by Angel Ramon
George doesn’t see any other creatures outside and breathes a sigh of relief for now. Putting his grenade launcher on his back with the strap, he walks up the stairs. He notices that the crows are no longer in the room anymore. Perhaps they were scared out of the mansion.
One he walks up the stairs, he re enters the mustard colored hallway with the statues. George immediately goes through the next door and back to the trap hallway. Reaching the stone where the key is, he grabs it.
Picked up the King Key.
The trap walls close in once again and the knight statue with the spinning blades comes in his direction.
Will you place the Fake Key?
You have selected yes.
Once he places the fake key in the hole, the walls retract and the knight retreats back to his relief. With the real key in his hand, he leaves the white marble hallway and heads back to the first floor. The first door that he remembers that he couldn’t open was the cherry wood door.
Using the King Key, he opens the door and enters. There is a grand piano inside as he’s looking around. There is also a small bar area suggesting this is the bar where the Clarks would sit and relax. The piano suggests that they were lovers of classical music. He sees the musical score of Beethoven’s “Moonlight Sonata”. George tries to play it, but he barely remembers his piano lessons from his youth. As a result, he doesn’t come close to playing the score correctly.
He heads to the back of the room where he finds a couple of gunpowder jars along with an herb.
Picked up two jars of Gunpowder A.
Picked up a Red Herb.
He believes the piano might do something more as he sees no more musical scores on the shelves. Without the skill to play the score though, he’ll have to explore the rest of the mansion first.
Leaving the room, he decides to head to the eastern side of the mansion to unlock the other door that needed the King Key. When he enters the dining room, he can see four zombies in the room. He also spots the bookcase that was used to block them is on the floor. With not much pistol ammo to spare, he jumps onto the table and runs on top of it.
The zombies try to grab his feet to pull him down, but he’s able to outrun them and make it to the door. He runs through the door only to find a horde of zombies in the main hall that wasn’t there before. Not taking any chances, he loads in his flame rounds and shoots them at the horde of five. He burns them all without losing any health.
Flame Grenade Rounds: 3
After burning all of the zombies, he heads into the room with the female statue. Quickly he enters the hallway with the peach wallpaper and finds a few zombies in the hallways. Lacking pistol ammo, he uses the remaining flame rounds to burn the four zombies in the hallway. Once the zombies are killed, he switches back to the standard grenades.
Opening the door at the end of the peach colored hallway, he ends up back at the tacky green hallway. George ignores the iron door that he was unable to unlock before and continues down the hall. He gets to the open area with the cabinets and a Lizarda pops through the window next to the cabinet.
Noticing his ammo is running low, George sprints down the hallway and opens the double doors. When he gets to the dark hallway, George uses the king key to quickly unlock the oak door before the Lizarda tracks him down. As he enters the room, the Lizarda opens the double doors. By the time the Lizarda enters the hallway, George is already inside of the room.
Looking through the peephole, he looks at the Lizarda as he runs looking for him. When the Lizarda is unable to spot him, it screams in frustration and turns back to where it came from to the relief of George.
Looking at the room, he sees it has brick walls and is very small. All he sees is a plate on the floor that looks like it opens. To his left, he sees a square hole that is a specific size. The area is lit with only torches that are continuously lit. With nothing else to do in the room, he exits the room. Back in the hallway, he is relieved that the Lizarda is not in the hall.
He sees the gated door and attempts to pick the lock again. With his lockpicking skills becoming better, he is able to pick the lock and go through the gated door.
Lockpicking Skill increased to Level 9!
He ends up in the backyard of the mansion and as he explores. He sees a couple of zombie dogs feeding off a dead human. Figuring that he’s not in the condition to fight the dogs, he walks slowly to avoid being spotted. Walking behind the bushes, he manages to walk past the dogs and heads for a shed.
Entering the shed, he turns on the light that is on the wall and spots a few things on the wooden table other than the common items such as rakes, shovels, and garden hoses.
Picked up a Green Herb.
George combines a Green Herb with a Red Herb to create a Super Herb.
Picked up two jars of Gunpowder A.
Picked up +6 Standard Grenade Rounds.
Standard Grenade Rounds: 10
He also sees a piece of paper that he reads.
“The square crank has been moved to the side garden behind the heavy iron door. Sorry for the inconvenience.”
The note looks like it was written fast and in a rush. He figures that the crank must be the item that unlocks the panel in the small brick room. Leaving the shed, he goes around the zombie dogs once again and makes it back to the gated door.
Back in the mansion, he heads back to the double doors and enters the light green hallway. He sees the Lizarda that surprised him before walking around. With his grenade launcher equipped, he shoots the creature in the back blowing it up into chunks.
After scoring the easy kill, he heads to the iron door. Fumbling with the more advanced lock, he’s able to eventually figure out the lock mechanism and pick the lock. He opens the door and finds himself in the side garden. The side garden has many exotic plants along with a large pool and tennis court.
“Wow! It’s hard to believe that a such a lavish place like this exists in the middle of a ghetto. Then again this was built before the neighborhood fell into hard times.” He says looking at the scenery.
He sees a couple of zombie dogs that rush towards him. He shoots a grenade and it hits one of the dogs. The second dog is able to get out of the way and jump to slash him. The damage is minimal. The dog gets too close for George to use his grenade launcher. George tries to pull out his pistol, but the dog latches onto his arm and begins to take a big bite at it. Fighting it off, he’s able to slam it onto the concrete railing. The dog screams in pain as it strikes the railing and falls to the ground. Despite the hard strike, the dog is able to get up. With his pistol, he shoots two rounds at the dog.
Condition: Danger
George uses the Super Herb.
Condition: Fine
Pistol Ammo: 16
He reloads his pistol and walks forward until he bumps into a panel. He reads the message engraved on a bronze plaque.
“When all four Greek heroes are placed, the true path will be exposed.”
“Hmm… at least I know where the small figurines go. This might be the path to the secret laboratory.” He says to himself.
He places the small figurines of Perseus and Achilles into their respective spots. Looking closely, he needs Alexander the Great and King Leonidas. On the floor next to the panel, he sees a crank.
Picked up a Crank. Looking at the end of the crank, it has a square shaped end.
He spots a locker as well that he unlocks. There are a couple of items inside.
Picked up a jar of Gunpowder A.
Picked up a jar of Gunpowder B.
Picked up a Pistol Magazine. +8 Pistol Ammo.
Pistol Ammo: 24
With the crank in his hand and full health, he confidently enters the mansion. He walks all the way to the small brick room and sees that the crank fits perfectly. Fitting the crank inside and turning it, the panel on the floor begins to move into the wall. When the panel is completely uncovered, a ladder can be seen leading down.
Seeing there is not much of a choice, George goe
s down the ladder. When he gets all the way down to the bottom, he sees that he’s in a secret brick hallway. Walking down the murky hallway, he smells something rancid. The path is rather linear, so he doesn’t get lost. The path is a bit dark and has the feeling of something occult.
Continuing to walk through the path, he sees the carcass of a dead giant spider. The green blood has a rancid smell that is so bad that it causes George to nearly puke. Running as fast as he can, he ends up in a dungeon with prison cells. Walking slowly, he’s unable to see into the cells. The only things he can see are red eyes.
As he walks closer, the cells are broken by three giant spiders. Pulling out his grenade launcher, he shoots the spiders. While the grenade hits them they don’t die to his shock. One of the spiders shoots a poison spit at him. He dives out of the way and he continues to run from the spiders. He goes to hide behind the wall and loads in the acid rounds.
He dives out of the wall and shoots a couple of acid rounds. The acid hits two of the three spiders. When the acid round hits the spiders, they burn from the acid. Their legs begin to melt along with the body. The third spider comes at him and tackles him. After tackling him, the spider slaps him sending him to the middle of the dungeon.
Condition: Caution (Level 1)
Unable to get up quickly, the spider crawls on top him ready to bite and eat him. He takes a chance using the acid rounds knowing he might kill himself. George shoots an acid round into the spider’s head. The acid begins to melt the head immediately and the spider bleeds out its green blood right away.
Acid Grenade Rounds: 9
With the spider dying the smell is really bad and the blood gets close to him. He gets up quickly in an attempt to avoid the disgusting blood from getting on him. After getting up, he slowly walks through the dungeon and simply keeps going through the path. When he gets to the end of the room, he sees no door or path leading him out.
“Man this is scary. Is this where the mutants were stored or where the guinea pigs were sent to meet their maker?” He asks himself.
Looking at the wall continuously, he spots a part of the wall that is brighter than the rest. He touches and pushes the wall. Pushing it in all the way reveals a secret path and he sees a hallway with blue wallpaper. Checking out the map and hallway, it looks like he’s back in the main mansion and he’s in the basement.
Walking through the hallway, he sees two paths. Instead of going straight, he turns to his right and continues through the path. Reaching the end of the path, he sees a switch. Under the switch, a sign reads “Elevator Switch”. He flips it and the elevator should be operational now. On the floor, he sees a jar.
Picked up a jar of Gunpowder B.
Turning around, George walks through the straight path and heads through the door. When he walks through the door, George hears the sound of zombies eating a body. Continuing through the path, he sees three zombies eating the body of someone.
Shooting an acid round, the acid melts all three zombies due to the high acidity level of the acid rounds.
Acid Grenade Rounds: 8
After the zombies are dead, he sees the body of a chef all eaten up. The sight is too much for George to take in.
“Oh man, may the lord have mercy on his poor soul.” He says in shock.
As he’s walking through the path, George sees a metal door that he unlocks and opens. George finds himself back in the kitchen. Heading to the back of the kitchen, he sees the elevator. Before he can get into the kitchen though, he hears music. Hearing it, he realizes that it’s Moonlight Sonata. He’s not sure if someone is playing it or if he’s just hearing things.
Entering the operating elevator, he takes it up to the detached part of the second floor. When he reaches the top, he sees a couple of zombies to his left and right. Using his pistol, he shoots both zombies dead without taking any damage.
Pistol Ammo: 19
After killing the zombies, he sees double doors leading to the main library. Inside he finds more zombies inside that he kills easily with the limited ammo for his pistol.
Pistol Ammo: 10
After reloading his weapon, he walks around until he sees a cherry wood door that he opens. Entering through the door, he sees smaller bookcases and a desk. He picks the lock on the desk and opens it. When he opens it, he finds more gunpowder.
Picked up a jar of Gunpowder B.
He sees a strange looking tile that he steps on. When he steps on the tile, a bookcase moves and reveals a secret path. Walking off the tile, the bookcase moves back to its original location. He sees a heavy movable statue of the head of a Greek soldier. George pushes the statue to the tile. The weight of the statue keeps the bookcase open.
Entering the secret area, he finds a bunch of books thrown around the floor. What he also sees is a wooden box. Inside the box, he sees something useful.
Picked up a figurine. It is a figurine of King Leonidas.
Now that he has the third figurine, George only has one more to find. There is something that he can’t get over though.
“I swore I heard Moonlight Sonata being played. I’m not sure if it was real or it was just my imagination. In a place like this though, I doubt I was just hearing things. Somebody is here. Either Hybrid is here trying to trap me or my secret guardian angel has made her appearance again.” He says to himself.
As crazy as it might sound, George decides that he should go back to the bar to see if anyone is inside. His adventure in the Clark family’s house has turned from a probe into a mission of survival.
Chapter 8
Leaving the small library, he heads back to the main library. He spots another desk that walks towards. George finds it locked, picking the lock easily he opens the desk and finds some ammo inside.
Picked up a Pistol Magazine. +8 Pistol Ammo.
Pistol Ammo: 18
Looking around the main library is huge in size with thousands of books on pine wood bookshelves. He can only wish to have a library that big in his house. The walls are painted white with cherry wood moldings giving it a classic library feel. As he’s walking around looking for clues, he hears Moonlight Sonata again.
“There goes that song again. I can’t be just imagining things. I better go back down and see what’s going on.” He says.
When he leaves the library, he passes the elevator and spots a small nook with an item on top of the table.
Picked up a Green Herb.
With nothing else in the area, George walks into the elevator and takes it back down to the kitchen. Looking at the map again, he finds it hard to believe that there is a part of the mansion that’s detached from the main part. When the elevator reaches the kitchen the music becomes louder.
He’s convinced that someone else is in the mansion playing Moonlight Sonata. George pulls out his pistol just in case as he walks to the door to leave the kitchen. Going up the stairs, the music is even louder. Remembering the song well, the person playing the song is ready to finish the song. He continues to walk until he reaches the door. When he is ready to open the door, the music stops as the song finishes.
Turning the doorknob, he walks in carefully with his pistol in hand. When he gets into the room completely, he sees that nobody is sitting on the piano. Scratching his head, he walks around the rest of the room looking for anybody but comes up empty instead.
“That’s strange…” He says and takes a pause.
After a short pause, he shouts, “Is anyone there? Come out and show yourself. I hate playing hide and seek, so just come out and face me. If you’re trying to help me, just let me know.”
He receives no answer as he walks toward the piano. Reaching the piano, he turns to his left and sees a part of the wall is open.
“Looks like playing Moonlight Sonata perfectly opened a secret passage. I wondered who played it for me. It looks like my guardian angel is helping me, although in a strange manner. I’m sure she must be a sweetheart.” He says to himself.
George walks towards the secret passa
ge and looks inside. When he reaches the passage, he sees a small greenhouse garden with more exotic plants and beautiful pink and purple flowers. He also sees a statue of the Greek goddess, Athena. A note can also be found on the floor that he picks up.
“Switch the emblems. You can thank me later hun.” (The note has a picture of a heart on it.)
“Elaine, I swear if this is you… Oh man, I’m kicking your ass!” He says to himself.
He sees a shield like emblem similar to the one he saw in the dining room, only this one is gold. Walking to the emblem, he pulls it out.
Picked up a Gold Emblem. It has the family symbol of the Clark Family.
After pulling out the emblem, the wall behind him closes on him. That’s when he realizes that he has to grab the other emblem before pulling the Gold Emblem.
Will you place the Gold Emblem?
You have selected yes.
Placing the gold emblem back causes the wall to open back up. He leaves the bar and heads back to the dark hallway. He pulls out his pistol as he knows there are zombies in the dining room. Opening the door, he begins to shoot the zombies. After shooting two bullets, he has to reload his pistol. He is bitten by one of the zombies after reloading.
Condition: Caution (Level 2)
Pistol Ammo: 16
He runs up on the table where the zombies can’t get to him. He shoots three of them with headshots killing each of them. The fourth one climbs up on the table and attempts to attack George. He’s able to kill the zombie before he has to reload again.
Pistol Ammo: 8
George uses a Green Herb.
Condition: Caution (Level 1)
Getting off the table, he sees the zombies are dead and heads towards the fireplace where the emblem is located.
Picked up a Bronze Emblem. It has the Clark Family logo only that it’s bronze.
Taking the emblem, he walks back to the bar and enters the secret passage. He removes the Gold Emblem from its hole. The wall closes behind him.
Will you place the Bronze or Gold Emblem?
You have selected the Bronze Emblem.
Placing the bronze emblem causes the wall to reopen. Leaving the bar, he heads back to the dining room. He places the gold emblem over the fireplace. When the emblem is placed flush with the hole, he hears the grandfather clock make noise.