------------------------------------------------------------------------- title: Midnight_260809.ulx ------------------------------------------------------------------------- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - For some crazy reason, you have agreed to go to the old Bordelon House on a scavenger hunt. You need to find ten items. Unfortunately, the Bordelon House is haunted. You should have arrived earlier, but there were a series of disasters on the way, and now you don't have a whole lot of time. The ghosts will tolerate you until midnight. Be out before then. Press SPACE to continue. Out by Midnight A game by Arthur DiBianca Release 1 / Serial number 260809 / Inform 7 build 6L38 (I6/v6.33 lib 6/12N) Special thanks to Andy Fleming, Lorne Harris, Aubrey Orf, Luke Pebler, and Mike Spivey for testing, and to Aubrey Orf for cover art. Foyer You are standing in the entrance of the Bordelon House. The floorboards are creaky, and dust and cobwebs are plentiful. Large wooden double doors offer escape to the south. The main hall stretches off to the north. A smaller doorway leads east. (Type HELP for information about how to play this game.) >help Welcome to the Bordelon House. Your goal is to collect as many of the items on your scavenger list as you can (type LIST to see them), and to LEAVE the house before midnight. The game has limited commands. You can LOOK (L), or EXAMINE (X) things, or check your INVENTORY (I). You can move around with N, W, E, S, U, D. Importantly, you can DEAL WITH various things. (Abbreviation DEAL or DE.) LOOK, EXAMINE, and INVENTORY are free commands. Movement and dealing with things are actions that consume time. Movement usually takes one minute per move. Dealing with things usually takes more time. Keep an eye on the clock and don't forget, you need to LEAVE from the foyer before midnight. Feel free to deal with things. You're pretty resourceful. For example, you are mildly skilled at lockpicking, and you have a few dimes in your pocket that may come in handy. For a complete list of commands, type COMMANDS or COM. >com - You can LOOK (L), EXAMINE (X) things, or check your INVENTORY (I). - You can move around with N, W, E, S, U, D. - You can DEAL WITH things. (Abbreviation DEAL or DE.) - You can check your LIST of scavenger items. - You can LEAVE from the foyer. >list These are the items you're supposed to gather: Billiard ball Gold coin Item of silverware Toy animal Sheet of parchment Timepiece Item of jewelry Plaque Porcelain item Article of neckwear >x me You are pretty nervous about this whole thing. >i You are carrying a scavenger guide and a lamp. >x guide After the initial pleasantries, the guide says, "Be out before midnight. Don't break anything, and especially DON'T BREAK ANY GLASS. The ghosts really don't like that. "These are the Ten Items...." (Type LIST to see the list of items.) >lamp That's not a recognized command. (Type HELP for more info.) >x lamp It's a battery-powered lamp that puts out adequate light. >i You are carrying a scavenger guide and a lamp. >l Foyer You are standing in the entrance of the Bordelon House. The floorboards are creaky, and dust and cobwebs are plentiful. Large wooden double doors offer escape to the south. The main hall stretches off to the north. A smaller doorway leads east. >x floorboards You can't see any such thing (or if you can, it's not important). >x dust It's very dusty dust. >x cobwebs Looking at the cobwebs sends a shiver up your spine. >x doors When you decide to run screaming from the house, these doors will be here to accommodate you. >s If you want to finish your visit and leave the house, type LEAVE. >leave You haven't found any of the items on your list yet. Are you sure you want to LEAVE? >leave Please answer yes or no.> yes (Time: 7:30 pm) You feel a great sense of relief as you emerge through the double doors. You collected 0 out of 10 required items. That gives you a rating of 0%. In all honesty, that's not very good. *** You made it out *** Press SPACE to reset the game and try again. You will retain your map and some information about this attempt. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Welcome back. Foyer You are standing in the entrance of the Bordelon House. The floorboards are creaky, and dust and cobwebs are plentiful. Large wooden double doors offer escape to the south. The main hall stretches off to the north. A smaller doorway leads east. (You have started a new run. Your map is preserved, and you can RECALL locations you have already seen. You can also UNDO actions, and you can check STATS for a summary of your play history. To see all the new commands, type COMMANDS or COM.) >stats Current run: 2 >l Foyer You are standing in the entrance of the Bordelon House. The floorboards are creaky, and dust and cobwebs are plentiful. Large wooden double doors offer escape to the south. The main hall stretches off to the north. A smaller doorway leads east. >e Coat Closet This little closet is in a state. Most of the plaster has fallen off the walls and ceiling, revealing a lot of bare wood. The exit is west. There's a big pile of junk by the wall. >x junk The pile contains all manner of things. It would probably be worth searching through it—you might find something useful. It will take a while, though. >de junk You spend a long time going through the stuff. A lot of it is strange and interesting, but none of it is on your list. Until you find a billiard ball! (+17 minutes) You shiver. >list These are the items you've acquired: Billiard ball (nine-ball) These are the items you still need to get: Gold coin Item of silverware Toy animal Sheet of parchment Timepiece Item of jewelry Plaque Porcelain item Article of neckwear >l Coat Closet This little closet is in a state. Most of the plaster has fallen off the walls and ceiling, revealing a lot of bare wood. The exit is west. There's a big pile of junk by the wall. >x plaster You can't see any such thing (or if you can, it's not important). >x wood You can't see any such thing (or if you can, it's not important). >w Foyer You are standing in the entrance of the Bordelon House. The floorboards are creaky, and dust and cobwebs are plentiful. Large wooden double doors offer escape to the south. The main hall stretches off to the north. A smaller doorway leads east. >n Hall This hallway stretches off to the north. The old wallpaper is peeling badly, and the carpet is worn through in spots. Doorways lead east and west. A stairway full of junk ascends to the second floor. >x wallpaper It has a faded fleur-de-lis pattern. >x carpet It's a strip running the length of the hall. It must have been dark red once. >x junk The stairs are filled with broken wood, small items of furniture, and discarded appliances. It will take extra time to make your way up and down. You could try to clean up the mess, but it's a pretty big job. >de junk You get to work, taking each item and placing it in the hall. Some of the stuff is heavy, and some of it is awkward to carry. By the end you're pretty exhausted, but at least the stairs are clear now. (+17 minutes) You hear a footstep. >listen That's not a recognized command. (Type HELP for more info.) >w Dining Room A glass chandelier hangs precariously above a long oak table. Doorways lead north and east. The door to the south is locked. A covered tray sits at the end of the table. >x tray It's a round tray with a domed, silver-plated cover. It has been wrapped tightly with knotted twine. If you want to see what's under the cover, it will take some work. >de tray You start working on the knots. They are very tight, and there are several of them. They must be the tightest knots you have ever encountered. You fingernails and teeth don't help much. But you keep at it, and finally you get the twine off. You lift the cover and find a small porcelain dish! You take it. (+18 minutes) >x chandelier The chandelier is hanging at an awkward angle. You'd better leave it alone. >de chandelier Better leave it alone. You don't want it to fall and shatter. >x table The table is covered in dust and bits of plaster. >n Kitchen It's hard to believe meals used to be prepared here. The tile floor is stained and broken. The old refrigerator hangs open, and the cupboards are missing their doors. Doorways lead east and south. You notice one counter drawer is still in place. A spider crawls over your foot. >x spider You can't see any such thing (or if you can, it's not important). >x drawer You could try to open it, but it feels very stuck. >de drawer The drawer is stuck tight. You repeatedly shake it and pull it, and just as it seems to budge a little, the handle comes off. So you have to reattach that, which is not easy. Then you shake and pull it more gently. It starts to budge a little, then a little more, and finally you get it open far enough to see inside. Amid some various bits of kitchenware you see a silver spoon! You take it. (+19 minutes) >x fridge It's a vintage model. It's completely empty, except for some bugs. >x bugs You can't see any such thing (or if you can, it's not important). >x floor You can't see any such thing (or if you can, it's not important). >e Hall The hallway continues north and south. A pot by the wall contains a very dead plant. There is a doorway to the west. >x pot There isn't really any dirt in the pot, just a dead plant. Kind of unnerving. >x plant There isn't really any dirt in the pot, just a dead plant. Kind of unnerving. >de plant It would be nice if "dead plant" were an item on your scavenger list, because it would be so easy to get. >n Hall The hallway turns here, running from the south to the east. There is also a doorway to the north. >n Family Room This looks like a lounging area for members of the household. The remaining furniture consists of two sofas and a large antique radio. You can exit west or south. An open cabinet is packed with various items. >x cabinet There might be something useful in there. It will take some time to check. >de cabinet You carefully look through the items. They are mostly unlabeled bottles, rusty cans, and small boxes of odds and ends. Toward the back, however, you come upon a bottle of paint remover! You take it. (+14 minutes) >i You are carrying a scavenger guide and a lamp. So far you have collected a billiard ball, a porcelain dish, and a silver spoon. You also have a bottle of paint remover. >x paint The bottle is labeled "Speedaway Fast-Acting Paint Remover." >x sofas The sofas are torn, dirty, and useless. >x radio Vintage. Who knows if it still works. >turn on radio That's not a recognized command. (Type HELP for more info.) >w Laundry Everything in this room looks old-fashioned. It doesn't appear that modern washing machines ever made their way into the Bordelon House. You can exit north and east, and there is a locked door to the south. An ironing board stands next to a very large washtub and a strange machine. >x board The ironing board looks uninteresting. >x tub The washtub is piled high with old scraps and rags. It might be worth looking through them, although it will take a while. >x machine The machine sits in the corner of the room. Its purpose is unfathomable. But you notice there's a significant gap below it, and when you shine your light into the gap, you see a glint at the far end by the wall. If you work at it, maybe you can grab whatever that is. >de tub You go through the scraps one by one. There are so many! Eventually you find something interesting: a gray scarf, old but in pretty good shape. (+15 minutes) You hear something clatter on the roof. >list These are the items you've acquired: Billiard ball (nine-ball) Item of silverware (spoon) Porcelain item (dish) Article of neckwear (scarf) These are the items you still need to get: Gold coin Toy animal Sheet of parchment Timepiece Item of jewelry Plaque >x gap You can't see any such thing (or if you can, it's not important). >x glint The machine sits in the corner of the room. Its purpose is unfathomable. But you notice there's a significant gap below it, and when you shine your light into the gap, you see a glint at the far end by the wall. If you work at it, maybe you can grab whatever that is. >de glint You start by trying to move the machine, but it's inexplicably heavy, and despite several attempts you can't budge it. The crack is almost wide enough to admit your arm, but you find it hurts too much to try reaching. You spend a few minutes searching the room for a stick or rod, but you just can't find anything suitable. Then you notice that one of the machine's feet is in a small depression. Using all your strength, you manage to get it out, and then with another few mighty pulls you get the machine a few inches away from the wall. You're able to reach the glinting item, which turns out to be a small key labeled "Chest"! (+17 minutes) >x key You have obtained the chest key. >n Garage This garage is kind of cramped. The cement floor is stained and cracked. You can exit to the south. An old Packard Forty-Four takes up most of the space. A wrench is lying under its front wheel. >x car It's a green semi-luxury sedan. Through the grimy windows you can see something lying on the front seat. The car is locked, but fortunately these old car locks can be tackled with hairpins. >x wrench The wrench is pinned under the car's front wheel. It will take time to free it. >de car You start picking the lock. This one is quirky and a little bit rusty, and that slows you down, but you're eventually able to get it open. Inside you find a wristwatch on the front seat! You take it! (+25 minutes) >list These are the items you've acquired: Billiard ball (nine-ball) Item of silverware (spoon) Timepiece (wristwatch) Porcelain item (dish) Article of neckwear (scarf) These are the items you still need to get: Gold coin Toy animal Sheet of parchment Item of jewelry Plaque >de wrench With effort, you start rocking the wrench back and forth, and after some time, you manage to get it out from under the wheel. (+12 minutes) >s Laundry Everything in this room looks old-fashioned. It doesn't appear that modern washing machines ever made their way into the Bordelon House. You can exit north and east, and there is a locked door to the south. An ironing board stands next to a very large washtub and a strange machine. Somewhere outside, a dog howls. >e Family Room This looks like a lounging area for members of the household. The remaining furniture consists of two sofas and a large antique radio. You can exit west or south. An open cabinet is packed with various items. >s Hall The hallway turns here, running from the south to the east. There is also a doorway to the north. >e Hall The hallway continues east and west, and there are rooms to the north and south. >n Music Room The wallpaper here is peeling, but you can still see the pattern of musical notes and occasional clefs. A few chairs are arranged near a baby grand piano. The exit is south. A tall cabinet stands by the wall. You also notice that the piano bench is not completely closed. You hear something skitter under the floorboards. >x wallpaper You can't see any such thing (or if you can, it's not important). >x chairs The chairs are pretty nice, but the striped upholstery is in very bad shape. >x piano It's a Lillaway. The lid is still propped open. Some of the strings and keys are missing. >de piano You can't do anything with the piano except try to play it, and you don't have time for that. >play piano That's not a recognized command. (Type HELP for more info.) >x cabinet It's a glass-fronted cabinet. Inside, among other items, you see a sheet of music that looks like parchment. The cabinet is locked. It may take a while to pick the lock. >x bench The bench is hinged, and apparently overstuffed. It might be worth looking through the contents. >de cabinet You start working with your hairpins. The lock is more involved that you expected, and it takes a while to get it open. You grab the sheet of music from inside! (+20 minutes) >de bench You open the bench. Instead of piano music, you discover a lot of small miscellanea. You look through it carefully. Near the bottom you find a key labeled "Clock"! (+9 minutes) >list These are the items you've acquired: Billiard ball (nine-ball) Item of silverware (spoon) Sheet of parchment (music) Timepiece (wristwatch) Porcelain item (dish) Article of neckwear (scarf) These are the items you still need to get: Gold coin Toy animal Item of jewelry Plaque >x clock You can't see any such thing (or if you can, it's not important). >i You are carrying a scavenger guide and a lamp. So far you have collected a billiard ball, a porcelain dish, a silver spoon, a scarf, a wristwatch, and a sheet of music. You also have a bottle of paint remover and a wrench. You have obtained the chest key and the clock key. >l Music Room The wallpaper here is peeling, but you can still see the pattern of musical notes and occasional clefs. A few chairs are arranged near a baby grand piano. The exit is south. A tall cabinet stands by the wall. You also notice that the piano bench is not completely closed. >s Hall The hallway continues east and west, and there are rooms to the north and south. You hear branches scrape against a windowpane. >s Bathroom This bathroom is lined with beige and blue tile. It offers a sink, toilet, and small bathtub. The exit is north. A rubber duck is hanging from a towel rack by a loop of rope. Next to it, a magnet is hanging on a thin string. >x tile You can't see any such thing (or if you can, it's not important). >x sink The bathroom fixtures are quite old-fashioned. >x toilet The bathroom fixtures are quite old-fashioned. >x magnet The magnet is hanging from a string tied to the rack. It would take a bit of time to get it untied. >x duck The duck is hanging from a rope that is tied very tightly. Undoing the knot will probably take some time. >de duck The rope is knotted very tightly. You work on it with your fingers for a while, but it doesn't budge. Then you try using a hairpin, which you're able to wedge into the knot and force it to yield a little bit. Eventually, with persistent effort, you get the knot undone and remove the rubber duck! (+18 minutes) >de magnet the string is tied pretty tightly, but you pick at the knot for a while, and you're eventually able to get it undone from the rack. You take the magnet with the string still attached. (+9 minutes) >i You are carrying a scavenger guide and a lamp. So far you have collected a billiard ball, a porcelain dish, a silver spoon, a scarf, a wristwatch, a sheet of music, and a rubber duck. You also have a bottle of paint remover, a wrench, and a magnet on a string. You have obtained the chest key and the clock key. >list These are the items you've acquired: Billiard ball (nine-ball) Item of silverware (spoon) Toy animal (duck) Sheet of parchment (music) Timepiece (wristwatch) Porcelain item (dish) Article of neckwear (scarf) These are the items you still need to get: Gold coin Item of jewelry Plaque >n Hall The hallway continues east and west, and there are rooms to the north and south. >e Hall The hallway ends here. A portrait hangs on the east wall. There are rooms to the north and south, but the south door is locked. >x portrait It's an oil painting of a man in an old-fashioned suit, holding a cane. >de portrait There's nothing behind the portrait. >n Library This library is in pretty good shape compared to the rest of the house. Huge bookshelves are built into the east and west walls, and both are full of volumes. You can exit to the south. A fancy globe stands by the wall. The bookshelves look pretty interesting too. >x shelves The books are old and dusty, but they are carefully arranged in alphabetical order. You recall a rumor of a secret door that opens if you fiddle with the correct one. You don't know which book, though, so you'd have to try them all. >x globe You notice a seam at the equator, and you suspect there is a way to open the globe. It might take a little time to figure out though. >de globe After some inspection, you see that the stars indicating capital cities are raised slightly. You begin pushing them. When you get to Santiago, you hear a click. The northern hemisphere swings open, revealing some odds and ends as well as a key labeled "Desk". You take it! (+7 minutes) >de shelves You start pulling out the books one by one. There are an awful lot of them. Some of the titles are familiar, and some are unsettling. You keep at it until you reach My Wicked Friend. When you pull on that one, you hear a thunk and a section of the eastern bookshelf pivots open! Now you can exit that way. (+22 minutes) >e Laboratory You have found some kind of weird laboratory. Diagrams cover the walls. A lot of old, rusty equipment is scattered around. You can exit through a secret door to the west, and a doorway leads south. A large cardboard box sits on a worktable, and a key labeled "Office" is lying next to it. You sense that something wants you to leave. >get key Please use the DEAL WITH command (abbreviation DEAL or DE). >de office You can't see any such thing (or if you can, it's not important). >x box The box is full of junk, including some glassware. If you look through it, you'll have to be careful. >de box You pick slowly through the items in the box, taking care not to break anything. After a few minutes you discover a can of DW-60 lubricant! (+7 minutes) >s Shrine This eerie room looks like a shrine to something, although it's hard to tell what. There are several wall hangings decorated with odd symbols. A low pedestal stands in the middle of the room. You can exit to the north. An emerald ring is lying on the pedestal. You shudder for a moment. >get ring Please use the DEAL WITH command (abbreviation DEAL or DE). >de ring You start to deal with the emerald ring, but before you can finish, the clock strikes twelve. You hear a chorus of moans and the hair stands up on your neck. Strange pale figures emerge from the walls, their arms stretched towards you. You shout! You shriek! You drop everything and run madly out the front door! *** You get chased out by the ghosts and lose everything *** Press SPACE to reset the game and try again. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Welcome back. Foyer You are standing in the entrance of the Bordelon House. The floorboards are creaky, and dust and cobwebs are plentiful. Large wooden double doors offer escape to the south. The main hall stretches off to the north. A smaller doorway leads east. >n Hall This hallway stretches off to the north. The old wallpaper is peeling badly, and the carpet is worn through in spots. Doorways lead east and west. A stairway full of junk ascends to the second floor. >e Parlor The owners presumably entertained their guests here. The room is not very attractive now. A threadbare sofa is flanked by a couple of broken chairs. The exit is west. A small wooden box sits on an end table. You feel a strange uneasiness. >x sofa It might have been pink once. A lot of the stuffing and a few springs are now exposed. >x box The box is unmarked, but you notice the lid has been secured with four screws. You might be able to remove them, but it won't be easy. >de box You take a dime from your pocket and attempt to loosen the screws. It's slow going, especially since the dime is a little too big. With a great deal of persistence, you finally manage to remove them. Inside the box you find a scrap of paper with several numbers written on it. Could be a combination. (+24 minutes) >x paper The sequence "7-28-20" is written on the scrap of paper. >w Hall This hallway stretches off to the north. The old wallpaper is peeling badly, and the carpet is worn through in spots. Doorways lead east and west. A stairway full of junk ascends to the second floor. You hear the low groan of the wind outside. >n Hall The hallway continues north and south. A pot by the wall contains a very dead plant. There is a doorway to the west. You hear branches scrape against a windowpane. >n Hall The hallway turns here, running from the south to the east. There is also a doorway to the north. >e Hall The hallway continues east and west, and there are rooms to the north and south. You hear a distant chime. >e Hall The hallway ends here. A portrait hangs on the east wall. There are rooms to the north and south, but the south door is locked. >n Library This library is in pretty good shape compared to the rest of the house. Huge bookshelves are built into the east and west walls, and both are full of volumes. You can exit to the south. A fancy globe stands by the wall. The bookshelves look pretty interesting too. >de shelves You start pulling out the books one by one. There are an awful lot of them. Some of the titles are familiar, and some are unsettling. You keep at it until you reach Persimmon Season. When you pull on that one, you hear a thunk and a section of the eastern bookshelf pivots open! Now you can exit that way. (+22 minutes) >e Laboratory You have found some kind of weird laboratory. Diagrams cover the walls. A lot of old, rusty equipment is scattered around. You can exit through a secret door to the west, and a doorway leads south. A large cardboard box sits on a worktable, and a key labeled "Office" is lying next to it. You hear something clatter on the roof. >de box You pick slowly through the items in the box, taking care not to break anything. After a few minutes you discover a can of DW-60 lubricant! (+7 minutes) >get key Please use the DEAL WITH command (abbreviation DEAL or DE). >i You are carrying a scavenger guide and a lamp. You also have a combination and a can of lubricant. >l Laboratory You have found some kind of weird laboratory. Diagrams cover the walls. A lot of old, rusty equipment is scattered around. You can exit through a secret door to the west, and a doorway leads south. A large cardboard box sits on a worktable, and a key labeled "Office" is lying next to it. >get key Please use the DEAL WITH command (abbreviation DEAL or DE). >de key You pick up the key. (+1 minute) >s Shrine This eerie room looks like a shrine to something, although it's hard to tell what. There are several wall hangings decorated with odd symbols. A low pedestal stands in the middle of the room. You can exit to the north. An emerald ring is lying on the pedestal. >de ring You can't think of a way to get the ring out of the pedestal other than pulling and pulling on it. So that's what you do. You pull until your fingers hurt, and just as you're about to give up, the ring pops out! (+10 minutes) >x pedestal It looks like a stone pedestal, but on closer examination you realize it's made of distressed plastic. >x hangings The hangings are burlap, with symbols painted in various colors. None of the symbols look familiar. >n Laboratory You have found some kind of weird laboratory. Diagrams cover the walls. A lot of old, rusty equipment is scattered around. You can exit through a secret door to the west, and a doorway leads south. A large cardboard box sits on a worktable. >x diagrams They are mostly schematics of really odd contraptions. Their purpose is unfathomable. >x equipment It's hard to tell what it was used for. >w Library This library is in pretty good shape compared to the rest of the house. Huge bookshelves are built into the east and west walls, and both are full of volumes. You can exit to the south. A fancy globe stands by the wall. A section of the eastern shelves has opened, revealing another exit. >s Hall The hallway ends here. A portrait hangs on the east wall. There are rooms to the north and south, but the south door is locked. >s The door is locked. >com - You can LOOK (L), EXAMINE (X) things, or check your INVENTORY (I). - You can move around with N, W, E, S, U, D. - You can DEAL WITH things. (Abbreviation DEAL or DE.) - You can check your LIST of scavenger items. - You can LEAVE from the foyer. Also: - You can UNDO your last action. (You can do this as many times as you want, back to the start of your current run.) - You can RECALL a location you've been to. (You can use the full name of the location, or the three-letter abbreviation on the map.) - You can RESET at any time to start a new run. You will keep your current play stats, map, and "recall" knowledge. - You can check STATS for a summary of your play history. >stats Current run: 3 >de door You get to work with a couple of hairpins. The design of the lock is a little unusual, and you find you have to start over several times. Eventually you figure it out. The door is now unlocked. (+21 minutes) >s Conservatory This room has several large skylights through which you see wisps of cloud and a first-quarter moon. There are a number of of pots and boxes for plants, but they are all strangely empty. You can exit to the north. A porcelain vase sits on one of the long tables. A door leads down to the cellar, but it is secured with a padlock. >x skylights You can't see any such thing (or if you can, it's not important). >x moon You can't see any such thing (or if you can, it's not important). >x pots The boxes and pots look like they have gone unused for a long time. >x vase The vase is decorated with a blue and yellow geometric pattern. Unfortunately, it appears to be glued to the table. You might be able to remove it, but it will be a challenge to do that without breaking it. >de vase It's not obvious how to tackle this one. You take out a dime and start scratching at the glue around the bottom of the vase. You keep at it for a long time, and eventually you're able to pull off the vase, although a little bit of the table comes with it. (+23 minutes) >n Hall The hallway ends here. A portrait hangs on the east wall. There are rooms to the north and south. >w Hall The hallway continues east and west, and there are rooms to the north and south. >s Bathroom This bathroom is lined with beige and blue tile. It offers a sink, toilet, and small bathtub. The exit is north. A rubber duck is hanging from a towel rack by a loop of rope. Next to it, a magnet is hanging on a thin string. >de magnet the string is tied pretty tightly, but you pick at the knot for a while, and you're eventually able to get it undone from the rack. You take the magnet with the string still attached. (+9 minutes) >de duck The rope is knotted very tightly. You work on it with your fingers for a while, but it doesn't budge. Then you try using a hairpin, which you're able to wedge into the knot and force it to yield a little bit. Eventually, with persistent effort, you get the knot undone and remove the rubber duck! (+18 minutes) >n Hall The hallway continues east and west, and there are rooms to the north and south. >w Hall The hallway turns here, running from the south to the east. There is also a doorway to the north. >n Family Room This looks like a lounging area for members of the household. The remaining furniture consists of two sofas and a large antique radio. You can exit west or south. An open cabinet is packed with various items. >w Laundry Everything in this room looks old-fashioned. It doesn't appear that modern washing machines ever made their way into the Bordelon House. You can exit north and east, and there is a locked door to the south. An ironing board stands next to a very large washtub and a strange machine. >de tub You go through the scraps one by one. There are so many! Eventually you find something interesting: a gray scarf, old but in pretty good shape. (+15 minutes) >de machine You start by trying to move the machine, but it's inexplicably heavy, and despite several attempts you can't budge it. The crack is almost wide enough to admit your arm, but you find it hurts too much to try reaching. You spend a few minutes searching the room for a stick or rod, but you just can't find anything suitable. Then you notice that one of the machine's feet is in a small depression. Using all your strength, you manage to get it out, and then with another few mighty pulls you get the machine a few inches away from the wall. You're able to reach the glinting item, which turns out to be a small key labeled "Chest"! (+17 minutes) >i You are carrying a scavenger guide and a lamp. So far you have collected an emerald ring, a porcelain vase, a rubber duck, and a scarf. You also have a combination, a can of lubricant, and a magnet on a string. You have obtained the office key and the chest key. >undo (Last action undone: dealing with the strange machine.) >undo (Last action undone: dealing with the washtub.) >de magnet When the time comes, you will use the magnet on a string automatically. >x glint The machine sits in the corner of the room. Its purpose is unfathomable. But you notice there's a significant gap below it, and when you shine your light into the gap, you see a glint at the far end by the wall. If you work at it, maybe you can grab whatever that is. >de machine You start by trying to move the machine, but it's inexplicably heavy, and despite several attempts you can't budge it. The crack is almost wide enough to admit your arm, but you find it hurts too much to try reaching. You spend a few minutes searching the room for a stick or rod, but you just can't find anything suitable. Then you notice that one of the machine's feet is in a small depression. Using all your strength, you manage to get it out, and then with another few mighty pulls you get the machine a few inches away from the wall. You're able to reach the glinting item, which turns out to be a small key labeled "Chest"! (+17 minutes) >s The door is locked. >de door You get out your hairpins. The lock seems simple, but there's something about it that just won't yield. You have to try many times. Finally, you're able to get the bolt to move. (+24 minutes) >s Workshop There's a lot of sawdust on the floor here. Otherwise, it's pretty empty except for a worktable. The only exit is north. A toolbox and a key labeled "Cellar" are sitting on the table. You hear the low groan of the wind outside. >x worktable The worktable clearly saw a lot of use in past days. >x toolbox It looks pretty rusty, but the DW-60 should help. >de toolbox You spray some DW-60 on the hinges, and the toolbox opens pretty easily. You find a screwdriver inside! (+1 minute) >i You are carrying a scavenger guide and a lamp. So far you have collected an emerald ring, a porcelain vase, and a rubber duck. You also have a combination, a can of lubricant, a magnet on a string, and a screwdriver. You have obtained the office key and the chest key. >x screwdriver It's a smallish flat-blade screwdriver. It's very old, but screwdrivers last a long time. >de key You pick up the key. (+1 minute) >n Laundry Everything in this room looks old-fashioned. It doesn't appear that modern washing machines ever made their way into the Bordelon House. You can exit north and east, and there is a door to the south. An ironing board stands next to a very large washtub and a strange machine. You hear something skitter under the floorboards. >e Family Room This looks like a lounging area for members of the household. The remaining furniture consists of two sofas and a large antique radio. You can exit west or south. An open cabinet is packed with various items. >s Hall The hallway turns here, running from the south to the east. There is also a doorway to the north. >s Hall The hallway continues north and south. A pot by the wall contains a very dead plant. There is a doorway to the west. >s Hall This hallway stretches off to the north. The old wallpaper is peeling badly, and the carpet is worn through in spots. Doorways lead east and west. A stairway full of junk ascends to the second floor. >w Dining Room A glass chandelier hangs precariously above a long oak table. Doorways lead north and east. The door to the south is locked. A covered tray sits at the end of the table. >de tray You start working on the knots. They are very tight, and there are several of them. They must be the tightest knots you have ever encountered. You fingernails and teeth don't help much. But you keep at it, and finally you get the twine off. You lift the cover and find a small porcelain dish! You take it. (+18 minutes) >de door You get to work with a couple of hairpins. The lock is stubborn, but after a while it yields. The door is now unlocked. (+21 minutes) A mist passes before your eyes. >s China Closet This small room is dominated by a big mahogany cabinet. The exit is north. A strange tool is wedged behind the cabinet. You see something out of the corner of your eye, but it vanishes. >x cabinet Unfortunately, the cabinet is empty. >x tool It looks like some kind of mechanical reaching tool to help grab things that are up high or far away. >de tool The cabinet is heavy and hard to move. It takes you a few minutes to budge it, but then the tool falls to the ground and you pick it up. (+4 minutes) You hear a distant, malicious chuckle. >i You are carrying a scavenger guide and a lamp. So far you have collected an emerald ring, a porcelain vase, a rubber duck, and a porcelain dish. You also have a combination, a can of lubricant, a magnet on a string, a screwdriver, and a reaching tool. You have obtained the office key, the chest key, and the cellar key. >x tool It looks like some kind of mechanical reaching tool to help grab things that are up high or far away. >n Dining Room A glass chandelier hangs precariously above a long oak table. Doorways lead north and east. The door to the south has been unlocked. A covered tray sits at the end of the table. >n Kitchen It's hard to believe meals used to be prepared here. The tile floor is stained and broken. The old refrigerator hangs open, and the cupboards are missing their doors. Doorways lead east and south. You notice one counter drawer is still in place. >e Hall The hallway continues north and south. A pot by the wall contains a very dead plant. There is a doorway to the west. >n Hall The hallway turns here, running from the south to the east. There is also a doorway to the north. >s Hall The hallway continues north and south. A pot by the wall contains a very dead plant. There is a doorway to the west. >s Hall This hallway stretches off to the north. The old wallpaper is peeling badly, and the carpet is worn through in spots. Doorways lead east and west. A stairway full of junk ascends to the second floor. You hear a ghostly whisper. >de stairway You start to deal with the stairs, but before you can finish, the clock strikes twelve. You hear a chorus of moans and the hair stands up on your neck. Strange pale figures emerge from the walls, their arms stretched towards you. You shout! You shriek! You drop everything and run madly out the front door! *** You get chased out by the ghosts and lose everything *** Press SPACE to reset the game and try again. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Welcome back. Foyer You are standing in the entrance of the Bordelon House. The floorboards are creaky, and dust and cobwebs are plentiful. Large wooden double doors offer escape to the south. The main hall stretches off to the north. A smaller doorway leads east. >n Hall This hallway stretches off to the north. The old wallpaper is peeling badly, and the carpet is worn through in spots. Doorways lead east and west. A stairway full of junk ascends to the second floor. >w Dining Room A glass chandelier hangs precariously above a long oak table. Doorways lead north and east. The door to the south is locked. A covered tray sits at the end of the table. >de door You get to work with a couple of hairpins. The lock is stubborn, but after a while it yields. The door is now unlocked. (+21 minutes) >s China Closet This small room is dominated by a big mahogany cabinet. The exit is north. A strange tool is wedged behind the cabinet. >de tool The cabinet is heavy and hard to move. It takes you a few minutes to budge it, but then the tool falls to the ground and you pick it up. (+4 minutes) >n Dining Room A glass chandelier hangs precariously above a long oak table. Doorways lead north and east. The door to the south has been unlocked. A covered tray sits at the end of the table. >de tray You start working on the knots. They are very tight, and there are several of them. They must be the tightest knots you have ever encountered. You fingernails and teeth don't help much. But you keep at it, and finally you get the twine off. You lift the cover and find a small porcelain dish! You take it. (+18 minutes) >n Kitchen It's hard to believe meals used to be prepared here. The tile floor is stained and broken. The old refrigerator hangs open, and the cupboards are missing their doors. Doorways lead east and south. You notice one counter drawer is still in place. >de drawer The drawer is stuck tight. You repeatedly shake it and pull it, and just as it seems to budge a little, the handle comes off. So you have to reattach that, which is not easy. Then you shake and pull it more gently. It starts to budge a little, then a little more, and finally you get it open far enough to see inside. Amid some various bits of kitchenware you see a silver spoon! You take it. (+19 minutes) >e Hall The hallway continues north and south. A pot by the wall contains a very dead plant. There is a doorway to the west. >s Hall This hallway stretches off to the north. The old wallpaper is peeling badly, and the carpet is worn through in spots. Doorways lead east and west. A stairway full of junk ascends to the second floor. >de stair You get to work, taking each item and placing it in the hall. Some of the stuff is heavy, and some of it is awkward to carry. By the end you're pretty exhausted, but at least the stairs are clear now. (+17 minutes) >s Foyer You are standing in the entrance of the Bordelon House. The floorboards are creaky, and dust and cobwebs are plentiful. Large wooden double doors offer escape to the south. The main hall stretches off to the north. A smaller doorway leads east. >e Coat Closet This little closet is in a state. Most of the plaster has fallen off the walls and ceiling, revealing a lot of bare wood. The exit is west. There's a big pile of junk by the wall. >de junk You spend a long time going through the stuff. A lot of it is strange and interesting, but none of it is on your list. Until you find a billiard ball! (+17 minutes) >w Foyer You are standing in the entrance of the Bordelon House. The floorboards are creaky, and dust and cobwebs are plentiful. Large wooden double doors offer escape to the south. The main hall stretches off to the north. A smaller doorway leads east. >n Hall This hallway stretches off to the north. The old wallpaper is peeling badly, and the carpet is worn through in spots. Doorways lead east and west. A stairway ascends to the second floor. The stuff formerly cluttering the stairs is stacked nearby. >e Parlor The owners presumably entertained their guests here. The room is not very attractive now. A threadbare sofa is flanked by a couple of broken chairs. The exit is west. A small wooden box sits on an end table. You feel a strange uneasiness. >i You are carrying a scavenger guide and a lamp. So far you have collected a porcelain dish, a silver spoon, and a billiard ball. You also have a reaching tool. >n You can't go that way. >w Hall This hallway stretches off to the north. The old wallpaper is peeling badly, and the carpet is worn through in spots. Doorways lead east and west. A stairway ascends to the second floor. The stuff formerly cluttering the stairs is stacked nearby. >n Hall The hallway continues north and south. A pot by the wall contains a very dead plant. There is a doorway to the west. >n Hall The hallway turns here, running from the south to the east. There is also a doorway to the north. >n Family Room This looks like a lounging area for members of the household. The remaining furniture consists of two sofas and a large antique radio. You can exit west or south. An open cabinet is packed with various items. >w Laundry Everything in this room looks old-fashioned. It doesn't appear that modern washing machines ever made their way into the Bordelon House. You can exit north and east, and there is a locked door to the south. An ironing board stands next to a very large washtub and a strange machine. >de machine Using the reaching tool, you carefully nab the glinting item. It's a small key labeled "Chest"! (+2 minutes) >de door You get out your hairpins. The lock seems simple, but there's something about it that just won't yield. You have to try many times. Finally, you're able to get the bolt to move. (+24 minutes) >s Workshop There's a lot of sawdust on the floor here. Otherwise, it's pretty empty except for a worktable. The only exit is north. A toolbox and a key labeled "Cellar" are sitting on the table. >n Laundry Everything in this room looks old-fashioned. It doesn't appear that modern washing machines ever made their way into the Bordelon House. You can exit north and east, and there is a door to the south. An ironing board stands next to a very large washtub and a strange machine. >n Garage This garage is kind of cramped. The cement floor is stained and cracked. You can exit to the south. An old Packard Forty-Four takes up most of the space. A wrench is lying under its front wheel. >de wrench With effort, you start rocking the wrench back and forth, and after some time, you manage to get it out from under the wheel. (+12 minutes) >de car You start picking the lock. This one is quirky and a little bit rusty, and that slows you down, but you're eventually able to get it open. Inside you find a wristwatch on the front seat! You take it! (+25 minutes) >s Laundry Everything in this room looks old-fashioned. It doesn't appear that modern washing machines ever made their way into the Bordelon House. You can exit north and east, and there is a door to the south. An ironing board stands next to a very large washtub and a strange machine. You hear a distant chime. >e Family Room This looks like a lounging area for members of the household. The remaining furniture consists of two sofas and a large antique radio. You can exit west or south. An open cabinet is packed with various items. >de cabinet You carefully look through the items. They are mostly unlabeled bottles, rusty cans, and small boxes of odds and ends. Toward the back, however, you come upon a bottle of paint remover! You take it. (+14 minutes) >s Hall The hallway turns here, running from the south to the east. There is also a doorway to the north. >e Hall The hallway continues east and west, and there are rooms to the north and south. You shiver. >n Music Room The wallpaper here is peeling, but you can still see the pattern of musical notes and occasional clefs. A few chairs are arranged near a baby grand piano. The exit is south. A tall cabinet stands by the wall. You also notice that the piano bench is not completely closed. >de piano You can't do anything with the piano except try to play it, and you don't have time for that. >de bench You open the bench. Instead of piano music, you discover a lot of small miscellanea. You look through it carefully. Near the bottom you find a key labeled "Clock"! (+9 minutes) >de cabinet You start working with your hairpins. The lock is more involved that you expected, and it takes a while to get it open. You grab the sheet of music from inside! (+20 minutes) >s Hall The hallway continues east and west, and there are rooms to the north and south. >s Bathroom This bathroom is lined with beige and blue tile. It offers a sink, toilet, and small bathtub. The exit is north. A rubber duck is hanging from a towel rack by a loop of rope. Next to it, a magnet is hanging on a thin string. >de duck The rope is knotted very tightly. You work on it with your fingers for a while, but it doesn't budge. Then you try using a hairpin, which you're able to wedge into the knot and force it to yield a little bit. Eventually, with persistent effort, you get the knot undone and remove the rubber duck! (+18 minutes) Something brushes against your neck. >de magnet the string is tied pretty tightly, but you pick at the knot for a while, and you're eventually able to get it undone from the rack. You take the magnet with the string still attached. (+9 minutes) You shudder for a moment. >n Hall The hallway continues east and west, and there are rooms to the north and south. >w Hall The hallway turns here, running from the south to the east. There is also a doorway to the north. >s Hall The hallway continues north and south. A pot by the wall contains a very dead plant. There is a doorway to the west. A mist passes before your eyes. >s Hall This hallway stretches off to the north. The old wallpaper is peeling badly, and the carpet is worn through in spots. Doorways lead east and west. A stairway ascends to the second floor. The stuff formerly cluttering the stairs is stacked nearby. You see something out of the corner of your eye, but it vanishes. >e Parlor The owners presumably entertained their guests here. The room is not very attractive now. A threadbare sofa is flanked by a couple of broken chairs. The exit is west. A small wooden box sits on an end table. >de box You start to deal with the box, but before you can finish, the clock strikes twelve. You hear a chorus of moans and the hair stands up on your neck. Strange pale figures emerge from the walls, their arms stretched towards you. You shout! You shriek! You drop everything and run madly out the front door! *** You get chased out by the ghosts and lose everything *** Press SPACE to reset the game and try again. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Welcome back. Foyer You are standing in the entrance of the Bordelon House. The floorboards are creaky, and dust and cobwebs are plentiful. Large wooden double doors offer escape to the south. The main hall stretches off to the north. A smaller doorway leads east. >n Hall This hallway stretches off to the north. The old wallpaper is peeling badly, and the carpet is worn through in spots. Doorways lead east and west. A stairway full of junk ascends to the second floor. >w Dining Room A glass chandelier hangs precariously above a long oak table. Doorways lead north and east. The door to the south is locked. A covered tray sits at the end of the table. >de door You get to work with a couple of hairpins. The lock is stubborn, but after a while it yields. The door is now unlocked. (+21 minutes) Somewhere outside, a dog howls. >s China Closet This small room is dominated by a big mahogany cabinet. The exit is north. A strange tool is wedged behind the cabinet. >de tool The cabinet is heavy and hard to move. It takes you a few minutes to budge it, but then the tool falls to the ground and you pick it up. (+4 minutes) >de cabinet You can't do much with an empty cabinet. >n Dining Room A glass chandelier hangs precariously above a long oak table. Doorways lead north and east. The door to the south has been unlocked. A covered tray sits at the end of the table. >de tray You start working on the knots. They are very tight, and there are several of them. They must be the tightest knots you have ever encountered. You fingernails and teeth don't help much. But you keep at it, and finally you get the twine off. You lift the cover and find a small porcelain dish! You take it. (+18 minutes) >e Hall This hallway stretches off to the north. The old wallpaper is peeling badly, and the carpet is worn through in spots. Doorways lead east and west. A stairway full of junk ascends to the second floor. >de stairway You get to work, taking each item and placing it in the hall. Some of the stuff is heavy, and some of it is awkward to carry. By the end you're pretty exhausted, but at least the stairs are clear now. (+17 minutes) You hear a footstep. >u Hall The floorboards up here are even creakier. The hallway runs north. You see a room to the west and a locked door to the east. A flight of stairs descends. >w Bedroom This looks like it probably served as a guest bedroom, although it's pretty bare. There is no bed anymore. The exit is east. A chest of drawers stands by the wall. A spider crawls over your foot. >x chest A couple of the drawers are open and empty. The top drawer appears to be painted shut. It will be a challenge to get it open. >e Hall The floorboards up here are even creakier. The hallway runs north. You see a room to the west and a locked door to the east. A flight of stairs descends. >n Hall The hallway continues north and south. There is a locked door to the west. You hear something clatter on the roof. >n Hall The hall turns here from the south to the east. There are rooms to the north and west. A grandfather clock stands by the wall, tick-tocking forebodingly. >w Bedroom This probably used to be a bedroom for the children. The peeling wallpaper has a pattern of clouds. The exit is east. The only remaining furniture is a small nightstand. >x wallpaper You can't see any such thing (or if you can, it's not important). >x nightstand The nightstand is empty, but you notice that a floorboard near it is loose and squeaky. >de nightstand The nightstand looks empty, but you notice that a floorboard near it is loose and squeaky. >x floorboard It seems like there might be something concealed under the floorboard. >de floorboard The floorboard rocks a little bit. You keep pushing on opposite ends of it until the edges expose themselves a little bit. Eventually you're able to get some purchase with you fingers, and after pulling carefully, the board comes up and reveals a space underneath. You discover a key labeled "Studio"! You take it, and let the board fall back into place. (+10 minutes) >e Hall The hall turns here from the south to the east. There are rooms to the north and west. A grandfather clock stands by the wall, tick-tocking forebodingly. You hear a footstep. >n Playroom This is where the children played, although most of their amusements are gone. A shaft of moonlight falls across a rocking horse. The carpet is torn to shreds. Doorways lead west and south. On a very high shelf you can see a stuffed bear. >x horse It has lost most of its paint and looks forlorn. >x carpet It's all torn up and ruined. >x bear It should be pretty easy to get the bear with the reaching tool. >de bear You exend the reaching tool and carefully remove the bear from the shelf. (+1 minute) >w Linen Closet These shelves once held the linens of the Bordelon household. Now there are only a couple of dusty sheets. The exit is east. A wicker hamper stands by the wall. >x sheets The sheets are old and frayed. >x hamper The hamper is half-full of various pieces of clothing. It might be worth taking time to look through them. >de hamper You take out each item, shake it, and look through the pockets. Near the bottom, in an old pair of pants, you discover a key labeled "Workshop"! (+11 minutes) >e Playroom This is where the children played, although most of their amusements are gone. A shaft of moonlight falls across a rocking horse. The carpet is torn to shreds. Doorways lead west and south. >s Hall The hall turns here from the south to the east. There are rooms to the north and west. A grandfather clock stands by the wall, tick-tocking forebodingly. >x clock It's very strange that the clock is still ticking. The pendulum swings behind a door with a glass window. You think you can see something lying inside. The door is locked, but you should be able to get it open with a hairpin. Looks like a moderately difficult lock. >e Hall The hallway continues east and west. You notice a marble bust on a side table. There are rooms to the north and south. >x bust The carved face is scowling pretty fiercely. The name "Gustaf" is engraved on the base. Maybe he was a Bordelon ancestor. >n Billiard Room This appears to be where the Bordelon grown-ups had their fun. The dust has a certain character of cigar ash. The exit is south. A decrepit billiard table occupies the middle of the room, and a cue rack is mounted on the wall. >x dust It's very dusty dust. >x table The felt is gone, and the surface is now bare slate. You see a billiard ball in one of the damaged pockets. It looks like it's wedged in there pretty tightly. It would take some time to get it out. >x rack The wooden rack is empty, except for a tube of glue solvent lying on the bottom section. Ironically, it seems to be glued there. You might be able to detach it. >de solvent You don't want to damage the tube, so you scrape carefully beneath it with the edge of a dime. It takes a few minutes, but you're able to get it off of the rack. (+8 minutes) >s Hall The hallway continues east and west. You notice a marble bust on a side table. There are rooms to the north and south. >s Bathroom This bathroom has been stripped of its tile. Even the toilet is gone. You may exit to the north. A sink and an oversized bathtub remain. >x tub The tub is empty, but it's uncommonly large. Strange. >x sink The sink is empty, but your light reveals something glinting down in the drain. It will take a while to get it out. >n Hall The hallway continues east and west. You notice a marble bust on a side table. There are rooms to the north and south. >e Hall The hallway ends here. A low table sits against the east wall. A doorway leads north. There's a trapdoor in the ceiling above you. You feel a strange uneasiness. >x trapdoor The trapdoor is held shut by a bolt. You might be able to get it off, with a lot of effort. >x table The table looks uninteresting but sturdy. >n Bedroom This appears to be the master bedroom. A bed frame with no mattress takes up much of the space, and an ornate wardrobe stands against the wall. You can exit east and south. A painting hangs conspicuously near the bed. >x frame It's a wooden king-size frame. Don't push it too hard, it might collapse. >x wardrobe The wardrobe is empty. >de frame The bed frame looks pretty useless. >x painting It's a faded and unremarkable landscape. There might be something behind it. >de painting You remove the painting and set it against the wall. Sure enough, a wall safe is revealed. (+1 minute) >x safe It has a steel door with a combination lock. You aren't too practiced at this kind of thing, but with care you might be able to get it open. >e Balcony Moonlight gives an eerie glow to this wide balcony. The railing is dilapidated, so it would be best to avoid the edge. A couple of trees wave their branches above you. You can re-enter the house to the west. A ceramic pot contains a dead plant. >x railing You can't see any such thing (or if you can, it's not important). >x moonlight You can't see any such thing (or if you can, it's not important). >x moon You can't see any such thing (or if you can, it's not important). >x trees You can't see any such thing (or if you can, it's not important). >x pot The pot is full of packed dirt. Something might be buried in it. >x plant The pot is full of packed dirt. Something might be buried in it. >de pot You scrabble in the dirt with your fingers. It's packed pretty densely, so it takes a bit of time. Eventually, about halfway down, you discover a key labeled "Conservatory"! You take it. (+9 minutes) >w Bedroom This appears to be the master bedroom. A bed frame with no mattress takes up much of the space, and an ornate wardrobe stands against the wall. You can exit east and south. There is a wall safe near the bed, and a painting sits on the floor below it. >s Hall The hallway ends here. A low table sits against the east wall. A doorway leads north. There's a trapdoor in the ceiling above you. >w Hall The hallway continues east and west. You notice a marble bust on a side table. There are rooms to the north and south. >w Hall The hall turns here from the south to the east. There are rooms to the north and west. A grandfather clock stands by the wall, tick-tocking forebodingly. >s Hall The hallway continues north and south. There is a locked door to the west. >s Hall The floorboards up here are even creakier. The hallway runs north. You see a room to the west and a locked door to the east. A flight of stairs descends. >d Hall This hallway stretches off to the north. The old wallpaper is peeling badly, and the carpet is worn through in spots. Doorways lead east and west. A stairway ascends to the second floor. The stuff formerly cluttering the stairs is stacked nearby. You hear something skitter under the floorboards. >n Hall The hallway continues north and south. A pot by the wall contains a very dead plant. There is a doorway to the west. You hear branches scrape against a windowpane. >w Kitchen It's hard to believe meals used to be prepared here. The tile floor is stained and broken. The old refrigerator hangs open, and the cupboards are missing their doors. Doorways lead east and south. You notice one counter drawer is still in place. >de drawer The drawer is stuck tight. You repeatedly shake it and pull it, and just as it seems to budge a little, the handle comes off. So you have to reattach that, which is not easy. Then you shake and pull it more gently. It starts to budge a little, then a little more, and finally you get it open far enough to see inside. Amid some various bits of kitchenware you see a silver spoon! You take it. (+19 minutes) >e Hall The hallway continues north and south. A pot by the wall contains a very dead plant. There is a doorway to the west. A spider crawls over your foot. >n Hall The hallway turns here, running from the south to the east. There is also a doorway to the north. >e Hall The hallway continues east and west, and there are rooms to the north and south. >s Bathroom This bathroom is lined with beige and blue tile. It offers a sink, toilet, and small bathtub. The exit is north. A rubber duck is hanging from a towel rack by a loop of rope. Next to it, a magnet is hanging on a thin string. >de magnet the string is tied pretty tightly, but you pick at the knot for a while, and you're eventually able to get it undone from the rack. You take the magnet with the string still attached. (+9 minutes) >de duck The rope is knotted very tightly. You work on it with your fingers for a while, but it doesn't budge. Then you try using a hairpin, which you're able to wedge into the knot and force it to yield a little bit. Eventually, with persistent effort, you get the knot undone and remove the rubber duck. Since you already have the stuffed bear, and there's no benefit to getting two items of the same type, you discard the rubber duck. (+18 minutes) >n Hall The hallway continues east and west, and there are rooms to the north and south. >e Hall The hallway ends here. A portrait hangs on the east wall. There are rooms to the north and south, but the south door is locked. >s The door is locked. >i You are carrying a scavenger guide and a lamp. So far you have collected a porcelain dish, a stuffed bear, and a silver spoon. You also have a reaching tool, a tube of glue solvent, and a magnet on a string. You have obtained the studio key, the workshop key, and the conservatory key. >de door Using the conservatory key, you unlock the door. (+1 minute) >s Conservatory This room has several large skylights through which you see wisps of cloud and a first-quarter moon. There are a number of of pots and boxes for plants, but they are all strangely empty. You can exit to the north. A porcelain vase sits on one of the long tables. A door leads down to the cellar, but it is secured with a padlock. >x vase The vase is decorated with a blue and yellow geometric pattern. Unfortunately, it appears to be glued to the table. Your glue solvent could help with that. >de vase You apply the solvent around the bottom of the vase, and it dissolves the glue very quickly. You take the vase. Since you already have the porcelain dish, and there's no benefit to getting two items of the same type, you discard the vase. (+2 minutes) Somewhere outside, a dog howls. >n Hall The hallway ends here. A portrait hangs on the east wall. There are rooms to the north and south. You shiver. >n Library This library is in pretty good shape compared to the rest of the house. Huge bookshelves are built into the east and west walls, and both are full of volumes. You can exit to the south. A fancy globe stands by the wall. The bookshelves look pretty interesting too. You hear the low groan of the wind outside. >de globe After some inspection, you see that the stars indicating capital cities are raised slightly. You begin pushing them. When you get to Addis Ababa, you hear a click. The northern hemisphere swings open, revealing some odds and ends as well as a key labeled "Desk". You take it! (+7 minutes) A spider crawls over your foot. >de shelves You start pulling out the books one by one. There are an awful lot of them. Some of the titles are familiar, and some are unsettling. You keep at it until you reach The Last Turkey Dinner. When you pull on that one, you hear a thunk and a section of the eastern bookshelf pivots open! Now you can exit that way. (+22 minutes) >e Laboratory You have found some kind of weird laboratory. Diagrams cover the walls. A lot of old, rusty equipment is scattered around. You can exit through a secret door to the west, and a doorway leads south. A large cardboard box sits on a worktable, and a key labeled "Office" is lying next to it. >de key You pick up the key. (+1 minute) >de box You pick slowly through the items in the box, taking care not to break anything. After a few minutes you discover a can of DW-60 lubricant! (+7 minutes) You hear a thump from behind the wall. >s Shrine This eerie room looks like a shrine to something, although it's hard to tell what. There are several wall hangings decorated with odd symbols. A low pedestal stands in the middle of the room. You can exit to the north. An emerald ring is lying on the pedestal. >de ring You can't think of a way to get the ring out of the pedestal other than pulling and pulling on it. So that's what you do. You pull until your fingers hurt, and just as you're about to give up, the ring pops out! (+10 minutes) You hear a distant chime. >n Laboratory You have found some kind of weird laboratory. Diagrams cover the walls. A lot of old, rusty equipment is scattered around. You can exit through a secret door to the west, and a doorway leads south. A large cardboard box sits on a worktable. You hear a distant, malicious chuckle. >w Library This library is in pretty good shape compared to the rest of the house. Huge bookshelves are built into the east and west walls, and both are full of volumes. You can exit to the south. A fancy globe stands by the wall. A section of the eastern shelves has opened, revealing another exit. You sense that something wants you to leave. >s Hall The hallway ends here. A portrait hangs on the east wall. There are rooms to the north and south. >w Hall The hallway continues east and west, and there are rooms to the north and south. You hear a ghostly whisper. >n Music Room The wallpaper here is peeling, but you can still see the pattern of musical notes and occasional clefs. A few chairs are arranged near a baby grand piano. The exit is south. A tall cabinet stands by the wall. You also notice that the piano bench is not completely closed. >de bench You open the bench. Instead of piano music, you discover a lot of small miscellanea. You look through it carefully. Near the bottom you find a key labeled "Clock"! (+9 minutes) >s Hall The hallway continues east and west, and there are rooms to the north and south. Something brushes against your neck. >w Hall The hallway turns here, running from the south to the east. There is also a doorway to the north. Something brushes against your neck. >s Hall The hallway continues north and south. A pot by the wall contains a very dead plant. There is a doorway to the west. You hear a ghostly whisper. >s Hall This hallway stretches off to the north. The old wallpaper is peeling badly, and the carpet is worn through in spots. Doorways lead east and west. A stairway ascends to the second floor. The stuff formerly cluttering the stairs is stacked nearby. >u Hall The floorboards up here are even creakier. The hallway runs north. You see a room to the west and a locked door to the east. A flight of stairs descends. A mist passes before your eyes. >n Hall The hallway continues north and south. There is a locked door to the west. >n Hall The hall turns here from the south to the east. There are rooms to the north and west. A grandfather clock stands by the wall, tick-tocking forebodingly. >de clock You unlock the door with the brass key. Inside you see a strip of paper with a note written on it. You take it. It says, "Stop forgetting - the book is 'The Last Turkey Dinner'." (+1 minute) >s Hall The hallway continues north and south. There is a locked door to the west. You sense that something wants you to leave. >de door You unlock the door with the office key. (+1 minute) You shudder for a moment. >w Office This must be where the Bordelon household affairs were managed. The exit is east. There is a desk near the window, and a filing cabinet stands in one corner. You hear a distant, malicious chuckle. >de desk You unlock the center drawer. Inside there are a few old papers and a pocketwatch! You take it. (+1 minute) >x desk It's a nicely carved oak desk. >x cabinet The filing cabinet is empty. >e Hall The hallway continues north and south. There is an unlocked door to the west. >s Hall The floorboards up here are even creakier. The hallway runs north. You see a room to the west and a locked door to the east. A flight of stairs descends. >de door Using the studio key, you unlock the door. (+1 minute) >e Studio This is clearly the old haunt of Mashina Bordelon. An easel stands in the middle of the room, although nothing is on it. There are odd drops of paint on the floor. The only exit is west. A wooden plaque is mounted on the wall. The clock strikes twelve. You hear a chorus of moans and the hair stands up on your neck. Strange pale figures emerge from the walls, their arms stretched towards you. You shout! You shriek! You drop everything, clamber down to the first floor, and run madly out the front door! *** You get chased out by the ghosts and lose everything *** Press SPACE to reset the game and try again. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Welcome back. Foyer You are standing in the entrance of the Bordelon House. The floorboards are creaky, and dust and cobwebs are plentiful. Large wooden double doors offer escape to the south. The main hall stretches off to the north. A smaller doorway leads east. >n Hall This hallway stretches off to the north. The old wallpaper is peeling badly, and the carpet is worn through in spots. Doorways lead east and west. A stairway full of junk ascends to the second floor. >w Dining Room A glass chandelier hangs precariously above a long oak table. Doorways lead north and east. The door to the south is locked. A covered tray sits at the end of the table. >s The south door is locked. >de door You get to work with a couple of hairpins. The lock is stubborn, but after a while it yields. The door is now unlocked. (+21 minutes) >de tool You can't see any such thing (or if you can, it's not important). >s China Closet This small room is dominated by a big mahogany cabinet. The exit is north. A strange tool is wedged behind the cabinet. You shiver. >de tool The cabinet is heavy and hard to move. It takes you a few minutes to budge it, but then the tool falls to the ground and you pick it up. (+4 minutes) >n Dining Room A glass chandelier hangs precariously above a long oak table. Doorways lead north and east. The door to the south has been unlocked. A covered tray sits at the end of the table. >e Hall This hallway stretches off to the north. The old wallpaper is peeling badly, and the carpet is worn through in spots. Doorways lead east and west. A stairway full of junk ascends to the second floor. You hear a distant chime. >de junk You get to work, taking each item and placing it in the hall. Some of the stuff is heavy, and some of it is awkward to carry. By the end you're pretty exhausted, but at least the stairs are clear now. (+17 minutes) >n Hall The hallway continues north and south. A pot by the wall contains a very dead plant. There is a doorway to the west. You hear something skitter under the floorboards. >n Hall The hallway turns here, running from the south to the east. There is also a doorway to the north. >e Hall The hallway continues east and west, and there are rooms to the north and south. >s Bathroom This bathroom is lined with beige and blue tile. It offers a sink, toilet, and small bathtub. The exit is north. A rubber duck is hanging from a towel rack by a loop of rope. Next to it, a magnet is hanging on a thin string. >de duck The rope is knotted very tightly. You work on it with your fingers for a while, but it doesn't budge. Then you try using a hairpin, which you're able to wedge into the knot and force it to yield a little bit. Eventually, with persistent effort, you get the knot undone and remove the rubber duck! (+18 minutes) >de magnet the string is tied pretty tightly, but you pick at the knot for a while, and you're eventually able to get it undone from the rack. You take the magnet with the string still attached. (+9 minutes) >n Hall The hallway continues east and west, and there are rooms to the north and south. >w Hall The hallway turns here, running from the south to the east. There is also a doorway to the north. You hear something clatter on the roof. >n Family Room This looks like a lounging area for members of the household. The remaining furniture consists of two sofas and a large antique radio. You can exit west or south. An open cabinet is packed with various items. >w Laundry Everything in this room looks old-fashioned. It doesn't appear that modern washing machines ever made their way into the Bordelon House. You can exit north and east, and there is a locked door to the south. An ironing board stands next to a very large washtub and a strange machine. You feel a strange uneasiness. >de washtub You go through the scraps one by one. There are so many! Eventually you find something interesting: a gray scarf, old but in pretty good shape. (+15 minutes) You hear branches scrape against a windowpane. >de machine Using the reaching tool, you carefully nab the glinting item. It's a small key labeled "Chest"! (+2 minutes) >n Garage This garage is kind of cramped. The cement floor is stained and cracked. You can exit to the south. An old Packard Forty-Four takes up most of the space. A wrench is lying under its front wheel. >de wrench With effort, you start rocking the wrench back and forth, and after some time, you manage to get it out from under the wheel. (+12 minutes) You hear the low groan of the wind outside. >s Laundry Everything in this room looks old-fashioned. It doesn't appear that modern washing machines ever made their way into the Bordelon House. You can exit north and east, and there is a locked door to the south. An ironing board stands next to a very large washtub and a strange machine. >e Family Room This looks like a lounging area for members of the household. The remaining furniture consists of two sofas and a large antique radio. You can exit west or south. An open cabinet is packed with various items. >s Hall The hallway turns here, running from the south to the east. There is also a doorway to the north. >e Hall The hallway continues east and west, and there are rooms to the north and south. >n Music Room The wallpaper here is peeling, but you can still see the pattern of musical notes and occasional clefs. A few chairs are arranged near a baby grand piano. The exit is south. A tall cabinet stands by the wall. You also notice that the piano bench is not completely closed. >de bench You open the bench. Instead of piano music, you discover a lot of small miscellanea. You look through it carefully. Near the bottom you find a key labeled "Clock"! (+9 minutes) You hear a footstep. >s Hall The hallway continues east and west, and there are rooms to the north and south. Somewhere outside, a dog howls. >e Hall The hallway ends here. A portrait hangs on the east wall. There are rooms to the north and south, but the south door is locked. >s The door is locked. >w Hall The hallway continues east and west, and there are rooms to the north and south. >w Hall The hallway turns here, running from the south to the east. There is also a doorway to the north. You hear a footstep. >s Hall The hallway continues north and south. A pot by the wall contains a very dead plant. There is a doorway to the west. A spider crawls over your foot. >s Hall This hallway stretches off to the north. The old wallpaper is peeling badly, and the carpet is worn through in spots. Doorways lead east and west. A stairway ascends to the second floor. The stuff formerly cluttering the stairs is stacked nearby. >u Hall The floorboards up here are even creakier. The hallway runs north. You see a room to the west and a locked door to the east. A flight of stairs descends. You hear something skitter under the floorboards. >n Hall The hallway continues north and south. There is a locked door to the west. >n Hall The hall turns here from the south to the east. There are rooms to the north and west. A grandfather clock stands by the wall, tick-tocking forebodingly. You hear something clatter on the roof. >de clock You unlock the door with the brass key. Inside you see a strip of paper with a note written on it. You take it. It says, "Stop forgetting - the book is 'Don't Mention It'." (+1 minute) >w Bedroom This probably used to be a bedroom for the children. The peeling wallpaper has a pattern of clouds. The exit is east. The only remaining furniture is a small nightstand. You feel a strange uneasiness. >de floorboard The floorboard rocks a little bit. You keep pushing on opposite ends of it until the edges expose themselves a little bit. Eventually you're able to get some purchase with you fingers, and after pulling carefully, the board comes up and reveals a space underneath. You discover a key labeled "Studio"! You take it, and let the board fall back into place. (+10 minutes) >e Hall The hall turns here from the south to the east. There are rooms to the north and west. A grandfather clock stands by the wall, tick-tocking forebodingly. >i You are carrying a scavenger guide and a lamp. So far you have collected a rubber duck and a scarf. You also have a reaching tool, a magnet on a string, a wrench, and a note. You have obtained the chest key, the clock key, and the studio key. >s Hall The hallway continues north and south. There is a locked door to the west. >d You can't go that way. >s Hall The floorboards up here are even creakier. The hallway runs north. You see a room to the west and a locked door to the east. A flight of stairs descends. You hear a chime. >d Hall This hallway stretches off to the north. The old wallpaper is peeling badly, and the carpet is worn through in spots. Doorways lead east and west. A stairway ascends to the second floor. The stuff formerly cluttering the stairs is stacked nearby. >n Hall The hallway continues north and south. A pot by the wall contains a very dead plant. There is a doorway to the west. >n Hall The hallway turns here, running from the south to the east. There is also a doorway to the north. Somewhere outside, a dog howls. >n Family Room This looks like a lounging area for members of the household. The remaining furniture consists of two sofas and a large antique radio. You can exit west or south. An open cabinet is packed with various items. >undo (Last action undone.) Hall >e Hall The hallway continues east and west, and there are rooms to the north and south. >e Hall The hallway ends here. A portrait hangs on the east wall. There are rooms to the north and south, but the south door is locked. You hear the low groan of the wind outside. >n Library This library is in pretty good shape compared to the rest of the house. Huge bookshelves are built into the east and west walls, and both are full of volumes. You can exit to the south. A fancy globe stands by the wall. The bookshelves look pretty interesting too. >de shelves You glance at the note. The books are well organized, so it only takes you a minute to find Don't Mention It. When you pull on that one, you hear a thunk and a section of the eastern bookshelf pivots open! Now you can exit that way. (+2 minutes) >de globe After some inspection, you see that the stars indicating capital cities are raised slightly. You begin pushing them. When you get to Zagreb, you hear a click. The northern hemisphere swings open, revealing some odds and ends as well as a key labeled "Desk". You take it! (+7 minutes) You hear branches scrape against a windowpane. >e Laboratory You have found some kind of weird laboratory. Diagrams cover the walls. A lot of old, rusty equipment is scattered around. You can exit through a secret door to the west, and a doorway leads south. A large cardboard box sits on a worktable, and a key labeled "Office" is lying next to it. >de key You pick up the key. (+1 minute) You shiver. >de box You pick slowly through the items in the box, taking care not to break anything. After a few minutes you discover a can of DW-60 lubricant! (+7 minutes) >s Shrine This eerie room looks like a shrine to something, although it's hard to tell what. There are several wall hangings decorated with odd symbols. A low pedestal stands in the middle of the room. You can exit to the north. An emerald ring is lying on the pedestal. >de ring You can't think of a way to get the ring out of the pedestal other than pulling and pulling on it. So that's what you do. You pull until your fingers hurt, and just as you're about to give up, the ring pops out! (+10 minutes) >n Laboratory You have found some kind of weird laboratory. Diagrams cover the walls. A lot of old, rusty equipment is scattered around. You can exit through a secret door to the west, and a doorway leads south. A large cardboard box sits on a worktable. You hear something skitter under the floorboards. >w Library This library is in pretty good shape compared to the rest of the house. Huge bookshelves are built into the east and west walls, and both are full of volumes. You can exit to the south. A fancy globe stands by the wall. A section of the eastern shelves has opened, revealing another exit. You shiver. >s Hall The hallway ends here. A portrait hangs on the east wall. There are rooms to the north and south, but the south door is locked. >w Hall The hallway continues east and west, and there are rooms to the north and south. You hear something clatter on the roof. >w Hall The hallway turns here, running from the south to the east. There is also a doorway to the north. You hear a footstep. >s Hall The hallway continues north and south. A pot by the wall contains a very dead plant. There is a doorway to the west. >s Hall This hallway stretches off to the north. The old wallpaper is peeling badly, and the carpet is worn through in spots. Doorways lead east and west. A stairway ascends to the second floor. The stuff formerly cluttering the stairs is stacked nearby. >u Hall The floorboards up here are even creakier. The hallway runs north. You see a room to the west and a locked door to the east. A flight of stairs descends. >w Bedroom This looks like it probably served as a guest bedroom, although it's pretty bare. There is no bed anymore. The exit is east. A chest of drawers stands by the wall. >de drawers You begin scratching at the paint with a dime. It's pretty thick, and it takes good bit of effort to get through it. You get a lot of dried paint under your fingernails. Eventually you work your way around the drawer and get it open. Inside, among some very old shirts, you find a black bowtie. Since you already have the scarf, and there's no benefit to getting two items of the same type, you discard the bowtie. (+24 minutes) You feel a strange draft of air. >undo (Last action undone: dealing with the chest of drawers.) >e Hall The floorboards up here are even creakier. The hallway runs north. You see a room to the west and a locked door to the east. A flight of stairs descends. >n Hall The hallway continues north and south. There is a locked door to the west. You hear branches scrape against a windowpane. >w The door is locked. >de door You unlock the door with the office key. (+1 minute) >w Office This must be where the Bordelon household affairs were managed. The exit is east. There is a desk near the window, and a filing cabinet stands in one corner. You hear the low groan of the wind outside. >de desk You unlock the center drawer. Inside there are a few old papers and a pocketwatch! You take it. (+1 minute) >e Hall The hallway continues north and south. There is an unlocked door to the west. A spider crawls over your foot. >n Hall The hall turns here from the south to the east. There are rooms to the north and west. A grandfather clock stands by the wall, tick-tocking forebodingly. >n Playroom This is where the children played, although most of their amusements are gone. A shaft of moonlight falls across a rocking horse. The carpet is torn to shreds. Doorways lead west and south. On a very high shelf you can see a stuffed bear. You feel a strange uneasiness. >de bear You exend the reaching tool and carefully remove the bear from the shelf. Since you already have the rubber duck, and there's no benefit to getting two items of the same type, you discard the bear. (+1 minute) >w Linen Closet These shelves once held the linens of the Bordelon household. Now there are only a couple of dusty sheets. The exit is east. A wicker hamper stands by the wall. >de hamper You take out each item, shake it, and look through the pockets. Near the bottom, in an old pair of pants, you discover a key labeled "Workshop"! (+11 minutes) >e Playroom This is where the children played, although most of their amusements are gone. A shaft of moonlight falls across a rocking horse. The carpet is torn to shreds. Doorways lead west and south. You hear a distant wail. >s Hall The hall turns here from the south to the east. There are rooms to the north and west. A grandfather clock stands by the wall, tick-tocking forebodingly. >list These are the items you've acquired: Toy animal (duck) Timepiece (pocketwatch) Item of jewelry (ring) Article of neckwear (scarf) These are the items you still need to get: Billiard ball Gold coin Item of silverware Sheet of parchment Plaque Porcelain item >s Hall The hallway continues north and south. There is an unlocked door to the west. Your lamp flickers for a moment. >s Hall The floorboards up here are even creakier. The hallway runs north. You see a room to the west and a locked door to the east. A flight of stairs descends. You feel a sudden chill. >de door Using the studio key, you unlock the door. (+1 minute) >e Studio This is clearly the old haunt of Mashina Bordelon. An easel stands in the middle of the room, although nothing is on it. There are odd drops of paint on the floor. The only exit is west. A wooden plaque is mounted on the wall. >x easel The easel adds a bit of elegance to the room. >x paint You can't see any such thing (or if you can, it's not important). >x plaque It's engraved with the words, "MASHINA BORDELON, Fourth Place, 1952 Wave County Fair and Exhibition." It's screwed to the wall. You could try unscrewing it with a dime from your pocket, but it won't be easy. >w Hall The floorboards up here are even creakier. The hallway runs north. You see a room to the west and an unlocked door to the east. A flight of stairs descends. >d Hall This hallway stretches off to the north. The old wallpaper is peeling badly, and the carpet is worn through in spots. Doorways lead east and west. A stairway ascends to the second floor. The stuff formerly cluttering the stairs is stacked nearby. You feel like you're being watched. >n Hall The hallway continues north and south. A pot by the wall contains a very dead plant. There is a doorway to the west. You hear a distant wail. >n Hall The hallway turns here, running from the south to the east. There is also a doorway to the north. >n Family Room This looks like a lounging area for members of the household. The remaining furniture consists of two sofas and a large antique radio. You can exit west or south. An open cabinet is packed with various items. >w Laundry Everything in this room looks old-fashioned. It doesn't appear that modern washing machines ever made their way into the Bordelon House. You can exit north and east, and there is a locked door to the south. An ironing board stands next to a very large washtub and a strange machine. >de door Using the workshop key, you unlock the door. (+1 minute) >s Workshop There's a lot of sawdust on the floor here. Otherwise, it's pretty empty except for a worktable. The only exit is north. A toolbox and a key labeled "Cellar" are sitting on the table. >de toolbox You spray some DW-60 on the hinges, and the toolbox opens pretty easily. You find a screwdriver inside! (+1 minute) You feel a strange draft of air. >n Laundry Everything in this room looks old-fashioned. It doesn't appear that modern washing machines ever made their way into the Bordelon House. You can exit north and east, and there is a door to the south. An ironing board stands next to a very large washtub and a strange machine. >e Family Room This looks like a lounging area for members of the household. The remaining furniture consists of two sofas and a large antique radio. You can exit west or south. An open cabinet is packed with various items. >s Hall The hallway turns here, running from the south to the east. There is also a doorway to the north. >s Hall The hallway continues north and south. A pot by the wall contains a very dead plant. There is a doorway to the west. >s Hall This hallway stretches off to the north. The old wallpaper is peeling badly, and the carpet is worn through in spots. Doorways lead east and west. A stairway ascends to the second floor. The stuff formerly cluttering the stairs is stacked nearby. >e Parlor The owners presumably entertained their guests here. The room is not very attractive now. A threadbare sofa is flanked by a couple of broken chairs. The exit is west. A small wooden box sits on an end table. >de box You remove the screws and open the lid. Inside the box you find a scrap of paper with several numbers written on it. Could be a combination. (+2 minutes) >x paper Please be more specific. >x scrap The sequence "36-4-35" is written on the scrap of paper. >w Hall This hallway stretches off to the north. The old wallpaper is peeling badly, and the carpet is worn through in spots. Doorways lead east and west. A stairway ascends to the second floor. The stuff formerly cluttering the stairs is stacked nearby. >u Hall The floorboards up here are even creakier. The hallway runs north. You see a room to the west and an unlocked door to the east. A flight of stairs descends. You hear a chime. >n Hall The hallway continues north and south. There is an unlocked door to the west. >w Office This must be where the Bordelon household affairs were managed. The exit is east. There is a desk near the window, and a filing cabinet stands in one corner. You see something out of the corner of your eye, but it vanishes. >de painting You can't see any such thing (or if you can, it's not important). >undo (Last action undone.) Hall >undo (Last action undone.) Hall >w Bedroom This looks like it probably served as a guest bedroom, although it's pretty bare. There is no bed anymore. The exit is east. A chest of drawers stands by the wall. >undo (Last action undone.) Hall >n Hall The hallway continues north and south. There is an unlocked door to the west. >n Hall The hall turns here from the south to the east. There are rooms to the north and west. A grandfather clock stands by the wall, tick-tocking forebodingly. >w Bedroom This probably used to be a bedroom for the children. The peeling wallpaper has a pattern of clouds. The exit is east. The only remaining furniture is a small nightstand. Something brushes against your neck. >undo (Last action undone.) Hall >e Hall The hallway continues east and west. You notice a marble bust on a side table. There are rooms to the north and south. >n Billiard Room This appears to be where the Bordelon grown-ups had their fun. The dust has a certain character of cigar ash. The exit is south. A decrepit billiard table occupies the middle of the room, and a cue rack is mounted on the wall. >de table You spray some lubricant around the billiard ball. That makes it pretty slippery, but you're able to get your fingers under it and pop it out! (+2 minutes) >list These are the items you've acquired: Billiard ball (six-ball) Toy animal (duck) Timepiece (pocketwatch) Item of jewelry (ring) Article of neckwear (scarf) These are the items you still need to get: Gold coin Item of silverware Sheet of parchment Plaque Porcelain item >s Hall The hallway continues east and west. You notice a marble bust on a side table. There are rooms to the north and south. >e Hall The hallway ends here. A low table sits against the east wall. A doorway leads north. There's a trapdoor in the ceiling above you. You see something out of the corner of your eye, but it vanishes. >n Bedroom This appears to be the master bedroom. A bed frame with no mattress takes up much of the space, and an ornate wardrobe stands against the wall. You can exit east and south. A painting hangs conspicuously near the bed. You hear a distant, malicious chuckle. >x painting It's a faded and unremarkable landscape. There might be something behind it. >de painting You remove the painting and set it against the wall. Sure enough, a wall safe is revealed. (+1 minute) You shudder for a moment. >de safe You carefully apply the combination. The safe opens with a loud squeak. Inside you find some useless old documents as well as a jeweled cameo. Since you already have the ring, and there's no benefit to getting two items of the same type, you discard the cameo. (+2 minutes) >e Balcony Moonlight gives an eerie glow to this wide balcony. The railing is dilapidated, so it would be best to avoid the edge. A couple of trees wave their branches above you. You can re-enter the house to the west. A ceramic pot contains a dead plant. >de pot You scrabble in the dirt with your fingers. It's packed pretty densely, so it takes a bit of time. Eventually, about halfway down, you discover a key labeled "Conservatory"! You take it. (+9 minutes) >w Bedroom This appears to be the master bedroom. A bed frame with no mattress takes up much of the space, and an ornate wardrobe stands against the wall. You can exit east and south. There is a wall safe near the bed, and a painting sits on the floor below it. A mist passes before your eyes. >s Hall The hallway ends here. A low table sits against the east wall. A doorway leads north. There's a trapdoor in the ceiling above you. >w Hall The hallway continues east and west. You notice a marble bust on a side table. There are rooms to the north and south. >s Bathroom This bathroom has been stripped of its tile. Even the toilet is gone. You may exit to the north. A sink and an oversized bathtub remain. >de sink You lower the magnet into the drain and hear a clink. You extract a key labeled "Cabinet". (+1 minute) >n Hall The hallway continues east and west. You notice a marble bust on a side table. There are rooms to the north and south. You sense that something wants you to leave. >w Hall The hall turns here from the south to the east. There are rooms to the north and west. A grandfather clock stands by the wall, tick-tocking forebodingly. >s Hall The hallway continues north and south. There is an unlocked door to the west. The clock strikes twelve. You hear a chorus of moans and the hair stands up on your neck. Strange pale figures emerge from the walls, their arms stretched towards you. You shout! You shriek! You drop everything, clamber down to the first floor, and run madly out the front door! *** You get chased out by the ghosts and lose everything *** Press SPACE to reset the game and try again. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Welcome back. Foyer You are standing in the entrance of the Bordelon House. The floorboards are creaky, and dust and cobwebs are plentiful. Large wooden double doors offer escape to the south. The main hall stretches off to the north. A smaller doorway leads east. >n Hall This hallway stretches off to the north. The old wallpaper is peeling badly, and the carpet is worn through in spots. Doorways lead east and west. A stairway full of junk ascends to the second floor. Somewhere outside, a dog howls. >de stairway You get to work, taking each item and placing it in the hall. Some of the stuff is heavy, and some of it is awkward to carry. By the end you're pretty exhausted, but at least the stairs are clear now. (+17 minutes) >u Hall The floorboards up here are even creakier. The hallway runs north. You see a room to the west and a locked door to the east. A flight of stairs descends. >n Hall The hallway continues north and south. There is a locked door to the west. You hear a footstep. >n Hall The hall turns here from the south to the east. There are rooms to the north and west. A grandfather clock stands by the wall, tick-tocking forebodingly. >n Playroom This is where the children played, although most of their amusements are gone. A shaft of moonlight falls across a rocking horse. The carpet is torn to shreds. Doorways lead west and south. On a very high shelf you can see a stuffed bear. >w Linen Closet These shelves once held the linens of the Bordelon household. Now there are only a couple of dusty sheets. The exit is east. A wicker hamper stands by the wall. >de hamper You take out each item, shake it, and look through the pockets. Near the bottom, in an old pair of pants, you discover a key labeled "Workshop"! (+11 minutes) >e Playroom This is where the children played, although most of their amusements are gone. A shaft of moonlight falls across a rocking horse. The carpet is torn to shreds. Doorways lead west and south. On a very high shelf you can see a stuffed bear. >s Hall The hall turns here from the south to the east. There are rooms to the north and west. A grandfather clock stands by the wall, tick-tocking forebodingly. >s Hall The hallway continues north and south. There is a locked door to the west. >s Hall The floorboards up here are even creakier. The hallway runs north. You see a room to the west and a locked door to the east. A flight of stairs descends. Somewhere outside, a dog howls. >d Hall This hallway stretches off to the north. The old wallpaper is peeling badly, and the carpet is worn through in spots. Doorways lead east and west. A stairway ascends to the second floor. The stuff formerly cluttering the stairs is stacked nearby. >n Hall The hallway continues north and south. A pot by the wall contains a very dead plant. There is a doorway to the west. >n Hall The hallway turns here, running from the south to the east. There is also a doorway to the north. You hear something skitter under the floorboards. >n Family Room This looks like a lounging area for members of the household. The remaining furniture consists of two sofas and a large antique radio. You can exit west or south. An open cabinet is packed with various items. >w Laundry Everything in this room looks old-fashioned. It doesn't appear that modern washing machines ever made their way into the Bordelon House. You can exit north and east, and there is a locked door to the south. An ironing board stands next to a very large washtub and a strange machine. You hear something clatter on the roof. >de door Using the workshop key, you unlock the door. (+1 minute) >s Workshop There's a lot of sawdust on the floor here. Otherwise, it's pretty empty except for a worktable. The only exit is north. A toolbox and a key labeled "Cellar" are sitting on the table. >de key You pick up the key. (+1 minute) >n Laundry Everything in this room looks old-fashioned. It doesn't appear that modern washing machines ever made their way into the Bordelon House. You can exit north and east, and there is a door to the south. An ironing board stands next to a very large washtub and a strange machine. >e Family Room This looks like a lounging area for members of the household. The remaining furniture consists of two sofas and a large antique radio. You can exit west or south. An open cabinet is packed with various items. >s Hall The hallway turns here, running from the south to the east. There is also a doorway to the north. >e Hall The hallway continues east and west, and there are rooms to the north and south. >n Music Room The wallpaper here is peeling, but you can still see the pattern of musical notes and occasional clefs. A few chairs are arranged near a baby grand piano. The exit is south. A tall cabinet stands by the wall. You also notice that the piano bench is not completely closed. >de bench You open the bench. Instead of piano music, you discover a lot of small miscellanea. You look through it carefully. Near the bottom you find a key labeled "Clock"! (+9 minutes) You hear a distant chime. >s Hall The hallway continues east and west, and there are rooms to the north and south. A spider crawls over your foot. >w Hall The hallway turns here, running from the south to the east. There is also a doorway to the north. >s Hall The hallway continues north and south. A pot by the wall contains a very dead plant. There is a doorway to the west. >s Hall This hallway stretches off to the north. The old wallpaper is peeling badly, and the carpet is worn through in spots. Doorways lead east and west. A stairway ascends to the second floor. The stuff formerly cluttering the stairs is stacked nearby. >u Hall The floorboards up here are even creakier. The hallway runs north. You see a room to the west and a locked door to the east. A flight of stairs descends. >n Hall The hallway continues north and south. There is a locked door to the west. >n Hall The hall turns here from the south to the east. There are rooms to the north and west. A grandfather clock stands by the wall, tick-tocking forebodingly. >de clock You unlock the door with the brass key. Inside you see a strip of paper with a note written on it. You take it. It says, "Stop forgetting - the book is 'Don't Mention It'." (+1 minute) >s Hall The hallway continues north and south. There is a locked door to the west. >s Hall The floorboards up here are even creakier. The hallway runs north. You see a room to the west and a locked door to the east. A flight of stairs descends. You feel a strange uneasiness. >d Hall This hallway stretches off to the north. The old wallpaper is peeling badly, and the carpet is worn through in spots. Doorways lead east and west. A stairway ascends to the second floor. The stuff formerly cluttering the stairs is stacked nearby. >n Hall The hallway continues north and south. A pot by the wall contains a very dead plant. There is a doorway to the west. You hear the low groan of the wind outside. >n Hall The hallway turns here, running from the south to the east. There is also a doorway to the north. >e Hall The hallway continues east and west, and there are rooms to the north and south. >e Hall The hallway ends here. A portrait hangs on the east wall. There are rooms to the north and south, but the south door is locked. >n Library This library is in pretty good shape compared to the rest of the house. Huge bookshelves are built into the east and west walls, and both are full of volumes. You can exit to the south. A fancy globe stands by the wall. The bookshelves look pretty interesting too. You hear branches scrape against a windowpane. >de globe After some inspection, you see that the stars indicating capital cities are raised slightly. You begin pushing them. When you get to Ottawa, you hear a click. The northern hemisphere swings open, revealing some odds and ends as well as a key labeled "Desk". You take it! (+7 minutes) >de shelves You glance at the note. The books are well organized, so it only takes you a minute to find Don't Mention It. When you pull on that one, you hear a thunk and a section of the eastern bookshelf pivots open! Now you can exit that way. (+2 minutes) >e Laboratory You have found some kind of weird laboratory. Diagrams cover the walls. A lot of old, rusty equipment is scattered around. You can exit through a secret door to the west, and a doorway leads south. A large cardboard box sits on a worktable, and a key labeled "Office" is lying next to it. You shiver. >de key You pick up the key. (+1 minute) >de box You pick slowly through the items in the box, taking care not to break anything. After a few minutes you discover a can of DW-60 lubricant! (+7 minutes) A spider crawls over your foot. >s Shrine This eerie room looks like a shrine to something, although it's hard to tell what. There are several wall hangings decorated with odd symbols. A low pedestal stands in the middle of the room. You can exit to the north. An emerald ring is lying on the pedestal. >undo (Last action undone.) Laboratory >w Library This library is in pretty good shape compared to the rest of the house. Huge bookshelves are built into the east and west walls, and both are full of volumes. You can exit to the south. A fancy globe stands by the wall. A section of the eastern shelves has opened, revealing another exit. >s Hall The hallway ends here. A portrait hangs on the east wall. There are rooms to the north and south, but the south door is locked. >w Hall The hallway continues east and west, and there are rooms to the north and south. >w Hall The hallway turns here, running from the south to the east. There is also a doorway to the north. >n Family Room This looks like a lounging area for members of the household. The remaining furniture consists of two sofas and a large antique radio. You can exit west or south. An open cabinet is packed with various items. >w Laundry Everything in this room looks old-fashioned. It doesn't appear that modern washing machines ever made their way into the Bordelon House. You can exit north and east, and there is a door to the south. An ironing board stands next to a very large washtub and a strange machine. >s Workshop There's a lot of sawdust on the floor here. Otherwise, it's pretty empty except for a worktable. The only exit is north. A toolbox is sitting on the table. >de toolbox You spray some DW-60 on the hinges, and the toolbox opens pretty easily. You find a screwdriver inside! (+1 minute) >n Laundry Everything in this room looks old-fashioned. It doesn't appear that modern washing machines ever made their way into the Bordelon House. You can exit north and east, and there is a door to the south. An ironing board stands next to a very large washtub and a strange machine. >n Garage This garage is kind of cramped. The cement floor is stained and cracked. You can exit to the south. An old Packard Forty-Four takes up most of the space. A wrench is lying under its front wheel. >de wrench With effort, you start rocking the wrench back and forth, and after some time, you manage to get it out from under the wheel. (+12 minutes) >s Laundry Everything in this room looks old-fashioned. It doesn't appear that modern washing machines ever made their way into the Bordelon House. You can exit north and east, and there is a door to the south. An ironing board stands next to a very large washtub and a strange machine. You hear branches scrape against a windowpane. >e Family Room This looks like a lounging area for members of the household. The remaining furniture consists of two sofas and a large antique radio. You can exit west or south. An open cabinet is packed with various items. >s Hall The hallway turns here, running from the south to the east. There is also a doorway to the north. >s Hall The hallway continues north and south. A pot by the wall contains a very dead plant. There is a doorway to the west. You hear a distant chime. >s Hall This hallway stretches off to the north. The old wallpaper is peeling badly, and the carpet is worn through in spots. Doorways lead east and west. A stairway ascends to the second floor. The stuff formerly cluttering the stairs is stacked nearby. >e Parlor The owners presumably entertained their guests here. The room is not very attractive now. A threadbare sofa is flanked by a couple of broken chairs. The exit is west. A small wooden box sits on an end table. >de box You remove the screws and open the lid. Inside the box you find a scrap of paper with several numbers written on it. Could be a combination. (+2 minutes) >x scrap The sequence "5-34-2" is written on the scrap of paper. >w Hall This hallway stretches off to the north. The old wallpaper is peeling badly, and the carpet is worn through in spots. Doorways lead east and west. A stairway ascends to the second floor. The stuff formerly cluttering the stairs is stacked nearby. >n Hall The hallway continues north and south. A pot by the wall contains a very dead plant. There is a doorway to the west. >undo (Last action undone.) Hall >u Hall The floorboards up here are even creakier. The hallway runs north. You see a room to the west and a locked door to the east. A flight of stairs descends. >n Hall The hallway continues north and south. There is a locked door to the west. >w The door is locked. >de door You unlock the door with the office key. (+1 minute) You feel a strange uneasiness. >w Office This must be where the Bordelon household affairs were managed. The exit is east. There is a desk near the window, and a filing cabinet stands in one corner. >de desk You unlock the center drawer. Inside there are a few old papers and a pocketwatch! You take it. (+1 minute) You shiver. >e Hall The hallway continues north and south. There is an unlocked door to the west. You hear a footstep. >n Hall The hall turns here from the south to the east. There are rooms to the north and west. A grandfather clock stands by the wall, tick-tocking forebodingly. >e Hall The hallway continues east and west. You notice a marble bust on a side table. There are rooms to the north and south. >e Hall The hallway ends here. A low table sits against the east wall. A doorway leads north. There's a trapdoor in the ceiling above you. You hear something clatter on the roof. >n Bedroom This appears to be the master bedroom. A bed frame with no mattress takes up much of the space, and an ornate wardrobe stands against the wall. You can exit east and south. A painting hangs conspicuously near the bed. >de painting You remove the painting and set it against the wall. Sure enough, a wall safe is revealed. (+1 minute) >de safe You carefully apply the combination. The safe opens with a loud squeak. Inside you find some useless old documents as well as a jeweled cameo! (+2 minutes) >e Balcony Moonlight gives an eerie glow to this wide balcony. The railing is dilapidated, so it would be best to avoid the edge. A couple of trees wave their branches above you. You can re-enter the house to the west. A ceramic pot contains a dead plant. >de pot You scrabble in the dirt with your fingers. It's packed pretty densely, so it takes a bit of time. Eventually, about halfway down, you discover a key labeled "Conservatory"! You take it. (+9 minutes) >w Bedroom This appears to be the master bedroom. A bed frame with no mattress takes up much of the space, and an ornate wardrobe stands against the wall. You can exit east and south. There is a wall safe near the bed, and a painting sits on the floor below it. >s Hall The hallway ends here. A low table sits against the east wall. A doorway leads north. There's a trapdoor in the ceiling above you. You hear a chime. >w Hall The hallway continues east and west. You notice a marble bust on a side table. There are rooms to the north and south. >n Billiard Room This appears to be where the Bordelon grown-ups had their fun. The dust has a certain character of cigar ash. The exit is south. A decrepit billiard table occupies the middle of the room, and a cue rack is mounted on the wall. >de ball You spray some lubricant around the billiard ball. That makes it pretty slippery, but you're able to get your fingers under it and pop it out! (+2 minutes) >s Hall The hallway continues east and west. You notice a marble bust on a side table. There are rooms to the north and south. >s Bathroom This bathroom has been stripped of its tile. Even the toilet is gone. You may exit to the north. A sink and an oversized bathtub remain. >n Hall The hallway continues east and west. You notice a marble bust on a side table. There are rooms to the north and south. >w Hall The hall turns here from the south to the east. There are rooms to the north and west. A grandfather clock stands by the wall, tick-tocking forebodingly. >s Hall The hallway continues north and south. There is an unlocked door to the west. Somewhere outside, a dog howls. >s Hall The floorboards up here are even creakier. The hallway runs north. You see a room to the west and a locked door to the east. A flight of stairs descends. >d Hall This hallway stretches off to the north. The old wallpaper is peeling badly, and the carpet is worn through in spots. Doorways lead east and west. A stairway ascends to the second floor. The stuff formerly cluttering the stairs is stacked nearby. >n Hall The hallway continues north and south. A pot by the wall contains a very dead plant. There is a doorway to the west. >n Hall The hallway turns here, running from the south to the east. There is also a doorway to the north. >e Hall The hallway continues east and west, and there are rooms to the north and south. >s Bathroom This bathroom is lined with beige and blue tile. It offers a sink, toilet, and small bathtub. The exit is north. A rubber duck is hanging from a towel rack by a loop of rope. Next to it, a magnet is hanging on a thin string. >de magnet the string is tied pretty tightly, but you pick at the knot for a while, and you're eventually able to get it undone from the rack. You take the magnet with the string still attached. (+9 minutes) >n Hall The hallway continues east and west, and there are rooms to the north and south. >w Hall The hallway turns here, running from the south to the east. There is also a doorway to the north. >s Hall The hallway continues north and south. A pot by the wall contains a very dead plant. There is a doorway to the west. >w Kitchen It's hard to believe meals used to be prepared here. The tile floor is stained and broken. The old refrigerator hangs open, and the cupboards are missing their doors. Doorways lead east and south. You notice one counter drawer is still in place. >de drawer The drawer is stuck tight, so you spray some DW-60 around the edges and wait a minute. Then you give a pull, and the drawer slides right open. Amid some various bits of kitchenware you see a silver spoon! You take it. (+2 minutes) You hear a distant chime. >s Dining Room A glass chandelier hangs precariously above a long oak table. Doorways lead north and east. The door to the south is locked. A covered tray sits at the end of the table. >de door You get to work with a couple of hairpins. The lock is stubborn, but after a while it yields. The door is now unlocked. (+21 minutes) >s China Closet This small room is dominated by a big mahogany cabinet. The exit is north. A strange tool is wedged behind the cabinet. >de tool The cabinet is heavy and hard to move. It takes you a few minutes to budge it, but then the tool falls to the ground and you pick it up. (+4 minutes) >n Dining Room A glass chandelier hangs precariously above a long oak table. Doorways lead north and east. The door to the south has been unlocked. A covered tray sits at the end of the table. >n Kitchen It's hard to believe meals used to be prepared here. The tile floor is stained and broken. The old refrigerator hangs open, and the cupboards are missing their doors. Doorways lead east and south. You notice one counter drawer is still in place. >e Hall The hallway continues north and south. A pot by the wall contains a very dead plant. There is a doorway to the west. You hear a distant chime. >n Hall The hallway turns here, running from the south to the east. There is also a doorway to the north. >n Family Room This looks like a lounging area for members of the household. The remaining furniture consists of two sofas and a large antique radio. You can exit west or south. An open cabinet is packed with various items. >w Laundry Everything in this room looks old-fashioned. It doesn't appear that modern washing machines ever made their way into the Bordelon House. You can exit north and east, and there is a door to the south. An ironing board stands next to a very large washtub and a strange machine. >de machine Using the reaching tool, you carefully nab the glinting item. It's a small key labeled "Chest"! (+2 minutes) >e Family Room This looks like a lounging area for members of the household. The remaining furniture consists of two sofas and a large antique radio. You can exit west or south. An open cabinet is packed with various items. >s Hall The hallway turns here, running from the south to the east. There is also a doorway to the north. You feel a sudden chill. >i You are carrying a scavenger guide and a lamp. So far you have collected a pocketwatch, a cameo, a billiard ball, and a silver spoon. You also have a note, a can of lubricant, a screwdriver, a wrench, a combination, a magnet on a string, and a reaching tool. You have obtained the workshop key, the cellar key, the clock key, the desk key, the office key, the conservatory key, and the chest key. >list These are the items you've acquired: Billiard ball (six-ball) Item of silverware (spoon) Timepiece (pocketwatch) Item of jewelry (cameo) These are the items you still need to get: Gold coin Toy animal Sheet of parchment Plaque Porcelain item Article of neckwear >e Hall The hallway continues east and west, and there are rooms to the north and south. You feel like you're being watched. >e Hall The hallway ends here. A portrait hangs on the east wall. There are rooms to the north and south, but the south door is locked. >de door Using the conservatory key, you unlock the door. (+1 minute) >s Conservatory This room has several large skylights through which you see wisps of cloud and a first-quarter moon. There are a number of of pots and boxes for plants, but they are all strangely empty. You can exit to the north. A porcelain vase sits on one of the long tables. A door leads down to the cellar, but it is secured with a padlock. >de vase It's not obvious how to tackle this one. You take out a dime and start scratching at the glue around the bottom of the vase. You keep at it for a long time, and eventually you're able to pull off the vase, although a little bit of the table comes with it. (+23 minutes) >n Hall The hallway ends here. A portrait hangs on the east wall. There are rooms to the north and south. You hear a ghostly whisper. >n Library This library is in pretty good shape compared to the rest of the house. Huge bookshelves are built into the east and west walls, and both are full of volumes. You can exit to the south. A fancy globe stands by the wall. A section of the eastern shelves has opened, revealing another exit. >e Laboratory You have found some kind of weird laboratory. Diagrams cover the walls. A lot of old, rusty equipment is scattered around. You can exit through a secret door to the west, and a doorway leads south. A large cardboard box sits on a worktable. A mist passes before your eyes. >undo (Last action undone.) Library >undo (Last action undone.) Hall >w Hall The hallway continues east and west, and there are rooms to the north and south. >w Hall The hallway turns here, running from the south to the east. There is also a doorway to the north. You hear a distant, malicious chuckle. >s Hall The hallway continues north and south. A pot by the wall contains a very dead plant. There is a doorway to the west. >s Hall This hallway stretches off to the north. The old wallpaper is peeling badly, and the carpet is worn through in spots. Doorways lead east and west. A stairway ascends to the second floor. The stuff formerly cluttering the stairs is stacked nearby. >s Foyer You are standing in the entrance of the Bordelon House. The floorboards are creaky, and dust and cobwebs are plentiful. Large wooden double doors offer escape to the south. The main hall stretches off to the north. A smaller doorway leads east. >e Coat Closet This little closet is in a state. Most of the plaster has fallen off the walls and ceiling, revealing a lot of bare wood. The exit is west. There's a big pile of junk by the wall. You hear a ghostly whisper. >de junk You spend a long time going through the stuff. A lot of it is strange and interesting, but none of it is on your list. Until you find another billiard ball. Since you already have a billiard ball, and there's no benefit to getting two items of the same type, you discard this one. (+17 minutes) You see something out of the corner of your eye, but it vanishes. >w Foyer You are standing in the entrance of the Bordelon House. The floorboards are creaky, and dust and cobwebs are plentiful. Large wooden double doors offer escape to the south. The main hall stretches off to the north. A smaller doorway leads east. >s If you want to finish your visit and leave the house, type LEAVE. >leave (Time: 11:59 pm) You feel a great sense of relief as you emerge through the double doors. You collected 5 out of 10 required items. That gives you a rating of 50%. *** You made it out *** Press SPACE to reset the game and try again. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Welcome back. Foyer You are standing in the entrance of the Bordelon House. The floorboards are creaky, and dust and cobwebs are plentiful. Large wooden double doors offer escape to the south. The main hall stretches off to the north. A smaller doorway leads east. >n Hall This hallway stretches off to the north. The old wallpaper is peeling badly, and the carpet is worn through in spots. Doorways lead east and west. A stairway full of junk ascends to the second floor. >de stairway You get to work, taking each item and placing it in the hall. Some of the stuff is heavy, and some of it is awkward to carry. By the end you're pretty exhausted, but at least the stairs are clear now. (+17 minutes) >u Hall The floorboards up here are even creakier. The hallway runs north. You see a room to the west and a locked door to the east. A flight of stairs descends. >w Bedroom This looks like it probably served as a guest bedroom, although it's pretty bare. There is no bed anymore. The exit is east. A chest of drawers stands by the wall. >de drawers You begin scratching at the paint with a dime. It's pretty thick, and it takes good bit of effort to get through it. You get a lot of dried paint under your fingernails. Eventually you work your way around the drawer and get it open. Inside, among some very old shirts, you find a black bowtie! You take it. (+24 minutes) >undo (Last action undone: dealing with the chest of drawers.) >undo (Last action undone.) Hall >n Hall The hallway continues north and south. There is a locked door to the west. >n Hall The hall turns here from the south to the east. There are rooms to the north and west. A grandfather clock stands by the wall, tick-tocking forebodingly. You hear something skitter under the floorboards. >w Bedroom This probably used to be a bedroom for the children. The peeling wallpaper has a pattern of clouds. The exit is east. The only remaining furniture is a small nightstand. >de nightstand The nightstand looks empty, but you notice that a floorboard near it is loose and squeaky. >de floorboard The floorboard rocks a little bit. You keep pushing on opposite ends of it until the edges expose themselves a little bit. Eventually you're able to get some purchase with you fingers, and after pulling carefully, the board comes up and reveals a space underneath. You discover a key labeled "Studio"! You take it, and let the board fall back into place. (+10 minutes) >e Hall The hall turns here from the south to the east. There are rooms to the north and west. A grandfather clock stands by the wall, tick-tocking forebodingly. You hear the low groan of the wind outside. >n Playroom This is where the children played, although most of their amusements are gone. A shaft of moonlight falls across a rocking horse. The carpet is torn to shreds. Doorways lead west and south. On a very high shelf you can see a stuffed bear. >w Linen Closet These shelves once held the linens of the Bordelon household. Now there are only a couple of dusty sheets. The exit is east. A wicker hamper stands by the wall. >de hamper You take out each item, shake it, and look through the pockets. Near the bottom, in an old pair of pants, you discover a key labeled "Workshop"! (+11 minutes) >e Playroom This is where the children played, although most of their amusements are gone. A shaft of moonlight falls across a rocking horse. The carpet is torn to shreds. Doorways lead west and south. On a very high shelf you can see a stuffed bear. >s Hall The hall turns here from the south to the east. There are rooms to the north and west. A grandfather clock stands by the wall, tick-tocking forebodingly. You hear something skitter under the floorboards. >s Hall The hallway continues north and south. There is a locked door to the west. >s Hall The floorboards up here are even creakier. The hallway runs north. You see a room to the west and a locked door to the east. A flight of stairs descends. >d Hall This hallway stretches off to the north. The old wallpaper is peeling badly, and the carpet is worn through in spots. Doorways lead east and west. A stairway ascends to the second floor. The stuff formerly cluttering the stairs is stacked nearby. >n Hall The hallway continues north and south. A pot by the wall contains a very dead plant. There is a doorway to the west. >n Hall The hallway turns here, running from the south to the east. There is also a doorway to the north. >e Hall The hallway continues east and west, and there are rooms to the north and south. >n Music Room The wallpaper here is peeling, but you can still see the pattern of musical notes and occasional clefs. A few chairs are arranged near a baby grand piano. The exit is south. A tall cabinet stands by the wall. You also notice that the piano bench is not completely closed. >de bench You open the bench. Instead of piano music, you discover a lot of small miscellanea. You look through it carefully. Near the bottom you find a key labeled "Clock"! (+9 minutes) >de cabinet You start working with your hairpins. The lock is more involved that you expected, and it takes a while to get it open. You grab the sheet of music from inside! (+20 minutes) You shiver. >undo (Last action undone: dealing with the cabinet.) >s Hall The hallway continues east and west, and there are rooms to the north and south. Somewhere outside, a dog howls. >w Hall The hallway turns here, running from the south to the east. There is also a doorway to the north. >s Hall The hallway continues north and south. A pot by the wall contains a very dead plant. There is a doorway to the west. >s Hall This hallway stretches off to the north. The old wallpaper is peeling badly, and the carpet is worn through in spots. Doorways lead east and west. A stairway ascends to the second floor. The stuff formerly cluttering the stairs is stacked nearby. >u Hall The floorboards up here are even creakier. The hallway runs north. You see a room to the west and a locked door to the east. A flight of stairs descends. You hear branches scrape against a windowpane. >n Hall The hallway continues north and south. There is a locked door to the west. >n Hall The hall turns here from the south to the east. There are rooms to the north and west. A grandfather clock stands by the wall, tick-tocking forebodingly. You feel a strange uneasiness. >de clock You unlock the door with the brass key. Inside you see a strip of paper with a note written on it. You take it. It says, "Stop forgetting - the book is 'My Wicked Friend'." (+1 minute) >s Hall The hallway continues north and south. There is a locked door to the west. You hear a footstep. >s Hall The floorboards up here are even creakier. The hallway runs north. You see a room to the west and a locked door to the east. A flight of stairs descends. >d Hall This hallway stretches off to the north. The old wallpaper is peeling badly, and the carpet is worn through in spots. Doorways lead east and west. A stairway ascends to the second floor. The stuff formerly cluttering the stairs is stacked nearby. >n Hall The hallway continues north and south. A pot by the wall contains a very dead plant. There is a doorway to the west. You hear the low groan of the wind outside. >n Hall The hallway turns here, running from the south to the east. There is also a doorway to the north. >e Hall The hallway continues east and west, and there are rooms to the north and south. You hear something clatter on the roof. >e Hall The hallway ends here. A portrait hangs on the east wall. There are rooms to the north and south, but the south door is locked. A spider crawls over your foot. >n Library This library is in pretty good shape compared to the rest of the house. Huge bookshelves are built into the east and west walls, and both are full of volumes. You can exit to the south. A fancy globe stands by the wall. The bookshelves look pretty interesting too. >de shelves You glance at the note. The books are well organized, so it only takes you a minute to find My Wicked Friend. When you pull on that one, you hear a thunk and a section of the eastern bookshelf pivots open! Now you can exit that way. (+2 minutes) >de globe After some inspection, you see that the stars indicating capital cities are raised slightly. You begin pushing them. When you get to Santiago, you hear a click. The northern hemisphere swings open, revealing some odds and ends as well as a key labeled "Desk". You take it! (+7 minutes) >e Laboratory You have found some kind of weird laboratory. Diagrams cover the walls. A lot of old, rusty equipment is scattered around. You can exit through a secret door to the west, and a doorway leads south. A large cardboard box sits on a worktable, and a key labeled "Office" is lying next to it. You hear a distant chime. >des box That's not a recognized command. (Type HELP for more info.) >de box You pick slowly through the items in the box, taking care not to break anything. After a few minutes you discover a can of DW-60 lubricant! (+7 minutes) You hear something clatter on the roof. >de key You pick up the key. (+1 minute) >w Library This library is in pretty good shape compared to the rest of the house. Huge bookshelves are built into the east and west walls, and both are full of volumes. You can exit to the south. A fancy globe stands by the wall. A section of the eastern shelves has opened, revealing another exit. >s Hall The hallway ends here. A portrait hangs on the east wall. There are rooms to the north and south, but the south door is locked. >w Hall The hallway continues east and west, and there are rooms to the north and south. A spider crawls over your foot. >w Hall The hallway turns here, running from the south to the east. There is also a doorway to the north. >n Family Room This looks like a lounging area for members of the household. The remaining furniture consists of two sofas and a large antique radio. You can exit west or south. An open cabinet is packed with various items. >w Laundry Everything in this room looks old-fashioned. It doesn't appear that modern washing machines ever made their way into the Bordelon House. You can exit north and east, and there is a locked door to the south. An ironing board stands next to a very large washtub and a strange machine. >de door Using the workshop key, you unlock the door. (+1 minute) >s Workshop There's a lot of sawdust on the floor here. Otherwise, it's pretty empty except for a worktable. The only exit is north. A toolbox and a key labeled "Cellar" are sitting on the table. >de key You pick up the key. (+1 minute) >de toolbox You spray some DW-60 on the hinges, and the toolbox opens pretty easily. You find a screwdriver inside! (+1 minute) >n Laundry Everything in this room looks old-fashioned. It doesn't appear that modern washing machines ever made their way into the Bordelon House. You can exit north and east, and there is a door to the south. An ironing board stands next to a very large washtub and a strange machine. >n Garage This garage is kind of cramped. The cement floor is stained and cracked. You can exit to the south. An old Packard Forty-Four takes up most of the space. A wrench is lying under its front wheel. >de wrench With effort, you start rocking the wrench back and forth, and after some time, you manage to get it out from under the wheel. (+12 minutes) >s Laundry Everything in this room looks old-fashioned. It doesn't appear that modern washing machines ever made their way into the Bordelon House. You can exit north and east, and there is a door to the south. An ironing board stands next to a very large washtub and a strange machine. You shiver. >e Family Room This looks like a lounging area for members of the household. The remaining furniture consists of two sofas and a large antique radio. You can exit west or south. An open cabinet is packed with various items. >s Hall The hallway turns here, running from the south to the east. There is also a doorway to the north. You hear something skitter under the floorboards. >s Hall The hallway continues north and south. A pot by the wall contains a very dead plant. There is a doorway to the west. You hear a footstep. >s Hall This hallway stretches off to the north. The old wallpaper is peeling badly, and the carpet is worn through in spots. Doorways lead east and west. A stairway ascends to the second floor. The stuff formerly cluttering the stairs is stacked nearby. Somewhere outside, a dog howls. >e Parlor The owners presumably entertained their guests here. The room is not very attractive now. A threadbare sofa is flanked by a couple of broken chairs. The exit is west. A small wooden box sits on an end table. >de box You remove the screws and open the lid. Inside the box you find a scrap of paper with several numbers written on it. Could be a combination. (+2 minutes) >w Hall This hallway stretches off to the north. The old wallpaper is peeling badly, and the carpet is worn through in spots. Doorways lead east and west. A stairway ascends to the second floor. The stuff formerly cluttering the stairs is stacked nearby. >w Dining Room A glass chandelier hangs precariously above a long oak table. Doorways lead north and east. The door to the south is locked. A covered tray sits at the end of the table. >de door You get to work with a couple of hairpins. The lock is stubborn, but after a while it yields. The door is now unlocked. (+21 minutes) >s China Closet This small room is dominated by a big mahogany cabinet. The exit is north. A strange tool is wedged behind the cabinet. >de tool The cabinet is heavy and hard to move. It takes you a few minutes to budge it, but then the tool falls to the ground and you pick it up. (+4 minutes) >n Dining Room A glass chandelier hangs precariously above a long oak table. Doorways lead north and east. The door to the south has been unlocked. A covered tray sits at the end of the table. >e Hall This hallway stretches off to the north. The old wallpaper is peeling badly, and the carpet is worn through in spots. Doorways lead east and west. A stairway ascends to the second floor. The stuff formerly cluttering the stairs is stacked nearby. You hear the low groan of the wind outside. >u Hall The floorboards up here are even creakier. The hallway runs north. You see a room to the west and a locked door to the east. A flight of stairs descends. >i You are carrying a scavenger guide and a lamp. You also have a note, a can of lubricant, a screwdriver, a wrench, a combination, and a reaching tool. You have obtained the studio key, the workshop key, the clock key, the desk key, the office key, and the cellar key. >w Bedroom This looks like it probably served as a guest bedroom, although it's pretty bare. There is no bed anymore. The exit is east. A chest of drawers stands by the wall. >undo (Last action undone.) Hall >n Hall The hallway continues north and south. There is a locked door to the west. You hear branches scrape against a windowpane. >de door You unlock the door with the office key. (+1 minute) >w Office This must be where the Bordelon household affairs were managed. The exit is east. There is a desk near the window, and a filing cabinet stands in one corner. >de desk You unlock the center drawer. Inside there are a few old papers and a pocketwatch! You take it. (+1 minute) >e Hall The hallway continues north and south. There is an unlocked door to the west. >n Hall The hall turns here from the south to the east. There are rooms to the north and west. A grandfather clock stands by the wall, tick-tocking forebodingly. >e Hall The hallway continues east and west. You notice a marble bust on a side table. There are rooms to the north and south. >s Bathroom This bathroom has been stripped of its tile. Even the toilet is gone. You may exit to the north. A sink and an oversized bathtub remain. >de tub You can't think of anything useful to do with the tub. >i You are carrying a scavenger guide and a lamp. So far you have collected a pocketwatch. You also have a note, a can of lubricant, a screwdriver, a wrench, a combination, and a reaching tool. You have obtained the studio key, the workshop key, the clock key, the desk key, the office key, and the cellar key. >undo (Last action undone.) Hall >n Billiard Room This appears to be where the Bordelon grown-ups had their fun. The dust has a certain character of cigar ash. The exit is south. A decrepit billiard table occupies the middle of the room, and a cue rack is mounted on the wall. You feel a strange uneasiness. >de ball You spray some lubricant around the billiard ball. That makes it pretty slippery, but you're able to get your fingers under it and pop it out! (+2 minutes) >s Hall The hallway continues east and west. You notice a marble bust on a side table. There are rooms to the north and south. >e Hall The hallway ends here. A low table sits against the east wall. A doorway leads north. There's a trapdoor in the ceiling above you. You hear something clatter on the roof. >de trapdoor You get on the table, which makes it easy to reach the bolt with the wrench. It comes off quickly. The trapdoor falls open, and a rickety ladder unfolds. (+2 minutes) >u Attic East This part of the attic seems to be dedicated to the storage of old furniture. The attic continues west, and you can descend through a trapdoor. A chest sits conspicuously by the wall, and you notice a key labeled "Closet" lying on a table. >x furniture You can't see any such thing (or if you can, it's not important). >de key You pick up the key. (+1 minute) >x chest It's an old wooden sea chest, locked. It will probably take a while to pick the lock. >i You are carrying a scavenger guide and a lamp. So far you have collected a pocketwatch and a billiard ball. You also have a note, a can of lubricant, a screwdriver, a wrench, a combination, and a reaching tool. You have obtained the studio key, the workshop key, the clock key, the desk key, the office key, the cellar key, and the closet key. >w Attic West The part of the attic has a lot of old paintings covered with sheets. The attic continues east, and there is a small doorway to the west. A box of junk sits on the floor. Somewhere outside, a dog howls. >x paintings You can't see any such thing (or if you can, it's not important). >x sheets You can't see any such thing (or if you can, it's not important). >x junk It's full of a random assortment of small items. It might be worth looking through. >de junk You dig through the junk for a few minutes, and eventually you find a pair of scissors! (+8 minutes) >w Observatory It looks like there is a mechanism to open the roof here, although it may not function. A broken-down telescope stands in the middle of the room. A small doorway leads east. A bright red box sits against the wall, and a corkscrew is lying near it. >x telescope The telescope is missing an eyepiece. It's in pretty bad shape. >x roof It's a crank and some cables that connect to a sliding panel above you. It looks inoperable. >de roof The mechanism is broken beyond repair, and opening the roof wouldn't do you any good anyway. >de telescope You can't do much of anything with the telescope. >x box The box has been painted shut with bright red paint. It will take some work to get the lid open. >x corkscrew It's just a corkscrew with a brown wooden handle. >de corkscrew You grab the corkscrew. (+1 minute) >e Attic West The part of the attic has a lot of old paintings covered with sheets. The attic continues east, and there is a small doorway to the west. A box of junk sits on the floor. You hear the low groan of the wind outside. >e Attic East This part of the attic seems to be dedicated to the storage of old furniture. The attic continues west, and you can descend through a trapdoor. A chest sits conspicuously by the wall. >d Hall The hallway ends here. A low table sits against the east wall. A doorway leads north. An open trapdoor leads up to the attic. >n Bedroom This appears to be the master bedroom. A bed frame with no mattress takes up much of the space, and an ornate wardrobe stands against the wall. You can exit east and south. A painting hangs conspicuously near the bed. >de painting You remove the painting and set it against the wall. Sure enough, a wall safe is revealed. (+1 minute) >de safe You carefully apply the combination. The safe opens with a loud squeak. Inside you find some useless old documents as well as a jeweled cameo! (+2 minutes) >e Balcony Moonlight gives an eerie glow to this wide balcony. The railing is dilapidated, so it would be best to avoid the edge. A couple of trees wave their branches above you. You can re-enter the house to the west. A ceramic pot contains a dead plant. >de pot You scrabble in the dirt with your fingers. It's packed pretty densely, so it takes a bit of time. Eventually, about halfway down, you discover a key labeled "Conservatory"! You take it. (+9 minutes) >i You are carrying a scavenger guide and a lamp. So far you have collected a pocketwatch, a billiard ball, and a cameo. You also have a note, a can of lubricant, a screwdriver, a wrench, a combination, a reaching tool, a pair of scissors, and a corkscrew. You have obtained the studio key, the workshop key, the clock key, the desk key, the office key, the cellar key, the closet key, and the conservatory key. >w Bedroom This appears to be the master bedroom. A bed frame with no mattress takes up much of the space, and an ornate wardrobe stands against the wall. You can exit east and south. There is a wall safe near the bed, and a painting sits on the floor below it. >s Hall The hallway ends here. A low table sits against the east wall. A doorway leads north. An open trapdoor leads up to the attic. >w Hall The hallway continues east and west. You notice a marble bust on a side table. There are rooms to the north and south. You hear something skitter under the floorboards. >w Hall The hall turns here from the south to the east. There are rooms to the north and west. A grandfather clock stands by the wall, tick-tocking forebodingly. >s Hall The hallway continues north and south. There is an unlocked door to the west. You hear a chime. >s Hall The floorboards up here are even creakier. The hallway runs north. You see a room to the west and a locked door to the east. A flight of stairs descends. >de door Using the studio key, you unlock the door. (+1 minute) >e Studio This is clearly the old haunt of Mashina Bordelon. An easel stands in the middle of the room, although nothing is on it. There are odd drops of paint on the floor. The only exit is west. A wooden plaque is mounted on the wall. >de plaque Luckily your screwdriver is the right size. You remove the screws and take the plaque! (+2 minutes) >list These are the items you've acquired: Billiard ball (six-ball) Timepiece (pocketwatch) Item of jewelry (cameo) Plaque (plaque) These are the items you still need to get: Gold coin Item of silverware Toy animal Sheet of parchment Porcelain item Article of neckwear >w Hall The floorboards up here are even creakier. The hallway runs north. You see a room to the west and an unlocked door to the east. A flight of stairs descends. >w Bedroom This looks like it probably served as a guest bedroom, although it's pretty bare. There is no bed anymore. The exit is east. A chest of drawers stands by the wall. >undo (Last action undone.) Hall >d Hall This hallway stretches off to the north. The old wallpaper is peeling badly, and the carpet is worn through in spots. Doorways lead east and west. A stairway ascends to the second floor. The stuff formerly cluttering the stairs is stacked nearby. >w Dining Room A glass chandelier hangs precariously above a long oak table. Doorways lead north and east. The door to the south has been unlocked. A covered tray sits at the end of the table. >de tray You snip through the twine with your scissors. You lift the cover and find a small porcelain dish! You take it. (+1 minute) >n Kitchen It's hard to believe meals used to be prepared here. The tile floor is stained and broken. The old refrigerator hangs open, and the cupboards are missing their doors. Doorways lead east and south. You notice one counter drawer is still in place. >de drawer The drawer is stuck tight, so you spray some DW-60 around the edges and wait a minute. Then you give a pull, and the drawer slides right open. Amid some various bits of kitchenware you see a silver spoon! You take it. (+2 minutes) >list These are the items you've acquired: Billiard ball (six-ball) Item of silverware (spoon) Timepiece (pocketwatch) Item of jewelry (cameo) Plaque (plaque) Porcelain item (dish) These are the items you still need to get: Gold coin Toy animal Sheet of parchment Article of neckwear >e Hall The hallway continues north and south. A pot by the wall contains a very dead plant. There is a doorway to the west. You hear a thump from behind the wall. >n Hall The hallway turns here, running from the south to the east. There is also a doorway to the north. Your lamp flickers for a moment. >n Family Room This looks like a lounging area for members of the household. The remaining furniture consists of two sofas and a large antique radio. You can exit west or south. An open cabinet is packed with various items. >undo (Last action undone.) Hall >e Hall The hallway continues east and west, and there are rooms to the north and south. >s Bathroom This bathroom is lined with beige and blue tile. It offers a sink, toilet, and small bathtub. The exit is north. A rubber duck is hanging from a towel rack by a loop of rope. Next to it, a magnet is hanging on a thin string. >de magnet the string is tied pretty tightly, but you pick at the knot for a while, and you're eventually able to get it undone from the rack. You take the magnet with the string still attached. (+9 minutes) Your lamp flickers for a moment. >n Hall The hallway continues east and west, and there are rooms to the north and south. You feel a strange draft of air. >w Hall The hallway turns here, running from the south to the east. There is also a doorway to the north. >s Hall The hallway continues north and south. A pot by the wall contains a very dead plant. There is a doorway to the west. >s Hall This hallway stretches off to the north. The old wallpaper is peeling badly, and the carpet is worn through in spots. Doorways lead east and west. A stairway ascends to the second floor. The stuff formerly cluttering the stairs is stacked nearby. >u Hall The floorboards up here are even creakier. The hallway runs north. You see a room to the west and an unlocked door to the east. A flight of stairs descends. You hear a chime. >n Hall The hallway continues north and south. There is an unlocked door to the west. >n Hall The hall turns here from the south to the east. There are rooms to the north and west. A grandfather clock stands by the wall, tick-tocking forebodingly. >e Hall The hallway continues east and west. You notice a marble bust on a side table. There are rooms to the north and south. You sense that something wants you to leave. >s Bathroom This bathroom has been stripped of its tile. Even the toilet is gone. You may exit to the north. A sink and an oversized bathtub remain. >de sink You lower the magnet into the drain and hear a clink. You extract a key labeled "Cabinet". (+1 minute) >n Hall The hallway continues east and west. You notice a marble bust on a side table. There are rooms to the north and south. You shudder for a moment. >w Hall The hall turns here from the south to the east. There are rooms to the north and west. A grandfather clock stands by the wall, tick-tocking forebodingly. >s Hall The hallway continues north and south. There is an unlocked door to the west. Something brushes against your neck. >s Hall The floorboards up here are even creakier. The hallway runs north. You see a room to the west and an unlocked door to the east. A flight of stairs descends. You hear a distant, malicious chuckle. >d Hall This hallway stretches off to the north. The old wallpaper is peeling badly, and the carpet is worn through in spots. Doorways lead east and west. A stairway ascends to the second floor. The stuff formerly cluttering the stairs is stacked nearby. >n Hall The hallway continues north and south. A pot by the wall contains a very dead plant. There is a doorway to the west. >n Hall The hallway turns here, running from the south to the east. There is also a doorway to the north. >e Hall The hallway continues east and west, and there are rooms to the north and south. >n Music Room The wallpaper here is peeling, but you can still see the pattern of musical notes and occasional clefs. A few chairs are arranged near a baby grand piano. The exit is south. A tall cabinet stands by the wall. You also notice that the piano bench is not completely closed. >de cabinet You unlock the cabinet and take the sheet of music from inside! (+1 minute) You hear a ghostly whisper. >list These are the items you've acquired: Billiard ball (six-ball) Item of silverware (spoon) Sheet of parchment (music) Timepiece (pocketwatch) Item of jewelry (cameo) Plaque (plaque) Porcelain item (dish) These are the items you still need to get: Gold coin Toy animal Article of neckwear >w You can't go that way. >w You can't go that way. >s Hall The hallway continues east and west, and there are rooms to the north and south. Something brushes against your neck. >w Hall The hallway turns here, running from the south to the east. There is also a doorway to the north. You sense that something wants you to leave. >n Family Room This looks like a lounging area for members of the household. The remaining furniture consists of two sofas and a large antique radio. You can exit west or south. An open cabinet is packed with various items. You shudder for a moment. >w Laundry Everything in this room looks old-fashioned. It doesn't appear that modern washing machines ever made their way into the Bordelon House. You can exit north and east, and there is a door to the south. An ironing board stands next to a very large washtub and a strange machine. You see something out of the corner of your eye, but it vanishes. >de tub You start to deal with the washtub, but before you can finish, the clock strikes twelve. You hear a chorus of moans and the hair stands up on your neck. Strange pale figures emerge from the walls, their arms stretched towards you. You shout! You shriek! You drop everything and run madly out the front door! *** You get chased out by the ghosts and lose everything *** Press SPACE to reset the game and try again. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Welcome back. Foyer You are standing in the entrance of the Bordelon House. The floorboards are creaky, and dust and cobwebs are plentiful. Large wooden double doors offer escape to the south. The main hall stretches off to the north. A smaller doorway leads east. >e Coat Closet This little closet is in a state. Most of the plaster has fallen off the walls and ceiling, revealing a lot of bare wood. The exit is west. There's a big pile of junk by the wall. >de junk You spend a long time going through the stuff. A lot of it is strange and interesting, but none of it is on your list. Until you find a billiard ball! (+17 minutes) >w Foyer You are standing in the entrance of the Bordelon House. The floorboards are creaky, and dust and cobwebs are plentiful. Large wooden double doors offer escape to the south. The main hall stretches off to the north. A smaller doorway leads east. >n Hall This hallway stretches off to the north. The old wallpaper is peeling badly, and the carpet is worn through in spots. Doorways lead east and west. A stairway full of junk ascends to the second floor. >e Parlor The owners presumably entertained their guests here. The room is not very attractive now. A threadbare sofa is flanked by a couple of broken chairs. The exit is west. A small wooden box sits on an end table. >w Hall This hallway stretches off to the north. The old wallpaper is peeling badly, and the carpet is worn through in spots. Doorways lead east and west. A stairway full of junk ascends to the second floor. >w Dining Room A glass chandelier hangs precariously above a long oak table. Doorways lead north and east. The door to the south is locked. A covered tray sits at the end of the table. You hear branches scrape against a windowpane. >de door You get to work with a couple of hairpins. The lock is stubborn, but after a while it yields. The door is now unlocked. (+21 minutes) >s China Closet This small room is dominated by a big mahogany cabinet. The exit is north. A strange tool is wedged behind the cabinet. >x cabinet Unfortunately, the cabinet is empty. >n Dining Room A glass chandelier hangs precariously above a long oak table. Doorways lead north and east. The door to the south has been unlocked. A covered tray sits at the end of the table. >s China Closet This small room is dominated by a big mahogany cabinet. The exit is north. A strange tool is wedged behind the cabinet. A spider crawls over your foot. >de tool The cabinet is heavy and hard to move. It takes you a few minutes to budge it, but then the tool falls to the ground and you pick it up. (+4 minutes) >n Dining Room A glass chandelier hangs precariously above a long oak table. Doorways lead north and east. The door to the south has been unlocked. A covered tray sits at the end of the table. >n Kitchen It's hard to believe meals used to be prepared here. The tile floor is stained and broken. The old refrigerator hangs open, and the cupboards are missing their doors. Doorways lead east and south. You notice one counter drawer is still in place. >e Hall The hallway continues north and south. A pot by the wall contains a very dead plant. There is a doorway to the west. You feel a strange uneasiness. >n Hall The hallway turns here, running from the south to the east. There is also a doorway to the north. >e Hall The hallway continues east and west, and there are rooms to the north and south. >s Bathroom This bathroom is lined with beige and blue tile. It offers a sink, toilet, and small bathtub. The exit is north. A rubber duck is hanging from a towel rack by a loop of rope. Next to it, a magnet is hanging on a thin string. >de magnet the string is tied pretty tightly, but you pick at the knot for a while, and you're eventually able to get it undone from the rack. You take the magnet with the string still attached. (+9 minutes) You hear a footstep. >n Hall The hallway continues east and west, and there are rooms to the north and south. >n Music Room The wallpaper here is peeling, but you can still see the pattern of musical notes and occasional clefs. A few chairs are arranged near a baby grand piano. The exit is south. A tall cabinet stands by the wall. You also notice that the piano bench is not completely closed. >de bench You open the bench. Instead of piano music, you discover a lot of small miscellanea. You look through it carefully. Near the bottom you find a key labeled "Clock"! (+9 minutes) >s Hall The hallway continues east and west, and there are rooms to the north and south. >e Hall The hallway ends here. A portrait hangs on the east wall. There are rooms to the north and south, but the south door is locked. >w Hall The hallway continues east and west, and there are rooms to the north and south. >w Hall The hallway turns here, running from the south to the east. There is also a doorway to the north. >s Hall The hallway continues north and south. A pot by the wall contains a very dead plant. There is a doorway to the west. >s Hall This hallway stretches off to the north. The old wallpaper is peeling badly, and the carpet is worn through in spots. Doorways lead east and west. A stairway full of junk ascends to the second floor. >u It takes a while to get past all the clutter. Hall The floorboards up here are even creakier. The hallway runs north. You see a room to the west and a locked door to the east. A cluttered flight of stairs descends. (+4 minutes) >n Hall The hallway continues north and south. There is a locked door to the west. >n Hall The hall turns here from the south to the east. There are rooms to the north and west. A grandfather clock stands by the wall, tick-tocking forebodingly. >w Bedroom This probably used to be a bedroom for the children. The peeling wallpaper has a pattern of clouds. The exit is east. The only remaining furniture is a small nightstand. You hear a chime. >de floorboard The floorboard rocks a little bit. You keep pushing on opposite ends of it until the edges expose themselves a little bit. Eventually you're able to get some purchase with you fingers, and after pulling carefully, the board comes up and reveals a space underneath. You discover a key labeled "Studio"! You take it, and let the board fall back into place. (+10 minutes) You shiver. >e Hall The hall turns here from the south to the east. There are rooms to the north and west. A grandfather clock stands by the wall, tick-tocking forebodingly. >n Playroom This is where the children played, although most of their amusements are gone. A shaft of moonlight falls across a rocking horse. The carpet is torn to shreds. Doorways lead west and south. On a very high shelf you can see a stuffed bear. >de bear You exend the reaching tool and carefully remove the bear from the shelf. (+1 minute) >w Linen Closet These shelves once held the linens of the Bordelon household. Now there are only a couple of dusty sheets. The exit is east. A wicker hamper stands by the wall. >de hamper You take out each item, shake it, and look through the pockets. Near the bottom, in an old pair of pants, you discover a key labeled "Workshop"! (+11 minutes) >e Playroom This is where the children played, although most of their amusements are gone. A shaft of moonlight falls across a rocking horse. The carpet is torn to shreds. Doorways lead west and south. >s Hall The hall turns here from the south to the east. There are rooms to the north and west. A grandfather clock stands by the wall, tick-tocking forebodingly. >e Hall The hallway continues east and west. You notice a marble bust on a side table. There are rooms to the north and south. >n Billiard Room This appears to be where the Bordelon grown-ups had their fun. The dust has a certain character of cigar ash. The exit is south. A decrepit billiard table occupies the middle of the room, and a cue rack is mounted on the wall. >x rack The wooden rack is empty, except for a tube of glue solvent lying on the bottom section. Ironically, it seems to be glued there. You might be able to detach it. >de rack You don't want to damage the tube, so you scrape carefully beneath it with the edge of a dime. It takes a few minutes, but you're able to get it off of the rack. (+8 minutes) You hear the low groan of the wind outside. >s Hall The hallway continues east and west. You notice a marble bust on a side table. There are rooms to the north and south. Somewhere outside, a dog howls. >e Hall The hallway ends here. A low table sits against the east wall. A doorway leads north. There's a trapdoor in the ceiling above you. >n Bedroom This appears to be the master bedroom. A bed frame with no mattress takes up much of the space, and an ornate wardrobe stands against the wall. You can exit east and south. A painting hangs conspicuously near the bed. >de painting You remove the painting and set it against the wall. Sure enough, a wall safe is revealed. (+1 minute) >e Balcony Moonlight gives an eerie glow to this wide balcony. The railing is dilapidated, so it would be best to avoid the edge. A couple of trees wave their branches above you. You can re-enter the house to the west. A ceramic pot contains a dead plant. >de pot You scrabble in the dirt with your fingers. It's packed pretty densely, so it takes a bit of time. Eventually, about halfway down, you discover a key labeled "Conservatory"! You take it. (+9 minutes) >w Bedroom This appears to be the master bedroom. A bed frame with no mattress takes up much of the space, and an ornate wardrobe stands against the wall. You can exit east and south. There is a wall safe near the bed, and a painting sits on the floor below it. >s Hall The hallway ends here. A low table sits against the east wall. A doorway leads north. There's a trapdoor in the ceiling above you. You hear something skitter under the floorboards. >w Hall The hallway continues east and west. You notice a marble bust on a side table. There are rooms to the north and south. >w Hall The hall turns here from the south to the east. There are rooms to the north and west. A grandfather clock stands by the wall, tick-tocking forebodingly. You feel a strange uneasiness. >d You can't go that way. >s Hall The hallway continues north and south. There is a locked door to the west. You shiver. >s Hall The floorboards up here are even creakier. The hallway runs north. You see a room to the west and a locked door to the east. A cluttered flight of stairs descends. >d It takes a while to get past all the clutter. Hall This hallway stretches off to the north. The old wallpaper is peeling badly, and the carpet is worn through in spots. Doorways lead east and west. A stairway full of junk ascends to the second floor. (+4 minutes) >e Parlor The owners presumably entertained their guests here. The room is not very attractive now. A threadbare sofa is flanked by a couple of broken chairs. The exit is west. A small wooden box sits on an end table. You hear branches scrape against a windowpane. >x sofa It might have been pink once. A lot of the stuffing and a few springs are now exposed. >x chairs The chairs are no longer sittable. >undo (Last action undone.) Hall >n Hall The hallway continues north and south. A pot by the wall contains a very dead plant. There is a doorway to the west. >n Hall The hallway turns here, running from the south to the east. There is also a doorway to the north. >i You are carrying a scavenger guide and a lamp. So far you have collected a billiard ball and a stuffed bear. You also have a reaching tool, a magnet on a string, and a tube of glue solvent. You have obtained the clock key, the studio key, the workshop key, and the conservatory key. >undo (Last action undone.) Hall >undo (Last action undone.) Hall >undo (Last action undone.) Hall >undo (Last action undone.) Hall >l Hall The hallway continues north and south. There is a locked door to the west. >undo (Last action undone.) Hall >l Hall The hall turns here from the south to the east. There are rooms to the north and west. A grandfather clock stands by the wall, tick-tocking forebodingly. >de clock You unlock the door with the brass key. Inside you see a strip of paper with a note written on it. You take it. It says, "Stop forgetting - the book is 'Don't Mention It'." (+1 minute) You hear a footstep. >s Hall The hallway continues north and south. There is a locked door to the west. >s Hall The floorboards up here are even creakier. The hallway runs north. You see a room to the west and a locked door to the east. A cluttered flight of stairs descends. >d It takes a while to get past all the clutter. Hall This hallway stretches off to the north. The old wallpaper is peeling badly, and the carpet is worn through in spots. Doorways lead east and west. A stairway full of junk ascends to the second floor. (+4 minutes) >n Hall The hallway continues north and south. A pot by the wall contains a very dead plant. There is a doorway to the west. >x pot There isn't really any dirt in the pot, just a dead plant. Kind of unnerving. >x plant There isn't really any dirt in the pot, just a dead plant. Kind of unnerving. >n Hall The hallway turns here, running from the south to the east. There is also a doorway to the north. >n Family Room This looks like a lounging area for members of the household. The remaining furniture consists of two sofas and a large antique radio. You can exit west or south. An open cabinet is packed with various items. >w Laundry Everything in this room looks old-fashioned. It doesn't appear that modern washing machines ever made their way into the Bordelon House. You can exit north and east, and there is a locked door to the south. An ironing board stands next to a very large washtub and a strange machine. >de machine Using the reaching tool, you carefully nab the glinting item. It's a small key labeled "Chest"! (+2 minutes) >s The door is locked. >de door Using the workshop key, you unlock the door. (+1 minute) >se That's not a recognized command. (Type HELP for more info.) >e Family Room This looks like a lounging area for members of the household. The remaining furniture consists of two sofas and a large antique radio. You can exit west or south. An open cabinet is packed with various items. >s Hall The hallway turns here, running from the south to the east. There is also a doorway to the north. >e Hall The hallway continues east and west, and there are rooms to the north and south. >e Hall The hallway ends here. A portrait hangs on the east wall. There are rooms to the north and south, but the south door is locked. You hear something clatter on the roof. >n Library This library is in pretty good shape compared to the rest of the house. Huge bookshelves are built into the east and west walls, and both are full of volumes. You can exit to the south. A fancy globe stands by the wall. The bookshelves look pretty interesting too. >de shelves You glance at the note. The books are well organized, so it only takes you a minute to find Don't Mention It. When you pull on that one, you hear a thunk and a section of the eastern bookshelf pivots open! Now you can exit that way. (+2 minutes) >de globe After some inspection, you see that the stars indicating capital cities are raised slightly. You begin pushing them. When you get to Tokyo, you hear a click. The northern hemisphere swings open, revealing some odds and ends as well as a key labeled "Desk". You take it! (+7 minutes) >e Laboratory You have found some kind of weird laboratory. Diagrams cover the walls. A lot of old, rusty equipment is scattered around. You can exit through a secret door to the west, and a doorway leads south. A large cardboard box sits on a worktable, and a key labeled "Office" is lying next to it. A spider crawls over your foot. >de box You pick slowly through the items in the box, taking care not to break anything. After a few minutes you discover a can of DW-60 lubricant! (+7 minutes) >de key You pick up the key. (+1 minute) >w Library This library is in pretty good shape compared to the rest of the house. Huge bookshelves are built into the east and west walls, and both are full of volumes. You can exit to the south. A fancy globe stands by the wall. A section of the eastern shelves has opened, revealing another exit. >s Hall The hallway ends here. A portrait hangs on the east wall. There are rooms to the north and south, but the south door is locked. You hear something skitter under the floorboards. >w Hall The hallway continues east and west, and there are rooms to the north and south. >w Hall The hallway turns here, running from the south to the east. There is also a doorway to the north. You hear a footstep. >n Family Room This looks like a lounging area for members of the household. The remaining furniture consists of two sofas and a large antique radio. You can exit west or south. An open cabinet is packed with various items. >w Laundry Everything in this room looks old-fashioned. It doesn't appear that modern washing machines ever made their way into the Bordelon House. You can exit north and east, and there is a door to the south. An ironing board stands next to a very large washtub and a strange machine. >s Workshop There's a lot of sawdust on the floor here. Otherwise, it's pretty empty except for a worktable. The only exit is north. A toolbox and a key labeled "Cellar" are sitting on the table. You hear something clatter on the roof. >de key You pick up the key. (+1 minute) >de toolbox You spray some DW-60 on the hinges, and the toolbox opens pretty easily. You find a screwdriver inside! (+1 minute) >n Laundry Everything in this room looks old-fashioned. It doesn't appear that modern washing machines ever made their way into the Bordelon House. You can exit north and east, and there is a door to the south. An ironing board stands next to a very large washtub and a strange machine. >n Garage This garage is kind of cramped. The cement floor is stained and cracked. You can exit to the south. An old Packard Forty-Four takes up most of the space. A wrench is lying under its front wheel. You shiver. >de wrench With effort, you start rocking the wrench back and forth, and after some time, you manage to get it out from under the wheel. (+12 minutes) >list These are the items you've acquired: Billiard ball (nine-ball) Toy animal (bear) These are the items you still need to get: Gold coin Item of silverware Sheet of parchment Timepiece Item of jewelry Plaque Porcelain item Article of neckwear >s Laundry Everything in this room looks old-fashioned. It doesn't appear that modern washing machines ever made their way into the Bordelon House. You can exit north and east, and there is a door to the south. An ironing board stands next to a very large washtub and a strange machine. >e Family Room This looks like a lounging area for members of the household. The remaining furniture consists of two sofas and a large antique radio. You can exit west or south. An open cabinet is packed with various items. >s Hall The hallway turns here, running from the south to the east. There is also a doorway to the north. >e Hall The hallway continues east and west, and there are rooms to the north and south. >e Hall The hallway ends here. A portrait hangs on the east wall. There are rooms to the north and south, but the south door is locked. You hear a distant chime. >de door Using the conservatory key, you unlock the door. (+1 minute) >s Conservatory This room has several large skylights through which you see wisps of cloud and a first-quarter moon. There are a number of of pots and boxes for plants, but they are all strangely empty. You can exit to the north. A porcelain vase sits on one of the long tables. A door leads down to the cellar, but it is secured with a padlock. >de vase You apply the solvent around the bottom of the vase, and it dissolves the glue very quickly. You take the vase. (+2 minutes) >n Hall The hallway ends here. A portrait hangs on the east wall. There are rooms to the north and south. >w Hall The hallway continues east and west, and there are rooms to the north and south. >w Hall The hallway turns here, running from the south to the east. There is also a doorway to the north. >s Hall The hallway continues north and south. A pot by the wall contains a very dead plant. There is a doorway to the west. >s Hall This hallway stretches off to the north. The old wallpaper is peeling badly, and the carpet is worn through in spots. Doorways lead east and west. A stairway full of junk ascends to the second floor. >u It takes a while to get past all the clutter. Hall The floorboards up here are even creakier. The hallway runs north. You see a room to the west and a locked door to the east. A cluttered flight of stairs descends. (+4 minutes) >de door Using the studio key, you unlock the door. (+1 minute) >e Studio This is clearly the old haunt of Mashina Bordelon. An easel stands in the middle of the room, although nothing is on it. There are odd drops of paint on the floor. The only exit is west. A wooden plaque is mounted on the wall. You hear a distant wail. >de plaque Luckily your screwdriver is the right size. You remove the screws and take the plaque! (+2 minutes) >w Hall The floorboards up here are even creakier. The hallway runs north. You see a room to the west and an unlocked door to the east. A cluttered flight of stairs descends. >w Bedroom This looks like it probably served as a guest bedroom, although it's pretty bare. There is no bed anymore. The exit is east. A chest of drawers stands by the wall. >undo (Last action undone.) Hall >n Hall The hallway continues north and south. There is a locked door to the west. >i You are carrying a scavenger guide and a lamp. So far you have collected a billiard ball, a stuffed bear, a porcelain vase, and a plaque. You also have a reaching tool, a magnet on a string, a tube of glue solvent, a note, a can of lubricant, a screwdriver, and a wrench. You have obtained the clock key, the studio key, the workshop key, the conservatory key, the chest key, the desk key, the office key, and the cellar key. >de door You unlock the door with the office key. (+1 minute) >w Office This must be where the Bordelon household affairs were managed. The exit is east. There is a desk near the window, and a filing cabinet stands in one corner. >de desk You unlock the center drawer. Inside there are a few old papers and a pocketwatch! You take it. (+1 minute) >x cabinet The filing cabinet is empty. >e Hall The hallway continues north and south. There is an unlocked door to the west. >n Hall The hall turns here from the south to the east. There are rooms to the north and west. A grandfather clock stands by the wall, tick-tocking forebodingly. >e Hall The hallway continues east and west. You notice a marble bust on a side table. There are rooms to the north and south. >i You are carrying a scavenger guide and a lamp. So far you have collected a billiard ball, a stuffed bear, a porcelain vase, a plaque, and a pocketwatch. You also have a reaching tool, a magnet on a string, a tube of glue solvent, a note, a can of lubricant, a screwdriver, and a wrench. You have obtained the clock key, the studio key, the workshop key, the conservatory key, the chest key, the desk key, the office key, and the cellar key. >s Bathroom This bathroom has been stripped of its tile. Even the toilet is gone. You may exit to the north. A sink and an oversized bathtub remain. >de sink You lower the magnet into the drain and hear a clink. You extract a key labeled "Cabinet". (+1 minute) >n Hall The hallway continues east and west. You notice a marble bust on a side table. There are rooms to the north and south. You hear a thump from behind the wall. >e Hall The hallway ends here. A low table sits against the east wall. A doorway leads north. There's a trapdoor in the ceiling above you. >de trapdoor You get on the table, which makes it easy to reach the bolt with the wrench. It comes off quickly. The trapdoor falls open, and a rickety ladder unfolds. (+2 minutes) A mist passes before your eyes. >u Attic East This part of the attic seems to be dedicated to the storage of old furniture. The attic continues west, and you can descend through a trapdoor. A chest sits conspicuously by the wall, and you notice a key labeled "Closet" lying on a table. You hear a ghostly whisper. >de key You pick up the key. (+1 minute) You see something out of the corner of your eye, but it vanishes. >de chest You unlock the chest and lift open the lid. Inside, among some odds and ends, you discover a silver fork! (+1 minute) You sense that something wants you to leave. >w Attic West The part of the attic has a lot of old paintings covered with sheets. The attic continues east, and there is a small doorway to the west. A box of junk sits on the floor. You shudder for a moment. >de junk You dig through the junk for a few minutes, and eventually you find a pair of scissors! (+8 minutes) A mist passes before your eyes. >w Observatory It looks like there is a mechanism to open the roof here, although it may not function. A broken-down telescope stands in the middle of the room. A small doorway leads east. A bright red box sits against the wall, and a corkscrew is lying near it. You hear a distant, malicious chuckle. >de box You start to deal with the box, but before you can finish, the clock strikes twelve. You hear a chorus of moans and the hair stands up on your neck. Strange pale figures emerge from the walls, their arms stretched towards you. You shout! You shriek! You drop everything, clamber down to the first floor, and run madly out the front door! *** You get chased out by the ghosts and lose everything *** Press SPACE to reset the game and try again. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Welcome back. Foyer You are standing in the entrance of the Bordelon House. The floorboards are creaky, and dust and cobwebs are plentiful. Large wooden double doors offer escape to the south. The main hall stretches off to the north. A smaller doorway leads east. >n Hall This hallway stretches off to the north. The old wallpaper is peeling badly, and the carpet is worn through in spots. Doorways lead east and west. A stairway full of junk ascends to the second floor. >n Hall The hallway continues north and south. A pot by the wall contains a very dead plant. There is a doorway to the west. >n Hall The hallway turns here, running from the south to the east. There is also a doorway to the north. >e Hall The hallway continues east and west, and there are rooms to the north and south. >n Music Room The wallpaper here is peeling, but you can still see the pattern of musical notes and occasional clefs. A few chairs are arranged near a baby grand piano. The exit is south. A tall cabinet stands by the wall. You also notice that the piano bench is not completely closed. >de cabinet You start working with your hairpins. The lock is more involved that you expected, and it takes a while to get it open. You grab the sheet of music from inside! (+20 minutes) >undo (Last action undone: dealing with the cabinet.) >de bench You open the bench. Instead of piano music, you discover a lot of small miscellanea. You look through it carefully. Near the bottom you find a key labeled "Clock"! (+9 minutes) A spider crawls over your foot. >s Hall The hallway continues east and west, and there are rooms to the north and south. >s Bathroom This bathroom is lined with beige and blue tile. It offers a sink, toilet, and small bathtub. The exit is north. A rubber duck is hanging from a towel rack by a loop of rope. Next to it, a magnet is hanging on a thin string. >de magnet the string is tied pretty tightly, but you pick at the knot for a while, and you're eventually able to get it undone from the rack. You take the magnet with the string still attached. (+9 minutes) >n Hall The hallway continues east and west, and there are rooms to the north and south. >w Hall The hallway turns here, running from the south to the east. There is also a doorway to the north. >s Hall The hallway continues north and south. A pot by the wall contains a very dead plant. There is a doorway to the west. >s Hall This hallway stretches off to the north. The old wallpaper is peeling badly, and the carpet is worn through in spots. Doorways lead east and west. A stairway full of junk ascends to the second floor. >de stairway You get to work, taking each item and placing it in the hall. Some of the stuff is heavy, and some of it is awkward to carry. By the end you're pretty exhausted, but at least the stairs are clear now. (+17 minutes) >u Hall The floorboards up here are even creakier. The hallway runs north. You see a room to the west and a locked door to the east. A flight of stairs descends. >undo (Last action undone.) Hall >und That's not a recognized command. (Type HELP for more info.) >undo (Last action undone: dealing with the stairs.) >undo (Last action undone.) Hall >undo (Last action undone.) Hall >n Family Room This looks like a lounging area for members of the household. The remaining furniture consists of two sofas and a large antique radio. You can exit west or south. An open cabinet is packed with various items. >de cabinet You carefully look through the items. They are mostly unlabeled bottles, rusty cans, and small boxes of odds and ends. Toward the back, however, you come upon a bottle of paint remover! You take it. (+14 minutes) >w Laundry Everything in this room looks old-fashioned. It doesn't appear that modern washing machines ever made their way into the Bordelon House. You can exit north and east, and there is a locked door to the south. An ironing board stands next to a very large washtub and a strange machine. >n Garage This garage is kind of cramped. The cement floor is stained and cracked. You can exit to the south. An old Packard Forty-Four takes up most of the space. A wrench is lying under its front wheel. >de wrench With effort, you start rocking the wrench back and forth, and after some time, you manage to get it out from under the wheel. (+12 minutes) >s Laundry Everything in this room looks old-fashioned. It doesn't appear that modern washing machines ever made their way into the Bordelon House. You can exit north and east, and there is a locked door to the south. An ironing board stands next to a very large washtub and a strange machine. >e Family Room This looks like a lounging area for members of the household. The remaining furniture consists of two sofas and a large antique radio. You can exit west or south. An open cabinet is packed with various items. >s Hall The hallway turns here, running from the south to the east. There is also a doorway to the north. >s Hall The hallway continues north and south. A pot by the wall contains a very dead plant. There is a doorway to the west. You hear a distant chime. >s Hall This hallway stretches off to the north. The old wallpaper is peeling badly, and the carpet is worn through in spots. Doorways lead east and west. A stairway full of junk ascends to the second floor. >u It takes a while to get past all the clutter. Hall The floorboards up here are even creakier. The hallway runs north. You see a room to the west and a locked door to the east. A cluttered flight of stairs descends. (+4 minutes) >w Bedroom This looks like it probably served as a guest bedroom, although it's pretty bare. There is no bed anymore. The exit is east. A chest of drawers stands by the wall. >de drawers You apply the remover around the drawer, and the paint vanishes as if by magic. Inside the drawer, among some very old shirts, you find a black bowtie! You take it. (+2 minutes) >e Hall The floorboards up here are even creakier. The hallway runs north. You see a room to the west and a locked door to the east. A cluttered flight of stairs descends. You hear branches scrape against a windowpane. >n Hall The hallway continues north and south. There is a locked door to the west. >i You are carrying a scavenger guide and a lamp. So far you have collected a bowtie. You also have a magnet on a string, a bottle of paint remover, and a wrench. You have obtained the clock key. >n Hall The hall turns here from the south to the east. There are rooms to the north and west. A grandfather clock stands by the wall, tick-tocking forebodingly. >de clock You unlock the door with the brass key. Inside you see a strip of paper with a note written on it. You take it. It says, "Stop forgetting - the book is 'Don't Mention It'." (+1 minute) >n Playroom This is where the children played, although most of their amusements are gone. A shaft of moonlight falls across a rocking horse. The carpet is torn to shreds. Doorways lead west and south. On a very high shelf you can see a stuffed bear. >w Linen Closet These shelves once held the linens of the Bordelon household. Now there are only a couple of dusty sheets. The exit is east. A wicker hamper stands by the wall. You hear the low groan of the wind outside. >de hamper You take out each item, shake it, and look through the pockets. Near the bottom, in an old pair of pants, you discover a key labeled "Workshop"! (+11 minutes) >e Playroom This is where the children played, although most of their amusements are gone. A shaft of moonlight falls across a rocking horse. The carpet is torn to shreds. Doorways lead west and south. On a very high shelf you can see a stuffed bear. >s Hall The hall turns here from the south to the east. There are rooms to the north and west. A grandfather clock stands by the wall, tick-tocking forebodingly. >s Hall The hallway continues north and south. There is a locked door to the west. >s Hall The floorboards up here are even creakier. The hallway runs north. You see a room to the west and a locked door to the east. A cluttered flight of stairs descends. >d It takes a while to get past all the clutter. Hall This hallway stretches off to the north. The old wallpaper is peeling badly, and the carpet is worn through in spots. Doorways lead east and west. A stairway full of junk ascends to the second floor. (+4 minutes) >n Hall The hallway continues north and south. A pot by the wall contains a very dead plant. There is a doorway to the west. >n Hall The hallway turns here, running from the south to the east. There is also a doorway to the north. >e Hall The hallway continues east and west, and there are rooms to the north and south. >e Hall The hallway ends here. A portrait hangs on the east wall. There are rooms to the north and south, but the south door is locked. >n Library This library is in pretty good shape compared to the rest of the house. Huge bookshelves are built into the east and west walls, and both are full of volumes. You can exit to the south. A fancy globe stands by the wall. The bookshelves look pretty interesting too. >de globe After some inspection, you see that the stars indicating capital cities are raised slightly. You begin pushing them. When you get to Ottawa, you hear a click. The northern hemisphere swings open, revealing some odds and ends as well as a key labeled "Desk". You take it! (+7 minutes) >de shelves You glance at the note. The books are well organized, so it only takes you a minute to find Don't Mention It. When you pull on that one, you hear a thunk and a section of the eastern bookshelf pivots open! Now you can exit that way. (+2 minutes) >e Laboratory You have found some kind of weird laboratory. Diagrams cover the walls. A lot of old, rusty equipment is scattered around. You can exit through a secret door to the west, and a doorway leads south. A large cardboard box sits on a worktable, and a key labeled "Office" is lying next to it. >de key You pick up the key. (+1 minute) >de box You pick slowly through the items in the box, taking care not to break anything. After a few minutes you discover a can of DW-60 lubricant! (+7 minutes) You feel a strange uneasiness. >w Library This library is in pretty good shape compared to the rest of the house. Huge bookshelves are built into the east and west walls, and both are full of volumes. You can exit to the south. A fancy globe stands by the wall. A section of the eastern shelves has opened, revealing another exit. >s Hall The hallway ends here. A portrait hangs on the east wall. There are rooms to the north and south, but the south door is locked. >i You are carrying a scavenger guide and a lamp. So far you have collected a bowtie. You also have a magnet on a string, a bottle of paint remover, a wrench, a note, and a can of lubricant. You have obtained the clock key, the workshop key, the desk key, and the office key. >w Hall The hallway continues east and west, and there are rooms to the north and south. >w Hall The hallway turns here, running from the south to the east. There is also a doorway to the north. You hear a distant chime. >n Family Room This looks like a lounging area for members of the household. The remaining furniture consists of two sofas and a large antique radio. You can exit west or south. An open cabinet is packed with various items. >w Laundry Everything in this room looks old-fashioned. It doesn't appear that modern washing machines ever made their way into the Bordelon House. You can exit north and east, and there is a locked door to the south. An ironing board stands next to a very large washtub and a strange machine. Somewhere outside, a dog howls. >de door Using the workshop key, you unlock the door. (+1 minute) >s Workshop There's a lot of sawdust on the floor here. Otherwise, it's pretty empty except for a worktable. The only exit is north. A toolbox and a key labeled "Cellar" are sitting on the table. >de key You pick up the key. (+1 minute) You hear branches scrape against a windowpane. >de toolbox You spray some DW-60 on the hinges, and the toolbox opens pretty easily. You find a screwdriver inside! (+1 minute) >n Laundry Everything in this room looks old-fashioned. It doesn't appear that modern washing machines ever made their way into the Bordelon House. You can exit north and east, and there is a door to the south. An ironing board stands next to a very large washtub and a strange machine. You hear a footstep. >e Family Room This looks like a lounging area for members of the household. The remaining furniture consists of two sofas and a large antique radio. You can exit west or south. An open cabinet is packed with various items. >s Hall The hallway turns here, running from the south to the east. There is also a doorway to the north. >s Hall The hallway continues north and south. A pot by the wall contains a very dead plant. There is a doorway to the west. You hear something clatter on the roof. >s Hall This hallway stretches off to the north. The old wallpaper is peeling badly, and the carpet is worn through in spots. Doorways lead east and west. A stairway full of junk ascends to the second floor. >e Parlor The owners presumably entertained their guests here. The room is not very attractive now. A threadbare sofa is flanked by a couple of broken chairs. The exit is west. A small wooden box sits on an end table. >de box You remove the screws and open the lid. Inside the box you find a scrap of paper with several numbers written on it. Could be a combination. (+2 minutes) >w Hall This hallway stretches off to the north. The old wallpaper is peeling badly, and the carpet is worn through in spots. Doorways lead east and west. A stairway full of junk ascends to the second floor. >u It takes a while to get past all the clutter. Hall The floorboards up here are even creakier. The hallway runs north. You see a room to the west and a locked door to the east. A cluttered flight of stairs descends. (+4 minutes) >n Hall The hallway continues north and south. There is a locked door to the west. >n Hall The hall turns here from the south to the east. There are rooms to the north and west. A grandfather clock stands by the wall, tick-tocking forebodingly. >e Hall The hallway continues east and west. You notice a marble bust on a side table. There are rooms to the north and south. >n Billiard Room This appears to be where the Bordelon grown-ups had their fun. The dust has a certain character of cigar ash. The exit is south. A decrepit billiard table occupies the middle of the room, and a cue rack is mounted on the wall. >de ball You spray some lubricant around the billiard ball. That makes it pretty slippery, but you're able to get your fingers under it and pop it out! (+2 minutes) >s Hall The hallway continues east and west. You notice a marble bust on a side table. There are rooms to the north and south. >e Hall The hallway ends here. A low table sits against the east wall. A doorway leads north. There's a trapdoor in the ceiling above you. You hear something skitter under the floorboards. >de trapdoor You get on the table, which makes it easy to reach the bolt with the wrench. It comes off quickly. The trapdoor falls open, and a rickety ladder unfolds. (+2 minutes) >u Attic East This part of the attic seems to be dedicated to the storage of old furniture. The attic continues west, and you can descend through a trapdoor. A chest sits conspicuously by the wall, and you notice a key labeled "Closet" lying on a table. You hear a distant chime. >de key You pick up the key. (+1 minute) >i You are carrying a scavenger guide and a lamp. So far you have collected a bowtie and a billiard ball. You also have a magnet on a string, a bottle of paint remover, a wrench, a note, a can of lubricant, a screwdriver, and a combination. You have obtained the clock key, the workshop key, the desk key, the office key, the cellar key, and the closet key. >w Attic West The part of the attic has a lot of old paintings covered with sheets. The attic continues east, and there is a small doorway to the west. A box of junk sits on the floor. >de junk You dig through the junk for a few minutes, and eventually you find a pair of scissors! (+8 minutes) >w Observatory It looks like there is a mechanism to open the roof here, although it may not function. A broken-down telescope stands in the middle of the room. A small doorway leads east. A bright red box sits against the wall, and a corkscrew is lying near it. >de box You apply the paint remover around the edge of the lid, and the paint dissolves quickly. When you open the lid, you see a parchment map lying on a few old sheets of paper! You take the map. (+2 minutes) You shiver. >x map It's a stylized parchment map of the Atlantic Ocean and surrounding lands. >e Attic West The part of the attic has a lot of old paintings covered with sheets. The attic continues east, and there is a small doorway to the west. A box of junk sits on the floor. >e Attic East This part of the attic seems to be dedicated to the storage of old furniture. The attic continues west, and you can descend through a trapdoor. A chest sits conspicuously by the wall. >d Hall The hallway ends here. A low table sits against the east wall. A doorway leads north. An open trapdoor leads up to the attic. >i You are carrying a scavenger guide and a lamp. So far you have collected a bowtie, a billiard ball, and a map. You also have a magnet on a string, a bottle of paint remover, a wrench, a note, a can of lubricant, a screwdriver, a combination, and a pair of scissors. You have obtained the clock key, the workshop key, the desk key, the office key, the cellar key, and the closet key. >w Hall The hallway continues east and west. You notice a marble bust on a side table. There are rooms to the north and south. >undo (Last action undone.) Hall >n Bedroom This appears to be the master bedroom. A bed frame with no mattress takes up much of the space, and an ornate wardrobe stands against the wall. You can exit east and south. A painting hangs conspicuously near the bed. >de painting You remove the painting and set it against the wall. Sure enough, a wall safe is revealed. (+1 minute) A spider crawls over your foot. >de safe You carefully apply the combination. The safe opens with a loud squeak. Inside you find some useless old documents as well as a jeweled cameo! (+2 minutes) >e Balcony Moonlight gives an eerie glow to this wide balcony. The railing is dilapidated, so it would be best to avoid the edge. A couple of trees wave their branches above you. You can re-enter the house to the west. A ceramic pot contains a dead plant. >de pot You scrabble in the dirt with your fingers. It's packed pretty densely, so it takes a bit of time. Eventually, about halfway down, you discover a key labeled "Conservatory"! You take it. (+9 minutes) You hear a chime. >w Bedroom This appears to be the master bedroom. A bed frame with no mattress takes up much of the space, and an ornate wardrobe stands against the wall. You can exit east and south. There is a wall safe near the bed, and a painting sits on the floor below it. >s Hall The hallway ends here. A low table sits against the east wall. A doorway leads north. An open trapdoor leads up to the attic. You feel a strange uneasiness. >w Hall The hallway continues east and west. You notice a marble bust on a side table. There are rooms to the north and south. You hear the low groan of the wind outside. >s Bathroom This bathroom has been stripped of its tile. Even the toilet is gone. You may exit to the north. A sink and an oversized bathtub remain. >de sink You lower the magnet into the drain and hear a clink. You extract a key labeled "Cabinet". (+1 minute) >n Hall The hallway continues east and west. You notice a marble bust on a side table. There are rooms to the north and south. >w Hall The hall turns here from the south to the east. There are rooms to the north and west. A grandfather clock stands by the wall, tick-tocking forebodingly. >w Bedroom This probably used to be a bedroom for the children. The peeling wallpaper has a pattern of clouds. The exit is east. The only remaining furniture is a small nightstand. >de floorboard The floorboard rocks a little bit. You keep pushing on opposite ends of it until the edges expose themselves a little bit. Eventually you're able to get some purchase with you fingers, and after pulling carefully, the board comes up and reveals a space underneath. You discover a key labeled "Studio"! You take it, and let the board fall back into place. (+10 minutes) >e Hall The hall turns here from the south to the east. There are rooms to the north and west. A grandfather clock stands by the wall, tick-tocking forebodingly. >s Hall The hallway continues north and south. There is a locked door to the west. >i You are carrying a scavenger guide and a lamp. So far you have collected a bowtie, a billiard ball, a map, and a cameo. You also have a magnet on a string, a bottle of paint remover, a wrench, a note, a can of lubricant, a screwdriver, a combination, and a pair of scissors. You have obtained the clock key, the workshop key, the desk key, the office key, the cellar key, the closet key, the conservatory key, the cabinet key, and the studio key. >de door You unlock the door with the office key. (+1 minute) >w Office This must be where the Bordelon household affairs were managed. The exit is east. There is a desk near the window, and a filing cabinet stands in one corner. >de desk You unlock the center drawer. Inside there are a few old papers and a pocketwatch! You take it. (+1 minute) >e Hall The hallway continues north and south. There is an unlocked door to the west. Somewhere outside, a dog howls. >s Hall The floorboards up here are even creakier. The hallway runs north. You see a room to the west and a locked door to the east. A cluttered flight of stairs descends. >de door Using the studio key, you unlock the door. (+1 minute) A spider crawls over your foot. >e Studio This is clearly the old haunt of Mashina Bordelon. An easel stands in the middle of the room, although nothing is on it. There are odd drops of paint on the floor. The only exit is west. A wooden plaque is mounted on the wall. >de plaque Luckily your screwdriver is the right size. You remove the screws and take the plaque! (+2 minutes) Somewhere outside, a dog howls. >list These are the items you've acquired: Billiard ball (six-ball) Sheet of parchment (map) Timepiece (pocketwatch) Item of jewelry (cameo) Plaque (plaque) Article of neckwear (bowtie) These are the items you still need to get: Gold coin Item of silverware Toy animal Porcelain item >w Hall The floorboards up here are even creakier. The hallway runs north. You see a room to the west and an unlocked door to the east. A cluttered flight of stairs descends. You hear a chime. >d It takes a while to get past all the clutter. Hall This hallway stretches off to the north. The old wallpaper is peeling badly, and the carpet is worn through in spots. Doorways lead east and west. A stairway full of junk ascends to the second floor. (+4 minutes) >w Dining Room A glass chandelier hangs precariously above a long oak table. Doorways lead north and east. The door to the south is locked. A covered tray sits at the end of the table. You feel like you're being watched. >de tray You snip through the twine with your scissors. You lift the cover and find a small porcelain dish! You take it. (+1 minute) >de door Using the closet key, you unlock the door. (+1 minute) You feel a sudden chill. >s China Closet This small room is dominated by a big mahogany cabinet. The exit is north. A strange tool is wedged behind the cabinet. >de tool The cabinet is heavy and hard to move. It takes you a few minutes to budge it, but then the tool falls to the ground and you pick it up. (+4 minutes) >n Dining Room A glass chandelier hangs precariously above a long oak table. Doorways lead north and east. The door to the south has been unlocked. A covered tray sits at the end of the table. You feel a sudden chill. >n Kitchen It's hard to believe meals used to be prepared here. The tile floor is stained and broken. The old refrigerator hangs open, and the cupboards are missing their doors. Doorways lead east and south. You notice one counter drawer is still in place. >de drawer The drawer is stuck tight, so you spray some DW-60 around the edges and wait a minute. Then you give a pull, and the drawer slides right open. Amid some various bits of kitchenware you see a silver spoon! You take it. (+2 minutes) >list These are the items you've acquired: Billiard ball (six-ball) Item of silverware (spoon) Sheet of parchment (map) Timepiece (pocketwatch) Item of jewelry (cameo) Plaque (plaque) Porcelain item (dish) Article of neckwear (bowtie) These are the items you still need to get: Gold coin Toy animal >e Hall The hallway continues north and south. A pot by the wall contains a very dead plant. There is a doorway to the west. >n Hall The hallway turns here, running from the south to the east. There is also a doorway to the north. >e Hall The hallway continues east and west, and there are rooms to the north and south. >e Hall The hallway ends here. A portrait hangs on the east wall. There are rooms to the north and south, but the south door is locked. >de door Using the conservatory key, you unlock the door. (+1 minute) >s Conservatory This room has several large skylights through which you see wisps of cloud and a first-quarter moon. There are a number of of pots and boxes for plants, but they are all strangely empty. You can exit to the north. A porcelain vase sits on one of the long tables. A door leads down to the cellar, but it is secured with a padlock. You hear a thump from behind the wall. >de padlock Using the cellar key, you unlock the door. Behind the door you see stairs going down to the cellar. (+1 minute) >d Cellar It's pretty clammy down here. An ancient wine rack takes up one wall. Stone stairs lead back up to the Conservatory. A glass bottle is standing on top of a barrel. >x bottle (the glass bottle) The glass bottle contains a single gold coin. Unfortunately it's corked, and it will take time to get the cork out without breaking the bottle. >i You are carrying a scavenger guide and a lamp. So far you have collected a bowtie, a billiard ball, a map, a cameo, a pocketwatch, a plaque, a porcelain dish, and a silver spoon. You also have a magnet on a string, a bottle of paint remover, a wrench, a note, a can of lubricant, a screwdriver, a combination, a pair of scissors, and a reaching tool. You have obtained the clock key, the workshop key, the desk key, the office key, the cellar key, the closet key, the conservatory key, the cabinet key, and the studio key. >u Conservatory This room has several large skylights through which you see wisps of cloud and a first-quarter moon. There are a number of of pots and boxes for plants, but they are all strangely empty. You can exit to the north. A porcelain vase sits on one of the long tables. A sturdy door leads down to the cellar. >n Hall The hallway ends here. A portrait hangs on the east wall. There are rooms to the north and south. >w Hall The hallway continues east and west, and there are rooms to the north and south. >w Hall The hallway turns here, running from the south to the east. There is also a doorway to the north. You feel a strange draft of air. >s Hall The hallway continues north and south. A pot by the wall contains a very dead plant. There is a doorway to the west. >s Hall This hallway stretches off to the north. The old wallpaper is peeling badly, and the carpet is worn through in spots. Doorways lead east and west. A stairway full of junk ascends to the second floor. You hear a distant chime. >u It takes a while to get past all the clutter. Hall The floorboards up here are even creakier. The hallway runs north. You see a room to the west and an unlocked door to the east. A cluttered flight of stairs descends. (+4 minutes) >n Hall The hallway continues north and south. There is an unlocked door to the west. >n Hall The hall turns here from the south to the east. There are rooms to the north and west. A grandfather clock stands by the wall, tick-tocking forebodingly. Something brushes against your neck. >n Playroom This is where the children played, although most of their amusements are gone. A shaft of moonlight falls across a rocking horse. The carpet is torn to shreds. Doorways lead west and south. On a very high shelf you can see a stuffed bear. You hear a ghostly whisper. >de bear You exend the reaching tool and carefully remove the bear from the shelf. (+1 minute) >x bear It's a brown bear, worn but still huggable. >s Hall The hall turns here from the south to the east. There are rooms to the north and west. A grandfather clock stands by the wall, tick-tocking forebodingly. >e Hall The hallway continues east and west. You notice a marble bust on a side table. There are rooms to the north and south. >e Hall The hallway ends here. A low table sits against the east wall. A doorway leads north. An open trapdoor leads up to the attic. You hear a distant, malicious chuckle. >u Attic East This part of the attic seems to be dedicated to the storage of old furniture. The attic continues west, and you can descend through a trapdoor. A chest sits conspicuously by the wall. >w Attic West The part of the attic has a lot of old paintings covered with sheets. The attic continues east, and there is a small doorway to the west. A box of junk sits on the floor. You see something out of the corner of your eye, but it vanishes. >w Observatory It looks like there is a mechanism to open the roof here, although it may not function. A broken-down telescope stands in the middle of the room. A small doorway leads east. A bright red box sits against the wall, and a corkscrew is lying near it. Something brushes against your neck. >x corkscrew It's just a corkscrew with a brown wooden handle. >de corkscrew You grab the corkscrew. (+1 minute) >e Attic West The part of the attic has a lot of old paintings covered with sheets. The attic continues east, and there is a small doorway to the west. A box of junk sits on the floor. You shudder for a moment. >e Attic East This part of the attic seems to be dedicated to the storage of old furniture. The attic continues west, and you can descend through a trapdoor. A chest sits conspicuously by the wall. You sense that something wants you to leave. >d Hall The hallway ends here. A low table sits against the east wall. A doorway leads north. An open trapdoor leads up to the attic. A mist passes before your eyes. >w Hall The hallway continues east and west. You notice a marble bust on a side table. There are rooms to the north and south. You hear a ghostly whisper. >w Hall The hall turns here from the south to the east. There are rooms to the north and west. A grandfather clock stands by the wall, tick-tocking forebodingly. You shudder for a moment. >s Hall The hallway continues north and south. There is an unlocked door to the west. >s Hall The floorboards up here are even creakier. The hallway runs north. You see a room to the west and an unlocked door to the east. A cluttered flight of stairs descends. >d It takes a while to get past all the clutter. Hall This hallway stretches off to the north. The old wallpaper is peeling badly, and the carpet is worn through in spots. Doorways lead east and west. A stairway full of junk ascends to the second floor. (+4 minutes) You sense that something wants you to leave. >n Hall The hallway continues north and south. A pot by the wall contains a very dead plant. There is a doorway to the west. You see something out of the corner of your eye, but it vanishes. >n Hall The hallway turns here, running from the south to the east. There is also a doorway to the north. A mist passes before your eyes. >e Hall The hallway continues east and west, and there are rooms to the north and south. You hear a distant, malicious chuckle. >e Hall The hallway ends here. A portrait hangs on the east wall. There are rooms to the north and south. The clock strikes twelve. You hear a chorus of moans and the hair stands up on your neck. Strange pale figures emerge from the walls, their arms stretched towards you. You shout! You shriek! You drop everything and run madly out the front door! *** You get chased out by the ghosts and lose everything *** Press SPACE to reset the game and try again. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Welcome back. Foyer You are standing in the entrance of the Bordelon House. The floorboards are creaky, and dust and cobwebs are plentiful. Large wooden double doors offer escape to the south. The main hall stretches off to the north. A smaller doorway leads east. >n Hall This hallway stretches off to the north. The old wallpaper is peeling badly, and the carpet is worn through in spots. Doorways lead east and west. A stairway full of junk ascends to the second floor. >n Hall The hallway continues north and south. A pot by the wall contains a very dead plant. There is a doorway to the west. >n Hall The hallway turns here, running from the south to the east. There is also a doorway to the north. >e Hall The hallway continues east and west, and there are rooms to the north and south. >n Music Room The wallpaper here is peeling, but you can still see the pattern of musical notes and occasional clefs. A few chairs are arranged near a baby grand piano. The exit is south. A tall cabinet stands by the wall. You also notice that the piano bench is not completely closed. >de bench You open the bench. Instead of piano music, you discover a lot of small miscellanea. You look through it carefully. Near the bottom you find a key labeled "Clock"! (+9 minutes) You hear something clatter on the roof. >w You can't go that way. >s Hall The hallway continues east and west, and there are rooms to the north and south. >w Hall The hallway turns here, running from the south to the east. There is also a doorway to the north. You hear the low groan of the wind outside. >n Family Room This looks like a lounging area for members of the household. The remaining furniture consists of two sofas and a large antique radio. You can exit west or south. An open cabinet is packed with various items. >w Laundry Everything in this room looks old-fashioned. It doesn't appear that modern washing machines ever made their way into the Bordelon House. You can exit north and east, and there is a locked door to the south. An ironing board stands next to a very large washtub and a strange machine. >n Garage This garage is kind of cramped. The cement floor is stained and cracked. You can exit to the south. An old Packard Forty-Four takes up most of the space. A wrench is lying under its front wheel. You shiver. >de wrench With effort, you start rocking the wrench back and forth, and after some time, you manage to get it out from under the wheel. (+12 minutes) >s Laundry Everything in this room looks old-fashioned. It doesn't appear that modern washing machines ever made their way into the Bordelon House. You can exit north and east, and there is a locked door to the south. An ironing board stands next to a very large washtub and a strange machine. >e Family Room This looks like a lounging area for members of the household. The remaining furniture consists of two sofas and a large antique radio. You can exit west or south. An open cabinet is packed with various items. >de cabinet You carefully look through the items. They are mostly unlabeled bottles, rusty cans, and small boxes of odds and ends. Toward the back, however, you come upon a bottle of paint remover! You take it. (+14 minutes) >s Hall The hallway turns here, running from the south to the east. There is also a doorway to the north. >e Hall The hallway continues east and west, and there are rooms to the north and south. >s Bathroom This bathroom is lined with beige and blue tile. It offers a sink, toilet, and small bathtub. The exit is north. A rubber duck is hanging from a towel rack by a loop of rope. Next to it, a magnet is hanging on a thin string. >de magnet the string is tied pretty tightly, but you pick at the knot for a while, and you're eventually able to get it undone from the rack. You take the magnet with the string still attached. (+9 minutes) >n Hall The hallway continues east and west, and there are rooms to the north and south. You hear a distant chime. >w Hall The hallway turns here, running from the south to the east. There is also a doorway to the north. >s Hall The hallway continues north and south. A pot by the wall contains a very dead plant. There is a doorway to the west. You hear branches scrape against a windowpane. >s Hall This hallway stretches off to the north. The old wallpaper is peeling badly, and the carpet is worn through in spots. Doorways lead east and west. A stairway full of junk ascends to the second floor. >de stairwayu You can't see any such thing (or if you can, it's not important). >de stairway You get to work, taking each item and placing it in the hall. Some of the stuff is heavy, and some of it is awkward to carry. By the end you're pretty exhausted, but at least the stairs are clear now. (+17 minutes) >u Hall The floorboards up here are even creakier. The hallway runs north. You see a room to the west and a locked door to the east. A flight of stairs descends. >w Bedroom This looks like it probably served as a guest bedroom, although it's pretty bare. There is no bed anymore. The exit is east. A chest of drawers stands by the wall. >de drawers You apply the remover around the drawer, and the paint vanishes as if by magic. Inside the drawer, among some very old shirts, you find a black bowtie! You take it. (+2 minutes) >e Hall The floorboards up here are even creakier. The hallway runs north. You see a room to the west and a locked door to the east. A flight of stairs descends. >n Hall The hallway continues north and south. There is a locked door to the west. >n Hall The hall turns here from the south to the east. There are rooms to the north and west. A grandfather clock stands by the wall, tick-tocking forebodingly. >n Playroom This is where the children played, although most of their amusements are gone. A shaft of moonlight falls across a rocking horse. The carpet is torn to shreds. Doorways lead west and south. On a very high shelf you can see a stuffed bear. >w Linen Closet These shelves once held the linens of the Bordelon household. Now there are only a couple of dusty sheets. The exit is east. A wicker hamper stands by the wall. You hear something skitter under the floorboards. >de hamper You take out each item, shake it, and look through the pockets. Near the bottom, in an old pair of pants, you discover a key labeled "Workshop"! (+11 minutes) >e Playroom This is where the children played, although most of their amusements are gone. A shaft of moonlight falls across a rocking horse. The carpet is torn to shreds. Doorways lead west and south. On a very high shelf you can see a stuffed bear. >s Hall The hall turns here from the south to the east. There are rooms to the north and west. A grandfather clock stands by the wall, tick-tocking forebodingly. >de clock You unlock the door with the brass key. Inside you see a strip of paper with a note written on it. You take it. It says, "Stop forgetting - the book is 'My Wicked Friend'." (+1 minute) You hear a footstep. >i You are carrying a scavenger guide and a lamp. So far you have collected a bowtie. You also have a wrench, a bottle of paint remover, a magnet on a string, and a note. You have obtained the clock key and the workshop key. >e Hall The hallway continues east and west. You notice a marble bust on a side table. There are rooms to the north and south. >e Hall The hallway ends here. A low table sits against the east wall. A doorway leads north. There's a trapdoor in the ceiling above you. You feel a strange uneasiness. >de trapdoor You get on the table, which makes it easy to reach the bolt with the wrench. It comes off quickly. The trapdoor falls open, and a rickety ladder unfolds. (+2 minutes) >u Attic East This part of the attic seems to be dedicated to the storage of old furniture. The attic continues west, and you can descend through a trapdoor. A chest sits conspicuously by the wall, and you notice a key labeled "Closet" lying on a table. >de closet You can't see any such thing (or if you can, it's not important). >de key You pick up the key. (+1 minute) >w Attic West The part of the attic has a lot of old paintings covered with sheets. The attic continues east, and there is a small doorway to the west. A box of junk sits on the floor. >de junk You dig through the junk for a few minutes, and eventually you find a pair of scissors! (+8 minutes) >w Observatory It looks like there is a mechanism to open the roof here, although it may not function. A broken-down telescope stands in the middle of the room. A small doorway leads east. A bright red box sits against the wall, and a corkscrew is lying near it. >de corkscrew You grab the corkscrew. (+1 minute) You hear a distant chime. >de box You apply the paint remover around the edge of the lid, and the paint dissolves quickly. When you open the lid, you see a parchment map lying on a few old sheets of paper! You take the map. (+2 minutes) >e Attic West The part of the attic has a lot of old paintings covered with sheets. The attic continues east, and there is a small doorway to the west. A box of junk sits on the floor. >e Attic East This part of the attic seems to be dedicated to the storage of old furniture. The attic continues west, and you can descend through a trapdoor. A chest sits conspicuously by the wall. >d Hall The hallway ends here. A low table sits against the east wall. A doorway leads north. An open trapdoor leads up to the attic. >w Hall The hallway continues east and west. You notice a marble bust on a side table. There are rooms to the north and south. You hear something skitter under the floorboards. >w Hall The hall turns here from the south to the east. There are rooms to the north and west. A grandfather clock stands by the wall, tick-tocking forebodingly. >s Hall The hallway continues north and south. There is a locked door to the west. >s Hall The floorboards up here are even creakier. The hallway runs north. You see a room to the west and a locked door to the east. A flight of stairs descends. >d Hall This hallway stretches off to the north. The old wallpaper is peeling badly, and the carpet is worn through in spots. Doorways lead east and west. A stairway ascends to the second floor. The stuff formerly cluttering the stairs is stacked nearby. >w Dining Room A glass chandelier hangs precariously above a long oak table. Doorways lead north and east. The door to the south is locked. A covered tray sits at the end of the table. Somewhere outside, a dog howls. >de tray You snip through the twine with your scissors. You lift the cover and find a small porcelain dish! You take it. (+1 minute) >de door Using the closet key, you unlock the door. (+1 minute) >s China Closet This small room is dominated by a big mahogany cabinet. The exit is north. A strange tool is wedged behind the cabinet. >de tool The cabinet is heavy and hard to move. It takes you a few minutes to budge it, but then the tool falls to the ground and you pick it up. (+4 minutes) >n Dining Room A glass chandelier hangs precariously above a long oak table. Doorways lead north and east. The door to the south has been unlocked. A covered tray sits at the end of the table. >e Hall This hallway stretches off to the north. The old wallpaper is peeling badly, and the carpet is worn through in spots. Doorways lead east and west. A stairway ascends to the second floor. The stuff formerly cluttering the stairs is stacked nearby. >e Parlor The owners presumably entertained their guests here. The room is not very attractive now. A threadbare sofa is flanked by a couple of broken chairs. The exit is west. A small wooden box sits on an end table. >undo (Last action undone.) Hall >undo (Last action undone.) Dining Room >e Hall This hallway stretches off to the north. The old wallpaper is peeling badly, and the carpet is worn through in spots. Doorways lead east and west. A stairway ascends to the second floor. The stuff formerly cluttering the stairs is stacked nearby. >n Hall The hallway continues north and south. A pot by the wall contains a very dead plant. There is a doorway to the west. You feel a strange uneasiness. >n Hall The hallway turns here, running from the south to the east. There is also a doorway to the north. A spider crawls over your foot. >n Family Room This looks like a lounging area for members of the household. The remaining furniture consists of two sofas and a large antique radio. You can exit west or south. An open cabinet is packed with various items. >w Laundry Everything in this room looks old-fashioned. It doesn't appear that modern washing machines ever made their way into the Bordelon House. You can exit north and east, and there is a locked door to the south. An ironing board stands next to a very large washtub and a strange machine. >de machine Using the reaching tool, you carefully nab the glinting item. It's a small key labeled "Chest"! (+2 minutes) >de door Using the workshop key, you unlock the door. (+1 minute) >s Workshop There's a lot of sawdust on the floor here. Otherwise, it's pretty empty except for a worktable. The only exit is north. A toolbox and a key labeled "Cellar" are sitting on the table. >undo (Last action undone.) Laundry >undo (Last action undone: dealing with the south door.) >undo (Last action undone: dealing with the strange machine.) >undo (Last action undone.) Family Room >undo (Last action undone.) Hall >e Hall The hallway continues east and west, and there are rooms to the north and south. >e Hall The hallway ends here. A portrait hangs on the east wall. There are rooms to the north and south, but the south door is locked. You hear branches scrape against a windowpane. >n Library This library is in pretty good shape compared to the rest of the house. Huge bookshelves are built into the east and west walls, and both are full of volumes. You can exit to the south. A fancy globe stands by the wall. The bookshelves look pretty interesting too. >de globe After some inspection, you see that the stars indicating capital cities are raised slightly. You begin pushing them. When you get to Santiago, you hear a click. The northern hemisphere swings open, revealing some odds and ends as well as a key labeled "Desk". You take it! (+7 minutes) >de shelves You glance at the note. The books are well organized, so it only takes you a minute to find My Wicked Friend. When you pull on that one, you hear a thunk and a section of the eastern bookshelf pivots open! Now you can exit that way. (+2 minutes) >e Laboratory You have found some kind of weird laboratory. Diagrams cover the walls. A lot of old, rusty equipment is scattered around. You can exit through a secret door to the west, and a doorway leads south. A large cardboard box sits on a worktable, and a key labeled "Office" is lying next to it. >de box You pick slowly through the items in the box, taking care not to break anything. After a few minutes you discover a can of DW-60 lubricant! (+7 minutes) You hear something clatter on the roof. >de key You pick up the key. (+1 minute) >w Library This library is in pretty good shape compared to the rest of the house. Huge bookshelves are built into the east and west walls, and both are full of volumes. You can exit to the south. A fancy globe stands by the wall. A section of the eastern shelves has opened, revealing another exit. >s Hall The hallway ends here. A portrait hangs on the east wall. There are rooms to the north and south, but the south door is locked. >w Hall The hallway continues east and west, and there are rooms to the north and south. >w Hall The hallway turns here, running from the south to the east. There is also a doorway to the north. >n Family Room This looks like a lounging area for members of the household. The remaining furniture consists of two sofas and a large antique radio. You can exit west or south. An open cabinet is packed with various items. >w Laundry Everything in this room looks old-fashioned. It doesn't appear that modern washing machines ever made their way into the Bordelon House. You can exit north and east, and there is a locked door to the south. An ironing board stands next to a very large washtub and a strange machine. >de machine Using the reaching tool, you carefully nab the glinting item. It's a small key labeled "Chest"! (+2 minutes) >de door Using the workshop key, you unlock the door. (+1 minute) >s Workshop There's a lot of sawdust on the floor here. Otherwise, it's pretty empty except for a worktable. The only exit is north. A toolbox and a key labeled "Cellar" are sitting on the table. >de toolbox You spray some DW-60 on the hinges, and the toolbox opens pretty easily. You find a screwdriver inside! (+1 minute) >de key You pick up the key. (+1 minute) >n Laundry Everything in this room looks old-fashioned. It doesn't appear that modern washing machines ever made their way into the Bordelon House. You can exit north and east, and there is a door to the south. An ironing board stands next to a very large washtub and a strange machine. >e Family Room This looks like a lounging area for members of the household. The remaining furniture consists of two sofas and a large antique radio. You can exit west or south. An open cabinet is packed with various items. >s Hall The hallway turns here, running from the south to the east. There is also a doorway to the north. >e Hall The hallway continues east and west, and there are rooms to the north and south. >e Hall The hallway ends here. A portrait hangs on the east wall. There are rooms to the north and south, but the south door is locked. You hear a distant chime. >i You are carrying a scavenger guide and a lamp. So far you have collected a bowtie, a map, and a porcelain dish. You also have a wrench, a bottle of paint remover, a magnet on a string, a note, a pair of scissors, a corkscrew, a reaching tool, a can of lubricant, and a screwdriver. You have obtained the clock key, the workshop key, the closet key, the desk key, the office key, the chest key, and the cellar key. >undo (Last action undone.) Hall >undo (Last action undone.) Hall >s Hall The hallway continues north and south. A pot by the wall contains a very dead plant. There is a doorway to the west. >s Hall This hallway stretches off to the north. The old wallpaper is peeling badly, and the carpet is worn through in spots. Doorways lead east and west. A stairway ascends to the second floor. The stuff formerly cluttering the stairs is stacked nearby. You hear a distant chime. >u Hall The floorboards up here are even creakier. The hallway runs north. You see a room to the west and a locked door to the east. A flight of stairs descends. >de door You attack the lock with your hairpins. The lock seems to be misaligned or something, because it doesn't respond the way it should. But with continued effort, you finally get it to yield. (+19 minutes) >undo (Last action undone: dealing with the east door.) >n Hall The hallway continues north and south. There is a locked door to the west. You hear a footstep. >de door You unlock the door with the office key. (+1 minute) >w Office This must be where the Bordelon household affairs were managed. The exit is east. There is a desk near the window, and a filing cabinet stands in one corner. >de desk You unlock the center drawer. Inside there are a few old papers and a pocketwatch! You take it. (+1 minute) >e Hall The hallway continues north and south. There is an unlocked door to the west. You hear the low groan of the wind outside. >n Hall The hall turns here from the south to the east. There are rooms to the north and west. A grandfather clock stands by the wall, tick-tocking forebodingly. >w Bedroom This probably used to be a bedroom for the children. The peeling wallpaper has a pattern of clouds. The exit is east. The only remaining furniture is a small nightstand. >de floorboard The floorboard rocks a little bit. You keep pushing on opposite ends of it until the edges expose themselves a little bit. Eventually you're able to get some purchase with you fingers, and after pulling carefully, the board comes up and reveals a space underneath. You discover a key labeled "Studio"! You take it, and let the board fall back into place. (+10 minutes) You shiver. >e Hall The hall turns here from the south to the east. There are rooms to the north and west. A grandfather clock stands by the wall, tick-tocking forebodingly. >e Hall The hallway continues east and west. You notice a marble bust on a side table. There are rooms to the north and south. >n Billiard Room This appears to be where the Bordelon grown-ups had their fun. The dust has a certain character of cigar ash. The exit is south. A decrepit billiard table occupies the middle of the room, and a cue rack is mounted on the wall. >de ball You spray some lubricant around the billiard ball. That makes it pretty slippery, but you're able to get your fingers under it and pop it out! (+2 minutes) >de rack You don't want to damage the tube, so you scrape carefully beneath it with the edge of a dime. It takes a few minutes, but you're able to get it off of the rack. (+8 minutes) >s Hall The hallway continues east and west. You notice a marble bust on a side table. There are rooms to the north and south. You hear a distant wail. >e Hall The hallway ends here. A low table sits against the east wall. A doorway leads north. An open trapdoor leads up to the attic. >n Bedroom This appears to be the master bedroom. A bed frame with no mattress takes up much of the space, and an ornate wardrobe stands against the wall. You can exit east and south. A painting hangs conspicuously near the bed. You feel like you're being watched. >de painting You remove the painting and set it against the wall. Sure enough, a wall safe is revealed. (+1 minute) >de safe You put your ear to the safe and start rotating the dial. Fortunately the tumblers are loud, but it's still difficult for a beginner. After a lot of failures, you finally get it. The safe opens with a loud squeak. Inside you find some useless old documents as well as a jeweled cameo! (+24 minutes) >e Balcony Moonlight gives an eerie glow to this wide balcony. The railing is dilapidated, so it would be best to avoid the edge. A couple of trees wave their branches above you. You can re-enter the house to the west. A ceramic pot contains a dead plant. You hear a chime. >de pot You scrabble in the dirt with your fingers. It's packed pretty densely, so it takes a bit of time. Eventually, about halfway down, you discover a key labeled "Conservatory"! You take it. (+9 minutes) >w Bedroom This appears to be the master bedroom. A bed frame with no mattress takes up much of the space, and an ornate wardrobe stands against the wall. You can exit east and south. There is a wall safe near the bed, and a painting sits on the floor below it. Something brushes against your neck. >s Hall The hallway ends here. A low table sits against the east wall. A doorway leads north. An open trapdoor leads up to the attic. >w Hall The hallway continues east and west. You notice a marble bust on a side table. There are rooms to the north and south. A mist passes before your eyes. >s Bathroom This bathroom has been stripped of its tile. Even the toilet is gone. You may exit to the north. A sink and an oversized bathtub remain. You see something out of the corner of your eye, but it vanishes. >de sink You lower the magnet into the drain and hear a clink. You extract a key labeled "Cabinet". (+1 minute) >n Hall The hallway continues east and west. You notice a marble bust on a side table. There are rooms to the north and south. >w Hall The hall turns here from the south to the east. There are rooms to the north and west. A grandfather clock stands by the wall, tick-tocking forebodingly. You sense that something wants you to leave. >s Hall The hallway continues north and south. There is an unlocked door to the west. >s Hall The floorboards up here are even creakier. The hallway runs north. You see a room to the west and a locked door to the east. A flight of stairs descends. >de door Using the studio key, you unlock the door. (+1 minute) >e Studio This is clearly the old haunt of Mashina Bordelon. An easel stands in the middle of the room, although nothing is on it. There are odd drops of paint on the floor. The only exit is west. A wooden plaque is mounted on the wall. You shudder for a moment. >de plaque Luckily your screwdriver is the right size. You remove the screws and take the plaque! (+2 minutes) You hear a distant, malicious chuckle. >i You are carrying a scavenger guide and a lamp. So far you have collected a bowtie, a map, a porcelain dish, a pocketwatch, a billiard ball, a cameo, and a plaque. You also have a wrench, a bottle of paint remover, a magnet on a string, a note, a pair of scissors, a corkscrew, a reaching tool, a can of lubricant, a screwdriver, and a tube of glue solvent. You have obtained the clock key, the workshop key, the closet key, the desk key, the office key, the chest key, the cellar key, the studio key, the conservatory key, and the cabinet key. >list These are the items you've acquired: Billiard ball (six-ball) Sheet of parchment (map) Timepiece (pocketwatch) Item of jewelry (cameo) Plaque (plaque) Porcelain item (dish) Article of neckwear (bowtie) These are the items you still need to get: Gold coin Item of silverware Toy animal >s You can't go that way. >w Hall The floorboards up here are even creakier. The hallway runs north. You see a room to the west and an unlocked door to the east. A flight of stairs descends. You hear a ghostly whisper. >d Hall This hallway stretches off to the north. The old wallpaper is peeling badly, and the carpet is worn through in spots. Doorways lead east and west. A stairway ascends to the second floor. The stuff formerly cluttering the stairs is stacked nearby. >w Dining Room A glass chandelier hangs precariously above a long oak table. Doorways lead north and east. The door to the south has been unlocked. A covered tray sits at the end of the table. >n Kitchen It's hard to believe meals used to be prepared here. The tile floor is stained and broken. The old refrigerator hangs open, and the cupboards are missing their doors. Doorways lead east and south. You notice one counter drawer is still in place. Something brushes against your neck. >de drawer The drawer is stuck tight, so you spray some DW-60 around the edges and wait a minute. Then you give a pull, and the drawer slides right open. Amid some various bits of kitchenware you see a silver spoon! You take it. (+2 minutes) You hear a ghostly whisper. >e Hall The hallway continues north and south. A pot by the wall contains a very dead plant. There is a doorway to the west. >s Hall This hallway stretches off to the north. The old wallpaper is peeling badly, and the carpet is worn through in spots. Doorways lead east and west. A stairway ascends to the second floor. The stuff formerly cluttering the stairs is stacked nearby. The clock strikes twelve. You hear a chorus of moans and the hair stands up on your neck. Strange pale figures emerge from the walls, their arms stretched towards you. You shout! You shriek! You drop everything and run madly out the front door! *** You get chased out by the ghosts and lose everything *** Press SPACE to reset the game and try again. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Welcome back. Foyer You are standing in the entrance of the Bordelon House. The floorboards are creaky, and dust and cobwebs are plentiful. Large wooden double doors offer escape to the south. The main hall stretches off to the north. A smaller doorway leads east. >n Hall This hallway stretches off to the north. The old wallpaper is peeling badly, and the carpet is worn through in spots. Doorways lead east and west. A stairway full of junk ascends to the second floor. >de stairway You get to work, taking each item and placing it in the hall. Some of the stuff is heavy, and some of it is awkward to carry. By the end you're pretty exhausted, but at least the stairs are clear now. (+17 minutes) >n Hall The hallway continues north and south. A pot by the wall contains a very dead plant. There is a doorway to the west. >n Hall The hallway turns here, running from the south to the east. There is also a doorway to the north. You hear something skitter under the floorboards. >e Hall The hallway continues east and west, and there are rooms to the north and south. >n Music Room The wallpaper here is peeling, but you can still see the pattern of musical notes and occasional clefs. A few chairs are arranged near a baby grand piano. The exit is south. A tall cabinet stands by the wall. You also notice that the piano bench is not completely closed. >de cabinet You start working with your hairpins. The lock is more involved that you expected, and it takes a while to get it open. You grab the sheet of music from inside! (+20 minutes) >undo (Last action undone: dealing with the cabinet.) >de bench You open the bench. Instead of piano music, you discover a lot of small miscellanea. You look through it carefully. Near the bottom you find a key labeled "Clock"! (+9 minutes) >s Hall The hallway continues east and west, and there are rooms to the north and south. You feel a strange uneasiness. >s Bathroom This bathroom is lined with beige and blue tile. It offers a sink, toilet, and small bathtub. The exit is north. A rubber duck is hanging from a towel rack by a loop of rope. Next to it, a magnet is hanging on a thin string. >de magnet the string is tied pretty tightly, but you pick at the knot for a while, and you're eventually able to get it undone from the rack. You take the magnet with the string still attached. (+9 minutes) >n Hall The hallway continues east and west, and there are rooms to the north and south. >w Hall The hallway turns here, running from the south to the east. There is also a doorway to the north. >n Family Room This looks like a lounging area for members of the household. The remaining furniture consists of two sofas and a large antique radio. You can exit west or south. An open cabinet is packed with various items. >de cabinet You carefully look through the items. They are mostly unlabeled bottles, rusty cans, and small boxes of odds and ends. Toward the back, however, you come upon a bottle of paint remover! You take it. (+14 minutes) >w Laundry Everything in this room looks old-fashioned. It doesn't appear that modern washing machines ever made their way into the Bordelon House. You can exit north and east, and there is a locked door to the south. An ironing board stands next to a very large washtub and a strange machine. You hear a distant chime. >n Garage This garage is kind of cramped. The cement floor is stained and cracked. You can exit to the south. An old Packard Forty-Four takes up most of the space. A wrench is lying under its front wheel. >de wrench With effort, you start rocking the wrench back and forth, and after some time, you manage to get it out from under the wheel. (+12 minutes) >s Laundry Everything in this room looks old-fashioned. It doesn't appear that modern washing machines ever made their way into the Bordelon House. You can exit north and east, and there is a locked door to the south. An ironing board stands next to a very large washtub and a strange machine. >i You are carrying a scavenger guide and a lamp. You also have a magnet on a string, a bottle of paint remover, and a wrench. You have obtained the clock key. >e Family Room This looks like a lounging area for members of the household. The remaining furniture consists of two sofas and a large antique radio. You can exit west or south. An open cabinet is packed with various items. >s Hall The hallway turns here, running from the south to the east. There is also a doorway to the north. >s Hall The hallway continues north and south. A pot by the wall contains a very dead plant. There is a doorway to the west. >s Hall This hallway stretches off to the north. The old wallpaper is peeling badly, and the carpet is worn through in spots. Doorways lead east and west. A stairway ascends to the second floor. The stuff formerly cluttering the stairs is stacked nearby. >u Hall The floorboards up here are even creakier. The hallway runs north. You see a room to the west and a locked door to the east. A flight of stairs descends. >w Bedroom This looks like it probably served as a guest bedroom, although it's pretty bare. There is no bed anymore. The exit is east. A chest of drawers stands by the wall. >de drawers You apply the remover around the drawer, and the paint vanishes as if by magic. Inside the drawer, among some very old shirts, you find a black bowtie! You take it. (+2 minutes) You hear a footstep. >e Hall The floorboards up here are even creakier. The hallway runs north. You see a room to the west and a locked door to the east. A flight of stairs descends. Somewhere outside, a dog howls. >n Hall The hallway continues north and south. There is a locked door to the west. >n Hall The hall turns here from the south to the east. There are rooms to the north and west. A grandfather clock stands by the wall, tick-tocking forebodingly. >w Bedroom This probably used to be a bedroom for the children. The peeling wallpaper has a pattern of clouds. The exit is east. The only remaining furniture is a small nightstand. >de floorboard The floorboard rocks a little bit. You keep pushing on opposite ends of it until the edges expose themselves a little bit. Eventually you're able to get some purchase with you fingers, and after pulling carefully, the board comes up and reveals a space underneath. You discover a key labeled "Studio"! You take it, and let the board fall back into place. (+10 minutes) A spider crawls over your foot. >e Hall The hall turns here from the south to the east. There are rooms to the north and west. A grandfather clock stands by the wall, tick-tocking forebodingly. >n Playroom This is where the children played, although most of their amusements are gone. A shaft of moonlight falls across a rocking horse. The carpet is torn to shreds. Doorways lead west and south. On a very high shelf you can see a stuffed bear. >w Linen Closet These shelves once held the linens of the Bordelon household. Now there are only a couple of dusty sheets. The exit is east. A wicker hamper stands by the wall. >de hamper You take out each item, shake it, and look through the pockets. Near the bottom, in an old pair of pants, you discover a key labeled "Workshop"! (+11 minutes) >e Playroom This is where the children played, although most of their amusements are gone. A shaft of moonlight falls across a rocking horse. The carpet is torn to shreds. Doorways lead west and south. On a very high shelf you can see a stuffed bear. >s Hall The hall turns here from the south to the east. There are rooms to the north and west. A grandfather clock stands by the wall, tick-tocking forebodingly. >e Hall The hallway continues east and west. You notice a marble bust on a side table. There are rooms to the north and south. >s Bathroom This bathroom has been stripped of its tile. Even the toilet is gone. You may exit to the north. A sink and an oversized bathtub remain. >de sink You lower the magnet into the drain and hear a clink. You extract a key labeled "Cabinet". (+1 minute) >n Hall The hallway continues east and west. You notice a marble bust on a side table. There are rooms to the north and south. You hear something clatter on the roof. >e Hall The hallway ends here. A low table sits against the east wall. A doorway leads north. There's a trapdoor in the ceiling above you. >de trapdoor You get on the table, which makes it easy to reach the bolt with the wrench. It comes off quickly. The trapdoor falls open, and a rickety ladder unfolds. (+2 minutes) >u Attic East This part of the attic seems to be dedicated to the storage of old furniture. The attic continues west, and you can descend through a trapdoor. A chest sits conspicuously by the wall, and you notice a key labeled "Closet" lying on a table. You hear a distant chime. >de key You pick up the key. (+1 minute) >de chest You start working on the small lock with a hairpin. The small size makes it a bit difficult. It takes some time before you're able to release the latch. You lift open the lid, and among some odds and ends, you discover a silver fork! (+20 minutes) >undo (Last action undone: dealing with the chest.) >w Attic West The part of the attic has a lot of old paintings covered with sheets. The attic continues east, and there is a small doorway to the west. A box of junk sits on the floor. >de box You dig through the junk for a few minutes, and eventually you find a pair of scissors! (+8 minutes) >w Observatory It looks like there is a mechanism to open the roof here, although it may not function. A broken-down telescope stands in the middle of the room. A small doorway leads east. A bright red box sits against the wall, and a corkscrew is lying near it. >de box You apply the paint remover around the edge of the lid, and the paint dissolves quickly. When you open the lid, you see a parchment map lying on a few old sheets of paper! You take the map. (+2 minutes) >de corkscrew You grab the corkscrew. (+1 minute) >e Attic West The part of the attic has a lot of old paintings covered with sheets. The attic continues east, and there is a small doorway to the west. A box of junk sits on the floor. You shiver. >e Attic East This part of the attic seems to be dedicated to the storage of old furniture. The attic continues west, and you can descend through a trapdoor. A chest sits conspicuously by the wall. >d Hall The hallway ends here. A low table sits against the east wall. A doorway leads north. An open trapdoor leads up to the attic. >n Bedroom This appears to be the master bedroom. A bed frame with no mattress takes up much of the space, and an ornate wardrobe stands against the wall. You can exit east and south. A painting hangs conspicuously near the bed. You hear branches scrape against a windowpane. >de painting You remove the painting and set it against the wall. Sure enough, a wall safe is revealed. (+1 minute) >e Balcony Moonlight gives an eerie glow to this wide balcony. The railing is dilapidated, so it would be best to avoid the edge. A couple of trees wave their branches above you. You can re-enter the house to the west. A ceramic pot contains a dead plant. >de pot You scrabble in the dirt with your fingers. It's packed pretty densely, so it takes a bit of time. Eventually, about halfway down, you discover a key labeled "Conservatory"! You take it. (+9 minutes) >w Bedroom This appears to be the master bedroom. A bed frame with no mattress takes up much of the space, and an ornate wardrobe stands against the wall. You can exit east and south. There is a wall safe near the bed, and a painting sits on the floor below it. You hear a chime. >s Hall The hallway ends here. A low table sits against the east wall. A doorway leads north. An open trapdoor leads up to the attic. >w Hall The hallway continues east and west. You notice a marble bust on a side table. There are rooms to the north and south. You hear the low groan of the wind outside. >w Hall The hall turns here from the south to the east. There are rooms to the north and west. A grandfather clock stands by the wall, tick-tocking forebodingly. >s Hall The hallway continues north and south. There is a locked door to the west. >s Hall The floorboards up here are even creakier. The hallway runs north. You see a room to the west and a locked door to the east. A flight of stairs descends. >d Hall This hallway stretches off to the north. The old wallpaper is peeling badly, and the carpet is worn through in spots. Doorways lead east and west. A stairway ascends to the second floor. The stuff formerly cluttering the stairs is stacked nearby. You hear the low groan of the wind outside. >e Parlor The owners presumably entertained their guests here. The room is not very attractive now. A threadbare sofa is flanked by a couple of broken chairs. The exit is west. A small wooden box sits on an end table. >undo (Last action undone.) Hall >n Hall The hallway continues north and south. A pot by the wall contains a very dead plant. There is a doorway to the west. >n Hall The hallway turns here, running from the south to the east. There is also a doorway to the north. >e Hall The hallway continues east and west, and there are rooms to the north and south. >e Hall The hallway ends here. A portrait hangs on the east wall. There are rooms to the north and south, but the south door is locked. You hear something clatter on the roof. >n Library This library is in pretty good shape compared to the rest of the house. Huge bookshelves are built into the east and west walls, and both are full of volumes. You can exit to the south. A fancy globe stands by the wall. The bookshelves look pretty interesting too. >de globe After some inspection, you see that the stars indicating capital cities are raised slightly. You begin pushing them. When you get to Zagreb, you hear a click. The northern hemisphere swings open, revealing some odds and ends as well as a key labeled "Desk". You take it! (+7 minutes) >de shelves You start pulling out the books one by one. There are an awful lot of them. Some of the titles are familiar, and some are unsettling. You keep at it until you reach The Other Way Is Perilous. When you pull on that one, you hear a thunk and a section of the eastern bookshelf pivots open! Now you can exit that way. (+22 minutes) >undo (Last action undone: dealing with the shelf.) >undo (Last action undone: dealing with the globe.) >undo (Last action undone.) Hall >undo (Last action undone.) Hall >undo (Last action undone.) Hall >undo (Last action undone.) Hall >undo (Last action undone.) Hall >undo (Last action undone.) Hall >undo (Last action undone.) Hall >undo (Last action undone.) Hall >l Hall The hall turns here from the south to the east. There are rooms to the north and west. A grandfather clock stands by the wall, tick-tocking forebodingly. >de clock You unlock the door with the brass key. Inside you see a strip of paper with a note written on it. You take it. It says, "Stop forgetting - the book is 'The Other Way Is Perilous'." (+1 minute) >s Hall The hallway continues north and south. There is a locked door to the west. >s Hall The floorboards up here are even creakier. The hallway runs north. You see a room to the west and a locked door to the east. A flight of stairs descends. >d Hall This hallway stretches off to the north. The old wallpaper is peeling badly, and the carpet is worn through in spots. Doorways lead east and west. A stairway ascends to the second floor. The stuff formerly cluttering the stairs is stacked nearby. >n Hall The hallway continues north and south. A pot by the wall contains a very dead plant. There is a doorway to the west. >n Hall The hallway turns here, running from the south to the east. There is also a doorway to the north. >e Hall The hallway continues east and west, and there are rooms to the north and south. >e Hall The hallway ends here. A portrait hangs on the east wall. There are rooms to the north and south, but the south door is locked. You hear a footstep. >n Library This library is in pretty good shape compared to the rest of the house. Huge bookshelves are built into the east and west walls, and both are full of volumes. You can exit to the south. A fancy globe stands by the wall. The bookshelves look pretty interesting too. >de globe After some inspection, you see that the stars indicating capital cities are raised slightly. You begin pushing them. When you get to Zagreb, you hear a click. The northern hemisphere swings open, revealing some odds and ends as well as a key labeled "Desk". You take it! (+7 minutes) >de shelves You glance at the note. The books are well organized, so it only takes you a minute to find The Other Way Is Perilous. When you pull on that one, you hear a thunk and a section of the eastern bookshelf pivots open! Now you can exit that way. (+2 minutes) >e Laboratory You have found some kind of weird laboratory. Diagrams cover the walls. A lot of old, rusty equipment is scattered around. You can exit through a secret door to the west, and a doorway leads south. A large cardboard box sits on a worktable, and a key labeled "Office" is lying next to it. >de key You pick up the key. (+1 minute) >de box You pick slowly through the items in the box, taking care not to break anything. After a few minutes you discover a can of DW-60 lubricant! (+7 minutes) You hear a distant chime. >w Library This library is in pretty good shape compared to the rest of the house. Huge bookshelves are built into the east and west walls, and both are full of volumes. You can exit to the south. A fancy globe stands by the wall. A section of the eastern shelves has opened, revealing another exit. >s Hall The hallway ends here. A portrait hangs on the east wall. There are rooms to the north and south, but the south door is locked. You hear something skitter under the floorboards. >w Hall The hallway continues east and west, and there are rooms to the north and south. >i You are carrying a scavenger guide and a lamp. So far you have collected a bowtie and a map. You also have a magnet on a string, a bottle of paint remover, a wrench, a pair of scissors, a corkscrew, a note, and a can of lubricant. You have obtained the clock key, the studio key, the workshop key, the cabinet key, the closet key, the conservatory key, the desk key, and the office key. >w Hall The hallway turns here, running from the south to the east. There is also a doorway to the north. You shiver. >n Family Room This looks like a lounging area for members of the household. The remaining furniture consists of two sofas and a large antique radio. You can exit west or south. An open cabinet is packed with various items. >w Laundry Everything in this room looks old-fashioned. It doesn't appear that modern washing machines ever made their way into the Bordelon House. You can exit north and east, and there is a locked door to the south. An ironing board stands next to a very large washtub and a strange machine. >de door Using the workshop key, you unlock the door. (+1 minute) >s Workshop There's a lot of sawdust on the floor here. Otherwise, it's pretty empty except for a worktable. The only exit is north. A toolbox and a key labeled "Cellar" are sitting on the table. >de key You pick up the key. (+1 minute) >de toolbox You spray some DW-60 on the hinges, and the toolbox opens pretty easily. You find a screwdriver inside! (+1 minute) >n Laundry Everything in this room looks old-fashioned. It doesn't appear that modern washing machines ever made their way into the Bordelon House. You can exit north and east, and there is a door to the south. An ironing board stands next to a very large washtub and a strange machine. >e Family Room This looks like a lounging area for members of the household. The remaining furniture consists of two sofas and a large antique radio. You can exit west or south. An open cabinet is packed with various items. >s Hall The hallway turns here, running from the south to the east. There is also a doorway to the north. >s Hall The hallway continues north and south. A pot by the wall contains a very dead plant. There is a doorway to the west. You hear branches scrape against a windowpane. >w Kitchen It's hard to believe meals used to be prepared here. The tile floor is stained and broken. The old refrigerator hangs open, and the cupboards are missing their doors. Doorways lead east and south. You notice one counter drawer is still in place. >de drawer The drawer is stuck tight, so you spray some DW-60 around the edges and wait a minute. Then you give a pull, and the drawer slides right open. Amid some various bits of kitchenware you see a silver spoon! You take it. (+2 minutes) >s Dining Room A glass chandelier hangs precariously above a long oak table. Doorways lead north and east. The door to the south is locked. A covered tray sits at the end of the table. >de tray You snip through the twine with your scissors. You lift the cover and find a small porcelain dish! You take it. (+1 minute) >s The south door is locked. >de door Using the closet key, you unlock the door. (+1 minute) A spider crawls over your foot. >s China Closet This small room is dominated by a big mahogany cabinet. The exit is north. A strange tool is wedged behind the cabinet. >de tool The cabinet is heavy and hard to move. It takes you a few minutes to budge it, but then the tool falls to the ground and you pick it up. (+4 minutes) You feel a strange uneasiness. >n Dining Room A glass chandelier hangs precariously above a long oak table. Doorways lead north and east. The door to the south has been unlocked. A covered tray sits at the end of the table. >n Kitchen It's hard to believe meals used to be prepared here. The tile floor is stained and broken. The old refrigerator hangs open, and the cupboards are missing their doors. Doorways lead east and south. You notice one counter drawer is still in place. >e Hall The hallway continues north and south. A pot by the wall contains a very dead plant. There is a doorway to the west. Somewhere outside, a dog howls. >n Hall The hallway turns here, running from the south to the east. There is also a doorway to the north. >n Family Room This looks like a lounging area for members of the household. The remaining furniture consists of two sofas and a large antique radio. You can exit west or south. An open cabinet is packed with various items. You hear a distant chime. >w Laundry Everything in this room looks old-fashioned. It doesn't appear that modern washing machines ever made their way into the Bordelon House. You can exit north and east, and there is a door to the south. An ironing board stands next to a very large washtub and a strange machine. >de machine Using the reaching tool, you carefully nab the glinting item. It's a small key labeled "Chest"! (+2 minutes) >e Family Room This looks like a lounging area for members of the household. The remaining furniture consists of two sofas and a large antique radio. You can exit west or south. An open cabinet is packed with various items. Your lamp flickers for a moment. >undo (Last action undone.) Laundry >undo (Last action undone: dealing with the strange machine.) >undo (Last action undone.) Family Room >undo (Last action undone.) Hall >e Hall The hallway continues east and west, and there are rooms to the north and south. You hear a distant chime. >e Hall The hallway ends here. A portrait hangs on the east wall. There are rooms to the north and south, but the south door is locked. You hear a thump from behind the wall. >de door Using the conservatory key, you unlock the door. (+1 minute) You feel like you're being watched. >s Conservatory This room has several large skylights through which you see wisps of cloud and a first-quarter moon. There are a number of of pots and boxes for plants, but they are all strangely empty. You can exit to the north. A porcelain vase sits on one of the long tables. A door leads down to the cellar, but it is secured with a padlock. >de padlock Using the cellar key, you unlock the door. Behind the door you see stairs going down to the cellar. (+1 minute) >d Cellar It's pretty clammy down here. An ancient wine rack takes up one wall. Stone stairs lead back up to the Conservatory. A glass bottle is standing on top of a barrel. >de bottle (the glass bottle) You attach the corkscrew, pull out the cork, and take the gold coin! (+1 minute) >u Conservatory This room has several large skylights through which you see wisps of cloud and a first-quarter moon. There are a number of of pots and boxes for plants, but they are all strangely empty. You can exit to the north. A porcelain vase sits on one of the long tables. A sturdy door leads down to the cellar. >list These are the items you've acquired: Gold coin (coin) Item of silverware (spoon) Sheet of parchment (map) Porcelain item (dish) Article of neckwear (bowtie) These are the items you still need to get: Billiard ball Toy animal Timepiece Item of jewelry Plaque >n Hall The hallway ends here. A portrait hangs on the east wall. There are rooms to the north and south. You feel a sudden chill. >w Hall The hallway continues east and west, and there are rooms to the north and south. Your lamp flickers for a moment. >w Hall The hallway turns here, running from the south to the east. There is also a doorway to the north. >s Hall The hallway continues north and south. A pot by the wall contains a very dead plant. There is a doorway to the west. >s Hall This hallway stretches off to the north. The old wallpaper is peeling badly, and the carpet is worn through in spots. Doorways lead east and west. A stairway ascends to the second floor. The stuff formerly cluttering the stairs is stacked nearby. >e Parlor The owners presumably entertained their guests here. The room is not very attractive now. A threadbare sofa is flanked by a couple of broken chairs. The exit is west. A small wooden box sits on an end table. >de box You remove the screws and open the lid. Inside the box you find a scrap of paper with several numbers written on it. Could be a combination. (+2 minutes) >w Hall This hallway stretches off to the north. The old wallpaper is peeling badly, and the carpet is worn through in spots. Doorways lead east and west. A stairway ascends to the second floor. The stuff formerly cluttering the stairs is stacked nearby. >u Hall The floorboards up here are even creakier. The hallway runs north. You see a room to the west and a locked door to the east. A flight of stairs descends. >de door Using the studio key, you unlock the door. (+1 minute) >e Studio This is clearly the old haunt of Mashina Bordelon. An easel stands in the middle of the room, although nothing is on it. There are odd drops of paint on the floor. The only exit is west. A wooden plaque is mounted on the wall. >de plaque Luckily your screwdriver is the right size. You remove the screws and take the plaque! (+2 minutes) >x plaque It's engraved with the words, "MASHINA BORDELON, Fourth Place, 1952 Wave County Fair and Exhibition." >w Hall The floorboards up here are even creakier. The hallway runs north. You see a room to the west and an unlocked door to the east. A flight of stairs descends. >n Hall The hallway continues north and south. There is a locked door to the west. You hear a distant wail. >de door You unlock the door with the office key. (+1 minute) >w Office This must be where the Bordelon household affairs were managed. The exit is east. There is a desk near the window, and a filing cabinet stands in one corner. >de desk You unlock the center drawer. Inside there are a few old papers and a pocketwatch! You take it. (+1 minute) You feel a strange draft of air. >e Hall The hallway continues north and south. There is an unlocked door to the west. You hear a distant wail. >n Hall The hall turns here from the south to the east. There are rooms to the north and west. A grandfather clock stands by the wall, tick-tocking forebodingly. >e Hall The hallway continues east and west. You notice a marble bust on a side table. There are rooms to the north and south. >n Billiard Room This appears to be where the Bordelon grown-ups had their fun. The dust has a certain character of cigar ash. The exit is south. A decrepit billiard table occupies the middle of the room, and a cue rack is mounted on the wall. You hear a chime. >de ball You spray some lubricant around the billiard ball. That makes it pretty slippery, but you're able to get your fingers under it and pop it out! (+2 minutes) >x rack The wooden rack is empty, except for a tube of glue solvent lying on the bottom section. Ironically, it seems to be glued there. You might be able to detach it. >de solvent You don't want to damage the tube, so you scrape carefully beneath it with the edge of a dime. It takes a few minutes, but you're able to get it off of the rack. (+8 minutes) >i You are carrying a scavenger guide and a lamp. So far you have collected a bowtie, a map, a silver spoon, a porcelain dish, a gold coin, a plaque, a pocketwatch, and a billiard ball. You also have a magnet on a string, a bottle of paint remover, a wrench, a pair of scissors, a corkscrew, a note, a can of lubricant, a screwdriver, a reaching tool, a combination, and a tube of glue solvent. You have obtained the clock key, the studio key, the workshop key, the cabinet key, the closet key, the conservatory key, the desk key, the office key, and the cellar key. >list These are the items you've acquired: Billiard ball (six-ball) Gold coin (coin) Item of silverware (spoon) Sheet of parchment (map) Timepiece (pocketwatch) Plaque (plaque) Porcelain item (dish) Article of neckwear (bowtie) These are the items you still need to get: Toy animal Item of jewelry >s Hall The hallway continues east and west. You notice a marble bust on a side table. There are rooms to the north and south. You see something out of the corner of your eye, but it vanishes. >w Hall The hall turns here from the south to the east. There are rooms to the north and west. A grandfather clock stands by the wall, tick-tocking forebodingly. >n Playroom This is where the children played, although most of their amusements are gone. A shaft of moonlight falls across a rocking horse. The carpet is torn to shreds. Doorways lead west and south. On a very high shelf you can see a stuffed bear. >de bear You exend the reaching tool and carefully remove the bear from the shelf. (+1 minute) A mist passes before your eyes. >s Hall The hall turns here from the south to the east. There are rooms to the north and west. A grandfather clock stands by the wall, tick-tocking forebodingly. >e Hall The hallway continues east and west. You notice a marble bust on a side table. There are rooms to the north and south. You hear a distant, malicious chuckle. >e Hall The hallway ends here. A low table sits against the east wall. A doorway leads north. An open trapdoor leads up to the attic. Something brushes against your neck. >n Bedroom This appears to be the master bedroom. A bed frame with no mattress takes up much of the space, and an ornate wardrobe stands against the wall. You can exit east and south. There is a wall safe near the bed, and a painting sits on the floor below it. You shudder for a moment. >de safe You carefully apply the combination. The safe opens with a loud squeak. Inside you find some useless old documents as well as a jeweled cameo! (+2 minutes) You sense that something wants you to leave. >list These are the items you've acquired: Billiard ball (six-ball) Gold coin (coin) Item of silverware (spoon) Toy animal (bear) Sheet of parchment (map) Timepiece (pocketwatch) Item of jewelry (cameo) Plaque (plaque) Porcelain item (dish) Article of neckwear (bowtie) You have collected all ten items! >s Hall The hallway ends here. A low table sits against the east wall. A doorway leads north. An open trapdoor leads up to the attic. >w Hall The hallway continues east and west. You notice a marble bust on a side table. There are rooms to the north and south. >w Hall The hall turns here from the south to the east. There are rooms to the north and west. A grandfather clock stands by the wall, tick-tocking forebodingly. You hear a distant, malicious chuckle. >s Hall The hallway continues north and south. There is an unlocked door to the west. >s Hall The floorboards up here are even creakier. The hallway runs north. You see a room to the west and an unlocked door to the east. A flight of stairs descends. You see something out of the corner of your eye, but it vanishes. >d Hall This hallway stretches off to the north. The old wallpaper is peeling badly, and the carpet is worn through in spots. Doorways lead east and west. A stairway ascends to the second floor. The stuff formerly cluttering the stairs is stacked nearby. Something brushes against your neck. >s Foyer You are standing in the entrance of the Bordelon House. The floorboards are creaky, and dust and cobwebs are plentiful. Large wooden double doors offer escape to the south. The main hall stretches off to the north. A smaller doorway leads east. A mist passes before your eyes. >s If you want to finish your visit and leave the house, type LEAVE. >leave (Time: 11:57 pm) You feel a great sense of relief as you emerge through the double doors. You collected all the required items! You're a champ! And you did it with 3 minutes to spare! *** YOU WON *** Press SPACE to reset the game and try again. You can keep playing for achievement points. Type POINTS for a list. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Welcome back. Foyer You are standing in the entrance of the Bordelon House. The floorboards are creaky, and dust and cobwebs are plentiful. Large wooden double doors offer escape to the south. The main hall stretches off to the north. A smaller doorway leads east. (You can now type POINTS for a list of achievement points and how to get them.) >points Achievement points - Finish the game (DONE) - Finish the game by 11:26 pm - "Bookless": Finish the game without entering the Library - "Acrophobic": Finish the game without entering the Attic - "Rumpled": Finish the game without entering the Laundry >stats Current run: 13 Best result: 100% Best completion time: 11:57 Achievement points: 1 / 5 >