Transformation Mansion
There are many points in the mansion where you will change forms.
The more nights you spend in a form the more your behavior will reflect that form (also the longer you stay at a time the quicker your behaviour changes).
If you change forms your behavior will go to the current state of that form for you.
(e.g you are a tiger for 10 nights , become a dolphin for another 10 and become a tiger again. The tiger form behavior is still the same as is was when you become a dolphin)
You can only spend 30 consecutive nights or 90 total in a form before your behavior is totally that form's behavior.
Also after 300 nights in the mansion, you will become the form that you have spent the most of the last 300 days in (apart from the one you entered in) in its current state.
If any of the 3 previous situations (30 consecutive or 90 in one form or 300 nights total) occur you will then be teleported out of the mansion.
You may also leave at any time through any exit, except the one you entered in. You will leave the mansion in whatever your current state of mind and body
is.
If you leave the mansion by any means you may not come back for 5 years.
To start you off you will receive a transformation into a...
Written by Catprog on 04 July 2004
Tiger
You watch in a mirror as fur ripples down your body replacing your clothes.
Soon you are a full tiger
Written by on 04 July 2004
Go upstairs
You pad up the stairs marveling at how soft each step sounds.
When you get to the top you notice many doors.
Which one do you wish to go into?
Written by on 09 August 2004
The one with the tree chart on it
You go through the door.
You look back and find that the door has gone.
You are left with 2 doors.
A green one which has a picture of some trees.
And the other one which has a picture of an tiger.
Which one do you want?
Written by on 09 August 2004
The Tiger Door
You go through the door.
A loud voice booms welcome to the animal kingdom.
You look around and notice that all of the doors have the name of a phylum of the animal kingdom.
So what door are you going to choose?
Written by on 01 January 1970
Chordate
The same voice booms "Welcome to the phylum of Chordate"
You notice the doors have the name of one of the classes of Chordate.
So which door do you choose?
Written by on 09 August 2004
Mammals
Booming Voice: "Welcome to the Class of Mamillia"
The doors have written on them names of the orders of mammal. These are
- Monotremata: echidnas and platypus
- Didelphimorphia: New World opossums
- Paucituberculata: shrew opossums
- Microbiotheria: Monito del Monte
- Dasyuromorphia: marsupial carnivores
- Notoryctemorphia: marsupial mole
- Peramelemorphia: bandicoots and bilbies
- Diprotodontia: koalas, wombats, kangaroos, possums, etc.
- Xenarthra: sloths, anteaters, armadillos
- Pholidota: pangolins
- Rodentia: rrodents
- Lagomorpha: rabbits, hares, and pikas
- Macroscelidea: elephant shrews
- Primates: primates
- Scandentia: treeshrews
- Chiroptera: bats
- Dermoptera: colugos
- Insectivora: shrews, tenrecs, moles, hedgehogs, etc.
- Carnivora: dogs, cats, weasels, seals, etc.
- Tubulidentata: aardvark
- Hyracoidea: hyraxes
- Proboscidea: elephants
- Sirenia: manatees, dugong
- Perissodactyla: horses, tapirs, rhinoceroses
- Artiodactyla: even-toed ungulates
- Cetacea: whales
<li>Taken fromhttp://en.wikipedia.org/wiki/Mammal</li>
You spot a door that intrigues you so you go in.
The door
was...
Written by underdrag on 29 April 2006
Carnivora
Booming Voice: "Welcome to the Class of Carnivora"
The doors have written on them names of the families of carnivora. These are
- Taken from http://en.wikipedia.org/wiki/Carnivora
- Eupleridae : Malagasy carnivores
- Felidae: cats
- Herpestidae: mongooses and allies
- Hyaenidae: hyenas and aardwolf
- Nandiniidae: African palm civets
- Nimravidae: false sabre-tooths (extinct)
- Prionodontidae: Asiatic linsangs
- Viverridae: civets and allies
- Ailuridae: red panda
- Amphicyonidae: beardogs (extinct)
- Canidae: dogs and allies
- Mephitidae: skunks and stink badgers
- Mustelidae: weasels, martens, badgers, and otters
- Odobenidae: walruses
- Otariidae: sea lions, eared seals, fur seals
- Phocidae: true seals
- Procyonidae: raccoons and allies
- Ursidae: bears
Written by on 24 July 2006
Cats
Booming Voice: "Welcome to the Family of Felidae" The doors have written on them names of the Genus of Felidae. These are
- Taken from http://en.wikipedia.org/wiki/Felidae</li>
- Caracal
- Catopuma
- Felis
- Herpailurus
- Leopardus
- Leptailurus
- Lynx
- Oncifelis
- Oreailurus
- Otocolobus
- Prionailurus
- Profelis
- Puma
- Pardofelis
- Neofelis
- Uncia
- Panthera
- Acinonyx
Written by on 24 July 2006
Panthera
Booming Voice: "Welcome to the Genus of Panthera" The doors have written on them names of the Species of Panthera. These are
- http://en.wikipedia.org/wiki/Panthera
- Lion
- Tiger
- Leopard
- Jaguar
Written by on 24 July 2006
Untiger
Tiger?
You blink a couple of times, and if you had hands you would rub your eyes. Here you have already been transformed into a tiger and dropped into a maze of rooms where it looks like you're supposed to pick a second transformation (or perhaps learn some biology), and either by instinct or blind luck - you certainly didn't think about it! - you have found the one door offering a transformation you have already gone through. Weird...
So is this door going to do nothing to you, or...? Only one way to find out! You rear up on your hind legs, and with a defiant roar you charge at the door labeled with your current species.
A split second before you hit the door it occurs to you what a good idea it would have been to make sure the door is unlocked and swings inwards before trying a stunt like that. Turns out there was no need to worry - right before you hit it, the door disintegrates in a shower of sparks, and as you fly through the shining cloud you feel a strange ripping sensation all over.
You have barely time to register that you are standing in some kind of corridor before you notice that you are standing on two legs again, and there is a mirror conveniently placed to your left. You turn around and take a look at your new self.
Or rather your old self. Looks like two similar transformations cancel out each other! Whatever the cause, you are human again, even clothed - but not in the clothes you were wearing earlier. Instead you are wearing some kind of gray uniform.
The booming voice speaks again: "Congratulations, you won the first round. Now move on."
The doorway behind you is still open, so it looks like you can just go back in the panthera room and pick a different species. Yeah, right!
At the other end of the corridor is a big door marked with a number 2. Second round? Halfway between the two doors (or at least doorways) is an open side door with a couple of windows on either side, and as you approach you notice the smell of cooking food and the sound of cutlery in use. Must be a cafeteria or something.
You feel hungry, and not just because of the smell.
Getting a bite to eat and some rest before you surrender to the madness of the mansion again sounds like a good idea.
Reaching the doorway and making a turn, you see a room filled with tables and chairs. A handful of people all in gray uniforms are sitting at various tables and, as you guessed from the noises, eating.
A young man, about your own age as you remember it, is sitting near the door with a half full glass of juice. Seeing you, he waves at you and says "Hi, you made it too?"
You walk over and notice that he looks strangely familiar. A vague memory of coming to the mansion together on a dare... or something... flashes through the back of your head.
"Yeah," you reply as you drop into a vacant chair. "Found out more than I have?"
"Well,you obviously figured out that two similar transformations cancel out. Unfortunately there is no exit from here, so we have to go through more transformations on the way out. And I guess it gets more complicated if transformations start layering. Turn into one thing, then another, then a third, and you can't just cancel out one of them any more."
"What about this place?"
"R&R area. Not part of the game. You can stay as long as you like before going on or back. Food is free, or at least they don't charge you until you're back home. This is 'time-out', so you won't get any transformations sprung on you. In fact the only magic in here is... her."
"Who?"
Your new or old friend points at something behind you just as you become aware of approaching footsteps. Turning around, you behold an apparation.
It is not a human, but not an animal either. Behind you stands an anthropomorph skunk girl wearing a waitress uniform, with a notepad and a pencil in her hands. She is quite pretty for being a nonhuman.
"Can I take your order?" she asks with a friendly smile.
Recalling what your friend said about free food, you proceed to order your favorite lunch with a few extras, resisting the impulse to add 'and you'.
As the mephitous lady finishes taking down your order and skips off promising to return soon, you turn to your friend and mutter, "Wow..."
He nods. "You can say that again. She's really something, huh?"
"Yes... you said she's magic?"
"Well she wasn't born like that! But she's going to tell you about it when she returns... with a question."
You don't really know what to say about that, so you remain quiet as you realize that you seem to have exhausted a rather short list of conversation subjects. Looks like neither of you remember much from before the mansion clearly, and the future is too uncertain to discuss any strategy. You have just come up with the idea of suggesting that you continue together, when you are interrupted by that peculiar footfall again, and the waitress returns with a
heavy tray.
Funny. You don't have a watch, but you could swear she left just a few minutes ago. But here she is back already, with a specially prepared meal that normally takes half an hour to get ready. Either time works funny here, or the cook is prescient.
"Will that be all?" the waitress ask after depositing the tray on your table. Momentarily distracted by the suggestive tone of her voice, you look over the tray and find that everything looks and smells just like you want it. You nod as you pick up a fork. "Yes. Thank you."
Still she stands there, and you wonder if she's expecting a tip, when she suddenly blurts, "What about a job?"
Much as you hate being interrupted when starting to eat, curiosity gets the better of you. "What kind of job?"
"Mine."
You put down the fork and look curiously at her. "You don't want it any more?"
She pulls out a chair and sits down after turning it sideways to make room for her tail. "Well, as they say, it's a nice place to visit but I wouldn't want to live here. You see, I am a player in the game just like you. When I came here the old waitress offered me her job, and now I have to stay until i get someone to take over. You won't get paid but you'll get board and lodging, and a vague promise of some help with the game and a surprise bonus when/if you get out."
"And now for the good part," your friend mutters. The waitress scowls at him and sighs.
"Yeah, the 'good' part. You not only get to do my job... you get to be me."
"Come again?"
"Hello?
Transformation Mansion, remember? I wasn't born like this. When I accepted the job I got transformed into the old waitress' likeness and she became whatever she had been before. If you take the job I'll be my old self again and you will be 'me'. Something about visual continuity..."
Now that's a different story, you think. You had kind of looked forward to being human for a while... "How long have you been here?" you ask.
Before the waitress can reply, there is a shout from one of the other tables, and she jumps to her feet and grabs her pad and pencil. "Duty calls!" she says quickly. "Think about it while you're eating, okay? It looks really tasty, shame to let it get cold."
And with that she is off to take and fill more orders, leaving you with an unanswered question. Two unanswered questions actually - one only she can answer, and one that you have to find the answer to yourself...
Written by Won-Tolla on 28 June 2007
Round Two
The waitress continues with her work, and you continue eating. You're sure she intended to come back, but as more and more of her "customers" asked for more food (there doesn't seem to be much to do besides eat here), it becomes evident that she isn't coming back. After a while, you decide to get on with whatever insane game you're in and start round 2. Your friend is going to stay in the timeout zone, so you'll have to go it alone and hope you two meet up again at some point.
As soon as you reach the Round 2 Door, you are overtaken by a sudden sense of foreboding. This cafeteria is your last refuge of certainty until you finish--IF you finish--round 2. As far as you know, you have only one friend in the entire mansion, and he's sitting in the cafeteria. Still, you press on, and slowly open the door. Beyond is darkness. Inky, impenetrable darkness. Even the light from the hallway behind you refuse to cross the threshold into round two. This impossibly dark doorway, coupled with the perfectly rational fear of going into mysterious doorways in mysterious hallways, stops you for a moment. Do you REALLY want to start round 2? In the choice between free food and a creepy doorway, free food clearly wins. But still, your only hope of escape is on the other side of the door, somewhere. You could also go back to round one and find a different door--stick to the devil you know, in a sense. Round 1 may be horrifying, but at least you know what it's like. So, what will it be? Round 2, Round 1, or keep stalling?
Written by Zodiac on 23 October 2007
Into the darkness
You step into the darkness, and the door slams shut behind you, leaving you in a void. The only thing you can be certain of is yourself and the floor beneath you. You stand in the darkness for only a moment before the booming voice speaks. The Voice has normally come from some indeterminate point, so you're a bit surprised to find it coming from about a foot from your face. From this proximity, the voice has an odd quality you've never noticed before. It isn't just sounds coming from an invisible speaker...the Voice definately has a sentient quality to it, and you can't help but feel that, even though you can't see a thing, the Voice can see you.
"Congratulations, my friend," the Voice booms, "you have shown yourself to be a cut above your fellow players. You took an immense risk by entering a door that matched your form, having no way of knowing what it would do to you. And now you have stepped into an inky blackness, leaving companionship and free food behind you. In a few moments, you will move on to Round 2. But first, as a special bonus, you may ask me three questions."
"Three questions?" you ask. Oops.
"Yes, three," booms the voice. "You now have 2 remaining."
You blurt out the first question that comes to mind.
"Where am I?"
"You are here, at the threshold between rounds One and Two, in the place where bonus questions are asked." The voice, despite having allowed you to ask questions, is obviously not very eager to give you useful information. The voice speaks again: "Be warned. You have one question remaining before you begin Round 2. The questions you ask will help to determine the exact nature of that round, as well as the form you take on when you begin it. Your first question was an utter waste. Your second was little better. This third question may redeem you, or destroy you, so...think...very...carefully..."
Talk about pressure. On that note, what will your next question be?
Written by Zodiac on 23 October 2007
Chosen
"Why am I here?" you ask. The voice hesitates for a moment.
"You are here," it answers, "for two reasons. First, because you were chosen. Second, because you chose to be here. You were found to have the set of characteristics we need for our project, and were therefore given the opportunity to enter our mansion. You took that opportunity. Therefore, you are here. You have only reaffirmed our confidence in you with that question. Now, please prepare for round 2."
A gentle amber light flickers into existence. You're standing in an elegant marble-and-gold rotunda. On the floor is a compass rose, which makes naming your choices very easy. The rotunda branches off in four directions, which, conveniently, line up with the compass points.
You are facing north. Directly ahead of you is a grandiose marble staircase that spirals away, out of sight. Behind you is similar staircase, leading down. To the east lies a long, dark, hallway, and West of you is a large, ornately carved doorway. Which way will you go?
Written by Zodiac on 01 December 2007
West
You head for the door to the west, and try to open it. It's locked. You try harder, and it still won't open. You put the full weight of your body against the door, in an effort to force it open. "Stop that!" The Voice yells, sounding a bit hurt. Is The Voice actually The House? And have you hurt it? "Brute strength won't help you here, you big ape!"
With that remark, you begin rapidly expanding, as dark fur prickles out of your skin. Your swelling body rips through your clothing as your skull reshapes itself. When all is said and done, you find yourself to be a gorilla. Great. The voice speaks again: "Locked doors can be opened, obviously, with a key. The key to this door is hidden in one of the other passages leading from this rotunda."
You lurch back to the center of the rotunda, and the instant you touch the compass rose, you're human again. There was no transformation either, you just ARE. You look back at the western door, and find that your ripped clothes age gone. Instead, they're back on you, completely intact. There's an interesting discovery: the compass rose will revert you back to your original form--assuming you can find it again from wherever you are when you transform. With that in mind, and knowing that the key to the western door is in the north, south, or east...where will you go?
Written by Zodiac on 02 December 2007
East
You head down the hallway nervously. Something seems decidedly wrong...there are no doors in this hallway. It seems like a waste of perfectly good hallway not to put doors in it. Plus, no doors means no choices to make, just a long march toward the inevitability of whatever it is on the other side of the hallway.
To take your mind off the doorlesness of the hallway, you examine your surroundings. The hall is dark, but not too dark that you can't see anything--it's lit by a bluish glow from an unseen source. The walls, floor, and ceiling are all tiled in an intricate mosaic, telling some story or other that you can't quite follow. You get the impression that you've started in the middle and it's missing a few pages. You surmise that the mosaic really doesn't tell the story, merely recall it to those who already know it.
After an inordinate amount of walking, you come to what appears to be a dead end. The hallway certainly ends, but at the end is a small pool of water. You bend down to get a closer look, and see that at the pool's far wall is a tunnel. So the hallway doesn't really end...it just continues underwater! You dip a finger in the water--it's pleasantly warm. Do you want to get in and swim the rest of the way, or turn back and see if there's anything in the other directions?
Written by Zodiac on 18 January 2008
Just Keep Swimming
You decided that there can't be any harm in taking a little swim, so you jump into the pool and head toward the tunnel. As you look into the tunnel, you see an unmistakeable glimmer; at the end of the tunnel (and it's a long tunnel) is a key. Perhaps even THE key! You swim toward it eagerly.
When you reach the key, you find that it's housed in a large underwater dome. Leading off of the dome are multiple passages. You glance back, and can clearly identify yours. In fact, the pool you entered from is still visible, if barely. You're running a little low on air, but you're sure you'll be able to make it back the way you came. You grab the key.
The instant you touch the key, a metal doorway slams shut over the tunnel you entered from. Immediately after that, an eerie music fills the chamber. The Voice speaks. Despite the fact that you're underwater and he's competing with the creepy music, you can hear him perfectly, as if he was inside your head. Actually, maybe he IS in your head. Maybe this whole situation is a hallucination. That would be nice. You can't drown in a hallucination.
"Congratulations! You've found the key to the Western Door. Unfortunately, you're underwater and you can't get out the way you came in. But nothing worth having is easy, now is it? You should be happy to know, if you drown here, you won't die. You'll just become one of...them."
On "them," a swarm of eerie figures emerge from the passageways. They're merpeople! Well, in retrospect, that was to be expected. They begin to circle you, like sharks before a feeding frenzy, an unnerving comparison if there ever was one. You look around. You're trapped in an underwater maze, and there are way too many passages for you to make a logical choice. You might as well just swim randomly and hope for the best. But...is there a better way?
Written by Zodiac on 01 June 2008
A New Ally
Using your last ounce of air, you bubble, "I can carry you to the rotunda." Alright, it's a mouthful, but you say it quickly. Most of the merpeople seem not to hear you, but one mermaid seems to get the point. She knows her way around the maze, but she can't get to the rotunda without legs. It's a hastily-constructed underwater bargain, but it just might work. She grabs your free hand and starts swimming rapidly.
Clutching the key with all your strength, you're led through tunnel after tunnel. There's no way you could have worked this out alone. The other merpeople, meanwhile, seem to have gotten wise to your scheme, and they're chasing after the pair of you. Cries of "Cheaters, Cheaters!" echo through the halls, but you figure that if negotiating with the merfolk was illegal, The Voice would have stopped it by now. Although The Voice isn't stopping the merpeople who are trying to stop you, either, so maybe he's neutral this time.
The mermaid stops in front of an apparent dead-end. The other merpeople have blocked what appears to be your only exit and they're closing in. At the last moment (alright, second to last), your new friend opens a secret passage that leads right back to the pool at the end of the hallway.
You're beginning to get light-headed, and you aren't quite sure which way is up any more, but you somehow manage to hoist yourself, your friend, and the all-important key over the pool wall.
"Run!" the mermaid wheezes. Run? You want to pass out. But you realize that you don't really have a choice. She saved your neck underwater, but now she needs you. Scooping up the mermaid and key, you stagger toward the rotunda. The hallway that seemed long before your near-death experience is now interminable, but at least the other merpeople aren't chasing you. Instead, the entire mansion seems to be against you. The floor and walls are shaking, making you lose your balance repeatedly (actually, maybe that's just an after-effect of almost drowning). You don't even get to enjoy the fact that you have a mermaid in your arms.
At long last, you emerge from the hallway into the rotunda. You sprint for the compass rose, but just before your foot touches it, the mermaid grabs the key and throws it against the Western Door. It bounces off and clangs to the marble floor. Then you and the mermaid tumble onto the compass rose, just as you pass out. Of course, you know you won't be out for long, because the compass rose will undo all the damage you sustained momentarily.
Written by Zodiac on 01 June 2008
Unpleasentness
A gentle amber light flickers into existence. You're standing in an elegant marble-and-gold rotunda. On the floor is a compass rose, which makes naming your choices very easy. The rotunda branches off in four directions, which, conveniently, line up with the compass points.
You are facing north. Directly ahead of you is a grandiose marble staircase that spirals away, out of sight. Behind you is similar staircase, leading down. To the east lies a long, dark, hallway, and West of you is a large, ornately carved doorway. It is exactly the same scene you encountered when you first arrived. The only difference is the large gold key that lies on the ground near the door. Then, like a ton of ornately carved marble bricks, it hits you. The mermaid is gone. She saved your life, then you saved hers, and you never even learned each others' names.
"Where is she?!" you shout into the rotunda dome. The Voice is silent. The Voice, who had never hesitated to jump in and explain stuff, is silent. You don't even get a cryptic half-answer. You just get silence. "Where's the mermaid?" you ask again. Silence.
You look around. She's definately not in the rotunda. But you were only out for a fraction of a second, so she couldn't have walked off. She can't be past the Western Door either, since the key is still on the floor, where she threw it moments ago. It appears that she disappeared entirely. You could look for her, but somehow you feel that you wouldn't find her.
Written by Zodiac on 01 June 2008
West
You decide that looking for the mermaid would be fruitless, and hanging around in the rotunda would just waste time. You need to get out of the Mansion, and it seems that the way out is through the door to the west. You pick up the key, slide it into the lock, and turn.
There is a loud, echoing clang as the lock opens. You slowly open the massive door, revealing...nothing. An icy wind hits you from beyond the threshold as you stare into the darkness. If this is the way out, the Mansion is certainly not giving you up without a fight. You step past the door, and it immediately slams shut behind you, plunging you into total darkness.
You stand paralyzed. You don't dare take a step in the blackness, but you know you can't stand there forever. You wait, unsure of what, exactly, you're waiting for.
Off in the distance, you hear a pitiful, sobbing scream. Someone, or something, is in terrible pain--maybe you can help. Or, you realize, maybe you can stumble into whatever trap they fell into. You look around, and see, again off in the distance, a faint glimmer of light. Light, you think, is good news. If it isn't a way out, at least it's something to see by. Or it could be a trap...The light and sound are in different directions, though, so you can only go toward one.
Written by Zodiac on 21 July 2008
...and Fall
You take a step forward, and immediately plunge downward through the blackness. You fall, and fall...or perhaps you're floating. Come to think of it, you aren't sure that you're still going down. Maybe you're not moving at all.
But that doesn't make sense, you realize. Gravity was definitely in full effect when you entered the room, so you must be falling. And you're sure you'll hit the ground sooner or later. Of course, with as long as you've been falling, you'd better hope that you land on something soft.
And at that instant, you do. You land impossibly gently on the soft ground, your fall interrupted as soon as you realize that it has to be interrupted. This gives you an idea. You must be on some sort of mattress, you decide. And so you step off the mattress onto a hard floor.
The mattress was at the top of a flight of stairs, you decide. You walk down the stairs. Clearly, this room is at least partially under your control. "I wish I had a light," you say out loud. Nothing happens. But of course nothing happens! It doesn't work that way. "I DO have a light," you say. This time a single bare bulb flickers on. It gives so little light that you can barely see your own hand in front of your face. It is suspended from above, but the sphere of illumination ends before it even comes close to touching the ceiling. You stand in the dim light, unsure of what to do next.
Your mind wanders back to the screaming you heard before, and you begin to hear it again. I will find the source of the screaming, you think. Nothing happens. I will receive information regarding the source of the screaming, you think. This time, a note card materializes on the floor. Holding it up to the dim light, you can just barely read: "The screaming is coming from your own mind, of course." How very helpful.
You realize that you need to find an exit, and better sooner than later. "The exit is right here," you say, and a door opens behind you, leading back to the compass rose. That's not what you wanted, though. It seems like the Western door was the way forward, and that finding the key was the goal of that last part of the mansion. Surely there must be something beyond this abyss, right?...Right?
Since you've stopped thinking about the doorway, it closes and vanishes. The floor, of course, remains in the back of your mind at all times for safety's sake. "The way to the next part of the challenge is right here," you say. Nothing happens. Increasingly frustrated, you say, "I will receive information as to why that didn't work!" You feel something twitch in your hand. You had forgotten about the note card so it disappeared, but there it is again, with a new message on it:
"What makes you think there is a 'next part of the challenge'?" Angrily, you shred the card into little pieces and throw them into the darkness.
"There is a next part of the challenge!" you shout.
Finally, the Voice speaks again: "That's a rather bold assumption. How do you know there aren't only two rounds?"
"If there are only two rounds, then I should be done now!" you yell into the void.
"Perhaps. But consider this: I told you when you arrived here that you'd change forms. And yet you've only transformed twice--once into a tiger, then another time back into your own form."
"What does that have to do with anything?" You scream, desperate.
"Oh," the Voice answers, beginning to fade, "It has everything to do with everything. But I'm not going to spell it out for you."
"I will receive information as to how to get to Round 3," you say confidently.
"Now," the Voice says again, "that only works when I want it to. Although if you're going to take much longer on this, you might want to summon yourself some food and maybe a bathroom. I will say this, though. Even if you get past this, you'll only be about halfway through Round 2, there's more to it than just the compass hallways."
"What am I supposed to do?" you ask.
"There are many points in the mansion where you will change forms," the Voice says, "remember that?"
Suddenly, it dawns on you, and you say, shakily, "I am going to turn into a...
Written by Zodiac on 29 December 2008