In front of you there is a large antiquidated mansion. You walk up to the door and put you hand on the handle. The door seems to be unlocked already.
[[Go inside. | Mansion Entrance]]The photo depicts three people. A small plaque is below the frame:
"[[Noah Frederick->Noah Inspect]], [[Karolyn Autumn->Karolyn Inspect]], and [[Archer Clementine->Archer Inspect]]."
[[Go back. | Mansion Entrance]][$billiardLock]<billiardLock|
{
(event: when $billiardKey is "false")[(replace: ?billiardLock)[The door is locked.<p>
[[Go back. | Mansion Entrance]]</p>]]
(event: when $billiardKey is "true")[(replace: ?billiardLock)[You unlock the Billiard Room with the key.
(set: $invSpace to it - 1)
(if: $inventorySlot's "Slot 1:" is "Billiard Room Key")[(set: $inventorySlot's "Slot 1:" to "Empty")]
(else-if: $inventorySlot's "Slot 1:" is not "Billiard Room Key" and $inventorySlot's "Slot 2:" is "Billiard Room Key")[(set: $inventorySlot's "Slot 2:" to "Empty")]
(else-if: $inventorySlot's "Slot 2:" is not "Billiard Room Key" and $inventorySlot's "Slot 3:" is "Billiard Room Key")[(set: $inventorySlot's "Slot 3:" to "Empty")]
<p>[[Go in. | Billiard Room]]
<p>[[Go back. | Mansion Entrance]]]]
}
{(set: $headerValue to "Billiard Room")
(replace: ?headerName)[$headerValue]
(set: $billiardExplored to "true")}The kitchen. For some reason, there are several life-sized dolls on hooks that take up most of the room. (if: $soup is not "true" and $dollSolve is not "true")[There is also a pot of... something on the stove.]
In addition to this, there is a large spice cabinet in the corner.
[[[Inspect the dolls.->Inspect the dolls.]]]<kitch1|
[[[Look at the spice cabinet.->Look at the spice cabinet.]]]<kitch2|
[[[Taste whatever's in the pot.->Taste whatever's in the pot.]]]<kitch3|
[[[Go to the Dining Room. | Dining Room]]]<dr|
[[Go to the Mansion Entrance. | Mansion Entrance]]
{(event: when $dollSolve is "true")+(replace: ?kitch1)[[[Inspect the dolls again.]]]
(event: when $spiceSolve is "true")+(replace: ?kitch2)[[[Look at the spice cabinet.->Poison Cabinet]]]
(event: when $spiceSolve is "true" and $poisonBottle is "true")+(replace: ?kitch3)[[[Poison the pot.->Bad Soup]]]
(event: when $soup is "true" or $dollSolve is "true")+(replace: ?kitch3)[]
(event: when $dollSolve is "true")+(replace: ?dr)[[[Go to the Dining Room. | Dining Room Solved]]]
(set: $headerValue to "Kitchen")
(replace: ?headerName)[$headerValue]
(set: $kitchenExplored to "true")}[$guestLock]<guestLock|
{
(event: when $guestKey is "false")[(replace: ?guestLock)[The door is locked.<p>
[[Go back. | Mansion Entrance]]</p>]]
(event: when $guestKey is "true")[(replace: ?guestLock)[You unlock the Guest Room with the key.
<p>[[Go in. | Guest Room]]
<p>[[Go back. | Mansion Entrance]]]
(set: $invSpace to it - 1)
(if: $inventorySlot's "Slot 1:" is "Guest Room Key")[(set: $inventorySlot's "Slot 1:" to "Empty")]
(else-if: $inventorySlot's "Slot 1:" is not "Guest Room Key" and $inventorySlot's "Slot 2:" is "Guest Room Key")[(set: $inventorySlot's "Slot 2:" to "Empty")]
(else-if: $inventorySlot's "Slot 2:" is not "Guest Room Key" and $inventorySlot's "Slot 3:" is "Guest Room Key")[(set: $inventorySlot's "Slot 3:" to "Empty")
]]
}
{
(set: $headerValue to "Guest Room")
(replace: ?headerName)[$headerValue]
(set: $guestExplored to "true")
}A dimly-lit dining room. Someone took great care into setting the table. There is a [note]<dn| on the table.
(click: ?dn)+(css: "font-size: 90%")["The meal can only be served once(text-colour:orange)[ the guest] has been seated."(set: $diningNote to "true")]
{(if: $dollCarry is "true" and $dollSet is not "true")[The seat head of the table looks empty. You should [[set down->Doll Set]] the doll.]}
{(if: $dollSet is "true")[There is a doll with the letters "[$doll]" on its chest sitting at the head of the table. You swear its head turns towards you when you're not looking.]}
{(if: $soup is "true" and $soupSet is not "true")[There's an empty tray at the head of the table. You should [[set down.->Soup Set]] the soup.]
(else-if: $soupSet is "true")[A pot of poisonous soup sits on the table, and every now and then you get a faint whiff of the smell. It smells like death.]}
{(if: $soupSet is "true" and $dollSet is "true" and $dollSolve is not "true")[[Feed the doll.]]
<p>(if: $dollCarry is "true" and $dollSet is "true")[[Replace the doll. |Doll Set]]}
[[Go to the Kitchen. | Kitchen]]
<p>[[Go to the Mansion Entrance. | Mansion Entrance]]
{(set: $headerValue to "Dining Room")
(replace: ?headerName)[$headerValue]
(set: $diningExplored to "true")
}{
<!--header variable-->
(set: $headerValue to "Outside the Mansion")
(set: $save to "true")
<!-- room name variables-->
(set: $diningName to "room on the left")
(set: $billiardName to "room on the right")
(set: $kitchenName to "room on the back left")
(set: $guestName to "room on the back right")
<!-- room exploration variables for the headers-->
(set: $diningExplored to "false")
(set: $billiardExplored to "false")
(set: $kitchenExplored to "false")
(set: $guestExplored to "false")
<!-- inventory variables -->
{(set: $inventorySlot to
(dm: "Slot 1:", "Empty",
"Slot 2:", "Empty",
"Slot 3:", "Empty"))}
(set: $inventoryMessage to "Your inventory is full.")
(set: $invSpace to 0)
(set: $recKey to "false")
(set: $guestKey to "false")
(set: $billiardKey to "false")
(set: $bathroomKey to "false")
(set: $dollCarry to "false")
(set: $dollSet to "false")
(set: $spiceNote to "false")
(set: $spiceCorrect to 0)
(set: $spice4 to "false")
(set: $balls to 0)
<!--puzzle solve variables-->
(set: $dollSolve to "false")
(set: $spiceSolve to "false")
<!--basement password variables-->
(set: $password1 to "false")
(set: $password2 to "false")
<!--menu return code-->
(set: $lastPassage to "")
}[$headerValue]<headerName|<hr>You see a piece of paper that has "0002" written on it stuffed in the leaves of the fake potted plant. You think it's probably important. You'll surely remember this.
[[Go back. | Mansion Entrance]]
{(set: $password1 to "true")}<hr>[[Inventory]]
<p>(if: $save is "true")[[[Save/Load Game |Save Game]]]
{(if: not ((passage:)'s tags contains "menu"))[(set: $lastPassage to (passage:)'s name)]}Your inventory, but really it's whatever can fit in your hands and pockets. As much as you want it to be a bottomless black hole, you can really only hold about (text-colour:orange)[3 things].
$inventorySlot
[[Notes]]
(link-goto: "Exit Inventory.", $lastPassage)Your notes on the things you see around the mansion. Good thing you brought a tiny journal. For some reason.
{
<p>(if: $password1 is "true")[[Note from a potted plant]]
<p>(if: $password2 is "true")[[Note from a cue ball]]
<p>(if: $password3 is "true")[[Note from the toilet (gross)]]
<p>(if: $password4 is "true")[[Note from the Office drawer]]
<p>(if: $spiceNote is "true")[[Note from the spice cabinet]]
<p>(if: $diningNote is "true")[[Note from the Dining Room]]
<p>(if: $poolNote is "true")[[Note from the Billiard Room]]
<p>(if: $tableNote is "true")[[Note about the pool balls]]
<p>(if: $floorMap1 is "true")[[Map of the First Floor]]
<p>(if: $secondExplored is "true")[[Map of the Second Floor]]
<p>(if: $sunNote is "true")[[Note from the sink muck]]
}
(link-goto: "Exit Inventory.", $lastPassage)A piece of paper that has "0002" written on it.
[[Return to Notes. |Notes]]
(link-goto: "Exit Inventory.", $lastPassage)Five life-sized wooden dolls adorn the walls of the kitchen, each adorned with a metal mouth covering. They stare at you with cold glass eyes. There is a [note]<note| on one of them.
(click: ?note)["The key will be revealed once the (text-colour:orange)[proper guest] has enjoyed their (text-colour:orange)[last meal]."]
Each doll has letters haphazardly carved into its chest.
(if: $doll is not "BR" or $BRfail is not "true")[(link: "Take the doll with BR on the chest.")[(set: $doll to "BR")(goto: "Doll Pickup")]]
(if: $doll is not "AC" or $ACfail is not "true")[(link: "Take the doll with AC on the chest.")[(set: $doll to "AC")(goto: "Doll Pickup")]]
(if: $doll is not "KA")[(link: "Take the doll with KA on the chest.")[(set: $doll to "KA")(goto: "Doll Pickup")]]
(if: $doll is not "NF" or $NFfail is not "true")[(link: "Take the doll with NF on the chest.")[(set: $doll to "NF")(goto: "Doll Pickup")]]
[[Go back. | Kitchen]]You open the glass doors of the spice cabinet. (if: $spiceNote is "false")[There's a [note]<sn| hidden between some of the bottles in the very corner, almost hidden from view.]
{(click: ?sn)+(css: "font-size: 90%")[<hr>"I can finally kill Karolyn for good. I've perfected the poison I've been planning to use... It's so potent that it can (text-colour:orange)[corrode metal]! The table has been set. I just need to give her her last meal.
<p>The lock is a special contraption that I've made, so even if the password is something as simple as my name, it's so unsuspecting that most wouldn't even think it's my own little treasure chest.
<p>(text-colour:orange)[I'm truly the most brilliant mind here]."<hr>(set: $spiceNote to "true")]}
There are four circular indents in the shelf of the cabinet. The jars in the cabinet are as follows:
* Horseradish
* Saffron
* Oregano
* Thyme
* Vanilla
* Espresso
* Nutmeg
* Allspice
[[Mess around with the jars. |Spice DM]]
[[Go back. | Kitchen]](if: $soupTaste is not "true")[Well, whatever's in there, it tastes like shit. Plus it's cold.]
(else:)[For some reason, you're compelled to taste the mysterious liquid in the pot. It still tastes like shit.]
[[Gross... | Kitchen]]Noah Frederick. A simple-looking man in a simple-looking suit. He seems to be glaring at the person to (text-colour:orange)[his left].
[[Back to the photo. |Look at the photo on the wall.]]
[[Exit. | Mansion Entrance]]A goofy-looking young man who has a sly grin on his face. One arm is wrapped around Karolyn, the other on his hip. (text-colour:orange)[He exudes confidence].
[[Back to the photo. |Look at the photo on the wall.]]
[[Exit. | Mansion Entrance]]A very stern-looking woman. You have a feeling that if you knew each other you wouldn't get along. Staring straight into the camera with (text-colour:orange)[barely a hint of a smile].
[[Back to the photo. |Look at the photo on the wall.]]
[[Exit. | Mansion Entrance]]{
(if: $diningExplored is "true")[(set: $diningName to "Dining Room")]
(if: $kitchenExplored is "true")[(set: $kitchenName to "Kitchen")]
(if: $guestExplored is "true")[(set: $guestName to "Guest Room")]
(if: $billiardExplored is "true")[(set: $billiardName to "Billiard Room")]
(if: $guestKey is "false")[(set: $guestLock to "")]
(if: $billiardKey is "false")[(set: $billardLock to "")]
}{(set: $guestUnlocked to "true")}
The Guest Room consists of a bed, a desk, and a dresser. It's nothing particularly interesting. You try to look outside the windows, but they're boarded up shut. You wonder if you'll ever get out of here.
[[Look at the typewriter on the desk. | Typewriter]]
[[Look at the bed.]]
[[Look at the dresser.]]
[[Go to the Mansion Entrance. | Mansion Entrance]]{(set: $billiardUnlocked to "true")}
A lavishly decorated billiard room, where the eyes of the [paintings]<paint| bore into your soul.
(click: ?paint)[The painting overlooking the billiards table depicts a stern-looking man wearing a suit. He has a (text-colour:orange)[silver] watch on his wrist.
//"A true billiards player is as particular with their cue as they are with their accessories."//]
<hr>Aside from a white cue ball, there's a [note]<bn| on the billiard table.
(click: ?bn)["It's not a true game until all the (text-colour:orange)[pieces] are in place."(set: $poolNote to "true")]
There are also pool cues in a thick glass case attached to the wall.
{[]<cue|
(event: when $balls is 5)+(replace: ?cue)[With all of the pool balls on the table, you hear something click. The glass case containing the cues swings open.
<p>[[Inspect the case.]]
<p>(if: $balls is 5)[[Inspect the billiard table.]]]
<p>(if: $goldCue is "true" or $silverCue is "true" or $bronzeCue is "true")[(if:(history: where its name contains "Password 2")'s length is 0)[[[Play billiards. | Password 2]]]]}
{<p><span class="black">(if:(history: where its name contains "Look at the loose panel in the ceiling.")'s length is 0)[[Look at the loose panel in the ceiling.]]</span>
<p>(if:(history: where its name contains "Pick up the ball from the floor.")'s length is 0)[[Pick up the ball from the floor.]]
<p>(if:(history: where its name contains "Look underneath the cabinet.")'s length is 0)[[Look underneath the cabinet.]]
<p>(if:(history: where its name contains "Look in the wine fridge.")'s length is 0)[[Look in the wine fridge.]]
<p><span class="black">(if:(history: where its name contains "Look in the pockets of the billiard table.")'s length is 0)[[Look in the pockets of the billiard table.]]</span>}
<p>[[Go to the Mansion Entrance. | Mansion Entrance]]
{
(set: $headerValue to "Billiard Room")
(replace: ?headerName)[$headerValue]
}(if: $dollCarry is "false")[You have to drape the doll over your shoulders and carry it on your back. (set: $dollCarry to "true")]
(else:)[You replace the doll you're currently carrying with a new one.]
(text-colour:orange)[It's heavy.]
[[Continue | Kitchen]](if: $dollSet is "false")[You seat the doll at the table. It stares at you with empty eyes.
The letters "[$doll]" are clearly displayed on its chest.(set: $dollSet to "true")]
(else:)[You place the new doll in the seat and return the old doll to where you found it. The letters "[$doll]" are clearly displayed on this doll's chest.]
{(set: $dollCarry to "false")}
(if: $soupSet is "true" and $dollSet is "true")[[Feed the doll.]]
[[Continue. | Dining Room]]
A note you found from the spice cabinet. It reads:
"I can finally kill Karolyn for good. I've perfected the poison I've been planning to use... It's so potent that it can (text-colour:orange)[corrode metal]! The table has been set. I just need to give her her last meal.
The lock is a special contraption that I've made, so even if the password is something as simple as my name, it's so unsuspecting that most wouldn't even think it's my own little treasure chest.
(text-colour:orange)[I'm truly the most brilliant mind here]."
[[Return to Notes. |Notes]]
(link-goto: "Exit Inventory.", $lastPassage)There are four circular indents in the cabinet shelf. Coincidentally, they're about the same size as the spice jars. It's a wonder how nobody saw this before.
|spice1>[Slot 1
{(click: ?spice1)[
(link: "Horseradish")[(set: $horse to "true")(set: $spice1 to "true")(replace: ?spice1)[Horseradish]]
<p>(link: "Saffron")[(set: $saf to "true")(set: $spice1 to "true")(replace: ?spice1)[Saffron]]
<p>(link: "Oregano")[(set: $org to "true")(set: $spice1 to "true")(replace: ?spice1)[Oregano]]
<p>(link: "Thyme")[(set: $thy to "true")(set: $spice1 to "true")(replace: ?spice1)[Thyme]]
<p>(link: "Vanilla")[(set: $van to "true")(set: $spice1 to "true")(replace: ?spice1)[Vanilla]]
<p>(link: "Espresso")[(set: $esp to "true")(set: $spice1 to "true")(replace: ?spice1)[Espresso]]
<p>(link: "Nutmeg")[(set: $nut to "true")(set: $spice1 to "true")(replace: ?spice1)[Nutmeg]]
<p>(link: "Saffron")[(set: $all to "true")(set: $spice1 to "true")(replace: ?spice1)[Allspice]]
]}
]
|spice2>[]
(event: when $spice1 is "true")+(replace: ?spice2)[|spice2>[Slot 2]
{(click: ?spice2)[
(if: $horse is "false")[(link: "Horseradish")[(set: $horse to "true")(set: $spice2 to "true")(replace: ?spice2)[Horseradish]]]
<p>(if: $saf is "false")[(link: "Saffron")[(set: $saf to "true")(set: $spice2 to "true")(replace: ?spice2)[Saffron]]]
<p>(if: $org is "false")[(link: "Oregano")[(set: $org to "true")(set: $spice2 to "true")(replace: ?spice2)[Oregano]]]
<p>(link: "Thyme")[(set: $thy to "true")(set: $spice2 to "true")(replace: ?spice2)[Thyme]]
<p>(link: "Vanilla")[(set: $van to "true")(set: $spice2 to "true")(replace: ?spice2)[Vanilla]]
<p>(link: "Espresso")[(set: $esp to "true")(set: $spice2 to "true")(replace: ?spice2)[Espresso]]
<p>(link: "Nutmeg")[(set: $nut to "true")(set: $spice2 to "true")(replace: ?spice2)[Nutmeg]]
<p>(link: "Saffron")[(set: $all to "true")(set: $spice2 to "true")(replace: ?spice2)[Allspice]]
]}
]{(set: $spiceArrange to
(dm: "Horseradish", 0,
"Saffron", 0,
"Oregano", 0,
"Thyme", 0,
"Vanilla", 0,
"Espresso", 0,
"Nutmeg", 0,
"Allspice", 0))
(set: _horse to $spiceArrange's "Horseradish")
(set: _saf to $spiceArrange's "Saffron")
(set: _org to $spiceArrange's "Oregano")
(set: _thy to $spiceArrange's "Thyme")
(set: _van to $spiceArrange's "Vanilla")
(set: _esp to $spiceArrange's "Espresso")
(set: _nut to $spiceArrange's "Nutmeg")
(set: _all to $spiceArrange's "Allspice")
(set: $spice1 to "false")
(set: $spice2 to "false")
(set: $spice3 to "false")
(set: $spice4 to "false")
(set: $spiceCorrect to 0)
}
There are four circular indents in the cabinet shelf. Coincidentally, they're about the same size as the spice jars. It's a wonder how nobody saw this before.<hr>
(css: "font-size: 90%")|spice1>[Slot 1:
{(click: ?spice1)[
(link: "Horseradish")[(set: _horse to 1)(set: $spice1 to "true")(replace: ?spice1)[(text-colour:orange)[H]orseradish]]
<p>(link: "Saffron")[(set: _saf to 1)(set: $spice1 to "true")(replace: ?spice1)[(text-colour:orange)[S]affron]]
<p>(link: "Oregano")[(set: _org to 1)(set: $spice1 to "true")(replace: ?spice1)[(text-colour:orange)[O]regano]]
<p>(link: "Thyme")[(set: _thy to 1)(set: $spice1 to "true")(replace: ?spice1)[(text-colour:orange)[T]hyme]]
<p>(link: "Vanilla")[(set: _van to 1)(set: $spice1 to "true")(replace: ?spice1)[(text-colour:orange)[V]anilla]]
<p>(link: "Espresso")[(set: _esp to 1)(set: $spice1 to "true")(replace: ?spice1)[(text-colour:orange)[E]spresso]]
<p>(link: "Nutmeg")[(set: _nut to 1)(set: $spice1 to "true")(set: $spiceCorrect to it + 1)(replace: ?spice1)[(text-colour:orange)[N]utmeg]]
<p>(link: "Allspice")[(set: _all to 1)(set: $spice1 to "true")(replace: ?spice1)[(text-colour:orange)[A]llspice]]
]}]
(css: "font-size: 90%")|spice2>[]
{(event: when $spice1 is "true")+(replace: ?spice2)[|spice2>[Slot 2:]
(click: ?spice2)[
(if: _horse is not 1)[(link: "Horseradish")[(set: _horse to 1)(set: $spice2 to "true")(replace: ?spice2)[(text-colour:orange)[H]orseradish]]]
<p>(if: _saf is not 1)[(link: "Saffron")[(set: _saf to 1)(set: $spice2 to "true")(replace: ?spice2)[(text-colour:orange)[S]affron]]]
<p>(if: _org is not 1)[(link: "Oregano")[(set: _org to 1)(set: $spice2 to "true")(set: $spiceCorrect to it + 1)(replace: ?spice2)[(text-colour:orange)[O]regano]]]
<p>(if: _thy is not 1)[(link: "Thyme")[(set: _thy to 1)(set: $spice2 to "true")(replace: ?spice2)[(text-colour:orange)[T]hyme]]]
<p>(if: _van is not 1)[(link: "Vanilla")[(set: _van to 1)(set: $spice2 to "true")(replace: ?spice2)[(text-colour:orange)[V]anilla]]]
<p>(if: _esp is not 1)[(link: "Espresso")[(set: _esp to 1)(set: $spice2 to "true")(replace: ?spice2)[(text-colour:orange)[E]spresso]]]
<p>(if: _nut is not 1)[(link: "Nutmeg")[(set: _nut to 1)(set: $spice2 to "true")(replace: ?spice2)[(text-colour:orange)[N]utmeg]]]
<p>(if: _all is not 1)[(link: "Allspice")[(set: _all to 1)(set: $spice2 to "true")(replace: ?spice2)[(text-colour:orange)[A]llspice]]]
]]
}
(css: "font-size: 90%")|spice3>[]
{(event: when $spice2 is "true")+(replace: ?spice3)[|spice3>[Slot 3:]
(click: ?spice3)[
(if: _horse is not 1)[(link: "Horseradish")[(set: _horse to 1)(set: $spice3 to "true")(replace: ?spice3)[(text-colour:orange)[H]orseradish]]]
<p>(if: _saf is not 1)[(link: "Saffron")[(set: _saf to 1)(set: $spice3 to "true")(replace: ?spice3)[(text-colour:orange)[S]affron]]]
<p>(if: _org is not 1)[(link: "Oregano")[(set: _org to 1)(set: $spice3 to "true")(replace: ?spice3)[(text-colour:orange)[O]regano]]]
<p>(if: _thy is not 1)[(link: "Thyme")[(set: _thy to 1)(set: $spice3 to "true")(replace: ?spice3)[(text-colour:orange)[T]hyme]]]
<p>(if: _van is not 1)[(link: "Vanilla")[(set: _van to 1)(set: $spice3 to "true")(replace: ?spice3)[(text-colour:orange)[V]anilla]]]
<p>(if: _esp is not 1)[(link: "Espresso")[(set: _esp to 1)(set: $spice3 to "true")(replace: ?spice3)[(text-colour:orange)[E]spresso]]]
<p>(if: _nut is not 1)[(link: "Nutmeg")[(set: _nut to 1)(set: $spice3 to "true")(replace: ?spice3)[(text-colour:orange)[N]utmeg]]]
<p>(if: _all is not 1)[(link: "Allspice")[(set: _all to 1)(set: $spice3 to "true")(set: $spiceCorrect to it + 1)(replace: ?spice3)[(text-colour:orange)[A]llspice]]]
]]
}
(css: "font-size: 90%")|spice4>[]
{(event: when $spice3 is "true")+(replace: ?spice4)[|spice4>[Slot 4:]
(click: ?spice4)[
(if: _horse is not 1)[(link: "Horseradish")[(set: _horse to 1)(set: $spiceCorrect to it + 1)(set: $spice4 to "true")(replace: ?spice4)[(text-colour:orange)[H]orseradish]]]
<p>(if: _saf is not 1)[(link: "Saffron")[(set: _saf to 1)(set: $spice4 to "true")(replace: ?spice4)[(text-colour:orange)[S]affron]]]
<p>(if: _org is not 1)[(link: "Oregano")[(set: _org to 1)(set: $spice4 to "true")(replace: ?spice4)[(text-colour:orange)[O]regano]]]
<p>(if: _thy is not 1)[(link: "Thyme")[(set: _thy to 1)(set: $spice4 to "true")(replace: ?spice4)[(text-colour:orange)[T]hyme]]]
<p>(if: _van is not 1)[(link: "Vanilla")[(set: _van to 1)(set: $spice4 to "true")(replace: ?spice4)[(text-colour:orange)[V]anilla]]]
<p>(if: _esp is not 1)[(link: "Espresso")[(set: _esp to 1)(set: $spice4 to "true")(replace: ?spice4)[(text-colour:orange)[E]spresso]]]
<p>(if: _nut is not 1)[(link: "Nutmeg")[(set: _nut to 1)(set: $spice4 to "true")(replace: ?spice4)[(text-colour:orange)[N]utmeg]]]
<p>(if: _all is not 1)[(link: "Allspice")[(set: _all to 1)(set: $spice4 to "true")(replace: ?spice4)[(text-colour:orange)[A]llspice]]]
]]}
{(event: when $spice4 is "true" and $spiceCorrect is not 4)+(css: "font-size: 100")[... You feel like something was supposed to happen, but it didn't.]
(event: when $spice4 is "true" and $spiceCorrect is 4)+(replace: ?reset)[A [[hidden compartment->Poison Cabinet]] in the spice cabinet opens.]}
|reset>[[[Reset the spices. |Spice DM]]
[[Go back. | Kitchen]]]
{[There is a glass bottle of dark, viscous liquid in the cabinet.
There is also a metal wheel.]<dia|
(event: when $poisonBottle is not "true" and $crank2 is "true")+(replace: ?dia)[There is a glass bottle of dark, viscous liquid in the cabinet.]
(event: when $poisonBottle is "true" and $crank2 is not "true")+(replace: ?dia)[There is a metal wheel in the cabinet.]
(event: when $poisonBottle is "true" and $crank2 is "true")+(replace: ?dia)[The cabinet is empty, save some spices that don't serve any particular use anymore.]}
{
(if: $poisonBottle is not "true")[(link: "Take the bottle.")[(set: $poisonBottle to "true")(set: $invSpace to it + 1)
(if: $inventorySlot's "Slot 1:" is "Empty")[(set: $inventorySlot's "Slot 1:" to "Poison Bottle")]
(else-if: $inventorySlot's "Slot 1:" is not "Empty" and $inventorySlot's "Slot 2:" is "Empty")[(set: $inventorySlot's "Slot 2:" to "Poison Bottle")]
(else-if: $inventorySlot's "Slot 3:" is not "Empty" and $inventorySlot's "Slot 3:" is "Empty")[(set: $inventorySlot's "Slot 3:" to "Poison Bottle")]
]]
<p>(if: $crank2 is not "true" and $fullCrank is not "true")[(link: "Take the wheel.")[(set: $crank2 to "true")(set: $invSpace to it + 1)
(if: $inventorySlot's "Slot 1:" is "Empty")[(set: $inventorySlot's "Slot 1:" to "Metal Wheel")]
(else-if: $inventorySlot's "Slot 1:" is not "Empty" and $inventorySlot's "Slot 2:" is "Empty")[(set: $inventorySlot's "Slot 2:" to "Metal Wheel")]
(else-if: $inventorySlot's "Slot 2:" is not "Empty" and $inventorySlot's "Slot 3:" is "Empty")[(set: $inventorySlot's "Slot 3:" to "Metal Wheel")]
]
(set: $spiceSolve to "true")
]
(event: when $crank1 is "true" and $crank2 is "true")[(go-to: "Crank Arrange")]
}
<p>[[Go back. | Kitchen]]
<!--<p>[[ Crank 1]]-->You stare at the dolls, and the dolls stare back. You feel like you should apologize to the one that you poisoned, even if it was just a doll. Was it?
[[Go back. | Kitchen]]Putting two and two together, you have a feeling that you should pour the poison bottle into here.
Now it's a (text-colour:#862e9c)[poisonous mystery liquid].
{
(if: $soup is not "true")[(link: "Take the pot.")[(set: $soup to "true")
(if: $inventorySlot's "Slot 1:" is "Poison Bottle")[(set: $inventorySlot's "Slot 1:" to "Poison Soup")]
(else-if: $inventorySlot's "Slot 1:" is not "Poison Bottle" and $inventorySlot's "Slot 2:" is "Poison Bottle")[(set: $inventorySlot's "Slot 2:" to "Poison Soup")]
(else-if: $inventorySlot's "Slot 2:" is not "Poison Bottle" and $inventorySlot's "Slot 3:" is "Poison Bottle")[(set: $inventorySlot's "Slot 3:" to "Poison Soup")]
]]}
[[Go back. | Kitchen]]You set the soup down at the table, getting a whiff of whatever the concoction is. It doesn't smell very good at all. Oddly enough, you feel weirdly drawn in to the dark liquid.
You resist the urge to drink. At least for now. (set: $soupSet to "true")(set: $invSpace to it - 1)
(if: $soupSet is "true" and $dollSet is "true")[[Feed the doll.]]
[[Continue. | Dining Room]]
{
(if: $inventorySlot's "Slot 1:" is "Poison Soup")[(set: $inventorySlot's "Slot 1:" to "Empty")]
(else-if: $inventorySlot's "Slot 1:" is not "Poison Soup" and $inventorySlot's "Slot 2:" is "Poison Soup")[(set: $inventorySlot's "Slot 2:" to "Empty")]
(else-if: $inventorySlot's "Slot 3:" is not "Poison Soup" and $inventorySlot's "Slot 3:" is "Poison Soup")[(set: $inventorySlot's "Slot 3:" to "Empty")]
}You ladle the soup into the doll's mouth. It flows past wooden lips and starts corroding the metal contraption on the inside. (set: $dollFail to "It's best you try a different doll.")
{
<!--(set: $dollSet to "true")
(set: $soupSet to "true")
(set: $doll to "KA")-->
}
{(if: $doll is "KA")[A small metal key drops out of the puppet's mouth.]
<p>(if: $billiardKey is not "true" and $doll is "KA")[(link: "Take the key.")[(set: $billiardKey to "true")(set: $invSpace to it + 1)(set: $dollSolve to "true")
(if: $inventorySlot's "Slot 1:" is "Empty")[(set: $inventorySlot's "Slot 1:" to "Billiard Room Key")]
(else-if: $inventorySlot's "Slot 1:" is not "Empty" and $inventorySlot's "Slot 2:" is "Empty")[(set: $inventorySlot's "Slot 2:" to "Billiard Room Key")]
(else-if: $inventorySlot's "Slot 2:" is not "Empty" and $inventorySlot's "Slot 3:" is "Empty")[(set: $inventorySlot's "Slot 3:" to "Billiard Room Key")]
]]
(if: $doll is "BR")[The metal melts away and roaches crawl out of the mouth. They skitter over your hand and you pull back. $dollFail (set: $BRfail to "true")]
(if: $doll is "AC")[When the metal corrodes, you hear laughter coming from the puppet. Previously cold eyes light up and it jerks towards you, but it stops short. $dollFail (set: $ACfail to "true")]
(if: $doll is "NF")[Funnily enough, the metal in this doll's mouth doesn't seem to wear away no matter how much soup you pour into it. $dollFail (set: $NFfail to "true")]
}
<p>[[Go back. | Dining Room]]You nearly trip and fall over the pool ball on the floor, but thank God you noticed it beforehand. You pick it up and set it on the table. (set: $balls to it + 1)
[[Go back. | Billiard Room]]Your hand reaches around underneath the cabinet, and thankfully, you find a pool ball under there. Of course it would roll under. You set it on the table.(set: $balls to it + 1)
[[Go back. | Billiard Room]]You look up and notice a loose panel in the ceiling. You mess around it and a pool ball falls out, almost falling right on top of your head. It luckily misses. You pick it up and set ti on the table.(set: $balls to it + 1)
[[Go back. | Billiard Room]]It occurs to you that the missing pool balls could also be //in// the table rather than on it, so you search around the pockets. Luckily, you find one. You set it on the table.(set: $balls to it + 1)
[[Go back. | Billiard Room]]Ah, of course. Why wouldn't there be a pool ball in the wine fridge? You pick it up and set it on the table. (set: $balls to it + 1)
[[Go back. | Billiard Room]]{
<!--(set: $invSpace to 3)-->
}
A case used for displaying pool cues. Each wooden cue has a ring around the middle. You step in to get a closer look.
{
<!--gold cue-->
(if: $goldCue is not "true" and $goldFail is not "true")[(if: $invSpace is not 3)[(link: "Take the gold cue.")[(set: $goldCue to "true")(set: $invSpace to it + 1)
(if: $inventorySlot's "Slot 1:" is "Empty")[(set: $inventorySlot's "Slot 1:" to "Golden Cue")]
(else-if: $inventorySlot's "Slot 1:" is not "Empty" and $inventorySlot's "Slot 2:" is "Empty")[(set: $inventorySlot's "Slot 2:" to "Golden Cue")]
(else-if: $inventorySlot's "Slot 2:" is not "Empty" and $inventorySlot's "Slot 3:" is "Empty")[(set: $inventorySlot's "Slot 3:" to "Golden Cue")]
]]
(else-if: $invSpace is 3)[(link: "Take the gold cue.")[$inventoryMessage]
]]}
{
<!--silver cue-->
(if: $silverCue is not "true" and $silverFail is not "true")[(if: $invSpace is not 3)[(link: "Take the silver cue.")[(set: $silverCue to "true")(set: $invSpace to it + 1)
(if: $inventorySlot's "Slot 1:" is "Empty")[(set: $inventorySlot's "Slot 1:" to "Silver Cue")]
(else-if: $inventorySlot's "Slot 1:" is not "Empty" and $inventorySlot's "Slot 2:" is "Empty")[(set: $inventorySlot's "Slot 2:" to "Silver Cue")]
(else-if: $inventorySlot's "Slot 2:" is not "Empty" and $inventorySlot's "Slot 3:" is "Empty")[(set: $inventorySlot's "Slot 3:" to "Silver Cue")]
]]
(else-if: $invSpace is 3)[(link: "Take the silver cue.")[$inventoryMessage]
]]}
{
<!--bronze cue-->
(if: $bronzeCue is not "true" and $bronzeFail is not "true")[(if: $invSpace is not 3)[(link: "Take the bronze cue.")[(set: $bronzeCue to "true")(set: $invSpace to it + 1)
(if: $inventorySlot's "Slot 1:" is "Empty")[(set: $inventorySlot's "Slot 1:" to "Bronze Cue")]
(else-if: $inventorySlot's "Slot 1:" is not "Empty" and $inventorySlot's "Slot 2:" is "Empty")[(set: $inventorySlot's "Slot 2:" to "Bronze Cue")]
(else-if: $inventorySlot's "Slot 2:" is not "Empty" and $inventorySlot's "Slot 3:" is "Empty")[(set: $inventorySlot's "Slot 3:" to "Bronze Cue")]
]]
(else-if: $invSpace is 3)[(link: "Take the bronze cue.")[$inventoryMessage]
]]}
[[Go back. | Billiard Room]]
[[ Dining Room Solved]]
<!--[[Poison Cue | Poison Cue]]-->A note you got from the Dining Room. It reads:
"The meal can only be served once(text-colour:orange)[ the guest] has been seated."
[[Return to Notes. |Notes]]
(link-goto: "Exit Inventory.", $lastPassage)A note you found in the Billiard Room. It reads:
"It's not a true game until all the (text-colour:orange)[pieces] are in place."
[[Return to Notes. |Notes]]
(link-goto: "Exit Inventory.", $lastPassage)[The door closes shut behind you as you enter the mansion. The house is a lot stranger than you were expecting. In fact the whole ordeal has been quite strange. An old house left to you in a will from a distant relative you've never known. But you are here now. On the wall to your left lays a photo, and in front of you there are 4 closed doors.]<enter|
[[Look at the photo on the wall.]]
[[[Go to the $diningName. | Dining Room]]]<dr|
[[[Go to the $billiardName. | Billiard Room (Locked)]]]<br|
[[Go to the $kitchenName. | Kitchen]]
[[[Go to the $guestName. | Guest Room (Locked)]]]<gr|
(text-colour:transparent)[[[Look at the vase in the corner of the room. | Password 1]]]
[[[Inspect the hole in the wall. | Crank (Locked)]]]<cr|
(event: when $fullCrank is "true")[[[Look at the map on the wall. | Map]]]
{(event: when visits >= 2)+(replace: ?enter)[You stand at the entrance of the Mansion.]
(event: when $dollSolve is "true")+(replace: ?dr)[[[Go to the $diningName. | Dining Room Solved]]]
(event: when $billiardUnlocked is "true")+(replace: ?br)[[[Go to the $billiardName. | Billiard Room]]]
(event: when $guestUnlocked is "true")+(replace: ?gr)[[[Go to the $guestName. | Guest Room]]]
(event: when $fullCrank is "true" and $secondExplored is "true")+(replace: ?gr)[[[Go up the stairs. | Second Floor]]]
(event: when $officeDrawer is "true")+(replace: ?br)[[[Go to the Billiard Room. | Billiard Room Final]]]
(set: $headerValue to "Mansion Entrance")
(replace: ?headerName)[$headerValue]
}
[[Try the front door. | Front Door]]A dimly-lit dining room. Someone took great care into setting the table.
There is a doll sitting at the head of the table. You swear its head turns towards you when you're not looking.
A pot of (text-colour:#862e9c)[poisonous soup] sits on the table, and every now and then you get a faint whiff of the smell. It smells like death.
(if: $goldCue is "true" or $silverCue is "true" or $bronzeCue is "true")[[[Use the poison on the pool cue. | Poison Cue]]]
[[Go to the Kitchen. | Kitchen]]
[[Go to the Mansion Entrance. | Mansion Entrance]]
{(set: $headerValue to "Dining Room")
(replace: ?headerName)[$headerValue]
}You remember what happened to the puppet and decide to ladle some of the soup onto the cue as well. You may as well try it anyway.
(if: $goldCue is "true")[[[Pour it on the Golden Cue. | Gold Poison]] (set: $poisonGold to "true")]
(if: $silverCue is "true")[[[Pour it on the Silver Cue. | Silver Poison]](set: $poisonSilver to "true")]
(if: $bronzeCue is "true")[[[Pour it on the Bronze Cue. | Bronze Poison]] (set: $poisonBronze to "true")]
[[Go back. | Dining Room Solved]]
<!--[[Inspect the case.]]-->You take the ladle and pour it over the gold ring. It does nothing. You toss the pool cue to the side. (set: $goldCue to "false")(set: $goldFail to "true")
{
(if: $inventorySlot's "Slot 1:" is "Golden Cue")[(set: $inventorySlot's "Slot 1:" to "Empty")]
(else-if: $inventorySlot's "Slot 1:" is not "Golden Cue" and $inventorySlot's "Slot 2:" is "Golden Cue")[(set: $inventorySlot's "Slot 2:" to "Empty")]
(else-if: $inventorySlot's "Slot 2:" is not "Golden Cue" and $inventorySlot's "Slot 3:" is "Golden Cue")[(set: $inventorySlot's "Slot 3:" to "Empty")]
}
[[Go back. | Dining Room Solved]]You take the ladle and pour it over the silver ring. The cue splits in half, revealing a wooden key in the middle. You decide to pick it up.
{
(set: $silverCue to "false")
(set: $goldCue to "false")
(set: $bronzeCue to "false")
(set: $cueSolve to "true")
(set: $guestKey to "true")
<!--Silver Key Inv-->
(if: $inventorySlot's "Slot 1:" is "Silver Cue")[(set: $inventorySlot's "Slot 1:" to "Empty")(set: $invSpace to it -1)]
(else-if: $inventorySlot's "Slot 1:" is not "Silver Cue" and $inventorySlot's "Slot 2:" is "Silver Cue")[(set: $inventorySlot's "Slot 2:" to "Empty")(set: $invSpace to it - 1)]
(else-if: $inventorySlot's "Slot 2:" is not "Silver Cue" and $inventorySlot's "Slot 3:" is "Silver Cue")[(set: $inventorySlot's "Slot 3:" to "Empty")(set: $invSpace to it - 1)]
<!--Gold Key Inv-->
(if: $inventorySlot's "Slot 1:" is "Golden Cue")[(set: $inventorySlot's "Slot 1:" to "Empty")(set: $invSpace to it - 1)]
(else-if: $inventorySlot's "Slot 1:" is not "Golden Cue" and $inventorySlot's "Slot 2:" is "Golden Cue")[(set: $inventorySlot's "Slot 2:" to "Empty")(set: $invSpace to it - 1)]
(else-if: $inventorySlot's "Slot 2:" is not "Golden Cue" and $inventorySlot's "Slot 3:" is "Golden Cue")[(set: $inventorySlot's "Slot 3:" to "Empty")(set: $invSpace to it - 1)]
<!--Bronze Key Inv-->
(if: $inventorySlot's "Slot 1:" is "Bronze Cue")[(set: $inventorySlot's "Slot 1:" to "Empty")(set: $invSpace to it - 1)]
(else-if: $inventorySlot's "Slot 1:" is not "Bronze Cue" and $inventorySlot's "Slot 2:" is "Bronze Cue")[(set: $inventorySlot's "Slot 2:" to "Empty")(set: $invSpace to it - 1)]
(else-if: $inventorySlot's "Slot 2:" is not "Bronze Cue" and $inventorySlot's "Slot 3:" is "Bronze Cue")[(set: $inventorySlot's "Slot 3:" to "Empty")(set: $invSpace to it - 1)]
}
<!--Guest Key Inv-->
(if: $inventorySlot's "Slot 1:" is "Empty")[(set: $inventorySlot's "Slot 1:" to "Guest Room Key")(set: $invSpace to it + 1)]
(else-if: $inventorySlot's "Slot 1:" is not "Empty" and $inventorySlot's "Slot 2:" is "Empty")[(set: $inventorySlot's "Slot 2:" to "Guest Room Key")(set: $invSpace to it + 1)]
(else-if: $inventorySlot's "Slot 2:" is not "Empty" and $inventorySlot's "Slot 3:" is "Empty")[(set: $inventorySlot's "Slot 3:" to "Guest Room Key")(set: $invSpace to it + 1)]
[[Go back. | Dining Room Solved]]You take the ladle and pour it over the bronze ring. Now all you have is a wet pool cue. You toss the pool cue to the side. (set: $bronzeCue to "false")(set: $bronzeFail to "true")
{
(if: $inventorySlot's "Slot 1:" is "Bronze Cue")[(set: $inventorySlot's "Slot 1:" to "Empty")]
(else-if: $inventorySlot's "Slot 1:" is not "Bronze Cue" and $inventorySlot's "Slot 2:" is "Bronze Cue")[(set: $inventorySlot's "Slot 2:" to "Empty")]
(else-if: $inventorySlot's "Slot 2:" is not "Bronze Cue" and $inventorySlot's "Slot 3:" is "Bronze Cue")[(set: $inventorySlot's "Slot 3:" to "Empty")]
}
[[Go back. | Dining Room Solved]]Perhaps feeling a bit bored, you decide to try your shot at the billiards. You line up your cue to the [cue ball]<shoot|...
(click: ?shoot)[... and it splits open. There's a piece of paper inside with the number "0500" on it. Surely you will remember this. (set: $password2 to "true")]
[[Go back. | Billiard Room]]A piece of paper that has "0500" written on it.
[[Return to Notes. |Notes]]
(link-goto: "Exit Inventory.", $lastPassage)You get a look at the Billiard Table. There are five colored balls, each with the letters "R A S T S" on them. The cue ball is decorated with a star. (set: $tableNote to "true")
<img src="https://cdn.discordapp.com/attachments/1036527150012055583/1159705626293846036/pool.png?ex=6531ff07&is=651f8a07&hm=af5661307fb6584bf24a42df364bdf65e7fd17248a98b694b8bdaa658f848326&">
[[Go back. | Billiard Room]]A crude drawing of the pool balls in the Billiard Room. (set: $tableNote to "true")
<img src="https://shorturl.at/ltuwZ">
[[Return to Notes. |Notes]]
(link-goto: "Exit Inventory.", $lastPassage)For reasons unbeknownst to you, there's a typewriter on the desk. A lot of the keys are missing.
You get a closer look at it, and see... a [note]<gn|. Surprisingly.
(click: ?gn)["I'm trying to remember that word I was thinking of before... I remember coming up with it while I was playing (text-colour:orange)[billiards]."]
[There's a fresh piece of paper loaded into the plate. It's like it's just waiting to be typed on.
{
(cycling-link: bind _first, "T", "G", "S", "M", "W")
-
(cycling-link: bind _second, "R", "A", "T", "G", "P")
-
(cycling-link: bind _third, "S", "A", "M", "Q", "L")
-
(cycling-link: bind _fourth, "W", "M", "R", "L", "Y")
-
(cycling-link: bind _fifth, "Y", "P", "T", "S", "G")
}
{(link: "Confirm the combination.")
[(set: _combo to _first + _second + _third + _fourth + _fifth)
(if: _combo is "STARS" and $crank1 is not "true")[You hear something fall [[onto the bed | Crank 1]] behind you. ]
(else:)[Without you touching it, the typewriter rolls the paper to the next line. You get the feeling you did something wrong.
<p>[[Try again. | Typewriter]]]]}]<type|
{(event: when $typeSolve is "true")+(replace: ?type)[You don't think you need to use the typewriter for anything anymore. However, you briefly ponder recording your experiences thus far in it.]}
[[Go back. | Guest Room]]A bed that smells like dust and mothballs. (if: $typeSolve is "true" and $crank1 is not "true")[There's a [[wooden handle | Crank 1]] sitting on it.]
[[Go back. | Guest Room]]It's an ordinary dresser. While most things you look at in the mansion have something useful to them, this is just a dresser. Not only that, but it's completely locked shut. It's a completely useless dresser.
[[Go back. | Guest Room]]It occurs to you that the metal wheel and the handle might go together. You put them together, and it makes a crank. Weird. (set: $fullCrank to "true")
{
(set: $invSpace to it - 1)
(set: $inventorySlot to
(dm: "Slot 1:", "Weird Crank",
"Slot 2:", "Empty",
"Slot 3:", "Empty"))
}
[[Go to the Mansion Entrance. | Mansion Entrance]][]<crankLock|
{
(event: when $fullCrank is not "true")[(replace: ?crankLock)[Something could fit in this hole, but you don't know what yet...<p>
[[Go back. | Mansion Entrance]]</p>]]
(event: when $fullCrank is "true")[(replace: ?crankLock)[You put the Weird Crank in the hole and turn it. It reveals a set of stairs.
<p>... It occurs to you that you probably didn't need both parts to make this work, but whatever.
(set: $invSpace to it - 1)
(if: $inventorySlot's "Slot 1:" is "Weird Crank")[(set: $inventorySlot's "Slot 1:" to "Empty")]
(else-if: $inventorySlot's "Slot 1:" is not "Weird Crank" and $inventorySlot's "Slot 2:" is "Weird Crank")[(set: $inventorySlot's "Slot 2:" to "Empty")]
(else-if: $inventorySlot's "Slot 2:" is not "Weird Crank" and $inventorySlot's "Slot 3:" is "Weird Crank")[(set: $inventorySlot's "Slot 3:" to "Empty")]
<p>[[Go in. | Second Floor]]
<p>[[Go back. | Mansion Entrance]]]]
}
<img src="https://cdn.discordapp.com/attachments/1036527150012055583/1159692505470734346/floor2.png?ex=6531f2cf&is=651f7dcf&hm=1053c25dea83f073f9c3d57c7cefe02210c9924ab5430954762384b261826cad&">
[Oh, thank God. There's a map here. You don't have to guess where things are anymore.(set: $floorMap2 to "true")]<enter2|
[[Go to the Master Bedroom. | Master Bedroom]]
[[[Go to the Sun Room. | Sun Room (Locked)]]]<sr|
[[[Go to the Office. | Office (Locked)]]]<off|
[[Go back to the First Floor. | Mansion Entrance]]
{(event: when visits >= 2)+(replace: ?enter2)[You stand in the entrance to the Second Floor.]
(event: when $sunUnlock is "true")+(replace: ?sr)[[[Go to the Sun Room. | Sun Room]]]
(event: when $officeUnlock is "true")+(replace: ?off)[[[Go to the Office. | Office]]]
(set: $headerValue to "Second Floor")
(replace: ?headerName)[$headerValue]
(set: $secondExplored to "true")}[A large wooden handle lays on the bed. It looks like something else should be attached to it.(set: $typeSolve to "true")
{
(if: $crank1 is not "true")[(if: $invSpace is not 3)[(link: "Take the handle.")[(set: $crank1 to "true")(set: $invSpace to it + 1)
(if: $inventorySlot's "Slot 1:" is "Empty")[(set: $inventorySlot's "Slot 1:" to "Handle")]
(else-if: $inventorySlot's "Slot 1:" is not "Empty" and $inventorySlot's "Slot 2:" is "Empty")[(set: $inventorySlot's "Slot 2:" to "Handle")]
(else-if: $inventorySlot's "Slot 2:" is not "Empty" and $inventorySlot's "Slot 3:" is "Empty")[(set: $inventorySlot's "Slot 3:" to "Handle")]]]
(else-if: $invSpace is 3)[(link: "Take the handle.")[$inventoryMessage]]]
}
]<cranktxt|
{(event: when $crank1 is "true" or $crank1 is "false")+(replace: ?cranktxt)[The bed is empty. You don't need to look here anymore.]
(event: when $crank1 is "true" and $crank2 is "true")[(go-to: "Crank Arrange")]
}
[[Go back. | Guest Room]]
<!--[[Poison Cabinet]]-->You think about recording your progress with your tiny little pocket journal.
(link:"Save game?")[
(if:(save-game:"Slot A"))[(if: (saved-games:) contains "Slot A")[You successfully saved your progress.]]]
(link: "Load your previous save?" )[(load-game: "Slot A")]
(else: )[Your progress could not be saved.]
(link-goto: "Exit.", $lastPassage)
<img src="https://cdn.discordapp.com/attachments/1036527150012055583/1159681251775623248/floor1.png?ex=6531e854&is=651f7354&hm=aa9d9259d8ea224900ab9edbaee9ed1d9430c39f50a6381d41bb62317f6effa0&">
You look at the map that suddenly appeared in the Mansion Entrance. You think it's a little fucked up that you've only seen it now, after you've explored all the rooms. Oh well. (set: $floorMap1 to "true")
[[Go back. | Mansion Entrance]]
<img src="https://cdn.discordapp.com/attachments/1036527150012055583/1159681251775623248/floor1.png?ex=6531e854&is=651f7354&hm=aa9d9259d8ea224900ab9edbaee9ed1d9430c39f50a6381d41bb62317f6effa0&">
The map of the First Floor.
[[Return to Notes. |Notes]]
(link-goto: "Exit Inventory.", $lastPassage)The Master Bedroom. A large room collecting dust with old, peeling wallpaper. There are books scattered about the room in an erratic mess. There is also a large safe in the corner of the room.
[[Look at the books.]]
[[[Look at the safe. |Look at the safe.]]]<safe|
[[[Go to the Bathroom. | Bathroom (Locked)]]]<br|
[[Go to the Second Floor Entrance. | Second Floor]]
{(event: when $bathroomUnlocked is "true")+(replace: ?br)[[[Go to the Bathroom. | Bathroom]]]
(event: when $safeSolve is "true")+(replace: ?safe)[[[Look at the safe. | Safe Open]]]
(set: $headerValue to "Master Bedroom")
(replace: ?headerName)[$headerValue]
}There's nothing of note in the Sun Room.
[[Go to the Second Floor Entrance. | Second Floor]]
{(set: $headerValue to "Sun Room")
(replace: ?headerName)[$headerValue]
(set: $secondExplored to "true")}[]<officeLock|
{
(event: when $officeKey is "false")[(replace: ?officeLock)[The door is locked.<p>
[[Go back. | Master Bedroom]]</p>]]
(event: when $officeKey is "true")[(replace: ?officeLock)[You unlock the Office with the key. Is this the last locked room? Probably not.
(set: $invSpace to it - 1)
(if: $inventorySlot's "Slot 1:" is "Office Key")[(set: $inventorySlot's "Slot 1:" to "Empty")]
(else-if: $inventorySlot's "Slot 1:" is not "Office Key" and $inventorySlot's "Slot 2:" is "Office Key")[(set: $inventorySlot's "Slot 2:" to "Empty")]
(else-if: $inventorySlot's "Slot 2:" is not "Office Key" and $inventorySlot's "Slot 3:" is "Office Key")[(set: $inventorySlot's "Slot 3:" to "Empty")]
<p>[[Go in. | Office]]
<p>[[Go back. | Master Bedroom]]]]
}
{(set: $headerValue to "Office")
(replace: ?headerName)[$headerValue]
}[]<bathroomLock|
{
(event: when $bathroomKey is "false")[(replace: ?bathroomLock)[The door is locked.<p>
[[Go back. | Master Bedroom]]</p>]]
(event: when $bathroomKey is "true")[(replace: ?bathroomLock)[You unlock the Bathroom with the key.
(set: $invSpace to it - 1)
(if: $inventorySlot's "Slot 1:" is "Bathroom Key")[(set: $inventorySlot's "Slot 1:" to "Empty")]
(else-if: $inventorySlot's "Slot 1:" is not "Bathroom Key" and $inventorySlot's "Slot 2:" is "Bathroom Key")[(set: $inventorySlot's "Slot 2:" to "Empty")]
(else-if: $inventorySlot's "Slot 2:" is not "Bathroom Key" and $inventorySlot's "Slot 3:" is "Bathroom Key")[(set: $inventorySlot's "Slot 3:" to "Empty")]
<p>[[Go in. | Bathroom]]
<p>[[Go back. | Master Bedroom]]]]
}
{(set: $headerValue to "Bathroom")
(replace: ?headerName)[$headerValue]
}The bathroom is nothing special. There's a sink and a toilet, that's about it. (set: $save to "false")
[[Look at the sink.]]
[[Look at the toilet.]]
[[Go back. | Master Bedroom]]The book that stands out the most is a [journal]<journal|.
(click: ?journal)[I've forgotten the combination to my (text-colour:orange)[safe]... But I do remember coming up with the combination after a long day of reading.]
You're surrounded by multiple books. You pick up the one titled...
[[Red Herring]]
[[The Vendetta]]
[[Left Behind]]
(text-colour:transparent)[[Look under the bed.]]
[[Go back. | Master Bedroom]]There's a large safe in the corner of the room, decorated in gold ornamentation. It probably holds something important.
[{
(cycling-link: bind _first, "CENTER", "LEFT", "RIGHT")
-
(cycling-link: bind _second, "CENTER", "LEFT", "RIGHT")
-
(cycling-link: bind _third, "CENTER", "LEFT", "RIGHT")
}
{(link: "Confirm the combination.")
[(set: _combo to _first + _second + _third)
(if: _combo is "LEFTLEFTRIGHT" and $crank1 is not "true")[The safe opens [[with a click. | Safe Open]]]
(else:)[The safe doesn't open. You messed up somewhere. (set: $safeFail to it + 1)
<p>[[Try again. |Look at the safe.]]]
]
}]<safe|
{
(event: when $safeFail > 2)+(replace: ?safe)[After multiple attempts at the combination, the lock just... freezes up. You have a feeling that brute force won't work, and that you'll need to find the (text-colour:orange)[correct combination] somehow. That sucks.]
<p>(if: $bookReveal is "true" and $safeFail > 2)[[[Use the combination you found on the safe. | Safe Open]]]
}
<p>[[Go back. | Master Bedroom]]<span class="book"><img src="https://cdn.discordapp.com/attachments/1036527150012055583/1159742667673063436/book1.png?ex=65322186&is=651fac86&hm=05457772c6f11b65eb3d7fc87ae60f5f594c8a8aff2b268b2c5d4eb1bcd9d89b&"></span>
(align:"=><=")[(text-colour:transparent)[(if: $cutPage is not "true")[[[Look in the back of the book.]]]]]
(align:"=><=")[[[Go back. | Master Bedroom]]]<span class="book"><img src="https://cdn.discordapp.com/attachments/1036527150012055583/1159742667949875270/book2.png?ex=65322187&is=651fac87&hm=d3b84eeada3d784c3fd6012291c563ea968b9b75607615b123a632b8ded5caad&"></span>
(align:"=><=")[[[Go back. |Look at the books.]]]<span class="book"><img src="https://cdn.discordapp.com/attachments/1036527150012055583/1159742668264460299/book3.png?ex=65322187&is=651fac87&hm=200ca2a14723c36077e45bdc3af73dcc097009ed78c0e61529da41064278cbf8&"></span>
(align:"=><=")[[[Go back. |Look at the books.]]]Some way or another, you opened the safe.
{
[
<p>(if: $bathroomKey is not "true")[(link: "Take the key.")[(set: $bathroomKey to "true")(set: $invSpace to it + 1)(set: $safeSolve to "true")
(if: $inventorySlot's "Slot 1:" is "Empty")[(set: $inventorySlot's "Slot 1:" to "Bathroom Key")]
(else-if: $inventorySlot's "Slot 1:" is not "Empty" and $inventorySlot's "Slot 2:" is "Empty")[(set: $inventorySlot's "Slot 2:" to "Bathroom Key")]
(else-if: $inventorySlot's "Slot 2:" is not "Empty" and $inventorySlot's "Slot 3:" is "Empty")[(set: $inventorySlot's "Slot 3:" to "Bathroom Key")]
]]
]<safe|
}
{(event: when $safeSolve is "true" and $bathroomKey is "true")+(replace: ?safe)[The safe is empty.]}
[[Go back. | Master Bedroom]](align:"=><=")[You look in the back of "Red Herring," and find a piece of paper with rectangular holes cut out of it. Kinda weird item.
<span class="book"><img src="https://cdn.discordapp.com/attachments/1036527150012055583/1159742667438166016/book_cover.png?ex=65322186&is=651fac86&hm=1038c5ed010da8a3ccd824ce05cdb0329840891b6daa406125e19129c607a7d4&"></span>
{
(if: $cutPage is not "true")[(if: $invSpace is not 3)[(link: "... Pick it up.")[(set: $cutPage to "true")(set: $invSpace to it + 1)
(if: $inventorySlot's "Slot 1:" is "Empty")[(set: $inventorySlot's "Slot 1:" to "Cut Out Page")]
(else-if: $inventorySlot's "Slot 1:" is not "Empty" and $inventorySlot's "Slot 2:" is "Empty")[(set: $inventorySlot's "Slot 2:" to "Cut Out Page")]
(else-if: $inventorySlot's "Slot 2:" is not "Empty" and $inventorySlot's "Slot 3:" is "Empty")[(set: $inventorySlot's "Slot 3:" to "Cut Out Page")]
]]
(else-if: $invSpace is 3)[(link: "... Pick it up.")[$inventoryMessage]
]]
}]
(align:"=><=")[[[Go back. |Look at the books.]]](align:"=><=")[You find a book titled "Drill Sergeant Tactics."]
[<span class="book"><img src="https://cdn.discordapp.com/attachments/1036527150012055583/1159742667182317568/book4.png?ex=65322186&is=651fac86&hm=2f033f13fdfe0f620ed0cadeefd863c8c6aa3a5e265f5e624567bac401eccb93&"></span>]<reveal|
{(event: when $bookReveal is "true")+(replace: ?reveal)[<span class="book"><img src="https://cdn.discordapp.com/attachments/1036527150012055583/1159742668520300605/book4_cover.png?ex=65322187&is=651fac87&hm=42b33f514d1c97de718cd115cd016c158a4b3260441780a363aa74d9d635aa82&"></span>]}
{
(align:"=><=")[
(if: $cutPage is "true" and $bookReveal is not "true")[(link: "Use the Cut Page on the book.")[(set: $bookReveal to "true")]
(if: $inventorySlot's "Slot 1:" is "Cut Out Page")[(set: $inventorySlot's "Slot 1:" to "Empty")(set: $invSpace to it -1)]
(else-if: $inventorySlot's "Slot 1:" is not "Cut Out Page" and $inventorySlot's "Slot 2:" is "Cut Out Page")[(set: $inventorySlot's "Slot 2:" to "Empty")(set: $invSpace to it - 1)]
(else-if: $inventorySlot's "Slot 2:" is not "Cut Out Page" and $inventorySlot's "Slot 3:" is "Cut Out Page")[(set: $inventorySlot's "Slot 3:" to "Empty")(set: $invSpace to it - 1)]
]
<p>[[Go back. |Look at the books.]]
]
}The sink overflows with disgusting, grimy water. It can't be that deep, but it's so murky that you can't see the bottom. (set: $clogPull to it + 1)
{
<p>[]<clogged1|
<p>[]<clogged2|
<p>[]<clogged3|
}
(if: $clogPull is not > 3)[[Pull at the thing at the bottom of the sink. |Look at the sink.]]
{
(event: when $clogPull is > 1)+(replace: ?clogged1)[You pull at the object at the bottom of the sink.]
(event: when $clogPull is > 2)+(replace: ?clogged2)[You pull at the object again.]
(event: when $clogPull is > 3)+(replace: ?clogged3)[On the third try, it finally comes loose. Along with some other muck. Gross.
<p>[[Look at the other muck.]]
<p>(if: $toiletKey is not "true")[(link: "Take the key.")[(set: $toiletKey to "true")(set: $invSpace to it + 1)
(if: $inventorySlot's "Slot 1:" is "Empty")[(set: $inventorySlot's "Slot 1:" to "Toilet Key")]
(else-if: $inventorySlot's "Slot 1:" is not "Empty" and $inventorySlot's "Slot 2:" is "Empty")[(set: $inventorySlot's "Slot 2:" to "Toilet Key")]
(else-if: $inventorySlot's "Slot 2:" is not "Empty" and $inventorySlot's "Slot 3:" is "Empty")[(set: $inventorySlot's "Slot 3:" to "Toilet Key")]
]]
]
}
<p>[[Go back. | Bathroom]]You look at the toilet. (if: $toiletUnlocked is not "true")[For some reason, there's a lock on the tank. Weird.]
{
(if: $toiletKey is "true")[(link: "Use the Toilet Key.")[You use the key on the toilet. Inside is a faded piece of paper with "3" written on it. You will surely remember this. (set: $toiletUnlocked to "true")(set: $password3 to "true")
(if: $inventorySlot's "Slot 1:" is "Toilet Key")[(set: $inventorySlot's "Slot 1:" to "Empty")(set: $invSpace to it -1)]
(else-if: $inventorySlot's "Slot 1:" is not "Toilet Key" and $inventorySlot's "Slot 2:" is "Toilet Key")[(set: $inventorySlot's "Slot 2:" to "Empty")(set: $invSpace to it - 1)]
(else-if: $inventorySlot's "Slot 2:" is not "Toilet Key" and $inventorySlot's "Slot 3:" is "Toilet Key")[(set: $inventorySlot's "Slot 3:" to "Empty")(set: $invSpace to it - 1)]
]]
}
[[Go back. | Bathroom]]Inside the sink you can see a lamenated piece of paper. (set: $sunNote to "true")(set: $sunUnlock to "true")
"Where did he put that damned key...? I feel like I'm going crazy... I know there's something going on in the Sun Room.
That fastidious freak had something against (text-colour:orange)[even numbers]... But where do I go from there?
I know I have to pull one of the levers at least (text-colour:orange)[twice]..."
[[Go back. | Bathroom]]A piece of paper you fished out from the toilet. It's a bit faded, but you can make out the number "3".
[[Return to Notes. |Notes]]
(link-goto: "Exit Inventory.", $lastPassage)While you're messing around with the light levers, one of the windows falls free from its hinges, dropping on top of you and crushing you under it's weight. It's really heavy.
(align:"=><=")[(text-style:"bold","sway")[(text-colour:#a61e4d)[(css: "font-size: 200%;")[YOU ARE DEAD.]]]]
(align:"=><=")[(link: "Load your previous save?" )[(load-game: "Slot A")]]
You can see that a secret compartment opened up in the bookcase. [Predictably... it has a key in it. Crazy, isn't it?]<inside| (set: $lightSolve to "true")
[{<p>(if: $officeKey is not "true")[(link: "Take the key.")[(set: $officeKey to "true")(set: $invSpace to it + 1)
(if: $inventorySlot's "Slot 1:" is "Empty")[(set: $inventorySlot's "Slot 1:" to "Office Key")]
(else-if: $inventorySlot's "Slot 1:" is not "Empty" and $inventorySlot's "Slot 2:" is "Empty")[(set: $inventorySlot's "Slot 2:" to "Office Key")]
(else-if: $inventorySlot's "Slot 2:" is not "Empty" and $inventorySlot's "Slot 3:" is "Empty")[(set: $inventorySlot's "Slot 3:" to "Office Key")]
]]
}]<bookcase|
<p>[[Go back. | Sun Room]]
{(event: when $officeKey is "true")+(replace: ?bookcase)[The bookcase is empty.]
(event: when $officeKey is "true")+(replace: ?inside)[]}(set: $officeUnlock to "true")The office is old, bookshelves line the walls and the dust kicks up as you walk in. On the desk in front of you there is a computer with the screen lit.
[[Look at the computer.]]
[[Go back. | Second Floor]]You look at the computer. There's an entry that reads:
"You've come a long way, my unexpected guest. This old mansion holds secrets, and it's not just chance that brought you here. As you delve deeper, you'll uncover a legacy shrouded in mystery. The puzzles are but a glimpse into a story waiting to be unraveled. Continue your journey.""
[[Go to the next entry >>]]
(if: $officeDrawer is "true")[[Look inside the desk drawer.]]
[[Go back. | Office]]"The riddles of this mansion are like the musings of an old man's mind. Twisted, yet revealing. Each puzzle is a chapter of my life, etched into these walls. Solving them unravels my story, a tale of ambition and regret. It's a game of memories, my dear guest."
[[<< Go to the previous entry |Look at the computer.]]
[[Go to the third entry >>]]
[[Go back. | Office]]"The mansion hides not only its past but your own future. The final revelation awaits, and the choices you make here will shape your legacy. Keep exploring, and you'll find answers that go beyond the confines of these walls."
You hear a clicking sound coming from inside the desk, as one of the drawers slowly comes out of the desk.
[[<< Go to the previous entry |Go to the next entry >>]]
[[Look inside the desk drawer.]]
[[Go back. | Office]]
{
(set: $officeDrawer to "true")
}There's a note in the desk that has the number "9000" on it. You will surely remember this. (set: $password4 to "true")
There's something written on the back of the note as well:
"I know there's some lever in the Billiard Room... I'll find out where you're hiding! I almost have the whole (text-colour:orange)[password] to that damn contraption you keep down there..."
[[Go back. | Office]]
<img src="https://cdn.discordapp.com/attachments/1036527150012055583/1159692505470734346/floor2.png?ex=6531f2cf&is=651f7dcf&hm=1053c25dea83f073f9c3d57c7cefe02210c9924ab5430954762384b261826cad&">
The map of the Second Floor.
[[Return to Notes. |Notes]]
(link-goto: "Exit Inventory.", $lastPassage)A note you got from the drawer in the Office. It reads "9000."
There's something written on the back of the note as well:
"I know there's some lever in the Billiard Room... I'll find out where you're hiding! I almost have the whole (text-colour:orange)[password] to that damn contraption you keep down there..."
[[Return to Notes. |Notes]]
(link-goto: "Exit Inventory.", $lastPassage)A note you found in the sink in the Bathroom.
"Where did he put that damned key...? I feel like I'm going crazy... I know there's something going on in the Sun Room.
That fastidious freak had something against (text-colour:orange)[even numbers]... But where do I go from there?
I know I have to pull one of the levers at least (text-colour:orange)[twice]..."
[[Return to Notes. |Notes]]
(link-goto: "Exit Inventory.", $lastPassage)A lavishly decorated billiard room. You feel like it's different somehow.
[[Go to the Basement.]]
[[Go to the Mansion Entrance | Mansion Entrance]]There's a large, ominous door in the basement. It has a keypad attached to it, as well as a [note].<note|
(click: ?note)["I've got to make sure to fix the lock on this damn thing... The security system gets put in place if you mess up (text-colour:orange)[ONCE]. Shouldn't be a problem, but just in case..."]
You look at the keypad...
[{
(cycling-link: bind _first, "0","1", "2", "3", "4", "5", "6", "7", "8", "9")
-
(cycling-link: bind _second, "0","1", "2", "3", "4", "5", "6", "7", "8", "9")
-
(cycling-link: bind _third, "0","1", "2", "3", "4", "5", "6", "7", "8", "9")
-
(cycling-link: bind _fourth, "0","1", "2", "3", "4", "5", "6", "7", "8", "9")
}
{(link: "ENTER")
[(set: _combo to _first + _second + _third + _fourth)
(if: _combo is "9532")[[The door opens. | Basement Open]]
(else:)[(go-to: "Basement Death")]
]
}]<safe|The door to the basement slowly opens, and you step inside. There is a dimly lit passage that lay in front of you, The stench of stale air slowly disapates as you can feel a fresh breeze coming from the tunnel.
[[Go through passage.]]
[[Search Basement.]]
{
(set: $headerValue to "Basement")
(replace: ?headerName)[$headerValue]
}You get the sense you put in the wrong passcode. Before this fully processes, however, lasers fire from the ceiling and singe you to bits.
(align:"=><=")[(text-style:"bold","sway")[(text-colour:#a61e4d)[(css: "font-size: 200%;")[YOU ARE DEAD.]]]]
(align:"=><=")[(link: "Load your previous save?" )[(load-game: "Slot A")]][(set: $sunUnlocked to "true")You walk into the Sun Room and notice some skylights on the ceiling. You don't know how you could've ever missed these before. They're comically big.
They look old, like if they're tampered with(text-colour:orange)[ too much at once] they might (text-colour:orange)[fall down].
The levers on the wall are probably used to move them.
You decide to pull the levers in this order:
{
(cycling-link: bind _first, "Lever 1", "Lever 2", "Lever 3", "Lever 4")
-
(cycling-link: bind _second, "Lever 1", "Lever 2", "Lever 3", "Lever 4")
-
(cycling-link: bind _third, "Lever 1", "Lever 2", "Lever 3", "Lever 4")
}
{(link: "Confirm the alignment.")
[(set: _combo to _first + _second + _third)
(if: _combo is "Lever 1Lever 3Lever 1")[When the skylights align, they all shine on the [[bookcase. | Bookcase]]]
(else:)[... the skylights don't look quite right. You know you messed up somewhere. (set: $lightFail to it + 1)
<p>[[Try again. | Sun Room]]]
]
}]<skylight|
[[Go to the Second Floor Entrance. | Second Floor]]
{(event: when $lightFail > 1)[(go-to: "Light Death")]
(event: when $lightSolve is "true")+(replace: ?skylight)[Light shines through the ceiling towards the bookcase.
<p>[[Look at the Bookcase. | Bookcase]]]
(set: $headerValue to "Sun Room")
(replace: ?headerName)[$headerValue]
(set: $secondExplored to "true")}You walk through the passage and soon light begins to appear in front of you. You can see the end of the tunnel and emerge from the other side. However, you feel as though the story does not end here.
(align:"=><=")[(text-style:"bold","sway")[(text-colour:#a61e4d)[(css: "font-size: 200%;")[YOU ARE NOT DEAD.]]]]
{
(set: $headerValue to "Outside the Mansion")
(replace: ?headerName)[$headerValue]
}You quickly look around the basement and notice a small chest tucked away in the corner.
[[Open the chest.]]
Inside the chest lies a small key and a note.
"In truth, this isn't my only property. There's another mansion of mine that has many a secret left behind. For the future me, or whoever comes across it first, the (text-colour:orange)[key] is in this chest..."
{
(link: "Take the last (???) key.")[(set: $crank1 to "true")(set: $invSpace to it + 1)
(if: $inventorySlot's "Slot 1:" is "Empty")[(set: $inventorySlot's "Slot 1:" to "Second Mansion Key")]
(else-if: $inventorySlot's "Slot 1:" is not "Empty" and $inventorySlot's "Slot 2:" is "Empty")[(set: $inventorySlot's "Slot 2:" to "Second Mansion Key")]
(else-if: $inventorySlot's "Slot 2:" is not "Empty" and $inventorySlot's "Slot 3:" is "Empty")[(set: $inventorySlot's "Slot 3:" to "Second Mansion Key")]
(go-to: "The End")]
}You manage to escape the mansion full of death traps and weird puzzles and look back at it regretably. Why did you come here anyway? Either way, it's over. What a weird experience.
(align:"=><=")[(text-style:"bold","sway")[(text-colour:#a61e4d)[(css: "font-size: 200%;")[YOU ARE NOT DEAD.]]]]
{
(set: $headerValue to "Outside the Mansion")
(replace: ?headerName)[$headerValue]
}[You pull at the heavy doors of the Mansion, but they don't seem to budge. Worth a shot.]<pull|
{
(event: when visits is 2)+(replace: ?pull)[The second time you pull the door, it similarly doesn't budge. ... Worth a shot.]
(event: when visits is 3)+(replace: ?pull)[The second time you pull the door, it similarly doesn't budge. ... Worth a shot.]
(event: when visits is 4)+(replace: ?pull)[Weirdly enough, the third time's the charm. The doors swing open.
<p>(link: "Exit the Mansion.")[(go-to: "The End")]
]
}
[[Go back. | Mansion Entrance]]