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You find yourself in the Baudelaire Mansion. Of course, this is where you would be normally. You have just woken up and you are ready to start the day as Klaus Baudelaire.
But, you get this strange feeling that an unfortunate event is going to happen very soon.
You see the very first flame spark right outside your window.
You need to escape the house before your house is engulfed in flames. Hurry, Klaus!
[[Go to the library|library]]
[[Go to the bedroom|bedroom]]
You head to the library. The books are neatly stacked on their shelves, and a wooden ladder leans on one of the bookshelves.
You see a spyglass on the ground. You also see a book sticking out of one of the shelves, titled "The Incomplete History of Secret Organizations."
Make your pick wisely, for you have limited time.
[[Check out the spyglass|spyglass]]
[[Check out the large book|book]]You go to the spyglass and pick it up. It is a narrow, cylindrical device with parts that can turn. On each of the "turning parts" is a number. It reads "332457."
You might want to remember that.
You then hear quick footsteps dash out of the room. Before you can even make out who ran, you realize that "The Incomplete History of Secret Organizations" book is gone.
[[Follow the mysterious figure|follow]]
[[Go to the bedroom|bedroom]]You go to the book titled "The Incomplete History of Secret Organizations." There is a picture inside of it, and you flip right to the page.
On that page is a photo of your parents, the Quagmire parents, Aunt Josephine, Ike, Larry, Montgomery, Dr. Orwell, and all of the other members of the V.F.D (Volunteer Fire Department).
You turn over the picture. On the back it says "Head to the bedroom! Pick up the note and you will find all that you need! Hurry Klaus!"
[[Go to the bedroom|bedroom2]]You head to the bedroom. The sheets of Violet's bed are neatly tucked in. Yours isn't, of course, because you just woke up.
You see a note in the corner of the room. But, you also see a book titled "Herpetology" on Sunny's crib.
Make your choice wisely, for you have limited time.
[[Check out the note in the corner of the room|note]]
[[Check out the Herpetology book on Sunny's crib|herpbook]]You pick up the note. It says...
"Hello, Klaus. I know what's going to happen in a very short time. Your mansion is going to burn down. I've left clues throughout the place to make your escape. And don't try the front door. It's locked. You're going to have to find a different way out. Remember this: Open the safe! It's your only way out! Follow the mysterious figure and it will guide you. And hurry! You must be quick before the flames engulf you!"
The letter is not signed, and the handwriting looks completely unfamiliar.
But as soon as you are done reading the note, a mysterious figure dashes in and out of the room. Before you can even recognize who or what the figure was, you realize that the Herpetology Book is gone.
You might want to head to the library. The note did say "Open the safe!" Since you didn't find the code, something there might help.
[[Follow the mysterious figure|follow]]
[[Go to the library|library2]]You go to the herpetology book placed in the middle of Sunny's crib. You wonder why a book like this was here. It wouldn't make sense for your family to have this very book, seeming like your Uncle Monty is a very distant relative (The Baudelaire parents didn't mention him much).
Inside it is a bookmark. You flip to it and find a page talking about the different venoms of deadly snakes. In the book, there is handwriting: "There are canisters in the safe. Open it to leave!"
As soon as you finish reading, a mysterious figure dashes in and out of the room. Before you can make out who or what the figure is, you realize that the note left in the corner of the room is gone.
You might want to go to the library, however. Perhaps there would be a code for something...important.
[[Follow the mysterious figure|follow]]
[[Head to the library|library]]You run down the corridors, chasing the shadowy figure. It's quite fast, so you better keep up.
It leads you to a safe, and pops out of the shadows.
Count Olaf.
"My, my, my, my, my, my, my. You haven't changed a bit, haven't you Klaus? But, then again, you are here."
Before you can even respond, Count Olaf opens a door hidden in the wall.
"Enter the code, Klaus. I don't even know it. I can't leave either, and apparently you're supposed to get a code for this safe. If you don't, we're doomed.
[[Go back and find the code|library2]]
If you know the code, enter it below.
<<textbox "$code" "">>
When you finished entering the code, go [[here|next]]
You head to the library. The books are neatly stacked on their shelves, and a wooden ladder leans on one of the bookshelves.
You see a spyglass on the ground. You see a strange book titled "The Incomplete History of Secret Organizations" in one of the bookshelves, but you are determined to reach the spyglass.
[[Check out the spyglass|spyglass2]]
You go to the spyglass and pick it up. It is a narrow, cylindrical device with parts that can turn. On each of the "turning parts" is a number. It reads "332457."
You might want to remember that.
You then hear quick footsteps dash out of the room. Before you can even make out who ran, you realize that "The Incomplete History of Secret Organizations" book is gone.
[[Follow the mysterious figure|follow]]You head to the bedroom. The sheets of Violet's bed are neatly tucked in. Yours isn't, of course, because you just woke up.
You see a note in the corner of the room. The herpetology book is gone.
[[Check out the note in the corner of the room|note2]]
[[Go back to the library|library2]]You pick up the note. It says...
"Hello, Klaus. I know what's going to happen in a very short time. Your mansion is going to burn down. I've left clues throughout the place to make your escape. And don't try the front door. It's locked. You're going to have to find a different way out. Remember this: Open the safe! It's your only way out! Follow the mysterious figure and it will guide you. And hurry! You must be quick before the flames engulf you!"
The letter is not signed, and the handwriting looks completely unfamiliar.
But as soon as you are done reading the note, a mysterious figure dashes in and out of the room. Before you can even recognize who or what the figure was, you realize that the Herpetology Book is gone.
You might want to head to the library. The note did say "Open the safe!" Since you didn't find the code, something there might help.
[[Follow the mysterious figure|follow]]
[[Head to the library|library4]]You go to the herpetology book placed in the middle of Sunny's crib. You wonder why a book like this was here. It wouldn't make sense for your family to have this very book, seeming like your Uncle Monty is a very distant relative (The Baudelaire parents didn't mention him much).
Inside it is a bookmark. You flip to it and find a page talking about the different venoms of deadly snakes. In the book, there is handwriting: "There are canisters in the safe. Open it to leave!"
As soon as you finish reading, a mysterious figure dashes in and out of the room. Before you can make out who or what the figure is, you realize that the note left in the corner of the room is gone.
You might want to go to the library, however. Perhaps there would be a code for something...important.
[[Follow the mysterious figure|follow]]<<if $code is "332457">>You open the safe and containers of venom are present. A note is there, reading "The door is now open! Leave, quickly! Do not take any other paths!"
"Quickly!" Count Olaf says. "With haste! We must move out of here!"
[[Take the containers inside with you and burn|burn]]
[[Run to the door and leave!|door]]
[[Go elsewhere|elsewhere]]
<<else>>Well. We're doomed. Seems like this is goodbye, Klaus. Because, really, you're going to be the only one who is doomed, actually.
Count Olaf pulls out a match and throws it on the ground.
"Now that I have your fortune, Klaus...No one can stop me. Muhahaha!" Flames surround you and Count Olaf as he jumps through the window next to you. The heat becomes unbearable as you lay on the ground, and your eyes slowly close.
The End (Bad Ending 1/2)
<</if>>You and Count Olaf run quickly to the door and open it. But, Count Olaf holds you back. "Oh, Klaus. It's not over..until it's over." He throws you into the fire and dashes out.
The End (True Ending)"Where are you going?!" Count Olaf yells.
You head down the stairs into the basement. Now that you think about it, this was a really stupid idea.
I mean, the note warned you. A flame begins to sizzle beneath the basement door. Before you know it, you're engulfed in the flames. Your glasses fall to the ground as the plastic melts.
The End (Bad Ending 2/2)You take the canisters. Well, now what?
[[Put them back and RUN!|door]]
[[DROP THEM ONTO THE FLOOR|drop]]You drop the canisters onto the floor.
A trapdoor opens up behind you, and takes you.
You can't see who it is, but seconds later, you hear the explosion of your house being destroyed.
The End (Good Ending)You head to the library. The books are neatly stacked on their shelves, and a wooden ladder leans on one of the bookshelves.
You see a spyglass on the ground. You pick it up. On it, there is a code. It reads "332457." Now it's time to follow the mysterious figure.
[[Follow the mysterious figure|follow]]The Baudelaire Mansion
By: Dylan Sell
School: Franklin Regional Middle School
Grade: 7
Genre: Escape Room
Adaptation: A Series of Unfortunate Events
[[Go to start|start]]