Divis Mortis by Lynnea Dally.

According to online translators, the title might mean "deadly divides" or "to the gods of death".

You let out a deep and painful moan as you slowly realize you are awake on a cold, tiled surface. Judging by the ache in your head and bones, you've been hit with a lead pipe and left to rot. You grope at your head, but you can't feel anything, not through the thick rubber gloves you're wearing at any rate. You flop over and moan again at the bright lights coming from the ceiling. Your arm half-heartedly gropes around for something, and finds the metal railing of a vinyl bed. You use it to steady your balance as you pull yourself up. You close your eyes to help yourself adjust.

As your vision clears and your nausea subsides you are gifted with a very acute headache. Feeling less groggy, a sudden realization of a deep, debilitating hunger nearly doubles you over in pain. You can't remember how on earth this happened to you, but then retrograde amnesia is rather common in head trauma victims. You take time to recover your senses, then assess the situation.

Divis Mortis: an interactive survival game.

by lynnea dally

Radiation Chamber
You instantly recognize the special room of the hospital you are in; after all you've been working here for years. You can see the delicate instruments of radiation treatment neatly positioned, ready to use. There is a worn green vinyl bed underneath the delicate machinery. A quick glance around also finds you a smashed glass paperweight on the ground, which you suspect is the cause of your massive headache. Your hunger is probably just from being knocked out for so long. You also notice an airtight, electronic sealed door with a large button next to it.

You can go south to the Control Room.

> x me
You look at yourself and find that you're wearing a large-pocketed, long lab coat, with thick rubber gloves and white boots to match.

> i
You are carrying:
a lab coat (being worn)
thick rubber gloves (being worn)
white boots (being worn)

> get paperweight
The dust is just sharp enough to embed in skin, but not sharp enough to do anything. It's useless.

> look in pocket
Deep white pockets, useful for carrying things. Inside you can see nothing.

Searching more closely, you actually find your small good-luck compass in one of the pockets! It will certainly prevent you from getting lost.

> get up
But you aren't in anything at the moment.

> look under bed
You find nothing of interest.

You need to do something about this horrible head pain.

> s
The airtight door is shut, but there's a button to the side of it.

> press button
The airtight door slides open.

> s

Radiation Controls
As expected, you see a computer control system. What you did not expect is to see are two dead bodies. The first is a woman slumped in the northeast corner with her head blown out. The other, a desiccated and decaying male with a coat and badge lies frozen in a crawling motion. Your neck hair prickles, your stomach churns and your mind reels. "Zombie," your mind whispers, but you are having trouble believing it. The stench of the dead fills the room.

You have to love "Why can't doors just be always open?"

To your dismay, you see another locked door, this time with a cardswipe next to it. Why can't doors just be always open? After reflecting on it for a moment, you are quite glad that these doors are here; the barrier probably saved you from... whatever is going on outside. You probably owe your lives to these annoying doors.

You can go north to the Radiation Chamber or south to the First Floor Hall.

> x system
A series of buttons and sliders that adjust the strength and location of the machine. There is a large, conveniently labeled "start" button. You can also make out instruments adjusting the angle and intensity, but you don't want to mess with the direction or intensity buttons. There is an emergency seal button in the very top corner.

> x instruments
You can't see any such thing.

> s
The control door is closed, it can only be opened by the cardswipe.

> x cardswipe
An electronic card reader. Swipe the card in front of it to open the door.

> swipe card
Which do you mean, the security badge or Card reader?

> x badge
An electronic passcard once belonging to Dwayne Vernerr. It has a clip and a long chain, allowing it to be displayed and easily reattached to the garment.

> x male
The most disgusting corpse you believe you have ever seen. The flesh is withered and seems to have been preserved while in the midst of rotting. Judging by the holes in the clothes, he appears to have been shot in the torso and head several times, but there is a distinct lack of blood. Judging by the crooked angle of his legs, at least one had been broken. His fingernails are peeled back, and his left arm is outstretched towards the dead woman: grasping the floor as if he had been crawling towards her with an intense amount of effort. Upon closer inspection, you discover that the man is not "missing" a head, per se, there blasted apart pieces of skull littering the room. All of the bone fragments are covered with coagulated blood and rotting meat.

You realize that you are looking at an actual zombie. Your heart and breath quicken. If a person wearing a staff uniform has been infected, then who knows the extent of the plague, and how it spreads? You are not sure you can rely on the standard movie bite as the only mode of transmission. It might be spread by more casual contact, or even airborne. You resolve to survive.

You can see he is wearing a lab technician's blue lab coat with an electronic security badge.

> get badge
You fight back waves of nausea. You feel as though you've seen many dead bodies in your life, but this one will give you nightmares, if you're ever able to sleep again. You gently remove the security badge from his blue lab coat as if the slightest touch might wake him. His mottled and rotting skin does not stir.

[Your score has just gone up by four points.]

> score
You have so far scored 4 out of a possible 100, in 16 turns.

> x woman
She is a middle aged, slightly heavy woman. The name tag on her shirt identifies her as Madelyn Grea, a senior technician. She has been shot through the jaw, and there is a vast quantity of blood staining her shirt and pooled on the ground around her. There is a handgun in her right hand and cartridges surrounding her. With your amateur detective skills, you deduce that she killed the attacking man and then took her own life.

> get gun
The dead woman's fingers are gripping the gun tightly. With a shudder of distaste, you realize you'll have to open her hand first.

> open hand
The gun clatters from her nerveless fingers to the floor.

You need to do something about this horrible head pain.

> get gun
Taken.

> get cartridges
You don't want spent bullets.

> x gun
A standard 9mm handgun, as far as you can tell. The etchings indicate that it is a Glock 17, but you're not sure what that means. The chamber is empty.

> search woman
Nothing but more blood.

> search man
Nothing here but internal organs.

> x name tag
"Madelyn Grea - senior technician" is all it says.

This headache is making you feel awful.

> get it
You wouldn't impersonate her that well.

The pain from your head is almost unbearable.

> s
The control door is closed, it can only be opened by the cardswipe.

The pain in your stomach is nearly crippling.

> put badge in cardswipe
It works more like those grocery scanners; you figure out. You swipe the badge in front of it instead.

The door whooshes open with the wave of your plastic.

You need to do something about this horrible head pain.

> s

First Floor Hall
You walk into a central hub of nondescript, pristinely sterile hospital hallway. The lights flicker with the dim light of the emergency power generator. The lack of noise sends a chill down your spine. Where there should be doctors rushing, nurses chatting, and patients complaining, you hear absolutely nothing. You wonder if this building has been quarantined off or if the infection has spread beyond it. You are thankful that there are no more signs of trouble: no blood on the walls, no corpses on the ground. Then again, this does make your situation more uncertain.

You can go north to the Radiation Controls, south to the Elevator, east to the Hospital Entry, or west to the Cafeteria.

> w

Cafeteria
Where sterile halls and clean, empty rooms have dominated nearly all of the hospital, the Cafeteria's vile stench precedes it a full hallway in advance. The Cafeteria has been thoroughly raided. Overturned bins of food, broken jugs of milk and other liquids have all swirled together into a rotting pool of sludge. There are still-sealed bottles of water that have managed to escape the ooze.

A stove had been serving as a barricade to the kitchen, but it has been shoved aside and overturned. You also note some blood and bloody blunt objects.

You can go north to the Kitchen or east to the First Floor Hall.

> get water
(the water bottle)
Water will always come in handy, and you are certain that with the seal it is safe to drink, providing you are very careful where you put your lips.

[Your score has just gone up by four points.]

> x blunt objects
Bloody trays, a skillet, a chair leg and even cooking utensils are strewn about the room. They might have been marginally useful against invading hordes, but now most of them are shattered or bent or plain unwieldy from over-use. The skillet looks like it is in the best condition.

Judging by the way the blood has dried, they were used against humans, not zombies.

> n

Kitchen
You now realize where all the bodies are - in the kitchen. You see rows upon rows of neatly stacked and cleaned dead bodies, ranging from cafeteria workers to janitors to patients and doctors, all forming a macabre scene.

Tearing your eyes away from the gruesome pile, you look around and notice a chaos of canned food. That is probably what the survivors were fighting over - the promise of eating something that is untainted. There is also a huge stainless steel walk-in freezer, not to mention rows of promising cabinets. In the far corner you can see a tin trash container and a plastic blue recycling bin.

You can go south to the Cafeteria.

> x canned food
You didn't expect to find individual-sized canned tins of food here in a Cafeteria of mass food distribution. You suspect they were kept stored in some sort of disaster area; every government or public building has a disaster shelter. There is a large enough pile for you to have food for a week, if you need it. Many of them are dented, making you worry about botulism. The rest are old, or just plain stuff you don't like. You do see a can of chickpeas that looks promising, however.

> get can
(the can of chickpeas)
Taken.

> x cabinets
Beige cabinets with metal handles.

> open cabinets
You open the cabinets, revealing a microwave.

A nice slab of steak sounds perfect right now.

> open microwave
You open the microwave but the light don't come on. In fact, none of the lights are on. The machine is quite broken.

> x trash
A round metal can with a black plastic liner. It stinks the normal amount you'd imagine an industrial trash can to smell.

> look in it
The tin trash container is empty.

> get liner
But it's really, really gross.

> w
You walk into a nearby wall. Ouch.

> l
Kitchen
You see rows upon rows of neatly stacked and cleaned dead bodies all forming a macabre scene.

Tearing your eyes away from the gruesome pile, you look around and notice a chaos of canned food. There is also a huge stainless steel walk-in freezer, not to mention rows of promising cabinets. In the far corner you can see a tin trash container and a plastic blue recycling bin.

You can go south to the Cafeteria.

> open freezer
You see dozens more bodies stacked up in a neat row; with corpses piled several layers high. They are stacked higher towards the end, forming a slope. While the power had been on, you were sure that the cold had helped keep these bodies hidden and preserved. The power has apparently been off for some time now, as many of the bodies have started to melt into one another.

The stench, which had been sealed off, is now overwhelming and more repulsive than you can even imagine. Barely suppressing the urge to vomit, faint or do both, you close the freezer and back away. As you back away from the freezer, you stumble over one of the dead bodies, knocking it out of line. You really hope that someone is not going to care about that because you are too disgusted to fix it.

> search bodies
You find nothing of interest.

> x blue bin
Clearly a new addition to the kitchen, it looks almost like an afterthought; it definitely is hardly used.

> look in it
The plastic blue recycling bin is empty.

> get it
You're not a janitor.

> s

Cafeteria

> verbose
Divis Mortis is now in its "verbose" mode, which always gives long descriptions of locations (even if you've been there before).

> e

First Floor Hall
A central hub of nondescript, pristinely sterile hospital hallway.

You can go north to the Radiation Controls, south to the Elevator, east to the Hospital Entry, or west to the Cafeteria.

> e

Entry Hall
The grand entrance to the Calypso Hospital, dead bodies hang from ropes tied to the previously majestic arches and pillars. There is a series of abandoned check-in counters. There are various benches along the hallway, as well as couches and a small table littered with magazines. The large glass sliding door to the outside displays a thick, ominous fog. You think you see figures moving in the fog, but then again, you might just be playing tricks on yourself.

You can go north to the Gift Shop, south to the Pharmacy, east to the Hospital Exterior, west to the First Floor Hallway and northwest to the Physical Therapy room.

A collective moan arises from the rest of the city. It echoes and is joined by more moans until a distance or origin point is simply indeterminable. The voice of the despairing dead slowly peter out, but their message for you remains. They are determined, and they do not sleep, and they are always hungry, always desperate. You better prepare your defenses.

> save
Ok.

> nw

Physical Therapy Room
Full of various exercising equipment, this place is designed to start people on the path to getting stronger, but you are certain that there is a larger place off-facility for when people are able to leave the hospital. You see exercise balls, stretchy rubber ropes, stationary bicycles, massage tables, stair stepping blocks and doctor chairs. This place is still bright and cheery looking - no blood, no bodies, just orange walls and brightly colored equipment. All of the free weights and weight bars you remember being here have been stolen. There goes your shot at a sweet bludgeoning weapon from here.

You can go southeast to the Entry Hall.

You need to do something about this horrible head pain.

> x balls
Bouncy, large rubber balls for doing yoga and various other kinds of exercise.

> x ropes
Used for strengthening muscles; the rope more like a ribbon of stretchy material; it's about a foot long unstretched.

> get ropes
You fiddle with it for a few minutes then put it in your pocket for later.

> get balls
You bounce them off the walls then leave them in the room.

> x tables
A medical massage table, slightly different from massage tables for fun. There is heating and cooling packs and machinery.

Your stomach rumbles in hunger.

> x bicycles
You can't see any such thing.

> x blocks
Stackable blocks used to do aerobics on. You can combine the blocks to form all sorts of stairs.

> get blocks
They look a little too bulky to carry, but you feel as though you could push them around if you wanted.

> se

Entry Hall
The grand entrance to the Calypso Hospital, dead bodies hang from ropes tied to the previously majestic arches and pillars. There is a series of abandoned check-in counters. There are various benches along the hallway, as well as couches and a small table littered with magazines. The large glass sliding door to the outside displays a thick, ominous fog. You think you see figures moving in the fog, but then again, you might just be playing tricks on yourself.

You can go north to the Gift Shop, south to the Pharmacy, east to the Hospital Exterior, west to the First Floor Hallway and northwest to the Physical Therapy room.

> x counters
A series of desks where employees check in patients, as the name suggests. Everyone has abandoned them; you don't even see hints of blood or struggle. They are just empty. Aside from that, you see nothing spectacular about them.

The exterior zombies have pushed the glass doors open just a crack. One zombie falls down in front of the crack and another zombie unwittingly takes opportunity of this: climbing up the body and through the crack, towards you.

You hear the faint sound of breathing and shuffling feet. You close your eyes and hope you are mistaken. But the noise only gets louder. In horror, you slowly turn around and are greeted with a garishly dressed, grimy woman. Her hair is ratty and her coat and shawl and filthy and disheveled. You seriously doubt that she managed to get so filthy after she turned; she was probably homeless before the infection spread. The homeless would be the most vulnerable. The zombie's eyes seem to fix on their newest target, and a gaping mouth opens ever-wider as the stumbling intensifies.

"Run," you think faintly to yourself, but your legs refuse to answer. You feel as though any sort of effort is a drain on what little energy you have at the moment. Desperately, you fumble through your pockets for a weapon of some sort, but you feel light-headed and unable to focus.

> shoot woman
Your gun isn't loaded.

> undo
Entry Hall
[Previous turn undone.]

> s

Pharmacy
You see shelves upon shelves of unprotected drugs. If you were unscrupulous you could steal and sell them all... if there was anyone left to sell them to that is. Some people have already had that idea, many of the medical supplies seem depleted. You quickly assess all of the rows. You spot a tempting bottle of over-the-counter pain pills.

You can go north to The Entry Hall.

> undo
Entry Hall
[Previous turn undone.]

> s

Pharmacy
You see shelves upon shelves of unprotected drugs. If you were unscrupulous you could steal and sell them all... if there was anyone left to sell them to that is. Some people have already had that idea, many of the medical supplies seem depleted. You quickly assess all of the rows. You spot a tempting bottle of over-the-counter pain pills.

You can go north to The Entry Hall.

> get pills
You grab a bottle. Pills here.

> eat pills
You can't swallow pills on an empty stomach, it always makes you vomit, and then you'd feel even worse. Besides, you should get some food in you anyway.

> open can
The inside of the can is full of safe food, you are certain, but the outside of the can probably has infectious materials on it. You need to somehow sanitize the outside of the can before you can open it.

> n

Hmm where did the zombie go?

Entry Hall
The grand entrance to the Calypso Hospital, dead bodies hang from ropes tied to the previously majestic arches and pillars. There is a series of abandoned check-in counters. There are various benches along the hallway, as well as couches and a small table littered with magazines. The large glass sliding door to the outside displays a thick, ominous fog. You think you see figures moving in the fog, but then again, you might just be playing tricks on yourself.

You can go north to the Gift Shop, south to the Pharmacy, east to the Hospital Exterior, west to the First Floor Hallway and northwest to the Physical Therapy room.

> n

Gift Shop
An assortment of gifts and necessities, designed to milk more money out of patients and their visiting families. The place is quiet and poorly lit, lending to a dystopian atmosphere. There are rows and rows of low shelves containing gift cards, knick-knacks, flowers and balloons. There is a section containing flashlights, lamps and batteries especially catches your eye.

You glance around the store. Not seeing any figures past the shelves is somewhat comforting, but you can't shake the image of a fallen zombie hidden somewhere beneath one of the shelves, just waiting for someone to wander close enough. You shudder.

You can go south to the the Entry Hall.

> get lamp
You stow one of the lamps away. It's wrapped in that annoyingly tough plastic wrapping.

[Your score has just gone up by two points.]

> get batteries
Looking at the wall of assorted batteries, you decide that you should stock up on all sizes and shapes. You grab a package of everything from AAA to DD, and even a few tiny circle ones to be sure. You never know what size battery you might need.

> get flashlights
You're unsure what a flashlight is doing in a hospital gift store, as you are sure that it won't make anyone feel any better. The flashlight is wrapped in a plastic container. You get one.

[Your score has just gone up by two points.]

> x flowers
Assorted flowers from roses to gerba daisies, meant to cheer up the ailing in the hospital.

> x balloons
Something native to all hospital gift stores, the assortment of crinkly aluminum get-well balloons. They have everything from teddy bears to cute kittens to just plain "Get well soon".

> s

Entry Hall
The grand entrance to the Calypso Hospital, dead bodies hang from ropes tied to the previously majestic arches and pillars. There is a series of abandoned check-in counters. There are various benches along the hallway, as well as couches and a small table littered with magazines. The large glass sliding door to the outside displays a thick, ominous fog. You think you see figures moving in the fog, but then again, you might just be playing tricks on yourself.

You can go north to the Gift Shop, south to the Pharmacy, east to the Hospital Exterior, west to the First Floor Hallway and northwest to the Physical Therapy room.

> w

First Floor Hall
A central hub of nondescript, pristinely sterile hospital hallway.

You can go north to the Radiation Controls, south to the Elevator, east to the Hospital Entry, or west to the Cafeteria.

> n

Radiation Controls
You are in a computer control system. There are also two dead bodies. The first is a woman slumped in the northeast corner with her head blown out. The other, a desiccated and decaying male with a coat lies frozen in a crawling motion.

You can go north to the Radiation Chamber or south to the First Floor Hall.

> n

Radiation Chamber
You are in a cancer radiation chamber. You can see the delicate instruments of radiation treatment neatly positioned, ready to use. There is a worn green vinyl bed underneath the delicate machinery. A quick glance around also finds you a smashed glass paperweight on the ground. You also notice an airtight, electronic door with a large button next to it.

You can go south to the Control Room.

> x machinery
A marvel of modern machinery and medicine, they offer hope to those who have little. This device will kill off cancer in rather precise locations with exposure to large amounts of radiation. Unfortunately, it kills many others things in the process. It appears to be targeting the head pillow of the radiation bed. Perhaps the last user had a brain tumor. It looks functional.

> put can on pillow
You put the can of chickpeas (unclean) on the pillow of the radiation bed.

> s

Radiation Controls
You are in a computer control system. There are also two dead bodies. The first is a woman slumped in the northeast corner with her head blown out. The other, a desiccated and decaying male with a coat lies frozen in a crawling motion.

You can go north to the Radiation Chamber or south to the First Floor Hall.

I like "You have just completely sanitized a can of chickpeas".

> press button
(the start button)
A beeping emanates from the door frame as the airtight door slides itself closed. The machine hums. You hum along with it. The machine stops humming. You have just completely sanitized a can of chickpeas. The airtight door slides itself open.

The throbbing in your head intensifies for a moment, then subsides.

> n

Radiation Chamber
You are in a cancer radiation chamber. You can see the delicate instruments of radiation treatment neatly positioned, ready to use. There is a worn green vinyl bed underneath the delicate machinery. A quick glance around also finds you a smashed glass paperweight on the ground. You also notice an airtight, electronic door with a large button next to it.

You can go south to the Control Room.

On the head pillow is a can of chickpeas (closed).

> get can
Taken.

> look under pillow
You find nothing of interest.

> get pillow
You can't get a grasp good enough to rip apart the vinyl. You could possibly cut it open, but then the bed would be incomplete and you have no use for it. You decide to leave it in place.

> s

Radiation Controls
You are in a computer control system. There are also two dead bodies. The first is a woman slumped in the northeast corner with her head blown out. The other, a desiccated and decaying male with a coat lies frozen in a crawling motion.

You can go north to the Radiation Chamber or south to the First Floor Hall.

> open can
You remove the lid, salivating at the prospect of food.

Hmm, does this mean I'm a zombie too?

> eat chickpeas
You scarf the vegetables down, eager to have something to eat at last. You hardly feel satisfied at all, and even a little queasy. You recall hearing about the difficulties people have eating after long bouts of starvation. Or maybe you just never liked chickpeas. You feel an unusual craving for some meatloaf, but at least your hunger pains are satiated.

[Your score has just gone up by four points.]

> save
Ok.

> x me
You look at yourself and find that you're wearing a large-pocketed, long lab coat, with thick rubber gloves and white boots to match.

> s

First Floor Hall
A central hub of nondescript, pristinely sterile hospital hallway.

You can go north to the Radiation Controls, south to the Elevator, east to the Hospital Entry, or west to the Cafeteria.

> s

First Floor Elevator
You stand outside of the elevator. Looking at the elevator lights above the elevator door, you notice that there are two floors, plus probably a basement. The great steel elevator doors are closed. To the west you see a staircase.

You can go north to the First Floor Hall, or west to the First Floor Staircase.

> open doors
You pry at it, but it does not yield. You are convinced that you won't be able to get inside. Staircases are the standard for emergency situations.

> x lights
You can't see any such thing.

> w

First Floor Staircase
On the walls, you can see a broken fire extinguisher box, and an emergency escape map.

The staircase leading up is blocked halfway by piles upon piles of furniture. You can see a small passage in the top of the barricade. As for the stairway down, a large chunk of concrete staircase has gone missing. You think you could navigate down, but he darkness of the basement worries you.

You can go east to the First Floor Elevator, northeast to the First Floor Hall, up to the Second Floor Staircase or down to the Basement.

> x box
Someone has yanked off the box's little complimentary glass breaker and smashed the glass, taking the fire extinguisher. Aside from glass shards, the only thing you see is a guide on which types of extinguishers to use on which types of fires.

> x guide
Water extinguishers are good for wood fires, CO2 extinguishers are good for electrical but bad for water, BC are multi-purpose extinguishers good for gas and electrical fires, and ABC extinguishers are multi-purpose extinguishers good for wood, gas and electrical. You feel enlightened.

> x box
Someone has yanked off the box's little complimentary glass breaker and smashed the glass, taking the fire extinguisher. Aside from glass shards, the only thing you see is a guide on which types of extinguishers to use on which types of fires.

> x map
You note from the map that the security station is located upstairs.

> turn on flashlight
(the flashlight)
You have to unwrap it first.

> unwrap flashlight
(the flashlight (wrapped))
You rip at the plastic crap, but you never could do it with your bare hands. You need a sharp object.

> unwrap lamp
(the electric lamp (wrapped))
You rip at the plastic crap, but you never could do it with your bare hands. You need a sharp object.

> u
You need some sort of boost to be able to reach the top of the blocked staircase.

> climb barricade
You give it a good shot, but the rubber gloves make gripping too difficult. While you're not a hypochondriac, you're not taking them off and exposing yourself to the infection.

> ne

First Floor Hall
A central hub of nondescript, pristinely sterile hospital hallway.

You can go north to the Radiation Controls, south to the Elevator, east to the Hospital Entry, west to the Cafeteria or southwest to the First Floor Staircase.

> e

Entry Hall
The grand entrance to the Calypso Hospital, dead bodies hang from ropes tied to the previously majestic arches and pillars. There is a series of abandoned check-in counters. There are various benches along the hallway, as well as couches and a small table littered with magazines. The large glass sliding door to the outside displays a thick, ominous fog. You think you see figures moving in the fog, but then again, you might just be playing tricks on yourself.

You can go north to the Gift Shop, south to the Pharmacy, east to the Hospital Exterior, west to the First Floor Hallway and northwest to the Physical Therapy room.

> nw

Physical Therapy Room
Full of various exercising equipment, this place is designed to start people on the path to getting stronger, but you are certain that there is a larger place off-facility for when people are able to leave the hospital. You see exercise balls, stationary bicycles, massage tables, stair stepping blocks and doctor chairs. This place is still bright and cheery looking - no blood, no bodies, just orange walls and brightly colored equipment.

You can go southeast to the Entry Hall.

> push blocks se

You lug the the stair stepping blocks southeast to the Entry Hall.

Entry Hall
The grand entrance to the Calypso Hospital, dead bodies hang from ropes tied to the previously majestic arches and pillars. There is a series of abandoned check-in counters. There are various benches along the hallway, as well as couches and a small table littered with magazines. The large glass sliding door to the outside displays a thick, ominous fog. You think you see figures moving in the fog, but then again, you might just be playing tricks on yourself.

You can go north to the Gift Shop, south to the Pharmacy, east to the Hospital Exterior, west to the First Floor Hallway and northwest to the Physical Therapy room.

> push blocks w

You lug the the stair stepping blocks west to the First Floor Hall.

First Floor Hall
A central hub of nondescript, pristinely sterile hospital hallway.

You can go north to the Radiation Controls, south to the Elevator, east to the Hospital Entry, west to the Cafeteria or southwest to the First Floor Staircase.

> push blocks sw

You lug the the stair stepping blocks southwest to the First Floor Staircase.
You arrange the stair-stepping blocks to give you easy access to the floors up above.

First Floor Staircase
On the walls, you can see a broken fire extinguisher box, and an emergency escape map.

The staircase leading up is blocked halfway by piles upon piles of furniture. You can see a small passage in the top of the barricade. As for the stairway down, a large chunk of concrete staircase has gone missing. You think you could navigate down, but he darkness of the basement worries you.

You can go east to the First Floor Elevator, northeast to the First Floor Hall, up to the Second Floor Staircase or down to the Basement.

> get on blocks
You step on up. The passage to the second floor is now easily accessible.

> u
You climb on up the stair stepping blocks and make it to the second floor staircase.

Second Floor Staircase
The second floor of the Calypso Hospital. The hospital you remember growing up with had seven stories, it always seemed small to you in that respect. You briefly wonder what has happened to your other family members, then push the thought way down. Survival first. The majority of this floor is offices; they don't want to make sick people have to worry about stairs or elevators, you suppose.

You can see the ripped out hinges and a darkened rectangular wall halo the exact shape and size of a fire extinguisher box. An emergency map is helpfully plastered to the wall.

You can go east to the Second Floor Elevator, northeast to the Second Floor Hall, or down to the First Floor Staircase.

> x map
Basically, it is telling you to go down the stairs and out the exits of which you are already aware. Not actually very helpful.

> e

Second Floor Elevator
The stainless steel doors here are jammed open, exposing a gap wide enough to enter the elevator cab. The previously pristine steel doors have been covered with blood.

You can go north to the Second Floor Hall, west to the Second Floor Staircase or east to the Elevator Cab.

"in" and the like should have worked here.

> in
You walk into a nearby wall. Ouch.

> enter gap
That's not something you can enter.

> enter cab
You can't see any such thing.

> enter elevator cab
You can't see any such thing.

> x gap
The blood on the doors is in dark circles as if someone had been pounding on the doors trying to get in. Odd, since the doors are now ajar. There is also a bloody palm print with corresponding fingernail scratches running down and to the left of the doors, as well as a pool of blood near the base of the elevator door. There is a gap large enough for you to walk comfortably east into the elevator cab itself.

> e

Elevator Cab
An elevator with padded walls, used to protect the metal against dings when they take gurneys up and down. You can see the things typical of a elevator: the buttons, the lights and the emergency call box. With the lack of power, this elevator has been deemed non-essential and is not working; none of the lights are on.

You can go west to the Second Floor Elevator.

> x call box
This thing has a phone inside of it that alerts an emergency response team. It is supposed to work in the event of a power failure.

> open box
Inside the box is an emergency phone. It seems to be functional.

> use phone
You pick up the phone and hear a dial tone. Amazingly enough, someone is at the other end! You nearly cry with relief at hearing another human voice. You learn that a rescue operation was using the emergency call center as a base of operations. You tell them that you are alive and trapped inside the hospital.

They assure you that a rescue team will be deployed quickly, and that there are other survivors who have barricaded themselves in the basement and are similarly waiting for help. The rescuer advises that you join with them, as a strength in numbers approach is often best. They stress avoiding contact with possible sources of contamination.

You savor the human contact, but the man on the other line apologizes and lets you know he has to return to organizing rescues for other survivors. He does strongly assure you that a rescue team will make it to the hospital as soon as it can clear a path.

[Your score has just gone up by seven points.]

> save
Ok.

> score
You have so far scored 23 out of a possible 100, in 118 turns.

> w

Second Floor Elevator
The stainless steel doors here are jammed open, exposing a gap wide enough to enter the elevator cab. The previously pristine steel doors have been covered with blood.

You can go north to the Second Floor Hall, west to the Second Floor Staircase or east to the Elevator Cab.

> n

Second Floor Hall
Pristine and sterile, silent hallway, with no noises or anything in sight.

You can go north to the Medical Records, east to the Restrooms, northwest to the Security Station or southwest to the Second Floor Staircase.

> nw

Security Station
A small, cramped room with a single swivel chair, a huge monitor display and an ammo box. There is no evidence of a barricade at all here, it appears as if the security guards on staff bravely went out and tried to fight the problem. Perhaps they were the first ones who got turned by trying to detain the zombies instead of fighting them.

The Second Floor Hall is to the southeast.

> get ammo
The ammo box is way too big, it could easily house a small child.

> open box
The ammo box doesn't have a top lid, so it's perpetually open.

> look in it
A sturdy black box. There is nothing inside the ammo box. You can see something glinting behind the ammunition box, though.

I get told it's a magazine of ammo, but then I can't refer to it as that.

> look behind it
The glint behind the gun ammo box turns out to be a magazine of ammo.

> get magazine
You can't see any such thing.

> i
You are carrying:
empty can
a flashlight (wrapped)
some batteries
an electric lamp (wrapped)
some pain pills
a stretchy rubber rope
a water bottle
a handgun (empty)
a security badge
a compass
a lab coat (being worn)
thick rubber gloves (being worn)
white boots (being worn)

> get magazine of ammo
You can't see any such thing.

> get glint
You grab the ammo, ready to lock and load.

[Your score has just gone up by four points.]

> load gun
After fiddling around with the gun, you finally figure out how to shove the ammo into the gun, and hear a satisfying click. You feel safe enough to venture outside.

[Your score has just gone up by three points.]

> save
Ok.

> x display
You had thought that security would have had some kind of power priority in the event of an emergency, but it appears that security monitors are not considered important in a life-support system. All of the monitors are black. But it does look rather impressive, nonetheless.

> x chair
A chair on wheels, this thing can turn and scootch easily at the same time. It is well-worn and looks close to breaking under the daily strain.

> look under it
You find nothing of interest.

> search it
There is nothing on the swivel chair.

> get it
It's not sturdy enough to hold you up for climbing, not silent enough to drag along with you, and too heavy to carry. You leave it where it is.

> se

Second Floor Hall
Pristine and sterile, silent hallway, with no noises or anything in sight.

You can go north to the Medical Records, east to the Restrooms, northwest to the Security Station or southwest to the Second Floor Staircase.

> n

Medical Records
Files and records and other such boring stuff dating back for months. The records over a year old are moved to the basement for storage. There are several documents from a bright orange folder that are scattered over a central table. You can see a nearby administrator's office is open.

You can go northeast to the Office or south to the Second Floor Hall.

> x documents
They look like regular patient files, except for the orange folder. In this hospital, that color is reserved for emergency cases - potential plagues, new diseases, resistant strains, or diseases of undeterminable transmission vector. You are guessing that this is the original zombie victim's files. First flipping casually through the files, you notice that there are several copies of the same documents. Several people were going over these files.

The files talk about a John Doe victim who was bitten in the leg, punctured a major vessel, lost consciousness, and whose heart had stopped for 2 minutes. The heart resumed function, and then the man jumped out of his stretcher and attacked several doctors with his teeth. He had to be restrained, but not after biting several orderlies and other staff.

Whenever he noticed anyone in the vicinity, he would mindlessly and completely devote himself to attacking and eating that person. There is a note about his disease definitely being transmitted by bite - you guess this means the staff turned as well, but you suppose their records would be kept confidentially separate from this John Doe. You suppose that they somehow passed the disease on themselves.

This isn't really anything that you wouldn't have guessed yourself, except for a little addendum at the end: There are notes that several of the cancer patients did not get infected, even after they got bitten. This knowledge will certainly come in handy fighting this disease. You resolve to share it with the appropriate medical personnel. If you ever survive, that is.

> get documents
You can direct authorities to this room if you ever survive. If you don't survive, this is probably the first place they will look for the info. Better leave it.

> ne

Office
A typical administrator's office, this is the only one you could find that is unlocked. It is the office of administrator Richard Michaels, but that doesn't mean anything. You can see a typical desk, a painting on the wall, medical cabinets, and an office chair.

You can go southwest to the Medical Records.

> x painting
Modern, abstract splatter art of green in a sort of... foliage pattern. Rather pretty and calming.

> look behind it
You lift up the painting to reveal nothing but wall.

> x desk
A sturdy wooden desk, there is a single piece of paper on the top: the fiscal report. The desk has three large drawers on its left side. You also see a pen jar, a stapler and a telephone.

> get report
That's fixed in place.

> x report
A bunch of graphs and charts. Boring in regular life and especially so in the middle of an invasion.

> x telephone
A plastic set, with the handset attached to the base with a long, loopy cord. This model is slightly old.

> get it
It's as useless in your inventory as it is where it sits. You save yourself the pocket space.

> get all
There are none at all available!

> get jar
As you reach for the pens, you decide against your plan to write zombies into submission, you leave the clicky pens and the jar where it is.

> x cabinets
White cabinets.

> open cabinets
You see plenty of doctor's routine supplies. Cotton balls, cotton swabs, face masks, wooden sticks, a reflex mallet, paper towels and latex gloves.

> get mallet
There is absolutely no way this thing would be useful as a weapon, or anything else.

> get sticks
Your tongue is depressed enough.

> get gloves
(thick rubber gloves)
You already have that.

> get latex gloves
You already have a very nice pair of rubber gloves.

> l
Office
A typical administrator's office, this is the only one you could find that is unlocked. It is the office of administrator Richard Michaels, but that doesn't mean anything. You can see a typical desk, a painting on the wall, medical cabinets, and an office chair.

You can go southwest to the Medical Records.

> sw

Medical Records
Files and records and other such boring stuff dating back for months. There are several documents from a bright orange folder that are scattered over a central table. You can see a nearby administrator's office is open.

You can go northeast to the Office or south to the Second Floor Hall.

> s

Second Floor Hall
Pristine and sterile, silent hallway, with no noises or anything in sight.

You can go north to the Medical Records, east to the Restrooms, northwest to the Security Station or southwest to the Second Floor Staircase.

> e

Restrooms
You go into the unisex restroom. You see toilets, urinals and sinks. The mirror is broken, however. It appears as though the plumbing has stopped working at some point, but the human need to relieve themselves didn't. Most disturbing, you see is a severely injured zombie sitting in the far corner, casually chewing on human remains. He doesn't seem to notice you.

You can go west to the Second Floor Hall.

> i
You are carrying:
empty can
a flashlight (wrapped)
some batteries
an electric lamp (wrapped)
some pain pills
a stretchy rubber rope
a water bottle
a handgun (loaded)
a security badge
a compass
a lab coat (being worn)
thick rubber gloves (being worn)
white boots (being worn)

> save
Ok.

> shoot zombie
Deciding to take the zombie out of its misery, you stand back at a safe distance, level your gun and calmly shoot at his head and pull the trigger. You end up hitting the left side of his neck instead. Blood spurts out, and quickly clots down his neck.

Enraged, he drops his hunk of flesh, and stumbles to his feet. He bellows and flails his arms wildly, knocking you back. Backing up, he prepares himself to blindly charge.

> g
You roll over onto your shoulder and raise your gun at the staggering, bellowing abomination. In your terror, you fire too early, missing the head and instead shooting him right in the stomach. You actually did hit the stomach organ; acidic bile in a slurry of digested meat spray from his wound for a moment before the injury clots. His rage increases and he slams head-first into the wall, completely smashing his skull. He immediately slumps down under the sinks. One less horror in the world.

[Your score has just gone up by five points.]

> sw
You walk into a nearby wall. Ouch.

> w

Second Floor Hall
Pristine and sterile, silent hallway, with no noises or anything in sight.

You can go north to the Medical Records, east to the Restrooms, northwest to the Security Station or southwest to the Second Floor Staircase.

> se
You walk into a nearby wall. Ouch.

> sw

Second Floor Staircase
The majority of this floor is offices.

You can see the ripped out hinges and a darkened rectangular wall halo the exact shape and size of a fire extinguisher box. An emergency map is helpfully plastered to the wall.

You can go east to the Second Floor Elevator, northeast to the Second Floor Hall, or down to the First Floor Staircase.

> d

First Floor Staircase
On the walls, you can see a broken fire extinguisher box, and an emergency escape map.

The staircase leading up is blocked halfway by piles upon piles of furniture. You can see a small passage in the top of the barricade which is now easily accessible thanks to the stair stepping blocks. As for the stairway down, a large chunk of concrete staircase has gone missing. You think you could navigate down, but he darkness of the basement worries you.

You can go east to the First Floor Elevator, northeast to the First Floor Hall, up to the Second Floor Staircase or down to the Basement.

The stair stepping blocks have been pushed into this room.

> d
First of all, you can't see the unfamiliar broken staircase well enough to climb it in the dark since you'd have to carry a flashlight with the hands to need to help you climb. Second of all - and this is the biggie - if there were any zombies down there, the awkwardness of climbing down would leave you susceptible to an attack. It's too dangerous without a light source already illuminating the basement.

> ne

First Floor Hall
A central hub of nondescript, pristinely sterile hospital hallway.

You can go north to the Radiation Controls, south to the Elevator, east to the Hospital Entry, west to the Cafeteria or southwest to the First Floor Staircase.

> e

Entry Hall
The grand entrance to the Calypso Hospital, dead bodies hang from ropes tied to the previously majestic arches and pillars. There is a series of abandoned check-in counters. There are various benches along the hallway, as well as couches and a small table littered with magazines. The large glass sliding door to the outside displays a thick, ominous fog. You think you see figures moving in the fog, but then again, you might just be playing tricks on yourself.

You can go north to the Gift Shop, south to the Pharmacy, east to the Hospital Exterior, west to the First Floor Hallway and northwest to the Physical Therapy room.

> e

The Hospital Exterior
You are outside again, for the first time in.... well, you are not sure how long. You wish you could feel the sun, but the thick fog carpets everything; you can barely tell that it is indeed daytime outside. You are now certain that you see shapes moving in the distance and feel hesitant to move much further from the safety of the hospital.

You can go south to the Parking Lot or west to the Entry Hall.

> s

Parking Lot
An open and sprawling patch of asphalt packed with cars. Many have been broken into and a few have crashed. The fog is so thick that you cannot see more than one area of the lot at a time. You can hear afflicted people shuffling around between rows of cars. You can see your Volvo with a zombified occupant trapped inside, clawing at the window, unsure how to open the door.

It looks like somebody tried to take advantage of your habit of leaving the car unlocked, but turned before getting the chance to escape. It probably wouldn't have done her any good anyway, you have no idea where your keys ended up, and a car would attract lots of attention, until it ran out of gas.

You can go north to The Hospital Exterior.

> x volvo
(the Volvo car)
A rather normal looking Volvo wagon: it appears as if the car thief... turned while relaxing or hiding or trying to drive away in your car, you're not sure which. The occupant is now clawing at the window, staring through with glassy eyes, unable to figure a way out. It doesn't look like she has your keys, and they're not in the ignition. You worry about her being able to break the window or claw the door handle open, so you do your best to keep your distance and hide.

Looking more closely, you can see a toolbox in the Volvo's trunk.

> get toolbox
You can't see any such thing.

> open trunk
The hinges on the door squeak loudly as you swing the trunk up and open. You notice that inside the trunk is a toolbox. More importantly at the moment, however is the fact that zombified occupant hears and twists her head to see. She hisses and claws at the seats. You feel confident that the seat belt will hold her in place until you hear a snap. It appears the woman was more injured than you initially assessed; she had a large part of her midsection missing. Lacking internal organs, or pesky connecting tissue, the change in pressure from her turning to look at you has snapped her spine.

Leaving her legs in the seat and pulling up on the shoulders of the seats, she heaves her torso through the car. For a moment positions herself between the two seats, staring at you and the newly developed exit. She hesitates for a moment.

> shoot zombie
You steady your aim and fire. You haven't ever had much practice, but you apparently have great aim at such close range. You shoot the zombie square in the head. She reels back with a screech and flops down, completely incapacitated.

The sound of the gunshot echoes loudly through the parking lot, breaking the silence. No birds fly up, but the sound of the vengeful dead does. You hear one moan, then another and another from the mist. The sound of aimless shuffling increases, only now it doesn't seem quite so aimless.

[Your score has just gone up by four points.]

> save
Ok.

> get toolbox
Taken.

You hear deep and anguished moans fill the air from all around you. The sound drowns out everything else, or at least it would if there were any other sounds. The chorus of the undead harmonizes quite perfectly with your growing sense of despair.

> n

The Hospital Exterior
You are outside and the thick fog carpets everything; you can barely tell that it is indeed daytime outside. You are now certain that you see shapes moving in the distance and feel hesitant to move much further from the safety of the hospital.

You can go south to the Parking Lot or west to the Entry Hall.

You can hear the gentle shuff of feet and limbs being dragged along the ground mixed with the occasional clomp of a heavy shoe or heel. There are occasional thuds of zombies dropping to the ground and raising themselves up again. The sound of massive amounts of undead lumbering towards you fills the air and echoes against the building structures.

> w

Entry Hall
The grand entrance to the Calypso Hospital, dead bodies hang from ropes tied to the previously majestic arches and pillars. There is a series of abandoned check-in counters. There are various benches along the hallway, as well as couches and a small table littered with magazines. The large glass sliding door to the outside displays a thick, ominous fog. You think you see figures moving in the fog, but then again, you might just be playing tricks on yourself.

You can go north to the Gift Shop, south to the Pharmacy, east to the Hospital Exterior, west to the First Floor Hallway and northwest to the Physical Therapy room.

The entrance doors of the hospital close behind you. Luckily, the horde seems too dumb to pursue you further. You breathe a sigh of relief. Still, it couldn't hurt to bolster your defenses.

> save
Ok.

> open toolbox
Opening the toolbox, you see a screwdriver and a tire pressure reader. You immediately take out the screwdriver, as it will almost certainly come in handy.

[Your score has just gone up by three points.]

> unwrap flashlight
(the flashlight (wrapped))
You need something sharp to cut that with.

> unwrap flashlight with screwdriver
(the flashlight (wrapped) with the screwdriver)
That doesn't seem to be something you can unlock.

> cut flashlight with screwdriver
You can't see any such thing.

> cut flashlight
(the flashlight (wrapped))
You need something sharp to cut that with.

> i
You are carrying:
a screwdriver
a toolbox (open)
a tire pressure reader
empty can
a flashlight (wrapped)
some batteries
an electric lamp (wrapped)
some pain pills
a stretchy rubber rope
a water bottle
a handgun (loaded)
a security badge
a compass
a lab coat (being worn)
thick rubber gloves (being worn)
white boots (being worn)

> x tire reader
Attach it to tires, read the pressure. While it might help you save gas mileage in normal situations, it's absolutely useless in a zombie invasion.

> w

First Floor Hall
A central hub of nondescript, pristinely sterile hospital hallway.

You can go north to the Radiation Controls, south to the Elevator, east to the Hospital Entry, west to the Cafeteria or southwest to the First Floor Staircase.

> w

Cafeteria
The Cafeteria has been thoroughly raided. Overturned bins of food, broken jugs of milk and other liquids have all swirled together into a rotting pool of sludge.

A stove had been serving as a barricade to the kitchen, but it has been shoved aside and overturned. You also note some blood and bloody blunt objects.

You can go north to the Kitchen or east to the First Floor Hall.

> n

Kitchen
You see rows upon rows of neatly stacked and cleaned dead bodies all forming a macabre scene.

Tearing your eyes away from the gruesome pile, you look around and notice a chaos of canned food. There is also a huge stainless steel walk-in freezer, not to mention rows of promising cabinets. In the far corner you can see a tin trash container and a plastic blue recycling bin.

You can go south to the Cafeteria.

> s

Cafeteria
The Cafeteria has been thoroughly raided. Overturned bins of food, broken jugs of milk and other liquids have all swirled together into a rotting pool of sludge.

A stove had been serving as a barricade to the kitchen, but it has been shoved aside and overturned. You also note some blood and bloody blunt objects.

You can go north to the Kitchen or east to the First Floor Hall.

> push stove e
The stove cannot be pushed from place to place.

> x bins
All the food that had been kept in bins has been overturned and started to rot into mush. The food has been made useless and disgusting; you can't even tell what it was to begin with; everything is just fuzzy and moldy blobs.

> e

First Floor Hall
A central hub of nondescript, pristinely sterile hospital hallway.

You can go north to the Radiation Controls, south to the Elevator, east to the Hospital Entry, west to the Cafeteria or southwest to the First Floor Staircase.

> sw

First Floor Staircase
On the walls, you can see a broken fire extinguisher box, and an emergency escape map.

The staircase leading up is blocked halfway by piles upon piles of furniture. You can see a small passage in the top of the barricade which is now easily accessible thanks to the stair stepping blocks. As for the stairway down, a large chunk of concrete staircase has gone missing. You think you could navigate down, but he darkness of the basement worries you.

You can go east to the First Floor Elevator, northeast to the First Floor Hall, up to the Second Floor Staircase or down to the Basement.

The stair stepping blocks have been pushed into this room.

> d
First of all, you can't see the unfamiliar broken staircase well enough to climb it in the dark since you'd have to carry a flashlight with the hands to need to help you climb. Second of all - and this is the biggie - if there were any zombies down there, the awkwardness of climbing down would leave you susceptible to an attack. It's too dangerous without a light source already illuminating the basement.

> u
You climb on up the stair stepping blocks and make it to the second floor staircase.

Second Floor Staircase
The majority of this floor is offices.

You can see the ripped out hinges and a darkened rectangular wall halo the exact shape and size of a fire extinguisher box. An emergency map is helpfully plastered to the wall.

You can go east to the Second Floor Elevator, northeast to the Second Floor Hall, or down to the First Floor Staircase.

> e

Second Floor Elevator
The stainless steel doors here are jammed open, exposing a gap wide enough to enter the elevator cab. The previously pristine steel doors have been covered with blood.

You can go north to the Second Floor Hall, west to the Second Floor Staircase or east to the Elevator Cab.

> e

Elevator Cab
An elevator with padded walls, used to protect the metal against dings when they take gurneys up and down. You can see the things typical of a elevator: the buttons, the lights and the emergency call box. With the lack of power, this elevator has been deemed non-essential and is not working; none of the lights are on.

You can go west to the Second Floor Elevator.

> w

Second Floor Elevator
The stainless steel doors here are jammed open, exposing a gap wide enough to enter the elevator cab. The previously pristine steel doors have been covered with blood.

You can go north to the Second Floor Hall, west to the Second Floor Staircase or east to the Elevator Cab.

> n

Second Floor Hall
Pristine and sterile, silent hallway, with no noises or anything in sight.

You can go north to the Medical Records, east to the Restrooms, northwest to the Security Station or southwest to the Second Floor Staircase.

> e

Restrooms
You see toilets, urinals and sinks. The mirror is broken, however. It appears as though the plumbing has stopped working at some point, but the human need to relieve themselves didn't The carcass of a dead zombie lies slumped under the sinks.

You can go west to the Second Floor Hall.

> x zombie
A formerly stout fellow, this mutilated corpse slumped against the corner. His head is completely destroyed, with chunks of skull and brain sprinkled across his corpulent lap. His blood has sprayed and is clotted on the tiled walls. He's been rendered quite harmless.

> x mirror
Someone really had it out for reflective surfaces; every mirror is completely shattered and ground into a coarse dust. You are disappointed that you can't check yourself out.

> get mirror
The pieces are all too small to be of use as a cutting tool or a weapon.

> w

Second Floor Hall
Pristine and sterile, silent hallway, with no noises or anything in sight.

You can go north to the Medical Records, east to the Restrooms, northwest to the Security Station or southwest to the Second Floor Staircase.

> n

Medical Records
Files and records and other such boring stuff dating back for months. There are several documents from a bright orange folder that are scattered over a central table. You can see a nearby administrator's office is open.

You can go northeast to the Office or south to the Second Floor Hall.

> x folder
An open file folder. Orange is used to describe emergency cases. It's opened with several documents that might explain what's going on.

> get it
That's hardly portable.

> ne

Office
A typical administrator's office, this is the only one you could find that is unlocked. It is the office of administrator Richard Michaels, but that doesn't mean anything. You can see a typical desk, a painting on the wall, medical cabinets, and an office chair.

You can go southwest to the Medical Records.

> look in cabinets
In the medical cabinets are some cotton balls, a cotton swabs, a face mask, some wooden sticks, a reflex mallet, a safety goggles, some paper towels and some latex gloves.

> get goggles
They match your lab coat so well, you just had to have them.

> wear goggles
As you put on the safety goggles, you mumble to yourself "Roads? Where we're going, we don't need... roads."

> get mask
You stash it in your lab coat.

> wear mask
Stylish!

> get swabs
Your ears are already clean enough.

> get balls
There is absolutely no situation where these would come in handy.

> sw

Medical Records
Files and records and other such boring stuff dating back for months. There are several documents from a bright orange folder that are scattered over a central table. You can see a nearby administrator's office is open.

You can go northeast to the Office or south to the Second Floor Hall.

> s

Second Floor Hall
Pristine and sterile, silent hallway, with no noises or anything in sight.

You can go north to the Medical Records, east to the Restrooms, northwest to the Security Station or southwest to the Second Floor Staircase.

> nw

Security Station
A small, cramped room with a single swivel chair, a huge monitor display and an ammo box. There is no evidence of a barricade at all here, it appears as if the security guards on staff bravely went out and tried to fight the problem. Perhaps they were the first ones who got turned by trying to detain the zombies instead of fighting them.

The Second Floor Hall is to the southeast.

> se

Second Floor Hall
Pristine and sterile, silent hallway, with no noises or anything in sight.

You can go north to the Medical Records, east to the Restrooms, northwest to the Security Station or southwest to the Second Floor Staircase.

> sw

Second Floor Staircase
The majority of this floor is offices.

You can see the ripped out hinges and a darkened rectangular wall halo the exact shape and size of a fire extinguisher box. An emergency map is helpfully plastered to the wall.

You can go east to the Second Floor Elevator, northeast to the Second Floor Hall, or down to the First Floor Staircase.

> d

First Floor Staircase
On the walls, you can see a broken fire extinguisher box, and an emergency escape map.

The staircase leading up is blocked halfway by piles upon piles of furniture. You can see a small passage in the top of the barricade which is now easily accessible thanks to the stair stepping blocks. As for the stairway down, a large chunk of concrete staircase has gone missing. You think you could navigate down, but he darkness of the basement worries you.

You can go east to the First Floor Elevator, northeast to the First Floor Hall, up to the Second Floor Staircase or down to the Basement.

The stair stepping blocks have been pushed into this room.

> e

First Floor Elevator
You stand outside of the elevator. Looking at the elevator lights above the elevator door, you notice that there are two floors, plus probably a basement. The great steel elevator doors are closed. To the west you see a staircase.

You can go north to the First Floor Hall, or west to the First Floor Staircase.

> n

First Floor Hall
A central hub of nondescript, pristinely sterile hospital hallway.

You can go north to the Radiation Controls, south to the Elevator, east to the Hospital Entry, west to the Cafeteria or southwest to the First Floor Staircase.

> n

Radiation Controls
You are in a computer control system. There are also two dead bodies. The first is a woman slumped in the northeast corner with her head blown out. The other, a desiccated and decaying male with a coat lies frozen in a crawling motion.

You can go north to the Radiation Chamber or south to the First Floor Hall.

> n

Radiation Chamber
You are in a cancer radiation chamber. You can see the delicate instruments of radiation treatment neatly positioned, ready to use. There is a worn green vinyl bed underneath the delicate machinery. A quick glance around also finds you a smashed glass paperweight on the ground. You also notice an airtight, electronic door with a large button next to it.

You can go south to the Control Room.

> x bed
A semi-comfortable human-sized block of padding with a head pillow. The padding is covered in vinyl for easy sanitation.

> look under bed
You find nothing of interest.

> x instruments
A marvel of modern machinery and medicine, they offer hope to those who have little. This device will kill off cancer in rather precise locations with exposure to large amounts of radiation. Unfortunately, it kills many others things in the process. It appears to be targeting the head pillow of the radiation bed. Perhaps the last user had a brain tumor. It looks functional.

> s

Radiation Controls
You are in a computer control system. There are also two dead bodies. The first is a woman slumped in the northeast corner with her head blown out. The other, a desiccated and decaying male with a coat lies frozen in a crawling motion.

You can go north to the Radiation Chamber or south to the First Floor Hall.

> s

First Floor Hall
A central hub of nondescript, pristinely sterile hospital hallway.

You can go north to the Radiation Controls, south to the Elevator, east to the Hospital Entry, west to the Cafeteria or southwest to the First Floor Staircase.

> e

Entry Hall
The grand entrance to the Calypso Hospital, dead bodies hang from ropes tied to the previously majestic arches and pillars. There is a series of abandoned check-in counters. There are various benches along the hallway, as well as couches and a small table littered with magazines. The large glass sliding door to the outside displays a thick, ominous fog. You think you see figures moving in the fog, but then again, you might just be playing tricks on yourself.

You can go north to the Gift Shop, south to the Pharmacy, east to the Hospital Exterior, west to the First Floor Hallway and northwest to the Physical Therapy room.

> x counters
A series of desks where employees check in patients, as the name suggests. Everyone has abandoned them; you don't even see hints of blood or struggle. They are just empty. Aside from that, you see nothing spectacular about them.

> x benches
Out of all the nondescript wooden benches in the hallway, this one stands out. It is heavy wrought iron with a dedication placard. You notice it is not cemented onto the ground as the others are. Its weight and the presence of a security guard at the entrance were enough to protect it. You figure yourself strong enough to move it if you wanted.

> x placard
You can't see any such thing.

> x iron bench
You can't see any such thing.

> move bench
The bench is much too heavy for you to push aimlessly. You feel as though you could move it in front of the sliding glass door, if you wanted to.

> move bench in front of door
You gather your strength and with a grunt heave the huge bench in front of the great glass sliding doors, the legs of the bench screeching horribly as they drag across the stone floor. You tip it over so that the top is pressing against the glass doors. The doors try to swing open inward, but they make it only a few inches before being effectively stopped.

Unfortunately, the loud noise so close to the entrance has attracted a lot of attention; the undead press in against the entry, lethargically banging at the glass doors. More keep coming. Some attempt to climb through, and fail. It would be difficult for any zombies to get in, but you feel uneasy.

[Your score has just gone up by four points.]

> save
Ok.

> x magazines
A bunch of tattered magazines detailing topics from finance to politics homes to physics to cooking to fashion. There are no survival magazines, which might have actually been useful in your situation.

> read magazines
A bunch of tattered magazines detailing topics from finance to politics homes to physics to cooking to fashion. There are no survival magazines, which might have actually been useful in your situation.

> get them
Taken.

> x table
A lightweight but sturdy flat surface used to hold the typical variety of tattered hospital magazines. The coffee table is basically made up of a flat wooden rectangular plank attached to a thin supporting column with a weighted metal base.

> look under it
You find nothing of interest.

> get it
The coffee table, while moveable, is hardly portable. You would have a difficult time trying to take it anywhere past a few feet without thoroughly exhausting yourself.
You do think that it would make a fine addition to that barricade you've already erected; it would certainly cut down on visibility and make the hospital less of a target.

> push coffee table in front of door
You finalize the front door barricade with the large wooden table. Now you can't see out the doors, and zombies can't see in. Many of the zombies outside lose interest and shamble away. After a bit, the front door sensors decide that the bench and table are stationary, and stop trying to open against them.
You feel much safer.

[Your score has just gone up by four points.]

> save
Ok.

> score
You have so far scored 50 out of a possible 100, in 238 turns.

> l
Entry Hall
The grand entrance to the Calypso Hospital, dead bodies hang from ropes tied to the arches. There is a series of abandoned check-in counters. There are various benches along the hallway, as well as couches and magazines. You can't see anything out of the sliding glass doors, thanks to the coffee table and bench barricade.

You can go north to the Gift Shop, south to the Pharmacy, east to the Hospital Exterior, west to the First Floor Hallway and northwest to the Physical Therapy room.

> s

Pharmacy
You see shelves upon shelves of unprotected drugs. If you were unscrupulous you could steal and sell them all... if there was anyone left to sell them to that is. Some people have already had that idea, many of the medical supplies seem depleted.

You can go north to The Entry Hall.

> get drugs
While you agree something like that might take the edge off, now is not the time to begin poisoning your brain and diluting your senses. You need your wits about you. Besides, you wouldn't take medicines without paying for them that weren't prescribed to you. That's dangerous, and illegal.

> n

Entry Hall
The grand entrance to the Calypso Hospital, dead bodies hang from ropes tied to the previously majestic arches and pillars. There is a series of abandoned check-in counters. There are various benches along the hallway, as well as couches and magazines. You can't see anything out of the sliding glass doors, thanks to the coffee table and bench barricade.

You can go north to the Gift Shop, south to the Pharmacy, east to the Hospital Exterior, west to the First Floor Hallway and northwest to the Physical Therapy room.

> n

Gift Shop
An assortment of gifts and necessities, designed to milk more money out of patients and their visiting families. The place is quiet and poorly lit, lending to a dystopian atmosphere. There are rows and rows of low shelves containing gift cards, knick-knacks, flowers and balloons. The section containing flashlights, lamps and batteries.

You can go south to the the Entry Hall.

> get shelves
They're hardly portable.

> x shelves
There sure are a lot of shelves. They are all uninteresting, except for the various for-sale cards, balloons, batteries, flashlights and lamps.

> x cards
Sadly there's no "Sorry you're the only sane creature left alive in the middle of a zombie takeover." You imagine that such a card exists somewhere, but all the ones here are serious. There's tons of "Get Well" cards and a few "Happy Birthday" cards.

> search cards
You find nothing of interest.

> x knick-knacks
Name magnetic license plates, curio windmills, figurines, glasses and all sorts of other assorted bits of junk manufactured by starving people in China for the passing amusement and inevitable disposal. There is nothing that looks even remotely useful here. Tourist-trap grade junk.

Hehe.

> get balloons
You seriously doubt that you will ever have need for balloons with get-well inscriptions. Perhaps you can give it to the next zombie you see, and it will be touched at your heart-felt intentions enough not to eat you alive. Nevertheless, taken.

> get flowers
With no price concerns, you decide to go all-out and nick a dozen roses. You feel certain that they will never come in handy.

> s

Entry Hall
The grand entrance to the Calypso Hospital, dead bodies hang from ropes tied to the previously majestic arches and pillars. There is a series of abandoned check-in counters. There are various benches along the hallway, as well as couches and magazines. You can't see anything out of the sliding glass doors, thanks to the coffee table and bench barricade.

You can go north to the Gift Shop, south to the Pharmacy, east to the Hospital Exterior, west to the First Floor Hallway and northwest to the Physical Therapy room.

> nw

Physical Therapy Room
Full of various exercising equipment, this place is designed to start people on the path to getting stronger, but you are certain that there is a larger place off-facility for when people are able to leave the hospital. You see exercise balls, stationary bicycles, massage tables and doctor chairs. This place is still bright and cheery looking - no blood, no bodies, just orange walls and brightly colored equipment.

You can go southeast to the Entry Hall.

> x chairs
A chair with no back and five sets of wheely legs.

> look under chairs
You find nothing of interest.

> look under tables
You find nothing of interest.

> x tables
A medical massage table, slightly different from massage tables for fun. There is heating and cooling packs and machinery.

> get heating packs
You can't see any such thing.

> get pack
You can't see any such thing.

> x machinery
You can't see any such thing.

> push balls se
The exercise balls cannot be pushed from place to place.

> se

Entry Hall
The grand entrance to the Calypso Hospital, dead bodies hang from ropes tied to the previously majestic arches and pillars. There is a series of abandoned check-in counters. There are various benches along the hallway, as well as couches and magazines. You can't see anything out of the sliding glass doors, thanks to the coffee table and bench barricade.

You can go north to the Gift Shop, south to the Pharmacy, east to the Hospital Exterior, west to the First Floor Hallway and northwest to the Physical Therapy room.

> x ropes
(the stretchy rubber rope)
Used for strengthening muscles; the rope more like a ribbon of stretchy material; it's about a foot long unstretched.

> x bodies
From what you can tell, they decided to kill themselves, perhaps in an effort to contain the infection and warn outsiders. The faces are all swollen and blue, it turns your stomach just to look. One of the bodies is twitching.

> x body
It twists and turns ever so subtly, eyes wide open, disgustingly engorged. Its mouth opens and closes, obviously lethargic. Hanging might have killed the person, but it did not prevent the infection from taking hold. It appears even zombie need to breathe, because the twitching of the body slowly halts as the zombie finishes suffocating to death.

> s

Pharmacy
You see shelves upon shelves of unprotected drugs. If you were unscrupulous you could steal and sell them all... if there was anyone left to sell them to that is. Some people have already had that idea, many of the medical supplies seem depleted.

You can go north to The Entry Hall.

> n

Entry Hall
The grand entrance to the Calypso Hospital, dead bodies hang from ropes tied to the previously majestic arches and pillars. There is a series of abandoned check-in counters. There are various benches along the hallway, as well as couches and magazines. You can't see anything out of the sliding glass doors, thanks to the coffee table and bench barricade.

You can go north to the Gift Shop, south to the Pharmacy, east to the Hospital Exterior, west to the First Floor Hallway and northwest to the Physical Therapy room.

> w

First Floor Hall
A central hub of nondescript, pristinely sterile hospital hallway.

You can go north to the Radiation Controls, south to the Elevator, east to the Hospital Entry, west to the Cafeteria or southwest to the First Floor Staircase.

> w

Cafeteria
The Cafeteria has been thoroughly raided. Overturned bins of food, broken jugs of milk and other liquids have all swirled together into a rotting pool of sludge.

A stove had been serving as a barricade to the kitchen, but it has been shoved aside and overturned. You also note some blood and bloody blunt objects.

You can go north to the Kitchen or east to the First Floor Hall.

Dammit I have no idea where to find a sharp object.

> x jugs
You are not sure where the vintage glass jugs of milk came from, but they seem to have been thrown down in a semi-circle around the entrance to the kitchen. Noting the pattern, you surmise that the aim was to create a ring of broken glass around the entrance to the kitchen as part of a barricade. You're not too sure how effective this would have been considering that zombies are usually impervious to pain, and wearing shoes. You are confident that your thick rubber boots will walk over the broken shards with ease.

> get shards
You can't see any such thing.

> get jugs
Get a bunch of broken shards of glass drenches in rotting, clumping milk? I think not.

> cut flashlight with jugs
You can't see any such thing.

> search sludge
You find nothing of interest.

> open stove
That's already open.

> look in it
In the stove is a severed head.

> get head
You are absolutely not touching that.

> n

Kitchen
You see rows upon rows of neatly stacked and cleaned dead bodies all forming a macabre scene.

Tearing your eyes away from the gruesome pile, you look around and notice a chaos of canned food. There is also a huge stainless steel walk-in freezer, not to mention rows of promising cabinets. In the far corner you can see a tin trash container and a plastic blue recycling bin.

You can go south to the Cafeteria.

> search pile
You find nothing of interest.

> look in freezer
You can't see inside, since the walk-in freezer is closed.

> open it
Opening that mess once was enough for you.

> look in cabinets
In the cabinets is a microwave.

> look behind microwave
> open it
That's already open.

> look in it
The microwave is empty.

> search trash
The tin trash container is empty.

> search blue bin
The plastic blue recycling bin is empty.

> move bodies
It is fixed in place.

> push bodies
It is fixed in place.

> s

Cafeteria
The Cafeteria has been thoroughly raided. Overturned bins of food, broken jugs of milk and other liquids have all swirled together into a rotting pool of sludge.

A stove had been serving as a barricade to the kitchen, but it has been shoved aside and overturned. You also note some blood and bloody blunt objects.

You can go north to the Kitchen or east to the First Floor Hall.

> i
You are carrying:
some roses
a balloon
some magazines
a face mask (being worn)
a safety goggles (being worn)
a screwdriver
a toolbox (open)
a tire pressure reader
empty can
a flashlight (wrapped)
some batteries
an electric lamp (wrapped)
some pain pills
a stretchy rubber rope
a water bottle
a handgun (loaded)
a security badge
a compass
a lab coat (being worn)
thick rubber gloves (being worn)
white boots (being worn)

> look in lab coar
I only understood you as far as wanting to look in the lab coat.

> look in lab coat
A full-length, bleached and starched white lab coat with deep pockets. Inside the pockets you can see some roses, a balloon, some magazines, a screwdriver, a toolbox, empty can, a flashlight (wrapped), some batteries, an electric lamp (wrapped), some pain pills, a stretchy rubber rope, a water bottle, a handgun (loaded), a security badge and a compass.

> x compass
A small bauble. As far as navigation goes, it's not too terribly accurate but it can give you a general idea.

> help

> Introduction to Divis Mortis
Instructions for Play
Setting options
Sample transcript
Hints

Introduction to Divis Mortis
> Instructions for Play
Setting options
Sample transcript
Hints

Introduction to Divis Mortis
> Instructions for Play
Setting options
Sample transcript
Hints

Introduction to Divis Mortis
Instructions for Play
> Setting options
Sample transcript
Hints

Introduction to Divis Mortis
Instructions for Play
> Setting options
Sample transcript
Hints

> Verbose room descriptions
Score notification on

Introduction to Divis Mortis
Instructions for Play
> Setting options
Sample transcript
Hints

Introduction to Divis Mortis
> Instructions for Play
Setting options
Sample transcript
Hints

Introduction to Divis Mortis
> Instructions for Play
Setting options
Sample transcript
Hints

> Introduction to Divis Mortis
Instructions for Play
Setting options
Sample transcript
Hints

> Introduction to Divis Mortis
Instructions for Play
Setting options
Sample transcript
Hints

OK, so internet-assisted guessing about the Latin didn't work.

Divis Mortis: an interactive survival game by lynnea dally. Divis Mortis is improper Latin, meaning "alone, dead". It sets a somber tone for you, a lonely survivor surrounded by a sea of undead.

The inspiration for Divis Mortis comes from my own life. I am rather fearful of a zombie attack, to the point where upon entering rooms I think about how to best barricade them, I make sure to stock up on blunt objects and canned food, and I always am running through scenarios in my head. Many of the details have come from my worst nightmares.

This is my first attempt at IF writing, and I managed to lie all the programming pipes before I noticed there were extensions. Oh well. As for the medium itself, although though I grew up in the era of the oversimplified point-and-click, old school adventures have always seemed like a richer way to interact and allow the gamer to create and then fulfill an amazing story, and I've done my best to give the player plenty of options.

I would like to thank Russell Glasser, for always being there for me and helping me, and for being an all-around great guy to have in a zombie apocalypse, or even in every day life.

I would also like to thank my beta testers: Russell Glasser, Gilbert Quintana, Sanden Gocka, Thomas Reisinger, James T-B, Peter Rambo and Luke Swanson.

Some images from Wikimedia Commons, reproduced and modified under the GNU Free Document License.

If you need a hint, please type "hint". You can view a map with "map". If you are completely stuck, type "walkthrough".

Please press SPACE to continue.

> Introduction to Divis Mortis
Instructions for Play
Setting options
Sample transcript
Hints

> Introduction to Divis Mortis
Instructions for Play
Setting options
Sample transcript
Hints

Cafeteria
The Cafeteria has been thoroughly raided. Overturned bins of food, broken jugs of milk and other liquids have all swirled together into a rotting pool of sludge.

A stove had been serving as a barricade to the kitchen, but it has been shoved aside and overturned. You also note some blood and bloody blunt objects.

You can go north to the Kitchen or east to the First Floor Hall.

> map
Are you sure you want to view a map?

y

> e

First Floor Hall
A central hub of nondescript, pristinely sterile hospital hallway.

You can go north to the Radiation Controls, south to the Elevator, east to the Hospital Entry, west to the Cafeteria or southwest to the First Floor Staircase.

> sw

First Floor Staircase
On the walls, you can see a broken fire extinguisher box, and an emergency escape map.

The staircase leading up is blocked halfway by piles upon piles of furniture. You can see a small passage in the top of the barricade which is now easily accessible thanks to the stair stepping blocks. As for the stairway down, a large chunk of concrete staircase has gone missing. You think you could navigate down, but he darkness of the basement worries you.

You can go east to the First Floor Elevator, northeast to the First Floor Hall, up to the Second Floor Staircase or down to the Basement.

The stair stepping blocks have been pushed into this room.

> search piles
You can't see any such thing.

> u
You climb on up the stair stepping blocks and make it to the second floor staircase.

Second Floor Staircase
The majority of this floor is offices.

You can see the ripped out hinges and a darkened rectangular wall halo the exact shape and size of a fire extinguisher box. An emergency map is helpfully plastered to the wall.

You can go east to the Second Floor Elevator, northeast to the Second Floor Hall, or down to the First Floor Staircase.

> x hinges
Someone was very intent on getting the whole fire extinguisher box. There is no broken glass or wood nearby; the box has just been completely wrenched from its fixings.

> d

First Floor Staircase
On the walls, you can see a broken fire extinguisher box, and an emergency escape map.

The staircase leading up is blocked halfway by piles upon piles of furniture. You can see a small passage in the top of the barricade which is now easily accessible thanks to the stair stepping blocks. As for the stairway down, a large chunk of concrete staircase has gone missing. You think you could navigate down, but he darkness of the basement worries you.

You can go east to the First Floor Elevator, northeast to the First Floor Hall, up to the Second Floor Staircase or down to the Basement.

The stair stepping blocks have been pushed into this room.

> x box
(the toolbox)
A beaten up old red boxy thing with a handle. It is portable, but also rather heavy.

> x fire box
Someone has yanked off the box's little complimentary glass breaker and smashed the glass, taking the fire extinguisher. Aside from glass shards, the only thing you see is a guide on which types of extinguishers to use on which types of fires.

> get shards
You decide to ditch the idea of pocketing the cut hazard; even the tiniest nick creates a huge vector for infection. There must be less dangerous ways to cut things open.

> cut flashlight with shards
You can't see any such thing.

> cut flashlight
(the flashlight (wrapped))
You need something sharp to cut that with.

> cut flashlight on shards
You can't see any such thing.

> get breaker
You can't see any such thing.

> get map
It's mounted to the wall.

> look behind it
> aaa hmm
That's not a verb I recognise.

> u
You climb on up the stair stepping blocks and make it to the second floor staircase.

Second Floor Staircase
The majority of this floor is offices.

You can see the ripped out hinges and a darkened rectangular wall halo the exact shape and size of a fire extinguisher box. An emergency map is helpfully plastered to the wall.

You can go east to the Second Floor Elevator, northeast to the Second Floor Hall, or down to the First Floor Staircase.

> ne

Second Floor Hall
Pristine and sterile, silent hallway, with no noises or anything in sight.

You can go north to the Medical Records, east to the Restrooms, northwest to the Security Station or southwest to the Second Floor Staircase.

> e

Restrooms
You see toilets, urinals and sinks. The mirror is broken, however. It appears as though the plumbing has stopped working at some point, but the human need to relieve themselves didn't The carcass of a dead zombie lies slumped under the sinks.

You can go west to the Second Floor Hall.

> x toilets
The toilets had been kept clean and sanitized by regular hospital staff; regular cleaning is important to keeping hospital grade infections. Of course, since probably water pumping facilities have been evacuated and the water has shut off. The people have been using the toilets even after the water has been shut off - biology doesn't stop.

> x urinals
Eco-friendly flushless urinals. Maybe they still work without the water working?

> x sinks
Porcelain and steel, someone has had the foresight to know that the water would be turned off, so they stuffed the sink drains and let the taps run to fill the sinks with water. All of the sinks are empty now.

> x drains
You can't see any such thing.

> w

Second Floor Hall
Pristine and sterile, silent hallway, with no noises or anything in sight.

You can go north to the Medical Records, east to the Restrooms, northwest to the Security Station or southwest to the Second Floor Staircase.

> n

Medical Records
Files and records and other such boring stuff dating back for months. There are several documents from a bright orange folder that are scattered over a central table. You can see a nearby administrator's office is open.

You can go northeast to the Office or south to the Second Floor Hall.

> x table
A high and circular table. On it you can see a bright orange folder, a stack of documents, some blood analysis charts, some various scans and a handwritten note.

> x charts
The blood analysis charts reveal oddities with the immune system - not too bad of an indication about why the zombies have rotting flesh - they cannot fight off some kinds of bacteria. Perhaps the disease is from a mutation of the AIDS virus? You realize you are starting to speculate; a useless past-time without the tools to test your hypothesis.

> x scans
There is an interesting paragraph here about how blood flow to the brain was seriously altered - almost lack of flow to the prefrontal cortex, decreased flows to the visual cortex and other areas you would have imagined. The midbrain and areas of the brain dealing with goal-seeking behaviors, hunger regulation are white-hot.

> x note
A love note written by a doctor's loved ones. For the first time in quite awhile, you are happy you are single. Nothing could be quite so horrible as knowing the one you loved turned into a monster.

> look under table
You find nothing of interest.

> ne

Office
A typical administrator's office, this is the only one you could find that is unlocked. It is the office of administrator Richard Michaels, but that doesn't mean anything. You can see a typical desk, a painting on the wall, medical cabinets, and an office chair.

You can go southwest to the Medical Records.

> sw

Medical Records
Files and records and other such boring stuff dating back for months. There are several documents from a bright orange folder that are scattered over a central table. You can see a nearby administrator's office is open.

You can go northeast to the Office or south to the Second Floor Hall.

> i
You are carrying:
some roses
a balloon
some magazines
a face mask (being worn)
a safety goggles (being worn)
a screwdriver
a toolbox (open)
a tire pressure reader
empty can
a flashlight (wrapped)
some batteries
an electric lamp (wrapped)
some pain pills
a stretchy rubber rope
a water bottle
a handgun (loaded)
a security badge
a compass
a lab coat (being worn)
thick rubber gloves (being worn)
white boots (being worn)

> hint

> Introduction to Divis Mortis
Instructions for Play
Setting options
Sample transcript
Hints

Introduction to Divis Mortis
> Instructions for Play
Setting options
Sample transcript
Hints

Introduction to Divis Mortis
> Instructions for Play
Setting options
Sample transcript
Hints

Introduction to Divis Mortis
Instructions for Play
> Setting options
Sample transcript
Hints

Introduction to Divis Mortis
Instructions for Play
> Setting options
Sample transcript
Hints

Introduction to Divis Mortis
Instructions for Play
Setting options
> Sample transcript
Hints

Introduction to Divis Mortis
Instructions for Play
Setting options
> Sample transcript
Hints

Introduction to Divis Mortis
Instructions for Play
Setting options
Sample transcript
> Hints

Introduction to Divis Mortis
Instructions for Play
Setting options
Sample transcript
> Hints

> Blocked-off places
Surviving a Disaster
Zombies

> How do I get out of the Radiation area?
How do I get upstairs?
How do I get downstairs?

How do I get out of the Radiation area?
> How do I get upstairs?
How do I get downstairs?

How do I get out of the Radiation area?
> How do I get upstairs?
How do I get downstairs?

How do I get out of the Radiation area?
How do I get upstairs?
> How do I get downstairs?

How do I get out of the Radiation area?
How do I get upstairs?
> How do I get downstairs?

1/8: You can't get down there without a light.

Press SPACE to return to the menu or H to reveal another hint.

1/8: You can't get down there without a light.

2/8: There are two light-emitting things for sale.

Press SPACE to return to the menu or H to reveal another hint.

1/8: You can't get down there without a light.

2/8: There are two light-emitting things for sale.

3/8: They won't work until you cut them free.

Press SPACE to return to the menu or H to reveal another hint.

1/8: You can't get down there without a light.

2/8: There are two light-emitting things for sale.

3/8: They won't work until you cut them free.

4/8: There are offices on the second floor.

Press SPACE to return to the menu or H to reveal another hint.

1/8: You can't get down there without a light.

2/8: There are two light-emitting things for sale.

3/8: They won't work until you cut them free.

4/8: There are offices on the second floor.

5/8: Even after turning them on, you can't use them to go down unless the light's already down there.

Press SPACE to return to the menu or H to reveal another hint.

How do I get out of the Radiation area?
How do I get upstairs?
> How do I get downstairs?

How do I get out of the Radiation area?
How do I get upstairs?
> How do I get downstairs?

> Blocked-off places
Surviving a Disaster
Zombies

Introduction to Divis Mortis
Instructions for Play
Setting options
Sample transcript
> Hints

Medical Records
Files and records and other such boring stuff dating back for months. There are several documents from a bright orange folder that are scattered over a central table. You can see a nearby administrator's office is open.

You can go northeast to the Office or south to the Second Floor Hall.

> x files
They look like regular patient files, except for the orange folder. In this hospital, that color is reserved for emergency cases - potential plagues, new diseases, resistant strains, or diseases of undeterminable transmission vector. You are guessing that this is the original zombie victim's files. There are several copies of the same documents. Several people were going over these files.

The files talk about a John Doe victim who was bitten in the leg, punctured a major vessel, lost consciousness, and whose heart had stopped for 2 minutes. The heart resumed function, and then the man jumped out of his stretcher and attacked several doctors with his teeth. He had to be restrained, but not after biting several orderlies and other staff.

Whenever he noticed anyone in the vicinity, he would mindlessly and completely devote himself to attacking and eating that person. There is a note about his disease definitely being transmitted by bite - you guess this means the staff turned as well, but you suppose their records would be kept confidentially separate from this John Doe. You suppose that they somehow passed the disease on themselves.

This isn't really anything that you wouldn't have guessed yourself, except for a little addendum at the end: There are notes that several of the cancer patients did not get infected, even after they got bitten. This knowledge will certainly come in handy fighting this disease. You resolve to share it with the appropriate medical personnel. If you ever survive, that is.

> x records
They look like regular patient files, except for the orange folder. In this hospital, that color is reserved for emergency cases - potential plagues, new diseases, resistant strains, or diseases of undeterminable transmission vector. You are guessing that this is the original zombie victim's files. There are several copies of the same documents. Several people were going over these files.

The files talk about a John Doe victim who was bitten in the leg, punctured a major vessel, lost consciousness, and whose heart had stopped for 2 minutes. The heart resumed function, and then the man jumped out of his stretcher and attacked several doctors with his teeth. He had to be restrained, but not after biting several orderlies and other staff.

Whenever he noticed anyone in the vicinity, he would mindlessly and completely devote himself to attacking and eating that person. There is a note about his disease definitely being transmitted by bite - you guess this means the staff turned as well, but you suppose their records would be kept confidentially separate from this John Doe. You suppose that they somehow passed the disease on themselves.

This isn't really anything that you wouldn't have guessed yourself, except for a little addendum at the end: There are notes that several of the cancer patients did not get infected, even after they got bitten. This knowledge will certainly come in handy fighting this disease. You resolve to share it with the appropriate medical personnel. If you ever survive, that is.

> x table
A high and circular table. On it you can see a bright orange folder, a stack of documents, some blood analysis charts, some various scans and a handwritten note.

> l
Medical Records
Files and records and other such boring stuff dating back for months. There are several documents from a bright orange folder that are scattered over a central table. You can see a nearby administrator's office is open.

You can go northeast to the Office or south to the Second Floor Hall.

> look under table
You find nothing of interest.

> ne

Office
A typical administrator's office, this is the only one you could find that is unlocked. It is the office of administrator Richard Michaels, but that doesn't mean anything. You can see a typical desk, a painting on the wall, medical cabinets, and an office chair.

You can go southwest to the Medical Records.

> x painting
Modern, abstract splatter art of green in a sort of... foliage pattern. Rather pretty and calming.

> get it
You start to remove the painting, but seeing nothing except for wall, you put it back.

> x desk
A sturdy wooden desk, there is a single piece of paper on the top: the fiscal report. The desk has three large drawers on its left side. You also see a pen jar, a stapler and a telephone.

> open it
You open the drawers and rifle through to see a pair of scissors and junk.

> get scissors
Just don't run with them.

[Your score has just gone up by three points.]

> save
Ok.

> x junk
It looks like a rat hole, just gum wrappers, receipts, some change and other stuff. None of it is remotely useful.

> cut flashlight
(the flashlight)
You cut that annoying plastic crap off the flashlight. You flick it on, then off. Looks like it came with batteries. Huh.

[Your score has just gone up by three points.]

> sw

Medical Records
Files and records and other such boring stuff dating back for months. There are several documents from a bright orange folder that are scattered over a central table. You can see a nearby administrator's office is open.

You can go northeast to the Office or south to the Second Floor Hall.

> s

Second Floor Hall
Pristine and sterile, silent hallway, with no noises or anything in sight.

You can go north to the Medical Records, east to the Restrooms, northwest to the Security Station or southwest to the Second Floor Staircase.

> sw

Second Floor Staircase
The majority of this floor is offices.

You can see the ripped out hinges and a darkened rectangular wall halo the exact shape and size of a fire extinguisher box. An emergency map is helpfully plastered to the wall.

You can go east to the Second Floor Elevator, northeast to the Second Floor Hall, or down to the First Floor Staircase.

> d

First Floor Staircase
On the walls, you can see a broken fire extinguisher box, and an emergency escape map.

The staircase leading up is blocked halfway by piles upon piles of furniture. You can see a small passage in the top of the barricade which is now easily accessible thanks to the stair stepping blocks. As for the stairway down, a large chunk of concrete staircase has gone missing. You think you could navigate down, but he darkness of the basement worries you.

You can go east to the First Floor Elevator, northeast to the First Floor Hall, up to the Second Floor Staircase or down to the Basement.

The stair stepping blocks have been pushed into this room.

> save
Ok.

> d
First of all, you can't see the unfamiliar broken staircase well enough to climb it in the dark since you'd have to carry a flashlight with the hands to need to help you climb. Second of all - and this is the biggie - if there were any zombies down there, the awkwardness of climbing down would leave you susceptible to an attack. It's too dangerous without a light source already illuminating the basement.

> drop flashlight
You drop the flashlight. You hope you remember where you put it.

> undo
First Floor Staircase
[Previous turn undone.]

> drop flashlight into basement
You gently lower it, then raise it again. Nothing happens.

> drop flashlight
You drop the flashlight. You hope you remember where you put it.

> l
First Floor Staircase
On the walls, you can see a broken fire extinguisher box, and an emergency escape map.

The staircase leading up is blocked halfway by piles upon piles of furniture. You can see a small passage in the top of the barricade which is now easily accessible thanks to the stair stepping blocks. As for the stairway down, a large chunk of concrete staircase has gone missing. You think you could navigate down, but he darkness of the basement worries you.

You can go east to the First Floor Elevator, northeast to the First Floor Hall, up to the Second Floor Staircase or down to the Basement.

You can also see a flashlight and a stair stepping blocks.

> get flashlight
Taken.

> put flashlight in basement
You gently lower it, then raise it again. Nothing happens.

> d
First of all, you can't see the unfamiliar broken staircase well enough to climb it in the dark since you'd have to carry a flashlight with the hands to need to help you climb. Second of all - and this is the biggie - if there were any zombies down there, the awkwardness of climbing down would leave you susceptible to an attack. It's too dangerous without a light source already illuminating the basement.

> i
You are carrying:
a flashlight
plastic light crap
a pair of scissors
some roses
a balloon
some magazines
a face mask (being worn)
a safety goggles (being worn)
a screwdriver
a toolbox (open)
a tire pressure reader
empty can
some batteries
an electric lamp (wrapped)
some pain pills
a stretchy rubber rope
a water bottle
a handgun (loaded)
a security badge
a compass
a lab coat (being worn)
thick rubber gloves (being worn)
white boots (being worn)

> tie flashlight to rope
You would achieve nothing by this.

> throw flashlight into basement
You gently lower it, then raise it again. Nothing happens.

> put flashlight in hole
You can't see any such thing.

> l
First Floor Staircase
On the walls, you can see a broken fire extinguisher box, and an emergency escape map.

The staircase leading up is blocked halfway by piles upon piles of furniture. You can see a small passage in the top of the barricade which is now easily accessible thanks to the stair stepping blocks. As for the stairway down, a large chunk of concrete staircase has gone missing. You think you could navigate down, but he darkness of the basement worries you.

You can go east to the First Floor Elevator, northeast to the First Floor Hall, up to the Second Floor Staircase or down to the Basement.

The stair stepping blocks have been pushed into this room.

> i
You are carrying:
a flashlight
plastic light crap
a pair of scissors
some roses
a balloon
some magazines
a face mask (being worn)
a safety goggles (being worn)
a screwdriver
a toolbox (open)
a tire pressure reader
empty can
some batteries
an electric lamp (wrapped)
some pain pills
a stretchy rubber rope
a water bottle
a handgun (loaded)
a security badge
a compass
a lab coat (being worn)
thick rubber gloves (being worn)
white boots (being worn)

> throw flashlight downstairs
I only understood you as far as wanting to throw the flashlight.

> push flashlight down
The flashlight cannot be pushed from place to place.

> x plastic light crap
Cut-open thick plastic security wrapping from the flashlight. You've always been very good about not littering.

> l
First Floor Staircase
On the walls, you can see a broken fire extinguisher box, and an emergency escape map.

The staircase leading up is blocked halfway by piles upon piles of furniture. You can see a small passage in the top of the barricade which is now easily accessible thanks to the stair stepping blocks. As for the stairway down, a large chunk of concrete staircase has gone missing. You think you could navigate down, but he darkness of the basement worries you.

You can go east to the First Floor Elevator, northeast to the First Floor Hall, up to the Second Floor Staircase or down to the Basement.

The stair stepping blocks have been pushed into this room.

> x lamp
(the electric lamp (wrapped))
A modern version of the hand-held, swinging lamp with a handle. It is wrapped in a clear but sturdy plastic container.

> cut lamp
(the electric lamp)
You cut that annoying plastic crap off the lamp. You flick it on, then off. Looks like it came with batteries. Huh.

[Your score has just gone up by three points.]

> drop lamp
(the electric lamp)
You aren't going to just drop the lamp down the staircase, it might break.

> save
Ok.

> tie lamp to rope
(the electric lamp to the stretchy rubber rope)
You try to wrap the lamp around the stretchy rubber rope, but the lamp just isn't flexible enough. Dang. Maybe you should go about this the other way around.

> tie rope to lamp
(the electric lamp)
You secure the stretchy rubber rope to the sturdy handle of the lamp.

> lower lamp
(the electric lamp)
You slowly lower the lamp down, then sheepishly realize that this isn't very helpful without the lamp switched on. You pull it back up.

> turn on lamp
(the electric lamp)
The lamp radiates a low level of light in all directions.

That was hard work, considering I knew what I wanted to do.

> lower lamp
(the electric lamp (tied))
You slowly lower the lamp down, peering into the basement. The lamp illuminates the room; you can see that there are three rooms extending out from the basement. Even with the stretch of the rope, the lamp doesn't make it all the way down. Since it's only about half a foot from the ground, you let the lamp fall. It lightly clatters, and nothing happens. It must be safe to go down.

[Your score has just gone up by three points.]

> save
Ok.

> d

The Basement
From what little light there is, you can tell that the lightbulbs have all been smashed. Perhaps there used to be power here, but someone has made sure that this place would be dark. There are monstrous file cabinets that have been piled up in front of the door, leaving only a small opening to the furnace room. There are deep scuff marks leading from the Room of Records to the barricade.

You can go north to the Janitor Closet, south to the Furnace Room, northeast to the Room of Records, or up to the First Floor Staircase.

> get lamp
(the electric lamp (tied))
Taken.

> s
You cautiously climb the file cabinets towards the small opening at the top - making an awful racket of it. You are greeted with a cool and collected male disembodied voice, "Back away, or I'll shoot you."

You hear a muffled cry coming from deep behind the opening; but you can't risk going in there. You carefully back away from the small opening, not getting a glimpse at the clearly crazed survivor.

> talk to survivor
All you get is curses. He is quite determined to keep you out. You could always try asking him about something, but it doesn't
>
aaa it doesn't what?
That's not a verb I recognise.

> tell survivor about me
"You're just another infected sack of germs waiting to go crazy. I'm not going to let that happen."

> ask survivor about himself
"Get out of here with your crazy talk."

> ask survivor about zombies
"They're all going to be turned, into the darkness, into the abomination. Zombie. Ha! That word doesn't even begin to scratch the surface of the deep-seated evil of these creatures. Not to mention their ferocity. They never sleep, never rest, always come and are always hungry. They'll keep coming, nothing can stop them. Only people. Burn before the forest fire. You're already one. They are all already one. Go burn."

> n

Janitor Closet
Hospitals have to be sanitary, and that means plenty of janitors constantly cleaning and disinfecting. Not properly a closet, this thing is a full room. There is an arsenal of brooms, mops, cleaning supplies, and a floor waxer.

You can go south to the Basement.

> get brooms
Too heavy on one end to lift easily enough and too light on the other to serve as a decent skull-smasher. It's useless.

> get mop
This isn't a Space Quest and you aren't a janitor.

> get supplies
You grab the jug of bleach by its handle and toss it in your pockets.

You grab the jug by the handle and toss the ammonia in your pockets.

[Your score has just gone up by four points.]

> i
You are carrying:
a jug of ammonia
a jug of bleach
an electric lamp (tied) (providing light)
plastic lamp crap
a flashlight
plastic light crap
a pair of scissors
some roses
a balloon
some magazines
a face mask (being worn)
a safety goggles (being worn)
a screwdriver
a toolbox (open)
a tire pressure reader
empty can
some batteries
some pain pills
a water bottle
a handgun (loaded)
a security badge
a compass
a lab coat (being worn)
thick rubber gloves (being worn)
white boots (being worn)

> x bleach
A huge jug of bleach with an easy-to-grasp-handle It looks as though the janitors dilute this stuff before cleaning anything; probably it's used to disinfect rooms and bathrooms. There are huge labels warning you of the toxicity and advising you not to mix it with ammonia.

> x ammonia
A huge jug of ammonia with an easy-to-grasp handle. It looks as though the janitors dilute this stuff before cleaning anything; probably it's used to mop floors. There are huge labels warning you of the toxicity and advising you not to mix it with bleach.

> get waxer
You can't bring it out; the thing runs on electricity and has lost its charge. There's no way to charge it either, with all of the electrical sockets down here not working.

> push waxer s
The floor waxer cannot be pushed from place to place.

> s

The Basement
From what little light there is, you can tell that the lightbulbs have all been smashed. Perhaps there used to be power here, but someone has made sure that this place would be dark. There are monstrous file cabinets that have been piled up in front of the door, leaving only a small opening to the furnace room.

You can go north to the Janitor Closet, south to the Furnace Room, northeast to the Room of Records, or up to the First Floor Staircase.

> ne

Room of Records
A massive room that was filled with shelves and file cabinets. It is evident that a large number of old file cabinets are simply not here any more; there is way too much space near the entrance of the room and you can see the indents on the floor where the file cabinets used to be. There are also huge scuff marks leading from various empty spaces and converging on the exit. You marvel at the amount of effort this must have taken. At the back of the room is an electrical panel.

You can go southwest to the Basement.

> save
Ok.

> x panel
A standard grey electrical panel. It is securely screwed shut, for safety you'd imagine.

> unscrew panel
You loosen the screws on the panel and set them carefully on the floor. Your clumsy feet promptly manage to knock them under a nearby file cabinet. They are forever lost. Oh, well.

Inside the electrical panel is a row of circuit breakers.

> x breakers
You see 10 circuit breakers. It appears that the emergency power was automatically engaged, and powered sections of the hospital were maintained manually with this panel.

The circuit breakers are: air conditioning (off), east (off), emergency power (on), fire sprinklers (off), furnace (on), MRI machine (on), north (off), radiation chamber (on), south (off), west (off).

> turn on air conditioning
You turn on the AC, enjoying a blast of cold air. It feels quite refreshing.

> turn on east
(the east circuit)
You flip the switch and nothing noticeable happens. You suppose that you just restored the non-essential power to the east side of the building. You let it run for a couple of seconds before being worried about the drain on the emergency power, after all you have no idea how much is left. You flip it back off.

> turn on fire
You turn on the fire sprinklers. You glance out into the basement and see water streaming down. You can only imagine that water is similarly raining down on the rest of the hospital as well. You let it run for 30 seconds before shutting off; there is probably only a small reserve of emergency water.

> turn on north
(the north circuit)
You flip the switch and nothing noticeable happens. You suppose that you just restored the non-essential power to the north side of the building. You let it run for a couple of seconds before being worried about the drain on the emergency power, after all you have no idea how much is left. You flip it back off.

> turn on s
You must name something more substantial.

> turn on south
(the south circuit)
You flip the switch and nothing noticeable happens. You suppose that you just restored the non-essential power to the south side of the building. You let it run for a couple of seconds before being worried about the drain on the emergency power, after all you have no idea how much is left. You flip it back off.

> turn on west
(the west circuit)
You flip the switch and nothing noticeable happens. You suppose that you just restored the non-essential power to the west side of the building. You let it run for a couple of seconds before being worried about the drain on the emergency power, after all you have no idea how much is left. You flip it back off.

> turn off furnace
You turn off the heater. It seems to have mildly annoyed the man in the Furnace Room, as you hear a faint string of curses. Seeing as how you haven't accomplished anything, and maintaining a comfortable temperature is something that you value, you turn it back on.

> l
Room of Records
A massive room that was filled with shelves and file cabinets. At the back of the room is an electrical panel.

You can go southwest to the Basement.

> sw

The Basement
From what little light there is, you can tell that the lightbulbs have all been smashed. Perhaps there used to be power here, but someone has made sure that this place would be dark. There are monstrous file cabinets that have been piled up in front of the door, leaving only a small opening to the furnace room.

You can go north to the Janitor Closet, south to the Furnace Room, northeast to the Room of Records, or up to the First Floor Staircase.

> open cabinets
They're locked, and full of boring records anyway.

> save
Ok.

> ask man about furnace
"Get out of here with your crazy talk."

> ask man for help
You can't see any such thing.

> move cabinets
It is fixed in place.

> push cabinets
It is fixed in place.

I'm not sure what I'm trying to do now.

> pour ammonia into bleach
That thing probably won't hold the ammonia too well, and consider the fact that the ammonia is already in a nice portable, throwable container.

> pour bleach into ammonia
That thing probably won't hold the bleach too well, and consider the fact that the bleach is already in a nice portable, throwable container.

> u

First Floor Staircase
On the walls, you can see a broken fire extinguisher box, and an emergency escape map.

The staircase leading up is blocked halfway by piles upon piles of furniture. You can see a small passage in the top of the barricade which is now easily accessible thanks to the stair stepping blocks. As for the stairway down, a large chunk of concrete staircase has gone missing. You think you could navigate down, but he darkness of the basement worries you.

You can go east to the First Floor Elevator, northeast to the First Floor Hall, up to the Second Floor Staircase or down to the Basement.

The stair stepping blocks have been pushed into this room.

> ne

First Floor Hall
A central hub of nondescript, pristinely sterile hospital hallway.

You can go north to the Radiation Controls, south to the Elevator, east to the Hospital Entry, west to the Cafeteria or southwest to the First Floor Staircase.

> e

Entry Hall
The grand entrance to the Calypso Hospital, dead bodies hang from ropes tied to the previously majestic arches and pillars. There is a series of abandoned check-in counters. There are various benches along the hallway, as well as couches and magazines. You can't see anything out of the sliding glass doors, thanks to the coffee table and bench barricade.

You can go north to the Gift Shop, south to the Pharmacy, east to the Hospital Exterior, west to the First Floor Hallway and northwest to the Physical Therapy room.

> e
You've put a lot of effort into barricading up the outside doors; you'd have to move the bench and the coffee table back before being able to go outside.

> save
Ok.

> move bench
You remove the barricade, returning both the coffee table and the bench to the original spots. The coast looks clear enough outside.

> e

The Hospital Exterior
You are outside and the thick fog carpets everything; you can barely tell that it is indeed daytime outside. You are now certain that you see shapes moving in the distance and feel hesitant to move much further from the safety of the hospital.

You can go south to the Parking Lot or west to the Entry Hall.

There seems to be an unusually large amount of stumbling towards you. Moans all around you fill the air. With panic, you realize they must be drawn to your light. You whimper as the increased shuffling of feet and moaning all point to them being attracted to you.

> throw bleach at zombies
That wouldn't make any sense.

There seems to be an unusually large amount of stumbling towards you. Moans all around you fill the air. With panic, you realize they must be drawn to your light. You whimper as the increased shuffling of feet and moaning all point to them being attracted to you.

The light source draws ever more curious zombies. You have been surrounded. You try to back away slowly, but they seem to notice you. You panic and try to bolt, only to trip over some bit of debris. You hit your head and never wake up. After a few hours, the batteries follow your fate.

*** You have died ***

In that game you scored 66 out of a possible 100, in 397 turns.

Would you like to RESTART, RESTORE a saved game or QUIT?
>
undo
The Hospital Exterior
[Previous turn undone.]

> turn off flashlight
That's already off.

There seems to be an unusually large amount of stumbling towards you. Moans all around you fill the air. With panic, you realize they must be drawn to your light. You whimper as the increased shuffling of feet and moaning all point to them being attracted to you.

The light source draws ever more curious zombies. You have been surrounded. You try to back away slowly, but they seem to notice you. You panic and try to bolt, only to trip over some bit of debris. You hit your head and never wake up. After a few hours, the batteries follow your fate.

*** You have died ***

In that game you scored 66 out of a possible 100, in 397 turns.

Would you like to RESTART, RESTORE a saved game or QUIT?
>
restore
Ok.

> l
Entry Hall
The grand entrance to the Calypso Hospital, dead bodies hang from ropes tied to the arches. There is a series of abandoned check-in counters. There are various benches along the hallway, as well as couches and magazines. You can't see anything out of the sliding glass doors, thanks to the coffee table and bench barricade.

You can go north to the Gift Shop, south to the Pharmacy, east to the Hospital Exterior, west to the First Floor Hallway and northwest to the Physical Therapy room.

> i
You are carrying:
a jug of ammonia
a jug of bleach
an electric lamp (tied) (providing light)
plastic lamp crap
a flashlight
plastic light crap
a pair of scissors
some roses
a balloon
some magazines
a face mask (being worn)
a safety goggles (being worn)
a screwdriver
a toolbox (open)
a tire pressure reader
empty can
some batteries
some pain pills
a water bottle
a handgun (loaded)
a security badge
a compass
a lab coat (being worn)
thick rubber gloves (being worn)
white boots (being worn)

> turn off lamp
(the electric lamp (tied))
You turn off the lamp.

> turn off flashlight
That's already off.

> move bench
You remove the barricade, returning both the coffee table and the bench to the original spots. The coast looks clear enough outside.

> out
But you aren't in anything at the moment.

> e

The Hospital Exterior
You are outside and the thick fog carpets everything; you can barely tell that it is indeed daytime outside. You are now certain that you see shapes moving in the distance and feel hesitant to move much further from the safety of the hospital.

You can go south to the Parking Lot or west to the Entry Hall.

> s

Parking Lot
An open and sprawling patch of asphalt packed with cars. Many have been broken into and a few have crashed. The fog is so thick that you cannot see more than one area of the lot at a time. You can hear afflicted people shuffling around between rows of cars. You can see a severed zombie inside your Volvo.

You can go north to The Hospital Exterior.

> open volvo
(Volvo trunk)
That's already open.

> look in volvo
Which do you mean, Volvo trunk or the Volvo car?

> car
In the Volvo car is a zombie woman.

> get in car
(the Volvo car)
Even though she's dead, you'd have to move both halves of her body to even attempt to use the car, and that's not something you want to mess with.

> l
Parking Lot
An open and sprawling patch of asphalt packed with cars. Many have been broken into and a few have crashed. The fog is so thick that you cannot see more than one area of the lot at a time. You can hear afflicted people shuffling around between rows of cars. You can see a severed zombie inside your Volvo.

You can go north to The Hospital Exterior.

> n

The Hospital Exterior
You are outside and the thick fog carpets everything; you can barely tell that it is indeed daytime outside. You are now certain that you see shapes moving in the distance and feel hesitant to move much further from the safety of the hospital.

You can go south to the Parking Lot or west to the Entry Hall.

> w

Entry Hall
The grand entrance to the Calypso Hospital, dead bodies hang from ropes tied to the previously majestic arches and pillars. There is a series of abandoned check-in counters. There are various benches along the hallway, as well as couches and a small table littered with magazines. The large glass sliding door to the outside displays a thick, ominous fog. You think you see figures moving in the fog, but then again, you might just be playing tricks on yourself.

You can go north to the Gift Shop, south to the Pharmacy, east to the Hospital Exterior, west to the First Floor Hallway and northwest to the Physical Therapy room.

> move bench in front of door
You gather your strength and with a grunt heave the huge bench in front of the great glass sliding doors, the legs of the bench screeching horribly as they drag across the stone floor. You tip it over so that the top is pressing against the glass doors. The doors try to swing open inward, but they make it only a few inches before being effectively stopped.

Unfortunately, the loud noise so close to the entrance has attracted a lot of attention; the undead press in against the entry, lethargically banging at the glass doors. More keep coming. Some attempt to climb through, and fail. It would be difficult for any zombies to get in, but you feel uneasy.

> move table in front of door
You finalize the front door barricade with the large wooden table. Now you can't see out the doors, and zombies can't see in. Many of the zombies outside lose interest and shamble away. After a bit, the front door sensors decide that the bench and table are stationary, and stop trying to open against them.
You feel much safer.

> w

First Floor Hall
A central hub of nondescript, pristinely sterile hospital hallway.

You can go north to the Radiation Controls, south to the Elevator, east to the Hospital Entry, west to the Cafeteria or southwest to the First Floor Staircase.

> w

Cafeteria
The Cafeteria has been thoroughly raided. Overturned bins of food, broken jugs of milk and other liquids have all swirled together into a rotting pool of sludge.

A stove had been serving as a barricade to the kitchen, but it has been shoved aside and overturned. You also note some blood and bloody blunt objects.

You can go north to the Kitchen or east to the First Floor Hall.

> e

First Floor Hall
A central hub of nondescript, pristinely sterile hospital hallway.

You can go north to the Radiation Controls, south to the Elevator, east to the Hospital Entry, west to the Cafeteria or southwest to the First Floor Staircase.

> sw

First Floor Staircase
On the walls, you can see a broken fire extinguisher box, and an emergency escape map.

The staircase leading up is blocked halfway by piles upon piles of furniture. You can see a small passage in the top of the barricade which is now easily accessible thanks to the stair stepping blocks. As for the stairway down, a large chunk of concrete staircase has gone missing. You think you could navigate down, but he darkness of the basement worries you.

You can go east to the First Floor Elevator, northeast to the First Floor Hall, up to the Second Floor Staircase or down to the Basement.

The stair stepping blocks have been pushed into this room.

> d

Darkness
It is pitch dark, and you can't see a thing.

Pah, let me light the lamp.

> light lamp
(the electric lamp (tied))
This dangerous act would achieve little.

> turn on lamp
(the electric lamp (tied))
The lamp radiates a low level of light in all directions.

A collective moan arises from the rest of the city. It echoes and is joined by more moans until a distance or origin point is simply indeterminable. The voice of the despairing dead slowly peter out, but their message for you remains. They are determined, and they do not sleep, and they are always hungry, always desperate.

The Basement
From what little light there is, you can tell that the lightbulbs have all been smashed. Perhaps there used to be power here, but someone has made sure that this place would be dark. There are monstrous file cabinets that have been piled up in front of the door, leaving only a small opening to the furnace room.

You can go north to the Janitor Closet, south to the Furnace Room, northeast to the Room of Records, or up to the First Floor Staircase.

> ask man about me
"You're just another infected sack of germs waiting to go crazy. I'm not going to let that happen."

> tell man about rescue
He's safely on the other side of that barricade making most interactions a bit tricky. The only way through is that small hole. Maybe if you had some knockout gas, you could actually get in there.

> put bleach in hole
You expertly throw the bleach at the opening, and hear a "bloink" as the plastic hits the ground. Unfortunately, you don't hear any sounds indicating that the liquid ever exited the jug. "This will come in handy removing your infectious taint." comes tauntingly from the other side. Luckily, you think you remember there being another jug of bleach back in the janitor closet.

> undo
The Basement
[Previous turn undone.]

> open bleach
You completely remove the cap of the bleach.

> open ammonia
You completely remove the cap of the ammonia.

> pour bleach in hole
That thing probably won't hold the bleach too well, and consider the fact that the bleach is already in a nice portable, throwable container.

> throw bleach in hole
You lob the bleach at the opening, and hear a bloink and splish as the liquid spills out. You hear a string of curses from the other side as the liquid glubs out of the jug.

[Your score has just gone up by two points.]

> throw ammonia in hole
You lob the ammonia at the opening, and hear a bloink and splish as the liquid spills out. You hear a string of curses from the other side as the liquid glubs out of the jug.

Fitful coughing and curses comes from the Furnace Room, followed a sharp thud and then silence. You expected to hear a hissing reaction or even smell something off, but there was no special noise, and no special smell from the toxic combination of the two cleaning liquids.

[Your score has just gone up by two points.]

> save
Ok.

> s
Well, you dispatched of the loon, but if you're not careful, you'll hoist yourself by your own petard. You're not going in there with that toxic gas, find a way to get rid of it.

> ne

Room of Records
A massive room that was filled with shelves and file cabinets. At the back of the room is an electrical panel.

You can go southwest to the Basement.

> x panel
You see 10 circuit breakers. It appears that the emergency power was automatically engaged, and powered sections of the hospital were maintained manually with this panel.

The circuit breakers are: air conditioning (off), east (off), emergency power (on), fire sprinklers (off), furnace (on), MRI machine (on), north (off), radiation chamber (on), south (off), west (off).

> turn on air conditioning
You let it run for a bit, but then realize that the toxic liquids in the furnace room will continue to evaporate and fill the room with deadly gas. The furnace room is still deadly.

> turn on sprinklers
You turn on the fire sprinklers. You glance out into the basement and see water streaming down. You can only imagine that water is similarly raining down on the rest of the hospital as well. You let it run for 30 seconds before shutting off; there is only a small reserve of emergency water, and you imagine that piped water won't be working to replace it anytime soon. You are certain you have washed away the toxic ammonia and bleach, but you are still worried about the chlorine gas that remains.

> turn on air conditioning
The whirr of mechanical fans fills the air with an intense cold blast. After letting it run for 15 minutes, you are certain enough that the chlorine gas has been throughly dissipated.

[Your score has just gone up by five points.]

> save
Ok.

> score
You have so far scored 75 out of a possible 100, in 431 turns.

> sw

The Basement
From what little light there is, you can tell that the lightbulbs have all been smashed. Perhaps there used to be power here, but someone has made sure that this place would be dark. There are monstrous file cabinets that have been piled up in front of the door, leaving only a small opening to the furnace room.

You can go north to the Janitor Closet, south to the Furnace Room, northeast to the Room of Records, or up to the First Floor Staircase.

> s

Furnace Room
You climb through the barricade and survey the room. The room is softly lit by the lights from a huge heating furnace with plenty of pipes. The most salient feature of the room, however is a row of bodies, neatly laid from north to south. There is also a closet that is closed. There are muffled cries originating from the closet. You also see the fallen body of a grey-haired man in his late forties curled up on the floor.

You can go north to the Basement.

> open closet
To your surprise, you find a young man in his twenties gagged and chained up to an especially sturdy pipe; he silently recoils at the sight of you, not even daring to whimper. Tears flow down his dirtied face and stick to his ear-length sandy blonde hair.

> untie man
(the young man)
Fumbling through the keys with your thick gloves, you find a small key that looks like a good candidate and walk forward to unlock his chains. He stares as you with eyes perplexed, even long after it is clear that your only intentions are to unlock him. He relaxes slightly and sits still as you jam the key into the padlock and hear the comforting click. He rips off his gag and throws the duct tape away, gasping in pain. He immediately slumps into a relieved mass and whispers out a "thank you."

He then stares up at you with the sweetest, heart-warming smile. You blush and for the first time realize what a handsome man he is. You return the smile. Well, all that's left to do really is stay here and wait for the calvary.

> save
Ok.

> kiss man
(the young man)
You reach in for a quick smooch, but before you can even get close he backs away. Understandable enough.

You hear muffled stamping and shouts coming from upstairs in the hospital. You both look up excitedly, doubting that help is actually on the way. You can hear occasional bursts of gunfire, and soon you can even hear shouts. You are pretty sure safety is on the way.
>
x body
A kind-faced man, you have difficulty believing that this person could be a mass killer. He wears the uniform of a nurse; and you see a name tag with a smiley face. He is unmoving and unbreathing; if he's not dead yet, he will be dead soon. A set of keys is poking out from his jacket pocket.

You hear shouts coming from the other side of the barricade, warning you to stay away from the entrance. The young man stands up and turns to you. "Listen, I'm not entirely sure what's going on, but it's sure as hell they won't know either. You're in danger, you're likely to be blamed. They won't..." he falters, tears brimming as he wipes them away. "They won't attack me" he tells you, less than confidently. "because I look like a victim."

You glance at his wrists, and the tale they immediately tell. The rows of bodies sure do look bad. Your fellow companion walks towards the file cabinets and orders you to stay where you are. You try to object, but he hears none of it.

> z
Time passes.

Suddenly, the top file cabinet is wrenched back and a S.W.A.T. member runs through the top pile of doors. After only glancing at the pile of bodies, he swings his rifle up at you. "What the hell is going on." he demands. Shock and adrenaline pump through you. Your eyes widen and your nostrils flare. You automatically switch to a combative stance and an image of pouncing him and disarming him of that rifle briefly flashes through your mind.

Luckily, your companion has better kept his wits about him, and he immediately intervenes: stepping into the line of fire and telling how you saved him from a crazed survivor. He explains that the crazed survivor was the one who killed everyone trying to contain the infection. More S.W.A.T. members pour in and similarly aim their weapons at you. None are aiming at your companion. You're now effectively surrounded by your supposed rescuers.

Uncertain, the S.W.A.T. member yells at you to drop your gun, and points his assault rifle at you with more vigor.

> drop gun
You drop the handgun. The S.W.A.T. member visibly relaxes.

After complying with their orders, the members of the S.W.A.T. remain uncertain. They radio for backup. One of the team members cautiously walks up to you. "Do you know... who... what you are?" Confused, all you can do is shake your head. One of the other members starts digging through a pack and procures a tactical mirror, handing it over. Hesitantly, you look at yourself in the mirror. Your skin is mottled and was decomposing at some point, but now has a weathered, preserved look. There is a rather large gash on your forehead that has been bandaged. Helplessly you stare at the reflection you want not to be your own, but that matches you at every turn. You drop the mirror and start to cry. No tears come; you are physically incapable.

The young man whom you saved sees your distress, comes over and embraces you, not caring that his skin touches yours. The guns are all lowered and you hear a cacophony of clicks. Radiation kills the neuro-virus, and you realize the significance of you waking up in a radiation chamber. Noticing that you are lost in your thoughts, you glance around at a room of confused S.W.A.T members. Taking advantage of the uncertainty, you dramatically rise up, "I am an infected who has been to madness and back and I can save them all." A bit cheesier than you had intended, but it gets the job done.

You guide the hesitant doctors and scientist through the hospital's notes. Thanks to you, the infection policy is changed after a week. While people's sanities are restored, their skin maintains the same pale, mottled and rotting look. The legal status of the new undead becomes annoyingly uncertain as intolerance finds its newest schism. You become a poster child for zombie tolerance, equality and reason, starting a new non-profit organization designed to fight legal discrimination.

I don't go for whole the zombie thing much. Stupid enemies aren't that interesting.

However, not a bad game. Some funny bits. The puzzles were mostly just about finding the obvious items.

Your wound never heals and your hair never grows out, and to the chagrin of the vegetarian inside you, all you can eat is meat. The young man you rescued, Mark Cayman, remains a true friend and ally in the fight for zombie equality. A few days ago, he asked you to a restaurant with strong hints that it might be about more than politics, and you are excited. You feel elatedly triumphant about all you have accomplished.

*** You have won ***

In that game you scored 85 out of a possible 100, in 438 turns.

Would you like to RESTART, RESTORE a saved game, see some suggestions for AMUSING things to do or QUIT?
>
amusing
Why not try picking up a few gifts? Or try to attack the darkness? Are you sure you found all the weapons for killing the zombie invaders, for committing suicide? Ever try to embrace your nature? Go ahead and approach a zombie.

Would you like to RESTART, RESTORE a saved game, see some suggestions for AMUSING things to do or QUIT?
>
quit