It's too cold to sleep.
[[Reach out and pull up the blankets|blankets]]
(if: (passage:)'s name is "inventory")[<!--Do nothing-->]
(else-if: (passage:)'s tags contains "donotshowinventory")[<!--Do nothing-->]
(else:)[Check [[inventory]].]
(if:(passage:)'s tags contains "nosave")[<!--Do nothing-->]
(else:)[
{(link:"Save game")[
(if:(save-game:"Slot A"))[
Game saved!
](else: )[
Sorry, I couldn't save your game.
]
]}
{(link: "Load game")[(load-game:"Slot A")]}]
<h2>Inventory</h2>
(if: $inv's length > 0)[Your inventory contains a (print: $inv.join(",")).]
(else:)[Your inventory is empty.]
(link-goto: "Return", (history:)'s last)twine blue hyperlink color = #3366CC + bold (<b>)
tw-sidebar - set to none to remove back button
Set background image:
html.snow {background-image:url("http://pngimg.com/upload/snowflakes_PNG7545.png");background-size:cover;}
(set: $inv to $inv + (a: "",""))
var 'lady' for room lady
Var 'ankle' for ankle injury
var 'drnotes' for adult notes
Var 'hair' for lost friends
Var 'hand' for cut hand
var 'bottle' for cyanide
var 'man' for injured man
var 'eye' for crushed eye
var 'wash' for wash room
var 'fingers' for licked fingers
var 'paper' for rules
var 'news' for newspaper{
(print: "<script>$('html').removeClass(\)</script>")
(if: (passage:)'s tags's length > 0)[
(print: "<script>$('html').addClass('" + (passage:)'s tags.join(' ') + "'\)</script>")
]
}
You can't find the blankets.
[[Open your eyes|Beginning]](set: $inv to (a:))
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 but the floor is cold on your bare feet.
[[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')
The door is locked and you have nothing to pick the lock with.
[[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]]A single light bulb swings 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.
[[Make a rope]]
[[Examine the bed closer]]
[[Look at the newspaper]]
(click-replace: "swings")[sways]
(click-replace: "sways")[swings]You pound the door and scream for help.
No one comes.
[[Try the door|Door]]You still can't remember how you got here. Escaping this room seems like a good idea.
[[Jump out the window]]
[[Wait and see what happens]]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.
(set: $inv to $inv + (a: "rope"))
(if: $inv contains "lock pick")[
[[Use the lock pick]]
[[Use the rope]]]
(else:)[
[[Use the 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.
[[Explore the garden]]
(set: $inv to $inv - (a:"rope"))
(set: $ankle to 'false')The bed is bolted securely to the floor. However, some of the springs in the mattress are loose and could be useful.
(if: $inv contains "rope")[
[[Use the rope]]]
(else:)[
[[Make a rope]]]
[[Make a lock pick]]You are able to bend the bed spring into a makeshift lock pick.
(if: $inv contains "rope")[
[[Use the rope]]
[[Use the lock pick]]]
(else:)[
[[Use the lock pick]]
[[Make a rope]]]
(set: $inv to $inv + (a: "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.
[[Proceed with caution| caution]]
[[Get out quickly| quick]]
(set: $inv to $inv - (a: "lock pick")) You press your ear to the door and hear footsteps outside. You can almost hear them breathing.
You wait and listen patiently until you hear a door open and the footsteps move away.
You open the door carefully and look out into the hallway and breathe a sigh of relief when you can't see or hear anyone.
There are several wooden doors on both sides and one metal door at the end of the hallway.
[[Try the side doors|doors]]
[[Go out the metal door|end]]You throw open the door knocking the person behind the door off their feet.
Decide quickly you have |amount>[$counter] seconds left!
[[Help the stranger|stranger]]
[[Keep moving|moving]]
(set: $counter to 10)
(live: 1s)[
(set: $counter to it - 1)
(if: $counter is 0)[(go-to: "stab")]
(replace: ?amount)[$counter]
]You extend your hand to help the stranger
[[Return to the beginning|Beginning]]
(click-append:"stranger")[ but all you see is a blade glint in their hand.]You ignore the stranger shouting after you and keep running towards the stairs. Your footsteps thunder as you go down the stairs into another hallway. You can see what looks like a door leading outside at the end of the hallway.
You won't have long before the stranger catches up to you.
Decide quickly you have |amount>[$counter] seconds left!
[[Run for the door|back door]]
[[Keep running from the stranger|running]]
(set: $counter to 15)
(live: 1s)[
(set: $counter to it - 1)
(if: $counter is 0)[(go-to: "catch up")]
(replace: ?amount)[$counter]
]The stranger lunges up and stabs you.
(click-append:"you.")[ You didn't decide quickly enough.]
[[Return to the beginning|Beginning]] You pull on the handle of the door only to discover it is locked.
[[Return to the beginning|Beginning]]
(click-append:"locked.")[ The stranger catches up with you easily.]There are two other doors and a small cupboard in the hallway.
Decide quickly you have |amount>[$counter] seconds left!
[[Hide in the cupboard|cupboard]]
[[Try the left door|greenhouse]]
[[Try the right door|hallway]]
(set: $counter to 10)
(live: 1s)[
(set: $counter to it - 1)
(if: $counter is 0)[(go-to: "catch up")]
(replace: ?amount)[$counter]
]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.
[[Look in the coat pocket]]
[[Stay still]]The door opens into a large greenhouse. There are large trees that touch the top of the glass ceiling and small shoots just starting to grow.
A small table stands to one side.
[[Look at the plants]]
[[Look at the table]]
[[Go back to the stairway]]The stranger catches up with you and grabs you from behind.
(click-append:"behind.")[ His hands tighten around your throat.]
[[Return to the beginning|Beginning]]Only one of the side doors is unlocked.
[[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.
[[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.
[[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.
[[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.
[[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.
[[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.
Decide quickly you have |amount>[$counter] seconds left!
[[Try to calm her down]]
[[Leave|Back away]]
(set: $counter to 8)
(live: 1s)[
(set: $counter to it - 1)
(if: $counter is 0)[(go-to: "flee")]
(replace: ?amount)[$counter]
]You move away from the woman slowly and go back out the door.
From the hallway, you can hear the woman sobbing.
[[Go out the metal door|end]]
(set: $lady to 'true')You hold her tightly to stop her struggling and speak to her calmly.
She continues to scream.
Decide quickly you have |amount>[$counter] seconds left!
[[Place your hand over her mouth]]
[[Leave|Back away]]
(set: $counter to 8)
(live: 1s)[
(set: $counter to it - 1)
(if: $counter is 0)[(go-to: "flee")]
(replace: ?amount)[$counter]
]You put your hand over the woman's mouth to suppress her screams.
She continues to struggle.
Decide quickly you have |amount>[$counter] seconds left!
(if: $event2 is 1)[[[Press harder|Press harder]]]
(elseif: $event2 is 2)[[[Press harder|Press harder 2]]]
[[Leave|Back away]]
(set: $counter to 8)
(live: 1s)[
(set: $counter to it - 1)
(if: $counter is 0)[(go-to: "flee")]
(replace: ?amount)[$counter]
]Eventually, the woman goes still in your arms.
When you let her go she falls limply to the floor, her wide eyes still staring at you.
[[Leave the room and go out the metal door|end]]
(click-replace: "wide")[glassy]
(click-replace: "glassy")[empty]
(click-replace: "empty")[dead]
(set: $lady to 'false')
The door bursts open and several people rush in.
[[Return to the beginning|Beginning]]
(click-append:"in.")[ The woman's screams are the last thing you hear.]You move down the stairs stealthily, but with every step the stairs creak 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.
[[Try the back door|locked]]
[[Look in the cupboard|look cupboard]]
[[Try the left door|greenhouse]]
[[Try the right door|hallway]]
(click-replace:"stealthily")[steadily] (click-replace:"steadily")[sneakily] (click-replace:"creak")[squeak] (click-replace:"squeak")[groan]The door is bolted shut from the other side.
[[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.
[[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.
[[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.
[[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.
[[Look in one of the cribs]]
[[Examine the papers]]
[[Examine the rocking horse]]
[[Return to the hallway]]The door is locked and you have nothing to pick the lock with.
[[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 the cupbaord are two neat rows of coats and shoes. One row looks like they would fit adults and the other side would fit children.
[[Check the coat pockets]]
[[Try the back door|locked]]
[[Try the interior door|greenhouse]]In the children's coat pockets you find:
Three marbles.
A crumpled note.
A sweet wrapper.
In the adult's coat pockets you only find a stained and slightly wet handkerchief.
You put the items back.
[[Try the back door|locked]]
[[Try the interior door|greenhouse]]
(click-append:"marbles.")[ The glass glints as you move them.](click-append:"note.")[ It reads 'When are you coming to get me? I want to go home'.](click-append:"wrapper.")[ You open it to find a razor blade.](click-append:"handkerchief.")[ The stain looks like blood.](click-append:"blood.")[ When you open the handkerchief there is an eyeball inside.](click-append: "inside.")[ [[Crush the eyeball?]] ]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 giggling.
[[Examine the rocking horse]]
[[Examine the papers]]
[[Return to the hallway]]
(click-replace:"giggling")[screaming]The papers are covered in childrens drawings.
A little house with a red roof
A child standing in the rain
A child asleep in bed.
Several of the pages are just black scrawls. They feel...
[[Examine the rocking horse]]
[[Look in one of the cribs]]
[[Return to the hallway]]
(click-append:"roof")[ with a fire blazing all around it.](click-append:"rain")[ looking at a group of gravestones.](click-append:"bed.")[ A doctor with a large syringe stands over the child.](click-replace:"...")[ sad](click-replace:"sad")[scared](click-replace:"scared")[angry]There is no breeze blowing through the room but the rocking horse still sways.
There are deep gashes on the handlebars of the toy.
[[Examine the papers]]
[[Look in one of the cribs]]
[[Return to the hallway]]
(click-append: "toy.")[ They were probably made by fingernails.]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.
[[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')[(set: $inv to $inv + (a: "set of doctor's notes"))]
The metal bed frames are covered in flaking rust. The sheets on the beds are messy but clean.
The desks have a variety of surgical tools spread across them.
You find some notes on one of the desks written in a firm [hand.]<hand|
[[Open the left door]]
[[Open the balcony door]]
[[Return to the hallway]](click-append: "clean.")[ They must have been used recently.](click-append: "them.")[ The blood on them is still fresh. Crimson bright and sticky.]
(click: ?hand)[(append: ?hand)[ The only part you can read says: <b>The experiments on subject 12 are proceeding well. She has shown no signs of ageing for 18 months. Will this one help me be successful with gaining everlasting youth? Continue with current dosage.</b>](set: $drnotes to 'true')]
(if: $inv contains "key")[You unlock the door using the staff key you found.
[[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.
[[Look around]]
[[Open the balcony door]]
[[Return to the hallway]]]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.
(if: $inv contains "rope")[[[Use the rope to climb down|climb]].]
[[Return to the infirmary|infirmary]]You tie your rope to the railing and begin to lower yourself down. The railing snaps under the strain.
[[Return to the beginning|Beginning]]
(click-append:"strain.")[ You hurtle towards to the ground.]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.
[[Explore the garden]]
(set: $ankle to 'true')
You sit on the bed and wait to see if someone comes.
You're not sure how much time passes but eventually you hear the door unlock. Two people enter the room and explain why you were brought here. They take you by the hand and lead you from the room.
[[Continue|Ending 2]]
(click-append:"room.")[ No one hears from you again]The garden is filled with canopied walkways and maze-like hedges. It would be easy to get lost in here.
You hear something moving behind you.
Decide quickly you have |amount>[$counter] seconds left!
[[Hide]]
[[Wait and see who it is]]
(set: $counter to 15)(live: 1s)[(set: $counter to it - 1)(if: $counter is 0)[(go-to: "Run Away")](replace: ?amount)[$counter]]You push yourself into the dense hedges as you hear footsteps getting closer.
[[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.
[[Pretend to know him]]
(if: $event1 is 1)[[[Push him away|test]]]
(elseif: $event1 is 2)[[[Push him away|Push him away 2]]]
Several large dogs burst out from the hedges and run towards you.
Your injured ankle gives way and you collapse as you try to run.
[[Return to the beginning|Beginning]]
(click-append:"away.")[ Your screams don't last long.]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.
[[Give the knife back]]
[[Move on through the garden| move on]]You give the man a hard shove and explain you don't know who he is.
[[Run]]
[[Hear him out]](set: $flash to (text-style:"shudder"))
$flash[HE LIES]
(set: $counter to 1)
(live: 1s)[
(set: $counter to it - 1)
(if: $counter is 0)[(go-to: "Push him away 2")]
(replace: ?amount)[$counter]
]You hand the knife back to the man. Having the weapon could be dangerous.
He offers the knife to you again.
[[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.
[[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.
[[Raid the shed]]](set: $inv to $inv + (a: "knife")) The shed is unlocked and the small window on the side lets in some light. 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: $inv contains "knife" and $ankle is 'true')[You ease yourself onto the stool while the man rummages through the various boxes to find something to help you.
[[Wait patiently]]]
(else-if: $ankle is 'true')[You ease yourself onto the stool while the man rummages through the various boxes to find something to help you.
[[Wait patiently]]
[[Examine the workbench]]]
(else-if: $ankle is 'false')[
[[Examine the workbench]]
[[Search the shed]]]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 off
[[Return to the beginning|Beginning]]
(click-append:"off")[ to an unfortunate end]You shut your eyes tight as the footsteps approach your hiding spot.
You pray that they don't notice you.
The footsteps move away from your position.
[[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.
[[Look at the fountain]]
[[Try the cellar door]]The man flips the blade and you feel a sharp slice.
[[Return to the beginning|Beginning]]
(click-append:"slice.")[ Everything goes black.](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 hand.
[[Return to the beginning|Beginning]](click-replace:"hand.")[ It ends quickly.]]
(else:)[You run further into the garden and straight into a dead end. The man blocks your exit with a knife in his hand.
[[Return to the beginning|Beginning]](click-replace:"hand.")[ It ends quickly.]]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.
[[Trust him]]
[[Don't trust him]]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.]
(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.]
[[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 distance.
[[Return to the beginning|Beginning]]
(click-append:"distance.")[ You know you can't outrun them.](if: $inv contains "knife" 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.
[[Let the man help you]]
[[Use the knife]]]
(else-if: $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.
(set: $inv to $inv + (a: "keys"))
[[Return to the house]]](if: $ankle is 'true')[Several tools are spread out on the bench. There are several stains ingrained in the woodwork.
A heavy claw hammer is just out of reach.
[[Try to take the hammer carefully]]
[[Try to grab the hammer quickly]]
[[Leave the hammer where it is|Wait patiently]]
(click-append:"woodwork.")[ They look like blood.]]
(else-if: $ankle is 'false')[Several tools are spread out on the bench. There are several stains ingrained in the woodwork.
You spot a heavy claw hammer on the bench.
[[Try to grab the hammer quickly]]
[[Leave the hammer where it is|Search the shed]]
(click-append:"woodwork.")[ They look like blood.]]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.
[[Return to the house]]
(set: $inv to $inv + (a: "keys"))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.
[[Look at the fountain]]
[[Try the cellar door]] 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.
[[Go inside the house]]
(set: $together to 'true')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.
[[Return to the house]]
(set: $inv to $inv + (a: "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.
[[Run into the garden]]
(set: $inv to $inv - (a: "knife"))
(set: $man to 'true')
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 head.
[[Return to the beginning|Beginning]]
(click-append:"head.")[ Your own blood is added to the stains on the workbench](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.
[[Use the hammer to escape the man]]
[[Let the man help you]]]
(else-if: $inv contains "knife" 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.
[[Run into the garden]]]
(else-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.
[[Struggle]]] 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 thud.
[[Return to the garden]]
(set: $inv to $inv + (a:"hammer"))
(click-replace:"thud")[crunch]
(Click-replace:"crunch")[crack]
(set: $mandead to 'true')You flail wildly to try and save yourself.
[[Return to the beginning|Beginning]]
(click-append: "yourself.")[ But it isn't enough.]You don't know if you have stopped the man or not.
Decide quickly you have |amount>[$counter] seconds left!
[[Move further into the garden]]
[[Run back to the house]]
(set: $counter to 10) (live: 1s)[(set: $counter to it - 1)(if: $counter is 0)[(go-to: "catch up 2")](replace: ?amount)[$counter]]You might be able to hide in the garden.
Decide quickly you have |amount>[$counter] seconds left!
[[Go left]]
[[Go right]]
[[Go straight]](set: $counter to 10)
(live: 1s)[(set: $counter to it - 1)(if: $counter is 0)[(go-to: "catch up 2")](replace: ?amount)[$counter]]
You run towards the lights of the house but the door you find is locked.
A hand grabs you from behind.
[[Return to the beginning|Beginning]]
(click-append: "behind.")[ You briefly recognise the knife that comes towards your face.]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.
[[School Room]]
[[Day Room]]
[[Dining Room]]
[[Office]]
[[Kitchen]]
[[Front door]]You carefully reach into the coat pocket and pull out a handkerchief with something wrapped inside.
[[Open the handkerchief]]
[[Stay still]] You hear another door open and the footsteps move away. Eventually, you step back out into the hallway.
[[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 open.
(click-append: "open.")[ The silhouette of the stranger is framed in the doorway.](if: $inv contains "key")[You don't find anything.
[[Return to the hallway]]]
(else:)[In a shirt pocket you find a key but nothing else of use.
[[Return to the hallway]]
(set: $inv to $inv + (a: "key"))]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.
You look at the hallway that is the 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.
[[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 can see part of the gardens. The hedgerows are arranged like a maze but there is a central courtyard in the middle of the garden.
[[Look under the beds]]
[[Return to the hallway|end]]
(click-append: "garden.")[ You can see a light moving in the hedgerows.] You peer under one of the rows of beds and see a small box.
[[Pick up the box]]
[[Look out the window]]
[[Return to the hallway|end]]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 wall.
(click-append: "wall.")[ The eyes of all the adults have been scratched out.]
[[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.
[[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'
[[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.
[[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.
[[Return to the hallway|hallway2]]
[[Examine the powders closer]]
(if: $inv contains "key")[[[Open the cupboards and look closer at the bottles|bottles]]]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 garden.
[[Look under the beds]]
[[Return to the hallway|hallway2]]
(click-append: "garden.")[ You can see a light moving in the hedgerows.] You peer under one of the rows of beds in time to see a rat scuttle past.
[[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.
[[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]]The box is well worn around the edges as if it has been held a lot. Someone has written 'Lost Friends' on the lid.
[[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.
[[Look out the window]]
[[Return to the hallway|end]]
(set: $hair to 'true')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'.
[[Examine the bottle closer]]
[[Examine the powders closer]]
[[Return to the hallway|hallway2]]
(set: $inv to $inv - (a: "key"))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.
[[Take the gun]]
[[Leave the gun]]
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 floor.
[[Return to the beginning|Beginning]]
(click-append: "floor")[You see a pair of shoes approaching just before you lose consciousness.]You slip the bottle into your pocket. It might be useful later.
[[Examine the powders closer]]
[[Return to the hallway|hallway2]]
(set: $inv to $inv + (a: "bottle"))
(set: $bottle to 'true')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.
[[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')
The man catches up to you holding the knife you stabbed him with.
[[Return to the beginning|Beginning]]
(click-append: "with.")[ The blade glints as it moves towards your throat.]Which way will you run?(set: $left to 'true')
Decide quickly you have |amount>[$counter] seconds left!(if: $right is 'true' and $left is 'true' and $straight is 'true')[
[[Hide|Hide2]]](else:)[
[[Go straight]]
[[Go right]]]
(set: $counter to 10)
(live: 1s)[(set: $counter to it - 1)(if: $counter is 0)[(go-to: "catch up 2")](replace: ?amount)[$counter]]
Which way will you run?(set: $right to 'true')
Decide quickly you have |amount>[$counter] seconds left!(if: $right is 'true' and $left is 'true' and $straight is 'true')[
[[Hide|Hide2]]](else:)[
[[Go straight]]
[[Go left]]]
(set: $counter to 10)
(live: 1s)[(set: $counter to it - 1)(if: $counter is 0)[(go-to: "catch up 2")](replace: ?amount)[$counter]]Which way will you run?(set: $straight to 'true')
Decide quickly you have |amount>[$counter] seconds left!(if: $right is 'true' and $left is 'true' and $straight is 'true')[
[[Hide|Hide2]]](else:)[
[[Go left]]
[[Go right]]]
(set: $counter to 10)
(live: 1s)[(set: $counter to it - 1)(if: $counter is 0)[(go-to: "catch up 2")](replace: ?amount)[$counter]]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.
[[Look at the fountain]]
[[Try the cellar door]]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.
[[Drink the contents]]
[[Put the bottle back|medical]]
[[Take the bottle with you]]
[[Examine the powders closer]]
[[Return to the hallway|hallway2]]Even a single shot might be useful. You put the gun in your pocket.
[[Return to the hallway|hallway2]]
(if: $inv contains "key")[[[Open the cupoboards and look closer at the bottles|bottles]]]
(set: $inv to $inv + (a: "gun"))You don't know whether the gun will fire or not. Leaving it behind seems like a wise decision.
[[Return to the hallway|hallway2]]
(if: $inv contains "key")[[[Open the cupoboards and look closer at the bottles|bottles]]]The fountain was probably beautiful once. Now the stone setting is chipped and the basin is filled with stagnant water and rotting leaves.
[[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.
[[Open the door]]
<u>Instructions for New Parents</u> (set: $paper to 'true')
<b>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.</b>
Some of the instructions appear to be missing.
[[Go down the stairs|right stairs]]
[[Open the Boys Dormitory door|boys dorm]]
[[Open the Medical Supply door|medical]]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.
[[Open the wash room door|wash room]]
[[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.
[[Open the wash room door]]
[[Open the pantry door|Pantry]]
[[Open the laboratory door|Laboratory]]
[[Open the boiler room door|Boiler room]]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.
[[Look up]]
[[Return to the hallway|Proceed down the hallway]]Why would you want to do such a thing?
[[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')
[[Try the back door|locked]]
[[Try the interior door|greenhouse]]There are clothes hanging from the ceiling of the wash room.
[[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')
[[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.
[[Check to see]]
[[Grab the boat hook]]You touch the back of your neck and your hand comes away sticky, coated with blood and other viscous fluids you can't identify.
(click-replace: "sticky")[slimy]
[[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.
[[Go out the door|Cellar hallway]]]
(else-if: $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.
[[Go out the door|Cellar hallway]]]Why would you want to do that?
[[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')
[[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.
(set: $inv to $inv + (a: "boathook"))
[[Open the pantry door|Pantry]]
[[Open the laboratory door|Laboratory]]
[[Open the boiler room door|Boiler room]]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.
[[School Room]]
[[Day Room]]
[[Dining Room]]
[[Office]]
[[Kitchen]]
[[Front door]]The school room has an old-fashioned blackboard set up at the front and several rows of desks and chairs.
[[Search the room]]
[[Leave the room|Downstairs hallway 2]]You can hear giggling from inside the room.
[[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.
[[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.
[[Check the drawers]]
[[Look at the papers]]
[[Try to grab the shiny object]]
[[Go back into the hallway|Downstairs hallway 2]]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.
[[Look in the pantry|Kitchen 2]]
(if: $cellar is 'true')[[[Leave the room|Downstairs hallway 3]]]
(else:)[[[Leave the room|Downstairs hallway 2]]](if: $inv contains "door key")[The key that you found looks like it would fit the front door.
[[Open the front door]]
[[School Room]]
[[Day Room]]
[[Dining Room]]
[[Office]]
[[Kitchen]]]
(else:)[You pull on the handles but the door doesn't budge.
Did you really expect it to open?
[[School Room]]
[[Day Room]]
[[Dining Room]]
[[Office]]
[[Kitchen]]]
Are you sure?
[[Go in|Go in 2]]
(if: $together is 'true')[
[[Investigate the front door]]]
(else:)[
[[Don't go in|Downstairs hallway 2]]]
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.](else-if: $lady is 'false')[ You recognise her as the woman you killed.](else:)[ The body barely looks human anymore.]
The children are laughing as they cut into the body.
(text-colour: #3366CC)[<b>Leave</b>]
(set: $counter to 15)
(live: 1s)[
(set: $counter to it - 1)
(if: $counter is 0)[(go-to: "go in 3")]
(replace: ?amount)[$counter]
]You open all the drawers trying to find something to help you but all you find is bits of stationery.
[[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.
[[Read the newspaper]]
[[Go back into the hallway|Downstairs hallway 2]]You are back in the downstairs hallway.
[[School Room]]
[[Day Room]]
[[Dining Room]]
[[Office]]
[[Kitchen]]
[[Front door]]Only the headline catches your attention.
<b>'The Surgeon' serial killer claims another victim<b/>
(set: $news to 'true')
[[Check the drawers]]
[[Go back into the hallway|Downstairs hallway 2]](if: $inv contains "boathook")[ You use the boat hook to knock the object off the top of the bookcase. It's a large door key.(set: $inv to $inv + (a: "door key"))]
(else:)[Even standing on a chair you cannot reach the object and knocking over the bookcase would be too dangerous.]
[[Check the drawers]]
[[Look at the papers]]
[[Go back into the hallway|Downstairs hallway 2]]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.
[[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]]]
(else-if: $ankle is'false')[[[Climb the gate|Climb the gate 2]]]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 fall.
[[Return to the beginning|Beginning]]
(click-append: "fall.")[ You hear the crack of your head on the hard ground.]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]]
<b>You managed to find freedom</b>
[[Continue|Conclusion]]
(set: $ending1 to 'true')You find a handwritten nursery rhyme. It looks like it was written by a child.
[[Read the nursery rhyme]]
[[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.
[[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.
[[Keep reading|verse 3]]
[[Leave the room|Downstairs hallway 2]]The Doctor lied.
[[Leave the room|Downstairs hallway 2]]
(set: $rhyme to 'true')You are back in the cellar hallway.
[[Open the wash room door]]
[[Open the pantry|Pantry]]
[[Open the laboratory door|Laboratory]]
[[Open the boiler room door|Boiler room]]You cautiously open one of the freezer chests only to find it full of packets of frozen vegetables.
[[Go back to the hallway]](if: $inv contains 'boathook')[You have no need to go back to the wash room.
[[Open the laboratory door|Laboratory]]
[[Open the pantry door|Pantry]]
[[Open the boiler room door|Boiler room]]]
(else:)[You open the door a fraction and a cloud of hot air hits you. Close to the door you can see a boat hook leaning against the wall.
[[Take the boat hook]]
[[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.
[[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.
[[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.
[[Look around anyway]]
[[Open the wash room door]]
[[Open the pantry|Pantry]]
[[Open the laboratory door|Laboratory]]
Only the headline catches your attention.
<b>'The Surgeon' serial killer claims another victim<b/>
(set: $news to 'true')
[[Make a rope]]
[[Examine the bed closer]]You peer through the window to see a series of pristine laboratory machines.
You wonder what they could be used for.
[[Open the wash room door]]
[[Open the pantry|Pantry]]
[[Open the boiler room door|Boiler room]]
(set: $lab to 'true')(set: $event1 to (random: 1, 2))
(set: $event2 to (random: 1, 2))
(set: $event3 to (random: 1, 2))
Eventually, the woman goes still in your arms.
You lower her gently to the floor and can see that she is still breathing.
[[Leave the room and go out the metal door|end]]
(set: $lady 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.
(if: $inv contains 'boathook')[[[Use the boat hook to open the hatch|Hatch door]]
[[Open the wash room door]]
[[Open the pantry|Pantry]]
[[Open the laboratory door|Laboratory]]]
(else:)[
[[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.
[[Go up the ladder|Cupboard kitchen]]
[[Open the wash room door]]
[[Open the pantry|Pantry]]
[[Open the laboratory door|Laboratory]]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')
[[Go out the door|Kitchen]](if: $cellar is 'true')[You have no need to look in the cupboard.
[[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.
[[Return to the kitchen|Kitchen]]]<b> In time you come to accept your new life</b>
[[Continue|Conclusion]]
(set: $ending2 to 'true')Three sets of double doors are in front of you and one on your right. When you move further down the hallway you can see the front door on your right. Other than the front door all the rooms have name plaques.
(set:$cellar to 'false')
[[School Room]]
[[Day Room]]
[[Dining Room]]
[[Office]]
[[Kitchen]]
[[Front door]]The air in the wash room is stifling so you quickly grab the boat hook and decide to leave.
(set: $inv to $inv + (a: "boathook"))
[[Go back to the hallway]]
You are back in the stairwell.
[[Try the back door|locked]]
[[Look in the cupboard|look cupboard]]
[[Try the greenhouse door|greenhouse]]
[[Try the right door|hallway]]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.
[[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.
[[Read the notes]]
[[Look at the plants]]
[[Go back to the stairway]]Upon closer inspection, you discover that the shoots are human fingers poking out the ground.
[[Look at the table]]
[[Go back to the stairway]]
(set: $garden to 'true')One note reads:
<b>Nitrogen rich soil encourages plant growth</b>
Another note reads:
<b>Nitrogen is released as part of animal decomposition</b>
[[Look at the plants]]
[[Go back to the stairway]]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.
[[Keep reading|Read the nursery rhyme 1]]
[[Leave the room|Downstairs hallway 2]]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.
[[Go through the door he suggests]]
[[Try another 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.
[[Follow the man]]
[[Investigate the front door]]You move to try another door but the man grabs you and cracks your head against the wall.
[[Return to the beginning|Beginning]]
(click-append: "wall.")[ You slide to the floor before feeling the man drag you somewhere.]The man pushes open the double doors to a wide room. You can hear voices inside.
[[Follow the man|Go in]]
[[Investigate the front door]]You pull on the front door handles but it is locked.
(if: $inv contains "keys")[
[[Try the keys found in the shed]]]
(else:)[
[[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 it.
(click-append: "it.")[ You see the man lock the door again]
[[Return to the beginning|Beginning]]
There's no going back now.
(set: $counter to 5)
(live: 1s)[
(set: $counter to it - 1)
(if: $counter is 0)[(go-to: "go in 4")]
(replace: ?amount)[$counter]
]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."](else-if: $mandead is 'true')[ You killed one of our Fathers."](else-if: $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?"
[[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: $lab is 'true')[You found a room with laboratory equipment.]
(if: $drnotes is 'true' and $hair is 'true')[You know the Doctor experimented on the children to find eternal youth. The hair in the box of 'lost friends' must belong to failed experiments.]
(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: $wash is 'true')[You saw the victims in the wash room. Are the children responsible?]
(else:)[All you want to do is leave]
[[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 hug.
"Will you stay with us?"
(if: $inv contains "gun")[ [[Use the gun]]]
(if: $news is 'true' and $eye is 'true')[ [[Smile at the child]]]
(else-if: $news is 'true' and $fingers is 'true')[ [[Pat the child on the head]]]
(else:)[ [[Stay with the Children]]
[[Run|Endrun]]]
(click-append: 'hug.')[ Blood is spattered across the child's face.]You move forward and hug the child close.
[[Continue|Ending 6]]You take out the gun from your pocket and point it at the child.
Do you really want to shoot an innocent child?
(if: $event3 is 1)[[[Shoot|Shoot]]]
(elseif: $event3 is 2)[[[Shoot|Shoot 2]]]
[[Run|Endrun]]
(click-replace: 'an innocent')[a tortured]
(click-replace: 'a tortured')[a murderous]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]]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]]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]]<b>The children tear you apart for killing their friend<b/>
[[Continue|Conclusion]]
(set: $ending3 to 'true')<b>Your crime does not go unpunished</b>
[[Continue|Conclusion]]
(set: $ending4 to 'true')<b>You know the children will follow you wherever you go</b>
[[Continue|Conclusion]]
(set: $ending5 to 'true')<b>You could never abandon a child</b>
[[Continue|Conclusion]]
(set: $ending6 to 'true')<b>You have much to teach these children</b>
[[Continue|Conclusion]]
(set: $ending7 to 'true')This interactive fiction was created as part of a PhD study.
Feedback for this first version is currently closed but please check
http://twineescape.createaforum.com/index.php to receive further information and find out when feedback re-opens.
You may find it useful to draw a map as you play.
Thank you
[[Play|Opening]]
Thank you for playing. This story has a total of 7 endings. You have found:
(if: $ending1 is 'true')[
Ending 1: Freedom]
(if: $ending2 is 'true')[
Ending 2: Acceptance]
(if: $ending3 is 'true')[
Ending 3: Revenge]
(if: $ending4 is 'true')[
Ending 4: Punishment]
(if: $ending5 is 'true')[
Ending 5: No Escape]
(if: $ending6 is 'true')[
Ending 6: Parenthood]
(if: $ending7 is 'true')[
Ending 7: Killer and Teacher]
Feedback at http://twineescape.createaforum.com/index.php is currently closed but please check the site for further updates.
[[Play again|Beginning]]