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Inventory
<<set $Inventory to { "Torch": false,
"Security1": true,
"Security2": true,
"Brick": false,
"Lever": false,
"Generator": false,
"Key": false,
"Toolbox": false,
"Shovel": false,
"Ladder": false,
} >>/
Story
<<set $Story to { "Location": "-",
"Item": "-",
"Code": "",
"DirtCleared": false,
"BrickPlaced": false,
"BrickBlock": false,
"GenFixed": false,
} >>/
<<cacheaudio "Foyer" "Music/Cold Foyer.ogg" >>/
<<cacheaudio "Rooms" "Music/Back Rooms.ogg" >>/
<<cacheaudio "Creak" "Music/Creak.ogg" >>/For the longest time the Cecil & Dawson Asylum stood ominously at the top of the town. Even as a kid you would stare up onto the hill and wonder what it would be like to explore it. <br>
With its red brick facade and tall streched windows the building was once a centerpiece of the small town. But now 30 years after its closing it lies dormant and abandoned. No one knew the horrors that went on behind closed doors. The late night screams, the disappearances, and the absurdly high fatality rate. <br>
As you tredge your way up the hill finally building the courage to enter the building, you know there's no going back now. <br>
<br>
[[Climb the hill|Intro-Gate]]<<Inventory>>
<<widget Inventory>>
<table class="inventory-table" border="1">
<thead><tr><td>Inventory</td></tr></thead>
<tbody>
<<if $Inventory.Torch>> <tr><td>Torch</td></tr> <</if>>
<<if $Inventory.Brick>> <tr><td>Brick</td></tr> <</if>>
<<if $Inventory.Lever>> <tr><td>Lever</td></tr> <</if>>
<<if $Inventory.Key>> <tr><td>Key</td></tr> <</if>>
<<if $Inventory.Toolbox>> <tr><td>Toolbox</td></tr> <</if>>
<<if $Inventory.Shovel>> <tr><td>Shovel</td></tr> <</if>>
<<if $Inventory.Ladder>> <tr><td>Ladder</td></tr> <</if>>
</tbody>
</table>
<</widget>><<set $Story.Location to "Asylum Gates">>
<<audio "Foyer" volume 0.7 loop play>>
<h1>$Story.Location</h1>
<hr>
Approaching the asylum you find yourself blocked by the tall wrought iron gates. 5 metre high walls completely surround the building. <br>
The wind whistles as you survey your surroundings in the dark of the night.
The building itself is massive, even bigger up close. You flick on your trusty torch to illuminate the area and find some ivy nearby to climb on.<br>
You continue on past the 'No Entry' sign and begin to climb. <br>
You clamber over the fence, approach the large wooden doors and - locked!<br>
While less than ideal it wasn't unexpected. You'll just have to find another way into the facility.<br>
Out of the corner of your eye you spy a rock ready to be pushed below an open window. There's no other way of getting in so you position the rock and hoist yourself up.<br>
<br>
[[Go through the window|Foyer-Intro]]<<set $Story.Location to "Foyer">>
<h1>$Story.Location</h1>
<hr>
The last thing you remember is climbing through the window and falling. Falling for too long. Indeed as you open your eyes on the cold damp floor and begin to survey your surroundings fear begins to set in. You're lying in the foyer of the asylum, your torch lies a few metres away. It paired with the moonlight from the windows barely illuminate the room.<br>
<br>
It's a wide, open room showing clear signs of decay. The wallpaper is peeling, The ceiling is falling apart, and the floor is covered in dirt.<br>
<br>
To the right of the room is a large blank doorless wall. To the right you can see two doors, each with a handwritten label stuck to the door. One reads 'office' and the other reads 'security'.<br>
<br>
There's a corridor directly in front of you but it's blocked by a large unsurmountable pile of dirt. You won't be getting past there any time soon.<br>
<br>
At this point you're beginning to have second thoughts about exploring here. There's one problem however as the window which you just fell through lies a few metres off the ground, too high for you to reach. There's nothing else in the room to help you get back out so your only choice is to go deeper into the facility to find something to help.<br>
<br>
You return your attention to those two aformentioned doors. One of them has lead somewhere right?<br>
<br>
[[Go to the door labelled 'office'|Office]]<br>
[[Go to the door labelled 'security'|Security Door]]<br><<set $Story.Location to "Foyer">>
<<if previous() is "Hallway">>
<<audio ":playing" fadeout>>
<<audio "Foyer" volume 0.7 fadein loop>>
<</if>>
<h1>$Story.Location</h1>
<hr>
<<if !$Inventory.Ladder>>You return to the foyer, that open window still unreachable<br>
<<else>>
You return to the foyer that open window now again reachable.<br>
<</if>>
The two doors to the left read 'office' and 'security'.
<<if $Story.dirtcleared>>The corridor ahead is accessible now that the dirt has been cleard<br>
<<else>>
The corridor in front of you still remains blocked by the pile of dirt.<br>
<</if>>
<br>
[[Enter the door marked 'office'|Office]]<br>
[[Enter the door marked 'security'|Security Door]]<br>
<<if $Inventory.Shovel>>
<<if $Story.DirtCleared>>
[[Follow The corridor|Hallway]]<br>
<<else>>
[[Clear the dirt using the shovel and continue down the hallway|Hallway][$Story.DirtCleared to true]]<br>
<</if>>
<</if>>
<<if $Inventory.Ladder>>
<br>[[Use ladder to escape|Outro-1]]<br>
<</if>><<set $Story.Location to "Foyer - Security Door">>
<h1>$Story.Location</h1>
<hr>
<<if !$Inventory.Key>>
You approach the door marked as security and try to enter. You soon find it to be locked however. With no way of getting through you might as well check out the other door.<br>
<<else>>
<<goto [[Security]]>>
<</if>>
<br>
[[Return to the foyer|Foyer]]
<<set $Story.Location to "Office">>
<h1>$Story.Location</h1>
<hr>
<<if previous() is "Foyer" or previous() is "Foyer-Intro">>
<<audio "Creak" play>>
<</if>>
<<if visited() lte 1>>
You enter into a standard-looking office. A big armchair sits behind a large mahogany desk. Ringbinders and folders fill the few shelving units around the walls. The room lacks a window making it too dark to see clearly. Even with your torch you're bound to miss something. You see the lightswitch at shoulder height beside the door. Flicking it does nothing. Of course, why would a derlict building still have power? You stumble your way towards the desk to get a better look.<br>
<<else>>
<<if previous() is "Desk">>
You move away from the desk satisfied with your exploration and re-examine the surroundings in the office<br>
<<else>>
<<if $Inventory.Generator>>
You re-enter the office and flick that lightswitch from earlier and light floods the room. Now with the enhanced visibility you notice something else on the desk.<br>
<<else>>
The office remains in darkness as you re-enter it, eager to find something new to help you.<br>
<</if>>
<</if>>
<</if>>
<br>
[[Examine the desk|Desk]]<br>
[[Leave the office and return to the foyer|Foyer]]<br><<set $Story.Location to "Security Room">>
<h1>$Story.Location</h1>
<hr>
<<if previous() is "Foyer">>
<<audio "Creak" play>>
<</if>>
<<if visited() lte 1>>
You turn the old key in the lock and miraculously the door creaks open. You emerge into a small room with a desk and a computer. There's no power so the computer won't be of much use to you. The room is lit by a single window facing out onto the grounds. There's nothing on the desk but out of the corner of your eye you notice a tall object in the corner. Upon closer inspection it appears to be a shovel.
<<else>>
<<if !$Inventory.Generator>>
You re-enter the dark security room. You won't find much else here, at least not until the power's back and you can see properly.<br>
<<else>>
You enter into the security room this time with the power back on. You return your attention to the computer sitting atop the desk and sit down behind it. It looks like it needs a password.<br>
<</if>>
<</if>>
<br>
<<if $Inventory.Generator>>
[[Go to the computer|ComputerPassword]]<br>
<</if>>
<<if !$Inventory.Shovel>> <br>[[Pick up shovel|Shovel-Pickup][$Inventory.Shovel to true]]<br> <</if>>
[[Leave Security Room and return to Foyer|Foyer]]<br><<set $Story.Item to "Shovel">>
<<ItemGet>><br>
[[Return|Security]]<<widget ItemGet>>
<div class='item-get'>
<h1>You got an item!</h1><br>
<hr>
<<- $Story.Item >> added to inventory<br>
</div>
<</widget>><h1>$Story.Location</h1>
<hr>
<img src = 'Images/LD48ComputerUI.png'><br>
<br>
You punch in the password that someone had so lazily left around and examine the monitor sitting atop the desk. From here you open and close the two security doors. The first one you have a brick placed in front of, <<if $Inventory.Security2>>but the second one still remains locked.
<<else>> and the second one is now unlocked <</if>><br>
<br>
<<if $Inventory.Security1>>
[[Disable security door 1|Computer][$Inventory.Security1 to false]]<br>
<<else>>
[[Enable security door 1|Computer][$Inventory.Security1 to true]]<br>
<</if>>
<<if $Inventory.Security2>>
[[Disable security door 2|Computer][$Inventory.Security2 to false]]<br>
<<else>>
[[Enable security door 2|Computer][$Inventory.Security2 to true]]<br>
<</if>>
<br>
[[Security]] <<set $Story.Item to "The Old Key">>
<<set $Inventory.Key to true>>
<<ItemGet>><br>
<br>
[[Return|Office]]<<set $Story.Location to "Office - Desk">>
<h1>$Story.Location</h1>
<hr>
<<if !$Inventory.Generator>>
You examine the desk with your torch.
<<if !$Inventory.Key>>The light glistens off of a small metal object hidden between indecipherable papers. It's an old and worn looking key, maybe it still works? Elsewhere on the desk you spy a small notepad with 'Pword1' scrawled onto the first page.<br>
<<else>>
<<if !$Inventory.Generator>>
The notepad still sits on the desk with 'Pword1' scrawled into it.<br> There's nothing else of interest here. At least not anything that you can see.<br>
<</if>>
<</if>>
<<else>>
You examine the desk again, this time assisted by the bright overhead light. You spot something that you hadn't spotted before. Mixed among the various sheets of damp and mouldy paper is a map of the facility.<br>
Additionally the notepad still remains on the desk with 'Pword1' scrawled onto the front page<br>
<</if>>
<<if $Inventory.Generator>><br>
<img src="Images/LD48Map.png">
<</if>>
<<if !$Inventory.Key>>[[Pick up the key|KeyPickup]]<br><</if>>
[[Return|Office]]<div id='login-bg'>
<div id='login-text'><<textbox "$Story.Code" "" "CodeCheck">>
</div>
</div>
<br>
<br>
<<if previous() is "CodeCheck">>
Password is incorrect.<br>
<</if>>
[[Return|Security]] <<if $Story.Code eq "Pword1">>
<<goto[[Computer]]>>
<<else>>
<<goto[[ComputerPassword]]>>
<</if>><<set $Story.Location to "Hallway">>
<h1>$Story.Location</h1>
<hr>
<<if previous() is "Foyer">>
<<audio ":playing" fadeout>>
<<audio "Rooms" volume 0.7 fadein loop>>
<</if>>
<<if visited() lte 1>>
You clear a path through the pile of dirt using your shovel and walk through the now open path. A metal door stands between you and the corridor however it is unlocked allowing you to walk straight through. It reads in small bold print 'Security Door 1'. You enter into a small corridor. To the left are eight bedrooms. They all have multiple beds and nothing else. There's nothing in them that could help you. You turn your attention to the remaining four doors. One door directly in front of you is labelled 'Storage Room'. To the right of that is the 'Experiment Room' and to your right is the 'generator room'. The final door at the end of the corridor is large, metal and locked tight. In small bold print on the door it reads 'Security Door 2'.<br>
<<else>>
<<if !$Inventory.Generator>>
You re-enter the pitch black hallway illuminated only by your torch.<br>
<<else>>
You re-enter the now lit up hallway<br>
<</if>>
<br>
<<if $Inventory.Generator>>
<<if $Inventory.Security1>>
<<if $Story.BrickBlock>>
The brick is now blocking the first security door from closing allowing you to access the foyer with the generator on.<br>
<<else>>
<<if $Story.BrickPlaced>>
The brick remains placed on the floor but remains functionless. Maybe you can use it to your advantage somehow?<br>
<<else>>
<<if $Inventory.Brick>>
You are still holding the brick that you found in the storage room.<br>
<</if>>
<</if>>
<</if>>
<<if !$Story.BrickBlock and $Inventory.Security1>>
The previously open security door is now shut tightly behind you. It must have locked itself after you turned on the generator.<br>
<</if>>
<<else>>
<</if>>
<<else>>
<</if>>
<</if>>
<br>
<<if $Inventory.Brick>>
<<if $Story.BrickPlaced>>
[[Pick Up Brick|BrickPickup]]<br>
<<else>>
[[Place Brick|BrickPlace]]<br>
<</if>>
<</if>>
<br>
[[Store Room]]<br>
[[Generator Room]]<br>
[[Experiment Room]]<br>
<br>
<<if !$Inventory.Security2>>
[[Go through the security door|Control Room]]<br>
<br>
<</if>>
<<if !$Inventory.Generator or !$Inventory.Security1 or $Story.BrickBlock>>
[[Foyer]]<br>
<</if>>
<br><<set $Story.BrickPlaced to true>>
<<if $Inventory.Generator>>
<<set $Story.BrickBlock to false>>
<<else>>
<<set $Story.BrickBlock to true>>
<</if>>
<<goto [[Hallway]] >><<set $Story.BrickPlaced to false>>
<<set $Story.BrickBlock to false>>
<<goto [[Hallway]] >><<set $Story.Location to "Store Room">>
<h1>$Story.Location</h1>
<hr>
<<if visited() lte 1>>
You make your way into the dark storage room and look around for anything to help. In the darkness you don't notice the toolbox lying on the floor directly in front of you. Your foot clips the box and it sends you hurtling towards the floor. Other than the toolbox you can't see anything else in here. It's too dark.<br>
<<else>>
<<if $Inventory.Generator>>
<<if $Inventory.Brick>>
There's nothing else in here.<br>
<<else>>
With the newly restored light illuminating the area you spy a brick lying on the ground near a particularly badly damaged wall.<br>
<</if>>
<<else>>
It's too dark to see anything else in here. If only the light worked...<br>
<</if>>
<</if>>
<br>
<<if $Inventory.Generator and !$Inventory.Brick>>
[[Pick up the brick|BrickGet]]<br>
<</if>>
<<if !$Inventory.Toolbox>>
[[Pick up the toolbox|ToolboxGet]]<br>
<</if>>
<br>
[[Leave storage room and return to hallway|Hallway]]<<set $Story.Item to "Brick">>
<<set $Inventory.Brick to true>>
<<ItemGet>><br>
<br>
[[Return|Store Room]]<<set $Story.Item to "Toolbox">>
<<set $Inventory.Toolbox to true>>
<<ItemGet>><br>
<br>
[[Return|Store Room]]<<set $Story.Location to "Generator Room">>
<h1>$Story.Location</h1>
<hr>
<<if !$Inventory.Generator>>
The generator lies dormant in the corner of the cramped room.<br>
<<if !$Story.GenFixed>>
The generator looks badly damaged. You may be able to fix it but you'd need some tools to do it.<br>
<</if>>
<<if $Inventory.Toolbox and !$Story.GenFixed>>
[[Fix the generator|Generator Room][$Story.GenFixed to true]]<br>
<</if>>
<<if $Story.GenFixed and !$Inventory.Generator>>
[[Turn on the generator|Generator Room][$Inventory.Generator to true]]<br>
<</if>>
<<else>>
The generator is humming away in the corner providing electricity to the building<br>
<br>
[[Turn off the generator|Generator Room][$Inventory.Generator to false]]<br>
<</if>>
<<if previous() is "Generator Room" and $Inventory.Generator>>
<<if $Story.BrickBlock>>
As the generater restarts you don't hear any loud crashes this time. The brick must have worked. Now you can explore the other rooms with the power on.<br>
<<else>>
As the generator thunders to life and the lights begin to come on you hear a crash from the hallway. That door that joined the foyer to the hallway must have shut with the generator on. You won't be able to go through it now. The only way to get back into the foyer at the moment is to turn off the generator, unless you can find a way to stop the door from closing<br>
<</if>>
<</if>>
<br>
[[Hallway]]<<set $Story.Location to "Experiment Room">>
<h1>$Story.Location</h1>
<hr>
<<if visited() lte 1>>
You emerge into the ominous looking 'experiment room' and are met with quite an unusual sight. The decaying walls are bare and so too is the room. The only exception is a stretcher with a number of restraints on it, designed to hold a human. Hanging above the stretcher is an unusual looking contraption. It looks dangerous. Not keen to spend any more time in here than you need to you just take a quick look around. Given the emptiness of the room there's very little to find. You do however notice a lever at the bottom of the stretcher. Maybe that could be useful?<br>
<<else>>
The experiment room still remains bare.<br>
<<if !$Inventory.Lever>>The lever is still on the bottom of the stretcher.<br> <</if>>
<</if>>
<br>
<<if !$Inventory.Lever>>[[Take the Lever|LeverGet]]<br><</if>>
[[Leave the experiment room and return to the hallway|Hallway]]<<set $Story.Item to "Lever">>
<<set $Inventory.Lever to true>>
<<ItemGet>><br>
<br>
[[Return|Experiment Room]]<<set $Story.Location to "Control Room">>
<h1>$Story.Location</h1>
<hr>
You emerge into a room with a number of computers on several desks. None work however. A door to the right remains locked. It appears that there was once a lever used to activate a contraption to open the door. Now however there is no way of getting in. That is unless you could find anything else to fit.<br>
<br>
<<if $Inventory.Lever>>
[[Use lever to open the door|Observation Room]]<br>
<</if>>
[[Return to the hallway|Hallway]]
<<set $Story.Location to "Observation Room">>
<h1>$Story.Location</h1>
<hr>
You go through the now open door and discover a bizarre sight. A number of seats point towards a window leading into another room. A singular door leads into this room. The door is labelled 'shower room'. The room is blocked by a 4-digit passcode. If you can find out the passcode you can get into the room.
<div id='login-text'><<textbox "$Story.Code" "" "FinalCodeCheck">>
</div>
<<if previous() is "FinalCodeCheck">>
Password is incorrect.<br>
<</if>>
<br><br><br><br><br>
[[Control Room]]<<if $Story.Code eq "1839">>
<<goto[[Shower Room]]>>
<<else>>
<<goto[[Observation Room]]>>
<</if>><<set $Story.Location to "Shower Room">>
<h1>$Story.Location</h1>
<hr>
You enter into the so-called 'shower room'. It's unsettling to say the least. The walls are covered in scratches. The tiled floor is covered in stains. On the ceiling is what looks like a trapdoor. That's not what catches your attentionimmediately though. There's a ladder leading up to that roof trapdoor, and it may be the thing you've been looking for this whole time.<br>
<br>
<<if !$Inventory.Ladder>>
[[Pick up Ladder|LadderGet]]<br>
<</if>>
[[Observation Room]]<<set $Story.Item to "Ladder">>
<<set $Inventory.Ladder to true>>
<<ItemGet>><br>
<br>
[[Return|Shower Room]]You clamber up the ladder and out the window. How lucky of you to escape. The first thing on your mind is putting as much distance between you and this building as possible. After this experience you definitely won't be coming back.<br>
[[End]]The End.
Thank you for playing.
This game was made in less than 48 hours for the Ludum Dare 48 Compo.<img src = "Images/LD48Cover.png">
<br>
<h2>[[>Begin<|Intro-Background]]</h2>