Doppelgangers This is a work of fiction. Any resemblance between the characters in this work and real life characters is purely coincidental. Type 'start' to begin. You awake on a bed in a room you do not recognize. It looks like the room of a hospital. There is a bureau, a mirror, a table, a chair, and a window with a screen. >x bureau The bureau contains a single drawer. You can OPEN the DRAWER. >open drawer The drawer contains a canteen ducat, a map, and an impeccably clean set of brown clothes. >get ducat, map, clothes You picked up Map. >x ducat It reads, 'McPatton Canteen, Inc. 25 cents. Not good if detached. 05709E.' >x map >x me Items: Brown Clothes, Map >put on clothese You cannot take that. >put on clothes You picked up Brown Clothes. You are already wearing brown clothes, so you carry the second set in your hands. (To equip clean clothes, DROP CLOTHES, DROP CLOTHES again, then PICK UP CLEAN CLOTHES.) >drop clothes You dropped the Brown Clothes. >g You cannot do that. >drop clothes You dropped the Brown Clothes. >pick up clean clothes You picked up Brown Clothes. You are now wearing clean clothes. >get dirty clothes You picked up Brown Clothes. You are already wearing brown clothes, so you carry the second set in your hands. (To equip clean clothes, DROP CLOTHES, DROP CLOTHES again, then PICK UP CLEAN CLOTHES.) >i Items: Map, Brown Clothes, Brown Clothes >x ducat It reads, 'McPatton Canteen, Inc. 25 cents. Not good if detached. 05709E.' >get ducat You picked up Canteen Ducat. >i Items: Map, Brown Clothes, Brown Clothes, Canteen Ducat >l You see Matches. CLOSE the DRAWER to get a better look at the room. >get matches You picked up Matches. Your score increased by 1. >i Items: Map, Brown Clothes, Brown Clothes, Canteen Ducat, Matches >l You see nothing of interest. CLOSE the DRAWER to get a better look at the room. >close drawer You are in your room. The exit is to the west. >l It looks like the room of a hospital. There is a bureau, a mirror, a table, a chair, and a window with a screen. You see nothing of interest on the floor. The exit is to the west. >x mirror As you examine your aged face in the cracked mirror, you realize that you can't remember anything about yourself. You notice a punctured hole in one of your earlobes. Though you can't remember anything about it, you have a vague sense that this is something important. >x ear The hole was made by a piercing for an earring. >x table The table has nothing on it. >x chair Don't worry. There is no whoopie cushion on the chair. >x window The window overlooks a wooded yard ringed by a red brick wall. You can tell that you are on the first floor. >open window The window opens to about a 30 degree angle and cannot be opened further. >x screen The window overlooks a wooded yard ringed by a red brick wall. You can tell that you are on the first floor. >w This place gives you the feeling of being a prisoner. But no one stops you from walking out into the hall. There is another open cell door across from yours. The hall runs north to south. >x cell There is another open cell door across from yours. The gloomy hall runs north to south. You see nothing of interest on the floor. >w You enter a cell just like your own. There is a man in a straitjacket standing here. He stares blankly at you as you enter. >talk to man The patient just stands in the cell with his tongue lolling out. The exit is to the east. >wave His eyes dart around your face but he does not answer. It is clear that he cannot understand you. >e You are in the hall by your cell to the east. Another cell is to the west. A hallway runs north and south. >s You walk down the hall and come to two more cells opposite one another. >look in cells You see two cells opposite one another. Both are unlocked and open. The hallway runs north to south. On the floor, you see nothing of interest. >e When you enter, you see a burly man lumbering along the perimeter of this tiny cell. He reaches a corner of the cell, pauses, then turns and staggers towards the next corner. >talk to man As you speak, he halts and stares at you uncomprehendingly. >w You are by cell 5 to the west and 6 to the east. The hall runs north and south. >w You enter another identical looking cell. There is a woman here with blank bangs wearing a straitjacket. She looks a little unsteady on her feet. >talk to woman The woman with black bangs stares at you vacantly. The exit is to the east. >e You are by cell 5 to the west and 6 to the east. The hall runs north and south. >s You continue walking down the hall and pass on the east side a waist-high door, behind which you see a middle aged doctor with wood-gray eyes and a wrinkled, angular face. In front of him is a thick book. >talk to doctor "Ah, a visitor." He removes a pair of reading glasses and attempts to focus on your face. "And one of our most distinguished patients no less. It is so good to see you." >ask doctor how he knows me He makes no response to this. He simply marks some words in his book. >ask doctor who is in cell 5 You get no response. >ask doctor about my case You get no response. >ask doctor about me "Indeed." >x doctor The doctor is speaking to you. >ask doctor about book "Because of patient privacy laws, I am not at liberty to discuss this book with you." >ask doctor what is my name "You have forgotten again haven't you?" He scratches a note into his chart with a pen. "Your name is Dimitri Rankovic. You live here." >ask doctor what is my ailment "I am sorry, my friend, the disorientation you are feeling is the result of an advanced stage neurogenerative brain disease. Simply put. You are demented. It seems that you still have moments of lucidity and even long periods where you are able to retain information. But every few months or so you have an episode which leaves you oblivious once again, as you are now." He looks at you sympathetically. "Perhaps you drank from the river Lethe a little prematurely." >ask doctor about my family He makes no response to this. >ask doctor about my medication "Medication will be administered to you on an 'as needed' basis. Leave that to the professionals." >ask doctor what medications am I on "You are perhaps experiencing withdrawal symptoms? I shall make a note of this." >say that was quite a logical leap He makes no response to this. >script You cannot do that. >/script You cannot do that. >ask doctor when is lunch You get no response. >say goodbye The doctor sniffs the air. "If I may make a suggestion, no one blames you for this of course, but it smells like you have not taken a shower in quite a while. If you are wondering what to do next, that would be my recommendation. You can find the stalls south of here." >say well you don't smell great either "Why thank you, Dimitri!" >s Midway down the long hall, you find the entrance to the showers on the east side. Opposite the showers, you see a toothbrush board, a pegged yellow board with several toothbrushes hanging up. >x toothbrushes This toothbrush is used. Yeck! >x my toothbrush This toothbrush is used. Yeck! >x board Examining the board, you see four rows of pegs numbered 1 to 80. Currently there are only 9 toothbrushes hanging, each with a number taped to the handle. Most of the numbers correspond to the correct peg, but toothbrush number 7 seems to have been misplaced. >x toothbrush 7 This toothbrush is used. Yeck! >put toothbrush 7 on correct peg You need the Toothbrush to proceed. >get toothbrush You picked up Toothbrush. >put toothbrush on peg 7 You used Toothbrush. You put the toothbrush on the correct peg. Your alignment has shifted to Lawful Neutral. >x alignment You don't see that here. >x board All of the toothbrush numbers now correspond to the correct pegs. >e You have entered a simple 2 man shower. There is a bench in between. >put clothes on bench You dropped the Brown Clothes. >put clothes on bench You dropped the Brown Clothes. >l You are in a simple 2 man shower. There is a knob you can turn. You see Brown Clothes, Brown Clothes. >take shower Type SHOWER. >shower Ah. Nothing like a cascade of freezing cold water in a drafty building. As you hastily scrub under one arm to finish this shower as soon as possible, another man enters the shower across from you and disrobes. You think little of it at first, until you notice out of the corner of your vision that he seems to be staring at you. >x man "Hey there, chief! That's a nice tattoo you got on your back. Looks like you have something written there." >ask man about tattoo "You don't remember? Jeez. Go easy on the booze." >ask man what is my tattoo "Heh. Let's see... It says... Find the earring. Then there's a number. 0312." Your score increased by 1. >l You are in a simple 2 man shower. You can turn the shower off. You see nothing of interest. >ask man am I momento? "Find the earring. Then there's a number. 0312. That's all it says." >finish shower You are in a simple 2 man shower. There is a bench in between. The exit is west. >turn off shower Done. >out You cannot do that. >put on clean clothes You picked up Brown Clothes. You are now wearing clean clothes. >i Items: Map, Canteen Ducat, Matches, Brown Clothes >get dirty clothes You picked up Brown Clothes. You are already wearing brown clothes, so you carry the second set in your hands. (To equip clean clothes, DROP CLOTHES, DROP CLOTHES again, then PICK UP CLEAN CLOTHES.) >l You are in a simple 2 man shower. There is a knob you can turn. You see nothing of interest. >x man You don't see that here. >l You are in a simple 2 man shower. There is a knob you can turn. You see nothing of interest. >w You are outside the showers, which are to the east. The hall runs north and south. >s There are two more cells at this section of the wing. The hall continues south. >w The door is locked. >s You walk to the end of this wing of the hall. Around the corner, you see another, longer hall which runs west. To the south is a locked iron gate. There is a door to the east. >x gate Beyond the gate is another long hallway. >e You arrive at a big lounge area with shabby furniture and a threadbare rug. A French window on the east end lets in a dazzle of white light. A grand piano fills the northeast corner of the room. On your right, you see card tables next to some lopsided wicker armchairs. In one chair, you see a young man with a pasty face and short black hair. You notice that he is not moving. >talk to man He is alive. He gazes at you with a blank expression. But something seems off. His eyes have a spark of understanding in them that you did not see in the other patients here. >ask man what he's in for He stays clammed up. Something about him is definitely suspicious. >ask man where my earring is He stays clammed up. Something about him is definitely suspicious. >x man The young man has a pasty face and short black hair. He is wearing brown clothes like yours. He breathes steadily as he gazes at you. >ask man what is your name He continues to gaze at you with a blank expression. You feel suspicious. >ask man what he is up to He stays clammed up. Something about him is definitely suspicious. >l You see shabby furniture and a threadbare rug. A French window on the east end lets in a dazzle of white light. A grand piano fills the northeast corner of the room. On your right, you see card tables next to some lopsided wicker armchairs. On the floor, you see nothing of interest. The young man is here. >x rug You see nothing on the floor. >x window The oblong window overlooks an asylum yard. >x piano The piano has a bench and an attached stand for holding music. >x music You don't see that here. >play piano You put your fingers on the keys and suddenly an odd sensation comes over, as though the instrument is quietly boisterous at your touch. Then your hands remember what to do. Your music fills the room. Like a lord of the finger dance, you flawlessly perform the entire piece. Then you stop, the last note hanging resonant in the air. You are astounded. You remember nothing. 'Who the hell am I?' >ask man about music He continues to gaze at you with a blank expression. You feel suspicious. >l You see shabby furniture and a threadbare rug. A French window on the east end lets in a dazzle of white light. A grand piano fills the northeast corner of the room. On your right, you see card tables next to some lopsided wicker armchairs. On the floor, you see nothing of interest. The young man is here. >x tables There is nothing on the tables at present. >exits You are in the lounge. The exit is to the west. >sit in chair You sit down. >x man The young man has a pasty face and short black hair. He is wearing brown clothes like yours. He breathes steadily as he gazes at you. >ask man what are you looking at He continues to gaze at you with a blank expression. You feel suspicious. >w You are at the corner. Halls lead north and west. There is a door to the east. An iron gate is south. >w You reach an open door on the south side. The hall continues west and east. >w On the way to the end of the wing, you pass a down staircase on the north side with a sign. The hall continues west and east. >w You pass a door on the south side with a sign. The end of the wing is up ahead. >read sign The sign says, 'Yard Open.' >s You pass through a short corridor, which leads outside to a grassy square between four brick walls of the hospital. A narrow cone of sun shines down on the lawn. There is a wooden bench on the west side and several windows on the east side. >x windows You can see inside some administrative offices from here. >x bench The long bench is made of wood. >do pushups Navigate using north, south, east, or west. Up and down are for stairs. >s You can't go that way. >exits You cannot do that. >w You can't go that way. >e You can't go that way. >n You are by the south door to the yard. The hall runs west and east. >w You've come to the end of the west hall. You see a door with a sign. >read sign The sign says, 'Occupational Therapy.' >w You have entered an indoor recreational area with a badminton court. There is no one here. There are three doors. One to the north, one to the southwest, and one to the east. >sw You walk outside into the airing court. To the south, a narrow path lengthens out amid a mass of black pines. >s A short distance along the pine needle padded ground, you come to a brick wall. >x wall The wall is made of rough brick. >climb wall You're getting too old for that sort of thing. >l The black pines cast lavender shadows along your path. The only way is north. On the ground, you see nothing of interest. >n You are on the north side of the airing court. The entrance is northeast. A path leads south. >s You are on the south side of the airing court. A path leads north. >s You can't go that way. >n You are on the north side of the airing court. The entrance is northeast. A path leads south. >ne You are in the indoor recreational area. Exits are southwest and east. >e You are outside the occupational therapy room. The hall leads east. >w You are in the indoor recreational area. Exits are southwest and east. >e You are outside the occupational therapy room. The hall leads east. >e You are by the south door to the yard. The hall runs west and east. >e You are by the north door to the down staircase. The hall goes west and east. >n You are at the bottom of a staircase in a hall with plain brown linoleum tacked to the floor. The hall extends to the west and east. You hear footsteps. >w The basement corridor ends at a shut white door with a sign on it. >read sign The sign reads, 'Morgue.' >w The faint smell of formaldehyde wafts towards you as you enter the morgue. You see dozens of morgue drawers along the west and east sides of this massive chamber. An archway on the far end leads south. You hear footsteps from that direction. >hide in drawer Navigate using north, south, east, or west. >s You are confronted by a tired looking man with a pale face. "You! State your business here." >ask man about my earring "Oh yeah? How about I call the guards?" >ask man why are you a prick The alarm goes off. Your alignment has shifted to Neutral. >s The orderlies put you into a straitjacket and escort you down the west hallway to a door labeled 'Occupational Therapy.' Passing an indoor badminton court, they take you north to the therapist's office and seat you on a nice upholstered chair. >x chair A couple minutes later, the doctor enters the room and sits behind a massive mahogany desk, then tells the waiting orderlies, "leave us," before clamping a cheap cigar between his teeth. >ask doctor if cigar is just a cigar "Alright, Dimitri. I'm going to show you a series of four images. And I'd like you to tell me what you see. Can you do that for me?" >say sure "Let us begin." The doctor holds this picture in front of you. >cartoon cat "Ok. Here's another one." >dancing couple >ikea furniture As you examine this image, you feel a chill down the back of your neck. And then suddenly your vision is swimming. The figure in front of you twists out of focus. When it comes into focus again, it is a robed fleshless corpse staring right back at you. You have seen this man before. Suddenly, you feel compelled to look at your hand. You raise it to your face, and to your surprise, the ink man does the same. You notice that the ring finger on his hand is tattooed with strange glowing symbols. Then a thought occurs to you. It is more than a thought. It is knowledge. You don't know why, but you suddenly feel absolutely certain that you have the ability to talk to the dead. >heavy metal skull The vision fades, and Dr. Dolan's face comes back into focus. "Are you still with me, Dimitri? It seems you dissociated for a second there." >ask doctor what are ring symbols ... "Hmm. I'm going to refer you for electro-shock treatment. Do not worry. You've endured this process many times already." Your score increased by 1. >say I decline shock therapy Dr. Dolan calls in the nurses who escort you out the south door. They take you to the east hallway then down a flight of stairs to a basement corridor with brown linoleum tacked to the floor. Two women in white uniforms hold you by the arms as they escort you past a T intersection. Here you spot a shaggy woman in a bathrobe struggling in the grip of a nurse. She screams... >ask woman why she is screaming "You leprous dog! Traitor! I curse you! May you shrivel and die, your mind withering as it festers in your body! I curse you I say! I curse you! I curse you!" >ask woman why are you cursing me The woman is dragged away, and the two nurses lead you into a bare room in the back of the basement. They lay you down on a high bed with a white, drumtight sheet. Then through the west door, an orderly drags in a table on wheels with a machine on it and rolls it behind the head of the bed. A single lightbulb flickers as the nurse begins smearing a stinky conducting gel on your temples. Next she takes out a pair of small electric buttons. "Don't you worry, Dimitri," she says while placing the electrodes, "You will be perfectly alright. You won't feel a thing. Now just bite down on this." She sets something on your tongue. >spit it out Darkness takes you... >l You wake up out of a deep sleep. Your vision is swimming. >l You are in your room. The exit is to the west. >i Items: Map, Canteen Ducat, Brown Clothes, Brown Clothes >w You are in the hall by your cell to the east. Another cell is to the west. A hallway runs north and south. >s You are by cell 5 to the west and 6 to the east. The hall runs north and south. >s You are next to the waist-high door. The doctor is facing you. A hall runs north and south. >s You are outside the showers, which are to the east. The hall runs north and south. >s You are by cell 7 to the west and cell 8 to the east. The hall continues north and south. >s You are at the corner. Halls lead north and west. There is a door to the east. An iron gate is south. >w The dining room is to the south. Halls go west and east. >w You are by the north door to the down staircase. The hall goes west and east. >n You are by the north door to the up staircase. The hall goes west and east. >w You are by the west white door. The hall runs east. >n You can't go that way. >s You can't go that way. >x white door The sign reads, 'Morgue.' The white door is unlocked. >w You are on the north side of the morgue. Exits are to the south and east. >l You see dozens of morgue drawers along the west and east sides of this massive chamber. An archway on the far end leads south. A white door leads east to the basement hallway. On the floor, you see nothing of interest. >open drawer In the drawer you find a body under a white sheet. >talk to body Navigate using north, south, east, or west. >look under sheet The sheet covers the remains of this corpse. >talk to corpse Navigate using north, south, east, or west. >x corpse On the body, you find nothing of interest. >ask corpse why can't I tallk to you You get no response. >put sheet on corpse You cannot do that. >close drawer You are on the north side of the morgue. Exits are to the south and east. >open another drawer In the drawer you find a body under a white sheet. >x body On the body, you find nothing of interest. >get sheet You cannot take that. >talk to corpse Navigate using north, south, east, or west. >s You are on the north side of the morgue. Exits are to the south and east. >s "What is your business here?" >n The alarm goes off. Your alignment has shifted to Chaotic Neutral. >e The orderlies put you into a straitjacket and escort you down the west hallway to a door labeled 'Occupational Therapy.' Passing an indoor badminton court, they take you north to the therapist's office and seat you on a nice upholstered chair. >l A couple minutes later, the doctor enters the room and sits behind a massive mahogany desk, then tells the waiting orderlies, "leave us," before clamping a cheap cigar between his teeth. >say that cigar is NOT a cigar "Alright, Dimitri. You know the drill. I'm going to show you a series of four images. And I'd like you to tell me what you see. Ready?" >say sure "Let us begin." >oil derrick >Mothra >twerking bunnies >worker using jackhammer ... "Hmm. I'm going to refer you for electro-shock treatment. Do not worry. You've endured this process many times already." >ask doctor why where he got his degree The two nurses lead you into a bare room in the back of the basement. They lay you down on a high bed with a white, drumtight sheet. Then through the west door, an orderly drags in a table on wheels with a machine on it and rolls it behind the head of the bed. They begin the electrotherapy process once again. >x machine Darkness takes you... >l You wake up out of a deep sleep. >x me You are in your room. The exit is to the west. >w You are in the hall by your cell to the east. Another cell is to the west. A hallway runs north and south. >n Walking north, you come to a barred door. Through it you can see an octagonal room with a set of payphones in the center. There is a closed cell door on your left and another on your right. >w The door is locked. >e The door is locked. >n You will need to unlock the door to proceed. >i Items: Map, Canteen Ducat, Brown Clothes, Brown Clothes >pick lock with ducat Pick lock on which door? You can type PICK LOCK ON WEST DOOR. >pick lock on north door You need the Lock Pick to proceed. >l You are at a barred door. Through it you can see an octgonal room with a set of payphones in the center. There is a closed cell door on your left and another on your right. The hallway runs south. There is nothing of interest on the floor. >s You are in the hall by your cell to the east. Another cell is to the west. A hallway runs north and south. >s You are by cell 5 to the west and 6 to the east. The hall runs north and south. >n You are in the hall by your cell to the east. Another cell is to the west. A hallway runs north and south. >w The patient just stands in the cell with his tongue lolling out. The exit is to the east. >ask patient for lockpick His eyes dart around your face but he does not answer. >search room for lockpick You don't see that here. >e You are in the hall by your cell to the east. Another cell is to the west. A hallway runs north and south. >s You are by cell 5 to the west and 6 to the east. The hall runs north and south. >s You are next to the waist-high door. The doctor is facing you. A hall runs north and south. >e The waist-high door is locked. >w You can't go that way. >ask doctor about earring "So, you have returned. Hello again, my friend." >ask doctor why are you in love with electroshock "You need not concern yourself with our methods. Rest assured no one receives electroconvulsive therapy who has not first been properly evaluated with a Rorschach test." >say I am concerned with your methods He makes no response to this. >ask doctor what rorschach tests say "Am I to understand that you are actually requesting a Rorschach test?" >say oh my no "Very well. What do you wish to know?" >ask doctor have you taken a rorschach test "You would like to take a Rorschach test?" >say I know you are but what am I "Yes or no?" >hell no You cannot do that. >s You are outside the showers, which are to the east. The hall runs north and south. >s You are by cell 7 to the west and cell 8 to the east. The hall continues north and south. >w The door is locked. >s You are at the corner. Halls lead north and west. There is a door to the east. An iron gate is south. >w The dining room is to the south. Halls go west and east. >s You enter a small area with a table and a few seats. On the table there is a white linen tablecloth, some cups, and linen napkins. Another door is on the east side. >x cups The cup is made of metal. >get cup You picked up Cup. >x napkin The napkin is indestructible. >get napkin You picked up Napkin. >x tablecloth You see nothing of interest on the table. >look under tablecloth You see nothing of interest on the table. >e The door is locked. >n The dining room is to the south. Halls go west and east. >w You are by the north door to the down staircase. The hall goes west and east. >w You are by the south door to the yard. The hall runs west and east. >s You are in the grassy yard. The building entrance is north. >x yard You don't see that here. >s You can't go that way. >w You can't go that way. >e You can't go that way. >n You are by the south door to the yard. The hall runs west and east. > I beg your pardon? >w You are outside the occupational therapy room. The hall leads east. >l You are outside the occupational therapy room. The hall leads east. On the floor, you see nothing of interest. >w You are in the indoor recreational area. Exits are southwest and east. >l You are in the indoor recreational area. Doors are to the southwest, north, and east. On the floor, you see nothing of interest. >x badminton You don't see that here. >n This door is locked. >x n door The north door is closed and locked. >sw You are on the north side of the airing court. The entrance is northeast. A path leads south. >x court You don't see that here. >s You are on the south side of the airing court. A path leads north. >x court You don't see that here. >s You can't go that way. > I beg your pardon? >n You are on the north side of the airing court. The entrance is northeast. A path leads south. >ne You are in the indoor recreational area. Exits are southwest and east. >e You are outside the occupational therapy room. The hall leads east. >n You can't go that way. >s You can't go that way. >e You are by the south door to the yard. The hall runs west and east. >n You can't go that way. >e You are by the north door to the down staircase. The hall goes west and east. >n You are by the north door to the up staircase. The hall goes west and east. >w You are by the west white door. The hall runs east. >x door The sign reads, 'Morgue.' The white door is unlocked. >e You are by the north door to the up staircase. The hall goes west and east. >e You walk down a flickering basement corridor, passing several empty stretchers and wheelchairs beached against the hissing pipes. You stop when you get to the corner. Another corridor runs south, and you hear someone there. The footsteps get louder until they seem to stop just short of the corner. The hall you are in continues east and west. >w An orderly stops you and regards you with a stony gaze. "Are you lost?" >ask orderly where bathroom is "Yes or no?" >yes You cannot do that. >w The orderly takes a step back, then slowly and calmly approaches an alarm panel on the wall. >s The orderlies put you into a straitjacket and escort you down the west hallway to a door labeled 'Occupational Therapy.' Passing an indoor badminton court, they take you north to the therapist's office and seat you on a nice upholstered chair. >l A couple minutes later, the doctor enters the room and sits behind a massive mahogany desk, then tells the waiting orderlies, "leave us," before clamping a cheap cigar between his teeth. >ask doctor have you read freud "Alright, Dimitri. You know the drill. I'm going to show you a series of four images. And I'd like you to tell me what you see. Ready?" >no "What do you see?" >say nothing >say nothing >say nothing >say nothing ... "Hmm. I'm going to refer you for electro-shock treatment. Do not worry. You've endured this process many times already." >say I question your credentials The two nurses lead you into a bare room in the back of the basement. They lay you down on a high bed with a white, drumtight sheet. Then through the west door, an orderly drags in a table on wheels with a machine on it and rolls it behind the head of the bed. They begin the electrotherapy process once again. >dance like no ones watching Darkness takes you... > You wake up out of a deep sleep. >w You are in your room. The exit is to the west. >s You can't go that way. >s You can't go that way. >w You are in the hall by your cell to the east. Another cell is to the west. A hallway runs north and south. >s You are by cell 5 to the west and 6 to the east. The hall runs north and south. >s You are next to the waist-high door. The doctor is facing you. A hall runs north and south. >s You are outside the showers, which are to the east. The hall runs north and south. >s You are by cell 7 to the west and cell 8 to the east. The hall continues north and south. >s You are at the corner. Halls lead north and west. There is a door to the east. An iron gate is south. >e You are in the lounge. The exit is to the west. >l You see shabby furniture and a threadbare rug. A French window on the east end lets in a dazzle of white light. A grand piano fills the northeast corner of the room. On your right, you see card tables next to some lopsided wicker armchairs. The west door leads into the hall. On the floor, you see nothing of interest. The young man is here. >look under rug You see nothing on the floor. >x piano The piano has a bench and an attached stand for holding music. >open bench You cannot open that. >x stand You don't see that here. >x music stand You don't see that here. >x music You don't see that here. >l You see shabby furniture and a threadbare rug. A French window on the east end lets in a dazzle of white light. A grand piano fills the northeast corner of the room. On your right, you see card tables next to some lopsided wicker armchairs. The west door leads into the hall. On the floor, you see nothing of interest. The young man is here. >search chars You don't see that here. >search chairs It's the kind of wicker armchair you would see at a seaside resort. >look under chairs It's the kind of wicker armchair you would see at a seaside resort. >ask man about lockpick He continues to gaze at you with a blank expression. You feel suspicious. >w You are at the corner. Halls lead north and west. There is a door to the east. An iron gate is south. >w The dining room is to the south. Halls go west and east. >s You are in the dining room. The exit is north. >s You can't go that way. >e The door is locked. >w You can't go that way. >n The dining room is to the south. Halls go west and east. >w You are by the north door to the down staircase. The hall goes west and east. >n You are by the north door to the up staircase. The hall goes west and east. >e You have arrived at the T intersection. >n You can't go that way. >s "Are you lost?" >yes You cannot do that. >say yes The orderly takes a step back, then slowly and calmly approaches an alarm panel on the wall. >hit orderly To your surprise, this action seems instinctual to you, as if you have done it many times before. With this thought comes the realization that you must have been criminal in your previous life. You have 20 skill points to distribute across these six skills: Weapons, Unarmed, Stealth, Pick Lock, Pick Pocket, Detective To add points, type: [skill name] [points] Example: Stealth 5 Unarmed: +5 points (15 remaining) Stealth: +3 points (12 remaining) Pick Lock: +4 points (8 remaining) Pick Pocket: +3 points (5 remaining) Detective: +5 points (0 remaining) Your skills have returned to you: • Unarmed: 5 • Stealth: 3 • Pick Lock: 4 • Pick Pocket: 3 • Detective: 5 (You may retype your previous command or input a new one.) >pick orderly pocket The orderlies put you into a straitjacket and escort you down the west hallway to a door labeled 'Occupational Therapy.' Passing an indoor badminton court, they take you north to the therapist's office and seat you on a nice upholstered chair. >ask doctor for electorshock A couple minutes later, the doctor enters the room and sits behind a massive mahogany desk, then tells the waiting orderlies, "leave us," before clamping a cheap cigar between his teeth. >ask doctor for electro shock "Alright, Dimitri. You know the drill. I'm going to show you a series of four images. And I'd like you to tell me what you see. Ready?" >close eyes "Let us begin." The doctor holds this picture in front of you. >you, doctor "Ok. Here's another one." >you and an orderly >you bloviating As you examine this image, you feel a chill down the back of your neck. And then suddenly your vision is swimming. The figure in front of you twists out of focus. When it comes into focus again, it is a robed fleshless corpse staring right back at you. You have seen this man before. Suddenly, you feel compelled to look at your hand. You raise it to your face, and to your surprise, the ink man does the same. You notice that the ring finger on his hand is tattooed with strange glowing symbols. Then a thought occurs to you. It is more than a thought. It is knowledge. You don't know why, but you suddenly feel absolutely certain that you have the ability to talk to the dead. >your aura He jots something in his notebook. "We have completed the test." >ask doctor what does the test reveal ... "Hmm. I'm going to refer you for electro-shock treatment. Do not worry. You've endured this process many times already." >say so it reveals your electricity kink The two nurses lead you into a bare room in the back of the basement. They lay you down on a high bed with a white, drumtight sheet. Then through the west door, an orderly drags in a table on wheels with a machine on it and rolls it behind the head of the bed. They begin the electrotherapy process once again. > Darkness takes you... > You wake up out of a deep sleep. > You are in your room. The exit is to the west. >w You are in the hall by your cell to the east. Another cell is to the west. A hallway runs north and south. >s You are by cell 5 to the west and 6 to the east. The hall runs north and south. >s You are next to the waist-high door. The doctor is facing you. A hall runs north and south. >s You are outside the showers, which are to the east. The hall runs north and south. >s You are by cell 7 to the west and cell 8 to the east. The hall continues north and south. >s You are at the corner. Halls lead north and west. There is a door to the east. An iron gate is south. >w The dining room is to the south. Halls go west and east. >w You are by the north door to the down staircase. The hall goes west and east. >n You are by the north door to the up staircase. The hall goes west and east. >e You have arrived at the T intersection. >e The orderly notices that you are covered in blood. >x me The staff waste no time sounding the alarm, causing a dozen orderlies to converge on your location. You are quickly overwhelmed by the sheer weight of numbers. Several days later, while you are waiting in a rubber cell, the caretakers come to the final decision that your case is hopeless. You are to be promptly lobotomized. >x blood Game Over Final stats: Endurance: 14 Agility: 19 Alignment: Chaotic Neutral Skills: • Unarmed: 5 • Stealth: 3 • Pick Lock: 4 • Pick Pocket: 3 • Detective: 5 Experience: 3