest shows a star.
(set:$summarybook to 1)
<u>[[Continue->Family Archive]]
<audio src="http://www.symonspiano.com/audio/mansion_theme2.mp3" autoplay>One of the desk drawers is open. Will you look inside?
<u>[[Yes->open desk drawer]]
[[No->Family Archive]]
<audio src="http://www.symonspiano.com/audio/mansion_theme2.mp3" autoplay>Inside is a beautifully made glass orb. It is is bright orange and has a strange, intricate array of cogs underneath its small wooden mount.
You take the ORANGE GLASS ORB.
(set:$sunorb to 1)
(set:$sunorbtaken to 1)
<u>[[Continue->Family Archive]]</u>
<audio src="http://www.symonspiano.com/audio/mansion_theme2.mp3" autoplay>You insert the ORANGE GLASS ORB into the orrery and it comes to life, the planets gracefully moving around it on polished bronze rods.
(set:$sunorb to 0)
Behind you, the portrait of Venus falls away from the wall, revealing a hidden alcove containing a key with a heart on the bow.
(set:$venuskeyfound to 1)(set:$venuskey to 1)
You take the VENUS KEY
<u>[[Continue->Astronomy Room]] <h3>Statue Gallery</h3>
(set:$statuegalleryunlocked to 1)
<hr>
(set:$putsunhere to 0)
An impressive collection of statues occupy this room. Standing of a polished marble floor with a complex baroque pattern, some <u>[[thirty or so]]</u> are arranged, some small and borne on white marble pillar plinths, others are bigger than you. Spotlights in the ceiling select particular pieces of the art to illuminate.(if:$spiralstaircaseopen is 0)[A <u>[[console]]</u> mounted on the wall operates these lights.]
(if:$spiralstaircaseopen is 0)[The centrepiece is a <u>[[huge sculpture]]</u> which extends from the floor to the ceiling.](else:)[A huge pillar in the centre of the room reveals a spiral staircase hidden within which rises up to the next floor of the house.]
A spectacular aquarium is built into one of the walls running several feet thick behind reinforced glass. The distorting effect of the glass makes the fish look enormous and it is lit by a carefully arranged display of subtle lights within the water. As the water moves, the light dances accross the statues in the room.
One entire wall of this large hall is a <u>[[mirror]]</u>. Diaphanous fabrics, mostly silks of several rich colours, are hanging from pillars set against the other three walls. Poking out from behind one of these drapes is a (if:$playersfile is 0)[<u>[[display case full of medals.]]</u>](else:)[display case full of medals.] There is a strong scent of sandlewood in the room.
<hr>
<u>[[Door->West Wing Corridor GF]]</u>
(if:$spiralstaircaseopen is 1)[<u>[[Spiral Staircase->MANSION2 STAIRS UP]]]
<hr>
<u>[[INVENTORY]]</u>
<u>[[ARCHIVE]]</u>
(if:(history:)'s last is "West Wing Corridor GF" or "Statue Gallery Lock")[<audio src="http://www.symonspiano.com/audio/lofty2.mp3" autoplay>]
(if:$marskey is 0)[The door is locked. A motif of two crossed swords marks the keyhole, possible symbolising war.
<u>[[Continue->West Wing Corridor GF]] ](else:)[You unlocked it using the MARS KEY. You no longer need this key.
(set:$marskey to 0)
<u>[[Continue->Statue Gallery]]]A huge, ugly stone pillar in the centre of the room.
Is this a piece of art or is it hiding something?
<u>[[Statue Gallery]]Your resolve to claim your revenge is heightened when you see yourself in the mirror. How you've aged. Those years stolen from you for somebody's sick pleasure.
They will pay.
<u>[[Continue->Statue Gallery]] The main statues, some of which are illuminated by the spotlights, represent the Greaco-Roman deities. They are;
Mars
Venus
Mercury
Jupiter
Neptune
Pluto
<u>[[Continue->Statue Gallery]]The picture is of a classical scene and shows the Gods dining and drinking wine on Olympus. A brilliant ray of sunlight illuminates the figures of Venus, Neptune and Mercury while the others are all in places of shade.
<u>[[Continue->Drinks Room]] It appears that only three of the statues can be illuminated by the spot lights at any given time.
(set:$statuenumber to 5)
Which will you illuminate first?
<u>[[Mars->wrong answer]]
[[Venus]]
[[Mercury]]
[[Jupiter->wrong answer]]
[[Neptune]]
[[Pluto->wrong answer]]</u>
Which will you select next?
<u>[[Mars->wronger answer]]
[[Venus->wronger answer]]
[[Mercury->wronger answer]]
[[Jupiter->wronger answer]]
[[Neptune->wronger answer]]
[[Pluto->wronger answer]]</u>Which will you illuminate next?
(set:$statuenumber to $statuenumber*5)
<u>[[Mars->wronger answer]]
[[Venus->Venus2]]
[[Mercury->Mercury2]]
[[Jupiter->wronger answer]]
[[Neptune->Neptune2]]
[[Pluto->wronger answer]]</u>
Which will you illuminate next?
(set:$statuenumber to $statuenumber*3)
<u>[[Mars->wronger answer]]
[[Venus->Venus2]]
[[Mercury->Mercury2]]
[[Jupiter->wronger answer]]
[[Neptune->Neptune2]]
[[Pluto->wronger answer]]</u>
Which will you illuminate next?
(set:$statuenumber to $statuenumber*7)
<u>[[Mars->wronger answer]]
[[Venus->Venus2]]
[[Mercury->Mercury2]]
[[Jupiter->wronger answer]]
[[Neptune->Neptune2]]
[[Pluto->wronger answer]]</u>
Which will you select last?
<u>[[Mars->wrongerest answer]]
[[Venus->wrongerest answer]]
[[Mercury->wrongerest answer]]
[[Jupiter->wrongerest answer]]
[[Neptune->wrongerest answer]]
[[Pluto->wrongerest answer]]</u>Nothing seems to have happened.
<u>[[Continue->Statue Gallery]]Which will you illuminate next?
(set:$statuenumber to $statuenumber*5)
<u>[[Mars->wrongerest answer]]
[[Venus->Venus3]]
[[Mercury->Mercury3]]
[[Jupiter->wrongerest answer]]
[[Neptune->Neptune3]]
[[Pluto->wrongerest answer]]</u>
Which will you illuminate next?
(set:$statuenumber to $statuenumber*3)
<u>[[Mars->wrongerest answer]]
[[Venus->Venus3]]
[[Mercury->Mercury3]]
[[Jupiter->wrongerest answer]]
[[Neptune->Neptune3]]
[[Pluto->wrongerest answer]]</u>
Which will you illuminate next?
(set:$statuenumber to $statuenumber*7)
<u>[[Mars->wrongerest answer]]
[[Venus->Venus3]]
[[Mercury->Mercury3]]
[[Jupiter->wrongerest answer]]
[[Neptune->Neptune3]]
[[Pluto->wrongerest answer]]</u>
(set:$statuenumber to $statuenumber*5)
(if:$statuenumber is 525)[Something happened......
The huge pillar sculpture in the centre of the room opens, revealing a narrow spiral staircase within it.
(set:$spiralstaircaseopen to 1)
<u>[[Continue->Statue Gallery]]](else:)[Norhing happened.....
<u>[[Continue->Statue Gallery]]]
(set:$statuenumber to $statuenumber*3)
(if:$statuenumber is 525)[Something happened......
The huge pillar sculpture in the centre of the room opens, revealing a narrow spiral staircase within it.
(set:$spiralstaircaseopen to 1)
<u>[[Continue->Statue Gallery]]](else:)[Norhing happened.....
<u>[[Continue->Statue Gallery]]]
(set:$statuenumber to $statuenumber*7)
(if:$statuenumber is 525)[Something happened......
The huge pillar sculpture in the centre of the room opens, revealing a narrow spiral staircase within it.
(set:$spiralstaircaseopen to 1)
<u>[[Continue->Statue Gallery]]](else:)[Norhing happened.....
<u>[[Continue->Statue Gallery]]]<h3>Astronomy Room</h3>
<hr>
This large room houses a collection of scientific instruments and artifacts, mainly related to astronomy. The centre piece is a (if:$venuskeyfound is 0)[<u>[[large orrery]]</u> standing on a raised platform](else:)[large orrery on which the beautiful coloured glass planets are gracefully orbiting the glowing orange orb representing the sun]. Several antique telescopes are displayed around it and the ceiling is painted in a magnificent start chart with renderings of animals, heroes from mythology and other things superimposed onto the myriad consellations. A collection of painting representing the gods from whose names the planets derive hang on the east wall.
A single door marks the south wall and arranged closer to the north wall are <u>[[five large display cabinets]]</u>.
<hr>
(if:$sunorb is 1)[<u>[[Door->hint sun orb corridor]]</u>](else:)[<u>[[Door->West Wing Corridor 1F]]</u>]
(if:$sunorb is 1)[<u>[[Spiral Staircase->hint sun orb staircase]]</u>](else:)[<u>[[Spiral Staircase->MANSION 2 STAIRS DOWN]]]
<hr>
<u>[[INVENTORY]]</u>
<u>[[ARCHIVE]]</u>
(if:(history:)'s last is "West Wing Corridor 1F")[<audio src="http://www.symonspiano.com/audio/lofty3.mp3" autoplay>](set:$putsunhere to 0)<h3>West Wing Corridor 1F</h3>
<hr>
A dimly lit corridor running from a grand door in an alcove on the far east to a narrow window overlooking the dense forest on the west. Lantern wall sconces are mounted in panelled walls and <u>[[small oval picture]]</u> frames break up the monotony of the long passage way.
There are three doors on the long north stretch of wall and two on the south. From west to east, the doors on the south walls are marked "Astronomy" followed by a dark green door and then a grey door.
On the southern wall there are two doors. An unmarked door opposite the door marked "Astronomy" and another door further east marked "Billiard Room".
At the eastern end of the corridor there is a grand white door set into an alcove and framed by an elaborate pillar border which is crumbling and looks abbandoned.
<hr>
(if:$weaponinastro is 1)[<u>[[Astronomy Room->Death Chase Astro]]</u>](else:)[<u>[[Astronomy Room->Astronomy Room]]</u>]
(if:$atticcorridorunlocked is 1)[<u>[[Grey door north wall->Attic Corridor]]</u>](else:)[<u>[[Grey door north wall->Attic Corridor Lock]]<u>]
<u>[[Green door north wall->Upstairs Bedroom]]</u>
(if:$smallstudyunlocked is 1)[<u>[[Door opposite Astronomy Room->Small Study]]</u>](else:)[<u>[[Door opposite Astronomy Room->Small Study Lock]]</u>]
<u>[[Billiard Room]]</u>
<u>[[Grand Door far eastern wall]]</u>
<hr>
<u>[[SAVE GAME->MANSION SAVE 3]]
<u>[[INVENTORY]]</u>
<u>[[ARCHIVE]]</u>
(if:(history:)'s last is "West Wing Corridor 1F" or "Small Study" or "Attic Corridor" or "Astronomy Room")[<audio src="http://www.symonspiano.com/audio/lofty3.mp3" autoplay>]
<audio src="http://www.symonspiano.com/audio/text4.mp3" autoplay>Which cabinet will you look at first?
<u>[[First]]
[[Second]]
[[Third]]
[[Fourth]]
[[Fifth]]
<u>[[Return->Astronomy Room]] This huge cabinet houses an impressive collection of rocks including meteorites and geological specimins.
From here you can see a <b>large empty space</b> in the back of the fourth cabinet with the doors open.
<u>[[Continue->five large display cabinets]] This cabinet is smaller than the others and houses a well kept collection of telescope parts, including lenses and brass components, the purpose of which is beyond you.
<u>[[Continue->five large display cabinets]] The third case is empty. It does not look if it has ever had any artifacts with it.
<u>[[Continue->five large display cabinets]] The forth cabinet is the deepest and houses an array of photographs. Many of them are images of planets and stars.
<u>[[Continue->five large display cabinets]] The fifth cabinet houses a collection of small orreries. There are some which look extreemly old and are probably very valuable.
<u>[[Continue->five large display cabinets]] This beautiful object of impressive size is made up of thousands of tiny cogs and mechanisms which drive models of the planets around a centre point where the sun should be. The planets are represented by beautiful glass orbs but there is just an empty slot where the sun should be.
Maybe something will happen if the sun object is set in place.....
(set:$putsunhere to 1)
<u>[[Continue->Astronomy Room]] Before you pass through the door you look back at that orrery in the middle of the room. Those glass orbs representing the planets...
You're sure you've seen something like those elsewhere...
<u>[[Continue->West Wing Corridor 1F]]
[[Check room again->Astronomy Room]] Before you descend the staircase you look back at that orrery in the middle of the room. Those glass orbs representing the planets...
You're sure you've seen something like those elsewhere...
<u>[[Continue->Statue Gallery]]
[[Check room again->Astronomy Room]] One of the paintings seems to be of this house. Several of the others are of a woman in eighteenth century dress.
<u>[[Continue->West Wing Corridor 1F]] (set:$atticcorridorunlocked to 1)<h3>Attic Corridor</h3>
<hr>
(if:$oillamp is 1)[You use the OIL LAMP to illiminate the corridor, hanging it from a hook about halfway down the narrow passage. (set:$corridorlit to 1)(set:$oillamp to 0)The wooden walls and floor lead straight to a a small door at the far end.]
(if:$corridorlit is 0)[(if:$oillamp is 0)[(text-style:"blurrier")[The corridor is pitch black and you can only see a few feet infront of you. You cannot proceed without some source of light.] (set:$youneedlight to 1)]](else:)[The corridor is illuminated by the dim golden light of the (if:$lampchecked is 0)[[[oil lamp you placed here->LAMP]]](else:)[oil lamp you placed here]]. (if:$corridorlit is 1)[Old dry wooden walls and creaky wooden floors lead the way from one door at the far south end to a single small door with rusty clunky hinges at the north end. A few unstable wooden steps lead up to this door.]
<hr>
<u>[[Door->West Wing Corridor 1F]]</u>
(if:$corridorlit is 1)[<u>[[Small door->Attic]]]
<hr>
<u>[[INVENTORY]]</u>
<u>[[ARCHIVE]]</u>
(if:(history:)'s last is "West Wing Corridor 1F" or "Attic")[<audio src="http://www.symonspiano.com/audio/lofty1.mp3" autoplay>]
<audio src="http://www.symonspiano.com/audio/mansion_theme2.mp3" autoplay>(if:$venuskey is 0)[The door is locked. A heart is etched above the keyhole.
<u>[[Continue->West Wing Corridor 1F]]</u>](else:)[You unlocked it using the VENUS KEY. (set:$venuskeyuse to $venuskeyuse+1)
(if:$venuskeyuse is 2)[This key is useless now. You throw it away.(set:$venuskey to 0)]
<u>[[Continue->Attic Corridor]]</u>](set:$smallstudyunlocked to 1)<h3>Small Study</h3>
<hr>
The small room is used as a neat study. Two narrow <u>[[arched windows]]</u> sit behind a small tidy desk with several books and <u>[[papers->small study papers]]</u> arranged on it. A comfortable arm chair sits in front of the desk on the back of which is a (if:$dragoncrestfound is 0)[<u>[[man's jacket]]</u>](else:)[man's jacket].
The short east wall is occupied by a <u>[[large bookshelf->large bookshelf small study]]</u> and the west, an art-deco period cabinet with a ridge shelf upon which a Tiffany lamp sits. A single picture, an oval portrait of a woman holding a crest bearing the symbol of a dragon, marks the wall next to the door. Beneath the picture is a small (if:$sapphiremedaltaken is 0)[<u>[[iron safe]]</u>](else:)[iron safe].
The stiped wall paper is green and gold and a hanging pot plant spills luscious green vines from the corner by one of the windows.
<hr>
<u>[[Door->West Wing Corridor 1F]]
<hr>
<u>[[INVENTORY]]</u>
<u>[[ARCHIVE]]</u>
(if:(history:)'s last is "West Wing Corridor 1F" or "Small Study Lock")[<audio src="http://www.symonspiano.com/audio/cosy5.mp3" autoplay>](if:$venuskey is 0)[The door is locked. A heart is etched above the keyhole.
<u>[[Continue->West Wing Corridor 1F]]</u>](else:)[You unlocked it using the VENUS KEY. (set:$venuskeyuse to $venuskeyuse+1)
(if:$venuskeyuse is 2)[This key is useless now. You throw it away.(set:$venuskey to 0)]
<u>[[Continue->Small Study]]</u>]The door is firmly locked and you do not have the key.
<u>[[Continue->West Wing Corridor 1F]] The door is firmly locked and you do not have the key.
<u>[[Continue->West Wing Corridor 1F]] You take one of the OIL LAMPS from the wall.
You have the OIL LAMP
(set:$oillamp to 1)(set:$dontneedoillamp to 1)
<u>[[Continue->Shield Corridor]] <h3>Attic</h3>
<hr>
You are in the attic, a graveyard of ruined or (if:$youhaveaweapon is 0)[<u>[[forgotten objects]]</u>](else:)[forgotten objects], many covered in sheets, and shelves stacked with long unused pots and bottles of various fluids and racks of tools. The stench is overwhelming from a leaking barrel of what smells like (if:$checkedlinseed is 0)[[[linseed oil->OIL]]](else:)[linseed oil]. It has soaked into the wooden floors and dried planks forming the walls.
Flimsy looking wooden slats support the ceiling which is obscured by the blanket of cobwebs coating it.
<hr>
<u>[[Attic Corridor]]</u>
<hr>
<u>[[INVENTORY]]</u>
<u>[[ARCHIVE]]</u>
<audio src="http://www.symonspiano.com/audio/mansion_theme2.mp3" autoplay>
(if:(history:)'s last is "Attic Corridor")[<audio src="http://www.symonspiano.com/audio/metal_squeeky.mp3" autoplay>](if:$mercurykey is 0)[The door is locked. An huge emblem of a pair of winged sandals is set within the plaster shell alcove above the door.
<u>[[Continue->West Wing Corridor GF]]</u>](else:)[You unlocked it using the MERCURY KEY. You no longer need this key and discard it.(set:$mercurykey to 0)
<u>[[Proceed->Main Hall Second Scenario]]]<h3>Tower House Main Hall</h3>
(set:$mainhallunlocked to 1)
<hr>
An enormous entrance hall reaching up to a high domed ceiling covered in frescos obscured by the darkness. A solid stone spiral staircase leads up to the high balcony landing of the first floor behind which a few grand doors topped with deep shell canopies loom, identical in style to their counterparts down here on the ground floor. Every footstep on the cold parquet floor echoes around the cavernous space and a constantly shuddering hot light bathes various spots of the lofty space from the tall candleabras stacked with dripping candles.
Two doors stand directly opposite each other on the east and west walls, with another door slighty further north on the east wall.
At the back of the room on the north wall there is an especially imposing set of white double doors with a gold and white leaf pattern carved into the pillars and proscenium surrounding them.
<hr>
<u>[[Spiral Staircase->Let's get this done]]</u>
<u>[[East wall door left->Let's get this done]]</u>
<u>[[East wall door right->Let's get this done]]</u>
<u>[[West wall door->West Wing Corridor GF]]</u>
<u>[[White double doors->Ballroom Final]]</u>
<hr>
(link: "SAVE")[(save-game: "file A")]
<u>[[INVENTORY]]</u>
<u>[[ARCHIVE]]</u>
<audio src="http://www.symonspiano.com/audio/cello_with_drum.mp3" autoplay>
(if:(history:)'s last is "West Wing Corridor GF" or "Main Hall Lock")[<audio src="http://www.symonspiano.com/audio/grand1.mp3" autoplay>]<h3>Bedroom</h3>
<hr>
The room contains two single beds made up with extreemly old looking sheets and quilted eiderdowns. There are no windows in this room and there is a horrible stale smell coming from somewhere. It feels as if this room hasn't been entered in a very long time.
Clothes, of a fashion long since obsolete, are laid out neatly on small wooden chairs at the end of one of the beds and a <u>[[sampler]]</u> hangs in the centre above both beds.
A regal chestnut (if:$younoisymoron is 0)[<u>[[grandfather clock]]</u>](else:)[grandfather clock] stands in one corner of the room and no other furnishings are present.
One meagre light in a tiny dusty shade barely lights the room with dark brown walls.
<hr>
(if:$younoisymoron is 0)[<u>[[Door->West Wing Corridor 1F]]</u>](else:)[<u>[[Door->Door-Noisy Death]]]
<hr>
<u>[[INVENTORY]]</u>
<u>[[ARCHIVE]]</u>
(if:$younoisymoron is 1)[<audio src="http://www.symonspiano.com/audio/clock.mp3" autoplay>]
(if:(history:)'s last is "West Wing Corridor 1F")[<audio src="http://www.symonspiano.com/audio/cosy5.mp3" autoplay>]<h3>(text-style:"emboss")["God Bless This House.
Silence is Golden"]
<U>[[Continue->Upstairs Bedroom]]
<audio src="http://www.symonspiano.com/audio/text3.mp3" autoplay>It stopped working years ago. Will you wind it up?
<u>[[Yes->Wind up clock]]
[[No->Upstairs Bedroom]]
<audio src="http://www.symonspiano.com/audio/text3.mp3" autoplay>You wind the clock up and the dusty mechanisms start grunting back to life. After a few moments the clock gives a boming sonorous ring as it chimes the hour.
(set:$younoisymoron to 1)
<u>[[Continue->Upstairs Bedroom]]
<audio src="http://www.symonspiano.com/audio/clock.mp3" autoplay>As you step into the corridor you are startled by the sight of the man, Cadmus, standing at the far end framed by the light of the pre-dawn from the window behind him.
He is holding a gun straight at you.
What will you do?
<u>[[Run back into the bedroom]]
[[stay where you are]]
(if:$youhaveaweapon is 1)[[Attack using your weapon]]
<audio src="http://www.symonspiano.com/audio/heart_beat.mp3" autoplay>You slam the door hard beind you and force your back against it. There is no lock.
You contemplate trying to move the grandfather clock to block the door, but you are too late. A single shot blasts through the wooden door and through you.
Your final sight is that of your own blood splashed accross the sampler on the wall in front.
Blood droplets tricle down the stitched message of (text-style:"emboss")["God Bless This House. Silence is Golden"]
Game over.
<audio src="http://www.symonspiano.com/audio/game_over.mp3" autoplay>The man begins walking towards you slowly, his gun raised.
"You're starting to remember, aren't you? And I'm afraid that makes you too dangerous to play with anymore. Cromwell might want to see how this plays out now, he's probably finding this more thrilling than ever. But I'm afraid I value my life too much. Sorry".
Cadmus' aim is so true you never even realise you died. Your body colapses to the floor, the remaining half of your head with it.
Game over.
<audio src="http://www.symonspiano.com/audio/game_over.mp3" autoplay>You ready your weapon but from this distance you pose little threat to Cadmus. He is too quick for you.
Cadmus' aim is so true you never even realise you died. Your body colapses to the floor, the remaining half of your head with it.
Game over.
<audio src="http://www.symonspiano.com/audio/game_over.mp3" autoplay>You search through the junk, convinced that there must be something useful here, and you are not disapointed. Your hands end up sticky and stinking from the spilled oil which seems to have saturated everything, but you find three objects which would make useful weapons.
You can only carry one of these. Which will it be?
<u>[[Large ice Pick]]
[[Sledgehammer]]
[[Machete]]
<audio src="http://www.symonspiano.com/audio/mansion_theme2.mp3" autoplay>You take the LARGE ICE PICK
(set:$largeicepick to 1)
(set:$youhaveaweapon to 1)
(set:$weaponinastro to 1)
<u>[[Continue->Attic]]
<audio src="http://www.symonspiano.com/audio/mansion_theme2.mp3" autoplay>You take the SLEDGEHAMMER
(set:$sledgehammer to 1)
(set:$youhaveaweapon to 1)
(set:$weaponinastro to 1)
<u>[[Continue->Attic]]
<audio src="http://www.symonspiano.com/audio/mansion_theme2.mp3" autoplay>You take the MACHETE
(set:$machete to 1)
(set:$youhaveaweapon to 1)
(set:$weaponinastro to 1)
<u>[[Continue->Attic]]
<audio src="http://www.symonspiano.com/audio/mansion_theme2.mp3" autoplay>As you pass through the door, you hear the sound of somebody walking up the spiral staircase and the unmistakeable sound of a gun being prepared to fire.
You need to find somewhere to hide quickly and look over to the five display cases in the room. Swiftly making your way around the room's perimeter you must choose a display case to hide behind. Which will it be?
<B>YOU MUST ACT QUICKLY</B>
(live: 26s)[(go-to:"he will get you1")]
<u>[[First->he will get you1]]
[[Second->he will get you2]]
[[Third->he will get you3]]
[[Fourth->a wise hiding place]]
[[Fifth->he will get you5]]
<audio src="http://www.symonspiano.com/audio/heart_beat.mp3" autoplay>The doors to the compartment behind this display cabinet are open. You scurry into the compartment and pull the doors closed behind you.
You wait, hearing Cadmus' footsteps approach.
They are getting closer and closer.
You can hear that he is just feet away.
The footsteps stop.
The thin line of light coming under the compartment doors becomes darkened by a shadow.
<u>[[And then......]]
<audio src="http://www.symonspiano.com/audio/heart_beat.mp3" autoplay>Which display case will you move to hide behind?
(if:$beenbehindone is 0)[<u>[[Display Case One->move and die]]</u>]
(if:$beenbehindtwo is 0)[<u>[[Display Case Two->move and die]]</u>]
(if:$beenbehindthree is 0)[<u>[[Display Case Three->move and die]]</u>]
<u>[[Display case four->a wise hiding place]]</u>
(if:$beenbehindfive is 0)[<u>[[Display Case Five->move and die]]</u>]
<audio src="http://www.symonspiano.com/audio/heart_beat.mp3" autoplay>Cadmus' interminable and disturbingly calm footsteps get closer and closer.
You curl up tighter.
He sees you.
Without hesitation he fires his weapon.
The first shot doesn't kill you, it just leaves you curled on the floor unable to move or react. He steps in closer and kneels down next to you
"I'm very sorry. But now that you are remembering everything you're too dangerous to play with. Thanks for twenty two great years."
The second shot instantly puts you out of your misery.
Game over.
<audio src="http://www.symonspiano.com/audio/game_over.mp3" autoplay>You duck down behind the display case, curled up to be as small as you can, your hand grasping your weapon.
You can feel his footsteps getting closer and closer.
He is inspecting behind some of the other display cases.
You cover your mouth with your free hand, scared to even breath.
(set:$beenbehindone to 1)
What will you do?
(live: 13s)[(go-to:"Remain exactly where you are")]
<b>CHOOSE QUICKLY</B>
<u>[[Remain exactly where you are]]
<u>[[Move to behind one of the other cases]]
<audio src="http://www.symonspiano.com/audio/heart_beat.mp3" autoplay>You duck down behind the display case, curled up to be as small as you can, your hand grasping your weapon.
You can feel his footsteps getting closer and closer.
He is inspecting behind some of the other display cases.
You cover your mouth with your free hand, scared to even breath.
(set:$beenbehindtwo to 1)
What will you do?
(live: 13s)[(go-to:"Remain exactly where you are")]
<u>[[Remain exactly where you are]]
<u>[[Move to behind one of the other cases]]
<audio src="http://www.symonspiano.com/audio/heart_beat.mp3" autoplay>You duck down behind the display case, curled up to be as small as you can, your hand grasping your weapon.
You can feel his footsteps getting closer and closer.
He is inspecting behind some of the other display cases.
You cover your mouth with your free hand, scared to even breath.
(set:$beenbehindthree to 1)
What will you do?
(live: 13s)[(go-to:"Remain exactly where you are")]
<u>[[Remain exactly where you are]]
<u>[[Move to behind one of the other cases]]
<audio src="http://www.symonspiano.com/audio/heart_beat.mp3" autoplay>You duck down behind the display case, curled up to be as small as you can, your hand grasping your weapon.
You can feel his footsteps getting closer and closer.
He is inspecting behind some of the other display cases.
You cover your mouth with your free hand, scared to even breath.
(set:$beenbehindfive to 1)
What will you do?
(live: 13s)[(go-to:"Remain exactly where you are")]
<u>[[Remain exactly where you are]]
<u>[[Move to behind one of the other cases]]
<audio src="http://www.symonspiano.com/audio/heart_beat.mp3" autoplay>Remaining small you scurry from behind the display case but too late; he spots you.
Without hesitation he fires his weapon.
The first shot doesn't kill you, it just leaves you curled on the floor unable to move or react. He steps in closer and kneels down next to you
"I'm very sorry. But now that you are remembering everything you're too dangerous to play with. Thanks for twenty two great years."
The second shot instantly puts you out of your misery.
Game over.
<audio src="http://www.symonspiano.com/audio/game_over.mp3" autoplay>After a few moments which feel like hours the footsteps resume again, this time at double pace.
A few more seconds pass and you hear the comforting sound of the door opening and the closing.
(set:$weaponinastro to 0)
<u>[[Emerge from the cupboard->Astronomy Room]]</u>
<audio src="http://www.symonspiano.com/audio/slow_footstes.mp3" autoplay>These papers seem to relate to member of this family from the nineteenth century, but you are too anxious to survive now and get your revenge on those who trapped you here to be reading them.
<u>[[Continue->Small Study]]Inside the jacket pocket you find a shield shaped gold crest with the symbol of a dragon on it.
You take the CREST WITH DRAGON.
(set:$dragoncrest to 1)
(set:$dragoncrestfound to 1)
<u>[[Continue->Small Study]]The books are mostly concerned with the occult and mysticism. One title catches your eye. It is a very old book. The spine says:
(text-style:"emboss")["The Secret and ancient Origins of the Verlaine Family
by Lady Elizabeth Verlaine"]
This would probably be an interesting read, but not right now.
<u>[[Continue->Small Study]]The sun is beginning to rise. Dawn approaches. You can just about make out a small village in the distance beyond the forest.
<u>[[Continue->Small Study]](set:$dragoncrest to 0)(set:$mercurykey to 1)(set:$mercurykeyfound to 1)
The crest in place, you turn at the sound of the large globe opening up to reveal a hidden bar within. Amid the bottles and crystal glasses you see something else scintillating. It is a key with a gold image of a pair of winged sandals embossed on the bow.
You take the MERCURY KEY.
<u>[[Contninue->Main Study]]
<audio src="http://www.symonspiano.com/audio/stone_grind_cosy.mp3" autoplay>
Double-click this passage to edit it.Double-click this passage to edit it.(set: $melis to (prompt: "What combination will you enter?:", ""))
(if:$melis is "1111")[<u>[[You unlocked it!->win]]</u>](else:)[you suck]Double-click this passage to edit it.The picture shows the battle of 1066 and its title is "William I Defeats King Harold"
<u>[[Continue->Dining Room Antechamber]]
Three old paintings, their frames cracked and dirty, are stuffed behind one of the objects covered in a dust sheet.
All three show scenes from historic battles. Their titles are:
"Amenotep VIII fighting in the Delta"
"Henry VII defeats Richard III at Bosworth Field"
"Henry VI fighting with spearmen"
<u>[[Continue->Dining Room Antechamber]]
Without warning, the door to the room bursts open and the cloaked man is standing in the doorway!
(set:$chasegroundfloor to 1)
He raises his head, allowing his cloak hood to fall backwards revealing his face and scarred forehead. He grins with excited anticipation and produces a long dagger from within his cloak.
He points the dagger at you, remaining disturbingly calm and all the while.
<b>YOU MUST REACT QUICKLY NOW</b>
<u>[[The chase begins]]
<audio src="http://www.symonspiano.com/audio/heart_beat.mp3" autoplay>Too slow!
With almost feline grace and speed he is upon you. An elbow to your gut winds you and forces you to the ground.
You feel the edge of the dagger against the back of your neck, then another elbow in the small of your back.
You colapse in pain, aware that the man is upon you.
two sharp points pierce your neck.
You feel faint.
Your vision fades.
Oblivion follows.
Game Over.
<audio src="http://www.symonspiano.com/audio/game_over.mp3" autoplay/>(live: 16s)[(go-to:"HE HAS GOT YOU AGAIN")]
Will you:
<u>[[Wait for him to advance, swerve past him and run into the corridor?]]
<u>[[Hide behind something, lure him closer and then try to overpower him?]]
<u>[[Pick something up, throw it at him and take the oportunity to run past him into the corridor?]]
<audio src="http://www.symonspiano.com/audio/tense_strings_with_piano.mp3" autoplay>You stare the man down as he approaches, never once seeming flustered, angry or worried. His dosconcerting cool almost freezes you to the spot as he impassively advances upon you.
Timing it well, you dive to one side and then make a bolt for the door.
You don't waste any time looking back at him, but you don't have to. You can be certain that he is continuing in his unhurried but relentless pursuit.
Time to think fast again:
<u>[[Continue->Next quickie]]
<audio src="http://www.symonspiano.com/audio/tense_strings_with_piano.mp3" autoplay>(set:$health to $health -4)
(if:$health<1)[(go-to:"Death by Slice")]
You wait behind the closest thing you can, his interminally slow footsteps getting closer and closer without ever speeding up or betraying panic or passion.
You are ready to run for the door when you hear him mere feet away, but you are no match for his skill and dexterity.
With an effortless but perfect flick of his blade he slices through your upper leg, nearly causing you to colapse clumsily to the floor under the impetus of your own effort to run.
You manage to make it to the door. Throwing yourself through it and into the corridor, you hear the familiar sound of his unhurried footsteps in hot pursuit.
Time to think fast again:
<u>[[Continue->Next quickie]]
<audio src="http://www.symonspiano.com/audio/tense_strings_with_piano.mp3" autoplay>You stare the man down as he approaches, never once seeming flustered, angry or worried. His disconcerting cool almost freezes you to the spot as he impassively advances upon you.
Timing it well, you wait until he is mere feet away before launching a near by ornament at him.
A good hit! It smashes him square in the face, for a breif moment penetrating his unfazed focus and exposing a grimace of pain followed by a look of focused anger.
You waste no more time and dive to the side and then make a bolt for the door.
You don't waste any time looking back at him, but you don't have to. You can be certain that he is continuing in his unhurried but relentless pursuit.
Time to think fast again:
<u>[[Continue->Next quickie]]
<audio src="http://www.symonspiano.com/audio/tense_strings_with_piano.mp3" autoplay>You wait behind the closest thing you can, his interminally slow footsteps getting closer and closer without ever speeding up or betraying panic or passion.
You are ready to run for the door when you hear him mere feet away, but in your weakened state you are no match for his skill and dexterity.
With an effortless but perfect flick of his blade he slices through your upper leg, causing you to colapse clumsily to the floor under the impetus of your own effort to run.
You try to get up but then you feel the edge of the dagger against the back of your neck, then another elbow in the small of your back.
You colapse in pain, aware that the man is upon you.
two sharp points pierce your neck.
You feel faint.
Your vision fades.
Oblivion follows.
Game Over.
<audio src="http://www.symonspiano.com/audio/game_over.mp3" autoplay>(live: 8s)[(go-to:"HE HAS GOT YOU AGAIN")]
<u>[[Run down the corridor towards the "Gallery"?]]
<u>[[Run the other way towards the Main Hallway?]]
<audio src="http://www.symonspiano.com/audio/heart_beat.mp3" autoplay>You run as fast as you can through the red door into the gallery, hearing the footsteps behind you.
You slam the door shut behind you and look around desperatly. There is nothing to hide behind in here and nothing useful to arm yourself with.
You can hear him getting closer again. You stare at the red door, knowing it will burst open again at any moment.
Time to choose:
<u>[[Continue->Gallery Choice]]
<audio src="http://www.symonspiano.com/audio/slow_footstes.mp3" autoplay>Once again, standing in the main hall where the steps of your sprinting reverberate like thunder around the enormous space, you must decide what to do next. You have moments, at best:
<u>[[Continue->Hallway Choice]]
(live: 12s)[(go-to:"death in the gallery")]
(set:$moredeathgallery to 1)
<u>[[Remain and try to talk to him?->death in the gallery]]
<u>[[try to run past him and make for the Main Hallway at the opposite end of the corridor?]]
<audio src="http://www.symonspiano.com/audio/heart_beat.mp3" autoplay>You stand transfixed as the inevitable happens. The door bursts open and the man continues walking towards you.
(if:$moredeathgallery is 1)[You try to speak, intent on trying to reason with the man or talk him out of his terrifying purpose, but you find that you are totally unable to speak. It is as if your throat has turned to stone.]
Catching you exposed and with nowhere to hide or run, he slows his pace and then, with a grim smile, turns to the door and produces a key from his cloak. He locks the door.
He puts the key back and produces his dagger again. With a softer smile, he speaks:
"You're not going anywhere, and if you think you'll last five minutes against me armed only with that (if:$crowbar is 1)[crowbar](if:$rifle is 1)[unloaded rifle], then you are an idiot. I'm going to have some fun with you!"
And indeed he does. Within minutes, he is dragging your limp body down the corridor by the feet.
Game over.
<audio src="http://www.symonspiano.com/audio/game_over.mp3" autoplay>(set:$health to $health-4)
(if:$health<1)[(go-to:"Death by Slice")]
As the inevitable happens and the man's sinister form appears in the doorway, you run for your life, hoping to knock your way past him and down the corridor.
You barge into him and past him, but you are no match for his skill and dexterity.
With an effortless but perfect flick of his blade he slices through your arm causing you to roar in pain, but you do not break your pace and keep running for your life.
The corridor seems impossibly long and the door to the main hallway seems to get further and further away, as in a nightmare, accompanied by the horribly familiar music of the man's metronomic footsteps.
Eventually you reach the door and bound through it into the Hallway.
<u>[[Continue->Run the other way towards the Main Hallway?]]
<audio src="http://www.symonspiano.com/audio/tense_strings_with_piano.mp3" autoplay>(live: 9s)[(go-to:"HE HAS GOT YOU AGAIN")]
<u>[[Run through the door immediatly to your right?]]
<u>[[Run through the double white doors at the back?]]
<u>[[Run up the stairs?]]
<audio src="http://www.symonspiano.com/audio/heart_beat.mp3" autoplay>You race into the dining room, closing the doors behind you as quietly as possible. Did he hear you?
A few moments pass and you hear the sound of the doorway opening in the hallway followed by footsteps. Even a creature as lithe as him cannot help but have their every footstep amplified by the echo in the hallway.
With a huge sign of relief, you hear the sound of the man walking up the stairs.
You seem to have shaken him off.....
For now....
<u>[[Continue->Dining Room]]
<audio src="http://www.symonspiano.com/audio/slow_footstes.mp3" autoplay>You race into the ballroom, closing the doors behind you as quietly as possible. Did he hear you?
A few moments pass and you hear the sound of the doorway opening in the hallway followed by footsteps. Even a creature as lithe as him cannot help but have their every footstep amplified by the echo in the hallway.
With a huge sign of relief, you hear the sound of the man walking up the stairs.
You seem to have shaken him off.....
For now....
<u>[[Continue->Ballroom]]
<audio src="http://www.symonspiano.com/audio/slow_footstes.mp3" autoplay>You race up the stairs and through the door closest to the front of the house. Closing the doors behind you as quietly as possible. Did he hear you?
A few moments pass and you hear the sound of the doorway opening in the hallway downstairs followed by footsteps. Even a creature as lithe as him cannot help but have their every footstep amplified by the echo in the hallway.
With a huge sign of relief, you hear the sound of the double doors at the back of the hallway downstairs open and then close.
You seem to have shaken him off.....
For now....
<u>[[Continue->Small Corridor Front 1F]]
<audio src="http://www.symonspiano.com/audio/slow_footstes.mp3" autoplay>(set:$potplanthealth to 1)
You find a HEALTH PACK. You use it to treat your wounds before continuing.
(set:$health to $health+5)
(if:$health>22)[(set:$health to 22)]
<u>[[Continue->Mansion Main Hall 1F]]
<audio src="http://www.symonspiano.com/audio/health_aquired.mp3" autoplay>Enough.
Let's get to that ballroom and finish this once and for all.
<u>[[Continue->Main Hall Second Scenario]]
<audio src="http://www.symonspiano.com/audio/cello_with_drum.mp3" autoplay>Enough.
Let's get to that ballroom and finish this once and for all.
<u>[[Continue->Main Hall Second Scenario]]
<audio src="http://www.symonspiano.com/audio/cello_with_drum.mp3" autoplay>(if:$youhaveaweapon is 1)[(go-to:"THE PRELUDE")](else:)[The showdown with Cadmus is close. Better find something to use as a weapon before going in there....
<u>[[Continue->Main Hall Second Scenario]]]
<audio src="http://www.symonspiano.com/audio/cello_with_drum.mp3" autoplay><h3>Ballroom</h3>
<hr>
The doors open out into an impressive ballroom. The floor, the same black and white parquet as the hallway, is polished to a shine and the three chandelier glisten in a soft dimmed light. Large statues are situated at various places throughout the room and the back wall is made up entirely of Rococo style arches with mirrors enclosed. Every one of the mirrors is smashed and a sea of glass fragments pool at the floor beneath the base wall exposed beneath. On the west wall there is a strangely out of place section of <u>[[glass as black as obsidian]]</u> held within a massive gold frame.
<hr>
<u>[[White double doors->There is no turning back now]]</u>
<hr>
<u>[[INVENTORY]]</u>
<u>[[ARCHIVE]]</u>One pictures seems interesting. It shows a fat man in 16th century dress named "Henry Verlaine. Painted 1593"
<u>[[Continue->Long Corridor GF]]
<audio src="http://www.symonspiano.com/audio/text1.mp3" autoplay>The small safe has a polaroid photograph of a painting taped to one corner. It shows a fat man in 16th century dress.
Will you try to open the safe?
<u>[[Yes->Open last safe]]
<u>[[No->Small Study]](set: $fatmansafe to (prompt: "What combination will you enter?:", ""))
(if:$fatmansafe is "1593")[(go-to: "fat man safe open")](else:)[(go-to: "fat man closed")]The safe opens. Inside is a small polished medal with a beautiful sapphire set in it.
(set:$sapphiremedal to 1)(set:$sapphiremedaltaken to 1)
You take the SAPPHIRE MEDAL
<u>[[Continue->Small Study]]The safe does not open.
<u>[[Continue->Small Study]]Twenty medals are neatly arranged in four rows. All have different stones set into them, the lining of their place on the display the same colour as the stone.
The colours with no medal attached are:
(if:$jadefixed is 0)[Jade]
(if:$emeraldfixed is 0)[Emerald]
(if:$sapphirefixed is 0)[Sapphire]
(if:$jademedal is 1)[Attach the <u>[[JADE MEDAL->JADE MEDAL 3]]</u>?]
(if:$sapphiremedal is 1)[Attach the <u>[[SAPPHIRE MEDAL->SAPPHIRE MEDAL 2]]</u>?]
(if:$emeraldmedal is 1)[Attach the <u>[[EMERALD MEDAL->EMERALD MEDAL 2]]</u>?]
<u>[[Continue->Statue Gallery]] <h3>PLAYERS</h3>
(set:$playersfile to 1)
The file contains several polaroid photographs of people, none of whom you recognise. The photos are of corpses, very recently killed when the pictures were taken. You recognise some of the locations in the photos as places within this estate. Some were even taken in rooms of this house. Written on the back of each polaroid are initials and a date, all from the 1970s. It looks as if they were killed in a variety of imaginative and cruel ways.
Another section of the file houses very old black and white photographs, some of them daguerreotypes, dated from the late 19th century. These also show the corpses of the recently killed in a variety of chilling mocked-up poses. This section of the file is titled "Magnus".
There is another seperate section to the file with only two letters as its title. At first you do not spot that these are your own initials.
Within the file are dozens of photos, of varying quality, of you wandering through this estate. Many of them show you in places or circumstances you do not recall from your ordeal here, but they are undeliably you.
<h3>PLAYERS</h3>
(set:$playersfile to 1)
The file contains several polaroid photographs of people, none of whom you recognise. The photos are of corpses, very recently killed when the pictures were taken. You recognise some of the locations in the photos as places within this estate. Some were even taken in rooms of this house. Written on the back of each polaroid are initials and a date, all from the 1970s. It looks as if they were killed in a variety of imaginative and cruel ways.
Another section of the file houses very old black and white photographs, some of them daguerreotypes, dated from the late 19th century. These also show the corpses of the recently killed in a variety of chilling mocked-up poses. This section of the file is titled "Magnus".
There is another seperate section to the file with only two letters as its title. At first you do not spot that these are your own initials.
Within the file are dozens of photos, of varying quality, of you wandering through this estate. Many of them show you in places or circumstances you do not recall from your ordeal here, but they are undeliably you.
<u>[[Continue->Statue Gallery]]
<audio src="http://www.symonspiano.com/audio/text2.mp3" autoplay>You attach the JADE MEDAL.
(set:$jademedal to 0)(set:$jadefixed to 1)
(set:$allthemedals to$allthemedals +1)
(if:$allthemedals is 3)[<u>[[Continue->medalsdone2]]](else:)[<u>[[Continue->Statue Gallery]] ]You attach the SAPPHIRE MEDAL.
(set:$sapphiremedal to 0)(set:$sapphirefixed to 1)
(set:$allthemedals to$allthemedals +1)
(if:$allthemedals is 3)[<u>[[Continue->medalsdone2]]](else:)[<u>[[Continue->Statue Gallery]] ]You attach the EMERALD MEDAL.
(set:$emeraldmedal to 0)(set:$emeraldfixed to 1)
(set:$allthemedals to$allthemedals +1)
(if:$allthemedals is 3)[<u>[[Continue->medalsdone2]]](else:)[<u>[[Continue->Statue Gallery]] ]All twenty medals are set in place and the metal display is complete. The display comes away from the wall on a swinging hinge revealing its true function as a disguised safe.
Within the wide open safe is a stack of money and a file entitled: <u>[["THE PLAYERS"]]</u>All twenty medals are set in place and the metal display is complete. The display comes away from the wall on a swinging hinge revealing its true function as a disguised safe.
Within the wide open safe is a stack of money and a file entitled: <u>[["PLAYERS"]]</u>
<audio src="http://www.symonspiano.com/audio/tense_strings_with_piano.mp3" autoplay>There is no turning back now.
<u>[[Continue->The Final Ballroom]]You stare for just a few seconds at that black glass, aware that if he truely is on the other side then you will have to act quickly, but allowing yourself to ponder how many times over the last twenty two years you have stared ignorantly at that black surface, never knowing that that sick, twisted monster was laughing at you from the other side.
(live: 10s)[No more. ]
(live: 15s)[You move over to the lifesize statue of Cadmus and, with a titanic effort augmented by your anger and need for revenge, push it smashing to the ground in a crash that would be heard throughout the entire house. ]
(live: 25s)[You pick up the head from the bed of cracked marble tiles and, wasting no time, hurl it at the obsidian black glass.]
(live: 30s)[The sheet shatters spectacularly and reveals the small room behind it and, more importantly, Cadmus dumbfounded, recoiled from the avalanche of black shards of glass. You notice momentarily that his face is bleeding from multiple wounds. He cries out in fear and pain. ]
(live: 37s)[Finally the smug, cool confidence has evaporated and you have him exactly where you want him.]
(live: 42s)[You leap through the hole you've created, the (if:$largeicepick is 1)[ice pick](if:$machete is 1)[machete](if:$sledgehammer is 1)[sledgehammer] firmly clasped with both hands.]
(live: 50s)[<u>[[End it.]]]
<audio src="http://www.symonspiano.com/audio/glass_as_black_as_obsidian.mp3" autoplay>You take just one moment, one short but necessary moment, to savour the fear in his eyes, caught unprepared and off guard for the first and only time in over two decades of using you as a play-thing. In that brief moment, it feels good.
(live: 13s)[It feels necessary.]
(live: 17s)[Cadmus opens his mouth to speak, flecks of blood pooled at the corners and tricklets running down his forehead from the tiny glass fragments that exploded over him seconds ago, but no words emerge.]
(live: 23s)[But then that hideous, confident grin returns.]
(live: 27s)[His left arm flies from behind his back towards your face, a ferociously sharp knife gripped by bleeding fingers.]
(live: 35s)[But this time you were expecting it.]
(live: 45s)[(if:$machete is 1)[You swing the machete with so much force it hurts your neck, severing Cadmus' right hand in a shower of blood accompanied by a piercing scream.]](live: 45s)[(if:$sledgehammer is 1)[You swing the sledgehammer with so much force it ends up stuck in the wall where it lands with a deafening smack, shattering Cadmus' blade-wielding hand as it passes. He howls in agony.]](live: 45s)[(if:$largeicepick is 1)[You swing the ice pick with a powerful two-handed blow, getting the aim just right and nailing Cadmus' knife-wielding hand to the wall at the wrist in a shower of blood accompanied by a piercing scream.]]
(live: 55s)[(if:$machete is 1)[He looks at you, eyes wide and full of terror, as you take another swing. His eyes remain fixed on you was the machete cuts his head clean from his body. It flies and hits the wall behind him before rolling to a stop, eyes still wide open and fixed in that final moment of well deserved horror.]](live: 55s)[(if:$sledgehammer is 1)[He looks at you, eyes wide and full of terror, as you brute force the sledgehammer from the wall where it is lodged. His eyes remain fixed on you and he tries, and fails, to move away in time. With a final, forceful blow you bring the sledgehammer down on Cadmus' head, killing him instantly.]](live: 55s)[(if:$largeicepick is 1)[He looks at you, eyes wide and full of terror and pinned in place, as you withdraw the weapon to take another swing. He roars in pain as the ice pick tears free and makes a feeble attempt to pick up his knife one last time. He never reaches it. You swing the weapon again, driving it straight through the man's head. With a sickening crunch and a welter of gore, Cadmus dies instantly as his head is pierced, shattered and pinned to the wall.]]
(live: 82s)[<u>[[Last Words]]]
<audio src="http://www.symonspiano.com/audio/i_remember_end_it.mp3" autoplay>It is done. After twenty two years of playing his game, it is done.
(live: 10s)["What now?" you ask yourself, as you stare for a moment at Cadmus' ruined body. Your desire for revenge sated, you now look away in disgust.]
(live: 20s)[You cry. You allow yourself to cry.]
(live: 25s)[What of your life before this? What of your wife? Your child? Your child who will be an adult now.]
(live: 33s)["No, this isn't finished."]
(live: 40s)["Cromwell. Cromwell Verlaine."]
(live: 55s)["Wherever you are, you will pay for this"]
(live: 62s)["Wherever you are, I will find you"]
(live: 72s)[(if:$burnclue is 2)[<u>[[Continue->Burn this place down]]](else:)[<u>[[Continue->The End of the Game]]]]
<audio src="http://www.symonspiano.com/audio/last_words.mp3" autoplay>It's time to go. It's time to leave this place forever.
It feels like two days since you were last out of this place. It also feels like you've been here forever. As your memory continues to recover, you feel as if your mind is being stretched. You take one last look at the pathetic corpse, and notice something on the floor next to it. It must have fallen from his pocket. It's the FRONT DOOR KEY.
(live: 16s)["Enough. Go now." you tell yourself]
(live: 20s)[You turn around and walk back towards the door.]
(live: 25s)[It is over.]
(live: 30s)["But wait..........."]
(set:$youburnedthismotherfucker to 1)
(live: 35s)["Those oil lamps, that flamable oil that had spilled out in the attic......"]
(live: 40s)["Let's put this place out of action once and for all and burn all the sick monuments to the Verlaine family's dark and twisted history."]
(live: 45s)["Cromwell, Magnus, let their repulsive legacy go up in flames along with this accursed house."]
(live: 50s)[You race back upstairs to the attic, taking the oil lamp from the corridor as you go. It feels good when you hurl it into the attic, running away quickly as the flames instantly envelope the space.
Back downstairs moments later, you slow down, knowing it will take several minutes for a building this size to succumb to the fire entirely.
As you approach the front door, just feet away from leaving this place for good, your attention is taken by the small table next to it with the telephone on top.
"If only those things worked, I could have got out of here years ago". ]
(live: 65s)[<u>[[..............->his final call]]]
<audio src="http://www.symonspiano.com/audio/burning_it_down.mp3" autoplay>It's time to go. It's time to leave this place forever.
(live: 8s)[It feels like two days since you were last out of this place. It also feels like you've been here forever. As your memory continues to recover, you feel as if your mind is being stretched. You take one last look at the pathetic corpse, and notice something on the floor next to it. It must have fallen from his pocket. It's the FRONT DOOR KEY. ]
(live: 18s)["Enough. Go now." you tell yourself]
(live: 32s)[You turn around and walk back towards the door.]
(live: 43s)[It is over.]
(live: 55s)[As you approach the front door, just feet away from leaving this place for good, your attention is taken by the small table next to it with the telephone on top.
"If only those things worked, I could have got out of here years ago". ]
(live: 63s)["If only...."]
(live: 63s)["If only I could bring this place crashing down as I leave. Destroy the stain that it is"]
(live: 78s)["Cromwell Verlaine, I will find you. Wherever you are, I will bring you down"]
(live: 92s)[<u>[[..............->his final call]]]
<audio src="http://www.symonspiano.com/audio/the_end_no_fire_and_ranking_page.mp3" autoplay>
(live: 56s)[<u>(text-style:"emboss")[<u>[[THE END]]</u>]](live: 62s)[<u>(text-style:"emboss")[?................]]
<audio src="http://www.symonspiano.com/audio/final_phonecall.mp3" autoplay>(live: 3s)[Congratulations. You have completed (and defeated)....]
(live: 6s)[(text-style: "emboss")+(text-style:"fade-in-out")[<h3>INSANE FICTION</h3>]]
(live: 9s)[Kill Cadmus and escape?....]
(live: 12s)[Yes.]
(live: 16s)[Find all three MEDALS and collect the evidence?....]
(live: 19s)[(if:$playersfile is 0)[No.....](else:)[Yes.(set:$finalscore to $finalscore+1)]]
(live: 24s)[Destroy the house?....]
(live: 28s)[(if:$youburnedthismotherfucker is 0)[No.....](else:)[Yes.(set:$finalscore to $finalscore+1)]]
(live: 30s)[Final Ranking....]
(live: 33s)[(IF:$finalscore is 0)[<h3>C</H3>](IF:$finalscore is 1)[<h3>B</H3>](IF:$finalscore is 2)[<h3>A</H3>]]
(live:95s)[(go-to:"Credits Page")]
<audio src="http://www.symonspiano.com/audio/the_end_no_fire_and_ranking_page.mp3" autoplay>
[[glass as black as obsidian]]
(set:$sledgehammer to 1)
(set:$burnclue to 2)
(set:$playersfile to 1)(live: 3s)[(text-style: "emboss")+(text-style:"fade-in-out")[<h3>INSANE FICTION</h3>]]
(live:7s)[Written, voiced, scored and dreamt up by Chris Symons]
(live:13s)[Dedicated to my brother and best mate, Ben Symons]
(live:19s)[The man with the single most fertile imagination I've ever known.]
(live:25s)[Thanks for the inspiration over all the years.]
(live:30s)[The adventure....................................]
(live:36s)[.........will continue.]
(live:42s)[<hr>]
(live:6s)[<u>[[Pick it up->..............]]]
<audio src="http://www.symonspiano.com/audio/phone_loudest.mp3" autoplay>Babity Games presents....
(live:3s)[A Demented Childhood Cat Production....]
(live:6s)[<u>[[Click Here->Start Page]] ][[to the tower]]
(set:$archiecrest to 1)
(set:$starcrest to 1)
(set:$rosecrest to 1)
(set:$rupertcrest to 1)
(set:$checkinsidethetelevision to 1)
[[SQ Leisure Room]] (set:$archiecrest to 1)
(set:$starcrest to 1)
(set:$rosecrest to 1)
(set:$cromwellstatue to 1)
(set:$rupertcrest to 1)
(set:$cadmusstatue to 1)
[[Magnus Room]] (live:5s)[<u>[[Continue->PART 2 BEGINS]] ]
<audio src="http://www.symonspiano.com/audio/slow_footstes.mp3" autoplay>(live:5s)[<u>[[Continue->Mansion Main Hall GF]] ]
<audio src="http://www.symonspiano.com/audio/slow_footstes.mp3" autoplay>(live:5s)[<u>[[Continue->Mansion Main Hall 1F]] ]
<audio src="http://www.symonspiano.com/audio/slow_footstes.mp3" autoplay>(live:5s)[<u>[[Continue->Basement Corridor]] ]
<audio src="http://www.symonspiano.com/audio/slow_footstes.mp3" autoplay>(live:5s)[<u>[[Continue->Dining Room Antechamber]] ]
<audio src="http://www.symonspiano.com/audio/slow_footstes.mp3" autoplay>(live:5s)[<u>[[Continue->Astronomy Room]] ]
<audio src="http://www.symonspiano.com/audio/slow_footstes.mp3" autoplay>(live:5s)[<u>[[Continue->Statue Gallery]] ]
<audio src="http://www.symonspiano.com/audio/slow_footstes.mp3" autoplay>
(live:5s)<u>[[Lodge upstairs corridor]]
<audio src="http://www.symonspiano.com/audio/slow_footstes.mp3" autoplay>
(if:$ringringlodge is 1)[<audio src="http://www.symonspiano.com/audio/phone_vol_1.mp3" autoplay>]
(live:5s)[<u>[[Lodge Corridor 2]]]
<audio src="http://www.symonspiano.com/audio/slow_footstes.mp3" autoplay>
(if:$ringringlodge is 1)[<audio src="http://www.symonspiano.com/audio/phone_vol_1.mp3" autoplay>](live:8s)[<audio src="http://www.symonspiano.com/audio/grand2.mp3" autoplay>]
(live:13s)[(go-to:"The Final Ballroom")]
<audio src="http://www.symonspiano.com/audio/heart_beat.mp3" autoplay>(if:$redkey is 0)[The door is locked. A red insignia is carved around the keyhole.
<u>[[Continue->Servants Quarters Back Corridor]]</u>](else:)[You unlocked it using the RED KEY. This key has no further use. (set:$redkey to 0)
<u>[[Continue->Dorm 3 door]] ]You open the trap door and there is a narrow staircase descending down into darkness.
Will you climb down?
<u>[[Yes->Servants Quarters Basement]]
<u>[[No->Servants Quarters Back Corridor]] (set:$beeninbasement to 1)
(live:5s)[<u>[[Continue->Servants Basement Corridor 1]] ]
(if:$firstlovely is 0)[<i>Start drawing a map. Colour of the doors....](set:$firstlovely to 1)
<audio src="http://www.symonspiano.com/audio/slow_footstes.mp3" autoplay><h3>Basement Corridor</h3>
<hr>
You stand in a long, narrow corridor with old brick walls lit only every twenty feet or so by weak lights on the ceiling, creating small patches of illumination breaking up the blackness at regular intervals from one end of the corridor to the other. It has the effect of making the corridor look like a trick of mirrors repeating the same segment again and again forever.
The walls are old, very old. The brick work must have been here for hundreds of years. The air smells stale and you can hear rats scurrying unseen, their squeeks echoing the length of the stretch. The floor is coarse concrete, sections of which feel like they are crumbling underfoot.
At the west end of the corridor a set of stairs lead back up to the trapdoor and the main house.
At the opposite end is a worn metal door with flakes of blue paint still showing in rust-edged patches. A similar door with grey paint is immediatly perpendicular to to it on the north stretch of wall.
<hr>
<u>[[Narrow stairs west end->Upstairs to Servants house]]
(if:$gasleak is 0)[<u>[[Blue metal door->Servants Basement Corridor 4]]](else:)[<u>[[Blue metal door->Gas Death]] ]
(if:$othersidelock is 0)[<u>[[Grey metal door->Corridor 2 Oneway]]](else:)[<u>[[Grey metal door->Servants Basement Corridor 2]] ]
<hr>
<u>[[INVENTORY]]</u>
<u>[[ARCHIVE]]</u>
(if:(history:)'s last is "Unlock from other side" or "Servants Basement Corridor 4" or "Servants Basement Corridor 2")[<audio src="http://www.symonspiano.com/audio/lofty1.mp3" autoplay>]<h3>Basement Corridor</h3>
<hr>
Another monotonous and claustrophobic corridor which, although narrow, extends further in each direction than the feeble emergency lighting allows you to see clearly. Dirty clinical tiles, many of which are broken or missing, lie underfoot and the brick walls are crumbling away in places showing bare rock and earth behind the scars in the wall. Lights at the far ends of the corridor flicker and a buzzing sound, maybe the lights or perhaps some flying insect, can be heard.
The corridor is a a large T shape, the long top stretch running from east to west. At the west end of this length, there is a single grey door on the south run of wall. About twenty feet east of this door, on the same stretch of wall, are a pair of big double doors marked "Infirmary" with frosted glass round portholes on them. A similar door, rusty and metal and with flakes of black paint remaining, is placed on the narrow piece of wall at the extreme east end of the stretch.
A perpendicular stretch of corridor runs south from about halfway along this length. A purple door sits at its far south end wall with a green door on the wall immediately west on the perpendicular wall.
This place is like a warren and tricky to navigate. You will need to devise a map to find your way around.
<hr>
<u>[[Green metal door->Gas Death]]
<u>[[Purple metal door->Servants Basement Corridor 3]]
<u>[[Black metal door->Servants Basement Corridor 3]]
(if:$othersidelock is 0)[<u>[[Grey metal door->Unlock from other side]]](else:)[<u>[[Grey metal door->Servants Basement Corridor 1]]]
(if:$infirmaryopen is 0)[<u>[[Double white "Infirmary" doors->Infirmary Keycode]]](else:)[<u>[[Double white "Infirmary" doors->Infirmary]]</u>]
<hr>
<u>[[INVENTORY]]</u>
<u>[[ARCHIVE]]</u>
(if:(history:)'s last is "Infirmary" or "Open the door?" or "Servants Basement Corridor 1" or "Servants Basement Corridor 3" or "Servants Basement Corridor 4" or "Gas Leak")[<audio src="http://www.symonspiano.com/audio/lofty1.mp3" autoplay>]
<audio src="http://www.symonspiano.com/audio/tense_strings_with_piano.mp3" autoplay><h3>Basement Corridor</h3>
<hr>
The ceiling, low and dripping with leaks here and there, is curved in this narrow stretch of the corridor. Hanging lamps which you have to duck to avoid illuminate stingy portions of the tight space. You can see the faded remains of several posters of patches of the walls. Some of them are dated form the 1920s and others look even older. Their colours have all but faded and many are torn or ravaged by mould. A particularly large poster showing a (if:$postergirl is 1)[<U>[[beautiful woman]]</U>](else:)[beautiful woman] in 1920s dress occupies the wall opposite the door marked "Dorm 4". The bleached image harkens back to a time when there would have been life in this place. It doesn't look as if this basement has been in use for a very long time now.
A cracked water pipe running along the ceiling is burst open and spills water into the area. Cracks in the brickwood at the base of the wall seem to drain the water away.
The corridor is L shaped. One stretch runs north to south and then turns off to the east. On the far east wall is a door almost completely coated in orange rust. Down that same east to west stretch of corridor lie two doors, both on the north long wall. One, the furthest east, is marked "Dorm 4" and the other has some remains of purple paint on it.
A single black door sits at the end of the stretch of corridor running north. The door is on the west long wall immediately before the corridor terminates.
<hr>
<u>[[Black metal door->Servants Basement Corridor 2]]
<u>[[Purple metal door->Servants Basement Corridor 2]]
<u>[[Door marked "Dorm 4"->Dorm 4]]
(if:$bsrunlocked is 1)[<u>[[Rusty metal door->Basement Storage Room]]
<hr>](else:)[<u>[[Rusty metal door->BSR lock]]]
<u>[[INVENTORY]]</u>
<u>[[ARCHIVE]]</u>
(if:(history:)'s last is "Servants Basement Corridor 2" or "Basement Storage Room" or "Dorm 4")[<audio src="http://www.symonspiano.com/audio/lofty3.mp3" autoplay>]
<audio src="http://www.symonspiano.com/audio/water.mp3" autoplay><h3>Dormitory 4</h3>
<hr>
Two rows of small, uncomfortable looking bunkbeds are arranged along each of the walls running the length of the room, their sheets a coarse, itchy looking weave in dull colours. <u>[[Small chests of drawers]]</u> are positioned between each bunk, some still hosting <u>[[personal effects]]</u> which must have belonged to the people who slept here. There are staff rotas pinned to a <u>[[cork board]]</u>, some dates decades ago, hanging on the far north wall of the room and a few flickering bedside lamps provide a warm light. One small <u>[[bookcase->bookcase dormitory]]</u> sits behind a desk at the end of the room upon which rest <u>[[several folders]]</u>.
<hr>
<u>[[Door->Servants Basement Corridor 3]]
<hr>
<u>[[INVENTORY]]</u>
<u>[[ARCHIVE]]</u>
<audio src="http://www.symonspiano.com/audio/text4.mp3" autoplay>
(if:(history:)'s last is "Servants Basement Corridor 3")[<audio src="http://www.symonspiano.com/audio/lofty2.mp3" autoplay>]<h3>Infirmary</h3>(set:$infirmaryopen to 1)
<hr>
Illuminated only by the light from the corridor coming through the frosted glass portholes on the door, you see the shadows of the room in front of you. A silent infirmary. Six uninviting medical beds in various states of disarray border the walls, interspersed with partition screens of hanging plastic which render some of the bed <u>[[bays hidden from view]]</u>. The tiled walls have curious stains caked onto them in places, impossible to identify without better light. Rusty trolleys with bottles and various <u>[[surgical tools and kidney dishes]]</u> are in place next to some of the beds.
A <u>[[cruel looking device]]</u> hangs from the ceiling in the centre of the room.
(if:$basementkeyfound is 0)[One of the beds seems to have <u>[[something under the sheets]]</u>. The shape and size look human. ](else:)[A manequin is placed in one of the beds. ]
<hr>
<u>[[Double doors->Servants Basement Corridor 2]]
<hr>
<u>[[INVENTORY]]</u>
<u>[[ARCHIVE]]</u>
(if:(history:)'s last is "Infirmary Right" or "Servants Basement Corridor 2")[<audio src="http://www.symonspiano.com/audio/lofty1.mp3" autoplay>]
<audio src="http://www.symonspiano.com/audio/mansion_theme2.mp3" autoplay><h3>Basement Storage Room</h3>(set:$bsrunlocked to 1)
<hr>
The contents of this room are all badly damaged from a flood. Old cardboard boxes are little more than dried out flakes coating the long-unusable <u>[[tinned food]]</u>, <u>[[maintenance supplies]]</u> and <u>[[other provisions]]</u> they once held. (if:$redkeyfound is 0)[<u>[[Wooden crates]]</u>](else:)[wooden crates] are cracked and split from saturation and subsequent drying out. A pungent mixture of stale old rot and damp, long undisturbed air stifle the atmosphere in the small room. The old wall tiles, which cover the walls from floor to ceiling, show the old imprint of the flood's waterline about two feet above the ground. All the tiles below this are coated in brown ossified stain. A decaying map of this basement can be seen pinned to a cork board on the wall by the rusted door. It shows that the basement forms a network of interlocking corridors around a figure of eight, the two inner segments of which are the Infirmary and the large dormitory.
<hr>
<u>[[Door->Servants Basement Corridor 3]]
<hr>
<u>[[INVENTORY]]</u>
<u>[[ARCHIVE]]</u>
(if:(history:)'s last is "BSR lock" or "Servants Basement Corridor 3")[<audio src="http://www.symonspiano.com/audio/cosy3.mp3" autoplay>]
(live:5s)[<u>[[Continue->Servants Quarters Back Corridor]] ]
<audio src="http://www.symonspiano.com/audio/slow_footstes.mp3" autoplay>This door is locked from the other side.
<u>[[Continue->Servants Basement Corridor 1]]</u><h3>Basement Corridor</h3>
<hr>
In contrast to the other corridor, this one is well lit and clean. The area is completely silent, no trace of sound from critters or buzzing insects as in the other areas of this basement.
The beige tiled floor and walls make the place feel cold and clinical and the strip lights are so bright the light is overbearing.
Old rusted <u>[[gas canisters]]</u> are placed in the apex of the corridor. It looks as if they haven't been here long.
The corridor is L shaped running north to south and then off to the east. A green metal door occupies the terminal wall at the end of the east stretch.
At the other end of the corridor is a blue door at the terminal end of the long west wall.
<hr>
<u>[[Blue metal door->Servants Basement Corridor 1]]
<u>[[Green metal door->Gas Leak]]
<hr>
<u>[[INVENTORY]]</u>
<u>[[ARCHIVE]]</u>
(if:(history:)'s last is "Servants Basement Corridor 2" or "Servants Basement Corridor 1")[<audio src="http://www.symonspiano.com/audio/metal_squeeky.mp3" autoplay>](set:$othersidelock to 1)
You unlocked this door.
<u>[[Proceed->Servants Basement Corridor 1]]
<audio src="http://www.symonspiano.com/audio/tense_strings_with_piano.mp3" autoplay>(if:$basementkey is 0)[It's locked. There must be a key somewhere....
<u>[[Continue->Servants Basement Corridor 3]] ](else:)[You unlocked it using the BASEMENT KEY. The key has no further use. (set:$basementkey to 0)
<u>[[Proceed->Basement Storage Room]] ]
<audio src="http://www.symonspiano.com/audio/tense_strings_with_piano.mp3" autoplay>(set: $infirmarycode to (prompt: "Enter Electronic Lock Pass Number", ""))
(if:$infirmarycode is "1942")[(go-to: "Infirmary Right")](else:)[(go-to: "Infirmary Wrong")]
<u>[[Don't enter a code->Servants Basement Corridor 2]]
You have entered the correct code. The electronic lock to the door noisily jolts open.
<u>[[Continue->Infirmary]] The code you have entered appears to be wrong. Nothing happens.
<u>[[Continue->Servants Basement Corridor 2]]It's tightly locked and won't open.
<u>[[Continue->Gamekeeper office 2]]
<h3>Side Alley</h3>
<hr>
A narrow alley way outside the main lodge building leads to a small metal building on raised foundations with three steps up to the metal door. A few feet beyond lies a small stone structure with an open doorway leading to some stairs descending down into the ground. The alleyway is bordered by high wire fences beyond which lie the pitch black fields and forests beyond. Light comes from within the metal building and from the illuminated windows of the lodge buiding.
<hr>
(if:$shedopen is 0)[<u>[[Metal Shed->Shed Lock]]](else:)[<u>[[Metal building door->Lodge Shed]]]
<u>[[Bunker Door->Bunker Stairs Down]]
<u>[[Door back into Lodge->Gamekeeper's Office]]
(set:$shedknock to 0)
<hr>
<u>[[INVENTORY]]</u>
<u>[[ARCHIVE]]</u>
(if:(history:)'s last is "Gamekeeper's Office" or "Knocking on Shed")[<audio src="http://www.symonspiano.com/audio/metal_squeeky.mp3" autoplay>]
(if:(history:)'s last is "Lodge Shed")[<audio src="http://www.symonspiano.com/audio/lofty1.mp3" autoplay>]
<audio src="http://www.symonspiano.com/audio/wind.mp3" autoplay>Will you go down the stairs?
<u>[[Yes->DOWN STAIRS BUNKER]]
<u>[[No->Lodge Side Alley]](live:5s)[<u>[[Continue->Bunker Corridor 1]] ]
<audio src="http://www.symonspiano.com/audio/slow_footstes.mp3" autoplay><h3>Bunker Corridor</h3>
<hr>
The walls of this bunker are lined with dark corrugated metal which has small round lights embedded in at distant intervals throwing out a bright light but one which doesn't penetrate far into the darkness. Wires and what look like huge ventilation pipes run overhead creating a twisting complex network of metal veins and arteries overhead.
The corridor runs to the a T junction at the east end (with the stairs back to the ground at the far west end), forking to equal distances both north and south from this point. Where this split occurs there are a large set of double doors marked "Meeting Room" on the long wall opposite. Diagonally accross, on the two shorter sections of wall, are two other doors. The one on the right is marked "Power Room" and the one on the left is unmarked.
<hr>
<u>[[Stairs up->Lodge Side Alley Up]]
<u>[[Unmarked metal door->Sick Room]]
<u>[[Double Metal Doors "Meeting Room"->Meeting Room]]
(if:$bunkeroneway is 0)[<u>[[Metal door marked "Power Room"->Power Room Locked]]](else:)[<u>[[Metal door marked "Power Room"->Power Room]]]
<hr>
<u>[[INVENTORY]]</u>
<u>[[ARCHIVE]]</u>
(if:(history:)'s last is "Meeting Room" or "Junk Room" or "Power Room" or "Unlocked Bunker Door")[<audio src="http://www.symonspiano.com/audio/lofty1.mp3" autoplay>]
<audio src="http://www.symonspiano.com/audio/mansion_theme2.mp3" autoplay>(live:5s)[<u>[[Continue->Lodge Side Alley]] ]
<audio src="http://www.symonspiano.com/audio/slow_footstes.mp3" autoplay><h3>Meeting Room</h3>
<hr>
The room is a large cold square of concrete that appears pale blue in the harsh light of the strip lights in the ceiling. About twenty chairs are arranged around a central table with a <u>[[projector]]</u> in the centre aimed at a projector screen on the wall in front. A trolley containing empty cups and a hot water urn sit in one corner and an empty bookshelf on the south wall next to which there is a (if:$bookshelfmoves is 0)[<u>[[Keycode pad]]</u> mounted into the wall and the word "legs" is scratched into the concrete wall beside it.](else:)[small metal door which was hidden behind the empty bookshelf.]
There is nothing decorative in the room except for one <u>[[hideous display]]</u> mounted on the east wall next to an unmarked blackboard and a stack of tables. A <u>[[single printed notice]]</u> is pinned to the wall next to the blackboard.
<hr>
<u>[[Double metal doors->Bunker Corridor 1]]
(if:$bookshelfmoves is 1)[<u>[[Secret Door->Secret Corridor]]]
<hr>
<u>[[INVENTORY]]</u>
<u>[[ARCHIVE]]</u>
(if:(history:)'s last is "Secret Corridor" or "Bunker Corridor 1")[<audio src="http://www.symonspiano.com/audio/metal_squeeky.mp3" autoplay>]<h3>Sick Room</h3>
<hr>
A series of <u>[[filing cabinets]]</u> line one of the walls next to almost empty bookshelves. A harsh metal frame single bed sits in one corner. It looks like a sick bed and posters about hygeine and bottles of antiseptic and other medicinal supplies are arranged on a nearby shelf. A leak in the ceiling has rotted a huge patch of the cork ceiling tiles away like an infected open wound, revealing naked wires and pipes underneath. The central patch of the concrete wall is discoloured and thick with some sort of fungus from the effects of the leak and the smell of soaked wood is strong.
A small desk is placed next to the sick bed with a broken telephone and an <u>[[answer phone]]</u> next to it with a small light flickering. A modern looking computer, which had obviously been sitting on the desk, lays smashed on the hard damp floor next to it.
<hr>
<u>[[Metal door->Bunker Corridor 1]]
<hr>
<u>[[INVENTORY]]</u>
<u>[[ARCHIVE]]</u>
(if:(history:)'s last is "Bunker Corridor 1")[<audio src="http://www.symonspiano.com/audio/lofty2.mp3" autoplay>]
<audio src="http://www.symonspiano.com/audio/mansion_theme2.mp3" autoplay>(set: $keycodebunker to (prompt: "Please Enter Security Code", ""))
(if:$keycodebunker is "808")[(go-to: "Keycode Right")](else:)[(go-to: "Keycode Wrong")]
The empty bookshelf slides to one side, revealing a small metal door.
<u>[[Continue->Meeting Room]]
(set:$bookshelfmoves to 1)
<audio src="http://www.symonspiano.com/audio/stone_grind_grand.mp3" autoplay>Nothing Happened. The code must have been wrong.
<u>[[Continue->Meeting Room]] <h3>Secret Corridor</h3>
<hr>
The narrow walls of the short corridor are plain smooth concrete. A step ladder and a few empty boxes are piled in one corner and a second door is situated on the same wall a little further down from the one you entered by. The corridor is bright, the light harsh and cold.
<hr>
<u>[[Door to "Meeting Room"->Meeting Room]]
<u>[[Door to "Power Room"->Power Room]]
<hr>
<u>[[INVENTORY]]</u>
<u>[[ARCHIVE]]</u>
(if:(history:)'s last is "Power Room" or "Meeting Room")[<audio src="http://www.symonspiano.com/audio/metal_squeeky.mp3" autoplay>]
<audio src="http://www.symonspiano.com/audio/text4.mp3" autoplay>
<h3>Power Room</h3>
<hr>
The room is full of clunky metal pipes and dirty machinery, much of which is powered down. A central console sits in the middle of a cluster of machines, pipes and metal structures forming a square in the centre of the room. On one edge of this structure sits (if:$powerrestored is 0)[a large <u>[[computer panel with several switches]]</u> which appears to control the power supply.](else:)[a large computer panel which controls the power supply. The auxilary power has been reactivated.] Thich steel girders form a broad latice around the metal walls of the room and several <u>[[console panels]]</u> are situated at various points throughout. A series of <u>[[lockers]]</u> occupy the wall next to the main double doors and a <u>[[huge air-conditioning shaft]]</u> rises from a sealed chamber in the corner of the room.
<hr>
<u>[[Metal door south wall->Secret Corridor]]
(if:$bunkeroneway is 0)[<u>[[Metal door east wall->Unlocked Bunker Door]]](else:)[<u>[[Metal door east wall->Bunker Corridor 1]]]
<hr>
<u>[[INVENTORY]]</u>
<u>[[ARCHIVE]]</u>
(if:(history:)'s last is "Secret Corridor" or "Bunker Corridor 1")[<audio src="http://www.symonspiano.com/audio/metal_squeeky.mp3" autoplay>]
(if:$powerrestored is 1)[<audio src="http://www.symonspiano.com/audio/generator.mp3" autoplay>]The door was locked from this side. You have unlocked it.
(set:$bunkeroneway to 1)
<u>[[Continue->Bunker Corridor 1]] This door appears to be locked from the opposite side.
<u>[[Continue->Bunker Corridor 1]] (if:$powerrestored is 1)[There is a keycode entry panel to the side of the door with the word "legs" written next to the keypad. Now that the power is restored you can input a code. Will you input a code?
<u>[[Yes->Enter Shed Code]]
<u>[[No->Lodge Side Alley]]](else:)[The door is locked and there is a numeric keypad next to it with the word "legs" written next to it. It doesn't seem to be getting any power though so it will not function.
<u>[[Continue->Lodge Side Alley]] ](set: $shedcode to (prompt: "Please Enter Security Code", ""))
(if:$shedcode is "848")[(go-to: "Shed Right")](else:)[(go-to: "Shed Wrong")]
Nothing seems to have happened. Perhaps you have the wrong code.
<u>[[Continue->Lodge Side Alley]]You have entered the correct code. The door is now open.
(set:$shedopen to 1)
<u>[[Continue->Lodge Shed]]<h3>Private Lounge</h3>
<hr>
(set:$shedopen to 1)
(if:$shedknock is 0)[This out building is decked out as a comfortable resting area with two red leather couches at right angles to each other on a central ornate rug. The walls are decorated with hunting trophies and against the far wall rests a log burner above which <u>[[several stuffed animals are mounted]]</u>. The light comes from arm table lamps on small round pedastals draped with rich red and orange fabrics (if:$foundwolfkey is 1)[including one now bearing the amber orb you set in place.](else:)[(if:$settheorb is 1)[(if:$amberorb is 1)[[although one pedastal stands curiously empty with just a round stand for some sort of spherical object on top]]](else:)[although one pedastal stands curiously empty with just a round stand for some sort of spherical object on top]]. A series of books about wildlife and hunting are arranged on individual shelves around the room. A <u>[[wide painting]]</u> hangs in a wooden frame on the north wall sits behind a thick red and purple curtain tied back with tassled holders at either side. ](else:)[Moose's skull.........Stuffed birds.........Amber orb..........]
<hr>
(if:$shedknock is 0)[<u>[[Metal door->Lodge Side Alley]]](else:)[(live:24s)[<u>[[Metal door->Knocking on Shed]]]]
<hr>
(if:$shedknock is 0)[<u>[[INVENTORY]]</u>]
(if:$shedknock is 0)[<u>[[ARCHIVE]]</u>]
(if:(history:)'s last is "Shed Right" or "Lodge Side Alley")[<audio src="http://www.symonspiano.com/audio/lofty2.mp3" autoplay>]
(if:$shedknock is 1)[<audio src="http://www.symonspiano.com/audio/knocking.mp3" autoplay>]It's a key with an emblem of a wolf carved into it.
You take the WOLF KEY(set:$wolfkey to 1)
(set:$foundwolfkey to 1)
<u>[[Continue->Lodge Shed]]The brands, where lables are left intact, look very old. The food looks like basic rations rather than anything fancy. This was probably for the servants or may have supplied whoever was being 'cared for' in that infirmary.
<u>[[Continue->Basement Storage Room]]Broken bottles of what may have contained cleaning fluids are strewn, their lables washed off and destroyed.
<u>[[Continue->Basement Storage Room]]Several boxes contain old bandages, completely ruined by flood damage, and other medical supplies which look to be well out of use. Some of the surgical instruments look quite barbaric.
A couple of boxes appear to have contained clothes or linin but are too badly rotted away to be sure.
<u>[[Continue->Basement Storage Room]]A small red key is found placed on top of one of these wooden crates. You take the RED KEY.
(set:$redkey to 1)(set:$redkeyfound to 1)
<u>[[Continue->Basement Storage Room]]The lables on this huge canisters means nothing to you but the toxic sign in big red print stands out clearly. You probably don't want to be opening these.
<u>[[Continue->Servants Basement Corridor 4]]As you go push the door open your attention is stolen by the slow creaking sound behind you.
(live:6s)[Followed by a startling crash. <audio src="http://www.symonspiano.com/audio/crash_grand.mp3" autoplay>]
(live:14s)[One of the gas canisters has toppled over and cracked open. Its fumes are filling the corridor! Small explosions are being triggered by the flickering electrical wires near the leaking gas.
]
(live:18s)[You quickly open the door and slam it shut on the other end.
That corridor is lethal now. You were lucky you shut the door before it could spread into the next corridor.
OPENING A DOOR INTO THAT LAST CORRIDOR COULD BE FATAL NOW.
You will have to find another way to get back round to the stairs back up to the main house. ]
(set:$gasleak to 1)
(live:30s)[<u>[[Continue->Servants Basement Corridor 2]]]
<audio src="http://www.symonspiano.com/audio/stone_grind_lofty.mp3" autoplay>
<audio src="http://www.symonspiano.com/audio/crash_grand.mp3" autoplay>
(live:12s)[ <audio src="http://www.symonspiano.com/audio/glass_as_black_as_obsidian.mp3" autoplay>As soon as the door opens, you are blown backwards by the force of the blast from the escaped gas in the corridor beyond. You hit the wall behind you with bone breaking force, staring out of blood covered eyes at the fires burning in the corridor. You rise to your feet, fortunatly not as injured from the blast as you first thought.
But within a few footsteps you fall.
It is useless. The gas has infiltrated this area and is knocking you out.
Within a few more seconds you lose consciousness entirely and pass out on the floor.
Will it be the fire that claims you? Suffocation? Some other threat lurking around this place?
You will never know.
Game Over
<audio src="http://www.symonspiano.com/audio/lofty1.mp3" autoplay>
<audio src="http://www.symonspiano.com/audio/crash_grand.mp3" autoplay>
<audio src="http://www.symonspiano.com/audio/crash_grand.mp3" autoplay>
<audio src="http://www.symonspiano.com/audio/game_over.mp3" autoplay>They contain handkerchiefs and other mundane personal effects. Nothing particularly interesting or useful.
<u>[[Continue->Dorm 4]]
<audio src="http://www.symonspiano.com/audio/text1.mp4" autoplay>There are a lot of small framed photos, mainly black and white but a few in faded colour, of people, presumably the loved ones of those who resided here. Some are labled with people's names and the dates they were taken. Curiously, one of them shows a young couple on a beach with an infant. The picture is in colour but the colour has started to fade. The inscription must be wrong because it dates the photograph in the future.
<u>[[Continue->Dorm 4]]
<audio src="http://www.symonspiano.com/audio/text1.mp4" autoplay>It looks as if cleaners, cooks and other assorted household staff have worked and lived here over the years. In the middle of several trivial notices and old bleached photographs there is a handwritten note, all in block capitals:
(SET:$postergirl to 1)
<h3>INFIRMARY CODE SET TO YEAR "THE FASHIONABLE LADY" RELEASED</H3>
<u>[[Continue->Dorm 4]]
<audio src="http://www.symonspiano.com/audio/text1.mp4" autoplay>Mostly cheep copies of novels and pulp fiction from decades ago. There are a few more modern books here too. Did people actually have to live down here in recent times?
<u>[[Continue->Dorm 4]]
<audio src="http://www.symonspiano.com/audio/text4.mp3" autoplay>Just mundane documents and files relating to management of the house and the estate. Nothing looks particularly useful or interesting except one document which mentions the presence of other buildings on this estate including the main mansion, a bunker, a hunting lodge, a 15th century crypt and private stables....
(live:9s)[....and a private graveyard.
<u>[[Continue->Dorm 4]]]
<audio src="http://www.symonspiano.com/audio/text4.mp3" autoplay>The poster is for a film titled "The Fashionable Lady" and is dated 1942.
<U>[[Continue->Servants Basement Corridor 3]]Behind the plastic curtains the beds are all empty. One is covered in blood and the blood is wet.
<u>[[Continue->Infirmary]]
<audio src="http://www.symonspiano.com/audio/mansion_theme2.mp3" autoplay>It is not clear what these would have been used for. Some of them are stained with rust but some look very modern.
<u>[[Continue->Infirmary]]
<audio src="http://www.symonspiano.com/audio/mansion_theme2.mp3" autoplay>It is some sort of hoisting apparatus suspended from the ceiling by a series of tracks. The thick leather straps don't suggest it would have been particularly comfortable.
<u>[[Continue->Infirmary]]
<audio src="http://www.symonspiano.com/audio/mansion_theme2.mp3" autoplay>Will you look under the sheet?
<u>[[Yes->Under The Sheets]]
<u>[[No->Infirmary]]
<audio src="http://www.symonspiano.com/audio/heart_beat.mp3" autoplay>(live: 5s)[..........]
(live:10s)[You pull the sheets back slowly]
(live:16s)[It's only a dummy. A plastic manequin. There's something in its hand.....]
(live:22s)[<u>[[Continue->Basement Key]]]
<audio src="http://www.symonspiano.com/audio/heart_beat.mp3" autoplay>It's a rusty key with the word "Basement" written on it.
You take the BASEMENT KEY.
(set:$basementkey to 1)(set:$basementkeyfound to 1)
<u>[[continue->Knocking on Infirmary]](live: 8s)[..........]
(live:24s)[<u>[[Open the door?]]
<u>[[Don't open the door -> Silent Infirmary]]]
<audio src="http://www.symonspiano.com/audio/knocking.mp3" autoplay>(live:7s)[<u>[[Open it->Servants Basement Corridor 2]]]
<audio src="http://www.symonspiano.com/audio/heart_beat.mp3" autoplay><h3>Infirmary</h3>
<hr>
Illuminated only by the light from the corridor coming through the frosted glass portholes on the door, you see the shadows of the room in front of you. A silent infirmary. Six uninviting medical beds in various states of disarray border the walls, interspersed with partition screens of hanging plastic which render some of the bed bays hidden from view. The tiled walls have curious stains caked onto them in places, impossible to identify without better light. Rusty trolleys with bottles and various surgical tools and kidney dishes are in place next to some of the beds.
(live:7s)[<h2>:(]
(live:14s)[<h2>): ]
A cruel looking device hangs from the ceiling in the centre of the room.
One of the beds seems to have something under the sheets. The shape and size look human.
<hr>
<u>[[Double doors->Open the door?]]
<hr>
(if:(history:)'s last is "Infirmary Right" or "Servants Basement Corridor 2")[<audio src="http://www.symonspiano.com/audio/lofty1.mp3" autoplay>]
<audio src="http://www.symonspiano.com/audio/knocking.mp3" autoplay>It doesn't appear to work. It looks very modern yet it also looks as if it has not been used in a very long time.
<u>[[Continue->Meeting Room]] The display is made up of three cubes of what look like amber containing, from left to right, a real tarantula, a small black snake and a huge trap door spider.
<u>[[Continue->Meeting Room]] <h4>To all staff
It has come to my attention that many of you are concerned about the whereabouts of Martin Millar, or former Buildings Manager for the estate. Although there were professional disagreements between Mr Millar and Mr Verlaine, I want to assure you that the rumours of a heated arguement resulting in Mr Millar's sacking and immediate disapperance are completely unfounded. Furthermore, it has been suggested that Mr Verlaine's companion and close aide, Cadmus, assaulted Mr Millar. I want to stress that there is no truth to these stories. Mr Millar, after a reasoned, amicable and professional meeting with Mr Verlaine and Cadmus, has decided to it would be an appropriate time to look for new employment, having felt that he has given all he can give to the estate of Tower House. We wish him success in all future endevours.
He leaves no forwarding address.
(set:$chrisbandletter to 1)
Yours faithfully,
Chris Band
Head of Security
<u>[[Continue->Meeting Room]] A letter, written on a torn off corner of paper and rolled up into a tube is tucked behind one of the shards of glass:
<i>James, we need to tell someone what's going one here. I can't say too much because I'll be putting your life in danger, but I know what Verlaine and Cadmus are up to. If you find this, and I'm sure you will, then know this; I've gone to my boss and told him what I know. I know about what Verlaine's keeping in that room with the dragon emblem door in the crypt. I know why he sends us away for days on end. I know why he has Cadmus intimidate us the way he does. But I trust Chris. He's head of security, an ex army man and a good man, I'm sure of it. He served in the paras with my father. He won't be corrupted or intimidated by Verlaine or his pet doberman Cadmus. I am still undecided, but I think I might confront Verlaine head on about this. I have to know the truth
Martin Millar.
(set:$martinletter to 1)</i>
<u>[[Continue->Lodge Toilet]]A green light shows on the panel. There is a message saved to the answer phone. There is no way of knowing how old the message is. Will you play it?
<u>[[Yes->Play Message]]
<u>[[No->Sick Room]] A sign printed on a metal panel of the console reads:
"Set switches to activate back up generator to power auxilary circuits including security lock panels"
Will you set the switches?
<u>[[Yes->Switch 1]]
<u>[[No->Power Room]]This switch can be set to either "9" or "13"
Which way will you flip it?
(set:$switches to 2)
<u>[[9]]
<u>[[13]]What will you set this next switch to?
<u>[[27]]
<u>[[30]]What will you set this next switch to?
(set:$switches to $switches*2)
<u>[[27]]
<u>[[30]]What will you set this next switch to?
(set:$switches to $switches*2)
<u>[[87]]
<u>[[89]]What will you set this next switch to?
<u>[[87]]
<u>[[89]]What will you set this next switch to?
(set:$switches to $switches*2)
<u>[[105]]
<u>[[103]]What will you set this next switch to?
<u>[[105]]
<u>[[103]](if:$switches is 16)[All the switches are correctly placed and the power from the back up generator starts humming to life. Lights of various colours turn on lighting up various consoles around the complex of machinery.(set:$powerrestored to 1)
<u>[[Continue->Power Room]]](else:)[(go-to:"103")]
(if:$powerisrestored is 1)[<audio src="http://www.symonspiano.com/audio/generator.mp3" autoplay>]Nothing seems to have happened. The back up generator still isn't starting up and the power has not been restored to auxilary systems.
<u>[[Continue->Power Room]](live:8s)[<u>[[Continue->Sick Room]]]
<audio src="http://www.symonspiano.com/audio/answerphone.mp3" autoplay>They are all open and empty except one which is locked.
<u>[[Continue->Sick Room]] These seem to control the power distribution around the estate. The whole system is very complex and most of the panels require keys or passwords to even operate.
<u>[[Continue->Power Room]]
(if:$powerrestored is 1)[<audio src="http://www.symonspiano.com/audio/generator.mp3" autoplay>]Most of the lockers are empty and the doors ajar. One large locker is closed and the door is tightly locked.
<u>[[Continue->Power Room]]
(if:$powerrestored is 1)[<audio src="http://www.symonspiano.com/audio/generator.mp3" autoplay>]There's a large object at the back of the sealed air-conditioning chamber with a brown blanket covering it.
You gingerly pull the cover back revealing the thing hidden beneath/
It's a corpse, mummified by the sterile dry air from the air conditioning filter system it has been dumped in.
The face and visible skin of the hands and forearms is discoloured and taught around the bones, dessicated as if laminated. The throat has been slit.
The corpse still has a name badge attached to its shirt;
"Martin Millar"
<u>[[Continue->Power Room]]
(if:$powerrestored is 1)[<audio src="http://www.symonspiano.com/audio/generator.mp3" autoplay>]In addition to several stuffed birds in glass domes, the heads of deer and the skull of a moose are proudly displayed on the wall.
<u>[[Continue->Lodge Shed]]The painting shows an artistic rendering of this very room. Every details is recreated in abstract brush strokes. Curiously, the picture shows a prominent round amber orb on the empty pedestal next to the door containing what looks like an insect or something similar. This seems to be the only detail in the picture that is not in the room......
(set:$settheorb to 1)
<u>[[Continue->Lodge Shed]]The AMBER ORB in place, a small concealed door at the pedestals's foot opens. Inside is a key.
It's a key with an emblem of a wolf carved into it.
(set:$shedknock to 1)
You take the WOLF KEY(set:$wolfkey to 1)
(set:$foundwolfkey to 1)
(set:$amberorb to 0)
<u>[[Continue->Lodge Shed]]Will you place the AMBER ORB on top of the pedestal mount?
<u>[[Yes->Get Wolf Key]]
<u>[[No->Lodge Shed]]
(live:6s)[.........]
(live:11s)[<u>[[Continue->Lodge Side Alley]]]
<audio src="http://www.symonspiano.com/audio/heart_beat.mp3" autoplay>It's a curious amber orb housing the remains of a small bird's skeleton. There's a tiny electronic chip at its base. Could it function as some sort of key?
You take the AMBER ORB.
(set:$amberorb to 1)
(set:$amberorbfound to 1)
<u>[[Continue->Hunting Lodge Lounge]] (set:$amberorb to 1)[[Lodge Shed]]It displays a list of rulers of this estate with a message above:
<i>
PAY TRIBUTE TO EACH MASTER OF THE ESTATE FROM THE OLDEST ANCESTOR TO THE CURRENT MASTER
ARTHUR VERLAINE: 1755-1799. Inherited title in 1775 upon the death of his father.
RUPERT VERLAINE:1774-1810. Inherited title in 1799 upon the death of his father.
LADY ELIZABETH VERLAINE 1774-1840. Inherited title in 1810 when her twin brother Rupert died without legitimate issue.
ARCHIE VERLAINE 1800-1842. Inherited title in 1840 upon the death of his mother.
MAGNUS VERLAINE: 1821-1880. Inherited title in 1842 when his father died in mysterious circumstances.
WALTER VERLAINE: 1850-1924. Inherited title in 1880 when his father Magnus died. .
HECTOR VERLAINE: 1898-1954. Inherited in 1924 upon the death of his father.
CROMWELL VERLAINE: 1930-. Inherited title in 1954 upon the death of his father. Crest shows a star.</i>
<u>[[Continue->Mansion Gallery]](set:$cadmusgonnadie to 1)
[[IT ALL COMES BACK TO YOU NOW]](set:$oillamp to 1)
[[Attic Corridor]] (set:$emeraldmedal to 1)
(set:$jademedal to 1)
[[Abandoned lounge]] <B>SAVING GAMES</B>
To save, click SAVE GAME below and enter the name you want this game to be saved as. To overwrite current saved game, use the same name, or else a seperate file will be created. If the screen displays GAME SAVED! then the save has been successful.
(link: "Save game")[(set: _savename to (prompt: "Enter the name of the save file.", ""))[(if: _savename is not "")[(if: (save-game: _savename))[Game saved!](else:)[Sorry, I couldn't save your game.]](else:)[Sorry, the save file name cannot be blank.]]]
<u>[[Continue->Crypt Corridor One]]
<audio src="http://www.symonspiano.com/audio/save.mp3" autoplay>Double-click this passage to edit it.<B>SAVING GAMES</B>
To save, click SAVE GAME below and enter the name you want this game to be saved as. To overwrite current saved game, use the same name, or else a seperate file will be created. If the screen displays GAME SAVED! then the save has been successful.
(link: "Save game")[(set: _savename to (prompt: "Enter the name of the save file.", ""))[(if: _savename is not "")[(if: (save-game: _savename))[Game saved!](else:)[Sorry, I couldn't save your game.]](else:)[Sorry, the save file name cannot be blank.]]]
<u>[[Continue->PART 2 BEGINS]]
<audio src="http://www.symonspiano.com/audio/save.mp3" autoplay><B>SAVING GAMES</B>
To save, click SAVE GAME below and enter the name you want this game to be saved as. To overwrite current saved game, use the same name, or else a seperate file will be created. If the screen displays GAME SAVED! then the save has been successful.
(link: "Save game")[(set: _savename to (prompt: "Enter the name of the save file.", ""))[(if: _savename is not "")[(if: (save-game: _savename))[Game saved!](else:)[Sorry, I couldn't save your game.]](else:)[Sorry, the save file name cannot be blank.]]]
<u>[[Continue->Clearing in Forest]]
<audio src="http://www.symonspiano.com/audio/save.mp3" autoplay><B>SAVING GAMES</B>
To save, click SAVE GAME below and enter the name you want this game to be saved as. To overwrite current saved game, use the same name, or else a seperate file will be created. If the screen displays GAME SAVED! then the save has been successful.
(link: "Save game")[(set: _savename to (prompt: "Enter the name of the save file.", ""))[(if: _savename is not "")[(if: (save-game: _savename))[Game saved!](else:)[Sorry, I couldn't save your game.]](else:)[Sorry, the save file name cannot be blank.]]]
<u>[[Continue->Servants Quarters Entrance]]
<audio src="http://www.symonspiano.com/audio/save.mp3" autoplay><B>SAVING GAMES</B>
To save, click SAVE GAME below and enter the name you want this game to be saved as. To overwrite current saved game, use the same name, or else a seperate file will be created. If the screen displays GAME SAVED! then the save has been successful.
(link: "Save game")[(set: _savename to (prompt: "Enter the name of the save file.", ""))[(if: _savename is not "")[(if: (save-game: _savename))[Game saved!](else:)[Sorry, I couldn't save your game.]](else:)[Sorry, the save file name cannot be blank.]]]
<u>[[Continue->SQ Landing]]
<audio src="http://www.symonspiano.com/audio/save.mp3" autoplay><B>SAVING GAMES</B>
To save, click SAVE GAME below and enter the name you want this game to be saved as. To overwrite current saved game, use the same name, or else a seperate file will be created. If the screen displays GAME SAVED! then the save has been successful.
(link: "Save game")[(set: _savename to (prompt: "Enter the name of the save file.", ""))[(if: _savename is not "")[(if: (save-game: _savename))[Game saved!](else:)[Sorry, I couldn't save your game.]](else:)[Sorry, the save file name cannot be blank.]]]
<u>[[Continue->Clearing 2]]
<audio src="http://www.symonspiano.com/audio/save.mp3" autoplay><B>SAVING GAMES</B>
To save, click SAVE GAME below and enter the name you want this game to be saved as. To overwrite current saved game, use the same name, or else a seperate file will be created. If the screen displays GAME SAVED! then the save has been successful.
(link: "Save game")[(set: _savename to (prompt: "Enter the name of the save file.", ""))[(if: _savename is not "")[(if: (save-game: _savename))[Game saved!](else:)[Sorry, I couldn't save your game.]](else:)[Sorry, the save file name cannot be blank.]]]
<u>[[Continue->Abandoned lounge]]
<audio src="http://www.symonspiano.com/audio/save.mp3" autoplay><B>SAVING GAMES</B>
To save, click SAVE GAME below and enter the name you want this game to be saved as. To overwrite current saved game, use the same name, or else a seperate file will be created. If the screen displays GAME SAVED! then the save has been successful.
(link: "Save game")[(set: _savename to (prompt: "Enter the name of the save file.", ""))[(if: _savename is not "")[(if: (save-game: _savename))[Game saved!](else:)[Sorry, I couldn't save your game.]](else:)[Sorry, the save file name cannot be blank.]]]
<u>[[Continue->Mansion Main Hall GF]]
<audio src="http://www.symonspiano.com/audio/save.mp3" autoplay><B>SAVING GAMES</B>
To save, click SAVE GAME below and enter the name you want this game to be saved as. To overwrite current saved game, use the same name, or else a seperate file will be created. If the screen displays GAME SAVED! then the save has been successful.
(link: "Save game")[(set: _savename to (prompt: "Enter the name of the save file.", ""))[(if: _savename is not "")[(if: (save-game: _savename))[Game saved!](else:)[Sorry, I couldn't save your game.]](else:)[Sorry, the save file name cannot be blank.]]]
<u>[[Continue->Magnus Room]]
<audio src="http://www.symonspiano.com/audio/save.mp3" autoplay>It's a map of this house. This will be stored in your ARCHIVE.
<img src="http://www.symonspiano.com/images/mansion_map.bmp" width="750">
(set:$mansionmap to 1)(set:$map1 to 1)
<u>[[Continue->Mansion Main Hall GF]]It's a map of this house. This will be stored in your ARCHIVE.
<img src="http://www.symonspiano.com/images/mansion_map.bmp" width="750">
(set:$mansionmap to 1)(set:$map1 to 1)
<u>[[Continue->Abandoned lounge]]<B>SAVING GAMES</B>
To save, click SAVE GAME below and enter the name you want this game to be saved as. To overwrite current saved game, use the same name, or else a seperate file will be created. If the screen displays GAME SAVED! then the save has been successful.
(link: "Save game")[(set: _savename to (prompt: "Enter the name of the save file.", ""))[(if: _savename is not "")[(if: (save-game: _savename))[Game saved!](else:)[Sorry, I couldn't save your game.]](else:)[Sorry, the save file name cannot be blank.]]]
<u>[[Continue->On the path to Tower House]]
<audio src="http://www.symonspiano.com/audio/save.mp3" autoplay>The image, made up of hundreds of intricate pieces of dark glass coloured primarily in blood reds, purples and oranges, seems to show a character from mythology rolling a boulder up a hill with several devils flocking around him. Though macabre, the piece is undeniably beautiful.
<u>[[Continue->Crypt Corridor Two]]<B>SAVING GAMES</B>
To save, click SAVE GAME below and enter the name you want this game to be saved as. To overwrite current saved game, use the same name, or else a seperate file will be created. If the screen displays GAME SAVED! then the save has been successful.
(link: "Save game")[(set: _savename to (prompt: "Enter the name of the save file.", ""))[(if: _savename is not "")[(if: (save-game: _savename))[Game saved!](else:)[Sorry, I couldn't save your game.]](else:)[Sorry, the save file name cannot be blank.]]]
<u>[[Continue->West Wing Corridor 1F]]
<audio src="http://www.symonspiano.com/audio/save.mp3" autoplay>If this fell onto the wooden floor it could start a fire. If it were close to something even more flammable......
(set:$burnclue to $burnclue+1)(set:$lampchecked to 1)
<u>[[Continue->Attic Corridor]] It certainly seems to be linseed oil, which is highly flammable.......
(set:$burnclue to $burnclue+1)(set:$checkedlinseed to 1)
<u>[[Continue->Attic]] (set:$oillamp to 1)
[[Attic Corridor]] Double-click this passage to edit it.<b>Sound</b>
<i>The audio is essential to Insane Fiction. The audio will only work if you are connected to the internet. </i>
<b>Getting Around</b>
<i>You're going to be going through a lot of doors, passage ways and staircases throughout Insane Fiction. For most of the game, you will not have a map. Most descriptions of areas include a description of where the exits are identified using the points of the compass as a constant. You are strongly advised to draw a map as you go....</i>
<b>Danger</b>
<i>Plenty of danger lurks around the corner in Insane Fiction, sometimes depleting your health, sometimes ending the game for you immediatly. You have a health gauge which you can only see (in your INVENTORY) as one of three levels; "strong", "weakened" or "critical". Once your health reaches zero, it's game over. HEALTH PACKS can be found throughout the game, most of them well hidden. Be careful; they are in short supply....</i>
<b>Saving</b>
<i>At certain points throughout the game you will be able to save your game. This can only be done when the SAVE GAME option is present with your ARCHIVE and INVENTORY at the bottom of an area's page. You can save as many times as you like. Using the same slot name will overright your previous save, so you're better of saving under a different name if you think you might want to backtrack..... </i>
<b>INVENTORY and ARCHIVE</b>
<i>From (almost) every area of the game you can access your INVENTORY and ACHIVE. The INVENTORY shows your curent health status as well as any items you are carrying. Occasionally, it might yield extra information about items as well....
Your ARCHIVE includes copies of any documents or maps you have uncovered. You will have to scroll through the ARCHIVE to find a particular document. </i>
<b>Links</b>
<i>Links are (almost) always underlined...... Almost...</i>
<b>Some Advice...</b>
<i>Danger abounds, health is in short supply. The solution to a puzzle is always there. Question is, can you find it?....
And remember, things change. It is sometimes worth rechecking an area.
Good luck!</i>
<u>[[Continue->Start Page]]
<audio src="http://www.symonspiano.com/audio/save.mp3" autoplay>Double-click this passage to edit it.
(set:$jademedal to 1)[Jade]
(set:$emeraldmedal to 1)[Emerald]
(set:$sapphiremedal to 1)[Sapphire]
<u>[[Continue->Statue Gallery]]
↶↷Babity Games presents....