You open your eyes to <<cycle "_place" autoselect>>
<<option "a grand expanse.">>
<<option "an everstretching hallway.">>
<<option "absolute night.">>
<</cycle>> You have only a moment to process this before a voice rings out from above.
"Hello <<cycle "_pReference" autoselect>>
<<option "friend.">>
<<option "subject.">>
<<option "acolyte.">>
<</cycle>> I understand this may be strange for you. Yours is not a dimension that prepares its inhabitants for events such as these.
Your task is a simple one. You will be presented a series of doors. You are to proceed thorugh them. Each room may have an exit door piece. You will need <<cycle "$difficulty" autoselect>>
<<option "5">>
<<option "10">>
<<option "15">>
<</cycle>> pieces to form the exit door. If you are able to do this, you will be returned with out favor.
If not? You will serve as <<cycle "_context" autoselect>>
<<option "another actor in the grand immortal's play.">>
<<option "a cog in the great ritual.">>
<<option "a subject in the everlasting experiment.">>
<</cycle>> We will be watching."
----
[[A chill races up your back; your eyes twitch. You are somewhere else.|DogsRoom]]
You enter the door before you. It reveals a sparsely populated room. Straight ahead, at no more than 10 paces, the next door in your journey. Between the two of you, though, another living creature.
Neraly doll like in its stillness sits a dog. Its a shockingly large breed, but undoubtedly a mutt. You can make out traceds of <<cycle "_dog" autoselect>>
<<option "labrador">>
<<option "retriever">>
<<option "shephard">>
<</cycle>> in its features.
To your left is a dresser; from a glance you can tell its manufacture is cheap. To your right, a couch with an elaborate painting above it. The couch is velvet and lace with elaborately decorated cushions. You cannot parse the painting from this distance.
You...
----
[[examine the dresser.|dresser]]
[[examine the dog.|dog]]
[[examine the couch and painting.|couch and painting]]
[[make your way to the next door.|nextdoor]]
You shrink the distance between the dresser and yourself. There are two drawers, openable by pulling cheap plastic nobs modelled to mimic brass.
You <<cycle "_drawers" autoselect>>
<<option "open the top drawer">>
<<option "open the bottom drawer">>
<</cycle>>
It is full of gloves. Gloves of all types; worn work gloves, thin plastic medical gloves, even pristine victorian style dress gloves. A close look reveals they are all <<cycle "_handed" autoselect>>
<<option "right handed">>
<<option "left handed">>
<</cycle>>
----
You...
[[leave the drawer.|DogsRoom]]
[[take a glove|getglove]]You approach the dog. Even as you get closer, it remains unflinching. Only its breathing pattern, slight yet inconsistent and non-rythmic, that assure you it lives.
It is the epitome of a darling family dog. Bright <<cycle "_dogeyes" autoselect>>
<<option "blue">>
<<option "green">>
<<option "brown">><</cycle>> eyes, fluffy <<cycle "_dogtail" autoselect>>
<<option "fluffy">>
<<option "stumpy">>
<<option "slim">><</cycle>> tail and <<cycle "_dogears" autoselect>>
<<option "perky">>
<<option "floppy">>
<<option "knocked">>
<</cycle>> ears. Your first instinct is to drop into baby speak and give them a good pet.
But something stops you. Maybe its the inherent caution that comes with finding oneself in a situation such as this. Or maybe its something else.
A thin piece of metal dangles form teh dogs collar. You'll need to get closer to read it.
----
You...
[[attempt to read the dog tag|dogtag]]
[[attempt to pet the dog|petdog]]
[[return to the room's entrance|DogsRoom]]Your back to the dog, you approach the couch and painting. They are inextricably tied in your mind. You feel as though one could not exist without the other. The heart and brain, pulsating in sync. It is an intimate, enrapturing display and you are the vulgar intruder peeping on it.
----
You...
[[examine the couch|couch]]
[[examine the painting|painting]]Double-click this passage to edit it.Temp.
_place
_pReference
_context
_dog
_drawers
Perm.
$difficulty
$glove
$pickup
$keyPieces
$stress
$health
$dogKnowYou slowly reach towards the dogs collar. Your fingertips barely brush against the metal before the dog reacts.
<<if not $glove and not $dogKnow>>
It moves in an instant; your mind fills in the blanks between the flashes of motion.
There's no pain. There should be, but there isn't. Maybe thats why you can examine the puzzle pieces of the event in such a detatched way.
The dog has returned to its initial position. But now, its eyes are glazed over, glassy, as if overwhelmingly content. Its maw is dyed red. Droplets pool below its face. Its smiling. Grinning. Its teeth are dull and pink.
Your dominant hand is gone. From the wrist foward there is nothing but a gummy nub exposing bone, muscle and bones. You do not bleed from the wound. It is as if a glass pane has been held against it.
<</if>>
<<if $glove>>
It growls a low, reverberating beat. It's eyes move independent of its head, following your hand precisely to the dog tag jingling from its collar.
You hesitate momentarily, the agitation of the beast unsettling you, but the reaction of the metal occurs first. As if brittle, it crumbles into your hand, a mere powder. When you pull it closer, it begins to liquify and reform.
It becomes a key about the size of your fingernail. You turn it over in your hand slowly as a somewhat familiar voice rings out above.
"I pulled some strings to provide you an... easy starting room. What you hold in your hand is a key piece, one of the $difficulty needed to escape this place. I will hold onto them for you." the voice speaks from above.
<</if>><<if "$glove">>
fkelajfeklajl;
<</if>><<set $glove to true>>
You pick a glove at random from the strange collection. It is <<cycle "$pickup" autoselect>>
<<option "a worn gardening glove. It smells vaguely of wet Earth.">>
<<option "an untouched catcher's mitt. The leather is unresponsive to your movements.">>
<<option "a tattered dress glove. Its ratty lace comes up to your elbow.">>
<</cycle>>
----
You...
[[return to the room's entrance.|DogsRoom]]<<if not tags().includes("noheader")>>
[[Stats/Info Menu]]
<</if>>
<<set $keyPieces to 0>>
<<set $health to 10>>
<<set $stress to 10>>You have $keyPieces key pieces. You need $difficulty to open the final door.
Your health is $health/10.
Your stress is $stress/10.
<<back "Return">>You hand trails along the couch's finely detailed frame. It almost glows at your touch. You didn't notice it before, but the couch appears so very soft. Your hand drops to the cloth of the Double-click this passage to edit it.