TEXT:  
  
   
   
   
   
   
  Psycho Killer 
  By 
  David Lowrie 
   
   
  Text copyright © 2020 by David Lowrie 
  Art copyright © 2020 by David Lowrie 
   
  All rights reserved. This book or any portion 
  thereof may not be reproduced or used in any 
  manner whatsoever without the express written 
  permission of the publisher except for the 
  use of brief quotations in a book review. 
  Printed in the United Kingdom, 
   
  First Printing, 2020 
  ISBN 9798619856514 
  Black Dog Gamebooks 
  BLACKDOGGAMEBOOKS@GMAIL.COM 
  
   
   
   
    
  Psycho 
  Killer 
   
  Words by David Lowrie 
  Pictures by David Lowrie
  
   
   
  Playing a gamebook 
  The chances are that if you have bought this 
  book, then you will probably know what a game 
  book is. If so, then please feel free to move on 
  straight away to the next section.  
  If by some chance you haven’t played a game book 
  before, then it’s interactive fiction. Most books 
  are sequential. You start at page 1 and read page 
  2, 3 etc. until you get to the final page and the 
  end and each time you read it, the book is the 
  same and the story is the same. 
  In a game book, however, you make choices, which 
  indicate which way the story goes. The book is 
  divided up into numbered sections. You start at 
  section 1. You read the text, and you are given 
  the option of turning left, or turning right. If 
  you turn left you will be told to turn to a new 
  section, let’s say 142. If you decide to turn 
  right, then you are told to go to section 347. 
  Therefore, the choices you make determine which 
  route you take through the book. I would say that 
  you are the hero in your own story, but let’s 
  see, shall we? 
  As well as that, you also create a character, 
  with different attributes. In this book, there 
  are things like fighting skill, endurance and 
  agility. Your fighting skill helps you when you 
  meet beings you may have to fight. Your endurance 
  is how healthy or close to death you are, as you 
  can easily die in this book - probably many times 
  in many different but equally gruesome ways. If 
  your endurance drops to zero, then unless told 
  otherwise, you are dead and your adventure will 
  end. This means you will have to start the book 
  again – and maybe try a different route, or just 
  be luckier.  
  Things like fights and tests are determined by 
  rolling various dice and adding them to different 
  attributes. For this book you will need two six- 
  sided dice (called d6, or 2d6 for both). If you 
  
   
   
   
  don’t have these, don’t worry. They are cheap on 
  the internet or via board game shops, or there 
  are loads of free apps you can download instead. 
  So if you are told to roll 2d6 – you roll two six 
  sided dice and add the numbers together.  
  As well as dice, you will also need a pencil (not 
  a pen!), a rubber and paper. Probably lots of 
  paper. To keep track of your attributes, which 
  will change over time, there is an adventure 
  sheet at the back of this book, which you can 
  write on, or ideally photocopy so you can use 
  them repeatedly.  
  I would also recommend using blank paper to draw 
  a map, or a route through the book, as there may 
  be times when the path is not clear and mapping 
  where you have already been will help you 
  immensely.  
  Of course, this being your game book now (as 
  hopefully you have bought it from me) then you 
  can ignore the dice rolling etc., and just read 
  it and try to find your way through without 
  worrying about dying. It’s entirely up to you. 
  So, whichever way you choose, then I hope you 
  enjoy your time playing this book. This is my 
  second game book, and so if you do find errors or 
  mistakes, then please let me know via my Facebook 
  page or via email: 
  Facebook:  The Hellscape Gamebook Series 
   
  Or via: 
  Twitter:  Black_dog_gamesbooks @ BGamebooks 
  Instagram: blackdoggamebooks 
  Email:  
  blackdoggamebooks@gmail.com 
  
   
   
  Your characters’ 
  statistics 
  Throughout your ordeal you have a series of 
  stats that will determine how lucky you are, 
  how long you can keep going for and how quick 
  you are. Each of these need to be generated 
  by rolling dice and recording them on the 
  Adventure sheet at the back of the book. 
  These attributes will change over time – 
  normally for the worst! 
  Strength:  
  Roll 1d6 and add 6. STRENGTH is important in 
  combat, as it helps you hurt your opponents. 
  However, it is also useful at other times. 
  Your STRENGTH can never exceed your initial 
  value unless you are told otherwise.  
  Agility:  
  Roll 1d6 and add 6. AGILITY is useful in lots 
  of ways. In combat, it helps your defence 
  against attacks. In pursuits, or other times, 
  then it can help you escape from enemies. It 
  can also help you dodge traps due to your 
  speed of movement. It can never exceed its 
  original value.  
  Endurance:  
  This is the ability of your human form to 
  carry on and take wounds. To find out your 
  ENDURANCE, roll 2d6 and add 12. If your 
  ENDURANCE drops to 0 during a game, you are 
  dead, and you have failed. There may be times 
  
   
   
   
  when this does not apply but you will be told 
  in the text.  
  Intelligence: 
  This is the ability to think and reason. The 
  higher your INTELLIGENCE, the more likely, 
  that you may be able to escape traps, outwit 
  enemies and work out the logical puzzles. 
  Roll 1d6 and add 6. 
  Fortune:  
  This is the most random of characteristics. 
  Sometimes pure chance will decide your fate. 
  There will be times when a roll of a dice 
  will be all that’s between you and eternal 
  damnation. Some items you find may help (or 
  hinder) your FORTUNE so be careful when 
  deciding what you want to take with you.  
  Each time you check your FORTUNE, your 
  fortune score will drop by one – regardless 
  if you are successful or fail. Luck is a 
  limited resource. Roll 1d6 and add 6. 
  Charisma:  
  Roll 1d6 and add 6. This is your ability to 
  persuade people to do what you want, often 
  against their own wishes. It is also how able 
  you are to lead people 
  If you are told to TEST YOUR CHARISMA, and 
  pass, that’s great. If you fail, however, 
  this knocks your confidence and so you must 
  permanently reduce your CHARISMA by 1. This 
  will make it harder to talk people round 
  further on in the game.  
  
   
   
  Sanity: 
  This is a very important score. As your 
  ordeal continues, then things you see and do 
  will affect your belief in good and your 
  mental strength to fight the evil around you.  
  At times in your adventure, you will be told 
  to TEST YOUR SANITY. If you fail, you will 
  lose SANITY points. There will be decisions 
  you have to make, and making the right (or 
  wrong) decision can also increase or decrease 
  your SANITY score.  
  For every person you fail to save, then you 
  automatically lose 1 SANITY point. 
  Your SANITY starts at 12. If you ever get to 
  0, turn straight away to reference 101. 
  SURVIVOR number 
  For reasons that will become clear, you start 
  with a SURVIVOR number of 7. This will alter 
  over time. Make sure you change it when told 
  in the text.  
  Fighting 
  If I can give you one piece of advice about 
  playing this game, it’s TRY NOT TO GET INTO A 
  FIGHT. However, there may be times when you 
  have no option. The combat is very simple 
  Roll 2d6 and add this to your STRENGTH. Now 
  roll 2d6 and add this to your opponents 
  STRENGTH. Subtract the two numbers. If the 
  number is positive, that’s how much damage 
  you do to your opponent. If the number is 
  negative, that’s how much damage your 
  
   
   
   
  opponent does to you. If the number is 0, 
  then neither of you have been hurt. 
  Making TEST YOUR rolls 
  There will be (possibly) many times when you 
  are told to test an attribute. Unless told 
  otherwise, the normal thing to do is roll 2d6 
  and compare this to the attribute you are 
  testing.  
  If you roll less than or equal to your 
  current score in that attribute, you pass. If 
  you roll higher, you fail and have to face 
  the consequences. The act of rolling 2d6 may 
  be the difference between life and death! 
  Optional DICE rules 
  If you have the limited edition set of 2d6 
  that was available on release, then you can 
  use an optional rule for TEST YOUR rolls. 
  If you are asked to conduct a TEST YOUR Roll, 
  and you roll a 6 on the RED die, you 
  automatically fail that role. 
  If you roll a 6 on the GREEN die, then you 
  automatically pass that roll.  
  If you happen to roll a double 6, then they 
  cancel each other out and the roll result is 
  just as it normally would be.  
  If you don’t have the limited edition dice, 
  then you can still do this, but it helps to 
  have 2 different coloured d6. Nominate one as 
  your “Good colour” that wins if you roll a 6, 
  and one as your “Bad colour” where you lose.  
  
   
   
  Character Sheet: 
  On the next page is your character sheet.  
  Use this to record your initial stats for 
  each attribute, and keep track of changes. 
  The majority of stats will not change much, 
  if at all. However, some such as ENDURANCE 
  and SANITY will change. 
  There is also a section for notes as you may 
  want to write things down, although unlike 
  some gamebooks, this is NOT a scavenger hunt.   
  Please feel free to photocopy the character 
  sheet if you don’t want to write in the book. 
  If you do write in the book, then use pencil. 
  If you use pen, then surely your FORTUNE will 
  fail! 
  The start of the book 
  At the start of the book you are not 
  initially playing your character. You will be 
  told when to start using your character and 
  their attributes.  
   
  And finally 
   
  GOOD LUCK 
  You may need it 
   
   
  
   
   
   
   
   
   
   
  
   
   
   
  
   
   
   
   
   
   
  
   
   
  1  
  The door gave easily, and Walker heads in 
  before you, her right hand on her holstered 
  side arm. You follow and find you are in a 
  long straight hallway with two doors on the 
  left hand side, one on the right, and a door 
  straight ahead.  Walker gestures that you 
  stay together and clear the rooms one by one. 
  You nod in agreement.  
  Which door will you suggest Walker tries 
  first? If it’s the first door on the left, 
  turn to 329; for the second left door, turn 
  to 314; for the right hand door, and turn to 
  203. To go straight ahead to the door at the 
  end of the corridor, turn to 269 
  2 
  You are in the lead and are just about to 
  enter the stairwell, just as the fireball 
  climbs up the enclosed space. Rosie, behind 
  you, pulls you back, almost in time but the 
  intense heat still singes you. Lose 2 
  ENDURANCE points. Your sleeve catches fire 
  from the flames and you start to burn. Rosie, 
  acting quickly, sees a fire extinguisher by 
  the doorway and grabs it. She turns it on you 
  and one blast puts out the fire. But then she 
  screams.  
  The large figure has through the door and is 
  almost on you. Without thinking, Rosie sprays 
  the extinguisher, which is rewarded by a 
  scream of frustration. Then Rosie swings the 
  heavy metal canister at the blonde head, and 
  it connects, and is thrown to the floor.  
  
   
   
   
  If you want to tell Rosie to strike again, 
  then turn to 372.  If you would rather run 
  and hide, turn to 35 
  3 
  Desperately you try to force the door closed 
  but it’s too late. A long arm follows the 
  hand through the gap and gets the leverage to 
  push the door open. With seemingly 
  supernatural strength, the figure pushes, 
  forcing both the table and all three of you 
  backwards. Then the door is flung open and a 
  tall menacing figure fills the frame. Your 
  green eyes stare into almost identical green 
  eyes, half hidden by the long, nearly white, 
  blonde hair. There is madness in those eyes.  
  “Hi, little sis” you say to her. Lose 1 
  SANITY point. 
  Then your twin sister, Isobel slowly smiles 
  and moves towards you. You need to slow her 
  down.  
  If you want to try to attack her with a pool 
  cue from the table, then turn to 154. Or if 
  you want to pick up some pool balls from the 
  table and throw them at her, then turn to 276 
  4 
  Isobel has made it a half of the way towards 
  you. See lurches from desk to desk, often 
  half-collapsing. But all the time, her eyes 
  are looking at just one thing. You.  
  Roll 2d6 again. Take this number from the 
  time you have left to wait for the lift. If 
  is it 0 or less, turn to 166. If it’s between 
  
   
   
  1 and 10, turn to 131. If the number is still 
  11 or more, turn to 114 
  5 
  You heave with all your might and the panel 
  springs open with a snap. The sharp edge door 
  catches you as it flies open and cuts a long 
  gash in your arm. Lose 2 ENDURANCE points. 
  You look at the panel inside.  
  Turn to 191 
  6 
  All three of you stand there panting, leaning 
  against the pool table getting your breath 
  back. But then the table starts to move. You 
  all panic and run towards the north stairs. 
  You reach the stairs. At the same time, a 
  fleeing male in the north stairs reaches the 
  4th floor. They trip over a wire, pulling a 
  pin from one of the large canisters. The 
  large canisters of butane gas left as a trap 
  explodes as it meets the flame of a blowtorch 
  left burning next to it. The fireball blows 
  him backward and shards of the metal 
  canisters pierce his body like shrapnel in a 
  dozen places, cruelly tearing his flesh. But 
  he is dead in seconds. 
  Reduce your SURVIVOR number by 1.  
  The fireball continues up the narrow 
  stairwell, reaching the 10th floor in a 
  matter of seconds. 
  Turn to 193 
  
   
   
   
  7 
  The both of you stand there, hands around 
  each other’s throats. You squeeze for all 
  you’re worth and against all odds, Isobel 
  starts to weaken. You double your effort and 
  then Isobel goes limp and drops to the floor, 
  unmoving. You rush over to the door and try 
  to wrench it open. Rosie is still banging on 
  the other side. 
  You cough, as the gas starts to get to you 
  from your exertions. You feel dizzy and drop 
  to your knees. The gas is even thicker at 
  ground level, it makes you cough even more, 
  and your vision swims. You start to pass into 
  unconsciousness. 
  On the other side of the door, Rosie returns 
  to the foyer, grabs one of the metal columns 
  used to hold the queue tape at reception, and 
  runs back down the stairs. She starts 
  swinging the heavy metal column at the lock 
  on the door.  
  TEST ROSIE’S STRENGTH. She has a STRENGTH of 
  8. If she passes, turn to 100. If she fails, 
  turn to 113 
  8 
  Panic takes over, and you realise that you 
  maybe shouldn’t have used this tactic, but at 
  least it’s getting them moving. They all grab 
  their bags and run for the north stairwell. 
  All except for Eric, who knows the truth. He 
  looks at you and says  
  
   
   
  "But that’s the main stairs from reception, 
  with the electrics out, isn’t that the only 
  way up from the foyer?" 
  You nod sadly, and hope that they manage to 
  avoid a terrible fate. Turn to 241 
  9 
  Desperately you try to force the door closed 
  but it’s too late. A long arm follows the 
  hand through the gap and has the leverage to 
  push the door open. With seemingly 
  supernatural strength, the arm pushes, 
  forcing both the table and all both of you 
  backwards. Then the door is flung open and a 
  tall menacing figure fills the frame. Your 
  green eyes stare into green eyes, half hidden 
  by the long, nearly white, blonde hair. There 
  is madness in those eyes. Then figure slowly 
  smiles and moves towards you.  
  Do you want to try to attack with a pool cue 
  from the table, then turn to 130. Or do you 
  want to pick up some pool balls from the 
  table and throw them, then turn to 11 
  10 
  You watch from the ground as the system takes 
  over. Forensics arrive and mark up the scene 
  outside the tower. The armed police have 
  searched the building looking for Isobel but 
  find no sign. But a lot of bodies - five so 
  far. The building is clear but everything 
  needs to be photographed. The first forensic 
  officer, Stephens, all in white, enters the 
  foyer through the smashed doors. Only his 
  blue eyes are visible through his suit. He is 
  
   
   
   
  so busy taking photos that he doesn’t notice 
  the dark figure in the corner. Minutes later, 
  Officer Williams is out front when he sees 
  Stephens leaving the building and shouts "Hey 
  Stephens, you can't be all done yet".  
  Stephens looks up at Williams, and stares at 
  him with green eyes. Then turns and walks 
  from the scene, into some bushes. Williams 
  shakes his head.  
  "Bloody CSI's - they are a weird bunch" he 
  thinks.  
  From the bushes, the figure in white waits, 
  watching, as first responders see you, and 
  then put into an ambulance. Sirens flash as 
  you are taken to the nearest hospital, which 
  is only a mile away down the hill. The figure 
  in white watches the ambulance makes its way 
  through the quite evening streets to St James 
  A&E. Then the figure starts to trudge 
  downhill towards the bright blue lights. 
  11 
  After a moment of shock as you stare into the 
  face of your twin, you are the first to 
  react. You grab a ball from the pool table, 
  and hurl it. It strikes the blonde head in 
  the cheek, shattering it. There’s a moan. 
  Rosie and you grab the remaining pool balls 
  and throw them. They strike and drive the 
  blonde figure back.  
  Rosie shouts "Quick, the main stairs".  
  You both run to the north stairwell. At the 
  same time, the pin is pulled from the butane 
  tanks on the 4th floor. Turn to 277 
  
   
   
  12 
  The door swings open and a figure lumbers in. 
  Through the shelves of the kitchen, you can 
  see it. Blood, now congealed, covers half of 
  the face from where the extinguisher hit drew 
  blood. It look even more terrifying in the 
  gloom. The figure looks around and walks to 
  the right of the door. You both look at the 
  door. It’s just a few short feet away. You 
  decide to run for it.  
  Lose 1 SANITY point. 
  TEST YOUR AGILITY AND FORTUNE. Add both 
  together and roll 4d6. Do the same for Rosie. 
  She has AGILITY 11 and FORTUNE 10.  
  If both your scores are higher, turn to 271. 
  If they are both lower, turn to 232. If 
  Rosie’s is higher, turn to 53. If yours is 
  higher, turn to 116 
  13 
  The sharp heavy blade strikes. It bites into 
  a wrist, but at the top where there is bone, 
  not veins and arteries. It does not cleave 
  the wrist. The blade sticks in the arm.  
  There’s a grunt of pain and then another hand 
  grabs your wrist and pulls the cleaver from 
  you with a wrench.  
  You back up, scared and look into the face of 
  your twin for the first time in years 
  “Hi, little sis” you say 
  Your sister Isobel smiles and replies 
  “Brother dearest” 
  
   
   
   
  And then with one backhanded blow, she sends 
  you sprawling. You land on top of the oven. 
  Then Isobel rears over you. She raises the 
  cleaver. She brings it down once, twice, 
  uncounted times. Blood flows. 
  14 
  Henry has taken the roll of leader, and so is 
  the first to enter the 15 th floor. A figure 
  merges from behind the door, holding a large 
  knife. The knife rises and falls, striking 
  Henry in the neck. The force of the blow 
  buries the blade all the way into the shaft 
  and drives Henry to his knees. He tried to 
  scream, but can only gurgle as blood fills 
  his throat.  
  The large figure tried to pull the knife 
  free, but it is lodged in Henrys vertebrae. 
  Charles and Anna stop in the doorway, 
  terrified.  
  The figure approaches and with two great 
  backhand blows, knocks first Charles then 
  Anna to the floor, stunned.  
  The figure returns to Henry and managed to 
  wrench the knife free. Blood fountains from 
  the wound.  
  Reduce your SURVIVOR number by 1.  
  Turn to 29 
  15 
  The pin pulls from the trip wire, and the 
  canisters of butane gas rigged below explodes 
  as it meets the flame of a blowtorch left 
  
   
   
  burning next to it. The fireball blows the 
  poor soul who tripped the trap backward and 
  shards of the metal canisters pierce his body 
  like shrapnel in a dozen places, cruelly 
  tearing his flesh. But he is dead in moments, 
  as is Elle who has just reached the 4 th 
  floor. The fireball continues up the narrow 
  stairwell, reaching the 10th floor in a 
  matter of moments.  
  It engulfs you and Isobel, and soon you are 
  burning like torches. The oxygen is sucked 
  out of the room and your lungs, and you all 
  collapse to the floor, burning. You have 
  failed to save your friends and yourself. But 
  at least you have stopped Isobel.  
  Turn to 26 
  16 
  You can hear no sign of pursuit. You may have 
  lost her. Then the carriage descends to the 
  1st floor and you go to leap out. But as you 
  do a dark shape pushes you both back in and 
  jumps into the carriage. Your ploy didn’t 
  fool her; she has just waited for you in the 
  foyer. In the cramped compartment, you both 
  fight for your life as the carriage continues 
  to descend. In the near darkness beneath the 
  building, as the carriage moves to the 
  ascending side, you battle. But when the 
  carriage starts to rise up back to the first 
  floor, two bloody bodies fall onto the floor.  
  TEST YOUR FORTUNE. If you are FORTUNATE, turn 
  to 85. If you are not, turn to 286 
  
   
   
   
  17 
  You and Rosie split up and search for a key 
  to the panel. You try a small desk area to 
  the back of the maintenance room.  
  Roll 1d6. If the score is 1-3, turn to 398. 
  If its 4-6, turn to 151 
  18 
  The bullets fly towards you and Rosie.  
  TEST BOTH YOUR FORTUNES. Rosie has a FORTUNE 
  of 10. If you are both fortunate, turn to 
  365. If neither of you are, turn to 149. If 
  only Rosie is lucky, turn to 385. If only you 
  are lucky, turn to 202 
  19 
  Anna hides in the back of the cupboard. At 
  head height, there are small horizontal vents 
  in the door. She can hear the others go 
  through the door, and the door bangs shut. 
  She then hears the tramp of footsteps down 
  the stairs. A giant figure shambles through, 
  cutting out the little light into the 
  cupboard. Anna tries not to move, tries not 
  to breath. The shadow remains for a long 
  moment, and then moves on. Anna lets out her 
  breath in relief. Then the door is pulled 
  open, and a large figure fills the doorway. 
  Anne tried to scream as the figure enters the 
  cupboard and its large hands reach out to 
  seize her throat. Anna tries to fight back, 
  but it’s all in vain. 
  Reduce your SURVIVOR number by 1 
  
   
   
  Turn to 27 
  20 
  As you run down the east stair, on the 15th 
  floor, Eric takes refuge in his office. He 
  hides in the foot well of his large oak desk. 
  He lies there, peeking through the two-inch 
  gap at the base of the desk and the floor. He 
  sees the door open and a pair of large feet 
  walk through the door. The feet are wearing 
  white plimsolls, wet with blood. The figure 
  enters the office and looks around and stands 
  for a moment seemingly mesmerised by the 
  sight of the city all bright and lit up, from 
  the high rise window. Then it turns and 
  leaves. Eric, hiding under the desk, in the 
  same way a young blonde girl did 20 years 
  ago, tries to remain still and quiet, and 
  tries not to cry. He hears the sound of 
  another door opening and decides it safe to 
  come out.  
  Turn to 288 
  21 
  The figure in white watches and sees that as 
  soon as your wound is dressed, you are put 
  into a police car. The figure watches as the 
  car drives down the hill, moving through 
  traffic, weaving its way towards the central 
  police station. Then the figure starts to 
  trudge downhill, following the blue lights. 
  
   
   
   
  22  
  Seeing nothing else of interest in the 
  kitchen, you can either return back to the 
  corridor or try another door. Alternatively, 
  there is a door to the right from the kitchen 
  into another room.  
  If you decide to take this door, turn to 269. 
  Otherwise you can return to the corridor and 
  try another door, turn to 1 
  23 
  Eric works himself out from the space under 
  his desk, and crawls to the door of his 
  office. He peers around it, and sees the 
  large hulking shape disappear through the 
  door to the east stairwell. He knows this is 
  the way you went, and for a moment stops and 
  considers trying to warn you. But then he 
  realises that the north stars are free, and 
  he should be able to get to safety. He runs 
  towards the north stairs’ door, feeling 
  guilty, but fear overcomes his guilt. 
  Turn to 139 
  24 
  Try as you might, the three of you try to 
  move the table. But you can only move it 
  agonisingly slowly. Then you hear footsteps 
  on the other side of the door. The footsteps 
  stop, and then the door handle starts to 
  turn. Then it is flung open and a tall 
  menacing figure fills the frame. Your green 
  eyes stare into identical green eyes, half 
  
   
   
  hidden by the long, nearly white, blonde 
  hair. There is madness in those eyes.  
  “Hi, little sis” you say nervously 
  Then your twin sister Isobel slowly smiles 
  and moves towards you. You need to slow her 
  down.  
  If you want to try to attack her with a pool 
  cue from the table, then turn to 154. Or if 
  you want to pick up some pool balls from the 
  table and throw them at her, then turn to 276 
  25 
  Outside the police have arrived. Armed police 
  force entry and make a thorough sweep of the 
  basement and ground floor, and move upwards. 
  They recover a lot of bodies - 7 so far. Once 
  the first couple of floors are secure, 
  everything needs to be photographed. The 
  first forensic officer, Stephens, all in 
  white, enters the foyer through the smashed 
  doors. Only his blue eyes are visible through 
  his suit. He is so busy taking photos that he 
  doesn’t notice the dark figure in the corner. 
  Minutes later, Officer Williams is out front 
  when he sees Stephens leaving the building 
  and shouts "Hey Stephens, you can't be all 
  done yet".  
  Stephens looks up at Williams, and stares at 
  him with green eyes. Then turns and walks 
  from the scene, into some bushes. Williams 
  shakes his head.  
  "Bloody CSI's - they are a weird bunch" he 
  thinks.  
  
   
   
   
  The figure in white makes its way through the 
  undergrowth and out to the back of the tower, 
  looking over the city. Then it starts to 
  trudge down towards the bright lights. It’s 
  going to be one hell of a night. 
  26 
  The whole building is still in a flickering 
  darkness when the emergency services arrive. 
  The flames have burnt out, the emergency 
  lighting flickers on and off. The fire 
  brigade enters via the foyer, and check the 
  north stairs. They pick their way up, finding 
  charred bodies on the 4th and 8th floor. Then 
  two of them arrive at the 10th floor landing. 
  Three bodies lie on the landing. Two of them 
  are charred beyond recognition. The other is 
  covered in debris. One firefighter kneels 
  down to check for life signs.  
  A hand shoots out and grabs him by the 
  throat, snapping his neck despite his thick 
  mask. The firefighter drops to the ground 
  limp. The other firefighter watches in horror 
  as the figure rises from the debris. It is 
  wearing charred fatigues and its face is 
  burnt and scarred. Matted hair hangs from 
  half of its scalp. The other half is 
  blistered where the hair has melted.  
  The figure lurches forward towards the 
  firefighter. 
  27 
  You, Rosie and Elle go through the door and 
  look around. You are in the student union 
  
   
   
  bar, but it’s now all closed and in darkness 
  for the holidays.  
  If you want to try to barricade the door, 
  turn to 317. If you just want to run for the 
  north stairs, turn to 265 
  28 
  Henry gets sick of waiting and carries on 
  down towards the figure. Anna decided to stay 
  where she is. Henry gets to the next landing 
  and waits, as the figure mounts the steps 
  from the previous floor. He shouts again "hey 
  mate, are you ignoring me? There’s supposed 
  to be a fire. We all need to leave".  
  He stays there waiting, and then the figure 
  puts their first foot on the landing step. 
  Henry walks forward, as confident and as 
  cocksure as ever, and goes to put his hand on 
  the shoulder of the figure.  
  With lighting fast reflexes, the figure’s arm 
  shoots up and grabs Henry’s wrist and twists. 
  A loud cracking noise reverberates around the 
  stairwell. Henry screams and looks down to 
  see his wrist is broken. No, more than 
  broken, it’s been snapped clean, and his 
  right hand just hands there limply. The 
  figures’ left hand grabs Henry by the throat 
  and lifts, seemingly effortlessly. Henry is 
  past 6 foot and a keen rugby player, but the 
  figure hoists him up like a rag doll, and 
  smashes him against the wall.  
  Henry cries out again, but the cry is a muted 
  gurgle. The figure then turns, Henry still 
  held over its head, and walks towards the 
  bannister. Henry shrieks and kicks in panic, 
  but to no avail. The figure hurls Henry over  
  
   
   
   
   
  
   
   
  the bannister and into the centre of the 
  stairwell. Henry screams as he falls, until 
  there is a loud thud and the screaming stops. 
  The figure turns and continues to climb the 
  stairs. Anna, eyes wide in horror, runs, back 
  up the stairs.  
  Reduce your SURVIVOR number by 1. 
  Turn to 80 
  29 
  Charles picks himself up off the floor. He 
  looks around. He looks down and sees that 
  Anna is stirring. She is on her front on the 
  floor moaning. Charles goes to help her, but 
  then there’s a thud in his back. He looks 
  down and is surprised to see a large knife. 
  It’s sticking out of the front of his chest. 
  He gasps as the pain catches up with the 
  shock. The knife is pulled out and he drops 
  to the floor. He doesn’t move again. Anna 
  looks up to see Charles drop. She tries to 
  crawl away. But a shape emerges from the 
  darkness. Hair covers its face but the shape 
  is holding a bloody knife. As she crawls the 
  shape leans down and grabs her foot. It pulls 
  her back with terrible strength. Anna 
  scrambles on the floor, but she’s still 
  pulled backwards until she’s in range of the 
  knife. Then the knife rises and falls.  
  Reduce your SURVIVOR points by 2. 
  Turn to 169 
  
   
   
   
   
  
   
   
  30 
  Quick as you can, you jump off on the 2nd 
  floor and then back on the paternoster at the 
  other side, going up. You jump off again, and 
  return back to the down side. You can hear no 
  sign of pursuit. You may have lost her. Then 
  the carriage descends to the 1st floor and 
  you go to leap out. But as you do a dark 
  shape pushes you both back in and jumps into 
  the carriage.  
  Your ploy didn’t fool her; she has just 
  waited for you in the foyer.  
  In the cramped compartment, you both fight 
  for your life as the carriage continues to 
  descend. In the near darkness beneath the 
  building, as the carriage moves to the 
  ascending side, you battle. But when the 
  carriage starts to rise up back to the first 
  floor, two bloody bodies fall onto the floor.  
  TEST YOUR FORTUNE. If you are FORTUNATE, turn 
  to 85. If you are not, turn to 286 
  31 
  Eric works himself out from the space under 
  his desk, and crawls to the door of his 
  office. He peers around it, and sees the 
  large hulking shape disappear through the 
  door to the east stairwell. He knows this is 
  the way you went, and for a moment stops and 
  considers trying to warn you. But then he 
  realises that the north stairway is free, and 
  he should be able to get to safety. He runs 
  towards the north stairs’ door, feeling 
  guilty, but fear overcomes his guilt.  
  
   
   
   
  Eric runs down the staircase as if the devil 
  is on his tail, He reaches the 8th floor, 
  turning the right angled corner onto the 
  landing, the lights flickering. He doesn’t 
  see the dark shapes and trips over something 
  on the floor, and lands with a thud onto 
  something warm and wet. His hands are slick 
  with liquid and he raises them to his face. 
  The lights flicker on, and his hands are 
  covered with a dark liquid. He looks down and 
  sees the body of Henry. Eric screams, and 
  screams again.  
  Then Henrys head turns towards him. His eyes 
  stare at Eric and Henrys mouth opens and 
  closes, but no sound comes out. The eyes 
  plead at Eric, but he pushes himself away 
  across the wet floor. He tries to stand but 
  slips in the thick blood, falling once more. 
  He scrambles to his feet and runs, even 
  faster, his eyes wide with the horror of what 
  he’s seen, and the horror that he’s left 
  Henry still alive. He knows that without 
  help, Henry will die in a few minutes. He 
  runs and runs, faster down the stairs.  
  Floor 7.  
  Floor 6.  
  Floor 5.  
  Floor 4. Then he trips and falls full length, 
  as something comes into contact with his 
  ankle. Some sort of wire that’s been tied 
  across the stairs, about knee height.  
  He hears a clicking sound.  
  Turn to 362 
   
  
   
   
  32 
  You manage a glancing blow on Isobel’s back, 
  causing her to drop her knife. Rosie tries to 
  punch her in the face, but Isobel swats her 
  fist aside and grabs Rosie by the throat. She 
  squeezes and lifts. You can hear the bones 
  cracking in Rosie’s throat as she’s lifted 
  off the ground. She flails around, trying to 
  hit Isobel, but her strength is leaving her. 
  You try to pull Isobel’s arm down but it’s no 
  use. Then Rosie goes limp, and Isobel tosses 
  her aside like a rag doll. You bellow in rage 
  and lunge at Isobel.  
  You must fight her to the end. Isobel has 
  STRENGTH 14 and ENDURANCE 20. Your rage gives 
  you an extra 2 points in STRENGTH for the 
  first 3 rounds.  
  If you reduce her ENDURANCE to 0, turn to 
  108. If your ENDURANCE gets to 0, turn to 192 
  33 
  The system takes over. Forensics arrive and 
  mark up the scene outside the tower. Rosie it 
  taken away, hysterical, to be interviewed by 
  the police. Your body is photographed from 
  dozens of positions, until you are finally 
  unceremoniously dumped onto stretchers and 
  taken to the coroner’s van. You end up in the 
  city morgue in a stainless steel refrigerated 
  bed for the night.  
  Back at the tower, the first forensic 
  officer, Stephens, all in white, enters 
  through the smashed doors. Only his blue eyes 
  are visible through his suit. He is so busy 
  
   
   
   
  taking photos that he doesn’t notice the dark 
  figure in the corner.  
  Minutes later, Officer Williams is out front 
  when he sees Stephens leaving the building 
  and shouts 
  "Hey Stephens, you can't be all done yet".  
  Stephens looks up at Williams, and stares at 
  him with green eyes. Then turns and walks 
  from the scene, into some bushes. Williams 
  shakes his head. 
  "Bloody CSI's - they are a weird bunch" he 
  thinks.  
  The figure in white watches your body get 
  wheeled into the wagon and then focuses upon 
  Rosie. She is put into a police car and 
  driven to the nearest station. The figure in 
  white watches the cop car makes its way 
  through the quiet evening streets to the 
  central police station. Then the figure 
  starts to trudge downhill towards the bright 
  blue lights. 
  34 
  Eric sees the door open and a pair of large 
  feet walk through the door. The feet are 
  wearing white plimsolls, wet with blood. The 
  figure enters the office and looks around. 
  The figure stands for a moment seemingly 
  mesmerised by the sight of the city, all 
  bright and lit up, from the high rise window. 
  Then it turns and leaves.  
  Eric, hiding under the desk, in the same way 
  a blonde girl did 20 years ago, tries to 
  remain still and quiet, and tries not to cry. 
  
   
   
  He hears the sound of another door opening 
  and decides it safe to come out.  
  Turn to 31 
  35 
  You and Rosie run to the bar. When you get 
  there, you see there is a bar hatch in the 
  floor of the back bar area into the cellar, 
  or a door into the kitchen behind the bar.  
  If you want to try the kitchen turn to 120.  
  If you want to try the cellar, turn to 197 
  36 
  In unison, you both push on the table, which 
  is not on wheels. It groans as you manage to 
  push it across the lino floor towards the 
  door. Five feet to go. Now four feet. Then 
  three. Sweat beads on your brows. Then you 
  hear 
  footsteps 
  thudding 
  down 
  the 
  stairs 
  behind the door. You push harder. Two feet. 
  Then one. The handle on the door starts to 
  turn. Then the door starts to open. It bashes 
  against the table, now only a few inches from 
  the door. You hear a grunt of frustration. A 
  hand reaches through. A large, bloodstained 
  hand with yellowing cracked fingernails. It 
  reaches through, trying to get leverage in 
  the doorway.  
  
   
   
   
   
  
   
   
  Do you want to pick up a pool cue and hit the 
  hand, then turn to 272.  If you want to carry 
  on pushing and try to force the door closed, 
  turn to 9 
  37 
  Both of you rain down blows on the blonde 
  head with the rubber mallets, provoking 
  bellows of frustration. A large arm swings. 
  The knife, long and sharp, slashes. It 
  strikes Rosie in her side. She screams and 
  drops her mallet and drops to the floor. The 
  figure swings the other arm. Roundhouse. A 
  large fist takes you full in the face. You 
  fly backwards, stunned. Lose 4 ENDURANCE 
  points. The mallet drops from your hand. 
  Rosie tries to drag herself along the floor 
  towards you, but she is grabbed by the foot, 
  and dragged backwards. Rosie scrambles but is 
  too weak. Your eyes open, just as the knife 
  comes down. You stare into Rosie’s eyes.  
  She mouths the words "I love you, run".  
  Then her eyes go wide. And then dark. You 
  scramble up off the floor and run, heading 
  for the kitchen.  
  Turn to 266 
  38 
  You manage a glancing blow on Isobel’s back, 
  causing her to drop her knife. Rosie tries to 
  punch her in the face, but Isobel swats her 
  fist aside and grabs Rosie by the throat and 
  lifts her like a child, and throws her 
  against the wall. Rosie slumps to the floor, 
  
   
   
   
  dazed. You bellow in rage and lunge at 
  Isobel.  
  You must fight her to the end. Isobel has 
  STRENGTH 14 and ENDURANCE 20. Your rage gives 
  you an extra 2 points in STRENGTH for the 
  first 3 rounds.  
  If you reduce her ENDURANCE to 0, turn to 
  108. If your ENDURANCE gets to 0, turn to 192 
  39 
  The tension is unbearable as the figure in 
  white walks down the steps. Then it’s there, 
  filling the doorway into the cellar. The 
  light flickers, and lights up a blood stained 
  face, and glints of a long, sharp knife, 
  which you can only assume was from the 
  kitchen.  
  You can either attack the figure as it enters 
  the cellar, turn to 324; or you can see if 
  there is another way out, turn to 392 
  40 
  As you fall, the knife in Isobel’s hand 
  buries itself in flesh with a thud, but you 
  feel no pain.  Then the blade is wrenched 
  free and you sense it striking flesh again, 
  but not your own. You end up in a heap on the 
  next landing. You look over at Rosie. The 
  knife wound deep in her side. Her eyes stare 
  past you. Isobel rises, the same knife buried 
  in her abdomen. She pulls it free and brings 
  it up over her head. In desperation you kick 
  out at her.  
  
   
   
  TEST YOUR STRENGTH. If you pass, turn to 66. 
  If you fail, turn to 282  
  41 
  Delighted that the power is back on, you both 
  run to the door of the stairwell and pull it 
  open. "If we go down to floor 15, we can get 
  the main lift from there" you say. Rosie 
  agrees. You take the stairs down two at a 
  time and then just as you round the corner 
  towards the 15th floor landing, you see a 
  figure trudging up onto that landing. You 
  both stop and stare. The long blonde hair is 
  now matted with red, and the same red covers 
  the face.  
  The figure hears you and looks up and smiles 
  slowly, a terrible, bloody smile. 
  “Hi, little sis” you shout across the room, 
  hoping to distract her. It doesn’t work. 
  “Brother, dearest” your twin sister Isobel 
  replies, almost lovingly.  
  The figure is only a few steps away from you 
  when you turn and run.  
  TEST YOUR AGILITY AND FORTUNE. Add both 
  together and roll 4d6. Do the same for Rosie. 
  She has AGILITY 11 and FORTUNE 10. If you 
  both pass, turn to 316. If you both fail, 
  turn to 198. If you fail, turn to 161. If 
  Rosie fails, turn to 221 
  42 
  With the impact of the columns, the glass 
  starts to crack. First in a small circle 
  
   
   
   
  about a few inches across. But every further 
  blow widens the circle and stress fractures 
  start to spread like a spider’s web. One 
  final hit and the panel smashes into 
  thousands of pieces. You and Rosie both duck 
  through, getting several cuts from the shards 
  still in the steel frames. You run out into 
  the open air, still clutching the metal 
  columns you used to bash open the door.  
  You are both a sight - bedraggled and covered 
  in blood. You put your head back and scream 
  at the dark sky in relief. You are both so 
  exhausted that you don’t take in the figures 
  in black moving towards you, arms in front of 
  them, shouting. Blue lights flash behind 
  them. Instead you carry on walking, still 
  holding the metal columns. The shouts get 
  louder but you cannot hear words, just noise.  
  Then you hear several loud "pops".  
  Turn to 365 
  43 
  Despite your best efforts, the panel door 
  will not budge. Add 1 to the floor number. If 
  it is now 17, turn to 294.  
  If not, keep TESTING YOUR STRENGTH as you try 
  to open the panel, but each time your 
  STRENGTH temporarily reduces by 1 point as 
  you get tired. Each time you fail, add 1 to 
  the floor number.  
  Turn to 294 if you get to floor 17. If you 
  pass, turn to 5 
  
   
   
  44 
  Charles runs up the stairs, but only just 
  around the corner to the start of the 16th 
  floor. He crouches down and hides, thinking 
  that the killer will follow the main group. 
  Then he can run back into the 15th floor, 
  head across to the north stairs, and run down 
  them to freedom. He feels a pang of guilt for 
  abandoning his colleagues.  
  But he says to himself "Colleagues, not 
  friends. Anyway, survival of the fittest, and 
  there’s 4 of them. They'll be fine. Yeah, 
  yeah, yeah, yeah. Course they will".  
  He waits. Then he hears the door open from 
  the 15th floor. He stays still and holds his 
  breath. Death is just around the corner from 
  him. Then he hears the heavy tread of 
  footsteps going down the stairs. He feels 
  jubilant and feels like shouting out. His 
  ruse has worked. He just needs to wait a bit 
  longer to make sure. He waits for what seems 
  to be a lifetime. All is silent, and so he 
  creeps down.  
  Turn to 147 
  45 
  Rosie nods in agreement and grabs Elle, who 
  is about to run for the north stairs’ door, 
  but Elle looks at you both and shakes her 
  head. She mouths the word "Sorry" and runs 
  for the north stairwell. You and Rosie run 
  back to the pool table and you get around the 
  side of the table and push as hard as you 
  can.  
  
   
   
   
  TEST YOUR STRENGTHS. Rosie has a STRENGTH of 
  8. Add this to your strength. Now roll 5d6. 
  If you roll more than your combined STRENGTH 
  turn to 36. If you roll less or equal to your 
  combined STRENGTH, turn to 236 
  46 
  You whisper an idea to Rosie. She agrees. You 
  jump out of the lift and run across to the 
  paternoster. You run around and leap onto the 
  carriage going up on the other side. Roll 1d6 
  and add 3. This is the floor you will get out 
  and try to run back to the down paternoster, 
  hopefully shaking Isobel off your tail. 
  Now roll 1d6 again and add 3. If the two 
  numbers are the same, turn to 223. If they 
  are different, turn to 285 
  47 
  You, along with Rosie and Elle, are heading 
  down the east stairs and reach the 12th floor 
  landing, when you hear a noise from above. 
  You look up, hoping Anna has changed her 
  mind. Instead you see Anna’s body go flying 
  past you, down the centre of the stairwell. 
  She doesn’t even scream as she falls and so 
  you assume that she’s probably already dead 
  when she hits the 10th floor landing. 
  You look up and see a large hulking form, 
  long hair in her face, staring down at you. 
  You realise that due to a bizarre anomaly of 
  architecture, the east stairs only go down to 
  the 10th floor and so you will have to exit 
  there and head to the north stairs. You reach 
  the door to the 10th floor, and kneel briefly 
  
   
   
  to check Anna. There is so much blood and her 
  neck is bent at an unnatural angle. You stand 
  and sigh, and try to shield Rosie and Elle 
  from the body.  
  You open the door and hold it open for Rosie 
  and Elle to run through. You head through it 
  yourself. You are in the student union bar, 
  but it’s now all closed and in darkness for 
  the holidays.  
  Reduce your SURVIVOR number by 1 
  If you want to try to barricade the door, 
  turn to 317. If you just want to run for the 
  north stairs, turn to 265 
  48 
  Rosie grabs you and says "Look I think this 
  is it, we just need to access the panel and 
  then see how to prime the backup generator" 
  You check it out and nod in agreement, even 
  though it looks the same as all the other 
  panels. The access panel is locked and so you 
  need to look around, either for the key, or 
  for a way to force it.  
  Turn to 330 
  49 
  You reach the 10th floor and open the door.  
  Anna, scared beyond belief, says "I can’t do 
  this, I can’t run".  
  She sees a cleaning cupboard and walks 
  inside, hiding. You go to talk to her, but 
  
   
   
   
  you can hear a noise above. You push Rosie 
  and Elle through the door.  
  Turn to 19 
  50 
  You lead the others into the east stairwell. 
  You take a moment to discuss.  
  "We need to go down to the 10th floor, and 
  then get across to the north stairs. These 
  stairs stop at the 10th floor" you suggest.  
  Everyone agrees except for Henry  
  "If it’s all the same with you, I'm staying 
  here. It’s only one person. I’m not scared.  
  “You will be” you think 
  “I'll hide and wait and as soon as anyone 
  comes through that door…" continues Henry, 
  and heads up the east staircase. You don’t 
  have time to argue, but just shake your head 
  in disappointment. You lead the others down 
  the stairs, as Henry disappears up them to 
  find an ambush point.  
  Turn to 386  
  51 
  The key clearly is not the right fit and so 
  you try another key. Add 1 to the floor 
  number you previously wrote down, and turn 
  back to 68 and choose again.  
  As the tension gets to you, lose 1 SANITY 
  point. 
   
  
   
   
  If you get to floor 17 before unlocking the 
  access panel, turn to 283 straight away. 
  52 
  Above you, the escape hatch has almost been 
  wrenched open and you can see Isobel’s grim 
  face. You both run out onto the 2nd floor. 
  Isobel jumps down into the lift as you run. 
  You hear a ripping noise behind you. Then 
  something comes flying towards you as you 
  run. TEST YOUR FORTUNE. If you are FORTUNATE, 
  you see the control panel from the lift go 
  flying past you. Isobel has obviously ripped 
  it out, disabling the lift. If you are 
  unlucky, the panel hits you, causing 2 
  ENDURANCE points of damage.  
  Do you want to try to see if the main stairs 
  are safe to use? If so turn to 326. If you 
  want to run to the opposite side of the room 
  and try to the paternoster, turn to 328 
  
   
   
   
   
  
   
   
  53 
  Rosie nods at you and you both run for the 
  door. A figure comes out of nowhere, hands 
  grasping. One hand grabs hold of Rosie’s 
  jacket and pulls her back. You escape and are 
  at the door. You look back and see as the 
  figure pulls Rosie into reach and stands 
  there, facing you, Rosie’s head in two large 
  hands.  
  Rosie is facing you. She just mouths "I love 
  you, but run". 
  The figure twists once. Rosie slumps to the 
  floor, her neck snapped. You scream, but you 
  turn and run. Hating yourself for running. 
  You hope you can run down into the cellar. 
  Turn to 306  
  54 
  Rosie manages to catch Isobel a fierce blow 
  across to her temple, causing her to drop her 
  to drop to the floor.  
  “Quick” Rosie shouts, “Let’s get out why 
  she’s down”.  
  You nod in agreement and Rosie runs past the 
  stricken form and up the stairs to freedom. 
  You follow, but Isobel reaches out and grabs 
  your ankle. You trip full length. Lose 2 
  ENDURANCE. Rosie hasn’t realised that you 
  haven’t escaped and before you can get up, 
  Isobel is up and slams the door shut and 
  bolts it. As you haul yourself back to your 
  feet, you can hear Rosie is now frantically 
  hammering on the door. 
  
   
   
   
  But it’s just you and Isobel. 
  You must fight her to the end. Isobel has 
  STRENGTH 14 and ENDURANCE 20. Your rage gives 
  you an extra 2 points in STRENGTH for the 
  first round.  
  If you reduce her ENDURANCE to 0, turn to 7. 
  If your ENDURANCE gets to 0, turn to 192 
  55 
  Eric relents and agrees to come with you. You 
  both walk out into the main room. Standing 
  together chatting are the remaining postgrads 
  still in the building. You know them all and 
  quickly assess them. In the room are: 
  Anna Sellers, first year masters’ student, 
  23, smart and practical;  
  Charles Bond, second year masters’, mature 
  student, 46, pig headed and arrogant;  
  Elle Newcombe, final year PHD student, 32, 
  very bright, but very quiet;  
  Henry Waldron, 1st year PHD, 28, confident, 
  clever, clever-mouthed; and finally  
  Rosie Twentymen; like you a final year 
  masters’ student, 25, funny, clever, lively, 
  lovely. 
  You realise that all their lives are in 
  danger because of you. You shout out, and 
  they all stop talking and turn and stare. You 
  realise you only have a few minutes. What 
  will you say to them? If you want to say: 
  "Come with me if you want to live" turn to 
  311;  
  
   
   
  "I need to you listen very carefully. This is 
  probably the most important thing anyone has 
  ever said to you" then turn to 254; 
  "Follow me - we need to leave", turn to 162 
  56 
  Anna hides in the back of the cupboard. At 
  head height, there are small horizontal vents 
  in the door. She sees the door opens from the 
  15th floor onto the east stairwell. A giant 
  figure shambles through, cutting out the 
  little light into the cupboard. Anna tries 
  not to move, tries not to breath. The shadow 
  remains for a long moment, and then moves on. 
  Anna lets out her breath in relief. Then the 
  door is pulled open, and a large hand seizes 
  her and drags her from the cupboard. Anna 
  screams once. 
  Turn to 47 
  57 
  Not thinking that you can beat Isobel even in 
  her dazed state, you run. You head towards 
  the bar.  
  Once there, you see you can either go into 
  the kitchen, looking for a weapon, turn to 
  266; or down the cellar, which you can access 
  from a hatch in the floor behind the bar, 
  turn to 306 
  
   
   
   
  58 
  Meanwhile, Henry leads Charles and Anna up to 
  the 16th floor and they wait. Henry peaks 
  over the top of the bannister and sees a 
  large shape walk down the stairs. Henry 
  signals silence and peers around the corner. 
  The shape moves around the corner of the 
  stairs, out of sight.  
  "Right, looks like we are clear and that 
  lunatic is below us, chasing the others. If 
  we are quick, we may be able to get down the 
  main stairs to reception. But the others will 
  head that way, and so that maniac twin will 
  follow, so we need to move quickly" 
  Anna and Charles agree, and they sneak down 
  the stairs. They reach the door to the 15th 
  floor and open it.  
  Rolls 1d6. If you roll 1-3, turn to 14. If 
  you roll 4-6, turn to 258 
  59 
  The key won’t fit into the lock at all. It’s 
  clearly the wrong key. Add 1 to the floor 
  number you previously wrote down, and turn 
  back to 68 and choose again.  
  You scream silently in frustration. Lose 1 
  SANITY point. 
   
  If you get to floor 17 before unlocking the 
  access panel, turn to 283 straight away. 
  
   
   
  60 
  Your grief for your friends, but mainly 
  Rosie, gives you the strength to bring the 
  extinguisher down on the head again. The 
  green eyes roll back in their sockets. You 
  stare down and see your twin is still 
  breathing. You raise the extinguisher above 
  your head, knowing one final strike will 
  finish it. But then it drops from your 
  fingers and falls to the ground behind you.  
  You sob uncontrollably. Despite all that has 
  happened, this is still a person. Still your 
  twin. You cannot kill your own family. You 
  stand up, shaking all over with adrenaline 
  and head towards the back bar area of the 
  union. You hope you can find some rope. But 
  then the figure starts to rise again. Having 
  lost your chance, you decide to run. 
  Turn to 249 
  61 
  The green eyes open and a hand shoots out and 
  catches the heavy extinguisher, twisting it 
  from Rosie’s grasp. Then with one quick 
  swing, the extinguisher strikes Rosie in the 
  head. There’s a sickening "thunk" as the 
  thick metal hits Rosie’s skull. Bones crack 
  and blood flows. Rosie falls to the floor, 
  eyes staring ahead. But her eyes see nothing. 
  You scream. A mixture of anger, hatred and 
  loss. You manage to wrestle the extinguisher 
  away and you bring it down.  
  Reduce your SURVIVOR number by 1. 
  Turn to 388 
  
   
   
   
  62 
  Fast as you can you run for the door. Isobel 
  lunges out from behind the control panel. Her 
  arm swings and you can feel the wind as it 
  passes within a hair’s breadth of your head. 
  You dodge to the side and stick out a leg. 
  Isobel goes full-length over it. As she 
  falls, her left hand hits the ground and is 
  bent back. The knife she is holding buries 
  itself into her stomach. She groans.  
  Against all logic you stop, tempted to help 
  her, but Rosie shouts in your face "We need 
  to go". You carry on through the door and 
  down the stairs onto the 15th floor landing 
  and run through the door.  
  Turn to 240 
  63 
  After a bad start, you manage to get them to 
  listen.  
  "All of you, you are in grave danger. My real 
  surname isn’t Anderson, its Bone. I changed 
  my name as my family were slaughtered 20 
  years ago by my twin.” 
  Everyone stops and looks at you, staring, 
  open mouthed. The Bone massacre is one of the 
  most infamous crimes in this country. Books 
  have been written about it, TV exposés have 
  been shown, and even a low budget film was 
  made a few years ago. The story of a set of 
  twins, one of whom murdered the whole family, 
  apart from the other twin, is legend. The 
  savagery of the murders almost unsurpassed – 
  especially as they were committed by a child. 
  
   
   
  “If you’ve seen the news today, then you'll 
  know that my twin, the killer, escaped from 
  the asylum early this morning and is already 
  here, somewhere in the building, intent on 
  killing me and anyone else I know. We need to 
  escape - and now".  
  Eric, who knows the full story, shakes his 
  head, terrified, and runs into his office and 
  hides. Realising you can waste no more time, 
  you try to convince the others of their 
  danger. 
  TEST YOUR CHARISMA. If you pass, turn to 297. 
  If you fail, turn to 367 
  64 
  You all head into the east stairwell and 
  start heading down to the 10th floor. Then 
  Henry says "Hang on, let’s think this 
  through. You say that your twin is here to 
  kill you, and all of us as well?" 
  You nod.  
  "Then why the hell are we staying with you. 
  You’re the main target. Let’s leave you two 
  to get on with it". 
  Everyone looks at Henry and then you. Henry 
  and Anna’s eyes narrow. Charles strokes his 
  chin, thinking.  
  TEST YOUR CHARISMA. If you pass, turn to 376. 
  If you fail, turn to 319 
  
   
   
   
  65 
  You all head into the stairwell, just as the 
  fireball climbs up the stairs. You all stare 
  in horror at your onrushing doom.  The flames 
  engulf you. 
  66 
  Your desperation and anger give you strength. 
  Your kick has power and knocks Isobel 
  backwards down the next flight of stairs. She 
  drops the knife as she falls. Not thinking of 
  escaping, just revenge, you walk calmly down 
  the stairs and pick up the blade. Then you 
  continue on. Isobel is rising again, and you 
  stab her with all your strength. The sharp 
  point buries itself deep in Isobel’s vitals. 
  She groans.  
  But then her hands are on your throat. She 
  squeezes. You twist the blade. She groans 
  again. You gasp for air. The hands tighten 
  and wrench your head. Bones break. Again you 
  stab with the knife. Isobel groans again. But 
  still she squeezes. Then you both drop to 
  your knees as strength leaves you. You carry 
  on twisting. She carries on squeezing. You 
  both collapse into a heap.  
  As siblings who entered the world together, 
  it seems you are to leave it together. Isobel 
  stares over at you and says "Brother, 
  dearest". And smiles. 
  67 
  Lose 1 CHARISMA point for starting off so 
  badly, and turn to 63 
  
   
   
  68 
  There are 7 keys on the key ring, all with 
  different coloured plastic tops. There’s sky 
  blue, maroon, lime, purple, navy blue, orange 
  and gold.  The access panel to the emergency 
  generator is the penultimate control panel 
  along. The number 6 is written on it.  
  Which key will you try to use first. For sky 
  blue, turn to 206; for maroon, turn to 59; 
  for lime, turn to 189, for purple, turn to 
  123, for navy blue, turn to 351, for orange, 
  turn to 51, and for gold, turn to 145 
  69 
  For the next hour you sit at your desk, 
  staring into space, unable to process what 
  you have just seen on the TV. It’s taken you 
  20 years to get over what happened on that 
  night, and now it all floods back. You had 
  blocked out that today is the anniversary of 
  those terrible events. The screams. The 
  blood. The smell. Everything. The years of 
  therapy and waking up in a cold sweat. The 
  only thing that kept you sane was that you 
  were safe and out of harm.  
  And now the one person that hates you most in 
  the world is free. The one person who will 
  stop at nothing to find you and hurt you. You 
  know your life is now in mortal danger. Do 
  you want to pick up the phone and call the 
  local police and ask for help, if so then 
  turn to 234. Or would you rather go and see 
  Professor Hancox and ask him for advice, then 
  turn to 298 
  
   
   
   
  70 
  You run across the 3rd floor to the south 
  side of the building, where the paternoster 
  whirls round in continual motion. Isobel is 
  not far behind you, seemingly gaining 
  strength rather than becoming weaker. You get 
  to the paternoster.  
  It’s one of the last of its kind still in 
  use, a never stopping lift that loops up and 
  down. On one side, the carriages take you up, 
  on the other, they take you down. Each 
  carriage only takes two people, and you have 
  to step into it as it moves past you. You 
  jump in and the carriage starts moving down.  
  But then there’s a thud above you. You look 
  up and you see a knife blade has pierced the 
  thin wood roof of the carriage. Isobel is in 
  the carriage behind you. Even if you jump off 
  on the first floor and the lobby, she will be 
  on you before you can get the main doors 
  open. You whisper an idea to Rosie. She 
  agrees. You jump out onto the second floor, 
  and run around and leap onto the carriage 
  going up on the other side.  
  Roll 1d6 and add 3. This is the floor you 
  will get out at and try to run back to the 
  down paternoster, hopefully shaking Isobel 
  off your tail. Now roll 1d6 again and add 3.  
  If the two numbers are the same, turn to 353. 
  If they are different, turn to 148 
  71 
  You hide under the desk and wait for Isobel 
  to appear. Nothing. You wait and wait. No 
  
   
   
  sign of her. You both look at each other, 
  shocked. After what seems like a lifetime, 
  but is probably 5 minutes, you emerge from 
  under the desk and look around. Then a shadow 
  casts over you. You both turn and look. The 
  knife stabs once. And again 
  72 
  The door swings open and a figure lumbers in. 
  Blood, now congealed, covers half of the face 
  from where the extinguisher hit. It makes the 
  figure look even more terrifying in the 
  gloom. You wait until the figure has moved 
  off to the right of the door, close to the 
  knife rack. You decide you need to attack 
  now. You both run out and attack from behind. 
  TEST YOUR STRENGTH AND FORTUNE for both 
  yourself and Rosie. Add your STRENGTH AND 
  FORTUNE and now roll 2d6. Do the same for 
  Rosie. She has STRENGTH 8 FORTUNE 10. Roll 
  4d6.  
  If both rolls are less than or equal to both 
  of your totals, turn to 76. If both are 
  higher, turn to 103. If Rosie’s is higher, 
  turn to 336. If yours is higher, turn to 278 
  73 
  The pin pulls from the trip wire, and the 
  rigged canisters of butane gas explode as the 
  gas meets the flame of a blowtorch left 
  burning next to it. The fireball blows the 
  pool soul who tripped the trap backward and 
  shards of the metal contained pierce his body 
  like shrapnel in a dozen places, cruelly 
  tearing his flesh. But he is dead in seconds.  
  
   
   
   
  The fireball continues up the narrow 
  stairwell, reaching the 10th floor in a 
  matter of seconds. It engulfs you, Elle and 
  your twin, and soon all of you are burning 
  like torches.  
  The oxygen is sucked out of the room and your 
  lungs, and you all collapse to the floor, 
  burning. You have failed to save your friends 
  and yourself.  
  Turn to 175 
  74 
  You run into the east stairwell, and on the 
  landing stand Henry, Charles and Anna with 
  their backs to you. In front of them and 
  facing you are Rosie and Elle. Both are red 
  in the face and furious, arguing with the 
  others. Henry and his conspirators are too 
  busy shouting back at Rosie and Elle that 
  they don’t notice you as you enter the 
  stairwell. Then Rosie sees you and stops 
  talking, staring at you.  
  Henry is the first to turn, and you swing the 
  racket, edge first. The hard edge hits Henry 
  in the mouth, and he staggers back and falls 
  to the floor stunned. Then you swing again, 
  this time at Charles. Again the racket 
  connects and Charles drops. Anna is about to 
  jump in and help, but then Rosie grabs her 
  and pulls her back. Rosie punches Anna full 
  in the face and Anna drops. You run past the 
  three of them, bleeding and moaning on the 
  floor, to Rosie and Elle. The three of you 
  run down the stairs. Henry, Charles and Anna 
  will face their fate soon.  
  Reduce your SURVIVOR by 3. Turn to 320 
  
   
   
  75 
  Looking around, you see there are three tool 
  cabinets at the other side of the room. You 
  run across to them and try to open them.  
  If you want to try the locker on the left 
  first, turn to 275; if you want to try the 
  middle one first, turn to 128; if you want to 
  try the right locker, turn to 334 
  76 
  With the element of surprise, you get the 
  drop. The cleaver strikes into a muscular 
  shoulder. There’s a grunt. The metal rolling 
  pin clangs as it strikes the head. Again a 
  grunt. You strike again, as does Rosie, 
  beating the figure to the ground.  
  “Hi, little sis” you say through gritted 
  teeth as you strike. 
  Your sister Isobel topples over. Still. Blood 
  blowing from cuts and impact wounds. You’ve 
  done it.  
  You both drop your weapons and embrace. You 
  kiss Rosie full on the lips.  
  She pushes back saying "Later! We still have 
  to get out of this damned place”. 
  You agree and you both run out of the 
  kitchen. Isobel’s body lays still on the lino 
  floor.  
  Turn to 373 
  
   
   
   
  77 
  You both scurry quickly around the side of 
  the main control panel and crouch down. You 
  hear slow, deliberate footsteps. You wait 
  until you see Isobel’s shadow to your right, 
  and then you both dodge left, back around the 
  control panel. The route to the door is 
  clear. You run.  
  Turn to 256 
  78 
  You shout to Rosie "This could be it, but we 
  just need to access the panel and then see 
  how to prime the backup generator". 
  The access panel is locked and so you need to 
  look around, either for the key, or for a way 
  to force it.  
  Turn to 330 
  79 
  Isobel collapses to the floor, still. You 
  have killed her with your bare hands. You 
  look once more at poor Rosie and sigh, and 
  walk over and close her eyes, kissing her 
  once on her still-warm cheek. You approach 
  the front doors, but they are still locked.  
  Looking around you find a metal column, one 
  of several that is used for the tape barriers 
  for the queue line for reception. You grab 
  one, disconnecting the tape, and walk up to 
  the door. With the impact of the column, the 
  glass starts to crack. First in a small 
  
   
   
  circle only a few inches across. But each 
  blow widens the circle and stress fractures 
  start to spread like a spider’s web.  
  One final hit and the panel smashes into 
  thousands of pieces. You and Rosie both duck 
  through, sustaining several cuts from the 
  shards still in the steel frames. You run out 
  into the open air, still clutching the metal 
  column you used to bash open the door. You 
  are both a sight - bedraggled and covered in 
  blood.  
  You put your head back and scream at the dark 
  sky in relief. You are so exhausted that you 
  don’t take in the figures in black moving 
  towards you, arms in front of them, shouting. 
  Blue lights flash behind them. Instead you 
  carry on walking, still holding the metal 
  columns. The shouts get louder but you cannot 
  hear words, just noise.  
  Turn to 124 
  80 
  You and the others are about to leave by the 
  east staircase, when Anna crashes through the 
  door, breathing heavily, her eyes wide and 
  full of tears. You both stop 
  "What’s happened?" asks Rosie in a quiet 
  voice.  
  "He’s dead, he killed him, he picked him up 
  and threw him down the stairwell and he just 
  fell and fell and screamed and screamed until 
  he......".  
  You run over to Anna and take her by the 
  shoulders and looks into her eyes.  
  
   
   
   
  "Anna, listen, is Henry dead?” Anna nods. 
  "Someone, something, killed him",  
  Anna nods again and says "Yes, he killed 
  Henry". 
  You shake your head and say "We need to leave 
  now. The east stairs, NOW!”  
  Everyone looks shocked, but react. Lose 1 
  CHARISMA point for lying to them. 
  You all head towards the east staircase door.  
  Turn to 132 
  81 
  Desperately you look around and see a 
  magnetic knife rack on the wall. You run over 
  to it and pull the cleaver off the rack. Then 
  you run and hide behind the oven.  
   
   
   
  You try to calm your breathing and wait.  
  Turn to 125 
  
   
   
  82 
  Isobel is too quick. She grabs you and pushes 
  you into Rosie. You both crash together and 
  fall dazed to the floor. Then Isobel is over 
  you, with her dreadful knife.  
  83 
  The windows and doors have all been recently 
  upgraded due to vandalism and break-in 
  attempts and are now triple glazed, high 
  security, safety doors. They are going to 
  take some breaking. Throw 2d6. This is the 
  floor that Isobel is currently on and 
  travelling down from in the paternoster. Note 
  this down.  
  The doors have a STRENGTH of 7, and an 
  ENDURANCE of 20. You will need to do that 
  much damage to break them. You take in in 
  turns to hammer at the same spot in the door.  
  Use your current STRENGTH. Rosie has STRENGTH 
  8. Each attempt makes both of you weaker and 
  so reduce your STRENGTH temporarily by 1 
  after each strike. Roll 1d6. If it is odd, 
  you hit first. If it is even, Rosie hits 
  first.  
  In the time it will take to strike the door 
  once, Isobel travels down one floor. Now roll 
  2d6 and add this to the STRENGTH of whoever’s 
  rolling first. Now roll 2d6 for the doors and 
  add that to their STRENGTH. Take that number 
  from your/Rosie’s combined number. If it is 
  positive, this is how much damage you do to 
  the doors and you can reduce the door 
  ENDURANCE by that amount. If the number is 0 
  or less, you do no damage.  
  
   
   
   
  After each strike, decrease the floor number 
  Isobel is on by 1. If you get the doors’ 
  ENDURANCE down to 0 or less, turn to 42. If 
  Isobel’s floor number gets to 0 before you do 
  this, turn to 165 
  84 
  Your kick is too weak to push the figure 
  back. The doors continue to open and the 
  figure charges into the small stainless steel 
  lift carriage.  You don’t have time to even 
  scream and you and Rosie just cower in the 
  corner, terrified beyond action. The bloody 
  knife does its work. Arterial spray covers 
  the stainless steel walls.  
  85 
  You lie on the floor, near death, but next to 
  you is Isobel, also seemingly lifeless. Rosie 
  staggers out of the carriage, covered in 
  blood, trembling. Somehow in the dark 
  confines of the carriage you and Isobel have 
  fought, and both of you have lost. Rosie 
  kneels on the floor next to you, sobbing. You 
  look at her and smile, and then your eyes 
  close for the final time. 
  86 
  A few floors below, you hear Henry screams. 
  And then silence. You reach the 10th floor 
  and open the door.  
  Anna, scared beyond belief, says "I can’t do 
  this, I can’t run".  
  
   
   
  She sees a cleaning cupboard and walks 
  inside, hiding. You go to talk to her, but 
  you can hear footsteps above. You push Rosie 
  and Elle through the door.  
  Turn to 19 
  87 
  The both of you stand there, hands around 
  each other’s throats. You squeeze for all 
  you’re worth and against all odds, Isobel 
  starts to weaken. You double your effort and 
  then Isobel starts to go limp. But then she 
  re-doubles her efforts and her huge hands 
  start to crush your larynx. 
  You hear a cracking noise, but don’t realise 
  that the sound of your neck breaking. You 
  drop to the floor, eyes blank.  
  Turn to 25 
  88 
  There are a few places you could try, but you 
  decide to hide inside the walk-in 
  fridge/freezer. You open the door and run in, 
  closing it quietly behind you. There is a 
  glass window in the door and you hide away 
  from it. The fridge is insulated, so you hear 
  no noise outside. You wait, shivering. Even 
  though the power is off, the fridge is 
  freezing cold. You wait and you wait. Then 
  you hear a tap tap tap on the window.  
  You ignore it.  
  
   
   
   
  Tap tap tap. It continues. Again and again. 
  After a few minutes, you become too curious. 
  You move to the window and peak around it.  
  A face smiles back at you.  
  “Hi, little sis” you say, despondently, 
  knowing she can’t hear you through the thick 
  glass. 
  You twin sister Isobel mouths the words 
  “Brother, dearest” and then she points down.  
  You look down and see the handle moving. But 
  not down to open it. She pulls it up. You 
  hear the fridge lock. Isobel waves and walks 
  away. You spend hours in the dark, shivering, 
  trying to find a release mechanism. But soon 
  the cold gets to you, and the air starts to 
  run out. You drop to the floor, shivering, 
  until you shiver no more.  
  89 
  Except, you run into the glass and it just 
  shudders and doesn’t open. You bounce back. 
  The door is locked. Behind you, Rosie 
  screams. You turn and see why. Isobel is 
  there. It’s too late for you both now. Isobel 
  has you. 
  90 
  Henry hides around the corner, up the stairs 
  towards the 16th floor, waiting. He feels 
  confident in his ability. He’s dealt with 
  bigger blokes on the rugger pitch. He waits. 
  He balls his hands into fists. Then the door 
  opens. Henry peaks around the corner and sees 
  a shadow on the 15th floor landing. He waits 
  
   
   
  a bit longer. The shadow moves and a figure 
  comes into sight.  
  "God, that’s one big son of a bitch" he 
  thinks.  
  The figure continues up the stairs. Tall and 
  broad, but not fat. Muscle. The figure walks 
  past Henry’s hiding place and now Henry can 
  see the broad back of the figure. Henry 
  creeps down the stairs. His only doubt in his 
  mind is that he doesn’t want to hit anyone 
  from behind, it just isn’t fair.  
  Henry approaches and taps the figure on the 
  left shoulder. It turns slowly. Henry 
  unleashes a left hook. The head snaps to the 
  side. Then a right hook. Again the head snaps 
  back. Then jabs - one, two, three, four. The 
  head rocks from side to side, but the figure 
  doesn’t take a step back. Henry thinks "So 
  this is the big bad, not so tough. One more 
  ought to do it." he swings, a great 
  roundhouse punch. 
  Turn to 115 
  91 
  Above you, the escape hatch has almost been 
  wrenched open and you can see Isobel’s grim 
  face. You both run out onto the 5th floor. 
  Isobel jumps down into the lift as you run. 
  You hear a ripping noise behind you. Then 
  something comes flying towards you as you 
  run.  
  TEST YOUR FORTUNE. If you are FORTUNATE, you 
  see the control panel from the lift go flying 
  past you. Isobel has obviously ripped it out, 
  disabling the lift. If you are unlucky, the  
  
   
   
   
   
   
   
   
  
   
   
  panel hits you, and damages you by 2 
  ENDURANCE points.  
  Do you want to try to see if the main stairs 
  are safe to use? If so turn to 295.  If you 
  want to run to the opposite side of the room 
  and try the paternoster, turn to 257 
  92 
  Elle gets increasingly nervous watching the 
  figure climb the stairs and runs down to 
  Charles saying, "I think we should leave".  
  Charles shakes his head and says, "No, we 
  wait and see what this fella knows"  
  They stand together on the landing and the 
  figure mounts the final steps from the 
  previous floor.  
  Then shouts again "Hey mate, are you ignoring 
  me? There’s supposed to be a fire. We all 
  need to leave".  
  Elle decides she’s had enough and turns to 
  run. She heads back up the stairs.  
  Meanwhile, Charles approaches the large 
  figure, who grabs him by the neck, lifting 
  him easily. Then the figure walks over to the 
  nearby wall, Charles still hoisted in the 
  air, and bashes his head straight into the 
  wall, again and again.  
  Charles tries to scream but the first impact 
  breaks his jaw and crushes his face. 
  Mercifully, he is unconscious after the 
  second blow. The figure continues to bash 
  Charles’ head against the wall until his head 
  is just a bloody pulp. Then the figure just 
  let’s go, and Charles drops to the ground, 
  
   
   
   
  rolling down the stairs to the previous 
  landing. The figure turns and continues to 
  climb the stairs.  
  Reduce your SURVIVOR number by 1. 
  Turn to 242 
  93 
  If you want to try to find a key for the 
  panel, then turn to 17 
  If you want to try to find a way to leverage 
  the access panel, turn to 75 
  If you decide to give up and see if the north 
  stairs have burnt out and are useable, then 
  you will have to go back down via the east 
  stairs to the 10th floor. Turn to 167 
  94 
  Grabbing a cue, you run to the door and 
  reverse it, so that you are swinging the 
  heavier handle. You bring it down on the hand 
  and you hear a snapping noise as fingers 
  break. You hear a moan, and the hand 
  withdraws. You slam the door closed and all 
  three of you manage to push the table against 
  the door. You have bought some precious time. 
  Turn to 6 
  95 
  You are in the paternoster carriage. But then 
  there’s a thud above you. You look up and you 
  see a knife blade has pierced the thin wood 
  roof of the carriage. Isobel is in the 
  
   
   
  carriage above you. Even if you jump off on 
  the first floor at the lobby, she will be on 
  you before you can get the main doors open. 
  You whisper an idea to Rosie. She agrees. You 
  jump out onto the second floor, and run 
  around and leap onto the carriage going up on 
  the other side.  
  Roll 1d6 and add 3. This is the floor you 
  will get out and try to run back to the down 
  paternoster, hopefully shaking Isobel off 
  your tail. Now roll 1d6 again and add 3. If 
  the two numbers are the same, turn to 353. If 
  they are different, turn to 30 
  96 
  Realising you have the advantage, you bring 
  the heavy extinguisher down again.  
  TEST YOUR FORTUNE AND STRENGTH. Add both 
  together and then roll 4d6. If the result has 
  a combined value of less than or equal, then 
  turn to 60. If it is more, turn to 388 
  97 
  You both jump off at the next floor, and go 
  to run around and change direction again so 
  that you go up. You change again, this time 
  heading back down to the lobby on the first 
  floor. You hope you have fooled Isobel.  
  Turn to 16 
  
   
   
   
  98 
  "Come on guys" you plead "This is as good as 
  murder if you leave me here". The three of 
  them look at you. 
  "Sorry" says Charles "It’s us or you, you’ve 
  studied utilitarianism in first year ethics. 
  The good of the many. Face up to the facts." 
  Then they all turn and leave.  
  You hear Rosie shouting "No you can’t do 
  this" as Henry and the others go through the 
  door.  
  Then the door closes and you can still hear 
  muffled sounds from the east stairwell. The 
  sound of an argument. You struggle to try to 
  free yourself of your bonds, realising you 
  have only moments left.  
  TEST YOUR STRENGTH. If you pass, turn to 309. 
  If you fail, turn to 141 
  99 
  Add 1 to the floor number the figure is on. 
  If it is 17, turn to 155. Otherwise read on.  
  Looking around, you see there are three tool 
  cabinets at the other side of the room. You 
  run across to them and try to open them. If 
  you want to try the locker on the left first, 
  turn to 275; if you want to try the middle 
  one first, turn to 128; if you want to try 
  the right locker, turn to 334 
  
   
   
  100 
  Eventually the doorframe splinters, and the 
  lock bursts. The door flies open, knocking 
  you in the head as you lie on the floor, 
  prone, behind it. Lose 2 ENDURANCE.  
  Despite your unconscious body blocking the 
  door from fully opening, Rosie forces the 
  door open a foot and squeezes through. She 
  rolls you out of the way, and opens the door 
  fully. Then she grabs your arms and pulls you 
  through the doorway and up the first few 
  steps. You start to cough, as fresh oxygen 
  reaches your lungs and soon you stagger to 
  your feet. Smiling wanly at Rosie. You both 
  head back up the stairs to the lobby.  
  Turn to 173  
  101 
  It’s all too much for you. The terror and 
  horror you have seen tonight has brought back 
  all the memories of that day 20 years ago. 
  You stop in your tracks, your mind a 
  maelstrom of feeling and emotion, unable to 
  go on. You sit down, and stare into space, 
  unable to frame a rational thought. You don’t 
  move and eventually a large figure appears 
  and finds you. Large hands grasp your jacket 
  collar and haul you to your feet. You look 
  into the eyes of your twin sister, Isobel. 
  You blurt out “Hello, little sis” 
  She smiles and replies “Brother dearest” and 
  places her hands almost lovingly on each of 
  your cheeks, but then her thumbs reach 
  towards your eyes and start to push. You 
  scream in terror and pain. 
  
   
   
   
  102 
  You both head back up the stairs. Rosie is in 
  the lead. You slowly pull open the door back 
  into the foyer. Rosie peers through the crack 
  and whispers "It looks all clear. Let’s go". 
  Rosie opens the door and sneaks through, low 
  down. Then she is grabbed by an arm and 
  thrown over the nearby front desk. The knife 
  flashes as it falls. Rosie cries out once as 
  it cuts into her neck. Isobel turns and looks 
  at you and smiles slowly. You look at poor 
  Rosie and sorrow fills you, but that makes 
  way to rage, unlike anything you have ever 
  felt. You scream in anger and charge at 
  Isobel. You must fight her.  
  Isobel is incredibly strong with a STRENGTH 
  of 14 and an ENDURANCE of 24. Your rage gives 
  you +2 strength for the first 3 rounds of the 
  fight.  
  If you reduce her ENDURANCE to 0, turn to 79. 
  If your ENDURANCE reaches 0, turn to 87 
  103 
  The cleaver comes down towards the figure’s 
  unguarded back. But it turns with unhuman 
  speed and catches your hand. 
  “Hi, little sis” you grunt in pain. Your 
  sister Isobel looks at you and smiles. 
  Then Isobel twists your wrist. It snaps. The 
  cleaver clatters to the floor. She twists 
  your arm. You scream. Rosie approaches with 
  the metal roller. She hits with a glancing 
  blow. Isobel spins. She doesn’t let go of 
  your wrist. Her other arm strikes out in a 
  
   
   
  huge backhand blow. It catches Rosie full on. 
  She’s thrown across the kitchen. Isobel turns 
  and hurls you at Rosie. You are both in a 
  heap on the floor. Isobel bends, grunting, 
  and picks up the cleaver. She walks over to 
  you both. The cleaver rises and falls, again 
  and again. First on Rosie. Then you.  
  “Brother, dearest” she says. 
  104 
  As you fall, the knife in Isobel’s hand stabs 
  you in the chest. You gasp for breath, your 
  mouth filling with blood. Then the blade is 
  wrenched free and you sense it striking flesh 
  again, but not your own. You end up in a heap 
  on the next landing. You look over at Rosie. 
  She is stunned but seems OK. You look at her 
  and whisper "Run, save yourself, for me, 
  run".  
  You see Isobel lying a few feet away. The 
  knife is buried deep in her abdomen. Isobel 
  rises and looks down at you. Blood pours from 
  your chest. She smiles, and kneels down over 
  you. She takes your head in her hands, and 
  places her thumbs over your eyes. Then she 
  says "Brother dearest" and squeezes. 
  105 
  One of you notices another door at the far 
  end of the cellar. You whisper to each other 
  and decide to make a break for it. A large 
  figure enters the cellar and turns to your 
  left to search the cask ale stillage area. 
  The exit is to your right. If you are quick, 
  you can run past and out. 
  
   
   
   
  TEST YOUR AGILITY. Roll 3d6. Now TEST ROSIE’S 
  AGILITY. She has AGILITY 11. Roll 3d6.  
  If both scores are lower than or equal to, 
  turn to 380. If your score is higher, turn to 
  363. If Rosie’s or both your scores are 
  higher, turn to 357 
  106 
  Down near the 8th floor landing, the 
  postgrads have slowed to a steady run rather 
  than a sprint. Charles is at the front, his 
  fear overcoming his usual dislike for 
  physical exercise and his adrenaline giving 
  him a boost of speed that even outpaces 
  Henry.  
  The emergency lighting is flickering 
  intermittently giving the whole stairwell a 
  kind of strobe effect. He thinks he’s seeing 
  a figure coming up the stairs but then the 
  light flashes off, and the stairwell is 
  momentarily in darkness. Then it flickers on, 
  and the figure is right in front of him.  
  He screams in fright, but the figure simply 
  picks him up and hurls him against a wall 
  with bone crunching power. He drops to the 
  floor dazed.  
  Then Henry, only seconds behind Charles, 
  turns round the corner and almost crashes 
  into the looming figure. "Hey, what the hell 
  do you think you are doing?" Henry shouts, 
  but the figure just stands there, the lights 
  flicking on and off behind it.  
  Then the figure lunges forward towards Henry, 
  its arm swinging. The nightstick swings 
  around and connects with terrible power to 
  
   
   
  Henrys jaw. His jaw smashes. Teeth fly and 
  clatter on the floor. Henry drops to his 
  knees, mumbling. The nightstick swings again, 
  and connects with Henrys temple. The skull 
  fractures. Blood spurts out. Henry drops to 
  the floor, seemingly dead.  
  Charles is trying to get up as he hears the 
  others approach the landing. He sees them and 
  shouts "Turn back. Run". Then others turn the 
  corner just as the figure swings the 
  nightstick, now slick with blood. It connects 
  with Charles full in the face. His nose 
  shatters, his cheekbone caves in. He drops 
  once more to the floor, on all fours, 
  groaning. The stick swings again and connects 
  with the back of his neck. His neck snaps, 
  and he drops forward, life and blood flood 
  out from him. The others see this in horror 
  and turn and run back up the stairs, 
  screaming.  
  Reduce your SURVIVOR number by 2. 
  Turn to 160 
  107 
  You run out of the lift foyer and towards the 
  main stairs’ door, right next to you. Pulling 
  the door open. You see that the stairs are 
  pretty much intact as the main explosion 
  happened above you. There is debris and 
  smoke, but you both think you can make it 
  down. You look around and see a cleaning 
  cupboard. You pull it open and grab a couple 
  of cleaning cloths and pass one to Rosie. You 
  soak them from a nearby water cooler and wrap 
  them around your mouth and nose and enter the  
  
   
   
   
   
  
   
   
  stairwell. The smoke is thick and even with 
  your makeshift masks it makes you cough.  
  TEST YOUR ENDURANCE. Throw 2d6 and add 12. If 
  this number is greater than your endurance, 
  then turn to 253. If it is less than or equal 
  to, then turn to 170 
  108 
  The both of you stand there, hands around 
  each other’s throats. You squeeze for all 
  you’re worth and against all odds, Isobel 
  starts to weaken. You double your effort and 
  then Isobel goes limp and drops to the floor, 
  unmoving. You rush over to Rosie, but it’s 
  too late for her.  
  You kiss her once, and mutter "I’m sorry, 
  Rosie. I love you" 
  You cough, as the gas starts to get to you 
  from your exertions because you are so low to 
  the ground. You get up and run up the stairs 
  to the foyer.  
  Turn to 252 
  109 
  You double your speed when you hear the 
  scream, but are knocked over by Rosie and 
  Elle who are heading back up the stairs. Lose 
  2 ENDURANCE points. Charles and Anna are just 
  behind them. 
  Rosie picks you up and says "There’s a maniac 
  down there. I think he’s killed Henry. We've 
  got to run". You only nod, numb in shock and 
  
   
   
   
  all five of you head back up to the 15th 
  floor. Reduce your SANITY number by 1. 
  You burst back into the department. Eric is 
  still stood there, scared. "Quick, we need to 
  go, we'll have to take the east stairs, 
  although they only go as far as the 10th 
  floor."  
  Eric shakes his head, terrified, and runs 
  into his office and hides. Realising you can 
  waste no more time, you head towards the east 
  stairs with Rosie, Charles, Anna and Elle.  
  Turn to 364 
  110 
  Above you, the escape hatch has almost been 
  wrenched open and you can see Isobel’s grim 
  face. You both run out onto the 7th floor. 
  Isobel jumps down into the lift as you run. 
  You hear a ripping noise behind you. Then 
  something comes flying towards you as you 
  run. TEST YOUR FORTUNE. If you are FORTUNATE, 
  you see the control panel from the lift go 
  flying past you. Isobel has obviously ripped 
  it out, disabling the lift. If you are 
  unlucky, the panel hits you, and inflicts 2 
  ENDURANCE points of damage.  
  Do you want to try to see if the main stairs 
  are safe to use? If so turn to 146.  If you 
  want to run to the opposite side of the room 
  and try the paternoster, turn to 46 
  111 
  The pin pulls from the trip wire, and the 
  rigged canisters of butane gas explode as it 
  
   
   
  meets the flame of a lit blowtorch left 
  burning next to it. The fireball blows the 
  pool soul who tripped the trap backward and 
  shards of the metal contained pierce his body 
  like shrapnel in a dozen places, cruelly 
  tearing his flesh. But he is dead in seconds.  
  The fireball continues up the narrow 
  stairwell, just as Rosie and Elle reach the 
  4th floor. They are enveloped in flame. The 
  explosion travels up the stair case, blowing 
  open doors, including that one on the 10th 
  floor. Just before Isobel pierces your brain 
  with the cue handle, you hear the explosion 
  and screams that stop all too quickly.  
  You realise that Rosie and Elle are most 
  likely dead. When the cue enters your brain, 
  you accept death almost willingly.  
  112 
  A few floors down, the figure stops and looks 
  up. It hears footsteps on about the 15th 
  floor, and then the opening of a door. The 
  figure takes the stairs three at a time and 
  is soon at the 15th floor doorway. 
  Turn to 260 
  113 
  Eventually the doorframe splinters, and the 
  lock bursts. The door flies open, knocking 
  you in the head as you lie on the floor, 
  prone, behind it.  
  Despite your body blocking the door from 
  fully opening, Rosie forces the door open a 
  foot and squeezes through. She rolls you out 
  
   
   
   
  of the way, and opens the door fully. Then 
  she grabs your arms and pulls you through the 
  doorway and up the first few steps. But it’s 
  too late. Your lips are blue from oxygen 
  starvation, and your eyes are staring blankly 
  into space.  
  Rosie sighs, and leans over you and kisses 
  you gently on the lips. “I love you” she 
  says, tears in her eyes.  
  She gets up of the floor and wipes away the 
  tears and heads back up the steps.  
  Behind her, a dark shape crawls towards the 
  door and pulls herself to her feet.  
  Isobel slowly follows Rosie up the stairs, 
  lumbering after her, inexorably. Rosie is 
  unaware until a large, bloody hand grabs her 
  throat from behind.  
   
  114 
  Despite her injuries, Isobel covers the 
  distance between the east stairs and the lift 
  whilst the lift is still on its way to you. 
  You frantically press the button but it 
  doesn’t speed things up. You watch the floor 
  indicator showing it’s getting closer and 
  closer but it’s too late. Isobel is at the 
  entrance to the foyer. You scream in anger 
  and frustration and launch yourself at her. 
  She’s obviously injured and surely you can 
  finish her off.  
   
  But she swings her right arm and knocks you 
  backwards, against the wall, stunned. Rosie 
  
   
   
  does the same, running towards Isobel in 
  anger, frustration and with hate in her eyes. 
  Isobel swings her left arm. The knife slices 
  cleanly through Rosie’s abdomen. She drops to 
  the floor groaning. You look up, dazed from 
  the floor, and see Isobel crouched over 
  Rosie. The left arm swings down again. This 
  time, Rosie gasps and is then silent. Isobel 
  stands up and staggers towards you. You try 
  to raise your arm in defence. It doesn’t make 
  any difference 
  115 
  Henry’s large fist swings, flying through the 
  air, round to connect with his opponent’s 
  chin. It hits. The blonde head spins around, 
  but then straightens. Henry stops in 
  amazement. The figure just smiles at him. He 
  hits, again, again, again, each time the 
  figure just stands there, takes the punch, 
  and smiles. He tries again, putting 
  everything into a right cross.  
  His fist flies through the air and slaps into 
  something solid. A large hand. Then his wrist 
  twists. Viciously. Henry screams as his whole 
  arm is twisted. Tendons snap. Bones break. 
  Muscles tear. Henrys right arm hangs limp by 
  his side. It’s almost been wrenched out of 
  his socket. Henry gamely tries to swing again 
  with his left.  
  With contemptuous ease, his blows are slapped 
  away.  Then a straight punch like a pile 
  driver strikes Henry’s jaw. This time his 
  head snaps back. He falls. His head strikes 
  the hard concrete floor. He lies still. The 
  figure carries on down the stairs.  
  
   
   
   
  Reduce your SURVIVOR number by 1. 
  Turn to 86 
  116 
  Rosie nods at you and you both run for the 
  door. The figure comes out of nowhere, hands 
  grasping. A hand grabs hold of your jacket 
  and pulls you back. Rosie is at the door.  
  You shout at Rosie "For God’s sake, run. I 
  love you. Run.” You stammer,”Run, run, run, 
  run, run, run, run away".  
  Rosie nods, tears in her eyes, and pushes 
  open the kitchen door. As you turn to face 
  your twin, you smile. At least Rosie is free. 
  For now. The figure raises the other hand. In 
  it is a long sharp knife. You notice it is 
  missing from the knife rack. The knife comes 
  down. You slump to the floor. You see the 
  figure turn, still carrying the knife, and 
  head for the door.  
  You pray Rosie somehow escapes. Then you pray 
  no more. 
  117 
  Elle and Charles head straight down the 
  stairs, heading for the ground floor as quick 
  as possible. Charles is a few steps ahead 
  when he shouts to Elle "What’s this? 
  Someone’s coming up the other way. Idiot. 
  They can’t know about the fire".  
  Elle says "Maybe we should stop and wait. 
  They may know more about what’s going on."  
  
   
   
  Charles shrugs and replies "Yeah, sure"  
  They look down over the bannister and see a 
  figure in white with long blonde hair 
  climbing the stairs. They never break rhythm, 
  relentlessly climbing the steps like a 
  machine. As the figure gets closer, in the 
  flickering emergency light, Charles and Elle 
  can see there’s something in the figures 
  right hand.  
  Charles shouts out "Are you here to help 
  about the fire?”  
  The figure doesn’t stop, doesn’t reply, and 
  just carries on climbing. Roll 1d6. If you 
  roll 1-3, turn to 368. If you roll 4-6, turn 
  to 92 
  118 
  Above you, the escape hatch has almost been 
  wrenched open and you can see Isobel’s grim 
  face. You both run out onto the 3rd floor. 
  Isobel jumps down into the lift as you run. 
  You hear a ripping noise behind you. Then 
  something comes flying towards you as you 
  run.  
  TEST YOUR FORTUNE. If you are FORTUNATE, you 
  see the control panel from the lift go flying 
  past you. Isobel has obviously ripped it out, 
  disabling the lift. If you are unlucky, the 
  panel hits you, and inflicts 2 ENDURANCE 
  points damage. Do you want to try to see if 
  the main stairs are safe to use? If so turn 
  to 107. If you want to run to the opposite 
  side of the room and try the paternoster, 
  turn to 70 
  
   
   
   
  119 
  Rosie and you both head to the main stairs 
  doorway, not far from the lift. You don’t 
  have much time. You pull open the door, and 
  smoke billows out. Lose 1d6 ENDURANCE. 
  Realising there is no option but the 
  paternoster, you run over to the south side.  
  Turn to 257 
  120 
  You and Rosie dash into the kitchen. It’s a 
  large commercial kitchen dominated by a large 
  oven in front of you. There’s a walk in 
  fridge/freezer to the back of the room on the 
  left. Rosie and you stop and talk quickly, in 
  hushed tones.  
  You say "It’s only a matter of time before we 
  are found. We can either fight, or try to 
  hide and sneak out if we get the chance"  
  If you want to look for a weapon, then turn 
  to 264; or try to hide, turn to 12 
  
   
   
   
  
   
   
   
  121 
  Back on the 15th floor, you, along with 
  Rosie, Henry and Anna, are debating what to 
  do when the door bursts open from the north 
  stairs. Elle runs through, terrified. 
  "He’s dead, he’s dead, he killed him, and he 
  killed him" she babbles.  
  You grab her and try to calm her down. 
  "Charles is dead?" you ask. Elle nods.  
  "Dammit" you say "but we need to go. We have 
  to take the east stairs down to the 10th 
  floor, as that’s as far as they go. Then we 
  will cut back across to the main stairs. We 
  know the layout. That gives us the edge. 
  Quick."  
  You all head to the east stair doorway. 
  Turn to 242  
  122 
  The bullets hit you in several different 
  places. Your chest, your arm, your leg. You 
  drop backwards with the force of the impact. 
  The hammer drops to the ground. You seem to 
  fall in slow motion, until you hit the 
  ground. You lie, staring up at the bright 
  full moon in the clear night sky. Faces 
  appear all around the moon, staring down at 
  you. Their mouths move but you can’t hear 
  anything. You just say "Rosie" and close your 
  eyes. 
  
   
   
  123 
  The key slips into the lock. You try to turn 
  it but it sticks. You keep twisting and 
  twisting the small metal key. It starts to 
  turn in the lock. You panic and try to turn 
  it the other way to twist the metal back the 
  again. But the stress is too much on the 
  flimsy key. It snaps at the collar, leaving 
  the blade of the key stuck in the lock and 
  you just holding the head. 
  You’ve jammed the lock! Lose 1 SANITY point. 
  Add 2 to the floor number 
  Turn to 179 
  124 
  You are both a sight - bedraggled and covered 
  in blood. You put your head back and scream 
  at the dark sky in relief. You are so 
  exhausted that you don’t take in the figures 
  in black moving towards you, arms in front of 
  them, shouting. Blue lights flash behind 
  them. Instead you carry on walking, still 
  holding the metal columns. The shouts get 
  louder but you cannot hear words, just noise.  
  Then you are surrounded by figures in black 
  uniforms and body armour. You are roughly 
  grabbed and pushed to your knees. The metal 
  post is grabbed from your hand. Your arms are 
  pulled backwards behind you, and you hear a 
  click and then the cold touch of steel on 
  your wrists. You kneel, head down, bloodied 
  and battered. Then you hear a scream, a 
  crash, and several loud "pops".  
  Turn to 252 
  
   
   
   
  125 
  Time seems to drag. Minutes seem like hours. 
  But then you hear the door swing open. The 
  steady tread of someone entering. The door 
  swings shut. The feet stop. Someone is there 
  in front of the oven.  
  If you want to try going left, back around 
  towards the door out of the kitchen, then 
  turn to 383. If you would rather wait and 
  attack, turn to 227 
  126 
  Your leg catches something as you try to 
  navigate down the stairs. You fall down, and 
  land heavily on your right knee. Lose 2 
  ENDURANCE points.  
  Turn to 233 
  127 
  Isobel drops to the floor. You both stand 
  there shattered, and then embrace and kiss 
  over Isobel’s still form. Then you walk to 
  the front doors and you both grab metal posts 
  that are used to form the queue for the 
  reception desk. You get to the doors and 
  reverse them, using their heavy bases to 
  hammer at the glass.    
  Turn to 365 
  
   
   
  128 
  This cabinet is locked and you try to pull at 
  the thin metal door, hoping you can force it. 
  You pull the metal door back, but then it 
  springs back, the sharp edges badly cut your 
  hand. Lose 2 ENDURANCE points and add 1 to 
  the floor level the figure is on.  If that 
  number is now 17, turn to 231.  
  If you want to try the locker on the left 
  first, turn to 275; if you want to try the 
  right locker, turn to 334. If you haven’t 
  done so already, if you want to give up and 
  look for some keys, turn to 17. 
  129 
  Up on the 15th floor you hear the screams, 
  first a male voice, you assume Henry, and 
  then a higher pitched female voice, Anna. 
  Then silence.  
  If you are going to run to the top of the 
  north stairwell and check to see if they are 
  still alive, turn to 360. If you want to take 
  Elle, Charles and Rosie and leave via the 
  East stairwell, turn to 374 
  130 
  There are two cues on the table. You pick one 
  up and run at your twin, Rosie grabs the 
  other. You all start raining blows down. The 
  large figure snarls, and raises a hand. Then 
  as one of you swing a cue, the other hand 
  shoots up and catches it. Throw 1d6. If you 
  roll 1-3, turn to 369, if you roll 4-6, turn 
  to 201 
  
   
   
   
  131 
  Behind you, the lift "dings" and you hear the 
  doors sliding open. You turn around and push 
  Rosie through them and jump after her. You 
  frantically press the 1 button for the first 
  floor and the “close doors” button. The large 
  figure is only a few seconds away from you, 
  the bloody knife raised. The doors start to 
  slide shut, but then two hands appear and 
  start to push the doors back open.  
  The sensor on the doors detects her and they 
  start to slide open again.  
  A face with piercing green eyes stares at you 
  through the partly open doors.  
  You bring your leg up and kick, aiming at the 
  large figure.  
  TEST YOUR AGILITY. If you pass, turn to 195, 
  if you fail, turn to 84 
  132 
  You all dash through the doorway and onto the 
  east staircase, and start running down. You 
  leave just in time, and just as the door 
  closes on your exit, the door from the north 
  stairwell crashes open. The hulking figure 
  strides through it, the white fatigues are 
  now covered in blood. Long pale, almost 
  white, hair, hangs down in dirty lengths 
  covering the face - all apart from the eyes, 
  the glistening green eyes.  
  The figure takes in the layout of the floor 
  in a few moments and then starts to walk 
  around, checking each office, eventually 
  getting to Hancox’s room.  
  
   
   
  Roll 1d6. If you roll 1-2, turn to 34. If you 
  roll 3-6, turn to 214 
  133 
  As you fall, the knife in Isobel’s hand stabs 
  you in the chest. You gasp for breath, your 
  mouth filling with blood. Then the blade is 
  wrenched free and you sense it striking flesh 
  again, but not your own. You end up in a heap 
  on the next landing. You look over at Rosie. 
  The knife is buried deep in her side, angled 
  up towards her heart. Isobel rises and looks 
  down at you. Blood pours from your chest. She 
  smiles, and kneels down over you. She takes 
  your head in her hands, and places her thumbs 
  over your eyes. Then she says "Brother 
  dearest" and squeezes. 
  134 
  After spending seemingly hours staring at the 
  bank of controls, neither of you have a clue 
  as to how to start the emergency generator. 
  "But you’ve got two degrees and you can’t 
  even start a bloody generator" says Rosie, 
  half joking, half serious. 
  "Yeah in psychology and criminal psychology, 
  not applied fucking engineering! And anyway, 
  so have you, and isn’t your dad an engineer"  
  You retort, shouting a bit. Nerves fraying. 
  "Yeah, but that’s why I did psychology," she 
  replies.  
  “Sorry” you reply “I’m tense and nervous. 
  Can’t relax” 
  
   
   
   
  Rosie laughs briefly and nods her head.  
  "What now?" you say, "if we can’t get the 
  lift or paternoster working, we are wasting 
  our time here. Maybe the fire has burnt out 
  in the main stairs and we can get down them". 
  "Worth a try. Isobel’s dead, so we just have 
  to find a way out," says Rosie.  
  You both head to the door back to the east 
  stairs. You pull it open.  
  Turn to 167 
  135 
  Above you, the escape hatch has almost been 
  wrenched open and you can see Isobel’s grim 
  face. You both run out onto the 8th floor. 
  Isobel jumps down into the lift as you run. 
  You hear a ripping noise behind you. Then 
  something comes flying towards you as you 
  run. TEST YOUR FORTUNE. If you are FORTUNATE, 
  you see the control panel from the lift go 
  flying past you. Isobel has obviously ripped 
  it out, disabling the lift. If you are 
  unlucky, the panel hits you, and causes 2 
  ENDURANCE points damage.  
  Do you want to try to see if the main stairs 
  are safe to use? If so turn to 174.  If you 
  want to run to the opposite side of the room 
  and try the paternoster, turn to 46 
  136 
  You search in vane and cannot find a single 
  match or lighter. You have no option but to 
  
   
   
  try to sneak back up the stairs into the 
  foyer. 
  Turn to 102 
  137 
  You and Rosie both head to the main stairs’ 
  doorway, not far from the lift. You don’t 
  have much time. You pull open the door, and 
  smoke billows out. Realising there is no 
  option but the paternoster, you run over to 
  the south side.  
  You will have to go back and maybe encounter 
  Isobel. Lose 1 SANITY point 
  Turn to 257 
  138 
  The last match flares for a moment but then 
  goes out. You drop the empty box 
  despondently. You see through the open door 
  that Isobel is at the bottom of the stairs 
  and about to climb up. You pull the door 
  close. In desperation, you both run into the 
  door on the left.  
  Turn to 339 
  139 
  Eric runs down the staircase as if the devil 
  is on his tail. He reaches the 8th floor, 
  turning the right angled corner onto the 
  landing, the lights flickering. He doesn’t 
  see the dark shapes and trips over something 
  on the floor, and lands with a thud on 
  
   
   
   
  something warm and wet. His hands are slick 
  with liquid and he raises them to his face. 
  The lights flicker on, and his hands are 
  covered with dark blood. He looks down and 
  sees the body of Henry. Eric screams, and 
  screams again.  
  Then Henry’s head turns towards him. His eyes 
  stare at Eric and Henry’s mouth opens and 
  closes, but no sound comes out. The eyes 
  plead at Eric, but he pushes himself away 
  across the wet floor. He tries to stand but 
  slips in the thick blood, falling once more. 
  He scrambles to his feet and runs, even 
  faster, his eyes wide with the horror of what 
  he’s seen, and the horror that he’s left 
  Henry still alive. He knows that without 
  help, Henry will die in a few minutes. He 
  runs and runs, faster down the stairs.  
  Floor 7.  
  Floor 6.  
  Floor 5.  
  Floor 4. Then he trips and falls full length, 
  as something comes into contact with his 
  ankle. Some sort of wire that’s been tied 
  across the stairs, about knee height.  
  He hears a clicking sound.  
  Turn to 362 
  140 
  You run out of the lift foyer and towards the 
  main stairs’ door, right next to you. Pulling 
  the door open. You see that the stairs are 
  pretty much intact as the main explosion 
  happened above you. There is debris and 
  
   
   
  smoke, but you both think you can make it 
  down. You look around and see a cleaning 
  cupboard. You pull it open and grab a couple 
  of cleaning cloths and pass one to Rosie. You 
  soak them from a nearby water cooler and wrap 
  them around your mouth and nose and enter the 
  stairwell. The smoke is thick and even with 
  your makeshift masks it makes you cough.  
  TEST YOUR ENDURANCE. Throw 3d6 and add 12. If 
  this number is greater than your endurance, 
  then turn to 253. If it is less than or equal 
  to, then turn to 170 
  141 
  The nylon cord digs into your wrists as you 
  try to wriggle free. But it’s too strong. All 
  you manage to do is rub the skin of your 
  wrists. Then you hear a sound at the other 
  side of the north stairwell door. You try to 
  push the chair backwards, on its wheels, 
  frantically. Then the door opens. You stop 
  and stare. A large figure fills the doorway, 
  smiles grimly and walks towards you. 
  "Hello little sis," you say to her. 
  Your twin sister Isobel looks down at you. 
  She smiles again, and says "Brother, dearest" 
  then her hands reach out for you.  
  142 
  Eric runs down the staircase as if the devil 
  is on his tail, He reaches the 8th floor, 
  turning the right angled corner onto the 
  landing, the lights flickering. He doesn’t 
  see the dark shapes and trips over something 
  
   
   
   
  on the floor, and lands with a thud onto 
  something warm and wet. His hands are slick 
  with liquid and he raises them to his face. 
  The lights flicker on, and his hands are 
  covered with a dark liquid. He looks down and 
  sees the body of Henry. Eric screams, and 
  screams again.  
  Then Henrys head turns towards him. His eyes 
  stare at Eric and Henrys mouth opens and 
  closes, but no sound comes out. The eyes 
  plead at Eric, but he pushes himself away 
  across the wet floor. He tries to stand but 
  slips in the thick blood, falling once more. 
  He scrambles to his feet and runs, even 
  faster, his eyes wide with the horror of what 
  he’s seen, and the horror that he’s left 
  Henry still alive. He knows that without 
  help, Henry will die in a few minutes. He 
  runs and runs, faster down the stairs.  
  Floor 7.  
  Floor 6.  
  Floor 5.  
  Floor 4. Then he trips and falls full length, 
  as something comes into contact with his 
  ankle. Some sort of wire that’s been tied 
  across the stairs, about knee height.  
  He hears a clicking sound.  
  Turn to 58 
  143 
  Anna blinks in the darkness, her eyes unable 
  to pick anything out. “Henry? Charles?” she 
  whispers, but to no answer. She walks into 
  the room, hoping they are heading to the 
  
   
   
  north stairs, and then she trips over 
  something on the floor. She falls to the 
  ground, and can just make out the blank face 
  of Henry. Dark dark blood surrounds his head 
  like a halo. She chokes back a scream and 
  tries to get up to her feet 
  Soon she can hardly see and she loses her 
  bearings. She staggers across the room. She’s 
  totally unaware of the shape behind her. The 
  shape that is following her.  
  She sees the door to the east stairs through 
  the darkness. She heads towards it. But then 
  two strong hands grab her from behind. They 
  grab her throat and squeeze. She tries to pry 
  the hands away with her own hands. But the 
  strength is incredible. She tries to scream 
  but has no breath. Her feet give way as the 
  oxygen is cut off to her brain. She dangles, 
  like a rag doll. The hands continue to 
  squeeze.  
  Reduce your SURVIVOR points by 1.  
  Turn to 312 
  144 
  Reviewing your options as you run, you 
  realise that with the lift and stairs out of 
  commission, then the only way down is via the 
  paternoster. You both run over to it and 
  Rosie jumps first into the carriage. You go 
  to follow but Isobel is close behind you and 
  tries to grab you.  
  TEST YOUR AGILITY. If you succeed, you manage 
  to jump into the carriage with Rosie, turn to 
  95. If you fail, turn to 390 
  
   
   
   
  145 
  The gold key looks the right size and so your 
  heart leaps with joy as you slide it into the 
  lock. Then you turn it anticlockwise and it 
  starts to turn. You’ve done it! 
  But then after about a quarter turn, it 
  stops. You try to jig it backwards and 
  forwards, thinking the lock is just a bit 
  stiff and rusty. All this does is start to 
  bend the key. Frantically you try to return 
  it to its originally position and pull the 
  key out. 
  TEST YOUR FORTUNE. If you are FORTUNATE, you 
  manage to free the key – but you have wasted 
  a lot of time. Add 2 to the floor number and 
  return to 68 to try another key. 
  Lose 1 SANITY point. 
  If you fail, then the key snaps off in the 
  lock. There is no way for you to open the 
  lock, even with the right key. Lose 2 SANITY 
  points, and add 2 to the floor number and 
  turn to 179. If the floor number equals 17, 
  turn to 283 
  146 
  Rosie and you both head to the main stairs 
  doorway, not far from the lift. You don’t 
  have much time. You pull open the door, and 
  smoke billows out. Lose 2 ENDURANCE. 
  Realising there is no option but the 
  paternoster, you run over to the south side.  
  Turn to 257 
  
   
   
   
  
   
   
   
  147 
  Charles turns around the corner and sees the 
  door to the 15th floor. He creeps towards it 
  and slowly pulls it open, looking behind him 
  to check no one is there. The door is open, 
  and he turns to walk through it. A dark shape 
  fills the door. A hand reaches out and grabs 
  Charles by the throat. He is lifted off his 
  feet, with the ease of a man lifting a new-
  born puppy. He stares down, terrified, into 
  the green eyes.  
  "No, please please please" he whimpers "Don’t 
  waste your time on me. Please. Your twin is 
  getting away from you. Please please"  
  The hand starts to lower Charles down. His 
  feet are back on the ground. Charles sighs in 
  relief.  
  Turn to 251 
  148 
  Your ruse worked! You get out on the floor 
  and run around to the other side to get a 
  carriage back down. You listen intently but 
  can detect no sign of Isobel. You both jump 
  out on the 1st floor, elated.  
  Turn to 186 
  149 
  The bullets fly. You feel the first strike 
  your shoulder and it spins you around. Then 
  another takes you in the chest. You cough 
  blood and fall to the floor. You land, face 
  
   
   
  down, head to the left. You can see Rosie. 
  She is lying on the ground, still, a red hole 
  above her left eye. You continue to cough, 
  but the coughing gets weaker. Your eyes close 
  for the last time. 
  Turn to 379 
  150 
  As you run around the desk, you grab a metal 
  post each - the ones that are used with the 
  retractable tape to form a queue for the 
  reception desk, a bit like in an airport. You 
  sprint to the door and bash at the triple-
  glazed windows with all your strength. 
  Eventually one cracks, then shatters. You 
  both burst through, ignoring the cuts from 
  the sharp shards of glass still in the frame. 
  You run. But you are too slow.  
  There is a muffled "pop" below, and then the 
  ground shakes, then the flame follows. The 
  explosion is immense but the fireball 
  travelling up the stairs reaches the foyer 
  and expands. The windows almost disintegrate 
  in the force, and the fireball hits you both 
  full on. You are both burned to black husks 
  in a fraction of a second 
  
   
   
   
   
  
   
   
  151 
  It takes you several minutes to find a set of 
  keys. They look about the right size to fit 
  the lock on the access panel. Each has a 
  different coloured tag on them. You grab them 
  and take them back over, shouting Rosie. 
  Meanwhile on the east stair, the figure has 
  reached the 14th floor. Note this down.  
  Turn to 68 
  152 
  Rosie nods in agreement and grabs Elle, who 
  is about to run for the north stairs’ door. 
  All three of you get around the side of the 
  table and push as hard as you can.  
  TEST YOUR COMBINED STRENGTH. Rosie has a 
  STRENGTH of 8, and Elle of 7. Add these to 
  your strength. Now roll 5d6. If you roll more 
  than your combined STRENGTH turn to 24. If 
  you roll less or equal to your combined 
  STRENGTH, turn to 296 
  153 
  In the stairwell of the 5th floor, Henry 
  opens his eyes. He is lying on the floor, 
  covered in blood. As he fell, he hit the 
  balustrade on the 6th floor and was 
  deflected, landing on the 5th floor. Against 
  all odds, he is alive. He tries to stand, but 
  everything hurts, especially his head.  
  But he must. He must get out, get help, and 
  get to a doctor. He staggers down the stairs. 
  It seems to take forever, but he drags his 
  
   
   
   
  broken body, his will forcing him on. He 
  turns the corner into the stairwell of the 
  4th floor, when he trips and falls full 
  length, as something comes into contact with 
  his ankle. Some sort of wire that’s been tied 
  across the stairs, about knee height. He 
  hears a clicking sound.  
  Turn to 393 
  154 
  There are two cues on the table. You pick one 
  up and run at Isobel, Rosie grabs the other 
  and Elle manages to get a third cue from a 
  nearby rack. You all start raining blows down 
  on her head. She snarls, and raise a hand to 
  protect herself. Then as one of you swing a 
  cue, her other hand shoots up and catches it. 
  Throw 1d6. If you roll 1-2, turn to 274, if 
  you roll 3-4, turn to 237, if you roll 5-6, 
  turn to 188 
   
  155 
  Nothing seems to be going your way. "Dammit" 
  you say and then you try to work out what to 
  do next. But then the door from the stairs 
  flies open with a bang and a dark figure 
  emerges.  
  You both look around and Rosie says "No no 
  no, it can’t be, we killed her, I’m sure. No 
  no no".  
  
   
   
   
  
   
   
   
  But it is. Your twin sister Isobel walks into 
  the room, blood covering her face and matted 
  in her hair.  
  “Hi little sis” you say, backing away 
  “Brother dearest” she replies and moves 
  forward 
  She raises a bloody knife in her hand and 
  before you know it she’s upon you. The blade 
  comes down and takes you in the chest, 
  piercing your heart. You die not knowing 
  Rosie’s fate.  
  156 
  You are aware of people running towards you. 
  You stagger to your feet raising your hands 
  and wait. Staring down at poor Rosie. Then 
  you hear a noise from behind and turn. A 
  human torch emerges from the ruins, 
  screaming. You freeze in shock. Despite being 
  20 metres from the building, it covers the 
  distance in no time and is on you. The flames 
  burn you as Isobel reaches and grabs you by 
  the throat and squeezes.  
  157 
  The momentum means that you and Isobel fall 
  head over heels down the stairs, you bang 
  into walls until you eventually come to a 
  stop. Isobel, seemingly unhurt, stands up and 
  stares at you on the ground. She leans down 
  and picks up your head and looks into your 
  vacant green eyes. She lets go, and your head 
  drops, the neck obviously broken.  
  
   
   
  She grunts in frustration. This was too quick 
  a death for you, her hated brother. Still, 
  there are others whom she can take her 
  revenge out on. She turns without looking at 
  you again, and starts to trudge up the 
  stairs. You are dead and your friends and 
  colleagues will most likely follow soon.  
  158 
  Isobel catches you with a down stroke of her 
  knife, straight to the heart. You groan and 
  drop. The blade comes clear and you lie 
  there. Your final moments are on you. Your 
  vision starts to swim and you see nothing but 
  still you can hear. You wish you couldn’t, as 
  all you can hear are Rosie’s screams.  
  159 
  Eric runs down the staircase as if the devil 
  is on his tail. He reaches the 8th floor, 
  turning the right-angled corner onto the 
  landing, the lights flickering. He doesn’t 
  see the dark shapes and trips over something 
  on the floor, and lands with a thud on 
  something warm and wet. His hands are slick 
  with liquid and he raises them to his face. 
  The lights flicker on, and his hands are 
  covered with dark liquid.  
  He looks down and sees the body of Charles. 
  Eric screams, and screams again.  
  Then Charles’ head turns towards him. His 
  eyes stare at Eric and Charles’ mouth opens 
  and closes, but no sound comes out. The eyes 
  plead at Eric, but he pushes himself away 
  across the wet floor. He tries to stand but 
  
   
   
   
  slips in the thick blood, falling once more. 
  He scrambles to his feet and runs, even 
  faster, his eyes wide with the horror of what 
  he’s seen, and the horror that he’s left 
  Charles still alive. He knows that without 
  help, Charles will die in a few minutes.  
  He runs and runs, faster down the stairs. 
  Floor 7.  
  Floor 6.  
  Floor 5.  
  Floor 4.  
  Then he trips and falls full length, as 
  something comes into contact with his ankle. 
  Some sort of wire that’s been tied across the 
  stairs, about knee height. He hears a 
  clicking sound.  
  Turn to 50 
  160 
  You double your speed when you hear the 
  scream, but are knocked over by Rosie, Elle 
  and Anna who are heading back up the stairs. 
  Lose 2 ENDURANCE points. Rosie picks you up 
  and says "There’s a maniac down there. I 
  think he’s killed Henry and Charles. We've 
  got to run". You only nod, numb in shock and 
  all four of you head back up to the 15th 
  floor.  
  You burst back into the department. Eric is 
  still stood there, scared. "Quick, we need to 
  go, we'll have to take the east stairs, 
  although they only go as far as the 10th 
  floor." Eric shakes his head, terrified, and 
  
   
   
  runs into his office and hides. Realising you 
  can waste no more time, you head towards the 
  east stairs with Rosie, Anna and Elle.  
  Turn to 226 
  161 
  With surprising speed for her size, Isobel 
  runs after you and manages to grab hold of 
  you with one hand, whilst bringing the knife 
  down with her other. It pierces your neck and 
  nicks your carotid artery. Blood pumps out of 
  the wound. You stagger forward like a drunk. 
  Your strength starts to go. You drop to your 
  knees. Rosie, a few feet away, stops and 
  starts. But you mouth "Run" at her.  
  You cannot even speak. She looks back, 
  fighting back tears. Then she turns and runs. 
  You feel Isobel’s lumbering presence behind 
  you again. She puts one arm around your neck, 
  almost lovingly, and says "Brother, dearest" 
  and then you sense rather than feel the knife 
  being raised for one final time. You pray 
  Rosie escapes. 
  162 
  You say to them in a firm voice "Listen to 
  me, we need to leave, right now". 
  "Why?" asks Charles.  
  “There’s a fire, its further up in the 
  building but I can see it from Eric’s office. 
  It’s spreading quickly downwards. The power 
  shortage must have turned off the sprinkler 
  system and fire alarm. We need to go". Turn 
  to 8 
  
   
   
   
  163 
  Isobel’s knife comes forward and you bring 
  down the hammer with all your strength. The 
  head hits her skull. A glancing blow. The 
  sharp of her knife buries itself deep in your 
  body cavity. You groan. You swing again and 
  Isobel groans. But she twists the blade. She 
  groans again. You gasp. You swing the hammer 
  again. Bones break. Again she stabs with the 
  knife. You drop to your knees as strength 
  leaves you. The knife still buried deep in 
  your torso. 
  Isobel stares down at you and says "Brother, 
  dearest". And smiles. You nod, and reply "Hi, 
  little sis" and close your eyes. 
  164 
   
  You take point and approach the door and 
  listen. You can hear the sound of a TV but 
  it’s indistinct and quite quiet - and appears 
  to be drifting in from somewhere else. You 
  open the door and find you are in a kitchen.  
  Turn to 314 
  165 
  The trials of the evening have taken their 
  toll. It’s taken you too long to get the 
  doors open. You turn around and see the next 
  paternoster carriage come into view. A pair 
  of large feet appear, and then the blood 
  splattered white boiler suite.  
  You leave Rosie desperately hammering on the 
  safety glass of the doors, and run over with 
  
   
   
  the metal column and swing it at Isobel’s 
  head as she emerges from the carriage.  
  But with amazing speed, Isobel dodges to the 
  side. You cannot alter your aim and the 
  column strikes the wall of the paternoster 
  with a metallic thud. The reverberations 
  knock it from your hands.  
  You turn around, unarmed, but cannot yourself 
  dodge quickly enough, and Isobel’s 
  outstretched hand manages to grab your 
  shoulder and pulls you back. In her other 
  hand she holds a long knife.  
  Maybe you can keep Isobel busy for long 
  enough to give Rosie a better chance to break 
  the door. You pull yourself to your feet as 
  Isobel lunges at you. This time you dip under 
  her outstretched arm. She roars in 
  frustration. You stand up again, facing her. 
  She lunges again, swinging the bloody knife. 
  You duck underneath her blow and then dive 
  forward, rolling and coming back to your 
  feet. But this time Isobel is ready. The 
  knife whistles through the air and you try 
  once more to dodge back.  
  You are too slow. The blade cuts across your 
  chest, leaving an angry red scar. You gasp in 
  pain. You stagger back. Isobel advances and 
  swings again. The blade cuts flesh again. You 
  grimace. You know your fate.  
  But then you hear a crash of glass behind 
  you. Rosie has broken the windows and is 
  free. You smile. Every cut you take, every 
  moment you delay Isobel, then Rosie is 
  further away from harm. You keep trying to 
  dodge Isobel’s attack but your body is soon a 
  mass of cuts. You tire, and see Isobel launch 
  
   
   
   
  an overhead attack with the knife. You cannot 
  dodge in time.  
  166 
  Behind you, the lift "dings" and you hear the 
  doors sliding open. You turn around and push 
  Rosie through them and jump after her. You 
  frantically press the 1 button for the first 
  floor and the close doors’ button. You look 
  and see the large figure getting closer and 
  closer, green eyes gleaming with hatred. Then 
  the doors slide shut and the lift shudders to 
  a start. You both lean back against the side 
  of the lift in relief. You turn and hug 
  Rosie. 
  Turn to 180 
  167 
  You walk through the door and a large hand 
  grabs you, and lifts you from the ground. You 
  try to kick and hit against the shape but 
  it’s like hitting a brick wall.  
  “You gotta be fucking kidding me” you shout 
  "We killed you" 
  Lose 2 SANITY points 
  Your twin sister Isobel stares up at you. 
  Blood covers her face. She smiles, a 
  horrible, bloody smile. 
  “Hi, little sis” you say, between grated 
  teeth, 
  “Brother, dearest” she replies 
  
   
   
  The smile widens. Rosie tries to grab hold of 
  Isobel’s arm and help free you. Isobel just 
  swats her away with a backward slap of her 
  free hand. Rosie sprawls to the floor and 
  tries to rise up, groggy. Isobel hurls you at 
  Rosie. You both collide and fall to the floor 
  in a heap, stunned.  
  Isobel reaches into her pocket and draws out 
  a long, sharp knife. The blade glints in the 
  half light. She walks towards you and raises 
  the knife. You hear Rosie screaming in terror 
  and wonder absently what the other voice is. 
  Then you realise it’s you, screaming as well.  
  Isobel raises the knife, and says, through 
  mangled lips "Brother dearest" 
  The knife swings down. The screaming 
  continues for some time. And then stops 
  
   
   
   
   
  
   
   
  168 
  Above you, the escape hatch has almost been 
  wrenched open and you can see Isobel’s grim 
  face. You both run out onto the 9th floor. 
  Isobel jumps down into the lift as you run. 
  You hear a ripping noise behind you. Then 
  something comes flying towards you as you 
  run. TEST YOUR FORTUNE. If you are FORTUNATE, 
  you see the control panel from the lift go 
  flying past you. Isobel has obviously ripped 
  it out, disabling the lift. If you are 
  unlucky, the panel hits you, and causes 2 
  ENDURANCE points of damage.  
  Do you want to try to see if the main stairs 
  are safe to use? If so turn to 230.  If you 
  want to run to the opposite side of the room 
  and try the paternoster, turn to 46 
  169 
  The large figure walks across to the east 
  stairwell, opens the door and enters.  
  Turn to 27 
  170 
  The masks help to keep the thick acrid smoke 
  at bay. It still makes your eyes water and 
  you start to cough. You both try to speed up, 
  but the increased exertion makes you breathe 
  heavier and the coughing gets worse. You 
  start to feel dizzy. The whole room spins. 
  You both carry on, and then you can see the 
  door to reception on the first floor. You 
  both push through it into the entrance lobby.  
  
   
   
   
  Turn to 289 
  171 
  Relieved beyond belief you smile at Rosie, 
  she smiles back. You hug her and say "I love 
  you". She looks at you impishly and says "I 
  know". You both laugh and then you lean 
  forward and kiss her.  
  Turn to 180 
  172 
  You, along with Rosie, Charles and Elle, are 
  heading down the east stairs and reach the 
  12th floor landing, when you hear the door 
  from the 15th floor open. You look up, hoping 
  Eric has changed his mind. Instead you see a 
  large hulking form with long, almost white, 
  blonde hair, staring down at you through 
  green eyes. It’s the first time you have seen 
  your twin for 10 years.  
  You all stop and stare in horror. Then the 
  figure raises something dark about its head 
  and throws. Something heavy hurtles down the 
  stairwell with amazing accuracy, and hits 
  Charles on the neck. He slumps to the floor. 
  You bend to check him, but you can tell from 
  his glazed eyes that he’s dead. You look and 
  see that next to her is a metal object.  
  It’s an iron model of a human brain, and 
  weighs a good 2 kilos. You know as its say on 
  your desk for the last couple of years. It’s 
  the award you got for the best student in 
  class when you did your BSc in psychology. 
  
   
   
  Your name, inscribed in the wood base, is now 
  highlighted by Charles’s blood. You almost 
  laugh at the irony. But you have no time to 
  waste as you hear your twin on the stairs 
  above. The three of you burst through the 
  door into the 10th floor. You are in the 
  student union bar, but it’s now all closed 
  and in darkness for the holidays.  
  Reduce you SURVIVOR number by 1 
  Turn to 27 
  173 
  You approach the front doors, but they are 
  still locked. Looking around you find a metal 
  column, one of several that is used for the 
  tape barriers for the queue line for 
  reception. You grab one, disconnecting the 
  tape, and walk up the door.    
  With the impact of the columns, the glass 
  starts to crack. First in a small circle 
  about a few inches across. But every further 
  blow widens the circle and stress fractures 
  start to spread like a spider’s web. One 
  final hit and the panel smashes into 
  thousands of pieces. You duck through, one 
  arm half dragging, half carrying Rosie, 
  receiving several cuts from the shards still 
  in the steel frames.  
  You run out into the open air, the other hand 
  still clutching the metal column you used to 
  bash open the door. You are both a sight - 
  bedraggled and covered in blood. You put your 
  head back and scream at the dark sky in 
  relief. You are so exhausted that you don’t 
  take in the figures in black moving towards 
  you, arms in front of them, shouting. Blue 
  
   
   
   
  lights flash behind them. Instead you carry 
  on walking, still holding the metal columns. 
  The shouts get louder but you cannot hear 
  words, just noise.  
  Then you are surrounded by figures in black 
  uniforms and body armour. You are roughly 
  grabbed and pushed to your knees. The metal 
  post is grabbed from your hand. Your arms are 
  pulled backwards behind you, and you hear a 
  click and then the cold touch of steel on 
  your wrists. You kneel, head down, bloodied 
  and battered. Then you hear a scream, a 
  crash, and several loud "pops".  
  Turn to 252 
  174 
  You both head to the main stairs’ doorway, 
  not far from the lift. You don’t have much 
  time. You pull open the door, and smoke 
  billows out. Lose 1 ENDURANCE. Realising 
  there is no option but the paternoster, you 
  run over to the south side.  
  Turn to 257 
  175 
  The whole building is still in a flickering 
  darkness when the emergency services arrive. 
  The flames have burnt out, the emergency 
  lighting flickers on and off. The fire 
  brigade enters via the foyer, and check the 
  north stairs. They pick their way up, finding 
  charred bodies on the 4th and 8th floor. Then 
  two of them arrive at the 10th floor landing. 
  Three bodies lie on the landing. Two of them 
  
   
   
  are charred beyond recognition. The other is 
  covered in debris. One firefighter kneels 
  down to check for life signs. A hand shoots 
  out and grabs him by the throat, snapping his 
  neck despite his thick mask. The firefighter 
  drops to the ground limp.  
  The other firefighter watches in horror as a 
  figure from nightmare rises from the debris. 
  It is wearing charred fatigues and its face 
  is burnt and scarred. Matted hair hangs from 
  half of its scalp. The other half is 
  blistered where the hair has melted. The 
  figure lurches forward towards the other 
  firefighter. 
  176 
  Elle is in the lead and are just about to 
  enter the stairwell, just as the fireball 
  climbs up the enclosed space. She is engulfed 
  in flames. Reduce your SURVIVOR number by 1. 
  Rosie, behind you, pulls you back, almost in 
  time but the intense heat still singes you. 
  Lose 2 ENDURANCE points.  
  Your sleeve catches fire from the flames and 
  you start to burn. Rosie, acting quickly, 
  sees a fire extinguisher by the doorway and 
  grabs it. She turns it on you and one blast 
  puts out the fire. But then she screams. A 
  large figure is almost on you.  
  Without thinking, Rosie sprays the 
  extinguisher. There’s a scream as the gas 
  hits. Then Rosie swings the heavy metal 
  canister at the blonde head, and it connects. 
  The figure drops to the floor.  
  
   
   
   
  Do you want to tell Rosie to hit again, then 
  turn to 372.  If you would rather run and 
  hide, turn to 35 
  177 
  As well as being accurate, your kick has 
  power. The karate you did all those years ago 
  obviously helped. You force your twin 
  backwards, staggering and falling to the 
  floor. Rosie jumps forward and presses the 
  "close door" button on the lifts control 
  panel. The door slides closed. The lift 
  shudders and starts to descend.  
  Turn to 171 
  178 
  You try to pull the cleaver free, but it’s 
  lodged in a bone.  
  Then a large hand lifts you up and slams you 
  down. You land on a stainless steel 
  workbench. Right above you are the knife 
  rack. You reach for it to try to grab a new 
  weapon. The large figure slaps your hand away 
  and reaches up and grabs a long carving 
  knife.  
  Blood still pours everywhere. You lie there 
  helpless 
  “Hi, little sis” you say, smiling weakly 
  “Brother dearest” your twin sister Isobel 
  replies 
  Then she reverses the long knife and puts the 
  point against your belly. She disembowels 
  
   
   
  you. You die screaming. Isobel stands up, 
  staggering. She moves to walk from the 
  kitchen. She falls to the floor. She uses the 
  stump of her arm to push herself upwards. But 
  the blood loss is too severe. She falls 
  again, this time she does not rise.  
  You are dead.  
  But at least you have stopped Isobel 
  179 
  You throw the keys down in disgust and look 
  and you and Rosie start to look for a crow 
  bar. Add 1 to the floor number and turn to 
  99.  If the floor number equals 17, turn to 
  283 
  180 
  There’s a large thud on the roof of the lift. 
  You both look up, still embracing.  
  “It can’t be" you say "no one could jump onto 
  the roof with a wound like that and not be 
  killed or knocked out"  
  Lose 1 SANITY point. 
  Turn to 216   
  181 
  You strike the match. It flares up and you 
  manage to nurture a small flame. You angle 
  the newspaper torch over the small flame and 
  soon the paper is burning.  
  
   
   
   
  Rosie mouths "3, 2, 1" and opens the door. 
  You throw the torch into the cellar. You both 
  run. 
  TEST BOTH OF YOUR FORTUNES. Rosie has a 
  fortune of 10. If you both pass, turn to 222; 
  if you both fail, turn to 150; if you pass, 
  turn to 333; if Rosie passes, turn to 246 
  182 
  You are nearly at the door when Isobel 
  launches herself through the air at you. She 
  hits Rosie, knocking her flying. Her head 
  hits the wall with a sickening thud, and she 
  falls to the ground, still. You stare down at 
  her but realise there’s no hope. Anger fills 
  you. Pure rage. Then you find yourself 
  picking up a hammer from a nearby desk.  
  Turn to 282 
  183 
  All of you run into the north stairwell and 
  start taking the stairs two at a time. You 
  soon spread out due to age and fitness. 
  Charles, rather surprisingly, is in the lead, 
  followed by Anna.  Then Henry and Elle. You 
  stay with Rosie. They are out of sight when 
  you hear yelling, and then screams. You stop, 
  frozen in fear at the top of the stairs with 
  Rose. Henry and Elle stop a few steps down in 
  front of you. The screaming continues. You 
  all look at each other. The screaming stops. 
  Panicking and without rational thought, you 
  all run back up to the 15th floor. You fear 
  for Charles and Anne.  
  
   
   
  Turn to 280 
  184 
  Eric works himself out from the space under 
  his desk and peers over the top of his desk. 
  As soon as he does, two large, powerful hands 
  grab him by his tweed jacket collars, and 
  pick him up, like an adult picking up a baby. 
  He looks down in terror to see two green eyes 
  staring at him. Then the figure throws him 
  across the desk. He slides off it, into the 
  full length window, which makes a cracking 
  noise from the force.  
  Then the figure is there again, picking Eric 
  up, and again throwing him against the 
  window. This time the noise is louder, and 
  accompanied by a thin hair-line crack in the 
  glass pane.  
  Eric, battered but still conscious, is picked 
  up again, and raised over the figure’s head, 
  until he’s about 9 foot above the ground, 
  almost brushing the ceiling. The figure leans 
  back and then hurls Eric forward with 
  stupendous force.  
  This time the glass doesn’t crack, it 
  shatters. Eric goes flying through the 
  window, screaming, his arms flailing as he 
  tries to somehow learn how to fly. He 
  plummets down, 15 floors, to the car park 
  beneath, where he lands with bone-crushing 
  impact onto the roof of his black BMW. The 
  roof caves in from the potential energy of 
  the fall, and the car alarm blares.  
  
   
   
   
  
   
   
  
   
   
   
  The figure turns, and without a second 
  glance, leaves the room and heads to the east 
  stairwell.  
  Reduce you SURVIVOR by 1. Turn to 153 
  185 
  As you turn and start back up the stairs, the 
  door starts to swing closed. Behind the door 
  is a hulking figure. Test your FORTUNE. If 
  you are fortunate, turn to 228. If you are 
  not so lucky, turn to 358 
  186 
  The paternoster carriage arrives at the first 
  floor; you both leap out. Ahead of you is the 
  foyer. Outside you can see the dark of the 
  night and freedom! But there are also lights 
  flashing. But you hardly notice them as you 
  are focused on leaving this tomb. The full 
  length glass windows shine and ahead of you 
  are the double glass doors. They are closed 
  but you run up to them and press the 
  emergency exit bar. You both almost bounce of 
  the doors as they refuse to open. They are 
  locked. You look around frantically. Then you 
  look back at the paternoster and realise that 
  eventually, Isobel will emerge. Looking 
  around, you can see the main reception desks. 
  Behind the desks are two doors.  
  If you want to try to smash the glass in the 
  doors, turn to 344; hide under the desk to 
  ambush Isobel, turn to 71; try the left door, 
  turn to 339; or try the right door, turn to 
  299 
  
   
   
  187 
  It is clear from here that Isaac is also 
  covered in blood, but more from blood spray 
  than any wounds, as far as you can tell. You 
  remember the knife in Thomas' chest, and 
  remember that two were missing from the 
  kitchen. 
  As you think, Isaac turns around with feral 
  speed and slashes with a foot long carving 
  knife. You dodge back and are able to catch 
  his arm after the blade has whistled past 
  you. You bend his wrist, and he howls in 
  pain, but the knife drops to the floor, 
  striking the plush carpet with a muffled 
  thud.  
  Turn to 387 
  188 
  Her hand catches Rosie’s cue and jerks it out 
  of her hand, grabbing Rosie by the throat 
  with her other hand. She swings the cue 
  twice, knocking you and then Elle to the 
  ground, stunned. Then Isobel takes the cue 
  and snaps it in half over the table, keeping 
  the heavy weighted end, now only a couple of 
  feet long but with a sharp maple point. She 
  brings the cue handle forward and stabs Rosie 
  in the stomach. Rosie cries out. Then Isobel 
  drops Rosie to the ground. You scream in 
  hatred and throw yourself at Isobel, your 
  grief giving you strength you didn’t know you 
  had. You rain blows down on Isobel, and 
  eventually knock her to the floor.  
  Elle watches in horror and tries to drag you 
  away. "The north stairs. Zac, the north 
  
   
   
   
  stairs". You nod and you both head off 
  towards the stairs, staggering. Behind you 
  Isobel follows, also staggering. You all limp 
  towards the north stairwell. You and Elle 
  enter first, but then you trip and fall. Elle 
  tries to pull you up, but then Isobel looms 
  through the door, and grabs you both, one in 
  each hand, and lifts you both off the ground. 
  Downstairs, the wire is pulled from the first 
  butane tank.  
  Reduce your SURVIVOR number by 1. 
  Turn to 73 
  189 
  The key nearly fits into the lock, and you 
  waste valuable time trying to force it. But 
  in the end you give up and must try another 
  key.  
  As the pressure gets to you, lose 1 SANITY 
  point. 
  Add 1 to the floor number you previously 
  wrote down, and turn back to 68 and choose 
  again. If you get to floor 17 before 
  unlocking the access panel, turn to 283 
  straight away. 
  190 
  The large figure of Isobel reaches the last 
  step, and moves into the room.  
  TEST both yours and then Rosie’s FORTUNE AND 
  STRENGTH. Add them together and roll 4d6. If 
  you roll less than or equal to your combined 
  scores, you win. Do the same for Rosie 
  
   
   
  Rosie has a FORTUNE of 10 and a STRENGTH of 
  8.  
  If you both win, turn to 340; if you both 
  fail, turn to 38. If you pass, turn to 32. If 
  Rosie passes, turn to 54 
  191 
  To start the emergency generator, you have to 
  work out the correct process.  
  There are 6 switches on the panel, labelled 1 
  to 6. SWITCH 1 is labelled PURGE. The others, 
  labels have worn away, leaving the switches 
  unlabelled.  
  1 
  2 
  3 
  4 
  5 
  6 
  PURGE 
   
   
   
   
   
   
  There are some basic instructions say that 
  the 5 other switches are: 
  START 
  STOP 
  PUMP 
  PRIME 
  CLOSE 
   
  They have to be pulled in this order to start 
  the emergency generator: 
  PRIME 
  PUMP 
  
   
   
   
  START 
   
  The instructions are not very helpful. They 
  say that: 
  START and STOP are two levers apart 
  CLOSE is next to PUMP 
  PUMP is next to START 
  PURGE and STOP are not next to each other 
  PRIME is next to START 
  You need to work out which label is in which 
  position and then work out the 3-digit 
  combination for PRIME, PUMP and START. Turn 
  to that reference.  
  If you cannot figure out the combination, 
  turn to 305 
  192 
  Despite the fury in your veins, you cannot 
  defeat her. A final blow from Isobel knocks 
  you backwards, your jaw and cheek smashed. 
  You fly across the room and hit the hard 
  floor. The back of your head hits first. Then 
  you know no more. 
  Turn to 25 
  193 
  Elle is in the lead and is about to enter the 
  stairwell, just as the fireball climbs up the 
  enclosed space. She is engulfed in flames. 
  Rosie, behind you, pulls you back, almost in 
  
   
   
  time but the intense heat still singes you. 
  Lose 2 ENDURANCE points and reduce your 
  SURVIVOR number by 1. 
  Your sleeve catches fire from the flames and 
  you start to burn. Rosie, acting quickly, 
  sees a fire extinguisher by the doorway and 
  grabs it. She turns it on you and one blast 
  puts out the fire. But then she screams. 
  Lose 1 SANITY point.  
  The large figure has got through the door and 
  is almost on you. Without thinking, Rosie 
  sprays the extinguisher. There’s a scream as 
  the gas hits. Then Rosie swings the heavy 
  metal canister at the blonde head, and it 
  connects. The figure falls to the floor.  
  If you want to tell Rosie to swing the 
  extinguisher again, then turn to 372.  If you 
  would rather run and hide, turn to 35 
  194 
  Eric sees the door open and a pair of large 
  feet walk through the door. The feet are 
  wearing white plimsolls, wet with blood. The 
  figure enters the office and looks around and 
  stands for a moment seemingly mesmerised by 
  the sight of the city, all bright and lit up, 
  from the high rise window. Then it turns and 
  leaves. Eric, hiding under the desk, in the 
  same way a small blonde girl did 20 years 
  ago, tries to remain still and quiet, and 
  tries not to cry. He hears the sound of 
  another door opening and decides it’s safe to 
  come out.  
  Turn to 23 
  
   
   
   
  195 
  You hit true. Your foot impacts on the 
  stomach area near the wound. You are rewarded 
  with a grunt of pain and frustration and 
  pain. Now TEST YOUR STRENGTH. If you pass, 
  turn to 177. If you fail, turn to 84 
  196 
  As you run down the east stair and Henry 
  hides, on the 15th floor, Eric takes refuge 
  in his office. He hides in the footwell of 
  his large oak desk. He lies there, peeking 
  through the two-inch gap at the base of the 
  desk and the floor. He sees the door open and 
  a pair of large feet walk through the door. 
  The feet are wearing white plimsolls, wet 
  with blood. The figure enters the office and 
  looks around, standing for a while seemingly 
  mesmerised by the sight of the city, all 
  bright and lit up, from the high rise window. 
  Then the figure turns and leaves. Eric, 
  hiding under the desk, in the same way Isobel 
  did 20 years ago, tries to remain still and 
  quiet, and tries not to cry. He hears the 
  sound of another door opening and decides 
  it’s safe to come out. 
  Turn to 262 
  197 
  You pull open the cellar hatch and run down 
  the stairs, Rosie first, down into the 
  cellar, which is part of the 9th floor. You 
  pull the hatch closed behind you. It’s dark 
  and gloomy lit only by flickering emergency 
  
   
   
  lighting. Your eyes slowly adapt to the near 
  dark in the cellar. You can make out barrels 
  and kegs. You hear the tread of feet on the 
  floorboards above the hatch. Rosie whispers 
  "Look for something we can use as a weapon". 
  You both search around. You find a couple of 
  large mallets with rubber heads, and pass one 
  to Rosie. Then the cellar hatch is thrown 
  back and you see large feet on the open 
  steps. You both crouch down, hiding behind 
  kegs, and wait.  
  Turn to 39 
  198 
  With surprising speed for her size, Isobel 
  runs after you and manages to push you into 
  Rosie. You both go tumbling to the floor. 
  Before you can react, Isobel is on you, 
  wielding that dreadful knife. The bloody 
  knife does its bloody work. 
  199 
  You both run into the stairwell, just as the 
  fireball climbs up the stairs. You both stare 
  in horror at your onrushing doom. You hold 
  Rosie tight and kiss her for the first time. 
  The flames engulf you both 
   
  
   
   
   
   
  
   
   
  200 
  When you land you must have hit your head, as 
  the next thing you know you awake on your 
  back on the cold concrete, staring at the 
  sky. You look around and can see Rosie half 
  sat up, with a paramedic tending to her leg, 
  whilst a couple of guys in cheap suits ask 
  her questions and take notes. You see figures 
  in black, holding guns, heading towards the 
  tower. You try to sit up but the pain in your 
  shoulder knocks you back. But then a 
  paramedic is with you, applying pressure. Two 
  more people in bad suits come up and crouch 
  down next to you, and start asking questions.  
  Turn to 10 
  201 
  The hand catches Rosie’s cue and jerks it out 
  of her hand, grabbing Rosie by the throat 
  with the other hand. The cue swings, knocking 
  you to the ground, stunned. Then your twin 
  takes the cue and snaps it in half over the 
  table, keeping the heavy weighted end, now 
  only a couple of feet long but with a sharp 
  maple point. Then the cue handle moves 
  forward and stabs Rosie in the stomach. Rosie 
  cries out and drops to the ground. You scream 
  in hatred and throw yourself at the grinning 
  figure, your grief giving you strength you 
  didn’t know you had.  
  “Hi, little sis” you bellow in rage at your 
  twin sister 
  “Brother, dearest” she replies. Then you are 
  on her, raining blows down on the blonde 
  head. Isobel eventually falls to the floor.  
  
   
   
   
  You look down and see Rosie mouth the words 
  "The north stairs. Zac, the north stairs".  
  You nod, tears filling your eyes, and run 
  towards the stairs, staggering. Behind you 
  the blonde figure follows, also staggering. 
  You both limp towards the north stairwell. 
  You enter first, but then you trip and fall.  
  A large hand lifts you up off the ground like 
  a child would a toy. At the same time, the 
  pin is pulled from the gas tanks on the 4th 
  floor.  
  Reduce your SURVIVOR number by 1. 
  As the stress gets to you, lose 1 SANITY 
  point. 
  Turn to 15 
  202 
  The bullets fly. You feel the first strike 
  your shoulder and it spins you around. You 
  turn back around in time to see another round 
  take Rosie in the chest. She is thrown back 
  and falls to the ground. There’s a sickening 
  thud as her head hits the hard concrete. She 
  doesn’t move again. You drop to your knees 
  and try to raise your arms. Fire burns in 
  your shoulder. Then the armed police are 
  there, shouting at you. You stay still, numb. 
  You are lead to a waiting ambulance. You walk 
  past Rosie, seeing her being covered from 
  head to toe by a white blanket. You have 
  never seen anything so horrible in your life. 
  Turn to 209 
  
   
   
  203 
   
  Again Walker takes the lead, and she 
  carefully approaches the door. She listens 
  and shakes her head. You signal for her to 
  open the door and she does, and you quickly 
  move inside. The room is empty, and appears 
  to be a study. Books line the walls. There is 
  a large leather top desk by the front window.  
  The desk is strewn with papers. Seeing 
  nothing of interest, you both leave and 
  return to the corridor. Return to 1 and try a 
  door you have yet to open 
  204 
  Rosie and Elle agree, but Anna, still shaken 
  by what she has seen, shakes her head. 
  "But you are the one in the most danger, you 
  said it yourself. I don’t want to be anywhere 
  near you. I'll take my chances by myself".  
  There’s a cleaner’s cupboard in the 
  stairwell, and Anna opens the door and slips 
  inside, closing it behind her. You, Rosie and 
  Elle, realising you haven’t got time to 
  discuss any more, start down the stairs.  
  Turn to 56 
   
  
   
   
   
   
  
   
   
  205 
  You run out of the lift foyer and towards the 
  main stairs’ door, right next to you. Pulling 
  the door open, you are both engulfed in a 
  thick, dark cloud of smoke. Your eyes stream 
  so that you cannot see. Your nose is choked 
  with foul smelling fumes. You start to cough. 
  Throw 1d6. This is how many ENDURANCE points 
  you have lost from the smoke.  
  Slamming the door back closed, you have no 
  choice now but to try for the paternoster in 
  the south side of the building. Turn to 144 
  206 
  The key fits into the lock: you try to turn 
  it, but it won’t move. You keep trying but 
  it’s clearly the wrong key. Add 1 to the 
  floor number you previously wrote down, and 
  turn back to 68 and choose again.  
  As the stress gets to you, lose 1 SANITY 
  point. 
  If you get to floor 17 before unlocking the 
  access panel, turn to 283 straight away. 
  207 
  Above you, the escape hatch has almost been 
  wrenched open and you can see Isobel’s grim 
  face. You both run out onto the 12th floor. 
  Isobel jumps down into the lift as you run. 
  You hear a ripping noise behind you. Then 
  something comes flying towards you as you 
  run. TEST YOUR FORTUNE. If you are FORTUNATE, 
  you see the control panel from the lift go 
  
   
   
   
  flying past you. Isobel has obviously ripped 
  it out, disabling the lift. If you are 
  unlucky, the panel hits you, and causes 2 
  ENDURANCE points of damage.  
  Do you want to try to see if the main stairs 
  are safe to use? If so turn to 137.  If you 
  want to run to the opposite side of the room 
  and try the paternoster, turn to 46 
  208 
  Outside you can see the dark of the night and 
  freedom! But there are also lights flashing. 
  But you hardly notice them as you are focused 
  on leaving this tomb. The full length glass 
  windows shine and ahead of you are the double 
  glass doors. They are closed but you run up 
  to them and press the emergency exit bar. You 
  both almost bounce of the doors as they 
  refuse to open. They are locked. You look 
  around frantically. Then you look back at the 
  paternoster and realise that eventually, 
  Isobel will emerge. Looking around, you can 
  see the main reception desks. Behind the 
  desks are 2 doors.  
  You can either try to smash the glass in the 
  doors, turn to 344; hide under the desk to 
  ambush Isobel, turn to 71; try the left door, 
  turn to 339; or try the right door, turn to 
  299 
  209 
  The system takes over. Forensics arrive and 
  mark up the scene outside the tower. Rosie’s 
  body is photographed from dozens of 
  positions, until she is finally 
  
   
   
  unceremoniously dumped onto stretchers and 
  taken to the coroner’s van.  
  You sit in the back of the ambulance as 
  paramedics treat your shoulder. Meanwhile the 
  first forensic officer, Stephens, all in 
  white, enters through the smashed doors. Only 
  his blue eyes are visible through his suit. 
  He is so busy taking photos that he doesn’t 
  notice the dark figure in the corner. Minutes 
  later, Officer Williams is out front when he 
  sees Stephens leaving the building and shouts 
  "Hey Stephens, you can't be all done yet". 
  Stephens looks up at Williams, and stares at 
  him with green eyes. Then turns and walks 
  from the scene, into some bushes. Williams 
  shakes his head. 
  "Bloody CSI's - they are a weird bunch" he 
  thinks.  
  Turn to 21 
  210 
  You stand there panting, leaning against the 
  pool table getting your breath back. But then 
  the table starts to move. You all panic and 
  run towards the north stairs. At the same 
  time, the pin is pulled from the gas tanks on 
  the 4th floor. The canisters of butane gas 
  rigged below explodes as it meets the flame 
  of a blowtorch left burning next to it. The 
  fireball blows him backward and shards of the 
  metal contained pierce his body like shrapnel 
  in a dozen places, cruelly tearing his flesh. 
  But he is dead in seconds.  
  Elle has just reached the 6th floor and is 
  also engulfed. The fireball continues up the 
  
   
   
   
  narrow stairwell, reaching the 10th floor in 
  a matter of seconds. 
  Reduce your SURVIVOR number by 2.  
  Turn to 2 
  211 
  You emerge out into the main maintenance 
  floor. The room is gloomy, lit only by 
  flickering emergency lights.  Ahead of you is 
  a large vertical console, which is almost up 
  to the ceiling. Dozens of panels of switches 
  are on the front. All the dials are blank. 
  None of the switches blink. You both look 
  around, trying to find a panel that may 
  activate the emergency generator.  
  TEST YOUR INTELLIGENCE. If you pass, turn to 
  78. If you fail, then TEST ROSIE’S 
  INTELLIGENCE, she has an INTELLIGENCE of 11. 
  If Rosie passes, turn to 48. If you both 
  fail, turn to 134 
  212 
  You start to run down the stairs, and then 
  hear the door bang close behind you. You turn 
  and see a hulking form at the top of the 
  stairs, grinning down at you, green eyes 
  blazing. 
  You stop in horror, seeing your twin for the 
  first time in over a decade, and the first 
  time when you were not on opposite sides of a 
  flexi glass sheet.  
  
   
   
   
  
   
   
   
  “Hi, little sis” you say, bravely 
  “Brother dearest” your twin sister Isobel 
  replies 
  Lose 1 SANITY point as you stare into your 
  twins green eyes.  
  With speed belying her size, leaps at you. 
  You try to move out of the way, but she 
  catches hold of you around the waist and you 
  both tumble down the stairs. Turn to 157 
  213 
  You look around the dark room, which is only 
  slightly lit by a flickering emergency exit 
  sign, which gives the room an eerie green 
  tinge. You find on the far wall several large 
  butane gas tanks. Rosie whispers to you "Have 
  you got a lighter or some matches?” you shake 
  your head. 
  Lose 1 SANITY point 
  "Dammit neither have I. I only stopped 
  smoking last month as well. Still, let’s see 
  if we can find some"  
  You both check the room. TEST YOUR FORTUNE. 
  Rosie has a FORTUNE of 10. If either you or 
  Rosie are fortunate, turn to 293. If neither 
  of you are, turn to 136 
  214 
  Eric sees the door open and a pair of large 
  feet walk through the door. The feet are 
  wearing white plimsolls, wet with blood. The 
  figure enters the office and looks around. 
  
   
   
  The figure stands for a moment seemingly 
  mesmerised by the sight of the city, all 
  bright and lit up, from the high rise window. 
  Then it turns and leaves. Eric, hiding under 
  the desk, in the same way a blonde girl did 
  20 years ago, tries to remain still and 
  quiet, and tries not to cry. He hears the 
  sound of another door opening and decides 
  it’s safe to come out.  
  Turn to 184 
  215 
  Both of you rain down blows on the blonde 
  head with the rubber mallets, your twin 
  bellows in frustration. Slowly the large 
  figure drops. You both carry on striking. The 
  green eyes stare up at you. Vacant. 
  “Hi, little sis” you say to her. 
  Isobel, your twin sister, says nothing back. 
  You’ve done it.  
  You both drop your weapons and embrace. You 
  kiss Rosie full on the lips. She pushes back 
  saying 
  "Later! We still have to get out of this 
  damned place".  
  You agree and you both run out of the cellar. 
  Isobel remains still on the hard concrete 
  floor.  
  Turn to 355 
  
   
   
   
  216 
  Then the escape hatch on the roof of the lift 
  starts to be pulled open from above.  
  A face stares down, through the half open 
  hatch. Green eyes, identical to yours, stare 
  at you. 
  “Hi, little sis” you sigh, 
  “Brother, dearest” she replies, almost 
  lovingly.  
   
  Rosie lurches over to the lift control panel, 
  and presses the "Stop" and then "Open door" 
  buttons. The lift shudders to a halt. Throw 
  2d6. This is how many floors you have 
  travelled down in the lift.  
  Lose 1 SANITY point. 
  Now turn to 399 
  217 
  Elle and Rosie are in the lead as you enter 
  the stairwell, just as the fireball climbs up 
  the enclosed space. It hits them both full 
  and they are engulfed in flames. Elle topples 
  over the railing and falls to her death. You 
  watch in horror from the doorway as Rosie 
  staggers around screaming as her flesh burns. 
  The heat singes you, lose 2 ENDURANCE points.  
  You look around and see a fire extinguisher 
  near the door and turn back to use it on 
  Rosie, but it’s too late. She has fallen to 
  her knees, mercifully suffocated as the heat 
  
   
   
  sucks the air from her lungs before she burns 
  alive. 
  Reduce your SURVIVOR number by 2. Lose 1 
  SANITY point. 
  You turn away, tears streaming from your 
  eyes, but then a large figure is there and 
  almost on you. Thinking fast, you spray the 
  extinguisher. 
  “Hi, little sis” you say to your sister, 
  Isobel.  
  She screams as the gas hits her. You then 
  swing the heavy metal canister at her head, 
  and it connects. She is thrown to the floor.  
  If you want to try to hit her again, then 
  turn to 96. If you would rather run and hide. 
  Turn to 57 
  218 
  Eric works himself out from the space under 
  his desk, and crawls to the door of his 
  office. He peers around it, and sees the 
  large hulking shape disappear through the 
  door to the east stairwell. He knows this is 
  the way you went, and for a moment stops and 
  considers trying to warn you. But then he 
  realises that the north stairs are free, and 
  he should be able to get to safety. He runs 
  towards the north stairs’ door, feeling 
  guilty, but fear overcomes his guilt.  
  Turn to 159 
  
   
   
   
  219 
  They all agree that you should all stay 
  together and head down to the 10th floor. You 
  start to run as fast as you can.  
  Turn to 350 
  220 
  Isobel is incredibly strong, with a STRENGTH 
  of 14 and an ENDURANCE of 24. Rosie has a 
  STRENGTH of 8 and an ENDURANCE of 12. Each 
  round, roll 2d6 and add it to your STRENGTH. 
  Not do the same for Isobel. Subtract the two 
  scores. If the number is positive, you have 
  hurt Isobel and take that number from her 
  ENDURANCE. If it is negative, she has hurt 
  you and take that number off your ENDURANCE. 
  Now do the same for Rosie. Keep fighting 
  until one of you reaches an ENDURANCE of 0 or 
  less.  
  If it’s you, turn to 158; if it’s Rosie, turn 
  to 366; if it is Isobel, turn to 127 
  221 
  With surprising speed for her size, Isobel 
  runs after you and manages to grab hold of 
  Rosie with one hand, whilst bringing the 
  knife down with her other. The knife takes 
  her in the back, and she tries to scream but 
  all that comes out is a gurgle. She drops to 
  the floor dead. You stop, look back at Isobel 
  standing over your beloved. Isobel slowly 
  smiles. Then you find yourself picking up a 
  hammer from a nearby desk. Turn to 282 
  
   
   
   
  
   
   
   
  222 
  As you run around the desk, you both grab a 
  metal post each, the ones that are used with 
  the retractable tape to form a queue for the 
  reception desk, a bit like in an airport. You 
  sprint to the door and bash at the triple 
  glazed windows with all your strength. 
  Eventually one cracks, then shatters. You 
  both burst through, ignoring the cuts from 
  the sharp shards of glass still in the frame. 
  You run. Just in time. There is a muffled 
  "pop" below, and then the ground shakes, then 
  the flame follows. The explosion is immense 
  and knocks you both off your feet. You are 
  showered in glass, but lie there, deaf from 
  the blast and covered in 100 cuts. You have 
  done it. 
  Turn 
   To 
   400 
  
   
   
  223 
  You both jump off at the next floor, and go 
  to run around and change direction again. But 
  you haven’t fooled Isobel. She jumps out from 
  the next carriage and is on you. She grabs 
  you by the scruff of the neck, and hurls you 
  into a carriage that is just passing. You 
  land half in, half out.  
  Your legs are in the carriage but your body 
  is on the floor. You try to scramble out but 
  the continually moving paternoster has no 
  safety sensors, it’s so old. And so it keeps 
  on moving and the next carriage strikes you 
  in the small of the back. Wood splinters, 
  machinery groans, but keeps moving. The pain 
  is incredible. You scream out as your back is 
  broken and your legs are almost torn from 
  your body. You look up, eyes streaming with 
  tears of pain and suffering, and see Isobel 
  closing in on Rosie. Then everything goes 
  black 
  224 
  For a moment they all stare at you in 
  silence, and then Henry laughs out loud  
  "Yeah, good one, but it’s not Halloween and 
  this isn’t any Treehouse of Terror. The 
  power’s just gone. Relax, relax". 
  The others smile and shake their heads. You 
  realise you are losing them.  
  “This is not a dream, this is really 
  happening” you shout, frustrated 
  Turn to 384 
  
   
   
   
  225 
  Anna gets increasingly nervous watching this 
  figure climb the stairs and runs down to 
  Henry. Saying "I think we should leave". 
  Henry shakes his head and says "No, we wait 
  and see what this person knows" 
  They stand together on the landing and the 
  figure mounts the final steps from the 
  previous floor.  
  Henry shouts again "Hey mate, are you 
  ignoring me? There’s supposed to be a fire. 
  We all need to leave".  
  Then he walks a couple of steps down towards 
  the figure. The figure swings its right arm, 
  and the nightstick connects fully with 
  Henry’s temple with terrifying force. He 
  drops to the floor, his skull caved in.  
  Anna turns to run, but with surprising speed 
  for its size, the figure leaps up a few steps 
  and grabs Anna from by the next, lifting her 
  easily. Then the figure walks over to the 
  nearby wall, Anna still hoisted in the air, 
  and bashes her head straight into the wall, 
  again and again.  
  Anna tries to scream but the first impact 
  breaks her jaw and crushes her face. 
  Mercifully she is unconscious after the 
  second blow. The figure continues to bash 
  Anna’s head against the wall until her head 
  is just a bloody pulp.  
  Then the figure just let’s go, and Anna drops 
  to the ground, rolling down the stairs to the 
  previous landing. The figure turns and 
  
   
   
  continues to climb the stairs. LOSE 2 
  SURVIVOR points and turn to 129 
  226 
  Eric sees the door open and a pair of large 
  feet walk through the door. The feet are 
  wearing white plimsolls, wet with blood. The 
  figure enters the office and looks around and 
  stands for a moment seemingly mesmerised by 
  the sight of the city, all bright and lit up, 
  from the high rise window. Then turns and 
  leaves. Eric, hiding under the desk, in the 
  same way a young blonde girl did 20 years 
  ago, and tries to remain still and quiet, and 
  tries not to cry. He hears the sound of 
  another door opening and decides it’s safe to 
  come out.  
  Turn to 354 
  227 
  Deciding that this will never be over until 
  one of you is dead, you wait. You hear the 
  now familiar tread. You move towards a 
  supporting column and stand up behind it. You 
  hold the cleaver ready. First you see an arm. 
  In the hand is a knife, probably taken from 
  the same rack. As the arm raises, you strike. 
  You bring the cleaver down on the wrist. The 
  knife falls to the ground as the cleaver 
  pierces flesh. 
  Turn to 321 
  
   
   
   
  228 
  The hulking form is at the top of the stairs, 
  grinning down at you, green eyes blazing. 
  Isobel. You stop in horror, seeing your twin 
  for the first time in over a decade, and the 
  first time outside of prison in 20 years. 
  The figure leaps at you with terrifying 
  speed. You manage to dodge out of the way and 
  your twin flies past you and tumbles down the 
  stairs. Without waiting, you dash back 
  through the door into the 15th floor common 
  room and tell the others Henry and Anna are 
  dead.   
  Reduce your SURVIVOR number by 2. 
  Turn to 361 
  229 
  "We've done it," exclaims Rosie "now let’s 
  get back to the 15th floor where the lift 
  starts and hopefully we can get it all the 
  way to reception and finally get out".  
  You embrace again, and then head for the 
  door. You open it to the east stairwell, and 
  in horror you see a familiar hulking figure 
  turning the corner onto the 16th floor 
  landing.  
  "Impossible," you whisper "we killed her".  
  "Obviously she didn’t stay dead then" says 
  Rosie, her voice trembling with fear.  
  You look down at your twin sister Isobel, who 
  stares back up at you.  
  “Hi, little sis” you sigh, 
  
   
   
  “Brother, dearest” she replies, almost 
  lovingly.  
  Lose 1 SANITY point 
  You both creep back through the door into the 
  17th floor. The east stairs are the only 
  escape.  
  If you want to hide and try to sneak past 
  Isobel, then turn to 77. If you want to look 
  for weapons and ambush her, turn to 331 
  230 
  You and Rosie both head to the main stairs 
  doorway, not far from the lift. You don’t 
  have much time. You pull open the door, and 
  smoke billows out. Lose 1 ENDURANCE. 
  Realising there is no option but the 
  paternoster, you run over to the south side. 
  Turn to 257 
  231 
  You have spent too long trying to open the 
  panel. The door from the stairs flies open 
  with a bang and a dark figure emerges.  
  You both look around and Rosie says "You 
  gotta be fucking kidding me!. We killed her, 
  I'm sure. No no no".  
  But it is.  
  Isobel walks into the room, blood covering 
  her face and matted in her hair. She raises a 
  bloody knife in her hand and before you know 
  it she’s upon you. The blade comes down and 
  
   
   
   
  takes you in the chest, piercing your heart. 
  You die not knowing Rosie’s fate.  
  232 
  Rosie nods at you and you both run for the 
  door. The figure comes out of nowhere, hands 
  grasping. But they only grasp air. You burst 
  through the door. Rosie runs towards the east 
  stairs. You try to stop her. She turns and 
  says 
  "The north stairs are on fire. The east 
  stairs. We must get up to the maintenance 
  level on floor 17. We need to get the lifts 
  working. It’s the only way out".  
  You nod in agreement. She’s right.  
  Turn to 373 
   
  233 
  You both find yourself in a large, dark room. 
  It’s very warm and there is a faint smell of 
  gas. You realise you are in the generator 
  room. The main heating is gas powered, but 
  the large boiler has been turned off.  
  If you want to further investigate the room, 
  then turn to 213. If you want to leave via 
  the stone steps, turn to 102 
  
   
   
   
  
   
   
   
  234 
  Reaching for the phone, you realise that your 
  hands are shaking. You place the receiver to 
  your ear and dial. The phone trills and then 
  you are put through to the switchboard. You 
  hear the voice on the other end saying 
  "Please state the nature of your emergency" 
  and you reply "Hello, my name is..." you 
  start a conversation, but you can’t even 
  finish it as then the line goes dead. You 
  frantically press the disconnect buttons on 
  the phone again and again, but there is only 
  silence at the other end.  
  Lose 1 SANITY point. Replacing the phone on 
  the cradle, you decide to go and see 
  Professor Hancox.  
  Turn to 298 
  235 
  The match takes and burns. You angle the 
  torch over the small flame and soon the paper 
  is burning.  
  Rosie mouths "3, 2, 1" and opens the door. 
  You throw the torch into the cellar. You both 
  run.  
  TEST BOTH OF YOUR FORTUNES. Rosie has a 
  FORTUNE of 10. If you both pass, turn to 222; 
  if you both fail, turn to 150; if you pass, 
  turn to 333; if Rosie passes, turn to 246 
  
   
   
  236 
  Try as you might, the two of you try to move 
  the table. But you can only move it 
  agonisingly slowly. Then you hear footsteps 
  on the other side of the door. The footsteps 
  stop, and then the door handle starts to 
  turn. Then it is flung open and a tall 
  menacing figure fills the frame. Your green 
  eyes stare into identical green eyes, half 
  hidden by the long, nearly white, blonde 
  hair. There is madness in those eyes. The 
  figure slowly smiles and moves towards you.  
  If you want to try to pick up some pool cues 
  from the table and attack, then turn to 130. 
  Or if you want to pick up some pool balls 
  from the table and throw them, then turn to 
  11 
  237 
  Her hand catches your cue and jerks it out of 
  your hand. You stand there face to face, and 
  unarmed, facing Isobel. Rosie and Elle try to 
  beat her away as she advances towards you, 
  but she swings your pool cue and knocks the 
  two cues from the Rosie’s hands with one 
  blow.  
  Then she reaches out and grabs you. You shout 
  "Run" to the others as her hand tightens on 
  your throat. You try to strike her arm, but 
  it’s pure muscle and like striking a tree 
  limb. You reach round and grab a pool ball 
  from the table, and bring your hand round and 
  smash it into her face, cracking Isobel’s 
  lip. She just smiles through bloodied lips. 
  She pushes you down onto the pool table, so 
  
   
   
   
  you are splayed over it like a sacrificial 
  lamb. Your head is looking down, and you can 
  see upside down as the others reach the north 
  stair well door. Well, you think, at least 
  Rosie has a chance.  
  Isobel brings the cue down on the table edge, 
  smashing it until all that’s left is the 
  heavy end with a long spike of sharp maple. 
  She puts this at the base of your throat and 
  starts to push. The sharp wood cuts through 
  into the base of your mouth and you taste 
  blood. She continues to push and you struggle 
  to no avail, groaning in pain. She continues 
  to push until the sharp tip starts to pierce 
  the roof of your mouth. You resign yourself 
  to death, but keep looking at the door of the 
  north stairs. The others will already be most 
  of the way down the stairs by now.  At the 
  same time, the pin is pulled from the butane 
  tank on the 4th floor.  
  Turn to 111 
  238 
  Both of you rain down blows on the blonde 
  head with the rubber mallets. The figure 
  bellows in frustration, and swings an arm. 
  The knife, long and sharp, slashes at your 
  arm. You drop the mallet, holding your arm. 
  The knife swings again. This time it strikes 
  Rosie. She screams and drops her mallet. The 
  knife slashes twice more. First it cuts your 
  thigh. You drop to the ground, screaming. 
  Then it cuts Rosie’s side. She cries out and 
  drops to the floor.  
  The figure walks over and stands above you.  
  
   
   
  “Hi, little sis” you manage to say to her, 
  looking up into your sister Isobel’s face.  
  “Brother dearest” she replies, smiling.  
  The knife rises and falls. Again and again. 
  Each time it gets slicker and wetter. 
  239 
  You shake your head, and Hancox grabs the 
  phone from his desk and dials. He starts to 
  talk into the receiver and then stops, 
  looking puzzled. He put the phone done, and 
  picks it up again, and frowns. "Odd," he says 
  "there’s no dialling tone".  
  You start to shake.  
  Hancox swears, and says "The electrics in 
  this building are just shoddy. There’s 
  nothing to worry about" 
  And then the world goes dark. You say "It's 
  too late. It’s too late".  
  Lose 1 SANITY point and turn to 396 
  240 
  You run through the 15th floor common area 
  towards the lift near the north stairs. It’s 
  in a small corridor with no other entrance 
  and exit than the one you walk in through. 
  Rosie presses the button and waits for the 
  lift to arrive. Roll 2d6. This is the floor 
  the lift is currently on. It’s a very old 
  lift and isn’t the fastest.  
  It takes 5 seconds to move between each 
  floor. Therefore, if you roll 2, then it will 
  
   
   
   
  take 70 seconds (5 x 13 seconds) to arrive at 
  the 15th floor.   
  If you roll 12, it will only take 15 seconds 
  (3 x 5 seconds). Now add 10 seconds as this 
  is the time it takes for the lift door to 
  open and close again.  
  You both stand there waiting. You can still 
  see across the common area of the 15th floor, 
  and then you see the door from the east 
  stairs crash open. 
  Turn to 307 
  241 
  You stand for a minute but then realise that 
  you can't just abandon your friends to their 
  doom and run to the north stairwell. Eric 
  instead decides to go and hide in his office.  
  You can hear the footsteps of the others in 
  front of you, and about three floors below. 
  You run down five flights of stairs to floor 
  10 and feel like you are closing in on them. 
  Then you hear a scream.  
  Lose 1 SANITY point. 
  Throw 1d6. If you score 1-2, turn to 106. If 
  you roll 4-6, turn to 300 
  242 
  You lead the others into the east stairwell. 
  You take a moment to discuss.  
  "We need to go down to the 10th floor, and 
  then get across to the north stairs. These 
  stairs stop at the 10th floor" you suggest.  
  
   
   
  Everyone agrees except for Henry  
  "If it’s all the same with you, I'm staying 
  here. It’s only one person. I'm not scared.” 
  he says, and heads up the east staircase.  
  You don’t have time to argue, but just shake 
  your head in disappointment. You lead the 
  others down the stairs, as Henry disappears 
  up them to find an ambush point.  
  Turn to 196  
  243 
  The generator whines and then whirls and 
  sparks into life. Rosie walks over to the 
  light switch panel and flicks the switches 
  down. The fluorescent strip lights blink and 
  then flicker into life, illuminating the 
  room. At the south end of the room, the 
  paternoster mechanism jumps to life and the 
  carriages start turning. At the other end, 
  the lift starts to hum with power. But 
  neither can be accessed from here. You will 
  have to go down to a lower floor. You hug 
  Rosie, thinking that finally you have a 
  chance to get out of this building. Add 1 to 
  the floor number you wrote down earlier.  
  Which floor is the figure walking up the 
  stairs on? If it’s floor 16, turn to 229. If 
  it’s floor 15, turn to 41. If it’s floor 14 
  or below, turn to 382 
  If its floor 17, turn to 155 
  
   
   
   
  244 
  Above you, the escape hatch has almost been 
  wrenched open and you can see Isobel’s grim 
  face. You both run out onto the 10th floor. 
  Isobel jumps down into the lift as you run. 
  You hear a ripping noise behind you. Then 
  something comes flying towards you as you 
  run. TEST YOUR FORTUNE. If you are FORTUNATE, 
  you see the control panel from the lift go 
  flying past you. Isobel has obviously ripped 
  it out, disabling the lift. If you are 
  unlucky, the panel hits you, and cause 2 
  ENDURANCE points of damage.  
  Do you want to try to see if the main stairs 
  are safe to use? If so turn to 137.  If you 
  want to run to the opposite side of the room 
  and try to paternoster, turn to 46 
  245 
  Eric runs down the staircase as if the devil 
  is on his tail. He reaches the 8th floor, 
  turning the right-angled corner onto the 
  landing, the lights flickering. He runs and 
  runs, faster down the stairs. Floor 7. Floor 
  6. Floor 5. Floor 4. Then he trips and falls 
  full length, as something comes into contact 
  with his ankle. Some sort of wire that’s been 
  tied across the stairs, about knee height. He 
  hears a clicking sound.  
  Reduce your SURVIVOR number by 1. Turn to 27 
  246 
  As you run around the desk, you both grab a 
  metal post each, the ones that are used with 
  
   
   
  the retractable tape to form a queue for the 
  reception desk, a bit like in an airport. You 
  sprint to the door and bash at the triple 
  glazed windows with all your strength. 
  Eventually one cracks, then shatters. You 
  both burst through, ignoring the cuts from 
  the sharp shards of glass still in the frame. 
  You run. Just in time. There is a muffled 
  "pop" below, the ground shakes, then the 
  flames follows. The explosion is immense and 
  knocks you both off your feet. You are both 
  showered in glass. Rosie receives numerous 
  cuts and lacerations. But you are hit in the 
  front and back simultaneously by a large 
  piece of metal door frame that pierces your 
  back. You look over to Rosie and smile, as 
  you keel forward. She runs over to your still 
  form, and hugs you desperately.  
  Turn to 371 
  247 
  You run back to the panel and try to insert 
  the thin edge of the crowbar under the panel 
  door, close to the lock. There’s not enough 
  space for Rosie to help you. You lean back 
  and pull, hoping to force the panel door 
  open.  
  TEST YOUR STRENGTH. If you pass, turn to 5. 
  If you fail, turn to 43 
  248 
  The hammer whistles through the air and down 
  onto Isobel’s skull. She drops to the floor. 
  You lean down and check. No pulse. No sign of 
  breath. You have done it, she’s dead. You go 
  
   
   
   
  over and check on poor Rosie. She’s dead, her 
  lovely grey eyes stare ahead into infinity. 
  You sigh, holding back the tears, and close 
  her eyes with one bloodied hand.  
  You head down the stairs. Soon you get to the 
  foyer and find the double glass doors are 
  locked. You can see lights flashing outside, 
  but you are dazed and confused. You realise 
  you still have the hammer. You raise its 
  blood stained head and swing it against the 
  glass. Nothing. You try again. The glass 
  cracks. You half see figures outside running 
  towards the door. Figures in black.  
  You ignore them. You can only think about 
  getting out of this cursed building. You 
  raise the hammer again. This time when you 
  bring it down, the glass shatters. You step 
  through it, feeling the night air cool on 
  your face. You hear shouting but you can’t 
  make out any words. You see shapes. People, 
  in black. They are holding their hands out in 
  front of them and shouting. You still can’t 
  understand. You raise your hands, the blood 
  dripping from the hammer, and walk forward. 
  The shouting gets more intense. And then 
  there are several loud "pops".  
  Turn to 122 
  249 
  You get to the bar hatch and see that you can 
  either get into the kitchen behind the bar, 
  or into the cellar from a hatch in the floor 
  of the bar.  
  If you want to try the kitchen turn to 266. 
  If you want to try the cellar, turn to 306 
  
   
   
  250 
  "It’s alive! Dammit, how did anything survive 
  that?" shouts Rosie, pointing over the room. 
  A figure staggers through the door, still 
  holding the bloody knife, which now looks 
  almost black as it’s so drenched in congealed 
  blood. The figure’s white overalls are dark 
  with smoke and burns. The blonde hair is 
  singed, burnt back to the skull on one side.  
  “Hi, little sis” you shout, across the room, 
  “Brother, dearest” your twin sister Isobel 
  replies, almost lovingly.  
  Lose 1 SANITY point.  
  You look round to see where the lift is and 
  press the button again, hoping it will get 
  here quicker. Roll 2d6. Subtract the number 
  from the time you have to wait for the lift. 
  If the resulting number gets to 0 or lower, 
  then turn to 166. If it gets to between 1 and 
  10, then turn to 131. If the time you still 
  have to wait it 11 or more seconds, turn to 4 
  251 
  Charles starts to cry in relief. Then two 
  hands grab him, and lift him in the air and 
  then hurl him down the stairs. Charles flies 
  down the flight of stairs, hitting the wall 
  below with bone breaking force. He drops to 
  the floor. Dazed. The figure starts down the 
  stairs, reaches Charles and picks him up 
  again, throwing him again. He hits the wall 
  of the next landing even harder. He drops to 
  the floor, bones broken. He’s just conscious. 
  This time when the figure reaches Charles, it 
  
   
   
   
  raises a foot and stamps down. Again, again, 
  again. Charles skull fractures, again and 
  again and again. The large figure walks on.  
  Reduce your SURVIVOR number by 1. Turn to 49 
  252 
  You look round behind you and see a crazed 
  shape bursting through the remains of the 
  glass doors, wielding a bloody knife. You are 
  only a few feet from the doors, surrounded by 
  armed police. The police open fire. Rounds 
  hit the figure in several places, forcing it 
  back, but still it comes forward. Then it 
  reaches the police, swinging its arms and 
  knocking them flying. You look up to see 
  Isobel looking down at you, smiling. 
  "Brother dearest" she says, standing behind 
  you. She places the knife’s cold blade 
  against your soft throat, at the same time 
  pulling your head back so you can look up at 
  her. Then she swipes her arm to the left. 
  253 
  Despite your masks, the smoke is too thick 
  and cloying. It makes your eyes water and the 
  smoke seeps in through the thin material of 
  the cloth. You start coughing, and so does 
  Rosie next to you. You both try to speed up, 
  but the increased exertion makes you breathe 
  heavier and the coughing gets worse. You 
  start to feel dizzy. The whole room spins. 
  You both carry on, and then you can see the 
  door to reception on the first floor. You 
  both push through it into the entrance lobby. 
  Turn to 267 
  
   
   
  254 
  You walk into the room full of confidence, 
  the confidence that comes from knowing that 
  only you can save their lives. They all sense 
  something and stop talking and stare at you.  
  You start off "Listen very carefully…" and 
  then before you can carry on, Charles says 
  ".... for you will say this only once" and 
  laughs.  
  The others just stare at him, blankly. He 
  reddens and then says "Sorry, before your 
  time obviously".  
  Lose 1 CHARISMA point for starting off so 
  badly. This puts you off your stride, and you 
  babble for a while, and you’re talking a lot, 
  but you are not saying anything.  
  You change tack and remember that people 
  often react quicker if they are told there is 
  a fire. You decide to try that.  
  Turn to 162 
  255 
   
  It is clear from here that Isaac is also 
  covered in blood, but more from blood spray 
  than any wounds, as far as you can tell. As 
  your hand touches his shoulder, Isaac turns 
  around with feral speed and slashes with a 
  foot long carving knife. You are taken 
  completely by surprise and the knife hits.  
  TEST OFFICER SHAW’S AGILITY. SHAW has an 
  AGILITY of 8. If you pass, turn to 348. If 
  you fail, turn to 377 
  
   
   
   
   
  256 
  TEST YOUR AGILITY AND FORTUNE. Add both 
  together and roll 4d6. Do the same for Rosie. 
  She has AGILITY 11 and FORTUNE 10. If you 
  both pass, turn to 62. If you both fail, turn 
  to 346; if you fail, turn to 82. If Rosie 
  fails, turn to 182 
  257 
  You run across the floor to the south side of 
  the building, where the paternoster whirls 
  round in continual motion. Isobel is not far 
  behind you, seemingly gaining strength rather 
  than becoming weaker. You both reach the 
  paternoster. It’s one of the last of its kind 
  still in use, a never stopping lift that 
  loops up and down. On one side, the carriages 
  take you up, on the other, they take you 
  down. Each carriage only takes two people, 
  and you have to step into it as it moves past 
  you. You jump in and the carriage starts 
  moving down.  
  But then there’s a thud above you. You look 
  up and see a knife blade has pierced the thin 
  wooden roof of the carriage. Isobel is in the 
  carriage behind and above you. You realise 
  
   
   
  that if you jump out at the 1st floor then 
  Isobel will be right behind you.  
  Lose 1 SANITY point. 
  Turn to 46 
  258 
  Henry and then Charles walk into the 15 th 
  floor. The floor is dark. Then two large 
  hands take hold of Henry and Charles heads. 
  The hands are brought together like a man 
  clapping. The two heads collide with a 
  sickening “thud” and Henry and Charles drop 
  to the floor. Dead.  
  Anna, unaware, walks into the room. 
  Reduce your SURVIVOR number by 2.  
  Turn to 143 
  259 
  The large figure of Isobel reaches the last 
  step, and moves into the room. You wait 
  either side of the door, hardly breathing. 
  Isobel walks past you and you both turn and 
  creep up the steps.  
  Turn to 332 
  260 
  You run through the 15th floor common area 
  towards the lift near the north stairs. It’s 
  in a small corridor with no other entrance 
  and exit than the one you walk in through. 
  Rosie presses the button and you wait for the 
  
   
   
   
  lift to arrive. Roll 1d12. This is the floor 
  the lift is currently on. It’s a very old 
  lift and isn’t the fastest.  
  It takes 5 seconds to move between each 
  floor.  
  Therefore, if you roll 1, then it will take 
  70 seconds (5 x 14 seconds) to arrive at the 
  15th floor.  If you roll 12, it will only 
  take 15 seconds (3 x 5 seconds). Now add 10 
  seconds as this is the time it takes for the 
  lift door to open and close again. You both 
  stand there waiting. You can still see across 
  the common area of the 15th floor, and then 
  you see the door from the east stairs crash 
  open.  
  Turn to 250 
  261 
  The pin pulls from the trip wire, and the 
  rigged canisters of butane gas explode as the 
  gas meets the flame of a blowtorch left 
  burning next to it. The fireball blows the 
  poor soul who tripped the trap backward and 
  shards of the metal contained within pierce 
  his body like shrapnel in a dozen places, 
  cruelly tearing his flesh. But he is dead in 
  seconds. Elle is approaching the 4th floor 
  and is incinerated by the rising fireball. 
  The fireball continues up the narrow 
  stairwell, just as Rosie reaches the 8th 
  floor. She is enveloped in flame. The 
  explosion travels up the stair case, blowing 
  open doors, including that one on the 10th 
  floor. Just before Isobel pierces your brain 
  with the cue handle, you hear the explosion 
  and screams that stop all too quickly.  
  
   
   
  You realise that Rosie is most likely dead. 
  When the cue enters your brain, you accept 
  death almost willingly 
  262 
  Eric runs down the staircase as if the devil 
  is on his tail. He reaches the 8th floor, 
  turning the right-angled corner onto the 
  landing, the lights flickering. He doesn’t 
  see the dark shapes and trips over something 
  on the floor, and lands with a thud onto 
  something warm and wet. His hands are slick 
  with liquid and he raises them to his face. 
  The lights flicker on, and his hands are 
  covered with a dark, thick liquid. He looks 
  down and sees the body of Henry. Eric 
  screams, and screams again.  
  Then Henry’s head turns towards him. His eyes 
  stare at Eric and Henry’s mouth opens and 
  closes, but no sound comes out. The eyes 
  plead at Eric, but he pushes himself away 
  across the wet floor. He tries to stand but 
  slips in the thick blood, falling once more. 
  He scrambles to his feet and runs, even 
  faster, his eyes wide with the horror of what 
  he’s seen, and the horror that he’s left 
  Henry still alive. He knows that without 
  help, Henry will die in a few minutes. He 
  runs and runs, faster down the stairs.  
  Floor 7.  
  Floor 6.  
  Floor 5.  
  Floor 4. Then he trips and falls full length, 
  as something comes into contact with his 
  
   
   
   
  ankle. Some sort of wire that’s been tied 
  across the stairs, about knee height.  
  He hears a clicking sound.  
  Turn to 386 
  263 
  Your ruse worked! You get out on the floor 
  and run around to the other side to get a 
  carriage back down. You listen intently but 
  can detect no sign of Isobel. You both jump 
  out on the 1st floor, elated.  
  Turn to 186 
  264 
  Rosie says "I’m sick of running. Let’s looks 
  for weapons. It’s a kitchen. There must be 
  something".  
  You smile in approval. That’s the girl you 
  love. You both dash around, searching. You 
  find a knife rack on the wall, and pull down 
  a cleaver.  
  “Groovy” you think, swinging it down. 
  Rosie rummages around in a drawer and finds a 
  large, metal rolling pin. You hear a noise 
  outside. You signal to each other to hide and 
  attack as soon as you see a target.  
  Turn to 72 
  
   
   
  265 
  Deciding speed is of the essence, you all run 
  for the north stairwell. You take the stairs 
  two at a time, down and down. You reach the 
  6th floor just as the trip wire on the 4th 
  floor is activated. The pin pulls from the 
  trip wire, and the rigged canisters of butane 
  gas explode as it meets the flame of a 
  blowtorch left burning next to it. The 
  fireball blows the pool soul who tripped the 
  trap backward and shards of the metal 
  contained within pierce his body like 
  shrapnel in a dozen places, cruelly tearing 
  his flesh. But he is dead in seconds.  
  The fireball continues up the narrow 
  stairwell, reaching you all and turning every 
  one of you into flaming torches in a matter 
  of moments. The heat is so intense is sucks 
  the air out of your lungs and you mercifully 
  fall to the floor unconscious as the flames 
  burn you to a crisp. 
  266 
  You dash into the kitchen. It’s a massive 
  commercial kitchen dominated by a large oven 
  in front of you. There’s a walk-in fridge / 
  freezer to the back of the room on the left.  
  If you want to look for a weapon, then turn 
  to 81; or try to hide, turn to 88 
  267 
  You stagger out into the lobby, half pulling 
  Rosie, half being pulled by her. Then you 
  stand there, but then your legs turn to  
  
   
   
   
   
  
   
   
  jelly, your vision swims and you drop to the 
  floor. Your last few breathes rasp out of 
  your lips.  
  268 
  You both know what to do. You run over to the 
  control valves for the butane tanks in the 
  corner of the room and disconnect the gas 
  lines from the regulator valves. You hear the 
  slow hiss of gas escaping. Then you turn the 
  valves, higher, so that the hiss becomes a 
  rush of air. You run back to the stairs and 
  wait either side of the door. You will have 
  to hope Isobel comes down here before the gas 
  overwhelms you. Then you hear the door being 
  pushed open, and hear the now familiar tread 
  of feet down the steps.  
  If you want to try to ambush her, then turn 
  to 190. If you would rather try to evade her, 
  turn to 259 
  269 
   
  This time Walker takes the lead, and she 
  listens intently at the door. She signals 
  that the TV is lounder from behind this door. 
  You nod and indicate to proceed with caution 
  and open the door. As soon as Walker opens 
  the door, a strong metallic odour hits your 
  nostrils. One you are far too familiar with. 
  Blood.  
  Turn to 356 
  
   
   
   
  270 
  You reach the east stairwell, and are about 
  to head down when Henry stops.  
  He says "I’ve been thinking. It’s just one 
  person. You lot go. I'll wait and take care 
  of it all. I’m not scared. I'll wait" and 
  heads up the east staircase.  
   
  You don’t have time to argue, but just shake 
  your head in disappointment. You lead the 
  others down the stairs, as Henry disappears 
  up them to find an ambush point.  
  Elsewhere on the 15th floor, Eric sneaks out 
  of his office and runs down the north 
  staircase as if the devil is on his tail, He 
  reaches the 8th floor, turning the right 
  angled corner onto the landing, the lights 
  flickering. He doesn’t see the dark shapes 
  and trips over something on the floor, and 
  lands with a thud onto something warm and 
  wet. His hands are slick with liquid and he 
  raises them to his face. The lights flicker 
  on, and his hands are covered with a dark 
  liquid. He looks down and sees the bodies of 
  Anna, Charles and Henry. Eric screams, and 
  screams again.  
  Then Henrys head turns towards him. His eyes 
  stare at Eric and Henrys mouth opens and 
  closes, but no sound comes out. The eyes 
  plead at Eric, but he pushes himself away 
  across the wet floor. He tries to stand but 
  slips in the thick blood, falling once more. 
  He scrambles to his feet and runs, even 
  faster, his eyes wide with the horror of what 
  he’s seen, and the horror that he’s left 
  Henry still alive. He knows that without 
  
   
   
  help, Henry will die in a few minutes. He 
  runs and runs, faster down the stairs. 
  Floor 7.  
  Floor 6.  
  Floor 5.  
  Floor 4.  
  Then he trips and falls full length, as 
  something comes into contact with his ankle. 
  Some sort of wire that’s been tied across the 
  stairs, about knee height. He hears a 
  clicking sound.  
  Turn to 386  
  271 
  Rosie nods at you and you both run for the 
  door. Then a figure comes out of nowhere, 
  hands grasping. One hand grabs you, the other 
  Rosie. You are pulled together, and then the 
  hands adjust their grip, one on the outside 
  of each of your heads. Then the hands slam 
  the two of you together. You both stagger and 
  drop to the floor. The figure bends and takes 
  both of you by the neck. One in each hand. 
  Again your heads slam together. Again. Again. 
  Again. Your mangled lips brush. This is not 
  how you had imagined your first kiss with 
  Rosie. 
  272 
  Grabbing a cue, you run to the door and 
  reverse it, so that you are swinging the 
  heavier handle of the cue. You bring it down  
  
   
   
   
   
   
  
   
   
  on the hand and you hear a snapping noise as 
  fingers break. You hear a moan, and the hand 
  withdraws. You slam the door closed and all 
  three of you manage to push the table against 
  the door. You have bought some precious time.  
  Turn to 210 
  273 
  Rosie, Elle and Charles turn around and stop 
  running. Henry and Anna continue to the north 
  stairs and crash through the door. You look 
  at the group and say "I think we should take 
  the east stairs", thinking that the east 
  stairs don’t go all the way to the ground 
  floor and so anyone trying to get up from the 
  lobby will have to use the north stairs 
  straight from reception. However, it’s too 
  late to call back the others now. You hope 
  they survive. You, with Charles, Elle and 
  Rosie, turn to the east stairs. 
  Turn to 315 
  274 
  Her hand catches Elle’s cue and jerks it out 
  of her hand. Then the cue whips around in 
  Isobel’s hand and arcs around, and strikes 
  Elle full in the face. Elle flies sideways, 
  sprawled over the pool table. Blood pools on 
  the green baize. You can hear a whimper of 
  pain coming from her mouth. You and Rosie are 
  so shocked you just stand there. Then the cue 
  swings again, down onto poor Elle, and again 
  a third time. The whimpering stops. 
  Reduce your SURVIVOR number by 1.Turn to 325 
  
   
   
   
  275 
  The door of the left locker is old and stiff 
  but you try to wrench it open. The metal 
  squeals in protest but the door comes free.  
  Inside are shelves of tools. On the second 
  shelf down you see a heavy crow bar, about a 
  foot long. You grab it and run back to the 
  panel.  
  Add 1 to the floor number the figure is on. 
  If that number is now 17, turn to 231. 
  Otherwise, turn to 247 
  276 
  After a moment of shock as you stare into the 
  face of your twin, you are the first to 
  react. You grab a ball from the pool table, 
  and hurl it. It hits true, shattering a 
  cheek. Rosie and Elle each grab the remaining 
  pool balls and throw them. They strike the 
  large figure and drive it back.  
  Rosie shouts "Quick, the main stairs."  
  You all run to the north stairwell.  
  At the same time, the pin is pulled from the 
  gas tanks on the 4th floor.  
  Turn to 345 
  277 
  The pin pulls from the trip wire, and the 
  canisters of butane gas rigged below explodes 
  as it meets the flame of a blowtorch left 
  burning next to it. The fireball blows the 
  pool soul who tripped the trap backward and 
  
   
   
  shards of the metal contained within pierce 
  his body like shrapnel in a dozen places, 
  cruelly tearing his flesh. But he is dead in 
  seconds. The fireball continues up the narrow 
  stairwell, just as Elle is further up on the 
  8th floor. She is enveloped in flame.  
  Reduce your SURVIVOR number by 1. 
  The explosion travels up the stair case, 
  blowing open doors, including that one on the 
  10th floor. You and Rosie have just reached 
  the door and you are blown backwards. Lose 2 
  ENDURANCE points. Flames catch on your sleeve 
  and you start to burn. Rosie, acting quickly, 
  sees a fire extinguisher by the doorway and 
  grabs it. She turns it on you and one blast 
  puts out the fire. But then she screams. The 
  large figure is almost on you. Without 
  thinking, Rosie sprays the extinguisher and 
  is rewarded with a scream.  Then Rosie swings 
  the heavy metal canister at the blonde head, 
  it connects and the blonde figure is thrown 
  to the floor.  
  If you want to tell Rosie to strike again, 
  then turn to 372.  If you would rather run 
  and hide, turn to 35  
  278 
  With the element of surprise, you get the 
  drop on. The cleaver strikes into a heavily 
  muscled shoulder. There’s a grunt of pain. 
  The metal rolling pin clangs as it strikes 
  the head. Another grunt. You strike again, as 
  does Rosie, beating the figure to the ground.  
  You lean down to finish it.  
  
   
   
   
  “Hi, little sis” you say through gritted 
  teeth as you bring the cleaver down.  
  Your twin sister Isobel’s hand strikes up, 
  catching your wrist. She snaps it like a 
  twig. The cleaver falls to the floor. She 
  swings her fist, hitting you in the face. You 
  stagger back. You land on your backside.  
  “Brother dearest” she says, smiling 
  She picks up the cleaver. She ignores the 
  blows from Rosie on her back. She brings the 
  cleaver down. Once, twice, a final time. You 
  slump to the floor. Isobel turns towards 
  Rosie. You can’t see. But you can hear. And 
  you wish you couldn’t. Rosie screams.  
  279 
  Above you, the escape hatch has almost been 
  wrenched open and you can see Isobel’s grim 
  face. You both run out onto the 4th floor. 
  Isobel jumps down into the lift as you run. 
  You hear a ripping noise behind you. Then 
  something comes flying towards you as you 
  run. TEST YOUR FORTUNE. If you are FORTUNATE, 
  you see the control panel from the lift go 
  flying past you. Isobel has obviously ripped 
  it out, disabling the lift. If you are 
  unlucky, the panel hits you, and causes 2 
  ENDURANCE points of damage.  
  Do you want to try to see if the main stairs 
  are safe to use? If so turn to 205. If you 
  want to run to the opposite side of the room 
  and try to paternoster, turn to 144 
  
   
   
  280 
  You all stagger through the door back onto 
  the 15th floor.  
  Between deep breathes, Henry shouts "What the 
  hell was that? What the hell happened down 
  there?”  
  Slowly and as calmly as you can, you say 
  "They are dead. And so will we be if we stay 
  here".  
  But then the door flies open from the north 
  stairwell. Turn to 313  
  281 
  Above you, the escape hatch has almost been 
  wrenched open and you can see Isobel’s grim 
  face. You both run out onto the 6th floor. 
  Isobel jumps down into the lift as you run. 
  You hear a ripping noise behind you. Then 
  something comes flying towards you as you 
  run. TEST YOUR FORTUNE. If you are FORTUNATE, 
  you see the control panel from the lift go 
  flying past you. Isobel has obviously ripped 
  it out, disabling the lift. If you are 
  unlucky, the panel hits you, and causes 2 
  ENDURANCE points of damage.  
  Do you want to try to see if the main stairs 
  are safe to use? If so turn to 119.  If you 
  want to run to the opposite side of the room 
  and try to paternoster, turn to 46 
  
   
   
   
  282 
  Screaming in pure rage and hatred, you launch 
  yourself at Isobel, swinging the heavy 
  hammer. She screams back, and swings her 
  knife. Years of pent up hatred and fear turn 
  into strength and resolve. No more! She has 
  killed the girl you love. You will kill her 
  in return.  
  Isobel is incredibly strong and robust, with 
  a STRENGTH of 14 and an ENDURANCE of 24.  
  Your anger and rage gives you an additional 2 
  points to your STRENGTH.  
  Now you fight it out.  
  Roll 2d6 and add that to your STRENGTH. Then 
  roll 2d6 and add that to Isobel’s STRENGTH. 
  Now take the 2 resulting numbers away from 
  each other.  If the number is positive, 
  that’s how much damage you do to Isobel’s 
  ENDURANCE. If the number is negative, then 
  that’s how many points of ENDURANCE you lose. 
  If they are the same, then roll again.  
  If you reduce Isobel to 0, turn to 248. If 
  you are reduced to 0, turn to 163 
  283 
  You try to turn the key in the lock, but it’s 
  obviously not the right one as it fits in, 
  but you cannot turn it. "Dammit" you say.  
  You pull the key out and pick one you haven’t 
  tried yet. But then the door from the stairs 
  flies open with a bang and a dark figure 
  emerges.  
  
   
   
  You both look around and Rosie says "No no 
  no, it can’t be, we killed her, I’m sure. No 
  no no".  
  But it is. Your twin sister Isobel walks into 
  the room, blood covering her face and matted 
  in her hair. 
  “Hi, little sis” you say 
  “Brother, dearest” she replies, smiling. 
  She raises a bloody knife in her hand and 
  before you know it she’s upon you. The blade 
  comes down and takes you in the chest, 
  piercing your heart. You die not knowing 
  Rosie’s fate.  
  284 
  You reach the 12th floor landing, when you 
  hear a noise from above. You look up, hoping 
  that it’s Eric, and that he’s still alive.  
  Instead you see a large hulking form, long 
  hair in her face, staring down at you. You 
  all stop and stare in horror. Then the figure 
  raises something dark about its head and 
  throws. Something heavy hurtles down the 
  stairwell with amazing accuracy. It grazes 
  your shoulder. Lose 2 ENDURANCE points. 
  You look and see that on the floor is a metal 
  object.  
  It’s an iron model of a human brain, and 
  weighs a good 2 kilos. You know as its say on 
  your desk for the last couple of years. It’s 
  the award you got for the best student in 
  class when you did your BSc in Psychology. 
  Your name, inscribed in the wood base, is now 
  highlighted by your blood. You almost laugh 
  
   
   
   
  at the irony. But you have no time to waste 
  as you hear your twin on the stairs above. 
  The three of you burst through the door into 
  the 10th floor. You are in the student union 
  bar, but it’s now all closed and in darkness 
  for the holidays.  
  Lose 1 SANITY point. 
  Turn to 44 
  285 
  TEST YOUR FORTUNE. If you are fortunate, turn 
  to 263. If you are not, turn to 97  
  286 
  You lie on the floor, face down, near death, 
  but next to you is Rosie, also seemingly 
  lifeless. Isobel staggers out of the 
  carriage, covered in blood.  In the dark 
  confines of the carriage you and Rosie have 
  fought, and both of you have lost. You cry 
  with what little strength you have left as 
  you stare into Rosie’s lifeless eyes. Then 
  Isobel kneels astride your prostrate body and 
  pulls your head up by your hair, stretching 
  until your neck is taut.  
  She places the sharp edge of the knife blade 
  against your neck and whispers in your ear 
  "Brother dearest" and then she swipes her 
  hand and the blade cuts deep. 
  
   
   
  287 
   
  After giving your statement, you are side-
  lined from the investigation. As usual, unis 
  do the grunt work, and the Tecs take over for 
  the glory. The boy is led away, still under 
  restraint and social services are called. 
  He’s taken downtown where an appropriate 
  adult will be waiting. The scene is 
  processed. Photos are taken. Both knifes are 
  bagged and sent for DNA and fingerprints. You 
  keep out of the way and wander back into the 
  study.  
  You hear a whimpering. Your hand goes for 
  your gun, jumpy after today. You don’t draw 
  but remove the holster catch. The sound is 
  coming from behind the desk. You sneak round 
  and crouch down. Looking up from you from the 
  foot space under the desk are a pair of green 
  eyes. Eyes wide with shock.  
   
  You call out a name and tell her you won’t 
  hurt her. Slowly you pull back the desk 
  chair, and the little girl crawls out and 
  
   
   
   
  into your arms. You have found her. You have 
  found Isobel.  
  Turn to 342 
  288 
  Eric works himself out from the space under 
  his desk, and crawls to the door of his 
  office. He peers around it, and sees the 
  large hulking shape disappear through the 
  door to the east stairwell. He knows this is 
  the way you went, and for a moment stops and 
  considers trying to warn you. But then he 
  realises that the north stairs are free, and 
  he should be able to get to safety. He runs 
  towards the north stairs’ door, feeling 
  guilty, but fear overcomes his guilt.  
  Eric runs down the staircase as if the devil 
  is on his tail, He reaches the 8th floor, 
  turning the right angled corner onto the 
  landing, the lights flickering. He doesn’t 
  see the dark shapes and trips over something 
  on the floor, and lands with a thud onto 
  something warm and wet. His hands are slick 
  with liquid and he raises them to his face. 
  The lights flicker on, and his hands are 
  covered with a dark liquid. He looks down and 
  sees the body of Henry. Eric screams, and 
  screams again.  
  Then Henrys head turns towards him. His eyes 
  stare at Eric and Henrys mouth opens and 
  closes, but no sound comes out. The eyes 
  plead at Eric, but he pushes himself away 
  across the wet floor. He tries to stand but 
  slips in the thick blood, falling once more. 
  He scrambles to his feet and runs, even 
  faster, his eyes wide with the horror of what 
  
   
   
  he’s seen, and the horror that he’s left 
  Henry still alive. He knows that without 
  help, Henry will die in a few minutes. He 
  runs and runs, faster down the stairs.  
  Floor 7.  
  Floor 6.  
  Floor 5.  
  Floor 4. Then he trips and falls full length, 
  as something comes into contact with his 
  ankle. Some sort of wire that’s been tied 
  across the stairs, about knee height.  
  He hears a clicking sound.  
  Turn to 172 
  289 
  The door closes behind you as you push into 
  the lobby. The air is smoke free, and so you 
  both pull your masks off and stand, doubled 
  over, hands on knees, coughing. Then you take 
  deep breaths of clean air. Slowly the 
  coughing stops but it still has damaged your 
  lungs. Lose 2 ENDURANCE points. But you have 
  made it. You are in the lobby.  
  Turn to 208 
  290 
  Hancox slumps back in his chair, deep in 
  shock. This is a man who has interviewed some 
  of the most infamous mass murderers and 
  serial killers in the country, but only ever 
  when they were in cuffs and behind a Perspex 
  barrier. The thought of encountering one 
  
   
   
   
  without these safeguards has terrified him to 
  the bone. You realise you have to act. 
  "Eric" you shout, "we don’t have much time, 
  or this department will become a blood bath. 
  Everyone who has ever met me is at risk. 
  Everyone will be killed.”  
  You look out through the dividing window into 
  the common area of the department. The 
  emergency lighting has kicked in and you can 
  still see at least five others in the 
  department and they are all in danger.  
  "Get up, we need to tell the others" 
  Hancox remains slumped in his chair. You 
  don’t have time for this but you try. “C’mon, 
  Eric, we have to leave”  
  Turn to 55 
  291 
   
  Scanning the kitchen work surfaces, you 
  notice a knife rack on the wall. You walk 
  over and see that there is space for various 
  different sized knives. At least two knives 
  are missing.  
  
   
   
   
  If you want to leave the kitchen and return 
  to the corridor, turn to 1 and choose again. 
  Otherwise there is a door to the right from 
  the kitchen. If you want to try this door, 
  turn to 269 
  292 
  Both of you rain down blows on the blonde 
  head with the rubber mallets. An arm swings. 
  
   
   
   
  The knife, long and sharp, slashes. It 
  strikes you in your side. Lose 4 ENDURANCE 
  points.  
  The mallet drops from your hand. Then an arm 
  wraps around your throat. Behind you. You 
  sense rather than see the knife raise up.  
  You shout to Rosie "Save yourself, I love 
  you, run".  
  She nods, tears streaming down her face.  She 
  runs.  
  You look around and say, half smiling “Hi, 
  little sis” as your twin sister stands over 
  you, knife glinting. 
  “Brother dearest” Isobel, your twin sister, 
  replies, smiling. 
  The knife comes down, into your neck. Once, 
  twice. You slump to the floor smiling. At 
  least Rosie is free. For now, you see her, 
  the bloody knife by her side, head for the 
  cellar door. You hope she doesn’t find Rosie. 
  You will never know 
  293 
  Your luck is in. Between you, you find a box 
  of swan vestas in a desk drawer. The box is 
  very old and battered and the striking strip 
  down the side in well worn. You look inside. 
  There are six matches left.  
  Turn to 268 
  
   
   
  294 
  You try to wrench the panel open, you but are 
  tired and your hands a slick with sweat. You 
  give another heave on the crowbar, but the 
  sweat makes it slip out of your grasp. The 
  crowbar flies across the room with the force 
  of the attempt, and lands with a clank near 
  the doorway. Across the floor.  
  "Dammit" you mutter, and head over to pick it 
  up.  
  But then the door from the stairs flies open 
  with a bang and a dark figure emerges.  
  You both look around and Rosie says "No no 
  no, it can’t be, we killed her, I'm sure. No 
  no no".  
  But it is. Your twin sister Isobel walks into 
  the room, blood covering her face and matted 
  in her hair.  
  “Hi, little sis” you sigh, resigned to your 
  fate 
  “Brother, dearest” she replies, almost 
  lovingly.  
  She raises a bloody knife in her hand and 
  before you know it she’s upon you. The blade 
  comes down and takes you in the chest, 
  piercing your heart. You die not knowing 
  Rosie’s fate.  
  295 
  Rosie is in the lead as you enter the 
  stairwell, just as the fireball climbs up the 
  enclosed space. It hits her full as she is 
  
   
   
   
  part of the way down the first flight of 
  stairs. She is engulfed in flame and you 
  watch in horror from the doorway as she 
  staggers around screaming as her flesh burns. 
  The heat singes you, lose 2 ENDURANCE points.  
  You look around for a fire extinguisher near 
  the door and find one and turn back to use it 
  on Rosie. But either by accident, or on 
  purpose, she has staggered over to the rail 
  of the stairs, and she topples over it, 
  falling down the gap between the stairs all 
  the way to the ground floor.  
  Reduce your SURVIVOR number by 1. 
  You turn around, tears streaming from your 
  eyes, but the large figure is almost on you. 
  Without thinking, you spray the extinguisher. 
  You are rewarded with a scream as the gas 
  hits her. You then swing the heavy metal 
  canister at the blonde head, and it connects. 
  The large figure is thrown to the floor.  
  If you want to try to strike again, then turn 
  to 96. If you would rather run and hide, turn 
  to 57 
  296 
  In unison, you all push on the table, which 
  is now on wheels. It groans as you manage to 
  push it across the laminated floor towards 
  the door. Five feet to go. Now four feet. 
  Then three. Sweat beads on your brows. Then 
  you hear footsteps thudding down the stairs 
  behind the door. You push harder. Two feet. 
  Then one. The handle on the door starts to 
  turn. Then the door starts to open. It bashes 
  against the table, now only a few inches from 
  the door. You hear a grunt of frustration. A 
  
   
   
  hand reaches through. A large, bloodstained 
  hand with long, yellowing cracked 
  fingernails. It reaches through and tries to 
  get leverage in the doorway.  
  If you want to pick up a pool cue and hit the 
  hand, then turn to 94. If you want to carry 
  on pushing and try to force the door closed, 
  turn to 3 
  297 
  For a moment they all stare at you in 
  silence, and then Rosie says, in a small 
  scared voice "So, what do we do?"  
  You reply "We can’t stay here, the phones are 
  gone, the mains power has gone, there’s only 
  the emergency lighting. I have no doubt in my 
  mind that we have only minutes".  
  "So, what do you suggest?" asks Charles.  
  You assess your options. If you want to try 
  taking the stairs by the lift, then turn to 
  183. If you would rather try the stairs to 
  the east of the floor, turn to 64 
  298 
  Hancox is in his office and so you walk over 
  and knock. He signals for you to enter and as 
  you walk in he asks "And how’s my star 
  student? I hope your dissertation is almost 
  done - deadline Friday".  
  Then he sees the pallor of your face and the 
  tears in your eyes. He gets up and walks 
  round his desk, and pulls out a chair for you 
  and guides you to sit in it. 
  
   
   
   
  "What’s wrong?" he asks "It looks like you 
  have seen the Devil in the mirror".  
  The TV outside is not visible from Hancox’s 
  office, and so you reach across his table and 
  pick up a small remote. You point it at the 
  small portable TV in the corner of the office 
  and switch it on, and then find the news 
  channel. Then you just point. He watches, his 
  eyes wide in shock. Hancox is one of the few 
  in the university who know of your history. 
  Years ago you changed your surname, as the 
  weight of your family name was too much to 
  bear. However, over the years you have come 
  to trust Hancox, and one night you told him 
  all. 
  "So, is that were your twin was being 
  treated?” You nod and say numbly "but not 
  anymore".  
  "I know the history between you and your 
  sibling. Are you in any danger?" 
  Again, you nod and reply "Yes, and anyone 
  around me." 
  "Have you informed the police?" asks Hancox.  
  If you phoned the police earlier, turn to 
  302. If you haven’t yet, turn to 239 
  299 
  You push open the door and there are some 
  dark stone steps. You see a light switch but 
  don’t want to turn it on. Carefully, you both 
  feel your way down the steps.  
  TEST YOUR AGILITY. If you are successful turn 
  to 233. If you fail, turn to 126 
  
   
   
  300 
  Down near the 8th floor landing, the 
  postgrads have slowed to a steady run rather 
  than a sprint. Charles is at the front, his 
  fear overcoming his usual dislike for 
  physical exercise and his adrenaline giving 
  him a boost of speed that even outpaces Henry 
  and Anna, both keen athletes.  
  The emergency lighting is flickering 
  intermittently giving the whole stairwell a 
  kind of strobe effect. He thinks he’s seeing 
  a figure coming up the stairs but then the 
  light flashes off, and the stairwell is 
  momentarily in darkness. Then it flickers on, 
  and the figure is right in front of him.  
  He screams in fright, but the figure simply 
  picks him up and hurls him against a wall 
  with bone crunching power. He drops to the 
  floor dazed.  
  Then Henry and Anna, only seconds behind 
  Charles, turn the corner and almost crash 
  into the looming figure. "Hey, what the hell 
  do you think you are doing?" Henry shouts, 
  but the figure just stands there, the lights 
  flicking on and off behind it.  
  Then the figure lunges forward towards them, 
  grabbing Henry’s head. Anna manages to evade 
  the grasping fingers. Then the figure brings 
  Henry up level to their head, and head-butts 
  him.  There’s a dreadful cracking, as Henry’s 
  cheekbone breaks. Henry drops to the floor. 
  The figure draws a nightstick from its pocket 
  and walks up the stairs towards the terrified 
  Anna.  
  
   
   
   
  Charles is trying to get up from where he was 
  dazed. He hears the others approach the 
  landing. He sees them and shouts "Turn back. 
  Run".  
  The figure swings the nightstick. It just 
  misses Charles as he ducks. Anna takes the 
  chance to start to run back up the stairs.   
  Charles scrambles to his feet and manages to 
  drag himself up the stairs. The large figure 
  follows. 
  But then behind both of them, there’s a noise 
  as Henry, who seemed to be dead, gets up and 
  launches himself at the hulking form. With 
  surprising speed, the figure turns and swings 
  the nightstick again. It catches Henry full 
  in the face. His nose shatters, his cheekbone 
  caves in. He drops once more to the floor, on 
  all fours, groaning. The stick swings again 
  and connects with the back of his neck. His 
  head drops forward, life and blood seemingly 
  flood out from him. The survivors, including 
  Charles, see this in horror and turn and run 
  back up the stairs, screaming.  
  Reduce your SURVIVOR number by 1 
  Turn to 109 
  301 
  You have almost made it to the bar when a 
  large hand grabs you on the shoulder and 
  spins you around. Isobel then grabs you under 
  both arms, and lifts you effortlessly. She 
  slams you down onto the bar top, at an angle 
  so the small of your back hits the hard oak 
  bar edge. You feel a jolt of pain. She raises 
  you up again, and slams you back down, again 
  
   
   
  and again. The pain slowly gives away to 
  numbness. Then she drops you to the floor. 
  You land in a heap and try to get to your 
  feet, but your legs remain stuck out in front 
  of you.  
  You realise you can’t as much as move your 
  little toe. She must have broken your back. 
  She crouches down in front of you, and lifts 
  your chin so that you are staring into her 
  green eyes. She smiles almost lovingly and 
  says "Brother, dearest" and then with a quick 
  movement, she places one hand behind each ear 
  and twists. The crack is sickening as she 
  breaks your neck.  
  302 
  You nod, and tell Hancox that you tried but 
  the phone went dead. He grabs the phone from 
  his desk and tries to dial, but then stops, 
  looking worried.   
  He puts the phone down.  
  In a level voice, he says "There’s no 
  dialling tone". Hancox swears, and says "It’s 
  just the electrics in this building are 
  shoddy. There’s nothing to worry about".  
  And then the world goes dark.  
  You say "It's too late". Lose 1 SANITY point 
  and turn to 396 
  303 
  You shout out "Come with me if you want to 
  live"  
  
   
   
   
  They all stop and look at you in amazement, 
  which soon turns to amusement.  
  "Steady on Arnie!" says Henry, and all the 
  others laugh. Lose 1 CHARISMA point, turn to 
  389 
  304 
  Back on the 15th floor, you, along with 
  Rosie, Henry and Anna, are debating what to 
  do when the door bursts open from the north 
  stairs. Elle runs through, terrified. 
  "He’s dead, he’s dead, he killed him, and he 
  killed him" she babbles.  
  You grab her and try to calm her down. 
  "Charles is dead?" you ask. Elle nods.  
  "Dammit" you say "but we need to go. We have 
  to take the east stairs down to the 10th 
  floor, as that’s as far as they go. Then we 
  will cut back across to the main stairs. We 
  know the layout. That gives us the edge. 
  Quick."  
  You all head to the east stair doorway.  
  Turn to 323 
  305 
  You thump the panel with frustration, unable 
  to figure it out, and knowing that this is 
  your last hope of escaping.  
  Add 1 to the floor level. If the number is 
  now 17, turn to 283 straight away. 
  
   
   
  You slump to the floor, sobbing. Lose 1 
  SANITY point. 
  Rosie sighs and walks over to the panel and 
  stares at it. 
  “Look here” she says “It’s very feint, but it 
  looks like the label on switch 6 used to be 
  red. What do you think that could mean?” 
  With this new information, turn back to 191 
  and see if you can figure out which switches 
  are which.  
  If you still cannot solve it, turn to 318 
  306 
  You pull open the cellar hatch and run down 
  the stairs, down into the cellar, which is 
  part of the 9th floor. You pull the hatch 
  closed behind you.  
  It’s dark and gloomy, lit only by flickering 
  emergency lighting. Your eyes slowly adapt to 
  the near dark in the cellar. You can make out 
  barrels and kegs. You hear the tread of feet 
  on the floorboards above the hatch. Then the 
  hatch is pulled partially open. Something 
  flaming drops down the stairs into the room. 
  The fire spreads on the floor and quickly 
  reaches a gas canister. The flames lick the 
  side of the canister until it explodes.  
   
  
   
   
   
   
  
   
   
  The heat is impossibly intense and you can 
  feel the skin on your exposed face and hands 
  blistering. Fortunately, the smoke takes you 
  before the fire, and you fall unconscious to 
  the floor where the flames eventually find 
  you and consume you. All that is left is some 
  charred blackened bones, which then crack and 
  disintegrate into dust. 
  307 
  "Dammit, why won't she die" shouts Rosie, 
  pointing over the room.  
  Isobel staggers through the door. Blood 
  covers her white overalls from the stomach 
  wound. In her left hand she still holds the 
  bloody knife, which now looks almost black as 
  it’s so drenched in congealed blood. You look 
  round to see where the lift is and press the 
  button again, hoping it will get here 
  quicker.  
  Roll 2d6. Subtract the number from the time 
  you have to wait for the lift. If the 
  resulting number gets to 0 or lower, then 
  turn to 166. If it gets to between 1 and 10, 
  then turn to 131. If the time you still have 
  to wait it 11 or more seconds, turn to 4 
  308 
  The pin pulls from the trip wire, and the 
  rigged canisters of butane gas explode as it 
  meets the flame of a blowtorch left burning 
  next to it. The fireball blows him backward 
  and shards of the metal contained within 
  pierce his body like shrapnel in a dozen 
  
   
   
   
  places, cruelly tearing his flesh. But he is 
  dead in seconds.  
  Reduce your SURVIVOR number by 1. 
  The fireball continues up the narrow 
  stairwell, just as you and Rosie enter on the 
  10th floor.  
  Roll 1d6. If you roll 1-2, turn to 295; 3-4, 
  turn to 343; 5-6, turn to 199 
  309 
  The nylon cord digs into your wrists as you 
  try to wriggle free. You are sweating 
  heavily, and the sweat on your wrists allows 
  you to start to work the cord a bit looser. 
  Then you get a bit of slack, and are able to 
  pull against the cord where it’s lashed to 
  the chair. You strain all your muscles, and 
  keep pulling until eventually the cord snaps. 
  You free yourself quickly and run as fast as 
  you can for the east stair door.  
  As you pass your desk, you stop and grab your 
  gym bag from under the desk. In it is your 
  squash racket. You can still hear the group 
  arguing on the other side of the door. You 
  grab it and head for the east stairs.  
  Turn to 74 
  310 
  Rosie, Henry and Anna turn around and stop 
  running. Charles and Elle continue to the 
  north stairs and crash through the door.  
  
   
   
  You look at the group and say "I think we 
  should take the east stairs" thinking that as 
  the east stairs don’t go all the way to the 
  ground floor, then with the electrics out the 
  only way up from reception is the north 
  stairs. However, it’s too late to call back 
  the others now. You hope they survive.  
  Turn to 117 
  311 
  You shout out "Come with me if you want to 
  live". They all stop and look at you in 
  amazement, which soon turn to amusement. 
  "Steady on Arnie!" says Henry, and all the 
  others laugh. You can even hear Eric behind 
  you sniggering despite the tension.  
  “No seriously, listen to me” you almost plead 
  Turn to 67 
  312 
  Eric runs down the staircase as if the devil 
  is on his tail, He reaches the 8th floor, 
  turning the right-angled corner onto the 
  landing, the lights flickering.  
  He runs and runs, faster down the stairs. 
  Floor 7.  
  Floor 6.  
  Floor 5.  
  Floor 4.  
  
   
   
   
  Then he trips and falls full length, as 
  something comes into contact with his ankle. 
  Some sort of wire that’s been tied across the 
  stairs, about knee height. He hears a 
  clicking sound.  
  Turn to 27 
  313 
  Anna bursts through the door. She runs over. 
  She is covered in blood, but none of it 
  appears to be hers.  
  They all look at her shocked. Numb. 
  “Anna, where’s Charlie?” asked Henry 
  “Dead” she replies in a quiet, unemotional 
  voice. “He killed her. Beat his head in until 
  it was just a bloody mess. I had to run. I 
  couldn’t save him….” 
  She tails off, as emotion overtakes her. 
  Reduce your SURVIVOR number by 1. 
  “Anna, there’s nothing you could have done, 
  and if we stay here, we will all end up like 
  Charlie.” You tell her. You want to be 
  compassionate, but realise you need to be 
  practical. 
  "Then what now?" asks Rosie.  
  "We can’t go down the north stairs. The lifts 
  and paternoster are down. There’s only the 
  east stair - which will take us down to the 
  10th floor" you suggest.  
  "The 10th floor?" shouts Henry "we've just 
  run up past that, we could have gone straight 
  off there".  
  
   
   
  You all stand there, feeling stupid.  
  "No, but if we'd done that, we may have been 
  followed. This way, we can try to get out 
  sneak down the east stairs and across the 
  10th floor to the north stairs which will 
  take us to the lobby. That was the plan" 
  They all look at you dubiously, but you set 
  off for the east stair.  
  Turn to 270 
   
  314 
  The kitchen is a good size, with a breakfast 
  island still with left over cereal, toast and 
  milk on the counter. There are two cups of 
  what you assume is tea or coffee. You pick 
  one up and feel the side of the cup. Cold. 
  You check the carton of milk. Warm, meaning 
  it’s been left out of the fridge for too 
  long. You pick up a used cereal bowl. Some 
  uneaten coco-pops are welded to the side of 
  the bowl, again indicating the bowl has been 
  there sometime.  
  TEST OFFICE SHAW’S INTELLIGENCE. Shaw has an 
  INTELLIGENCE of 7. If you pass, turn to 291. 
  If you fail, turn to 22 
   
  
   
   
   
   
   
   
   
  
   
   
  315 
  Henry and Anna burst through the door and 
  into the north stairwell. They both head 
  straight down the stairs, heading for the 
  ground floor as quick as possible.  
  Henry’s a few steps ahead when he shouts to 
  Anna "I think someone is coming up this way. 
  The bloody idiots, they can’t know about the 
  fire".  
  Anna replies "But Henry, stop a moment, how 
  do we know about the fire? One word? No 
  alarms, no sirens, to smoke, no heat".  
  Henry stops and thinks "Yeah come to think 
  about it, it’s all a bit strange. Anyway, we 
  can wait here for whoever is heading up and 
  see what they know."  
  Henry stops and waits, a few steps further 
  down than Anna. Both hear an even footstep on 
  the stairs, never breaking rhythm, 
  relentlessly climbing the steps like a 
  machine.  
  A figure comes into view. In the gloom of the 
  emergency lit stairwell, a hulking figure in 
  white fatigues carrying something in their 
  hand. Henry shouts out "Hey mate, have you 
  heard there’s a fire?”  
  The figure doesn’t stop, doesn’t reply, and 
  just carries on climbing. Roll 1d6. 
  If you roll 1-3, turn to 28, if you roll 4-6, 
  turn to 225 
  
   
   
   
  316 
  Isobel lunges up the stairs, arms 
  outstretched. In her left hand is a bloody 
  knife. You both manage to dodge back out of 
  her reach, and the reach of her knife. She 
  growls in frustration and then trips over a 
  step and falls forward. The hand holding her 
  knife hits the floor first and it bends 
  backwards. The knife enters her stomach. She 
  groans. Her blood pours over the stairs. You 
  look down in horror, frozen. You are half 
  tempted to help her but you realise that it’s 
  too late for that.  
  Rosie grabs you and shouts "We need to go. We 
  need to get out of here". You glance back one 
  more time at Isobel clawing at the stairs, 
  trying to drag herself up to you.  
  Lose 1 SANITY point. 
  You dodge past her and down the stairs onto 
  the 15th floor landing and run through the 
  door.  
  Turn to 240 
  317 
  Looking around, you see that there’s a pool 
  table a few feet away. You gesture to Rosie 
  and Elle, asking for help to move it.  
  TEST YOUR CHARISMA. If you pass, turn to 152. 
  If you fail, turn to 45 
  
   
   
  318 
  Add 1 to the floor level. If it’s 17, turn 
  straight away to 283. 
  None to wiser you bang your fists against the 
  panel. Lose 1 SANITY point. 
  “Red normally means stop” says Rosie “Why 
  didn’t I think of that sooner? So we can 
  assume that Switch 6 is STOP” 
  Now try to solve the rest of the sequence on 
  section 191.If you still cannot solve it, 
  turn to 359 
  319 
  "Come on, Henry," you say "we should stick 
  together. We've got a better chance as a 
  team" 
  You are sweating now. Nervous that they are 
  actually thinking about sacrificing you.  
  "You don’t know how things are. My dad, my 
  mum, my brother, all dead. And when I’m dead, 
  it’ll be your turn as you know me"  
  Henry says "Well if it’s all the same to you, 
  maybe, maybe not. But it’s you that’s the 
  target, and so we are better off without 
  you."  
  Henry looks around, Charles and Anna nod. 
  Rosie and Elle stand back, staring at the 
  ground. Then Henry and Charles grab you. They 
  push you back through the door back into the 
  15th floor.  
  "Anna, find something to tie him up with" 
  says Henry.  
  
   
   
   
  Anna goes to the window, and rips down the 
  chord from the venetian blinds. Then she 
  brings it back. Henry grabs a chair and 
  forces you to sit down in it. Then he and 
  Charles tie you firm to it, and wheel it over 
  to the north stairwell door. Turn to 98 
  320 
  As you run down the east stairs, the door to 
  the north stairs opens on floor 15. A large 
  figure steps through the door and looks 
  around. In his office, Eric cowers under his 
  desk. The figure turns, hearing the groans of 
  pain coming from the east stairs and heads 
  straight for the door. Eric is safe.  
  Turn to 370 
  321 
  The sharp, heavy blade sheers through flesh 
  and bone. Your opponent grunts as a hand 
  drops to the floor, twitching. Blood pours 
  everywhere. You swing again, and this time 
  the cleaver strikes into a shoulder. Another 
  grunt. You try to pull the cleaver free.  
  Turn to 178 
   
   
  
   
   
   
  
   
   
   
  322 
  Panic takes over, and you realise that you 
  maybe shouldn’t have used this tactic, but at 
  least it’s getting them moving. They all grab 
  their bags and run for the north stairwell. 
  You shout to call them back. 
  Roll 1d6. If you roll 1-3, turn to 273, or if 
  you roll 4-6 turn to 310 
  323 
  As you run down the east stair, on the 15th 
  floor, Eric takes refuge in his office. He 
  hides in the footwell or his large oak desk. 
  He lies there, peeking through the two-inch 
  gap at the base of the desk and the floor. He 
  sees the door open and a pair of large feet 
  walk through the door. The feet are wearing 
  white plimsolls, wet with blood. The figure 
  enters the office and looks around. She 
  stands for a moment seemingly mesmerised by 
  the sight of the city, all bright and lit up, 
  from the high rise window. Then she turns and 
  leaves. Eric, hiding under the desk, in the 
  same way a small blonde girl did 20 years 
  ago, tries to remain still and quiet, and 
  tries not to cry. He hears the sound of 
  another door opening and decides it’s safe to 
  come out.  
  Turn to 218 
  324 
  The figure lurches into the room, stops and 
  slowly looks around. You and Rosie both keep 
  low behind the barrels. It walks into the 
  
   
   
  cellar, and then around to the right where 
  the casks are stored. You both strike.  
  TEST YOUR FORTUNE AND STRENGTH. Add your 
  fortune and strength together and roll 4d6. 
  Do the same for Rosie. She has STRENGTH 8 
  FORTUNE 10.  
  If both of you roll less than or equal to 
  your combined scores, turn to 215. If you 
  both roll above, turn to 238. If Rosie’s is 
  higher, turn to 37. If your score is higher, 
  turn to 292 
  325 
  Rosie grabs your arm and says "There’s 
  nothing we can do, we can’t fight her, and we 
  can’t save Elle. We have to run".  
  You nod numbly in agreement and you both run 
  towards the north stairwell door. You 
  approach it and pull open the door and enter 
  the stairs. As you do so, a few floors down, 
  the pin is pulled from the gas tanks on the 
  4th floor. 
  Turn to 308 
  326 
  You run out of the lift foyer and towards the 
  main stairs’ door, right next to you. Pulling 
  the door open. You see that the stairs are 
  pretty much intact as the main explosion 
  happened above you. There is debris and 
  smoke, but you both think you can make it 
  down. You look around and see a cleaning 
  cupboard. You pull it open and grab a couple 
  of cleaning clothes and pass one to Rosie. 
  
   
   
   
  You soak them from a nearby water cooler and 
  wrap them around your mouth and nose and 
  enter the stairwell. The smoke is thick and 
  even with your makeshift masks makes you 
  cough.  
  TEST YOUR ENDURANCE. Throw 2d6 and add 12. If 
  this number is greater than your endurance, 
  then turn to 253. If it is less than or equal 
  to, then turn to 170 
  327 
  For a moment they all stare at you in 
  silence, and then Rosie says, in a small 
  scared voice "So what do we do?" 
  You reply “We can’t stay here, the phones are 
  gone, the mains power has gone, there’s only 
  the emergency lighting. I have no doubt in my 
  mind we will meet again in this very room 
  within minutes if we don’t move" 
  "So, what do you suggest?" asks Charles. You 
  assess your options.  
  If you want to try taking the stairs by the 
  lift, then turn to 183. If you would rather 
  try the stairs to the east of the floor, turn 
  to 64 
  328 
  You run across the 2nd floor to the south 
  side of the building, where the paternoster 
  whirls round in continual motion. Isobel is 
  not far behind you, seemingly gaining 
  strength rather than becoming weaker. You get 
  to the paternoster. It’s one of the last of 
  
   
   
  its kind still in use, a never stopping lift 
  that loops up and down. On one side, the 
  carriages take you up, on the other, they 
  take you down. Each carriage only takes two 
  people, and you have to step into it as it 
  moves past you. You jump in and the carriage 
  starts moving down.  
  But then there’s a thud above you. You look 
  up and you see a knife blade has pierced the 
  thin wooden roof of the carriage. Isobel is 
  in the carriage behind you. Then you are at 
  the first floor. You both leap out the 
  carriage and run across the large, open foyer 
  to front door. You hear a thud as Isobel 
  jumps out of the next carriage. She is only 
  seconds behind you. You reach the glass 
  double door and push it open to freedom.  
  Turn to 89 
  329 
   
  You gesture first left and Walker approaches 
  the door. She reaches for the handle and 
  turns and pushes. The door opens with a 
  slight squeal of protest and you both step 
  through. It’s a dining room, with a large oak 
  table in the centre and five oak chairs 
  around it. The table is unlade, and the room 
  is tidy and neat. There’s no one in the room. 
  There is a closed door to your right.  
  You can either head into the room and check 
  this door, and turn to 164; or you can do 
  back into the hallway and try another door, 
  turn to 1  
  
   
   
   
  330 
  Down on the 10th floor, a figure struggles to 
  their feet and heads for the east stairs.  
  Turn to 93 
  331 
  Before Isobel enters you both look around for 
  weapons. You find a hammer and Rosie a small 
  knife. You stop and wait. The figure enters 
  the room. You realise that you won’t win in a 
  straight fight, even two to one, and so hope 
  just to injure her and slow her down. You 
  hide behind the control panel. Then her 
  shadow appears, and Rosie nudges you and 
  mouths "3,2,1" and you launch at the figure 
  that appears.  
  You swing the hammer but miss. Rosie has 
  better luck, managing to stick the knife into 
  Isobel’s stomach. She groans and moves. The 
  knife is wrenched free from Rosie’s grasp. 
  Isobel pulls out the knife and looks at it 
  disdainfully. Then, almost casually, she 
  throws it. It flies end over end towards 
  Rosie and the point takes her in the eye. She 
  drops. You scream in horror and rage.  
  Turn to 378 
  332 
  Luck is with you; you manage to creep up the 
  stone steps. You get to the top and pull the 
  door closed, quietly. Then you search the 
  nearby desk. You find an old newspaper and 
  roll it up loosely into a torch. 
  
   
   
  You have six matches but they are old. You 
  pick out a match. Roll 1d6. If you roll 6 
  turn to 181. 
  For each match that fails to light, you get 
  more desperate and lose 1 SANITY point.  
  If you fail, that match will not light and 
  you must try again.  
  If you have not rolled a 6 after six 
  attempts, then turn to 138 
  333 
  As you run around the desk, you both grab a 
  metal post each, the ones that are used with 
  the retractable tape to form a queue for the 
  reception desk, a bit like in an airport. You 
  sprint to the door and bash at the triple 
  glazed windows with all your strength. 
  Eventually one cracks, then shatters. You 
  both burst through, ignoring the cuts from 
  the sharp shards of glass still in the frame. 
  You run. Just in time. There is a muffled 
  "pop" below, and then the ground shakes, then 
  the flame follows.  
  The explosion is immense and knocks you both 
  off your feet. You are showered in glass, but 
  lie there, deaf from the blast and covered in 
  100 cuts. You look over at Rosie and smile, 
  but then you see the vacant look on her face 
  and the large piece of metal frame sticking 
  through her chest. You crawl over to her and 
  hug her.  
  Turn to 156 
  
   
   
   
  334 
  This cabinet opens easily but it is full of 
  various tools. It takes you several minutes 
  to look through it, but all you can find are 
  mains powered drills, angle grinders and 
  screwdrivers. None will work though as 
  there’s no mains power. You find a battery 
  powered drill, and pick it up excitedly, and 
  pull the trigger. The chuck spins around 
  slowly, twice, and then stops. The battery 
  indicator is red. You throw it down in 
  disgust. Due to the time it’s taken you to 
  search the cabinet, add 2 to the floor level 
  the figure is on.   
  If that number is now 17, turn to 231. If you 
  want to try the locker on the left, turn to 
  275; if you want to try the middle locker, 
  turn to 128. If you haven’t done so already, 
  if you want to give up and look for some 
  keys, turn to 17. 
  335 
  Above you, the escape hatch has almost been 
  wrenched open and you can see Isobel’s grim 
  face. You both run out onto the 11th floor. 
  Isobel jumps down into the lift as you run. 
  You hear a ripping noise behind you. Then 
  something comes flying towards you as you 
  run. TEST YOUR FORTUNE. If you are FORTUNATE, 
  you see the control panel from the lift go 
  flying past you. Isobel has obviously ripped 
  it out, disabling the lift. If you are 
  unlucky, the panel hits you, and causes 2 
  ENDURANCE points of damage.  
  
   
   
  Do you want to try to see if the main stairs 
  are safe to use? If so turn to 137.  If you 
  want to run to the opposite side of the room 
  and try to paternoster, turn to 46 
  336 
  With the element of surprise, you get the 
  drop. The cleaver strikes into a muscled 
  shoulder. There’s a grunt. Rosie swings the 
  metal rolling pin. But too slow. The large 
  figure, with amazing speed, raises a hand and 
  catches it, and yanks. Rosie loses the pin.  
  The figure lashes out. The metal pin whistles 
  though the air. It hits Rosie full in the 
  face. She staggers back. You swing the 
  cleaver again. A glancing blow. The figure 
  swings again. The metal pin strikes you 
  across the chest. You drop the cleaver. Lose 
  4 ENDURANCE. You are knocked backwards.  
  Rosie tries to stand. She is dizzy, unsteady, 
  and unseeing. The pin swings again. There’s a 
  loud crack. Rosie falls to the floor. Her 
  skull bashed in. You run. You head for the 
  cellar.  
  Reduce your SURVIVOR number by 1. 
  Turn to 306 
  337 
   
  The boy stares back at you with hate in his 
  green eyes. His hair is matter with dried 
  blood. His face is covered in blood spray. 
  But none of it appears to be his. His hands 
  look like they have been painted red. You ask 
  
   
   
   
  him what happened. He just growls at you. You 
  ask him who hurt his parents. He smiles.  
  You ask him who hurt Thomas. For the first 
  time you see sadness in his eyes. But still 
  he does not speak. You hear sirens outside at 
  reinforcements approach. Soon the detectives 
  take over. CSI quarantine the scene. You give 
  your statement to the lead detective, a young 
  kid called Williamson.  
  All the while a question sticks in your head. 
  Where the hell is the little girl? Turn to 
  287 
  338 
  Eric runs down the staircase as if the devil 
  is on his tail. He reaches the 8th floor, 
  turning the right-angled corner onto the 
  landing, the lights flickering. He doesn’t 
  see the dark shapes and trips over something 
  on the floor, and lands with a thud onto 
  something warm and wet. His hands are slick 
  with liquid and he raises them to his face. 
  The lights flicker on, and his hands are 
  covered with a thick, dark liquid. He looks 
  down and sees the bodies of Charles and 
  Henry. Eric screams, and screams again.  
  Then Henry’s head turns towards him. His eyes 
  stare at Eric and Henry’s mouth opens and 
  closes, but no sound comes out. The eyes 
  plead at Eric, but he pushes himself away 
  across the wet floor. He tries to stand but 
  slips in the thick blood, falling once more. 
  He scrambles to his feet and runs, even 
  faster, his eyes wide with the horror of what 
  he’s seen, and the horror that he’s left 
  Henry still alive. He knows that without 
  
   
   
  help, Henry will die in a few minutes. He 
  runs and runs, faster down the stairs.  
  Floor 7.  
  Floor 6.  
  Floor 5.  
  Floor 4. Then he trips and falls full length, 
  as something comes into contact with his 
  ankle. Some sort of wire that’s been tied 
  across the stairs, about knee height. He 
  hears a clicking sound.  
  Turn to 395 
   
  339 
  The left door takes you into a back office. 
  There a desk and chair, and at the back a 
  small kitchenette. There’s no other exit. 
  Then you hear a noise from outside. She’s 
  found you!  
  You both rummage through the kitchen drawers. 
  You manage to find a small knife, and Rosie a 
  pair of scissors. Then the door crashes open 
  and Isobel storms in, knife about her head. 
  You have no choice but to fight.  
  Turn to 220 
  
   
   
   
  340 
  Luck is with you, you manage to knock Isobel 
  down and run past her, up the stone steps. 
  You get to the top and pull the door closed. 
  Then you search the nearby desk. You find an 
  old newspaper and roll it up loosely into a 
  torch.  
  You have six matches but they are old. You 
  pick out a match. Roll 1d6. If you roll 6 
  turn to 235. If you fail, that match will not 
  light and you must try again.  
  If you have not rolled a 6 after six 
  attempts, then turn to 138 
  341 
  You both embrace. You kiss Rosie full on the 
  lips. She pushes back saying "Later! We still 
  have to get out of this damned place".  
  Rosie runs off towards the east stairwell. 
  You try to stop her. She turns and says "The 
  north stairs are on fire. The east stairs. We 
  must get up to the maintenance level on floor 
  17. We need to get the lifts working. It’s 
  the only way out".  
  You nod in agreement. She’s right. Turn to 
  373 
  
   
   
  342 
   
  20 years later  
  17th December, 1:30am.  
  Markham House Asylum. The alarms ring. Staff 
  rush towards Room 36 of Level 3, but the cell 
  is empty. Security are checking the cell. 
  They find on the floor the restraints, 
  somehow cut.  
  Outside the metal door is the still form of 
  an orderly, blood pooled from where his head 
  has been caved in. His nightstick and keys 
  are missing.  
  Bloody footprints head towards the locked 
  access door and the stairs. But the door is 
  unlocked, and the footprints head to freedom. 
  Markham House’s most famous resident has 
  left. 
  The practice manager quickly checks CCTV at 
  the gate from the control room. A hulking 
  form in white fatigues walking down the drive 
  carrying a nightstick. It shows two security 
  guards at the gate draw their own sticks and 
  run towards the figure. The hulking figure 
  swings the nightstick twice. Both men drop to 
  the floor. Even the grainy camera footage can 
  see the blood pooling from their heads.  
   
   
  
   
   
   
   
  
   
   
   
   
  
   
   
   
  The form ducks into the security booth for a 
  moment, and then leaves carrying a bag. The 
  figure walks on down the drive away from the 
  gate. The practice manager swallows and 
  reaches for a phone. He dials a number. The 
  phone is answered and the manager just says 
  "P36/3 has gone" and puts the phone back 
  down. He puts his head in his hands and 
  starts to cry.  
  Turn to 394 
  343 
  You are in the lead and are just about to 
  enter the stairwell, just as the fireball 
  climbs up the enclosed space. Rosie pulls you 
  back, almost in time but the intense heat 
  still singes you. Lose 4 ENDURANCE points. 
  Your jacket catches from the flames and you 
  start to burn. Rosie, acting quickly, sees a 
  fire extinguisher by the doorway and grabs 
  it. She turns it on you and one blast puts 
  out the fire. But then she screams. The 
  figure is almost on you.  
  Without thinking, Rosie sprays the 
  extinguisher at the looming figure, earning a 
  scream as the gas hits home. Then Rosie 
  swings the heavy metal canister at the blonde 
  head, and it connects. The large figure falls 
  to the floor, stunned.  
  If you want to tell Rosie to strike again, 
  then turn to 372.  If you would rather run 
  and hide, turn to 35 
  
   
   
  344 
  In front of the desks are columns that have 
  retractable fabric tape fixed from one to the 
  other, so they form a queuing system for the 
  reception desk - like you have seen at 
  airport check-ins.  
  The columns are about three-foot-tall each 
  and solid metal. You both grab one each, and 
  disconnect the tape that snaps back. You lug 
  them over to the doors and start to batter 
  the heavy bases against the doors.  
  Turn to 83 
  345 
  The pin pulls from the trip wire, and the 
  rigged canisters of butane gas explode as the 
  gas meets the flame of a blowtorch left 
  burning next to it. The fireball blows the 
  pool soul who tripped the trap backward and 
  shards of the metal contained within pierce 
  his body like shrapnel in a dozen places, 
  cruelly tearing his flesh. But he is dead in 
  seconds. The fireball continues up the narrow 
  stairwell, just as you enter on the 10th 
  floor.  
  Reduce your SURVIVOR number by 1. 
   
  Roll 1d6. If you roll 1-2, turn to 65; 3-4, 
  turn to 217; 5-6, turn to 176 
  
   
   
   
  346 
  You are nearly at the door when Isobel 
  launches herself through the air at you. She 
  hits you both, knocking you both flying and 
  through the door. Your momentum keeps you 
  rolling forward, and all three of you clatter 
  down the stairs. LOSE 2 ENDURANCE points.  
  TEST BOTH YOUR AND ROSIE’S FORTUNE. If you 
  are both fortunate, turn to 381. If you are 
  both unlucky, turn to 133. If you are lucky, 
  turn to 40. If Rosie is lucky, turn to 104 
  347 
  "How do you know?" asks Hancox. 
  "I just do. Maybe it’s a twin thing, but when 
  we were kids, we always knew where the other 
  was. It seems that hasn’t changed, even 20 
  years on. As for the first time in a long 
  time, I know that we are both in the 
  building. This building. And that soon we 
  will meet again.”  
  "Why?" asks Hancox.  
  You shrug, and reply almost casually "so that 
  I can die". Turn to 290 
  348 
   
  Despite the surprise of the attack, the knife 
  just slashes at your arm and cuts the 
  material of your uniform. Then you are able 
  to dodge back and are able to catch his arm 
  after the blade has whistled past you. You 
  bend his wrist, and he howls in pain, but the 
  
   
   
  knife drops to the floor, striking the plush 
  carpet with a muffled thud.  
  Turn to 387 
  349 
  In the north stairwell, the large figure has 
  reached the 4th floor. Its stops and turns 
  and sees the sign for “Department of 
  Biochemistry and Microbiology” and pulls open 
  the door. The figure stalks along the 
  deserted corridors, until it arrives at a 
  room with a large yellow warning sign on the 
  door.  
  A large hand with dirty, cracked finger 
  nails, reaches out and pulls on the door 
  handle. It’s locked. With a grunt, this time 
  the figure twists and pulls at the handle and 
  with a crack, the doorjamb gives way and the 
  door pulls open. The figure enters the room 
  and then spends a few minutes dragging some 
  large, silver canisters onto the landing of 
  the north stairs. The figure finds some wire 
  and a blowtorch. 
  Then the figure starts back up the stairs to 
  the fifth floor and beyond. Turn to 55 
  350 
  You reach the 12th floor landing, when you 
  hear a noise from above. You look up, hoping 
  that it’s Eric, and that he’s still alive.  
  Instead you see a large hulking form, long 
  hair in her face, staring down at you. You 
  all stop and stare in horror. Then the figure 
  raises something dark about its head and 
  
   
   
   
  throws. Something heavy hurtles down the 
  stairwell with amazing accuracy, and hits 
  Anna on the neck. She slumps to the floor. 
  You bend to check her, but you can tell from 
  her glazed eyes that she’s dead. You look and 
  see that next to her is a metal object.  
  It’s an iron model of a human brain, and 
  weights a good two kilos. You know as it’s 
  sat on your desk for the last couple of 
  years. It’s the award you got for the best 
  student in class when you did your BSc in 
  psychology. 
  Your name, inscribed in the wood base, is now 
  highlighted by Anna’s blood. You almost laugh 
  at the irony. But you have no time to waste 
  as you hear your twin on the stairs above. 
  The three of you burst through the door onto 
  the 10th floor. You are in the student union 
  bar, but it’s now all closed and in darkness 
  for the holidays.  
  Reduce you SURVIVOR number by 1 
  If you want to try to barricade the door, 
  turn to 317.  
  If you just want to run for the north stairs, 
  turn to 265 
  351 
  The key slips in easily and you turn it. The 
  panel springs open. Add 1 to the floor number 
  you have written down.  
  Turn to 191 
  
   
   
  352 
  The hulking form is at the top of the stairs, 
  grinning down at you, green eyes blazing. 
  Isobel. You stop in horror, seeing your twin 
  for the first time in over a decade, and the 
  first time outside of a locked cell for 20 
  years. Isobel, with speed belying her size, 
  leaps at you. You try to dodge, but she grabs 
  you around the waist and you both tumble down 
  the stairs.  
  Turn to 157 
  353 
  You both jump off at the next floor, and go 
  to run around and change direction again. But 
  you haven’t fooled Isobel. She jumps out from 
  the next carriage and is on you. She grabs 
  you by the scruff of the neck, and hurls you 
  into a carriage that is just passing. You 
  land half in, half out. Your legs are in the 
  carriage but your body is on the floor. You 
  try to scramble out but the continually 
  moving paternoster has no safety sensors, 
  it’s so old.  
  And so it keeps on moving and the next 
  carriage strikes you in the small of the 
  back. Wood splinters, machinery groans, but 
  keeps moving. The pain is incredible. You 
  scream out as your back is broken and your 
  legs are almost torn from your body. You look 
  up, eyes streaming with tears of pain and 
  suffering, and see Isobel closing in on 
  Rosie.  
  Then everything goes black 
  
   
   
   
  354 
  Eric works himself out from the space under 
  his desk, and crawls to the door of his 
  office. He peers around it, and sees the 
  large hulking shape disappear through the 
  door to the east stairwell. He knows this is 
  the way you went, and for a moment stops and 
  considers trying to warn you. But then he 
  realises that the north stairs are free, and 
  he should be able to get to safety. He runs 
  towards the north stairs’ door, feeling 
  guilty, but fear overcomes his guilt.  
  Turn to 338 
  355 
  You both practically fly up the cellar stairs 
  and slam the hatch back shut. Locking it. 
  Rosie runs from behind the bar towards the 
  east stairs. You try to stop her.  
  She turns and says "The north stairs are on 
  fire. The east stairs. We must get up to the 
  maintenance level on floor 17. We need to get 
  the lifts working. It’s the only way out".  
  You nod in agreement. She’s right.  
  Turn to 373 
  356 
   
  The door opens onto a scene of horror. It’s a 
  typical family room. Two large sofas at right 
  angles dominate the room. In front of them is 
  a large flat screen TV. In front of that TV 
  is a small boy. He’s facing away from you, 
  
   
   
  but lying on the floor, face down, head 
  propped on his hands, his legs kicking 
  casually back and forward.  
  He seems immersed in the TV, which is 
  currently playing Family Guy. You assume this 
  boy is Isaac, one of the twins. Around him 
  lay three bodies.  
  The closest is an adult male, who is sitting 
  on one of the sofas. You assume this is Mr 
  Bone. His head is thrown back, and his green 
  eyes are staring unseeingly at the ceiling 
  above. He's wearing a grey t-shirt and 
  trousers. At least you think the shirt was 
  once grey, as it is now red with blood, which 
  has congealed around seemingly dozens of stab 
  wounds to his chest, arms and head.  
  Lying on the floor in front of him is an 
  adult female. Probably Mrs Bone. Her long 
  hair is dark and matted and she is wearing a 
  pale yellow blouse and dark trousers, 
  although both are also covered in blood.  
  Finally, there’s the figure of an adolescent 
  boy, maybe in his teens. He seems to be 
  peacefully lying on the other sofa, but when 
  you approach you can see his body fully and 
  realise that he is also dead, but from a 
  single stab wound to the chest. This, you 
  think, must be Thomas.  
   
  
   
   
   
   
  
   
   
   
  
   
   
   
   
   
  
   
   
   
   
  
   
   
   
  Blood covers the elegant furnishings of the 
  room. Arterial spray covers the floor and 
  ceiling by Mr Bone. Blood has pooled on the 
  cream carpet under Mrs Bone. Only Thomas, in 
  a plain grey t-shirt, appears to be 
  relatively blood free, as there was only a 
  single stab wound.  
  Turn to 375 
  357 
  The figure turns as you bolt from behind the 
  kegs and hands reach out to grab Rosie. She 
  cries out and staggers. You stop still and 
  see Rosie is cornered. You see two rubber 
  headed mallets on the side. You pick one up 
  and throw it to Rosie. She catches it and 
  turns. The large figure is nearly upon her. 
  Then you pick up the second and charge at 
  Isobel, rage in your heart.  
  TEST YOUR FORTUNE AND STRENGTH. Add your 
  fortune and strength together and roll 4d6. 
  Do the same for Rosie. She has STRENGTH 8 
  FORTUNE 10. 
  If both of you roll less than or equal to 
  your combined scores, turn to 215. If you 
  both roll above, turn to 238. If Rosie’s is 
  higher, turn to 37. If your score is higher, 
  turn to 292 
  358 
  The hulking form is at the top of the stairs, 
  grinning down at you, green eyes blazing. You 
  stop in horror, seeing your twin for the 
  first time in over a decade.  
  
   
   
  “Hi, little sis” you say through gritted 
  teeth. 
  “Brother, dearest” replies your twin sister, 
  Isobel.  
  Lose 1 SANITY point as you stare into your 
  twins green eyes.  
  And then, with speed belying her size, Isobel 
  leaps at you. You try to dodge, but you are 
  grabbed you around the waist and you both 
  tumble down the stairs.  
  Turn to 157 
   
  359 
  Frustrated beyond belief, you randomly flick 
  switches hoping something will start. Nothing 
  happens 
  “Dammit” you snarl, under your breath. 
  But you have wasted too much time 
  But then the door from the stairs flies open 
  with a bang and a dark figure emerges.  
  You both look around and Rosie says "No, no 
  no, it can’t be, we killed her, I'm sure. No 
  no no".  
  But it is. Isobel walks into the room, blood 
  covering her face and matted in her hair.  
  
   
   
   
   
  “Hi, little sis” you sigh, resigned to your 
  fate 
  “Brother, dearest” she replies, almost 
  lovingly.  
  She raises a bloody knife in her hand and 
  before you know it she’s upon you. The blade 
  comes down and takes you in the chest, 
  piercing your heart. You die not knowing 
  Rosie’s fate.  
  360 
  You dash over to the north stairwell door and 
  without thinking push it open. You run into 
  the stairwell and lean over the bannister, 
  looking down. The emergency light is 
  flickering but you can just about make out a 
  body lying on the stairs about 5 floors down. 
  You think it’s Anna. After that it’s too dark 
  to see anything else.  
  If you want to go and check, turn to 212. If 
  you would rather leave, assuming both Henry 
  and Anna are dead, turn to 185 
  361 
  Leaving Eric behind, you, Rosie, Charlie and 
  Elle dash to the east stairs.  
  Turn to 20 
  
   
   
  362 
  You, along with Rosie, Anna, Charles and 
  Elle, are heading down the east stairs and 
  reach the 12th floor landing, when you hear 
  the door from the 15th floor open. You look 
  up, hoping Eric has changed his mind. Instead 
  you see a large hulking form with long, 
  almost white, blonde hair, staring down at 
  you through green eyes. It’s the first time 
  you have seen your twin for 10 years.  
  You all stop and stare in horror. Then the 
  figure raises something dark about its head 
  and throws. Something heavy hurtles down the 
  stairwell with amazing accuracy, and hits 
  Charles on the neck. He slumps to the floor. 
  You bend to check him, but you can tell from 
  his glazed eyes that he’s dead. You look and 
  see that next to her is a metal object.  
  It’s an iron model of a human brain, and 
  weighs a good 2 kilos. You know as it’s sat 
  on your desk for the last couple of years. 
  It’s the award you got for the best student 
  in class when you did your BSc in Psychology. 
  Your name, inscribed in the wood base, is now 
  highlighted by Charles’s blood. You almost 
  laugh at the irony. But you have no time to 
  waste as you hear your twin on the stairs 
  above. The three of you burst through the 
  door into the 10th floor. You are in the 
  student union bar, but it’s now all closed 
  and in darkness for the holidays.  
  Reduce you SURVIVOR number by 1. Reduce your 
  SANITY number by 1. 
  Turn to 49 
  
   
   
   
  363 
  The large figure turns as you bolt from 
  behind the kegs and hands reach out to grab 
  you. Rosie is too fast, but a large hand 
  catches you a glancing blow, enough to spin 
  you around. You stagger. Rosie is at the 
  door. You shout to her "Run, Rosie, I love 
  you, bring help" and then try to stand up. 
  Rosie pushes the bar on the door, opening it, 
  and runs through. 
  You stand up and stare your twin in the eyes.  
  “Hi, little sis” you say to her 
  “Brother dearest” your twin sister Isobel 
  replies, and she launches herself at you.  
  Then Isobel has you, her arm around your 
  throat. Behind you. You sense rather than see 
  the knife raise up. The knife comes down, 
  into your neck. Once, twice. You slump to the 
  floor smiling. At least Rosie is free. For 
  now. You see Isobel, the bloody knife by her 
  side, heading for the cellar door. You hope 
  she doesn’t find Rosie. You fear she will. 
  Then the dark comes 
  
   
   
   
  
   
   
   
  364 
  You dash through the doorway and onto the 
  east staircase, and start running down. You 
  leave just in time, as just as the door 
  closes on your exit, the door from the north 
  stairwell crashes open. The hulking figure 
  strides through it, the white fatigues are 
  now covered in blood. The long pale, almost 
  white, hair, hangs down in dirty lengths 
  covering the face - all apart from the eyes, 
  the glistening green eyes. The figure takes 
  in the floor in a few moments and then starts 
  to walk around, checking each office.  
  The figure soon arrives at Hancox’s room. 
  Roll 1d6. If you roll 1-3, turn to 194. If 
  you roll 4-6, turn to 214 
  365 
  The bullets fly and you get hit in the 
  shoulder and fall to the ground, screaming. 
  Rosie is hit in the thigh and falls next to 
  you. Then the figures in black are all around 
  you. They kick away the metal columns, turn 
  you over, and cuff you. They drag you to your 
  feet, despite Rosie being in significant pain 
  and walk you over to the sea of blue lights.  
  Turn to 200 
  366 
  Isobel swings her knife again and Rosie falls 
  to the floor, blood spraying from her neck. 
  Rosie falls to the floor and you assume she’s 
  dead. You scream in hatred and frustration 
  and launch yourself at Isobel.  
  
   
   
  Your anger and rage give you an additional 2 
  points to your STRENGTH.  
  If you reduce her ENDURANCE to 0, turn to 
  108. If she kills you, turn to 87 
  367 
  For a moment they all stare at you in 
  silence, and then Henry laughs out loud  
  "Yeah, good one, but it’s not Halloween and 
  this isn’t any Treehouse of Terror. The 
  power’s just gone. Relax man, relax".  
  The others smile and shake their heads. You 
  realise you are losing them. You change tack 
  and tell them there’s a fire. 
  Turn to 322 
  368 
  Charles walks down to meet the figure whereas 
  Elle stays where she is. He gets to the next 
  landing and waits, as the figure mounts the 
  steps from the previous floor.  
  He shouts again "Hey pal, talk to me. Is 
  there a fire? Are the fire brigade on their 
  way?”  
  He stays there waiting, and then the figure 
  puts their first foot on the landing step. 
  Charles walks forward, irritated by the 
  rudeness of this fellow. The light flickers 
  off.  He puts an arm out in front of the 
  figures face. The light flickers on. He 
  stares into green eyes, eyes devoid of 
  compassion. The figure swings its arm. The 
  
   
   
   
  nightstick comes down on Charles’ elbow, 
  shattering it.  
  He yelps in pain and cradles it like he would 
  a child. The nightstick swings again. It 
  connects with Charles’ jaw. Teeth fly. As 
  does blood. Charles tries to scream through 
  his mangled lips, but can only groan. The 
  stick swings once more, downwards. It strikes 
  the crown of Charles’ head. He drops like a 
  sack of potatoes. Unmoving. Elle, a few feet 
  above, screams in horror and turns and runs. 
  Reduce your SURVIVOR points by 1. 
  Turn to 304 
  369 
  The hand catches your cue and jerks it out of 
  your hand. You stand there face to face, and 
  unarmed, facing your twin.  
  “Hi, little sis” you say as she closes in on 
  you. 
  “Brother dearest” your twin sister Isobel 
  replies. 
  Lose 1 SANITY point.  
  Rosie tries to beat her away as she advances 
  towards you, but Isobel swings your pool cue 
  and knocks the cues from her hand with one 
  blow. Then she reaches out and grabs you. You 
  shout "Run" to Rosie as her hand tightens on 
  your throat. You try to strike her arm, but 
  its pure muscle and like striking a tree 
  limb. You reach round and grab a pool ball 
  from the table, and bring your hand round and 
  smash it into her face, splitting Isobel’s 
  lip. She just smiles through bloodied lips.  
  
   
   
  She pushes you down onto the pool table, so 
  you are splayed over it like a sacrificial 
  lamb. Your head is looking down, and you can 
  see upside down as the others reach the north 
  stair well door. Well, you think, at least 
  Rosie has a chance. Isobel brings the cue 
  down on the table edge, smashing it until all 
  that’s left is the heavy end with a long 
  spike of sharp ash. She puts this at the base 
  of your throat and starts to push. The sharp 
  wood cuts through into the base of your mouth 
  and you taste blood. She continues to push 
  and you struggle to no avail, groaning in 
  pain. She continues to push until the sharp 
  tip starts to pierce the roof of your mouth. 
  You resign yourself to death, but keep 
  looking at the door of the north stairs. 
  Rosie will already be most of the way down 
  the stairs by now.  At the same time, the pin 
  is pulled from the gas tanks on the 4th 
  floor. 
  Turn to 261 
  370 
  Eric works himself out from the space under 
  his desk, and crawls to the door of his 
  office. He peers around it, and sees the 
  large hulking shape disappear through the 
  door to the east stairwell. He knows this is 
  the way you went, and for a moment stops and 
  considers trying to warn you. But then he 
  realises that the north stairs are free, and 
  he should be able to get to safety. He runs 
  towards the north stairs’ door, feeling 
  guilty, but fear overcomes his guilt.  
  Turn to 245 
  
   
   
   
  371 
  Rosie sits on the ground cradling your now 
  cooling body. She is aware of people running 
  towards her and she staggers to her feet, 
  raising her hands, looking down at your still 
  form. Then there’s a noise from behind her.  
  She turns. A human torch emerges from the 
  ruins, screaming. She freezes in shock. 
  Despite being 20 metres from the building, it 
  covers the distance in no time. Rosie hears 
  several loud "pops" from behind her, but then 
  the flames engulf her 
  372 
  "Again Rosie, again" you shout "Use the 
  extinguisher, again, Rosie". Rosie looks 
  round at you, unsurely, but then nods. She 
  lifts the extinguisher and goes to bring it 
  down on the blonde head. 
  Turn to 61 
  373 
  Rosie and you both head up to the 17th floor, 
  where you hope you can get the emergency 
  generator working. If you can do that, then 
  both the lifts and the paternoster should 
  work.  
  Turn to 211 
  
   
   
  374 
  All of you stop and look at the north stair 
  door. Then the screaming stops. You turn and 
  say "There’s nothing we can do for them now. 
  We need to go, or it will be us next.” 
  Rosie, Charles and Elle nod sadly, and you 
  all head off to the east stair door.  
  Turn to 20 
  375 
   
  Although it is beyond doubt that the three 
  are dead, you and Walker quickly check Thomas 
  and the Bones for any sign of life. There is 
  none.  
  Walker backs into the corridor to radio to 
  control, leaving you alone in the room. 
  Having taken in the carnage, you now focus on 
  the little boy.  
  He’s still happily watching TV, kicking his 
  legs backwards and forwards, and giggling. 
  You approach him, calling out his name.  
  “Isaac, son, I'm Officer Shaw. Are you OK 
  son? Talk to me". 
  He ignores you and you walk closer, and 
  crouch down beside him. You put a hand out 
  onto his shoulder.  
  Did you pass an INTELLIGENCE test earlier? If 
  so turn to 187. If you did not, turn to 255 
  
   
   
   
   
  
   
   
  376 
  All of you run towards the east stairwell 
  door. When you get there, Henry stops 
  everyone and says 
  "Right, I get that your twin is after you. 
  But don’t we stand a better chance if we 
  split up. If some of us go upstairs, and some 
  downstairs, she can only follow one group. 
  That gives the other group a chance to get 
  back to the main stairs and get out. And get 
  help. There’s six of us, and so three of us 
  should go downstairs, and three up. Agreed?" 
  "I’m not so sure," you reply "I think we are 
  better altogether” 
  "I'm with Henry" says Anna. 
  "Me too" says Charles. "OK" says Henry "we'll 
  go upstairs then. You, Rosie and Elle go 
  downstairs"  
  You try to talk them out of it, but they are 
  gone. You, Rosie and Elle have no choice but 
  to go down to the 10th floor.  
  Turn to 142 
  377 
   
  The knife is angled up towards your throat 
  and cuts deep. You clutch at the wound and 
  feel the blood starting to gush down the 
  front of your uniform. You try to cry out to 
  Walker, but are only able to gurgle. The boy 
  laughs at your attempts to talk and watches 
  you as you topple over to the floor and bleed 
  out. Then he turns back to watch TV. 
  
   
   
   
  378 
  Looking down at poor Rosie, the rage rises in 
  you. You face Isobel, who still has the 
  kitchen knife. You have a hammer. You are no 
  longer interested in escape. You just want to 
  get revenge.  
  Turn to 282 
  379 
  The system takes over. Forensics arrive and 
  mark up the scene outside the tower. Your 
  bodies are photographed from dozens of 
  positions, until you are finally 
  unceremoniously dumped onto stretchers and 
  taken to the coroner’s van. You end up in the 
  city morgue in a stainless steel refrigerated 
  bed for the night. Back at the tower, the 
  first forensic officer, Stephens, all in 
  white, enters through the smashed doors. Only 
  his blue eyes are visible through his suit. 
  He is so busy taking photos that he doesn’t 
  notice the dark figure in the corner. Minutes 
  later, Officer Williams is out front when he 
  sees Stephens leaving the building and shouts 
  "Hey Stephens, you can't be all done yet".  
  Stephens looks up at Williams, and stares at 
  him with green eyes. Then turns and walks 
  from the scene, into some bushes. Williams 
  shakes his head.  
  "Bloody CSI's - they are a weird bunch" he 
  thinks. The figure in white trudges through 
  the bushes and emerges out onto the main 
  road. The whole city lies ahead. It’s in for 
  a hell of a night. 
  
   
   
  380 
  Both of you run as fast as you can. The large 
  figure turns and grabs for you, but misses. 
  You run and hit the bar on the door. It flies 
  open. You are on the 9th floor, near a 
  service elevator, near the north stairs. You 
  both push the door closed. 
  Rosie looks around and sees a cleaner’s 
  cupboard. She runs over the pulls the door 
  open. She grabs a yard brush and throws it to 
  you. You put it between the brackets on the 
  double door. Holding it closed. Just in time 
  as Isobel tries to force the door open. It 
  holds. For now.  
  Rosie finds a 5 litre container and a 
  cleaning rag in the cupboard. You lean 
  against the door, trying to stop it from 
  opening it.  
  Rosie takes the top off the container, dowses 
  the rag in the liquid and pushes the rag in. 
  She runs back to you, pulling a lighter from 
  her jeans pocket. She lights the rag.  
  "After 3" she says. The rag starts to burn 
  down. Quickly 
  “One” 
  On the other side, large fists hammer on the 
  door. The door starts to give. You lean 
  against it with all your strength.  
  “Two” 
  Then the hammering stops. Rosie whispers  
  "Three". Rosie whispers.   
  
   
   
   
  
   
   
  You pull out the yard brush and yank the door 
  open. The figure is walking away from the 
  door, but then turns. Rosie hurls the 
  container in. Perfect timing, just as the 
  contents ignite. There’s a large explosion, 
  and you sense rather than see a large shape 
  being blown backwards, landing and hitting a 
  keg. Then the flames start to cover the 
  floor. You close the door, and lock it.  
  You have done it. You hope.  
  Turn to 341 
  381 
  As you fall, the knife falls from Isobel’s 
  hand but she lands heavily upon it. The blade 
  pierces her stomach. You both stand up, 
  relatively unharmed, and run down the stairs. 
  Isobel is down, you just need to get out of 
  here now. Turn to 240 
  382 
  Quickly you head back to the stairwell and 
  run down to the 15th floor. Turn to 112 
  383 
  On your hands and knees you try to scramble 
  around the central kitchen island. You reach 
  the far corner and peak around. No-one there. 
  You see the door. If you can get through it, 
  you can be back down the stairs way ahead of 
  you. You decide to run. You get up and run, 
  but then a large figure appears from nowhere 
  and grabs the back of your jacket, hauling 
  
   
   
   
  you back, but you manage to swing around and 
  swing the cleaver down onto the wrist holding 
  you.  
  TEST YOUR FORTUNE. If you are fortunate, turn 
  to 321. If you are not, turn to 13 
  384 
  Changing tack, you say "OK guys, but there is 
  something wrong. There’s a fire in the 
  building, near the roof and its spreading 
  down" 
  There’s been enough in the news about high 
  rise fires that they believe you. Panic takes 
  over, and you realise that you maybe 
  shouldn’t have used this tactic, but at least 
  it’s getting them moving finally. They all 
  grab their bags and run for the north 
  stairwell. You shout to call them back.  
  Roll 1d6. If you roll 1-3, turn to 273; 4-6 
  turn to 310 
  385 
  The bullets fly. You feel the first strike 
  your shoulder and it spins you around. Then 
  another takes you in the chest. You cough 
  blood and fall to the floor. You land, face 
  down, head to the left. You can see Rosie. 
  She’s kneeling on the ground, hands behind 
  her head as armed police approach her. She 
  seems unharmed. She looks around as you, her 
  eyes wide and tearful. You continue to cough, 
  but the coughing gets weaker. Your eyes close 
  for the last time.  
  Turn to 33 
  
   
   
  386 
  Henry hides around the corner, up the stairs 
  towards the 16th floor, waiting. He feels 
  confident in his ability. He’s dealt with 
  bigger blokes on the rugger pitch. He waits. 
  He balls his hands into fists. Then the door 
  opens. Henry peaks around the corner and sees 
  a shadow on the 15th floor landing. He waits 
  a bit longer. The shadow moves and a figure 
  comes into sight.  
  "God, that’s one big son of a bitch" he 
  thinks.  
  The figure continues up the stairs. Tall and 
  broad, but not fat. Muscle. The figure walks 
  past Henrys hiding place and now Henry can 
  see the large back of the figure. Henry 
  creeps down the stairs. His only doubt in his 
  mind is that he doesn’t want to hit anyone 
  from behind, it just isn’t fair.  
  Henry approaches and taps the figure on the 
  left shoulder. It turns slowly. Henry 
  unleashes a left hook. The head snaps to the 
  side. Then a right hook. Again the head snaps 
  back. Then jabs - one, two, three, four. The 
  head rocks from side to side, but the figure 
  doesn’t take a step back. Henry thinks "So 
  this is the big bad, not so tough. One more 
  ought to do it." he swings, a great 
  roundhouse punch. 
  Turn to 115 
  387 
   
  You grab hold of Isaac and restrain him, but 
  he kicks and fights like an animal. His nails 
  
   
   
   
  gouge skin from your hands. His teeth bite at 
  your fingers. He kicks back at you, bruising 
  your legs. You managed to force him to the 
  ground. You pin his arms behind his back. He 
  squeals with pain and frustration. You yell 
  for Walker. She runs in. You try to cuff him, 
  but your cuffs are too big for his tiny 
  wrists. Instead you find some cable ties and 
  secure his hands. You roll him over and sit 
  him up, back propped against a wall. You sit 
  there, panting from the effort, and look the 
  boy in the eyes.  
  Turn to 337 
  388 
  Your grief for your friends, but mainly 
  Rosie, clouds your judgement and aim and when 
  you bring the extinguisher down, the blow is 
  deflected. It flies from your hands and skids 
  across the floor. The figure sits bolt 
  upright, smiling.  
  “Hi, little sis” you say to her. 
  Your twin sister Isobel just continues to 
  smile back at you.  
  Lose 1 SANITY point as you stare into your 
  twins green eyes.  
  You scramble backwards on all fours, like a 
  crab and then turn and climb to your feet and 
  run towards the back bar area of the union, 
  hoping you can find a weapon.  
  Turn to 301 
  
   
   
  389 
  After a bad start, you manage to get them to 
  listen. 
  "All of you, you are in grave danger. My real 
  surname isn’t Anderson, its Bone. I changed 
  my name as my family were slaughtered 20 
  years ago by my twin.” 
  Everyone stops and looks at you, staring, 
  open mouthed. The Bone massacre is one of the 
  most infamous crimes in this country. Books 
  have been written about it, TV exposes have 
  been shown, and even a low budget film was 
  made a few years ago. The story of a set of 
  twins, one of whom murdered the whole family, 
  apart from the other twin, is legend. The 
  savagery of the murders almost unsurpassed – 
  especially as they were committed by a child. 
  “If you’ve seen the news today, then you'll 
  know that my twin, the killer, escaped from 
  the asylum early this morning and is already 
  here, somewhere in the building, intent on 
  killing me and anyone else I know. We need to 
  escape - and now".  
  TEST YOUR CHARISMA. If you pass, turn to 327.  
  If you fail, turn to 224 
  390 
  The trials of the evening have taken their 
  toll. You cannot dodge quickly enough, and 
  Isobel’s outstretched hand manages to grab 
  your shoulder and pulls you back. You stumble 
  and roll on the floor. You see Rosie’s face 
  disappearing, tears in her eyes, as the 
  
   
   
   
  paternoster takes her to the next floor down. 
  Then she’s gone. You wish her well.  
  Maybe you can keep Isobel busy for long 
  enough to give Rosie a better chance. You 
  pull yourself to your feet as Isobel lunges 
  at you. This time you dip under her 
  outstretched arm. She roars in frustration. 
  You stand up again, facing her. She lunges 
  again, swinging the bloody knife. You duck 
  underneath her blow and then dive forward, 
  rolling and coming back to your feet. But 
  this time Isobel is ready. The knife whistles 
  through the air and you try once more to 
  dodge back.  
  You are too slow. The blade cuts across your 
  chest, leaving an angry red scar. You gasp in 
  pain. You stagger back. Isobel advances and 
  swings again. The blade cuts flesh again. You 
  grimace. You know your fate. But then you 
  smile. Every cut you take, every moment you 
  delay Isobel, Rosie is further away from 
  harm. You keep trying to dodge Isobel’s 
  attack but your body is soon a mass of cuts. 
  You tire, and see Isobel launch an overhead 
  attack with the knife. You cannot dodge in 
  time.  
  391 
  You say to them in a firm voice "Listen to 
  me, we need to leave, right now". 
  "Why?" asks Charles.  
  Thinking very quickly, you remember that 
  people will take no notice of a shout if 
  someone’s being raped or attacked, but they 
  always listen to someone shouting fire. 
  
   
   
  “There’s a fire, it’s further up in the 
  building but I can see it from Eric’s office. 
  It’s spreading quickly downwards. The power 
  shortage must have turned off the sprinkler 
  system and fire alarm. We need to go".  
  Turn to 322 
   
  392 
  You both look around.  
  TEST YOUR INTELLIGENCE. Roll 3d6. Now TEST 
  ROSIE’S INTELLIGENCE, she has INTELLIGENCE of 
  11. Roll 3d6.  
  If either scores are less than the rolls, 
  turn to 105. If either or both are higher, 
  you can see no way out and resolve to attack. 
  Turn to 324 
  393 
  You lead the others into the east stairwell. 
  You take a moment to discuss. 
  "We need to go down to the 10th floor, and 
  then get across to the north stairs. These 
  stairs stop at the 10th floor" you suggest.  
  Everyone agrees except for Charles.  
  "If it’s all the same with you, I'll take my 
  chances alone" he says, and heads up the east 
  staircase.  
  
   
   
   
  You don’t have time to argue, but just shake 
  your head in disappointment. You lead the 
  others down the stairs, as Charles disappears 
  up them.  
  Turn to 284  
  394 
   
  17th December, 16:30pm.  
  Christmas term is at a close and so Floor 15 
  of the Humanities department is quiet. Most 
  of the students have left for home, leaving 
  just the post-grads and staff working. Or 
  talking. Or just reading.  
  Floor 15 is the universities Department for 
  Criminal Psychology. Large glass windows peer 
  out over the city, which in the dusk light 
  shines out like a beacon of civilisation and 
  humanity. From your studies you know about 
  the city’s dark underbelly.  
  Around the edge of the floor are a number of 
  individual or shared offices, each separated 
  by glass windows with closable blinds. In the 
  centre area is a large cluster of desks, each 
  piled high with papers, print outs and books.  
  Towards the north end is a break out area, 
  with sofas and chairs and a library of books 
  and journals. Through the break out area is 
  access to the main stair and lifts, as well 
  as toilets and the kitchenette. Towards the 
  east, there is access to the service stairs. 
  At the south end, the paternosters 
  continually clatter around, never stopping. 
  About a dozen postgrads are in the room, 
  working at their desks, trying not to clock 
  
   
   
  watch although they have no set hours. 
  Doctors and Professors hide from their 
  students in their offices, pretending to 
  grade papers, whilst sneaking a shot of 
  whisky or gin.  
  You sit at your desk, staring intently at an 
  article you have been trying to read for 
  about an hour now. This is your fourth time 
  starting it and the content hasn’t sunk in 
  this time either.  
  You sigh and look up. On a wall a TV shows 
  rolling news, red banners scrolling right to 
  lead with today’s breaking stories. God, you 
  are tired. You have pulled an all-nighter, 
  trying to finish your dissertation before the 
  Friday deadline, and have not looked up at 
  the TV since before midnight.  
  You struggle to keep your eyes open but they 
  won’t focus on the small text of the article. 
  To re-focus your eyes, you try to stare into 
  the distance and you notice the lead story on 
  the TV. The VT shows a live feed from 
  downstate. Police and ambulances with 
  flashing lights cover the scene. People mill 
  around, reporters try to get comments and 
  police try to look busy.  
  You pick out the white type on the banner 
  underneath the images. At first, you can’t 
  seem to face up to the facts. But then your 
  green eyes widen and fill with tears. 
  “Oh shit” you say, to no-one in particular. 
  Your character starts here. Turn to 69 
  
   
   
   
  
   
   
  395 
  You have lost Charles and Henry; of that you 
  are sure. Eric, you don’t know where he is 
  and wish him well, but part of you curses him 
  for being such a coward. You look around your 
  scared little group. Apart from you, Rosie, 
  Anna and Elle are still alive and with you. 
  You say to them;  
  "I’m sorry. I lied to get you moving. It’s 
  not a fire – there’s a person here who wants 
  to kill me, and will kill everyone I am with. 
  I brought this upon you, but I swear I will 
  do everything I can to get you out of here 
  alive, but you will have to trust me. We need 
  to stay together and help each other. We know 
  we can’t get out via the north stairs. The 
  lifts are down, even the paternoster is down. 
  We can get the east stairs but they only go 
  as far as the 10th floor. We need to go now".  
  You all head towards the east stairs and 
  burst through the door into the stairwell.  
  TEST YOUR CHARISMA. If you pass, turn to 219. 
  If you fail, turn to 204 
  396 
  The figure in white stands and stares up at 
  the tall building. Before it was plummeted 
  into darkness there were very few lights on. 
  The main activity was in a floor just below 
  the roof. Now the building is in darkness. 
  The figure looks down at the external power 
  cabinet and it’s now jumbled wires. The 
  figure closes the door of the cabinet and 
  walks towards the automatic front door. With 
  no power, the door remains closed.  
  
   
   
   
  The figure places their hands between the two 
  double doors and feels for the edge of each 
  door. With tremendous strength, the figure 
  forces both doors to slide open, protesting 
  as they do. Then the figure enters. The doors 
  slide shut again, due to the mechanics of the 
  mechanism.  
  The figure looks at the Department list and 
  sees the name; 
  “Department of biochemistry and microbiology, 
  Floor 4” 
  And 
  "Department of Criminal Psychology, Floor 15” 
  The figure heads to the north stairs and 
  starts to climb, turn to 347 
  397 
  Isobel is closing the distance but the lift 
  is still on its way. Roll 2d6.  
  If the number is less than the time you have 
  to wait, turn to 4. If it is greater than, 
  then take the number you rolled from the time 
  you have to wait and write it down. Now turn 
  to 397 
  398 
  It takes you a couple of minutes to find a 
  set of keys. The large key ring has a photo 
  of a girl and a small dog, with the words 
  "There’s no place like home" written on it.  
  The keys look about the right size to fit the 
  lock on the access panel. Each has a 
  
   
   
  different coloured tag. You grab them and 
  take them back over, shouting Rosie. 
  Meanwhile, on the east stair, the figure has 
  reached the 12th floor. Note this down. 
  Turn to 68 
  399 
  If you are on: 
  The 12th floor, turn to 207; 
  The 11th floor, turn to 335; 
  The 10th floor, turn to 244; 
  The 9th floor, turn to 168; 
  The 8th floor, turn to 135;  
  The 7th floor, turn to 110;  
  The 6th floor, turn to 281;  
  The 5th floor, turn to 91;  
  The 4th floor, turn to 279;  
  The 3rd floor, turn to 118;  
  Or  
  The 2nd floor, turn to 52 
  
   
   
   
  400 
  You both lie in the debris, bleeding from 
  multiple cuts. Police and ambulances surround 
  the plaza outside the university. You are 
  both taken by paramedics and checked over, 
  and given a sugary drink for the shock and a 
  blanket to keep you warm. Despite your 
  ordeals, you are both surprisingly otherwise 
  uninjured.  
  Then the police want to see you. They 
  separate you from Rosie to take statements. 
  The offices who interview you seem 
  incredulous when you relay your story, and 
  you feel that this is far from over and that 
  you will end up a suspect in tonight’s 
  occurrences. They warn you not to leave the 
  city for the next few weeks. 
  As you are being interviewed, paramedics have 
  entered the building and found only one body, 
  a tall female with long, pale blonde hair in 
  a white boiler suit – although the hair is 
  now singed and the suit is covered in blood – 
  most of it other peoples. The body is placed 
  on a stretcher and taken to the morgue.  
  Weeks later, you are still being contacted 
  regularly by the police as they are still 
  convinced that you were somehow responsible.  
  Isobel’s body is released in the February and 
  as next of kin you arrange and attend a small 
  service to bury her in a local church 
  graveyard. The only people in attendance are 
  you, Rosie, the local vicar and the grave 
  diggers. After a mercifully short service by 
  the fresh grave, Isobel’s coffin is lowered 
  into the earth. There are no flowers on the 
  coffin.   
  
   
   
  The vicar asks if you have any words you want 
  to say. You just shake your head. He nods and 
  the gravediggers move in and start to shovel 
  fresh earth onto the wooden box. Then the 
  vicar walks over. You shake hands and he 
  shares words of condolences, although he has 
  seen the papers and the 24 hour rolling news, 
  and knows in salacious detail what happened 
  that night in December.  
  You listen to the vicar as he gives his 
  condolences, but you think “Sometimes dead is 
  better” but just nod, and say thank you, and 
  leave as soon as it’s polite.  
  You both turn your back on the fresh grave. 
  As you go to leave, the heavens open and the 
  rain starts to pour down. Thunder fills the 
  sky, and lightning streaks across the sky. 
  “How fitting” you think. Maybe God is 
  sentencing Isobel to Hell. 
  Rosie, ever prepared, opens up an umbrella, 
  and you both link arms and huddle underneath 
  it. You kiss Rosie briefly on the lips, and 
  says to her 
  “C’mon, let’s go. I think we both need a 
  drink. Let’s go to the Rat” 
  She laughs and agrees and you both walk a few 
  streets over to your favourite pub. Lucas, 
  the landlord, welcomes you both by name, and 
  soon has a pint and a gin and tonic on the 
  bar for you. You thank him and you turn and 
  raise your glass to Rosie. 
  “Here’s to us, and a quiet year”. You both 
  clink your glasses and drink. At least it’s 
  all over, you think. 
  
   
   
   
  THE END? 
  A few streets over at the graveyard, the 
  grave is filled in and the gravediggers have 
  replaced the turf and left. Then a fork of 
  lightning arrows down out of the sky, and 
  strikes the headstone, half shattering it.  
  Then the earth of the grave starts to 
  tremble. (PTO) 
   
  
   
   
   
  
   
   
   
   
  
   
   
  Acknowledgements 
   
   
  Rob Hatton 
   
  James Spearing 
   
  Thanks to both of you for helping by play testing 
  this book and looking for any gremlins. My 
  apologies’ if reading this book traumatised you at 
  all. 
   
  Thanks also for proof reading to my lovely sister: 
   
  Rebecca Furlong 
   
  Thanks also to the members of the Facebook 
  Gamebook Authors Guild for their advice, 
  generosity and support. Having an on-line 
  community for me as a new writer has been a great 
  experience.  
   
  And, finally thanks to my family for supporting 
  me, as I endlessly doodle, draw, print, type, 
  read, cross-out, swear and stick pieces of A4 
  paper together (should’ve used A3) 
   
   
   
  
   
   
   
  Other gamebooks from 
   
  BLACK DOG 
   GAMEBOOKS 
   
   
  Available now: 
   
  The Shadow Thief Series: 
  Book 1: Jailbreak  
  Book 2: Hunted 
   
  The Hellscape Book 1:  
  Straight to Hell 
   
  Upcoming: 
  Shadow Thief Book 3: Heroes  
  (December 2020) 
   
  The Hellscape Book 2:  
  The Devils Right Hand 
  (2021) 
   
  Swords of a Thousand Men (2021-22) 
   
   
  
   
   
   
  
SOURCE: textdata/thevault/Collections/Solo/Psycho Killer [Solo].pdf