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Grimwit
Nov 3, 2012

Those eyes! That hair! You're like a movie star! I must take your picture!

Zoe posted:

Look up William, and then...well I guess just go down the list and check all the rest of the Verlacs. Edward too if he's in there.

Thesaya posted:

I agree with this, and also look up that missing kid.


Alright. Miranda rolls up her sleeves and prepares for high impact dynamic researching!

>se

Birth Records

It's pretty simple, honestly. Anchorhead files are...wanting.

>Look up Edward
(in the archives)
Edward Verlac: born April 26, 1960.


See, you don't really get much information.

>look up Julia
(in the archives)
Julia Ward: born May 4, 1964.


If just gives dates. Which is pretty lacking for files, if you ask me.

>nw

Courthouse Basement

>sw

Death Records

>look up Edward
(in the archives)
Edward Verlac: died March 14, 1997.


Oh yeah. It's 1997 in this game.
I need to find my Apex Twin albums and tear holes in my jeans. BrB.

>Look up Julia
(in the archives)
Julia Ward Verlac: died January 10, 1997.


So, with note book in hand, Miranda discovers the following information.

Edward----->4-26-1960 >>> 3-14-1997
Julia----->5-4-1964 >>> 1-10-1997
William----->6-22-1954 >>> 9-18-1958
Mordecai----->1-30-1886 >>> 4-26-1960
Elijah----->12-16-1802 >>> 1-30-1886
Heinrich----->10-18-1734 >>> 12-16-1802
Wilhelm----->3-11-1651 >>> 10-18-1734
Eustacia----->11-22-1634 >>> 4-8-1686
Croseus----->??? >>> 3-11-1651

Also, this happens when you look up Croseus's birth certificate.

>Look up Croseus
(in the archives)
You search in vain for a while before remembering that Croseus Verlac wasn't born in this country, and would therefore probably not have any birth certificate on record.


Eventually, after looking up enough death certificates, the game spells it out for you.

>Look up Heinrich
(in the archives)
Heinrich Verlac: died December 16, 1802.

You seem to be uncovering a pattern here; all these Verlacs seem to have lived to a ripe old age and then died on the very day the next one is born. The birth records are incomplete -- no parents are listed, and no cause of death is noted on the death records -- there's just not enough information here to draw a conclusion. You'll simply have to keep digging until you find the answers...


Meanwhile, in the Death archive.

>Look up Jeffrey Greer
(in the archives)
The boy isn't dead yet; the fear is that he might be by the time anyone finds him.


Miranda has some fantasy of bursting into a room where the boy is being held and attacking the kidnappers with her coat of many things!
Alas, if real life were like that.

>ne

Courthouse Basement

>se

Birth Records

>Look up Jeffrey Greer
(in the archives)
Jeffrey Greer: born August 4, 1989.


Poor boy.

>nw

Courthouse Basement

>n

Courthouse

>n

Town Square

In the center of the square, rising from a circular lawn of unhealthy-looking grass and weeds, stands a strange, stone obelisk. It seems to be a monument of some sort, although you can see no plaque or marker anywhere near it.


>

Seyser Koza was talking about Lovecraft telegraphing the twist ending of his story WAY ahead of the ending, which honestly was sort of his character flaw. I think Anchorhead is doing the exact same thing here. I'll leave the sleuthing to you lot, but it's pretty clear what's happening by now, even tho we're, maybe, a third through the game.

Yeah. We're only 1/3 done.

So, where to next, Goons?
We have South of Verlac Manor.
We never really checked out The Mill nor across the way to The Lighthouse
Oh yeah! Anchorhead's only hospital, Danver's Asylum.

And, of course, if you have any suggestions other than that, put them in bold.

Items


In Trenchcoat


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Striking Yak
Dec 31, 2012
Kids love to play in all sorts of dangerous places. Abandoned Mill, condemned mine, old asbestos factories... Let's go become a town hero! :toot:

PlaceholderPigeon
Dec 31, 2012

Grimwit posted:


You seem to be uncovering a pattern here; all these Verlacs seem to have lived to a ripe old age and then died on the very day the next one is born. The birth records are incomplete -- no parents are listed, and no cause of death is noted on the death records -- there's just not enough information here to draw a conclusion. You'll simply have to keep digging until you find the answers...[/b]


Going off of this trend on the male line we see two obvious exceptions; William, who was not preced by a death, and Edward, who died earlier than any other Verlac.

This leads to a couple of questions off the top of my head:

What happened with Edward such that he broke the chain? Why was the only one not born right after another death?

Eustacia is also an exception, and she doesnt' have the red rings either.

I wonder if Daryl Beasley and Tara Luffington and Christopher Tillworth are in the birth records too - though there's probably not much there aside from the vague possibility of a birthdate pattern.

Ghostwoods
May 9, 2013

Say "Cheese!"
We should check out the asylum.

Zoe
Jan 19, 2007
Hair Elf

PlaceholderPigeon posted:

What happened with Edward such that he broke the chain? Why was the only one not born right after another death?

Well he was born the day Mordecai died, but then screwed up...whatever was going on there by killing himself before he had any sons of his own.

He died in the asylum though, so Miranda could just mosey on down there and ask for more details, I'm sure there won't be any problem getting a medical professional to divulge that information.

PlaceholderPigeon
Dec 31, 2012

Zoe posted:

Well he was born the day Mordecai died, but then screwed up...whatever was going on there by killing himself before he had any sons of his own.

He died in the asylum though, so Miranda could just mosey on down there and ask for more details, I'm sure there won't be any problem getting a medical professional to divulge that information.

Yeah, I was thinking about his death - Asylum would be good at some point, though I'm not sure if we have enough plot given info to go in yet.

Vox Valentine
May 31, 2013

Solving all of life's problems through enhanced casting of Occam's Razor. Reward yourself with an imaginary chalice.

Go to the Asylum.

"Hey so madness seems to run in the males in the family I just married into. What up with that?"

Old Grey Guy
Feb 12, 2014
Let's see what we'll find in the asylum.

Grimwit
Nov 3, 2012

Those eyes! That hair! You're like a movie star! I must take your picture!

pkfan2004 posted:

Go to the Asylum.

"Hey so madness seems to run in the males in the family I just married into. What up with that?"

Looks like most votes are for Danver's.
But first...

PlaceholderPigeon posted:

I wonder if Daryl Beasley and Tara Luffington and Christopher Tillworth are in the birth records too - though there's probably not much there aside from the vague possibility of a birthdate pattern.

Maybe there's a birth record for them?

>se

Birth Records

>look up Daryl
(in the archives)
You can find no records under that heading.


>look up Tara Luffington
(in the archives)
You can find no records under that heading.


>look up Christopher
(in the archives)
You can find no records under that heading.


I'll be honest. I was kind of disappointed the first time I tried this.
I'm not sure why the missing children have neither birth nor death certificates in Anchorhead.
Maybe the kidnapper works in the court house? Hmmm...

>nw
Courthouse Basement
>n
Courthouse
>n
Town Square
>w
Dark Corner
>s
Asylum Courtyard

>South


Waiting Room
Ugly, mint-green tiles and walls of whitewashed cinderblock comprise the decor of this inhospitable waiting room. A hard little sofa upholstered in avocado vinyl and a feebly struggling potted palm are provided for the comfort of visitors, although you get the feeling that few inmates of this institution are fortunate enough to have visitors. A metal gate bars entrance to a southern passageway, which you assume leads to the inmates' section. The exit lies north.

An orderly sits by the gate, leisurely perusing a pornographic magazine.

A large key dangles from the orderly's belt.


Aw yeah. The Orderly.
Possibly the most charming character in any game.

>look at tiles
The tiles are pale, bland, non-color green, specifically designed to be as soothing as possible. Just looking at them makes you want to smash your head against the wall.

"... ooh, yeah," whispers the orderly, ogling his magazine.


Please don't do that, Orderly.

>look at sofa
It is the apotheosis of utilitarian decor, little more than a horizontal slab with some vertical slabs around the sides to keep people from falling off. And it is avocado.


>look at plant
The consumptive-looking plant probably hasn't been watered in over a month, yet somehow it clings tenaciously to life and a certain dull, scraggly greenness.

Le sigh.
Alright, let's meet this guy.

>look at orderly
The pockmarked and overweight orderly is absorbed in his magazine, which is just as well, since it's kept him from turning his leering attentions to you. He occasionally pauses to tweak a swollen blackhead on the back of his neck, or to mutter some crass observation about one of the women in his magazine.

There's a name tag pinned to his expansive chest.


>look at name tag
It reads: "CHUCK".

>look at key
(the cell key)
Presumably, it opens the barred gates, providing access into (or out of) the asylum.


>look at magazine
"Juggs". How charming.

What we can't see is the article Chuck is reading about ancient Grecian pottery and it's effects on history trade.
"Ooo Baby. Look at that old world craftsmanship."

>ask orderly about Edward
The orderly squints at you. "Who? -- Oh, wait! You mean the guy, ventilated his whole goddamn family early this year. Yeah, I remember him. What a nutball. We put him in a rubber room, he lasted two weeks. Bashed his fuckin' brains in on the little observation window. Reinforced glass, took him right out." The orderly scratches his head. "Christ, I gotta get around to cleaning that mess up one of these days." Then with a heavy sigh, he returns to his magazine.

>ask orderly about Verlac
(the Verlac family)
"I don't give a poo poo who you're related to," the orderly says wearily. "You'll have to visit them somewhere else, because they ain't here."

The orderly scratches himself absently.


>ask Orderly about children
You can't think of anything to say about that for the moment.

I can think of a lot of things!
Like, has any of the inmates been gloating about their collection of prepubescent skulls?

>Ask orderly about asylum
"Listen, I just work here, lady."

Maybe he'll talk about modern plastic jugs and their use for distilled water?

>ask orderly about magazine
He fixes you with a disgusting leer. "Great stuff, ain't it? Fuckin-ay. You should see the nutballs when they get a hold of this poo poo. Man, they can't get enough!" The orderly guffaws for a moment or two, then finally catches your withering stare and, embarrassed, throws himself into the magazine with renewed abandon.

Good. It's important to teach people about the importance of liquid carrying running jokes.

>

Well, I've run out of things to talk to Chuck about.
You got ideas? Put them in Bold.

Items


In Trenchcoat


Ghostwoods
May 9, 2013

Say "Cheese!"
Can we ask Chuck about skull and about the totally-not-the-lament configuration puzzle box?

Maybe we should offer him the hipflask, see if we can get him to pass out so we can steal his key.

Zoe
Jan 19, 2007
Hair Elf
First, burn the magazine.

Once you have his attention, ask him about the gate. Or just try examining the gate or opening it yourself, see if that gets a reaction.

e: the picture got a laugh. "JUGGS"

Zoe fucked around with this message at 16:42 on May 22, 2015

Robindaybird
Aug 21, 2007

Neat. Sweet. Petite.

Ew. think he just stated they left gore and brain matter of the deceased Edward in his cell for weeks.

PlaceholderPigeon
Dec 31, 2012
This orderly's actions is turning me into an ewer too.

Lets try to steal his key, as mentioned above, or try to give him ye flask.

No Gravitas
Jun 12, 2013

by FactsAreUseless
Someone water the plant, please?

insanityv2
May 15, 2011

I'm gay
With what? The stale coffee.

Grimwit
Nov 3, 2012

Those eyes! That hair! You're like a movie star! I must take your picture!

No Gravitas posted:

Someone water the plant, please?

insanityv2 posted:

With what? The stale coffee.

*sigh* Alright, Miranda needs to go for a walk.
-->Walking Music<--

>n
Asylum Courtyard
>n
Dark Corner
>e
Town Square
>e
Riverwalk
>s
Chilly Avenue
>sw
The ground begins to rise sharply as the road climbs up into the hills south of town.
Scenic View

>nw
Outside the House
The Verlac mansion looms before you, casting an air of menace over the clearing.
A flurry of dead leaves goes skittering along the ground, swirling past you in the wind.

>unlock door
(first taking the keyring)
You unlock the front door.

>n
(opening the front door first)
Foyer

>w
Dining Room
>take cup
Taken.
>e
Foyer
>s
Outside the House
>close door
You close the front door.
>se
Scenic View
>ne
Chilly Avenue
>n
Riverwalk
>w
Town Square
>w
Dark Corner
>s
Asylum Courtyard
>s

Waiting Room

An orderly sits by the gate, leisurely perusing a pornographic magazine.

A large key dangles from the orderly's belt.


Honestly, the plant should be named "Chuck." (bonus points if you catch that reference)
Here you go, Chuck.

>pour coffee into plant
You dump the cold, murky coffee onto the plant, figuring anything must be an improvement.

Holy crap, I can't believe that worked.

>put cup in coat
You slip the styrofoam cup into the pocket of your trenchcoat.

I mean... Really. I've never tried that.

Ghostwoods posted:

Can we ask Chuck about skull and about the totally-not-the-lament configuration puzzle box?

Maybe we should offer him the hipflask, see if we can get him to pass out so we can steal his key.

The hope is that Chuck figures out the puzzle and Cinobites drag him into hell.
I like this plan.

>show skull to orderly
(first taking the animal's skull)
He glances at the animal's skull without anything remotely resembling interest, and returns to his magazine without a word.


I guess he's seen worse.

>put skull in coat
You slip the animal's skull into the pocket of your trenchcoat.

>show flask to orderly
(first taking the flask)
The orderly looks at you contemptuously. "I never drink on the job," he says. "What do you think I am, some kind of fuckin' idiot?"

You pointedly look the other way as the orderly takes another tweak at the pimple on his neck.


This guy's a real catch.
And Ladies! He's Single!

>put flask in coat
You slip the flask into the pocket of your trenchcoat.

Zoe posted:

First, burn the magazine.

Once you have his attention, ask him about the gate. Or just try examining the gate or opening it yourself, see if that gets a reaction.

>ask orderly about gate
The orderly shakes his head. "Nobody's allowed in outside of visiting hours, and even then you gotta have a reason." He jerks a pudgy thumb in the direction of the southern hallway. "Unless you got relatives in there, you ain't seein' nobody."

Hmmm...
>Save
Ok.

>take matches
Taken.


>strike match
One of the matches starts to burn.

Airy strains of vacuous elevator music waft through the room from invisible speakers.


>burn magazine
"Hey, you fuckin' mind?" snaps the orderly, snatching it away from you.

>burn orderly
Petty arson isn't going to solve your problems.

Ouch! You drop the match as it burns down to your fingers.


>I tried.
I only understood you as far as wanting to inventory.

>restore
Ok.

Maybe there's other ways to distract him.

>show orderly boobs
You can't see any such thing.

Oh, of course! Because the girls are holstered.

>take off clothes
You'll have to take off your trenchcoat first.

Fair enough.

>take off coat
You take off the trenchcoat.

>take off clothes
You've never been big on that "natural" look. If you decide you need to take a bath or go to bed, you can disrobe then; otherwise, keep 'em on.

So much for THAT distraction.
Frankly, I'm wouldn't want to show Chuck here anything anyway.

>wear coat
You put on the trenchcoat.

>show box to Orderly
Which do you mean, the puzzle box or the jewelry box?

>puzzle
(first taking the puzzle box)
He glances at the puzzle box without anything remotely resembling interest, and returns to his magazine without a word.


>put puzzle box in coat
You slip the puzzle box into the pocket of your trenchcoat.

Could be as easy as just stealing the drat key.

>take key
(the cell key)
The orderly slaps your hand away. "Nice try, lady, " he sneers, "but I got eyes in the back of my head; I'm like a fuckin' hawk."


>

Right. I think, for now, we've taken this about as far as it will go.
Where to next, goons?
1. The Lighthouse?
2. The Mill?
3. South of Verlac Manor?
4. Some other place we've already been?

YOU decide!
Decide in bold.


Edit: I just happened upon a podcast talking about the history of Danvers State Hospital, which Danvers Asylum was based on.
Thought you lot might be interested in some story telling.

Items


In Trenchcoat


Grimwit fucked around with this message at 16:53 on May 23, 2015

Old Grey Guy
Feb 12, 2014



Let's go check out the mill.

PlaceholderPigeon
Dec 31, 2012
Does the Verlac estate count as a manic mansion?

Anyways, seems like there might be hope in the relatives card in future or some other record.

Either way, might as well try the mill

Zoe
Jan 19, 2007
Hair Elf
Surely petty arson would solve at least some problems in this town?

Oh well...the mill sounds fine.

Ghostwoods
May 9, 2013

Say "Cheese!"


The mill sounds fine.

Grimwit
Nov 3, 2012

Those eyes! That hair! You're like a movie star! I must take your picture!

Old Grey Guy posted:


Let's go check out the mill.

Ghostwoods posted:


The mill sounds fine.

Alright, maybe most of you got the joke.

To the MILL!

>put keys in coat
You slip the keyring into the pocket of your trenchcoat.

Airy strains of vacuous elevator music waft through the room from invisible speakers.


>n
Asylum Courtyard
>n
Dark Corner
>e
Town Square
>n
Whateley Bridge
>n
Narrow Street
>w
Junction
In the distance, you can hear the lonesome keening of a train whistle drifting on the wind.

>n
Mill Road
The cold wind cuts through your clothes, chilling you to the bone.


>West
As you cross the railroad tracks, the air becomes warmer, more dingy, and slightly more difficult to breathe.

Entrance to the Paper Mill
The road turns southwest here and runs squarely through the front entrance to the old paper mill. A gate of heavy iron bars blocks the only opening into this charred fortress, although an overgrown path leads around the wall to the south. To the north, a rutted lane threads its way past a row of dilapidated shacks.

Flakes of ash drift gently down from the sky like gray snow, coating everything with a thin layer of soot.


One of the things I love about Anchorhead is the subtle touches here and there. Such as the south of town being misty, cool, and forboding while the north is warm, ashen, and oppressive.

>look at gate
The gate, a twenty-foot high barricade of narrowly spaced, thick, black, iron bars, is designed to roll horizontally, sealing off the entrance to the mill compound. It is currently shut and locked. There are no guardhouses, no buzzers or intercoms, no apparent means of getting in or letting anyone inside know you want in; just this implacable gate in an unscalable wall.

Not much here. Maybe there's some other way in?

>North


Shanty Town
The road peters out at a wide clearing of rutted mud, flanked by uneven rows of decrepit, clapboard shacks. The town is quiet, almost deserted; only a few bits of loose tarpaper blowing listlessly in the wind betray the overall stillness.


>look at shack
Which do you mean, #1 Mill Town Road, #2 Mill Town Road, #3 Mill Town Road, #4 Mill Town Road, #5 Mill Town Road, #6 Mill Town Road, #7 Mill Town Road, #8 Mill Town Road, #9 Mill Town Road, #10 Mill Town Road, #11 Mill Town Road or #12 Mill Town Road?

Good God. I didn't realise there were so many.

>#1
It looks run-down and weather-beaten, just like all the others.

>Enter #1 shack
It wouldn't be polite to just walk in.

Well, Miranda doesn't want to bother the hobos yet. Not without some kind of plan.

>South

Entrance to the Paper Mill

Flakes of ash drift gently down from the sky like gray snow, coating everything with a thin layer of soot.


>South
The path curves southwest, leading you into an overgrown area behind the mill.

Bare Foundations
The foundations of an older structure lie crumbling in a sunken square of ground, hidden away behind the imposing shadow of the mill wall. Weeds push up through cracked and buckling slabs of concrete; twisted rebar and rusting pipes poke up like the legs of dead insects. The ruins are surrounded on all sides by dense thickets, although narrow, overgrown trails lead northeast and southeast through the underbrush.


Coming from Texas, Miranda has actually see plenty of places like this. As children, South Westerners tend to stumble onto old abandoned factories, wells, or warehouses.
I, personally, have, anyway.

>look at foundation
The broken rubble is all that remains of whatever building once stood here.

Flakes of ash drift gently down from the sky like gray snow, coating everything with a thin layer of soot.


>look at weeds
You needn't worry about that.

Hope these weeds won't be an ingredient to some unknown salve we'll need later.

>look at wall
The wall is twenty feet high, solid brick. Stepping back a bit and looking up, you note that a forest of vicious glass shards is embedded along the top.

Chirst. They don't want anyone in, do they?

>se

Railroad Tracks
The trail heads up a short embankment and emerges from the thicket alongside the railroad tracks. The tracks run down from the northeast and past the mill, continuing southwest but slowly curving westward until they cross the Miskaton River some miles outside of town. From the embankment you can look out over the entire heath: jagged, shadowy rooftops to the south; the oily ribbon of the Miskaton to the west; and to the east, the lighthouse sentinel and the leaden waters of the Atlantic beyond.


At least the view is lovely... if greasy.

>look at tracks
They're just ordinary-looking railroad tracks.

Well, let's follow these tracks, then.

>ne
It's dangerous to walk along railroad tracks.

>sw
It's dangerous to walk along railroad tracks.

Well, let's not.

>get on tracks
You get onto the railroad tracks.

Miranda surely remembers following the tracks home from school or something.
She's just going to stand here on the tracks and try to remember.

>z
Time passes.

By the By, the letter "Z" means "Wait" in Text Adventure short hand.

>z
Time passes.
>z
Time passes.
>z
Time passes.
You can hear a low rumbling and a distant, plaintive whistle coming from the northeast.


What was that?

>z
Time passes.
>z
Time passes.

The train lumbers into view, its rumbling passage growing louder as it approaches.


It's probably nothing.
Miranda can get off the tracks in time.
Now, what was that thing she was remembering?

>z
Time passes.

The ground beneath your feet begins to vibrate as the rumbling grows to a roar. The whistle lets out an urgent shriek. The train is bearing down quickly now, very, very close.

A gust of wind blows your hair into your face.


Did she pass the second grade or skip it?
Miranda can't remember.

>z
Time passes.


Before you can leap away, the train hits you, pulverizing your body like a rotten squash.


*** You have died ***


In that game you scored 13 out of a possible 100 points; you have merely scratched the surface of evil.

Would you like to RESTART, RESTORE a saved game, UNDO your last move, give the FULL score for that game or QUIT?

> full

In that game you scored 13 out of a possible 100 points; you have merely scratched the surface of evil.

The score was made up as follows:

2 points for finding the house keys
2 points for showing the keys to Michael
1 point for taking a bath
1 point for getting the key from the cellar
2 points for finding the journal
2 points for finding the diary
1 point for finding the safe
2 points for opening the safe

13 total (out of 100)

Would you like to RESTART, RESTORE a saved game, UNDO your last move, give the FULL score for that game or QUIT?

> Quit


Items
None. Miranda is dead.

Ghostwoods
May 9, 2013

Say "Cheese!"
Oops.

Are all the shacks the same message?

Zoe
Jan 19, 2007
Hair Elf
I have fond memories of playing around on railroad tracks as a little kid with my brother and cousins.

We were all really dumb kids.

Can you go into any of the shacks? Or is this one of those things you can only do if you've already done something else.

Grimwit
Nov 3, 2012

Those eyes! That hair! You're like a movie star! I must take your picture!

Zoe posted:

Can you go into any of the shacks? Or is this one of those things you can only do if you've already done something else.

Miranda can (assuming the resurrection is stable) knock on all the doors, but there's no need to guess.
You guys already have the information on which shack specifically to check out.

Edit: I will warn that it won't do a lot of good just yet.

Grimwit fucked around with this message at 00:05 on May 25, 2015

Ghostwoods
May 9, 2013

Say "Cheese!"

Grimwit posted:

You guys already have the information on which shack specifically to check out.

Grimwit posted:

The front page story is about Jeffrey Greer, 8 years old, who was abducted from his home at #11 Mill Town Road last night

Wooooo. Pixel-hunting, the LP Forum way.

PlaceholderPigeon
Dec 31, 2012
So the family lived by the mill - I wonder if that proximity means anything or supports the idea of the abductor having the mill as a base? Interesting.

Grimwit
Nov 3, 2012

Those eyes! That hair! You're like a movie star! I must take your picture!
In my excitement of playing on the railroad tracks, there are some things I forgot to look at.

Railroad Tracks
The trail heads up a short embankment and emerges from the thicket alongside the railroad tracks. The tracks run down from the northeast and past the mill, continuing southwest but slowly curving westward until they cross the Miskaton River some miles outside of town. From the embankment you can look out over the entire heath: jagged, shadowy rooftops to the south; the oily ribbon of the Miskaton to the west; and to the east, the lighthouse sentinel and the leaden waters of the Atlantic beyond.


>look at heath
The undulating heath stretches away to the west and northwest, an unending carpet of colorless grass.

>look at lighthouse
The lighthouse stands tall against the horizon, a dingy white tower amidst a gray sky and a grayer sea. Despite the ominous cast to the weather, no beacon is shining from the tower's top.

Ooo, that looks neat. We need to visit that.

>look at atlantic
The great, gray ocean stretches out as far as you can see, merging with the clouds on the horizon.

The cold wind blows harder, tugging at the hem of your trenchcoat.


>nw

Bare Foundations

>look

Bare Foundations
The foundations of an older structure lie crumbling in a sunken square of ground, hidden away behind the imposing shadow of the mill wall. Weeds push up through cracked and buckling slabs of concrete; twisted rebar and rusting pipes poke up like the legs of dead insects. The ruins are surrounded on all sides by dense thickets, although narrow, overgrown trails lead northeast and southeast through the underbrush.


>look at pipes
The broken rubble is all that remains of whatever building once stood here.

Alright, behold, one of the bigger dick moves of the game.
It's the reason I started the Noun game previously mentioned.

>look at thicket
The thickets are full of painful thorns and appear quite impenetrable. They are also very deep; there's no telling what could be hidden -- or what could be hiding -- in their brambly depths.

That's not a clue. That's barely a hint.

>search thicket
Carefully pushing the prickly branches aside, you find a rusty metal hatch set into the base of the wall.

>look at hatch
It's just an ordinary-looking metal hatch.

>open hatch
It seems to be locked.

>unlock hatch
(first taking the keyring)
You go through all the keys on your keyring, trying each one in turn, but none of the keys seem to fit.


>put keys in coat
You slip the keyring into the pocket of your trenchcoat.

Yup. An important entrence hidden quite well in the back wall of the Mill.
Makes you want to search everything else in the game, doesn't it?

Zoe posted:

Can you go into any of the shacks? Or is this one of those things you can only do if you've already done something else.

I said that there's no need to brute force this, seeing as we've seen which of the shacks in important.

Ghostwood found it.

>read news
The front page story is about Jeffrey Greer, 8 years old, who was abducted from his home at #11 Mill Town Road last night. Little Jeffrey is the latest victim in a series of abductions that stretches back for years, one every six months or so, and that authorities believe is the work of a single perpetrator. Local police had hoped to prove that Edward Verlac had been behind the kidnappings, but were unable to obtain a confession or any hard proof. Edward Verlac was convicted of murdering his wife and two daughters, one of whom was 15 months old, in January of this year; he was found not guilty by reason of insanity and incarcerated in Danvers Asylum, where he remained until committing suicide last March. This latest kidnapping, occurring after Edward's death, seems to have cleared up any lingering suspicions that he might have been the culprit.

Anyone possessing information regarding the whereabouts of Jeffrey Greer is strongly urged to speak to the authorities as soon as possible.


>ne
The path curves to the north, leading you around to the front of the mill.

Entrance to the Paper Mill


>n

Shanty Town

Flakes of ash drift gently down from the sky like gray snow, coating everything with a thin layer of soot.


>enter Shack 11
It wouldn't be polite to just walk in.

>knock on shack 11
After a moment or two of silence, you hear a furtive rattling, and the door opens a crack to reveal a woman's pale and haggard face. She stares out you with a mixture of trepidation and mistrust.



"Uh, hi! You don't know me but... would you tell me about this Mill?"

>ask woman about mill
The woman mutely shakes her head.

"Uh... Hi! Would you tell me about the terrible tragidy that destroyed your family?"

>ask woman about Jeffrey
The woman grows even paler, and draws back from the door with a look of horrified loss.

Suddenly the woman slams the door shut, and you hear the rattle of a bolt being drawn.


>Uh...
That's not a verb I recognise.

Well, that didn't work. Maybe we should come back when we have a more tangible approach.


>s
Entrance to the Paper Mill

>e
As you cross the railroad tracks, the air seems to lift slightly, becoming more breathable once again.

Mill Road


>look at tracks
The tracks run down from the northeast and pass by the paper mill before bending west. They cross the Miskaton river some miles out of town.

>e
The road heads out over a narrow breakwater jutting out into the ocean.

Breakwater
You are picking your way across the breakwater's bare, rocky spine, where the road has diminished to little more than a pair of dusty ruts. A hundred yards to the northeast, at the breakwater's far end, the lonely stone tower of Anchorhead's lighthouse stands vigil against the ocean.


Well, Miranda is here. She might as well check out the lighthouse.

>Northeast

At the Foot of the Lighthouse
You stand in a circular clearing among the stones, surrounded on nearly every side by the sea. Before you looms the ancient, massive lighthouse, a vertiginous pillar of pale brick jabbing defiantly up at the sky. The road from the southwest ends here, although it looks as though you could pick your way down the rocks to the southeast, around the structure's base.

The great bronze door of the lighthouse is closed.


>look at door
A monstrous slab of solid bronze set into the thick stone wall of the lighthouse base. Age and seawater have covered its once gleaming surface with an unhealthy green crust of verdigris.

Huh. What IS verdigris?

Google posted:

ver·di·gris
ˈvərdəˌɡrēs/
noun
a bright bluish-green encrustation or patina formed on copper or brass by atmospheric oxidation, consisting of basic copper carbonate.
I learned something today.


>look at lighthouse
Its towering shadow seems to lean menacingly over you, eclipsing half the sky. It is an old and brooding thing, heavy with the weight of centuries of dark memories. Craning your neck to see the top of it, you can't help but make the comparison with a lightning rod, as if this building were the focus for whatever restless forces seem to be stirring through the turbid atmosphere above.

Despite the ominous cast to the weather, no beacon can be seen from the top of the lighthouse.

Another wave crashes against the rocks, sending a cloud of spray into the air.

The cold wind blows harder, tugging at the hem of your trenchcoat.


>open door
It seems to be locked.

>unlock door
(first taking the keyring)
You go through all the keys on your keyring, trying each one in turn, but none of the keys seem to fit.

The cold wind blows harder, tugging at the hem of your trenchcoat.


>put keys in coat
You slip the keyring into the pocket of your trenchcoat.

>se
Carefully, you climb down the rocks. The path bends northeast, following the curve of the lighthouse wall.

Rocky Spur
A small outcropping of stone, just large enough for you to stand on, sticks out from the end of the breakwater. The hungry sea laps at your feet, surging over the rocks and then trickling down into crevices. To the southwest, an uneven trail leads back up the rocks, around the side of the lighthouse.

Beyond the breakwater's tip, a turbulent patch of water bubbles and seethes, as if something were lurking just beneath the surface -- turning, perhaps, in uneasy sleep.

In the distance, you can hear the lonesome keening of a train whistle drifting on the wind.


That patch of water is a bit unnerving.

>look at water
Which do you mean, the sea or the patch of turbulent water?

>patch
It looks... unnatural.

It looks dangerous, as if it could swallow Miranda's very soul....

>dive in water
Which do you mean, the sea or the patch of turbulent water?

>patch
Not on your life.

I tried.

>look at sea
The sea is the color of old pewter, surging and chopping restlessly beneath the clouds.

>sw
The trail turns northwest, following the curve of the lighthouse wall.

At the Foot of the Lighthouse

The great bronze door of the lighthouse is closed.


>sw

Breakwater

>w

Mill Road

>

Welp, we're running out of places to explore. There's just the south of Verlac Manor left, actually.
Next update, Miranda will head that way.
Does anyone else have ideas of places we might want to revisit?

Items


In Trenchcoat



Old Grey Guy
Feb 12, 2014
We've still got nowhere with the things in the cellar, but I guess that can wait. :)

Grimwit
Nov 3, 2012

Those eyes! That hair! You're like a movie star! I must take your picture!

Old Grey Guy posted:

We've still got nowhere with the things in the cellar, but I guess that can wait. :)

Before Day two is over, we'll figure out something, I'm sure.

Well, since no one has mentioned anything, Miranda decides to go wandering.

>s
Junction
>nw
University Court

There are numerous buildings surrounding this cobbled court, but the only one you are interested in is the library to the west.


Specifically, she just remembered that she wanted to check out the library register.

Wow. That request was a long time ago.

>w

Library

>n

Circulation Desk

Hanging on the wall next to the counter is a small, printed sign. Beneath the sign sits a heavy, dog-eared register, and sitting next to the register is a bell.


>look at register
It's basically a log, recording what book was checked out, who checked it out, and when. There must be hundreds of names here.

>look up Michael in register
(in the dog-eared register)
Your husband's name is down at the bottom. The title of the book is A Historical Overview of Superstitions in the Miskaton Valley Region by J. Arnsworth Frazer, pub. 1906. Quite a mouthful.


Why on earth was he reading this?
Well, I'm pretty sure Edward was also a professor at Miskiton U.

>look up Edward in Register
(in the dog-eared register)
You don't find that name on the register.


Huh. Let's see if we can look at the book Michael was reading.

>ring bell

Ding.

A moment later, the gaunt and fishy-eyed librarian emerges silently from the shadows behind the counter.


When refering to books in this game, I find it's much easier to ask for them by author instead of the long winded titles.


>look at librarian
Her slack, pallid skin looks as if it has seen little more than the inside of a cave for most of her life. She stares at you silently with disturbingly large and watery eyes.

>ask librarian for Frazer
The librarian says nothing. Slowly, very slowly, she looks you up and down, and then, just as slowly, she turns to look at the sign posted over the counter. Finally, agonizingly slowly, she turns back to you, and stares at you with a vague, unblinking air of disapproval.

Huh?

>read sign
"All restricted books must be signed for on the register, and may not be removed from this building. Please have your faculty ID ready when you make your request."

Oh. Another puzzle. Wait a second...

Grimwit posted:

D'aw! Miranda would NEVER steal from her husband. He's the only one that puts up with her kleptomania and court-ordered therapy sessions.
Let's ditch the wallet somewhere Miranda can get it later.

Oh yeah.

Oh.

Oh no.

M-maybe we can make conversation?

>Ask librarian about herself
The librarian just looks at you.

>Librarian, hello
The librarian just looks at you.

Maybe Miranda can get her own card?

>ask librarian about faculty card
The librarian just looks at you. She doesn't even blink. You can't help but notice that the woman never, ever blinks.

Maybe Miranda should slink out of here?

>s
Without a word, the librarian fades back into the shadows.
Library

>e
University Court
There are numerous buildings surrounding this cobbled court, but the only one you are interested in is the library to the west.

>se

Junction

Well, that was a bust.
Later on, if memory serves right, we can sneak off with Michael's card and sneak it back without him knowing.

>e

Narrow Street

I guess we only have the south streets of town to...

Shhh... What's that?

>listen
You hear nothing unexpected.

Do you hear that? Coming from the...

>nw

Twisting Lane

Odd; the wall is no longer blank. Someone has sprayed graffiti across it.


>look at graffiti
It's a strange design done in black spraypaint; an upturned hand with an irregular triangle inscribed in the palm. Beneath it is drawn an arrow pointing roughly west, and following it with your gaze, you realize that it points directly at the narrow aperture of a sidestreet you'd never noticed before.

>listen
At the very edge of your hearing you can just make out the sound of someone playing a violin -- a plaintive, haunting melody.

It sounds like the works of Erich Zann.

>w

Hidden Court
You had no idea this little courtyard even existed, cleverly tucked away amidst the confusing tangle of darker avenues. Although surrounded on all sides by steep rooftops and overshadowed by the ever-ominous clouds, this secluded circle somehow manages to convey a sense of peace and brightness, a safe harbor from the oppressive gloom pervading the rest of the town. To the south, a hanging sign marks a humble shop, while a sidestreet to the east leads back into the labyrinth.


>listen
You hear nothing unexpected.

And now it's stopped.

>look at shop
It's a little curiosities shop, nestled into a corner of the courtyard.

>look at sign
It simply reads, in gaudily illuminated letters, "The Cauldron".

>

Huh.


Huuh.

Well, this shop has a lot to go through, so next update, Miranda heads inside and looks around.

Items


In Trenchcoat



Zoe
Jan 19, 2007
Hair Elf
I remember this twisting lane. It's one of the few things I remember in detail. Specifically I remember innocently wandering into it when I first left the real estate office. :argh:

Edward posted:

Desperate. Went back to the old twisting lane and found only a blank wall. Without the amulet, how can I resist --

Anyway, seems like this place might be important.

Kacie
Nov 11, 2010

Imagining a Brave New World
Ramrod XTreme
Just caught up - enjoying this immensely. The illustrations are great and really bring out the game's descriptions. (Although good grief, the paintings needed no help in being vivid and awful.)

I love Lovecraft's work, but I get very frustrated with IF 'find the verb' and illogical/strange puzzle solutions. I'm so glad you're playing this for us!

Can you play the flute to get the violin to play more?

Show the curiosity shop owner all the weird stuff you have! Especially the flute, the puzzle box, and the locket. And see what they know about the Verlacs.

Grimwit
Nov 3, 2012

Those eyes! That hair! You're like a movie star! I must take your picture!
This hidden little shop. It calls to Miranda for some strange reason.

>enter shop
A silvery bell jingles as you open the door.

The Cauldron
A warm and pleasantly dim light surrounds you and suffuses this cozy little shop. The shelves are crammed with every conceivable variety of new age curiosity: books, crystals, pendants, charms, herbs, potions, incense, candles and -- sure enough, on a display stand right near the door -- decorative cast-iron cauldron-shaped paperweights. How cute. In the rear of the store, a lit display case contains several items of interest. The courtyard lies outside, to the north.

On the display case is a violin.

The proprietor watches you quietly from behind the display case.


>look at bell
You can't see any such thing.
Bullshit! A bell rung when I entered! Keep it together, game!

Also, cute little paperweights!

>look at paperweight
Mostly a lot of hokey, pseudo-spiritualist knick-knacks. Junk, really. Tourist souvenirs.

>look at man
A fabulously thick and bushy tangle of moustache, beard and eyebrows frame the portly old proprietor's deeply seamed face. His eyes are kind, however, and his smile warm and ingenuous, and he seems content to watch you quietly with his hands folded across his considerable paunch as you browse through his shop.

>ask man about cauldrons
The proprietor beams proudly. "All merchandise is guaranteed authentic. We cannot be held responsible for the effects of any enlightened states of consciousness achieved through the use of our products. Thank you for shopping at the Cauldron."

Sounds like he's been doing this for a long time.

>look at violin
It's a gorgeous instrument -- the wood is a rich, polished mahogany, the scroll and fingerboard gleaming ebony. The strings almost seem to vibrate of their own accord, as if aching to be played.

>ask proprietor about violin
"Oh, that was a gift," he says. His eyes are far away and sad for a moment. "A gift from a very old friend."

Anyone's guess if it was the Proprietor playing that music outside.

>look at case
The display case has a glass front and sliding doors in back that allow the proprietor to reach inside. Lined up inside it are a deck of tarot cards, a geode and an amulet. Resting on top of the case is a violin.

We'll cover everything in the display case, but first, this guy is the only other person in Achorhead, other than Michael, that is actually sociable.

>ask man about himself
"Me? Oh, I'm just a harmless old shopkeeper, a lesser charlatan. I've had this place for... quite a while." The shopkeeper smiles at you in a way that is not entirely comforting. "I sell my little goods, and generally try to keep an eye on things."

>ask man about shop
The proprietor beams proudly. "All merchandise is guaranteed authentic. We cannot be held responsible for the effects of any enlightened states of consciousness achieved through the use of our products. Thank you for shopping at the Cauldron."

Weren't there Tarot cards?

>ask man about tarot
"Mmm, yes, a rare piece of work. The cards are actually very delicate, thinly sliced ivory. Almost transparent. The box is walnut." He leans toward you, offering you a salesman's conspiratorial wink. "They say," he whispers, "that this very deck was used and endorsed by the infamous medium -- " he frowns. "Not Blavatski; the other one. What was her name? Anyway, it is said that by shining a light through the cards and projecting the image onto a wall, you may open gateways to other worlds. Frankly, I don't buy it."

>look at tarot
A beautiful set of cards in a velvet-lined box. The top card, "The Tower", has been turned up, allowing you to see the exquisitely detailed artwork. In this representation, the tower has been painted to resemble a lighthouse, broken by a bolt of lightning emanating from a great, red-rimmed eye. Two figures, a man and a woman, tumble from the tower's summit, cast lifelessly into the sea.

"Feel free to browse as much as you like," the proprietor says amiably.


Well THAT wasn't foreboding foreshadowing at all. Thanks for that, game.

>look at geode
A hemisphere of rough, gray stone, about the size and shape of a halved cantaloupe. Its center is a glittering cavity of violet crystals, thousands of sparkling, faceted stalactites and stalagmites inside a cave of colored glass.

>ask proprietor about geode
"Nice, isn't it?" beams the proprietor. "I chanced upon it while rock-hunting in the Cascades last summer."

>look at amulet
It's an unassuming silver pendant hanging from a thin leather thong, fashioned in the shape of a tiny, upturned hand with a triangle inscribed within the palm. It reminds you a little of one of those cast pewter game pieces from Monopoly.

That reminds me...

Kacie posted:

Can you play the flute to get the violin to play more?

Show the curiosity shop owner all the weird stuff you have! Especially the flute, the puzzle box, and the locket. And see what they know about the Verlacs.

Good ideas. Maybe he knows something about William?

>show man locket
The proprietor nods his head in approval. "My compliments, miss. You have excellent taste." he says.

>open locket
You open the silver locket, revealing a boy's picture.

>show man boy's picture
The proprietor nods his head in approval. "My compliments, miss. You have excellent taste." he says.

Shoot.

>close locket
You close the silver locket.

>ask man about verlac
(the Verlac family)
The proprietor takes a deep breath and pauses for a moment before replying. "Now there," he says slowly, "is a family from which no good ever came, nor will it ever. They're a sticky-tendriled bunch, Miss, and don't forget it; mind you don't get caught, and drawn in."


Yeah, no. It was too late for that before Miranda got to town.

>tell man about michael
"I guessed that you were married; you had a certain look about you," he says triumphantly. Suddenly he gives you a serious look and pitches his voice low. "He is headed for some dark times, Miss; he'll need all the help you can give him!"

The proprietor pulls a rag from his back pocket and polishes the top of the display case.


>ask man about edward
"A terrible tragedy. He visited my shop once, you know. Sold me a trinket. A nice young man, I recall, but troubled." The proprietor heaves a heavy sigh. "He tried, but he simply wasn't strong enough. He did try, though."

>Ask man about William
The proprietor looks sad. "A coffin that won't stay buried, a skeleton without a grave. Not his fault, not his fault." He looks away and will say no more.

Jeez. Well, while we're being macabre about things.

>show man skull
(first taking the animal's skull)
The proprietor looks the animal's skull over carefully, then hands it back to you. "Fascinating," he says, nodding. "Truly fascinating."


Alas. This seems to be his default answer to showing random crap.

>put skull in coat
You slip the animal's skull into the pocket of your trenchcoat.

>show flute to proprietor
(the strange metal flute to the proprietor)
(first taking the strange metal flute)
The proprietor looks the strange metal flute over carefully, then hands it back to you. "Fascinating," he says, nodding. "Truly fascinating."


>ask man about flute
You can't think of anything to say about that for the moment.

>put flute in coat
(the strange metal flute in the trenchcoat)
You slip the strange metal flute into the pocket of your trenchcoat.


Maybe he know something about the different Verlacs. Let's start at the beginning.

>Ask man about Croseus
With surprising grace, the proprietor reaches across the display case and places his callused finger lightly across your lips. "Shh, Miss," he whispers. "Best not speak the devil's name, lest he overhear and answer."

>ask proprietor about puzzle box
"Yes, frightfully difficult things, aren't they?" laughs the proprietor. "But quite fun. If you're good at them. I've got rather a knack, myself."


>show man puzzle box
(first taking the puzzle box)


The proprietor takes the puzzle box and turns it over in his hands carefully. "Now, this is a tricky one," he says. "They don't make them like this anymore. Frightfully difficult, unless you know the catch of course." His fingers flicker dexterously over the box, sliding a panel here, pressing a corner in there. Suddenly the lid pops open with a faint snick.

He places the box on top of the display case. "And there you have it," he says. "A present for you."

Your score has just gone up by two points.


Oh. Wow! Thank you, Mr. Shopkeep!

>look in box
Which do you mean, the puzzle box, the deck of tarot cards or the jewelry box?

>puzzle
In the puzzle box is a strange black disk.

>look at disk
It's a dark, glassy circle, about the width of your hand in diameter and half an inch thick in the middle, tapering off to thinness toward the edge like a convex lens. Its color is the deep, oily black of obsidian, though you fancy you can see faint swirls of color inside it like the rainbow sheen of oil on water. Its curved surface is cool and perfectly smooth. Although incredibly hard, the material does not feel like stone; there is an odd, yielding quality to it, almost like something organic... almost, you realize with disquiet, like skin.

Not at all what Miranda thought it would be.

>take disk
Taken.

>put lens in coat
You slip the strange black disk into the pocket of your trenchcoat.

>put puzzle box in coat
(first taking the puzzle box)
You slip the puzzle box into the pocket of your trenchcoat.


I wonder if he also knows anything about Jeffrey Greer. We may be able to help that woman Miranda terrorized in the Shanty Town.

>ask man about greer
The old proprietor's eyes grow sad. "The poor boy. The poor, poor boy. We can only pray that there is enough time." And he gives you a strange, penetrating look.

(Sidenote: I'd never thought to ask him about Greer before. I'm surprised the author put this in)

>ask man about asylum
The old man smiles and shrugs. "Can't tell you much about that, I'm afraid."

>ask man about anchorhead
"It's hard, I know, uprooting yourself and coming to a strange place." He fixes you with a knowing look. "And this is, indeed, a strange place. But I think you'll do right by yourself -- and your husband -- as long as you keep your wits about."

Much converse. Very wow. So nice man.

>look at amulet
It's an unassuming silver pendant hanging from a thin leather thong, fashioned in the shape of a tiny, upturned hand with a triangle inscribed within the palm. It reminds you a little of one of those cast pewter game pieces from Monopoly.

>ask man about amulet
"Now there's a fancy little thing," remarks the proprietor. "A humble charm against evil. A ward against the Eye, you might say. Young chap brought that in some twenty years ago, said he had no more use for superstitious baubles."

The proprietor reaches in through the back of the case and takes out the amulet. It spins slowly as he holds it up to the light.


"I think, perhaps, that he eventually found different. And I think, perhaps, that you will, too." He leans forward and, before you can react, slips the leather thong around your neck. "But you won't make the same mistake, will you, Miss? No. You go on and keep that, now. My treat. You may find it useful soon."

Your score has just gone up by five points.


For the first time in town, rather than stealing and ferreting away items, someone actually GAVE Miranda a gift!
The tears are real!

>thank proprietor
That's not a verb I recognise.

>north
The old man waves as you leave. "Come back soon," he calls.

Hidden Court


>

So, apparently the town changes slightly from day to day, which means we can check places we've already been and see what's new, or we can look at the last place we haven't explored yet, South of Verlac Manor.

What do you guys think? Choose in Bold, please.

Items


In Trenchcoat



anilEhilated
Feb 17, 2014

But I say fuck the rain.

Grimey Drawer
Is it wrong that I skip 90% of the text and just look at the illustrations?

Grimwit
Nov 3, 2012

Those eyes! That hair! You're like a movie star! I must take your picture!

anilEhilated posted:

Is it wrong that I skip 90% of the text and just look at the illustrations?

Newp.
It's endearing.

Ghostwoods
May 9, 2013

Say "Cheese!"
Can we ask the proprietor about the obelisk?

Either way, we should probably go check south of the manor. We have several places we need to find ways into.

Zoe
Jan 19, 2007
Hair Elf

Ghostwoods posted:

Can we ask the proprietor about the obelisk?

Either way, we should probably go check south of the manor. We have several places we need to find ways into.

This, but ask him about the [b]black disk[/i] too.

Sally Forth
Oct 16, 2012
Can we ask the proprietor about the trinket Edward sold him while we're at it? Unless that was the amulet he just gave us.

Robindaybird
Aug 21, 2007

Neat. Sweet. Petite.

Ask the shopkeep about Erich Zann

Grimwit
Nov 3, 2012

Those eyes! That hair! You're like a movie star! I must take your picture!
Questions? You have Questions?

Sally Forth posted:

Can we ask the proprietor about the trinket Edward sold him while we're at it? Unless that was the amulet he just gave us.

Ghostwoods posted:

Can we ask the proprietor about the obelisk?

Zoe posted:

This, but ask him about the black disk too.

Robindaybird posted:

Ask the shopkeep about Erich Zann

Well, let's go to the shopkeep with your questions!

>s
A silvery bell jingles as you open the door.

The Cauldron

On the display case is a violin.

The proprietor watches you quietly from behind the display case.


>ask proprietor about lens
You can't think of anything to say about that for the moment.

Bust

>ask man about obelisk
You can't think of anything to say about that for the moment.

Bust

>ask man about amulet
"It's yours," says the proprietor. "You can keep it."

The proprietor picks up his violin and idly begins tuning it. After plucking out a few notes with his thumb, he sets it down again.


:3: OMG, THANK YOU! I LOVE IT!

>ask man about edward's purchase
You can't think of anything to say about that for the moment.

Hmmm... I smell a hidden remark.

>ask man about edward
"A terrible tragedy. He visited my shop once, you know. Sold me a trinket. A nice young man, I recall, but troubled." The proprietor heaves a heavy sigh. "He tried, but he simply wasn't strong enough. He did try, though."

This we already know, but I needed to ask to do a noun search.

>ask man about trinket
"You know," the proprietor says, scratching his head, "I honestly don't remember what it was. I'm sure it's around here somewhere."

I'm guessing Edward sold the Amulet, then.

>ask proprietor about Erich Zann
The proprietor waves your question away lightly. "No one important," he says.

Okay, I'm impressed. As far as I know "Erich" isn't a name used in the game, which means the author foresaw someone making the Violin/Erich Zann connection and programed "Erich" as a name we could ask for. Otherwise, wouldn't he had just said something like "I don't know much about that."?

Let's try another name...

>ask man about Benson
The old man smiles and shrugs. "Can't tell you much about that, I'm afraid."

"Benson" is the name of our Real Estate Agent. Later we'll learn about her, but it's clearly a name in Anchorhead we know that isn't Verlac related.

I'm going to stick with my guess.

Let's head south. We can come back here later, if you guys want. I think the Cauldron is open all of Day 2.

>n
The old man waves as you leave. "Come back soon," he calls.

Hidden Court


>e
Twisting Lane
>sw
Narrow Street
>s
Whateley Bridge
>s
Town Square
>e
Riverwalk
>s
Chilly Avenue

>South

Deserted Lane
The gently winding lane makes its way through the birch woods south of town. New England foliage is famous for its splendid colors in the fall, but the oppressive weather and pervading murk have leached these trees of most of their tint. The road continues south into the increasingly dense forest, and in the other direction heads back to town. A paved walk also leads east through the trees.


Two ways to go. South and East. We'll check both, of course.

>South

Down the Road
The forest grows denser as you go, crowding thickly up to either side of the road. The groping, tangled branches block out what little sunlight there is left. Your footsteps are muffled; whispering leaves and the slow drip of water are the only sounds you can hear. Beyond the watching trees, the shadows are impenetrably thick. The road stretches interminably, north to south.

From deep within the forest, you hear the deranged cry of a lone whippoorwill.


Whippoorwills? Dunwich Horror reference? Must be.

>South
You walk a bit farther down the road, but it doesn't seem to lead anywhere, and the shadows grow thicker the farther down you go. After a while you turn back, unable to suppress a shiver.

In the distance, you can hear the lonesome keening of a train whistle drifting on the wind.

From deep within the forest, you hear the deranged cry of a lone whippoorwill.


Hmmm... Nothing else here for now. I guess Miranda doesn't want to walk all the way to King's Port anyhow.

>North

Deserted Lane

>East


Churchyard
A low, wrought-iron fence, its spike-tipped bars bent or leaning at crazy angles, surrounds the overgrown yard of this dark, abandoned church. A gap in the fence leads back west, while a bare path beaten through the groping weeds leads around the church to the southeast.


Ah, the Church. This is the last town location to explore.

>look at fence
The fence is about chest-high and topped with nasty iron spikes. Weeds and ground vines wind up through the bars, most of which are bent and some of which are missing altogether.

>look at church
The hoary structure towers over your head, built of massive, ancient stones that are now black with age and nearly buried beneath an invading tide of ivy. The doors and windows are boarded shut. The steeple is a jagged silhouette against the brooding sky.

>look at path
You needn't worry about that.

You say that, Game...

>look at weeds
You needn't worry about that.

But not that long ago, I had to search through thickets to find a hatch.

>SouthEast
The path bends northeast, around the side of the church.

Behind the Church
The forest encroaches right up to the iron fence here, some of which is literally buried in the tangled underbrush. There are no doors on this side, although a wooden trap door over by the corner of the building probably leads into a cellar. A path leads southwest, around to the front of the church.


>look at trapdoor
The boards are old and warped, but still quite sturdy. It is locked with a heavy padlock.

>look at padlock
The padlock, which is the size of your fist, is so thoroughly rusted that it looks like one huge homogeneous lump of corrosion. Although it's still quite strong, you might be able to break it if you had something heavy enough.

Hmmm... What does Miranda have that's heavy?

>i
You are wearing an amulet, a silver locket, your trenchcoat, your clothes and your wedding ring.

The pockets of your trenchcoat contain a puzzle box (which is open but empty), a strange black disk, a strange metal flute, an animal's skull, a keyring, on which are three keys (an old-fashioned iron key, a key to the house and a key to the cellar), a flask (which is closed), a styrofoam cup, a newspaper, a family album, your umbrella, a torn journal, a book of matches with six matches left, a flashlight (providing light), a lantern, a bundle of soggy pages, a towel, The Compleat Manual of Wardes and Seales, a jewelry box (which is closed), a typewritten notice and an old tin (which is closed).


Of course! The Manual!

>hit lock with manual
(first taking The Compleat Manual of Wardes and Seales)
You can't get in a good blow with The Compleat Manual of Wardes and Seales; you need something heavier.


Something heavier than a book of spells? This is serious!

>put manual in coat
You slip The Compleat Manual of Wardes and Seales into the pocket of your trenchcoat.

>punch lock
You won't be able to break it with your bare hands.
>kick lock
You won't be able to break it with your bare hands.
>yell at lock
I only understood you as far as wanting to yell.
>BREAK!
That's not a verb I recognise.

Blast and bugger it all!
We'll have to come back here when we find, I donno, a rock? Sledgehammer?
I'll leave it to you guys. For now know that, no, Miranda doesn't have anything heavy enough.

Alright, I'm going to skip to the chase and head to the only other place that's changed from Day 1.

>sw
The path bends northwest, around the side of the church.
Churchyard

>w
Deserted Lane
>n
Chilly Avenue
>n
Riverwalk
A flurry of dead leaves goes skittering along the ground, swirling past you in the wind.


>East

Vacant Lot

An old man dressed in dirty rags sits on his mattress, muttering to himself as he stares intently out to sea.

A gust of wind blows your hair into your face.


>Look at sea
You can't see any such thing.

Uh... Then what was he staring...

>look at man
This pitiful creature might once have been a successful and healthy man, but alcohol and mental illness have dragged him down irretrievably into degenerate squalor. His clothes are filthy tatters; his hair is a matted, knotted mess; his body reeks of booze and urine. He sits on his mattress, seemingly oblivious to you or the rest of the world, and that's where he'll stay until either Death or the next drink comes around.

The old bum is clutching a small object to his chest; he rubs it and turns it in his hands constantly, as though it were some sort of relic or charm. It's hard to tell, but it appears to be a key.


Is that a key?

>look at key
(the small copper key)
"Mine!" the old man hisses, clapping his hands onto his chest as though you were about to frisk him for it. "It's mine, and I won't let it go!"


Miranda wants a key.

>ask man about Anchorhead
The old man squints at you with bleary, cunning eyes. "Don't know too much about that," he quavers. "Memory's not what it used to be... I'm so thirsty, Miss, so thirsty..."

>ask man about himself
The old man squints at you with bleary, cunning eyes. "Don't know too much about that," he quavers. "Memory's not what it used to be... I'm so thirsty, Miss, so thirsty..."

>

Not a puzzle, per se, but nifty. Someone else to talk to.

Line up them questions. Line them up in bold!

Next update, Hobo Talk, with Miranda Carter.
Sponsored by Elder sign.

Items


In Trenchcoat



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nweismuller
Oct 11, 2012

They say that he who dies with the most Opil wins.

I am winning.
Clearly, we must give bum ye flask.

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