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/* Story stage for the Faceless fight. Armed by <<combat2 "waxbound_faceless">>;
reuses the combat2 engine with the player's current equipment and health. */
<<set $storyContent to false>>
<<run setup.statusPanel.ensureState()>>
<<run setup.combat2.ensureStoryEncounter({
enemyId: "waxbound_faceless",
passage: "Combat2Faceless",
victory: "CP1_WaxMuseum_MainHall",
defeat: "CP1_WaxMuseum_MainHall",
flee: "CP1_WaxMuseum_MainHall",
allowFlee: true,
})>>
<<combat2Stage>>/* Story stage for the Little One fight. Armed by <<combat2 "little_one">>. */
<<set $storyContent to false>>
<<run setup.statusPanel.ensureState()>>
<<run setup.combat2.ensureStoryEncounter({
enemyId: "little_one",
passage: "Combat2LittleOne",
victory: "CP1_WaxMuseum_MainHall",
defeat: "CP1_WaxMuseum_LittleOneDefeat",
flee: "CP1_WaxMuseum_MainHall",
allowFlee: true,
})>>
<<combat2Stage>>/* Generic stage for a group fight (2–3 foes at once). Armed by
<<combat2multi "id1,id2" ...>> or setup.combat2.engageMulti({ enemyIds, ... }).
The foe list, routes and flee flag all come from the persisted encounter, so
this passage is reusable for any pairing. */
<<set $storyContent to false>>
<<run setup.statusPanel.ensureState()>>
<<run setup.combat2.ensureStoryEncounter({ passage: "Combat2Multi" })>>
<<combat2Stage>>/* Manual smoke test for group fights. Kit Alice out, then pick a pairing; win,
lose and flee all return here. Not wired into the story — safe to delete. */
<<set $storyContent to false>>
<<run setup.statusPanel.ensureState()>>
<<run setup.combat2.clearEncounter(true)>>
<div class="combat2-intro">
<h1 class="combat2-intro__title">Combat 2 — Group Fight Demo</h1>
<p class="combat2-intro__sub">Fight several foes at once. //Left-click the foe you want to hit// — each enemy has its own health plate on the right. Clear them all to win.</p>
</div>
/*Type SugarCube.Engine.play("Combat2MultiDemo") in the console for it to run */
<<storyActionRun "Kit out Alice (revolver, dagger, bandages and oil)">>
<<run State.variables.inventory = Array(6).fill(null)>>
<<addItem "webley_revolver">>
<<addItem "revolver_rounds" 12>>
<<addItem "dagger">>
<<addItem "bandages" 2>>
<<addItem "lantern_oil" 2>>
<<run setup.inventory.equipWeapon(0)>>
/* Restore vitals too, or a fight after a defeat starts at 0 HP and Alice
can't act — which looks like "the weapon doesn't work". */
<<run
(function () {
var s = setup.stats && setup.stats.get && setup.stats.get();
if (s) {
s.health = s.healthMax;
s.sanity = s.sanityMax;
if (setup.stats.refreshCondition) { setup.stats.refreshCondition(); }
}
})()
>>
<<goto "Combat2MultiDemo">>
<</storyActionRun>>
<<storyActionRun "Two foes — Maid + Faceless">>
<<combat2multi "waxbound_maid,waxbound_faceless" "Combat2MultiDemo" "Combat2MultiDemo" "Combat2MultiDemo">>
<</storyActionRun>>
<<storyActionRun "Three foes — Maid + Faceless + Effigy">>
<<combat2multi "waxbound_maid,waxbound_faceless,wax_effigy" "Combat2MultiDemo" "Combat2MultiDemo" "Combat2MultiDemo">>
<</storyActionRun>>
<<storyActionRun "Two Maids (mirror match)">>
<<combat2multi "waxbound_maid,waxbound_maid" "Combat2MultiDemo" "Combat2MultiDemo" "Combat2MultiDemo">>
<</storyActionRun>>/* Shared stage for C2.simpleEnemy packs. Armed by <<combat2 "id" ...>>;
enemyId and routes come from the encounter, not this passage. */
<<set $storyContent to false>>
<<run setup.statusPanel.ensureState()>>
<<run setup.combat2.ensureStoryEncounter({
passage: "Combat2Simple",
})>>
<<combat2Stage>>/* Combat Test 2 — the second, real-time combat experiment.
Equip one weapon at a time (firearm, dagger, or lantern oil). Left-click
attacks with whatever is equipped. Open **Status** mid-fight to swap. */
<<set $storyContent to false>>
<<run setup.statusPanel.ensureState()>>
<<run setup.combat2.clearEncounter(true)>>
<div class="combat2-intro">
<h1 class="combat2-intro__title">Combat Test 2</h1>
<p class="combat2-intro__sub">Equip a <strong>weapon</strong> in Status. Firearm, dagger, or lantern oil. Then left-click to attack</p>
</div>
<<storyActionRun "Kit out Alice (revolver, dagger, bandages and oil)">>
<<run State.variables.inventory = Array(6).fill(null)>>
<<addItem "webley_revolver">>
<<addItem "revolver_rounds" 12>>
<<addItem "dagger">>
<<addItem "bandages" 2>>
<<addItem "lantern_oil" 2>>
<<run setup.inventory.equipWeapon(0)>>
<<goto "Combat2Test">>
<</storyActionRun>>
<<for _enemyId range setup.combat2.listEnemies()>>
<<capture _enemyId>>
<<storyActionRun `"Fight " + ((setup.combat2.getEnemy(_enemyId) && setup.combat2.getEnemy(_enemyId).enemy && setup.combat2.getEnemy(_enemyId).enemy.name) || _enemyId)`>>
<<run setup.combat2.setTestEnemy(_enemyId)>>
<<goto "Combat2Test">>
<</storyActionRun>>
<</capture>>
<</for>>
<<combat2Stage>>/* Story stage for the Wax Effigy fight. Armed by <<combat2 "wax_effigy">>;
reuses the combat2 engine with the player's current equipment and health. */
<<set $storyContent to false>>
<<run setup.statusPanel.ensureState()>>
<<run setup.combat2.ensureStoryEncounter({
enemyId: "wax_effigy",
passage: "Combat2WaxEffigy",
victory: "CP1_WaxMuseum_MainHall",
defeat: "CP1_WaxMuseum_MainHall",
flee: "CP1_WaxMuseum_MainHall",
allowFlee: true,
})>>
<<combat2Stage>>/* Story stage for the wax maid fight. Armed by <<combatWaxMaid>>; reuses the
combat2 engine with the player's current equipment and health. */
<<set $storyContent to false>>
<<run setup.statusPanel.ensureState()>>
<<run setup.combat2.ensureStoryEncounter({
enemyId: "waxbound_maid",
passage: "Combat2WaxMaid",
victory: "CP1_WaxMuseum_MainHall_MaidVictory",
defeat: "CP1_WaxMuseum_MaidDefeat",
flee: "CP1_WaxMuseum_HallOfNotables",
allowFlee: false,
})>>
<<combat2Stage>><<set $aliceJournalPrologueRead = true>>
<div class="file-view">
<div class="file-view__image">
[img[images/inventory/files/aliceJournalPrologue.png]]
</div>
<div class="file-view__text">
<div class="journal-entry">
<p><b>October 3rd, 1894</b></p>
<p>The month has barely begun and I already find myself staring at the same miserable collection of bills upon my desk.
I had only three cases in September...
Three.
Mrs. Whitmore hired me to find out whether her husband was keeping another mistress. Easy one... he was. At least the paid me promptly.
Mr. Bellamy came up to me, convinced that there was someone entering his shop at night, and stealing from the register. I spent a few days talking to people around but nobody saw anything, so I kept watch across the street for four nights in a row. It turned out the mysterious burglar was his own son. Looks like he was getting money to buy opium for himself. I showed him all the evidence but he never believed me, so he refused to pay me.
And finally, there was Mrs. Wilking's missing brooch, which cost me a week of my time, just for her to finally find it behind the drawer of her dressing table. She ended up paying me anyway.
This is hardly the career I've imagined... I hoped that after a year, I would've made something of a name for myself, but instead, I'm having to calculate how little money I'll have left after paying the bills.
Perhaps this month will be kinder.</p>
</div>
<div class="journal-entry">
<p><b>October 8th, 1894</b></p>
<p>No new clients...
It's already the 8th... and nothing.
I've spent the morning reorganizing some old case files, although there was very little reason to do so... I guess I'm just looking for something to do at this point.
In the afternoon, I walked to the Guild, just to see wether anything had been posted for the independent investigators. There there several assignments there, but two of them had already been claimed before I arrived. The other one required a trip to Paris, but I don't know how to speak French... and the other ones were paying so poorly that accepting it would probably cost me more than I'd earn.
So I returned home empty-handed.
I keep wondering if I made a mistake choosing this career... maybe I should have listened to my parents and go to the university and find a husband... but then again, I know I can do better than that. That's what makes all of this so frustrating.
It's like a vicious circle... one one entrusts an important case to an unexperienced investigator. As a result of that, I can't get any experience... and as a result of that, I can't get any clients.
An elegantly designed little trap.</p>
</div>
<div class="journal-entry">
<p><b>October 14th, 1894</b></p>
<p>A client!
My great investigation concerned a missing terrier named Arthur.
I found him ner Convent Garden.
The little beast led me through two alleys, then beneath a cart, and then directly into a puddle before I finally caught him... but the owner was delighted.
I returned him to Ms. Hartmann, covered in mud. I've received my payment and went back home, smelling like a wet dog.
I suppose this is better than nothing... right?
I used the money to pay for some groceries.
I've decided to stop complaining and just focus on doing my best.</p>
</div>
</div>
</div>
<<audio "file" play>>
<<closeFile>><<set $verasLetterRead = true>>
<div class="file-view">
<div class="file-view__image">
[img[images/inventory/files/verasLetter.png]]
</div>
<div class="file-view__text">
<div class="journal-entry">
<p>
Miss Halden,
</p>
<p>
I hope you will forgive an unexpected letter from a stranger. My name is Vera Vane, and I am writing to you, concerning my daughter, Maya.
</p>
<p>
I found your advertisement in a The London Evening Chronicle issue from a few weeks ago, where you offered your services for private inquiries. I have written to others before you, but those who answered either asked for more than I can afford or showed little interested once they learned that the case would require them to travel all the way to Ravenswick.
</p>
<p>
Maya, my twelve years old daughter disappeared from our home at 17 Veil Street, Ravenswick, on the evening of the 17th of September. She had been home all evening, however, shortly after nine, I went upstairs to call her for bed, and found her room empty. Her coat was still hanging downstairs and none of her belongings had been taken. Nothing seemed out of lace, and neither I nor our neighbors saw her leave the house.
</p>
<p>
The constabulary searched for her, but found nothing. Now, they believe that Maya ran away, but I know my daughter enough to know that she wouldn't run away like this.
</p>
<p>
More importantly, three nights after her disappearance, Maya came home. I awoke sometime after midnight and found her standing in our sitting room. I cannot explain how she entered, as I am certain that I locked the front door before retiring, and all the windows were closed. She was wearing the same clothes that she had word on the night of her disappearance, and even though she seemed unharmed, she was terribly pale.
</p>
<p>
At first, I was simply grateful to see her alive, but them, I realized that something was wrong. Maya would not tell me where she had been. She hardly seemed to understand my questions... she kept wandering through the house, looking around like everything was somehow unfamiliar to her. I even tried to embrace her, but she stepped away.
</p>
<p>
I stayed with her for the remainder of the night as I was afraid to lose her again if I left her alone, but eventually, exhaustion overcame me, and when I awoke, Maya was gone again. I returned to the constabulary immediately, but they refused to reopen the investigation. They believe that grief and lack of sleep caused me to imagine Maya's return... perhaps you will think the same, and I cannot blame you if you do. But I know what I saw.
</p>
<p>
Since then, I have begun asking questions of my own... investigating whatever I can. It turns out that other people have been disappearing from Ravenswick over the years. Some were eventually declared dead, while other were assumed to have left town.
</p>
<p>
I do not know what any of this means, but I know that somewhere in Ravenswick, there must be an answer to what happened to my daughter.
</p>
<p>
I cannot offer you a great sum, but I can pay you for your services and your accommodation while you are here. I have enclosed a railway ticket from London to Ravenswick so that the journey itself will cost you nothing. Please keep it with you. If you decide to accept my request, come to 17 Veil Street on your best convenience.
</p>
<p>
Please, Miss Halden, find my daughter.
</p>
<p>
Yours sincerely,
</p>
<p>
Vera Vane.
</p>
</div>
</div>
</div>
<<audio "file" play>>
<<closeFile>><<set $mayaSketchbookRead = true>>
<div class="file-view">
<div class="file-view__image">
[img[images/inventory/files/mayaSketchbook.png]]
</div>
<div class="file-view__text">
<div class="sketchbook-entry">
<p>This is a sketchbook of Maya's drawings. There are a few torn pages, but the rest of the book is intact.</p>
[img[images/inventory/files/mayaSketchbook/01.jpg]]
[img[images/inventory/files/mayaSketchbook/02.jpg]]
[img[images/inventory/files/mayaSketchbook/03.jpg]]
[img[images/inventory/files/mayaSketchbook/04.jpg]]
[img[images/inventory/files/mayaSketchbook/05.jpg]]
[img[images/inventory/files/mayaSketchbook/06.jpg]]
[img[images/inventory/files/mayaSketchbook/07.jpg]]
[img[images/inventory/files/mayaSketchbook/08.jpg]]
[img[images/inventory/files/mayaSketchbook/09.jpg]]
</div>
</div>
</div>
<<audio "file" play>>
<<closeFile>><<set $oldRavenswickGazetteRead = true>>
<div class="file-view">
<div class="file-view__image">
[img[images/inventory/files/ravenswickGazette.jpg]]
</div>
<div class="file-view__text">
<div class="journal-entry">
<p><b>YOUNG GIRL VANISHES IN RAVENSWICK</b></p>
<p>Concern has spread throughout Ravenswick, following the unexplained disappearance of twelve year old Maya Vane, from her family home at 17 Veil Street.</p>
<p>According to her mother, Mrs. Vera Vane, Maya vanished shortly after eight o'clock. The doors and windows of the residence were reportedly secured and there were no discovered signs of forced entry. On the evening of her disappearance, she was dressed in a dark burgundy wool dress with a high white collar and black ribbon, dark stockings and black leather boots.</p>
<p>Officers searched Veil Street and the surrounding area throughout the night and the following days, but no trace of the missing girl was found.</p>
<p>The Constabulary has stated that Maya may have left the residence voluntarily, though her mother strongly disputes this suggestion.</p>
<p>Authorities have found no evidence of and abduction or struggle, and the circumstances by which Maya left the locked residence remain unexplained. The investigation is ongoing, however, no further information has been publicly released as of the moment of this publication.</p>
<p>Anyone who saw Maya Vane on the evening of September 17, or who possesses information concerning her present whereabouts, is urged to contact the Ravenswick Borough Constabulary without delay.</p>
<p>The Ravenswick Gazette will publish any updates on the case as they become available.</p>
</div>
</div>
</div>
<<audio "file" play>>
<<closeFile>><<set $readWaxMuseumGuestLogbook = true>>
<div class="file-view">
<div class="file-view__image">
[img[images/inventory/files/waxMuseumGuestLogBook.png]]
</div>
<div class="file-view__text">
<table class="guest-logbook">
<caption><b>The Ravenswick Wax Museum: Guest Register</b></caption>
<thead>
<tr>
<th>Date</th>
<th>Name</th>
<th>Residence</th>
<th>No. in Party</th>
<th>Remarks</th>
</tr>
</thead>
<tbody>
<tr>
<td>14 May 1854</td>
<td>Mr. Arthur Bell</td>
<td>Ravenswick</td>
<td>2</td>
<td>-</td>
</tr>
<tr>
<td>29 August 1857</td>
<td>Miss Eleanor Price</td>
<td>London</td>
<td>1</td>
<td>-</td>
</tr>
<tr>
<td>3 June 1858</td>
<td>The Whitcombe Family</td>
<td>Ravenswick</td>
<td>5</td>
<td>-</td>
</tr>
<tr>
<td>18 October 1858</td>
<td>Mr. Thomas Vale</td>
<td>Bristol</td>
<td>1</td>
<td>-</td>
</tr>
<tr>
<td>7 April 1859</td>
<td>Dr. H. M. Carter</td>
<td>London</td>
<td>2</td>
<td>-</td>
</tr>
<tr>
<td>22 September 1859</td>
<td>Mrs. Agnes Reed</td>
<td>Ravenswick</td>
<td>3</td>
<td>-</td>
</tr>
<tr>
<td>11 July 1860</td>
<td>Mr. Edwin Marsh</td>
<td>Unknown</td>
<td>1</td>
<td>Admitted after closing</td>
</tr>
</tbody>
</table>
<<br>>
Several pages remain blank after the last registry, and then, it starts again.
<<br>>
<table class="guest-logbook">
<thead>
<tr>
<th>Date</th>
<th>Name</th>
<th>Residence</th>
<th>No. in Party</th>
<th>Remarks</th>
</tr>
</thead>
<tbody>
<tr>
<td>4 February 1884</td>
<td>Miss Clara Bell</td>
<td>Ravenswick</td>
<td>1</td>
<td>-</td>
</tr>
<tr>
<td>19 March 1884</td>
<td>Mr. Samuel Wren</td>
<td>London</td>
<td>1</td>
<td>-</td>
</tr>
<tr>
<td>2 June 1884</td>
<td>The Blackwood Party</td>
<td>Unknown</td>
<td>4</td>
<td>-</td>
</tr>
<tr>
<td>27 June 1884</td>
<td>-</td>
<td>-</td>
<td>1</td>
<td>Admitted after closing</td>
</tr>
<tr>
<td>9 August 1884</td>
<td>Mrs. E. Harrow</td>
<td>Ravenswick</td>
<td>2</td>
<td>-</td>
</tr>
<tr>
<td>16 September 1884</td>
<td>Mr. Lionel Voss</td>
<td>Unknown</td>
<td>1</td>
<td>-</td>
</tr>
<tr>
<td>3 November 1884</td>
<td>-</td>
<td>-</td>
<td>3</td>
<td>Names declined</td>
</tr>
<tr>
<td>21 December 1884</td>
<td>Miss Ada Mercer</td>
<td>London</td>
<td>1</td>
<td>Returned the following evening</td>
</tr>
</tbody>
</table>
</div>
</div>
<<audio "file" play>>
<<closeFile>><<set $readFoyerNote = true>>
<div class="scene-intro"> [img[images/inventory/files/foyerNote.png]]</div>
<div class="journal-entry">
<p><i>Dear Sarah, I won't be able to come to work tomorrow... it seem that my mother's health took a turn for the worse, so, here's the key for the ticket office. You can keep it with you and when I come back, you can give it back to me. Please pray for my mother.</i></p>
<p><i>- E.M.</i></p>
</div>
<<audio "file" play>>
<<closeFile>><<set $FileMuseumPamphletRead = true>>
<div class="file-view">
<div class="file-view__image">
[img[images/inventory/files/museumPamphlet.png]]
</div>
<div class="file-view__text">
<div class="journal-entry">
<p><b>A GRAND NEW EXPERIENCE AWAITS WITHIN THE RAVENSWICK WAX MUSEUM - FIRST-FLOOR GALLERIES COMPLETELY RENEWED</b></p>
<p>The management of the Ravenswick Wax Museum is pleased to announce the grand reopening of its celebrated first-floor exhibition. Every gallery has been completely renovated with improved displays and new wax figures.Craft by the hands of the renowned master sculptor, James Whitcomb, and also curated by him, our exhibitions allow visitors to walk among the people, customs, triumphs, and tragedies that have shaped our age.</p>
<p>For the greatest enjoyment of the renewed exhibition, visitors are respectfully requested to proceed through the galleries in the following order:</p>
<p><b>I - Victorian Life</b></p>
<p>The journey begins within the familiar comforts of the English home. Behold the scenes of domestic life represented with the utmost delicacy and truth. Every figure, every object, every detail is rendered with meticulous precision, in order to convey a faithful picture of the customs by which we conduct our daily lives.</p>
<p><b>II -The Royal Court</b></p>
<p>Stand in the presence of our kings, queens, princes and other nobles, each single one attired with splendid garments befitting their distinguished station. Observe the refinement and solemn dignity of courtly life, ordinarily concealed from the eyes of the common man. Here may be witnessed the rulers who guided nations, defended ancient traditions, and bore upon their shoulders the heavy burden of the Crown. Kindly maintain a respectful silence as you enter the presence of these great men and women.</p>
<p><b>III -The War Gallery</b></p>
<p>The War Gallery presents soldiers from celebrated campaigns, arranged in scenes of preparation, battle, recovery and victory. Examine the uniforms, the discipline and the determination of those brave men who departed from their homes to defend the Crown and the country. Some returned with honor, while other returned only in memory.</p>
<p><b>IV - The Hall of Death</b></p>
<p>Enter quietly into a solemn exhibition devoted to mortality, mourning and the ancient custom by which mankind honours their departed. Guests of delicate constitution are kindly requested to approach the galleries with caution.</p>
<p><b>V -The Hall of Notables</b></p>
<p>Enter the gallery who celebrates the distinguished men and women whose noble deeds have secured them an everlasting place in the memory of the nation. Their hearts may have ceased to beat, but while their names remain upon our lips, some portion of them shall never truly perish.</p>
</div>
</div>
</div>
<<audio "file" play>>
<<closeFile>><<set $FileTicketOfficeStaffNote = true>>
<div class="file-view">
<div class="file-view__image">
[img[images/inventory/files/ticketOfficeStaffNote.png]]
</div>
<div class="file-view__text">
<div class="journal-entry">
It's a regular book with information about the museum administration, but within the pages, you find a note from the staff.
<p>Edwin</p>
<p>Something's dreadfully wrong with Mr. Whitcomb.</p>
<p>He has ordered the Museum closed and forbidden every member of the staff from entering the galleries. When Mr. Bell attempted to reason with him, Whitcomb drew a dagger and threatened to kill him if he didn't leave along with the rest of us.</p>
<p>Before leaving, I saw him gathering the key of one of the galleries and lock them inside his locker in the ticket office. I cannot tell how he opens it. There's no keyhole upon the door. I tried to examine it once, but I couldn't make sense of the mechanism.</p>
<p>Do not confront him. If you must return, wait until he has gone, and, for Heaven's sake, do not allow him see this note.</p>
<p>- S.</p>
</div>
</div>
</div>
<<audio "file" play>>
<<closeFile>><<set $FileCuratorsNotes01Read = true>>
<div class="file-view">
<div class="file-view__image">
[img[images/inventory/files/curatorsNotes01.png]]
</div>
<div class="file-view__text">
<div class="journal-entry">
<p><b>Curator's Notes #01</b></p>
<p>On the matter of perfection:</p>
<p>I've come to believe that there's no greater insult to the hands of an artisan than the willingly endured imperfection. And small flaw is never something to be overlooked.</p>
<p>The common eye may forgive something like an uneven cheek, or perhaps a finger set in an improper angle, and even say it's "good enough". Yet, "good enough" is merely the language of those who possess neither patience nor devotion for the craft.</p>
<p>If I am to preserve the accuracy of the figures, I must not be swayed by the common eye. I must be guided by the eye of the artist, and not give in to the luxury of compromise. Perfection demands absolute attention to detail, and a refusal to settle for anything less.</p>
</div>
<div class="journal-entry">
<p>Regarding the New Wax Composition:</p>
<p>I believe I have overcome the greatest frailty of the sculptor's wax: heat.</p>
<p>For years, it has tormented me. Such trivial things as an unfortunate summer or the proximity of a candle might be enough to jeopardize months of hard work.</p>
<p>But no longer... my latest composition behaves unlike any other ordinary wax. d. Once properly prepared and allowed to set, it exhibits an extraordinary resistance to heat. Flame may blacken its surface, and prolonged exposure may damage whatever lies beneath it, yet the wax itself refuses to soften in the customary fashion.</p>
<p>The implications are considerable. My work need no longer belong merely to the present. They can be perfect forever.</p>
</div>
<div class="journal-entry">
<p>The Necessary Solvent:</p>
<p>The new wax composition has introduced a new difficulty. Its resistance makes corrections excessively troublesome.</p>
<p>While a little warm is enough to softer ordinary wax, this new material becomes exceedingly rigid and not malleable at all.</p>
<p>I have therefore devised a solvent capable of dissolving the wax in small controlled quantities. The preparation of the solvent requires <b>Turpentine Essence</b> and <b>Wax Softening Powder</b>. When combined, the two produce what I have termed a <b>Base Solvent Mixture</b>. However, in this state, it is not yet suitable for use. Only once sufficiently <b>heated</b> does the mixture change in composition and become an effective Wax Solvent, capable of removing thin layers of the wax without destroying the entirety of the work.</p>
<p>An inelegant necessity, perhaps, but those are the means to perfection. And it is far better to erase the flaw than to accept it.</p>
</div>
</div>
</div>
<<audio "file" play>>
<<closeFile>><<set $FileJanitorsJournalRead = true>>
<div class="file-view">
<div class="file-view__image">
[img[images/inventory/files/janitorsJournal.jpg]]
</div>
<div class="file-view__text">
<div class="journal-entry">
<p>Those seem to be torn pages from the janitor's personal journal.</p>
</div>
<div class="journal-entry">
<p><b>22 June 1885</b></p>
<p>Mr. Whitcomb thought it was a good fit to introduce his new wax into the museum, but I pray that it doesn't take long for him to realize that it's not a good fit.</p>
<p>The ordinary wax was a nuisance, but this cursed preparation behaves unlike any ordinary wax. It doesn't melt with heat, which makes cleaning the drops that fall on the floor a nightmare. I've spent the whole morning outside the workshop trying to clean it, but with no success.</p>
<p>I was honest with Mr. Whitcomb, and to my surprise, he was not offended by it. He showed me a substance he had developed to dissolve the God forsaken thing. I confess that I didn't understand the science behind it, but thank God I always keep a flask of turpentine essence on the shelf above the sink in my room... and Whitcomb said that he will leave a flask of his wax dissolving powder behind one of the lamps in the main hall. I hope this makes my life easier.</p>
</div>
<div class="journal-entry">
<p><b>16 July 1885</b></p>
<p>I cannot stop thinking that there is something terribly wrong with Mr. Whitcomb.</p>
<p>He has been acting strangely for the past few days. He has been locking the galleries himself and he's been extra affectionate with the new wax sculptures he's been making.</p>
<p>Last night, I could swear I heard a woman's scream coming from the basement... I knocked on his workshop's door down in the basement, but she shouted at me. He told me to leave him alone and that he would tend to me later. I don't know what this means.</p>
<p>Another strange thing that has happened: This morning I've been to the basement and his workshop door was open. He was finishing a new wax statue. It was under a cloth, but Mr. Whitcomb lifted the covering only for a little, but I saw enough. It wore Ephigenia's face.</p>
<p>She has been missing for several days now... and perhaps this is only how he's reacting to her absence... but once he saw me, she closed the door and told me to leave.</p>
<p>I've taken my pistol from tits case and left it in my bedside table just in case.</p>
<p>May God forgive me for writing this, but if Whitcomb comes to my door, or if I find cause to fear for my life, I shall not hesitate to use it.</p>
</div>
</div>
</div>
<<audio "file" play>>
<<closeFile>><<set $FileHallOfNotablesRead = true>>
<div class="file-view">
<div class="file-view__image">
[img[images/inventory/files/hallOfNotables.png]]
</div>
<div class="file-view__text">
<div class="journal-entry">
<p><b>The Hall of Notables</b></p>
<p>The Hall of Notables is a collection celebrating those remarkable men and women whose achievements in the fields of science, literature, exploration, medicine, politics and arts have secured them an everlasting place in the memory of the nation.</p>
<p>Each figure has been carefully modeled from portraits, measurements, and historical accounts, aiming to present to our visitors the utmost level of accuracy and detail.</p>
<p>We invite you to walk amongst the greatest of our age, and to stand, even if only for a moment, face to face with the names that have shaped our story.</p>
</div>
</div>
</div>
<<audio "file" play>>
<<closeFile>><<set $FileMainHallExhibitNoteRead = true>>
<div class="file-view">
<div class="file-view__image">
[img[images/inventory/files/mainHallExhibitNote.jpg]]
</div>
<div class="file-view__text">
<div class="journal-entry">
<p><b>Studies of the Human Countenance</b></p>
<p>This collection presents a series of studies dedicated to the observation of the human face.</p>
<p>Each specimen was prepared with a particular attention to proportion, expression, age features, and subtle distinctions by which one countenance might differ from another.</p>
<p>The study subjects are not identified, but serve their purpose as a exercise in likeness and as an examination of the features by which character may be preserved in wax.</p>
</div>
</div>
</div>
<<audio "file" play>>
<<closeFile>><<set $FileEphigeniasJournalRead = true>>
<div class="file-view">
<div class="file-view__image">
[img[images/inventory/files/ephigeniasJournal.png]]
</div>
<div class="file-view__text">
<div class="journal-entry">
<p><b>July 10th</b></p>
<p>My days have become a lot more predictable at this point.
I normally arrive and start warming the wax and preparing the pigments. By the time Mr. Whitcomb arrives at the basement, everything must be ready... exactly as he expects it.
He is, however, growing more and more demanding as time passes. Every little imperfection is enough for him to discard hours of work and begin again. Today he melted an entire figure just because he disliked the shape of its mouth. I tried telling him that no visitor would ever notice such a thing, which seemingly was enough to offend him. He says that if he notices it, it must be fixed
I shouldn't complain. I am learning a great deal from him... more than I expected, but sometimes I wonder if Mr. Whitcomb sees these figures only as exhibits.</p>
<p><b>July 30th</b></p>
<p>Mr. Whitcomb has been behaving very strangely toward me lately.
Yesterday, while I was untangling the hair of one of the figures, I realized that he was standing behind me for a while. When I asked if something was wrong, he just told me I was beautiful. I thanked him, but now, I wish I hadn't said anything... he continued by saying that beauty is merely an accident from nature, and that perfection is what an artist creates.
I asked him what he meant by that, and he approached me and examined my face... looking at me as if I was one of the figures on his workbench. Then he said that he could make me perfect.
I didn't know how to react, so I laughed, hoping that he would laugh with me... but he didn't.</p>
<p><b>August 5th</b></p>
<p>Something unsettling happened in the basement today.
I went downstairs looking for a box of sculpting tools, and the door behind his atelier was open. There was one of the wax figures inside... I only saw it for a few seconds, and it looked an awful lot like that fisherman who disappeared from Ravenswick last week... I can't remember his Christian name, but I think it was Mercer.
It had his face... beard, brow... even the crooked nose.
Perhaps Mr. Mercer posed for Mr. Whitcomb before disappearing. I can't think of another reasonable explanation. Still, I cannot stop thinking about his eyes. There was something in them...
I think that's my mind playing tricks on me.</p>
<p><b>August 10th</b></p>
<p>Mr. Whitcomb asked me to marry him last night. I thought at first this was some kind of sick joke, but when I realized he was serious, I tried to refuse it as gently as I could. I said that I saw him as a mentor, but I don't feel for him in that way.
I thought he would understand, but his expression changed immediately. He told me that I believed myself to be too good for him... that I was ungrateful. Then he struck the workbench so hard that one of the plaster moulds fell to the floor and broke.
I thought he would strike me as well, but suddenly, he became unnaturally calm and began picking up the broken pieces as if nothing happened.
Before I left, he came again to me and said that I could refuse to be his wife, but that he wouldn't allow me to waste what I could become.
I don't know what he meant by that.
I wonder if I should consider returning to the museum tomorrow.</p>
</div>
</div>
</div>
<<audio "file" play>>
<<closeFile>><<set $FileEphigeniasNoteRead = true>>
<div class="file-view">
<div class="file-view__image">
[img[images/inventory/files/ephigeniasNote.png]]
</div>
<div class="file-view__text">
<div class="journal-entry">
<p>Edwin,</p>
<p>Mr. Whitcomb attacked me. I don't know what his intentions were, but he wanted to bring me to the basement. We struggled near the staircase, and I managed to push him downstairs. I locked the door before he could manage to get back on his feet.</p>
<p>I took the key and placed it inside one of those wooden lockboxes from the Fountain Hall... <b>the one with four holes on the top</b> that seals itself once the lid is closed. I threw the box into the fountain, and now I'm going back to Ravenswick. I will find the constable and bring him here as soon as I can.</p>
<p>Please, Edwin, don't open the basement door, even if you hear Mr. Whitcomb calling. Stay somewhere safe until I return. There is something terribly wrong with him.</p>
<p>- E</p>
</div>
</div>
</div>
<<audio "file" play>>
<<closeFile>><<set $FileStaffNoteRoyalCourtRead = true>>
<div class="file-view">
<div class="file-view__image">
[img[images/inventory/files/staffNoteRoyalCourt.png]]
</div>
<div class="file-view__text">
<div class="journal-entry">
<p>Dear Mr. Whitcomb,</p>
<p>I'm not sure if I will be here when you arrive, so I left you this note. I've managed to fix the contraption at the queen's frame, and I stored the items behind it as requested.</p>
<p>- S</p>
</div>
</div>
</div>
<<audio "file" play>>
<<closeFile>><<set $FileVictorianLifeNote = true>>
<div class="file-view">
<div class="file-view__image">
[img[images/inventory/files/pinnedNote.png]]
</div>
<div class="file-view__text">
<div class="journal-entry">
<p>The scales have been giving me more work than expected lately but I think I managed to fix them. Now, when it's balanced, the til should open as intended.</p>
<p>Remember: the wax on the left plate is exactly one pound. Don't waste your time trying to match the weight with just the items there.</p>
<p>If you really need to match the weight, there is a measuring cup in the storage room. Fill the bottle with the rose extract and try again. It should be enough to match the weight if you put it on the scale along with the lavender essence.</p>
<p>- J.W.</p>
</div>
</div>
</div>
<<audio "file" play>>
<<closeFile>><<set $FileHistoryNote = true>>
<div class="file-view">
<div class="file-view__image">
[img[images/inventory/files/historyNote.png]]
</div>
<div class="file-view__text">
<div class="journal-entry">
<p>Dear Selina,</p>
<p>I home you find this note when you come cleaning here.</p>
<p>You seemed to be a bit confused about when those conflicts ended, so I hope this will help you out.</p>
<p>First of course it was the hundred years war back at the middle ages. Second, it was the French Revolution, almost one hundred years ago. Third, the American Civil War, which ended twenty years ago. Fourth, it was Boer War in Africa, it ended just a few years ago.</p>
<p>If you'd like, I can find a history book and give you more information about each of them.</p>
<p>- E.</p>
</div>
</div>
</div>
<<audio "file" play>>
<<closeFile>><<set $FileCoffinInstructions = true>>
<div class="file-view">
<div class="file-view__image">
[img[images/inventory/files/coffinInstructions.png]]
</div>
<div class="file-view__text">
<div class="journal-entry">
<p>Ephigenia,</p>
<p>I've finished the work on the wax skeleton in the coffin. I left it closed so the light doesn't damage it.</p>
<p>If you need to remove the lid, remember the order of the stages of grief: denial, anger, bargaining, depression, and acceptance.</p>
<p>- J.W.</p>
</div>
</div>
</div>
<<audio "file" play>>
<<closeFile>><<set $itemBoxReturnPassage to previous()>>
You open the item box. Anything you store here can be recovered from any other box you find.
<<tutorial "itemBox">>
This is your item box. Store items you do not need to carry right now. Drag an item from your inventory into the box to put it away, or drag it back to take it with you. You can also select an item and use the button below, or double-click it to move it.
<</tutorial>>
<div class="storage-chest item-box">
<<include "ItemBoxPanels">>
</div>
<<br>>
<<storyAction "Return" `$itemBoxReturnPassage || "Chapter01_InnDorm"`>><</storyAction>><<nobr>>
<<run setup.menuMusic.preload()>>
<div class="main-menu is-gated">
<div class="main-menu-hero">
<div class="main-menu-banner" data-room-scene data-room-lightning="images/main_menu/mm2.jpg" data-room-lightning-first-min="2000" data-room-lightning-first-max="6000">
<div class="room-scene__frame">
<img class="room-scene__bg" src="images/main_menu/mm1.jpg" alt="" draggable="false">
</div>
</div>
<div class="main-menu-fog" aria-hidden="true">
<div class="main-menu-fog__ground"></div>
<div class="main-menu-fog__drift main-menu-fog__drift--a"></div>
<div class="main-menu-fog__drift main-menu-fog__drift--b"></div>
<div class="main-menu-fog__drift main-menu-fog__drift--c"></div>
</div>
<div class="main-menu-content">
<div class="title-logo">[img[images/main_menu/logo.png]]</div>
<a href="javascript:void(0)" class="main-menu-continue" role="button" tabindex="0" aria-label="Click to continue">
Click to continue
</a>
<div class="menu-links" role="menu" hidden>
<<link "New Game" "Prologue01">>
<<run setup.menuMusic.stop()>>
<<run setup.inventory.initNewGame()>>
<<run setup.wardrobe.initNewGame()>>
<<run setup.caseFile.initNewGame()>>
<</link>>
<<link "Load Game">>
<<run UI.saves()>>
<</link>>
/* <<link "Combat Test" "Combat2Test">><</link>> */
<<link "Options">><<run setup.settingsPanel.open()>><</link>>
<<link "Exit Game">><<run setup.exitGame()>><</link>>
</div>
</div>
</div>
</div>
<</nobr>>[img[images/main_menu/logo.png]]<<nobr>>
<<set _transformation to setup.avatar.getTransformation()>>
<<set _transformationPath to setup.avatar.getTransformationPath(_transformation)>>
<<set _pose to setup.avatar.getPose($outfit)>>
<<set _posePath to setup.avatar.getPosePath($outfit)>>
<div class="story-caption">
<div class="avatar-frame">
<<if _transformationPath>>
<div class="avatar" id="story-avatar" @data-transformation="_transformation">
<img class="avatar-layer avatar-transform" @src="_transformationPath" alt="">
</div>
<<else>>
<div class="avatar" id="story-avatar" @data-outfit="$outfit" @data-pose="_pose">
<img class="avatar-layer avatar-pose" @src="_posePath" alt="">
</div>
<</if>>
</div>
</div>
<</nobr>><<widget "inventoryGridInventory">>
<<= setup.inventory.renderGridHTML(["inventory", "wide"])>>
<</widget>>
<<widget "inventoryGridStorage">>
<<= setup.inventory.renderGridHTML(["storage", "wide"])>>
<</widget>>
<<widget "inventoryGridItemBox">>
<<= setup.inventory.renderGridHTML(["itembox", "wide"])>>
<</widget>>
<<widget "wardrobeGrid">>
<<= setup.wardrobe.renderGridHTML()>>
<</widget>>
<<widget "equippedWeapon">>
<<= setup.inventory.renderEquippedHTML()>>
<</widget>>
<<widget "closeFile">>
<<if $fileOpenedFromInventory>>
<<storyActionRun "Back">>
<<run setup.statusPanel.openPanel()>>
<</storyActionRun>>
<<else>>
<<storyAction "Close" `previous() || $fileReturnPassage || "Start"`>>
<<run setup.files.collectCurrentView({ alert: true })>>
<</storyAction>>
<</if>>
<</widget>>
<<widget "stopAllAudio">>
<<run setup.audio.stopAll()>>
<</widget>>
<<widget "stopAmbientAudio">>
<<run setup.audio.stopAmbient()>>
<</widget>>
<<widget "playAmbientAudio">>
<<run setup.audio.playAmbient($args[0])>>
<</widget>>
<<widget "statusCharacter">>
<<= setup.statusPanel.renderCharacterHTML()>>
<</widget>>
<<widget "statusSelectedItem">>
<<= setup.statusPanel.renderSelectedItemHTML()>>
<</widget>>
<<widget "statusInventoryGrid">>
<<= setup.statusPanel.renderInventoryGridHTML()>>
<</widget>><<set _inventoryTab to $inventoryTab || "inventory">>
<div class="inventory-tabs" role="tablist" aria-label="Inventory panels">
<a class="inventory-tab" role="tab" href="javascript:void(0)" data-tab="inventory" @aria-selected="_inventoryTab === 'inventory' ? 'true' : 'false'">Inventory</a>
<a class="inventory-tab" role="tab" href="javascript:void(0)" data-tab="files" @aria-selected="_inventoryTab === 'files' ? 'true' : 'false'">Files</a>
</div>
<<if _inventoryTab === "files">>
<div class="inventory-tab-panel" data-tab-panel="files" role="tabpanel">
<div class="files-list-mount"></div>
</div>
<<else>>
<div class="inventory-tab-panel" data-tab-panel="inventory" role="tabpanel">
<<inventoryGridInventory>>
<<equippedWeapon>>
</div>
<</if>><<set _statusTab to $statusTab || "status">>
<div class="status-panel-wrap">
<nav class="status-tabs" role="tablist" aria-label="Investigator panels">
<a class="status-tab" role="tab" href="javascript:void(0)" data-tab="status" @aria-selected="_statusTab === 'status' ? 'true' : 'false'">Status</a>
<a class="status-tab" role="tab" href="javascript:void(0)" data-tab="files" @aria-selected="_statusTab === 'files' ? 'true' : 'false'">Files</a>
<a class="status-tab" role="tab" href="javascript:void(0)" data-tab="cases" @aria-selected="_statusTab === 'cases' ? 'true' : 'false'">Cases</a>
<a class="status-tab" role="tab" href="javascript:void(0)" data-tab="map" @aria-selected="_statusTab === 'map' ? 'true' : 'false'">Map</a>
<a class="status-tab status-tab--exit" role="tab" href="javascript:void(0)" data-tab="exit">Exit</a>
</nav>
<div class="status-panel__main">
<<if _statusTab === "files">>
<div class="status-tab-panel status-tab-panel--files" role="tabpanel">
<div class="files-list-mount"></div>
</div>
<<elseif _statusTab === "cases">>
<div class="status-tab-panel status-tab-panel--cases" role="tabpanel">
<div class="cases-panel-mount"></div>
</div>
<<elseif _statusTab === "map">>
<div class="status-tab-panel status-tab-panel--map" role="tabpanel">
<div class="map-panel-mount"></div>
</div>
<<else>>
<div class="status-tab-panel status-tab-panel--main" role="tabpanel">
<div class="status-panel">
<div class="status-panel__col status-panel__col--character">
<<statusCharacter>>
</div>
<div class="status-panel__col status-panel__col--item">
<<statusSelectedItem>>
</div>
<div class="status-panel__col status-panel__col--inventory">
<<statusInventoryGrid>>
</div>
</div>
</div>
<</if>>
<<= setup.statusPanel.renderItemOfferHTML()>>
</div>
<footer class="status-panel__footer">
<span class="status-panel__footer-main">London Metropolitan Investigators Guild</span>
<span class="status-panel__footer-sub">Property of Alice Halden</span>
</footer>
</div><div class="storage-chest__panels storage-chest__panels--storage">
<div class="storage-chest__panel">
<h4 class="storage-chest__heading">Inventory</h4>
<<inventoryGridInventory>>
</div>
<div class="storage-chest__panel">
<h4 class="storage-chest__heading">Storage Chest</h4>
<<inventoryGridStorage>>
</div>
</div><div class="storage-chest__panel">
<h4 class="storage-chest__heading">Inventory</h4>
<<inventoryGridInventory>>
</div>
<div class="storage-chest__panel">
<h4 class="storage-chest__heading">Storage Chest</h4>
<<inventoryGridStorage>>
</div><div class="storage-chest__panels item-box__panels">
<<include "ItemBoxPanelsInner">>
</div><div class="storage-chest__panel storage-chest__panel--inventory" data-drop-context="inventory">
<<= setup.inventory.renderItemBoxHeaderHTML("inventory")>>
<<inventoryGridInventory>>
<div class="storage-chest__drop-hint" aria-hidden="true">Drop to take</div>
</div>
<div class="item-box__swap-hint" aria-hidden="true"><span>⇄</span></div>
<div class="storage-chest__panel storage-chest__panel--box" data-drop-context="itembox">
<<= setup.inventory.renderItemBoxHeaderHTML("itembox")>>
<<inventoryGridItemBox>>
<div class="storage-chest__drop-hint" aria-hidden="true">Drop to store</div>
</div>
<<= setup.inventory.renderItemBoxInspectorHTML()>><div class="wardrobe__panels">
<<wardrobeGrid>>
</div><<wardrobeGrid>><<nobr>>
<<set $storyContent = true>>
<<run setup.inventory.initNewGame()>>
<<setOutfit "sleep">>
<</nobr>>
<<sceneIntro "Prologue02">>
London, 1894
<</sceneIntro>>It's just another night in London, not much different from any other since you moved here.
It's late already, and the streets outside have been quiet for a while now, but you can still hear an occasional distant chatter, an occasional clatter of carriages and the distant sounds of the steamboats making their way along the Thames.
The city stretches beneath a blanket of darkness and fog, watched by the full moon that fights against the dark clouds for some room to shine in the sky.
It's a peaceful night.
<div class="scene-intro">
[img[images/story/prologue/01.jpg]]
</div>
You're lying on your bed, looking at the ceiling. For some reason, sleep has been a hard thing to come by lately, and when it does come, you see yourself in the same vivid dream, where you're wandering through a labyrinth of twisted corridors, trying to find a way out, but every time you turn a corner, you find a strange shadowy figure standing right in front of you. You try to see its face but you always wake up before you can.
You sit on your bed, grab one match from your nightstand and strike it. Then you bring the flaming tip to the kerosene lamp right next to you. The faint light of the lamp illuminates the room.
<<br>>
<<storyAction "Look around you." "Prologue03">><</storyAction>><<set $storyContent = false>>
The lamplight casts long shadows across your bedroom. Everything looks as it always does, and yet, on a night like this, even the familiar feels worth a second glance.
<<room "images/story/prologue/02.jpg" 1536 1024>>
<<roomObject "Window" "Prologue04" 432 54 570 554 "images/story/prologue/02/window.png">>
<<roomObject "Desk Drawer" "drawer|Prologue05" 0 490 136 361 "images/story/prologue/02/drawer.png">>
<<roomObject "Newspaper" "Prologue06" 1047 573 271 71 "images/story/prologue/02/newspaper.png">>
<<roomObject "Journal" "FileAliceJournalPrologue" 414 876 390 146 "images/story/prologue/02/journal.png">>
<</room>>
<<tutorial "imageClick">>
You can click on specific parts of the image to interact with them. Click on the four items of this image so you can start the story.
<</tutorial>>
/*<<storageChest>>*/
<<nobr>>
<<if $lookedThroughWindow == true && $aliceJournalPrologueRead == true>>
<<if !$heardKnock>>
<<audio "knock" play>>
<<set $heardKnock to true>>
<</if>>
You hear someone knocking on the door.
<<br>>
<<storyAction "Put on some clothes and answer the door" "Prologue08">>
<<addToWardrobe "original">>
<<setOutfit "original">>
<</storyAction>>
<</if>>
<</nobr>><<set $storyContent = true>>
<div class="scene-intro"> [img[images/story/prologue/04.jpg]]</div>
You quietly look through the window and watch the dark skyline of London. The cloudy sky turns the city into an oppressive, looming presence, almost like a living entity. The smoke of the chimneys blends with the clouds above. Down on the street, there's not a soul in sight... only the lamp posts being reflected on the damp cobblestones. For some reason, the more you look at it, the more it feels like there's some kind of... presence looming above.
<<br>>
<<storyAction "Return" "Prologue03">>
<<set $lookedThroughWindow = true>>
<</storyAction>><div class="scene-intro"> [img[images/story/prologue/03.jpg]]</div>
You open your desk drawer and take a moment to look at the neatly organized contents. Above them all, there's your wallet with your investigator's license:
<b>Name: </b>Alice Halden
<b>Date of Birth: </b>06/06/1881
<b>License / ID No.: </b>IH-1893-2741
<b>Issuing Authority: </b>London Metropolitan Investigators Guild
<b>Issue Date: </b>28/09/1893
<b>Validity: </b>28/09/1893 - 28/09/1898
<b>PHYSICAL MARKERS:</b>
<b>Height: </b>1.60m
<b>Weight: </b>52kg
<b>Eye Color: </b>Green
<b>Hair Color: </b>Auburn
As you look at it, you still can't believe that it's been more than a year since you've been working as an investigator. Back then, you imagined that your life would be somewhat different by now... you feel a bit frustrated that you still haven't got the chance to work on any meaningful case. Instead, most work has involved small things, like a missing cat, or a wife wanting to know if her husband is cheating on her. You know it's honest work, but it's just not what you hoped for.
You're thankful that your parents left you this small apartment in London and what you've been earning has been enough to cover your rent and expenses... barely.
Sometimes you just wonder how much longer you can keep this up... and how much more you're gonna have to wait until someone finally walks through your door with a case that actually matters.
<<br>>
<<storyAction "Return" "Prologue03">>
<<set $openedDrawer = true>>
<</storyAction>><div class="scene-intro"> [img[images/story/prologue/06.jpg]]</div>
You take a look at your desk and see an old issue of The London Evening Chronicle. You're not even sure why you kept it in your office. Maybe you should throw it away tomorrow morning.
<<br>>
<<storyAction "Return" "Prologue03">>
<<set $sawNewspaper = true>>
<</storyAction>><<alice>>Just a minute! I'm coming!<</alice>>
You quickly put on the same set of clothes you wore the whole day. It takes only a few seconds for you to put them on. Then, you approach the door.
<<alice>>Who is it?<</alice>>
Silence.
You wait for a few seconds, but there's no answer coming from the other side.
<<alice>>Is anyone there?<</alice>>
Still silence.
You decide to open the door just a bit to see who's there. You turn the key and slowly reach for the doorknob, turning it until you hear a faint click. The door creaks open a bit and you look through the crack. There's no one there.
You open it a bit more, but there's no one on the other side. You stay there, looking, and trying to understand. The hallway's silent. You can't even hear footsteps on the wooden floor... something you'd certainly hear if someone were to knock and leave.
You're just about to close the door when you notice a small cream envelope lying on your doorstep.
<div class="scene-intro"> [img[images/story/prologue/07.jpg]]</div>
<<alice>>What's this?<</alice>>
<<br>>
<<storyAction "Pick up the envelope" "Prologue09">>
<</storyAction>>You slowly crouch down and pick up the envelope. It's slightly heavier than it looks. It seems like there's more than one thing inside. You turn your back to your open door, while you slowly use your fingers to break the seal, which doesn't show much resistance.
<div class="scene-intro"> [img[images/story/prologue/08.jpg]]</div>
You open the envelope and inside you see a photograph of a little girl with the name "Maya Vane" written on its back. Along with it, you see a third class railway ticket from King's Cross to Ravenswick. Along with all of this, you see a neatly folded letter. You slowly unfold it and start reading its contents.
<p><i>
Miss Halden,
I hope you will forgive an unexpected letter from a stranger. My name is Vera Vane, and I am writing to you, concerning my daughter, Maya.
I found your advertisement in an issue of The London Evening Chronicle from a few weeks ago, where you offered your services for private inquiries. I have written to others before you, but those who answered either asked for more than I can afford or showed little interest once they learned that the case would require them to travel all the way to Ravenswick.
Maya, my twelve-year-old daughter disappeared from our home at 17 Veil Street, Ravenswick, on the evening of the 17th of September. She had been home all evening, however, shortly after nine, I went upstairs to call her for bed, and found her room empty. Her coat was still hanging downstairs and none of her belongings had been taken. Nothing seemed out of place, and neither I nor our neighbors saw her leave the house.
The constabulary searched for her, but found nothing. Now, they believe that Maya ran away, but I know my daughter enough to know that she wouldn't run away like this.
More importantly, three nights after her disappearance, Maya came home. I awoke sometime after midnight and found her standing in our sitting room. I cannot explain how she entered, as I am certain that I locked the front door before retiring, and all the windows were closed. She was wearing the same clothes that she had worn on the night of her disappearance, and even though she seemed unharmed, she was terribly pale.
At first, I was simply grateful to see her alive, but then, I realized that something was wrong. Maya would not tell me where she had been. She hardly seemed to understand my questions... she kept wandering through the house, looking around like everything was somehow unfamiliar to her. I even tried to embrace her, but she stepped away.
I stayed with her for the remainder of the night as I was afraid to lose her again if I left her alone, but eventually, exhaustion overcame me, and when I awoke, Maya was gone again. I returned to the constabulary immediately, but they refused to reopen the investigation. They believe that grief and lack of sleep caused me to imagine Maya's return... perhaps you will think the same, and I cannot blame you if you do. But I know what I saw.
Since then, I have begun asking questions of my own... investigating whatever I can. It turns out that other people have been disappearing from Ravenswick over the years. Some were eventually declared dead, while others were assumed to have left town.
I do not know what any of this means, but I know that somewhere in Ravenswick, there must be an answer to what happened to my daughter.
I cannot offer you a great sum, but I can pay you for your services and your accommodation while you are here. I have enclosed a railway ticket from London to Ravenswick so that the journey itself will cost you nothing. Please keep it with you. If you decide to accept my request, come to 17 Veil Street at your earliest convenience.
Please, Miss Halden, find my daughter.
Yours sincerely,
- Vera Vane.
</i></p>
You read the letter one more time, feeling a weird sense of unease with each word. You slowly close your apartment's front door, still thinking what to make of it.
<<br>>
<<storyAction "Put the letter away" "Prologue10">>
<<addFile "veras_letter" "alert">>
<</storyAction>>You place the letter, the photograph and the railway ticket back into the envelope and leave it on your desk. For a brief moment, you simply stand there, staring at it, without knowing what to do.
<<alice>>Ravenswick...<</alice>>
You've never heard of the place before... you have no idea where it is on the map, but judging by the ticket, it must be far enough from London, so that most investigators would consider the journey too inconvenient. You think of looking for it on your map, but maybe you should wait for the morning to do so.
You glance at the envelope one last time before turning away, taking off your clothes again and climbing back into bed. The mattress creaks beneath you as you pull the covers over yourself. You close your eyes, and for several seconds, everything's quiet. Then, you open your eyes again, staring at the ceiling. Your mind keeps returning to the letter.
/*
Maya Vane, twelve years old, missing for three days and then returning home in the middle of the night, only to disappear again before morning... well, at least that's what her mother says...
You turn onto your side, thinking of dozens of reasonable explanations for what might have happened to her... but none of them seem to make sense. Maybe the girl did run away... maybe Vera Vane was mistaken about what she saw that night. Grief can make people believe all sorts of things, especially after days without a proper night's sleep. Or maybe Maya really did return... maybe she was taken by someone... maybe she escaped and came home confused or frightened, only to be taken again... but you don't have enough information for now.
You roll onto your other side, but you can feel the envelope still there, as if it was staring at you. You close your eyes again.
*/
Ravenswick...
Going somewhere you've never even heard of because of a letter left outside your door in the middle of the night doesn't sound the most reasonable thing to do... then again... the ticket was already paid for and you wouldn't have to spend money on anything... and more importantly, this is a real case.
As you stare into the darkness, you wonder how you'd be perceived by the Guild if you actually found Maya...
Anxiety begins to take over your thoughts the more you think about it. You at the envelope... almost lost into the darkness of your room.
<<alice>>Oh, for God's sake...<</alice>>
You turn away one more time and close your eyes. You breathe slowly, trying to empty your mind, and for a few moments, it seems to work, but then, you begin to think what Ravenswick might be like... what kind of town has people disappearing over the years without anyone worrying about it? You lose track of time as you keep thinking about it, and at some point, you notice that the distant noises of London begin to change. The occasional carriage becomes more frequent, voices on the street... and when you open your eyes, the sky has already started to lighten up.
You slowly sit up and remain like this for a while. You then look at the envelope again, still on your desk... waiting for you. You already know what you're going to do, and perhaps you've known it for a while now...
<<alice>>Fine...<</alice>>
You push the covers away.
<<alice>>Ravenswick it is.<</alice>>
Saying it to yourself somehow makes everything easier. You wash your face and begin packing what you might need for the journey. You don't know how long you'll be away, so you decide to try to keep things practical. You think about writing a letter to your parents, telling them where you're off to, but you're afraid that this will only make them worry more than they already do.
You carefully place Vera's envelope among your belongings, taking only the ticket and putting it in your coat's pocket. By the time you're done, London's already fully awake. You take a final look at your apartment before leaving it behind.
<<br>>
<<storyAction "Go to the train station" "Prologue11">><</storyAction>>London feels kinda different this morning, but you can't quite put your finger on it. Maybe it's just because you're leaving it. You walk among the carriages and pedestrians, carrying your luggage, now starting to feel the exhaustion of the sleepless night weighing on your body.
Eventually, you arrive at King's Cross Station, already crowded with passengers moving across the platform in every direction. You make your way through the crowd until you find an attendant.
<<alice>>Good morning! I'm looking for this platform, which one is it?<</alice>>
You show the ticket to the attendant.
<<kc_attendant>>Good morning, madam! You can take the stairs down and walk until number 12. The next train departs at 10:00 AM.<</kc_attendant>>
<<alice>>Thank you!<</alice>>
You nod to the attendant as you lift your luggage and start walking towards the platform.
You follow the path and it doesn't take long for you to find it, and soon, you find yourself sitting on a bench with your luggage beside you. You look at the big clock on top of the platform and see that you have about forty minutes to wait, and so you do. At first you watch the people around you, but after a while, even that becomes difficult to focus on. Your eyelids feel heavier and you blink several times, struggling to keep yourself up.
<div class="scene-intro"> [img[images/story/prologue/09.jpg]]</div>
<<alice>>No...<</alice>>
You adjust your posture and rub your eyes. You then get up and start walking slowly along the platform, and that helps. Several minutes later, you hear a distant whistle echoing through the station. You turn around and see the train approaching the platform through a cloud of steam.
That's enough to make your tiredness momentarily disappear. The train stops and passengers begin boarding. You take a deep breath and step inside. You walk through the narrow corridor until you find a relatively quiet compartment at the back of the train. You place your luggage away and sit beside the window. A few minutes later, you feel the carriage shudder beneath you and the whistle blowing on the outside.
You start moving slowly, and little by little, King's Cross slides past the window as the train begins to gather speed. You rest your head and stare at the buildings passing by the window.
<div class="scene-intro"> [img[images/story/prologue/10.jpg]]</div>
You wonder how long the journey will take... what Vera Vane will be like... what you'll find in Ravenswick... if Maya's still alive...
The rhythm of the wheels against the tracks becomes strangely soothing, which makes your eyelids grow heavy again. This time you don't fight it as hard as you did before. You begin blinking slower and slower, each time keeping your eyes closed for a bit longer.
Outside, the last buildings of London pass beyond the window, and then, they too disappear as the train continues its journey. Then finally, before you realize it, you close your eyes for one last time.
<<br>>
<<storyAction "Sleep" "Prologue12">><</storyAction>><<sceneIntro "Prologue13">>
Ravenswick, October 28.
<</sceneIntro>>A sudden jolt wakes you up and for a few seconds, you're not sure where you are. Your neck aches from the uncomfortable position you've been sleeping in and one side of your face feels cold from resting against the window. You blink several times. The train's quiet... too quiet.
You quickly sit upright and as you look outside the window, you notice that the train stopped. The station on the other side of the window is nothing like King's Cross. There's a single covered platform, a few iron lamps and an old brick station building that looks considerably older than it probably is. Beyond it, you can see the dark silhouettes of buildings rising against the dark sky. Only then you notice an old sign with faded paint:
<b>RAVENSWICK</b>
<div class="scene-intro"> [img[images/story/prologue/11.jpg]]</div>
You wonder how long you've been asleep... it's already dark outside.
You step into the corridor, but it's silent.
<<alice>>Hello?<</alice>>
Nothing.
You begin to walk towards the exit, but every compartment is empty. Apparently, they all got off somewhere along the way.
The moment you step onto the platform, you shiver as a cold breeze brushes against your face. You instinctively pull your coat closer to your body. You take a deep breath and notice the air smells somewhat different here... like salt mixed with something weirdly metallic.
You leave the platform and pass through the station building, but there's no one inside, except an elderly attendant behind the counter, who barely looks up from his newspaper as you approach.
You push open the heavy doors and take in the city before you.
<div class="scene-intro"> [img[images/story/prologue/12.jpg]]</div>
The city's considerably larger than you expected, but it's a proper town... but something feels strange. You take a few steps away from the station until you notice what it is. There are hardly any people around. Instead, you can only see a handful of distant figures. Fortunately, there's a stagecoach waiting beside the station. The driver's sitting in front of it, smoking a cigarette. You quickly approach him.
<<alice>>Excuse me?<</alice>>
He takes one last drag and looks at you.
<<stagecoach>>Yes?<</stagecoach>>
<<alice>>I-I need to go to this address.<</alice>>
You unfold Vera's letter and show it to him. He leans slightly forward and then something changes in his expression. It's subtle, but you notice it.
<<alice>>Do you know where it is?<</alice>>
<<stagecoach>>17 Veil Street? Yes, I do.<</stagecoach>>
You smile, folding the letter and putting it away. The driver then slowly moves to the door and opens it for you. You hesitate before climbing in.
<<alice>>How much?<</alice>>
<<stagecoach>>Two shillings.<</stagecoach>>
You pay him and hand him your luggage. He quickly secures it behind the carriage before returning to his seat. You climb inside, and the smell of leather and tobacco fills your nostrils. Shortly after, the stagecoach begins to move. You keep watching Ravenswick through the window, still bothered about how empty the streets are and how strange the town seems. Something makes you uncomfortable but you're not sure what.
You try to talk to the coachman.
<<alice>>Have you been to Veil Street before?<</alice>>
He doesn't answer.
<<alice>>Do you know the Vane family?<</alice>>
Nothing.
You consider saying something else but end up giving up. You just sit back and wait. For now, you just want to meet Vera and learn what you can about Maya's disappearance, and then find a place to sleep.
After a while, the stagecoach slows down and comes to a stop.
<<stagecoach>>17 Veil Street.<</stagecoach>>
<<br>>
<<storyAction "Get off the stagecoach" "Prologue14">><</storyAction>>Before getting off, you lean toward the window to get a better look at the house. It looks like a regular two story house with a small garden in front of it. The coach driver doesn't open the door for you, so you do it yourself.
You get off and take your luggage with you. The coach driver quietly watches your efforts, and as soon as he sees that you took everything, he closes the door and drives away.
You then turn to the house.
<div class="scene-intro"> [img[images/story/prologue/13.jpg]]</div>
For the first time since you left London, you notice how alone you really are right now, but you try not to pay much attention to it. Instead, you walk past the open metallic gate and get to the porch. You place your luggage on the ground beside you and knock three times on the door.
Nothing happens at first, but shortly after, you hear movements inside. Then, the lock turns and the door opens.
The woman on the other side seems to be in her late forties, with her hair tied behind her head and clear dark circles under her eyes. Something in her posture suggests that she's exhausted, but trying to hide it.
<<vera>>Yes?<</vera>>
<<alice>>Mrs. Vane? Alice Halden. You sent me this letter.<</alice>>
You show her your identification and the envelope. Her eyes widen.
<<vera>>Miss Halden... you came. Please, come inside.<</vera>>
She takes your luggage before you can argue and closes the door behind you. The house is warmer than you expected. There's a fire quietly burning in the sitting room's fireplace, and you notice that the furniture's modest but carefully arranged. This is the first place you've seen in Ravenswick that actually feels lived in.
<<vera>>You must be exhausted. Would you like some tea?<</vera>>
<<alice>>No, thank you. I don't want to take too much of your time this late at night, but if you don't mind, I'd like to ask you a few questions.<</alice>>
<<vera>>Of course. Please sit.<</vera>>
You take a chair opposite the couch. Vera sits, resting her hands on her knees. You take out your journal.
<<alice>>Your letter already covered a great deal of the information, but I need to know if there's anything you left out. Let's start with the days before Maya disappeared. Did you notice anything unusual about her?<</alice>>
Vera looks down at her hands.
<<vera>>Well, I thought there was nothing, and that's what I told the constable back then, but looking back... she did became quieter, and sometimes wouldn't answer until I called her name more than once. The started taking walks for herself around town... at least that's what she told me... and I didn't think much of it. Children here have always wandered on their own around here.<</vera>>
<<alice>>Were there any new friends or anyone she'd begun spending time with?<</alice>>
<<vera>>No... I don't think so.<</vera>>
You keep writing.
<<alice>>What about the night she disappeared? Anything beyond what you wrote? Doors, windows...?<</alice>>
<<vera>>All locked from the inside, and nothing missing. No one saw her leaving.<</vera>>
You take a quick look around the room, maybe looking for some signs of a struggle or something that remained after all this time, but you don't find anything.
<<alice>>Umm... forgive me for asking, Mrs. Vane... is there a Mr. Vane?<</alice>>
Her expression changes for a moment.
<<vera>>There was, but my dear husband passed away three years ago.<</vera>>
<<alice>>I'm so sorry...<</alice>>
<<vera>>It's all right. The fever caught him too quick... and since then, Maya and I have managed on our own.<</vera>>
You keep silent for a moment, waiting for her to continue, but she doesn't... so you do.
<<alice>>Was there anything important to Maya? Maybe an object she kept close by?<</alice>>
Vera thinks, then stands.
<<vera>>Wait here.<</vera>>
While she's away, you take a quick look around the room. Everything seems too perfectly into place, almost as if she was expecting you... or someone else. You want to look closer, but before you can, you hear her steps going down the stairs, so you sit back down where you were. She returns with a small, worn sketchbook and hands it to you.
<<vera>>This belonged to her. Maybe something on her drawings might help you... I don't know.<</vera>>
You open it carefully. The first pages are just regular sketches that a little girl would draw, but then you see some weird ones... intersecting circles, bizarre houses, humanoid shapes almost merging into a single being. You don't know what it means, but you do want to look at it more carefully.
<<alice>>May I keep this for a while?<</alice>>
<<vera>>If you think it might help...<</vera>>
<<alice>>Thank you. Oh, and one last thing... the night she returned. Is there anything you didn't put in the letter?<</alice>>
Vera takes a deep breath while looking at the fireplace.
<<vera>>I panicked. I ran upstairs for my coat to take her to the doctor, or the constable... and when I came back down, she was gone.<</vera>>
You close your journal and stand, looking at Vera expectantly.
<<alice>>I'm going to find out what happened to Maya, Mrs. Vane.<</alice>>
<<vera>>O-Okay...<</vera>>
You grab your luggage as Vera opens the door.
<<vera>>There's an inn about one block east of here. Tell the innkeeper you're my guest. As I told in the letter, I'll cover your accommodations.<</vera>>
<<alice>>Thank you, Mrs. Vane.<</alice>>
<<vera>>No. Thank you, Miss Halden.<</vera>>
You step outside, shivering as the cold breeze brushes your face. Behind you, Mrs. Vane closes the door.
<<br>>
<<storyAction "Walk to the inn." "Prologue15">>
<<addFile "maya_sketchbook" "alert">>
<</storyAction>>You pull your coat tighter around you. The streets are completely deserted at this time. The silence's almost deafening, but you try not to pay much attention to it. You walk east until you see the inn. It's a small, two-story building with a sign above the door.
<div class="scene-intro"> [img[images/story/prologue/14.jpg]]</div>
You slowly walk to it and push the heavy wooden door open. Thankfully, the inside's warmer, and you sigh in relief as you keep walking inside. You approach a young woman that was standing behind the counter, and she kept looking at you without saying a word.
<<alice>>Umm... hi. Mrs. Vera Vane told me to come here. She said I'm her guest and that she'll cover my accommodations.<</alice>>
The woman looks at you for a moment and then just nods as she starts walking and makes a sign with her hand, for you to follow her. You do as she says and she leads you to a room at the second floor. It's a small, cozy room with a bed, a table and a chair. There's a fire burning in the fireplace and the room's warm.
You spend the next few hours unpacking and getting ready for bed. You don't understand how you still feel tired after sleeping for so long on the trip, but before crashing into bed, you take another look at the bedroom, just to check if everything's in order.
<div class="scene-intro">
[img[images/story/prologue/15.jpg]]
</div>
You then lie down and it doesn't take long before you drift off to sleep. You have a dreamless sleep until the morning after.
<<br>>
<<storyAction "Wake up and start the day." "CP1_InnDorm">>
<<set $storyContent = false>>
<</storyAction>><<stopAmbientAudio>>
<<set $storyContent = false>>
<<set $location = "church">>
You enter the church through a pair or heavy wooden doors? Inside, it's quiet and weirdly soothing. You see rows of empty pews leading toward the altar, where you can see the priest.
<<room "images/story/chapter1_intro/church.jpg" 1536 1024>>
<<roomObject "Priest" "CP1_Intro_Church_Priest" 761 503 109 222 "images/story/chapter1_intro/church/priest.png" "unless CP1_Intro_PriestTalk">>
<<roomObject "Woman" ":message People in this church seem to be very focused on their prayers. I shouldn't disturb them." 1011 627 104 136 "images/story/chapter1_intro/church/woman.png">>
<</room>>
<<br>>
<<storyAction "Go back outside" "CP1_Ravenswick_Street">><</storyAction>><<set $storyContent = true>>
He notices your footsteps as you approach the altar, but he lights a final candle in the candelabrum before turning to you.
<div class="scene-intro"> [img[images/story/chapter1_intro/church/priestTalk.jpg]]</div>
<<priest>>Good morning. I don't believe I've seen you around here before.<</priest>>
<<alice>>Good morning, father. My name's Alice Halden. I'm a private investigator.<</alice>>
The priest studies you for a moment, with a curious expression on his face. He then places the box of matches beside the altar and says:
<<priest>>I believe you've come about little Maya Vane.<</priest>>
<<alice>>Yes. I've been hired by Miss Vane to find her daughter.<</alice>>
<<priest>>A missing child's always a tragedy, specially one as young as Maya...<</priest>>
<<alice>>You knew her?<</alice>>
He pauses for a moment, softening his expression slightly before continuing.
<<priest>>Yes... perhaps not closely, but her and her mother are members of the church, so they used to come often. She's a thoughtful child, always restless during the sermons...<</priest>>
<<alice>>What was she like?<</alice>>
<<priest>>oH, She loves to ask questions about God and the Bible, more than most adults... but she's also very polite. She's very imaginative too.<</priest>>
<<alice>>Did she ever seem frightened in any way? Troubled by anything?<</alice>>
<<priest>>Frightened? No... perhaps preoccupied.<</priest>>
<<alice>>Preoccupied? By what?<</alice>>
The priest pauses for a moment, thinking about his answer.
<<priest>>She was afraid of the woods...<</priest>>
<<alice>>The woods outside the city?<</alice>>
<<priest>>Yeah, the northern woods. The children around her have invented a great many stories about them.<</priest>>
<<alice>>What kind of stories?<</alice>>
He gives a quiet, almost embarrassed sigh before continuing.
<<priest>>They say there's evil spirits in the woods. They say that if you hear your name being called from deeper within the woods, you must never answer or look at the source of the voice.<</priest>>
You frown, not sure what to make of this.
<<alice>>Do you believe in that?<</alice>>
<<priest>>Of course not. But apparently, little Maya did.<</priest>>
<<alice>>Do you think she intended to go there?<</alice>>
The priest lowers his gaze.
<<priest>>Oh, the woods are no place for a child. There might be wild animals, abandoned buildings, ravines... you don't need ghosts to be in danger there.<</priest>>
<<alice>>But did she ever go there?<</alice>>
<<priest>>N-Not that I know of...<</priest>>
<<alice>>But do you think there's anything unusual in these woods?<</alice>>
<<priest>>I believe they're cold, difficult to navigate and dangerous after nightfall. That should be warning enough without inventing or ghosts.<</priest>>
He pauses.
<<priest>>But if Maya went there, please find her... and bring her back.<</priest>>
<<alice>>I will do everything I can.<</alice>>
<<priest>>That is all any of us can do.<</priest>>
The priest returns to the alter, but you notice that he's a bit shaken by the conversation.
<<br>>
<<storyAction "Go back outside" "CP1_Ravenswick_Street">>
<<set $CP1_Intro_PriestTalk = true>>
<<if $CP1_Intro_PriestTalk == true && $CP1_Intro_OfficerTalk == true && $CP1_Intro_BenjanminTalk == true>>
<<set $CP1_Intro_NorthernWoodsActive = true>>
<<addCaseObjective "maya_vane" "investigatedNorthernWoods" "Investigate the northern woods">>
<</if>>
<</storyAction>><<stopAmbientAudio>>
<<set $storyContent = false>>
<<set $location = "constable">>
You enter the Borough Constabulary through a heavy wooden door. The room is smaller than you expected, with counter and a single officer behind it. On your right you can see a notice board.
<<room "images/story/chapter1_intro/constableOffice.jpg" 1672 941>>
<<roomObject "Officer" "CP1_Intro_ConstableOffice_Officer" 940 326 140 130 "images/story/chapter1_intro/constableOffice/officer.png" "unless CP1_Intro_OfficerTalk">>
<<roomObject "NoticeBoard" ":message Looks like there are several posters for people needing help around the city. Maybe I should take a look at it later." 118 228 381 406 "images/story/chapter1_intro/constableOffice/noticeBoard.png">>
<</room>>
<<br>>
<<nobr>>
<<storyAction "Go back outside" "CP1_Ravenswick_Street">><</storyAction>>
<</nobr>><<set $storyContent = true>>
The officer glances at you, but makes no effort to come over.
<<officer>>Can I help you?<</officer>>
<<alice>>I hope so. My name's Alice Halden. I'm a private investigator from London. I came by to investigate the vanishing of Maya Vane.<</alice>>
The officer comes closer with an uninterested look on his face.
<<officer>>London, huh?<</officer>>
You take out your investigator's license and place it on the counter. He looks at it without touching it.
<<officer>>We've already investigated the Maya Vane case.<</officer>>
<<alice>>Umm, but you haven't found her, have you? And Mrs. Vane still believes there might be some leads left to investigate.<</alice>>
<<officer>>Mrs. Vane believe a great many thing at this moment.<</officer>>
He pauses and looks at you, silently, almost judging you for just coming here and asking questions.
<<officer>>Did she pay for your journey as well?<</officer>>
<<alice>>I believe this isn't a relevant matter.<</alice>>
<<officer>>I disagree. London investigators don't ordinarily travel halfway across the country for families who cannot afford London investigators.<</officer>>
<<alice>>I've accepted the case. That's all you need to know, sir.<</alice>>
The officer finally picks up your license and studies it. Then, after a few seconds, he puts it back on the counter and looks at you again.
<<officer>>Issued last year?<</officer>>
<<alice>>Yes.<</alice>>
<<officer>>Not much experience, then.<</officer>>
You feel your blood going up to your face and heating your cheeks.
<<alice>>Enough with the questions. I'm the one who came by to ask questions.<</alice>>
<<officer>>There are already several people asking questions, Ms. Halden. What Ravenswick lacks is people willing to accept the answers.<</officer>>
You grab your license and put it back in your pocket.
<<alice>>Then perhaps you can give me some answers, and I can see if I accept them or not.<</alice>>
The officer leans on the counter, looking at you with a mocking smile.
<<officer>>The girl left home. That's why there are no broken locks, forced windows or signs of struggle.<</officer>>
<<alice>>She didn't have a coat from what Mrs. Vane told me.<</alice>>
<<officer>>Children forget coats.<</officer>>
<<alice>>At night, in September?<</alice>>
<<officer>>Children also make poor decisions.<</officer>>
<<alice>>Nobody saw her leave.<</alice>>
<<officer>>People fail to notice things.<</officer>>
<<alice>>So your conclusion's that Maya ran away?<</alice>>
<<officer>>Our conclusion is that there's no evidence of an abduction.<</officer>>
You pause and take a deep breath, trying not to lose your temper.
<<alice>>Mrs. Vane says Maya returned three nights later.<</alice>>
<<officer>>Oh, be serious, Ms. Halden. She said she woke up in the middle of the night and she was there, and disappeared again right after. It was a dream of an exhausted delusional mother.<</officer>>
<<alice>>Did anyone inspect the house after the alleged return?<</alice>>
<<officer>>I did.<</officer>>
<<alice>>And?<</alice>>
<<officer>>Same thing as the first time. No signs of struggle or forced entry.<</officer>>
<<alice>>Did you reopen the investigation?<</alice>>
<<officer>>On the strength of a dream?<</officer>>
<<alice>>On the strength of a mother reporting that her missing daughter had returned.<</alice>>
He gives you a tired look, already bored with the conversation.
<<officer>>Look, Ms. Halden, this may be difficult for someone from London to understand, but we know the people who live here. We know when someone's just desperate.<</officer>>
<<alice>>I'd like to see the official report.<</alice>>
<<officer>>No.<</officer>>
<<alice>>The search records, then.<</alice>>
<<officer>>Also no.<</officer>>
<<alice>>On what grounds?<</alice>>
<<officer>>On the grounds that constabulary records are not handed to every outsider who arrives making demands.<</officer>>
<<alice>>I'm trying to find my client's daughter.<</alice>>
<<officer>>You're trying to get paid for doing a job.<</officer>>
<<alice>>So that makes it okay for you to ignore me and my client, like you've been doing for the past three weeks?<</alice>>
The officer jaw clenches and he looks directly at you.
<<officer>>Mind your tone, Ms. Halden.<</officer>>
<<alice>>Then give me something useful.<</alice>>
<<officer>>Okay, if you want something to get yourself busy, be my guest. A drunk night watchman reported seeing a little kid walking through the woods in the north part of the city. So why don't you go there for a little adventure in the woods to find a little girl that's been missing for over a month now and get out of my hair?<</officer>>
You stand in front of the counter for a few more seconds, but he doesn't say anything else. You turn around and start walking out.
<<officer>>Miss Halden.<</officer>>
You look back.
<<officer>>The northern paths are poorly marked. People unfamiliar with the area become lost very easily.<</officer>>
<<alice>>Is that concern I hear?<</alice>>
<<officer>>I just don't want to have to go back there in a couple of days to look for your body.<</officer>>
He turns back and starts reading some other paper that were laying on his desk.
<<br>>
<<storyAction "Do something else" "CP1_Intro_ConstableOffice">>
<<set $CP1_Intro_OfficerTalk = true>>
<<if $CP1_Intro_PriestTalk == true && $CP1_Intro_OfficerTalk == true && $CP1_Intro_BenjanminTalk == true>>
<<addCaseObjective "maya_vane" "investigatedNorthernWoods" "Investigate the northern woods">>
<<set $CP1_Intro_NorthernWoodsActive = true>>
<</if>>
<</storyAction>><<set $storyContent = false>>
<<set $location = "inn">>
<<stopAmbientAudio>>
You in the inn's reception area. What do you want to do now?
<<room "images/story/chapter1_intro/inn.jpg" 1672 941>>
<<roomObject "Innkeeper" "CP1_Intro_Inn_Innkeeper" 617 265 258 281 "images/story/chapter1_intro/inn/innkeeper.png" "unless talkedToInnkeeper">>
<<roomObject "Stairwell" "CP1_InnDorm" 1118 299 554 576 "images/story/chapter1_intro/inn/stairwell.png">>
<<roomObject "Exit" ":message I should talk to the innkeeper before exploring the town." 145 173 254 643 "images/story/chapter1_intro/inn/exit.png" "unless talkedToInnkeeper">>
<<roomObject "Exit" "CP1_Ravenswick_Street" 145 173 254 643 "images/story/chapter1_intro/inn/exit.png" "when talkedToInnkeeper">>s
<</room>><<set $storyContent = true>>
You approach the innkeeper. It's a different one from the one that took you to your room last night. She looks just as weird as the last one, wearing all black and with her hair all disheveled.
<<alice>>Hello, I'm...<</alice>>
Before you can continue, she cuts you off.
<<innkeeper>>I know who you are. You're the detective that's here looking for little Maya, right?<</innkeeper>>
You stop for a moment, caught a bit off guard for how much she already knows.
<<alice>>Y-Yeah... it looks like word's already gotten out.<</alice>>
She lets out a discreet smirk, while studying you from head to toe.
<<innkeeper>>Words travels a lot faster when a strange from the big city comes here asking questions.<</innkeeper>>
<div class="scene-intro"> [img[images/story/chapter1_intro/inn/innkeeper_talk.jpg]]</div>
<<alice>>Well... uh... so then perhaps you can help me. I would like some directions. I don't really know the town yet...<</alice>>
She lifts a finger, signaling you to wait, and instantly leaves the counter, going somewhere in the back where you can hear some clattering sounds. She comes back a few seconds latter with a small paper in her hand.
<<innkeeper>>Here, take this. It's a map of the town and the surrounding area. It's not very detailed, but it should get you around.<</innkeeper>>
She opens the map in the counter, showing you the area around the inn.
<<innkeeper>>So, we're here.<</innkeeper>>
She points to a region on the northwest of the urban area, right next to a big tower. You keep looking attentively, letting her speak.
<<innkeeper>>So, this big tower is the town's cathedral. You can see it just from getting off the inn. Around her you can find the constable's office and the newspaper office.<</innkeeper>>
You nod, trying to keep track of the information.
<<innkeeper>>Keep this map so you can keep track of where you're going. I think it might be helpful.<</innkeeper>>
<<alice>>O-Okay... I'll keep it in mind.<</alice>>
She folds back the map and gives it to you.
<<innkeeper>>Well, I hope you find little Maya soon.<</innkeeper>>
<<alice>>I'll do my best.<</alice>>
You fold the map and place it into your inventory.
<<br>>
<<storyAction "Do something else" "CP1_Intro_Inn">>
<<set $talkedToInnkeeper to true>>
<<acquireMap "ravenswick">>
<<addCaseObjective "maya_vane" "CP1_Intro_PriestTalk" "Speak with the priest at the church">>
<<addCaseObjective "maya_vane" "CP1_Intro_OfficerTalk" "Speak with the constable at the police station">>
<<addCaseObjective "maya_vane" "CP1_Intro_BenjanminTalk" "Speak with the a journalist at the local paper">>
<<tutorial "ravenswickMap">>
You've acquired the Ravenswick map. You can now explore the town and the surrounding area. The map is accessible through your status panel, and you can also access it by pressing the "M" key. When in closed locations, maps can indicated blocked paths, locked and unlocked doors.
<</tutorial>>
<</storyAction>><<stopAmbientAudio>>
<<set $storyContent = false>>
<<set $location = "newspaper">>
You push the newspaper office's door open and a little bell rings above your head, but no one greets you.
<<room "images/story/chapter1_intro/newspaperOffice.jpg" 1672 941>>
<<roomObject "Journalist" "CP1_Intro_NewspaperOffice_Journalist" 713 246 295 274 "images/story/chapter1_intro/newspaperOffice/benjaminHobbs.png" "unless CP1_Intro_BenjanminTalk">>
<<roomObject "Newspapers" "CP1_Intro_NewspaperOffice_Newspapers" 586 534 146 61 "images/story/chapter1_intro/newspaperOffice/ravenswickPaper.png" "unless oldRavenswickGazetteRead">>
<</room>>
<<br>>
<<storyAction "Go back outside" "CP1_Ravenswick_Street">><</storyAction>><<set $storyContent = true>>
You walk among the cluttered desks you approach the the man, who's reading the newspaper and taking notes at the same time.
<<alice>>Hello, do you have by any chance a minute to talk?<</alice>>
The man doesn't stop what her's doing, but he answers you without looking up from his newspaper.
<<hobbs>>That depends on if you're here to complain about an article or prevent one from being printed.<</hobbs>>
You pause, waiting to see if he's going to look at you, but he doesn't.
<<alice>>Well, neither.<</alice>>
<<hobbs>>Then you're the first not unpleasant person to come her all week.<</hobbs>>
He places the newspaper on the desk and looks at you with a curious expression in his eyes.
<<hobbs>>You're not from Ravenswick, are you?<</hobbs>>
<<alice>>Is that so obvious?<</alice>>
<<hobbs>>You still have that shine on your face... something I don't see much on people from around here.<</hobbs>>
A faint smile crosses his face as he extends a hand towards you.
<<hobbs>>Benjamin Hobbs. Reporter, editor, and a reluctant printer if the one we have here calls in sick.<</hobbs>>
You shake his hand.
<<alice>>Alice Halden. Private investigator.<</alice>>
He raises an eyebrow, clearly more interested in you now.
<<hobbs>>Oh, this is turning out to be a promising conversation.<</hobbs>>
<<alice>>I'm actually in town to investigate the vanishing of Maya Vane.<</alice>>
The humor almost instantly disappears from his face as he sits back in his chair.
<<hobbs>>Of course. How may I assist you?<</hobbs>>
<<alice>>You knew her?<</alice>>
<<hobbs>>Not personally. I saw her around town a few times. A quiet child, usually carrying a sketchbook with her.<</hobbs>>
He studies you for a moment before clearing a space among the papers on his desk.
<<hobbs>>Please, take a seat, Miss Halden. There's a few things about Ravenswick that I can share that you won't find in any official reports.<</hobbs>>
You pull a wooden chair closer to the desk and sit down, as Benjamin begins sorting through a pile of yellowed clippings.
<<hobbs>>Maya's not the first person to disappear.<</hobbs>>
He takes few pages of a document from a stack of municipal notices and places it on the desk in front of you.
<<hobbs>>A charcoal burner vanished twelve years ago.<</hobbs>>
He then turns the page.
<<hobbs>>Two brothers went missing while hunting in the same area six years later.<</hobbs>>
He then turns the page again.
<<hobbs>>Last winter, a boy from the southern district... and that's just the official ones... I have dozes of reports of people missing from other parts of the county... some residents, but mostly tourists... but we don't keep a record of those.<</hobbs>>
<<alice>>That's a lot of missing people.<</alice>>
<<hobbs>>And some of them returned after a few days or weeks... unable to explain where they had been... and then they vanished again.<</hobbs>>
<<alice>>What about the others?<</alice>>
<<hobbs>>Nothing... no bodies or belongings... which seems convenient, because without any evidence, the city hall denies that any of them ever were here.<</hobbs>>
<<alice>>So the authorities are not investigating?<</alice>>
<<hobbs>>They say they are, sometimes we see search parties going out, questions asked... but after a few weeks, everyone returns to their ordinary lives and try to live on as if nothing happened.<</hobbs>>
<<alice>>And these people... were they last seen in the same area of the town?<</alice>>
<<hobbs>>No... it's something that's happening all over the county, which doesn't help triangulating the area where the disappearances are happening.<</hobbs>>
<<alice>>What about Maya Vane? Any idea where she was last seen?<</alice>>
<<hobbs>>Well, the police station didn't say anything about it, but they probably know more than they're letting on.<</hobbs>>
<<alice>>Any hunches?<</alice>>
<<hobbs>>Well, I've heard some reports talking about some increase of police activity in the northern woods... but I'm not sure if that's related to Maya's case.<</hobbs>>
You pause, wondering what to do next.
<<alice>>Any reliable ways of getting into these woods?<</alice>>
<<hobbs>>Well, i've heard that there's a trail behind the graveyard. Might be worth checking out.<</hobbs>>
<<alice>>Thanks for the information.<</alice>>
You stand up, but before you leave, you turn to him one more time.
<<alice>>Do you expect me to find something the police missed?<</alice>>
<<hobbs>>I expect you to try harder than the police.<</hobbs>>
Benjamin picks up his pen and the newspaper and starts writing again.
<<hobbs>>If you need anything else, you know where to find me.<</hobbs>>
<<alice>>Thanks for your time.<</alice>>
<<br>>
<<storyAction "Do something else" "CP1_Intro_NewspaperOffice">>
<<set $CP1_Intro_BenjanminTalk = true>>
<<if $CP1_Intro_PriestTalk == true && $CP1_Intro_OfficerTalk == true && $CP1_Intro_BenjanminTalk == true>>
<<addCaseObjective "maya_vane" "investigatedNorthernWoods" "Investigate the northern woods">>
<<set $CP1_Intro_NorthernWoodsActive = true>>
<</if>>
<</storyAction>><div class="file-view">
<div class="file-view__image">
[img[images/inventory/files/ravenswickGazette.jpg]]
</div>
<div class="file-view__text">
<div class="journal-entry">
<p><b>YOUNG GIRL VANISHES IN RAVENSWICK</b></p>
<p>Concern has spread throughout Ravenswick, following the unexplained disappearance of twelve year old Maya Vane, from her family home at 17 Veil Street.</p>
<p>According to her mother, Mrs. Vera Vane, Maya vanished shortly after eight o'clock. The doors and windows of the residence were reportedly secured and there were no discovered signs of forced entry. On the evening of her disappearance, she was dressed in a dark burgundy wool dress with a high white collar and black ribbon, dark stockings and black leather boots.</p>
<p>Officers searched Veil Street and the surrounding area throughout the night and the following days, but no trace of the missing girl was found.</p>
<p>The Constabulary has stated that Maya may have left the residence voluntarily, though her mother strongly disputes this suggestion.</p>
<p>Authorities have found no evidence of and abduction or struggle, and the circumstances by which Maya left the locked residence remain unexplained. The investigation is ongoing, however, no further information has been publicly released as of the moment of this publication.</p>
<p>Anyone who saw Maya Vane on the evening of September 17, or who possesses information concerning her present whereabouts, is urged to contact the Ravenswick Borough Constabulary without delay.</p>
<p>The Ravenswick Gazette will publish any updates on the case as they become available.</p>
</div>
</div>
</div>
<<br>>
<<storyAction "Return" "CP1_Intro_NewspaperOffice">>
<<addFile "old_ravenswick_gazette" "alert">>
<<set $oldRavenswickGazetteRead = true>>
<</storyAction>><<playAmbientAudio "safeRoom">>
<<nobr>>
<<set $storyContent = false>>
<<set $location = "inn">>
<<addCase "maya_vane" "The disappearance of Maya Vane">>
<<addCaseObjective "maya_vane" "mayaSketchbookRead" "Read Maya's sketchbook">>
<<addCaseObjective "maya_vane" "talkedToInnkeeper" "Ask the innkeeper for more information">>
You're in your room. What do you want to do now?
<</nobr>>
<<room "images/story/chapter1_intro/inn_room.jpg" 1535 1024>>
<<roomObject "Box" "ItemBox" 616 567 145 106 "images/story/chapter1_intro/inn_room/item_box.png">>
<<roomObject "Save Journal" ":saves" 182 610 189 104 "images/story/chapter1_intro/inn_room/saveJournal.png">>
<</room>>
<<br>>
<<storyAction "Go downstairs" "CP1_Intro_Inn">> <</storyAction>><<playAmbientAudio "city">>
<<set $storyContent = false>>
<<set $location = "street">>
You're in Ravenswick West area. What do you want to do now?
<<room "images/story/chapter1_intro/streetWest.jpg" 1448 1086>>
<<roomObject "Constable Office" "CP1_Intro_ConstableOffice" 0 0 428 1059 "images/story/chapter1_intro/streetWest/constableOffice.png">>
<<roomObject "Church" "CP1_Intro_Church" 368 39 558 742 "images/story/chapter1_intro/streetWest/church.png">>
<<roomObject "Newspaper Office" "CP1_Intro_NewspaperOffice" 1094 44 354 861 "images/story/chapter1_intro/streetWest/newspaperOffice.png">>
<</room>>
<<br>>
<<nobr>>
<<storyAction "Go back to the inn" "CP1_Intro_Inn">> <</storyAction>>
<<if $CP1_Intro_NorthernWoodsActive == true>>
<<storyAction "Investigate the northern woods" "CP1_Intro_NorthernWoods">> <</storyAction>>
<</if>>
<</nobr>><<stopAmbientAudio>>
<<set $storyContent = true>>
<<set $investigatedNorthernWoods = true>>
The streets grow quieter as you head north. You notice that little by little, the houses get smaller and soon after, you see an old iron face followed by field of crooked headstones and at the far end, the northern woods... hills of pine trees looming in the distance.
<div class="scene-intro"> [img[images/story/chapter1_intro/woods/01.jpg]]</div>
You slowly follow the muddy path between the abandoned graves, all the while imagining Maya walking along among those grounds after dark. Some tombstones are leaning so far that you wonder how they still stand, and the names on them are mostly gone.
<div class="scene-intro"> [img[images/story/chapter1_intro/woods/02.jpg]]</div>
The graves get older and older the further you go into the graveyard, until you spot a narrow trail slipping between two trees and into the woods.
<div class="scene-intro"> [img[images/story/chapter1_intro/woods/03.jpg]]</div>
You give one last glance towards Ravenswick before pushing on. At first, the trees stand apart and daylight still reaches the ground beneath you, but as you go deeper, the canopy closes and not long after, you can't see any traces of the town behind you anymore.
<div class="scene-intro"> [img[images/story/chapter1_intro/woods/04.jpg]]</div>
You keep walking, hearing the sound of your footsteps mixing with the wind and leaves around you. The trail starts to thin under the roots and deadfall, and now, you start to better understand the children's stories the father told you about. It's like the place wants you lost.
Then you hear water. You push forward and the trees thin on a river cutting through the woods. The old bridge that crosses it seems long gone, washed out by the water, but not far to the side, you can see a fallen tree stretched across the river bed, connecting both shores.
<<alice>>Of course...<</alice>>
<div class="scene-intro"> [img[images/story/chapter1_intro/woods/05.jpg]]</div>
You test it and it holds. You get on all fours and carefully start crossing it. You feel the freezing spray of the running water occasionally spilling on your hands and face, and you try as hard as you can to ignore it, but then, you make the mistake of looking down halfway across.
<<alice>>Don't...<</alice>>
You shut your eyes and tighten your grip against the tree trunk. You take a deep breath and keep crossing it, until you reach the other side.
At this point, the daylight's nearly gone, but you don't want to cross back the river, so you keep following the trail a while longer, until you find something that catches your eye. A scrap od dark burgundy ribbon snagged high on a low branch, stiff with weather and faded at the edges. Whoever left this has been gone a long time, but it looks like something that a little girl would wear.
<<alice>>Maya...<</alice>>
You carefully take it and place it in your pocket. You then keep moment, but at some point you freeze as you notice something standing between the trees ahead. At first, it looks like another tree with long branches, but then, as the outline settles, you see it's a tall, thin person, quietly facing you without moving a muscle... almost as it's stalking its prey.
<div class="scene-intro"> [img[images/story/chapter1_intro/woods/06.jpg]]</div>
Your mouth then opens before you can stop it...
<<alice>>Hel...<</alice>>
And then, coming from somewhere deeper within the woods, you hear a soft breath that feels both far and close to you ear. It softly whispers to you...
<i>Alice...</i>
You keep frozen. You don't answer, nor do you look toward the voice. You remember the priest's warning, and even though he was dismissive about it, you feel your throat locking shut.
The figure stands keeps still. You wonder if the failing light is causing some kind of optical illusion... that's the only explanation you can think of for the way its proportions feel wrong... and for a second, you think of the shadowy shape on Maya's sketchbook... and then the one from your dreams...
<<br>>
<<storyAction "Take a step closer" "CP1_Intro_NorthernWoods_v2_Run">>
<<set $woodsApproach = "closer">>
<</storyAction>>
<<storyAction "Back away without a word" "CP1_Intro_NorthernWoods_v2_Run">>
<<set $woodsApproach = "back">>
<</storyAction>><<if $woodsApproach == "closer">>
You take one step forward, but the figure doesn't retreat. It seems like it's not breathing. Then you hear a branch snapping to your left, outside your field of vision, and that's enough.
<<else>>
You take a step back, and the figure doesn't follow you. Then you hear a branch snapping to your left, outside your field of vision, and that's enough.
<</if>>
You turn and run as fast as you can, pushing aside the branches and twigs, that insist on clawing at your coat. You abandon the trail and almost fall down when you trip on a root, but you're able to catch yourself and keep going. You don't feel like you're being chased, but somehow, that's even worse.
After a while running, you feel your lungs burning and you lean against a tree, grasping for air. Then you notice something... there's no wind... no wildlife... nothing. The woods are completely silent. The trail's gone, and so is the daylight.
<<alice>>Wonderful...<</alice>>
You light your lantern, but the flame only shows you a circle of trees that you don't recognize, but then, between them, you notice another source of light. You follow it and them another source shows up... then another, and then the forest opens on a silhouette of a large building, half swallowed by vines and apparently long abandoned. Above the entrance, faded letters still read:
<b>WAX MUSEUM</b>
<div class="scene-intro"> [img[images/story/chapter1_intro/woods/07.jpg]]</div>
It should be abandoned, but you see warm light glowing behind several windows.
You glance back at the dark, but anything's better than going back there. You then take a deep breath and approach the entrance door.
<<br>>
<<storyAction "Go in" "CP1_Intro_WaxMuseum">>
<<set $investigatedNorthernWoods = true>>
<<addCaseObjective "maya_vane" "investigateWaxMuseum" "Investigate the wax museum">>
<</storyAction>><<playAmbientAudio "waxMuseum">>
<<set $storyContent = false>>
You find yourself in the beginning of the east hallway. What do you want to do?
<<room "images/story/chapter1/1F/eastHallway/01.jpg" 1670 941>>
<<roomObject "Desk" ":offer drawer|bandages|1|tookEastHallwayBandages" 836 442 109 164 "images/story/chapter1/1F/eastHallway/01/desk.png" "unless tookEastHallwayBandages">>
<<roomObject "East Hallway 2" "CP1_WaxMuseum_EastHallway02" 958 92 379 417 "images/story/chapter1/1F/eastHallway/01/eastHallway2.png">>
<<roomObject "Foyer Door" ":unlock -|unlockedEastHallwayDoor|CP1_WaxMuseum_Foyer|unlockedDoor|The door's now unlocked." 252 0 432 941 "images/story/chapter1/1F/eastHallway/01/foyerDoor.png" "unless unlockedEastHallwayDoor" "mapDoor:foyerEastHallway">>
<<roomObject "Foyer Door" "openDoor|CP1_WaxMuseum_Foyer" 252 0 432 941 "images/story/chapter1/1F/eastHallway/01/foyerDoor.png" "when unlockedEastHallwayDoor" "mapDoor:foyerEastHallway">>
<</room>><<playAmbientAudio "waxMuseum">>
<<set $storyContent = false>>
You find yourself in the middle of the east hallway. What do you want to do?
<<room "images/story/chapter1/1F/eastHallway/02.jpg" 1669 942>>
<<roomObject "Storage Room Door" "openDoor|CP1_WaxMuseum_StorageRoom" 120 29 253 913 "images/story/chapter1/1F/eastHallway/02/storageRoomDoor.png" "mapDoor:eastHallwayStorage">>
<<roomObject "East Hallway 3" "CP1_WaxMuseum_EastHallway03" 700 150 350 406 "images/story/chapter1/1F/eastHallway/02/eastHallway03.png">>
<<roomObject "East Hallway 1" "CP1_WaxMuseum_EastHallway01" 341 739 871 203 "images/story/chapter1/1F/eastHallway/02/eastHallway01.png">>
<<roomObject "Second Floor Stairwell Door" ":locked lockedDoor|The door is locked." 1164 0 166 934 "images/story/chapter1/1F/eastHallway/02/2FStairwellDoor.png" "unless unlockedSecondFloorStairwellDoor" "mapDoor:eastHallwaySecondFloor">>
<<roomObject "Main Hall Door" ":message Looks like this doors leads to the main hall, but it's blocked by that big stack of furniture." 626 190 72 417 "images/story/chapter1/1F/eastHallway/02/mainhallDoor.png" "mapDoor:mainHallEastHallway">>
<<roomObject "Royal Court Door" ":unlock royalKey|unlockedRoyalCourtDoor|CP1_WaxMuseum_RoyalCourt|unlockedDoor|The door's now unlocked." 1053 175 62 454 "images/story/chapter1/1F/eastHallway/02/royalCourtDoor.png" "unless unlockedRoyalCourtDoor" "mapDoor:eastHallwayRoyalCourt">>
<<roomObject "Royal Court Door" "openDoor|CP1_WaxMuseum_RoyalCourt" 1053 175 62 454 "images/story/chapter1/1F/eastHallway/02/royalCourtDoor.png" "when unlockedRoyalCourtDoor" "mapDoor:eastHallwayRoyalCourt">>
<</room>><<playAmbientAudio "waxMuseum">>
<<set $storyContent = false>>
You find yourself in the far end of the east hallway. What do you want to do?
<<room "images/story/chapter1/1F/eastHallway/03.jpg" 1668 943>>
<<roomObject "Fountain Hall Entrance" "CP1_WaxMuseum_FountainHall" 747 106 163 620 "images/story/chapter1/1F/eastHallway/03/fountainHallEntrance.png" "mapDoor:eastHallwayFountain">>
<<roomObject "East Hallway 2" "CP1_WaxMuseum_EastHallway02" 591 788 830 155 "images/story/chapter1/1F/eastHallway/03/eastHallway2.png">>
<</room>><<playAmbientAudio "waxMuseum">>
<<set $storyContent = false>>
You are in the female bathroom. What do you want to do?
<<room "images/story/chapter1/1F/femaleBathroom/01.jpg" 1950 1125>>
<<roomObject "Fountain Hall Door" "openDoor|CP1_WaxMuseum_FountainHall02" 699 857 883 268 "images/story/chapter1/1F/femaleBathroom/01/fountainHall.png" "mapDoor:fountainFemaleRestroom">>
<<roomObject "Ephigenia's Journal" "FileEphigeniasJournal" 144 691 266 159 "images/story/chapter1/1F/femaleBathroom/01/ephigeniasJournal.png">>
<<roomObject "Laudanum Vial" ":offer laudanum|1|tookFemaleBathroomLaudanum" 1638 392 17 54 "images/story/chapter1/1F/femaleBathroom/01/laudanum.png" "unless tookFemaleBathroomLaudanum">>
<<roomObject "Wakeleaf" ":offer wakeleaf|1|tookFemaleBathroomWakeleaf" 1318 561 85 147 "images/story/chapter1/1F/femaleBathroom/01/wakeleaf.png" "unless tookFemaleBathroomWakeleaf">>
<</room>><<set $FileFemaleBathroomJournalRead = true>>
<div class="file-view">
<div class="file-view__image">
[img[images/story/chapter1/1F/femaleBathroom/01/journal.png]]
</div>
<div class="file-view__text">
<div class="journal-entry">
<p>An open journal has been left on the desk. One page holds a rough sketch; the other is filled with hurried handwriting, much of it stained and difficult to read.</p>
</div>
</div>
</div>
<<audio "file" play>>
<<closeFile>><<playAmbientAudio "waxMuseum">>
<<set $storyContent = false>>
<<set $location = "CP1_WaxMuseum_FountainHall">>
You're in the fountain hall of the wax museum. What do you want to do?
<<room "images/story/chapter1/1F/fountainRoom/01.jpg" 1880 836>>
<<roomObject "West Hallway Entrance" ":message Looks like this passage leads to the west hallway, but it's blocked by that big stack of furniture." 313 185 130 379 "images/story/chapter1/1F/fountainRoom/01/westHallwayEntrance.png" "mapDoor:westHallwayFountain">>
<<roomObject "War Gallery Door" ":unlock warKey|unlockedWarGalleryDoor|CP1_WaxMuseum_WarGallery|unlockedDoor|The door's now unlocked.||The door is locked. The plaque on the door reads 'War Gallery Exhibit'." 557 257 156 272 "images/story/chapter1/1F/fountainRoom/01/warGalleryDoor.png" "unless unlockedWarGalleryDoor" "mapDoor:warGalleryFountain">>
<<roomObject "War Gallery Door" "openDoor|CP1_WaxMuseum_WarGallery" 557 257 156 272 "images/story/chapter1/1F/fountainRoom/01/warGalleryDoor.png" "when unlockedWarGalleryDoor" "mapDoor:warGalleryFountain">>
<<roomObject "Fountain" "CP1_WaxMuseum_FountainHall03" 808 394 288 145 "images/story/chapter1/1F/fountainRoom/01/fountain.png">>
<<roomObject "Hall of Death Door" ":unlock deathKey|unlockedHallOfDeathDoor|CP1_WaxMuseum_HallOfDeath|unlockedDoor|The door's now unlocked.||The door is locked. The plaque on the door reads 'Hall of Death Exhibit'." 1197 261 155 272 "images/story/chapter1/1F/fountainRoom/01/hallOfDeathDoor.png" "unless unlockedHallOfDeathDoor" "mapDoor:hallOfDeathFountain">>
<<roomObject "Hall of Death Door" "openDoor|CP1_WaxMuseum_HallOfDeath" 1197 261 155 272 "images/story/chapter1/1F/fountainRoom/01/hallOfDeathDoor.png" "when unlockedHallOfDeathDoor" "mapDoor:hallOfDeathFountain">>
<<roomObject "East Hallway Entrance" "CP1_WaxMuseum_EastHallway03" 1471 192 118 402 "images/story/chapter1/1F/fountainRoom/01/eastHallwayEntrance.png" "mapDoor:eastHallwayFountain">>
<<roomObject "Ephigenia's Note" "FileEphigeniasNote" 1486 665 114 39 "images/story/chapter1/1F/fountainRoom/01/ephigeniasNote.png">>
<<roomObject "Turn Around" "CP1_WaxMuseum_FountainHall02" 750 538 408 43 "images/story/chapter1/1F/fountainRoom/01/turnAround.png">>
<<roomObject "Main Hall Door" "openDoor|CP1_WaxMuseum_MainHall" 535 748 717 88 "images/story/chapter1/1F/fountainRoom/01/mainHallDoor.png" "mapDoor:mainHallFountain">>
<</room>>
<<roomLightning "images/story/chapter1/1F/fountainRoom/02.jpg">><<playAmbientAudio "waxMuseum">>
<<set $storyContent = false>>
<<set $location = "CP1_WaxMuseum_FountainHall">>
You're in the fountain hall of the wax museum. What do you want to do?
<<room "images/story/chapter1/1F/fountainRoom/03.jpg" 1883 835>>
<<roomObject "Female Bathroom Door" "openDoor|CP1_WaxMuseum_FemaleBathroom" 562 327 91 224 "images/story/chapter1/1F/fountainRoom/03/femaleBathroomDoor.png" "mapDoor:fountainFemaleRestroom">>
<<roomObject "Main Hall Door" "openDoor|CP1_WaxMuseum_MainHall" 815 239 237 319 "images/story/chapter1/1F/fountainRoom/03/mainHallDoor.png" "mapDoor:mainHallFountain">>
<<roomObject "Male Bathroom Door" "openDoor|CP1_WaxMuseum_MaleBathroom" 1216 325 90 229 "images/story/chapter1/1F/fountainRoom/03/maleBathroomDoor.png" "mapDoor:fountainMaleRestroom">>
<<roomObject "Turn Around" "CP1_WaxMuseum_FountainHall" 768 586 360 59 "images/story/chapter1/1F/fountainRoom/03/turnAround.png">>
<</room>><<playAmbientAudio "waxMuseum">>
<<set $storyContent = false>>
<<set $location = "CP1_WaxMuseum_FountainHall">>
Inside the fountain, you see a box with four holes in it. It looks like some pieces must be inserted into the holes to make the box open.
<div class="scene-intro">
[img[images/story/chapter1/1F/fountainRoom/04.jpg]]
</div>
<<storyAction "Return" "CP1_WaxMuseum_FountainHall">>
<</storyAction>><<playAmbientAudio "waxMuseum">>
<<set $storyContent = false>>
You're in the foyer of the wax museum. What do you want to do?
<<room "images/story/chapter1/1F/foyer/01.jpg" 1672 941>>
<<roomObject "Desk Drawer" "drawer|CP1_WaxMuseum_Foyer_DeskDrawer" 1508 572 164 354 "images/story/chapter1/1F/foyer/01/desk_drawer.png" "unless readFoyerNote && tookWaxMuseumFoyerLaudanum">>
<<roomObject "East Hallway Door" ":locked lockedDoor|The door is locked from the other side." 1492 243 148 389 "images/story/chapter1/1F/foyer/01/east_hallway_door.png" "unless unlockedEastHallwayDoor" "mapDoor:foyerEastHallway">>
<<roomObject "East Hallway Door" "openDoor|CP1_WaxMuseum_EastHallway01" 1492 243 148 389 "images/story/chapter1/1F/foyer/01/east_hallway_door.png" "when unlockedEastHallwayDoor" "mapDoor:foyerEastHallway">>
<<roomObject "Gift Shop Door" "openDoor|CP1_WaxMuseum_Foyer_GiftShopDoor" 400 291 212 299 "images/story/chapter1/1F/foyer/01/gift_shop_door.png" "mapDoor:foyerGiftShop">>
<<roomObject "Guest Logbook" "waxMuseumGuestLogbook" 120 631 159 62 "images/story/chapter1/1F/foyer/01/guest_logbook.png" "unless readWaxMuseumGuestLogbook">>
<<roomObject "Tickets Office Door" ":unlock ticket_shop_key|unlockedTicketOfficeDoor|CP1_WaxMuseum_TicketOffice|unlockedDoor|The door's now unlocked." 1057 301 216 286 "images/story/chapter1/1F/foyer/01/ticket_shop_door.png" "unless unlockedTicketOfficeDoor" "mapDoor:foyerTicketOffice">>
<<roomObject "Tickets Office Door" "openDoor|CP1_WaxMuseum_TicketOffice" 1057 301 216 286 "images/story/chapter1/1F/foyer/01/ticket_shop_door.png" "when unlockedTicketOfficeDoor" "mapDoor:foyerTicketOffice">>
<<roomObject "West Hallway Door" ":locked lockedDoor|The door is locked from the other side." 36 241 150 382 "images/story/chapter1/1F/foyer/01/west_hallway_door.png" "unless unlockedWestHallwayDoor" "mapDoor:foyerWestHallway">>
<<roomObject "West Hallway Door" "openDoor|CP1_WaxMuseum_WestHallway01" 36 241 150 382 "images/story/chapter1/1F/foyer/01/west_hallway_door.png" "when unlockedWestHallwayDoor" "mapDoor:foyerWestHallway">>
<<roomObject "Double Door" ":unlock water_key|unlockedDoubleDoor|CP1_WaxMuseum_HallOfNotables|unlockedDoor|The door's now unlocked.||The door is locked. You can see a water crest carved on the door's lock." 763 356 141 182 "images/story/chapter1/1F/foyer/01/hall_of_notables_door.png" "unless unlockedDoubleDoor" "mapDoor:foyerHallOfNotables">>
<<roomObject "Double Door" "openDoor|CP1_WaxMuseum_HallOfNotables" 763 356 141 182 "images/story/chapter1/1F/foyer/01/hall_of_notables_door.png" "when unlockedDoubleDoor" "mapDoor:foyerHallOfNotables">>
<</room>><<playAmbientAudio "waxMuseum">>
You open the desk drawer.
<<room "images/story/chapter1/1F/foyer/02.jpg" 1024 1024>>
<<roomObject "Laudanum Vial" "CP1_WaxMuseum_Foyer_DeskDrawer_Laudanum" 608 644 107 163 "images/story/chapter1/1F/foyer/02/laudanum.png" "unless tookWaxMuseumFoyerLaudanum">>
<<roomObject "Key and Letter" "CP1_WaxMuseum_Foyer_DeskDrawer_NoteAndKey" 317 634 306 177 "images/story/chapter1/1F/foyer/02/note_and_key.png" "unless readFoyerNote">>
<</room>>
<<br>>
<<storyAction "Return" "CP1_WaxMuseum_Foyer">><</storyAction>><<playAmbientAudio "waxMuseum">>
You pick up the small glass vial tucked at the back of the drawer. The label is worn, but you can still make out the word //laudanum//.
<<offerItem "laudanum" 1 "CP1_WaxMuseum_Foyer_DeskDrawer">>
<<set $tookWaxMuseumFoyerLaudanum = true>>
<</offerItem>><<playAmbientAudio "waxMuseum">>
<div class="scene-intro"> [img[images/inventory/files/foyerNote.png]]</div>
You find a folded note and a small iron key tied together with twine.
<<br>>
<div class="journal-entry">
<p><i>Dear Sarah, I won't be able to come to work tomorrow... it seem that my mother's health took a turn for the worse, so, here's the key for the ticket office. You can keep it with you and when I come back, you can give it back to me. Please pray for my mother.</i></p>
<p><i>- E.M.</i></p>
</div>
<<br>>
<<storyAction "Return" "CP1_WaxMuseum_Foyer_DeskDrawer">>
<<offerItem "ticket_shop_key" 1 "CP1_WaxMuseum_Foyer_DeskDrawer">>
<<set $readFoyerNote = true>>
<<addFile "foyerNote" "alert">>
<<onDecline>>
<<set $readFoyerNote = false>>
<</offerItem>>
<<if $readFoyerNote && $tookWaxMuseumFoyerLaudanum>>
<<set $tookAllFoyerDrawerItems = true>>
<</if>>
<</storyAction>><<playAmbientAudio "safeRoom">>
<<set $storyContent = false>>
You're in the gift shop. What do you want to do?
<<room "images/story/chapter1/1F/giftShop/01.jpg" 1672 941>>
<<roomObject "Box" "ItemBox" 187 387 232 172 "images/story/chapter1/1F/giftShop/01/box.png">>
<<roomObject "Book" ":saves" 453 469 203 44 "images/story/chapter1/1F/giftShop/01/book.png">>
<<roomObject "Cabinet" ":message A cabinet stuffed with wax heads behind the dirty glass. The figures are spent and old but still look lifelike. Some of them seem to be looking at me." 1166 60 366 529 "images/story/chapter1/1F/giftShop/01/cabinet.png">>
<<roomObject "Door" "openDoor|CP1_WaxMuseum_Foyer" 1493 0 179 941 "images/story/chapter1/1F/giftShop/01/door.png" "mapDoor:foyerGiftShop">>
<<roomObject "Museum Pamphlet" "FileMuseumPamphlet" 118 512 125 60 "images/story/chapter1/1F/giftShop/01/museum_pamphlet.png">>
<</room>><<playAmbientAudio "waxMuseum">>
<<set $storyContent = false>>
<<set $location = "CP1_WaxMuseum_HallOfDeath">>
You're in the hall of death exposition room. What do you want to do?
<<room "images/story/chapter1/1F/hallOfDeath/01.jpg" 1867 842>>
<<roomObject "Dead Woman" ":message A pale woman in the coffin. She looks like she's only sleeping." 0 297 459 499 "images/story/chapter1/1F/hallOfDeath/01/deadWoman.png">>
<<roomObject "Crumpled Paper" "FileCoffinInstructions" 1360 720 42 45 "images/story/chapter1/1F/hallOfDeath/01/coffinInstructions.png">>
<<roomObject "Cabinet" ":message A cabinet of skulls behind the glass. I don't want to look too long." 994 279 113 211 "images/story/chapter1/1F/hallOfDeath/01/cabinet.png">>
<<roomObject "Coffin" "CP1_WaxMuseum_HallOfDeath_Coffin" 1433 197 79 213 "images/story/chapter1/1F/hallOfDeath/01/coffin.png" "unless hallOfDeathSwitchSolved">>
<<roomObject "Coffin" "CP1_WaxMuseum_HallOfDeath_CoffinOpen" 1433 197 79 213 "images/story/chapter1/1F/hallOfDeath/01/coffin.png" "when hallOfDeathSwitchSolved">>
<<roomObject "Fountain Hall" "openDoor|CP1_WaxMuseum_FountainHall" 560 671 770 171 "images/story/chapter1/1F/hallOfDeath/01/return.png" "mapDoor:hallOfDeathFountain">>
<</room>>
<<roomLightning "images/story/chapter1/1F/hallOfDeath/02.jpg">><<playAmbientAudio "waxMuseum">>
<<set $storyContent = false>>
<<set $location = "CP1_WaxMuseum_HallOfDeath">>
<<silently>>
<<if ndef $hallOfDeathSwitchOrder>>
<<set $hallOfDeathSwitchOrder = []>>
<</if>>
<<if not $hallOfDeathSwitchSolved>>
<<set $hallOfDeathSwitchOrder = []>>
<</if>>
<</silently>>
<<if $hallOfDeathSwitchSolved>>
<<goto "CP1_WaxMuseum_HallOfDeath_CoffinOpen">>
<<else>>
Five emblems are set into the coffin lid. Each one looks like it could be pressed.
<<room "images/story/chapter1/1F/hallOfDeath/03.jpg" 1672 941>>
<<roomObject "Anger" ":plaque anger|A fist in the fire. Someone didn't go quietly." 753 65 165 166 "images/story/chapter1/1F/hallOfDeath/03/anger.png">>
<<roomObject "Acceptance" ":plaque acceptance|Hands holding the sun. It's over, and that's all." 753 231 166 165 "images/story/chapter1/1F/hallOfDeath/03/acceptance.png">>
<<roomObject "Denial" ":plaque denial|A hand raised to a cracked mirror. She won't look." 754 394 164 163 "images/story/chapter1/1F/hallOfDeath/03/denial.png">>
<<roomObject "Depression" ":plaque depression|Rain over a figure that won't get up." 755 557 163 163 "images/story/chapter1/1F/hallOfDeath/03/depression.png">>
<<roomObject "Bargaining" ":plaque bargaining|Scales and an open palm. One more deal, if anyone's still listening." 754 721 164 164 "images/story/chapter1/1F/hallOfDeath/03/bargaining.png">>
<</room>>
<<br>>
<<storyAction "Return" "CP1_WaxMuseum_HallOfDeath">>
<</storyAction>>
<</if>><<playAmbientAudio "waxMuseum">>
<<set $storyContent = false>>
<<set $location = "CP1_WaxMuseum_HallOfDeath">>
The lid swings open. A wax skeleton stands inside, holding a tablet.
<<room "images/story/chapter1/1F/hallOfDeath/04.jpg" 1672 941>>
<<roomObject "Death Tablet" ":offer deathTablet|1|tookHallOfDeathDeathTablet" 785 373 74 80 "images/story/chapter1/1F/hallOfDeath/04/deathTablet.png" "unless tookHallOfDeathDeathTablet">>
<</room>>
<<br>>
<<storyAction "Return" "CP1_WaxMuseum_HallOfDeath">>
<</storyAction>><<playAmbientAudio "waxMuseum">>
<<set $storyContent = false>>
<<set $location = "CP1_WaxMuseum_HallOfNotables">>
You're in the Hall of Notables exposition room. What do you want to do?
<<if !$hasHallOfNotablesShifted>>
<<room "images/story/chapter1/1F/hallOfNotables/01.jpg" 1672 941>>
<<roomObject "Curator's Notes" "FileCuratorsNotes01" 258 629 110 41 "images/story/chapter1/1F/hallOfNotables/01/curatorsNotes.png">>
<<roomObject "Desk Drawer" ":offer drawer|smelling_salts|1|tookHallOfNotablesSmellingSalts" 1460 633 191 286 "images/story/chapter1/1F/hallOfNotables/01/deskDrawer.png" "unless tookHallOfNotablesSmellingSalts">>
<<roomObject "Main Hall" "openDoor|CP1_WaxMuseum_MainHall" 760 283 151 257 "images/story/chapter1/1F/hallOfNotables/01/mainHall.png" "mapDoor:hallOfNotablesMainHall">>
<<roomObject "Exposition Notes" "FileHallOfNotables" 1411 505 91 67 "images/story/chapter1/1F/hallOfNotables/01/expositionNote.png">>
<<roomObject "Foyer" "openDoor|CP1_WaxMuseum_Foyer" 432 824 840 117 "images/story/chapter1/1F/hallOfNotables/01/foyer.png" "mapDoor:foyerHallOfNotables">>
<<roomObject "Broken Lamp" "CP1_WaxMuseum_HallOfNotables_BrokenLamp" 368 585 50 84 "images/story/chapter1/1F/hallOfNotables/01/brokenLamp.png">>
<</room>>
<<else>>
<<room "images/story/chapter1/1F/hallOfNotables/02.jpg" 1672 941>>
<<roomObject "Curator's Notes" "FileCuratorsNotes01" 258 629 110 41 "images/story/chapter1/1F/hallOfNotables/01/curatorsNotes.png">>
<<roomObject "Desk Drawer" ":offer drawer|smelling_salts|1|tookHallOfNotablesSmellingSalts" 1460 633 191 286 "images/story/chapter1/1F/hallOfNotables/02/deskDrawer.png" "unless tookHallOfNotablesSmellingSalts">>
<<roomObject "Main Hall" "CP1_WaxMuseum_MainHall" 760 283 151 257 "images/story/chapter1/1F/hallOfNotables/01/mainHall.png" "mapDoor:hallOfNotablesMainHall">>
<<roomObject "ExpositionNotes" "FileHallOfNotables" 1411 505 91 67 "images/story/chapter1/1F/hallOfNotables/01/expositionNote.png">>
<<roomObject "Foyer" "CP1_WaxMuseum_Foyer" 432 824 840 117 "images/story/chapter1/1F/hallOfNotables/01/foyer.png" "mapDoor:foyerHallOfNotables">>
<<roomObject "WaxStatueLeft" ":message The statue's looking directly at me. I don't like it." 105 268 125 296 "images/story/chapter1/1F/hallOfNotables/02/waxStatureLeft.png">>
<<roomObject "WaxStatueRight" ":message Those statues are creeping me out" 1264 276 63 272 "images/story/chapter1/1F/hallOfNotables/02/waxStatureRight.png">>
<<roomObject "Broken Lamp" "CP1_WaxMuseum_HallOfNotables_BrokenLamp" 368 585 50 84 "images/story/chapter1/1F/hallOfNotables/01/brokenLamp.png">>
<</room>>
<</if>><<playAmbientAudio "waxMuseum">>
<<set $location = "CP1_WaxMuseum_HallOfNotables_BrokenLamp">>
A broken lamp. You can feel the heat coming from it.
<div class="scene-intro"> [img[images/story/chapter1/1F/hallOfNotables/03.jpg]]</div>
<<br>>
<<storyAction "Return" "CP1_WaxMuseum_HallOfNotables">>
<</storyAction>><<stopAmbientAudio>>
<<set $storyContent = true>>
As you remove the flask of solvent from the broken lamp, you hear a soft crackling noise coming from all around you. You jump and as you look back at the statues, you notice that most of them have shifted positions, some of them looking like they're even looking at you.
<div class="scene-intro"> [img[images/story/chapter1/1F/hallOfNotables/04.jpg]]</div>
You freeze, without knowing what to do, but they don't seem to be moving anymore. They all seem frozen in place. Before you can think about anything else, you here a noise coming from the main hall.
<<br>>
<<storyAction "Return" "CP1_WaxMuseum_HallOfNotables_Transition">>
<<set $hasHallOfNotablesShifted = true>>
<</storyAction>><<stopAmbientAudio>>
<<set $storyContent = true>>
The statues keep frozen in place, but you're still unsettled that some of them are looking at you. You should see what was that noise coming from the main hall.
<<room "images/story/chapter1/1F/hallOfNotables/02.jpg" 1672 941>>
<<roomObject "Main Hall" "openDoor|CP1_WaxMuseum_MainHall_MaidScene" 760 283 151 257 "images/story/chapter1/1F/hallOfNotables/01/mainHall.png" "mapDoor:hallOfNotablesMainHall">>
<</room>><<playAmbientAudio "waxMuseum">>
<<set $storyContent = true>>
<div class="scene-intro"> [img[images/story/chapter1/01.jpg]]</div>
You pull the doors open, not hoping that they'd be unlocked, but they are. You take one last look back at the dark forest before stepping inside.
The door closes behind you with a loud creak, and the smell of mold and decay fills your nostrils. The silence in the foyer is somehow worse than the silence outside. You're still panting, trying to calm your racing heart. The room where you are is big and you can see five doors. One on each of the side walls, and three at the far end, one taking to the gift shop and one taking to the tickets office. And there's a double door in the middle of the wall, with no indication of what it leads to.
<<br>>
<<storyAction "Chose what you want to do" "CP1_WaxMuseum_Foyer">><</storyAction>><<playAmbientAudio "waxMuseum">>
<<set $storyContent = false>>
You are in the janitors room. What do you want to do?
<<room "images/story/chapter1/1F/janitorsRoom/01.jpg" 1668 943>>
<<roomObject "West Hallway Door" "openDoor|CP1_WaxMuseum_WestHallway02" 531 795 511 149 "images/story/chapter1/1F/janitorsRoom/01/westHallwayDoor.png" "mapDoor:westHallwayJanitor">>
<<roomObject "Bedside Drawer" ":offer drawer|webley_revolver|1|tookJanitorsRoomWebleyRevolver" 1060 509 113 50 "images/story/chapter1/1F/janitorsRoom/01/bedsideDrawer.png" "unless tookJanitorsRoomWebleyRevolver">>
<<roomObject "Pages from the Janitor's Journal" "FileJanitorsJournal" 212 605 154 68 "images/story/chapter1/1F/janitorsRoom/01/janitorsNote.png">>
<<roomObject "Turpentine Essence" ":offer turpentineEssence|1|tookJanitorsRoomTurpentineEssence" 329 247 28 53 "images/story/chapter1/1F/janitorsRoom/01/turpentineEssence.png" "unless tookJanitorsRoomTurpentineEssence">>
<</room>><<playAmbientAudio "waxMuseum">>
<<set $storyContent = false>>
<<set $location = "CP1_WaxMuseum_MainHall">>
<<if !$hasSolventBase>>
You're in the main hall of the wax museum. What do you want to do?
<<room "images/story/chapter1/1F/mainHall/01.jpg" 1821 864>>
<<roomObject "Exhibit Note" "FileMainHallExhibitNote" 139 501 185 77 "images/story/chapter1/1F/mainHall/01/exhibitNote.png">>
<<roomObject "Fountain Hall Door" ":locked lockedDoor|The door is locked. There seems to be a fountain carved on the door's lock." 876 352 126 195 "images/story/chapter1/1F/mainHall/01/fountainHall.png" "mapDoor:mainHallFountain">>
<<roomObject "Maid" "CP1_WaxMuseum_MainHall_Maid" 491 299 270 469 "images/story/chapter1/1F/mainHall/01/maid.png">>
<<roomObject "West Hallway Door" "openDoor|CP1_WaxMuseum_WestHallway02" 338 83 157 528 "images/story/chapter1/1F/mainHall/01/westHallway.png" "mapDoor:westHallwayMainHall">>
<<roomObject "Hall of Notables" "openDoor|CP1_WaxMuseum_HallOfNotables" 662 710 711 154 "images/story/chapter1/1F/mainHall/01/hallOfNotables.png" "mapDoor:hallOfNotablesMainHall">>
<<roomObject "East Hallway Door" "CP1_WaxMuseum_MainHall_EastHallwayDoorDirty" 1398 51 176 629 "images/story/chapter1/1F/mainHall/01/eastHallway.png">>
<<roomObject "Wax Loosening Powder" ":offer waxLooseningPowder|1|tookWaxLooseningPowder" 1376 490 14 22 "images/story/chapter1/1F/mainHall/01/waxLooseningPowder.png" "unless tookWaxLooseningPowder">>
<</room>>
<<else>>
You're in the main hall of the wax museum. What do you want to do?
<<room "images/story/chapter1/1F/mainHall/03.jpg" 1821 864>>
<<roomObject "Exhibit Note" "FileMainHallExhibitNote" 139 500 185 81 "images/story/chapter1/1F/mainHall/03/exhibitNote.png">>
<<roomObject "Fountain Hall Door" ":unlock fountainHallKey|unlockedFountainHallDoor|Singularitas_EndOfContent|unlockedDoor|The door's now unlocked.||The door is locked. There seems to be a fountain carved on the door's lock." 877 352 129 194 "images/story/chapter1/1F/mainHall/03/fountainHall.png" "unless unlockedFountainHallDoor" "mapDoor:mainHallFountain">>
<<roomObject "Fountain Hall Door" "openDoor|Singularitas_EndOfContent" 877 352 129 194 "images/story/chapter1/1F/mainHall/03/fountainHall.png" "when unlockedFountainHallDoor" "mapDoor:mainHallFountain">>
<<roomObject "West Hallway Door" "openDoor|CP1_WaxMuseum_WestHallway02" 342 82 155 527 "images/story/chapter1/1F/mainHall/03/westHallway.png" "mapDoor:westHallwayMainHall">>
<<roomObject "Hall of Notables" "openDoor|CP1_WaxMuseum_HallOfNotables" 591 709 836 155 "images/story/chapter1/1F/mainHall/03/hallOfNotables.png" "mapDoor:hallOfNotablesMainHall">>
<<roomObject "East Hallway Door" "CP1_WaxMuseum_MainHall_EastHallwayDoorClean" 1398 57 177 630 "images/story/chapter1/1F/mainHall/03/eastHallway.png">>
<</room>>
<</if>>
/*
<<storyAction "Combat Behemoth" "CP1_WaxMuseum_MainHall">><</storyAction>>
<<storyAction "Combat Behemoth" "CP1_WaxMuseum_MainHall">><</storyAction>>
<<storyAction "Combat Spitter" "CP1_WaxMuseum_MainHall">><</storyAction>>
<<storyActionRun "Combat Little One">>
<<combat2 "little_one" "CP1_WaxMuseum_MainHall" "CP1_WaxMuseum_LittleOneDefeat" "CP1_WaxMuseum_MainHall" true>>
<</storyActionRun>>
<<storyActionRun "Combat Wax Effigy">>
<<combat2 "wax_effigy" "CP1_WaxMuseum_MainHall" "CP1_WaxMuseum_MainHall" "CP1_WaxMuseum_MainHall" true>>
<</storyActionRun>>
<<storyActionRun "Combat Faceless">>
<<combat2 "waxbound_faceless" "CP1_WaxMuseum_MainHall" "CP1_WaxMuseum_FacelessDefeat" "CP1_WaxMuseum_MainHall" true>>
<</storyActionRun>>
*/<<playAmbientAudio "waxMuseum">>
<<set $location = "CP1_WaxMuseum_MainHall_Maid">>
You were startled when you first saw it, but it seems to be just a wax statue of a maid, positioned as if she was cleaning the hall. You find it a bit weird that she's positioned without a plaque or any other identification. The wax seems to be melting slightly, and it's pale and eerie.
<div class="scene-intro"> [img[images/story/chapter1/1F/mainHall/02.png]]</div>
<<br>>
<<storyAction "Return" "CP1_WaxMuseum_MainHall">>
<</storyAction>><<playAmbientAudio "waxMuseum">>
Looks like the passage is blocked by a stack of furniture. It doesn't seem to be possible to move it.
<div class="scene-intro"> [img[images/story/chapter1/1F/mainHall/04.jpg]]</div>
<<br>>
<<storyAction "Return" "CP1_WaxMuseum_MainHall">>
<</storyAction>><<playAmbientAudio "waxMuseum">>
Looks like the passage is still blocked by a stack of furniture even though the dust around it has been cleared. It doesn't seem to be possible to move it.
<div class="scene-intro"> [img[images/story/chapter1/1F/mainHall/05.jpg]]</div>
<<br>>
<<storyAction "Return" "CP1_WaxMuseum_MainHall">>
<</storyAction>><<stopAmbientAudio>>
<<set $location = "CP1_WaxMuseum_MainHall_MaidScene">>
<<set $storyContent = true>>
As you open the door to the main how, you freeze in shock as you notice that the Hall's completely clean. All of the dust and debris have been cleared away, and the wax statue of the maid is nowhere to be seen.
<div class="scene-intro"> [img[images/story/chapter1/1F/mainHall/03.jpg]]</div>
You slowly walk, trying to make sense of what you're seeing.
<<alice>>H-Hello?<</alice>>
You hear no answer, but instead, you hear a soft crackling noise coming from behind you. You turn around and see the wax statue of the maid, but now, she's slowly waking towards you, with glowing amber eyes and a knife in her hand, dripping with wax.
<div class="scene-intro"> [img[images/story/chapter1/1F/mainHall/06.jpg]]</div>
<<alice>>W-What?<</alice>>
Before you can react, the maid lunges at you.
<<br>>
<<storyActionRun "Defend yourself">>
<<combatWaxMaid "CP1_WaxMuseum_MainHall_MaidVictory" "CP1_WaxMuseum_MaidDefeat" "CP1_WaxMuseum_HallOfNotables" false>>
<</storyActionRun>><<playAmbientAudio "waxMuseum">>
<<nobr>>
<<set $location = "CP1_WaxMuseum_MainHall">>
<<set $storyContent = true>>
<<set $hasSolventBase = true>>
<</nobr>>
The wax maid collapses and starts to melt. Her eyes go completely dark and it's no longer reacting.
<div class="scene-intro"> [img[images/story/chapter1/1F/mainHall/07.jpg]]</div>
<<alice>>O-Okay... calm down... What's going on here?<</alice>>
You feel you heart racing inside your chest, but you take a deep breath and try to move on.
<<br>>
<<storyAction "Continue" "CP1_WaxMuseum_MainHall">>
<</storyAction>><<playAmbientAudio "waxMuseum">>
<<set $storyContent = false>>
You are in the male bathroom. What do you want to do?
<<room "images/story/chapter1/1F/maleBathroom/01.jpg" 1254 1254>>
<<roomObject "Fountain Hall Door" "openDoor|CP1_WaxMuseum_FountainHall02" 172 1049 663 205 "images/story/chapter1/1F/maleBathroom/01/return.png" "mapDoor:fountainMaleRestroom">>
<<roomObject "Closet" "CP1_WaxMuseum_MaleBathroom_Closet" 679 290 160 455 "images/story/chapter1/1F/maleBathroom/01/closetDoor.png" "unless tookMaleBathroomPurgatoryMedallion || sawMaleBathroomCloset">>
<<roomObject "Closet" ":offer purgatoryMedallion|1|tookMaleBathroomPurgatoryMedallion" 679 290 160 455 "images/story/chapter1/1F/maleBathroom/01/closetDoor.png" "when sawMaleBathroomCloset" "unless tookMaleBathroomPurgatoryMedallion">>
<<roomObject "Closet" ":message You open the closet. There's nothing else of use inside." 679 290 160 455 "images/story/chapter1/1F/maleBathroom/01/closetDoor.png" "when tookMaleBathroomPurgatoryMedallion">>
<<roomObject "Revolver Rounds" ":offer revolver_rounds|6|tookMaleBathroomRevolverRounds" 1020 791 100 84 "images/story/chapter1/1F/maleBathroom/01/revolverRounds.png" "unless tookMaleBathroomRevolverRounds">>
<</room>><<playAmbientAudio "waxMuseum">>
<<set $sawMaleBathroomCloset = true>>
<<if !$tookMaleBathroomPurgatoryMedallion>>
<<set $storyContent = true>>
You open the closet and freeze as you see a child's shoe lost inside among the dust and cobwebs. It's a bit dusty, but not nearly as much as the rest of the items inside the closet.
<div class="scene-intro">
[img[images/story/chapter1/1F/maleBathroom/02.jpg]]
</div>
<<alice>>Could this be Maya's?<</alice>>
You decide to take the shoe with you... maybe question Vera about it. But now you're pretty sure that Maya was here. You just hope she didn't cross into one of those wax creatures...
As you take the shoe with you, you notice a strange medallion behind it.
<<br>>
<<storyAction "Return" "CP1_WaxMuseum_MaleBathroom">>
<<offerItem "purgatoryMedallion" 1 "CP1_WaxMuseum_MaleBathroom">>
<<set $tookMaleBathroomPurgatoryMedallion = true>>
<<onDecline>>
<<set $tookMaleBathroomPurgatoryMedallion = false>>
<</offerItem>>
<</storyAction>>
<</if>><<playAmbientAudio "waxMuseum">>
<<set $storyContent = false>>
<<set $location = "CP1_WaxMuseum_RoyalCourt">>
You're in the royal court exposition room. What do you want to do?
<<room "images/story/chapter1/1F/royalCourt/01.jpg" 1880 837>>
<<roomObject "King Sculpture" ":message A wax figure of a king in coronation robes stands beside an empty throne." 89 162 425 452 "images/story/chapter1/1F/royalCourt/01/kingSculpture.png">>
<<roomObject "Victoria Portrait" "CP1_WaxMuseum_RoyalCourt_Portrait" 1404 287 45 52 "images/story/chapter1/1F/royalCourt/01/victoriaPuzzle.png" "unless royalCourtPuzzle">>
<<roomObject "Victoria Portrait" "CP1_WaxMuseum_RoyalCourt_Portrait_Open" 1404 287 45 52 "images/story/chapter1/1F/royalCourt/01/victoriaPuzzle.png" "when royalCourtPuzzle">>
<<roomObject "Staff Note" "FileStaffNoteRoyalCourt" 1236 636 113 43 "images/story/chapter1/1F/royalCourt/01/staffNote.png">>
<<roomObject "East Hallway" "openDoor|CP1_WaxMuseum_EastHallway02" 274 620 923 217 "images/story/chapter1/1F/royalCourt/01/return.png" "mapDoor:eastHallwayRoyalCourt">>
<</room>>
<<roomLightning "images/story/chapter1/1F/royalCourt/02.jpg">><<playAmbientAudio "waxMuseum">>
<<set $storyContent = false>>
<<if $royalCourtPuzzle>>
<<goto "CP1_WaxMuseum_RoyalCourt_Portrait_Open">>
<<else>>
The portrait has been cut into tiles and scattered across the empty frame.
<<tilePuzzle "images/story/chapter1/1F/royalCourt/03.jpg" 1487 1061 "royalCourtPuzzleOrder" "royalCourtPuzzle" "You hear a clicking sound and the frame seems to be loosening from the wall." "CP1_WaxMuseum_RoyalCourt_Portrait_Open">>
1x1|images/story/chapter1/1F/royalCourt/03/1x1.png|315|113|173|173
1x2|images/story/chapter1/1F/royalCourt/03/1x2.png|488|113|173|173
1x3|images/story/chapter1/1F/royalCourt/03/1x3.png|662|113|173|173
1x4|images/story/chapter1/1F/royalCourt/03/1x4.png|834|113|173|173
1x5|images/story/chapter1/1F/royalCourt/03/1x5.png|1007|113|173|173
2x1|images/story/chapter1/1F/royalCourt/03/2x1.png|315|284|173|173
2x2|images/story/chapter1/1F/royalCourt/03/2x2.png|490|284|173|173
2x3|images/story/chapter1/1F/royalCourt/03/2x3.png|662|283|173|173
2x4|images/story/chapter1/1F/royalCourt/03/2x4.png|834|284|173|173
2x5|images/story/chapter1/1F/royalCourt/03/2x5.png|1007|285|173|173
3x1|images/story/chapter1/1F/royalCourt/03/3x1.png|315|454|173|173
3x2|images/story/chapter1/1F/royalCourt/03/3x2.png|489|455|173|173
3x3|images/story/chapter1/1F/royalCourt/03/3x3.png|662|453|173|173
3x4|images/story/chapter1/1F/royalCourt/03/3x4.png|834|454|173|173
3x5|images/story/chapter1/1F/royalCourt/03/3x5.png|1007|454|173|173
4x1|images/story/chapter1/1F/royalCourt/03/4x1.png|316|624|173|173
4x2|images/story/chapter1/1F/royalCourt/03/4x2.png|490|624|173|173
4x3|images/story/chapter1/1F/royalCourt/03/4x3.png|663|625|173|173
4x4|images/story/chapter1/1F/royalCourt/03/4x4.png|835|625|173|173
4x5|images/story/chapter1/1F/royalCourt/03/4x5.png|1007|624|173|173
5x1|images/story/chapter1/1F/royalCourt/03/5x1.png|315|797|173|173
5x2|images/story/chapter1/1F/royalCourt/03/5x2.png|488|797|173|173
5x3|images/story/chapter1/1F/royalCourt/03/5x3.png|662|796|173|173
5x4|images/story/chapter1/1F/royalCourt/03/5x4.png|834|795|173|173
5x5|images/story/chapter1/1F/royalCourt/03/5x5.png|1007|796|173|173
<</tilePuzzle>>
<<br>>
<<storyAction "Return" "CP1_WaxMuseum_RoyalCourt">><</storyAction>>
<</if>><<playAmbientAudio "waxMuseum">>
<<set $storyContent = false>>
The frame swings open from the wall, revealing a hidden cabinet behind the portrait.
<<room "images/story/chapter1/1F/royalCourt/04.jpg" 1535 1024>>
<<roomObject "Smelling Salts" ":offer smelling_salts|1|tookRoyalCourtSmellingSalts" 383 233 87 164 "images/story/chapter1/1F/royalCourt/04/smellingSalts.png" "unless tookRoyalCourtSmellingSalts">>
<<roomObject "Lantern Oil" ":offer lantern_oil|1|tookRoyalCourtLanternOil" 689 208 126 189 "images/story/chapter1/1F/royalCourt/04/lanternOil.png" "unless tookRoyalCourtLanternOil">>
<<roomObject "Revolver Rounds" ":offer revolver_rounds|6|tookRoyalCourtRevolverRounds" 547 523 156 116 "images/story/chapter1/1F/royalCourt/04/revolverRounds.png" "unless tookRoyalCourtRevolverRounds">>
<<roomObject "Wakeleaf" ":offer wakeleaf|1|tookRoyalCourtWakeleaf" 768 406 151 234 "images/story/chapter1/1F/royalCourt/04/wakeleaf.png" "unless tookRoyalCourtWakeleaf">>
<<roomObject "War Tablet" ":offer warTablet|1|tookRoyalCourtWarTablet" 301 676 152 180 "images/story/chapter1/1F/royalCourt/04/warTablet.png" "unless tookRoyalCourtWarTablet">>
<<roomObject "War Key" ":offer warKey|1|tookRoyalCourtWarKey" 705 811 181 46 "images/story/chapter1/1F/royalCourt/04/warKey.png" "unless tookRoyalCourtWarKey">>
<</room>>
<<br>>
<<storyAction "Return" "CP1_WaxMuseum_RoyalCourt">><</storyAction>><<playAmbientAudio "waxMuseum">>
<<set $storyContent = false>>
You are in the storage room. What do you want to do?
<<room "images/story/chapter1/1F/storageRoom/01.jpg" 1670 942>>
<<roomObject "East Hallway Door" "openDoor|CP1_WaxMuseum_EastHallway02" 443 763 944 179 "images/story/chapter1/1F/storageRoom/01/return.png" "mapDoor:eastHallwayStorage">>
<<roomObject "Shelf" ":revealFloor waxMuseum|groundFloor|foundWaxMuseumGroundFloorMap|Look's like there's a map of the museum's ground floor hidden behind the shelf. I should take this with me." 230 272 236 128 "images/story/chapter1/1F/storageRoom/01/shelf.png" "unless foundWaxMuseumGroundFloorMap">>
<<roomObject "Measuring Cup" ":offer measuringCup|1|tookStorageRoomMeasuringCup" 380 550 80 65 "images/story/chapter1/1F/storageRoom/01/measuringCup.png" "unless tookStorageRoomMeasuringCup">>
<<roomObject "Box" ":offer deathKey|1|tookStorageRoomDeathKey" 614 295 78 42 "images/story/chapter1/1F/storageRoom/01/box.png" "unless tookStorageRoomDeathKey">>
<<roomObject "Dispenser" "CP1_WaxMuseum_StorageRoom_Dispenser" 751 292 45 108 "images/story/chapter1/1F/storageRoom/01/dispenser.png">>
<</room>><<playAmbientAudio "waxMuseum">>
<<set $storyContent = false>>
You step closer to the workbench. An ornate glass dispenser sits beside a still-burning lantern, half-filled with a dark red liquid.
<<room "images/story/chapter1/1F/storageRoom/02.jpg" 1670 942>>
<</room>>
<<br>>
<<storyAction "Return" "CP1_WaxMuseum_StorageRoom">>
<</storyAction>><<playAmbientAudio "waxMuseum">>
<<set $storyContent = false>>
You're in the ticket office. What do you want to do?
<<room "images/story/chapter1/1F/ticketOffice/01.jpg" 1671 941>>
<<roomObject "Locker 102" ":locked lockedDoor|The locker is locked. It doesn't seem to have a lock. Maybe there's another way to open it." 413 151 123 172 "images/story/chapter1/1F/ticketOffice/01/locker102.png" "unless ticketOfficeKeysSolved">>
<<roomObject "Locker 102" "drawer|CP1_WaxMuseum_TicketOffice_Locker102" 413 151 123 172 "images/story/chapter1/1F/ticketOffice/01/locker102.png" "when ticketOfficeKeysSolved" "unless tookTicketOfficeDagger && tookTicketOfficeWaterKey">>
<<roomObject "Locker 105" ":offer drawer|lantern_oil|1|tookTicketOfficeLanternOil" 290 339 129 170 "images/story/chapter1/1F/ticketOffice/01/locker105.png" "unless tookTicketOfficeLanternOil">>
<<roomObject "Locker 109" ":offer drawer|laudanum|1|tookTicketOfficeLaudanumVial" 663 336 99 152 "images/story/chapter1/1F/ticketOffice/01/locker109.png" "unless tookTicketOfficeLaudanumVial">>
<<roomObject "Key Panel" "CP1_WaxMuseum_TicketOffice_Keys" 908 251 218 210 "images/story/chapter1/1F/ticketOffice/01/keys.png">>
<<roomObject "Book" "FileTicketOfficeStaffNote" 1084 581 341 122 "images/story/chapter1/1F/ticketOffice/01/book.png">>
<<roomObject "Box" ":offer waxCoveredKey|1|tookWaxCoveredKey" 1343 444 265 187 "images/story/chapter1/1F/ticketOffice/01/box.png" "unless tookWaxCoveredKey">>
<<roomObject "Door" "openDoor|CP1_WaxMuseum_Foyer" 0 0 293 941 "images/story/chapter1/1F/ticketOffice/01/door.png" "mapDoor:foyerTicketOffice">>
<</room>><<playAmbientAudio "waxMuseum">>
<<if $ticketOfficeKeysSolved>>
Those look like fake keys... I doubt they'll work anywhere. They hang in a neat row, each tag aligned with its hook. The handwritten note behind each of the tags that read:
<i>Guide me, and I'll guide you.</i>
<<else>>
You see a panel with what looks like fake keys. There are five of them hanging, each of them has a tag with a different image on it. Behind all of these tags, there's a hand written note that reads:
<i>Guide me, and I'll guide you.</i>
<</if>>
<<keyPanel "images/story/chapter1/1F/ticketOffice/02.jpg" 1672 941 "ticketOfficeKeyOrder" "ticketOfficeKeysSolved" "You hear one of the lockers on your left unlocking">>
key_victorianLife|images/story/chapter1/1F/ticketOffice/02/key_victorianLife.png
key_royalCourt|images/story/chapter1/1F/ticketOffice/02/key_royalCourt.png
key_warGallery|images/story/chapter1/1F/ticketOffice/02/key_warGallery.png
key_hallOfDeath|images/story/chapter1/1F/ticketOffice/02/key_hallOfDeath.png
key_hallOfNoctables|images/story/chapter1/1F/ticketOffice/02/key_hallOfNoctables.png
<</keyPanel>>
<<br>>
<<storyAction "Return" "CP1_WaxMuseum_TicketOffice">><</storyAction>><<playAmbientAudio "waxMuseum">>
You open locker 102 and get on the tip of your toes to see what's inside.
<<room "images/story/chapter1/1F/ticketOffice/03.jpg" 1370 945>>
<<roomObject "Dagger" ":offer dagger|1|tookTicketOfficeDagger" 439 567 138 268 "images/story/chapter1/1F/ticketOffice/03/dagger.png" "unless tookTicketOfficeDagger">>
<<roomObject "Water Key" ":offer water_key|1|tookTicketOfficeWaterKey" 637 778 107 41 "images/story/chapter1/1F/ticketOffice/03/water_key.png" "unless tookTicketOfficeWaterKey">>
<</room>>
<<br>>
<<storyAction "Return" "CP1_WaxMuseum_TicketOffice">><</storyAction>><<playAmbientAudio "waxMuseum">>
<<set $storyContent = false>>
<<set $location = "CP1_WaxMuseum_VictorianLife">>
You find yourself in the Victorian Life room. A brass apothecary scale sits on the counter at the far end of the hall. What do you want to do?
<<room "images/story/chapter1/1F/victorianLife/01.jpg" 1672 941>>
<<roomObject "West Hallway Door" "openDoor|CP1_WaxMuseum_WestHallway02" 22 127 268 697 "images/story/chapter1/1F/victorianLife/01/westHallwayDoor.png" "mapDoor:westHallwayVictorianLife">>
<<roomObject "Victorian Figures" ":message A family posed behind the rope. The woman, the girl, the man in the coat... they look like they could stand up at any moment." 1082 363 202 281 "images/story/chapter1/1F/victorianLife/01/victorianFigures.png">>
<<roomObject "Apothecary Counter" "CP1_WaxMuseum_VictorianLife_Store" 678 367 406 169 "images/story/chapter1/1F/victorianLife/01/store.png">>
<<roomObject "Victorian Life Note" "FileVictorianLifeNote" 340 425 30 51 "images/story/chapter1/1F/victorianLife/01/note.png">>
<</room>>
<<roomLightning "images/story/chapter1/1F/victorianLife/02.jpg">><<playAmbientAudio "waxMuseum">>
<<set $storyContent = false>>
<<set $location = "CP1_WaxMuseum_VictorianLife_Store">>
<<if $victorianLifeJustFilledFlask>>
<<set $victorianLifeJustFilledFlask = false>>
You pour the rose extract into the empty flask until the glass holds a deep red.
<<else>>
You step up to the apothecary counter. The brass scale already bears a one-pound weight on its left pan.
<</if>>
<<room "images/story/chapter1/1F/victorianLife/03.jpg" 1672 941>>
<<roomObject "Sack of Flour" ":weigh flour|tookVictorianLifeFlour" 500 500 125 168 "images/story/chapter1/1F/victorianLife/03/flour.png">>
<<roomObject "Sack of Salts" ":weigh salts|tookVictorianLifeSalts" 550 540 135 176 "images/story/chapter1/1F/victorianLife/03/salts.png">>
<<roomObject "Lavender Essence" ":weigh lavenderEssence|tookVictorianLifeLavenderEssence" 300 548 82 170 "images/story/chapter1/1F/victorianLife/03/lavenderEssence.png">>
<<roomObject "Rose Flask" ":weigh rosesFlask|tookVictorianLifeRosesFlask" 400 500 88 217 "images/story/chapter1/1F/victorianLife/03/rosesFlask.png" "unless filledVictorianLifeRosesFlask || tookVictorianLifeRosesFlask">>
<<roomObject "Filled Rose Flask" ":weigh filledRosesFlask|tookVictorianLifeRosesFlask" 400 500 88 217 "images/story/chapter1/1F/victorianLife/03/rosesFlaskFilled.png" "when filledVictorianLifeRosesFlask" "unless tookVictorianLifeRosesFlask">>
<<roomObject "Vial of Oil" ":weigh oil|tookVictorianLifeOil" 300 710 185 65 "images/story/chapter1/1F/victorianLife/03/oil.png">>
<<roomObject "Drawer" ":locked lockedDoor|The drawer seems to be locked by some kind of mechanism." 600 775 486 146 "images/story/chapter1/1F/victorianLife/03/drawer.png" "unless unlockedVictorianLifeDrawer">>
<<roomObject "Drawer" "drawer|CP1_WaxMuseum_VictorianLife_StoreDrawer" 600 775 486 146 "images/story/chapter1/1F/victorianLife/03/drawer.png" "when unlockedVictorianLifeDrawer" "unless tookVictorianLifeTablet && tookVictorianLifeRoyalKey">>
<<roomScale "victorianLife" 650 100 1109 627>>
<</room>>
<<br>>
<<storyAction "Return" "CP1_WaxMuseum_VictorianLife">>
<</storyAction>><<playAmbientAudio "waxMuseum">>
<<set $storyContent = false>>
<<set $location = "CP1_WaxMuseum_VictorianLife_StoreDrawer">>
You open the drawer.
<<room "images/story/chapter1/1F/victorianLife/04.jpg" 1672 941>>
<<roomObject "Victorian Tablet" ":offer victorianTablet|1|tookVictorianLifeTablet" 435 218 491 519 "images/story/chapter1/1F/victorianLife/04/victorianTablet.png" "unless tookVictorianLifeTablet">>
<<roomObject "Royal Key" ":offer royalKey|1|tookVictorianLifeRoyalKey" 875 399 390 164 "images/story/chapter1/1F/victorianLife/04/royalKey.png" "unless tookVictorianLifeRoyalKey">>
<</room>>
<<br>>
<<storyAction "Return" "CP1_WaxMuseum_VictorianLife_Store">>
<</storyAction>><<playAmbientAudio "waxMuseum">>
<<set $storyContent = false>>
<<set $location = "CP1_WaxMuseum_WarGallery">>
<<silently>>
<<if ndef $warGallerySwitchOrder>>
<<set $warGallerySwitchOrder = []>>
<</if>>
<<if not $warGallerySwitchSolved and previous() isnot "CP1_WaxMuseum_WarGallery_DisplayCase">>
<<set $warGallerySwitchOrder = []>>
<</if>>
<</silently>>
You're in the war gallery exposition room. What do you want to do?
<<room "images/story/chapter1/1F/warGallery/01.jpg" 1881 836>>
<<roomObject "Display Case" "CP1_WaxMuseum_WarGallery_DisplayCase" 18 418 242 211 "images/story/chapter1/1F/warGallery/01/glassDisplay.png" "unless warGallerySwitchSolved">>
<<roomObject "Display Case" ":offer warTablet|1|tookWarGalleryWarTablet" 18 418 242 211 "images/story/chapter1/1F/warGallery/01/glassDisplay.png" "when warGallerySwitchSolved" "unless tookWarGalleryWarTablet">>
<<roomObject "History Note" "FileHistoryNote" 1315 655 47 21 "images/story/chapter1/1F/warGallery/01/historyNote.png">>
<<roomObject "Confederate States" ":plaque confederate|Grey wool and empty faces. 1861 to 1865." 295 440 89 34 "images/story/chapter1/1F/warGallery/01/civilWar.png">>
<<roomObject "French Revolution" ":plaque french|Muskets and bicornes. They look like the battle never ended." 638 474 88 47 "images/story/chapter1/1F/warGallery/01/frenchRevolution.png">>
<<roomObject "British Empire" ":plaque british|Redcoats under pith helmets. They look like they're still waiting for an order." 973 517 96 58 "images/story/chapter1/1F/warGallery/01/britishEmpire.png">>
<<roomObject "Medieval Europe" ":plaque medieval|Knights in plate and mail. Up close, the wax has the same dull sheen as old metal." 1388 617 146 83 "images/story/chapter1/1F/warGallery/01/cruzades.png">>
<<roomObject "Fountain Hall" "openDoor|CP1_WaxMuseum_FountainHall" 0 726 659 110 "images/story/chapter1/1F/warGallery/01/return.png" "mapDoor:warGalleryFountain">>
<</room>>
<<roomLightning "images/story/chapter1/1F/warGallery/02.jpg">><<playAmbientAudio "waxMuseum">>
<<set $storyContent = false>>
<<set $location = "CP1_WaxMuseum_WarGallery">>
You lean in over the glass and you see old metal, a helmet, a few small relics sealed away from the rest of the gallery. Among them, you can see a stone tablet.
<<room "images/story/chapter1/1F/warGallery/03.jpg" 1402 931>>
<</room>>
<<br>>
<<storyAction "Return" "CP1_WaxMuseum_WarGallery">>
<</storyAction>><<playAmbientAudio "waxMuseum">>
<<set $storyContent = false>>
You find yourself in the beginning of the west hallway. What do you want to do?
<<room "images/story/chapter1/1F/westHallway/01.jpg" 1666 944>>
<<roomObject "Desk Drawer" ":offer drawer|bandages|1|tookWestHallwayBandages" 92 454 234 359 "images/story/chapter1/1F/westHallway/01/deskDrawer.png" "unless tookWestHallwayBandages">>
<<roomObject "West Hallway 2" "CP1_WaxMuseum_WestHallway02" 456 185 271 302 "images/story/chapter1/1F/westHallway/01/hallway2.png">>
<<roomObject "Foyer Door" ":unlock -|unlockedWestHallwayDoor|CP1_WaxMuseum_Foyer|unlockedDoor|The door's now unlocked." 1205 0 461 944 "images/story/chapter1/1F/westHallway/01/foyerDoor.png" "unless unlockedWestHallwayDoor" "mapDoor:foyerWestHallway">>
<<roomObject "Foyer Door" "openDoor|CP1_WaxMuseum_Foyer" 1205 0 461 944 "images/story/chapter1/1F/westHallway/01/foyerDoor.png" "when unlockedWestHallwayDoor" "mapDoor:foyerWestHallway">>
<</room>><<playAmbientAudio "waxMuseum">>
<<set $storyContent = false>>
You find yourself in the middle of the west hallway. What do you want to do?
<<room "images/story/chapter1/1F/westHallway/02.jpg" 1665 944>>
<<roomObject "Basement Stairwell Door" ":locked lockedDoor|The door is locked. You can see a fire crest carved on the door's lock." 185 0 218 943 "images/story/chapter1/1F/westHallway/02/basementStairwellDoor.png" "unless unlockedBasementStairwellDoor" "mapDoor:westHallwayBasement">>
<<roomObject "West Hallway 3" "CP1_WaxMuseum_WestHallway03" 647 150 355 406 "images/story/chapter1/1F/westHallway/02/hallway3.png">>
<<roomObject "West Hallway 1" "CP1_WaxMuseum_WestHallway01" 555 756 557 187 "images/story/chapter1/1F/westHallway/02/hallway1.png">>
<<roomObject "Janitor's Room Door" "openDoor|CP1_WaxMuseum_JanitorsRoom" 1340 59 189 884 "images/story/chapter1/1F/westHallway/02/janitorsRoomDoor.png" "mapDoor:westHallwayJanitor">>
<<roomObject "Main Hall Door" "openDoor|CP1_WaxMuseum_MainHall" 1041 165 71 499 "images/story/chapter1/1F/westHallway/02/mainHallDoor.png" "mapDoor:westHallwayMainHall">>
<<roomObject "Victorian Life Door" "openDoor|CP1_WaxMuseum_VictorianLife" 508 157 69 510 "images/story/chapter1/1F/westHallway/02/victorianLifeDoor.png" "mapDoor:westHallwayVictorianLife">>
<</room>><<playAmbientAudio "waxMuseum">>
<<set $storyContent = false>>
You find yourself in the far end of the west hallway. What do you want to do?
<<room "images/story/chapter1/1F/westHallway/03.jpg" 1665 944>>
<<roomObject "Stack of Furniture" ":message There's a stack of furniture blocking the way. It doesn't seem to be possible to move it." 666 242 304 535 "images/story/chapter1/1F/westHallway/03/furniture.png" "unless unlockedStackOfFurniture" "mapDoor:westHallwayNorth">>
<<roomObject "West Hallway 2" "CP1_WaxMuseum_WestHallway02" 209 806 703 138 "images/story/chapter1/1F/westHallway/03/return.png">>
<<roomObject "Revolver Rounds" ":offer revolver_rounds|6|tookWestHallwayRevolverRounds" 411 471 16 15 "images/story/chapter1/1F/westHallway/03/revolverRounds.png" "unless tookWestHallwayRevolverRounds">>
<</room>><center><div class="end-content-logo">[img[images/main_menu/logo.png]]</div></center>
<div class="scene-intro"> [img[images/story/contentEnd/01.jpg]]</div>
<b>END OF CURRENT CONTENT</b>
<<br>>
You have reached the end of the content available in this version of Singularitas. Thank you very much for playing!
The story is yet far from over, and there's still much more content being added to the game. If you'd like to continue the story and play the latest version of the game, getting the latest news on what's to come, or even supporting the development, consider subscribing to Singularitas on [[Patreon|https://www.patreon.com/c/NickFM]]. You're also invited to join the game's [[Discord|https://discord.gg/tHRZ6Ja4nm]] server if you haven't already, where you can post questions, report bugs, or just chat with other players.
<<br>>
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<</script>>Your last shot echoes through the hallways and for a brief moment, the faceless monster jerks back ash a hole opens in his shoulder opens, but closes again almost as quickly as it opened. You try to shoot one more time, but the dry click of the empty chamber is all you hear. And the creature keeps walking towards you.
<div class="scene-intro"> [img[images/story/badEnds/chapter1/faceless/01.jpg]]</div>
You think to use your dagger, but before you can even start reaching for it, the faceless monster's hand's already closing in around your wrist, filling your hands and your gun with warm wax.
<div class="scene-intro"> [img[images/story/badEnds/chapter1/faceless/02.jpg]]</div>
You try to twist your arm and pull it back but its grip only gets stronger as you do it. Then, with a single violent motion, it pushes you against the cracked wall, taking the air out of your lungs as your back hits through the cracked wall. Before you can fall down, the creature, still holding on to your wrist, lifts them um and sticks them over your head. You have no choice but to try to balance yourself with your feet as the creature keeps calmly pressing down on your wrist.
<div class="scene-intro"> [img[images/story/badEnds/chapter1/faceless/03.jpg]]</div>
<<alice>>Stay away from me!<</alice>>
The creature doesn't respond, but it steps back for a second, almost as if evaluating you. You keep trying to plant your feet on the floor. You look around you, trying to look for your gun, but it's nowhere to be found. If you can somehow manage to break the wax from your wrist, you would need to run away as fast as you can.
<div class="scene-intro"> [img[images/story/badEnds/chapter1/faceless/04.jpg]]</div>
Those thought doesn't last long, as the faceless monster approaches you one more time, lifting both of its hands over your head. Its palms are covered in soft wax, constantly dripping down on the floor. You turn your face away, but both of its hands are now resting around your jaw, and you feel part of the wax touching your skin. The material's hot, but not enough to burn you.
<div class="scene-intro"> [img[images/story/badEnds/chapter1/faceless/05.jpg]]</div>
Then, it opens its fingers and moves its hands to cover your whole face, now pressing them firmly against it. You struggle as hard as you can, but it's no use. The wax start dripping down your forehead, and you feel it running up to your scalp at the same time that it runs down your cheeks, covering your whole face as it spreads. You force yourself to open your eyes one last time, but the museum halls fade away before you as the wax cover your eyes, plunging you into something worse than darkness... an smooth emptiness pressing against you from every side.
<div class="scene-intro"> [img[images/story/badEnds/chapter1/faceless/06.jpg]]</div>
You try to scream, but the wax in your mouth make it impossible. You feel the wax dripping down all over your body as you keep trying to resist it, but after a few minutes, it becomes harder and harder to even wrap your mind around the thought of resisting it. You keep trying to think of simple thoughts like your name or why you were there, but suddenly, all those thoughts start feeling almost out of reach.
<div class="scene-intro"> [img[images/story/badEnds/chapter1/faceless/07.jpg]]</div>
<<br>>
<<storyAction "Force yourself to keep your mind awake" "CP1_WaxMuseum_FacelessDefeat2">><</storyAction>>You don't know how long its been, but you feel the creature's hand still firmly pressing against your face. You feel that the wax is coating most of your body by now, and while some part of you still trying to fight it, the creature's grip now somehow starts feeling like a loving embrace.
You feel your memories getting quieter inside your head... you don't feel like running anymore. You hear a constant calling from the back of your mind telling you that you should just stay still and let it happen, and at this point you just want to give in, and the thought of doing so looks so soothing for you right now.
Your legs stop kicking and your arms stop struggling. You feel your body slowly relaxing as you start feeling heavier and heavier. Maybe this creature is not as bad as you thought... maybe it's not even a monster at all... maybe it's just a being that wants to help you... because it's not trying to hurt you.
Then you try to remember your name or anything else, but every time you try to reach for it, it fades away from your grasp, as the wax keeps moving thought your skin... and your mind, muffling every thought before it even starts.
<div class="scene-intro"> [img[images/story/badEnds/chapter1/faceless/08.jpg]]</div>
You then feel the creature's hand moving away from your face. The cold air of the museum touches the smooth surface where your face once was, but you don't feel the impulse to scream or to panic. You fell almost nothing. The wax around your body had hardened by now, and it feels like part of you now. Your breathing slows as whatever remains of your thoughts fade away.
<div class="scene-intro"> [img[images/story/badEnds/chapter1/faceless/09.jpg]]</div>
You stay there, not moving or thinking, and after a moment, the wax around your wrist breaks away and your body falls down to the floor. Quickly you straight yourself up without even thinking. You don't bring your hands to your face. You keep them down at your sides. The faceless creature stands beside you, and even though you can't see it, you can clearly feel its presence.
<div class="scene-intro"> [img[images/story/badEnds/chapter1/faceless/10.jpg]]</div>
You keep standing still beside the creature, with no eyes to see, or a mouth to scream. You don't need those anymore. And then after a moment, a strange impulse runs through your body... an impulse to keep walking. Almost in the same motion, both you and the creature turn around and starts walking deeper into the museum.
<<storyAction "Alice Halden's Journey Ends Here." "CP1_WaxMuseum_FacelessDefeat3">><</storyAction>><<stopAmbientAudio>>
<<setAvatarTransformation "waxbound_faceless">>
<center><h2><p><b>GAME OVER: YOU'VE BECOME A FACELESS WAXBOUND.</b></p></h2></center>
<div class="scene-intro">
[img[images/story/badEnds/chapter1/faceless/11.jpg]]</div>
<div class="journal-entry">
</div>
<<br>>
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You lose your balance and as you fall down, your gun slips from your hand and skids across the floor. You desperately stretch yourself after it, but as you do, you hear the soft and measured tapping of the little boots behind you.
<div class="scene-intro"> [img[images/story/badEnds/chapter1/littleOne/01.jpg]]</div>
You look over your should and see the girl only a few steps away, slowly approaching, looking at you with those glowing amber eyes. You turn to reach for it again, but you barely have time to turn before the little girl throws hersel against you.
Her small wax arms wrap around your shoulder and neck with an impossible strength, pulling hersel closer as you keep struggling.
<div class="scene-intro"> [img[images/story/badEnds/chapter1/littleOne/02.jpg]]</div>
<<alice>>Get off me.<</alice>>
You wrap your hand over one of her little arms and try to pry it away, but it doesn't bend. The child keeps pressing her cheek against you, and you feel the warm wax getting in contact with your skin. Then, right beside your ear, you hear a tiny whisper:
<i>"Mama?"</i>
You freeze, but then you manage to tear yourself free and stumble into the corridor, running, knocking the little girl down, but you don't look back. You just have to keep going.
<i>"Mama..."</i>
<div class="scene-intro"> [img[images/story/badEnds/chapter1/littleOne/03.jpg]]</div>
After a little while you stop and notice you never picked up your gun. You look back but you don't her her little footsteps following you. Maybe you've got away, but before you can wrap your mind around it, you hear something else.
Many other little taps from all around you. You try too ignore it and turn toward the nearst doorway, but before your can reach it a small figure steps trough it. A little boy with glossy wax skin and glowing amber eyes, looking at you with a blank expression. Then another child appeard behind him. You turn around but there are three more standing behing you.
<<alice>>Oh no...<</alice>>
They don't run or speak, they simply stand there. Then, behind you, the little girl stands on the opposite end of the corridor. You're completely surrounded.
<div class="scene-intro"> [img[images/story/badEnds/chapter1/littleOne/04.jpg]]</div>
You keep looking around you, thinking of a way out, but before you can, one of the children reaches toward you.
<<alice>>Stay away from me.<</alice>>
But the boy doesn't stop. The small hand closes around your sleeve and you try to pull it away again.
<<alice>>I said stay back!<</alice>>
But instead, the other ones start moving too. The little hands grab your coat, you skirt and your arms. You struggle, trying to push them away, but as you push one, another one takes its place.
<div class="scene-intro"> [img[images/story/badEnds/chapter1/littleOne/05.jpg]]</div>
Then, they pull your feet and you finally lose balance, falling hard against the floor.
<<alice>>Get off me! Let me go!<</alice>>
You kick and twist beneath them, but they're too many, and much stronger than what a regular child would.
<div class="scene-intro"> [img[images/story/badEnds/chapter1/littleOne/06.jpg]]</div>
You turn and tru to push them away as hard as you can, but after a little while, you feel something warm on your legs. You look down and see a thick layer of wax spreading across your legs.
<<alice>>No... No, no...<</alice>>
You try to shake your legs and crawl away, but the children hold you down.
<div class="scene-intro"> [img[images/story/badEnds/chapter1/littleOne/07.jpg]]</div>
You pull harder, and for a moment, the panic gives you enough strength to almost break free, but as more of the wax touches your sking, something changes... almost as if the panic starts to suddenly feel farther away.
<i>Stop struggling.</i>
You body stops, but that thought isn't yours... you don't know where it comes from, but you try to shrug it off and fight, but the wax has already reached your knees.
The children continue pressing and smoothing the wax over you... their little hand shape it as they climb around your waist. You know that you have to stop them, but that thought somehow feels weaker.
The wax is now spreading over your stomach and chest and it's becoming harder and harder to move. A little girl takes your wrist and you try to pull it away, but out of nowhere, your hand stops and you stare at the child.
You don't want to hurt her... do you?
You clench yur teeth, trying to force your arm away, but it doesn't feel natural anymore... almost as if you don't want to resist them.
The little girl then knews in front of you.
<i>"Mama..."</i>
<<alice>>I'm not your mother!<</alice>>
<div class="scene-intro"> [img[images/story/badEnds/chapter1/littleOne/08.jpg]]</div>
The wax then reaches your shoulders and runs down your arms. You see your coat disappearing beneath it as the children keep shaping another outfit with their little hands.
You should be terrified... and you are... or at least you think you are.
<i>They've been alone for so long...</i>
That tought again...
<<alice>>No...<</alice>>
You're not sure who you're speaking to, but then, you feel both hands of the little girl being pressed against your cheeks, followed by the wars wax spreading beneath her fingers. You try to turn your face away but your body barely responds.
<i>Look at her...</i>
You obey and look into her amber eyes. Your breath slows and even as something inside you still screams that you need to resist and get away, you see all those children that couldn't get away.... now wandering these halls with no one to procet them.
The little one keeps her hands against your cheeks.
<i>Mama...</i>
You lips part, but this time, you don't say anything.
The wax continues spreading until there's nothing left of you. Your coat is now reshaped the children's hands into something else... a dress...
You don't know why you're fighting them anymore, so you close your eyes and relax your shoulders.
<div class="scene-intro"> [img[images/story/badEnds/chapter1/littleOne/09.jpg]]</div>
Their hands keep shaping around you, but they no longer restraing you... they don't need to. It's like... they're helping you.
<<alice>>N-No... t-that's not... me...<</alice>>
<i>Isn't it?</i>
You try to remember why you came here, but you can't. They're not restraining you, so you could run, but you don't open your eyes or move your body... but then your body does starts moving, but not in an attempt to run away... instead, you touch the little girl's hand... stroke her hair...
<div class="scene-intro"> [img[images/story/badEnds/chapter1/littleOne/10.jpg]]</div>
Why would you leave? Why would you leave them alone?
The little girl's tiny finger wrap around yours and you don't pull away.
<i>Mama?</i>
Something deep inside still tries to resist it, but it's too week now... and for a second, everything becomes quiet. You try to remember your name, but nothing comes to mind.
<i>You don't need that anymore.</i>
You open you eyes again, and an amber glow fills them.
<div class="scene-intro"> [img[images/story/badEnds/chapter1/littleOne/11.jpg]]</div>
The little girl looks at you again.
<i>Mama?</i>
There's no confusion this time. You simply take her hand as the other children gather around you. You stand, still getting around with your new shape and you all begin walking through the corridors together.
<div class="scene-intro"> [img[images/story/badEnds/chapter1/littleOne/12.jpg]]</div>
This is who you are now. You need to protect the children... protect the museum. You don't want to get away anymore. This is where you need to be.
<<br>>
<<storyAction "Alice Halden's Journey Ends Here." "CP1_WaxMuseum_LittleOneDefeat2">><</storyAction>><<stopAmbientAudio>>
<<setAvatarTransformation "waxbound_littleOne">>
<center><h2><p><b>GAME OVER: YOU'VE BECOME THE LITTLE GIRL'S MOTHER.</b></p></h2></center>
<div class="scene-intro">
[img[images/story/badEnds/chapter1/littleOne/13.jpg]]</div>
<div class="journal-entry">
</div>
<<br>>
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<</script>>You don't even have time to think. The effigy lunges at you and swings the candelabrum at your head. It hits so hard that it knocks you out for a few seconds as you fall to the ground. Both your lantern and you gun leave your hands and hit the ground with a loud clatter, vanishing into the darkness.
<div class="scene-intro"> [img[images/story/badEnds/chapter1/effigy/01.jpg]]</div>
The impact to the floor is enough to take the air out of your lungs and make you go back into consciousness. Behind you, the effigy iu slowly approaching<<stopAmbientAudio>>
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<</script>>:: CP1_WaxMuseum_MaidDefeat
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You're almost out of breath, but the wax maid keeps closing in on you. You try to dodge her strikes, looking for an opening, but then she pushes you against the wall with an unbelievable strength. You feel the air rush out of your lungs as you hit the wall and collapse to the floor. Your lantern and your gun land on the floor right next to you, but out of reach. She keeps closing in, so you desperately try to get the gun.
<div class="scene-intro"> [img[images/story/badEnds/chapter1/maid/01.jpg]]</div>
But you're too late. Before you can reach it, you feel her warm wax hand firmly grabbing your ankle and pulling you away from the gun.
You keep fighting. You kick and punch as much as you can, but the maid doesn't even flinch or change her expression. She keeps pulling you by the ankle and then, from the darkness, you see two more approaching, both with the same dress, glowing amber eyes and vacant stare.
On their hands, you see straps of leather, old and worn out.
<<alice>>L-Let me go...<</alice>>
You keep struggling as they tighten the straps around your wrists and ankles. You try everything you can... you even try to bite one off, but all you get in return is a bitter taste in your mouth. You keep struggling until you feel your muscles burning, but nothing changes their expressions. They keep working mechanically, as if they're not even aware of you.
<div class="scene-intro"> [img[images/story/badEnds/chapter1/maid/02.jpg]]</div>
Then, one of them leaves and comes back shortly, pushing a service cart.
Without showing the slightest effort, the three lift you onto the cart and strap you down to it. You try everything you can, but you're too weak at this point. They then start pushing the cart through the museum, leading you through hallways you've never been before. You see the ceiling passing above you, cut by old rusty pipes and some art nouveau decoration here and there. All you can hear is their methodic footsteps and the sound of the cart wheels on the floor. You try pulling the straps again until the leather starts cutting into your skin, but the movement only makes the cart shake and the straps tighten even more.
You then realize you're inside a cargo lift. You hear the folding doors closing behind you and you try to struggle one more time, trying not to lose hope.
<div class="scene-intro"> [img[images/story/badEnds/chapter1/maid/03.jpg]]</div>
<<alice>>W-Where are you taking me?<</alice>>
Still no response. All you can hear now is the sound of the gears of the lift working as you descend into the unknown.
When the doors open, the air becomes thicker and warmer. There's a workshop ahead of you. You can see the dark vats, stained workbenches and empty molds hanging on the walls. In the center of the room, there's a metallic structure, just tall enough for a person to stand inside.
They unstrap you from the cart and start to undress you from your coat, shoes and scarf, placing all of it on a table along with your lantern and gun. If you could just break free and get your gun, maybe you'd have a chance to fight back, but before you can even try, the strap you against the metal. You try one more time to pull it off, but it's no use. You're completely helpless now.
<div class="scene-intro"> [img[images/story/badEnds/chapter1/maid/04.jpg]]</div>
Above you, there's a big ring with lots of holes, and connected to one big metal pipe that go up into the dark ceiling. Then, the dark haired maid closes in to a valve attached to the main column of the structure. Her wax fingers wrap around the handle and before she can start turning it, you understand what's about to happen.
<div class="scene-intro"> [img[images/story/badEnds/chapter1/maid/05.jpg]]</div>
<<alice>>No...<</alice>>
You try to struggle one more time and you try to use your last ounce of strength to pull the straps off, and as you do it, she starts turning the valve and the iron ring starts vibrating, along with the pipe above you. Then, almost immediately, a thick stream of molten wax pours out of the pipe and over you from all sides of the ring, covering your body in a matter of seconds. You try to scream, but the sound fails to come out as you feel the hot stream of wax on your neck. It slides down your body and you keep fighting, but the weight of the wax is too much for you and you can barely move at this point.
<div class="scene-intro"> [img[images/story/badEnds/chapter1/maid/06.jpg]]</div>
For a few seconds, nothing moves. You're completely encased in wax. You try to breathe, and at first, you can't. Panic rushes through you and you try to scream, but there's no room for air in your throat nor room for your mouth to open... but then, something changes. The wax closes in over your chest and face, but it doesn't suffocate you. The air keeps coming as if it was being pulled by the wax imprisoning you. You keep breathing, which is worse, because it means that you'll keep your consciousness for longer.
<div class="scene-intro"> [img[images/story/badEnds/chapter1/maid/07.jpg]]</div>
Time loses shape after a while. You don't know how long you've been there... maybe minutes of even hours. The sounds don't reach you so you feel lost in a void. You stop trying to move your arms, because for some reason, you can't seem to remember clearly what if feels like to move your fingers. You try to cling to simple thoughts, like your name... Maya... but the words start to seem distant, like they were slowly slipping away from you. You repeat it in silence in your mind ver and over again, afraid that they will fade away completely if you stop.
<<alice>>Alice Halden.<</alice>>
<<alice>>Alice Halden.<</alice>>
<<alice>>Alice...<</alice>>
The name seems to lose its meaning before you can finish it. The quiet seems to be growing inside your mind, and fighting starts to feel like a pointless effort. Maybe staying still is the best option after all...
ut you know this is not it. You keep trying to resist it... trying to remember. You keep trying to repeat your name, but all the sudden, your name starts feeling too inconvenient somehow... too long. You try to think of Maya, but it's suddenly replaced by the need of just being still.
<<alice>>No... I need to get out of here...<</alice>>
But with every repetition, something starts to change... you don't feel angry, or afraid anymore... you don't feel that urgency to escape anymore. You still know you want to, but you don't know why that matters more that to be silent... to be still... and after all, it's not hurting anymore. The pain now look more like a simple nuisance than a real danger.
After a while more, the maids came back, one carrying a metal tray on her hands, the other a brass spatula and the third, a curved tipped sculpting tool. Their amber eyes study the mass before them.
Then you start hearing a dry cutting through the layers enveloping you. A long curl of hardened wax breaks away and falls to the floor, then another... until you feel the air on your face again. You try to move your eyelids, to scream, but nothing happens, as if your body's not obeying you anymore. You hear them scraping your head and the weight being lifted off... they're slowly setting you free... restoring your body to its form.
They remove the heavy folds that conceal your jawline, reveal your cheekbones and the contour of your nose. You lips emerge from the wax as if they were sculpted anew, but remain sealed and immobile, unable to form a single word... but the need to scream doesn't feel like an urge anymore.
<div class="scene-intro"> [img[images/story/badEnds/chapter1/maid/08.jpg]]</div>
Inside, you're still in panic, but this panic's not consuming everything anymore. Between one and another desperate thought, there are empty spaces where nothing comes to mind. You just hear the sound of the scraper... silently working on you... making you beautiful...
Then, they get to your hair... not just cleaning the wax off, but with small tools, they pull your red strands out of the hardened mass and wrap them into new, molded strands. The wax is being worked into your real hair, merging into thick waves that cascade down your back. You feel the strands being separated, pulled and lengthened. You feel the weight of it building up... strand after strand, until your hair seems too big for you... and strangely, it begins to feel right.
<div class="scene-intro"> [img[images/story/badEnds/chapter1/maid/09.jpg]]</div>
With each cut, you reappear, but not as before. The wax remains under your skin, like it's part of you.
You remain with your eyes closed and your mouth shut, quietly listening to them finish their work.
You're aware of everything, but it's weird. You remember the word "escape", but not it stirs nothing within you. You still remember "Alice", but the name seems to belong to someone else... not longer of use to you.
When they open the latches, you think you'll fall down, but you don't. You still stand on the platform, unable to stumble or flee.
<div class="scene-intro"> [img[images/story/badEnds/chapter1/maid/10.jpg]]</div>
Then, they silently start dressing you. You feel the clothes being fastened around you, and... it feels right. It feels like you're finally home. Those clothes you were wearing before don't feel like a part of you anymore. They feel useless.
<div class="scene-intro"> [img[images/story/badEnds/chapter1/maid/11.jpg]]</div>
Then, at last, you feel one of them fastening a collar around your neck, and at it clicks shut, the rest of what was you dissolves away. You now belong to the museum... and you won't go anywhere. Only then you open your eyes and the green color is gone, replace by an amber glow, just like the one that the other maids have.
<div class="scene-intro"> [img[images/story/badEnds/chapter1/maid/12.jpg]]</div>
You can't think of anything else now. You belong here, you're one of them, and you will serve the museum as it sees fit.
<<br>>
<<storyAction "Alice Halden's Journey Ends Here." "CP1_WaxMuseum_MaidDefeat2">><</storyAction>><<stopAmbientAudio>>
<<setAvatarTransformation "waxbound_maid">>
<center><h2><p><b>GAME OVER: YOU'VE BECOME A WAXBOUND MAID.</b></p></h2></center>
<div class="scene-intro">
[img[images/story/badEnds/chapter1/maid/13.jpg]]</div>
<div class="journal-entry">
</div>
<<br>>
<<storyActionRun "Load a save">>
<<run UI.saves()>>
<</storyActionRun>>
<<storyAction "Go to the main menu" "Start">><</storyAction>><<set $wardrobeReturnPassage to previous()>>
You open the wardrobe. All the clothes you find along your journey will be stored here.
<div class="storage-chest wardrobe">
<<include "WardrobePanels">>
</div>
<<storyAction "Return" `$wardrobeReturnPassage || "Chapter01_InnDorm"`>><</storyAction>>