12293f02-80ef-4d9d-a2cf-1356c2cfc907 .10 2014 Maya Softworks Horror Georgia, serif false Professor Azarian false the From here it sppears you can go anywhere in the house. The most obvious feature is the staircase that goes upstairs. Down the hallway in front of you and past the stairs seems another door that leads outside. To the east seems to be some sort of bar room while to the west there are multiple many chairs that are covered in dirty sheets. false That way goes back outside, but I came here to find Lowcroft. false I can see some chairs and couches, all covered in sheets. Theres a bar and an odd shaped table in that room. Octagonal...maybe a gaming table of some sort? Stairs upstairs. Dirty but stable looking, but who knows about the rooms up there. You find yourself in To the north lies the {object:rundown house} that your friend said he would meet you at. Like the house, the yard is in equal disrepair; the grass is untamed and left to grow as it wills and there is no visible pathway to speak of, though the grass is a couple feet shorter in a line from the road making it a bit easier to traverse. ") ]]> A letter from Professor Lowcroft, a friend and colleague from Oxford. I've read it a dozen times and it still doesn't make sense. false false I shouldn't litter. Besides, it has my address! Look at Drop
This is a letter.

Warmest Regards,
Dr. Hubert Lowcroft") ]]>
It's the University's Model C. I didn't pack anything because I thought I would be back by now, but those roads are hard to navigate. It's almost like they moved to get me lost on purpose. false I need to find Lowcroft before I can leave. Look at Yummy! The house is old and looks like it hasn't been lived in for many years. The style seems to have echoes of early 19th century rural design but the house has seen many additions over the years so it's hard to tell exactly how old it is. The wood construction has varying levels of quality depensing on where you look and along the roof you can barely make out the top of a stone chimney. house Look at
hallway You're in what appears to be a bedroom, though it seems so ill-cared for that it is doubtful that anyone actually lives here. Aged and rotting furniture dot the room, which includes a bed, a dress and a nightstand. The rug in front of the bed looks to have been chewed on by something over a long period of time. Everything has a thick layer of dust that makes it seem as if the room has not been used in a great many years. The door is open and it leads to a hallway. false the The room smells strongly of mold and rotting things. The shelves lining the walls have various boxes, sacks and tins of different foods...well...at one point they were probably food. There is a wooden hatch along the corner of the room that seems to open to a basement or cellar. There is a chain with a padlock that has secured the door. if (Got(key)) { UnlockExit (cellarexit) msg ("You are able to unlock the cellar door. You toss the chains and key to the side.") MoveObjectHere (key) SetObjectFlagOn (cellar door, "unlocked") } else { msg ("\"It's locked. I think I'll need a key to get it open.\"") } if (GetBoolean(cellar door, "unlocked")) { msg ("The cellar door looks like it did earlier but now it's unlocked.") } else { msg ("It is a wooden cellar door that is locked shot by chains and a padlock.") } hallway false "I might need this later."