STAGE ONE - COMBAT LEVEL
Chainsaws -
Ferretchucker - You head for the Bowyer (#9 on your map). As you are a gnome, you smell something wonderful awaiting you there. Dude Guadalupe tries to dissuade you but you don't listen.
As you reach the Bowyer, you find the doors have been securely locked. Looking around, you see a small window near the steps leading to the door. But, above on the door's left, a vent shaft looks open and accessible in the dim moonlight.
Which one you do choose?
Chronogrl - You head towards the Constable Station (#4). A light glows dimly inside. The door is ajar, and soft scratching sounds come from the inside.
At the same moment, you
think you saw a shadow disappear behind the Station.
You stop and debate.
The open front door, or follow the shadow?
Straker - A quick walk and you are near the Winter Wolf Tavern (#6). Big casks are stacked near the entrance to the Tavern, and one of the windows is smashed in.
Your psychic senses tell you to follow and climb the casks, which lead to the roof.
But the smashed window looks more accessible.
You choose?
Freak - You separate yourself from the group and go directly to the Town Hall (#2). You enter easily through the open door, and come across rows of benches and chairs arranged haphazardly around you, as if some people had left in a real hurry.
There are doors to the left and right in front of you, and stairs leading to the upper level directly ahead.
You head towards?
Neverending - The Temple (#1) is your destination. The doors are locked but there are stairs on the outside which lead to some unknown first floor of the building.
You peer through a window and see some lights at the far end of the inner temple hall. A stool is placed beside the window. It can be broken.
Stairs or break the window?
Fortunato - The Inn of Four Winds (#5). The door is open, and the bar in front is empty. Tables and stools are arranged around you.
Stairs on the left.
Two closed doors on the right, and a smaller closed door right behind the bartender's section.
Choice of proceeding?
Dude Guadalupe - You follow Ferretchucker, slightly worried, and with your Mace ready. However, he dodges you and gives you the slip. You suddenly find yourself alone in the centre of Town Square (#3).
The pale moonlight glow makes you see shadows on your left and right, but they are moving away from you. You debate.
Left or right?
Wicked Lady - The General Store (#8). Some boxes are set near the door in such a way that they block the entrance. The steps on the side lead downwards into darkness. The store, strangely, has no windows. But you can see a small vent shaft on the top of the door.
Rearrange the boxes and climb towards the shaft?
Or head down the steps?
Bwind22 - The Tanner's (#11). It consists of a big, oversized room with plenty of tanner's supplies and some assorted items.
Three huge boxes are on your right, all locked.
A door on the left.
Open Box #1, or #2, or #3, or head into the door?
Nightmare of Death - The Tailor's (#7). As soon as you approach the dark, eerie and empty hut, a big roll of cloth comes flying out and drapes you. For a few moments you can't see anything and panic, trying to unwrap yourself. Something touches you and disappears.
You pull the cloth off to see a dim shadow disappear into the darkness ahead.
The door of the Tailor's stands open.
Chase the shadow, or go into the Tailor's?
Scouse Mac - You are at the Blacksmith's (#10). A small whispering sound greets you as you reach there, but it mingles into the air and there's sudden silence everywhere.
A rustling sound comes from below you, and you tap on the floor in front of the entrance, and it sounds hollow.
The windows on both sides are broken, and plenty of tools lie scattered on all sides.
Investigate the floor for a possible entry, or enter through one of the windows?
(Contd.)