One Eye Open by Colin Sandel and Carolyn VanEseltine.

What, no nudity? Oh well, the rest all sounds good.

Please be advised that One Eye Open is a horror game. It contains mature content (including blood, gore, human injury and death, mild language, tobacco reference, violence, and violent references.)

We do not recommend this game for a younger audience.

Would you like to proceed? (y/n) > y
One Eye Open
An Interactive Nightmare by Colin Sandel and Carolyn VanEseltine
Release 1 / Serial number 100929 / Inform 7 build 6E72 (I6/v6.31 lib 6/12N)

After only ten days, you're becoming surprisingly comfortable with life as a Corona Corporation guinea pig. It helps that your routine is so reliable - meals, exercise, rest, and sleep are clearly arranged on a schedule hanging beside the white clock in your room. As for the tests - well, you've grown used to the sight of your blood in a sample vial, and the rest is mostly paperwork. Personality tests, aptitude tests, intelligence tests, psychological tests, Rorschach and the MMPI and even kinetic family drawing... you're starting to worry that they'll run out of tests by the end of the month.

Although 7:30 PM is always the day's last test, you never leave your room alone, so you were still watching American Beauty when Dr. Marnie Ephart knocked at the door. "Oh, you're almost to the end!" she said brightly, seeing the screen. "I can wait until you're through."

"No, that's fine." You hit PAUSE to freeze Angela in mid-motion as you got up from the couch. "I've seen it before." Last Monday, actually. The video collection isn't that good, and, considering what they're paying you, it's a pity Corona couldn't invest in a few more options. It's hard to complain, though; the staff is friendly, the tests aren't hard, and the salary is great.

During the day, Raymond, Best, or one of the scientists might be around, but at night, it's usually just the two of you, and the hall you cross now is deserted. You accompany her through the antechamber and into the main testing chamber. By now, you're used to being watched from behind one-way glass, but the observational room is fully lit today, and you can easily see inside.

"Back in a moment," Dr. Ephart says cheerfully. "See you on the other side!"

Test Chamber, Corona Labs
In the center of the room, a single black office chair sits in front of a broad, heavy desk. The desk and chair are familiar, but the wireless keypad sitting on the desk is new. There are five large white buttons on the keypad, each displaying a different symbol in broad black strokes. The symbols are a circle, a cross, a set of three wavy lines, a square, and a five-pointed star. As always, you are quite aware of the cameras watching you from above.

To the west, a windowless door separates the testing room from the antechamber outside.

The familiar black office chair sits invitingly nearby.

Through the thick pane of glass, you can see the curved desk in the observational room.

> x me
Even without a mirror, you know you're not looking your best. You haven't been sleeping well for a few nights now, leaving dark circles beneath your eyes, and your appetite's been off as well. Not that it's been Corona's fault - the food's been surprisingly good - but you're just not feeling so hot.

Through the thick pane of glass, you see Dr. Ephart come into the observational room carrying a stack of cards and a notebook. She waves to you in friendly fashion, sets her notebook on the desk, and sits down before pressing the intercom button.

"This is a different kind of test," Dr. Ephart explains. "I have twenty-five cards here, each of which shows one of the symbols on your keypad." She holds up five cards and fans them so you can see the circle, cross, wavy lines, square, and five-pointed star. "I'm going to draw one of these cards and concentrate on the shape. I want you to concentrate, to really focus your mind, and try to pick the same symbol that I do. After you've decided on your symbol, press it on the keypad. We'll do five of these."

Dr. Ephart takes a moment to note something down.

Strange bug with "sit" there.

> sit
(the windowless door)
There's no keyhole on this side.

Dr. Ephart shuffles her cards together and draws the first card. She holds the card up with its back to you.

> sit on chair
You sit down on the office chair.

> x ephart
Marnie Ephart, the doctor in charge of your testing, is a woman in her early forties with a reliably comforting presence. Her parchment-colored face is etched with laugh lines, giving her an expression of eternal, indiscriminate welcome.

> i
You are carrying nothing.

> concentrate
As you concentrate, you get a dull headache. There's something funny about the deck of cards.

> x card
Dr. Ephart is holding up one of the cards. The back shows several blue loops and a line drawing of a building.

> think about card
I only understood you as far as wanting to think.

> concentrate
As you concentrate, you feel a peculiar twinge behind one eye. You feel the need to pay closer attention to the deck of cards.

> concentrate on card
As you concentrate on the deck of cards, small spots of light glitter through your vision. For a moment, you think you see the wavy lines superimposed on the back of the card, but then it is gone.

> press wavy
The keypad chimes, and the wavy lines button glows briefly. Dr. Ephart nods unconsciously as she tucks her card back in the deck.

Dr. Ephart shuffles her cards together and draws the second card. She holds the card up with its back to you.

> concentrate on card
As you concentrate on the deck of cards, your headache increases. The back of the card distorts until it's like looking at the front of the card. You see the cross on the card.

> press cross
The keypad chimes, and the cross button glows briefly. Dr. Ephart tilts her head to one side as she takes note of your response.

Dr. Ephart shuffles her cards together and draws the third card. She holds the card up with its back to you.

> concentrate on card
As you concentrate on the deck of cards, you feel briefly lightheaded. You close your eyes for a moment, then open them and look at the card. You clearly see the circle on the back of the card before it swims out of sight.

> press cross
The keypad chimes, and the cross button glows briefly. Dr. Ephart looks over at you and then scribbles something in her notebook.

Dr. Ephart takes a moment to note something down.

> undo
Test Chamber, Corona Labs
[Previous turn undone.]

> press circle
The keypad chimes, and the circle button glows briefly. Dr. Ephart's lips curve slightly up as she writes something in her notebook.

Dr. Ephart shuffles her cards together and draws the fourth card. She holds the card up with its back to you.

> concentrate on card
As you concentrate on the deck of cards, the room seems to spin for a moment. Staring at the card, you sense that Dr. Ephart's card is the cross.

> press cross
The keypad chimes, and the cross button glows briefly. Dr. Ephart glances at your response and looks impressed.

Dr. Ephart takes a moment to note something down.

> concentrate on card
When you focus on the full deck of cards, all five symbols whirl through your head - star, circle, wavy lines, square, and cross - in a blurry, nausea-inducing dance. The weird sensation (and the accompanying nausea) pass after a moment.

Dr. Ephart gives you a concerned look.

Dr. Ephart shuffles her cards together and draws the last card. She holds the card up with its back to you.

> concentrate on card
As you concentrate on the deck of cards, the room washes briefly away in a surge of nauseating vertigo. The five-pointed star jolts sharply and painfully into your brain. There's no doubt: that's her card.

> press star
The keypad chimes, and the five-pointed star button glows briefly. Dr. Ephart breaks into a broad smile.

Dr. Ephart picks up the deck of cards again. She smiles at you and presses the intercom switch. "You did great - thank you! I'll be back in just a moment."

> w
There's no keyhole on this side.

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

> l
Test Chamber, Corona Labs (on the black office chair)
Two cameras watch the heavy desk from above with unwinking red eyes. The desk currently has a wireless keypad on it.

To the west, a windowless door separates the testing room from the antechamber outside.

Through the thick pane of glass, you can see the blue notebook and the curved desk in the observational room.

> x notebook
Dr. Ephart reliably documents everything in her dark blue notebook. Unsurprisingly, you've never gotten even a peek at the inside.

The door to the testing chamber rattles briefly before Dr. Ephart enters. The doctor gives you her warm, customary smile as she sets a manila folder in front of you. "I've placed a photograph in this folder," she says, tapping the folder. "Please study it closely and learn as much as you can about the scene. I'll be back shortly, and I'll have some questions for you when I return."

Taking the keypad, Dr. Ephart departs, leaving you alone with the closed folder.

> break glass
Attempting to break the thick pane of glass seems futile.

> open folder
You open the manila folder, revealing a glossy photograph.

> x photo
The glossy 4x5 photograph shows the side view of a teenage student. A falling wave of shoulder-length russet hair obscures her face as she leans over an open book, leaving only the slight frown on her pale lips visible. Her left cheek is propped against the curled fingers of her left hand, and her right rests lightly against the beige wood of the desk.

> x cameras
A pair of compact, expensive-looking security cameras stare at you, unblinking, from either corner of the ceiling.

> memorize photo
["memorize photo" is not a recognized command.]

> study photo
The slightly warped 4x5 photograph shows the side view of a teenage student. A straggling wave of rust-red hair falls to shoulder length, half-hiding her face as she leans over an open book. She's frowning slightly, and her lips are very pale. Her left cheek is propped against the fisted fingers of her left hand, and her right tenses against the beige wood of the desk.

> x folder
It's a regular beige file folder.

In the manila folder is a slightly warped photograph.

> x desk
(the photoed desk)
A desk made of finished beige wood.

> x student
Her skin is very pale, and a couple freckles stand starkly against her cheeks. It looks as if she may faint at any moment.

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

> x book
The photo's detail is good, but not so good that you can read the small print of the book. By its heft, it could easily be a college textbook.

> x hair
The student's hair is rust-red, but of a duller hue than you swear it was a moment ago. The hair is somewhat straggled, as though not quite dry and unbrushed.

> x hair
The student's hair is rust-red, but of a duller hue than you swear it was a moment ago. The hair is somewhat straggled, as though not quite dry and unbrushed.

> x lips
The student's face is obscured, but her skin and lips are visibly pale, like someone about to faint.

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

> x cheek
The student's face is obscured, but her skin and lips are visibly pale, like someone about to faint.

> x hair
The student's hair is rust-red, but of a duller hue than you swear it was a moment ago. The hair is somewhat straggled, as though not quite dry and unbrushed.

> l
Test Chamber, Corona Labs (on the black office chair)
Two cameras watch the heavy desk from above with unwinking red eyes. The desk currently has a manila folder on it.

To the west, a windowless door separates the testing room from the antechamber outside.

Through the thick pane of glass, you can see the blue notebook and the curved desk in the observational room.

> x curved desk
The desk behind the observational window has an artistic curve, appearing to belong more in a postmodern art display than a laboratory. Perhaps Corona bought it on wholesale.

> turn over photo
You can't see any such thing.

> look under photo
You find nothing of interest.

> x door
It's a plain aluminum door with a straight handle.

> w
That's strange. They usually leave the door locked during your tests, but it's unlocked now. The door swings open under your hand.

(first getting off the black office chair)
You stand up from the office chair.

Antechamber, Corona Labs
There are no hangings on the dull off-white walls, but a fake palm tree in one corner attempts to add some cheer. In the other corner, there's a simple chair, which looks like a refugee from some grade-school classroom. There's absolutely nothing else in this spartan antechamber.

A windowless door separates the antechamber from the testing room further in.

A matching door, also windowless, leads from the antechamber to the hallway outside.

> save
Ok.

> w
You take a step toward the hall door, but your movement is arrested suddenly by a wrenching sensation. Your gorge leaps toward your throat abruptly, giving you the unsettling sensation of having been dropped a foot down. The sensation is gone quickly, but your throat remains thick with unease.

> x tree
(the ficus tree)
A real, living ficus tree sprawls outward from its pot in the corner of the room. While you can't imagine how it can survive in a windowless room, it looks healthy enough. Sadly, its realism provides an unpleasantly discordant accent to the sterile room.

> x chair
This chair was built with economy in mind. Thin metal legs support a molded plastic seat and back.

> x hall door
It's a plain aluminum door with a straight handle.

> w
You open the hall door.

Hall End
This is not the hallway you expected. The far wall is the correct distance away, and the ceiling is the correct height, but the walls are painted a dull, sterile white instead of the light blue-green that you associate with Corona Labs, and long banks of fluorescent lights cast everything into an unexpectedly harsh light. Your room should be through the metal door across the hall to the west, but in light of the other changes, it's easy to doubt that it's yours. A small brass sign identifies it as Room 320.

A windowless door leads east into the testing room's antechamber.

A piece of unlined paper leans face-down against the west wall, just slightly to the left of the door.

> get paper
You pick up the piece of unlined paper.

> x it
This is a piece of unlined paper with a torn edge. Ragged handwriting slants across its surface, and there's a suspicious dark red smudge about two-thirds of the way down the page.

> read it
The piece of unlined paper reads:

5/12/78
Oh god, want to write better but so sick.
I don't know what happened.
A psychic spike - has to be. Nauseating.
What happened? Echoes of ... Cross. Dr. Yehuda.
Is Theo hurt? Dead? Did he hurt Ian?
Something has pushed Ian over the edge. I think we've all made a terrible mistake.
I've got to get it together. Theo left a bottle of pills on his desk -- the label says "Sandepam". I'm going to carry it with me. I don't know what it does, but if I have to face Ian, I need whatever edge Theo might have found.
I can't believe it's come to this. Something awful is about to happen.
EGB

> n

Hall Intersection
Cold fluorescent lights pace the ceiling from north to south and lead off east along the T intersection. To the west, a pair of metal elevator doors sits silently closed. There's a call button beside the elevator and a floor indicator above the call button.

A building map is posted on the wall.

There's supposed to be a map here. Authors, you should tell me at the start of the game if you're using pictures that my interpreter can't display. Then I don't have to change interpreters halfway through.

> x map
The legend identifies this map as "Mt. Airy Hospital - Third Floor". Three-quarters of the map is obscured with a large bloodsmear, but the lower right quadrant is mostly visible.

View the lower right quadrant? (y/n) > y

> n

Hallway, Mt Airy Hospital
Partway down this hall, the fluorescent lights have sputtered out, leaving the way north cloaked in darkness. A long, slow breeze flows from the south past you, reaching towards the deep shadow to the north. Before the light fails, there's a bathroom door in the dull white wall to the east and a swinging panel to the west.

> w
Upon closer examination, the swinging panel appears to be a laundry chute. Pushing open the chute, you take a look down. There's enough light to see, strangely but unmistakably, rows of oversized shark's teeth set into the sides of the chute partway down its length. Going this way seems like a particularly bad idea.

There's also a white object visible in the shadows of the laundry chute. It looks as if something white fell partway down and got caught on the protruding teeth.

> x object
Something white is caught in the laundry chute just out of your reach.

> get it
You cautiously reach down the laundry chute, but the white thing is just out of your grasp.

The sterile breeze flowing north slowly stops and then reverses. A long wave of bad-smelling air pushes toward you from the dense darkness down the hallway.

> n
You start north into the darkness, moving cautiously. The halitosis smell gets increasingly strong as you proceed.

A gleam alerts you to halt in the darkness. As your vision adjusts to the low light, you see a row of long, sharp, curving shapes projecting both from the floor and the ceiling. Careful examination convinces you that the hallway has grown a mouthful of fangs. Proceeding north seems like an incredibly bad idea.

You back away until you have returned to the relative safety of the lit hallway by the bathroom door.

> e
You open the bathroom door.

Bathroom, Mt Airy Hospital
The single fluorescent light in the bathroom flickers rapidly like a strobe. On the other side of the room, a bloodied corpse seems to be partially buried in the toilet, folded in half. Near the toilet is a sink, above which is a mirror marred by a spiderweb crack. The light's strobe effect gives the room a surreal, filmlike quality. Behind you, to the west, a door leads back into the hallway.

> x corpse
Upon closer inspection, you can see that the corpse was male, and is dressed in the scrubs of a hospital orderly or nurse. The blood strewn on his uniform seems to have come from his mouth, likely vomited out when he was folded violently in half.

> w

Hallway, Mt Airy Hospital
Partway down this hall, the fluorescent lights have sputtered out, leaving the way north cloaked in darkness. There's a long, slow rush of bad-smelling air coming from that direction. Before the light fails, there's a bathroom door in the dull white wall to the east and a laundry chute to the west.

> s

Hall Intersection, Mt Airy Hospital
Cold fluorescent lights pace the ceiling from north to south and lead off east along the T intersection. To the west, a pair of metal elevator doors sits silently closed. There's a call button beside the elevator and a floor indicator above the call button.

A building map is posted on the wall.

> e

Side Hall, Mt Airy Hospital
The off-white walls and dull, stain-resistant tiles of this hallway match those of the main hall to the west. Windowless doors marked with small brass signs branch off to the north and south.

> x sign
Which do you mean, the room 321 sign or the room 322 sign?

> x 321
Which do you mean, the door to room 321 or the room 321 sign?

> x 321 sign
It's a small brass sign with the number 321 etched into its surface. It's positioned beside the south doorway.

> s
You don't have a key for the door to room 321.

> n
You don't have a key for the door to room 322.

> e

Side Hall End, Mt Airy Hospital
Plain, windowless doors labelled neatly with small brass signs lead off to the north and south. At the east end of the hallway, a large, lurid orange biohazard symbol marks a door of a different design. This door is a sliding door instead of a regular door, and it has a small, wire-reinforced window.

There's a keycard reader beside the sliding door.

Games always get "look through window" wrong. (Well, not always. But am I the only one that ever types this?)

> look through window
You find nothing of interest.

> x window
There's a small wire-reinforced window set high in the external airlock door. What little you can see of the room beyond is bathed in sanguine light.

> s
You open the door to room 323.

The glimmer of glass greets your eye as you enter this shadowed room. Running through the layout of the facility in your mind, you realize that you're now standing in the observational room, though the furnishings have changed from your memory. For instance, the gutted corpse is definitely new.

Observational Room, Mt Airy Hospital
A broad pane of one-way glass separates this room from the testing chamber beyond. The lights are off in this room, cloaking everything in shadow, but you can still see enough to navigate past the rectangular table, the chairs, and the filing cabinet tucked into one corner. Your view of the observational room is somewhat blocked by the gutted corpse sprawled across the table.

A door to your north leads back to the hallway.

Through the thick pane of glass, you can see a gaunt young man huddled in the far corner of the test chamber.

> x man
(the gaunt young man)
A gaunt young man huddles on an office chair in the far corner of the room, clothed only in a pair of navy sweatpants. He is slumped forward in a hunch, the outline of his spine standing sharply against the skin of his emaciated back. His face is obscured by a mass of messy, tangled brown hair.

You feel drawn to the young man. The feeling vibrates between empathy and sympathy. You can all-too-easily imagine the slight chill of the air against his bare back, the way his elbows dig into his knees, and the slight ache of his spine from the unnatural posture. You can imagine how he sits, alone, listening to the emptiness which is not empty enough - the emptiness that is filled with too many thoughts, fears, dreams. He shifts position slightly and raises a hand to his hidden face. You feel the way he drags his fingernails down his forehead - not breaking the skin, not quite, but toying with the idea. Flirting with the idea of blindness, as his nails trail over his closed eyelid, or disfigurement, as they trail over his cheek.

He has the answers you seek. The knowledge thumps home like a bullet thumping into flesh - not hurting, not yet - only a solid impact like nothing else in the world.

You shake yourself out of the bizarre reverie to see the young man hunched and still. You're not sure whether he ever moved at all.

> concentrate on man
Which do you mean, the gutted corpse or the gaunt young man?

> concentrate on gaunt
You focus your thoughts on the young man huddled in the corner of the test chamber. For a moment, nothing happens.

Then, suddenly, you think you see the young man's head snap up, but your vision immediately bursts with a nausea-inducing green light that blots everything else out. You are overcome with dizziness. Images of death, terror and madness fill your brain, swelling it, pressing against your skull. Reaching out to destroy everything around you, you are a whirlwind of insane destructive force. You see images of teeth, mouths, throats, closing in to devour you, and you fight against them with everything you are....

You fall back into yourself with an involuntary scream. Your skin is covered in cold sweat. After a few moments, your heart rate and breathing return to normal, though it takes some time before you stop shaking. You have been Ian McMoneagle, and his mind is a hell.

The gaunt young man still sits, huddled into himself, immobile. You're still not sure whether he ever moved at all.

> x corpse
A broad rip across the man's shirt and stomach reveal the shredded ruin of his abdominal cavity. The remains of the ruined organs and flesh within have jagged edges that you cannot help but equate to small toothmarks. There's a sheet of paper pinned under the corpse's shoulder.

> x paper
(the piece of unlined paper)
This is a piece of unlined paper with a torn edge. Ragged handwriting slants across its surface, and there's a suspicious dark red smudge about two-thirds of the way down the page.

> get paper from corpse
You can't see any such thing.

> get sheet of paper
I only understood you as far as wanting to get the bloodstained sheet of paper.

> x sheet of paper
I only understood you as far as wanting to examine the bloodstained sheet of paper.

> read sheet of paper
I only understood you as far as wanting to read the bloodstained sheet of paper.

> i
You are carrying a piece of unlined paper.

> n

Side Hall End, Mt Airy Hospital
Plain, windowless doors labelled neatly with small brass signs lead off to the north and south. At the east end of the hallway, a large, lurid orange biohazard symbol marks a door of a different design. This door is a sliding door instead of a regular door, and it has a small, wire-reinforced window.

There's a keycard reader beside the sliding door.

> drop unlined
Mislaying the piece of unlined paper might cause trouble down the road. Better to hang onto it instead.

> s

Observational Room, Mt Airy Hospital
A broad pane of one-way glass separates this room from the testing chamber beyond. The lights are off in this room, cloaking everything in shadow, but you can still see enough to navigate past the rectangular table, the chairs, and the filing cabinet tucked into one corner. Your view of the observational room is somewhat blocked by the gutted corpse sprawled across the table.

A door to your north leads back to the hallway.

Through the thick pane of glass, you can see a gaunt young man huddled in the far corner of the test chamber.

> take sheet of paper
I only understood you as far as wanting to take the bloodstained sheet of paper.

> take corpse's paper
You can't see any such thing.

> l
Observational Room, Mt Airy Hospital
A broad pane of one-way glass separates this room from the testing chamber beyond. The lights are off in this room, cloaking everything in shadow, but you can still see enough to navigate past the rectangular table, the chairs, and the filing cabinet tucked into one corner. Your view of the observational room is somewhat blocked by the gutted corpse sprawled across the table.

A door to your north leads back to the hallway.

Through the thick pane of glass, you can see a gaunt young man huddled in the far corner of the test chamber.

> x corpse
A broad rip across the man's shirt and stomach reveal the shredded ruin of his abdominal cavity. The remains of the ruined organs and flesh within have jagged edges that you cannot help but equate to small toothmarks. There's a sheet of paper pinned under the corpse's shoulder.

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

> get sheet
You push the corpse sideways, releasing the bloodstained sheet of paper from beneath its shoulder so that you can pick it up.

The table is small, and the blood on the table is still fairly slick. Unbalanced, the corpse suddenly starts to slide off the edge, and you fail to arrest its movement in time. With a startlingly loud thump, the corpse hits the ground.

You add the pages you are carrying together and classify them all inwardly as your notes.

> read notes
The bloodstained sheet of paper reads:

Raymond Pearce, M.D.
Assistant Director, Mt. Airy Hospital
April 16, 1978

I am upset with the Director.
While I am well aware that our hospital is under-funded and that we should take sources of revenue wherever we can find them, renting out our space to private companies performing procedures that we cannot oversee makes me feel rather like a hotel manager. Moreover, I have enough duties to see to without having to carry out the blind and deaf duty of being the Corona Corporation's liaison. Couldn't we have one of our administrators do that? A secretary, perhaps? My medical expertise certainly does not come into play, as I am not allowed to see the experimentation, nor interview the patient. If he is indeed a patient.
The lead researcher is friendly enough, but I've not been able to get a private word with him since the corporate auditor showed up. I swear, he looks more like a Secret Service agent than a medical professional, and he seems to be everywhere.
I only want to know what's going on. And barring that, I'd frankly rather not have anything to do with the Corona Corporation. This is not what I signed on for.

> save
Ok.

> l
Observational Room, Mt Airy Hospital
A broad pane of one-way glass separates this room from the testing chamber beyond. The lights are off in this room, cloaking everything in shadow, but you can still see enough to navigate past the rectangular table, the chairs, and the filing cabinet tucked into one corner. Dark, sticky blood pools over the tabletop.

A door to your north leads back to the hallway.

You can see a gutted corpse here.

Through the thick pane of glass, you can see a gaunt young man huddled in the far corner of the test chamber.

> search corpse
You search the gutted corpse, but you find nothing of interest on the body.

> n

Side Hall End, Mt Airy Hospital
Plain, windowless doors labelled neatly with small brass signs lead off to the north and south. At the east end of the hallway, a large, lurid orange biohazard symbol marks a door of a different design. This door is a sliding door instead of a regular door, and it has a small, wire-reinforced window.

There's a keycard reader beside the sliding door.

> n
You don't have a key for the door to room 324.

> w

Side Hall, Mt Airy Hospital
The off-white walls and dull, stain-resistant tiles of this hallway match those of the main hall to the west. Windowless doors marked with small brass signs branch off to the north and south.

> w

Hall Intersection, Mt Airy Hospital
Cold fluorescent lights pace the ceiling from north to south and lead off east along the T intersection. To the west, a pair of metal elevator doors sits silently closed. There's a call button beside the elevator and a floor indicator above the call button.

A building map is posted on the wall.

> s

Hall End, Mt Airy Hospital
Long banks of fluorescent lights cast sharp shadows along the half-familiar, half-unfamiliar hallway, which continues off to the north. The tiled floor is only a shade darker than the dull off-white walls. A strange, unpleasant odor hangs in the air and stings your nostrils. Your room should be through the metal door across the hall to the west, but in light of the other changes, it's easy to doubt that it's yours. A small brass sign identifies it as Room 320.

A windowless door leads east into the testing room's antechamber.

> w
You open the door.

As you step across the threshold, you freeze at the grisly sight beyond.

Room 320, Mt Airy Hospital
A broad ivory spike protrudes from the floor and pierces the ceiling, transfixing the corpse of a slender, dark-haired woman on the way. Her blood stands starkly red against the dull white tile and walls. The room's furnishings - a hospital bed, a bookshelf, a dresser - have been smashed into a still-recognizable pile of twisted metal and wood on the west side of the room. Thousands of pieces of shredded paper, none much larger than a fingernail, cover the floor near the wreckage and shiver in the slight breath from the broken window. The only exit is to the east.

> x spike
The gleaming, slightly curved spike broadens near the base and comes to a sharp tip just as it pierces the ceiling. It resembles nothing quite so much as a cat's fang, though one of mammoth proportions.

> x window
A small window looks out of the room. Some glass is still present in the windowframe in jagged shards, and you're loath to touch them. The wood frame of the window is very badly warped.

> x metal
Which do you mean, the door or the smashed furnishings?

> smashed
The wreckage indicates that the furnishings here were somewhat more comfortable than a standard hospital room. Along with the twisted metal of medical equipment is also wood that was probably once real furniture. Now, though, the only intact pieces are a broken bookshelf, a crumple hospital bed and a splintered dresser.

> x bookshelf
A nearby bookshelf likely held most of the books that now lay in scraps. Its frame is mostly intact, but all of the internal shelves are smashed, rendering it useless.

> x bed
The hospital bed is crumpled in the center, as though a wrecking ball had been dropped directly on its center.

> x dresser
Behind the wrecked bed is what must at some point have been a dresser, but so much damage has been done to it that you can only distinguish the drawers from the dresser with careful examination.

> look under bad
You can't see any such thing.

> look under bed
You find nothing of interest.

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

> x body
The woman impaled on the white spike is dressed as you imagine a nurse might have been in the seventies, with a button-down skirt that must once have been clean white. Her face, frozen in a look of wide-eyed shock, indicates asian-american heritage and youth.

> search body
You go briefly and quickly through the dead nurse's pockets, but you find nothing of interest.

> e

Hall End, Mt Airy Hospital
Long banks of fluorescent lights cast sharp shadows along the half-familiar, half-unfamiliar hallway, which continues off to the north. The tiled floor is only a shade darker than the dull off-white walls. A strange, unpleasant odor hangs in the air and stings your nostrils. The door to Room 320 is across the hall to the west.

A windowless door leads east into the testing room's antechamber.

> e

Antechamber, Mt Airy Hospital
The antechamber is nearly as spartan as the test chamber itself. The walls, painted a dull off-white, are bare of hangings. A simple chair squats in the corner like a grade-school refugee. The only decoration in the room is a straggly ficus tree, which sprawls in the opposite corner from the chair.

A windowless door leads west from the antechamber to the hallway outside.

A matching door, also windowless, separates the antechamber from the testing room further to the east.

> e
This door was open just a moment ago, but it's closed now. You can't recall hearing it close.

> knock on door
Which do you mean, the hall door or the test chamber door?

> test chamber
You knock on the closed test chamber door.

> z
Time passes.

> w

Hall End, Mt Airy Hospital
Long banks of fluorescent lights cast sharp shadows along the half-familiar, half-unfamiliar hallway, which continues off to the north. The tiled floor is only a shade darker than the dull off-white walls. A strange, unpleasant odor hangs in the air and stings your nostrils. The door to Room 320 is across the hall to the west.

A windowless door leads east into the testing room's antechamber.

> w

Room 320, Mt Airy Hospital
A broad ivory spike protrudes from the floor and pierces the ceiling, transfixing the corpse of a slender, dark-haired woman on the way. Her blood stands starkly red against the dull white tile and walls. The room's furnishings - a hospital bed, a bookshelf, a dresser - have been smashed into a still-recognizable pile of twisted metal and wood on the west side of the room. Thousands of pieces of shredded paper, none much larger than a fingernail, cover the floor near the wreckage and shiver in the slight breath from the broken window. The only exit is to the east.

> n
The metal door to the east leads back into the hallway, and the window leads outside (though not to a very exciting part of the outside, and you're three stories up right now). There aren't any other obvious exits.

> x window
A small window looks out of the room. Some glass is still present in the windowframe in jagged shards, and you're loath to touch them. The wood frame of the window is very badly warped.

> e

Hall End, Mt Airy Hospital
Long banks of fluorescent lights cast sharp shadows along the half-familiar, half-unfamiliar hallway, which continues off to the north. The tiled floor is only a shade darker than the dull off-white walls. A strange, unpleasant odor hangs in the air and stings your nostrils. The door to Room 320 is across the hall to the west.

A windowless door leads east into the testing room's antechamber.

> n

Hall Intersection, Mt Airy Hospital
Cold fluorescent lights pace the ceiling from north to south and lead off east along the T intersection. To the west, a pair of metal elevator doors sits silently closed. There's a call button beside the elevator and a floor indicator above the call button.

A building map is posted on the wall.

> save
Ok.

> press button
The call button lights under your finger.

> z
Time passes.

> z
Time passes.

> z
Time passes.

The elevator call button stops glowing. Nothing else happens.

> open doors
They're regular elevator doors - no handles. They slide open and closed of their own accord.

> pry open doors
["pry open doors" is not a recognized command.]

> i
You are carrying your notes.

> z
Time passes.

> push button
The call button lights under your finger.

> z
Time passes.

> z
Time passes.

> z
Time passes.

The elevator call button stops glowing. Nothing else happens.

> break doors
Attempting to break the elevator doors seems futile.

> n

Hallway, Mt Airy Hospital
Partway down this hall, the fluorescent lights have sputtered out, leaving the way north cloaked in darkness. There's a long, slow rush of bad-smelling air coming from that direction. Before the light fails, there's a bathroom door in the dull white wall to the east and a laundry chute to the west.

> x chute
Upon closer examination, the swinging panel appears to be a laundry chute. Pushing open the chute, you take a look down. There's enough light to see, strangely but unmistakably, rows of oversized shark's teeth set into the sides of the chute partway down its length. Going this way seems like a particularly bad idea.

There's also a white object visible in the shadows of the laundry chute. It looks as if something white fell partway down and got caught on the protruding teeth.

> n
You venture cautiously into the darkness and pause where the foot-long fangs gape from the ceiling and floor of the hallway. Although you don't see any hinges, you rather suspect they aren't decorative.

Are you sure you want to do this? (y/n) > n

You back away until you have returned to the relative safety of the lit hallway by the bathroom door.

> save
Ok.

> n
You venture cautiously into the darkness and pause where the foot-long fangs gape from the ceiling and floor of the hallway. Although you don't see any hinges, you rather suspect they aren't decorative.

Are you sure you want to do this? (y/n) > y

With exquisite care, you step over the fangs with one foot, bringing your thigh perilously near the sharp tips. You shift your weight forward to bring your rear foot over, and the breeze stops.

You have only enough time to realize that the air is still before the fangs drop like a portcullis. The ceiling smashes down around you as the fangs splinter your ribcage from shoulder to hip. Agony blazes like a pyre, and then everything crashes into darkness.

It took me this long to be sure that there was actually time-travelling involved here. The American Beauty reference does establish a present day setting, but I had stupidly forgotten about that by the time I was finding the 1970s stuff, so I was thinking maybe it was just set in the 1970s (or the 2070s).

Press any key to continue.
Consciousness returns. You muzzily realize that you are gazing at the ceiling of the Corona Labs test chamber just before the door slams open. Dr. Shaunessy, the neurologist, hurries into the room. Dr. Ephart follows close enough behind to step on his heels. "How many fingers do you see?" Dr. Shaunessy asks, kneeling down beside you, and Dr. Ephart rests light fingers on your wrist to take your pulse. In short order, they conclude that you suffered a vasovagal syncope and struck your head in the fall.

You try to talk to the doctors, but your words are confused and disjointed. Your gaze drags across the fallen photograph, half-shadowed by the folder above it, and you see the gaunt young man screaming. You can't find the words to make them understand. Though you can nearly stand on your own, the doctors firmly escort you from the room and off to bed.

Dr. Shaunessy leaves, but Dr. Ephart stays with you as the sedatives take hold. "Don't worry," she says, resting a gentle hand on your shoulder. "Everything will be all right."

Six days later, the past repeats itself in Corona Labs.
No one escapes alive.

*** You have failed. ***

Would you like to RESTART, RESTORE a saved game, QUIT or UNDO the last command?
>
undo
Hallway, Mt Airy Hospital
[Previous turn undone.]

> l
Hallway, Mt Airy Hospital
Partway down this hall, the fluorescent lights have sputtered out, leaving the way north cloaked in darkness. There's a long, slow rush of bad-smelling air coming from that direction. Before the light fails, there's a bathroom door in the dull white wall to the east and a laundry chute to the west.

The fetid breeze flowing south pauses before reversing. A sterile, strange wind pulls north past you into the darkness.

> e

Bathroom, Mt Airy Hospital
The single fluorescent light in the bathroom flickers rapidly like a strobe. On the other side of the room, a bloodied corpse seems to be partially buried in the toilet, folded in half. Near the toilet is a sink, above which is a mirror marred by a spiderweb crack. The light's strobe effect gives the room a surreal, filmlike quality. Behind you, to the west, a door leads back into the hallway.

> search corpse
The dead man's scrubs are completely contaminated with blood and more unpleasant fluids. You don't see anything worth taking on the corpse, and going through his pockets is impossible, since they're folded into the toilet.

> w

Hallway, Mt Airy Hospital
Partway down this hall, the fluorescent lights have sputtered out, leaving the way north cloaked in darkness. A long, slow breeze flows from the south past you, reaching towards the deep shadow to the north. Before the light fails, there's a bathroom door in the dull white wall to the east and a laundry chute to the west.

> s

Hall Intersection, Mt Airy Hospital
Cold fluorescent lights pace the ceiling from north to south and lead off east along the T intersection. To the west, a pair of metal elevator doors sits silently closed. There's a call button beside the elevator and a floor indicator above the call button.

A building map is posted on the wall.

> e

Side Hall, Mt Airy Hospital
The off-white walls and dull, stain-resistant tiles of this hallway match those of the main hall to the west. Windowless doors marked with small brass signs branch off to the north and south.

> e

Side Hall End, Mt Airy Hospital
Plain, windowless doors labelled neatly with small brass signs lead off to the north and south. At the east end of the hallway, a large, lurid orange biohazard symbol marks a door of a different design. This door is a sliding door instead of a regular door, and it has a small, wire-reinforced window.

There's a keycard reader beside the sliding door.

> x reader
A pair of black plastic extrusions stand next to one another on the wall beside the door, with just enough space between them to pass a thin piece of plastic. The keycard reader looks not at all unlike a device for reading a credit card.

> break window
Attempting to break the sliding door seems futile.

> n
You don't have a key for the door to room 324.

> s

Observational Room, Mt Airy Hospital
A broad pane of one-way glass separates this room from the testing chamber beyond. The lights are off in this room, cloaking everything in shadow, but you can still see enough to navigate past the rectangular table, the chairs, and the filing cabinet tucked into one corner. Dark, sticky blood pools over the tabletop.

A door to your north leads back to the hallway.

You can see a gutted corpse here.

Through the thick pane of glass, you can see a gaunt young man huddled in the far corner of the test chamber.

> search corpse
You search the gutted corpse, but you find nothing of interest on the body.

> open cabinet
Opening the bottom drawer of the filing cabinet, you are instantly greeted with a foul biological scent, like stomach acid. The inside of the drawer is completely empty, but covered with some kind of slime. You open the top drawer as well, only to see (and smell) the same results.

> x slime
The slime on the filing cabinet seems to be mostly congealed. It still smells awful, but a cautious prod reveals that the stuff is not caustic.

> x table
Blood covers the small table and drips slowly to the floor.

> x chairs
There are two padded chairs in this room. They are fairly simple in design, but each is padded with a cushion to make lengthy observation sessions more tolerable.

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

> search chairs
There is nothing on the padded chair.

> i
You are carrying your notes.

> read notes
The bloodstained sheet of paper reads:

Raymond Pearce, M.D.
Assistant Director, Mt. Airy Hospital
April 16, 1978

I am upset with the Director.
While I am well aware that our hospital is under-funded and that we should take sources of revenue wherever we can find them, renting out our space to private companies performing procedures that we cannot oversee makes me feel rather like a hotel manager. Moreover, I have enough duties to see to without having to carry out the blind and deaf duty of being the Corona Corporation's liaison. Couldn't we have one of our administrators do that? A secretary, perhaps? My medical expertise certainly does not come into play, as I am not allowed to see the experimentation, nor interview the patient. If he is indeed a patient.
The lead researcher is friendly enough, but I've not been able to get a private word with him since the corporate auditor showed up. I swear, he looks more like a Secret Service agent than a medical professional, and he seems to be everywhere.
I only want to know what's going on. And barring that, I'd frankly rather not have anything to do with the Corona Corporation. This is not what I signed on for.

> concentrate on corpse
Focusing yourself, you concentrate on the gutted corpse. The essence of the former occupant has gone, leaving only echoes of pain and confusion. There's nothing here but the discarded physical shell.

> concentrate on gaunt man
The idea of trying to reenter Ian McMoneagle's head is a terrifying prospect. You are not sure that you could force your mind to focus on him again.

You try to concentrate on the gaunt young man, but you don't sense anything out of the ordinary.

> w
A door to your north leads back to the hallway.

> n

Side Hall End, Mt Airy Hospital
Plain, windowless doors labelled neatly with small brass signs lead off to the north and south. At the east end of the hallway, a large, lurid orange biohazard symbol marks a door of a different design. This door is a sliding door instead of a regular door, and it has a small, wire-reinforced window.

There's a keycard reader beside the sliding door.

> x symbol
There's no mistaking it for anything else. That's definitely a biohazard symbol.

> w

Side Hall, Mt Airy Hospital
The off-white walls and dull, stain-resistant tiles of this hallway match those of the main hall to the west. Windowless doors marked with small brass signs branch off to the north and south.

> x 321 sign
It's a small brass sign with the number 321 etched into its surface. It's positioned beside the south doorway.

> x 322 sign
It's a small brass sign with the number 322 etched into its surface. It's positioned beside the north doorway.

> get sign
Which do you mean, the room 321 sign or the room 322 sign?

> 321 sign
The room 321 sign is bolted to the wall.

> get 322 sign
The room 322 sign is bolted to the wall.

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

> w

Hall Intersection, Mt Airy Hospital
Cold fluorescent lights pace the ceiling from north to south and lead off east along the T intersection. To the west, a pair of metal elevator doors sits silently closed. There's a call button beside the elevator and a floor indicator above the call button.

A building map is posted on the wall.

> x lights
The fluorescent lights cast their stark, unflattering light from behind frosted plastic covers.

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

> get covers
You can't reach the ceiling from here.

> s

Hall End, Mt Airy Hospital
Long banks of fluorescent lights cast sharp shadows along the half-familiar, half-unfamiliar hallway, which continues off to the north. The tiled floor is only a shade darker than the dull off-white walls. A strange, unpleasant odor hangs in the air and stings your nostrils. The door to Room 320 is across the hall to the west.

A windowless door leads east into the testing room's antechamber.

> x lights
The fluorescent lights cast their stark, unflattering light from behind frosted plastic covers.

> e

Antechamber, Mt Airy Hospital
The antechamber is nearly as spartan as the test chamber itself. The walls, painted a dull off-white, are bare of hangings. A simple chair squats in the corner like a grade-school refugee. The only decoration in the room is a straggly ficus tree, which sprawls in the opposite corner from the chair.

A windowless door leads west from the antechamber to the hallway outside.

A matching door, also windowless, separates the antechamber from the testing room further to the east.

> get tree
(the ficus tree)
Your arms aren't long enough to reach the ficus tree's pot without having several branches poke your face. Moving the ficus is a more aggravating exercise in futility than you'd prefer to embark on right now.

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

> get chair
Light, but flimsy and awkward, the chair does not immediately inspire any uses as a tool. You opt not to carry it with you.

> push chair w
The simple chair cannot be pushed from place to place.

Ugh, so this going to be a search-everything game. Fine, I'll go everywhere and search everything.

> search tree
(the ficus tree)
The ficus tree's untrimmed branches obscure but do not conceal its staid black pot.

In the ficus pot is a small piece of unlined paper.

> get unlined paper
You reach through the shrouding branches and fish the small piece of unlined paper out of the ficus pot.

You add the small piece of unlined paper to your existing collection of pages.

> read notes
The small piece of unlined paper reads:

Alice's Diary, 4/30/78

He screams at night.
Ian says that he's had these nightmares as long as he can remember, that it's fine and everything is normal. I really want to believe him, but the last few days have been different. I've seen him tossing and turning, but now he screams. Says things. His eyes are open, but he can't see or hear me.
Are they doing something to him? I'm not supposed to ask about why he's here. I've been sort of hoping that he would tell me something, but he doesn't even like to talk about the nightmares. All I can hear are the things he says when he's asleep, strangled bits of words. "Teeth. Dark. Coming for me."
I wish I could do something for him. Anything.

> l
Antechamber, Mt Airy Hospital
The antechamber is nearly as spartan as the test chamber itself. The walls, painted a dull off-white, are bare of hangings. A simple chair squats in the corner like a grade-school refugee. The only decoration in the room is a straggly ficus tree, which sprawls in the opposite corner from the chair.

A windowless door leads west from the antechamber to the hallway outside.

A matching door, also windowless, separates the antechamber from the testing room further to the east.

> e
You don't have a key for the test chamber door.

> w

Hall End, Mt Airy Hospital
Long banks of fluorescent lights cast sharp shadows along the half-familiar, half-unfamiliar hallway, which continues off to the north. The tiled floor is only a shade darker than the dull off-white walls. A strange, unpleasant odor hangs in the air and stings your nostrils. The door to Room 320 is across the hall to the west.

A windowless door leads east into the testing room's antechamber.

> w

Room 320, Mt Airy Hospital
A broad ivory spike protrudes from the floor and pierces the ceiling, transfixing the corpse of a slender, dark-haired woman on the way. Her blood stands starkly red against the dull white tile and walls. The room's furnishings - a hospital bed, a bookshelf, a dresser - have been smashed into a still-recognizable pile of twisted metal and wood on the west side of the room. Thousands of pieces of shredded paper, none much larger than a fingernail, cover the floor near the wreckage and shiver in the slight breath from the broken window. The only exit is to the east.

> get spike
You fail to move the broad ivory spike.

> break spike
Attempting to break the broad ivory spike seems futile.

> get on shelves
You can't see any such thing.

> climb pile
Which do you mean, the smashed furnishings or the pile of shredded pages?

> smashed
That's not something you can enter.

> search smashed
You find nothing of interest.

Unfair! You told me none of the pieces of paper was larger than a fingernail.

> search pages
(the pile of shredded pages)
Looking through the confetti, you come across a single page of mostly-intact paper that doesn't seem to match the others. It's a small piece of unlined paper with a ragged edge. You fish it out of the pile of shredded paper.

You add the small piece of unlined paper to your existing collection of pages.

> read notes
The small piece of unlined paper reads:

Alice's Diary, 5/12/78

I just saw a man die. He was standing in a shadow and a mouth came out and bit him in half.
I feel numb and awful and I'm so scared. I don't know where Ian is and I'm afraid that he's going to be hurt or killed. I don't know why he isn't in his room.
I have to help him and protect him. I'll wait for him here and he'll come back, and we can be together and I'll stop the awful things from hurting him.
Please Ian come back. I will be here waiting until you come back.
I love you.

> e

Hall End, Mt Airy Hospital
Long banks of fluorescent lights cast sharp shadows along the half-familiar, half-unfamiliar hallway, which continues off to the north. The tiled floor is only a shade darker than the dull off-white walls. A strange, unpleasant odor hangs in the air and stings your nostrils. The door to Room 320 is across the hall to the west.

A windowless door leads east into the testing room's antechamber.

> x walls
The walls are painted a sterile shade of white that was previously familiar to you only in the testing room's antechamber.

> smell
There's a strange odor in the air, something half-sterile and half-biological. There's nothing even remotely appealing about it.

> n

Hall Intersection, Mt Airy Hospital
Cold fluorescent lights pace the ceiling from north to south and lead off east along the T intersection. To the west, a pair of metal elevator doors sits silently closed. There's a call button beside the elevator and a floor indicator above the call button.

A building map is posted on the wall.

> look behind map
There's nothing back there.

> get map
It's mounted on the wall.

> x lights
The fluorescent lights cast their stark, unflattering light from behind frosted plastic covers.

> get covers
You can't reach the ceiling from here.

> jump
You jump into the air and land again.

> x indicator
The twelve-character split-flap display currently reads "BASEMENT".

> press button
The call button lights under your finger.

> x indicator
The twelve-character split-flap display currently reads "BASEMENT".

> x indicator
The twelve-character split-flap display currently reads "BASEMENT".

> x indicator
The twelve-character split-flap display currently reads "BASEMENT".

The elevator call button stops glowing. Nothing else happens.

> x doors
A single call button sits dark beside the elevator doors. The floor indicator has a split-flip display currently reading "BASEMENT".

> e

Side Hall, Mt Airy Hospital
The off-white walls and dull, stain-resistant tiles of this hallway match those of the main hall to the west. Windowless doors marked with small brass signs branch off to the north and south.

> e

Side Hall End, Mt Airy Hospital
Plain, windowless doors labelled neatly with small brass signs lead off to the north and south. At the east end of the hallway, a large, lurid orange biohazard symbol marks a door of a different design. This door is a sliding door instead of a regular door, and it has a small, wire-reinforced window.

There's a keycard reader beside the sliding door.

> s

Observational Room, Mt Airy Hospital
A broad pane of one-way glass separates this room from the testing chamber beyond. The lights are off in this room, cloaking everything in shadow, but you can still see enough to navigate past the rectangular table, the chairs, and the filing cabinet tucked into one corner. Dark, sticky blood pools over the tabletop.

A door to your north leads back to the hallway.

You can see a gutted corpse here.

Through the thick pane of glass, you can see a gaunt young man huddled in the far corner of the test chamber.

> x chairs
There are two padded chairs in this room. They are fairly simple in design, but each is padded with a cushion to make lengthy observation sessions more tolerable.

> push chair n
(the padded chair north)
The padded chair cannot be pushed from place to place.

> move chair
(the padded chair)
These chairs are unremarkable, and will do nothing for you that other chairs in the building won't do better.

> n

Side Hall End, Mt Airy Hospital
Plain, windowless doors labelled neatly with small brass signs lead off to the north and south. At the east end of the hallway, a large, lurid orange biohazard symbol marks a door of a different design. This door is a sliding door instead of a regular door, and it has a small, wire-reinforced window.

There's a keycard reader beside the sliding door.

> w

Side Hall, Mt Airy Hospital
The off-white walls and dull, stain-resistant tiles of this hallway match those of the main hall to the west. Windowless doors marked with small brass signs branch off to the north and south.

> w

Hall Intersection, Mt Airy Hospital
Cold fluorescent lights pace the ceiling from north to south and lead off east along the T intersection. To the west, a pair of metal elevator doors sits silently closed. There's a call button beside the elevator and a floor indicator above the call button.

A building map is posted on the wall.

> n

Hallway, Mt Airy Hospital
Partway down this hall, the fluorescent lights have sputtered out, leaving the way north cloaked in darkness. There's a long, slow rush of bad-smelling air coming from that direction. Before the light fails, there's a bathroom door in the dull white wall to the east and a laundry chute to the west.

> e

Bathroom, Mt Airy Hospital
The single fluorescent light in the bathroom flickers rapidly like a strobe. On the other side of the room, a bloodied corpse seems to be partially buried in the toilet, folded in half. Near the toilet is a sink, above which is a mirror marred by a spiderweb crack. The light's strobe effect gives the room a surreal, filmlike quality. Behind you, to the west, a door leads back into the hallway.

> x toilet
The toilet is a standard industrial design, made of white porcelain. Its seat cover seems to be completely gone, as does most of its external plumbing. A corpse is shoved deeply into the toilet.

> search it
You find nothing of interest.

> x sink
A small hand-washing sink is attached to the wall near the toilet, made of white porcelain and a metal faucet and handles.

> search it
It's hard to get any kind of good look, especially in this horrible light, but it looks like there's a crumpled piece of paper stuffed up the faucet.

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

> get paper
(the wrinkled legal-size page)
The angle is quite awkward, but you manage to fit your fingers into the faucet. With care, you tease out the piece of paper. After you flatten out the piece of paper, it's still fairly legible and not too much the worse for wear.

You add the wrinkled legal-size page to your existing collection of pages.

> read
(your notes)
The wrinkled legal-size page reads:

From the desk of Dr. Edward Atwater, M.D., Ph.D.
February 6th, 1976

They refer to it only as "The Project"! I love these guys.

Thirty years in the field for this?
Every time I think I have reached a new standard of cynicism concerning my career, someone very wealthy wraps a box of shit in banknotes and offers it to me. The benefactor this time is Corona Corp, no doubt lured by the breadth of my career. Neuroscience, psychology, psychiatry and a solid case record. My reward? Paranormal research.
Normally, I would laugh in their faces with no hesitation whatsoever. I live comfortably enough; while money is a necessity, I will never lack for a source of it. Corona's offer, while very lucrative, would not have been enough on its own. But then I learn that this particular blindfold is not one sewn from whole cloth by Corona itself -- no, this is a proposal for a government contract. One so coveted that the brass here at Corona refer to it only as "The Project".
Why the government would be interested in science fiction is beyond me, but I can ride these coat-tails. Once we claim the contract and after the project folds, my expertise will have been seen by some of the top contractors in Washington.
Then? Well, we'll see. But a mind like mine would be a very valuable asset to the Pentagon.
We shall see.

> l
Bathroom, Mt Airy Hospital
The single fluorescent light in the bathroom flickers rapidly like a strobe. On the other side of the room, a bloodied corpse seems to be partially buried in the toilet, folded in half. Near the toilet is a sink, above which is a mirror marred by a spiderweb crack. The light's strobe effect gives the room a surreal, filmlike quality. Behind you, to the west, a door leads back into the hallway.

> x mirror
You peer into the mirror. The spiderwebbing cracks divide your face into strange angles, and the strobing light gives a strange, jerky cast to your movements.

> search it
You find nothing of interest.

> break it
The mirror is already badly damaged. You'd risk injury trying to break it further.

> look behind it
There's nothing back there.

> concentrate on mirror
You peer into the mirror. The spiderwebbing cracks divide your face into strange angles, and the strobing light gives a strange, jerky cast to your movements.

You try to concentrate on the cracked mirror, but you don't sense anything out of the ordinary.

> concentrate on me
You attempt to focus your senses inward. The effort makes you feel nauseated and fragile, as if you were bending a knuckle backward too far - only the knuckle is something critical inside your head. You immediately stop concentrating.

> concentrate on corpse
Focusing yourself, you concentrate on the grotesquely folded corpse. The essence of the former occupant has gone, leaving only echoes of pain and confusion. There's nothing here but the discarded physical shell.

> w

Hallway, Mt Airy Hospital
Partway down this hall, the fluorescent lights have sputtered out, leaving the way north cloaked in darkness. A long, slow breeze flows from the south past you, reaching towards the deep shadow to the north. Before the light fails, there's a bathroom door in the dull white wall to the east and a laundry chute to the west.

> x door
This door is marked as a unisex bathroom. It has a straight metal handle like the other doors you've seen.

> x handle
You see nothing special about the door handle.

> x chute
Upon closer examination, the swinging panel appears to be a laundry chute. Pushing open the chute, you take a look down. There's enough light to see, strangely but unmistakably, rows of oversized shark's teeth set into the sides of the chute partway down its length. Going this way seems like a particularly bad idea.

There's also a white object visible in the shadows of the laundry chute. It looks as if something white fell partway down and got caught on the protruding teeth.

The sterile breeze flowing north slowly stops and then reverses. A long wave of bad-smelling air pushes toward you from the dense darkness down the hallway.

> search chute
Upon closer examination, the swinging panel appears to be a laundry chute. Pushing open the chute, you take a look down. There's enough light to see, strangely but unmistakably, rows of oversized shark's teeth set into the sides of the chute partway down its length. Going this way seems like a particularly bad idea.

There's also a white object visible in the shadows of the laundry chute. It looks as if something white fell partway down and got caught on the protruding teeth.

> s

Hall Intersection, Mt Airy Hospital
Cold fluorescent lights pace the ceiling from north to south and lead off east along the T intersection. To the west, a pair of metal elevator doors sits silently closed. There's a call button beside the elevator and a floor indicator above the call button.

A building map is posted on the wall.

> s

Hall End, Mt Airy Hospital
Long banks of fluorescent lights cast sharp shadows along the half-familiar, half-unfamiliar hallway, which continues off to the north. The tiled floor is only a shade darker than the dull off-white walls. A strange, unpleasant odor hangs in the air and stings your nostrils. The door to Room 320 is across the hall to the west.

A windowless door leads east into the testing room's antechamber.

> e

Antechamber, Mt Airy Hospital
The antechamber is nearly as spartan as the test chamber itself. The walls, painted a dull off-white, are bare of hangings. A simple chair squats in the corner like a grade-school refugee. The only decoration in the room is a straggly ficus tree, which sprawls in the opposite corner from the chair.

A windowless door leads west from the antechamber to the hallway outside.

A matching door, also windowless, separates the antechamber from the testing room further to the east.

> x chair
This chair was built with economy in mind. Thin metal legs support a molded plastic seat and back.

> search it
You find nothing of interest.

> get it
Light, but flimsy and awkward, the chair does not immediately inspire any uses as a tool. You opt not to carry it with you.

> climb on chair
You sit down for a moment. The chair isn't particularly comfortable. You stand up again.

> w

Hall End, Mt Airy Hospital
Long banks of fluorescent lights cast sharp shadows along the half-familiar, half-unfamiliar hallway, which continues off to the north. The tiled floor is only a shade darker than the dull off-white walls. A strange, unpleasant odor hangs in the air and stings your nostrils. The door to Room 320 is across the hall to the west.

A windowless door leads east into the testing room's antechamber.

> n

Hall Intersection, Mt Airy Hospital
Cold fluorescent lights pace the ceiling from north to south and lead off east along the T intersection. To the west, a pair of metal elevator doors sits silently closed. There's a call button beside the elevator and a floor indicator above the call button.

A building map is posted on the wall.

> save
Ok.

> n

Hallway, Mt Airy Hospital
Partway down this hall, the fluorescent lights have sputtered out, leaving the way north cloaked in darkness. A long, slow breeze flows from the south past you, reaching towards the deep shadow to the north. Before the light fails, there's a bathroom door in the dull white wall to the east and a laundry chute to the west.

> n
You venture cautiously into the darkness and pause where the foot-long fangs gape from the ceiling and floor of the hallway. Although you don't see any hinges, you rather suspect they aren't decorative.

Are you sure you want to do this? (y/n) > n

You back away until you have returned to the relative safety of the lit hallway by the bathroom door.

> x fangs
Hidden in the shadows to the north, the jaws of the hallway sit silently, waiting like an anglerfish for some foolish morsel to make a fatal mistake.

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

> s

Hall Intersection, Mt Airy Hospital
Cold fluorescent lights pace the ceiling from north to south and lead off east along the T intersection. To the west, a pair of metal elevator doors sits silently closed. There's a call button beside the elevator and a floor indicator above the call button.

A building map is posted on the wall.

> e

Side Hall, Mt Airy Hospital
The off-white walls and dull, stain-resistant tiles of this hallway match those of the main hall to the west. Windowless doors marked with small brass signs branch off to the north and south.

> e

Side Hall End, Mt Airy Hospital
Plain, windowless doors labelled neatly with small brass signs lead off to the north and south. At the east end of the hallway, a large, lurid orange biohazard symbol marks a door of a different design. This door is a sliding door instead of a regular door, and it has a small, wire-reinforced window.

There's a keycard reader beside the sliding door.

> e
It looks like you'll need to put an appropriate card in the keycard reader in order to open this door.

> x reader
A pair of black plastic extrusions stand next to one another on the wall beside the door, with just enough space between them to pass a thin piece of plastic. The keycard reader looks not at all unlike a device for reading a credit card.

> score
There is no score in this story.

> i
You are carrying your notes.

> read notes
The wrinkled legal-size page reads:

From the desk of Dr. Edward Atwater, M.D., Ph.D.
February 6th, 1976

Thirty years in the field for this?
Every time I think I have reached a new standard of cynicism concerning my career, someone very wealthy wraps a box of shit in banknotes and offers it to me. The benefactor this time is Corona Corp, no doubt lured by the breadth of my career. Neuroscience, psychology, psychiatry and a solid case record. My reward? Paranormal research.
Normally, I would laugh in their faces with no hesitation whatsoever. I live comfortably enough; while money is a necessity, I will never lack for a source of it. Corona's offer, while very lucrative, would not have been enough on its own. But then I learn that this particular blindfold is not one sewn from whole cloth by Corona itself -- no, this is a proposal for a government contract. One so coveted that the brass here at Corona refer to it only as "The Project".
Why the government would be interested in science fiction is beyond me, but I can ride these coat-tails. Once we claim the contract and after the project folds, my expertise will have been seen by some of the top contractors in Washington.
Then? Well, we'll see. But a mind like mine would be a very valuable asset to the Pentagon.
We shall see.

> read unlined
Which do you mean, Alice 5/12/78, EGB 5/12/78 or Alice 4/30/78?

> read alice 5/12/78
You flip through your notes until you come to the Alice 5/12/78 entry.

The small piece of unlined paper reads:

Alice's Diary, 5/12/78

I just saw a man die. He was standing in a shadow and a mouth came out and bit him in half.
I feel numb and awful and I'm so scared. I don't know where Ian is and I'm afraid that he's going to be hurt or killed. I don't know why he isn't in his room.
I have to help him and protect him. I'll wait for him here and he'll come back, and we can be together and I'll stop the awful things from hurting him.
Please Ian come back. I will be here waiting until you come back.
I love you.

> x notes
[To see the next page of your notes, just TURN the page.]

Your notes consist of several papers that you found scattered about this facility. Currently, a small piece of unlined paper written on 5/12/78 by Alice is the topmost page.

This is a small piece of unlined paper with a ragged edge. Despite the dark tone of the handwritten words, the author dotted her i's with tiny circles, driven by a habit too old to break.

> turn page
You turn to the Atwater 2/6/76 entry in your notes.

> turn page
You turn to the Pearce 4/16/78 entry in your notes.

> turn page
You turn to the EGB 5/12/78 entry in your notes.

> turn page
You turn to the Alice 4/30/78 entry in your notes.

> turn page
You turn to the Alice 5/12/78 entry in your notes.

> turn page
You turn to the Atwater 2/6/76 entry in your notes.

> l
Side Hall End, Mt Airy Hospital
Plain, windowless doors labelled neatly with small brass signs lead off to the north and south. At the east end of the hallway, a large, lurid orange biohazard symbol marks a door of a different design. This door is a sliding door instead of a regular door, and it has a small, wire-reinforced window.

There's a keycard reader beside the sliding door.

> n
You don't have a key for the door to room 324.

> s

Observational Room, Mt Airy Hospital
A broad pane of one-way glass separates this room from the testing chamber beyond. The lights are off in this room, cloaking everything in shadow, but you can still see enough to navigate past the rectangular table, the chairs, and the filing cabinet tucked into one corner. Dark, sticky blood pools over the tabletop.

A door to your north leads back to the hallway.

You can see a gutted corpse here.

Through the thick pane of glass, you can see a gaunt young man huddled in the far corner of the test chamber.

> search table
There is nothing on the small rectangular table.

> search chairs
There is nothing on the padded chair.

> look under table
You find nothing of interest.

> look under chair
(the padded chair)
You find nothing of interest.

> look behind cabinet
There's nothing back there.

> x lights
The overhead lights are off.

> break glass
You bang on the one-way glass with your fist. The young man in the test chamber does not respond.

> get light
You can't reach the ceiling from here.

> stand on chair
(the padded chair)
That's not something you can stand on.

> stand on table
That's not something you can stand on.

> w
A door to your north leads back to the hallway.

> w
A door to your north leads back to the hallway.

> n

Side Hall End, Mt Airy Hospital
Plain, windowless doors labelled neatly with small brass signs lead off to the north and south. At the east end of the hallway, a large, lurid orange biohazard symbol marks a door of a different design. This door is a sliding door instead of a regular door, and it has a small, wire-reinforced window.

There's a keycard reader beside the sliding door.

> w

Side Hall, Mt Airy Hospital
The off-white walls and dull, stain-resistant tiles of this hallway match those of the main hall to the west. Windowless doors marked with small brass signs branch off to the north and south.

> w

Hall Intersection, Mt Airy Hospital
Cold fluorescent lights pace the ceiling from north to south and lead off east along the T intersection. To the west, a pair of metal elevator doors sits silently closed. There's a call button beside the elevator and a floor indicator above the call button.

A building map is posted on the wall.

> n

Hallway, Mt Airy Hospital
Partway down this hall, the fluorescent lights have sputtered out, leaving the way north cloaked in darkness. There's a long, slow rush of bad-smelling air coming from that direction. Before the light fails, there's a bathroom door in the dull white wall to the east and a laundry chute to the west.

> concentrate on fangs
You try to concentrate on the long dark fangs, but you don't sense anything out of the ordinary.

> s

Hall Intersection, Mt Airy Hospital
Cold fluorescent lights pace the ceiling from north to south and lead off east along the T intersection. To the west, a pair of metal elevator doors sits silently closed. There's a call button beside the elevator and a floor indicator above the call button.

A building map is posted on the wall.

> s

Hall End, Mt Airy Hospital
Long banks of fluorescent lights cast sharp shadows along the half-familiar, half-unfamiliar hallway, which continues off to the north. The tiled floor is only a shade darker than the dull off-white walls. A strange, unpleasant odor hangs in the air and stings your nostrils. The door to Room 320 is across the hall to the west.

A windowless door leads east into the testing room's antechamber.

> e

Antechamber, Mt Airy Hospital
The antechamber is nearly as spartan as the test chamber itself. The walls, painted a dull off-white, are bare of hangings. A simple chair squats in the corner like a grade-school refugee. The only decoration in the room is a straggly ficus tree, which sprawls in the opposite corner from the chair.

A windowless door leads west from the antechamber to the hallway outside.

A matching door, also windowless, separates the antechamber from the testing room further to the east.

> x tree
(the ficus tree)
A real, living ficus tree sprawls outward from its pot in the corner of the room. While you can't imagine how it can survive in a windowless room, it looks healthy enough. Sadly, its realism provides an unpleasantly discordant accent to the sterile room.

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

> break tree
(the ficus tree)
Attempting to break the ficus tree seems futile.

> climb tree
(the ficus tree)
That's not something you can enter.

> push tree w
(the ficus tree west)
The ficus tree cannot be pushed from place to place.

> stand on pot
That's not something you can stand on.

> e
You don't have a key for the test chamber door.

> w

Hall End, Mt Airy Hospital
Long banks of fluorescent lights cast sharp shadows along the half-familiar, half-unfamiliar hallway, which continues off to the north. The tiled floor is only a shade darker than the dull off-white walls. A strange, unpleasant odor hangs in the air and stings your nostrils. The door to Room 320 is across the hall to the west.

A windowless door leads east into the testing room's antechamber.

Getting stuck now. I can't think of anything to get the object from the chute, or open the elevator, or anywhere else to search.

> help
Welcome to One Eye Open , an interactive fiction game by Colin Sandel and Carolyn VanEseltine.

One Eye Open places you in the role of a story's protagonist. The computer provides the game world; it will inform you about what you can see, hear, smell, feel, and sense in any other ways. You can respond to the game's environment by typing commands into the parser. For example, you can:

- move around (WEST, GO DOOR, STAND ON TABLE, etc.)
- investigate yourself (INVENTORY, EXAMINE ME, etc.)
- investigate your environment (EXAMINE CAMERA, LISTEN, SMELL, etc.)
- interact with objects (OPEN FOLDER, GET PHOTOGRAPH, PUSH TABLE, etc.)
- and perform important out-of-game functions (SAVE, UNDO, LOAD, HELP, etc.)

If you would like more detailed guidance, we suggest the Brass Lantern Beginners' Resources, which can be found at http://www.brasslantern.org/beginners/.

There are also two unusual commands in One Eye Open that deserve special attention:

OK, I'll do some more concentrating. I had tried it on a few things before this and it only worked on the gaunt man, so I'd kind of given up on it.

- CONCENTRATE (or, for short, C)
This will cause you to concentrate on your environment.

- CONCENTRATE ON noun (or, for short, C ON noun )
This will cause you to concentrate on a specific object.

Also, a syntax note: If you refer to a doctor by title (for example, >"X DR. EPHART") this will confuse the game because periods normally indicate command breaks. Please refer to doctors without their titles.

Some other things that may be helpful:

- If you'd like some more information about the game and the credits list, type ABOUT.
- For a full list of commands and syntax used in
One Eye Open , type VERBS.
-If you're confused by your location and would like a list of exits, type EXITS (we hope this is not necessary, but just in case!)
- If you get stuck on a puzzle and don't know what to do next, you can type HINT for a bit of advice.
- There is also a minimum walkthrough built into the game, which can be accessed with WALKTHROUGH.

If you have feedback, bug reports, or suggestions for improvement, please email Colin Sandel and Carolyn VanEseltine at mossdogmagic@gmail.com.

Thank you very much, and enjoy the game!

> c
As you concentrate, you feel a tic stutter briefly through your cheek before you manage to suppress it. You don't think you sense anything unusual from your surroundings.

> w

Room 320, Mt Airy Hospital
A broad ivory spike protrudes from the floor and pierces the ceiling, transfixing the corpse of a slender, dark-haired woman on the way. Her blood stands starkly red against the dull white tile and walls. The room's furnishings - a hospital bed, a bookshelf, a dresser - have been smashed into a still-recognizable pile of twisted metal and wood on the west side of the room. Thousands of pieces of shredded paper, none much larger than a fingernail, cover the floor near the wreckage and shiver in the slight breath from the broken window. The only exit is to the east.

> c
As you concentrate, you feel distinctly unwell for a moment. There's something funny about the broad ivory spike, the broken window, and the broken bookshelf.

> x spike
The gleaming, slightly curved spike broadens near the base and comes to a sharp tip just as it pierces the ceiling. It resembles nothing quite so much as a cat's fang, though one of mammoth proportions.

> x window
A small window looks out of the room. Some glass is still present in the windowframe in jagged shards, and you're loath to touch them. The wood frame of the window is very badly warped.

> x bookshelf
A nearby bookshelf likely held most of the books that now lay in scraps. Its frame is mostly intact, but all of the internal shelves are smashed, rendering it useless.

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

> search window
It must be nighttime, judging by the blackness of the sky. The landscape looks somewhat familiar to the sight from your own room, though there is less foliage visible here, and you can see no buildings other than this one. Looking across the courtyard, the rest of your building is quite familiar; the shadowed gray stone looks very similar to that of the Corona building. There is no one in sight.

> search bookshelf
You find nothing of interest.

> c on spike
As you concentrate on the broad ivory spike, an ache pulses powerfully through your temples. For an instant, you are drenched in terrible emotion - confusion, dismay, gut-wrenching pain, grief - but then the impression flashes away as quickly as it came.

> c on bookshelf
As you concentrate on the broken bookshelf, you feel a peculiar pressure between your eyebrows.

She touched not the books, but the bookshelf. She was embarrassed - she hadn't read even one of them. But he didn't judge her for it.

> c on window
As you concentrate on the broken window, your eyelids droop involuntarily closed for a moment.

She opened the window for him - it was a small kindness. She wanted to let the breeze in, though there wasn't much of one with the courtyard so small. She wanted him to smell the air... but it wasn't worth smelling, after all.

> e

Hall End, Mt Airy Hospital
Long banks of fluorescent lights cast sharp shadows along the half-familiar, half-unfamiliar hallway, which continues off to the north. The tiled floor is only a shade darker than the dull off-white walls. A strange, unpleasant odor hangs in the air and stings your nostrils. The door to Room 320 is across the hall to the west.

A windowless door leads east into the testing room's antechamber.

> c
As you concentrate, your vision unfocuses unexpectedly, producing a doubled world. You don't think you sense anything unusual from your surroundings.

> n

Hall Intersection, Mt Airy Hospital
Cold fluorescent lights pace the ceiling from north to south and lead off east along the T intersection. To the west, a pair of metal elevator doors sits silently closed. There's a call button beside the elevator and a floor indicator above the call button.

A building map is posted on the wall.

> c
As you concentrate, a web of pain settles more firmly into the surface of your skull. You don't think you sense anything unusual from your surroundings.

> e

Side Hall, Mt Airy Hospital
The off-white walls and dull, stain-resistant tiles of this hallway match those of the main hall to the west. Windowless doors marked with small brass signs branch off to the north and south.

> c
As you concentrate, spots of darkness, like sourceless afterimages, lilt across your vision. You don't think you sense anything unusual from your surroundings.

> e

Side Hall End, Mt Airy Hospital
Plain, windowless doors labelled neatly with small brass signs lead off to the north and south. At the east end of the hallway, a large, lurid orange biohazard symbol marks a door of a different design. This door is a sliding door instead of a regular door, and it has a small, wire-reinforced window.

There's a keycard reader beside the sliding door.

> c
As you concentrate, a burst of pain leaves you reeling. You don't think you sense anything unusual from your surroundings.

> s

Observational Room, Mt Airy Hospital
A broad pane of one-way glass separates this room from the testing chamber beyond. The lights are off in this room, cloaking everything in shadow, but you can still see enough to navigate past the rectangular table, the chairs, and the filing cabinet tucked into one corner. Dark, sticky blood pools over the tabletop.

A door to your north leads back to the hallway.

You can see a gutted corpse here.

Through the thick pane of glass, you can see a gaunt young man huddled in the far corner of the test chamber.

> c
As you concentrate, you feel a peculiar pressure between your eyebrows. You don't think you sense anything unusual from your surroundings.

> n

Side Hall End, Mt Airy Hospital
Plain, windowless doors labelled neatly with small brass signs lead off to the north and south. At the east end of the hallway, a large, lurid orange biohazard symbol marks a door of a different design. This door is a sliding door instead of a regular door, and it has a small, wire-reinforced window.

There's a keycard reader beside the sliding door.

> w

Side Hall, Mt Airy Hospital
The off-white walls and dull, stain-resistant tiles of this hallway match those of the main hall to the west. Windowless doors marked with small brass signs branch off to the north and south.

> w

Hall Intersection, Mt Airy Hospital
Cold fluorescent lights pace the ceiling from north to south and lead off east along the T intersection. To the west, a pair of metal elevator doors sits silently closed. There's a call button beside the elevator and a floor indicator above the call button.

A building map is posted on the wall.

> s

Hall End, Mt Airy Hospital
Long banks of fluorescent lights cast sharp shadows along the half-familiar, half-unfamiliar hallway, which continues off to the north. The tiled floor is only a shade darker than the dull off-white walls. A strange, unpleasant odor hangs in the air and stings your nostrils. The door to Room 320 is across the hall to the west.

A windowless door leads east into the testing room's antechamber.

> e

Antechamber, Mt Airy Hospital
The antechamber is nearly as spartan as the test chamber itself. The walls, painted a dull off-white, are bare of hangings. A simple chair squats in the corner like a grade-school refugee. The only decoration in the room is a straggly ficus tree, which sprawls in the opposite corner from the chair.

A windowless door leads west from the antechamber to the hallway outside.

A matching door, also windowless, separates the antechamber from the testing room further to the east.

> e
You don't have a key for the test chamber door.

> c
As you concentrate, you feel distinctly unwell for a moment. You don't think you sense anything unusual from your surroundings.

> w

Hall End, Mt Airy Hospital
Long banks of fluorescent lights cast sharp shadows along the half-familiar, half-unfamiliar hallway, which continues off to the north. The tiled floor is only a shade darker than the dull off-white walls. A strange, unpleasant odor hangs in the air and stings your nostrils. The door to Room 320 is across the hall to the west.

A windowless door leads east into the testing room's antechamber.

> n

Hall Intersection, Mt Airy Hospital
Cold fluorescent lights pace the ceiling from north to south and lead off east along the T intersection. To the west, a pair of metal elevator doors sits silently closed. There's a call button beside the elevator and a floor indicator above the call button.

A building map is posted on the wall.

> n

Hallway, Mt Airy Hospital
Partway down this hall, the fluorescent lights have sputtered out, leaving the way north cloaked in darkness. There's a long, slow rush of bad-smelling air coming from that direction. Before the light fails, there's a bathroom door in the dull white wall to the east and a laundry chute to the west.

> c
As you concentrate, a burst of pain leaves you reeling. You feel something odd from the laundry chute.

The fetid breeze flowing south pauses before reversing. A sterile, strange wind pulls north past you into the darkness.

> c on chute
As you concentrate on the laundry chute, the room seems to spin for a moment. You are immediately seized by a stab of severe hunger that clouds your vision and sends you staggering against the wall. The feeling is so intense that you can think of little else. You need meat. Just some meat, and you can calm down...

As your vision clears, the hunger subsides.

> e

Bathroom, Mt Airy Hospital
The single fluorescent light in the bathroom flickers rapidly like a strobe. On the other side of the room, a bloodied corpse seems to be partially buried in the toilet, folded in half. Near the toilet is a sink, above which is a mirror marred by a spiderweb crack. The light's strobe effect gives the room a surreal, filmlike quality. Behind you, to the west, a door leads back into the hallway.

> c
As you concentrate, your vision unfocuses unexpectedly, producing a doubled world. You don't think you sense anything unusual from your surroundings.

> c
As you concentrate, an ache pulses powerfully through your temples. You don't think you sense anything unusual from your surroundings.

> w

Hallway, Mt Airy Hospital
Partway down this hall, the fluorescent lights have sputtered out, leaving the way north cloaked in darkness. A long, slow breeze flows from the south past you, reaching towards the deep shadow to the north. Before the light fails, there's a bathroom door in the dull white wall to the east and a laundry chute to the west.

The sterile breeze flowing north slowly stops and then reverses. A long wave of bad-smelling air pushes toward you from the dense darkness down the hallway.

> save
Ok.

Dammit, that was clued. I should have thought of doing that.

> hint
Ah, you're looking for some assistance? Welcome to the hint system.

In One Eye Open, hints are location-based. If you are trying to solve a specific puzzle, go to a room that seems related to that puzzle and type HINT. The hints will not lead you to any specific ending, but they will give you a bit more direct information. If you're looking for something more specific, consider the WALKTHROUGH command.

You can feed something appropriate to the laundry chute to make it safe.

> e

Bathroom, Mt Airy Hospital
The single fluorescent light in the bathroom flickers rapidly like a strobe. On the other side of the room, a bloodied corpse seems to be partially buried in the toilet, folded in half. Near the toilet is a sink, above which is a mirror marred by a spiderweb crack. The light's strobe effect gives the room a surreal, filmlike quality. Behind you, to the west, a door leads back into the hallway.

> get corpse
The corpse seems to be very firmly stuck into the toilet.

> w

Hallway, Mt Airy Hospital
Partway down this hall, the fluorescent lights have sputtered out, leaving the way north cloaked in darkness. There's a long, slow rush of bad-smelling air coming from that direction. Before the light fails, there's a bathroom door in the dull white wall to the east and a laundry chute to the west.

> s

Hall Intersection, Mt Airy Hospital
Cold fluorescent lights pace the ceiling from north to south and lead off east along the T intersection. To the west, a pair of metal elevator doors sits silently closed. There's a call button beside the elevator and a floor indicator above the call button.

A building map is posted on the wall.

> e

Side Hall, Mt Airy Hospital
The off-white walls and dull, stain-resistant tiles of this hallway match those of the main hall to the west. Windowless doors marked with small brass signs branch off to the north and south.

> e

Side Hall End, Mt Airy Hospital
Plain, windowless doors labelled neatly with small brass signs lead off to the north and south. At the east end of the hallway, a large, lurid orange biohazard symbol marks a door of a different design. This door is a sliding door instead of a regular door, and it has a small, wire-reinforced window.

There's a keycard reader beside the sliding door.

> s

Observational Room, Mt Airy Hospital
A broad pane of one-way glass separates this room from the testing chamber beyond. The lights are off in this room, cloaking everything in shadow, but you can still see enough to navigate past the rectangular table, the chairs, and the filing cabinet tucked into one corner. Dark, sticky blood pools over the tabletop.

A door to your north leads back to the hallway.

You can see a gutted corpse here.

Through the thick pane of glass, you can see a gaunt young man huddled in the far corner of the test chamber.

> get corpse
You fold your notes, tuck them under your arm, and heave the gutted corpse onto your shoulder.

> n

Side Hall End, Mt Airy Hospital
Plain, windowless doors labelled neatly with small brass signs lead off to the north and south. At the east end of the hallway, a large, lurid orange biohazard symbol marks a door of a different design. This door is a sliding door instead of a regular door, and it has a small, wire-reinforced window.

There's a keycard reader beside the sliding door.

> w

Side Hall, Mt Airy Hospital
The off-white walls and dull, stain-resistant tiles of this hallway match those of the main hall to the west. Windowless doors marked with small brass signs branch off to the north and south.

> w

Hall Intersection, Mt Airy Hospital
Cold fluorescent lights pace the ceiling from north to south and lead off east along the T intersection. To the west, a pair of metal elevator doors sits silently closed. There's a call button beside the elevator and a floor indicator above the call button.

A building map is posted on the wall.

> n

Hallway, Mt Airy Hospital
Partway down this hall, the fluorescent lights have sputtered out, leaving the way north cloaked in darkness. There's a long, slow rush of bad-smelling air coming from that direction. Before the light fails, there's a bathroom door in the dull white wall to the east and a laundry chute to the west.

Bug: extra "That can't contain things".

> put corpse in chute
If you put the gutted corpse in there, it's a good bet you'll never see it again. Are you sure you want to do this? (y/n) > n
You think better of dropping the gutted corpse into the laundry maw.

That can't contain things.

> x corpse
A broad rip across the man's shirt and stomach reveal the shredded ruin of his abdominal cavity. The remains of the ruined organs and flesh within have jagged edges that you cannot help but equate to small toothmarks.

> search it
You search the gutted corpse, but you find nothing of interest on the body.

The fetid breeze flowing south pauses before reversing. A sterile, strange wind pulls north past you into the darkness.

> put it in chute
If you put the gutted corpse in there, it's a good bet you'll never see it again. Are you sure you want to do this? (y/n) > y
You heave the gutted corpse feetfirst into the laundry chute. It falls partway down before the laundry chute's teeth snap closed. There's a hideous crunching sound, accompanied by the flash of bloodstained teeth in the gloom.

Eh? What piece of paper? Oh, was the object in the chute a piece of paper? Did I know that?

The gutted corpse is gone. The teeth slowly curve in an unmistakable smile. Then, they melt into the sides of the laundry chute and vanish from view, leaving only smeared blood on the stainless steel tunnel to document the carnage.

There's no sign of the piece of paper any more, either.

> save
Ok.

> get in chute
Are you sure you want to go into the laundry chute? (y/n) > y
After some awkward experimentation, you realize that you'll have to go in headfirst. You put both arms in, shield your face with your arms, and wriggle into the chute. You slide rapidly down through the narrow darkness until the chute abruptly ends. For one heartstopping moment, you plummet through space, but you land safely in something soft. A quiet, papery crunch accompanies your landing.

Laundry, Mt Airy Hospital (in the laundry bin)
Crumpled white sheets fill an enormous laundry bin underneath the chute's entrance - a great relief, since those sheets were dense enough to competently break your fall. You're currently inside the laundry bin, but you can see the rest of the room well enough. There is no mistaking the purpose of this room. Industrial washers and dryers line the walls of this room. The room stinks of offal, blood and bleach all at the same time. On the east wall, a large sink made of heavy-duty steel sits, but its long faucet is bent at a peculiar angle and it is missing both handles. A particularly large laundry machine looms at the end of the row.

The giant laundry machine is running, filling the room with ominous sound and vibration.

An open door leads south out of the room.

A sheet of typewriter paper is lying on the sheets, looking only a bit worse for its misadventures (including having you land on it). It looks like the one that you knocked free from the laundry chute.

> x paper
(your notes)
Your notes consist of several papers that you found scattered about this facility. Currently, a wrinkled legal-size page written on 2/6/76 by Atwater is the topmost page.

This legal-size page is still severely wrinkled and shows a couple small tears from having been stuffed up a faucet..

> get typewriter paper
You pick up the somewhat crumpled sheet of typewriter paper.

You add the somewhat crumpled sheet of typewriter paper to your existing collection of pages.

You nearly jump out of your skin as a buzzer sounds loudly from the huge laundry machine. Its motor gradually slows to a halt.

> read it
The somewhat crumpled sheet of typewriter paper reads:

Unofficial log, April 2, 3:10 pm
Day one with the Corona Corporation! The intrepid doctor embarks on a real adventure; hardly the first of his career but certainly the most extraordinary.
I always considered my interest in the paranormal purely academic. No matter what a man has seen or believes, bringing such beliefs and experiences into the professional arena is a dangerous prospect. Being approached to pursue such things -- for a very tidy sum, no less! -- is not something I ever expected to see in my resume ... but here I am.
My team is eclectic, which I suppose is to be expected. Dr. Atwater, slated to be my assistant overseer (and the previous man who held my current title), has a closed-minded cynicism matched only by his impressive credentials. Miss Elaine Buchanan, on the other hand, is not only a believer but actually considers herself a psychic. The company evidently agrees, since she is effectively our lead subject-seeker, spending her days poring over newspaper articles, tabloids and television programs.
It is difficult not to find the entire outfit somewhat difficult to take seriously, but this is my chance to see what is really behind the closed door of the human mind. I find myself very nervous and excited.
- Theo Yehuda

> search sheets
You find nothing of interest.

> x machine
This laundry machine is positively monolithic, reaching chest-height on you and almost as wide as your full armspan. It lacks controls of any kind; its only feature is the hinged metal door on its top.

See, this sort of thing — that is, washing machines with guts, chutes with fangs and the like - just makes me giggle. Which doesn't really work in a game that's going for horror rather than comedy-horror.

> open it
You lift the lid of the large laundry machine.

The inside of the machine is not, as you expected, a metal cylinder, but a fleshy tube with a sphincter-like hole in the bottom. Stubby, glistening cilia, like the ones lining the inside of an intestine from a biology textbook, line the curved walls of the tube, each one wriggling with life. Sitting in the tube is a skeleton, complete but with its flesh eaten cleanly away. The skeleton is wearing a clean, white lab coat.

> search skeleton
In the clean lab coat is a Corona Labs keycard.

> get keycard
You fish the keycard out of the lab coat's pocket.

> save
Ok.

> get coat
You're not sure that you can take the lab coat off the skeleton without having the skeleton come apart.

> get skeleton
You gingerly reach inside the laundry machine, cringing away as the hungry cilia reach for your hands. You grasp the skeleton's shoulders through the protection of the lab coat and lift it. Thankfully, enough ligaments and tendons and so forth remain on the skeleton to maintain its cohesion as you pull it out, and you are able to extract it from the machine without breaking it. You lay the skeleton down on the tile floor.

> x it
It looks rather like a skeleton from some biology classroom. A biology classroom with a real human skeleton. It's wearing a lab coat.

> search it
The clean lab coat is empty.

> get coat
You're not sure that you can take the lab coat off the skeleton without having the skeleton come apart.

> get skeleton
Although you managed to move the skeleton once without having it disintegrate, you have no real confidence in duplicating your feat. Besides, its bones look pretty well degraded by the rigors of the monstrous laundry machine, so it's not like its leg bone would even make a decent weapon or tool.

> l
Laundry, Mt Airy Hospital (in the laundry bin)
Crumpled white sheets fill an enormous laundry bin underneath the chute's entrance - a great relief, since those sheets were dense enough to competently break your fall. You're currently inside the laundry bin, but you can see the rest of the room well enough. There is no mistaking the purpose of this room. Industrial washers and dryers line the walls of this room. The room stinks of offal, blood and bleach all at the same time. On the east wall, a large sink made of heavy-duty steel sits, but its long faucet is bent at a peculiar angle and it is missing both handles. A particularly large laundry machine looms at the end of the row.

There's a human skeleton lying on the tiled floor. It's wearing a very clean lab coat.

An open door leads south out of the room.

> x sink
The basin of this sink is made of heavy-duty steel, its shiny surface dulled from poor care and abuse. The functioning parts of the sink are in even worse shape than the basin, though; both handles seem to be missing, and the thick metal faucet, which would normally trace a graceful, high arc, is bent at a jaunty angle.

In the heavy-duty steel sink is a sheet of ruled paper.

> get ruled paper
You pick up the sheet of ruled paper.

You add the sheet of ruled paper to your existing collection of pages.

> read ruled paper
The sheet of ruled paper reads:

Raymond Pearce, M.D.
Assistant Director, Mt. Airy Hospital
May 1st, 1978

Well, things are clearly getting exciting for our guests from Corona Labs.
I'm not sure what's different, but I've heard signs of a struggle from McMoneagle's room during the day. Nurse Kim reports that his sleeping at night has been disruptive and suspects that his nightmares are more intense than when he first arrived. I want to know more, but obviously none of the Corona employees are telling me anything at all. As always, Cross watches me whenever I'm near their annex.
Something very suspicious is going on. They're experimenting on that young man, and it's obviously not anything safe. Be it on their heads if he dies, or becomes violent. They'd better be able to contain it, or we are going to come down on them as hard as the law allows. I swear it.
Yehuda has seemed the most concerned of the lot of them, and has mentioned to me that he may need to requisition "a few medications" from me in the near future. Truth be told, I hope he does so. That might give me some insight to just what in heaven's name they're doing.

> search sink
The heavy-duty steel sink is empty.

> x faucet
Even if the sink had working handles, the sharp angle at which this faucet is bent would render it useless anyway.

> search faucet
You find nothing of interest.

> l
Laundry, Mt Airy Hospital (in the laundry bin)
Crumpled white sheets fill an enormous laundry bin underneath the chute's entrance - a great relief, since those sheets were dense enough to competently break your fall. You're currently inside the laundry bin, but you can see the rest of the room well enough. There is no mistaking the purpose of this room. Industrial washers and dryers line the walls of this room. The room stinks of offal, blood and bleach all at the same time. On the east wall, a large sink made of heavy-duty steel sits, but its long faucet is bent at a peculiar angle and it is missing both handles. A particularly large laundry machine looms at the end of the row.

There's a human skeleton lying on the tiled floor. It's wearing a very clean lab coat.

An open door leads south out of the room.

> x washers
A battery of white industrial washers and dryers line the walls.

> search washers
You find nothing of interest.

Description bug here.

> x bin
It's a big laundry bin. The frame is made of four metal tubes, across which is stretched a swath of tough, dingy canvas holding the contents of the bin in place.

In the laundry bin .

> search bin
The laundry bin is empty.

> get tube
As you approach the cilia, they undulate faster, reaching out toward you as they wriggle in excitement. You decide against attempting to interact with them.

> get metal tube
You can't see any such thing.

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

Pah, so how did I do all that stuff with the skeleton if I'm still in the laundry bin?

> s
You'll have to get out of the laundry bin first.

> out
You get out of the laundry bin.

Laundry, Mt Airy Hospital
There is no mistaking the purpose of this room. Industrial washers and dryers line the walls of this room, and three canvas-walled carts filled with dirty linens squat awaiting their purpose. The room stinks of offal, blood and bleach all at the same time. On the east wall, a large sink made of heavy-duty steel sits, but its long faucet is bent at a peculiar angle and it is missing both handles. A particularly large laundry machine looms at the end of the row.

There's a human skeleton lying on the tiled floor. It's wearing a very clean lab coat.

An open door leads south out of the room.

You can also see a laundry bin (in which is a heap of soiled sheets) here.

> s

Basement Hall, Mt Airy Hospital
Like the hallways upstairs, this hall has fluorescent lighting, dull off-white walls, and tiled floors, but the basement is clearly less cared-for. Grime coats the frosted covers of the overhead lights, causing the peeling walls and tiled floors to look shadowed and ugly. The laundry room's large entrance to the north opposes the boiler room door to the south. To the west, an elevator's doors stand open.

An open door leads north into the laundry room.

A swollen corpse with visibly broken limbs lies between the elevator doors, blocking them from closing.

> get corpse
You grasp the corpse's forearms, set yourself, and pull. You can feel the fractured radius and ulna shifting under the dead man's purplish skin as you haul the corpse from between the elevator doors.

> x it
The battered body of this older man is swollen and purple with bruising, and his limbs bend in more places than they should. Drying blood marks his nostrils, lips, eyes, and earholes.

> search it
You search the broken corpse, but you find nothing of interest on the body.

> c
As you concentrate, your vision unfocuses unexpectedly, producing a doubled world. You don't think you sense anything unusual from your surroundings.

> n

Laundry, Mt Airy Hospital
There is no mistaking the purpose of this room. Industrial washers and dryers line the walls of this room, and three canvas-walled carts filled with dirty linens squat awaiting their purpose. The room stinks of offal, blood and bleach all at the same time. On the east wall, a large sink made of heavy-duty steel sits, but its long faucet is bent at a peculiar angle and it is missing both handles. A particularly large laundry machine looms at the end of the row.

An open door leads south out of the room.

There's a human skeleton lying on the tiled floor. It's wearing a very clean lab coat.

You can also see a laundry bin (in which is a heap of soiled sheets) here.

> c
As you concentrate, the room seems to spin for a moment. You don't think you sense anything unusual from your surroundings.

> s

Basement Hall, Mt Airy Hospital
Grime coats the frosted covers of the overhead lights, causing the peeling walls and tiled floors to look shadowed and ugly. The laundry room's large entrance to the north opposes the boiler room door to the south. To the west, an elevator's doors stand open.

An open door leads north into the laundry room.

A swollen corpse with visibly broken limbs lies on the floor a short distance from the elevator doors.

> s
You open the boiler room door.

Boiler Room, Mt Airy Hospital
A single incandescent bulb behind a metal cage provides harsh yet inadequate light to this room. A maze of large pipes runs along the ceiling. Most of said pipes lead to a large boiler that squats in front of you, easily taking up three quarters of the small room's real estate. A door to the north leads back to the hallway.

A metal box with a glass surface is mounted on the wall, a fire axe tantalizingly close.

> x pipes
A sudden wave of dizziness overwhelms you. As you stumble and steady yourself in the doorway, a roaring fills your ears, and grayness clouds your vision.

Through the grayness, you see that the room is hideously spattered with gore, particularly the wall behind the boiler. Amid the less recognizable chunks, you spot a bloodsoaked leather dress shoe, a cracked cell phone, and a shredded lab coat.

Your vision clears and the roaring fades. The blood, the half-identified body parts, the shoe - all have vanished.

The harsh light barely illuminates a maze of large metal pipes, most of which lead to the large boiler in the center of the room.

> save
Ok.

> c
As you concentrate, your vision unfocuses unexpectedly, producing a doubled world. You feel the need to pay closer attention to the maze of pipes.

> get pipes
Upon contact, your fingers convulse tightly around the pipe. The pipe groans, a sound that resonates not only through the boiler room, but through your bones and your skull. Your fingers slacken....

As your outer eyes close, your inner eye opens. Dimly, you perceive your body rebounding from the pipes to crumple on the floor, but you're not there any more.

Press any key to continue. Fleeting impressions flash through your awareness. It's hard to orient yourself. You're running - banging helplessly at an elevator button that doesn't respond - turning desperately down the hall. Fleeing down a set of stairs. Thoughts pelt past with the same speed as your running footsteps, rasp through you like your hard-stolen breaths. Grasping for inner purchase, you come up with a name:

Leon Shaunessy.

With the name comes identity:

Neurologist, Corona Laboratories, Mount Airy division. Father of two, divorcee of one, lover of good scotch and handwritten letters and speedcubing. Probably the world's leading expert in the effects of Naegleria splendens , though it doesn't mean a good goddamned thing now....

His perceptions are yours, his thoughts rush through you, and his fear contaminates you as he runs down the hall, stumbles through the door, and slams it shut. You look and see:

Boiler Room
Until today, you had never visited the facility's boiler room. A single incandescent bulb behind a metal cage provides a harsh yet inadequate light, and a maze of large pipes runs along the ceiling. Most of the pipes lead to a large boiler that squats in front of you, easily taking up three quarters of the small room's real estate. In the rear of the room, an oversized exhaust fan with wide blades stands unmoving.

A loud, electronic buzz permeates this room.

The door to the east is closed, but there's no lock. You've got to bar it somehow.

> get pipe
(the loose pipe)
You grab the loose length of pipe and pull hard on it. After a few tries, you hear a groaning noise, and the pipe suddenly breaks free. You stumble backward with the pipe. The fan blades, now loose, resume their rotation, turning in a slow circle. The buzzing in the room stops, becoming a low hum instead. Something about the humming resonates through your mind, dizzying you....

In the moment of your dizziness, Leon moves with no prompting. Heart pounding, he slides the metal pipe behind the pair of red pipes, resting it on the pipe bend and the door's handle. The door is effectively barred shut.

The fan's rotation gently increases in speed, causing a breeze to waft through the room.

> c
You try to concentrate, but you can't. Leon's thoughts alter yours too much - you can't find that inner place where you see more than you see.

The fan continues to turn. Your hair moves in the strengthening breeze.

> x fan
It's an almost comically large exhaust fan, six feet in diameter and with blades about a foot wide. While the room may get hot because of the boiler, the fan seems a bit larger than is necessary. The fan is currently spinning.

The fan's rotation picks up speed, causing the breeze to increase in intensity. You brush hair from your face.

> listen
The exhaust fan whirs softly.

The hum of the fan's motor has become increasingly loud, and it shows no indication of stopping. Dust is dragged from the ground and sucked through the fan.

Some internal alarm rouses you, and you struggle for identity. This is not you. Leon Shaunessy is not you. .

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

> n
The only door is to the east, and it's currently barred shut with the loose pipe

You can't go that way.

The fan's blades are now a blur. It's getting harder to breathe in here. The pipe rattles in the door, drawn, like all loose objects, toward the fan.

He's going to die. You can feel his death coming .

> c
You try to concentrate, but you can't. Leon's thoughts alter yours too much - you can't find that inner place where you see more than you see.

As the fan's speed continues to increase, you find it difficult to maintain your footing. You realize with despair that the horror has found you after all, and tricked you into trapping yourself with it.

Not you. This isn't your death - it's his.

You struggle your way to the door and grasp the length of loose pipe, trying to remove it from the door and make it out of this wind tunnel. Just as you grab the pipe, the suction becomes too powerful. Your shoes lift from the ground and you find yourelf holding onto the pipe for dear life as the fan cuts a deadly whirlwhind behind you.

> put pipe in fan
Which do you mean, the maze of pipes or the barricade pipe?

> put barricade pipe in fan
Leon doesn't respond to your suggestion. He's too busy clinging to the pipe.

After a few seconds, his grip, slick with nervous sweat, begins to fail. His fingers lose their strength. Suddenly he is torn free, his body falling sideways through the air for a few long moments before striking the fan. The powerful blades churn Leon Shaunessy's body into a paste, spraying the wall behind with gore.

In the instant before death, you rip your consciousness free of his. Leon Shaunessy is dead, but you are still alive.

Press any key to continue. This can still be changed

You sense it.

Press any key to continue. You're lying on the chill boiler room floor. You slowly get to your feet.

Boiler Room, Mt Airy Hospital
A single incandescent bulb behind a metal cage provides harsh yet inadequate light to this room. A maze of large pipes runs along the ceiling. Most of said pipes lead to a large boiler that squats in front of you, easily taking up three quarters of the small room's real estate. A door to the north leads back to the hallway.

A metal box with a glass surface is mounted on the wall, a fire axe tantalizingly close.

> save
Ok.

> get axe
The metal box isn't open.

> break glass
Your fists and feet are not going to do the trick, and you don't have anything sturdy or hard enough to break the glass.

> get pipe
The pipes are firmly fixed in place.

> break pipes
Attempting to break the maze of pipes seems futile.

> x
What do you want to examine?

> c
As you concentrate, the room seems to spin for a moment. You feel something odd from the maze of pipes.

> search pipes
You find nothing of interest.

> get pipe
The pipes are firmly fixed in place.

> search boiler
You find nothing of interest.

> i
You are carrying a Corona Labs keycard and your notes.

> e
The only door leads north into the hallway.

> n

Basement Hall, Mt Airy Hospital
Grime coats the frosted covers of the overhead lights, causing the peeling walls and tiled floors to look shadowed and ugly. The laundry room's large entrance to the north opposes the boiler room door to the south. To the west, an elevator's doors stand open.

An open door leads north into the laundry room.

A swollen corpse with visibly broken limbs lies on the floor a short distance from the elevator doors.

> c
As you concentrate, you feel a peculiar pressure between your eyebrows. You don't think you sense anything unusual from your surroundings.

> c corpse
Focusing yourself, you concentrate on the broken corpse. The essence of the former occupant has gone, leaving only echoes of pain and confusion. There's nothing here but the discarded physical shell.

I accidentally went east thinking I was somewhere else, and it turned out to be an exit that wasn't listed. Not good.

> e

Basement Hall, Mt Airy Hospital
At this end of the dingy basement hall, the only intact door is labelled with a black sign reading "Autopsy Room/Morgue".

A white 10-digit keypad is attached to the wall beside the door.

In the adjoining wall, a bent doorframe holds a severely dented metal door that has been very badly dented toward you.

> e
You shove the bent door experimentally. It does not even budge. Even with tools, it would take hours to get through this door.

> s
The only routes open to you are a door to the north labelled "Autopsy Room/Morgue" and a hallway leading back to the west. There's also a door to the east, but it's too damaged to open.

> n
You don't have a key for the autopsy room door.

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

> x keypad
The ten white keys on the keypad are numbered in black from 0 to 9. There are also two lights, both unlit at this time.

> w

Basement Hall, Mt Airy Hospital
Grime coats the frosted covers of the overhead lights, causing the peeling walls and tiled floors to look shadowed and ugly. The laundry room's large entrance to the north opposes the boiler room door to the south. To the west, an elevator's doors stand open.

An open door leads north into the laundry room.

A swollen corpse with visibly broken limbs lies on the floor a short distance from the elevator doors.

> s

Boiler Room, Mt Airy Hospital
A single incandescent bulb behind a metal cage provides harsh yet inadequate light to this room. A maze of large pipes runs along the ceiling. Most of said pipes lead to a large boiler that squats in front of you, easily taking up three quarters of the small room's real estate. A door to the north leads back to the hallway.

A metal box with a glass surface is mounted on the wall, a fire axe tantalizingly close.

> e
The only door leads north into the hallway.

> n

Basement Hall, Mt Airy Hospital
Grime coats the frosted covers of the overhead lights, causing the peeling walls and tiled floors to look shadowed and ugly. The laundry room's large entrance to the north opposes the boiler room door to the south. To the west, an elevator's doors stand open.

An open door leads north into the laundry room.

A swollen corpse with visibly broken limbs lies on the floor a short distance from the elevator doors.

> exits
You can go north into the laundry room, west into the elevator (when it's on this floor), south into the boiler room, or down the hallway to the east.

> w
You step into the elevator.

Elevator, Mt Airy Hospital
The elevator is just big enough to fit the length of a standard hospital gurney and not much else. Unlike the dull white walls of the rest of the hall, the elevator's interior is crafted with burnished steel. The fluorescent lights above shine through a thick metal grate.

A piece of unlined paper lies face-down on the elevator floor.

There are floor buttons for B through 4 on the control panel. There is also a button marked "Alarm" and a key switch marked "Fire".

> get paper
(the piece of unlined paper)
A sudden wave of dizziness overwhelms you. As you stumble and steady yourself on the far wall, your ears fill with a strident, sharp ringing, and grayness clouds your vision.

Through the grayness, you see a pudgy man with thinning brown hair lying on the floor. His open eyes stare lifelessly into nowhere, and his lips are twisted in a half-smile. There's no nametag on his white lab coat. A small trickle of dark red blood runs from his ear to the floor.

Your vision clears and the ringing fades. The corpse is gone.

You pick up the piece of unlined paper.

You add the piece of unlined paper to your existing collection of pages.

> x notes
Your notes consist of a sheaf of various papers that you found scattered about this facility. Currently, a piece of unlined paper written on 3/20/77 by EGB is the topmost page.

This is a piece of unlined paper with a torn edge. Penciled handwriting runs in mostly tidy lines across the page.

> read notes
The piece of unlined paper reads:

3/20/77
This diary has seen a lot of angry words from me and a lot of them have been related to my being declared an "inadequate" test subject for Corona. I have the ability. I have the will. I've never been able to understand what they meant when the Corona techs said I had an "inadequate psychological profile" to be a carrier for the Project's symbiont.
Since being hired, though, I'm starting to see an ugly truth: My inadequacy may have saved my life.
This thing is killing people. It hasn't even been a year since I was placed as Dr. Atwater's assistant and we've seen twelve deaths. Twelve.
Presumably all of these people had stronger minds than me, if they were taken into the program. But days after they're declared suitable and given the symbiont, they end up tagged, bagged and shelved. Would that have happened to me?
No, I'm better off where I am. And I have to have faith. I believe in the researchers behind the symbiont, believe in Mr. Schuyler because he believes in us. Believes that I'm the only person who can find him.
I'll find the one soon.
EGB

> c
As you concentrate, your headache increases. You find yourself thinking about the alarm button.

> e
You step through the elevator doors and into the grimy basement hallway.

Basement Hall, Mt Airy Hospital
Grime coats the frosted covers of the overhead lights, causing the peeling walls and tiled floors to look shadowed and ugly. The laundry room's large entrance to the north opposes the boiler room door to the south. To the west, an elevator's doors stand open.

An open door leads north into the laundry room.

A swollen corpse with visibly broken limbs lies on the floor a short distance from the elevator doors.

> n

Laundry, Mt Airy Hospital
There is no mistaking the purpose of this room. Industrial washers and dryers line the walls of this room, and three canvas-walled carts filled with dirty linens squat awaiting their purpose. The room stinks of offal, blood and bleach all at the same time. On the east wall, a large sink made of heavy-duty steel sits, but its long faucet is bent at a peculiar angle and it is missing both handles. A particularly large laundry machine looms at the end of the row.

An open door leads south out of the room.

There's a human skeleton lying on the tiled floor. It's wearing a very clean lab coat.

You can also see a laundry bin (in which is a heap of soiled sheets) here.

> s

Basement Hall, Mt Airy Hospital
Grime coats the frosted covers of the overhead lights, causing the peeling walls and tiled floors to look shadowed and ugly. The laundry room's large entrance to the north opposes the boiler room door to the south. To the west, an elevator's doors stand open.

An open door leads north into the laundry room.

A swollen corpse with visibly broken limbs lies on the floor a short distance from the elevator doors.

> s

Boiler Room, Mt Airy Hospital
A single incandescent bulb behind a metal cage provides harsh yet inadequate light to this room. A maze of large pipes runs along the ceiling. Most of said pipes lead to a large boiler that squats in front of you, easily taking up three quarters of the small room's real estate. A door to the north leads back to the hallway.

A metal box with a glass surface is mounted on the wall, a fire axe tantalizingly close.

> open box
There doesn't appear to be a way to open the box short of breaking the glass.

> break glass
Your fists and feet are not going to do the trick, and you don't have anything sturdy or hard enough to break the glass.

> i
You are carrying a Corona Labs keycard and your notes.

> x pipes
The harsh light barely illuminates a maze of large metal pipes, most of which lead to the large boiler in the center of the room.

> get pipe
The pipes are firmly fixed in place.

> open boiler
That's not something you can open.

> search it
You find nothing of interest.

> n

Basement Hall, Mt Airy Hospital
Grime coats the frosted covers of the overhead lights, causing the peeling walls and tiled floors to look shadowed and ugly. The laundry room's large entrance to the north opposes the boiler room door to the south. To the west, an elevator's doors stand open.

An open door leads north into the laundry room.

A swollen corpse with visibly broken limbs lies on the floor a short distance from the elevator doors.

> w
You step into the elevator.

Elevator, Mt Airy Hospital
The elevator is just big enough to fit the length of a standard hospital gurney and not much else. Unlike the dull white walls of the rest of the hall, the elevator's interior is crafted with burnished steel. The fluorescent lights above shine through a thick metal grate.

There are floor buttons for B through 4 on the control panel. There is also a button marked "Alarm" and a key switch marked "Fire".

> press 1
(the ground floor button)
The ground floor button lights under your finger. The elevator doors slide closed, and the elevator lurches upward.

> z
Time passes.

> z
Time passes.

The elevator comes to a halt with a quiet ding. The ground floor button stops glowing, and the doors slide open.

> out
You step through the elevator doors and into the dim hallway.

Hallway, Mt Airy Hospital
The overhead lights are shattered to the north and south, leaving this solitary space brightly lit in the white-walled hallway. Looking to the south, you can glimpse the dim squares of light that are the windows of the far-distant lobby. Twin doors stand open across the hallway, and a placard beside them reads "CAFETERIA". The elevator doors are to the west.

There is a handwritten menu taped below the placard.

> x menu
In looping calligraphy, someone has written out a rather unappetizing menu.

> get menu
You pull the menu off the wall.

You add the handwritten menu to your existing collection of pages.

> read it
The handwritten menu reads:

TONIGHT'S DINNER

Chicken cordon bleu
~~o~~
Mashed potatoes
~~o~~
Carrots and peas
~~o~~
Pears or sherbert

> w
You step into the elevator.

Elevator, Mt Airy Hospital
The elevator is just big enough to fit the length of a standard hospital gurney and not much else. Unlike the dull white walls of the rest of the hall, the elevator's interior is crafted with burnished steel. The fluorescent lights above shine through a thick metal grate.

There are floor buttons for B through 4 on the control panel. There is also a button marked "Alarm" and a key switch marked "Fire".

> press 2
The second floor button lights under your finger. The elevator doors slide closed, and the elevator lurches upward.

> z
Time passes.

> z
Time passes.

The elevator comes to a halt with a quiet ding. The second floor button stops glowing, and the doors slide open.

The scene that greets you as the elevator doors slide open is one extracted directly from nightmare. Rather than a hallway, the area ahead of you appears to be some kind of cave made of flesh, lined with fanged jaws and pulsating sphincters. Hideous, amorphous creatures spawn within seconds, only to be devoured messily seconds later. The air is thick with the smell of feces, bile and death. A rusty iron portcullis directly behind the doors, glistening with blood, does little to hide the horrors but mercifully separates you from stepping into the hall... and keeps the things there from getting to you.

> press 4
The fourth floor button lights under your finger. The elevator doors slide closed, and the elevator lurches upward.

> z
Time passes.

> z
Time passes.

> z
Time passes.

> z
Time passes.

The elevator comes to a halt with a quiet ding. The fourth floor button stops glowing, and the doors slide open.

> l
Elevator, Mt Airy Hospital
The elevator is just big enough to fit the length of a standard hospital gurney and not much else. Unlike the dull white walls of the rest of the hall, the elevator's interior is crafted with burnished steel. The fluorescent lights above shine through a thick metal grate.

There are floor buttons for B through 4 on the control panel. There is also a button marked "Alarm" and a key switch marked "Fire".

> out
You step through the elevator doors into unfamiliar terrain.

Hall End, Mt Airy Hospital
The air here has an acrid, biological tang to it that reminds you of little so much as fresh vomit. The nauseating stench is aided by a hot, humid breeze, which seems to oscillate through the hallway. The hallway itself continues to the east, but you cannot see far; the only functioning light is the one directly above you, and the hall quickly fades into an impenetrable darkness.

A gray door to your north is clearly marked by a large pictographic sign as a unisex bathroom. A thin trickle of water runs from under the door along the edge of the hallway.

To your south, a windowless wooden door sits, a small metal sign next to it marking it as a "staff lounge".

> s
You open the wooden door.

Staff Lounge, Mt Airy Hospital
This windowless room smells of cigarette smoke and less savory things, but it's comfortingly normal - no corpses, no blood, no mystery teeth, and no other signs of the cataclysm experienced by the rest of the building. Signs and memos litter the bulletin board and the surface of the refrigerator. Utilitarian black chairs cluster around a small round table, and, at the far end of the lounge, a pale blue couch sprawls in front of the silent television sitting on a back counter.

A windowless wooden door to the north leads out of the staff lounge.

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

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

> x tv
A sudden wave of dizziness overwhelms you. As you stumble and steady yourself in the doorway, static fills your ears, and grayness clouds your vision.

Through the grayness, you see a dark-haired man lying on the floor in an unnaturally twisted position. You recognize him as Rayjay Farley, a tech of some kind from your Corona Labs. Below the neck, his skin is completely raw, as if it had been sunburned badly and then sanded off.

Your vision clears and the static fades. The corpse is gone.

The television sits dark and silent.

> x chairs
It's a utilitarian black chair. Not terribly comfortable, but it beats sitting on the floor.

> search chairs
There is nothing on the utilitarian black chair.

> search couch
You search among the cushions, but surprisingly enough, you don't find any spare change. However, there is something small, hard, and squarish in the couch rip. Easing it out, you discover that it is a typewriter key.

> x key
A small black key with a white letter I.

> look under couch
You find nothing of interest.

> n

Hall End, Mt Airy Hospital
The air here has an acrid, biological tang to it that reminds you of little so much as fresh vomit. The nauseating stench is aided by a hot, humid breeze, which seems to oscillate through the hallway. The hallway itself continues to the east, but you cannot see far; the only functioning light is the one directly above you, and the hall quickly fades into an impenetrable darkness.

To your south, a windowless wooden door sits, a small metal sign next to it marking it as a "staff lounge".

A gray door to your north is clearly marked by a large pictographic sign as a unisex bathroom. A thin trickle of water runs from under the door along the edge of the hallway.

> n
You open the gray door.

Bathroom, Mt Airy Hospital
You step in a thin layer of water that covers the floor immediately upon entering the bathroom. While the single toilet here appears to be whole and undamaged, it is filled nearly to the brim with some kind of thick, reddish-brown substance that you cannot immediately identify. The sink's faucet is on, and the sink is filled to the brim with water, which is overflowing continuously onto the floor. An undamaged mirror sits above the sink.

A gray door to the south leads out of the bathroom.

> search sink
(the metal sink)
The metal sink is empty.

> search toilet
No way; that's way too gross. Who would even think of doing something so disgusting?

> c
As you concentrate, your vision unfocuses unexpectedly, producing a doubled world. You feel something odd from the metal sink and the typewriter key.

> c key
As you concentrate on the typewriter key, a burst of pain leaves you reeling. You find your mind drifting....

You picture a spacious, spartan room with two desks, where an aging doctor, his eyes drawn and haunted from lack of sleep, sits clacking away at a typewriter. Every so often, he glances at the door. He finishes writing and pulls the page from the typewriter, but suddenly starts and looks at the door as though hearing a noise from it. He stands, looks about him, folds the paper in half and slides it behind one of the diplomas bolted to the wall above the opposite desk.

The image flickers and you see a dapper man in a suit, slowly sliding the same page back into its hiding place. He shakes his head slowly.

The vision ends.

> c sink
(the metal sink)
The sink is full of clean, clear water. The faucet is on, causing the sink to continuously overflow on the floor. At the bottom of the sink, you can see that the sink's drain is plugged by a rubber stopper, which is connected behind the faucet by a chain.

As you concentrate on the metal sink, the room seems to spin for a moment. For an instant, you see an immaculately dressed man bending over the sink, and you sense the sharp flash of irritation as he stares into the drain. But the irritation goes as quickly as it came; Simon Cross does not waste time on being annoyed. Besides, he will simply require Pearce to issue him a duplicate.

The vision is gone.

> unplug sink
["unplug sink" is not a recognized command.]

> x chain
It's a thin chain connecting the rubber stopper to the sink.

> get stopper
You pull the stopper out of the drain by its chain, causing the water to immediately begin draining from the sink.

Water continues to drain from the sink through its pipes.

> z
Time passes.

Water continues to drain from the sink through its pipes.

You are startled by a loud, splashing clang ! You see that a u-bend section of pipe has disconnected and fallen to the floor. Water pours from the disconnected drainpipe directly to the floor now.

> get pipe
You pick up the rusty u-bend pipe.

Water continues to drain from the sink onto the floor.

> look in it
It's a useless piece of pipe. Not even Professor Plum could use it as an effective weapon.

In the rusty u-bend pipe is a crumpled piece of plastic.

Water continues to drain from the sink onto the floor.

> x plastic
(the fluorescent lights)
The fluorescent lights cast their stark, unflattering light from behind frosted plastic covers.

Water continues to drain from the sink onto the floor.

> x piece of plastic
This small baggie is made of translucent, colorless plastic. There's a big rip in one side from where it caught on the pipe, rendering it useless for holding things. Really, it's just a piece of trash at this point.

Water continues to drain from the sink onto the floor.

> x baggie
This small baggie is made of translucent, colorless plastic. There's a big rip in one side from where it caught on the pipe, rendering it useless for holding things. Really, it's just a piece of trash at this point.

Water continues to drain from the sink onto the floor.

> save
Ok.

> l
Bathroom, Mt Airy Hospital
While the single toilet here appears to be whole and undamaged, it is filled nearly to the brim with some kind of thick, reddish-brown substance that you cannot immediately identify. The sink's faucet is on, and the sink contains clean, clear water, which is currently emptying through the sink's drain. An undamaged mirror sits above the sink.

A gray door to the south leads out of the bathroom.

Water continues to drain from the sink onto the floor.

> s

Hall End, Mt Airy Hospital
The air here has an acrid, biological tang to it that reminds you of little so much as fresh vomit. The nauseating stench is aided by a hot, humid breeze, which seems to oscillate through the hallway. The hallway itself continues to the east, but you cannot see far; the only functioning light is the one directly above you, and the hall quickly fades into an impenetrable darkness.

A gray door to your north is clearly marked by a large pictographic sign as a unisex bathroom. A thin trickle of water runs from under the door along the edge of the hallway.

To your south, a windowless wooden door sits, a small metal sign next to it marking it as a "staff lounge".

> w
You step into the elevator.

Elevator, Mt Airy Hospital
The elevator is just big enough to fit the length of a standard hospital gurney and not much else. Unlike the dull white walls of the rest of the hall, the elevator's interior is crafted with burnished steel. The fluorescent lights above shine through a thick metal grate.

There are floor buttons for B through 4 on the control panel. There is also a button marked "Alarm" and a key switch marked "Fire".

> press 3
The third floor button lights under your finger. The elevator doors slide closed, and the elevator lurches downward.

> z
Time passes.

> z
Time passes.

The elevator comes to a halt with a quiet ding. The third floor button stops glowing, and the doors slide open.

> e
You step through the elevator doors into a familiar hallway. In front of you, the lurid orange biohazard symbol all but glows from the end of the east hall, and a broader hallway stretches away to the left and right.

Hall Intersection, Mt Airy Hospital
Cold fluorescent lights pace the ceiling from north to south and lead off east along the T intersection. To the west, a pair of metal elevator doors sits silently closed. There's a call button beside the elevator and a floor indicator above the call button.

A building map is posted on the wall.

> e

Side Hall, Mt Airy Hospital
The off-white walls and dull, stain-resistant tiles of this hallway match those of the main hall to the west. Windowless doors marked with small brass signs branch off to the north and south.

> e

Side Hall End, Mt Airy Hospital
Plain, windowless doors labelled neatly with small brass signs lead off to the north and south. At the east end of the hallway, a large, lurid orange biohazard symbol marks a door of a different design. This door is a sliding door instead of a regular door, and it has a small, wire-reinforced window.

Several curving, sharp pieces of glass and small pieces of metal litter the floor.

There's a keycard reader beside the sliding door.

> save
Ok.

> put card in reader
You can't see any such thing.

> i
You are carrying a rusty u-bend pipe, a typewriter key, a Corona Labs keycard and your notes.

This is a painfully misleading response to putting the card in the reader. Luckily it's obvious enough that the keycard ought to work that I keep trying in spite of it.

> put keycard in reader
(the Corona Labs keycard in the keycard reader)
The Corona Labs keycard isn't the right shape to go through the keycard reader.

> x keycard
(the Corona Labs keycard)
You see nothing special about the Corona Labs keycard.

> unlock door
Which do you mean, the sliding door, the door to room 324 or the door to room 323?

> unlock sliding door
You swipe your keycard through the keycard reader. After a moment, the door emits a loud click and the airlock door slides open.

> e
Glass crunches faintly underfoot as you move through the hallway.

Biohazard Airlock, Mt Airy Hospital
You stand in a small room lit by a low red light. It is immaculately clean and nearly featureless. Two hooks are mounted on the wall; what appears to be a shredded environment suit hangs from one of them. Overhead, a set of red lamps shines down on you, mounted next to four spray nozzles. A sliding door with a small wire-reinforced window leads back to the hallway to your west. Another door stands to the east, a small opaque window set in it.

A sheet of ruled paper lies beside a prone figure.

On the floor, there is a prone figure in a complete hazard suit.

Three large buttons, one marked "ENTRY", one marked "EXIT", and one marked "DECONTAMINATE", glow faintly from a wall recess.

> x paper
(your notes)
Your notes consist of a sheaf of various papers that you found scattered about this facility. Currently, a handwritten menu is the topmost page.

In looping calligraphy, someone has written out a rather unappetizing menu.

> get ruled paper
(the sheet of ruled paper)
You pick up the sheet of ruled paper.

You add the sheet of ruled paper to your existing collection of pages.

The external airlock door slides closed with a hiss and locks with a click .

> read notes
The sheet of ruled paper reads:

Raymond Pearce, M.D.
Assistant Director, Mt. Airy Hospital
May 12th, 1978
I don't know what kind of disaster they've uncovered but it's happening right now and it's in my hospital.
They're all running around like they're possessed. The subject, McMoneagle, went tearing past me less than a half hour ago. It's more energy than I've ever seen him display. He went down the stairs, not a doctor or escort in sight. I should have followed, but something gave me this unearthly fear. Ridiculous, but it's hard not to fall prey to the mysticism that's surrounded this whole absurd affair.
Minutes later, I heard screaming, like the kind in the giant monster pictures my nephew is so damn fond of. I couldn't tell where it was from. Now there's something strange going on in the wet lab, something obscuring the window in there.
It's now or never. I have a terrible feeling about all this, but I have to find out what the hell they've been doing before we're all run out of the building.

> c
As you concentrate, your eyelids droop involuntarily closed for a moment. You don't think you sense anything unusual from your surroundings.

> x figure
Someone in a hazard suit lies, unmoving. The faceplate of the hazard suit is completely obscured by a red, wet substance that looks not entirely unlike sloppy joe filling. The stuff inside the suit is moving, churning within itself.

> search suit
(the sealed hazard suit)
You find nothing of interest.

> x suit
(the sealed hazard suit)
Someone in a hazard suit lies, unmoving. The faceplate of the hazard suit is completely obscured by a red, wet substance that looks not entirely unlike sloppy joe filling. The stuff inside the suit is moving, churning within itself.

> press decontaminate
You hesitate over the DECONTAMINATE button. Based on the cleanliness of the room (and the disturbing redness on the other side of the inner airlock door), the decontamination procedures here are designed to handle some pretty powerful stuff - bleach at a bare minimum, probably, and not formulated to play nice with human skin.

In the interests of avoiding severe chemical burns, you refrain from pushing the button.

> l
Biohazard Airlock, Mt Airy Hospital
You stand in a small room lit by a low red light. It is immaculately clean and nearly featureless. Two hooks are mounted on the wall; what appears to be a shredded environment suit hangs from one of them. Overhead, a set of red lamps shines down on you, mounted next to four spray nozzles. A sliding door with a small wire-reinforced window leads back to the hallway to your west. Another door stands to the east, a small opaque window set in it.

On the floor, there is a prone figure in a complete hazard suit.

Three large buttons, one marked "ENTRY", one marked "EXIT", and one marked "DECONTAMINATE", glow faintly from a wall recess.

> e
You push the button marked "ENTRY". The internal airlock door emits a loud click and then slides open with a soft hiss.

As the door slides open, you are immediately sprayed by a reddish liquid, which splatters full into your face. Your eyes immediately tear up, and, as the nauseating stench of rotting meat overwhelms you, your face begins tingling strangely.

Biohazard Lab, Mt Airy Hospital
This room seems to have been the subject of some kind of massive biological explosion. Some kind of glistening, mealy red substance similar to ground meat is splattered all over the floor, walls and ceiling in large patches. The substance seems to have a life of its own, pulsing and undulating in great colonies. Large piles of it merge and separate.

The room itself seems to have been some kind of biological experimentation laboratory. You can see a large sink along one wall, with nozzles for a bunsen burner mounted next to it. While most of the counters are covered with the disgusting red substance, one table is mostly untouched thanks to an overhanging edge.

On the table is a measuring pipette, fixed in place above a wooden test tube rack. There's also a small lab refrigerator branded with a biohazard symbol.

The bottom of a glass test tube projects from a mound of the mealy red stuff.

> get pipette
You fail to move the measuring pipette.

The skin of your face starts to feel very hot, the burning sensation in your eyes and nose becoming more intense. The buzzing sensation spreads, creeping down your arms. Your vision is replaced with a fiery redness, and the pain is all-consuming.

> undo
Biohazard Lab, Mt Airy Hospital
[Previous turn undone.]

> get test tube
(the sludge-encrusted test tube)
You pull the test tube out of the churning mound of mealy red stuff.

The skin of your face starts to feel very hot, the burning sensation in your eyes and nose becoming more intense. The buzzing sensation spreads, creeping down your arms. Your vision is replaced with a fiery redness, and the pain is all-consuming.

> open refrigerator
You are too distracted by your condition to take any action.

The pain in your face ebbs away, replaced with a vibrating numbness. You reach one hand up to touch your cheek but feel only a churning, moving wetness where your face used to be. Your limbs have become numb, and you can feel your heart's beating become labored in your chest. Something moving in your lungs begins to retard your breathing.

> w
You are too distracted by your condition to take any action.

Gurgling helplessly, you slump to the floor. You can feel the intruder in your body slowly eating away at you, from the inside and out. Mercifully, the pain is now gone, replaced only by a strange vibration in the places of your body that remain uneaten. As your lungs and heart slowly stop moving, your senses fade away, replaced by an ominous stillness.

Press any key to continue.
Consciousness returns. You muzzily realize that you are gazing at the ceiling of the Corona Labs test chamber just before the door slams open. Dr. Shaunessy, the neurologist, hurries into the room. Dr. Ephart follows close enough behind to step on his heels. "How many fingers do you see?" Dr. Shaunessy asks, kneeling down beside you, and Dr. Ephart rests light fingers on your wrist to take your pulse. In short order, they conclude that you suffered a vasovagal syncope and struck your head in the fall.

You try to talk to the doctors, but your words are confused and disjointed. Your gaze drags across the fallen photograph, half-shadowed by the folder above it, and you see the gaunt young man screaming. You can't find the words to make them understand. Though you can nearly stand on your own, the doctors firmly escort you from the room and off to bed.

Dr. Shaunessy leaves, but Dr. Ephart stays with you as the sedatives take hold. "Don't worry," she says, resting a gentle hand on your shoulder. "Everything will be all right."

Six days later, the past repeats itself in Corona Labs.
No one escapes alive.

*** You have failed. ***

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

> l
Side Hall End, Mt Airy Hospital
Plain, windowless doors labelled neatly with small brass signs lead off to the north and south. At the east end of the hallway, a large, lurid orange biohazard symbol marks a door of a different design. This door is a sliding door instead of a regular door, and it has a small, wire-reinforced window.

Several curving, sharp pieces of glass and small pieces of metal litter the floor.

There's a keycard reader beside the sliding door.

> unlock sliding door
You swipe your keycard through the keycard reader. After a moment, the door emits a loud click and the airlock door slides open.

> e
Glass crunches faintly underfoot as you move through the hallway.

Biohazard Airlock, Mt Airy Hospital
You stand in a small room lit by a low red light. It is immaculately clean and nearly featureless. Two hooks are mounted on the wall; what appears to be a shredded environment suit hangs from one of them. Overhead, a set of red lamps shines down on you, mounted next to four spray nozzles. A sliding door with a small wire-reinforced window leads back to the hallway to your west. Another door stands to the east, a small opaque window set in it.

A sheet of ruled paper lies beside a prone figure.

On the floor, there is a prone figure in a complete hazard suit.

Three large buttons, one marked "ENTRY", one marked "EXIT", and one marked "DECONTAMINATE", glow faintly from a wall recess.

> get ruled paper
(the sheet of ruled paper)
You pick up the sheet of ruled paper.

You add the sheet of ruled paper to your existing collection of pages.

> read notes
The sheet of ruled paper reads:

Raymond Pearce, M.D.
Assistant Director, Mt. Airy Hospital
May 12th, 1978
I don't know what kind of disaster they've uncovered but it's happening right now and it's in my hospital.
They're all running around like they're possessed. The subject, McMoneagle, went tearing past me less than a half hour ago. It's more energy than I've ever seen him display. He went down the stairs, not a doctor or escort in sight. I should have followed, but something gave me this unearthly fear. Ridiculous, but it's hard not to fall prey to the mysticism that's surrounded this whole absurd affair.
Minutes later, I heard screaming, like the kind in the giant monster pictures my nephew is so damn fond of. I couldn't tell where it was from. Now there's something strange going on in the wet lab, something obscuring the window in there.
It's now or never. I have a terrible feeling about all this, but I have to find out what the hell they've been doing before we're all run out of the building.

The external airlock door slides closed with a hiss and locks with a click .

> save
Ok.

> c
As you concentrate, your vision unfocuses unexpectedly, producing a doubled world. You don't think you sense anything unusual from your surroundings.

> e
You push the button marked "ENTRY". The internal airlock door emits a loud click and then slides open with a soft hiss.

As the door slides open, you are immediately sprayed by a reddish liquid, which splatters full into your face. Your eyes immediately tear up, and, as the nauseating stench of rotting meat overwhelms you, your face begins tingling strangely.

Biohazard Lab, Mt Airy Hospital
This room seems to have been the subject of some kind of massive biological explosion. Some kind of glistening, mealy red substance similar to ground meat is splattered all over the floor, walls and ceiling in large patches. The substance seems to have a life of its own, pulsing and undulating in great colonies. Large piles of it merge and separate.

The room itself seems to have been some kind of biological experimentation laboratory. You can see a large sink along one wall, with nozzles for a bunsen burner mounted next to it. While most of the counters are covered with the disgusting red substance, one table is mostly untouched thanks to an overhanging edge.

On the table is a measuring pipette, fixed in place above a wooden test tube rack. There's also a small lab refrigerator branded with a biohazard symbol.

The bottom of a glass test tube projects from a mound of the mealy red stuff.

> open refrigerator
You open the small lab refrigerator, revealing a vial of blood and a legal-size page.

The skin of your face starts to feel very hot, the burning sensation in your eyes and nose becoming more intense. The buzzing sensation spreads, creeping down your arms. Your vision is replaced with a fiery redness, and the pain is all-consuming.

> get all
["get all" is vague - please be more specific with your command.]

> get blood
(the vial of blood)
You are too distracted by your condition to take any action.

The pain in your face ebbs away, replaced with a vibrating numbness. You reach one hand up to touch your cheek but feel only a churning, moving wetness where your face used to be. Your limbs have become numb, and you can feel your heart's beating become labored in your chest. Something moving in your lungs begins to retard your breathing.

> restore
Ok.

> e
You push the button marked "ENTRY". The internal airlock door emits a loud click and then slides open with a soft hiss.

As the door slides open, you are immediately sprayed by a reddish liquid, which splatters full into your face. Your eyes immediately tear up, and, as the nauseating stench of rotting meat overwhelms you, your face begins tingling strangely.

Biohazard Lab, Mt Airy Hospital
This room seems to have been the subject of some kind of massive biological explosion. Some kind of glistening, mealy red substance similar to ground meat is splattered all over the floor, walls and ceiling in large patches. The substance seems to have a life of its own, pulsing and undulating in great colonies. Large piles of it merge and separate.

The room itself seems to have been some kind of biological experimentation laboratory. You can see a large sink along one wall, with nozzles for a bunsen burner mounted next to it. While most of the counters are covered with the disgusting red substance, one table is mostly untouched thanks to an overhanging edge.

On the table is a measuring pipette, fixed in place above a wooden test tube rack. There's also a small lab refrigerator branded with a biohazard symbol.

The bottom of a glass test tube projects from a mound of the mealy red stuff.

> get test tube
(the sludge-encrusted test tube)
You pull the test tube out of the churning mound of mealy red stuff.

The skin of your face starts to feel very hot, the burning sensation in your eyes and nose becoming more intense. The buzzing sensation spreads, creeping down your arms. Your vision is replaced with a fiery redness, and the pain is all-consuming.

> w
You are too distracted by your condition to take any action.

The pain in your face ebbs away, replaced with a vibrating numbness. You reach one hand up to touch your cheek but feel only a churning, moving wetness where your face used to be. Your limbs have become numb, and you can feel your heart's beating become labored in your chest. Something moving in your lungs begins to retard your breathing.

> w
You are too distracted by your condition to take any action.

Gurgling helplessly, you slump to the floor. You can feel the intruder in your body slowly eating away at you, from the inside and out. Mercifully, the pain is now gone, replaced only by a strange vibration in the places of your body that remain uneaten. As your lungs and heart slowly stop moving, your senses fade away, replaced by an ominous stillness.

Press any key to continue.
Consciousness returns. You muzzily realize that you are gazing at the ceiling of the Corona Labs test chamber just before the door slams open. Dr. Shaunessy, the neurologist, hurries into the room. Dr. Ephart follows close enough behind to step on his heels. "How many fingers do you see?" Dr. Shaunessy asks, kneeling down beside you, and Dr. Ephart rests light fingers on your wrist to take your pulse. In short order, they conclude that you suffered a vasovagal syncope and struck your head in the fall.

You try to talk to the doctors, but your words are confused and disjointed. Your gaze drags across the fallen photograph, half-shadowed by the folder above it, and you see the gaunt young man screaming. You can't find the words to make them understand. Though you can nearly stand on your own, the doctors firmly escort you from the room and off to bed.

Dr. Shaunessy leaves, but Dr. Ephart stays with you as the sedatives take hold. "Don't worry," she says, resting a gentle hand on your shoulder. "Everything will be all right."

Six days later, the past repeats itself in Corona Labs.
No one escapes alive.

*** You have failed. ***

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

> press decontaminate
You hesitate over the DECONTAMINATE button. Based on the cleanliness of the room (and the disturbing redness on the other side of the inner airlock door), the decontamination procedures here are designed to handle some pretty powerful stuff - bleach at a bare minimum, probably, and not formulated to play nice with human skin.

In the interests of avoiding severe chemical burns, you refrain from pushing the button.

> i
You are carrying a rusty u-bend pipe, a typewriter key, a Corona Labs keycard and your notes.

> x suit
(the sealed hazard suit)
Someone in a hazard suit lies, unmoving. The faceplate of the hazard suit is completely obscured by a red, wet substance that looks not entirely unlike sloppy joe filling. The stuff inside the suit is moving, churning within itself.

> wear suit
(the sealed hazard suit)
(first taking the sealed hazard suit)
Do you mean to unzip the sealed hazard suit? (y/n) >
y

You begin to unzip the hazard suit. The moment an opening appears, you are sprayed in the face with some kind of reddish mist. It stings your eyes and nose, and you stumble backward. You start to feel queasy immediately, and the skin where the mist touched you starts to experience a buzzing sensation.

> undo
Biohazard Airlock, Mt Airy Hospital
[Previous turn undone.]

> c
As you concentrate, your vision unfocuses unexpectedly, producing a doubled world. You don't think you sense anything unusual from your surroundings.

> wear suit
(the sealed hazard suit)
(first taking the sealed hazard suit)
Do you mean to unzip the sealed hazard suit? (y/n) >
y

You begin to unzip the hazard suit. The moment an opening appears, you are sprayed in the face with some kind of reddish mist. It stings your eyes and nose, and you stumble backward. You start to feel queasy immediately, and the skin where the mist touched you starts to experience a buzzing sensation.

> z
Time passes.

The skin of your face starts to feel very hot, the burning sensation in your eyes and nose becoming more intense. The buzzing sensation spreads, creeping down your arms. Your vision is replaced with a fiery redness, and the pain is all-consuming.

> w
You are too distracted by your condition to take any action.

The pain in your face ebbs away, replaced with a vibrating numbness. You reach one hand up to touch your cheek but feel only a churning, moving wetness where your face used to be. Your limbs have become numb, and you can feel your heart's beating become labored in your chest. Something moving in your lungs begins to retard your breathing.

> w
You are too distracted by your condition to take any action.

Gurgling helplessly, you slump to the floor. You can feel the intruder in your body slowly eating away at you, from the inside and out. Mercifully, the pain is now gone, replaced only by a strange vibration in the places of your body that remain uneaten. As your lungs and heart slowly stop moving, your senses fade away, replaced by an ominous stillness.

Press any key to continue.
Consciousness returns. You muzzily realize that you are gazing at the ceiling of the Corona Labs test chamber just before the door slams open. Dr. Shaunessy, the neurologist, hurries into the room. Dr. Ephart follows close enough behind to step on his heels. "How many fingers do you see?" Dr. Shaunessy asks, kneeling down beside you, and Dr. Ephart rests light fingers on your wrist to take your pulse. In short order, they conclude that you suffered a vasovagal syncope and struck your head in the fall.

You try to talk to the doctors, but your words are confused and disjointed. Your gaze drags across the fallen photograph, half-shadowed by the folder above it, and you see the gaunt young man screaming. You can't find the words to make them understand. Though you can nearly stand on your own, the doctors firmly escort you from the room and off to bed.

Dr. Shaunessy leaves, but Dr. Ephart stays with you as the sedatives take hold. "Don't worry," she says, resting a gentle hand on your shoulder. "Everything will be all right."

Six days later, the past repeats itself in Corona Labs.
No one escapes alive.

*** You have failed. ***

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

> l
Biohazard Airlock, Mt Airy Hospital
You stand in a small room lit by a low red light. It is immaculately clean and nearly featureless. Two hooks are mounted on the wall; what appears to be a shredded environment suit hangs from one of them. Overhead, a set of red lamps shines down on you, mounted next to four spray nozzles. A sliding door with a small wire-reinforced window leads back to the hallway to your west. Another door stands to the east, a small opaque window set in it.

On the floor, there is a prone figure in a complete hazard suit.

Three large buttons, one marked "ENTRY", one marked "EXIT", and one marked "DECONTAMINATE", glow faintly from a wall recess.

> search suit
(the sealed hazard suit)
You find nothing of interest.

> search shredded
You find nothing of interest.

> w
You push the button marked "EXIT". The external airlock door emits a loud click and then slides open with a soft hiss.

Side Hall End, Mt Airy Hospital
Plain, windowless doors labelled neatly with small brass signs lead off to the north and south. At the east end of the hallway, a large, lurid orange biohazard symbol marks a door of a different design. This door is a sliding door instead of a regular door, and it has a small, wire-reinforced window.

Several curving, sharp pieces of glass and small pieces of metal litter the floor.

There's a keycard reader beside the sliding door.

> w
Glass crunches faintly underfoot as you move through the hallway.

Side Hall, Mt Airy Hospital
The off-white walls and dull, stain-resistant tiles of this hallway match those of the main hall to the west. Windowless doors marked with small brass signs branch off to the north and south.

> w

Hall Intersection, Mt Airy Hospital
Cold fluorescent lights pace the ceiling from north to south and lead off east along the T intersection. To the west, a pair of metal elevator doors sits silently closed. There's a call button beside the elevator and a floor indicator above the call button.

A building map is posted on the wall.

> w
You step into the elevator.

Elevator, Mt Airy Hospital
The elevator is just big enough to fit the length of a standard hospital gurney and not much else. Unlike the dull white walls of the rest of the hall, the elevator's interior is crafted with burnished steel. The fluorescent lights above shine through a thick metal grate.

There are floor buttons for B through 4 on the control panel. There is also a button marked "Alarm" and a key switch marked "Fire".

> press 1
(the ground floor button)
The ground floor button lights under your finger. The elevator doors slide closed, and the elevator lurches downward.

> z
Time passes.

> z
Time passes.

> z
Time passes.

> z
Time passes.

The elevator comes to a halt with a quiet ding. The ground floor button stops glowing, and the doors slide open.

> e
You step through the elevator doors and into the dim hallway.

Hallway, Mt Airy Hospital
The overhead lights are shattered to the north and south, leaving this solitary space brightly lit in the white-walled hallway. Looking to the south, you can glimpse the dim squares of light that are the windows of the far-distant lobby. Twin doors stand open across the hallway, and a placard beside them reads "CAFETERIA". The elevator doors are to the west.

> e

Cafeteria, Mt Airy Hospital
The hospital's cafeteria is not very large, but it's still enough to seat a few dozen people at a time. Rows of rectangular tables covered in wood veneer are surrounded by a gauntlet of cheap chairs made of metal and molded plastic. The ceiling is higher here than elsewhere in the hospital; the fluorescent lights hang down, surrounded by a maze of exposed pipe running through the room. A gap in the wall to the east looks into the kitchen, and below it, a set of metal rails is mounted on the wall, suitable for resting a tray on.

The open doorway to the west leads back to the hallway. Next to the door is a hulking vending machine.

> x machine
A sudden wave of dizziness overwhelms you. As you stumble and steady yourself against a table, a feverish heat rises in your cheeks, and grayness clouds your vision.

Through the grayness, you see a tall black woman contorted into a protective fetal position. Although her arms are shielding her face, you recognize the beaded braids and lab smock of "Best" Ife, one of the techs from your Corona Labs. Her skin is horribly blistered, and it hangs loosely on her slim-boned body. In places, the flesh has split to reveal the cooked muscle below.

The fever fades, and your vision clears. Mercifully, the corpse is gone.

It's an old-style snack vending machine. A small window near the top displays a few snacks, doomed to forever be display products only. The rest of the machine's surface displays an abstract design featuring several loops and a drawing of a building. The design seems familiar to you. Bizarrely, the vending machine lacks a keypad and any means of inserting money; you have no idea how anyone is supposed to get snacks out of it. A plastic flap conceals the lower compartment where the snacks are supposed to come out.

> c
As you concentrate, an ache pulses powerfully through your temples. There's something triggering your senses about the plastic chair and the red-handled lever projecting from the maze of pipes.

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

> x lever
Inspecting the pipe maze, you find a red-handled lever within reach on the wall. Its purpose is mysterious to you.

> x chair
The chairs, which are neither new nor cheap, have diagonal metal legs that come together to a support in the center, onto which is bolted a molded plastic frame. You remember seeing chairs like this in multipurpose rooms at schools.

> get on chair
You sit on a chair. It is every bit as uncomfortable as you expected it to be.

> pull lever
From somewhere in the pipe maze, you hear a sharp hiss of steam, but your mind reels strangely. It seems like the hiss is as much within your head as outside it, and you feel very peculiar. The room twists sideways....

As your outer eyes close, your inner eye opens. Dimly, you perceive the way your ribs collide with a rectangular table and the way your body collapses to the floor, but you're not there any more.

Press any key to continue. You reorient slowly. You're still in a cafeteria, but you recognize this place - surrounded by the cheerful bustle of chatty office workers from elsewhere in the building, you sat here and drank tea with Dr. Ephart.

Your awareness doubles - you remember drinking tea with Dr. Ephart after signing your guinea pig contract, but there's an echo in your mind, the echo of tens or hundreds of other snacks and meals grabbed quickly in this room, either alone or with others. These thoughts aren't yours, but they strike and dissolve upon your own thoughts like falling raindrops, shifting them subtly with every touch. Grasping for inner purchase, you come up with a name:

Abeni - no, Elizabeth, Elizabeth "Best" - Ife.

And with the name comes identity:

I said my name was Elizabeth, and they called me Betsy, then Bets. When Marlene's kid garbled it to Best, I kept it - that was perfect! I'll be the best they've ever seen. A lab tech now, but that's just the start. I'm as good as anyone else in Corona, and if they really just care about skill - well, this is the way in and the way up. Even for a woman. Even for a foreigner. To hell with their prejudices.

Her thoughts are inflicted strangely - there's a lilt to them, a sway. You realize that she isn't really thinking in English, but you seem to be translating it well enough. Still, focusing on her mind is like staring into a driving rainstorm - it blinds you and dazes you with its force. You shift your focus outward and see:

Break Room
Only a few hours ago, the room was bustling with people from the building's various offices, but now it's completely empty save for you and the furniture. The room is large enough to be a cafeteria, but apart from a dozen or so cafeteria tables, it isn't furnished like one. The room bears only a small kitchenette with a fridge, microwave, sink, and a tabletop espresso machine.

The exit to the hallway is opposite the kitchenette, to the west.

A wave of exhaustion passes over you. "Coffee", it whispers in a ghostly voice.

> x machine
The espresso machine is fairly inexpensive, but produces good enough coffee for you. That's all that matters since you're probably the only person who knows how to operate it. It is already loaded and tamped; you prepped it earlier today.

In the espresso machine is a pretty white demitasse.

> e
You step over to the kitchenette.

> turn on machine
You switch on the espresso machine. It makes a familiar hissing sound as hot steam is forced through tightly-packed espresso grounds.

The espresso machine makes an unexpected popping noise. The hissing noise jumps in volume as the steam wand suddenly starts spewing hot vapor.

> z
Time passes.

The steam wand of the espresso machine continues to spew hot vapor.

> z
Time passes.

A loud noise like a gunshot erupts from the espresso machine, and you flinch back from it. A powerful blast of vapor issues from the espresso machine's nozzle, shattering the demitasse into tiny shards. Menacing steam begins to leak from other crevices in the device.

This is getting a little over the top. We start off with telepathy, then we get supernatural fang monsters, and we've got ghosts from the past, and now we have out-of-control kitchen appliances. Zany!

> z
Time passes.

Unprompted, the microwave lights up, turning on. The bowl inside slowly rotates.

> z
Time passes.

The bowl in the microwave begins to bubble over with overheated liquid.

> z
Time passes.

The microwave fills with steam. You begin to hear strange noises from the pipes above you.

Caught in the power of Best's mind, strung out on her confusion and alarm, you fight to preserve your thoughts. You are not Best Ife, Elizabeth Ife, Abeni Ife - you are yourself. This isn't you.

> w
You start moving toward the door, but are interrupted as a pipe near the door violently bursts, spraying hot water vapor across the entrance. You are trapped inside the cafeteria.

The microwav esuddenly bursts open, billowing clouds of hot steam. As if on cue, you hear a deafening report from the back of the refrigerator and see steam jet out from behind it.

She's going to die. You can feel her death coming.

> z
Time passes.

A groaning noise comes from above.

But this isn't you. This isn't how you die.

> z
Time passes.

With a hideous shriek, the maze of pipes above you explodes, issuing a wave of superheated water vapor. You cannot escape the steam as it fills the room. Best gasps for breath as she is bathed in burning moisture.

Not you. Not you!

> z

You're out of time.

Best stumbles toward the exit, but not fast enough. She collapses to the ground, unable to take a breath, literally boiling alive. As she tumbles to the floor, her blurring vision documents the way her skin peels away against the edge of a tile, and her ravaged nerves report the fiery sensation all the way up her arm. She covers her head with her arms and succumbs to the loss of her senses.

Not you.

Your mind flees from hers, and Abeni Elizabeth Ife dies alone in a watery hell.

Press any key to continue. This can still be changed

It has to be true.

Press any key to continue. You're lying on the ground. You slowly get to your feet.

My two hours are up about now. I might have been a little faster if I'd realised from the start that it was a search-everything game, but it wouldn't have made a huge difference.

Cafeteria, Mt Airy Hospital (on the plastic chair)
The hospital's cafeteria is not very large, but it's still enough to seat a few dozen people at a time. Rows of rectangular tables covered in wood veneer are surrounded by a gauntlet of cheap chairs made of metal and molded plastic. The ceiling is higher here than elsewhere in the hospital; the fluorescent lights hang down, surrounded by a maze of exposed pipe running through the room. A gap in the wall to the east looks into the kitchen, and below it, a set of metal rails is mounted on the wall, suitable for resting a tray on.

The open doorway to the west leads back to the hallway. Next to the door is a hulking vending machine.

> x rails
It's a set of rails that you put cafeteria trays on while you're getting your food. Strangely, there are no such trays in sight.

> e
(first getting off the plastic chair)
You can't go that way.

> x gap
You look through the gap into the kitchen, only to find that the kitchen is not there. Where the floor of the room through the gap should be, some kind of room-sized fleshy tube leads down to God-knows-where. Some kind of strange smell emanates through the gap. You find yourself somewhat grateful that there is no visible way to get there.

> x rails
It's a set of rails that you put cafeteria trays on while you're getting your food. Strangely, there are no such trays in sight.

> i
You are carrying a rusty u-bend pipe, a typewriter key, a Corona Labs keycard and your notes.

> exits
From here, you can go west into the hallway. There don't seem to be any other exits.

> c
As you concentrate, you get a dull headache. You are strangely drawn to the plastic chair and the red-handled lever projecting from the maze of pipes.

> w

Hallway, Mt Airy Hospital
The overhead lights are shattered to the north and south, leaving this solitary space brightly lit in the white-walled hallway. Looking to the south, you can glimpse the dim squares of light that are the windows of the far-distant lobby. Twin doors stand open across the hallway, and a placard beside them reads "CAFETERIA". The elevator doors are to the west.

> s
You walk south down the hall toward the distant lobby.

Hallway, Mt Airy Hospital
Above, the lights are shattered, leaving this part of the hallway dark, and shards of glass crunch softly underfoot. To the south, the lobby windows shine like a will-o-the-wisp. To the north, harsh fluorescent lights still illuminate the hall near the elevator.

> exits
Your only apparent options are to continue south toward the lobby or go north back to the elevator.

> s
You continue south toward the lobby.

Hallway, Mt Airy Hospital
The darkness cloaks all corners and edges this far from the elevator lights, and bits of glass festoon the tile. To the south, the lobby windows glimmer faintly. To the north, you can see the distant, well-lit square of dubious safety by the elevator and the cafeteria.

> s
You continue south toward the lobby.

Hallway, Mt Airy Hospital
You still haven't encountered a door to the east or west. The hall stretches on long and straight through the darkness, and more pieces of glass litter the tile floor. To the south, the lobby windows look briefly like nothing more than a painted illusion. To the north, the shining space by the elevator and the cafeteria seems almost unreachably distant.

> s
You continue south toward the lobby.

Hallway, Mt Airy Hospital
The lobby seems to recede even as you approach, and the shadows grow denser with every step. To the south, the lobby windows entice you with the promise of fresh air. To the north, the elevator grows smaller with every step.

> s
You continue south toward the lobby.

Hallway, Mt Airy Hospital
The lobby seems to recede even as you approach, and the shadows grow denser with every step. To the south, the lobby windows look briefly like nothing more than a painted illusion. To the north, the elevator grows smaller with every step.

> s
You continue south toward the lobby.

Hallway, Mt Airy Hospital
The lobby seems to recede even as you approach, and the shadows grow denser with every step. To the south, the lobby windows entice you with the promise of fresh air. To the north, the shining space by the elevator and the cafeteria seems almost unreachably distant.

> s
You continue south toward the lobby.

Hallway, Mt Airy Hospital
You still haven't encountered a door to the east or west. The hall stretches on long and straight through the darkness, and shards of glass crunch softly underfoot. To the south, the lobby windows glimmer faintly. To the north, you can see the distant, well-lit square of dubious safety by the elevator and the cafeteria.

> s
You continue south toward the lobby.

Hallway, Mt Airy Hospital
Above, the lights are shattered, leaving this part of the hallway dark, and the shadows grow denser with every step. To the south, the lobby windows shine like a will-o-the-wisp. To the north, the shining space by the elevator and the cafeteria seems almost unreachably distant.

> s
You continue south toward the lobby.

Hallway, Mt Airy Hospital
The lobby seems to recede even as you approach, and the shadows grow denser with every step. To the south, the lobby windows entice you with the promise of fresh air. To the north, you can see the distant, well-lit square of dubious safety by the elevator and the cafeteria.

> s
You continue south toward the lobby.

Hallway, Mt Airy Hospital
Above, the lights are shattered, leaving this part of the hallway dark, and the shadows grow denser with every step. To the south, the lobby windows look briefly like nothing more than a painted illusion. To the north, harsh fluorescent lights still illuminate the hall near the elevator.

> s
You continue south toward the lobby.

Hallway, Mt Airy Hospital
The lobby seems to recede even as you approach, and bits of glass festoon the tile. To the south, the lobby windows entice you with the promise of fresh air. To the north, you can see the distant, well-lit square of dubious safety by the elevator and the cafeteria.

> s
You continue south toward the lobby.

Hallway, Mt Airy Hospital
The lobby seems to recede even as you approach, and shards of glass crunch softly underfoot. To the south, the lobby windows entice you with the promise of fresh air. To the north, the elevator grows smaller with every step.

> s
You continue south toward the lobby.

Hallway, Mt Airy Hospital
The lobby seems to recede even as you approach, and shards of glass crunch softly underfoot. To the south, the lobby windows shine like a will-o-the-wisp. To the north, you can see the distant, well-lit square of dubious safety by the elevator and the cafeteria.

> s
You continue south toward the lobby.

Hallway, Mt Airy Hospital
The darkness cloaks all corners and edges this far from the elevator lights, and shards of glass crunch softly underfoot. To the south, the lobby windows glimmer faintly. To the north, the elevator grows smaller with every step.

> s
You continue south toward the lobby.

Hallway, Mt Airy Hospital
Above, the lights are shattered, leaving this part of the hallway dark, and bits of glass festoon the tile. To the south, the lobby windows entice you with the promise of fresh air. To the north, the shining space by the elevator and the cafeteria seems almost unreachably distant.

> s
You continue south toward the lobby.

Hallway, Mt Airy Hospital
The lobby seems to recede even as you approach, and more pieces of glass litter the tile floor. To the south, the lobby windows shine like a will-o-the-wisp. To the north, you can see the distant, well-lit square of dubious safety by the elevator and the cafeteria.

> s
You continue south toward the lobby.

Hallway, Mt Airy Hospital
The lobby seems to recede even as you approach, and more pieces of glass litter the tile floor. To the south, the lobby windows look briefly like nothing more than a painted illusion. To the north, harsh fluorescent lights still illuminate the hall near the elevator.

> x
(the illuminated square)
To the north, you see a square of light illuminating the space around the elevator.

> c
As you concentrate, a burst of pain leaves you reeling. You don't think you sense anything unusual from your surroundings.

> n
More quickly than you might have expected, you reach the well-lit square by the cafeteria and the elevator.

Hallway, Mt Airy Hospital
The overhead lights are shattered to the north and south, leaving this solitary space brightly lit in the white-walled hallway. Looking to the south, you can glimpse the dim squares of light that are the windows of the far-distant lobby. Twin doors stand open across the hallway, and a placard beside them reads "CAFETERIA". The elevator doors are to the west.

> n
You turn your back on the distant lobby windows and walk north along the dim hallway.

Hallway, Mt Airy Hospital
It's very dark here, but enough light from the south stretches up the hall to help you find your way. Underfoot, the texture of the tile floor seems less stable and more mushy than it used to be. The air is thick with a dank, somehow metallic odor.

> n
You continue north along the darkened hall. The square of light near the elevator shrinks behind you.

Hallway, Mt Airy Hospital
A faint gleam of light ahead might be the reflection on a doorknob - but then again, it might not be. In the shifting, inconstant light, the walls look sometimes straight and sometimes curved as you move northward. A distinct note of mildew fills the humid air, and a heavy, metallic current runs beneath it.

> save
Ok.

> n
You continue north along the darkened hall. The square of light near the elevator shrinks behind you.

Hallway, Mt Airy Hospital
The blackness grows denser as you walk forward. It's very dark here, so far from the well-lit square to the south, and a sense of foreboding fills you as you continue relentlessly into the darkness. Each breath you draw tastes swampy and strange, leaving a deep metallic note on your tongue.

> c
As you concentrate, you feel a peculiar twinge behind one eye. You don't think you sense anything unusual from your surroundings.

> n
You continue north along the darkened hall. The square of light near the elevator shrinks behind you.

Something crackles softly between your foot and the floor.

Hallway, Mt Airy Hospital
Spots flit through the shadows, black on black afterimages. There are still no doors along the hall, but it always seems that you will reach one shortly - you glimpse the gleam of light along a handle, briefly, and then it is gone with the next step. The air smells like decay in a dentist's office - cold steel and sterility run to rot.

> n
You continue north along the darkened hall. The square of light near the elevator shrinks behind you.

Hallway, Mt Airy Hospital
The blackness grows denser as you walk forward. In the shifting, inconstant light, the walls look sometimes straight and sometimes curved as you move northward. The air is thick with a dank, somehow metallic odor.

> n
You continue north along the darkened hall. The square of light near the elevator shrinks behind you.

Hallway, Mt Airy Hospital
The blackness grows denser as you walk forward. In the shifting, inconstant light, the walls look sometimes straight and sometimes curved as you move northward. The air is thick with a dank, somehow metallic odor.

> n
You continue north along the darkened hall. The square of light near the elevator shrinks behind you.

Something crackles softly between your foot and the floor.

Hallway, Mt Airy Hospital
It's very dark here, but enough light from the south stretches up the hall to help you find your way. In the shifting, inconstant light, the walls look sometimes straight and sometimes curved as you move northward. The air smells like decay in a dentist's office - cold steel and sterility run to rot.

> n
You continue north along the darkened hall. The square of light near the elevator shrinks behind you.

Something crackles softly between your foot and the floor.

Hallway, Mt Airy Hospital
Spots flit through the shadows, black on black afterimages. There are still no doors along the hall, but it always seems that you will reach one shortly - you glimpse the gleam of light along a handle, briefly, and then it is gone with the next step. Each breath you draw tastes swampy and strange, leaving a deep metallic note on your tongue.

> x floor
Your questing fingers come across a sheet of partially damp paper clinging to the floor. You peel it off and pick it up.

You add the piece of unlined paper to your existing collection of pages.

> read
What do you want to read?

> notes
It's too dark to read anything here.

> s
More quickly than you might have expected, you reach the well-lit square by the cafeteria and the elevator.

Hallway, Mt Airy Hospital
The overhead lights are shattered to the north and south, leaving this solitary space brightly lit in the white-walled hallway. Looking to the south, you can glimpse the dim squares of light that are the windows of the far-distant lobby. Twin doors stand open across the hallway, and a placard beside them reads "CAFETERIA". The elevator doors are to the west.

> read notes
The piece of unlined paper reads:

5/12/78
There will never be anything I can do to make up for the sins I have committed. Blinding myself to the danger of this experimentation, as tied to it as I was, is a pure product of my own ambition and bitterness at having been rejected. I should have known long ago.
Now it is only because of that connection that I am alive and everyone else is dead.
I know where he is and where his nightmares are. I can stay alive while I find out what I need to do to beat him.
No matter what else happens, I have to try. Even if it kills me. I helped birth this monster in an innocent young man. Now I must kill it or die trying.
It's all up to me now.
EGB

> w
You step into the elevator.

Elevator, Mt Airy Hospital
The elevator is just big enough to fit the length of a standard hospital gurney and not much else. Unlike the dull white walls of the rest of the hall, the elevator's interior is crafted with burnished steel. The fluorescent lights above shine through a thick metal grate.

There are floor buttons for B through 4 on the control panel. There is also a button marked "Alarm" and a key switch marked "Fire".

> press 4
The fourth floor button lights under your finger. The elevator doors slide closed, and the elevator lurches upward.

> z
Time passes.

> z
Time passes.

> z
Time passes.

> z
Time passes.

> z
Time passes.

> z
Time passes.

The elevator comes to a halt with a quiet ding. The fourth floor button stops glowing, and the doors slide open.

> e
You step through the elevator doors into the familiar stench of the fourth floor hallway.

Hall End, Mt Airy Hospital
The air here has an acrid, biological tang to it that reminds you of little so much as fresh vomit. The nauseating stench is aided by a hot, humid breeze, which seems to oscillate through the hallway. The hallway itself continues to the east, but you cannot see far; the only functioning light is the one directly above you, and the hall quickly fades into an impenetrable darkness.

A gray door to your north is clearly marked by a large pictographic sign as a unisex bathroom. A thin trickle of water runs from under the door along the edge of the hallway.

To your south, a windowless wooden door sits, a small metal sign next to it marking it as a "staff lounge".

> n

Bathroom, Mt Airy Hospital
While the single toilet here appears to be whole and undamaged, it is filled nearly to the brim with some kind of thick, reddish-brown substance that you cannot immediately identify. The sink's faucet is on, and the sink contains clean, clear water, which is currently emptying through the sink's drain. An undamaged mirror sits above the sink.

A gray door to the south leads out of the bathroom.

Water continues to drain from the sink onto the floor.

> s

Hall End, Mt Airy Hospital
The air here has an acrid, biological tang to it that reminds you of little so much as fresh vomit. The nauseating stench is aided by a hot, humid breeze, which seems to oscillate through the hallway. The hallway itself continues to the east, but you cannot see far; the only functioning light is the one directly above you, and the hall quickly fades into an impenetrable darkness.

A gray door to your north is clearly marked by a large pictographic sign as a unisex bathroom. A thin trickle of water runs from under the door along the edge of the hallway.

To your south, a windowless wooden door sits, a small metal sign next to it marking it as a "staff lounge".

> w
You step into the elevator.

Elevator, Mt Airy Hospital
The elevator is just big enough to fit the length of a standard hospital gurney and not much else. Unlike the dull white walls of the rest of the hall, the elevator's interior is crafted with burnished steel. The fluorescent lights above shine through a thick metal grate.

There are floor buttons for B through 4 on the control panel. There is also a button marked "Alarm" and a key switch marked "Fire".

> save
Ok.

> press alarm
You push the alarm button, and a strident bell rings out, filling the elevator with a painful level of sound. You stagger under the impact of the noise, first grabbing for the wall and then for the railing.

As your outer eyes close, your inner eye opens. Dimly, you feel your grip slacken, and the railing falls away. Your shoulder and back hit the elevator floor, but you're not there any more.

Press any key to continue. You reorient slowly. You're still in an elevator, but you recognize this place - it's the elevator at Corona Labs. You and Dr. Ephart rode this elevator she escorted you into the building on your first day.

Strange thoughts tick past, rattling sharply like stone striking stone. Grasping for inner purchase, you come up with a name:

Tobias Ensfield. I am Dr. Tobias Ensfield.

And with the name comes identity:

Graduate of Warren Alpert Medical School. Protegee of Edward Dartmouth. Ex-employee of Dartmouth Industries. Life Master in the United States Chess Federation. Rayjay Farley's mentor and master. Microbiologist, Corona Labs.

And with identity comes anger, and with anger comes sharp and immediate fear, but the full scope of Tobias Ensfield's consciousness is too overwhelming to process. The foreign thoughts tick swiftly past and away as you reorient on the outside world. Ensfield's mind adds sharp edges to everything. Your surroundings:

Elevator (on the electric scooter)
The elevator is so familiar as to be beneath notice, with pale walls, a thin metal railing, and carpeted floors. The indicator panel shows a lighted number 3, fiercely at odds with both the glowing ground floor button and your personal desires.

> z
Time passes.

The elevator is moving too damned slowly. Anyone else would have used the stairs. Unfortunately, that isn't an option, as your traitor legs would surely have given out beneath you.

> z
Time passes.

Is Rayjay all right? The last you knew, he was on the fourth floor. He surely isn't ready to deal with whatever hell has broken loose at Corona.

> e
You lack the strength to pry the doors open.

The image of Camille deVries flashes through your mind - her empty eyesocket staring blindly at you, her smashed skull half-fused with the mirror, her stricken body dangling from that point of contact.

> z
Time passes.

You remember Elizabeth saying she was going down for a coffee. She always takes the stairs - will she be downstairs, or upstairs? The chivalrous man in you wants her to be downstairs, far away, but the coward wants her to be upstairs. There's a weird core of strength in the girl, and maybe she can take care of herself better than anyone else. If so, maybe she'll take care of Rayjay.

The floor indicator changes slowly from 3 to 2.

> z
Time passes.

Your cell phone suddenly rings.

> answer phone
You hit the ANSWER button. Nothing happens.

Your cell phone rings again. It might be Rayjay.

> i
You are wearing your lab coat, which has your cell phone in one pocket but not (you discover now) your Palm Pilot. In light of the carnage upstairs, you're not too concerned. The white lab coat also contains a security badge. You also have your wallet and the key to your van. And, of course, the scooter.

Your cell phone rings again. The sound seems terribly loud in this confined space.

> answer phone
You hit the ANSWER button. Nothing happens.

The cell phone's ring fills the car again, painfully loud, and you realize that it's not just the confined space. The sound is increasing in volume.

> z
Time passes.

The cell phone rings again, as loud as a child screaming. Why is the elevator so slow?

> z
Time passes.

The cell phone rings, and the sound transfixes your flesh to vibrate your very bones and your spine. Redness flashes before your eyes as the sound fills your head. The elevator is so very slow.

> z
Time passes.

The phone rings again, and scarlet spirals through your vision as agony rips through your ears, your skull, your brain. The sound is too much for you to endure.

He's going to die. You can feel his death coming.

Why won't the elevator stop? The number 2 glows, the elevator hums, but surely you should be at the ground floor by now.

> scream
No. No one would hear you through the elevator walls.

The phone rings, and it is louder than anything you have ever heard. You can't see anything but red, and your involuntary scream of pain is lost in the terrible ringing.

Not you. It's not your death.

Your vision clears as the floor indicator flashes to 1.

> c
You try to concentrate, but you can't. Dr. Ensfield's thoughts alter yours too much - you can't find that inner place where you see more than you see.

The phone rings again. Your entire body twitches, as if the sound were an electric shock, and the familiar, well-hated tremors run through your hands and over your face, making you twitch like a seizure patient.

It's not you. You're not the one dying.

The elevator stops.

> z
Time passes.

Not you.

The phone rings again. The klaxon sound overwhelms Tobias Ensfield's trained, calculating brain and disrupts delicate balances in his head. A fine trickle of blood seeps from one of his ears, strangely ticklish, strangely painless.

> z
You're out of time.

The elevator doors slide open. Beyond the doors, the ground floor hallway is a half-obscured hell of crackling electricity. Amid the leaping sparks are bodies every bit as hideous as Camille deVries's.

Tobias Ensfield gives up. He relaxes into the agony of the phone's next strident ring, and an odd sense of relief overcomes him as he dies.

And then the noise is blessedly gone.

Press any key to continue. This can still be changed

You are sure of it.

Press any key to continue. You're lying on the elevator floor. You slowly get to your feet.

Elevator, Mt Airy Hospital
The elevator is just big enough to fit the length of a standard hospital gurney and not much else. Unlike the dull white walls of the rest of the hall, the elevator's interior is crafted with burnished steel. The fluorescent lights above shine through a thick metal grate.

There are floor buttons for B through 4 on the control panel. There is also a button marked "Alarm" and a key switch marked "Fire".

> press fire
The fire key switch isn't a button, it's a slot for a fire key. Pushing it doesn't do anything.

> hint
There is no hint for your location at this time.

> press 3
The third floor button lights under your finger. The elevator doors slide closed, and the elevator lurches downward.

> z
Time passes.

> z
Time passes.

The elevator comes to a halt with a quiet ding. The third floor button stops glowing, and the doors slide open.

> z
Time passes.

> e
You step through the elevator doors into a familiar hallway. In front of you, the lurid orange biohazard symbol all but glows from the end of the east hall, and a broader hallway stretches away to the left and right.

Hall Intersection, Mt Airy Hospital
Cold fluorescent lights pace the ceiling from north to south and lead off east along the T intersection. To the west, a pair of metal elevator doors sits silently closed. There's a call button beside the elevator and a floor indicator above the call button.

A building map is posted on the wall.

> e

Side Hall, Mt Airy Hospital
The off-white walls and dull, stain-resistant tiles of this hallway match those of the main hall to the west. Windowless doors marked with small brass signs branch off to the north and south.

> e

Side Hall End, Mt Airy Hospital
Plain, windowless doors labelled neatly with small brass signs lead off to the north and south. At the east end of the hallway, a large, lurid orange biohazard symbol marks a door of a different design. This door is a sliding door instead of a regular door, and it has a small, wire-reinforced window.

Several curving, sharp pieces of glass and small pieces of metal litter the floor.

There's a keycard reader beside the sliding door.

> e
Glass crunches faintly underfoot as you move through the hallway.

You swipe your keycard through the keycard reader. After a moment, the door emits a loud click and the airlock door slides open.

Biohazard Airlock, Mt Airy Hospital
You stand in a small room lit by a low red light. It is immaculately clean and nearly featureless. Two hooks are mounted on the wall; what appears to be a shredded environment suit hangs from one of them. Overhead, a set of red lamps shines down on you, mounted next to four spray nozzles. A sliding door with a small wire-reinforced window leads back to the hallway to your west. Another door stands to the east, a small opaque window set in it.

On the floor, there is a prone figure in a complete hazard suit.

Three large buttons, one marked "ENTRY", one marked "EXIT", and one marked "DECONTAMINATE", glow faintly from a wall recess.

> hint
You're going to need a clean hazard suit before you head east, and the one on the ground doesn't qualify. Still, it's the only intact hazard suit around, so you're going to have to figure out a better cleaning method than this room offers.

> get suit
(the sealed hazard suit)
Do you mean to unzip the sealed hazard suit? (y/n) >
n
Did you mean to pick up the prone figure? (y/n) > y

You think you could lift the prone figure, but you'll need to have your hands free first. Set down the rusty u-bend pipe and the typewriter key? (y/n) > y

You set down the rusty u-bend pipe.

You set down the typewriter key.

You fold your notes, slip the keycard into the fold, tuck them under your arm, and heave the prone figure onto your shoulder. It feels both heavier and squishier than you expected it to be, given its size.

> hint
You're going to need a clean hazard suit before you head east, and the one on the ground doesn't qualify. Still, it's the only intact hazard suit around, so you're going to have to figure out a better cleaning method than this room offers.

> w

Side Hall End, Mt Airy Hospital
Plain, windowless doors labelled neatly with small brass signs lead off to the north and south. At the east end of the hallway, a large, lurid orange biohazard symbol marks a door of a different design. This door is a sliding door instead of a regular door, and it has a small, wire-reinforced window.

Several curving, sharp pieces of glass and small pieces of metal litter the floor.

There's a keycard reader beside the sliding door.

> w
Glass crunches faintly underfoot as you move through the hallway.

Side Hall, Mt Airy Hospital
The off-white walls and dull, stain-resistant tiles of this hallway match those of the main hall to the west. Windowless doors marked with small brass signs branch off to the north and south.

> w

Hall Intersection, Mt Airy Hospital
Cold fluorescent lights pace the ceiling from north to south and lead off east along the T intersection. To the west, a pair of metal elevator doors sits silently closed. There's a call button beside the elevator and a floor indicator above the call button.

A building map is posted on the wall.

> n

Hallway, Mt Airy Hospital
Partway down this hall, the fluorescent lights have sputtered out, leaving the way north cloaked in darkness. A long, slow breeze flows from the south past you, reaching towards the deep shadow to the north. Before the light fails, there's a bathroom door in the dull white wall to the east and a laundry chute to the west.

> put suit in chute
You drop the sealed hazard suit into the laundry chute. It promptly vanishes into the darkness.

Something broken here — I put the suit into the chute but I still have it.

> get in chute
It'll be a difficult enough wriggle to get into the chute without carrying the hazard-suited figure at the same time. If you want the hazard-suited figure at the bottom of the laundry chute, you should probably drop it in first.

> i
You are carrying a hazard-suited figure slung over your shoulder. Also, you have your notes folded under your arm with the Corona Labs keycard tucked inside.

> put figure in chute
You drop the hazard-suited figure into the laundry chute. It promptly vanishes into the darkness.

The sterile breeze flowing north slowly stops and then reverses. A long wave of bad-smelling air pushes toward you from the dense darkness down the hallway.

>
I beg your pardon?

> put figure in chute
You can't see any such thing.

> e

Bathroom, Mt Airy Hospital
The single fluorescent light in the bathroom flickers rapidly like a strobe. On the other side of the room, a bloodied corpse seems to be partially buried in the toilet, folded in half. Near the toilet is a sink, above which is a mirror marred by a spiderweb crack. The light's strobe effect gives the room a surreal, filmlike quality. Behind you, to the west, a door leads back into the hallway.

> e
There's only one obvious exit: the door to the west.

> w

Hallway, Mt Airy Hospital
Partway down this hall, the fluorescent lights have sputtered out, leaving the way north cloaked in darkness. There's a long, slow rush of bad-smelling air coming from that direction. Before the light fails, there's a bathroom door in the dull white wall to the east and a laundry chute to the west.

> s

Hall Intersection, Mt Airy Hospital
Cold fluorescent lights pace the ceiling from north to south and lead off east along the T intersection. To the west, a pair of metal elevator doors sits silently closed. There's a call button beside the elevator and a floor indicator above the call button.

A building map is posted on the wall.

> e

Side Hall, Mt Airy Hospital
The off-white walls and dull, stain-resistant tiles of this hallway match those of the main hall to the west. Windowless doors marked with small brass signs branch off to the north and south.

> e

Side Hall End, Mt Airy Hospital
Plain, windowless doors labelled neatly with small brass signs lead off to the north and south. At the east end of the hallway, a large, lurid orange biohazard symbol marks a door of a different design. This door is a sliding door instead of a regular door, and it has a small, wire-reinforced window.

Several curving, sharp pieces of glass and small pieces of metal litter the floor.

There's a keycard reader beside the sliding door.

> get all
["get all" is vague - please be more specific with your command.]

> e
Glass crunches faintly underfoot as you move through the hallway.

You swipe your keycard through the keycard reader. After a moment, the door emits a loud click and the airlock door slides open.

Biohazard Airlock, Mt Airy Hospital
You stand in a small room lit by a low red light. It is immaculately clean and nearly featureless. Two hooks are mounted on the wall; what appears to be a shredded environment suit hangs from one of them. Overhead, a set of red lamps shines down on you, mounted next to four spray nozzles. A sliding door with a small wire-reinforced window leads back to the hallway to your west. Another door stands to the east, a small opaque window set in it.

You can also see a rusty u-bend pipe (in which is a crumpled plastic thing) here.

Three large buttons, one marked "ENTRY", one marked "EXIT", and one marked "DECONTAMINATE", glow faintly from a wall recess.

You can also see a typewriter key here.

> get key
You pick up the typewriter key.

> get pipe
You pick up the rusty u-bend pipe.

> x plastic thing
This small baggie is made of translucent, colorless plastic. There's a big rip in one side from where it caught on the pipe, rendering it useless for holding things. Really, it's just a piece of trash at this point.

The external airlock door slides closed with a hiss and locks with a click .

> w
You push the button marked "EXIT". The external airlock door emits a loud click and then slides open with a soft hiss.

Side Hall End, Mt Airy Hospital
Plain, windowless doors labelled neatly with small brass signs lead off to the north and south. At the east end of the hallway, a large, lurid orange biohazard symbol marks a door of a different design. This door is a sliding door instead of a regular door, and it has a small, wire-reinforced window.

Several curving, sharp pieces of glass and small pieces of metal litter the floor.

There's a keycard reader beside the sliding door.

> w
Glass crunches faintly underfoot as you move through the hallway.

Side Hall, Mt Airy Hospital
The off-white walls and dull, stain-resistant tiles of this hallway match those of the main hall to the west. Windowless doors marked with small brass signs branch off to the north and south.

> w

Hall Intersection, Mt Airy Hospital
Cold fluorescent lights pace the ceiling from north to south and lead off east along the T intersection. To the west, a pair of metal elevator doors sits silently closed. There's a call button beside the elevator and a floor indicator above the call button.

A building map is posted on the wall.

> n

Hallway, Mt Airy Hospital
Partway down this hall, the fluorescent lights have sputtered out, leaving the way north cloaked in darkness. There's a long, slow rush of bad-smelling air coming from that direction. Before the light fails, there's a bathroom door in the dull white wall to the east and a laundry chute to the west.

> get in chute
A peek down the laundry chute suggests that it is still safe, but looks may be deceiving. Are you sure you want to try it? (y/n) > y
You slide headfirst down the laundry chute. The fast, exhilarating, and death-free ride ends with a heartstopping plummet through space and a faceful of soiled sheets. They're soft enough for you to land safely, but still pretty disgusting.

Laundry, Mt Airy Hospital (in the laundry bin)
Crumpled white sheets fill an enormous laundry bin underneath the chute's entrance - a great relief, since those sheets were dense enough to competently break your fall. You're currently inside the laundry bin, but you can see the rest of the room well enough. There is no mistaking the purpose of this room. Industrial washers and dryers line the walls of this room. The room stinks of offal, blood and bleach all at the same time. On the east wall, a large sink made of heavy-duty steel sits, but its long faucet is bent at a peculiar angle and it is missing both handles. A particularly large laundry machine looms at the end of the row.

An open door leads south out of the room.

There's a human skeleton lying on the tiled floor. It's wearing a very clean lab coat.

In the laundry bin you can see a hazard-suited figure and a sealed hazard suit.

> put figure in machine
You heave the hazard-suited figure into the cilia-filled tube of the laundry machine and close the lid.

The laundry machine starts up with an audible whine and a whirring noise that increases in frequency as its internal motors (or muscles, you suppose) spin up.

> z
Time passes.

> z
Time passes.

> z
Time passes.

> z
Time passes.

You nearly jump out of your skin as a buzzer sounds loudly from the huge laundry machine. Its motor gradually slows to a halt.

> zz
["zz" is not a recognized command.]

> open machine
You lift the lid of the large laundry machine, revealing the fleshy, cilia-lined tube within. Flattened around the inside of the tube is the limp form of an empty hazard suit, clean and white.

Still something odd going on with two different suits that are really the same thing.

> get hazard suit
Which do you mean, the sealed hazard suit or the clean hazard suit?

> get clean suit
You reach into the machine and grasp the suit by your thumb and forefinger, then gently extract it while avoiding the reach of the undulating cilia. You shake the hazard suit out, noting that it is now completely clean and dry. You momentarily find yourself wondering whether, if you could manufacture machines like this, the American public might be able to overlook its flesh-eating properties for its clearly superior garment care.

> save
Ok.

> wear suit
(the clean hazard suit)
The suit is somewhat flimsy. You'd better not wear it until you really need it or you might tear the thing.

> get it
You already have that.

> s
You'll have to get out of the laundry bin first.

> get out
You get out of the laundry bin.

Laundry, Mt Airy Hospital
There is no mistaking the purpose of this room. Industrial washers and dryers line the walls of this room, and three canvas-walled carts filled with dirty linens squat awaiting their purpose. The room stinks of offal, blood and bleach all at the same time. On the east wall, a large sink made of heavy-duty steel sits, but its long faucet is bent at a peculiar angle and it is missing both handles. A particularly large laundry machine looms at the end of the row.

An open door leads south out of the room.

There's a human skeleton lying on the tiled floor. It's wearing a very clean lab coat.

You can also see a laundry bin (in which are a sealed hazard suit and a heap of soiled sheets) here.

> s

Basement Hall, Mt Airy Hospital
Grime coats the frosted covers of the overhead lights, causing the peeling walls and tiled floors to look shadowed and ugly. The laundry room's large entrance to the north opposes the boiler room door to the south. To the west, an elevator's doors stand closed.

An open door leads north into the laundry room.

A swollen corpse with visibly broken limbs lies on the floor a short distance from the elevator doors.

> e

Basement Hall, Mt Airy Hospital
At this end of the dingy basement hall, the only intact door is labelled with a black sign reading "Autopsy Room/Morgue".

A white 10-digit keypad is attached to the wall beside the door.

In the adjoining wall, a bent doorframe holds a severely dented metal door that has been very badly dented toward you.

> w

Basement Hall, Mt Airy Hospital
Grime coats the frosted covers of the overhead lights, causing the peeling walls and tiled floors to look shadowed and ugly. The laundry room's large entrance to the north opposes the boiler room door to the south. To the west, an elevator's doors stand closed.

An open door leads north into the laundry room.

A swollen corpse with visibly broken limbs lies on the floor a short distance from the elevator doors.

> w
The elevator isn't here. The floor indicator reads "3RD PSYCHIAT."

> press button
The call button lights under your finger.

> z
Time passes.

The split-flap display whirs into life, reporting the elevator's transit from floor to floor.

> z
Time passes.

The split-flap display stops on "BASEMENT". The elevator call button goes dark, and the metal doors slide open.

> z
Time passes.

> z
Time passes.

> w
You step into the elevator.

Elevator, Mt Airy Hospital
The elevator is just big enough to fit the length of a standard hospital gurney and not much else. Unlike the dull white walls of the rest of the hall, the elevator's interior is crafted with burnished steel. The fluorescent lights above shine through a thick metal grate.

There are floor buttons for B through 4 on the control panel. There is also a button marked "Alarm" and a key switch marked "Fire".

> press 3
The third floor button lights under your finger. The elevator doors slide closed, and the elevator lurches upward.

> z
Time passes.

> z
Time passes.

> z
Time passes.

> z
Time passes.

> z
Time passes.

> z
Time passes.

The elevator comes to a halt with a quiet ding. The third floor button stops glowing, and the doors slide open.

> e
You step through the elevator doors into a familiar hallway. In front of you, the lurid orange biohazard symbol all but glows from the end of the east hall, and a broader hallway stretches away to the left and right.

Hall Intersection, Mt Airy Hospital
Cold fluorescent lights pace the ceiling from north to south and lead off east along the T intersection. To the west, a pair of metal elevator doors sits silently closed. There's a call button beside the elevator and a floor indicator above the call button.

A building map is posted on the wall.

> e

Side Hall, Mt Airy Hospital
The off-white walls and dull, stain-resistant tiles of this hallway match those of the main hall to the west. Windowless doors marked with small brass signs branch off to the north and south.

> e

Side Hall End, Mt Airy Hospital
Plain, windowless doors labelled neatly with small brass signs lead off to the north and south. At the east end of the hallway, a large, lurid orange biohazard symbol marks a door of a different design. This door is a sliding door instead of a regular door, and it has a small, wire-reinforced window.

Several curving, sharp pieces of glass and small pieces of metal litter the floor.

There's a keycard reader beside the sliding door.

> e
Glass crunches faintly underfoot as you move through the hallway.

You swipe your keycard through the keycard reader. After a moment, the door emits a loud click and the airlock door slides open.

Biohazard Airlock, Mt Airy Hospital
You stand in a small room lit by a low red light. It is immaculately clean and nearly featureless. Two hooks are mounted on the wall; what appears to be a shredded environment suit hangs from one of them. Overhead, a set of red lamps shines down on you, mounted next to four spray nozzles. A sliding door with a small wire-reinforced window leads back to the hallway to your west. Another door stands to the east, a small opaque window set in it.

Three large buttons, one marked "ENTRY", one marked "EXIT", and one marked "DECONTAMINATE", glow faintly from a wall recess.

> wear suit
(the clean hazard suit)
You clamber awkwardly into the suit. It takes you several minutes to figure out how to get your hands into the gloves at the end of the sleeves without having to zip it up first, but after some struggling you are completely suited up. You check all of the airtight zippers and make sure that the filter is letting you breathe properly. You feel clumsy and big, but you should be protected from all but the most minute contaminants. Unless the suit tears, of course.

> save
Ok.

> e
You push the button marked "ENTRY". A metallic feminine voice announces, "The entry door cannot open while the exit door is open."

> z
Time passes.

The external airlock door slides closed with a hiss and locks with a click .

> e
You push the button marked "ENTRY". The internal airlock door emits a loud click and then slides open with a soft hiss.

As the door slides open, you are immediately sprayed by a reddish liquid, which splatters against the surface of your suit. Upon wiping off your faceplate with a suited arm, you see that an amorphous red substance is now oozing into the airlock through the partly open door.

You flinch back from the vista beyond, where a strange, churning red substance has devoured almost an entire room. Before, when you looked into the faceplate of the prone figure's environmental suit, you saw a seething red hell that consumed one man. That was the microcosm; this door contains the same red hell in macrocosm.

Biohazard Lab, Mt Airy Hospital
This room seems to have been the subject of some kind of massive biological explosion. Some kind of glistening, mealy red substance similar to ground meat is splattered all over the floor, walls and ceiling in large patches. The substance seems to have a life of its own, pulsing and undulating in great colonies. Large piles of it merge and separate.

The room itself seems to have been some kind of biological experimentation laboratory. You can see a large sink along one wall, with nozzles for a bunsen burner mounted next to it. While most of the counters are covered with the disgusting red substance, one table is mostly untouched thanks to an overhanging edge.

On the table is a measuring pipette, fixed in place above a wooden test tube rack. There's also a small lab refrigerator branded with a biohazard symbol.

The bottom of a glass test tube projects from a mound of the mealy red stuff.

> get pipette
You fail to move the measuring pipette.

> get test tube
(the sludge-encrusted test tube)
You pull the test tube out of the churning mound of mealy red stuff.

> open refrigerator
You open the small lab refrigerator, revealing a vial of blood and a legal-size page.

The internal airlock door slides closed with a hiss and and locks with a click .

> get blood
(the vial of blood)
You pick up the vial of blood.

> get page
(the legal-size page)
You pick up the legal-size page.

You add the legal-size page to your existing collection of pages.

> read notes
The legal-size page reads:

From the desk of Dr. Edward Atwater, M.D., Ph.D.
April 25th, 1978
I'll be damned, they're really buying it. McMoneagle's due to be dosed within the next few days.
I am not a completely heartless man. It is a popular conceit in this office, and I suppose I cannot blame anyone for thinking so. But I have been here for years, now, and overseen the snuffing out of over a dozen lives. With each death I hope to the godless heavens that Corona will see the depth of its mistake, realize that experimenting with a lethal parasite and calling it a symbiont will not make wishes come true. If we want to join the Project it will only be through methodical chicanery, not methodical murder.
What do they want of me? To become McMoneagle's friend, like "kindly old Doc Yehuda?" To have faith in the absence of reason, like "Crazy 'Lainey?" I dread to think of how crushed they will be when the young man's brain floods itself with chemicals. I will be the only staff member in his right mind.
I am not a monster. I am a doctor. To hell with anyone who doesn't understand that.

> x blood
(the vial of blood)
It's a small vial of dark red blood with a handwritten label on the front.

> c
As you concentrate, small spots of light glitter through your vision. You don't think you sense anything unusual from your surroundings.

> x label
It's a small vial of dark red blood with a handwritten label on the front.

> read label
The vial is labelled "Ian McMoneagle, 5/10/78".

> put tube in rack
(the sludge-encrusted test tube in the wooden test tube rack)
You lower the sludge-encrusted test tube through a hole in the wooden test tube rack and nestle its base into the appropriate divot.

> use pipette
["use pipette" is not a recognized command.]

> x pipette
It's a long, very thin tube with a valve to control the flow of liquid through it. It is mounted in place above the test tube rack. The pipette is marked with numbered graduations along its side to aid with measurement, and it is flared at the top so that pouring liquid into it is easier.

> turn on pipette
That's not something you can switch.

> i
You're wearing a sludge-smeared hazard suit, which is excellent protection, but which does give the world a certain surreal quality as seen through the faceplate. You are carrying a vial of Ian McMoneagle's blood, a rusty u-bend pipe, a typewriter key, a Corona Labs keycard and your notes.

> put blood in pipette
(the vial of Ian McMoneagle's blood in the measuring pipette)
You start to pour in the vial of Ian McMoneagle's blood, but then stop. You're not an expert with all this lab stuff, and you don't know how much of the vial of Ian McMoneagle's blood you need.

> x
What do you want to examine?

> c
As you concentrate, you feel briefly lightheaded. You don't think you sense anything unusual from your surroundings.

> hint
Once you get the test tube clean, you'll be able to synthesize medication in here by putting them in the pipette... provided that you have the right components and precise instructions.

> walkthrough
Walkthrough Introduction

One Eye Open is a game with multiple endings (in addition to some interesting ways to die). It is also a game with a deliberate emphasis on exploration and a remarkable amount of... stuff.

The walkthrough provided here will take you from the beginning of the game to the game's first ending. However, it will not give you deliberate clues along the way, and entire rooms and sections will be skipped in order to take you to the end at the fastest possible rate. In short, it will work, but it will not necessarily make sense. Please explore heavily and use the walkthrough with care.

There are seven sections in the walkthrough. They can be accessed with WALKTHROUGH 1, WALKTHROUGH 2, and so on.

> walkthrough 7
At the end of this section, you will reach the first ending of the game.

[Room 322]
PUSH BUTTON
Y
GO DOOR --> [Side Hall]
W --> [Hall Intersection]
S --> [Hall End]
GO DOOR --> [Antechamber]
GET AXE
GO DOOR --> [Test Chamber]
BREAK MIRROR

> walkthrough 6
At the end of this section, you will be in room 322.

[Autopsy Room]
W --> [Basement Hall]
GO ELEVATOR --> [Elevator]
PUSH 3
WAIT x6
GO DOORS --> [Hall Intersection]
E --> [Side Hall]
N --> [Room 322]

> walkthrough 5
At the end of this section, you will successfully escape the morgue.

[Autopsy Room]
GO GLASS DOOR --> [Morgue]
X DRAWERS
OPEN DRAWER 6
X EMBALMED CORPSE
X FRESH CORPSE
GO GLASS DOOR --> [Autopsy Room]
X CORPSE
GET BONESAW
CUT HAND
GET PISTOL
WAIT
SHOOT FACE
GO GLASS DOOR --> [Morgue]
X ASH
X METAL
GO GLASS DOOR --> [Autopsy Room]
GO HALLWAY --> [Hall End]

> walkthrough 4
At the end of this section, you will have access to the autopsy room and morgue.

[Hall End]
S --> [Staff Lounge]
X BOARD
READ MEMO - Note the code provided on the memo. Take the memo if you want to be extra-confident.
N --> [Hall End]
GO ELEVATOR --> [Elevator]
PUSH B
WAIT x8
GO DOORS --> [Basement Hall]
E --> [Basement Hall]
Check the memo code. PUSH # for each number in the code.
GO DOOR --> [Autopsy Room]

> walkthrough 3
At the end of this section, you will have access to the elevator.

[Basement Hall]
PULL CORPSE
GO ELEVATOR --> [Elevator]
PUSH 4
WAIT x8
GO DOORS --> [Hall End]

> walkthrough 2
At the end of this section, you will have access to the basement.

[Hall End]
N --> [Hall Intersection]
N --> [Hallway]
X PANEL
S --> [Hall Intersection]
E --> [Side Hall]
E --> [Side Hall End]
S --> [Observational Room]
X CORPSE
GET PAPER
GET CORPSE
N --> [Side Hall End]
W --> [Side Hall]
W --> [Hall Intersection]
PUT CORPSE IN CHUTE
Y
GO CHUTE
Y --> [Laundry (in the laundry bin)
OUT --> [Laundry]
S --> [Basement Hall]
E --> [Basement Hall]
W --> [Basement Hall]

> w
Wincing, you grope about for a moment in the sludge near the door until you encounter something that feels like a button.

You push the hidden button. The internal airlock door emits a loud click and then slides open with a soft hiss.

Biohazard Airlock, Mt Airy Hospital
You stand in a small room lit by a low red light. It is immaculately clean and nearly featureless. Two hooks are mounted on the wall; what appears to be a shredded environment suit hangs from one of them. Overhead, a set of red lamps shines down on you, mounted next to four spray nozzles. A sliding door with a small wire-reinforced window leads back to the hallway to your west. Another door stands to the east, a small opaque window set in it.

A few slowly shifting tendrils of red, mealy meat have made their way into the airlock.

Three large buttons, one marked "ENTRY", one marked "EXIT", and one marked "DECONTAMINATE", glow faintly from a wall recess.

> press decontaminate
You push the DECONTAMINATE button. A metallic feminine voice announces, "Decontamination cannot proceed while the entry door is open."

> press entry
(the entry button)
You push the button marked "ENTRY". A metallic feminine voice announces, "The entry door is already open."

> z
Time passes.

The internal airlock door slides closed with a hiss and and locks with a click .

> press decontaminate
You push the DECONTAMINATE button. You hear a hissing noise, and several of the nozzles overhead spray white foam over you and your surroundings. The red substance that ended up in the airlock makes a horrible shrieking noise and begins to smoke and thrash. The foam is followed immediately by several jets of clear liquid, which hit with staggering force. After you are sluiced down, the nozzles spray a fine mist into the air, which immediately begins to smell of chlorine.

After about twenty seconds, the nozzles shut off. Shortly thereafter, the red substance finishes dissolving entirely.

> z
Time passes.

> w
You don't want to go back out into the hallway while wearing the hazard suit; you might step on something sharp and tear it. Best that you take it off first.

> remove suit
(the clean hazard suit)
You take off the clean hazard suit.

> drop it
You set down the clean hazard suit.

> w
You push the button marked "EXIT". The external airlock door emits a loud click and then slides open with a soft hiss.

Side Hall End, Mt Airy Hospital
Plain, windowless doors labelled neatly with small brass signs lead off to the north and south. At the east end of the hallway, a large, lurid orange biohazard symbol marks a door of a different design. This door is a sliding door instead of a regular door, and it has a small, wire-reinforced window.

Several curving, sharp pieces of glass and small pieces of metal litter the floor.

There's a keycard reader beside the sliding door.

> w
Glass crunches faintly underfoot as you move through the hallway.

Side Hall, Mt Airy Hospital
The off-white walls and dull, stain-resistant tiles of this hallway match those of the main hall to the west. Windowless doors marked with small brass signs branch off to the north and south.

> w

Hall Intersection, Mt Airy Hospital
Cold fluorescent lights pace the ceiling from north to south and lead off east along the T intersection. To the west, a pair of metal elevator doors sits silently closed. There's a call button beside the elevator and a floor indicator above the call button.

A building map is posted on the wall.

> w
You step into the elevator.

Elevator, Mt Airy Hospital
The elevator is just big enough to fit the length of a standard hospital gurney and not much else. Unlike the dull white walls of the rest of the hall, the elevator's interior is crafted with burnished steel. The fluorescent lights above shine through a thick metal grate.

There are floor buttons for B through 4 on the control panel. There is also a button marked "Alarm" and a key switch marked "Fire".

> w
The only way out of the elevator is through the elevator doors to the east.

> press 4
The fourth floor button lights under your finger. The elevator doors slide closed, and the elevator lurches upward.

> z
Time passes.

> z
Time passes.

The elevator comes to a halt with a quiet ding. The fourth floor button stops glowing, and the doors slide open.

> z
Time passes.

> z
Time passes.

>
I beg your pardon?

> e
You step through the elevator doors into the familiar stench of the fourth floor hallway.

Hall End, Mt Airy Hospital
The air here has an acrid, biological tang to it that reminds you of little so much as fresh vomit. The nauseating stench is aided by a hot, humid breeze, which seems to oscillate through the hallway. The hallway itself continues to the east, but you cannot see far; the only functioning light is the one directly above you, and the hall quickly fades into an impenetrable darkness.

A gray door to your north is clearly marked by a large pictographic sign as a unisex bathroom. A thin trickle of water runs from under the door along the edge of the hallway.

To your south, a windowless wooden door sits, a small metal sign next to it marking it as a "staff lounge".

> s

Staff Lounge, Mt Airy Hospital
This windowless room smells of cigarette smoke and less savory things. Signs and memos litter the bulletin board and the surface of the refrigerator. Utilitarian black chairs cluster around a small round table, and, at the far end of the lounge, a pale blue couch sprawls in front of the silent television sitting on a back counter.

A windowless wooden door to the north leads out of the staff lounge.

See, this is why I'm using the walkthrough. I tried to examine the memos before, and it doesn't work, because I have to say "memo".

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

> x memo
The handwriting is neat and precise. The numbering is so careful that you could mistake it for computer printing, save that it's some twenty years too early.

> read memo
The neatly written memo reads: Please don't forget - the autopsy room access code has changed -> 7 3 2 1 0

> n

Hall End, Mt Airy Hospital
The air here has an acrid, biological tang to it that reminds you of little so much as fresh vomit. The nauseating stench is aided by a hot, humid breeze, which seems to oscillate through the hallway. The hallway itself continues to the east, but you cannot see far; the only functioning light is the one directly above you, and the hall quickly fades into an impenetrable darkness.

To your south, a windowless wooden door sits, a small metal sign next to it marking it as a "staff lounge".

A gray door to your north is clearly marked by a large pictographic sign as a unisex bathroom. A thin trickle of water runs from under the door along the edge of the hallway.

> w
You step into the elevator.

Elevator, Mt Airy Hospital
The elevator is just big enough to fit the length of a standard hospital gurney and not much else. Unlike the dull white walls of the rest of the hall, the elevator's interior is crafted with burnished steel. The fluorescent lights above shine through a thick metal grate.

There are floor buttons for B through 4 on the control panel. There is also a button marked "Alarm" and a key switch marked "Fire".

> push b
The basement button lights under your finger. The elevator doors slide closed, and the elevator lurches downward.

> z
Time passes.

> z
Time passes.

> z
Time passes.

> z
Time passes.

> z
Time passes.

> z
Time passes.

> z
Time passes.

> z
Time passes.

The elevator comes to a halt with a quiet ding. The basement button stops glowing, and the doors slide open.

> z
Time passes.

> e
You step through the elevator doors and into the grimy basement hallway.

Basement Hall, Mt Airy Hospital
Grime coats the frosted covers of the overhead lights, causing the peeling walls and tiled floors to look shadowed and ugly. The laundry room's large entrance to the north opposes the boiler room door to the south. To the west, an elevator's doors stand open.

An open door leads north into the laundry room.

A swollen corpse with visibly broken limbs lies on the floor a short distance from the elevator doors.

> e

Basement Hall, Mt Airy Hospital
At this end of the dingy basement hall, the only intact door is labelled with a black sign reading "Autopsy Room/Morgue".

A white 10-digit keypad is attached to the wall beside the door.

In the adjoining wall, a bent doorframe holds a severely dented metal door that has been very badly dented toward you.

> press 73210
You can't see any such thing.

> type 7
There's nothing to type on here.

> press 7
You push the 7 key.

> type 73210
There's nothing to type on here.

> press 3
You push the 3 key.

> press 2
You push the 2 key.

> press 1
(the 1 key)
You push the 1 key.

> press 0
A green light flashes on the keypad, and the door unlocks with a click.

> in
You open the autopsy room door.

Autopsy Room, Mt Airy Hospital
The air here is thin with an astringent, chemical smell that makes you feel light-headed. Counters and cabinets line the west and north walls of the room, with a pair of sinks in the middle of each. Every surface you see is immaculate save for the metal table in the center of the room. On it, a corpse in a cut-up suit has been laid in a spread-eagled position, with dozens of surgical tools protruding from its dissected torso. Flaps of skin from the corpse's torso stretch towards the ceiling, suspended by thin pieces of surgical thread.

A sheet of typewriter paper lies on the floor very near the hallway door.

A door made of heavy, insulated glass leads to another room to the east.

The door to the hallway lies to the south.

> save
Ok.

> get paper
(the sheet of typewriter paper)
You pick up the sheet of typewriter paper.

You add the sheet of typewriter paper to your existing collection of pages.

> read notes
The sheet of typewriter paper reads:

Unofficial log, April 15, 11:00 am
I suppose someone must have listened to Elaine's assertion that this test subject was different from the rest, since we've just gained a new member of the team.
This was not a pleasant cup of chicory to down first thing in the morning. Don't get me wrong -- I would love, more than anything, to welcome Simon Cross to our ranks, and G-d knows that we could stand to gain another team member. Of all of the positions we had open prior to today, however, I'm not sure I ever would have counted "Company Spook" among them.
Perhaps I am being unfair, but it is my opinion that hypnotizing yourself into believing that a knife is a rolling pin will not prevent you from needing stitches after trying to make bread dough. Cross's official title is "auditor." He claims that he is here to oversee Corona's professional interests in the Project, and I don't doubt him one bit. Cross oozes "professional interests." He brushes his teeth with it, or he wouldn't be able to give me that sharkish grin.
Still, we are bedfellows now. There's nothing to do but see to it that he is comfortable ... and bored.
- Theo Yehuda

The hallway door swings closed. There's a click as the lock reengages.

> exits
The door to the hallway lies to the south, and an insulated glass door goes east.

> e
You open the glass door.

Morgue, Mt Airy Hospital
The astringent smell is even stronger in the morgue than in the autopsy room. The single working fluorescent light here flickers slightly, giving your movement a cinematic cast to it. The east wall of the morgue is lined with large drawers for corpse storage, like a giant, morbid filing cabinet. Along the north wall is a counter with a large industrial sink. Nearby, a hospital gurney squats at an odd angle, one of its wheels bent sharply to the side. There is a spatter of dried blood on the drawers, marring the otherwise spartan cleanliness of the area.

A heavy glass door to the west leads back to the autopsy room.

> x drawers
(drawer number 1)
These are morgue drawers just like the ones you've seen in the movies, with heavy latched doors like those on industrial refrigerators; the doors are labeled 1 to 12. There is a spatter of dried blood on the doors. The spray and drip pattern indicates a violently inflicted wound. You note that apart from the spray, there is a smear of dried blood on drawer 6.

> open 6
You open drawer 6 and slide its metal tray partway out. On the tray are a pair of corpses, stacked atop one another face-to-face in some gross parody of intimacy. The upper corpse is fresh and sports a nasty-looking head wound; the lower corpse is paler and clearly embalmed.

> get embalmed corpse
You think you could lift the embalmed corpse, but you'll need to have your hands free first. Set down the vial of Ian McMoneagle's blood, the rusty u-bend pipe and the typewriter key? (y/n) > n
It's too awkward to lift the embalmed corpse while carrying the vial of Ian McMoneagle's blood, the rusty u-bend pipe, the typewriter key, the Corona Labs keycard and your notes.

> x embalmed corpse
Judging from what you can see of this corpse, it was once a white man of average build and below average height. His features are those of a man in his middle age, but his face is craggy for its youth. The corpse has bags under its closed eyes and stress lines on its brow. The corpse has clearly been autopsied and embalmed, as its naked, pale skin shows no sign of decay. There are also no visible injuries on this corpse.

> x fresh corpse
This corpse is fresh, and, from what you can tell, hastily-stowed in this drawer. Before death, the corpse was a somewhat overweight middle-aged man. Although he was stacked face down, his head is turned to the side, away from his grisly companion, so you can see that his face looks tired but kindly. The neat bullet-wound between the corpse's eyes has dried, but the messy exit wound in the back glistens with still-drying blood. Behind a thick pair of black-rimmed glasses, the skin around his eyes shows clear laugh lines.

> w

Autopsy Room, Mt Airy Hospital
The air here is thin with an astringent, chemical smell that makes you feel light-headed. Counters and cabinets line the west and north walls of the room, with a pair of sinks in the middle of each. Every surface you see is immaculate save for the metal table in the center of the room. On it, a corpse in a cut-up suit has been laid in a spread-eagled position, with dozens of surgical tools protruding from its dissected torso. Flaps of skin from the corpse's torso stretch towards the ceiling, suspended by thin pieces of surgical thread.

A door made of heavy, insulated glass leads to another room to the east.

The door to the hallway lies to the south.

You hear a sound like a drawer sliding open, followed by the meaty thunk of something large hitting the ground to the east.

> x corpse
You immediately recognize this as the body of Simon Cross.

Until very recently, this body belonged to a precisely-handsome man in his late twenties or early thirties, wearing a finely-pressed and very expensive suit. Now both the suit and body have been peeled open, exposing everything within. The flaps of skin that once held the corpse's organs in place are stretched in four directions, one for each flap. Surgical thread embedded in the ceiling with heavy needles stretches the skin upward, giving a coliseum view to the gore within. The man's vivisected torso is littered with dozens of surgical instruments - scalpels, forceps, hypodermic needles - each one driven in with such force as to be stuck in place. Some are barely visible. Only a surgical bonesaw, currently half-bisecting the man's neck, looks extricable. The man's face is distorted in a silent scream, and, upon closer inspection, you can just see something stuck inside his mouth.

The corpse's right hand is curled desperately around a small black pistol, the kind you're used to seeing in spy films.

> get bonesaw
You grasp the handle of the bonesaw and pull upward. With a sucking sound, it pulls free of the corpse's neck, still smeared with partly-congealed blood.

> get pistol
The corpse's hand maintains a death-grip on the pistol, rendered unbreakable by rigor mortis.

A wet sliding noise emanates from the morgue, starting quiet but getting louder by the second.

> wait
Time passes.

Through the door to the east, you can see a writhing, pulsating mass of what appears to be raw red muscle. It is filling the morgue and rapidly approaching the autopsy room.

> shoot fave
You can't see any such thing.

> shoot face
(the pale face)
You raise your pistol toward the face-blister and pull the trigger. With a deafening report, the gun kicks in your hand. A spray of white liquid splatters from the face's forehead where the bullet lands. The white liquid runs in rivulets down the front of the face as it contorts in even further agony.

"God, why?" the face moans. "Why did I die?"

The mass of bloody flesh begins to retract, pulling away from the walls and leaving a glistening red trail as it goes. Steam billows from the flesh as the white liquid runs onto it and burns it away. The face begins to lose coherency, melting as it cries.

"My only sin was ignorance," the dissolving face murmurs. "Please forgive me my part in this."

After a minute, the mass has retreated entirely into the morgue. Through the door, you see it retract back to the center of the room, curl into a small ball, and collapse into a small pile of ash with a peculiar clinking sound.

After several seconds of empty silence, you hear a click from the door to the south.

> e

Morgue, Mt Airy Hospital
The astringent smell is even stronger in the morgue than in the autopsy room. The single working fluorescent light here flickers slightly, giving your movement a cinematic cast to it. The east wall of the morgue is lined with large drawers for corpse storage, like a giant, morbid filing cabinet. Along the north wall is a counter with a large industrial sink. Nearby, a hospital gurney squats at an odd angle, one of its wheels bent sharply to the side. There is a spatter of dried blood on the drawers, marring the otherwise spartan cleanliness of the area.

A heavy glass door to the west leads back to the autopsy room.

There's a small, circular pile of ash below drawer 6.

Drawer number 6 is open, exposing an empty tray.

> x ash
It's a small pile of gray ash. Nothing more remains of the corpses that were formerly in drawer 6. You note a faint glint of metal in the ash.

> x metal
(the small piece of metal)
Upon closer examination, the small piece of metal turns out to be a ridged key. You pick up the ridged key.

> w

Autopsy Room, Mt Airy Hospital
The air here is thin with an astringent, chemical smell that makes you feel light-headed. Counters and cabinets line the west and north walls of the room, with a pair of sinks in the middle of each. Every surface you see is immaculate save for the metal table in the center of the room. On it, a corpse in a cut-up suit has been laid in a spread-eagled position, with dozens of surgical tools protruding from its dissected torso. Flaps of skin from the corpse's torso stretch towards the ceiling, suspended by thin pieces of surgical thread.

A door made of heavy, insulated glass leads to another room to the east.

The door to the hallway lies to the south.

> s
There's no visible lock on this side, but you try the door anyway. The hidden lock releases under your hand.

You open the hallway door.

Basement Hall, Mt Airy Hospital
At this end of the dingy basement hall, the only intact door is labelled with a black sign reading "Autopsy Room/Morgue".

A white 10-digit keypad is attached to the wall beside the door.

In the adjoining wall, a bent doorframe holds a severely dented metal door that has been very badly dented toward you.

> save
Ok.

> w

Basement Hall, Mt Airy Hospital
Grime coats the frosted covers of the overhead lights, causing the peeling walls and tiled floors to look shadowed and ugly. The laundry room's large entrance to the north opposes the boiler room door to the south. To the west, an elevator's doors stand open.

An open door leads north into the laundry room.

A swollen corpse with visibly broken limbs lies on the floor a short distance from the elevator doors.

> w
You step into the elevator.

Elevator, Mt Airy Hospital
The elevator is just big enough to fit the length of a standard hospital gurney and not much else. Unlike the dull white walls of the rest of the hall, the elevator's interior is crafted with burnished steel. The fluorescent lights above shine through a thick metal grate.

There are floor buttons for B through 4 on the control panel. There is also a button marked "Alarm" and a key switch marked "Fire".

> press 3
The third floor button lights under your finger. The elevator doors slide closed, and the elevator lurches upward.

> z
Time passes.

> z
Time passes.

> z
Time passes.

> z
Time passes.

> z
Time passes.

> z
Time passes.

The elevator comes to a halt with a quiet ding. The third floor button stops glowing, and the doors slide open.

> e
You step through the elevator doors into a familiar hallway. In front of you, the lurid orange biohazard symbol all but glows from the end of the east hall, and a broader hallway stretches away to the left and right.

Hall Intersection, Mt Airy Hospital
Cold fluorescent lights pace the ceiling from north to south and lead off east along the T intersection. To the west, a pair of metal elevator doors sits silently closed. There's a call button beside the elevator and a floor indicator above the call button.

A building map is posted on the wall.

> e
As you walk away, you hear a peculiar fluttering noise behind you.

Side Hall, Mt Airy Hospital
The off-white walls and dull, stain-resistant tiles of this hallway match those of the main hall to the west. Windowless doors marked with small brass signs branch off to the north and south.

> n
You insert the ridged key into the lock of the door to room 322 and turn it, successfully unlocking the door
You open the door to room 322.

Room 322, Mt Airy Hospital
While spacious, this office is surprisingly austere. The office is clearly separated into two sides. On the west side, a large but inexpensive-looking metal desk is festooned with decorations; a calendar covers its center, while several photos are proudly displayed with their faces to the door. The desk on the east side is a standing oak desk, precisely arranged and nearly bare. All of the decoration on that side of the room is on the walls, an array of diplomas and commendations. An office chair stands in front of each desk.

Only a single object dares to split the room: a wall-mounted television displaying half of a grainy black-and-white picture.

To your south, a door leads back to the hallway.

Below the television, there is a wall button with a typewritten sign taped next to it.

A piece of unlined paper lies face-down on the floor, half in and half out of the oak desk's shadow.

> get paper
Which do you mean, the typewritten sign, the piece of unlined paper, your notes or Pearce 5/1/78?

> get unlined paper
You pick up the piece of unlined paper.

You add the piece of unlined paper to your existing collection of pages.

> read notes
The piece of unlined paper reads:

4/7/78
I've found him!

It's hard not to doubt myself. I've written about candidates before. I believed in each and every one of them. They all had that spark, that brilliant glint of possibility. It shone in them like a tiny sun. How could I not believe? And with each failure it became harder to believe in myself.

But he's different, McMoneagle. Ian. A skinny boy from the suburbs of Olney with nothing spectacular about him but chronic nightmares, headaches, and emotional problems. But that sun, his sun. So much brighter than any I've seen.

Dr. Atwater is of course convinced that he'll fail just like all the others, and refuses to refer to him even by his first name since we picked him up. Even Dr. Yehuda is cautious, given our track record. I have to convince him, both of them.

He's the one. He's our hope.

EGB

> l
Room 322, Mt Airy Hospital
While spacious, this office is surprisingly austere. The office is clearly separated into two sides. On the west side, a large but inexpensive-looking metal desk is festooned with decorations; a calendar covers its center, while several photos are proudly displayed with their faces to the door. The desk on the east side is a standing oak desk, precisely arranged and nearly bare. All of the decoration on that side of the room is on the walls, an array of diplomas and commendations. An office chair stands in front of each desk.

Only a single object dares to split the room: a wall-mounted television displaying half of a grainy black-and-white picture.

To your south, a door leads back to the hallway.

Below the television, there is a wall button with a typewritten sign taped next to it.

> x button
A white plastic button about a half-inch in diameter, mounted in a brass plate.

> x sign
It's taped to the wall next to a plate with a button. Instructions concerning "remote viewing" are typed on the page's surface.

> read sign
The typewritten sign reads: No remote viewing tests are to occur without a remote supervisor. The subject is to be released by the remote supervisor at the signal of the local supervisor. This button will unlock the door for fifteen seconds, at which time a local buzzer will sound.

> push button
Your vision swims for a moment, and anxiety seizes your heart. You strongly sense that you should push the button, but once you do you must end this nightmare. There will be no going back.

Are you sure you want to do this? (y/n) > y
Still dazed by the sudden racing of your heart, you depress the button.

To the southwest, muffled by the walls, you hear a strident buzzer, and the noise of high heels suddenly echoes down the hallway from that direction. The footsteps pause, and you hear the sound of a door opening.

In the security monitor, you see the young man jerk his head upward suddenly. This is your first good look at his face, and his features are gaunt, his eyes sunken and haunted. He slowly gets to his feet and walks out of the range of the security camera.

The strident buzzer continues to sound.

> go door
The lights flicker. The security monitor gives a sharp, abrupt crackle before going dead.

Side Hall, Mt Airy Hospital
The off-white walls and dull, stain-resistant tiles of this hallway match those of the main hall to the west. Windowless doors marked with small brass signs branch off to the north and south.

The strident buzzer continues to sound.

> w

Hall Intersection, Mt Airy Hospital
Cold fluorescent lights pace the ceiling from north to south and lead off east along the T intersection. To the west, a pair of metal elevator doors sits silently closed. There's a call button beside the elevator and a floor indicator above the call button.

There's a large white butterfly flitting back and forth near the ceiling.

A building map is posted on the wall.

The strident buzzer continues to sound.

> s
As you walk away, you hear a peculiar fluttering noise behind you.

Hall End, Mt Airy Hospital
Long banks of fluorescent lights cast sharp shadows along the half-familiar, half-unfamiliar hallway, which continues off to the north. The tiled floor is only a shade darker than the dull off-white walls. A strange, unpleasant odor hangs in the air and stings your nostrils. The door to Room 320 is across the hall to the west.

A windowless door leads east into the testing room's antechamber.

The strident buzzer continues to sound.

> go door
(the antechamber door)

Antechamber, Mt Airy Hospital
Your last visit to this room was your last breath of normalcy; now, the madness has spread even here. A pile of shattered bones, gore and viscera lies in a wide cone, sprayed toward the door through which you entered. Blood drips from the walls and ceiling in the shape of that same cone, pelting you with a gentle crimson rain. The most complete part of the remains is a single high-heeled shoe, which lies just in front of the pile. The ficus tree that previously stood in the corner now lies on its side, its leaves glistening with blood. Its pot, now cracked, lies on its side in a pile of blood-drenched topsoil.

A metal fire axe lies on the far side of the floor.

The strident buzzer continues to sound.

> get axe
You heft the metal fire axe. It is heavier than you expected it to be, but the weight is nonetheless somewhat reassuring.

The strident buzzer continues to sound.

With an audible click, the buzzer shuts off. The door swings closed behind you, and the lock slams home before you can intercept it.

> go door
Which do you mean, the windowless door or the hallway door?

> windowless
As you open the windowless door, you interrupt the insulated barrier that was preventing sound from leaving the test chamber. The sound of screaming suddenly goes from a muted, ignorable presence to a hammering agony on your ears.

The screaming from inside the test chamber hammers down, not only on your ears, but on your mind. The world warps strangely around you, and, quite abruptly, you are somewhere else.

The door slams shut behind you with tremendous force.

Test Chamber, Mt Airy Hospital
While you are not entirely sure what you expected to find, you are halted in your tracks nonetheless. The floor of the test chamber is littered with glittering shards of reflective glass. The one-way mirror between the test chamber and the observation room is opaque, but it pushes outward in the center to form a pair of jagged, irregular halves like a pair of jaws. From the hips up, Ian McMoneagle is trapped in the grip of those jaws, his face twisted into a mask of pain. The mirror's halves grind against muscle and bone, tearing him apart as they draw him in. And yet he lives....

Ian McMoneagle looks you in the face with wide, terrified eyes, his bloody bangs obscuring his gaze but not reducing its weight. He opens his mouth and screams in guilty agony.

The mirror pulls Ian in more deeply. The hideous cracking sound that follows is almost surely his pelvis.

> break mirror
You heave your shoulder behind the fire axe, driving it into the mirror's surface with all of your strength. The head of the axe buries itself in the mirror, throwing cracks all the way across its surface. The cracks run straight through the mirror, through the hideous jaws, and through the body of Ian McMoneagle

Press any key to continue.
Consciousness returns. You awaken in your bed surrounded by familiar and unfamiliar faces - Dr. Shaunessy, the neurologist; Rayjay Farley and Best Ife, the lab techs; the wheelchair-bound Dr. Ensfield, previously known by you only at a distance; a slim, chestnut-haired woman with a cool gray gaze, utterly unknown to you. Dr. Ephart is missing.

Dr. Shaughnessy has soothing words for you, but most of them blur together, issuing from a face that sometimes seems to lace with scars from an unknown source. You fight to understand. You were unconscious for three days, he tells you, after collapsing during a memory test. The project will continue if you feel up for it after a few days of rest, but right now everyone's going to take it easy.

You want to know where Dr. Ephart went. Dr. Shaughnessy says that she was transferred to another project because she adjusted your medication doses inappropriately, contributing to your attack. In the corner, the chestnut-haired woman with the bullet eyes stares at you. It all seems wrong, wrong. Everyone is alive and dead. Walking around one moment, shambling with fatal wounds the next.

Nightmares plague you that night - Dr. Ephart, confused and protesting, gunned down by the chestnut-haired woman; Dr. Ensfield screaming and covering his ears in an elevator shaft; Rayjay Farley staring into static as the static takes him apart. And Ian. Over and over, that young man from the test chamber in Mt. Airy Hospital - Ian McMoneagle, wild with fear and guilt, being devoured by the walls.

Press any key to continue. You can guard your words.
But you can't stop your dreams.
You can't stop your nightmares.

You can't stop this from happening all over again.

It's inside you.
It's inside you.
IT'S INSIDE YOU.

And you had the chance to stop it.

But you can't stop it now.

Long. You'd have to be a fast player to get this done in two hours, even to the one ending I've seen.

It gets repetitive. Corpse, piece of paper, corpse, piece of paper, corpse, piece of paper, blood!, fangs!, corpse, piece of paper.

I think horror is always going to be difficult to pull off.

It wasn't too bad a game — I did keep on playing for the two hour judging period and more. But it would have been better to make it half the size and spend more time finding the bugs.

Press any key to continue. Your protestations turn to abjurations. Your abjurations turn to ravings. You must make them listen, and your efforts become more violent; you plead, you cry, you lose control, you scream and rave. It is not long before the youngest and strongest of the staff, Rayjay and Best, strap you to your bed with sad, worried eyes.

But straps will only hold you down while you're still harmless.

Once it gets out
they'll all die.

Just like you saw.

Three days later, your dreams come to life in Corona Labs.
No one escapes alive.

*** Your ending is The Wheel. ***

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