<% inventoryOn = true; %> <h1>Outside--Where it's safe</h1> Out for a walk, are we? Excellent idea, [[Harrison->harrison]]. Keeps the blood flowing and all that, especially on such a blustery day. Why not *keep* walking? After all, there's nothing here on this rocky point except for (a) dangerous cliffs, (b) angry ocean, and (c) your school, good ol' Dunnsmouth Secondary. And as it's Saturday, there's absolutely nothing to see here. Except for perhaps a rusty, iron collar that might be used to restrain a large dog. It's been snapped in the middle. <%=inventoryItem("collar")%> (If you do pick anything up--and I don't advise it--click on the hand at the bottom of the screen to see what you're carrying.) Best head back [[home]]. You're better off ignoring those [[disturbing noises->moans]]. <h1>The Front Doors</h1> Hold on now. Yes, these doors are impressive--two great wooden slabs, set deep into the stone archway of the school's entrance. You might even call them *intimidating*. And yes, it's odd that one of them is ajar. Though really, if they were sealed tight, you wouldn't be hearing those moans <%=swap("...", "(... which do seem to be growing louder.)")%> Still. Nothing to get all worked up about. Time to head [[home]]. Maybe there are some Pop-Tarts left! No reason to go [[inside->entrance]]. <% story.state.poptarts = true; %>There now. Don't you feel better, safe inside your lovely cottage? Well, maybe "lovely" is pushing it, and "home" doesn't fit either. Frankly, it's a aged rental property with ill-fitting windows that can't keep out the winter drafts, carpet that's seen better days, a stove that won't stay lit... <%=story.state.poptarts ? "and no Pop-Tarts. Sorry about that." : ""%> But being here is better than stumbling around in that drafty school. I'm just glad that you're not tempted to [[go back->backToSchool]]. <%=story.state.entered ? "I'm sure that nothing you saw today will haunt your [[dreams]]." : ""%> Ah, yes. Those noises, coming faintly from somewhere inside the school. A bit *moany*, aren't they? Probably nothing to worry about. Best to toddle on [[home]]. No need to get any closer to the [[front doors]]. <h1>The Atrium</h1> <% story.state.entered = true;%>I wish you hadn't done that. But as long as we're here, take a moment to admire the architectural glory of Dunnsmouth Secondary, and this splendid atrium! I don't know why outsiders call it *gloomy* <%=swap('...', 'or <i>dank</i>')%> <%=swap("..."," or <i>mausolesque</i>")%> <%=swap("..."," <i>(which is not even a word).</i>")%> In my opinion, the yellowish, muted lights and cold granite floors lend a *contemplative* mood. Though it's hard to contemplate anything with that all that moaning coming from that [[man lying on the floor->bleedingMan]] at the base of the staircase. (Perhaps I should have mentioned him earlier?) <a href="https://darylgregory.files.wordpress.com/2015/03/harrison_bw_1000x1356.png" target="picture"><img class="picture" src="https://darylgregory.files.wordpress.com/2015/03/harrison_bw_300x407.png" /></a>Sleep tight, Harrison Squared. Sleep tight. <i><a onclick='window.location.reload()'>(Or start over.)</a></i><h1>Upstairs Hallway</h1> The corridor is quite familiar to you, I'm sure, considering most of your classes are located here. Though someone is going to have to mop up those watery tracks<%=swap('...', "... which seem to lead in <i>both</i> directions down this hallway. Curious.")%> To the north is [[Dr. Herbert's lab->herbertDoor]] and the [[music room.->musicRoomDoor]] South is [[Ms. Velloc's room->vellocDoor]] and [[poor Mr. Gint's room.->mathRoom]] I'd advise against going into any of them. Yes, you could march down to the [[end of the hall->upstairsEndHall]]. But *I* would suggest heading [[downstairs->atrium]] -- because it's one step closer to the exit!<h1>Dr. Herbert's Science Lab</h1> You don't see anyone inside. What a relief! <%=swapEsteem("herbertRoom", "Give yourself a self-esteem point for checking the room.", 1)%> You never know what you might find here. Dr. Herbert, your cryptobiology teacher, is a man of, shall we say, *odd* interests. That looks like his [[latest project->herbertProject]] on his desk. All done snooping, you impolite boy? Best head back to the [[hallway->upstairsHallway]]. <h1>The Music Room</h1> Is there anything sadder than a room full of empty music stands? <%=swap("...", "Yes, I suppose a room full of starving kittens would trump that. Good point.")%> In any case, there's no one here. <%=swapEsteem("musicRoom", "Give yourself a self-esteem point for checking the room.", 1)%> You've never taken a music class at Dunnsmouth Secondary, and judging by the dust and cobwebs coating these instruments, neither has anyone else--at least not in years. Cracked trumpets, dismembered trombones, a gap-toothed xylophone, the noble <%=isInHistory("flukehorn") ? "[[flukehorn...->flukehornAfter]]": "[[flukehorn...->flukehorn]]"%> <%=inventoryItem("instrument")%> [[Back to the hall.->upstairsHallway]]<h1>Ms. Velloc's Room</h1> <%=swapEsteem("velloc", "Congratulations. No one's here. give yourself a self-esteem point for checking the room.", 1)%> Ms. Velloc's Practical Skills class is, I'm sure, the highlight of your school day. Rows and rows of students, blissfully tying together [[nets]]. It's the essence of community spirit, don't you think? Plus, who doesn't appreciate a good knot? [[Back to the hall->upstairsHallway]] <h1>Mr. Gint's Room</h1> The door is wide open, but the watery tracks do not lead inside. That's probably a good thing for poor Mr. Gint. I do believe his head was in sorry enough shape before he cracked it on the floor. Just look at those equations scrawled across the board<%=swap('...','... and walls')%> <%=swap('...', '... and a bit of the ceiling.')%> You're right -- he does seem particularly obsessed with a [[certain sequence of numbers->sequence]]. Ah well. Don't you worry *your* pretty little head about it. I'm sure he'll be ready to teach your non-Euclidean geometry class by Monday. <%=swapEsteem("mathRoom", "Don't forget to give yourself a self-esteem point for making sure the room is empty.", 1)%> [[Back to hall->upstairsHallway]] <h1>The Atrium</h1> Now where are you going? Follow the water up the [[grand staircase->firstLanding]]? Or make haste down the [[main hallway->firstFloorHall]], toward the cafeteria and what not? <%=isInHistory("outerLoop") ? "Or open up the secret door that leads back to the [[outer loop?->outerLoop]]" : ""%> (And it's still not too late to go [[home]].)<a href="https://darylgregory.files.wordpress.com/2015/03/mrgint_1000x676.png" target="_blank" border="0"><img src="https://darylgregory.files.wordpress.com/2015/03/mrgint_500x338.png" class="picture" /></a> Why, it's Mr. Gint! <%=swap("...", "(Your non-Euclidean geometry teacher, a pale, balding man, who, if I may be frank, has demonstrated that he has as firm a grip on reality as he does on his hair follicles.)")%> As to why he's lying there on the floor, unconscious, in a large puddle of water, is anybody's guess. At least we know he's not dead. That moaning is a good sign, though the blood leaking from his hairless skull is definitely *not*. And where's all that [[water->waterOnStairs]] coming from? Hmm. I suppose you'll have to do *something* now. <%=swap("Call 9-1-1?", "Call 9-1-1? (That's a joke. Cell phones have never worked in Dunnsmouth.)") %> Or [[try to wake him up?->wakingGint]] Harrison! Shaking a man and calling his name is not going to-- Oh. It worked. Never mind. "What happened?" you ask. Mr. Gint blinks up at you. "I was knocked down... by something." "What kind of something?" "No! Some *thing!* A wildish, toothy thing!" Oh, poor Mr. Gint. He slipped in the water, conked his head, and now he's delusional. Best [[help him out the door->helpGintToDoor]]--and close it behind you. No reason to [[question him further->questionGint]].<%story.state.gintGone = true;%>Mr. Gint takes several unsteady steps, then suddenly he spins to face you. "I almost forgot! There are people inside!" "What?" "Matilda is in there! And the cafeteria ladies! And others? Maybe others!" He grips your shoulder with surprising strength. "You have to warn them to get out!" The math teacher looks like he's going to pass out any second. I know you're tempted to [[rush back inside and start warning people.->atrium]] [[But what about Mr. Gint?->helpGintToDoor2]]"Was it some kind of animal?" you ask Mr. Gint. It would have to be pretty large to knock down a grown man. "A dog?" Mr. Gint shakes his head. "Oh no. This was no dog." His eyes go wide. "It had claws, and a snout like an alligator, and sharp teeth... and... and..." "It's okay, Mr. Gint," you say. (And I approve of your kindly tone.) [["Take your time."->questionGint2]]<h1>The Grand Staircase</h1> Ah. The grand staircase that leads upstairs is positively slick with water, as if from some huge plumbing accident. I wouldn't [[go up the stairs->firstLandingEarly]] to investigate. Just take care of [[that poor man on the floor->bleedingMan]].<h1>The First Landing</h1> <a href="https://darylgregory.files.wordpress.com/2015/02/firstlandingmedium.jpg" target="_blank" border="0"><img src="https://darylgregory.files.wordpress.com/2015/02/firstlandingsmall.jpg" class="picture" /></a> My goodness. You have to go no further than the first landing to see what's the matter. The huge fish tank that *usually* holds Dunnsmouth's mascot, the noble thresher shark, has been cruelly smashed. Water and sea weed and quaint aquarium toys are everywhere. The mascot, however, is nowhere to be seen. Well, at least the liquid portion of the mystery is solved. Now if only [[Mr. Gint->bleedingMan]] would stop making such a racket. This is ridiculous. I don't see why you're hurrying back to the school, huffing and puffing. And see? The doors are closed now. Dunnsmouth Secondary is locked tight. Thank goodness you did the sensible thing by going home. Good night, Harrison Squared. <i><a onclick='window.location.reload()'>(Or start over.)</a></i><h1>Main Hall</h1> It's not too late to head back the the [[atrium]]. A short distance away is the [[principal's office->principalOffice]]. You've been called there often enough, haven't you? Further down hall is the [[cafetorium]]. And further still is, well, [[further still->intersection]].<h1>First Landing</h1> <% var s = "<a href='https://darylgregory.files.wordpress.com/2015/02/firstlandingmedium.jpg' target='_blank' border='0'><img src='https://darylgregory.files.wordpress.com/2015/02/firstlandingsmall.jpg' class='picture' /></a>The grand staircase is positively slick with water, as if from some huge plumbing accident. And at the first landing, you see why.\n\nThe huge fish tank that *usually* holds Dunnsmouth's mascot, the noble thresher shark, has been cruelly smashed. Water and sea weed and quaint aquarium toys are everywhere. The mascot, however, is nowhere to be seen." if (isInHistory("waterOnStairs")) { s = "Please, walk carefully on these slick stairs! And don't forget to mind the broken glass from the fish tank.\n\n(Speaking of fish, where *did* that mascot go to? A thresher shark can't just walk away. Well, never mind.)" } %> <%=s%> But here's another odd thing: there's water on the steps leading *up.* So, either multiple people have tromped through the aquarium water and tracked it up the stairs, or<%=swap('...','... it was one person with very large feet.')%> Continue on to [[the upstairs hall->upstairsHallway]] or go back [[downstairs->atrium]]?<a href="https://darylgregory.files.wordpress.com/2015/03/horn_818x1157.png" target="picture"><img class="picture" src="https://darylgregory.files.wordpress.com/2015/03/horn_300x424.png" /></a> You've never heard of the the flukehorn? Sigh. I forget that you're not from around here. Ahem. The claw-bladed double-conch flukehorn is a degenerate cousin to the bassoon, invented in 1876 by Dunnsmouth's first (and last) orchestra conductor, E. Zann-Throppe, a man who loved mathematics and music more than life itself<%=swap('...', '... And in retrospect, more than the lives of his family.')%> Sadly, only three of the instruments were ever made<%=swap("...","... perhaps because Thropp ran out of, shall we say, source material...")%> and the instrument never caught on. Only a handful of people learned the secret of its mathematically tuned key holes, and fewer still could complete a tune without slicing their fingers on the instrument's razor-sharp ridges. I do believe that the last Dunnsmouth student to successfully play the instrument was [[Enoch McKelvey->mckelveyMusic]]. Whatever you do, don't [[try to play it->playHorn]]. <%=inventoryItem("instrument")%> [[Back to the hall->upstairsHallway]] The current class project is a sturdy hemp net, twelve or fifteen feet in diameter. You're responsible for a few of those knots yourself. <%=inventoryItem("net")%> [[Done now?->velloc]] Mr. Gint blinks in confusion. "It was wearing a shirt." "Pardon?" "One of those... domestic abuse T-shirts." <%=swap("...?", "<br\>Honestly, your guess is as good as mine, Harrison.")%> "You mean a wife-beater?" you ask. "That's it!" <%=swap("...", "<br\>Lucky guess.")%> His eyelids flutter. "And that's all I remember." He [[stumbles toward the door.->helpGintToDoor]] "But what about you?" you ask Mr. Gint. "Are you all right?" He leans on you as you help him toward the door. <%=swapEsteem("helpGintToDoor2", "Give yourself a self-esteem point for demonstrating such concern.", 1)%> Outside, he blinks in the sunlight, and takes several deep breaths. "I can get home by myself from here, my boy." <%=swap("...", "... (He's never been certain of your name in class, and seems even less certain of it now.)")%> Then, holding his hand to the back of his head, he walks down the hill toward town. Mr. Gint's probably suffering from a concussion and is clearly confused. How many people can be in the school on a Saturday? And if there are, these adults can take care of themselves. There's no reason to go [[back inside and warn them.->atrium]] Why don't you follow your teacher's example and head [[home]] yourself?<h1>The Principal's Office</h1> Stenciled on the frosted glass window of the door are the words OFFICE OF THE PRINCIPAL<%=swap('...','.... not to be confused with the principle office.')%> The door is locked, however, and neither Principal Montooth nor his secretary, Miss Pearl, seem to be working today. It *is* Saturday, after all. <%=swapEsteem("principalOffice", "And yes, might as well give yourself a self-esteem point for checking the office.", 1)%> I suppose it's back to [[the hall->firstFloorHall]] for you, eh?<h1>Cafetorium</h1> Ah, the room where the students take their lunch<%=swap("...","... when they can take it at all.")%> Empty seats and tables fill most of the room, but at one end is a small stage, which turns this cafe*teria* into a cafe*torium*. Ha ha! So clever. So much better than the nickname the students have given it<%=swap("...","... 'Vomitorium.' But of course you guessed that, you crude boy.")%> <%=swapEsteem("cafetorium", "And yes, might as well give yourself a self-esteem point for checking this room.", 1)%> <% var s = isInHistory("kitchen2") ? "[[kitchen->kitchenSecondVisit]]" : "[[kitchen]]"; %> Where to? Through the wide doorway behind the serving station leads to the <%=s%>? Or back to [[the hallway?->firstFloorHall]]<% var intro = (isInHistory("firstLanding")) ? "But alas, there are no watery tracks to lead us in any particular direction. There are, however," : "But now there are so many choices! There are"; var matilda = isInHistory("Matilda3") ? "[[a dark hall->darkHallDoor]]" : "[[a dark hall->matilda]]"; var outerLoop = isInHistory("outerLoop") ? "a section of wall this is actually a secret door to the [[outer loop->outerLoop]]...<br /><br />" : ""; %> <h1>The Confusing Bit</h1> I'm a little turned around here, honestly. You're on the first floor, that's for certain. <%=intro%> [[stairs leading up->upstairsEndHall]]... <%=outerLoop%> a [[hall leading back to the front door->firstFloorHall]] (I think)... and <%=matilda%> that leads deeper into the building.<h1>The Kitchen</h1> This area is *not* for students. Scamper back to the [[cafetorium]] this instant! Ignore that strange humming and scraping sound coming from [[deeper in the kitchen.->kitchen2]] <h1>The Waiting Room</h1> No one is waiting today<%=swap("..."," (because, as I explained, it's <b>Saturday.</b>)")%> Here are four (empty) wooden chairs and a small desk with no one behind it. There is, however, a clipboard and a small metal bell. A hand-drawn placard says, DO NOT RING BELL. Please, don't [[ring the bell anyway.->ringBell]] But feel free to [[look at the clipboard.->lookClipboard]] Or, if you're feeling bold, walk right into [[the nurse's office.->nurseOffice]] <%story.state.bellRung = 0;%><h1>The Nurse's Office</h1> Nurse Mandi isn't here. Surprise, surprise. There is, however, a desk. Other top furniture items in the office include a padded table, a chair, and an [[unlocked medicine cabinet.->medicineCabinet]] Back to the [[waiting room?->waitingRoom]] Or walk through that [[mysterious, half-sized door?->outerLoop]] <h1>The Outer Loop</h1> <% story.state.outerLoopVisits ++; var link = "nothing"; var x = story.state.outerLoopVisits; switch(x){ case 1: link = "[[the door->atriumAfterOuterLoop]]"; break; case 2: if (!isInHistory("mysteryRoom")) { link= "[[the door->mysteryRoom]]"; } else { link= "[[the door->darkHallAfterOuterLoop]]"; } break; default: link= "[[the door->darkHallAfterOuterLoop]]"; break; } %> This corridor could go almost *anywhere*<%=swap("...", " (Or nowhere at all. I've never figured it out, to tell you the truth.)")%> After several turns (not all of them legal), you arrive at <%=link%>.Did you think this was the kind of story that allowed minors to rifle through medicine cabinets for drugs? If so, you are <i>sadly</i> mistaken. Besides, all the medications are gone. That's odd. Someone will have to speak to Nurse Mandi about that. [[Close the cabinet.->nurseOffice]] <% story.state.sharkVisit = story.state.sharkVisit + 1;%> <h1>The End of the 2nd Floor Hall</h1> Congratulations, you've reached the narrower, grimier end of the second story hall. It's the home to a set of stairs <%=swap('...',"... the narrower, grimier cousin to the grand staircase (and like many cousins, they don't like each other much)")%> that leads down to the main floor. <%= story.state.sharkVisit == 1 ? "<a href='https://darylgregory.files.wordpress.com/2015/03/thresher_1100x742.png' target='picture'><img class='picture' src='https://darylgregory.files.wordpress.com/2015/03/thresher_500x322.png' /></a>Oh. And one other thing. There's a dead thresher shark here." : ""%> <%=inventoryItem("shark")%> You could head [[toward the classrooms->upstairsHallway]] (and ultimately the grand staircase). Or, if you insist, you could follow a set of rapidly evaporating footsteps down the stairs to the [[first floor main hallway.->intersection]]<% var s = isInHistory("Matilda3") ? "Matilda's probably still on the other side, mopping away." : ""; %> <h1>A rather dimly lit corridor</h1> You find yourself in the middle of a corridor. One one end of the hallway is a big locked door that (probably) leads to the atrium. <%=s%> On other end is a great, wide staircase [[leading down to the basement.->basementStairs]] I see no reason to go down. Why not duck back into the [[outer loop?->outerLoop]] <h1>The Basement Stairs</h1> I can see by the look on your face that you don't like these stairs much. What is it about them<%=swap("...?", "...the dank smell that wafts up out of the basement? The odd stains on the steps? Or is it the steps themselves, which seem to have been hewn out of the ancient rock and laid out for limbs that not of human proportion?<br /><br />Or maybe it's just that this is the way you take to gym class.")%> In any case, you must know my position on the matter by now: <b><i>Get out!</i></b> Don't go into the [[basement.->basementAtrium]] Just [[flee.->darkHall]]<a id="falling0" onclick="startFalling()">You are falling</a> <div id="falling1" style="display:none;margin-top:20px;">falling...</div> <div id="falling2" style="display:none; margin-top:80px">falling...</div> <div id="falling3" style="display:none; margin-top:160px">falling...</div> <div id="falling4" style="display:none; margin-top:240px">[[*splash*->blackoutPit]]</div><h1>The Well</h1> You find yourself in the dark, half-submerged in water. Fun fact: this pit seems to be some kind of ancient well. Second fun fact? You've also broken your leg. Fortunately, it's not your biological leg. But the prosthetic is definitely cracked, and by the feel of it, your space-age ankle joint is bent at a non-functional angle. The top of the well is some forty feet above you, though it's hard to tell in this extreme dark. Joab's flashlight must be somewhere in the water. Care to [[look for it?->blackoutLookForFlashlightInWater]] Or do you simply want to [[yell for help?->blackoutYellForHelp]] Ah, a beaker of acid, a gleaming scalpel, and a-- <div style="display:inline-block"><img src='https://darylgregory.files.wordpress.com/2015/02/herbertexperimentsmall.jpg' class="picture"> Well, I'm not exactly sure what this half-dissected animal is. Or rather, *was.* No doubt a [[hybrid]] of sorts. Let's hope that unlike *some* of the doctor's experiments, this one does not come back to life. </div> <%=inventoryItem("scalpel")%> Shall we [[go back to the hallway->upstairsHallway]]? <h1>Behind the Scenes</h1> How did you get in here? [[Leave this instant!->outerLoop]] What do you mean, [[no?->mysteryRoom2]] You really are annoying, do you know that? This is the room I go to when I grow tired of narration. And yet here you are, demanding more from me! Well, fine. You want narration? Here's your narration: You find yourself in an absolutely uninteresting room, with nothing to do, forever. There is only a pen, a desk, a chair, and a piece of paper. Now [[get out!->outerLoop]] <%=inventoryItem("pen")%> <%=inventoryItem("paper")%> The door to Dr. Herbert's room is ajar, which is odd. But even more alarmingly, the water tracks lead [[inside->herbertRoom]]. Please [[go back!->upstairsHallway]]. The watery tracks go right past this closed door. So why would you [[go inside->musicRoom]]? I'd [[head back->upstairsHallway]].The moist tracks don't go in here, but since the door is unlocked, I supposed you could [[peek inside->velloc]].Surely you've heard Dr. Herbert bang on about hybrids and biological chimera and parallel ontogeny. He can barely shut up about it. He's quite obsessed with the idea of transitional states -- human and beast and everything in between. Thanks goodness we don't have to worry about any of that in the real world. Shall we head back to [[Dr. Herbert's room?->herbertProject]]There's really no point in this. Why not go [[back to the music room->musicRoom]]? <% var s = story.state.canPlayHorn ? "You already know how to play the horn. But if you insist..." : "But if you insist, keep in mind that the fluekhorn requires that six apertures be covered simultaneously before blowing. Which six? That's an excellent question. Thropp was a mathematician, much like Mr. Gint, so perhaps that will help you decide."%> <div> <div id="hornSides"> <div id="hornLeft"> <div><input type='checkbox' id='horn1' class='horn' value='1' /><label for='horn1'>1</label></div> <div><input type='checkbox' id='horn2' class='horn' value='2' /><label for='horn2'>2</label></div> <div><input type='checkbox' id='horn3' class='horn' value='3' /><label for='horn3'>3</label></div> <div><input type='checkbox' id='horn4' class='horn' value='4' /><label for='horn4'>4</label></div> <div><input type='checkbox' id='horn5' class='horn' value='5' /><label for='horn5'>5</label></div> <div><input type='checkbox' id='horn6' class='horn' value='6' /><label for='horn6'>6</label></div> <div><input type='checkbox' id='horn7' class='horn' value='7' /><label for='horn7'>7</label></div> <div><input type='checkbox' id='horn8' class='horn' value='8' /><label for='horn8'>8</label></div> <div><input type='checkbox' id='horn9' class='horn' value='9' /><label for='horn9'>9</label></div> <div><input type='checkbox' id='horn10' class='horn' value='10' /><label for='horn10'>10</label></div> </div> <div id="hornRight"> <div style="margin-top:75px"><input type='checkbox' id='horn11' class='horn' value='11' /><label for='horn11'>11</label></div> <div><input type='checkbox' id='horn12' class='horn' value='12' /><label for='horn12'>12</label></div> <div><input type='checkbox' id='horn13' class='horn' value='13' /><label for='horn13'>13</label></div> </div> </div> <%=s%> Select your six apertures and<div onclick='blow()' style="font-size: 2em; cursor: pointer; color: #AB4214">blow</div> <div style="margin-top:2em" id="hornResult"></div> </div> That sequence--8, 13, 21, 34, and so on--is highly interesting, don't you think? So after 34, the next number would be...<input id='fibTest' type='text' width='10px' />? <button id='fibTestButton' type='button' onclick='fibCheck()'>try now</button><br /> (Type a number and press the button to try.) <div id='fibResult'></div> [[Are you quite finished?->mathRoom]]Oh, I suppose you could [[try to play it->playHorn]]. <%=inventoryItem("instrument")%> [[Back to the hall->upstairsHallway]] Enoch McKelvey was an odd boy. Well, *all* the McKelvey brothers were odd, but Enoch especially. A genetic disorder left him with a terrible skin condition, abnormally large hands and feet, and a surly disposition. Fortunately, those huge, calloused hands were perfect for playing the flukehorn! It was really too bad that his medical condition forced him to leave school before graduating. He loved playing that instrument. But I digress. You were asking about the [[flukehorn]] itself.<a href="https://darylgregory.files.wordpress.com/2015/03/lunchladies_836x1085.png" target="picture"><img class="picture" src="https://darylgregory.files.wordpress.com/2015/03/lunchladies_300x389.png" /></a> What are the cafeteria ladies doing here on a Saturday? These three, er, lovely women have worked here for decades. They look like sisters, with their rather equine faces, bat-like ears, and near-sighted squints<%=swap("...","... but why does only one of them wear glasses?")%> It's unlikely, however, that they *are* sisters, because they are of three wildly disparate generations: one middle-aged woman, one who looks well past retirement age, and another who, how shall I say this? Is of an *advanced age*<%=swap("...","... (She's ancient. One step from the grave. Decrepit. Shall I go on? Well I shan't.)")%> The three of them are chopping up some kind of meat, but they don't seem happy about it. [[Try to get their attention.->getLadiesAttention]] Alternatively, [[duck away before they notice you.->cafetorium]] "What's wrong, ladies?" you ask. I have to commend you on the polite tone<%=swap("...", "... Do you know what the word <i>unctuous</i> means?")%> "What's *always* wrong?" the oldest one says. "Lack of funding," the middle one says. "Lack of *supplies*," the youngest one says. "In short," the oldest one says. "We're short." [["Short on what?" you ask.->ladiesWhyShark]] "There's some kind of wild animal loose in the building," you say. "It knocked down Mr. Gint." "What did he say?" the oldest one asks. "Mr. Gint let an animal loose in the building," the middle one says. "Ooh, what *kind* of animal?" the one with the glasses asks. <% var s = "\"Mr. Gint didn't say much. Just that it was a 'wild, toothy' thing.\""; s += "<br /><br />\"That doesn't sound very convincing,\" says the oldest one."; if (isInHistory("questionGint")) { s = "\"Mr. Gint said it had teeth, an alligator snout, and claws.\""; s += "<br /><br />\"Oh my,\" send the middle one."; } %> "I'm a little foggy on that," you say. <%=s%> [[Beg them to leave.->warnLadies2]] Or give up, and go back to the [[cafetorium]]. You clear your throat to speak, and the three women practically jump out of their skins. "Who's there?" the oldest of them says. "Give me the glasses!" the second (and second-oldest) one says. "It's a boy," the youngest one says. She peers at you over her glasses. "What do you want?" I suppose you could [[ask what's wrong.->askLadiesWhatIsWrong]] Alternatively, you could [[warn them to leave the building.->warnLadies]]"Won't you *please* leave?" you ask. "Can't," says the oldest one. "Won't," says the middle one. [["Why not?" you ask.->ladiesWhyShark]] <% dropInventoryItem("shark");%> "Ooh, that smells lovely!" says the oldest one, crouching to sniff the carcass. "Well done, my boy," says the middle one. <%=swapEsteem("giveShark", "She makes you feel so good, you want to give yourself some self-esteem.", 5)%> "We don't usually allow this," the youngest one says, "But feel free to cut through the nurse's office and the outer loop." "Outer loop?" you ask. [["Right through that door," she says.->waitingRoom]] I wouldn't do that if I were you. Why not simply back slowly out of the kitchen and [[leave->cafetorium]]? "Need more meat," the youngest one says. "Especially of the aquatic kind." "Won't be ready for lunch on Monday," the oldest one says. <%=isInInventory("shark") ? "Why do you have that look on your face? Surely you're not going to [[give them your dead mascot?->giveShark]] Better if you [[leave.->cafetorium]]" : "\"Okay,\" you say, barely hiding your exasperation. \"I'll try to find you some fresh fish.\" <br /><br />Can we please [[leave now?->cafetorium]]"%> <% inventoryOn = false; story.state.sharkVisit = 0; story.state.outerLoopVisits = 0; %> <div style="font-size: 2.5em;margine-left: -1em;"> [[Shall we begin?->credits]] </div> <a href="https://darylgregory.files.wordpress.com/2015/03/harrison_1089x1444.png" target="picture"><img class="picture" src="https://darylgregory.files.wordpress.com/2015/03/harrison_400x530.png" /></a> Oh, I've heard of you, Harrison Harrison. In the short time you've lived in Dunnsmouth, you've already caused a bit of trouble. Yes, it's regrettable what happened to your mother. The heart bleeds. And yes, a sea creature bit off your right leg when you were a toddler, necessitating the use of that high-tech prosthesis you walk about on. What of it? The only thing *I* would regret, if I were you, is that these life-lessons seemed to have taught you nothing, leaving you as headstrong as any seventeen-year-old. So, shall we [[continue with this pointless exercise?->outside]] <% setTimeout(function(){ $("#titleDiv").fadeIn(1500, function() { $("#writtenBy").fadeIn(1000, function(){ $("#artBy").fadeIn(1000, function(){ $("#continueDiv").fadeIn(1000); }); }); }); }, 500); %> <div id="titleDiv" style="display: none;font-size: 2.5em; font-style:italic"> Harrison Squared Dies Early </div> <div id="writtenBy" style="display:none; font-size:1.5em;margin-top:30px">Written by Daryl Gregory</div> <div id="artBy" style="display:none;font-size:1.5em;margin-top:30px">Art by David Hinnergardt</div> <div id="continueDiv" style="display:none;margin-top:20px;"> <p>Learn more about the novel <i>Harrison Squared</i> at <a href="http://darylgregory.com/books/harrison-squared" target="_blank">darylgregory.com.</p> [[Continue...->outside]] </div><h1>The Dark Hall</h1> Oh my, it seems the lights have been turned out here, except for one, faintly glowing bulb high in the ceiling. There's nothing to see here, so why don't you-- Wait. Did you hear that<%=swap("...?", "... That metallic squeak?")%> Far in the distance, something moves. The silhouette is as tall as a human, but wields some long appendage that twitches back and forth, making a disturbing <i>swishing</i> noise. I'd go [[back the way you came->intersection]]. Definitely don't [[keep walking toward it.->Matilda2]]<a href="https://darylgregory.files.wordpress.com/2015/03/matildasilhouette_1000x1489.png" target="_blank" border="0"><img src="https://darylgregory.files.wordpress.com/2015/03/matildasilhouette_400x596.png" class="picture" /></a>"Hello?" you call, foolishly alerting the creature to your presence. "Get back!" a high, cackling voice says. "You have no business here!" That huge appendage lifts up into the air. Against all good sense, you move even closer. [[And you see...->Matilda3]] <a href="https://darylgregory.files.wordpress.com/2015/03/matildaclose_1000x1415.png" target="_blank" border="0"><img src="https://darylgregory.files.wordpress.com/2015/03/matildaclose_400x566.png" class="picture" /></a> Oh. It's Matilda, the janitor<%=swap("...","... (Or cleaning lady. Or Maintenance Engineer. Take your pick.)")%> Either way, she's angry<%=swap("...","... (Then again, she's always angry. You've run into her a few times around the school, and none of the interactions have been pleasant. Why? Because you're a sloppy, irresponsible student, that's why.)")%> "I just mopped there!" she says. And now that you're a bit closer to her, you can see that the weird shape that you<%=swap("...","... (okay, me)")%> took for a great swishing appendage is actually a great swishing mop. Yes, I suppose you could [[warn her->warnMatilda]] about the real monster. Or you could simply [[walk past her->movePastMatilda]] and try not to annoy her. You tell the old woman about Mr. Gint, and the wild animal that knocked him down, and even mention that said monster was wearing an undershirt. She seems unimpressed. <%=swapEsteem("warnMatilda", "Nevertheless, give yourself a pat on the back.", 1)%> "Wild animal," she says derisively. "I suppose it was a wild animal that left wet, sloppy marks all the way down to the basement." She nods behind her. "Joab McKelvey went running that way not five minutes ago." I know you want to [[ask who Joab McKelvey is.->matildaOnMcKelvey]] But does it really matter? And yes, you could [[head toward the basement->movePastMatilda]], but that's a bad idea, too. You've warned Matilda, let's [[go back->intersection]]."Now where are you going?" Matilda says angrily. "I've locked up that door!" And sure enough, the door that leads to the basement stairs is locked--and Matilda's in no mood to unlock it. "But you let Joab go that way," you say. "I should warn him about the animal." "Joab's a grown man who can take care of himself," she says. "He can go out the back door if he wants out." [["What's he doing here?" you ask.->movePastMatilda2]] "A city boy like you doesn't need to mess with Joab McKevley, or his brothers. They're country folk, and they've had trouble enough without outsiders nosing into their business." <% var s = '[["What kind of trouble?"->matildaOnMcKelvey2]] you say, ignoring all social cues.'; if (!isInHistory("mckelveyMusic")){ s = '[["Say, he isn\'t related to Enoch McKelvey, who played the flukehorn, is he?"->matildaOnMcKelvey3]]'; } %> <%=s%> "I'm not going to stand here and gossip," Matilda says. "Especially about Joab's brother Enoch. It wasn't his fault he caught the disease when he was just a boy and had to leave early. Joab's been taking care of him since." "What disease?" you ask. "Nothing <i>you'll</i> ever catch, city boy. Now get gone! I'm done talking." I suppose you could [[walk toward the basement->movePastMatilda]]. But since you've warned Matilda, why not [[go back the way you came?->intersection]]"Oh, Enoch sure could play that horn! It was about the only thing that he loved, back before the trouble. But let's not talk about that." [["What kind of trouble?"->matildaOnMcKelvey2]] you say, ignoring all social cues."He didn't say," Matilda says. "And it's none of your business anyway. Now scat! And don't mess up my floors!" It's clear she's not going anywhere until she sees you walk [[back the way you came.->intersection]] <h1>The Dark Hall</h1> Matilda is (re)mopping the floor. "Are you still here? Skedaddle!" The door behind her is locked tight. The basement seems to be as inaccessible to you as Matilda's good graces. [[Back the way you came, boy!->intersection]]You step out of the corridor, the door shuts behind you, and that's when you realize that from this side, the door looks like a section of granite wall. A secret passage! Why, it's something straight out of a novel. And what room do you find yourself in? Why, it's the [[atrium]].You emerge from the outer loop by stepping out of a door that looks, from this side, like a stone wall. Very gothic to have a secret passage, don't you think? Before you is a [[dimly lit hallway.->darkHall]] <% var s = isInHistory("mcKelvey") ? "Though I suppose you could [[feel your way forward->basementAtriumAfterMcKelvey]]" : "Though I suppose you could [[feel your way forward->basementAtrium2]]."; %> <h1>The Basement</h1> There's nothing to see here. Literally. It's pitch black<%=swap("...", "... or is it? There seems to be a patch of not-quite-pitch black somewhere ahead of you.")%> The smart thing to do is go [[back up the stairs.->basementStairs]] <%=s%> <a border="0" href="https://darylgregory.files.wordpress.com/2015/03/mckelveyflashlight_781x1045.png" target="picture"><img class="picture" src="https://darylgregory.files.wordpress.com/2015/03/mckelveyflashlight_300x401.png" /></a> Suddenly a bright light blinds you. "What are you doing down here?" a voice demands. "Scat! Now!" You'd better [[answer him.->mcKelvey]] <% var s = isInHistory("warnMatilda") ? "<br /><br />Or even ask him, [[\"Are you Joab McKelvey\"?->askIfJoab]]" : ""; %> The man lowers his flashlight a bit, allowing you to see a hat and an angry expression. Yes, you could [[warn him about the wild animal.->warnMcKelvey]] <%=s%> But if I were you, I'd [[apologize and leave.->basementStairs]] "There's some kind of wild animal loose," you tell him. "You really should be careful." <%=swapEsteem("warnMcKevey", "He doesn't look happy to hear the warning, but give yourself some self-esteem anyway.", 1)%> "It's not a wild animal!" the man says. "He's just confused. Now you get yourself home before you get hurt." [["Is it a pet?" you ask.->mcKelveyPet]] <%story.state.knowJoab = true;%>"How do you know my name?" he asks. (So it *is* Joab McKelvey. Good guess, Harrison.<%=swapEsteem("askIfJoab", "Give yourself a pat on the back.", 1)%>) "Matilda the janitor told me you'd come down here," you say. "But she didn't say why." "That's because it's none of her business," Joab says. "Or yours." Yes, you could [[warn him about the wild animal.->warnMcKelvey]] <% var s = ""; if (story.state.bellBroken == true) { s = "You can't ring it. It's broken. Why don't you [[break more school property? ->waitingRoom]]"; } else { s = "Do not [[ring it again.->ringBell]] <br /><br />Or better yet, [[leave it alone.->waitingRoom]]"; story.state.bellRung += 1; if (story.state.bellRung > 2) { s = "Now would you <i>please</i> [[stop doing that?->waitingRoom]]<br/><br />[[Ring it again.->ringBell]]"; if (story.state.bellRung > 5) { s = "You broke the bell. Happy now? You should have obeyed the sign. Why don't you [[ruin something else?->waitingRoom]]"; story.state.bellBroken = true; } } } %> <%=s%> The clipboard holds a sign-in sheet with columns for “IN” and “OUT”. There were only a few names on the list. All had signed in over the past week, but no one had signed out. [[Put down the clipboard.->waitingRoom]]Oops. Now he's *really* angry. "*Pet?*" he shouts. "**Pet?!**" He jabs a finger at you. "My brother ain't no **pet**. Enoch's still a *person*, and I won't let anyone say different!" <% var s = isInHistory("flukehorn") ? "I hope you remember that name. I did mention that Enoch McKelvey was the last known player of the flukehorn." : "Hmm. He must be referring to Enoch McKelvey, last known player of the flukehorn."; var t = story.state.knowJoab == false ? "(Or the fact that if his brother is Enoch McKelvey, this must be Joab McKelvey.)" : ""; story.state.knowJoab = true; %> <%=s%> But please, don't [[mention that fact.->mentionEnochAndFlukhorn]] <%=t%> <% var s = story.state.knowJoab ? "Joab McKelvey, and his flashlight, are nowhere to be seen." : "The man with the flashlight is nowhere to be seen."%> You run smack dab into a wall. <%=s%> Don't you wish <i>you</i> had a flashlight? You can [[continue into the dark.->basementPassage]] Or you could just walk [[back upstairs.->basementStairs]]Silly boy. Esteem comes from *within* -- and stays there. It's not spare change you can use to get out of jams as if they were *magic beans.* Your only option now is to [[yell for help.->blackoutYellForHelp]]You see the flashlight bobbing in the distance, and in a moment you catch up to him. He turns around angrily. "Didn't I tell you to scat?" <% var s = isInHistory("warnMatilda") ? "<br /><br />Or even ask him, [[\"Are you Joab McKelvey\"?->askIfJoab]]" : ""; %> I suppose you might as well [[warn him about the wild animal.->warnMcKelvey]] <%=s%> "Didn't he used to be a musician?" you ask. "Back when he was a student here?" Joab's face softens. "That boy loved music." <% var s = isInInventory("instrument") ? "Then he notices the flukehorn in your hand. \"That was his instrument,\" he says. Something about the instrument changes Joab's mood. \"Why don't you come with me?\" he asks. \"And bring the flukehorn.\" <br /><br />Oh Harrison, I don't think it's a good idea to [[follow him.->followJoab]]" : "Then he seems to shake himself. \"That's all in the past,\" he says. \"You can't help me find him.\" <br /><br />He walks off into the dark. Please don't [[follow him.->followJoab]]" ; %> <%=s%><h1>The Pit</h1> You follow Joab at a respectful distance, happy that his flashlight is bright enough to illuminate the way. This is not so much a basement corridor as it is tunnel through solid rock. The tunnel widens into a vast room. Shadows fill most of the space. You're peering into the dark, when Joab puts out a hand to stop you from moving. You look down and see that you were mere inches from falling into an open pit<%=swap("...","... that's six or seven feet in diameter--and who knows how deep.")%> A weird, liquid growl comes from the shadows on the far side of the pit. "Enoch? Is that you?" Joab walks forward, skirting the edge of the hole. "Don't be afraid." Please, don't [[follow Joab any further!->confrontEnoch]] <a href="https://darylgregory.files.wordpress.com/2015/03/enoch_1250x1618.png" target="picture"><img class="picture" src="https://darylgregory.files.wordpress.com/2015/03/enoch_400x518.png" /></a> A face appears in the light. It isn't a human face. Rather, it's as if a prehistoric lizard was pretending to be human<%=swap("...", "... but not very well. That backwards baseball cap, and that wife-beater T-shirt that Mr. Gint remembered, are fooling no one.")%> Enoch McKelvey is not the student he once was. He is heavily muscled, and his tail<%swap("...","... yes, I said tail...")%> is thick and powerful. "Easy now," Joab says to his brother. "I don't know why you run off. I know the change is hard. But you'll be safer back at home." He stretches out an arm. "Come on now. Take my hand." The creature shuffles forward, [[and then->enochAttacks]]--<a href="https://darylgregory.files.wordpress.com/2015/03/bite_1000x695.png" target="picture"><img class="picture" src="https://darylgregory.files.wordpress.com/2015/03/bite_500x347.png" /></a> The creature bites down on Joab's arm. The man screams and drops the flashlight. It rolls toward the pit, casting wild shadows against the wall. Good heavens, what will you do? [[Grab the flashlight before it falls?->grabFlashlight]] Or [[try to save Joab?->blackoutFightEnoch]] You snatch up the flashlight just as it starts to tumble into the abyss, swing the light around-- Just as the creature lifts Joab into the air with hideous strength. "Enoch! No!" Joab shouts. To no effect. The creature hurls his brother into the pit! Joab screams, and then you hear a splash. His scream is cut short. And now you are [[left alone with the monster.->leftAloneWithEnoch]] The flashlight tumbles into the pit, and the room goes black. It's going to be very hard to help Joab, who's shouting in pain from somewhere in the dark ahead of you. You need to do *something.* But what? [[Rush blindly toward the brothers, screaming and punching?->blackoutAttackEnochWithFists]] [[Die early?->dieEarly]] <%= isInInventory("scalpel") ? "<br/><br/>[[Stab blindly Dr. Herbert's scalpel?->blackoutAttackEnochWithScalpel]]" : ""%><%= isInInventory("net") ? "<br/><br/>[[Throw the net in their general direction?->blackoutAttackEnochWithNet]]" : ""%><%= isInInventory("instrument") ? "<br/><br/>[[Swing away with the flukehorn?->blackoutAttackEnochWithHorn]]" : ""%><%= isInInventory("instrument") && story.state.canPlayHorn ? "<br/><br/>[[Blow in the flukehorn?->blackoutAttackEnochBlowHorn]]" : ""%><h1>The Long, Twisty Bit</h1> Of all the ideas you've had today, this has to be the worst. Thanks to the flashlight, you can see where the creature<%=swap("...", "... pardon me: <i>Enoch</i>...")%> ran off to. He's there in the distance, and he seems to be dragging something behind him. Ah. That something is a tail. It seems Enoch has changed more than I thought. He vanishes around a corner. Do you want to [[keep following?->fightAngryEnoch]] Or go back and [[help Joab?->helpJoabInPit]]Good choice. You peer over the lip of the hole, and shine the flashlight into its depths. Joab lies at the bottom of the pit, forty feet below, half-submerged in water. You realize that the hole is some kind of ancient well. "Are you all right?" you call. "Is my brother okay?"<%=swap("...","... a surprisingly touching question, coming from a man who was just thrown into a well by said brother.")%> "He ran away!" you say. "What about you?" "I think I broke my leg," he says matter-of-factly. "Go get a rope. Or call someone." Hmm. You [[need a plan.->needPlan]] You find your way back upstairs, looking for help. But the cafeteria ladies have packed up the kitchen. Matilda the janitor is nowhere to be found. You're forced to run all the way back to Main Street to find Sheriff Bode to tell him about Joab McKelvey, and it takes a frightfully long time to rescue the man. You don't mention Enoch--that's Joab's story to tell. <%=isInHistory("angryEnochFreedom") ? "[[But you do wonder...->satisfyingEnding]]" : "[[But you do wonder...->unsatisfyingEnding]]"%> <% dropInventoryItem("net"); dropInventoryItem("scalpel"); %> In less than a minute, you've cut the net in half and tied it back together lengthwise to form a 50-foot skinny net suitable for climbing. Joab, even with his one leg out of action, is pretty nimble<%=swap("...","... a skill that might be familiar to you.")%> He hauls himself out of the well, and lies for a moment, panting, on the floor. <%=swapEsteem("throwLongNet","Well done, Harrison. Why don't you treat yourself?", 5)%> "Please," he says. "Go see if Enoch is all right." <%=isInHistory("angryEnochFreedom") ? "It's time to [[tell Joab about Enouch.->tellJoabAboutEnoch]]" : "Please don't, Harrison. I know you're curious. But you've survived this far, and it's a *very* a bad idea to [[go hunting monsters.->trackEnoch]]"%> You're going to be the death of me, Harrison Squared. You follow the tunnel that Enoch ran down, and after many twists and turns, you find yourself in a familiar place: the great stone pool where your daily swim class takes place. The water is eerily still. But [[where is the creature?->emptyPoolEnding]]<a href="https://darylgregory.files.wordpress.com/2015/03/harrison_bw_1000x1356.png" target="picture"><img class="picture" src="https://darylgregory.files.wordpress.com/2015/03/harrison_bw_300x407.png" /></a> Where did Enoch go? Why did he run away from home in the first place? What did he expect to find down here, in the basement of Dunnsmouth Secondary? This case may not have resolved satisfactorily, but take heart, Harrison Squared. There are no end of mysteries in Dunnsmouth<%=swap("..."," (And you can always <a onclick='window.location.reload()'>start the game over.</a>)")%> <h1>The End</h1>You creep around the corner, listening for Enoch's heavy tread... And the creature leaps at you out of the dark! <%=swap("...", "... Evidently, he didn't like you following him.")%> There's no place to run. You have time to do only one thing. But what? [[Punch him in the snout?->attackAngryEnochWithFists]] [[Die early?->dieEarly]] <%= isInInventory("scalpel") ? "<br/><br/>[[Stab him with Dr. Herbert's scalpel?->attackAngryEnochWithScalpel]]" : ""%><%= isInInventory("net") ? "<br/><br/>[[Throw the net over him?->attackAngryEnochWithNet]]" : ""%> <%= isInInventory("instrument") ? "<br/><br/>[[Bop him with the flukehorn?->attackAngryEnochWithHorn]]" : ""%> <%= isInInventory("instrument") && story.state.canPlayHorn ? "<br/><br/>[[Blow in the flukehorn?->attackAngryEnochBlowHorn]]" : ""%>That scalpel makes for a better scientific instrument than a weapon. Especially against an angry human/amphibian<%=swap("...","... (humanphibian? amphibiman?)")%> The blade bounces off Enoch's scaly hide, and he bats it out of your hand. Then he fastens his claws around your neck. And now, there's only [[one thing left for you to do.->die]]Well, that's one terrible idea that didn't work out. The flukhorn, while dangerously sharp<%=swap("...","....(that's a musical joke)")%> is no match for an angry human/amphibian<%=swap("...","... (humanphibian? amphibiman?)")%> The horn bounces off Enoch's scaly hide, and he bats it out of your hand. Then he fastens his claws around your neck. And now, there's only [[one thing left for you to do.->die]]Alas, you are no Roman gladiator, and Enoch is no dumb fish. He easily bats aside the net, and fastens his claws around your neck. And now, there's only [[one thing left for you to do.->die]]Oh my. Your rushed attempt at music has an unusual effect on the creature. Enoch stops in his tracks. He tilts his head. Is there something left in that transformed brain that remembers playing this instrument? Regardless, your use of the flukehorn has just saved your life. <%=swapEsteem("attackAngryEnochBlowHorn", "Give yourself 1,000 self-esteem points.", 1000)%> The creature turns, slowly, and shuffles down the end of the tunnel. You see a patch of light beyond that looks familiar. So, are you going to [[follow Enoch?->angryEnochPool]] Or go [[rescue Joab from the pit?->helpJoabInPit]] <a href="https://darylgregory.files.wordpress.com/2015/03/harrison_bw_1000x1356.png" target="picture"><img class="picture" src="https://darylgregory.files.wordpress.com/2015/03/harrison_bw_300x407.png" /></a>I'm very sorry, Harrison, but you've made the title of this game more true than I would have liked. You're dead<%=swap("...","... kaput")%> <%=swap(" ...","... expired")%><%=swap(" ...","... gone to join the choir eternal")%><%=swap(" ...","... etcetera, etcetera.")%> This case may not have resolved satisfactorily, but perhaps others will investigate your demise. There are no end of mysteries in Dunnsmouth<%=swap("..."," (And you can always <a onclick='window.location.reload()'>start the game over.</a>)")%> <h1>The End</h1> <%= isInInventory("pen") && isInInventory("paper") ? "[[Unless...->changeStory]]" : ""%><%dropInventoryItem("scalpel");%> That scalpel makes for a better scientific instrument than a weapon. Especially against an angry human/amphibian<%=swap("...","... (humanphibian? amphibiman?)")%> Especially in the dark. Are you even sure which brother you are attacking? Then the blade is batted out of your hand, and you have your answer. You feel huge, clawed hands lift you into the air. There's a moment, as the creature holds you aloft, when a hopeful person might think, Perhaps he's just going to sit me down now! That moment ends. As well as all hope, when Enoch [[throws you into the pit.->blackoutFalling]]<%dropInventoryItem("instrument")%> Well, that's a terrible idea. The flukhorn, while dangerously sharp<%=swap("...","....(that's a musical joke)")%> is no match for an angry human/amphibian<%=swap("...","... (humanphibian? amphibiman?)")%> Especially in the dark. Are you even which brother you are attacking? Then the horn is batted out of your hand, and you have your answer. You feel huge, clawed hands lift you into the air. There's a moment, as the creature holds you aloft, when a hopeful person might think, Perhaps he's just going to sit me down now! That moment ends. As well as all hope, when Enoch [[throws you into the pit.->blackoutFalling]]<%dropInventoryItem("net");%> Alas, you are no Roman gladiator, and Enoch is no dumb fish. Especially in the dark. Are you even sure if the net covered Enoch, or Joab, or both? Then you feel huge, clawed hands lift you into the air, and you have your answer. Enoch is not slowed down a bit. There's a moment, as the creature holds you aloft, when a hopeful person might think, Perhaps he's just going to sit me down now! That moment ends. As well as all hope, when Enoch [[throws you into the pit.->blackoutFalling]]This might have been a good idea, if you had any light to see by. But as you fumble to cover the correct holes in the dark, and to fit the smaller conch to your lips, you feel huge, clawed hands lift you into the air. There's a moment, as the creature holds you aloft, when a hopeful person might think, Perhaps he's just going to sit me down now! That moment ends. As well as all hope, when Enoch [[throws you into the pit.->blackoutFalling]] <h1>The Pool</h1> Ah, you do recognize this place. This vast cavern is where your gym class takes swim lessons. The huge, underground pool is surrounded by stone benches, as in a Roman coliseum. Enoch moves quickly now, heading for the water. He makes a noise that, if you didn't know better, sounds like a moan of delight. And then, he leaps into the pool. You [[rush forward to see.->enochFreedom]]You're surprised Joab is still conscious. The man struggles to his feet. "We've got to get you to a hospital," you say. "Shut up," Joab explains. "I gotta find Enoch. I gotta bring him home." There's clearly no arguing with him. You put his arm over your shoulder and take his weight. Together you [[walk toward the light.->enochFreedomWithJoab]]The flashlight is nowhere to be found. How about this? If you [[turn in all your esteem points->blackoutEsteemForFlashlight]], I'll give you a flashlight.After a minute or two of yelling, the (presumably) bleeding Joab crawls to the edge of the hole and calls down to you. "I guess you're alive," he says. "Got a rope?" <% var s = "If only you had Mrs. Velloc's net, and something to cut that net with. But alas, your only choice is to [[beg Joab to get help.->blackoutJoabLeavesToGetHelp]]"; if (isInInventory("net")) { s = "I have some bad news and good news. The bad news: You don't have a rope. The good news: You do have a net. But that is quickly followed by some bad news: it's only 25 feet long."; if (isInInventory("scalpel")) { s += "<br /><br />Fortunately--and here's the good news that trumps all the previous bad news--you also have Dr. Herbert's scalpel, and some serious knot-tying skills you acquired in Mrs. Velloc's class.<br /> <br />So what are you waiting for? [[Get to work!->blackoutThrowLongNetUp]]"; } else { s += "<br /><br />Your only choice is to [[beg Joab to get help.->blackoutJoabLeavesToGetHelp]]"; } } %> <%=s%> <% selfEsteem = selfEsteem-10;%> The man swears quietly. In the dark it sounds almost as if he were next to you. He wants to go find Enoch, but because of you, he's forced to let his brother go. Minus ten self-esteem points for you, young man. You now have <%=selfEsteem%> points. And did I mention how cold this well water is? You'll catch your death of hypothermia<%=swap("...","... (That's the condition of having a dangerously low body temperature. A good definition to keep in mind here in Dunnsmouth.)")%> It's going to take some time for Joab to return. In the meantime, you are left with [[so many questions...->unsatisfyingEnding2]]<a href="https://darylgregory.files.wordpress.com/2015/03/harrison_bw_1000x1356.png" target="picture"><img class="picture" src="https://darylgregory.files.wordpress.com/2015/03/harrison_bw_300x407.png" /></a> Where did Enoch go? Why did he run away from home in the first place? What did he expect to find down here, in the basement of Dunnsmouth Secondary? This case may not have resolved satisfactorily, but take heart, Harrison Squared. There are no end of mysteries in Dunnsmouth<%=swap("..."," (And you can always <a onclick='window.location.reload()'>start the game over.</a>)")%> <h1>The End</h1><h1>Freedom</h1> <a href="https://darylgregory.files.wordpress.com/2015/03/enochswimming_1200x927.png" target="picture"><img class="picture" src="https://darylgregory.files.wordpress.com/2015/03/enochswimming_500x386.png" /></a> Later, you'll struggle to describe this moment to Joab. You'll use the phrase, "He was in his element." Because Enoch is finally in his. In the water, he's graceful. He swims for a few seconds, and then with a slap of his tail, he vanishes. The surface of the pool goes still. And you, you are [[left with one final question.->happyEnding]]<h1>Freedom</h1> <a href="https://darylgregory.files.wordpress.com/2015/03/enochswimming_1200x927.png" target="picture"><img class="picture" src="https://darylgregory.files.wordpress.com/2015/03/enochswimming_500x386.png" /></a> Later, you and Joab will struggle to find words to describe this moment. You'll use the phrase, "He was in his element." Because Enoch is finally in his. In the water, he's graceful. He swims for a few seconds, and then with a slap of his tail, he vanishes. The surface of the pool goes still. And you, you are [[left with one final question.->happyEnding]]<a href="https://darylgregory.files.wordpress.com/2015/03/harrison_bw_1000x1356.png" target="picture"><img class="picture" src="https://darylgregory.files.wordpress.com/2015/03/harrison_bw_300x407.png" /></a>What does the future hold for Enoch McKelvey? There are rumors that the pool connects to the ocean through a series of underwater caves--and there are more rumors that creatures much like what Enoch has turned into live out in Dunnsmouth bay, under the waves. Perhaps he'll find peace there. Ah well. Another mystery, Harrison Squared. There are no end to them in Dunnsmouth<%=swap("..."," (And you can always <a onclick='window.location.reload()'>start the game over.</a>)")%> <h1>The End</h1> <a href="https://darylgregory.files.wordpress.com/2015/03/harrison_bw_1000x1356.png" target="picture"><img class="picture" src="https://darylgregory.files.wordpress.com/2015/03/harrison_bw_300x407.png" /></a> He's gone, without a trace. There are rumors that the pool connects to the ocean through a series of underwater caves--and there are more rumors that creatures much like what Enoch has turned into live out in Dunnsmouth bay, under the waves. What was Enoch looking for? Freedom? Companionship with others like himself? We may never know. This case may not have resolved satisfactorily, but take heart, Harrison Squared. There are no end of mysteries in Dunnsmouth<%=swap("..."," (And you can always <a onclick='window.location.reload()'>start the game over.</a>)")%> <h1>The End</h1><h1>The Pool</h1> Ah, you do recognize this place. This vast cavern is where your gym class takes swim lessons. The huge, underground pool is surrounded by stone benches, as in a Roman coliseum. Enoch moves quickly now, heading for the water. He makes a noise that, if you didn't know better, sounds like a moan of delight. And then, he leaps into the pool. You [[rush forward to see.->angryEnochFreedom]]<h1>Freedom</h1> <a href="https://darylgregory.files.wordpress.com/2015/03/enochswimming_1200x927.png" target="picture"><img class="picture" src="https://darylgregory.files.wordpress.com/2015/03/enochswimming_500x386.png" /></a> You've heard the phrase, "He was in his element." Enoch is finally in his. In the water, he's graceful. He swims for a few seconds, and then with a slap of his tail, he vanishes. Well, time to head home. Oh, wait. What about Joab? [[Shouldn't you help him?->helpJoabInPit]] <h1>The Kitchen</h1> The three cafeteria ladies are still hard at work. <%=isInInventory("shark") ? "Why do you have that look on your face? Surely you're not going to [[give them your dead mascot?->giveShark]] <br/><br/>I'd much prefer it if you went back to [[the cafetorium.->cafetorium]]" : "\"Didn't we tell you to scat?,\" the oldest lady says. \"Don't come back til you've found us some fresh fish!\" <br /><br />Can we please [[leave now?->cafetorium]]"%> Alas, your tiny human fists are no match for an angry human/amphibian<%=swap("...","... (humanphibian? amphibiman?)")%> -- even if you were sure which brother you were attacking. Then you feel huge, clawed hands lift you into the air. I guess it was Enoch after all. There's a moment, as he he holds you aloft, when a hopeful person might think, Perhaps he's just going to set me down now! That moment ends. As well as all hope, when Enoch [[throws you into the pit.->blackoutFalling]]Alas, your tiny human fists are no match for an angry human/amphibian<%=swap("...","... (humanphibian? amphibiman?)")%> The furious and perhaps frightened creature fastens his claws around your neck. And now, there's only [[one thing left for you to do.->die]]You *do* have my pen and paper. If you would like to temporarily assume the duties of narrator, you could, in a manner of speaking, rewrite history. Simply write, "He realized his death was nothing but a bad dream." Go ahead. [[Write it.->enochAttacks]] <%dropInventoryItem("pen");dropInventoryItem("paper");%>Enoch stares for a moment at the hole, and makes a sound that is at once mournful and angry. Then he turns and runs out of the chamber. All this excitement is too much for me. Please don't [[follow the creature.->followEnochAngry]] Stay here and [[see if Joab is all right.->helpJoabInPit]]<% var s = "If only you had a net, and something to cut that net with. But alas, your only choice is to run and [[get help.->getOutsideHelp]] Unless you want to [[trade all your self-esteem points for a rope...->tradeForRope]]"; if (isInInventory("net")) { s = "I have some bad news and good news. The bad news: You don't have a rope. The good news: You do have a net. But that is quickly followed by some bad news: it's only 25 feet long."; if (isInInventory("scalpel")) { s += "<br /><br />Fortunately--and here's the good news that trumps all the previous bad news--you also have Dr. Herbert's scalpel, and some serious knot-tying skills you acquired in Mrs. Velloc's class.<br /> <br />So what are you waiting for? [[Get to work!->throwLongNet]]"; } else { s += "<br /><br />Your only choice is to run and [[get help.->getOutsideHelp]] Unless you want to [[trade all your self-esteem points for a rope...->tradeForRope]]"; } } %> <%=s%> Silly boy. Self-esteem comes from *within* and *stays* there. You can't use it like *magic beans.* Now be sensible, and go [[get help!->getOutsideHelp]]Alas, you are correct. There's almost nothing you can do to stop an angry human/amphibian<%=swap("...","... (humanphibian? amphibiman?)")%> The furious and perhaps frightened creature fastens his claws around your neck. And now, there really is only [[one thing left for you to do.->die]]What does the future hold for Enoch McKelvey? There are rumors that the pool connects to the ocean through a series of underwater caves--and there are more rumors that creatures much like what Enoch has turned into live out in Dunnsmouth bay, under the waves. Perhaps he'll find peace there. Ah well. Another mystery, Harrison Squared. There are no end to them in Dunnsmouth<%=swap("..."," (And you can always <a onclick='window.location.reload()'>start the game over.</a>)")%> <h1>The End</h1>You tell Joab about what you saw in the pool, and you try to explain how *free* Enoch looked in the water. Joab still seems upset. He wants his brother back. [[But you do wonder...->satisfyingEnding]] <% dropInventoryItem("net"); dropInventoryItem("scalpel"); %> Working by feel in the dark, it takes you only a few minutes to cut the net in half and tie it back together lengthwise, forming a 50-foot skinny net suitable for climbing<%=swap("...","... (Frankly, I'm impressed.)")%> It takes a bit longer, however, to heave the net up to the lip of the well. Finally, Joab snags it in the dark, and hauls you up. <%=swapEsteem("throwLongNetUp","Well done, Harrison. Why don't you treat yourself?", 5)%> Joab, however, does not sound too good. "Please," he says. "Go see if Enoch is all right." That's nonsense. [[Go get this man some medical help!->medicalHelp]]. I don't care how much he pleads with you, it's a bad idea to go [[traipsing after that monster.->trackEnochAfterPit]] <a href="https://darylgregory.files.wordpress.com/2015/03/harrison_bw_1000x1356.png" target="picture"><img class="picture" src="https://darylgregory.files.wordpress.com/2015/03/harrison_bw_300x407.png" /></a>Joab is bleeding pretty badly. Against his protestations, you help the man to the surface, and run<%=swap("...", "... well, hobble... ")%> into town to ask Sheriff Bode for help. Soon, an ambulance arrives to take Joab to the hospital in Uxton. <%=swapEsteem("medicalHelp","Give yourself another dose of self-esteem. Not that it matter.", 1)%> But you're left with so many questions. Where did Enoch go? Why did he run away from home in the first place? What was he expecting to find in the basement of Dunnsmouth Secondary? This case may not have resolved satisfactorily, but take heart, Harrison Squared. There are no end of mysteries in Dunnsmouth<%=swap("..."," (And you can always <a onclick='window.location.reload()'>start the game over.</a>)")%> <h1>The End</h1>Ah! A dim light in the distance! You creep around the corner, listening for Enoch's heavy tread... And the creature leaps at you out at you! <%=swap("...", "... Evidently, he didn't like you following him.")%> There's no place to run. You have a second chance to do subdue Enoch somehow. But what will you do? [[Punch him in the snout?->attackAngryEnochWithFists]] [[Die early?->dieEarly]] <%= isInInventory("scalpel") ? "<br/><br/>[[Stab him with Dr. Herbert's scalpel?->attackAngryEnochWithScalpel]]" : ""%><%= isInInventory("net") ? "<br/><br/>[[Throw the net over him?->attackAngryEnochWithNet]]" : ""%><%= isInInventory("instrument") ? "<br/><br/>[[Bop him with the flukehorn?->attackAngryEnochWithHorn]]" : ""%><%= isInInventory("instrument") && story.state.canPlayHorn ? "<br/><br/>[[Blow in the flukehorn?->blowHornAfterPit]]" : ""%>Oh my. Your rushed attempt at music has an unusual effect on the creature. Enoch stops in his tracks. He tilts his head. Is there something left in that transformed brain that remembers playing this instrument? Regardless, your use of the flukehorn has just saved your life. <%=swapEsteem("attackEnochBlowHorn", "Give yourself 1,000 self-esteem points.", 1000)%> The creature slowly turns and shuffles down the end of the tunnel. You see a patch of light beyond that looks familiar. So, are you going to [[follow Enoch?->enochPool]] Or go [[rescue the bleeding Joab?->helpBleedingJoab]]