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Day Two
Things get tricky here.
Once again, headaches - which mean it's time for aspirin and a shower.
Oh, great. Another package. What's in this one?
Fortunately, nothing too horrific - just a large shard of mirror. Hmmm... let's take a look at the mirror in the living room.
Hmmm... let's see what happens when we put the shard back in...
I wonder what would happen if...
Oh. Mike's house contains a portal to another dimension. Great. These pulsating cocoons are creepy.
Like I said, this game creeped me out as a kid, and even doing this thread, I wanted to get out of the Dark World as quickly as possible. Oh well. Time to venture.
This is the other world version of your front door. Sadly - or maybe happily - it's closed and locked. Let's go to the study.
Hmmm... looks like there's something on the desk.
Oh good. "Dawson". Well, looks like that wasn't a dream after all.
This is why you need both secret doors open in the real world. If not, you can't proceed further. If you didn't know that, you'd have to go back to the Light World - but we have a lot to do on Day Two and very, very little time to get it all done.
Instead of a ladder, the aliens have a teleporter. Now we're on the second floor of our house... or some version of it, anyway.
Nonsensically, the aliens have mastered teleportation, but seem to have human binoculars. Let's take a look at the landscape, shall we?
Well, that sucked.
Hey, a lever! Let's pull it!
As a little "Fuck you for playing our video game," the lever electrocutes you without warning.
Whenever you die, the alien sentry places you in this capsule. The end!
Well, at least for now. Next update, we'll see if we can't pull that lever without dying!
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