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<<nobr>><div id="imgoverlay">
<img id="backimg" src="Images/Street.jpg">
<img id="frontimgloopstreet" src="Images/StreetOff.jpg">
</div><</nobr>>
<<audio ":playing" fadeoverto 1 0>>\
<<audio town play>>\
<<audio mortuary stop>>\
<<audio town loop>>\
<<audio town fadeoverto 0 1>>\
<<audio traffic volume 0 fadeoverto 1 0.4>>\
<<audio traffic play volume 0.4>>\
<<audio traffic loop>>\
<<audio clock stop>>\
<<if $Gas is true>>\
Across the street, an ancient [[City Hall]] sits neglected. You can’t believe a building that old can still be standing. You see a [[used book/comic shop|Comics]] hidden in between buildings. Can this town even support one of these? And next door, the town's [[only restaurant|Schreck's Diner]]– a train car diner apparently unaware that the 50s have ended.
<<else>>\
<span id="welcome-sign">The welcome sign of Orchid Valley presents a dreary precursor to what you will find inside the sleepy little town.
Charming and worn, but teeming with disease, the flaking letters dating the sign considerably. It isn’t long before you realize that same “charm” has extended through to the city proper... <i>Why did Bill ever stay in this town?</i>
You decide to <<click "stop off to get some gas.">><<set $Gas to true>><<audio gas play volume 0.8>><<replace "#welcome-sign" t8n>>A faint smell of sea breeze hits you before the mountain of diesel stings your nose.
Across the street, an ancient [[City Hall]] sits neglected. You can’t believe a building that old can still be standing. You see a [[used book/comic shop|Comics]] hidden in between buildings. Can this town even support one of these? And next door, the town's [[only restaurant|Schreck's Diner]]– a train car diner apparently unaware that the 50s have ended.
You’ve got some time to kill before the funeral, and you could stretch your legs a bit.
<</replace>><</click>></span>
<</if>>\
<<if $explored is true>>\
Or you could start heading up toward the [[mortuary|lost]].\
<</if>>\
<<set $invite = false>>\
<<set $lighthouse = false>>\<<audio traffic volume 0.4 fadeoverto 2 0>>\
<<audio town volume 1 fadeoverto 01 0>>\
<<audio gas stop>>\
<<audio diner loop play volume 0.5>>\
You’re feeling a bit peckish and who knows what kind of spread the reception will have?
<img src= Images/Menu.jpg width="50%">
‘Frankenstein’s and Beans’? ‘Nosfer-hotcakes’? ‘The Wolfman’s Breakfast’? Oh, this place isn't just overly decorated for Halloween...they have a <i>theme</i>.
You finish your coffee and head [[back out|Entrance Into Town]].
<<set $explored = true>>
<<audio mortuary play>>\
<<audio mortuary loop>>\
<<audio town volume 1 fadeoverto 3 0>>\
<<timed 4s>> <<audio turn play volume 0.4>> <</timed>>\
Strangely, you don't find a title on the front cover, either. You open to the inside sleeve, to see nothing. You keep flipping through page after page of nothing until, in a strange penmanship, you find the following handwritten on a single page:
<<timed 10s t8n>>
<<audio wind play volume 0.15>>\
<span id='book' class='book'>\
A black moon rise
by Death they come
Nightmares all – No matter the shepherd skin they sequester
the Valley beckons for a shield
at the Chapel shall it be heard
and in the Dawn,
their Devil shall be held back by the Protector...
</span>
<</timed>>
<<timed 15s t8n>>\
.......Well, <i>that</i> book is going [[back in the slot|fall]].
<</timed>>\<<audio traffic volume 0.4 fadeoverto 2 0>>\
<<set $explored = true>>\
<<audio gas stop>>\
<i>Emerald Town Literature</i>... what an approachable name. This should be painless.
Stepping up the railroad building’s inner staircase, you come to a large single floor bookstore.
<img src = Images/Bookstore.jpg width = 70%/>
<span id="comics-intro">The smell of worn bindings and old paper permeates the space. Books sit tightly squeezed on ancient, bowing shelves with the hope of one day being reprieved from their binding torture.
Bins full of acid free plastic wrapped comics, divided by cardboard alphabetization, range from the classic Eisner to the recent Jemisen; <<click "it’s a wild ride.">><<replace "#comics-intro" t8n>><span id="comics2">The bins don’t feel like they are all structurally sound, but at least they have <i>some</i> kind of order to them.
You peruse a little, not sure if you are even seriously looking at anything and... Ugh, this <<linkappend "zombie series is still going?">>
<img src= Images/Comic.png width = "30%">
Wonder when they’ll finally just zombify everyone and get it over with.
Not really sure what else to make of the rest of the junk. Might as well see what's on the <<click "bookshelf.">><<replace"#comics2" t8n>>As much as you would love to feel the untreated pages of any of these books, you’re worried that if you take any of them out, the whole equilibrium of the shelf may crack. They have some interesting ones, though.
But in the middle, this red one doesn't have any title on the binding.
[[...Huh.|Book]]
<</replace>><</click>> <</linkappend>> </span> <</replace>><</click>> <<audio moo play>>\
<<audio moo loop>>\
<<audio traffic fadeout>>\
<<audio engine play>>\
<<audio engine loop>>\
\
<<if $invite is true>> \
<img src=Images/NoReception.jpg width="30%">
OH! Right, Mark left you that [[voicemail]] with directions.\
<</if>>\
<<if $invite is false>>Getting back in the fueled up car, you set out on the main road. (Not like there are that many roads in this town anyway...)
But wait, how do you get to the mortuary again? Maps isn't working out here.
<img src=Images/NoReception.jpg width="30%">
Maybe the [[invitation]] says something? <</if>>\
<<set $invite = true>>\
<img src= "Images/Invitation.png" width = "50%">
[[Well that wasn't much help|lost]].<<audio town volume 1 fadeoverto 02 0.2>>
<<audio Mark play>>
<<audio moo fadeout>>
<img src= Images/Voicemail.jpg width="300px" height=auto>
<<timed 55s t8n>>
Great! That [[shouldn’t be hard at all|Fork in the road]]...
<</timed>><<audio lighthouse fadeoverto 1 0>>\
<<audio Mark stop>>\
<<audio town volume 0.2 fadeoverto 02 1>>\
<<if $lighthouse is false>>\
<i>You are so lost.</i>
You saw the cows, and cute as they are, you aren’t entirely certain how far from that the “wonky-ass” tree was supposed to be. You’ve been driving for about 15 minutes, and... Oh! Look at that.
<img src=Images/Fork.png width="80%">
The fork in the road... Did he even say which way to go down the fork??
Will you take it [[right|Lighthouse]] or [[left|Lighthouse]]?
<</if>>\
<<if $lighthouse is true>>
<<nobr>><div id="imgoverlay">
<img id="frontimgloopfork" src="Images/Fork.png">
</div><</nobr>>
<<audio gravel play>>
<<timed 4s t8n>>
<<goto [[Mortuary]] t8n>>
<</timed>>
<</if>>\<<audio lighthouse fadein>>\
<<audio town volume 1 fadeoverto 02 0.4>>\
<<audio lighthouse loop>>\
The stones on this road are much more prominent... you start wishing you had invested in that Jeep after all. As you keep moving, the air gets saltier and saltier, the sound of crashing waves start to echo through your windows. <i>Was the mortuary this close to the beach?</i>
And at that moment...you realize that no, it is <i>not</i> this close to the beach.
<<nobr>><div id="imgoverlay">
<img id="backimg" src="Images/LighthouseOff.png">
<img id="frontimglooplighthouse" src="Images/Lighthouse.png">
</div><</nobr>>
<span id="lighthouse1">\
The area around the lighthouse is seemingly well groomed and attended to, even given the age of the building itself. It’s a small path up to the front door, but even from here a sign can be seen. The sign says ‘GONE FISHING’, and out of a vague curiosity you <<click "check the other side.">> <<replace "#lighthouse1" t8n>> ‘NO VISITORS.’
Well there goes your chance of maybe asking for help.
<<timed 3s t8n>>Curiously, there seems to be some station set up for target practice, the big “dart board” littered with punctures. Punctures which could have only been made with the item <<linkappend "jutting out of it:">>
<div id="axe"><img src = Images/Target.jpg width = "60%"></div>
<<timed 2s t8n>>A throwing axe.<</timed>>
<<timed 4s t8n>><i>WELL.</i><</timed>>
<<timed 6s t8n>>This town gets more delightful the longer you stay in it, but maybe this area could use some distance.<</timed>>
<<timed 8s t8n>>Race back to the [[fork|Fork in the road]].<</timed>> <</linkappend>><</timed>><</replace>><</click>></span>
<<set $lighthouse = true>><<audio town volume 0.6 fadeoverto 02 0>>\
<<audio mortuary loop play>>\
<<audio mortuary fadeoverto 2 1>>\
<<audio breeze loop play>>\
<img src= "Images/Gravel.jpg" width= "45%">
The winding paths and bumpy road are shrouded in a thick canopy of branches, making each turn around a corner a desperate plea for any sort of man-made structure to assure you that you're on the right path, and--
<<timed 4s t8n>>Oh finally! Thank Christ, you see goddamn open air and the start of [[cemetery grounds|Wall]].<</timed>><<audio garage volume 1 fadeoverto 2 0>>\
<img src=Images/Chapel.jpg width="80%">
And you thought that City Hall building was old; this one looks like it just found out the world was round. Obviously updated or repaired every odd half century, the paint chips and the roof looks ready to cave in. Yet still... <i>there’s something about it.</i>
As soon as you step near a window to look inside, you could almost swear you [[saw someone...|Magic]]<span id="check-in">Just outside the doors to the reception hall, a beautifully crafted ledger rests on a podium, a small array of pens sitting next to it.
Inside the ledger you see names of guests who have arrived for the event, in about as wildly different handwriting as you can expect. <i>(How long has it been since you even did cursive?)</i>
Enter your name:
<span id = 'textbox-cursive' class = 'textbox-cursive'><<textbox "$name" "">></span>
When you're ready, click <<click "here.">><<replace "#check-in" t8n>>
Welcome, $name. Thank you for joining us today; Bill would have loved to know you could make it.
You can continue into the [[reception hall|Reception Hall]] and take a seat. We'll begin momentarily.
<</replace>><</click>></span>
<img src=Images/Bill.png width="80%">
<<audio foyer volume 0.3 fadeoverto 02 0>>
<section id="movie">\
<div id="playtest">\
<video controls oncontextmenu="return false;" width="100%" height="100%" poster="Images/Title.png" style="">\
<source src="https://player.vimeo.com/external/370000655.hd.mp4?s=3d0593fcb5cdd2d3c1d72051b2d49a96357bd123&profile_id=175"/>\
</video></div>\
</section>\
<<timed 180s t8n>>\
[[BONUS FEATURES|http://mazamaentertainment.com/mortuary-bonus]] • [[Return to Orchid Valley|Entrance Into Town]]
<</timed>>
<<cacheaudio "lighthouse" "Music/Lighthouse.mp3">>
<<cacheaudio "gas" "Music/Gas.mp3">>
<<cacheaudio "diner" "Music/Diner.mp3">>
<<cacheaudio "garage" "Music/Garage.mp3">>
<<cacheaudio "wind" "Music/Wind.mp3">>
<<cacheaudio "Mark" "Music/Voicemail.mp3">>
<<cacheaudio "engine" "Music/Engine.mp3">>
<<cacheaudio "town" "Music/TownAtmos.mp3">>
<<cacheaudio "traffic" "Music/Traffic.mp3">>
<<cacheaudio "mortuary" "Music/Mortuary.mp3">>
<<cacheaudio "breeze" "Music/Breeze.mp3">>
<<cacheaudio "moo" "Music/Moo.mp3">>
<<cacheaudio "gravel" "Music/Gravel.mp3">>
<<cacheaudio "foyer" "Music/Foyer.mp3">>
<<cacheaudio "clock" "Music/Clock.mp3">>
<<cacheaudio "door" "Music/Door.mp3">>
<<cacheaudio "reception" "Music/Reception.mp3">>
<<cacheaudio "Bernard" "Music/Bernard.mp3">>
<<cacheaudio "fall" "Music/Fall.mp3">>
<<cacheaudio "turn" "Music/Turn.mp3">>
<<cacheaudio "hum" "Music/Hum.wav">>Welcome, $name. Thank you for joining us today; Bill would have loved to know you could make it. You can continue into the [[reception hall|Reception Hall]] and take a seat. We'll begin momentarily.
<img src=Images/Bill.png width="80%">
<<audio traffic volume 0.4 fadeoverto 2 0.1>>\
<<audio gas stop>>\
<<audio clock loop play>>
Like it was ripped out of a Zemeckis film, this massive stone building looks like it stopped updating in ‘55.
<img src = Images/TownHall.png width = "80%">
<span id="convo">The clock pushes ever on in a distractingly clunky fashion as you notice a very upscale looking man. Certainly more upscale than this town should evoke... maybe from the city?
His conversation is loud enough to eavesdrop... if you wanted to be that kind of <<linkappend "person." t8n>>
<<audio clock volume 1 fadeoverto 2 0.4>>\
<<audio town volume 1 fadeoverto 2 0.3>>\
<<audio Bernard play>>\
<<timed 62s t8n>>\
<<replace "#convo" t8n>>\
<<audio clock volume 0.4 fadeoverto 2 1>>\
With that, the man storms off, leaving you alone on the steps of this old, old building.
You meander back [[toward the street|Entrance Into Town]], wondering...
<i>did I learn something valuable there?</i>
<</replace>>\
<</timed>>\
<</linkappend>></span>\
<<set $explored = true>>\The grounds stretch beyond your sight, but the main buildings in front of you draw your attention first.
<<audio garage play>>
<<audio engine volume 1 fadeoverto 4 0>>\
You park beside the other cars in front of a single-door removed garage on the side of the manor– possibly the most modern addition to the grounds.
<<nobr>><div id="imgoverlay">
<img id="backimg" src="Images/Garage.png">
<img id="frontimgloopgarage" src="Images/GarageOff.png">
</div><</nobr>>\
Muddy tire treads come and go from its entrance, and as you near the door you swear you can hear someone talking inside.
It’s faint... but... are they... <i>rehearsing</i> something?
Probably best to leave them alone, and [[head towards the manor|Old Chapel]].<img src=Images/Funeral.jpg width="80%">
<<audio reception fadeoverto 1 0>>\
<<audio foyer loop play volume "0.3">>\
Looks like the service is about to start. Might as well <<linkappend "take your seat." t8n>>
<img src= "Images/Program.png" width= "50%">
<<timed 15s t8n>>Is... Where's Mort? [[Is it gonna start, or...|Film]]?<</timed>>
<</linkappend>>\<img src = Images/Logo.png width = "30%">
<div id="spiel"><b>Welcome to Mortuary: The Experience</b>. It means so much to us that you're taking the time to come out and remember Bill. The roads around Orchid Valley can be a bit... <i>rugged</i>... so please keep the following safety tips in mind on your drive:
• Orchid Valley is best explored from your <b>laptop/desktop computer</b>. <i>(Firefox & Chrome are the best vehicles for out by the coast.)</i>
• Turn your <b>SOUND ON</b>.
• Do <b>NOT</b> use your browser's "Back" button.
• Do <b>NOT</b> use your browser's "Refresh" button.
It takes 15-20 minutes to get through town and up to the mortuary. Once you get here, Bill's service will last about half an hour.
Much Love,
<i>Mark & Mort</i>
</div>\
Email:
<div id="textbox"><<textbox '$answer' '' autofocus>></div>
\
Please enter the password on your invitation:
<<set $answer to ''>>\
<div id="textbox"><<textbox '$answer' '' autofocus>></div>
<span id='textbox-reply'></span>\
<span id='textbox-submit'>\
<<button 'BEGIN'>>
<<if $answer is '580w35pl!'>>
<<goto [[Entrance Into Town]] >>\
<<else>>
<<replace '#textbox-reply'>>\
Please try again.\
<</replace>>
<</if>>
<</button>>\
</span><<audio mortuary fadeoverto 1 0>>\
<<audio fall play volume "0.8">>\
AAAAAAAAAAND there goes the shelf... and all of the books.
<<timed 4s t8n>>
Probably shouldn’t hang around anymore.
<</timed>>
<<timed 7s>>
<<goto [[Entrance Into Town]] t8n>>
<</timed>><<audio ":playing" fadeoverto 8 0>>\
<<audio "hum" play volume "0.15">>\
...and then, <i>gone</i>.
<<nobr>><div id="imgoverlay">
<img id="backimg" src="Images/IntChapelOff.png">
<img id="frontimgloopchapel" src="Images/IntChapel.png">
</div><</nobr>>
The air around it feels heavy, thick, and a low hum pushes itself into your ears. A static tingling, lasting no more than a few seconds, but enough to spur you to make a quick movement away from this place.
Bill’s funeral isn’t the place you want to find out if ghosts are real, so you figure you’ll [[leave|Manor]] that mystery to the teens and their scrappy pets.<<audio "breeze" stop>>\
<<audio "mortuary" stop>>\
<<audio "hum" fadeoverto 1 0>>\
<<audio "door" play>>\
<<audio "reception" loop play>>\
This must be the main building. You remember Mark saying something about Bill getting the big room, the thing he’d hate the most. The house itself is a gorgeous sight, but doesn’t seem to have any trace of Bill in it. Almost like he simply just left it how his parents had it, and never bothered to care about the decor.
...Oh. Except for that, apparently:
<img src = "Images/Manor.png" width = "80%">
Okay. So there’s at least <i>one</i> thing that Bill made sure everyone knew was his when they came in here. That might be the biggest elk you’ve ever seen, and it really looks well-preserved. The eyes don’t even... wait... it feels like its eyes are following you wherever you go.
<<nobr>><div id="imgoverlay">
<img id="backimg" src="Images/Elk1.png">
<img id="frontimgloopelk" src="Images/Elk2.png">
</div><</nobr>>
OH LOOK AT THE TIME, it seems like it’s getting close to starting time, so better get over to the [[reception hall|Check-In]].<img src= "Images/Wall.png" width= "45%">
The seemingly ancient stone walls have the cracks of time, and life springing out of them in the form of moss and vines. The lawn is well manicured, hedges and bushes trimmed and maze-like to the front entrance, while the well-oiled iron spikes along the stone walls all help to evoke the gothic texture of the landscape.
An iron gate lies open [[as you drive forward|Garage]].