Part 1: Day 1 Part 1: The Sleepwalker

I've recorded a video of the opening few minutes, with the intro cinematic and a short conversation between Nigel and the Station Master. It shows you the game's visual feel, and also an idea of why I don't want to subject you all the spoken dialogue.
http://youtu.be/idYTtpSC_ts (6 minutes)
From the video, here's a transcript of the dialogue traded by Mr. Crow (or Mr. Hare?) and Mr. Hadden, deep in the modem-infested CLABS:

















And also from the video, the first bit of conversation:





Kips is English for naps! And they call elevators 'lifts.'



























Nigel is making friends already. I like the Station Master's sass. There's some curious things showing up already (point out what, if you like!), but it's the English countryside. You just have to take that quirkiness in stride?

This is what the station looks like. We walk Nigel around the corner to look at the platform.

This is a good time to take a minute and look at the stuff in our pockets. I've cropped them out, but the game frames the screen in letterboxes. The inventory is shown in the bottom letterbox ribbon. It only pops up when I mouse over it, which is nice and unobtrusive.
These documents along with the intro cinematic help explain why Nigel has ended up at a swampy train station way out in the boonies.

Mr. Hare is much more articulate than Mr. Crow.




It's a log of Nigels' hacking printed on dot-matrix paper. Nigel's a snoop. If you've played the Dark Fall games, some of the stuff in here might sound familiar, but it's not important.


Photos (or negatives?) of somethin' weird! Presumably it's the chasm ghosts from the experiment. Nigel got these through hacking, somehow. Actually, when you look at these in the game, there is a misty movement effect and a sound/music cue of faint hisses and sighs and some gentle notes. I'll be sure to capture that on a video at some point, because we'll hear that cue a few times. It means ~supernatural~


We've got Nigel's unflattering work ID, complete with work number on the back. "What's this?" indeed.

Lastly, Nigel made some notes to himself so he wouldn't forget to skip town and apologize to his employer later. I'm like that too- gotta write it down.
OK. Let's see what there is to see on this charming little train platform.



Not much. Let's leave. (The exit is actually to the left of the main train platform, not on this screen. I'll be trying to cut down on superfluous images like 'travelling')

He doesn't want to go. The Station Master already told him that the way out is through the fens. Nigel forgot because he didn't write it down. We hear the train tooting in the distance and Nigel tells himself "this could be my last chance," which means we should go talk to the Station Master again.


He's off doing his job.
























I'm not sure losing one's wallet is "clumsy," but the important thing here is that Nigel is a prat.


Now that we've spoken to the Station Master about how to get to town, let's take another stab at those fens.

Success! Here's a sign we can look at. It has an unhelpful map and local wildlife information on it.





Educational! I make Nigel go to the left.

There's some rustling in the reeds. I missed getting a screenshot of it, but Nigel says something like "there's something out there in the reeds."

Oh yeah!

Well, instead of calling her name to get her attention or anything, Nigel just lets her go. She's chosen a pretty strange path through the fens, so he doesn't want to interrupt her concentration I guess. Let's keep exploring.



He says this a lot.


What's this? A piece of a puzzle? I pick it up. Puzzle progress chime!


This man tells Nigel to be quiet, or he'll scare them away. What's he looking at?

It's a The Heron! I can also "use tool" with the frog on the walkway, but I don't have what I need yet. So we'll be back later. (The tool is a hammer.)

Here's Martello Tower, a local landmark. We walk around it.

And find another broken sign piece. (The misty effect is pretty noticable in this pic.)

And a cave with a broken sign out front!
It's hard to resist the call of the cave, but we manage somehow and check out what's to the right.

A beach with the last piece. Nigel won't walk down the other paths here, because he says he doesn't know where they lead. He says this a lot too, he's not much of an explorer. OK then, let's go back to the cave and put the sign together.

This puzzle works by taking the sign pieces from the inventory and putting them in their proper spot. You then have to hold down left-click or right-click to slowly turn them clockwise or counterclockwise until they fit into place. ONLY THEN can we figure out what it says.


Actually I didn't need to solve this puzzle to go into the cave, I could have gone in already. I don't know what this puzzle is for.


Nigel says "nothing ventured" any time he goes into someplace dark. This is a spooky game so I'll hear this a lot. Even when he goes back and forth through this cave multiple times.


The first thing Nigel notices in this creepy cave is a bit of newspaper (with no year) talking about how he's ended up right in Treasure Hunting Central. I bet he feels dumb for whining to the Station Master about how there's nothing to do here.

We take a look down a little side-niche, and-


OK that's kind of unpleasant. Body odours, yech! Can we look closer into the spooky cave-cell? We can!

Wait for a few seconds, and-

I hope you're reading this in the dark!
I also hear the word "here" very quietly, which will generally tell me when I'm looking at someplace I can ghost-hunt. We can do some ghost-hunting here, but not right now. Let's leave the cave.

I agree, it is kind of creepy. That's the Old Net Store, which will show up again later, when we need to buy some old nets. This kid is blocking our way into town. We can't even talk to him, let alone push him in, so let's go a little further out to the beach.

The ocean is making those nice wave sounds it does, there's a foghorn and the dog is barking periodically. We decide to talk to the person standing there and be really rude about her dog.




Nigel doesn't seem to pick up that she's trying to politely tell him that his greeting was inappropriate. Also, I suppose this is our first indication of what time it is. Nigel said the train had left London at midnight, but it seemed like the train was pretty slow. Maybe it took that long to walk the last way?

I recorded a video because this woman is one of my favorite characters in the game, and I want you to know what she sounds like. We don't know her name yet (but she knows Nigel's, somehow). I might record short clips of all the characters so you can hear their voices, what do you think?
http://youtu.be/CLhPGTAPCCs (1 minute)
Here's a transcript of the video dialogue, if you don't want to watch it:
















We're given another set of dialogue options and I go through them in a somewhat polite order:




























I don't know why Nigel is asking the woman the questions which were answered in the newspaper article he decided he was a treasure hunter after reading.

We can head towards the town now, as the boy has gone.


Another cave!

Nigel won't go in this one, because he needs someone else's eyes.
OK, let's head up into town.

Just a little corpsey, it's still good, it's still good.



If anyone has seen this cat's lost watch, please call this number.

Well done Nigel.