Volume 2, Chapter 1 - Getting on with it
When play begins:
say "After dashing madly across the moor on your horse, Strikefire, you have finally reached the horrible mansion that has haunted your dreams ever since you woke up, memory-less, outside a Yorkshire tavern. You steel your steely eyes to its wooden spires, its stately yet sinister make, as you approach the horrid palace, this wrecthed unworldly house made from wood and steel and glass.[paragraph break]Reaching the porch, you dismount your horse, willing yourself to gain the courage to take the first step inside that foreboding doorway (the door itself was stolen away by a sneak-thief some ten years prior, you hear). It is no easy task, for the very timbers look like they've been design by the most diabolical fiends in Hades. It is all very frightening. You think a bat may have pooped here.[paragraph break]After some minutes of this, Strikefire speaks up. 'Well, I'm outta here. See ya in a jif.' He trots back to your home in Pickering, leaving you all alone...";
now Lucille is in the Porch;
now the player is Lucille.
[Every good game needs a good beginning, and I have to say, this is one of my best. I'm not sure what a moor is (I think it's a kind of meadow), but I do know that every good spooky house story is set next to one. I used my best spooky words to describe the house (although I had to use a thesaurus sometimes). I had the door stolen because I hate implementing doors in text adventures. I made the horse run away because I don't wanna implement a horse.
I don't know why I made the horse talk.]