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House of Danger (Start: protagonist introduction; you're a plucky…
House of Danger
Start: protagonist introduction; you're a plucky young armature detective
Receive suspicious phone call with address and name
depart to address immediately
go to address; find old prison; encounter fleeing man
man is pursued by chimpanzees; he falls; begs for help
retreat to car
rush to car; shady man in car threatens with gun; instructs you to drive
drive as instructed; stop; notice man has dropped guard
utilize hidden knockout-gas gun
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too risky; save gun for later; arrive at garaeg; see crater nearby; encounter large "eggs" being loaded with boxes by chimpanzees; boxes are from trucks;
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rush to aid the man; fend off chimps with pen knife, who retreat
man proffers you note, dies at your feet; chimps reappear and begin shooting at you with darts;
flee too car and call police; contact Sgt. Morrison; he tells you to stay put and wait for squad car to arrive
wait in car for police; attempt to contact friends again; they arrive; you convene; you receive a call that the police will be delayed; friend suggests that you investigate without them;
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disobey and go back for another look; leave note on windshield for police; encounter scarred man in prison uniform in bush; he is armed with a laser pistol; he orders you to the back of the house
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retreat, then return sneakily; while doing so, realize that the note the man gave you is printed on bill paper;
wonder about counterfeiters; return home, check if friends have responded, no luck; get some gear; return to house and camp out with binoculars
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wait for friends to respond; in mean time, Google address and name; search books; find name in famous names entry;
find info about name and related prison and ghost
friends arrive;
go to prison; arrive; debate about who wants to knock; door opens of its own will
call through door; woman's voice bids the three of you enter
enter; meet woman in solarium filled with Venus flytraps;
catch sickly sweet smell; things begin to change; woman turns into; civil war soldier; room turns into a cell; he wields a whip
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it's a trap, leave; make excuse to woman, who freaks out; she slams the door;
you look about for your car; and realize that the house has turned into a prison
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go to police; meet Detective Murphy; he posits that a aghost may be involved, and assigns the case to you lot
you are told to stake out the house during the daytime; you pick up some radios; swinging by the house, you find it to be a modern dwelling
you disobey the detective, and decide to enter the building; you try the nob, and go in alone; the door slams behind you; there is no furniture inside; your radio produces static
try and get the door back open; you pick the lock with your pen knife; the door opens not to the outside, but onto a stone passageway; you descend into a prison under the earth; a ghostly glowing form emerges from a cell
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explore; you look about, and find a horribly burned man in the alcove; it's the man you spoke on the phone with; he says he is a ghost, and has been given a time machine to teach others and show them humility;
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