Browser lacks capabilities required to play.

Upgrade or switch to another browser.

Loading…
<div id="center"><<if $completed is 0>>\ <img src="img/lunium.jpg" alt="LUNIUM by Ben Jackson ©2023. Can you escape your chains before the killer strikes again?">\ <<else>>\ <img src="img/lunium_alt.jpg" alt="'LUNIUM: [loo-nee-uhm] An overpowering emotional state that can bring on temporary madness, violence and amnesia. Believed to be related to phases of the moon.' - Websters Dictionary">\ <</if>>\ <<button "START" "Start">><</button>> <<button "HOW TO PLAY" "How to play">><</button>> <<button "CREDITS" "Credits">><</button>> </div>\<<if visited() lte 1>>\ <<set $start to 0>>\ <<set $status to "Chained to the wall">>\ <img src="img/the_room_blur.jpg" alt="Your vision is a blur, but you seem to be in a small dark room with a single light source..." width="100%">\ Your head feels groggy and your thoughts are confused. Your vision is blurry and clouded. You can just about make out a single light source in front of you, but the rest is darkness. There is a dull thud in your head. Had you been drinking? You try to remember the events that lead up to this moment, but come up a blank. You try to stand, and it's only then do you realise, with a sudden stab of pain, that your right arm is locked in place. At least your left arm seems to be free. You attempt to shift your weight and ease the pressure on your right hand as the cold metal bites into your skin. Tracing it up to the source, you realise that you're chained to the wall by a thick iron manacle. <<elseif visited ("Look around")>>\ <img src="img/the_room_1.jpg" alt="A dark and gloomy room, lit by a single candle." width="100%">\ You're propped up against the wall of a dark room. Your vision has cleared a little now and you can see a desk with a candle and a door on the opposite side. Your right arm is suspended above you by a thick iron manacle, but your left arm is free. <<else>>\ <img src="img/the_room_blur.jpg" alt="Your vision is a blur, but you seem to be in a small dark room with a single light source..." width="100%">\ You're propped up against the wall of a dark room. You have no recollection of how you got here, but you're fairly sure it wasn't of your own volition. Your right arm is suspended above you by a thick iron manacle. Your left arm seems to be free. <</if>>\ [[Try to free your arm|free your arm]] [[Search your left pocket|left pocket]] [[Search your right pocket|right pocket]] [[Look around|Look around]] <<if visited ("Look around") and $hasSilverKey is false>>[[Look down at your clothes|Shoe]]<</if>>\ <<set $hasSilverKey to false>> <<set $hasYellowKey to false>> <<set $hasPurpleKey to false>> <<set $hasCypher to false>> <<set $hasAlmanac to false>> <<set $hasNotebook to false>> <<set $hasDiary to false>> <<set $hasitems to false>> <<set $LeftDrawerUnlocked to false>> <<set $RightDrawerUnlocked to false>> <<set $match to 0>> <<set $matchlit to false>> <<set $rightwall to 0>> <<set $MoonUnlocked to false>> <<set $StarUnlocked to false>> <<set $SunUnlocked to false>> <<set $sunchain to 0>> <<set $starchain to 0>> <<set $moonchain to 0>> <<set $change to false>> <<set $name to "">> <<set $start to 1>> <<set $ArmIsFree to false>> <<set $status to "Unconscious">> <<set $solutions to "OFF">> <<set $hints to "OFF">> <<set $hintstotal to 0>> <<set $hintnum to "">> <<set $hint1 to 0>> <<set $hint2 to 0>> <<set $hint3 to 0>> <<set $hint4 to 0>> <<set $hint5 to 0>> <<set $hint6 to 0>> <<set $hint7 to 0>> <<set $hint8 to 0>> <<set $hint9 to 0>> <<set $hint10 to 0>> <<set $hint11 to 0>> <<set $hint12 to 0>> <<set $hint13 to 0>> <<set $hint14 to 0>> <<set $hint15 to 0>> <<set $hint16 to 0>> <<set setup.complete = 0>> <<set $completed to 0>> <<set $keygot to 0>> <<set $first_key to "">> <<set $second_key to "">> <<set $third_key to "">><<if $start is 0>>\ <span id="items"><b>STATUS</b></span> $status <<button "VIEW ITEMS" "ITEMS">><</button>> <<set $hintstotal to $hint1+$hint2+$hint3+$hint4+$hint5+$hint6+$hint7+$hint8+$hint9+$hint10+$hint11+$hint12+$hint13+$hint14+$hint15+$hint16>>\ <<if $hints is "ON">>\ Hints are: ON <<if $solutions is "ON">>\ Solutions are: ON <</if>>\ Hints used so far: $hintstotal <<link "TURN HINTS OFF">>\ <<set $hints to "OFF">>\ <<run Engine.show()>> <</link>>\ <<else>>\ <<link "TURN HINTS ON">>\ <<set $hints to "ON">>\ <<run Engine.show()>> <</link>>\ <</if>>\ <<else>>\ <span id="menutitle">London, 1886. Can you escape your chains before the killer strikes again?</span> <</if>>\<img src="img/sidebar.jpg" alt="LUNIUM by Ben Jackson ©2023" width="100%">\<span id="sub1">How to play</span> <span id="sub2">London, 1886. Escape your chains and the room you find yourself trapped in. In the process, attempt to piece together the clues that hint at who imprisoned you here and perhaps discover the identity of a murderer at large; a murderer who might kill again if you can't uncover the mystery in time.</span> This is an 'escape room' puzzle game. At its simplest, the game is about finding items and clues that help you enter a series of text and number codes. Every clue might have an important detail that could help you escape and potentially bring the killer to justice. <span id="sub1">Codes and Hints</span> Text codes will only ever be a single word (no spaces or punctuation). For number codes, just click each number in turn until you've reached the desired combination, then click the 'try' button to see if it's right. Optional hints are available for each text or number code. To read more about the hint system and access the built in 'solutions' mode, click the button below: <<button "HINTS & SOLUTIONS" "Hints">><</button>> <span id="sub1">Your Items</span> Smaller items will be added to your 'items' list when you find them so you can refer back to them later - just click 'View Items' in the side menu bar. Larger items will remain where you found them. If you're playing on a mobile or tablet, you can hide and reveal the side menu using the arrow at the top. <span id="sub1">Images</span> Many clues may be found within images. If you're viewing on mobile, you should pinch-zoom-in, just to check to see if you've missed anything. On desktop, you can click and hold on images in your items list to 'magnify' them. Essential information is also contained within each image 'alt text'. Even without the images, the game should still be accessible (but it is a better experience with them!). <span id="sub1">Duration</span> The average time to complete the game is around an hour, but you can reduce this by using the hints. You can also save (and load) your game at any time using the option in the side menu. <<return>><h3>Lunium by Ben Jackson © 2023</h3>\ This is a one-man-band production – all text, images and puzzles were created by myself, especially for the game. <i>A note about the images: While I'm not at all opposed to the thoughtful use of generative AI - the text and images in this particular game were <b>not</b> created using any AI tools. All images are a combination of hand-created elements and modified stock photos - using applications such as Photoshop and Illustrator.</i> Entered into <a href="https://ifcomp.org/ballot/#entry-2940" target="_blank">IFComp 2023</a> Thanks for giving it a try! Lunium: V1.06 Created in Twine v2.7.1, SugarCube v2.36.1 (this is my first attempt at building a game in Twine) A huge thanks to the testers who managed to escape their chains and improve the game in the process: <span id="sub2">Anne Stagg Doug Egan Beryl Jackson John Cooper Tabitha Daniel Stelzer</span> <<return>><<if $hasSilverKey is false>>\ You try to free your arm but it's no use, the solid iron manacle has a tight grip on your wrist. The chain itself is secured to the wall with an iron ring, and no matter how hard you pull, it refuses to give. It seems that there's no way to free yourself, however, you do notice that the manacle requires a key to unlock it. Perhaps it's nearby? <<else>>\ The iron manacle grips your wrist firmly but perhaps the key you found will unlock it? In order to use it, enter the key's inscription below and then click 'try'. <span class="textenter"><<textbox "_input" "" autofocus>><<button "TRY">></span> <<if ["lunium", " lunium", "lunium "].includes(_input.toLowerCase())>>\ <<goto "Arm unlocked">>\ <<else>>\ <<replace "#output">><<= either(["Your 'items' list can be found in the side-bar.", "You can find the key in your 'items' list.", "You can zoom into your item images by clicking on them.", "You're looking for an inscription, written on the key itself."])>>\<</replace>>\ <</if>>\ <</button>> <span id="output"></span> <</if>>\ [[Search elsewhere|You awake]] <<if $hints is "ON">>\ <span id="sub2">\ <<if $hasSilverKey is true>> You now have everything you need. <<else>> You haven't found what you need yet. <</if>>\ </span>\ <<if $hint1 lt 3>>\ [[HINT »|free your arm][$hint1 ++]] $hint1 of 3 <</if>>\ <<if $hint1 gt 0>>\ <span id="sub2"> HINT 1: You'll need to find a key that fits this lock, then enter the inscription you find on it. Perhaps it's nearby?</span> <</if>>\ <<if $hint1 gt 1>>\ <span id="sub2">HINT 2: Search elsewhere, then 'Look around'. Once your vision has cleared, examine your clothes and try taking off your shoe...</span> <</if>>\ <<if $hint1 gt 2>>\ <span id="sub2">HINT 3: Take off your shoe to find a silver key. This will be added to your 'items' list - which you can access at any time from the left-hand menu. Written on the image itself is an inscription.</span> <<if $solutions is "ON" and $hasSilverKey is true>>\ <<linkreplace "» SHOW SOLUTION">>\ SOLUTION: The inscription reads "LUNIUM". Type that into the box above (and then hit 'enter'). <</linkreplace>>\ <</if>>\ <</if>>\ <</if>>\<<if $match gt 0>><<set $match -= 0.6>><</if>>\ \ <<set $hasCoins to true>>\ <<set $hasPhial to true>>\ <<set $hasitems to true>>\ You search your left pocket. Inside you find a few coins and a small phial of colourless liquid. <span class="itemimage"><img src="img/coins.jpg" alt="There are five coloured coins, each has a number. Red: 1, Green: 2, Blue: 3, Grey: 4 and Brown: 7"></span>\ <span class="itemimage"><img src="img/phial.jpg" alt="A small glass phial of colourless liquid with the initials 'BN' on the side."></span>\ <<if $ArmIsFree is false>>\ [[Search elsewhere|You awake]] <<else>>\ Back to: [[The room|Survey the room]] <</if>>\<<if $match gt 0>><<set $match -= 0.6>><</if>>\ \ <<set $hasScrap to true>><<set $hasitems to true>>\ <<if $ArmIsFree is false>><<set $triedrightpocket to true>>\ You reach over with your left arm and search your right pocket. It's an awkward angle and you can only just reach inside – you manage to pull out a scrap of paper with a hastily written note on it. It feels like there's something else in there, but you can't quite reach it while your other arm is chained. <span class="itemimage"><img src="img/first_note.jpg" alt="A note with a star on it that says: 'The killer will strike again TOMORROW! I must stop them. I have narrowed down the list of suspects, but time is running out.'"></span>\ [[Search elsewhere|You awake]] <<else>>\ <<if $triedrightpocket is true>>\ You search your right pocket. Now your right arm is free, you can access everything in there and you discover some more items. There is the scrap of paper you found earlier, along with a box of matches and an official-looking notebook. <<else>>\ You search your right pocket. Now your right arm is free, you can access everything in there. You find a scrap of paper, a box of matches and an official-looking notebook. <</if>>\ <<set $hasMatchbox to true>>\ <<if $hasDiary is false>><<set $hasNotebook to true>><</if>>\ <span class="itemimage"><img src="img/first_note.jpg" alt="A note with a star on it that says: 'The killer will strike again TOMORROW! I must stop them. I have narrowed down the list of suspects, but time is running out.'"></span>\ <span class="itemimage"><img src="img/notebook.jpg" alt="Some sort of official Police notebook: 'Issued on behalf of Scotland Yard. By order of her Majesty the Queen. Case Notes: 55 43 37 1'"></span>\ <<if $hasCypher is false and $hasDiary is false>>\ <span class="itemimage"><img src="img/matchbox.jpg" alt="A box of 'Prestige' Safety Matches. There's something inside."></span>\ <<else>>\ <span class="itemimage"><img src="img/matchbox_empty.jpg" alt="A box of 'Prestige' Safety Matches"></span><</if>>\ [[Open the notebook|notebook]] [[Try lighting one of the matches|matchbox]] Back to: [[The room|Survey the room]] <</if>>\<img src="img/the_room_1.jpg" alt="A dark and gloomy room, lit by a single candle." width="100%">\ <<if $hasSilverKey is true>>\ You look around, but it's so dimly lit you can't really see anything else of use. Your clothes are dishevelled and your shoes are scuffed. Your left shoe lies where you kicked it and you have already retrieved the key you found in there. There must be a way to use this key to free yourself? <span id="sub2">You can find the key in your 'Items' list in the side menu.</span> [[Search elsewhere|You awake]] <<else>>\ You attempt to shake yourself awake. Blinking several times does help to clear your vision, but the space is so dimly lit, there's still not much to see. To the left is a wooden desk supporting a single candle whose glow gives some respite to the darkness. Above it hangs a picture, but from here you can't make out the details. Ahead, a large wooden door seems to be the only way in or out, and to the right, the candlelight dares not venture. It looks to be around ten feet to the door, but it may as well be a mile as the iron chain has you firmly in its grasp. [[Search elsewhere|You awake]] <</if>>\ <<if $keygot gte 2>>\ <img src="img/Room_CH1.jpg" alt="A dark and gloomy room. The exit is locked, but just a single chain remains." width="100%"> <<elseif $keygot is 1>>\ <img src="img/Room_CH2.jpg" alt="A dark and gloomy room. The exit is locked, two chains remain." width="100%"> <<else>>\ <img src="img/Room_CH3.jpg" alt="A dark and gloomy room. The exit is locked with three chains." width="100%"> <</if>>\ <<if $match != 0>><<set $match -->>\ <<if $match gt 1>><<set $status to "The match continues to burn">>\ There is a large wooden door ahead, to your left, there is a desk with a small candle, its dim light aided by the burning match in your hand. To your right, the room is cloaked in darkness. <<elseif $match gt 0>><<set $status to "The match is almost extinguished">>\ Ahead is the wooden door and the padlock, to your left, the desk and candle. To your right, the room is shrouded in darkness. The light from the match flickers as it nears the end of its short life. <<else>><<set $match to 0>>\ <<set $status to "The match burnt out">>\ The match burns out in your hand. It feels like the darkness has regained its hold, seeping in through the walls in its attempt to engulf you. Thankfully the single candle still burns, casting its pale light as far as it's able. <</if>><<else>>\ <<set $status to "Trapped in a dark room">>\ Ahead is a large wooden door. To your left, there is a desk with a small candle providing the only light in the room. The area on the right is shrouded in darkness. <</if>>\ Investigate <<if $keygot gt 0>>\ [[The chains and the lock|padlock]]<<else>>\ [[The door at the far end|Exit]]<</if>> [[The desk on the left-hand side|Left wall]] [[The right side of the room|Right wall]] [[The wall where you were chained|Chains]] Or [[Check your left pocket|left pocket]] [[Check your right pocket|right pocket]] You glance down at your clothes. Now your vision has cleared you can see they are dishevelled and it looks like you've been wearing them for a while. Your shoes are scuffed and have seen better days. You notice that your right shoe is tied, but the laces on your left are partially undone and the shoe is loose. <<linkreplace "Attempt to remove your shoe">>\ <<set $hasSilverKey to true>>\ You try to pull your foot from your shoe – with a bit of wriggling it finally comes off. With your arm chained and the angle you're sitting, it's just out of reach but you can kick it towards you with your right foot. You do so, and as you do, there's a glint as something falls out of it. You have to twist over to reach it, your arm straining painfully against the chain. Your fingers grasp hold of the object and you retrieve a small, silver key. You turn the key around in your hand admiring the fine craftsmanship. <<set $hasitems to true>>\ <span class="itemimage"><img src="img/silver_key.jpg" alt="An ornate silver key with the inscription: LUNIUM"></span>\ You add it to your items. <span id="sub2">You can view your items using the side menu</span><</linkreplace>> [[Search elsewhere|You awake]] <img src="img/the_room_3_chains.jpg" alt="The door at the far end of the room is secured with three chains and a large padlock." width="100%">\ <<if $match gt 0>><<set $match -->>\ <<if $match gt 1>><<set $status to "The match continues to burn brightly">>\ <<elseif $match gt 0>><<set $status to "The match is almost extinguished">>\ <<else>>\ <<set $match to 0>>\ <<set $status to "The match burnt out">>\<</if>>\ <<else>>\ <<set $status to "Trapped in a dark room">>\<</if>> As you get nearer, you can see that not only is there some kind of padlock in the centre, but it also holds three separate chains together that bar your way. Each chain is marked with a symbol - a Sun, a Moon and a Star. Someone clearly doesn't want you escaping this room! You realise that this is your ultimate goal, the three chains need to be unlocked one by one. If you can figure out the combination to each, you might be able to escape to freedom. [[Examine the padlock|padlock]] [[Look around the room|Survey the room]] <img src="img/the_desk.jpg" alt="The desk holds a small candlestick with a single burning candle. Above it hangs a gloomy oil painting." width="740px"> <<if $match gt 0>><<set $match -->>\ <<if $match gt 1>><<set $status to "The match continues to burn brightly">>\ <<elseif $match gt 0>><<set $status to "The match is almost extinguished">>\ <<else>>\ <<set $status to "The match burnt out">>\<</if>>\ <<else>>\ <<set $status to "Trapped in a dark room">>\<</if>>\ On this side of the room sits a wooden desk. A single candle burns in an ornate bronze candlestick holder and casts its warm but meagre light over the area. Beside it on the tabletop, there is a metal box of some sort and a small scrap of paper. Hanging on the wall above them is a gloomy oil painting in a gilt-edged frame. Under the desk are two locked drawers, each with a small gemstone set just below the lock. <<linkreplace "Examine the scrap of paper">>\ <img src="img/room_sketch.jpg" width="300px" alt="A sketched out layout of the room. At the top: 'The door & the lock'. On the left: 'The desk & the painting'. On the right: 'The photos & the safe'. At the bottom: 'The chain'."> <</linkreplace>>\ [[Examine the metal box|The calendar]] [[Examine the painting|Painting]] <<if $matchlit is true>>[[Light another match|Match]]<<else>>\ [[Examine the candle|Candle]]<</if>> <<if visited() gt 3 or $hasYellowKey is true or $RightDrawerUnlocked is true>>\ <<if $LeftDrawerUnlocked is true>>[[Open the left-hand drawer (unlocked)|Unlock the left drawer]]<<else>>\ [[Try the left-hand drawer|Left drawer]]<</if>> <<if $RightDrawerUnlocked is true>>[[Open the right-hand drawer (unlocked)|Unlock the right drawer]]<<else>>\ [[Try the right-hand drawer|Right drawer]]<</if>> <</if>>\ Back to: [[The room|Survey the room]]<<if $match gt 0>><<set $match -= 0.2>><</if>>\ <<if $match lte 0 and $rightwall is 0>>\ <<set $rightwall to 1>>\ The light from the candle barely reaches the far door, let alone the right-hand wall. As you walk, you become enveloped in utter darkness. You stumble and curse loudly as you bang your head against the wall. You feel around but only manage to dislodge some papers that were pinned there – they scatter to the floor. You peer into the gloom, but it's pointless, it's too dark to see anything over here. [[Return to the brighter part of the room|Survey the room]] <<elseif $match lte 0 and $rightwall is 1 and $matchlit is false>>\ This side of the room is still pitch-black. You try to feel your way, you manage to reach the wall but without more light, you're just stumbling in the dark. [[Return to the brighter part of the room|Survey the room]] <<elseif $match lte 0>>\ <<set $status to "The match burnt out">><<set $match to 0>>\ <<if $safefail is true>><<set $safefail to false>>You try the combination, but the safe won't open. It looks like the number wasn't right. As you're about to give it another go, your match fizzles out, singeing your fingers and leaving you in complete darkness. <<else>>\ You no longer have a lit match, so this side of the room has been plunged back into darkness. Try as you might, you just can't see anything. You'll have to light another. <</if>>\ [[Return to the brighter part of the room|Survey the room]] <<else>>\ <<if $match gt 1>>\ <<set $status to "The match continues to burn">>\ <<else>><<set $status to "The match is burning down">><</if>>\ <img src="img/photo_wall.jpg" alt="On the wall there is space for three photos, with a note above them saying 'Prime Suspects'. The two photos on the right have fallen off and are in the pile below. On the left, one still remains: 'Sir Colin Lincoln: 23'"> <<if $rightwall is 2>>\ You're back by the right-hand wall and the flickering light from the match casts strange shadows, making the photos seem to dance and jitter with life. In front of you, a single picture pinned to the wall along with space for two more, now fallen and jumbled among the mess below you. Nearby, set into the wall, there is a small, solid looking safe. <<else>>\ <<set $rightwall to 2>>\ You have managed to bring light to the darkness! The flickering light from the match is just enough to pierce the gloom. In front of you, there is a single photo pinned to the wall - it looks like there were originally two others, but they have since been knocked off and are now jumbled on the floor. This sparks a memory; this was part of your investigation! You stare at the mess of photos below you trying to remember who the main suspects might be, but there are too many to choose from. Nearby, set into the wall, there is a small, solid looking safe. <</if>>\ <<linkreplace "Look at the mess of photos on the floor">>\ <img src="img/old_photos.jpg" alt="A mess of photos, each one has a name and number: Sir Clarence Smythe: 74 '...': 11 Madam Bella Nocta: 32 '...': 83 Mrs E. Stratham: 13 Mr Avery Brentford: 57 Mr & Mrs Junnifer: 33 Arthur Patterson: 12 Miss Kate Mundus: 91 'Tonics & Tinctures': 16 Sir Jeremy Dovaine OBE: 75"> You consider picking them up, but you don't really want to disturb the order they're in and you're not sure you could carry them all anyway. You decide to leave them where they fell.<</linkreplace>>\ [[Examine the safe|Try the safe]] [[Back to the room|Survey the room]] <</if>><<if $match gt 0>><<set $match -->>\ <<if $match gt 1>><<set $status to "The match continues to burn brightly">>\ <<elseif $match gt 0>><<set $status to "The match is almost extinguished">>\ <<else>>\ <<set $match to 0>>\ <<set $status to "The match burnt out">>\<</if>>\ <<else>>\ <<set $status to "Trapped in a dark room">>\<</if>>\ <<if $match gt 0>>\ <<set $solvedChains to true>>\ <img src="img/chains_light.jpg" alt="You can now make out some writing scratched into the wall: 'Her fading gaze casts its 'waning gibbous' light out into the darkness. It pierces the night and stirs my blood. She turns, her eyes now on me. With her 'waxing crescent' smile, she knows that I am lost.'">\ You move back to the wall that you were chained to. With the match still lit in your hand you can now clearly see something scrawled, like the scratches of a lunatic on the wall near the chain. Perhaps written by whoever chained you there – surely the ravings of a madman? [[Back to the room|Survey the room]] <<else>>\ <img src="img/chains_dark.jpg" alt="There is an iron chain fixed to the wall. Beside it some scratches that might be writing.">\ You move back to the wall that you were chained to. You can see the iron chain is securely fixed, there would have been no way to dislodge it. It's very lucky you found the key! On the wall beside the chain you notice some scratches, but it's too dark to see what they might be. [[Survey the room]] <</if>>\<img src="img/padlock.jpg" alt="The padlock holds the three chains together. On its front are three symbols: a Sun, a Moon and a Star." width="520px">\ <<if $match gt 0>><<set $match -->>\ <<if $match gt 1>><<set $status to "The match continues to burn brightly">>\ <<elseif $match gt 0>><<set $status to "The match is almost extinguished">>\ <<else>>\ <<set $match to 0>>\ <<set $status to "The match burnt out">>\<</if>>\ <<else>>\ <<set $status to "Trapped in a dark room">>\<</if>> <<if $keygot gte 2>>\ The padlock holds the three chains together. You have now unlocked two of them. You just need to unlock the last one to remove the padlock and free yourself from this room! <<elseif $keygot is 1>>\ The padlock locks the three chains in place. You have now managed to unlock one of the chains, but you won't be able to remove them completely from the door until you've unlocked all three. <<else>>\ The padlock holds the three chains together. It is thick and rusted with age, but there's no way to break it without entering the correct combination. On its front, three symbols are inscribed: a Sun, a Moon and a Star. Who would go to such lengths to keep you locked up in here? <</if>>\ <<if $SunUnlocked is true>>\ The 'Sun' chain is unlocked <<else>>\ [[Unlock the 'Sun' chain|Sun]] <</if>>\ <<if $MoonUnlocked is true>>\ The 'Moon' chain is unlocked <<else>>\ [[Unlock the 'Moon' chain|Moon]] <</if>>\ <<if $StarUnlocked is true>>\ The 'Star' chain is unlocked <<else>>\ [[Unlock the 'Star' chain|Star]] <</if>>\ \ <<if $SunUnlocked is true and $MoonUnlocked is true and $StarUnlocked is true>>\ On closer inspection, it would seem the chains are all unlocked! You have a strange feeling; like you've done this all before. Did you forget to relock the chains last time? [[Escape and make an arrest?|Guess][$name=""]] <</if>>\ [[Back to the room|Survey the room]]<img src="img/star.png" alt="the image of a star." width="150px">\ The Star chain spans the entire door, barring your way. There's no way to break it. In the centre, there is a lock with a small eight-pointed star inscribed on it. There is a small dial where a four-digit code can be entered. If you know it, enter the combination below (click each number to set the combination, then 'try'). <<set _output = []>>\ <span id="chains">\ <<cycle "_dial1">><<optionsfrom ["0", "1", "2", "3", "4", "5", "6", "7", "8", "9"]>><</cycle>>|\ <<cycle "_dial2">><<optionsfrom ["0", "1", "2", "3", "4", "5", "6", "7", "8", "9"]>><</cycle>>|\ <<cycle "_dial3">><<optionsfrom ["0", "1", "2", "3", "4", "5", "6", "7", "8", "9"]>><</cycle>>|\ <<cycle "_dial4">><<optionsfrom ["0", "1", "2", "3", "4", "5", "6", "7", "8", "9"]>>\ <</cycle>></span>\ <span class="textenter"><<button "TRY">></span> <<if _output.length === 0>>\ <<set _output = ["That didn't work and the chain is still locked.", "It looks like that wasn't the right combination.", "You try to force the lock, but it just won't budge.", "That doesn't work; try again?", "You can feel your anger building, but the chain remains stubbornly locked."]>>\ <</if>>\ <<if _dial1 + _dial2 + _dial3 + _dial4 == "1711">>\ <<set $StarUnlocked to true>>\ <<set $change to "star">>\ <<goto "Free">>\ <<elseif _dial1 + _dial2 + _dial3 + _dial4 == "1117">>\ <<replace "#output">>That didn't work, but you're on the right track…<</replace>>\ <<else>>\ <<replace "#output">><<= _output.pluck()>><</replace>>\ <</if>>\ <</button>>\ <span id="output"></span>\ if not... Back to: [[The padlock|padlock]] | [[The room|Survey the room]] <<if $hints is "ON">>\ <span id="sub2">\ <<if $SolvedCalendar is true and $hasScrap is true>> You now have everything you need to solve this. <<else>> You haven't found all the clues yet. <</if>>\ </span>\ <<if $hint15 lt 4>>\ [[HINT »|Star][$hint15 ++]] $hint15 of 4 <</if>>\ <<if $hint15 gt 0>>\ <span id="sub2"> HINT 1: You're sure you've seen this symbol somewhere else? If it has this 'Star' symbol on it, it might relate to the combinaton?</span> <</if>>\ <<if $hint15 gt 1>>\ <span id="sub2"> HINT 2: The note you found in your pocket has a star on it...</span> <</if>>\ <<if $hint15 gt 2>>\ <span id="sub2"> HINT 3: The note says the murder will happen tomorrow - and tomorrow is underlined. Is there a way to find out the date?</span> <</if>>\ <<if $hint15 gt 3>>\ <span id="sub2"> HINT 4: Don't forget, this is set in London, so the date would be: day/month.</span> <<if $solutions is "ON" and $SolvedCalendar is true and $hasScrap is true>>\ <<linkreplace "» SHOW SOLUTION">>\ SOLUTION: The note in your pocket has underlined the word 'tomorrow'. According to the mechanical calendar, today is the 16th of November. In the UK that's: 16/11. So, tomorrow would be: 17/11 (or 1711). <</linkreplace>>\ <</if>>\ <</if>>\ <</if>>\<img src="img/sun.png" alt="the image of a sun" width="150px">\ The Sun chain spans across the whole frame, ensuring the door can't be opened. In the centre, there's a lock with a small Sun image inscribed on it. There is a small dial where a four-digit combination code can be entered. If you know it, enter the combination below (click each number to set the combination, then 'try'). <<set _output = []>>\ <span id="chains">\ <<cycle "_dial1">><<optionsfrom ["0", "1", "2", "3", "4", "5", "6", "7", "8", "9"]>><</cycle>>|\ <<cycle "_dial2">><<optionsfrom ["0", "1", "2", "3", "4", "5", "6", "7", "8", "9"]>><</cycle>>|\ <<cycle "_dial3">><<optionsfrom ["0", "1", "2", "3", "4", "5", "6", "7", "8", "9"]>><</cycle>>|\ <<cycle "_dial4">><<optionsfrom ["0", "1", "2", "3", "4", "5", "6", "7", "8", "9"]>>\ <</cycle>></span>\ <span class="textenter"><<button "TRY">></span> <<if _output.length === 0>>\ <<set _output = ["The chain remains locked, that didn't work.", "It looks like that wasn't the right combination.", "You try to force the lock, but it just won't budge.", "That doesn't work; try again?", "The chains are too strong to break, but you give it a try anyway."]>>\ <</if>>\ <<if _dial1 + _dial2 + _dial3 + _dial4 == "4172">>\ <<set $SunUnlocked to true>>\ <<set $change to "sun">>\ <<goto "Free">>\ <<elseif _dial1 + _dial2 + _dial3 + _dial4 == "2714">>\ <<replace "#output">>That didn't work, but you feel like you're close…<</replace>>\ <<else>>\ <<replace "#output">><<= _output.pluck()>><</replace>>\ <</if>>\ <</button>>\ <span id="output"></span>\ if not... Back to: [[The padlock|padlock]] | [[The room|Survey the room]] <<if $hints is "ON">>\ <span id="sub2">\ <<if $hasCoins is true and $SolvedPainting is true>> You now have everything you need to solve this. <<else>> You haven't found all the clues yet. <</if>>\ </span>\ <<if $hint13 lt 5>>\ [[HINT »|Sun][$hint13 ++]] $hint13 of 5 <</if>>\ <<if $hint13 gt 0>>\ <span id="sub2"> HINT 1: You make a note to look out for anything that may show the same 'Sun' symbol on it.</span> <</if>>\ <<if $hint13 gt 1>>\ <span id="sub2"> HINT 2: Have you managed to move the painting?</span> <</if>>\ <<if $hint13 gt 2>>\ <span id="sub2"> HINT 3: There's a similar 'Sun' on the other side of the painting. What could those colours refer to?</span> <</if>>\ <<if $hint13 gt 3>>\ <span id="sub2"> HINT 4: You found some coloured coins in your pocket; could they be related?</span> <</if>>\ <<if $hint13 gt 4>>\ <span id="sub2"> HINT 5: The sketch seems to be a mirror image of the final painting; everything is reversed. </span> <<if $solutions is "ON" and $SolvedPainting is true and $hasCoins is true>>\ <<linkreplace "» SHOW SOLUTION">>\ SOLUTION: The sketch on the back of the painting shows the colours in order. Blue is crossed out. The coloured coins each have a number on them. Because the painting is reversed, we need to reverse the order of the colours. When we apply that order of colours to the coins we get: 4172 <</linkreplace>>\ <</if>>\ <</if>>\ <</if>>\<img src="img/moon.png" alt="the image of a moon" width="145px">\ The Moon chain spans the door from corner to corner. In the centre is a lock with an image of the Moon inscribed on it. There is a tiny dial where a four-digit code could be entered. If you know it, enter the combination below (click each number to set the combination, then 'try'). <<set _output = []>>\ <span id="chains">\ <<cycle "_dial1">><<optionsfrom ["0", "1", "2", "3", "4", "5", "6", "7", "8", "9"]>><</cycle>>|\ <<cycle "_dial2">><<optionsfrom ["0", "1", "2", "3", "4", "5", "6", "7", "8", "9"]>><</cycle>>|\ <<cycle "_dial3">><<optionsfrom ["0", "1", "2", "3", "4", "5", "6", "7", "8", "9"]>><</cycle>>|\ <<cycle "_dial4">><<optionsfrom ["0", "1", "2", "3", "4", "5", "6", "7", "8", "9"]>>\ <</cycle>></span>\ <span class="textenter"><<button "TRY">></span> <<if _output.length === 0>>\ <<set _output = ["The chain remains locked, that didn't work.", "It looks like that wasn't the right combination.", "You try to force the lock, but it just won't budge.", "That doesn't work; try again?", "You sigh in frustration, still no progress."]>>\ <</if>>\ <<if _dial1 + _dial2 + _dial3 + _dial4 == "6122">>\ <<set $MoonUnlocked to true>>\ <<set $change to "moon">>\ <<goto "Free">>\ <<elseif _dial1 + _dial2 + _dial3 + _dial4 == "2261">>\ <<replace "#output">>That didn't work, but you feel like you're close…<</replace>>\ <<else>>\ <<replace "#output">><<= _output.pluck()>><</replace>>\ <</if>>\ <</button>>\ <span id="output"></span>\ if not... Back to: [[The padlock|padlock]] | [[The room|Survey the room]] <<if $hints is "ON">>\ <span id="sub2">\ <<if $hasAlmanac is true and $solvedChains is true>> You now have everything you need to solve this. <<else>> You haven't found all the clues yet. <</if>>\ </span>\ <<if $hint14 lt 4>>\ [[HINT »|Moon][$hint14 ++]] $hint14 of 4 <</if>>\ <<if $hint14 gt 0>>\ <span id="sub2"> HINT 1: You make a note to look out for anything that may show the same 'Moon' symbol on it, it might be related.</span> <</if>>\ <<if $hint14 gt 1>>\ <span id="sub2"> HINT 2: Have you looked on the wall you were originally chained to?</span> <</if>>\ <<if $hint14 gt 2>>\ <span id="sub2"> HINT 3: There's something scratched on that wall, but you'll need to find something else to make sense of it.</span> <</if>>\ <<if $hint14 gt 3>>\ <span id="sub2"> HINT 4: Have you managed to open the left-hand desk drawer?</span> <<if $solutions is "ON" and $hasAlmanac is true and $solvedChains is true>>\ <<linkreplace "» SHOW SOLUTION">>\ SOLUTION: The strange text on the wall has 'waning gibbous' and 'waxing crescent' underlined. Those are phases of the Moon. If we match them up with their corresponding 'fig' numbers on the Almanac, we get: 61 22 <</linkreplace>>\ <</if>>\ <</if>>\ <</if>>\<<if ($SunUnlocked is true) and ($MoonUnlocked is true) and ($StarUnlocked is true)>>\ <<set $third_key to $change>>\ <<set $status to "You are finally free!">>\ <img src="img/padlock-unlocked.jpg" alt="The padlock is finally unlocked!" width="520px"> With a loud 'clunk' the padlock snaps open. The three chains it held together fall to the ground. That's it! You are finally free!! In this battle of wits between you and your mysterious opponent, you have come out the victor! As you frantically remove the chains, your mind races over all of the information you have seen, your memory still struggling to put the pieces together. The murderer will kill again, that is for sure – unless you stop them. Your memory continues to clear, but that final piece still eludes you. Was there some evidence you missed, perhaps a vital clue? If they are going to strike again, your only hope is to make an arrest and put them behind bars before they can do more harm. You'll just have to take your best guess. So, who do you suspect…? Choose from your list of suspects: [[Miss Laticia Hulme - The 'Painter'|Guess][$name to "painter"]] [[Sir Colin Lincoln - The 'Schemer'|Guess][$name to "schemer"]] [[Mr Avery Brentford - The 'Politician'|Guess][$name to "politician"]] [[Madam Bella Nocta - The 'Poisoner'|Guess][$name to "poisoner"]] [[Mr Arthur Patterson - The 'Planner'|Guess][$name to "planner"]] [[Sir Clarence Smythe - The 'Inventor'|Guess][$name to "inventor"]] [[Mr David Junnifer - The 'Husband'|Guess][$name to "husband"]] <span id="sub2">You will be able to review your choice before making a final arrest.</span> <<else>>\ <<set $keygot += 1>>\ <<if $keygot lte 1>><<set $first_key to $change>>\ <<else>><<set $second_key to $change>><</if>>\ <<if $change is "star">>\ <img src="img/star_broken.jpg" alt="The Star chain is unlocked!" width="99%">\ You have unlocked the Star chain! <<elseif $change is "moon">>\ <img src="img/moon_broken.jpg" alt="The Moon chain is unlocked!" width="99%">\ You have unlocked the Moon chain! <<elseif $change is "sun">>\ <img src="img/sun_broken.jpg" alt="The Sun chain is unlocked!" width="99%">\ You have unlocked the Sun chain! <</if>>\ \ <<if $keygot lte 1>>\ <<set $status to "One chain down, you're getting closer.">>\ You sigh in relief. Freedom is now just a little closer! You feel like you're in a battle of wits against whoever it was who chained you up in here. Could this be some sort of twisted game to them? Well, perhaps the tables are finally turning! However, despite your success, you know that time is not on your side. Although there are no windows in this room, you can feel the day slipping away. You <i>must</i> unlock the other chains before the killer can strike again! <<else>>\ <<set $status to "Two chains unlocked. You're almost free!">>\ You have now unlocked two of the three chains; just one more left! You feel a mix of both elation and desperation. How much time do you have left before the killer makes their move? As you've been reading your old notes on the case, you have become more and more certain that you knew one of the suspects held a dark secret, a secret you had somehow discovered. But who? And were they working alone? Just a single chain remains between you and freedom. If you can unlock it in time, you could make an arrest and bring the killer to justice. You just pray you're not too late. <</if>>\ Back to: [[The padlock|padlock]] | [[The room|Survey the room]] <</if>>\<<set $status to "It can't be... can it?">>\ \ <<set $hintnum to "">>\ <<if $hint1 gt 0>><<set $hintnum to $hintnum +"1:"+$hint1>><</if>>\ <<if $hint2 gt 0>><<set $hintnum to $hintnum +" 2:"+$hint2>><</if>>\ <<if $hint3 gt 0>><<set $hintnum to $hintnum +" 3:"+$hint3>><</if>>\ <<if $hint4 gt 0>><<set $hintnum to $hintnum +" 4:"+$hint4>><</if>>\ <<if $hint5 gt 0>><<set $hintnum to $hintnum +" 5:"+$hint5>><</if>>\ <<if $hint6 gt 0>><<set $hintnum to $hintnum +" 6:"+$hint6>><</if>>\ <<if $hint7 gt 0>><<set $hintnum to $hintnum +" 7:"+$hint7>><</if>>\ <<if $hint8 gt 0>><<set $hintnum to $hintnum +" 8:"+$hint8>><</if>>\ <<if $hint9 gt 0>><<set $hintnum to $hintnum +" 9:"+$hint9>><</if>>\ <<if $hint10 gt 0>><<set $hintnum to $hintnum +" 10:"+$hint10>><</if>>\ <<if $hint11 gt 0>><<set $hintnum to $hintnum +" 11:"+$hint11>><</if>>\ <<if $hint12 gt 0>><<set $hintnum to $hintnum +" 12:"+$hint12>><</if>>\ <<if $hint13 gt 0>><<set $hintnum to $hintnum +" 13:"+$hint13>><</if>>\ <<if $hint14 gt 0>><<set $hintnum to $hintnum +" 14:"+$hint14>><</if>>\ <<if $hint15 gt 0>><<set $hintnum to $hintnum +" 15:"+$hint15>><</if>>\ <<if $hint16 gt 0>><<set $hintnum to $hintnum +" 16:"+$hint16>><</if>>\ \ If truth be told, you suspect you've known for a while now. The memories had been gradually returning to you over the last few hours – glimpses of horrors no one should have to witness and a strange obsession with the moon. But you did not... could not admit it to yourself. You are the killer. At least a part of you, the hidden part that surfaces when the full moon calls. It seems obvious now, but who would lock you up and then hide the key in your own shoe? You remember visiting Madam Nocta to see if there was some sort of cure to your affliction. You remember visiting Miss Hulme and purchasing the painting that so bewitched you; hoping you would find answers within. You even persuaded Sir Smythe to build you locks and contraptions to hold you prisoner; should you awake too soon. It would seem that you have been fighting against chains of your own making all this time. You reach back into your pocket for the phial of powerful sedative you put there. With a sigh, you realise there is only one course of action left... <<if setup.complete is 1>>\ [[Return to your chains|return to your chains]] or [[Embrace the darkness inside you|embrace the darkness]] <<else>>\ <<set setup.complete to 1>>\ <<link "Return to your chains" "return to your chains">> <<script>> var sendData = JSON.stringify({ "Hints used": SugarCube.State.variables['hintstotal'], "First Chain": SugarCube.State.variables['first_key'], "Second Chain": SugarCube.State.variables['second_key'], "Third Chain": SugarCube.State.variables['third_key'], "Ending": "The Protector", "Hints": SugarCube.State.variables['hintnum'], }); $.ajax({ url:"https://script.google.com/macros/s/AKfycby6Q6teYtbxUtnxDtIAH-3_K4WdKu43QbVwp9oYjayldyQAs6njYrYN4kpX85uyJeJp/exec", method:"POST", dataType: "json", data: sendData }).done(function() {}); <</script>> <</link>> or <<link "Embrace the darkness inside you" "embrace the darkness">> <<script>> var sendData = JSON.stringify({ "Hints used": SugarCube.State.variables['hintstotal'], "First Chain": SugarCube.State.variables['first_key'], "Second Chain": SugarCube.State.variables['second_key'], "Third Chain": SugarCube.State.variables['third_key'], "Ending": "The Hunter", "Hints": SugarCube.State.variables['hintnum'], }); $.ajax({ url:"https://script.google.com/macros/s/AKfycby6Q6teYtbxUtnxDtIAH-3_K4WdKu43QbVwp9oYjayldyQAs6njYrYN4kpX85uyJeJp/exec", method:"POST", dataType: "json", data: sendData }).done(function() {}); <</script>> <</link>> <</if>> <<if $match != 0>><<set $match to 0>><<set $status to "The match burnt out">><</if>><<set $paintingseen to true>>\ <img src="img/painting-front.jpg" alt="A golden framed painting showing a gloomy beach with a pale moon hanging in the sky. Faintly written in the lower corner, the name 'Laticia'." width="900px"> The golden patterns of the frame glisten in the flickering candlelight. The painting is of a gloomy moon-lit scene. A dark solitary figure stands looking out towards the crashing waves. It makes you feel uneasy for some reason. There are slight scuff marks around the frame as if the painting had been moved recently. <<if $SolvedPainting is true>>\ <<linkreplace "View the other side">>\ <img src="img/painting-back.jpg" alt="The reverse of the painting has a sketch showing a sun and five colour swatches: Green, Blue, Brown, Red and Grey. The Blue swatch has been crossed out. Above them, written in mirrored writing: 'Colour palette in order of preference: from left to right'." width="900px"> Fixed to the back is a preparatory sketch of the painting on the reverse. It looks like the painter was experimenting with some different colours.<</linkreplace>>\ Back to: [[The desk|Left wall]] | [[The room|Survey the room]] <<else>>\ <<linkreplace "Try to move the painting">>\ You attempt to move the frame, but it seems fixed in place. It might help if you knew the type of lock it uses. If you know it, enter it below: <span class="textenter"><<textbox "_input" "" autofocus>><<button "TRY">></span> <<if ["smythe"].includes(_input.toLowerCase())>> <<goto "Move the painting">> <<elseif ["artemis", "lunium", "selene"].includes(_input.toLowerCase())>> <<replace "#output">><<= either(["That's a key, this isn't that kind of lock."])>><</replace>> <<elseif ["laticia"].includes(_input.toLowerCase())>> <<replace "#output">><<= either(["That's the name of the painter, not the lock..."])>><</replace>> <<else>> <<replace "#output">><<= either(["That didn't work.", "You've never even heard of that lock.", "You take a guess, but the frame is still fixed.", "You try to force the painting, it creaks a bit but remains fixed to the wall.", "The painting doesn't move. Try again?", "You'll need to find out the name of the lock that's been used.", "That's not right."])>><</replace>> <</if>> <</button>> <span id="output"></span> If not...<</linkreplace>>\ Back to: [[The desk|Left wall]] | [[The room|Survey the room]] <<if $hints is "ON">>\ <span id="sub2">\ <<if $hasPainterDiary is true>> You now have everything you need. <<else>> You haven't found what you need yet. <</if>>\ </span>\ <<if $hint7 lt 3>>\ [[HINT »|Painting][$hint7 ++]] $hint7 of 3 <</if>>\ <<if $hint7 gt 0>>\ <span id="sub2"> HINT 1: You'll need to find out the name of the lock the painting uses. You'll find this written somewhere else, perhaps in one of the drawers?</span> <</if>>\ <<if $hint7 gt 1>>\ <span id="sub2"> HINT 2: First you'll need to open the right-hand drawer and then access 'The Painter's' case file.</span> <</if>>\ <<if $hint7 gt 2>>\ <span id="sub2"> HINT 3: Inside The Painter's case-file is a note. Does it mention anything about locks?</span> <<if $solutions is "ON" and $hasPainterDiary is true>>\ <<linkreplace "» SHOW SOLUTION">>\ SOLUTION: The type of lock mechanism is: "Smythe" <</linkreplace>>\ <</if>>\ <</if>>\ <</if>>\ <</if>>\<img src="img/candle.jpg" alt="The lone candle burns with a pale and flickering light" width="640px"> The lone candle burns with a pale and flickering light. Without it, the room would be plunged into total darkness – you shudder at the thought. You try to move it, but the candlestick is firmly fixed to the desk. You can't even remove the candle, just in case you accidentally extinguish it in the process. You notice a few spent matches scattered around the base, presumably used to light the candle in the first place. \ <<if visited() gt 8 and $hasMatchbox is true>> If only you had some fresh matches! <<elseif visited() gt 5 and $hasMatchbox is not true>> You suddenly remember that there might be more things in your pocket that you previously couldn't reach. Perhaps you'll find something in there that could help? <</if>> \ <<linkreplace "Hold something to the candle flame">>\ If you want to try holding something to the candle flame, type its name or make below: <span class="textenter"><<textbox "_input" "" autofocus>><<button "TRY">></span> <<if ["prestige"].includes(_input.toLowerCase())>> <<goto "Match">> <<elseif ["match", "matches", "matchbox"].includes(_input.toLowerCase()) and ($hasMatchbox is true)>><<replace "#output">><<= either(["You try some of the burnt matches, but they go out almost instantly. If you have some different matches, just type in their <i>make</i> to try them."])>><</replace>>\ <<elseif ["match", "matches"].includes(_input.toLowerCase())>><<replace "#output">><<= either(["You try the burnt matches, they catch briefly, but go out almost instantly. If only you could find some unused ones!"])>><</replace>> <<else>> <<replace "#output">><<= either(["It gets hotter, but otherwise it's no help.", "That doesn't seem to work.", "You try, but just end up burning your fingers.", "You're not sure how that will help you.", "You're not sure you want to burn that."])>><</replace>> <</if>> <</button>> <span id="output"></span> Otherwise...<</linkreplace>>\ Back to: [[The desk|Left wall]] | [[The room|Survey the room]] <<if $hints is "ON">>\ <span id="sub2">\ <<if $triedmatches is true>> You now have everything you need. <<else>> You haven't found what you need yet. <</if>>\ </span>\ <<if $hint8 lt 3>>\ [[HINT »|Candle][$hint8 ++]] $hint8 of 3 <</if>>\ <<if $hint8 gt 0>>\ <span id="sub2"> HINT 1: You can't move the candle, but you can try to set something alight. You're looking for a 'name or make'.</span> <</if>>\ <<if $hint8 gt 1>>\ <span id="sub2"> HINT 2: Now your arm is free of the manacle, did you recheck your right pocket to see if there's anything else in there?</span> <</if>>\ <<if $hint8 gt 2>>\ <span id="sub2"> HINT 3: There's a matchbox in your right pocket. The matches are too damp to light by themselves, but they might light under a candle flame. What is the 'name or make' of the matches?</span> <<if $solutions is "ON" and $hasMatchbox is true>>\ <<linkreplace "» SHOW SOLUTION">>\ SOLUTION: Inside your right pocket is a matchbox. The make of the matches is: "Prestige". Type in the make above to light a match. <</linkreplace>>\ <</if>>\ <</if>>\ <</if>>\<<if $match != 0>><<set $match to 0>><<set $status to "The match burnt out">><</if>>\ <img src="img/left_drawer.jpg" alt="The left-hand drawer - the lock has a small purple gemstone set under it." width="640px"> As you suspected, the wooden drawer is locked tight. <<if $hasPurpleKey is true>>\ You found another key. To try it, enter its inscription below. <span class="textenter"><<textbox "_input" "" autofocus>><<button "TRY">></span>\ <<if ["artemis"].includes(_input.toLowerCase())>> <<goto "Unlock the left drawer">> <<elseif ["selene", "lunium"].includes(_input.toLowerCase())>> <<replace "#output">><<= either(["That's the wrong key for this drawer."])>><</replace>> <<else>> <<replace "#output">><<= either(["Unfortunately, that didn't work.", "That's the wrong inscription. Try again?", "You take a guess but the drawer remains locked.", "You pull the drawer in frustration - but it's locked tight.", "The drawer remains shut.", "You give the drawer a shake, but it just won't budge.", "You'll need to find the right key."])>><</replace>> <</if>> <</button>> <span id="output"></span> <<else>>You'll need to find a key that fits this particular lock. <</if>>\ Back to: [[The desk|Left wall]] | [[The room|Survey the room]] <<if $hints is "ON">>\ <span id="sub2">\ <<if $hasPurpleKey is true>> You now have everything you need. <<else>> You haven't found what you need yet. <</if>>\ </span>\ <<if $hint5 lt 3>>\ [[HINT »|Left drawer][$hint5 ++]] $hint5 of 3 <</if>>\ <<if $hint5 gt 0>>\ <span id="sub2"> HINT 1: You'll need to find a key that matches this lock, perhaps with a purple gemstone on it? You'll need to do a few other things first to get it.</span> <</if>>\ <<if $hint5 gt 1>>\ <span id="sub2"> HINT 2: Have you managed to explore the right-hand side of the room yet?</span> <</if>>\ <<if $hint5 gt 2>>\ <span id="sub2"> HINT 3: The key is in the safe, which is over on the right-hand side of the room. You'll need to bring some light to that area, then find a way to crack the combination.</span> <<if $solutions is "ON" and $hasPurpleKey is true>>\ <<linkreplace "» SHOW SOLUTION">>\ SOLUTION: Crack the combination to open the safe and find the key. The inscription is written on the key and reads: "ARTEMIS" <</linkreplace>>\ <</if>>\ <</if>>\ <</if>>\<<if $match != 0>><<set $match to 0>><<set $status to "The match burnt out">><</if>>\ <img src="img/right_drawer.jpg" alt="The right-hand drawer - the lock has a small yellow gemstone set under it." width="640px"> You pull the handle with all your might, but it just won't budge. <<if $hasYellowKey is true>>\ To try the key you found, enter its inscription below. <span class="textenter"><<textbox "_input" "" autofocus>><<button "TRY">></span>\ <<if ["selene"].includes(_input.toLowerCase())>> <<goto "Unlock the right drawer">> <<elseif ["artemis", "lunium"].includes(_input.toLowerCase())>> <<replace "#output">><<= either(["That's the wrong key for this drawer."])>><</replace>> <<else>> <<replace "#output">><<= either(["Unfortunately, that didn't work.", "That's the wrong inscription. Try again?", "You take a guess but the drawer remains locked.", "You pull the drawer in frustration - but it's locked tight.", "The drawer remains shut.", "You give the drawer a shake, but it just won't budge.", "You'll need to find the right key."])>><</replace>> <</if>> <</button>> <span id="output"></span> <<else>>You'll have to find a key that fits. <</if>>\ Back to: [[The desk|Left wall]] | [[The room|Survey the room]] <<if $hints is "ON">>\ <span id="sub2">\ <<if $hasYellowKey is true>> You now have everything you need. <<else>> You haven't found what you need yet. <</if>>\ </span>\ <<if $hint6 lt 2>>\ [[HINT »|Right drawer][$hint6 ++]] $hint6 of 2 <</if>>\ <<if $hint6 gt 0>>\ <span id="sub2"> HINT 1: You'll need to find a key somewhere, perhaps with a yellow gemstone on it? On the key will be written a word. Type the word in above to 'use' the key. Once you've found the key, it will be added to your 'items' list - which you can check by using the link in the menu bar.</span> <</if>>\ <<if $hint6 gt 1>>\ <span id="sub2"> HINT 2: Have you managed to open the notebook yet? It's in your right pocket.</span> <<if $solutions is "ON" and $hasYellowKey is true>>\ <<linkreplace "» SHOW SOLUTION">>\ SOLUTION: The notebook is in your right pocket, crack the code to open it and find the key. The inscription is written on the key and reads: "SELENE" <</linkreplace>>\ <</if>>\ <</if>>\ <</if>>\<img src="img/case-notes.jpg" alt="Inside the drawer you find three case-files, each bound and locked. The titles of each: 'The Schemer', 'The Painter' and 'The Politician'." width="99%"> <<if $RightDrawerUnlocked is false>>\ The key jams in the lock. You try again and this time you feel something give inside the mechanism. There is a loud click and with another pull, the drawer is finally open! <<set $RightDrawerUnlocked to true>>\ <</if>>\ Inside the drawer, you find three case files, each securely bound and locked. Your memory is still patchy, but you vaguely remember collecting these – you're sure they were all linked to the murder case. <<if $SchemerOpen is true>>\ [[Open 'The Schemer' case file (unlocked)|Schemer open]] <<else>>\ [[Try opening 'The Schemer' case file|Schemer]] <</if>>\ <<if $PainterOpen is true>>\ [[Open 'The Painter' case file (unlocked)|Painter open]] <<else>>\ [[Try opening 'The Painter' case file|Painter]] <</if>>\ <<if $PoliticianOpen is true>>\ [[Open 'The Politician' case file (unlocked)|Politician open]] <<else>>\ [[Try opening 'The Politician' case file|Politician]] <</if>>\ Back to: [[The desk|Left wall]] | [[The room|Survey the room]] <img src="img/painting-back.jpg" alt="The reverse of the painting has a sketch showing a sun and five paint swatches: Green, Blue, Brown, Red and Grey. The Blue swatch has been crossed out. Above them, written in mirrored writing: 'Colour palette in order of preference: from left to right'." width="900px"> <<set $SolvedPainting to true>>\ Your detective work has paid off. You seem to recall that 'Smythe' locks usually have a secret release lever hidden somewhere. You search around the frame until you find it. And with a twist… the frame unlocks! The painting is heavy but you can now just about lift it from its hook. Disappointingly, you find nothing of note behind the painting. However, turning it around you see something fixed to the back. It looks like an original sketch for a less gloomy version of the painting now on the reverse. Perhaps the artist was trying to choose which colour paints to use? Back to: [[The desk|Left wall]] | [[The room|Survey the room]]<img src="img/match.jpg" alt="The match flares briefly before settling down to a warm yellow glow – but it won't burn for long..." width="700px"> <<set $match to 3>>\ <<set $status to "The match burns brightly">>\ <<if $matchlit is not true>><<set $matchlit to true>>\ Success! You reach into the box of 'Prestige' matches. Holding one over the candle flame is enough to set the damp match alight. It flares briefly before settling down to a warm yellow glow. Turning, you see that the room is now a little more illuminated than it was before and you feel your mood start to lift. However, the match is short-lived and will not burn for long... <span id="sub2">The status of the match is shown in the side menu</span> <<else>>\ You reach into the matchbox and set another Prestige match alight over the candle flame. As before, the match won't last long for too long… <</if>>\ [[Survey the room|Survey the room]] <<set $match -= 0.1>>\ <<if $match gt 1>>\ <<set $status to "The match continues to burn">>\ <<else>><<set $status to "The match is almost extinguished">><</if>>\ <<if $SafeOpen is true>>\ <img src="img/safe_open.jpg" alt="The safe is unlocked and open">\ <<if $LeftDrawerUnlocked is false>><<set $hasPurpleKey to true>>\ The safe is already open. The key has been added to the other items you're carrying. <<else>>\ The safe is already open. You took the key you found and managed to unlock the left-hand desk drawer with it. <</if>>\ Back to: [[The right-hand wall|Right wall]] | [[The room|Survey the room]] <<else>>\ <img src="img/safe_closed.jpg" alt="An old metal safe set into the wall. There is a large dial on the front where you can try the combination lock.">\ The safe looks old and battered but well-built. It doesn't look like there will be any way to open it other than by cracking the combination. You will need a 6-digit number to unlock it. If you know it, enter the combination below and then click 'try'. <<set _output = []>>\ <span id="numbers"><<cycle "_dial1">><<optionsfrom ["0", "1", "2", "3", "4", "5", "6", "7", "8", "9"]>><</cycle>></span>\ <span id="numbers"><<cycle "_dial2">><<optionsfrom ["0", "1", "2", "3", "4", "5", "6", "7", "8", "9"]>><</cycle>></span>\ <span id="numbers"><<cycle "_dial3">><<optionsfrom ["0", "1", "2", "3", "4", "5", "6", "7", "8", "9"]>><</cycle>></span>\ <span id="numbers"><<cycle "_dial4">><<optionsfrom ["0", "1", "2", "3", "4", "5", "6", "7", "8", "9"]>><</cycle>></span>\ <span id="numbers"><<cycle "_dial5">><<optionsfrom ["0", "1", "2", "3", "4", "5", "6", "7", "8", "9"]>><</cycle>></span>\ <span id="numbers"><<cycle "_dial6">><<optionsfrom ["0", "1", "2", "3", "4", "5", "6", "7", "8", "9"]>><</cycle>></span>\ <span class="textenter"><<button "TRY">></span> <<if _output.length === 0>>\ <<set _output = ["You turn the main dial and wait, nothing happens. The match continues to burn…", "It looks like that wasn't the right combination. The match burns lower...", "You try the safe combination, but it doesn't seem to work. The match is almost gone...", "The door just won't budge, perhaps the number is wrong? The match is almost spent..."]>>\ <</if>>\ <<if _dial1 + _dial2 + _dial3 + _dial4 + _dial5 + _dial6 == "233257">>\ <<goto "Open the safe">>\ <<elseif _dial1 + _dial2 + _dial3 + _dial4 + _dial5 + _dial6 == "235732">>\ <<replace "#output">>As you dial the combination you hear a series of clicks, but the safe remains locked.<</replace>>\ <<else>>\ <<set $match -=0.9>><<if $match lte 0>><<set $safefail to true>><<goto "Right wall">><</if>>\ <<replace "#output">><<= _output.pluck()>><</replace>>\ <</if>>\ <</button>> <span id="output"></span>\ Back to: [[The right-hand wall|Right wall]] | [[The room|Survey the room]] <<if $hints is "ON">>\ <span id="sub2">\ <<if $hasPainterDiary is true and $PoliticianOpen is true>> You now have everything you need to crack the safe. <<else>> You haven't found all the clues yet. <</if>>\ </span>\ <<if $hint9 lt 3>>\ [[HINT »|Try the safe][$hint9 ++]] $hint9 of 3 <</if>>\ <<if $hint9 gt 0>>\ <span id="sub2"> HINT 1: The combination is a 6 digit number. You suspect the photos and the combination may be linked somehow. The photos are in a mess, but you can probably assume that the ones in plain view are the most likely.</span> <</if>>\ <<if $hint9 gt 1>>\ <span id="sub2"> HINT 2: The combination is made up of three 2 digit numbers. The first 'prime suspect' is already in place on the wall and has the number '23' on it.</span> <</if>>\ <<if $hint9 gt 2>>\ <span id="sub2"> HINT 3: If we find the second and third suspects from the photos, those numbers should complete the combination. Perhaps the case-study files in the desk drawer could help?</span> <<if $solutions is "ON" and $hasPainterDiary is true and $PoliticianOpen is true>>\ <<linkreplace "» SHOW SOLUTION">>\ SOLUTION: Our first prime suspect is Sir Colin Lincoln: '23'. Our second suspect is Madam Bella Nocta: '32'. Our final suspect is Mr Avery Brentford: '57'. So, the combination is: 23 32 57. <</linkreplace>>\ <</if>>\ <</if>>\ <</if>>\ <</if>>\<<if $hasDiary is true>>\ This is your notebook - it has some notes you must have made in relation to the murders. You wonder if there might be useful information contained within those pages. At least you've now managed to open the lock. [[Read the notebook|Diary]] Back to: [[Your right pocket|right pocket]] | [[The room|Survey the room]] <<else>>\ <span class="itemimage"><img src="img/notebook.jpg" alt="Some sort of official Police notebook: 'Issued on behalf of Scotland Yard. By order of her Majesty the Queen. Case Notes: 55 43 37 1'"></span>\ The notebook looks official and important. The cover triggers a memory - this is yours! Are you some sort of detective? Disturbing memories flash through your mind; a series of gruesome murders and a case you were just about to solve. You feel that there may be some crucial answers within, however, the notebook is bound with a tiny but ingenious lock. It requires a four-letter codeword to open it. You will have to figure out the code to access its contents. <<if $hasCypher is true and visited() gt 1>>For some reason, it feels like opening this is a priority. There must be a way to crack the code! <</if>>\ <span class="textenter"><<textbox "_input" "" autofocus>><<button "TRY">></span>\ <<if ["soma"].includes(_input.toLowerCase())>> <<goto "Diary">> <<else>> <<replace "#output">><<= either(["That didn't work.", "That wasn't the right code. Try again?", "You take your best guess, unfortunately it's not right.", "You consider trying to rip it open in frustration, but you suspect the contents are too valuable to damage.", "The notebook remains resolutely shut."])>><</replace>> <</if>> <</button>> <span id="output"></span> Back to: [[Your right pocket|right pocket]] | [[The room|Survey the room]] <<if $hints is "ON">>\ <span id="sub2">\ <<if $hasCypher is true>> You now have everything you need to solve this. <<else>> You haven't found what you need yet. <</if>>\ </span>\ <<if $hint2 lt 4>>\ [[HINT »|notebook][$hint2 ++]] $hint2 of 4 <</if>>\ <<if $hint2 gt 0>>\ <span id="sub2"> HINT 1: You need to enter a four letter code into the box above. You'll need to find a reference to it somewhere, perhaps on the notebook itself?</span> <</if>>\ <<if $hint2 gt 1>>\ <span id="sub2"> HINT 2: On the cover there is a 4 digit number. But you'll need something else to decipher it. Maybe something else with a 'crown' symbol on it?</span> <</if>>\ <<if $hint2 gt 2>>\ <span id="sub2"> HINT 3: There is a cypher hidden in the matchbox. The cypher and the notebook cover both have a 'crown' symbol so they must be linked. The cypher is incomplete, but you can probably work out the rest?</span> <</if>>\ <<if $hint2 gt 3>>\ <span id="sub2"> HINT 4: Use the cypher on the numbers in the top right hand corner of the notebook to get a four letter word. You'll need to work out the number sequence to find the missing letters. </span> <<if $solutions is "ON" and $hasCypher is true>>\ <<linkreplace "» SHOW SOLUTION">>\ SOLUTION: The numbers on the notebook are: 55 43 37 1. The cypher you found shows the last two letters are 'M' and 'A'. If you complete the cypher (by adding three to the numbers) you can work out the rest. The code is: SOMA. <</linkreplace>>\ <</if>> <</if>>\ <</if>>\ <</if>>\<h2>ITEMS</h2>\ <<if $hasitems is false>>\ You haven't found any items yet. <<else>>\ Click the item title to view each image. Click and hold on the image to magnify. <<if $hasSilverKey is true>>\ <<linkreplace "» An ornate silver key">> <span class="itemimage"><img src="img/silver_key.jpg" alt="An ornate silver key with the inscription: LUNIUM"></span>\ <</linkreplace>> <</if>>\ \ <<if $hasScrap is true>>\ <<linkreplace "» A scrap of paper">> <span class="itemimage"><img src="img/first_note.jpg" alt="A note with a star on it that says: 'The killer will strike again TOMORROW! I must stop them. I have narrowed down the list of suspects, but time is running out.'"></span>\ <</linkreplace>> <</if>>\ \ <<if $hasPhial is true>>\ <<linkreplace "» A small phial of colourless liquid">> <span class="itemimage"><img src="img/phial.jpg" alt="A small glass phial of colourless liquid - with the initials 'BN' written on the side."></span>\ <</linkreplace>> <</if>>\ \ <<if $hasCoins is true>>\ <<linkreplace "» A few coins">> <span class="itemimage"><img src="img/coins.jpg" alt="There are five coloured coins, each has a number. Red: 1, Green: 2, Blue: 3, Grey: 4 and Brown: 7"></span>\ <</linkreplace>> <</if>>\ \ <<if $hasMatchbox is true>>\ <<linkreplace "» A box of matches">> <<if $hasCypher is false and $hasDiary is false>>\ <span class="itemimage"><img src="img/matchbox.jpg" alt="A box of 'Prestige' Safety Matches. There's something inside."></span>\ [[Examine the matchbox|matchbox]] <<else>>\ <span class="itemimage"><img src="img/matchbox_empty.jpg" alt="A box of 'Prestige' Safety Matches"></span>\ <</if>>\ <</linkreplace>> <</if>>\ \ <<if $hasCypher is true>>\ <<linkreplace "» A scrap of paper with some letters and numbers">> <span class="itemimage"><img src="img/cypher.jpg" alt="A scrap of paper with some sort of cypher? a:1 b:4 c:7 d:10 e:13 f:16 ... i:25 j:28 k:31 l:34 m:37 n:40 ... the rest is missing"></span>\ <</linkreplace>> <</if>>\ \ <<if $hasNotebook is true>>\ <<linkreplace "» An official-looking notebook">> <span class="itemimage"><img src="img/notebook.jpg" alt="Some sort of official Police notebook: 'Issued on behalf of Scotland Yard. By order of her Majesty the Queen. Case Notes: 55 43 37 1'"></span>\ [[Examine the notebook|notebook]] <</linkreplace>> <</if>>\ \ <<if $hasYellowKey is true>>\ <<linkreplace "» A key with a small yellow gemstone">> <span class="itemimage"><img src="img/yellow_key.jpg" alt="An old silver key with a small yellow gemstone and the word 'SELENE'"></span>\ <</linkreplace>> <</if>>\ \ <<if $hasDiary is true>>\ <<linkreplace "» Pages from your notebook">> <span class="itemimage"><img src="img/notebook_pages_1.jpg" alt="Tuesday (morning): Interview with 'The Poisoner' I now consider her to be my second suspect. Several witnesses place her at the scene of both crimes. She has the means, but I am yet to determine the motive. Tuesday (afternoon): We are still looking for 'The Schemer' - he has vanished and cannot be located. Wednesday: My third suspect 'The Politician' - in a state after a sighting of the 'beast'. I would not have thought him so enthralled by local superstition? I could get no sense out of him. Most likely drunk (again). Thursday: I talked again to Miss Hulme. Is she still a suspect? I am no longer sure. She mesmerises me, or at least her paintings do."></span>\ <span class="itemimage"><img src="img/notebook_pages_2.jpg" alt="Friday (morning): Interview with Sir Clarence Smythe. He refused to answer my questions. When asked about the date of the murder he simply replied: “I cannot answer for yesterday, but today would be left 12 and right 49.” Is he insane or just eccentric? Friday (evening): The moon hovers in the sky, bloated orange, like some ghastly warning. I feel sick as a dog today. Perhaps someone has snuck poison into my gin? Tuesday: Another murder! Mrs Florence Junnifer, found dead (and horribly disfigured) by her husband David. He has been taken in for questioning. Wednesday: A note left for me in familiar handwriting, states that the murderer will strike again on the next full moon. Lunatic predictions - or a blatant taunt from the killer? According to 'Websters Lunar Almanac', the next full moon is on Friday!"></span>\ <</linkreplace>> <</if>>\ <<if $hasPainterDiary is true>>\ <<linkreplace "» A torn note from the painter's diary">> <span class="itemimage"><img src="img/painter_diary.jpg" alt="The note is only partially legible and reads: 'He came calling to the studio again today ... I try all my best sales lines, but he igno ... and simply stares at that paining. ...flattering I suppose, but he disturbs me ... there is a far-away look in his eye ... I know only too well. I shall have to secure the frame with one of those ingenious Smythe locks - just in case! I meet with the 'Schemer' tomorrow ... discuss terms - we shall see how ... develop there. I have also heard ...'"></span>\ <</linkreplace>> <</if>>\ \ <<if $hasPurpleKey is true>>\ <<linkreplace "» A key with a small purple gemstone">> <span class="itemimage"><img src="img/purple_key.jpg" alt="A small bronze key with a tiny purple gem inset and the word 'ARTEMIS'"></span>\ <</linkreplace>> <</if>>\ \ <<if $hasAlmanac is true>>\ <<linkreplace "» Websters Lunar Almanac">> <span class="itemimage"><img src="img/almanac.jpg" alt="'A page from 'Websters Lunar Almanac'. There is a chart showing phases of the moon: WAXING: New moon - fig 34, Crescent - fig 22, 1st Quarter - fig 11, Gibbous - fig 29, Full Moon - fig 17. | WANING: Gibbous - fig 61. 3rd Quarter - fig 39. Crescent - fig 47. New Moon - fig 56."></span>\ <</linkreplace>> <</if>>\ \ <<if $hasFinalNote is true>>\ <<linkreplace "» The missing page from your notebook">> <span class="itemimage"><img src="img/notebook_pages_3.jpg" alt="A note that reads: Suspects: Miss Laticia Hulme - 'The Painter' - She knows more than she lets on. Sir Colin Lincoln - 'The Schemer' - Devious & untrustworthy, but a murderer? Mr Avery Brentford - 'The Politician' - Prone to foolishness & violence when drunk. Madam Bella Nocta - 'The Poisoner' - She must be involved somehow? Mr Arthur Patterson - 'The Planner' - Too meticulous for such a crime? Sir Clarence Smythe - 'The Inventor' - His machines and devices are everywhere. Mr David Junnifer - 'The Husband' - In custody, seems distraught, but motive?"></span>\ <</linkreplace>> <</if>>\ <</if>>\ <<return>><img src="img/leftdrawer_open.jpg" alt="Inside the drawer you find a page taken from 'Websters Lunar Almanac' along with the missing page from your notebook titled 'Suspects'. Note: You can read the contents of these when viewed below and in your Items list." width="100%"> <<set $LeftDrawerUnlocked to true>>\ <<set $hasAlmanac to true>>\ <<set $hasFinalNote to true>>\ Finally! The key turns smoothly within the lock and some sort of spring mechanism activates – popping the drawer out from the desk. Inside you find a page taken from Websters famed 'Lunar Almanac'. You also find a page that looks like it was torn from the back of your own notebook. Could these be the last few clues you need? <<linkreplace "View the almanac">>\ <span class="itemimage"><img src="img/almanac.jpg" alt="'A page from 'Websters Lunar Almanac'. There is a chart showing phases of the moon: WAXING: New moon - fig 34, Crescent - fig 22, 1st Quarter - fig 11, Gibbous - fig 29, Full Moon - fig 17. | WANING: Gibbous - fig 61. 3rd Quarter - fig 39. Crescent - fig 47. New Moon - fig 56."></span>\ <</linkreplace>>\ <<linkreplace "View the list of suspects">>\ <span class="itemimage"><img src="img/notebook_pages_3.jpg" alt="A note that reads: Suspects: Miss Laticia Hulme - 'The Painter' - She knows more than she lets on. Sir Colin Lincoln - 'The Schemer' - Devious & untrustworthy, but a murderer? Mr Avery Brentford - 'The Politician' - Prone to foolishness & violence when drunk. Madam Bella Nocta - 'The Poisoner' - She must be involved somehow? Mr Arthur Patterson - 'The Planner' - Too meticulous for such a crime? Sir Clarence Smythe - 'The Inventor' - His machines and devices are everywhere. Mr David Junnifer - 'The Husband' - In custody, seems distraught, but motive?"></span>\ <</linkreplace>>\ You add them both to your items. Back to: [[The desk|Left wall]] | [[The room|Survey the room]] <<if $match != 0>><<set $match to 0>><<set $status to "The match burnt out">><</if>>\ <<if $SolvedCalendar is true>>\ <img src="img/calendar_on.jpg" alt="A mechanical calendar. It's now showing a date: November 16th." width="770px"> The calendar has worked its magic. It seems to be showing today's date. Back to: [[The desk|Left wall]] | [[The room|Survey the room]] <<else>>\ <img src="img/calendar_off.jpg" alt="On top of the desk is a strange clockwork device. It could be some kind of mechanical calendar? There are two dials on the top of it." width="770px"> On top of the desk is a strange clockwork device. It could be some kind of mechanical calendar? On the top are two dials. Perhaps setting them to the right numbers will operate it? You try turning them to see if anything happens, but it seems you'll need to set them both correctly to make it work. Click on the numbers below to set the left and right dials, then hit 'try' to operate the calendar. <<set _output = []>>\ <span id="numbers"><<cycle "_dial1">><<optionsfrom ["0", "1", "2", "3", "4", "5", "6", "7", "8", "9"]>><</cycle>></span>\ <span id="numbers"><<cycle "_dial2">><<optionsfrom ["0", "1", "2", "3", "4", "5", "6", "7", "8", "9"]>><</cycle>></span>\ <span id="numbers">|</span>\ <span id="numbers"><<cycle "_dial3">><<optionsfrom ["0", "1", "2", "3", "4", "5", "6", "7", "8", "9"]>><</cycle>></span>\ <span id="numbers"><<cycle "_dial4">><<optionsfrom ["0", "1", "2", "3", "4", "5", "6", "7", "8", "9"]>><</cycle>></span>\ <span class="textenter"><<button "TRY">></span>\ <<if _output.length === 0>>\ <<set _output = ["The box clicks and whirs, but nothing else happens.", "It looks like that wasn't the right code.", "The box just sits there, perhaps it's broken?", "Nothing happens, try again?"]>>\ <</if>>\ <<if _dial1 + _dial2 + _dial3 + _dial4 == "1249">>\ <<goto "The date">>\ <<else>>\ <<replace "#output">><<= _output.pluck()>><</replace>>\ <</if>>\ <</button>>\ <span id="output"></span>\ Back to: [[The desk|Left wall]] | [[The room|Survey the room]] <<if $hints is "ON">>\ \ <<if $hasDiary is true>> You now have everything you need to solve this. <<else>> You haven't found what you need yet. <</if>>\ \ <<if $hint4 lt 2>>\ [[HINT »|The calendar][$hint4 ++]] $hint4 of 2 <</if>>\ <<if $hint4 gt 0>>\ <span id="sub2"> HINT 1: This is a mechanical calendar created by 'the inventor'. To operate it, you'll need a 4 digit number: 2 digits for the left dial and 2 digits for the right.</span> <</if>>\ <<if $hint4 gt 1>>\ <span id="sub2"> HINT 2: Have you managed to open the notebook yet? It's in your right pocket. </span> <<if $solutions is "ON" and $hasDiary is true>>\ <<linkreplace "» SHOW SOLUTION">>\ SOLUTION: Within the notebook pages, the text refers to: "left 12 and right 49". Enter 12 49 to operate the calendar. <</linkreplace>>\ <</if>>\ <</if>>\ <</if>>\ <</if>>\<img src="img/calendar_on.jpg" alt="A mechanical calendar. It's now showing a date: November 16th." width="770px"> <<set $SolvedCalendar to true>>\ You set the dials and wait... suddenly there is a clicking sound as the gears slowly start to turn within the machine! You experience a moment of excitement as you watch the papers inside start to flip over one by one until they finally come to rest. As they do so, a small metal ring swiftly moves across the facia, eventually coming to a stop over one of the numbers. The clockwork mechanism falls silent having worked its magic. Could it be showing today's date? Back to: [[The desk|Left wall]] | [[The room|Survey the room]]<<if $completed is true>><<set $hasSilverKey to true>>\ <span id="sub2">Note. If you want to start over, select 'Restart' from the side menu.</span> You awake with a start… Where are you? You have a vague feeling you've been here before, a strange sense of deja vu… [[Open your eyes|You awake]] <<else>>\ <<set $start to 0>><<set setup.complete to 0>>\ You awake with a start… Where are you? [[Open your eyes|You awake]] /*<<link "TEST">>\ <<set $SunUnlocked to true>>\ <<set $MoonUnlocked to true>>\ <<set $StarUnlocked to true>>\ <<set $hasSilverKey to true>>\ <<goto "You awake">>\ <</link>>\*/ <</if>>\<span id="sub1">HINTS:</span> The game includes optional hints that are specific to each text or number prompt. You can turn them on using the link below or at any time in-game using the option in the side menu (and there is no shame in doing so!). With hints on, the first thing you'll see is whether you've found all the items or clues needed to solve that particular code. You'll then have the option to show further hints, with each one will revealing a little more. <<if $hints is "ON">>\ <<button "HINTS ARE: ON">><<set $hints to "OFF">><<run Engine.show()>><</button>> <<else>>\ <<button "HINTS ARE: OFF">><<set $hints to "ON">><<run Engine.show()>><</button>> <</if>>\ <span id="sub1">SOLUTIONS:</span> Spoiler mode! Once the final hint has been shown, if 'Solutions' is on, you'll then have the option to reveal the final solution (but only if you've actually found the requisit clues first). Only use if you're truly stuck. <<if $solutions is "ON">>\ <<button "SOLUTIONS ARE: ON">><<set $solutions to "OFF">><<run Engine.show()>><</button>> <<else>>\ <<button "SOLUTIONS ARE: OFF">><<set $solutions to "ON">><<set $hints to "ON">><<run Engine.show()>><</button>> <</if>>\ <span id="sub1">WALKTHROUGH:</span> If you're struggling with the puzzles, you can also download <a href="https://ifcomp.org/2940/walkthrough/Lunium_Walkthrough.pdf" target="_blank">a complete walkthrough here</a> [[Return|Intro]]<<set $triedmatches to true>>\ Alas, despite being a reliable make, the matches refuse to light. You strike one then another, but none of them will catch. You keep the rest not wanting to waste them all. <<if $hasCypher is false and $hasDiary is false>>\ <span class="itemimage"><img src="img/matchbox.jpg" alt="A box of 'Prestige' Safety Matches. There's something inside."></span>\ You do however notice a small scrap of paper poking out from inside. <<linkreplace "Pull out the scrap of paper">>\ It looks like some sort of code? The lower part is missing, you search inside the matchbox, but that's all there is. <span class="itemimage"><img src="img/cypher.jpg" alt="A scrap of paper with some sort of cypher? a:1 b:4 c:7 d:10 e:13 f:16 ... i:25 j:28 k:31 l:34 m:37 n:40 ... the rest is missing"></span>\ <<set $hasCypher to true>>\ You add it to your items. <</linkreplace>><<else>>\ <span class="itemimage"><img src="img/matchbox_empty.jpg" alt="A box of 'Prestige' Safety Matches"></span>\ <</if>>\ Back to: [[Your right pocket|right pocket]] | [[The room|Survey the room]]<<set $hasDiary to true>>\ <<set $hasCypher to false>>\ <<set $hasNotebook to false>>\ With a click, the notebook unlocks! Feeling quietly satisifed with your own detective skills, you open it gently and peruse the contents. You are sure this is your own writing, but you can't seem to remember the events contained within. You proceed to read through the notes with interest. Towards the back of the notebook, you notice a single page has been torn out. <<linkreplace "Read the first few pages">>\ <span class="itemimage"><img src="img/notebook_pages_1.jpg" alt="Tuesday (morning): Interview with 'The Poisoner' I now consider her to be my second suspect. Several witnesses place her at the scene of both crimes. She has the means, but I am yet to determine the motive. Tuesday (afternoon): We are still looking for 'The Schemer' - he has vanished and cannot be located. Wednesday: My third suspect 'The Politician' - in a state after a sighting of the 'beast'. I would not have thought him so enthralled by local superstition? I could get no sense out of him. Most likely drunk (again). Thursday: I talked again to Miss Hulme. Is she still a suspect? I am no longer sure. She mesmerises me, or at least her paintings do."></span>\ <</linkreplace>>\ <<linkreplace "Read the next few pages">>\ <span class="itemimage"><img src="img/notebook_pages_2.jpg" alt="Friday (morning): Interview with Sir Clarence Smythe. He refused to answer my questions. When asked about the date of the murder he simply replied: “I cannot answer for yesterday, but today would be left 12 and right 49.” Is he insane or just eccentric? Friday (evening): The moon hovers in the sky, bloated orange, like some ghastly warning. I feel sick as a dog today. Perhaps someone has snuck poison into my gin? Tuesday: Another murder! Mrs Florence Junnifer, found dead (and horribly disfigured) by her husband David. He has been taken in for questioning. Wednesday: A note left for me in familiar handwriting, states that the murderer will strike again on the next full moon. Lunatic predictions - or a blatant taunt from the killer? According to 'Websters Lunar Almanac', the next full moon is on Friday!"></span>\ <</linkreplace>>\ <<if $RightDrawerUnlocked is false and $hasYellowKey is false>>\ As you flick through the notebook, a small key falls from between the pages. <<linkreplace "Examine the key">>\ <<set $hasYellowKey to true>>\ <span class="itemimage"><img src="img/yellow_key.jpg" alt="An old silver key with a small yellow gemstone and the word 'SELENE'"></span>\ You add it to your items. <</linkreplace>><</if>> Back to: [[Your right pocket|right pocket]] | [[The room|Survey the room]]<img src="img/case_schemer.jpg" alt="Case File: The Schemer" width="400px"> The Schemer's case file is bound with some kind of ingenious metal locking mechanism, designed to keep prying eyes away. You try to extract the notes within, but they're held securely. It seems that in order to unlock it, you have to enter the first name of the suspect. If you know their first name, enter it below. <span class="textenter"><<textbox "_input" "" autofocus>><<button "TRY">></span>\ <<if ["colin"].includes(_input.toLowerCase())>> <<goto "Schemer open">> <<elseif ["laticia", "avery"].includes(_input.toLowerCase())>> <<replace "#output">><<= either(["Right name, wrong case file."])>><</replace>> <<else>> <<replace "#output">><<= either(["Unfortunately, that didn't work.", "That's the wrong name. Try again?", "You take a guess but the file remains locked.", "You almost tear the file open, but you think better of it.", "The file remains shut.", "You try the name. Nothing happens.", "It seems you didn't get their first name right."])>><</replace>> <</if>> <</button>> <span id="output"></span> Back to: [[The drawer|Unlock the right drawer]] | [[The desk|Left wall]] | [[The room|Survey the room]] <<if $hints is "ON">>\ <span id="sub2">\ <<if $rightwall is 2>> You now have everything you need to solve this. <<else>> You haven't found all the clues yet. <</if>>\ </span>\ <<if $hint10 lt 2>>\ [[HINT »|Schemer][$hint10 ++]] $hint10 of 2 <</if>>\ <<if $hint10 gt 0>>\ <span id="sub2"> HINT 1: You need to find out the first name of the person known as 'The Schemer'. You'll find that written somewhere else.</span> <</if>>\ <<if $hint10 gt 1>>\ <span id="sub2"> HINT 2: Have you explored the right-hand side of the room?</span> <<if $solutions is "ON" and $matchlit is true>>\ <<linkreplace "» SHOW SOLUTION">>\ SOLUTION: On the wall on the right-hand side of the room is a card showing 'The Schemer's full name: 'Sir Colin Lincoln'. So his first name is: 'Colin'. <</linkreplace>>\ <</if>>\ <</if>>\ <</if>>\<img src="img/case_painter.jpg" alt="Case File: The Painter" width="350px"> The Painter's case file is bound with a complex lock, you try to force it open, but it's too well made. It seems that you have to enter the first name of the suspect in order to open it. You can feel yourself getting angry - damn these ingenious contraptions! If you know 'The Painter's' first name, enter it below. <span class="textenter"><<textbox "_input" "" autofocus>><<button "TRY">></span>\ <<if ["laticia"].includes(_input.toLowerCase())>> <<goto "Painter open">> <<elseif ["colin", "avery"].includes(_input.toLowerCase())>> <<replace "#output">><<= either(["Right name, wrong case file."])>><</replace>> <<else>> <<replace "#output">><<= either(["Unfortunately, that didn't work.", "That's the wrong name. Try again?", "You take a guess but the file remains locked.", "You almost tear the file open, but you think better of it.", "The file remains shut.", "You try the name. Nothing happens.", "You'll need to find the right suspect name."])>><</replace>> <</if>> <</button>> <span id="output"></span> Back to: [[The drawer|Unlock the right drawer]] | [[The desk|Left wall]] | [[The room|Survey the room]] <<if $hints is "ON">>\ <span id="sub2">\ <<if $paintingseen is true>> You now have everything you need to solve this. <<else>> You haven't found all the clues yet. <</if>>\ </span>\ <<if $hint11 lt 3>>\ [[HINT »|Painter][$hint11 ++]] $hint11 of 3 <</if>>\ <<if $hint11 gt 0>>\ <span id="sub2"> HINT 1: You'll need to find The Painter's first name somewhere. Perhaps they wrote it down on something?</span> <</if>>\ <<if $hint11 gt 1>>\ <span id="sub2"> HINT 2: Where would a painter most likely write their name?</span> <</if>>\ <<if $hint11 gt 2>>\ <span id="sub2"> HINT 3: Perhaps she signed her painting?</span> <<if $solutions is "ON">>\ <<linkreplace "» SHOW SOLUTION">>\ SOLUTION: In the bottom right of the painting, you can see the painters name. It's: 'Laticia'. <</linkreplace>>\ <</if>>\ <</if>>\ <</if>>\<img src="img/case_politician.jpg" alt="Case File: The Politician" width="400px"> The Politician's case file is bound tight with a locking mechanism that requires some sort of code word. You sigh in frustration; why does everything have to be locked!? As with the others, to unlock it, you'll have to enter the first name of the suspect. If you know their first name, enter it below. <span class="textenter"><<textbox "_input" "" autofocus>><<button "TRY">></span>\ <<if ["avery"].includes(_input.toLowerCase())>> <<goto "Politician open">> <<elseif ["laticia", "colin"].includes(_input.toLowerCase())>> <<replace "#output">><<= either(["Right name, wrong case file."])>><</replace>> <<else>> <<replace "#output">><<= either(["Unfortunately, that didn't work.", "That's the wrong name. Try again?", "You take a guess but the file remains locked.", "You almost tear the file open, but you think better of it.", "The file remains shut.", "You try the name. Nothing happens.", "You'll need to find the right suspect name."])>><</replace>> <</if>> <</button>> <span id="output"></span> Back to: [[The drawer|Unlock the right drawer]] | [[The desk|Left wall]] | [[The room|Survey the room]] <<if $hints is "ON">>\ <span id="sub2">\ <<if $SchemerOpen is true>> You now have everything you need to solve this. <<else>> You haven't found all the clues yet. <</if>>\ </span>\ <<if $hint12 lt 2>>\ [[HINT »|Politician][$hint12 ++]] $hint12 of 2 <</if>>\ <<if $hint12 gt 0>>\ <span id="sub2"> HINT 1: You will have to find out the first name of the person known as 'The Politician'. That may be written nearby?</span> <</if>>\ <<if $hint12 gt 1>>\ <span id="sub2"> HINT 2: You'll have to open one of the other case files in order to get his name.</span> <<if $solutions is "ON" and $SchemerOpen is true>>\ <<linkreplace "» SHOW SOLUTION">>\ SOLUTION: Open 'The Schemer's' case file to find out the name of the Politician. His name is 'Avery'. <</linkreplace>>\ <</if>>\ <</if>>\ <</if>>\<img src="img/safe_open.jpg" alt="The safe is unlocked and open. Inside it looks empty, apart from perhaps a tiny glint of light at the back.">\ <<set $SafeOpen to true>>\ You cracked the safe! Your mysterious jailer thought they could outsmart you - you have proven them wrong! With a pull, the safe door opens on rusty hinges. At first, it seems like the safe is empty, but as you're closing it in disappointment, you catch a glint from something small, hidden at the back. <<linkreplace "Reach into the safe">>\ <<set $hasPurpleKey to true>>\ <span class="itemimage"><img src="img/purple_key.jpg" alt="A small bronze key with a tiny purple gem inset. Inscribed on the key is the word 'ARTEMIS'"></span>\ You find a small bronze key with a tiny purple gemstone set into it. You add it to the other items you're carrying.<</linkreplace>>\ Back to: [[The room|Survey the room]]<img src="img/suspect_1.jpg" alt="Suspect 1: Sir Colin Lincoln 'The Schemer' Sir Colin Lincoln has extensive ties with both Government officials and celebrity alike and offers his influence to the highest bidder. Exceedingly ambitious, it is said that there is nothing he would not do to get ahead. Has formed an alliance of sorts with Mr Avery Brentford - purely for his political connections." width="890px"> <<if $SchemerOpen is not true>>\ Yes! Yet again, your patient sleuthing has been rewarded. The case file has been unlocked! <<set $SchemerOpen to true>>\ <</if>>\ You open the case file - inside there is a photo of Sir Colin Lincoln and some notes about him. The photo suddenly brings back a striking memory. You can recall meeting him! You remember you were struck by the warmth of his smile and the coldness of his eyes – you took an instant dislike to him. You remember thinking, he had the face of a man who could get away with murder. Back to: [[The drawer|Unlock the right drawer]] | [[The desk|Left wall]] | [[The room|Survey the room]] <img src="img/suspect_2.jpg" alt="Suspect ? Miss Laticia Hulme 'The Painter' Known associate of 'The Schemer' She was recently seen entering the private residence of Madam Bella Nocta - possibly to make use of her potions? Although she certainly knows more than she is letting on, I now think 'The Poisoner' is more likely a prime suspect." width="890px"> <<if $PainterOpen is not true>>\ Aha! You took an educated guess and it paid off! So, it was Miss Hulme who created the picture that hangs above you. <<set $PainterOpen to true>>\ <</if>>\ You open the case file - inside there is a photo showing Miss Laticia Hulme and some case notes. You also find a torn page - perhaps taken from her diary. Seeing her face, you now recall interviewing her, but did you rule her out of your enquiries? She certainly made an impression on you, but you're fairly sure that in the end, you decided that 'The Poisoner' would be a far more likely suspect. <<linkreplace "Examine the torn page">>\ <<set $hasPainterDiary to true>>\ <span class="itemimage"><img src="img/painter_diary.jpg" alt="The note is only partially legible and reads: 'He came calling to the studio again today ... I try all my best sales lines, but he igno ... and simply stares at that paining. ...flattering I suppose, but he disturbs me ... there is a far-away look in his eye ... I know only too well. I shall have to secure the frame with one of those ingenious Smythe locks - just in case! I meet with the 'Schemer' tomorrow ... discuss terms - we shall see how ... develop there. I have also heard ...'"></span>\ You add the note to your items. <</linkreplace>>\ Back to: [[The drawer|Unlock the right drawer]] | [[The desk|Left wall]] | [[The room|Survey the room]] <img src="img/suspect_3.jpg" alt="Suspect 3: Mr Avery Brentford 'The Politician' Despite notable 'good deeds' for the local community, Mr Avery Brentford is also a well known gambler and a drunk - even prone to fits of extreme violence. His recent ramblings of seeing the 'beast' near one of the crime scenes suggests he has an active imagination - is is some strange admission of guilt?" width="890px"> <<if $PoliticianOpen is not true>>\ Yes, the pieces seem to be finally coming together! You have discovered another of your original 'prime suspects'. <<set $PoliticianOpen to true>>\ <</if>>\ You open the case file - inside there is a photo of Mr Avery Brentford and some notes. When you see his photo you have a distinct memory of meeting him in person - an odour of alcohol and a flash of anger in his eyes. You remember his animated description of seeing the 'beast' - a local superstition blamed for some of the murders. You did not believe a word of it. Of course, he's a politician, he has made a career of lies and half-truths. Yes, he was definitely your third suspect. Back to: [[The drawer|Unlock the right drawer]] | [[The desk|Left wall]] | [[The room|Survey the room]] <<if $name is "">><<set $name to "painter">><</if>>\ <<set $status to "About to solve the case...">>\ <<if $name is "painter">>\ <img src="img/painter.jpg" alt="Miss Laticia Hulme" width="125px">\ Ah, the lovely Miss Laticia Hulme, the 'Painter'. She must be involved somehow. You recall visiting her gallery on numerous occasions, although you're not sure if you were more taken with her or her gloomy paintings. As your memory slowly starts returning, you remember speaking with her. She was perhaps a little cold and aloof, but also... terrified, like a rabbit caught in a snare. You remember, the grisly spectacle of the victims, the blood, the fear in their eyes... Well, she hardly seemed capable. <</if>>\ \ <<if $name is "schemer">>\ <img src="img/schemer.jpg" alt="Mr Colin Lincoln" width="125px">\ Mr Colin Lincoln - the 'Schemer'. That makes sense; he was one of your 'prime suspects'. Somehow, he seemed to be involved in every shady deal and political scandal; wielding power behind the scenes, without ever having the finger pointed directly at him. As your memories slowly return, you recall your meetings with him. Both charming and arrogant, he annoyed you beyond measure! But, was he capable of murder? You could find no evidence linking him to these horrible crimes, but you recall desperately wanting him to be guilty. <</if>>\ \ <<if $name is "politician">>\ <img src="img/politician.jpg" alt="Mr Avery Brentford" width="125px">\ Mr Avery Brentford - the 'Politician'. Yes, of course! He was one of your 'prime suspects'. As your memories slowly return, you can now recall meeting him on numerous occasions. A small man in a big frame, he was bumbling enough when sober, but had a nasty side to him when drunk. But it was his ravings about seeing 'the beast' that surprised you the most. You did not think him the sort of person who would give in to local superstition. You remember the look on his face as he talked. Whether an imagined story or not, he looked genuinely terrified. <</if>>\ \ <<if $name is "poisoner">>\ <img src="img/poisoner.jpg" alt="Madam Bella Nocta" width="125px">\ Madam Nocta, aka the 'Poisoner'. Although, whether she truly dealt in poisons was hard to say - strange concoctions, potions and sleeping draughts, certainly. She was the person people turned to if traditional medicine could not help them. Had people died taking her potions? Probably. But was she a murderer…? As your memories slowly return, you recall meeting with her. Her eyes cold, her face betrayed not a single emotion. But she certainly knew something. So, she must be guilty …or she knows who is. <</if>>\ \ <<if $name is "planner">>\ <img src="img/planner.jpg" alt="Mr Arthur Patterson" width="125px">\ Mr Arthur Patterson, otherwise known as the 'Planner'. A young, methodical man with a keen mind. He was an apprentice of Sir Colin Lincoln, perhaps helping to plan complex schemes? Always working in the background, in the shadows, never in full view. Annoyingly, as your memories return, you remember looking into his whereabouts on the nights of the murders. Each and every time, he had a cast-iron alibi. In the end, you ruled him out of your enquiries. <</if>>\ \ <<if $name is "inventor">>\ <img src="img/inventor.jpg" alt="Sir Clarence Smythe" width="125px">\ Sir Clarence Smythe, the ingenious 'Inventor'. Yes, of course, that makes sense! The man responsible for all these ridiculous locks and mechanisms you've had to deal with! Surely that means he's guilty? Or at least involved? As your memories return to you, you recall your discussions with him. He seemed entirely unfazed and uninterested in the murders and simply wanted to talk about his latest invention. He was a man obsessed with his mechanical marvels. But, you could not discern any sort of motive. You recall meeting him on numerous occasions. In fact you now remember employing him to create something, but the what and why slips your mind. <</if>>\ \ <<if $name is "husband">>\ <img src="img/husband.jpg" alt="Mr David Junnifer" width="125px">\ Mr David Junnifer - the 'Husband' of the late Mrs Junnifer. Ah the simplest answer, it's always the husband! One never has to delve too far to find a motive. As your memories slowly return, you recall seeing Mr Junnifer as he was taken into custody, shortly after his wife's murder. He was absolutely distraught. But what possible motive could he have for the murder of the other victims? <</if>>\ Do you want to proceed and arrest them - in the hope that you will prevent yet more murders? [[Make an arrest]] Or choose someone else: [[Miss Laticia Hulme - The 'Painter'|Guess][$name to "painter"]] [[Sir Colin Lincoln - The 'Schemer'|Guess][$name to "schemer"]] [[Mr Avery Brentford - The 'Politician'|Guess][$name to "politician"]] [[Madam Bella Nocta - The 'Poisoner'|Guess][$name to "poisoner"]] [[Mr Arthur Patterson - The 'Planner'|Guess][$name to "planner"]] [[Sir Clarence Smythe - The 'Inventor'|Guess][$name to "inventor"]] [[Mr David Junnifer - The 'Husband'|Guess][$name to "husband"]] <<linkreplace "Or maybe someone not on your list?">>\ Perhaps you suspect someone else; if so, who? <span class="textenter"><<textbox "_input" "">><<button "TRY">></span>\ <<if ["me", "myself"].includes(_input.toLowerCase())>>\ <<goto "The end">>\ <<elseif ["you"].includes(_input.toLowerCase())>>\ <<replace "#output">><<= either(["Really? 'You?'. Who are you accusing?"])>>\<</replace>>\ <<else>>\ <<replace "#output">><<= either(["Now you're just guessing.", "Let your memories flood back.", "It seems you knew the truth before. Now you just have to remember it once again…", "Really? No.", "That's a worthy guess, but no.", "You'd prefer not to arrest an innocent person."])>><</replace>>\ <</if>>\ <</button>>\ <span id="output"></span>\ <</linkreplace>>\ <<if $hints is "ON">>\ <<if $hint16 lt 6>>\ <span id="sub2">\ You have everything you need to solve this.</span> [[HINT »|Guess][$hint16 ++]] $hint16 of 6 <</if>>\ <<if $hint16 gt 0>>\ <span id="sub2"> HINT 1: You mull over the suspects on your list; who else could it possibly be?</span> <</if>>\ <<if $hint16 gt 1>>\ <span id="sub2"> HINT 2: It must have been the murderer who locked you up, but why hide the key in your shoe?</span> <</if>>\ <<if $hint16 gt 2>>\ <span id="sub2"> HINT 3: You assume the murderer also scrawled the strange message on the wall, with their odd obsession with the moon...</span> <</if>>\ <<if $hint16 gt 3>>\ <span id="sub2"> HINT 4: Your memories are finally starting to return aren't they? Flashes of blood, pooling in the moonlight.</span> <</if>>\ <<if $hint16 gt 4>>\ <span id="sub2"> HINT 5: Are you really in such a state of denial? It's been slowly dawning on you for a while now hasn't it?</span> <</if>>\ <<if $hint16 gt 5>>\ <span id="sub2"> HINT 6: Come now. Let's not be coy. One word, two letters.</span> <<if $solutions is "ON">>\ <<linkreplace "» SHOW SOLUTION">>\ SOLUTION: You can feel it can't you? The pull? She's calling to you, across the heavens. The infinite mother. And when she reveals her face, there's nothing you can do... ...The murderer is 'Me'. <</linkreplace>>\ <</if>>\ <</if>>\ <</if>>\<<set $status to "Confused...">>\ You can't be certain if you're arresting the murderer or not, but there's only one way to be sure. You open the door and you're free. You rush back to the station – you have to make an arrest before the next full moon! <img src="img/newspaper.jpg" alt="A newspaper with the headline: 'Murderer Strikes Again! Police baffled – latest suspect exonerated.'" width="520px">\ <span id="sub2">Congratulations - you escaped! ...but it seems like the larger mystery still remains unsolved.</span> [[Rewind and arrest someone else?|Guess]] [[Back to the start|Intro]]<<set $status to "L U N I U M">><<set setup.complete to 1>><<set $completed to true>>\ <span id="sub1">THE PROTECTOR</span> You realise you have no choice. The only way you can prevent further murders is to return to your original plan. You painstakingly relock each chain in turn, returning to your self-made prison. You drink the remains of the sedative. The sedative that Madam Nocta assured you would knock you out for days. You walk back to the wall, securely fasten the manacle and hope that this time, you will sleep all the way through the next full moon. You consider throwing away the key, but you'll need to free yourself eventually, once the madness passes. You place it in your other shoe so you can retrieve it later. And so you realise the cycle begins again. How many times have you been here before? How many times have you made this choice? Each time you add more locks and chains – all in a bid to ensure only your rational side can ever escape. You shudder. Although the room is windowless, you can already feel her call. - <span id="sub1">THE END</span> <span id="sub2">Congratulations! Although you didn't truly escape, you did solve the mystery and the city can sleep safely. ...tonight at least.</span> [[Postscript]] <img src="img/the_end.jpg" alt="An image showing the phases of the moon. The full moon is almost upon you…" width="100%">\ <<set $status to "L U N I U M">><<set setup.complete to 1>><<set $completed to true>>\ <span id="sub1">THE HUNTER</span> You stare at the sedative. The horror of realisation mixes with your building anger. The lengths you went to in order to keep yourself trapped in here! And yet, with all those locks and chains, you still failed. Of course you did. It's time to embrace who you truly are. You throw the glass phial to the floor where it shatters into a thousand tiny pieces, each one a mote of reflected light, like ice crystals around the moon. You pull out the torn page from your notebook, your list of 'suspects'. Did you tear this note and hide it in an effort to save them? A shudder goes through you, a beautiful agony. She's almost here. You experience the thrill, a mixture of pain and pleasure, guilt and elation. But once she rises, you will have no choice but to follow her call. Your memories are clear now. You remember the smell of blood and fear. You allow just the slightest of smiles to form on your lips. Sleep soundly tonight London, for tomorrow you hunt. You look back at the list and wonder... who to visit first? <img src="img/victims.jpg" alt="The page torn from your notebook – the original list of suspects. But the heading 'Suspects' has been crossed out. Perhaps they're destined to be victims instead?" width="350px">\ <span id="sub1">THE END</span> <span id="sub2">Congratulations! You escaped the room, discovered the identity of the murderer and chose to fully embrace the darkness within. You are truly free - but London remains a dark and dangerous place while you roam the night.</span> [[Postscript]] <img src="img/manacle.jpg" alt="The manacle unlocks and you're arm is finally free!" width="460px">\ <<set $status to "Trapped in a dark room">>\ <<set $ArmIsFree to true>>\ The key makes a satisfying click… and your arm is free! The skin has rubbed raw where the iron manacle held you firm. Thankfully you appear to be otherwise unharmed. You replace your shoe and try to recollect the events that led up to your imprisonment. Your head throbs and your memory is still hazy. You realise this is no hangover; you must have been drugged! You seem to recall that you were on the trail of a notorious murderer. You now feel certain it was them who drugged you and locked you up in here. But try as you might, you can't remember the details. You must piece together any clues you find as to their identity so you can escape this room and bring them to justice. The note in your pocket says the killer will strike again tomorrow – time is running out! [[Survey the room]]<span id="sub1">Postscript</span> Thanks for playing! If you enjoyed the game, please feel free to leave a review - or <a href="https://ifcomp.org/ballot/vote" target="_blank">vote for it here!</a> If you want to see the alternate ending, just start over using the link below. You'll find that this time, you've forgotten to fully reset the room; all three chains will still be unlocked and you will have all the items you found. Just use the 'Lunium' key to unlock the manacle and then head straight to the exit. [[Return to the start|Intro]] Alternatively, to fully reset the room back to how it was, use the 'Restart' button in the side menu. This will reset all the locks and items and you'll wake up once again with total amnesia. For an explanation of some of the more obscure clues that you may have missed: [[an explanation|An explanation]] To view the credits (and a note about the images): [[credits|Credits]]<span id="sub1">An explanation</span> One of the last clues you find in the game is 'Websters Lunar Almanac'. Whilst none of the very small text on the right-hand side is necessary to solve the puzzles, some of it might help to explain what's going on. Keen eyed players may have picked up several hints there. <<linkreplace "View the almanac">>\ <span class="itemimage"><img src="img/almanac.jpg" alt="'A page from 'Websters Lunar Almanac'. There is a chart showing phases of the moon: WAXING: New moon - fig 34, Crescent - fig 22, 1st Quarter - fig 11, Gibbous - fig 29, Full Moon - fig 17. | WANING: Gibbous - fig 61. 3rd Quarter - fig 39. Crescent - fig 47. New Moon - fig 56."></span>\ <</linkreplace>> Here's some of the more relevant items: <<linkreplace "» The code for the notepad: SOMA">>\ The code for the notebook: SOMA <blockquote><span id="sub2"><i>fig. 47: There is a defined relationship between the psyche and the <b>'Soma'</b> – ie. the body as distinct from the soul or mind.</i></span> This is our first (rather obscure) hint about what's really going on. This is a code that you have created; a reminder to you that there's a battle of sorts going on between your body and your mind.</blockquote><</linkreplace>>\ <<linkreplace "» The yellow gem key: SELENE">>\ The yellow gem key: SELENE <blockquote><span id="sub2"><i>fig. 22: In Greek mythology, <b>'Selene'</b>; Ancient Greek: Σελήνη is the goddess of the Moon. She drives her moon chariot across the heavens.</i></span> Of course, hints about the full moon are littered throughout the whole game. This is one of the more obvious ones and reflects your obsession with the full moon.</blockquote><</linkreplace>>\ <<linkreplace "» The purple gem key: ARTEMIS">>\ The purple gem key: ARTEMIS <blockquote><span id="sub2"><i>fig. 61: <b>'Artemis'</b> is the Greek goddess of the hunt, the wilderness, wild animals and the Moon. Besides killing game she also protected it.</i></span> Artemis is another goddess associated with the moon. But here's a stronger hint: 'besides killing game, she also protected it' - both a murderer and a detective, 'the Hunter' and 'the Protector'.</blockquote><</linkreplace>>\ <<linkreplace "» Werewolves?">>\ Werewolves? <blockquote><span id="sub2"><i>fig. 39: The moon has been associated with odd or insane behaviour, fits of violence and course legends of the werewolves.</i></span> This is the only mention of the word 'werewolf' - everything else is merely suggested. Is your turn to violence under the influence of the full moon supernatural or all in the mind…? Could the myths and folklore that surround the lunar cycle be based on a real affliction?</blockquote><</linkreplace>>\ <<linkreplace "» LUNIUM">>\ LUNIUM <blockquote><span id="sub2"><i>fig. 56: 'Lunacy’ and ‘Lunatic’ come from the Roman goddess of the moon, Luna, who was said to ride her silver chariot across the sky.</i></span> The name of the game - a fictional word derived from 'Luna' - the Latin for 'moon'. This is also where the words 'lunacy' and 'lunatic' stem from - because of the old belief that the full moon could bring on 'intermittent insanity'. You can see 'Websters' definition of the word by returning to the title screen once the game is complete…</blockquote><</linkreplace>>\ <<linkreplace "» London, 1886">>\ London, 1886 <blockquote>The year and setting of this Victorian era story about a man at war with his darker side. This very much fits with the werewolf legend, especially when it revolves around the full moon. This also shares something in common with another famous story, and the 'Strange Case of Dr Jekyll and Mr Hyde' was written in 1886.</blockquote><</linkreplace>>\ <<return>>