Julian Deese's Magical Mystical Murder Mansion Mystery

Status: Unsafe

Instructions:
1. Read carefully
2. Answer question correctly with click
3. Find your way to safety
4. Don't get murdered
5. And no wandering eyes. That's cheating :(
6. BEGIN

0.
You are standing in front of a well-lit, unlocked mansion in the woods at night. Alice is approaching you from within the woods and can be seen emerging from between some trees. She is wielding a hatchet and intends to kill you. What do you do?
1.
The toilet in the bathroom has overflown and immediately upon closing the door you slip on the wet floor and knock yourself out by hitting your head on the sink. How long are you unconscious?
3.
Going left down the hallway, you find the master bedroom. This looks like a deadend, so you decide to hide. Where do you hide?
6.
Door 3 is locked.
11.
You smash the window with a rock and roll yourself through the window as carefully as you can, but still cut yourself multiple times on glass. You find yourself in the sitting room but you know Alice knows where you are so you crawl behind chairs to get out of view. In doing so, you notice the floor is very creaky. You also notice an assortment of six weapons on the floor. Do you pick up one of these weapons?
13.
Going right down the hallway, you find three doors. Which door do you choose?
16.
If you go elsewhere, then I’m going to have to write more paths of this story and I don’t want to do that. Where do you go?
20.
You have entered the mansion and closed the door behind you. From the foyer, you can see a staircase, a sitting room, living room, dining hall, kitchen, and bathroom. There are other rooms on the first floor that you cannot see from the entrance. Where do you go?
22.
Good. You find a cleaver then run to the back rooms of the mansion. There are servant’s quarters, a child’s playroom, an indoor garden, and a locked room with a large door that appears to lead to a cellar. Where do you go?
26.
Well then??
30.
You manage to sneak around the corner of the mansion, but Alice noticed you. While out of her sight, what do you do next?
31.
Great! You take a weapon and slowly make your way towards the foyer, careful not to make a sound. Alice is still not in the mansion, but you believe she will be there soon. You make your way up the staircase, slowly so as to not make a sound, and notice a hole in one of the floorboards. You step around it and make it to the top of the staircase. There is a main hallway. Which way do you turn?
32.
Okay. You find a mallet then run to the back rooms of the mansion. There are servant’s quarters, a child’s playroom, an indoor garden, and a locked room with a large door that appears to lead to a cellar. Where do you go?
36.
Going left down the hallway, you find the master bedroom. This looks like a deadend, so you decide to hide. Where do you hide?
41.
What part of “Magical Mystical Murder Mansion Mystery” don’t you understand? Clearly not the “mystery” part. Pick up a weapon?
42.
Really? You’re gonna be a coward now? Fine. You find a box of matches with one match inside and hope it’ll become useful at some point then you run to the back rooms of the mansion. There are servant’s quarters, a child’s playroom, an indoor garden, and a locked room with a large door that appears to lead to a cellar. Where do you go?
43.
You get the hell out of there. Where do you go?
51.
You’re not killed right now, but c’mon. You don’t take a weapon but make your way towards the foyer, careful not to make a sound. Alice is still not in the mansion, but you believe she will be there soon. You make your way up the staircase, slowly so as to not make a sound, and notice a hole in one of the floorboards. You step around it and make it to the top of the staircase. There is a main hallway. Which way do you turn?
52.
You have only been unconscious for thirty seconds. Good for you. Alice hasn’t even entered the mansion yet. You feel kind of out of it from the headblow so while looking down, you notice an assortment of weapons on the floor of the sitting room and take one. You continue to make your way up the staircase as you continue to recover. While slowly ascending, you notice a hole in one of the floorboards. You step around it and make it to the top of the staircase. By now you feel a bit better after the blow. There is a main hallway. Which way do you turn?
60.
The sitting room is closest to the front of the building so you crouch behind chairs to avoid being seen. As you crouch behind the chairs, you notice that the floorboards are very creaky, so you move with more care. You also notice an assortment of six weapons on the floor. Do you pick up one of these weapons?
62.
Being unconscious for two minutes is not ideal, and Alice has entered the mansion, but she has not found you. As you try to recollect yourself, you notice that the water you fell on hasn’t even gone under the doorway. Do you barricade yourself in the bathroom or try to leave?
66.
Alice is slow to follow you because of her new wound but recovers upsettingly quickly. Maybe she’s used to this sort of thing. That’s concerning. You race up the stairs two at a time, skipping over a hole in one of the floorboards. At the top of the stairs is a main hallway. Which way do you turn?
69.
How do you feel about your choice?
70.
You walk through the sitting room to get to the living room and notice immediately that the floorboards are very creaky. While there, you also notice an assortment of weapons on the floor and take one. Alice is not inside the mansion yet, but her footsteps can be heard picking up outside. You run into the living room and try to find something to use to defend yourself. What do you find?
71.
I don’t know why you chose a loose drawer to defend against a vicious murderer, but I suppose you noticed that one of the lower drawers between a table and a cabinet was loose so you go to pull it off. It stays attached to the cabinet so you run. Alice somehow doesn’t notice the opened drawer and trips over it, knocking her hatchet out of her hand. Do you try to take the hatchet?
73.
You’re in the servant’s quarters. All you see are a couple of moldy cots and some kerosine lamps. You turn to leave and see Alice right in the doorway. She attacks with her hatchet but you block with the wooden door. As she tries to dislodge her weapon from the door, you slash at her abdomen with your knife before she can get you but you drop the knife in doing so. Where do you go next?
78.
Going left down the hallway, you find the master bedroom. This looks like a deadend, so you decide to hide. Where do you hide?
79.
How do you feel about your choice?
80.
You have chosen the dining hall despite noticing an assortment of weapons on the floor of the sitting room. I didn’t mention that, did I? Nonetheless, you take one then enter the dining hall through a small hallway that protrudes from the foyer. The dining hall is completely barren. Like, there is literally nothing in here. No table or sign of food or place settings. No carpet or wallpaper or chandelier. Nothing. Why am I even calling it a dining hall? You want to be confused but there is no time to be confused. From the dining hall, where do you go?
81.
There are no cabbages in the living room.
83.
You’re in a child’s playroom. It is as barren as the dining hall save for one rocking horse. That’s how you know it’s a child’s playroom! You turn to leave and see Alice right in the doorway. She attacks with her hatchet but you block with the wooden door. As she tries to dislodge her weapon from the door, you slash at her abdomen with your knife before she can get you but you drop the knife in doing so. Where do you go next?
85.
Door 1 is locked.
88.
You want to turn right but you notice that the three doors on that side are all closed but the one door on the other side is slightly ajar. Turning right could be a deadend. What do you do?
89.
How do you feel about your choice?
90.
Good job! You race through the completely barren dining hall and enter the kitchen. Alice has a hatchet; you have, like, a gazillion weapons in here. But are you confident enough to wield them?
91.
You hold up the letter opener as if it were a proper weapon. Alice just laughs. You throw a pile of nearby letters at her to blind her then kick over a chair to slow her down. This upsets her and she starts to yell. Do you run to the kitchen as she follows you, screaming?
92.
Look at you! So proactive. An admirable trait. You take your rock and additional weapon and slowly make your way towards the foyer, careful not to make a sound. Alice is still not in the mansion, but you believe she will be there soon. You make your way up the staircase, slowly so as to not make a sound, and notice a hole in one of the floorboards. You step around it and make it to the top of the staircase. There is a main hallway. Which way do you turn?
93.
You’re in an indoor garden. It smells terrible in there so you turn to leave immediately. Alice is approaching you so you have a standoff. As you circle each other, she catches a whiff of the garden and freezes for an instant, enough for you to slash at her abdomen with your knife before she can get you but you drop the knife in doing so. Where do you go next?
94.
You leave, carefully. By the sound of her creaky footsteps, you can tell Alice is in the living room and is out of view. Before you go to the staircase, you pass by the sitting room and notice an assortment of weapons on the floor so you take one. As you slowly sneak up the stairs, you notice a hole in one of the floorboards and step around it. At the top of the staircase is a main hallway. Which way do you go?
95.
Door 2 is locked.
98.
How do you go forward down a hall? You’re smarter than this; you already proved it by keeping the rock. Which way do you turn?
99.
How do you feel about your choice?