..gnh..
..Hrm?
You awake in a strange room. Well, no stranger than most. But an unfamiliar one.
You have a killer headache, and can't seem to feel your right arm. You appear to be hooked up to some kind of machine in the wall with tubes or some sort. Beside you is a table with a note and a pen. There's some kind of marked-up drawing on the wall, and a familiar bag in the corner. Your backpack is gone, and...
...
Sonuvabitch took your hat!Detach these insidious wires. No one's getting a brain-scan on Adventure Guy!
You snap the wires off furiously. Adventurers don’t need… whatever this is! Wires are for schmucks!
As you pull them out, the wires seem to wind back into the machine. You climb off the apparently-makeshift bed.
Check to make sure your right arm still exists.
Of course it is, it’s just numb agai—
…
Oh.
Read note.
You read the note. The penmanship is… pretty awful. It seems whoever brought you here is coming back soon, though.
There’s a pen beside the note.
Check the bag.
It’s the goddamn tiles again. Maybe whoever took your bag didn’t have any use for it.
You certainly didn’t.
Check the machine.
There’s a set of nine Roman numerals on the buttons, a blank display panel, and five small holes where the wires wound back into.
Make sure we still have all our items
Nope, everything was in the backpack. You’ll need to get that back as well. Hat is first priority, of course.
Plug the bottom two wires into us again and press the top three buttons (I II III) on the machine.
Plug them into
yourself?! Whoa, whoa, whoa, you don't even know what this thing does. You do punch some numbers though; they just show up on the screen.
Press button IV.
1234 is now entered. There’s no “okay done” button or anything to see what happens, although it doesn’t look like there’s room for more than four digits.
For a short period of time, morn and reminisce about the good times you used to have with your right arm.
All those good times climbing ladders… never again. Aw.
Well at least you and Stumpy can have some more good times now, you guess.
Exercise trust and wait for your mysterious benefactor with awful spelling to return.
Tum te tum. You waste a few hours.
Nope, the dude isn't coming back.
Grab the pen btw, we may need it.
You throw it in the bag with the tiles, but don’t grab the bag yet. Not really very convenient to drag around for no reason.
Take a closer look at the chart on the wall.
There are eight circles in a row. One has a smiley face by it, one has a sad face, one has an exclamation mark, one is X’d out, and four have question marks. You’re not sure what to make of this.
Look out through door.
There’s a second room over thisaway. here. It appears to be quite the gale outside.
Flip the **** out!
This is all really fucked up but you're actually feeling pretty chill about this.
Look out window.
You peer out the window. Nothin’ but rain and thunder far as the eye can see.
Examine panel thing on the wall next to the door.
It says “Perimeter Locked Down. Weather Conditions Hazardous.” There’s also a big X symbol below, apparently indicating that nobody’s getting past while it’s stormy out.
Try to get book.
You’re not really tall enough.
Examine thing in the carved part out of wall.
It’s some kind of cassette. It is unlabelled.
play a haunting tune on the piano with one hand
It’s kind of tough just with the one hand.
unplug the piano after playing it a bit.
Check to see if there is any music recorded on the key board.
There are no buttons on it except the keys.
Also try to replay the music box music on above mentioned instrument.
Your memory is pretty good but it’s not
that good. Besides, you don’t really know much about music.
use the keyboard. That is certainly long enough. Tuck it between your left arm and your body.
You think you might have been able to manage this, but the keyboard can't really be unplugged in any way so far as you can tell.
Grab the bag and swing it at the book in a attempt to knock it down.
Just barely hit the shelf! But you knock it down.
Boy this piece of shit is real heavy! You decide to take a look-see.
This is the most incomprehensible book you have ever looked at. And every page looks almost the same!
Take off the bandages
Well okay. Here goes then.
GASPThere is a socket and a bunch of wires sticking out.
pull the paper with the 8 circles on it down from the first room's wall.
You pull down the paper. Something appears to have been written on the back.
As best you can tell, "Calms Guy" is on page 2248.
You flip to the appropriate page in the big book. It's... almost completely bare, save for one repeating line.
play it!
FACADE
All right. Time to try this out.You play F-A-C-A-D-E once, then repeatedly, as directed by the page. The music echoes through the wall speakers.
The storms outside seem to let up.
Light shines in the window.
The sign on the door panel changes, and the shutters slide up.
put in 2 2 4 8 on the machine thing we were plugged into.
You enter II-II-IV-VIII.
Check the pages surrounding 2248. Specifically 2245, 2249, and 2251. While you're at it let's take a look at 1124.
Checking the surrounding and other pages you find more generic sheet music.
Try to connect our wires with the wall wires, by either pulling the wall wires into us, or pulling our wires out and connecting them with the wall wire socketthingies.
You get a bit of a painful shock touching your own loose wires, but you can pull the other wires out of the hole. You are a bit reluctant to connect yourself to this machine again, not knowing whether you can trust whoever put you there, but you are curious enough to risk it and see.
The machine’s wiring crackles as you pull it out and press the end against your open socket. You feel rather charged up!
mourn the loss of our hat.
Make a paper hat from the strip on the floor or by tearing a page out of the book to temporarily replace our old one.
You pledge a vow to recover your dashing hat no matter the price. However, before that time comes, there is still adventuring to be done, and no adventurer can be without a hat! Your new paper accomplice will do nicely for now.
Unplug ourselves. Then run outside and scream "FREEDOM!" before examining our new surroundings.
FREEDOM
The shutter door leads to a thin ledge in the cliff face. The path ramps downwards, and then through another open shutter-door.
You find yourself in a room with some kind of square contraption in the middle. There is also a familiar door here. On the wall is some kind of sliding handle, and there is another switch by the vault-type door. There is also some kind of extended claw gun looking thing leaning against the wall.
Something smells like it’s burning.
Insert clawgun into right stump.
It interfaces pretty well with however your wire system works. You become…
Adventure Guy With Claw.
Lightly tap all switches and the door's bolt. One or more of them is probably red hot.
Everything seems pretty room temperature. Whatever this room is was certainly built better than that oven/wire set up. What kind of person even hooks up a random purposeless burning wire chain thing anyways!
As you touch the handle, the hatch in the center of the room opens. It closes again as soon as you let go.
try to open the door to the right. If opening the door fails, push the handle to the right then try opening the door again.
Yup, opens reeeeal good. Whoever went through it last left it unlocked behind them.
The sliding switch appears to bolt and unbolt the door.
Unfold paper hat and use the chart as a guide for turning the sliding handle.
You are… reluctant to lose another hat. Fortunately you can remember the patterns of circles on the paper just fine.
This room again? Looks like you’re back to the rest of the facility.