Your browser lacks required capabilities. Please upgrade it or switch to another to continue.
Loading…
This interactive fiction was created as part of a PhD study.
This game works best in Firefox.
You may find it useful to draw a map as you play.
Thank you
[[Play|Opening]]
<<audio "background" volume 0 loop play>>It's too cold to sleep.
[[Reach out and pull up the blankets|blankets]]
You can't find the blankets.
[[Open your eyes|Beginning]]After rubbing the sleep from your eyes you realise this is not the bed you went to sleep in. Someone has also dressed you in a loose fitting shirt and trousers and the floor is cold on your bare feet.
Chance of survival: 100%
[[Try the door|Door]]
[[Look out the window|Window]]
[[Examine the room|Examine]]
[[Panic|Panic]]
<<set $drnotes to false>>
<<set $hair to false>>
<<set $hand to false>>
<<set $ankle to false>>
<<set $left to false>>
<<set $right to false>>
<<set $straight to false>>
<<set $bottle to false>>
<<set $paper to false>>
<<set $man to false>>
<<set $eye to false>>
<<set $wash to false>>
<<set $fingers to false>>
<<set $news to false>>
<<set $rhyme to false>>
<<set $lab to false>>
<<set $cellar to false>>
<<set $garden to false>>
<<set $mandead to false>>
<<set $travel to false>>
<<set $knife to false>>
<<set $randomnumber to random (1,2)>>
<<audio "background" volume 0.3>>The door is locked and you have nothing to pick the lock with.
Chance of survival: <<set $chanceofsurvival to random (80,100)>> $chanceofsurvival %
[[Look out the window|Window]]
[[Examine the room|Examine]]
You open the window and look out into the dark garden below. You can tell that you are on the second floor of the building. There is a large row of hedges directly below the window.
You should try to [[escape]]
Chance of survival: <<set $chanceofsurvival to random (80,100)>> $chanceofsurvival %A single light bulb <<cyclinglink "$light" "swings" "sways">> in the darkness. The bed you woke up in is bolted to the floor. The door is locked and when you look out the window you can tell you are on the second floor. Above the bed is a small cupboard filled with sheets and towels. A recent newspaper has been discarded on the floor.
Chance of survival: <<set $chanceofsurvival to random (80,100)>> $chanceofsurvival %
[[Make a rope]]
[[Examine the bed closer]]
[[Look at the newspaper]]
You pound the door and scream for help.
No one comes.
Chance of survival: <<set $chanceofsurvival to random (80,100)>> $chanceofsurvival %
[[Try the door|Door]]
You tie the sheets and towels together to make a rope.
You could tie one end to the bed to lower yourself out the window.
Chance of survival: <<set $chanceofsurvival to random (80,100)>> $chanceofsurvival %
<<addToInv "a rope">>
<<if $inventory.indexOf("a lock pick") != -1>>[[Use the lock pick]]<</if>>
[[Use the rope]]
<<if $inventory.indexOf("a lock pick") == -1>>[[Examine the bed closer]]<</if>>
The bed is bolted securely to the floor. However, some of the springs in the mattress are loose and could be useful.
Chance of survival: <<set $chanceofsurvival to random (80,100)>> $chanceofsurvival %
<<if $inventory.indexOf("a rope") != -1>>[[Use the rope]]<</if>>
<<if $inventory.indexOf("a lock pick") == -1>>[[Make a lock pick]]
<<else>>[[Use the lock pick]]<</if>>Only the headline catches your attention.
'''The Surgeon' serial killer claims another victim''
<<set $news to true>>
Chance of survival: <<set $chanceofsurvival to random (80,100)>> $chanceofsurvival %
[[Make a rope]]
[[Examine the bed closer]]
You tie one end of the rope to the bed and lower yourself carefully out the window.
You land softly on the ground. As you look back up you see a dark figure framed in the window staring at you. You decide to leave quickly.
Chance of survival: <<set $chanceofsurvival to random (80,100)>> $chanceofsurvival %
[[Explore the garden]]
<<removeFromInv "a rope">>
<<set $ankle to false>>You are able to bend the bed spring into a makeshift lock pick.
Chance of survival: <<set $chanceofsurvival to random (80,100)>> $chanceofsurvival %
<<addToInv "a lock pick">>
<<if $inventory.indexOf("a rope") != -1>>[[Use the rope]]<</if>>
<<if $inventory.indexOf("a rope") == -1>>[[Make a rope]]<</if>>
[[Use the lock pick]]
You use your makeshift lock pick on the door.
You hear a loud click and are now able to open the door but the lock pick remains stuck.
Chance of survival: <<set $chanceofsurvival to random (80,90)>> $chanceofsurvival %
[[Proceed with caution|caution]]
[[Get out quickly|quick]]
<<removeFromInv "a lock pick">> The garden is filled with canopied walkways and maze-like hedges. It would be easy to get lost in here.
You hear something moving behind you.
Chance of survival: <<set $chanceofsurvival to random (60,80)>> $chanceofsurvival %
<span id="countdown">Decide quickly you have $seconds seconds left!</span>
[[Hide]]
[[Wait and see who it is]]
<<silently>>
<<repeat 1s>>
<<set $seconds to $seconds - 1>>
<<if $seconds gt 0>>
<<replace "#countdown">>Decide quickly you have $seconds seconds left!<</replace>>
<<else>>
<<replace "#countdown">><</replace>>
<<goto "Run Away">>
<<stop>>
<</if>>
<</repeat>>
<</silently>>
<<set $seconds to 15>>
You press your ear to the door and hear footsteps <<linkappend "outside.">> You can almost hear them breathing.<</linkappend>>
You wait and listen patiently until you hear a door open and the footsteps move away.
You open the door carefully and look out into the hallway and breathe a sigh of relief when you can't see or hear anyone.
There are several wooden doors on both sides and one metal door at the end of the hallway.
Chance of survival: <<set $chanceofsurvival to random (80,100)>> $chanceofsurvival %
[[Try the side doors|doors]]
[[Go out the metal door|end]]You throw open the door knocking the person behind the door off their feet.
Chance of survival: <<set $chanceofsurvival to random (50,70)>> $chanceofsurvival %
<span id="countdown">Decide quickly you have $seconds seconds left!</span>
[[Help the stranger|stranger]]
[[Keep moving|moving]]
<<silently>>
<<repeat 1s>>
<<set $seconds to $seconds - 1>>
<<if $seconds gt 0>>
<<replace "#countdown">>Decide quickly you have $seconds seconds left!<</replace>>
<<else>>
<<replace "#countdown">><</replace>>
<<goto "stab">>
<<stop>>
<</if>>
<</repeat>>
<</silently>>
<<set $seconds to 10>>
You still can't remember how you got here. Escaping this room seems like a good idea.
Chance of survival: <<set $chanceofsurvival to random (80,100)>> $chanceofsurvival %
[[Jump out the window]]
[[Wait and see what happens]]You stand on the window ledge and look at the ground below before closing your eyes and jumping.
You land roughly in a hedgerow. Your arms are scratched and your ankle is bent at an awkward angle.
You look back and see a shadowed figure watching you from the window.
You decide to leave quickly.
Chance of survival: <<set $chanceofsurvival to random (80,100)>> $chanceofsurvival %
[[Explore the garden]]
<<set $ankle to true>>You sit on the bed and wait to see if someone comes.
You're not sure how much time passes but eventually you hear the door unlock. Two people enter the room and explain why you were brought here. They take you by the hand and lead you from the <<linkappend "room.">> No one hears from you again.<</linkappend>>
[[Continue|Ending 2]]
<<audio "background" stop>>'' In time you come to accept your new life''
[[Continue|Conclusion]]
<<set $ending2 to true>>
Thank you for playing. This story has a total of 9 endings. You have found:
<<if $ending1 is true>>
Ending 1: Freedom<</if>>
<<if $ending2 is true>>
Ending 2: Acceptance<</if>>
<<if $ending3 is true>>
Ending 3: Revenge<</if>>
<<if $ending4 is true>>
Ending 4: Punishment<</if>>
<<if $ending5 is true>>
Ending 5: No Escape<</if>>
<<if $ending6 is true>>
Ending 6: Parenthood<</if>>
<<if $ending7 is true>>
Ending 7: Killer and Teacher<</if>>
<<if $ending8 is true>>
Ending 8: Escape Of A Different Kind<</if>>
<<if $ending9 is true>>
Ending 9: Failed Attempt<</if>>
Feedback can be given at http://twineescape.createaforum.com/index.php
<u>Credits</u>
Written by Kirsty McGill
Music by Eric Matyas at www.soundimage.org
Sounds Effects from https://freesound.org/
[[Play again|Beginning]]
<<removeFromInv "boathook">>You push yourself into the dense hedges as you hear footsteps getting closer.
Chance of survival: <<set $chanceofsurvival to random (80,100)>> $chanceofsurvival %
[[Peer through the hedges|Spy]]
[[Close your eyes and pray|Close eyes]]A man appears from one of the other paths. He smiles and pulls you into a hug.
"I was worried when I couldn't find you. Are you alright?" He asks.
The man seems to know you but you don't recognise him.
Chance of survival: <<set $chanceofsurvival to random (60,80)>> $chanceofsurvival %
[[Pretend to know him]]
<<if $randomnumber is 1>>[[Push him away|test]]
<<elseif $randomnumber is 2>>[[Push him away|Push him away 2]]<</if>>As you peer out between the gaps in the branches a hand reaches out and grabs your arm.
You are wrenched from your hiding spot and dragged <<linkappend "off">> to an unfortunate end.<</linkappend>>
[[Return to the beginning|Beginning]]
<<audio "background" stop>>You shut your eyes tight as the footsteps approach your hiding <<linkappend "spot.">> You pray that they don't notice you.<</linkappend>>
The footsteps move away from your position.
Chance of survival: <<set $chanceofsurvival to random (80,100)>> $chanceofsurvival %
[[Continue exploring]]You don't know if the footsteps will come back.
When exploring you manage to find a courtyard with a fountain at the centre.
In the corner of the courtyard you spot a cellar door.
Chance of survival: <<set $chanceofsurvival to random (80,100)>> $chanceofsurvival %
[[Look at the fountain]]
[[Try the cellar door]]You hug the man back and say that your memory is a bit fuzzy. He explains that you were both knocked unconscious when you were kidnapped and presses a knife into your hands "For protection" he adds.
Chance of survival: <<set $chanceofsurvival to random (90,100)>> $chanceofsurvival %
[[Give the knife back]]
[[Move on through the garden|move on]]
<span id="countdown"><<shake>>HE LIES<</shake>></span>
<<silently>>
<<repeat 1s>>
<<set $seconds to $seconds - 1>>
<<if $seconds gt 0>>
<<replace "#countdown">HE LIES<</replace>>
<<else>>
<<replace "#countdown">><</replace>>
<<goto "Push him away 2">>
<<stop>>
<</if>>
<</repeat>>
<</silently>>
<<set $seconds to 2>>You give the man a hard shove and explain you don't know who he is.
Chance of survival: <<set $chanceofsurvival to random (90,100)>> $chanceofsurvival %
[[Run]]
[[Hear him out]]You hand the knife back to the man. Having the weapon could be dangerous.
He offers the knife to you again.
Chance of survival: <<set $chanceofsurvival to random (50,70)>> $chanceofsurvival %
[[Accept the knife|move on]]
[[Refuse the knife]]You grip the knife tightly, feeling in control for the first time since you woke up.
You ask the man to remind you of his name. He replies that it is probably better for you to remember on your own.
<<if $ankle is true>>He notices your ankle is injured and points to a small shed at the end of the path that you hadn't noticed. "We might get lucky and find something to strap your ankle with there" he says.
Chance of survival: <<set $chanceofsurvival to random (80,90)>> $chanceofsurvival %
[[Raid the shed]]
<<else>>The man points to a small shed at the end of the path that you hadn't noticed and says that there might be something useful inside.
Chance of survival: <<set $chanceofsurvival to random (80,100)>> $chanceofsurvival %
[[Raid the shed]]<</if>><<addToInv "knife">>
<<set $knife to true>>The man flips the blade and you feel a sharp <<linkappend "slice.">> Everything goes black.<</linkappend>>
[[Return to the beginning|Beginning]]
<<audio "background" stop>><<if $ankle is true>>As you turn to run your ankle gives way beneath you. The man stands over you with a knife in his <<linkappend "hand.">> It ends quickly.>><</linkappend>>
[[Return to the beginning|Beginning]]
<<else>>You run further into the garden and straight into a dead end. The man blocks your exit with a knife in his <<linkappend "hand.">> It ends quickly.<</linkappend>>
[[Return to the beginning|Beginning]]<</if>>
<<audio "background" stop>>The man points out that even if you don't remember him you don't have any other option if you want to escape this place.
Chance of survival: <<set $chanceofsurvival to random (80,100)>> $chanceofsurvival %
[[Trust him]]
[[Don't trust him]]The shed is unlocked and the small window on the side lets in some moonlight. A workbench is set up on one side with a stool and there are shelves with assorted boxes and drawers on the other side.
<<if $knife is true and $ankle is true>>You ease yourself onto the stool while the man rummages through the various boxes to find something to help you.
Chance of survival: <<set $chanceofsurvival to random (70,90)>> $chanceofsurvival %
[[Wait patiently]]
<<elseif $ankle is true>>You ease yourself onto the stool while the man rummages through the various boxes to find something to help you.
Chance of survival: <<set $chanceofsurvival to random (60,80)>> $chanceofsurvival %
[[Wait patiently]]
[[Examine the workbench]]
<<elseif $ankle is false>>
Chance of survival: <<set $chanceofsurvival to random (80,100)>> $chanceofsurvival %
[[Examine the workbench]]
[[Search the shed]]<</if>><<if $knife is true and $ankle is true>>After searching the man finally turns around with an old blanket and some garden twine in his hands. Without saying anything he bends down and begins strapping up your ankle.
You grip the knife that he gave you tightly. You still don't completely trust the man.
Chance of survival: <<set $chanceofsurvival to random (70,90)>> $chanceofsurvival %
[[Let the man help you]]
[[Use the knife]]<</if>>
<<elseif $ankle is true>>After searching the man finally turns around with an old blanket and some garden twine in his hands. Without saying anything he bends down and begins strapping up your ankle.
When finished he helps you to your feet and shows you a ring of keys he found while searching. Your ankle is better than it was but it is still weak.
Chance of survival: <<set $chanceofsurvival to random (80,100)>> $chanceofsurvival %
<<addToInv "keys">>
[[Return to the house]]<</if>><<if $ankle is true>>Several tools are spread out on the bench. There are several stains ingrained in the <<linkappend "woodwork.">> They look like blood.<</linkappend>>
A heavy claw hammer is just out of reach.
Chance of survival: <<set $chanceofsurvival to random (60,80)>> $chanceofsurvival %
[[Try to take the hammer carefully]]
[[Try to grab the hammer quickly]]
[[Leave the hammer where it is|Wait patiently]]<</if>>
<<if $ankle is false>>Several tools are spread out on the bench. There are several stains ingrained in the <<linkappend "woodwork.">> They look like blood.<</linkappend>>
You spot a heavy claw hammer on the bench.
Chance of survival: <<set $chanceofsurvival to random (60,80)>> $chanceofsurvival %
[[Try to grab the hammer quickly]]
[[Leave the hammer where it is|Search the shed]]<</if>>You rummage through drawers and search through boxes but don't find anything useful. However, the man shows you a set of keys that he found.
Chance of survival: <<set $chanceofsurvival to random (80,100)>> $chanceofsurvival %
[[Return to the house]]
<<addToInv "keys">>Although you don't trust the man, he is still your best hope to escape this place.
When finished strapping your ankle the man helps you to your feet and shows you a ring of keys he found while searching. Your ankle is better than it was but it is still weak.
Chance of survival: <<set $chanceofsurvival to random (90,100)>> $chanceofsurvival %
[[Return to the house]]
<<addToInv "keys">>You don't know when another opportunity to escape the man might come up.
While the man is bent over concentrating on your ankle you grip the knife tightly. Even with your ankle bandaged up it will still be quite weak.
As the man ties off the makeshift bandage you angle the knife and stab the man in the back causing him to cry out in pain.
You are able to push past him to get out the shed but are unable to retrieve the knife.
Chance of survival: <<set $chanceofsurvival to random (60,80)>> $chanceofsurvival %
[[Run into the garden]]
<<removeFromInv "knife">>
<<set $man to true>>
<<set $knife to false>>You follow the man out of the shed and head back towards the house.
You manage to find a backdoor and, using the keys he found, the man is able to open the door on the first try.
Chance of survival: <<set $chanceofsurvival to random (80,100)>> $chanceofsurvival %
[[Go inside the house]]
<<set $together to true>>You don't know if you have stopped the man or not.
<span id="countdown">Decide quickly you have $seconds seconds left!</span>
Chance of survival: <<set $chanceofsurvival to random (40,60)>> $chanceofsurvival %
[[Move further into the garden]]
[[Run back to the house]]
<<silently>>
<<repeat 1s>>
<<set $seconds to $seconds - 1>>
<<if $seconds gt 0>>
<<replace "#countdown">>Decide quickly you have $seconds seconds left!<</replace>>
<<else>>
<<replace "#countdown">><</replace>>
<<goto "catch up 2">>
<<stop>>
<</if>>
<</repeat>>
<</silently>>
<<set $seconds to 10>>
The back door leads into a stairwell with several doors. The man says that the door on the left looks like it might lead somewhere.
Chance of survival: <<set $chanceofsurvival to random (60,80)>> $chanceofsurvival %
[[Go through the door he suggests]]
[[Try another door]]Just as you reach out slowly to grab the hammer the man grabs your wrist.
"Is this how you treat people trying to help you?" he asks
He takes the hammer off the bench and raises it above his <<linkappend "head.">> Your own blood is added to the stains on the workbench.<</linkappend>>
[[Return to the beginning|Beginning]]
<<audio "background" stop>><<if $ankle is true>>While the man's back is turned you reach out as far as you can and grab the hammer. You manage to conceal it behind your back on the workbench.
The man finally turns around with an old blanket and some garden twine in his hands. Without saying anything he bends down and begins strapping up your ankle.
Chance of survival: <<set $chanceofsurvival to random (50,70)>> $chanceofsurvival %
[[Use the hammer to escape the man]]
[[Let the man help you]]<</if>>
<<if $knife is true and $ankle is false>>Just as you reach out to take the hammer the man grabs your wrist.
"Is this how you treat people trying to help you?" he asks.
Before he can grab the hammer you use the knife he gave you to slash at his arm.
He releases your wrist and you are able to push past him to get out the shed.
Chance of survival: <<set $chanceofsurvival to random (60,80)>> $chanceofsurvival %
[[Run into the garden]]<</if>>
<<if $ankle is false>> While the man's back is turned you reach out to quickly grab the hammer.
Just as you touch the handle something tight wraps around your throat.
Chance of survival: <<set $chanceofsurvival to random (30,50)>> $chanceofsurvival %
[[Struggle]]<</if>>You still don't trust the man and you don't know when another opportunity to escape him might come up.
While the man is bent over concentrating on your ankle you grip the hammer tightly.
You lift the hammer above you and bring it down repeatedly on the man's head with a sickening <<cyclinglink "$kill" "thud" "crunch" "crack">>.
Chance of survival: <<set $chanceofsurvival to random (90,100)>> $chanceofsurvival %
[[Return to the garden]]
<<addToInv "a hammer">>
<<set $mandead to true>>You flail wildly to try and save <<linkappend "yourself.">> But it isn't enough.<</linkappend>>
[[Return to the beginning|Beginning]]
<<audio "background" stop>>You make your way through the garden and come across a courtyard with a fountain in the centre and a cellar door in the corner.
Chance of survival: <<set $chanceofsurvival to random (80,100)>> $chanceofsurvival %
[[Look at the fountain]]
[[Try the cellar door]] You follow the man into a long hallway with several sets of doors. He strides ahead of you to a set of double doors.
When you look to your right you can see what looks like the front door.
Chance of survival: <<set $chanceofsurvival to random (60,80)>> $chanceofsurvival %
[[Follow the man]]
[[Investigate the front door]]You move to try another door but the man grabs you and cracks your head against the <<linkappend "wall.">> You slide to the floor before feeling the man drag you somewhere.<</linkappend>>
[[Return to the beginning|Beginning]]
<<audio "background" stop>>You might be able to hide in the garden.
<span id="countdown">Decide quickly you have $seconds seconds left!</span>
Chance of survival: <<set $chanceofsurvival to random (60,70)>> $chanceofsurvival %
[[Go left]]
[[Go right]]
[[Go straight]]
<<silently>>
<<repeat 1s>>
<<set $seconds to $seconds - 1>>
<<if $seconds gt 0>>
<<replace "#countdown">>Decide quickly you have $seconds seconds left!<</replace>>
<<else>>
<<replace "#countdown">><</replace>>
<<goto "catch up 2">>
<<stop>>
<</if>>
<</repeat>>
<</silently>>
<<set $seconds to 10>>
You run towards the lights of the house but the door you find is locked.
A hand grabs you from <<linkappend "behind.">> You briefly recognise the knife that comes towards your face.<</linkappend>>
[[Return to the beginning|Beginning]]
<<audio "background" stop>>Which way will you run?<<set $left to true>>
<span id="countdown">Decide quickly you have $seconds seconds left!</span>
<<if $right is true and $left is true and $straight is true>>
Chance of survival: <<set $chanceofsurvival to random (80,100)>> $chanceofsurvival %
[[Hide|Hide2]]
<<else>>
[[Go straight]]
[[Go right]]<</if>>
Chance of survival: <<set $chanceofsurvival to random (50,70)>> $chanceofsurvival %
<<silently>>
<<repeat 1s>>
<<set $seconds to $seconds - 1>>
<<if $seconds gt 0>>
<<replace "#countdown">>Decide quickly you have $seconds seconds left!<</replace>>
<<else>>
<<replace "#countdown">><</replace>>
<<goto "catch up 2">>
<<stop>>
<</if>>
<</repeat>>
<</silently>>
<<set $seconds to 10>>
Which way will you run?<<set $right to true>>
<span id="countdown">Decide quickly you have $seconds seconds left!</span>
<<if $right is true and $left is true and $straight is true>>
Chance of survival: <<set $chanceofsurvival to random (80,100)>> $chanceofsurvival %
[[Hide|Hide2]]
<<else>>
[[Go straight]]
[[Go left]]<</if>>
Chance of survival: <<set $chanceofsurvival to random (50,70)>> $chanceofsurvival %
<<silently>>
<<repeat 1s>>
<<set $seconds to $seconds - 1>>
<<if $seconds gt 0>>
<<replace "#countdown">>Decide quickly you have $seconds seconds left!<</replace>>
<<else>>
<<replace "#countdown">><</replace>>
<<goto "catch up 2">>
<<stop>>
<</if>>
<</repeat>>
<</silently>>
<<set $seconds to 10>>
Which way will you run?<<set $straight to true>>
<span id="countdown">Decide quickly you have $seconds seconds left!</span>
<<if $right is true and $left is true and $straight is true>>
Chance of survival: <<set $chanceofsurvival to random (80,100)>> $chanceofsurvival %
[[Hide|Hide2]]
<<else>>
Chance of survival: <<set $chanceofsurvival to random (50,70)>> $chanceofsurvival %
[[Go left]]
[[Go right]]<</if>>
<<silently>>
<<repeat 1s>>
<<set $seconds to $seconds - 1>>
<<if $seconds gt 0>>
<<replace "#countdown">>Decide quickly you have $seconds seconds left!<</replace>>
<<else>>
<<replace "#countdown">><</replace>>
<<goto "catch up 2">>
<<stop>>
<</if>>
<</repeat>>
<</silently>>
<<set $seconds to 10>>
You can't keep running. You stumble through the hedges into a courtyard with a fountain at the centre.
In the corner of the courtyard you spot a cellar door.
Chance of survival: <<set $chanceofsurvival to random (80,100)>> $chanceofsurvival %
[[Look at the fountain]]
[[Try the cellar door]]The man pushes open the double doors to a wide room. You can hear voices inside.
Chance of survival: <<set $chanceofsurvival to random (60,80)>> $chanceofsurvival %
[[Follow the man|Go in]]
[[Investigate the front door]]You pull on the front door handle but it is locked.
Chance of survival: <<set $chanceofsurvival to random (30,50)>> $chanceofsurvival %
<<if $inventory.indexOf("keys") != -1>>
[[Try the keys found in the shed]]<</if>>
[[Follow the man]]You manage to fit one of the keys into the lock but before you can open the door your head is slammed into <<linkappend "it.">> You see the man lock the door again.<</linkappend>>
[[Return to the beginning|Beginning]]
<<audio "background" stop>>The fountain was probably beautiful once. Now the stone setting is chipped and the basin is filled with stagnant water and rotting leaves.
Chance of survival: <<set $chanceofsurvival to random (70,90)>> $chanceofsurvival %
[[Try the cellar door]] You quickly open the door and dart inside. You hear the door click as it shuts. It looks like it cannot be opened from this side.
You can see a light shining under a door at the bottom of the stairs.
Chance of survival: <<set $chanceofsurvival to random (80,100)>> $chanceofsurvival %
[[Open the door]]The door opens into a well-lit hallway with a door on your left signposted 'Wash Room'.
You can see other doors at the far end of the hallway.
Chance of survival: <<set $chanceofsurvival to random (80,100)>> $chanceofsurvival %
[[Open the wash room door|wash room]]
[[Proceed down the hallway]]The air in the wash room is hot and humid. Condensation drips from the ceiling and steam swirls around the room making it difficult to see clearly.
Although there is a faint smell of damp clothes the smell of rot is far stronger.
Chance of survival: <<set $chanceofsurvival to random (80,90)>> $chanceofsurvival %
[[Look up]]
[[Return to the hallway|Proceed down the hallway]]The hallway opens into a T-junction. There is a second door into the wash room on the left as well as two other doors. There are also two doors on your right. There are sign plaques on the doors.
Chance of survival: <<set $chanceofsurvival to random (80,100)>> $chanceofsurvival %
[[Open the wash room door]]
[[Open the pantry door|Pantry]]
[[Open the laboratory door|Laboratory]]
[[Open the boiler room door|Boiler room]]There are clothes hanging from the ceiling of the wash room.
Chance of survival: <<set $chanceofsurvival to random (70,80)>> $chanceofsurvival %
[[Look closer]]
[[Return to the hallway|Proceed down the hallway]]When you look closer you can see the remains of people still in the clothes in various states of decay.
You can see large metal hooks through their arms to hold them onto the washing line.
Across the room you can see a long boat hook leaning against the wall. It is probably used to either help hang or remove the bodies.
It could be useful but it would mean walking through the hanging corpses.
<<set $wash to true>>
Chance of survival: <<set $chanceofsurvival to random (70,80)>> $chanceofsurvival %
[[Get the boat hook]]
[[Return to the hallway|Proceed down the hallway]]You make your way through the stifling air towards the boat hook.
As you cross the room you feel something wet drip down the back of your neck. You hope it's just condensation.
Chance of survival: <<set $chanceofsurvival to random (70,80)>> $chanceofsurvival %
[[Check to see]]
[[Grab the boat hook]]You touch the back of your neck and your hand comes away <<cyclinglink "$taste" "sticky" "slimy">>, coated with blood and other viscous fluids you can't identify.
Chance of survival: <<set $chanceofsurvival to random (70,80)>> $chanceofsurvival %
[[Lick your fingers?]]
[[Grab the boat hook]]<<if $fingers is true>>You pick up the boat hook, flecks of dried blood on the end, and see another door to your right.
Chance of survival: 100%
[[Go out the door|Cellar hallway]]
<<elseif $fingers is false>>You hastily wipe your fingers on your shirt before grabbing the boat hook. The hook has flecks of dried blood on the end.
You see a door to your right. You hope it leads out to the hall to avoid walking under the bodies.
Chance of survival: <<set $chanceofsurvival to random (80,100)>> $chanceofsurvival %
[[Go out the door|Cellar hallway]]<</if>>Why would you want to do that?
Chance of survival: <<set $chanceofsurvival to random (90,100)>> $chanceofsurvival %
[[Lick your fingers]]
[[Grab the boat hook]]You lick the stickiness off your fingers savouring the coppery and salty-sweet taste.
<<set $fingers to true>>
Chance of survival: 100%
[[Grab the boat hook]] When you step out into the hallway you can see a door directly opposite you and another to your left. You can see two other doors to your right at the far end of the hallway.
<<addToInv "boathook">>
Chance of survival: <<set $chanceofsurvival to random (80,100)>> $chanceofsurvival %
[[Open the pantry door|Pantry]]
[[Open the laboratory door|Laboratory]]
[[Open the boiler room door|Boiler room]]The door opens into a large pantry with several freezer chests.
There doesn't appear to be anything else of interest in the food storage.
Chance of survival: <<set $chanceofsurvival to random (60,80)>> $chanceofsurvival %
[[Look around|Food look]]
[[Go back to the hallway]]You turn the handle on the door but it is locked.
There is a small window cut into the door that you can look through.
Chance of survival: <<set $chanceofsurvival to random (80,100)>> $chanceofsurvival %
[[Look through the window]]
[[Open the wash room door]]
[[Open the pantry|Pantry]]
[[Open the boiler room door|Boiler room]]The room houses the boiler and water tank.
There is nothing else useful in here.
Chance of survival: <<set $chanceofsurvival to random (80,100)>> $chanceofsurvival %
[[Look around anyway]]
[[Open the wash room door]]
[[Open the pantry|Pantry]]
[[Open the laboratory door|Laboratory]]<<if $inventory.indexOf("boathook") != -1>>You have no need to go back to the wash room.
Chance of survival: <<set $chanceofsurvival to random (80,100)>> $chanceofsurvival %
<<else>>You open the door a fraction and a cloud of hot air hits you. Near to the door you can see a boat hook leaning against the wall.
Chance of survival: <<set $chanceofsurvival to random (80,100)>> $chanceofsurvival %
[[Take the boat hook]]<</if>>
[[Open the pantry door|Pantry]]
[[Open the laboratory door|Laboratory]]
[[Open the boiler room door|Boiler room]]The air in the wash room is stifling so you quickly grab the boat hook and decide to leave.
<<addToInv "boathook">>
Chance of survival: <<set $chanceofsurvival to random (80,100)>> $chanceofsurvival %
[[Go back to the hallway]]You are back in the cellar hallway.
Chance of survival: <<set $chanceofsurvival to random (80,100)>> $chanceofsurvival %
[[Open the wash room door]]
[[Open the pantry|Pantry]]
[[Open the laboratory door|Laboratory]]
[[Open the boiler room door|Boiler room]]You peer through the window to see a series of pristine laboratory machines.
You wonder what they could be used for.
Chance of survival: <<set $chanceofsurvival to random (80,100)>> $chanceofsurvival %
[[Open the wash room door]]
[[Open the pantry|Pantry]]
[[Open the boiler room door|Boiler room]]
<<set $lab to true>>When you look up you can see a trap door set into the ceiling but you can't reach the handle on it.
Chance of survival: <<set $chanceofsurvival to random (80,100)>> $chanceofsurvival %
<<if $inventory.indexOf("boathook") != -1>>[[Use the boat hook to open the hatch|Hatch door]]<</if>>
[[Open the wash room door]]
[[Open the pantry|Pantry]]
[[Open the laboratory door|Laboratory]]]
You pull the hatch open and a ladder folds down with it.
Chance of survival: <<set $chanceofsurvival to random (80,100)>> $chanceofsurvival %
[[Go up the ladder|Cupboard kitchen]]
[[Open the wash room door]]
[[Open the pantry|Pantry]]
[[Open the laboratory door|Laboratory]]You cautiously open one of the freezer chests only to find it full of packets of frozen vegetables.
Chance of survival: <<set $chanceofsurvival to random (80,100)>> $chanceofsurvival %
[[Go back to the hallway]]The ladder brings you out into what looks like a small cupboard with a single door in front of you.
You won't need to go back into the cellar so you pull the hatch closed behind you.
<<set $cellar to true>>
Chance of survival: <<set $chanceofsurvival to random (80,100)>> $chanceofsurvival %
[[Go out the door|Kitchen]]Compared to other rooms in the house the kitchen is pristine. Nothing appears out of place and one of the cupboards is overflowing with sweets.
There is a pantry at the back of the kitchen.
Chance of survival: <<set $chanceofsurvival to random (80,100)>> $chanceofsurvival %
[[Look in the pantry|Kitchen 2]]
<<if $cellar is true>>[[Leave the room|Downstairs hallway 3]]
<<else>>[[Leave the room|Downstairs hallway 2]]<</if>>Only one of the side doors is unlocked.
Chance of survival: <<set $chanceofsurvival to random (80,100)>> $chanceofsurvival %
[[Go inside]]
[[Go out the metal door|end]]The metal door opens into another long hallway. It swings shut behind you, locking you in the hallway.
There are four doors with name plaques on them. One door is blank.
There is a set of stairs to your right.
Chance of survival: <<set $chanceofsurvival to random (80,100)>> $chanceofsurvival %
[[Go down the stairs|stairs]]
[[Open the blank door|blank]]
[[Open the Staff Only door|staff]]
[[Open the Girls Dormitory door|girls dorm]]
[[Open the Infirmary door|infirmary]]
[[Open the Nursery door|nursery]]You quickly go into the room and close the door behind you.
Although the room is very dark you can make out a small shape on the floor.
Chance of survival: <<set $chanceofsurvival to random (70,90)>> $chanceofsurvival %
[[Examine the shape|shape]]
[[Go back to the metal door|end]]When you get closer to the shape you discover it is a filthy blanket covering something.
Chance of survival: <<set $chanceofsurvival to random (60,80)>> $chanceofsurvival %
[[Remove the blanket|blanket]]
[[Leave|end]]Underneath the blanket, you find a young woman.
Her clothes are ragged and she has a mixture of old and new injuries covering her skin.
She appears to be asleep.
Chance of survival: <<set $chanceofsurvival to random (60,80)>> $chanceofsurvival %
[[Try to wake her up|wake]]
[[Put the blanket back over her and leave|end]]You gently touch her on the shoulder. She springs awake with a gasp and pushes you away. She looks at you confused and then grabs your hand.
"You're not one of them. Help me make the pain stop" she asks "Help me, please. Please!"
She begins to wrap the blanket around her neck. When she looks at you her eyes are wide with mania.
Her mind has gone.
Chance of survival: <<set $chanceofsurvival to random (50,70)>> $chanceofsurvival %
[[Stop her]]
[[Back away]]You try to pull the blanket from her but she is stronger than she looks. She bites you during the struggle and begins to scream.
Someone will hear you soon.
<span id="countdown">Decide quickly you have $seconds seconds left!</span>
Chance of survival: <<set $chanceofsurvival to random (60,80)>> $chanceofsurvival %
[[Try to calm her down]]
[[Leave|Back away]]
<<silently>>
<<repeat 1s>>
<<set $seconds to $seconds - 1>>
<<if $seconds gt 0>>
<<replace "#countdown">>Decide quickly you have $seconds seconds left!<</replace>>
<<else>>
<<replace "#countdown">><</replace>>
<<goto "flee">>
<<stop>>
<</if>>
<</repeat>>
<</silently>>
<<set $seconds to 10>>You move away from the woman slowly and go back out the door.
From the hallway, you can hear the woman sobbing.
Chance of survival: <<set $chanceofsurvival to random (80,100)>> $chanceofsurvival %
[[Go out the metal door|end]]
<<set $lady to true>>You hold her tightly to stop her struggling and speak to her calmly.
She continues to scream.
<span id="countdown">Decide quickly you have $seconds seconds left!</span>
Chance of survival: <<set $chanceofsurvival to random (70,90)>> $chanceofsurvival %
[[Place your hand over her mouth]]
[[Leave|Back away]]
<<silently>>
<<repeat 1s>>
<<set $seconds to $seconds - 1>>
<<if $seconds gt 0>>
<<replace "#countdown">>Decide quickly you have $seconds seconds left!<</replace>>
<<else>>
<<replace "#countdown">><</replace>>
<<goto "flee">>
<<stop>>
<</if>>
<</repeat>>
<</silently>>
<<set $seconds to 10>>You put your hand over the woman's mouth to suppress her screams.
She continues to struggle.
<span id="countdown">Decide quickly you have $seconds seconds left!</span>
Chance of survival: <<set $chanceofsurvival to random (70,80)>> $chanceofsurvival %
<<if $randomnumber is 1>>[[Press harder|Press harder]]
<<elseif $randomnumber is 2>>[[Press harder|Press harder 2]]<</if>>
[[Leave|Back away]]
<<silently>>
<<repeat 1s>>
<<set $seconds to $seconds - 1>>
<<if $seconds gt 0>>
<<replace "#countdown">>Decide quickly you have $seconds seconds left!<</replace>>
<<else>>
<<replace "#countdown">><</replace>>
<<goto "flee">>
<<stop>>
<</if>>
<</repeat>>
<</silently>>
<<set $seconds to 10>>
Eventually, the woman goes still in your arms.
When you let her go she falls limply to the floor, her <<cyclinglink "$eyes" "wide" "glassy" "empty" "dead">> eyes still staring at you.
Chance of survival: 100%
[[Leave the room and go out the metal door|end]]
<<set $lady to false>>
Eventually, the woman goes still in your arms.
You lower her gently to the floor and can see that she is still breathing.
Chance of survival: <<set $chanceofsurvival to random (80,100)>> $chanceofsurvival %
[[Leave the room and go out the metal door|end]]
<<set $lady to true>>You move down the stairs <<linkreplace "stealthily">>sneakily<</linkreplace>>, but with every step the stairs <<linkreplace "creak">>groan<</linkreplace>> under your feet.
At the bottom of the stairs is a hallway with three doors and a small cupboard. One of the doors looks like it leads outside.
Chance of survival: <<set $chanceofsurvival to random (80,100)>> $chanceofsurvival %
[[Try the back door|locked]]
[[Look in the cupboard|look cupboard]]
[[Try the left door|greenhouse]]
[[Try the right door|hallway]]
The door is bolted shut from the other side.
Chance of survival: <<set $chanceofsurvival to random (80,100)>> $chanceofsurvival %
[[Go down the stairs|stairs]]
[[Open the Staff Only door|staff]]
[[Open the Girls Dormitory door|girls dorm]]
[[Open the Infirmary door|infirmary]]
[[Open the Nursery door|nursery]]The door opens into a staff dormitory. Several small bedrooms line a short hallway.
Through the open doors you can see discarded clothes but there is no evidence of any personal belongings.
Chance of survival: <<set $chanceofsurvival to random (80,100)>> $chanceofsurvival %
[[Return to the hallway]]
[[Look around again]]There are several rows of empty beds. A few of the beds have clothes neatly folded on them but the rest are covered in dust.
Chance of survival: <<set $chanceofsurvival to random (80,100)>> $chanceofsurvival %
[[Look out the window]]
[[Look under the beds]]
[[Return to the hallway|end]]Two rows of metal framed beds span each side of the room and desks with medical equipment run down the centre. The whole room has a medicinal smell.
There is a door to your left and a door at the end of the room. The door at the end opens out onto a balcony.
Chance of survival: <<set $chanceofsurvival to random (80,100)>> $chanceofsurvival %
[[Look around]]
[[Open the left door]]
[[Open the balcony door]]
[[Return to the hallway]] A thin layer of dust covers everything in this room and two regimented rows of empty cribs line the walls.
A wooden rocking horse sways gently in the centre of the room with discarded sheets of paper all around it.
Chance of survival: <<set $chanceofsurvival to random (80,100)>> $chanceofsurvival %
[[Look in one of the cribs]]
[[Examine the papers]]
[[Examine the rocking horse]]
[[Return to the hallway]]You peer over the bars into one of the cribs.
A doll lies abandoned at the bottom. Only tufts of blonde hair remain and one lonely blue eye staring at you.
In the back of your mind you can hear children <<linkreplace "giggling.">>screaming.<</linkreplace>>
Chance of survival: <<set $chanceofsurvival to random (80,100)>> $chanceofsurvival %
[[Examine the rocking horse]]
[[Examine the papers]]
[[Return to the hallway]]
The papers are covered in childrens drawings.
A little house with a red <<linkappend "roof">> with a fire blazing all around it.<</linkappend>>
A child standing in the <<linkappend "rain">> looking at a group of gravestones.<</linkappend>>.
A child asleep in <<linkappend "bed.">> A doctor with a large syringe stands over the child.<</linkappend>>
Several of the pages are just black scrawls. They feel<<linkreplace" ... ">><<cyclinglink "$feel" " sad" " scared" " angry">><</linkreplace>>
Chance of survival: <<set $chanceofsurvival to random (80,100)>> $chanceofsurvival %
[[Examine the rocking horse]]
[[Look in one of the cribs]]
[[Return to the hallway]]
There is no breeze blowing through the room but the rocking horse still sways.
There are deep gashes on the handlebars of the <<linkappend "toy.">> They were probably made by fingernails.<</linkappend>>
Chance of survival: <<set $chanceofsurvival to random (80,100)>> $chanceofsurvival %
[[Examine the papers]]
[[Look in one of the cribs]]
[[Return to the hallway]]
<<audio "rockinghorse" play>>The metal door opens into another long hallway.
There are four doors with name plaques on them. One door is blank.
There is a set of stairs to your left.
Chance of survival: <<set $chanceofsurvival to random (80,100)>> $chanceofsurvival %
[[Go down the stairs|stairs]]
[[Open the blank door|blank]]
[[Open the Staff Only door|staff]]
[[Open the Girls Dormitory door|girls dorm]]
[[Open the Infirmary door|infirmary]]
[[Open the Nursery door|nursery]]
<<if $drnotes is "true">><<addToInv "a set of doctor's notes">><</if>>You can see part of the gardens. The hedgerows are arranged like a maze but there is a central courtyard in the middle of the <<linkappend "garden.">> You can see a light moving in the hedgerows.<</linkappend>>
Chance of survival: <<set $chanceofsurvival to random (80,90)>> $chanceofsurvival %
[[Look under the beds]]
[[Return to the hallway|end]]
You peer under one of the rows of beds and see a small box.
Chance of survival: <<set $chanceofsurvival to random (80,100)>> $chanceofsurvival %
[[Pick up the box]]
[[Look out the window]]
[[Return to the hallway|end]]It appears to be a music box, well worn around the edges as if it has been held a lot. Someone has scratched 'Lost Friends' on the lid.
Chance of survival: <<set $chanceofsurvival to random (80,100)>> $chanceofsurvival %
[[Open the box]]
[[Look out the window]]
[[Return to the hallway|end]]Inside the box is a collection of hair. Each lock is tied together with a piece of string and a numbered tag.
Chance of survival: <<set $chanceofsurvival to random (80,100)>> $chanceofsurvival %
[[Look out the window]]
[[Return to the hallway|end]]
<<set $hair to true>>
<<audio "musicbox" play>><<if $inventory.indexOf("a key") != -1>>You don't find anything
Chance of survival: <<set $chanceofsurvival to random (80,100)>> $chanceofsurvival %
[[Return to the hallway]]
<<else>>In a shirt pocket you find a key but nothing else of use.
Chance of survival: <<set $chanceofsurvival to random (80,100)>> $chanceofsurvival %
[[Return to the hallway]]
<<addToInv "a key">><</if>>The door is locked and you have nothing to pick the lock with.
Chance of survival: <<set $chanceofsurvival to random (80,100)>> $chanceofsurvival %
[[Look in the cupboard|look cupboard]]
[[Try the left door|greenhouse]]
[[Try the right door|hallway]]You open the cupboard door and manage to find a light switch.
Inside are two neat rows of coats and shoes. One row looks like they would fit adults and the other side would fit children.
Chance of survival: <<set $chanceofsurvival to random (80,100)>> $chanceofsurvival %
[[Check the coat pockets]]
[[Try the back door|locked]]
[[Try the interior door|greenhouse]]The door opens into a large greenhouse. There are tall trees that touch the top of the glass ceiling and small shoots just starting to grow.
A small table stands to one side.
Chance of survival: <<set $chanceofsurvival to random (80,100)>> $chanceofsurvival %
[[Look at the plants]]
[[Look at the table]]
[[Go back to the stairway]]The door shuts behind you shutting you out and leaving you in a hallway. Three sets of double doors are on your left and two on your right. When you move further down the hallway you can see the front door on your right. Other than the front door all the rooms have name plaques.
Chance of survival: <<set $chanceofsurvival to random (80,100)>> $chanceofsurvival %
[[School Room]]
[[Day Room]]
[[Dining Room]]
[[Office]]
[[Kitchen]]
[[Front door]]The metal bed frames are covered in flaking rust. The sheets on the beds are messy but <<linkappend "clean.">> They must have been used recently.<</linkappend>>
The desks have a variety of surgical tools spread across <<linkappend "them.">> he blood on them is still fresh. Crimson bright and sticky.<</linkappend>>
You find some notes on one of the desks written in a firm <<linkappend "hand">> The only part you can read says: ''The experiments on subject 12 are proceeding well. Will this one help me be successful?''<<set $drnotes to true>><</linkappend>>
Chance of survival: <<set $chanceofsurvival to random (60,80)>> $chanceofsurvival %
[[Open the left door]]
[[Open the balcony door]]
[[Return to the hallway]]<<if $inventory.indexOf("a key") != -1>>You unlock the door using the staff key you found.
Chance of survival: <<set $chanceofsurvival to random (80,100)>> $chanceofsurvival %
[[Go out the door]]
[[Look around]]
[[Open the balcony door]]
[[Return to the hallway]]
<<else>>The door is locked and you have nothing to pick the lock with.
Chance of survival: <<set $chanceofsurvival to random (80,100)>> $chanceofsurvival %
[[Look around]]
[[Open the balcony door]]
[[Return to the hallway]]<</if>>The door opens onto a stone balcony. A rusted table and two chairs sit on one side.
The metal railing creaks when you lean over it. You can see the front gate and the high wall that surrounds the house. Even from the balcony you can tell that the gate and wall are too high to climb over without using a tool.
Chance of survival: <<set $chanceofsurvival to random (50,70)>> $chanceofsurvival %
<<if $inventory.indexOf("a rope") != -1>>[[Use the rope to climb down|climb]]<</if>>
[[Return to the infirmary|infirmary]]You tie your rope to the railing and begin to lower yourself down. The railing snaps under the <<linkappend "strain.">> You hurtle towards to the ground.<</linkappend>>
[[Return to the beginning|Beginning]]
<<audio "background" stop>>The door slams shut behind you. You try the handle but the door won't open from this side.
You can't go back the way you came.
The hallway is a mirror image of the one you came from.
There are four doors with name plaques on them. One door is blank.
There is a set of stairs to your right.
Chance of survival: <<set $chanceofsurvival to random (80,100)>> $chanceofsurvival %
[[Go down the stairs|right stairs]]
[[Open the blank door|reverse blank]]
[[Open the Staff Only door|men staff]]
[[Open the Boys Dormitory door|boys dorm]]
[[Open the Medical Supply door|medical]]You creep down the stairs.
There is a single door at the bottom of the stairs. Childish crayon scribbles decorate the peeling wallpaper and several photos are hanging on the <<linkappend "wall.">> The eyes of all the adults have been scratched out.<</linkappend>>
Chance of survival: <<set $chanceofsurvival to random (70,90)>> $chanceofsurvival %
[[Open the door|Downstairs hallway]]The door is bolted shut and the bolt is covered in a thick layer of rust.
It looks impossible to open.
Chance of survival: <<set $chanceofsurvival to random (80,100)>> $chanceofsurvival %
[[Try the bolt]]
[[Go down the stairs|right stairs]]
[[Open the Staff Only door|men staff]]
[[Open the Boys Dormitory door|boys dorm]]
[[Open the Medical Supply door|medical]]You don't see anything of interest in the room other than a neat stack of papers on a table. The top sheet says 'Instructions for New Parents'
Chance of survival: <<set $chanceofsurvival to random (80,100)>> $chanceofsurvival %
[[Read the paper]]
[[Go down the stairs|right stairs]]
[[Open the Boys Dormitory door|boys dorm]]
[[Open the Medical Supply door|medical]]There are several rows of empty beds. A few of the beds have clothes neatly folded on them but the rest are covered in dust.
Chance of survival: <<set $chanceofsurvival to random (80,100)>> $chanceofsurvival %
[[Look out the window|boys window]]
[[Look under the beds|boys beds]]
[[Return to the hallway|hallway2]]Several glass fronted cupboards filled with bottles and tiny drawers with dried powders fill the room.
The labels on the bottles and powder packets are faded and difficult to read.
The glass cupboards are locked.
Chance of survival: <<set $chanceofsurvival to random (60,80)>> $chanceofsurvival %
[[Return to the hallway|hallway2]]
[[Examine the powders closer]]
<<if $inventory.indexOf("a key") != -1>>[[Open the cupboards and look closer at the bottles|bottles]]<</if>>You try to push the bolt but it doesn't move.
When you try a second time your hand slips and you slice your palm on the door bolt.
You use the edge of your shirt to stop the worst of the bleeding. But the cut is quite deep.
Chance of survival: <<set $chanceofsurvival to random (80,100)>> $chanceofsurvival %
[[Go down the stairs|right stairs]]
[[Open the Staff Only door|men staff]]
[[Open the Boys Dormitory door|boys dorm]]
[[Open the Medical Supply door|medical]]
<<set $hand to true>>You can see part of the gardens. The hedgerows are arranged like a maze but there is a central courtyard in the middle of the <<linkappend "garden.">> You can see a light moving in the hedgerows.<</linkappend>>
Chance of survival: <<set $chanceofsurvival to random (60,80)>> $chanceofsurvival %
[[Look under the beds]]
[[Return to the hallway|hallway2]]
You peer under one of the rows of beds in time to see a rat scuttle past.
Chance of survival: <<set $chanceofsurvival to random (80,100)>> $chanceofsurvival %
[[Look out the window]]
[[Return to the hallway|hallway2]]There are four doors with name plaques on them. One door is blank.
There is a set of stairs to your right.
Chance of survival: <<set $chanceofsurvival to random (80,100)>> $chanceofsurvival %
[[Go down the stairs|right stairs]]
[[Open the blank door|reverse blank]]
[[Open the Staff Only door|men staff]]
[[Open the Boys Dormitory door|boys dorm]]
[[Open the Medical Supply door|medical]]<u>Instructions for New Parents</u> <<set $paper to true>>
''1. New parents are to be placed in a secured room until they have received a full introduction to their new surroundings.
2. New parents are not permitted to wander unattended until they have fully accepted their new role.
3. Orders given by the children will be followed without question.
4. Failed parents will be taken to the wash room or the greenhouse.''
Some of the instructions appear to be missing.
Chance of survival: <<set $chanceofsurvival to random (80,100)>> $chanceofsurvival %
[[Go down the stairs|right stairs]]
[[Open the Boys Dormitory door|boys dorm]]
[[Open the Medical Supply door|medical]]You open the largest drawer to look at the paper packets and brightly coloured powders spilling out.
You can't read any of the labels on the packets. But when you push them to the side you find a small gun hidden at the bottom of the drawer.
It appears to only have one shot and part of the mechanism is rusted.
Chance of survival: <<set $chanceofsurvival to random (50,70)>> $chanceofsurvival %
[[Take the gun]]
[[Leave the gun]]You use the key you found to open the cupboard nearest to you to look at the bottles closer.
Many of the bottles are broken but you find one labelled 'water'.
Chance of survival: <<set $chanceofsurvival to random (50,70)>> $chanceofsurvival %
[[Examine the bottle closer]]
[[Examine the powders closer]]
[[Return to the hallway|hallway2]]
<<removeFromInv "a key">>Even a single shot might be useful. You put the gun in your pocket.
Chance of survival: <<set $chanceofsurvival to random (90,100)>> $chanceofsurvival %
[[Return to the hallway|hallway2]]
<<if $inventory.indexOf("a key") != -1>>[[Open the cupoboards and look closer at the bottles|bottles]]<</if>>
<<addToInv "a gun">>You don't know whether the gun will fire or not. Leaving it behind seems like a wise decision.
Chance of survival: <<set $chanceofsurvival to random (90,100)>> $chanceofsurvival %
[[Return to the hallway|hallway2]]
<<if $inventory.indexOf("a key") != -1>> $inv contains "key")[[Open the cupoboards and look closer at the bottles|bottles]]<</if>>You hold the bottle in your hand and can see the clear liquid inside.
You wonder if it actually contains water and think about how thirsty you suddenly feel.
The bottle is small enough to fit in your pocket.
Chance of survival: <<set $chanceofsurvival to random (50,70)>> $chanceofsurvival %
[[Drink the contents]]
[[Put the bottle back|medical]]
[[Take the bottle with you]]
[[Examine the powders closer]]
[[Return to the hallway|hallway2]]You undo the cork of the bottle with a sharp pop and swallow the contents of the bottle.
The liquid burns as you swallow it and causes you to cough up a bright splash of blood before you collapse to the <<linkappend "floor.">> You see a pair of shoes approaching just before you lose consciousness.<</linkappend>>
[[Return to the beginning|Beginning]]
<<audio "background" stop>>You slip the bottle into your pocket. It might be useful later.
Chance of survival: <<set $chanceofsurvival to random (60,80)>> $chanceofsurvival %
[[Examine the powders closer]]
[[Return to the hallway|hallway2]]
(set: $inv to $inv + (a: "bottle"))
<<set $bottle to true>>You extend your hand to help the <<linkappend "stranger">> but all you see is a blade glint in their hand.<</linkappend>>
[[Return to the beginning|Beginning]]
<<audio "background" stop>>You ignore the stranger shouting after you and keep running towards the <<linkappend "stairs.">> Your footsteps thunder as you go down.<</linkappend>>
You can see what looks like a door leading outside at the end of the downstairs hallway.
You won't have long before the stranger catches up to you.
Chance of survival: <<set $chanceofsurvival to random (60,80)>> $chanceofsurvival %
<span id="countdown">Decide quickly you have $seconds seconds left!</span>
[[Run for the door|back door]]
[[Keep running from the stranger|running]]
<<silently>>
<<repeat 1s>>
<<set $seconds to $seconds - 1>>
<<if $seconds gt 0>>
<<replace "#countdown">>Decide quickly you have $seconds seconds left!<</replace>>
<<else>>
<<replace "#countdown">><</replace>>
<<goto "catch up">>
<<stop>>
<</if>>
<</repeat>>
<</silently>>
<<set $seconds to 15>>
You pull on the handle of the door only to discover it is <<linkappend "locked.">> The stranger catches up with you easily<</linkappend>>
[[Return to the beginning|Beginning]]
<<audio "background" stop>>There are two other doors and a small cupboard in the hallway.
Chance of survival: <<set $chanceofsurvival to random (60,80)>> $chanceofsurvival %
<span id="countdown">Decide quickly you have $seconds seconds left!</span>
[[Hide in the cupboard|cupboard]]
[[Try the left door|greenhouse]]
[[Try the right door|hallway]]
<<silently>>
<<repeat 1s>>
<<set $seconds to $seconds - 1>>
<<if $seconds gt 0>>
<<replace "#countdown">>Decide quickly you have $seconds seconds left!<</replace>>
<<else>>
<<replace "#countdown">><</replace>>
<<goto "catch up">>
<<stop>>
<</if>>
<</repeat>>
<</silently>>
<<set $seconds to 10>>
The cupboard is almost pitch black once you shut the door. Only a thin frame of light illuminates the room.
You can just make out the coats hanging in the cupboard as you push them out of the way to sit and hide in a corner. There is something wet in one of the coat pockets pressed against your cheek.
You can hear footsteps coming down the stairs.
Chance of survival: <<set $chanceofsurvival to random (60,80)>> $chanceofsurvival %
[[Look in the coat pocket]]
[[Stay still]]You carefully reach into the coat pocket and pull out a handkerchief with something wrapped inside.
Chance of survival: <<set $chanceofsurvival to random (50,70)>> $chanceofsurvival %
[[Open the handkerchief]]
[[Stay still]] You hear another door open and the footsteps move away. Eventually, you step back out into the hallway.
Chance of survival: <<set $chanceofsurvival to random (80,100)>> $chanceofsurvival %
[[Try the back door|locked]]
[[Try the left door|greenhouse]]
[[Try the right door|hallway]]You unwrap the object and hold it closer to the light.
Even in the semi-darkness, you can see it's an eyeball.
Your discovery causes you to scream and the cupboard door is thrown <<linkappend "open.">> The silhouette of the stranger is framed in the doorway.<</linkappend>>
[[Return to the beginning|Beginning]]
<<audio "background" stop>>The greenhouse contains a mixture of plants. Flowers, trees and vegetables. They all look healthy and there are some pink shoots coming through the soil.
Chance of survival: <<set $chanceofsurvival to random (80,100)>> $chanceofsurvival %
[[Look at the shoots]]
[[Look at the table]]
[[Go back to the stairway]]Various packets of seeds are scattered across the table as well as some notes that look like they have been ripped out of textbooks.
Chance of survival: <<set $chanceofsurvival to random (80,100)>> $chanceofsurvival %
[[Read the notes]]
[[Look at the plants]]
[[Go back to the stairway]]You are back in the stairwell.
Chance of survival: <<set $chanceofsurvival to random (80,100)>> $chanceofsurvival %
[[Try the back door|locked]]
[[Look in the cupboard|look cupboard]]
[[Try the greenhouse door|greenhouse]]
[[Try the right door|hallway]]One note reads:
''Nitrogen rich soil encourages plant growth''
Another note reads:
''Nitrogen is released as part of animal decomposition''
Chance of survival: <<set $chanceofsurvival to random (80,100)>> $chanceofsurvival %
[[Look at the plants]]
[[Go back to the stairway]]Upon closer inspection, you discover that the shoots are human fingers poking out the ground.
Chance of survival: <<set $chanceofsurvival to random (60,80)>> $chanceofsurvival %
[[Look at the table]]
[[Go back to the stairway]]
<<set $garden to true>>In the children's coat pockets you find:
Three <<linkappend "marbles.">> The glass glints as you move them.<</linkappend>>
A crumpled <<linkappend "note.">> It reads 'When are you coming to get me? I want to go home'.<</linkappend>>
A sweet <<linkappend "wrapper.">> You open it to find a razor blade.<</linkappend>>
In the adult's coat pockets you only find a stained and slightly wet <<linkappend "handkerchief.">> The stain looks like <<linkappend "blood.">> When you open the handkerchief there is an eyeball <<linkappend "inside.">> [[Crush the eyeball?]] <</linkappend>><</linkappend>><</linkappend>>
You put the items back.
Chance of survival: <<set $chanceofsurvival to random (80,100)>> $chanceofsurvival %
[[Try the back door|locked]]
[[Try the interior door|greenhouse]]
Why would you want to do such a thing?
Chance of survival: <<set $chanceofsurvival to random (90,100)>> $chanceofsurvival %
[[Crush the eyeball]]
[[Try the back door|locked]]
[[Try the interior door|greenhouse]]The eyeball is slightly sticky as you roll it in your palm, the brown iris stares up at you.
You close your fingers around it in one quick motion.
The eye makes a brief popping sound before you feel the warm and wet fluids from the eye drip between your fingers.
You let the remains of the eye drop to the floor before wiping your hand with the handkerchief.
<<set $eye to true>>
Chance of survival: 100%
[[Try the back door|locked]]
[[Try the interior door|greenhouse]]The school room has an old-fashioned blackboard set up at the front and several rows of desks and chairs.
Chance of survival: <<set $chanceofsurvival to random (80,100)>> $chanceofsurvival %
[[Search the room]]
[[Leave the room|Downstairs hallway 2]]You can hear giggling from inside the room.
Chance of survival: 80%
[[Go in]]
[[Don't go in|Downstairs hallway 2]]There are several long banquet style tables laid out in the dining room.
There is a single table raised above the others at one end of the room.
The chairs placed at the raised table are too small for adults.
Chance of survival: <<set $chanceofsurvival to random (80,100)>> $chanceofsurvival %
[[Go back out into the hallway|Downstairs hallway 2]]You open the door into an office with several tall bookcases. The desk has papers strewn across it and several drawers. You can see something shiny on top of one of the bookcases.
Chance of survival: <<set $chanceofsurvival to random (80,100)>> $chanceofsurvival %
[[Check the drawers]]
[[Look at the papers]]
[[Try to grab the shiny object]]
[[Go back into the hallway|Downstairs hallway 2]]<<if $inventory.indexOf("door key") != -1>>The key that you found looks like it would fit the front door.
Chance of survival: <<set $chanceofsurvival to random (90,100)>> $chanceofsurvival %
[[Open the front door]]
<<else>>
You pull on the handles but the door doesn't budge.
Did you really expect it to open?
Chance of survival: <<set $chanceofsurvival to random (60,80)>> $chanceofsurvival %<</if>>
[[School Room]]
[[Day Room]]
[[Dining Room]]
[[Office]]
[[Kitchen]]
You step into a long hallway. There are three sets of double doors are on your right and two on your left. When you move further down the hallway you can see the front door on your left. Other than the front door all the rooms have name plaques.
Chance of survival: <<set $chanceofsurvival to random (70,90)>> $chanceofsurvival %
[[School Room]]
[[Day Room]]
[[Dining Room]]
[[Office]]
[[Kitchen]]
[[Front door]]Are you sure?
Chance of survival: 60%
[[Go in|Go in 2]]
<<if $together is true>>
Chance of survival: <<set $chanceofsurvival to random (80,100)>> $chanceofsurvival %
[[Investigate the front door]]<</if>>
[[Don't go in|Downstairs hallway 2]]
You open all the drawers trying to find something to help you but all you find is bits of stationery.
Chance of survival: <<set $chanceofsurvival to random (80,100)>> $chanceofsurvival %
[[Look at the papers]]
[[Go back into the hallway|Downstairs hallway 2]]Most of the papers are bills but you spot a recent newspaper on the desk as well.
Chance of survival: <<set $chanceofsurvival to random (80,100)>> $chanceofsurvival %
[[Read the newspaper]]
[[Go back into the hallway|Downstairs hallway 2]]<<if $inventory.indexOf("boathook") != -1>>You use the boat hook to knock the object off the top of the bookcase. It's a large door key.<<addToInv "door key">>
Chance of survival: <<set $chanceofsurvival to random (90,100)>> $chanceofsurvival %
<<else>>Even standing on a chair you cannot reach the object and knocking over the bookcase would be too dangerous.
Chance of survival: <<set $chanceofsurvival to random (80,100)>> $chanceofsurvival %<</if>>
[[Check the drawers]]
[[Look at the papers]]
[[Go back into the hallway|Downstairs hallway 2]]You are back in the downstairs hallway.
Chance of survival: <<set $chanceofsurvival to random (80,100)>> $chanceofsurvival %
[[School Room]]
[[Day Room]]
[[Dining Room]]
[[Office]]
[[Kitchen]]
[[Front door]]Only the headline catches your attention.
'''The Surgeon' serial killer claims another victim''
<<set $news to true>>
Chance of survival: <<set $chanceofsurvival to random (80,100)>> $chanceofsurvival %
[[Check the drawers]]
[[Go back into the hallway|Downstairs hallway 2]]<<if $cellar is true>>You have no need to look in the cupboard.
Chance of survival: <<set $chanceofsurvival to random (80,100)>> $chanceofsurvival %
[[Return to the kitchen|Kitchen]]
<<else>>There is a small hatch with a folded ladder set into the floor of the pantry. You pull the hatch door but it doesn't open.
Chance of survival: <<set $chanceofsurvival to random (80,100)>> $chanceofsurvival %
[[Return to the kitchen|Kitchen]]<</if>>Three sets of double doors are in front of you and one on your right. When you move further down the hallway you can see the front door on your right. Other than the front door all the rooms have name plaques.
<<set $cellar to false>>
Chance of survival: <<set $chanceofsurvival to random (80,100)>> $chanceofsurvival %
[[School Room]]
[[Day Room]]
[[Dining Room]]
[[Office]]
[[Kitchen]]
[[Front door]]You turn the key in the lock and pull the heavy door open. A cool breeze drifts in from outside.
You glance behind quickly to see if anyone has spotted you before darting outside and shutting the door behind you.
Chance of survival: <<set $chanceofsurvival to random (80,100)>> $chanceofsurvival %
[[Run for the gate]]You run for the front gate and hope that nothing catches up to you before you get there.
<<if $ankle is true>>[[Climb the gate|Climb the gate 1]]
Chance of survival: <<set $chanceofsurvival to random (60,80)>> $chanceofsurvival %
<<elseif $ankle is false>>[[Climb the gate|Climb the gate 2]]
Chance of survival: <<set $chanceofsurvival to random (80,100)>> $chanceofsurvival %<</if>>You use the boat hook to give yourself extra reach to climb over the gate.
But your ankle gives out as you're climbing making you lose your grip and <<linkappend "fall.">> You hear the crack of your head on the hard ground.<</linkappend>>
[[Return to the beginning|Beginning]]
<<audio "background" stop>>You use the boat hook to give yourself extra reach to climb over the gate and lower yourself to the ground.
You can see city lights in the distance.
[[Continue|Ending 1]]
<<audio "background" stop>>''You managed to find freedom''
[[Continue|Conclusion]]
<<set $ending1 to true>>You find a handwritten nursery rhyme. It looks like it was written by a child.
Chance of survival: <<set $chanceofsurvival to random (80,100)>> $chanceofsurvival %
[[Read the nursery rhyme]]
[[Leave the room|Downstairs hallway 2]]The wheels on the bus go round and round.
Round and round.
Round and round.
The wheels on the bus go round and round.
All night long.
Chance of survival: <<set $chanceofsurvival to random (80,100)>> $chanceofsurvival %
[[Keep reading|Read the nursery rhyme 1]]
[[Leave the room|Downstairs hallway 2]]The children on the bus are all alone.
All alone.
All alone.
The children on the bus are all alone.
All night long.
Chance of survival: <<set $chanceofsurvival to random (70,80)>> $chanceofsurvival %
[[Keep reading]]
[[Leave the room|Downstairs hallway 2]]The Doctor takes the children by the hand.
To a home.
Safe and sound.
The Doctor takes the children by the hand.
All night long.
Chance of survival: <<set $chanceofsurvival to random (60,70)>> $chanceofsurvival %
[[Keep reading|verse 3]]
[[Leave the room|Downstairs hallway 2]]The Doctor lied.
Chance of survival: 50%
[[Leave the room|Downstairs hallway 2]]
<<set $rhyme to true>>You see a long table raised up at the far end of the room. A group of children are gathered around it.
A mutilated corpse is lying on the table.<<if $lady is true>> You recognise her as the woman you met earlier.<<elseif $lady is false>> You recognise her as the woman you killed. <<else>> The body barely looks human anymore.<</if>>
The children are laughing as they cut into the body.
Chance of survival: Unknown
<span id="countdown"><span style = "#6495ed">Leave</span></span>
<<silently>>
<<repeat 1s>>
<<set $seconds to $seconds - 1>>
<<if $seconds gt 0>>
<<replace "#countdown">><span style= "color: #6495ed">Leave</span><</replace>>
<<else>>
<<replace "#countdown">><</replace>>
<<goto "go in 3 ">>
<<stop>>
<</if>>
<</repeat>>
<</silently>>
<<set $seconds to 10>>
<<audio "background" stop>>
<span id="countdown">There's no going back now</span>
<<silently>>
<<repeat 1s>>
<<set $seconds to $seconds - 1>>
<<if $seconds gt 0>>
<<replace "#countdown">>There's no going back now<</replace>>
<<else>>
<<replace "#countdown">><</replace>>
<<goto "go in 4">>
<<stop>>
<</if>>
<</repeat>>
<</silently>>
<<set $seconds to 5>>
One of the children moves away from the body and skips across to you. A wide smile on their face.
"You're the new parent who woke up too early.<<if $man is true>> You injured one of our Fathers."<<elseif $mandead is true>> You killed one of our Fathers."<<elseif $together is true>> I asked one of the Fathers to bring you here."<<else>> Things would have been easier if you had stayed in your room."
"Did you learn anything while exploring the house?"
Chance of survival: <<set $chanceofsurvival to random (0,100)>> $chanceofsurvival %<</if>>
[[Answer the child]]<<if $rhyme is true>>You know the children thought the Doctor was bringing them to a safe home but he lied.<</if>>
<<if $lab is true>>You found a room with laboratory equipment.<</if>>
<<if $drnotes is true and $hair is true>>You know the Doctor experimented on the children. The hair in the box of 'lost friends' must belong to failed experiments.<</if>>
<<if $paper is true and $garden is true>>You know the children here have kidnapped adults to make them into 'Parents'. Their rules are very strict. You saw the remains of punished parents in the garden.<</if>>
<<if $wash is true>>You saw the victims in the wash room. Are the children responsible?<</if>>
All you want to do is leave
Chance of survival: <<set $chanceofsurvival to random (0,100)>> $chanceofsurvival %
[[See what the child says]]"All we want are to have parents the same as any other child. Parents who will love us despite the fact we aren't normal."
The child holds out its arms to you like it's asking for a <<linkappend "hug.">> Blood is spattered across the child's face.<</linkappend>>
"Will you stay with us?"
<<if $inventory.indexOf("a gun") != -1>>[[Shoot the child]]<</if>>
<<if $inventory.indexOf("a gun") != -1>><span class="hides">[[Use the gun on yourself]]</span><</if>>
<<if $news is true and $eye is true>>[[Smile at the child]]<</if>>
<<if $news is true and $fingers is true>>[[Pat the child on the head]]<</if>>
Chance of survival: <<set $chanceofsurvival to random (0,100)>> $chanceofsurvival %
[[Stay with the Children]]
[[Run|Endrun]]
You take out the gun from your pocket and point it at the child.
Do you really want to shoot an <<cyclinglink "$child" "innocent" "tortured" "murderous">> child?
<<if $randomnumber is 1>>[[Shoot|Shoot]]
<<elseif $randomnumber is 2>>[[Shoot|Shoot 2]]<</if>>
[[Run|Endrun]]
You move past the child and approach the body on the table.
You gently take a knife from one of the children and make a straight, clean incision in the arm of the dead body.
The newspapers were right to call you 'The Surgeon'.
[[Continue|Ending 7]]You move past the child and approach the body on the table.
You gently take a knife from one of the children and make a straight, clean incision in the arm of the dead body.
The newspapers were right to call you 'The Surgeon'.
[[Continue|Ending 7]]You move forward and hug the child close.
[[Continue|Ending 6]]You turn and run.
Miraculously the front door opens when you push it as does the front gate.
You turn and look back to see the child watching you from the front door.
[[Continue|Ending 5]]The sound is deafening when you pull the trigger.
The child falls to the ground with a single red mark on its forehead.
There is a brief moment of silence before the other children throw themselves at you.
You can feel their fingers pulling at your skin.
[[Continue|Ending 3]]The sound is deafening when you pull the trigger.
You scream as the gun backfires and blood drips from your hand.
The child looks at you sadly.
[[Continue|Ending 4]]''The children tear you apart for killing their friend''
[[Continue|Conclusion]]
<<set $ending3 to true>>''Your crime does not go unpunished''
[[Continue|Conclusion]]
<<set $ending4 to true>>''You have much to teach these children''
[[Continue|Conclusion]]
<<set $ending7 to true>>''You could never abandon a child''
[[Continue|Conclusion]]
<<set $ending6 to true>>''You know the children will follow you wherever you go''
[[Continue|Conclusion]]
<<set $ending5 to true>>config.history.controls = false; put in javascript to disable back button
twine blue hyperlink color = #6495ed
Set background image:
html.snow {background-image:url("http://pngimg.com/upload/snowflakes_PNG7545.png");background-size:cover;}
(set: $inv to $inv + (a: "",""))
var 'lady' for room lady
Var 'ankle' for ankle injury
var 'drnotes' for adult notes
Var 'hair' for lost friends
Var 'hand' for cut hand
var 'bottle' for cyanide
var 'man' for injured man
var 'eye' for crushed eye
var 'wash' for wash room
var 'fingers' for licked fingers
var 'paper' for rules
var 'news' for newspaper
var 'knife' for knife
Old inventory: (if: $inv's length > 0)[Your inventory contains a (print: $inv.join(",")).]
(else:)[Your inventory is empty.]
(link-goto: "Return", (history:)'s last){
(print: "<script>$('html').removeClass(\)</script>")
(if: (passage:)'s tags's length > 0)[
(print: "<script>$('html').addClass('" + (passage:)'s tags.join(' ') + "'\)</script>")
]
}
The door bursts open and several people rush <<linkappend "in.">> The woman's screams are the last thing you hear.<</linkappend>>
[[Return to the beginning|Beginning]]
<<audio "background" stop>>The stranger catches up with you and grabs you from <<linkappend "behind.">> His hands tighten around your throat.<</linkappend>>
[[Return to the beginning|Beginning]]
<<audio "background" stop>>The stranger lunges up and stabs <<linkappend "you.">> You didn't decide quickly enough.<</linkappend>>
[[Return to the beginning|Beginning]]
<<audio "background" stop>>Several large dogs burst out from the hedges and run towards you.
Your injured ankle gives way and you collapse as you try to <<linkappend "run.">> Your screams don't last long.<</linkappend>>
[[Return to the beginning|Beginning]]
<<audio "background" stop>>The man catches up to you holding the knife you stabbed him <<linkappend "with.">> The blade glints as it moves towards your throat.<</linkappend>>
[[Return to the beginning|Beginning]]
<<audio "background" stop>><h2>Inventory</h2>
You have:
<<inv>>
<<back>>
<<initInv>>
<<cacheaudio "gunclick" "https://www.dropbox.com/s/3a7qir2h9qr2efb/gunclick.wav?dl=1">>
<<cacheaudio "background" "https://www.dropbox.com/s/26mbunfs49my3bk/Hazy-Disorientation.mp3?dl=1">>
<<cacheaudio "rockinghorse" "https://www.dropbox.com/s/1u6qlau2xowratx/Rockinghorse.mp3?dl=1">>
<<cacheaudio "musicbox" "https://www.dropbox.com/s/mm3jtm8l4urzni2/MusicBox.wav?dl=1">>
[[Inventory]]
#menu-story {background-color: white}You realise that the man is right and that you want to leave this place more than you want to remember who the man is.
<<if $ankle is true>>He notices your ankle is injured and points to a small shed at the end of the path that you hadn't noticed. "We might get lucky and find something to strap your ankle with there" he says.
Chance of survival: <<set $chanceofsurvival to random (80,90)>> $chanceofsurvival %
<<else>>The man points to a small shed at the end of the path that you hadn't noticed and says that their might be something useful inside.
Chance of survival: <<set $chanceofsurvival to random (80,100)>> $chanceofsurvival %
<</if>>
[[Raid the shed]]You slowly back away from the man.
He sighs and shakes his head "It's not my fault you woke up early and decided to leave your room. Things would have been simpler if you'd given us a chance to explain"
He pulls a whistle from his pocket and blows on it.
You can hear dog barks in the <<linkappend "distance.">> You know you can't outrun them.<</linkappend>>
[[Return to the beginning|Beginning]]
<<audio "background" stop>>This is a place of madness. You think of the monster you would become if you stayed here.
<<if $mandead is true>>You think of the man you killed. Perhaps you are already a monster.<</if>>
<<if $lady is false>>You think of the woman you killed. Perhaps you are already a monster.<</if>>
Your hand trembles as you put the cool metal of the gun to your head.
The child watches you but makes no move to intervene.
<<if $randomnumber is 1>>[[Pull the trigger|Shoot yourself]]
<<elseif $randomnumber is 2>>[[Pull the trigger|Shoot yourself 2]]<</if>>
The child smiles.
[[Continue|Ending 8]]The sound of the click is deafening.
The useless gun clatters to the floor as you collapse to your knees. Your <<cyclinglink "$chance" "freedom" "escape" "hope" "last chance">> taken from you.
The child moves close and hugs you. "Don't be scared. We're going to have such fun together."
[[Continue|Ending 9]]
<<audio "gunclick" play>>
''Is this the escape you hoped for?''
[[Continue|Conclusion]]
<<set $ending8 to true>>''You now understand what despair feels like''
[[Continue|Conclusion]]
<<set $ending9 to true>>by Kirsty McGillYou can provide feedback here:
http://twineescape.createaforum.com/index.php