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You're running through the train station, winding your way through the dark blacks puffs of smoke coming off of the trains nearby. As you knock over a young girl playing with her friends you look behind and see that the conductor is still following you close behind. Upon seeing the conductor your pace begins to pick up again. You find that there is nowhere left to turn. In front of you you see a spiraling staircase and a long tunnel leading into the dark.
Run up to the [[spiral staircase]]
Continue down the [[dark tunnel]]Ominously you hear a growling coming from the overhang of the tunnel. A dark sticky liquid begins to seep from the ceiling. The sound of your breath becomes louder and faster, but you are unable to hear over the sound of the growling. As you continue foward you contemplate your turn. You are left with two choices...
Turn [[back]]
Continue [[forward]]
As you walk down the eery dark hallway you begin to see doors that have symbols on them that you have never seen before. They continually get bigger as you walk. You start to write them down on a piece of paper that you had stored in your pocket. After drawing them all you reach a dead end and must turn back. As you are walking back you count how many symbols you drew and find you drew 13. Once you get back to the fork you decide whether you want to go back to the [[staircase]] in which you came or [[turn right|right]].You turn down the hallway and are unable to see where you are going for the only light you have is a single flickering lightbulb. You try to open every door you see while walking down the hallway, but find that they are all locked. Except, once you reach the end of the hallway there is a single wooden door that creeks open with a single push. You enter the door and once you take a few steps in the door slams shut behind you. You turn on a light switch and begin looking around. You find a desk that appears to have been pushed to the center of the room in a hurry for it was crooked and in the corner of the room in front of a window there was still an outline of a desk in dust. You also see that the papers sitting on the desk are unorganized and creased, showing that there had been something else sitting on top of them. You are confused by this and begin reading the papers. There are blueprints for a clocktower, probably this one, but they include modern design in the blueprints, which is odd because of how old the rest of the building looks. You look out the single window in the room and you see that it leads to the clockworks rather than leading outside. You contemplate either [[going through the window]] or staying to [[look through the desk]] some more. As you pivot and continue back down the dark tunnel you here the familiar sound of train whistles. As you try and hide within a dark puff of smoke you realize that the condutor still saw you on your way out of the tunnel. You start into a sprint across the long stretch of the train station and hop between train tracks. The familiar feeling of being chased follows you until you are able to crawl up a small ladder that leads up to the roof of an ivy-covered tower. You walk around the circular roof of the tower until you find a trap door. On the trap door you see a lock and a note tapped to the back of it. The note reads:
Find the four digit number in which the first digit is one fourth of the last digit, the second digit is 6 times the first digit, and the third digit is the second digit plus 3. Those four digits will be the combination to the lock.
<<textbox "$lock" "">>
You try the [[lock]]
You take steps forward deeper into the dark tunnel. You are scared for what is to come in you're decent into the seemingly endless tunnel. In front of you is a puddle of a dark liquid in front of you. After a few seconds of contemplation you decide to turn around and sprint back to the entrance of the tunnel. As you are exiting back into the light of the blaring train station, you see that there is a ladder leading up a tower on the opposite side of the station. You continue sprinting when you hear the conductor behind you. You climb up the ladder to the top of the cylindrical tower. Once you reach the top you see a trap door that you beleive will lead you down into the tall tower. You try to open the door, but find that it is locked. On the back of the lock you see a note that has a riddle transcribed.
Find the four digit number in which the first digit is one fourth of the last digit, the second digit is 6 times the first digit, and the third digit is the second digit plus 3.
<<textbox "$lock" "">>
With a swift movement you try and [[open the lock]].
<<if $lock is "1694">> You here the lock click open and the trap door swings down to show a dark passage below. Once you peer down the opening in the door you see that the drop is farther than you anticipated. You must decide if you want to [[jump down]] or [[look around]] the roof of the tower for an object to assist you down.
<<else>> After your restless attempts to try and open the lock you find that you must [[revisit the riddle|back]]
<</if>>As you continue your way up the steps you see that it is leading up farther than you thought. As your decent continues to grow you become weery because of your choice. Finally you reach the landing of what seems to be an old clocktower. Upon every step you take it creeks louder and louder as if it was ready to collapse at any moment. After ten steps forward you see a fork. With this sight you are left with two choices...
Turn [[left]]
Turn [[right]]<<if $lock is "1694">> You here the lock click open and the trap door swings down to show a dark passage below. Once you peer down the opening in the door you see that the drop is farther than you anticipated. You must decide if you want to [[jump down]] or [[look around]] the roof of the tower for an object to assist you down.
<<else>> As you continue to pull on the lock you find that it is not going to open and you must spend more time looking at the [[riddle|forward]]You jump down the trap door and once you land you end up falling on your arm. Once you realize that you are in a hallway you try and manuever your way into a room where you could turn on a light. Down the hallway you realize there is a small room. You walk to the room and find a lamp in the opposite corner of the room. You turn on the lamp, but find a note on it that reads " reAize youR potEntial, onCe thAt is done, coNTinue on." You are unsure what this weird message means. but you keep the note with you for the future. You then look around the now lit room and see that there are multiple doors leading out of the room. You must decide to either go through the [[red door]], [[yellow door]], or the [[blue door]]. You look around the top of the tower and find nothing. You then look down the side of the tower and come up with an idea. You decide to break off a peice of the ivy vines that are hanging off the tower. You use that to safely get you down the trap door. From there you see that there is a door down the hall. You go in and turn on the lamp that is in the opposite corner. You then find a note inside that lamp after turning it on that was odd, "reAize youR potEntial, onCe thAt is done, coNTinue on." After reading the suspicious note you are unsure what it means, but nevertheless you keep it on you. From there you see that there are multiple other doors to lead out of the room, a [[red door]] a [[yellow door]], and a [[blue door]]. You must choose which one to exit from.You enter through the red door. You choose the door because red is often considered lucky and after hours spent in the tower you are searching for anything. The door leads you into a door full of windows that stretch from the floor to the ceiling. Posted to the window was a note. You decide to read the note and see if it will tell you anthing about the odd state of the tower. The paper is scribbled on in marker by someone who was presumably in rush. All you can make out from the note is "This has been our workplace for so long... preserve it." From the note you are only able to assume that the note is reffering to the new clockworks. As you studied the note more you were able to grasp an idea that states that the parts are made in a new, innovative way that could be revolutionary in technology. You decide to take the note with you for you now beleive that you should help share this new creation. You always wanted to help people, although your ways of showing it were quite peculiar. Now more than ever you wanted to find a way out of the building. In the corner there in a hallway that leads to a light. You begin to make your way down the [[hallway]].As you enter the yellow room you hope for more light, for yellow was the brightest, most inviting color. The room has a ton of desks and a chalk board. The room is lined with LED lights making the room seem like a classroom. On the chalk you can still see a drawing that looks similar to the clockworks and various math problems in the surrounding area. You take a piece of wrinkled paper out of your pocket and try your best to redraw what is on the board to share with others once you get out of the tower. After you've finished drawing you decide to walk down the long bright [[hallway]] to your left in hopes of an exit. You enter the room weery of your choice. The other two doors seemed more inviting, but nevertheless you choose to go through the blue door. Once you are in the room you realize that it has the same appearance as the other few rooms you have been in, old, dark, and dusty. You look around for a few moments and find nothing. To your right you see a locked door with a 7 digit combination lock and beside that door is a hallway with what seems to be a small light at the very end. You must decide whether to go through the [[locked door]] or wlak down the [[hallway]].You turn back to the staircase and realize your only option is to go back down stairs and out of the decaying tower. You find a back door and leave the tower without drawing attention to yourself. Since you exit from a differnet way then you came you are able to walk free and not be caught for your wrong doings. you live the rest of your life free from harm.The window squeaks open as you force the seal upwards. You climb through the small opening in the window, almost loosing everything out of your pockets. You walk through the clockworks and see that all of the parts are brand new. There isn't a single speck of dust on any of them and they are shining with the steal in which it appears to be made of. After only about 20 steps you reach the end of the parts and are faced with three doors in which you can leave. Two of the doors have locks on them and the third one does not. You must think of which door you want to leave through and if you have the right tools to get out. The [[first door]] has both a key and a combination lock that you have to open, the [[second door]] just has a combination lock, but for this lock you only need 2 numbers. Finally the [[third door]] is just unlocked. You continue to look through the desk and find nothing else that is out of the ordinary. You look at every pencil, piece of paper and folder, but you find nothing. You open one last drawer and you find that it is empty other than one key engraved with the number 3587. You pick up the key and decide to explore more by going out the window into the [[clockworks|going through the window]]. The Escape
Emma Culley
Franklin Regional
Grade 8
Genre: Fiction, Mystery, Puzzle Game
[[START|start]]
You decide to try and open the first door. You must first enter the combination lock with four numbers. You beleive you have the combination and decide to try and open the lock <<textbox "$lock" "">> Once you enter the combination you hope that with a clcik the lock will [[open.]]
After thinking you decide to try and unlock the second door.<<textbox "$lock" "">> You try and [[unlock the door]].
The door creeks open and with it you enter a dark room. The tower, although seemingly new, has no new lights or furniture. In this dark room you decide to turn on the lamp that is in the opposite corner. On the lamp you find an odd note,"reAize youR potEntial, onCe thAt is done, coNTinue on." You decide to keep the strange not on you and move on. You investigate the room and find three doors, a [[red door]], [[yellow door]], and [[blue door]]. The decision of which one to go through lies in your hands. You exit the stairwell and walk out into the bright shining streets of downtown. You are relieved that there was an exit from the tower that did not lead into the train station, but you were still curious. What had happened to that desk that had been pushed away? What was behind the opened door? You must make a choice to either continue on your [[normal life]] or turn back and [[investigate|going through the window]] the seemingly old tower.<<if $lock is "13">> You used the correct code for the lock and end up outside on the street. You are blinded by the bright light since you have been in the dark tower for hours. You are releived to be out of the tower and are no longer being chased in the train station.
<<else>> You used the incorrect code and must try a [[new code|second door]] or [[a new door|going through the window]].
<</if>>You continue walking outside on the streets and desert the mysterious tower that is behind you. You go on living your life as normal.You walk all the way to the end of the reassuringly bright hallway. As you reach the end you find a set of stairs that leads to a door. You exit through the unlocked door an enter out onto the sunny streets of downtown. You are extremely glad you were able to get out and now share everything you learned while in the tower to better your life and the lives around you. You walk up to the locked door and try whatever code you think might work. <<textbox "$lock" "">> You then try to open the [[lock.]]<<if $lock is "ARECANT" or "arecant" or "AreCant" or "Arecant">> You unlock the door and stumble out back into the train station. You are disappointed that after all that time you ended back in the same place, but you start running in your best attempt to get out before you are stopped. Unfortunatly you are noticed right away and the conductor who had been chasing you is finally able to pull, you aside. He calls the police and you are arrested for theft. After your experience in the tower you decide to try and change you life and once out of jail you change your life.
<<else>> You must try the lock again with a new combination or try another route out of the room. [[Turn back and think about you decision|blue door]].
<</if>><<if $lock is "3587">> The door swings open automatically after you enter the correct number into the lock. You enter the room that is unlike the rest, bright and full of windows, real windows. Along with windows there is a door that leads down to steps. You decide to go [[through the door]].
<<else>> It seems that you don't have the correct combination for this lock and decide to either [[try again|first door]] or [[try a new door|going through the window]].
<</if>>