text: [Themes: Horror, mystery, crime, gender-neutral protagonist, attempted murder, horror]
  
  Your interpreter doesn't support volume control.
  Your interpreter doesn't support volume control.
  Your interpreter doesn't support volume control.
  Your interpreter doesn't support volume control.
  A sasquatch bends down before a leprechaun, who pulls a gold coin from behind the beast's ear. Chuckling, the sasquatch takes the treasure and places it onto a table as the leprechaun speaks to him. With a shake of the head, he follows his fellow conspirator through a tangle of costumed guests and out of the ballroom.
  
  A pirate wobbles his way to the gold, a wooden prosthesis attached to one knee, a plush toucan on his shoulder bobbing as if it were keeping time with the music. the pirate retrieves the coin, scowls, and peels away the bright gold foil. Eating the chocolate and blinking his unpatched eye in the dim light, he watches the other members of the Fortean Society  — a collection of caricatures, characters, monsters, and myths — mingle in the Soul Dancers ballroom.
  
  A Fly on the Wall, or An Appositional Eye Interactive
  Apposition by Nigel Jayne. 
  
  Type the number of your choice then press "enter" to proceed:
  1. Start the game and join the party.
  2. Visit the Info Desk, which is recommended for anyone who hasn't played A Fly on the Wall, or An Appositional Eye.
  3. Resume a previous surveillance.
  
  [Author's Note: The Harrison Mansion is closing after 45 years of delighting its visitors with collections of the weird and recreations of the macabre. The night before, the Fortean Society of New England gathers in the haunt to celebrate its history and investigate its reputation as a real house of horrors. You volunteer to take a shift in the Fly eye, a room with five monitors that watch the most haunted corners within the house. You can't watch all five simultaneously, though, so what exactly will you see?]
  
  > 2
  (If you're using a screen reader, press S to turn on Screen Reader mode. This message only appears on the front page of the menu system.)
  
  2. Set Audio and Goldie's Thoughts
  3. Help Desk
  4. Acknowledgements
  5. About the Author
  
  > 1
  In A Fly on the Wall, or An Appositional Eye, you're represented by Goldie, a Fortean Society member tasked with watching five (very high-definition) monitors that receive feeds from five paranormal hotspots in the Harrison Mansion. You begin in the Soul Dancers Ballroom where music is playing, and you're likely to hear other sounds throughout your vigil. However, this interpreter can't play the audio files. Only a small number of commands are needed to complete the game. Typical commands include X (or EXAMINE) [someone or
  suggest actions that you can try. For example, you could try LISTEN TO MUSIC or LISTEN when music is playing.
  
  Unconventional commands are needed once Goldie settles in the Fly Eye. You can watch a room by typing its monitor number   . Use LOOK (or L) to turn your attention to all the views, which will help you to decide what to watch next. To replay an event after it has played, type REPLAY. When you watch an event for the first time, ostensibly important events continue to play out in the other rooms, and you won't be able to see them. Fortunately, nothing of interest occurs on the monitors when you do something other than selecting a feed, such as examining or talking. COMMANDS shows many actions recognized by the game, and you should check them if you're unfamiliar with commands such as SAVE and UNDO. A hypertext version of A Fly on the Wall, or An Appositional Eye is available at
  
  Goldie won't usually offer comments about the on-screen events,  but you can follow this thought process with THOUGHTS ON (they are off by default). Goldie will comment when an event is witnessed that is part of one of the storylines. THINK shows Goldie's current thought regardless of whether or not thoughts are activated and, if you're watching all of the monitors, it will hint at which monitor you might want to watch next. REMEMBER shows all the important events you've specific room (or person, if you specify one instead).
  
  The HELP command always displays this menu. Check out the Help Desk for general tips or the combinations to all three storylines. The staff here at the mansion wishes you a frightfully good evening.
  
  > go south
  Press ESCAPE to return to the parent menu or X to exit the menu system.
  Press M to turn Book Mode on
  
  In A Fly on the Wall, or An Appositional Eye, you're represented by Goldie, a Fortean Society member tasked with watching five (very high-definition) monitors that receive feeds from five paranormal hotspots in the Harrison Mansion. You begin in the Soul Dancers Ballroom where music is playing, and you're likely to hear other sounds throughout your vigil. However, this interpreter can't play the audio files. Only a small number of commands are needed to complete the game. Typical commands include X (or EXAMINE) [someone or
  suggest actions that you can try. For example, you could try LISTEN TO MUSIC or LISTEN when music is playing.
  
  Unconventional commands are needed once Goldie settles in the Fly Eye. You can watch a room by typing its monitor number   . Use LOOK (or L) to turn your attention to all the views, which will help you to decide what to watch next. To replay an event after it has played, type REPLAY. When you watch an event for the first time, ostensibly important events continue to play out in the other rooms, and you won't be able to see them. Fortunately, nothing of interest occurs on the monitors when you do something other than selecting a feed, such as examining or talking. COMMANDS shows many actions recognized by the game, and you should check them if you're unfamiliar with commands such as SAVE and UNDO. A hypertext version of A Fly on the Wall, or An Appositional Eye is available at
  
  Goldie won't usually offer comments about the on-screen events,  but you can follow this thought process with THOUGHTS ON (they are off by default). Goldie will comment when an event is witnessed that is part of one of the storylines. THINK shows Goldie's current thought regardless of whether or not thoughts are activated and, if you're watching all of the monitors, it will hint at which monitor you might want to watch next. REMEMBER shows all the important events you've specific room (or person, if you specify one instead).
  
  The HELP command always displays this menu. Check out the Help Desk for general tips or the combinations to all three storylines. The staff here at the mansion wishes you a frightfully good evening.
  
  > Examine
  The other members of the Fortean Society of New England — a
  collection
  of caricatures, characters, monsters, and myths — mingle in groups in the dimly-lighted ballroom.
  
  Type the number of your choice then press "enter" to proceed:
  1. Start the game and join the party.
  2. Visit the Info Desk, which is recommended for anyone who hasn't played A Fly on the Wall, or An Appositional Eye.
  3. Resume a previous surveillance.
  
  > 1
  A green-skinned man with a stitch across his forehead lumbers toward you, two jumper cables swinging from his chest. Frankie bumps into Cleopatra standing next to the stage, sending her to the floor and knocking the headdress from her head. He extends his hand down to her, but she swats it away and glowers. Black Widow, a woman dressed in black with a red hourglass symbol on her back, picks up the headdress. Cleopatra snatches it back, stands, and returns to her spot beside the stage.
  
  Frankie stops in front of you. Are those batteries attached to opposite sides of his neck? you wonder. As Frankie speaks, his
  chin taps at the antenna protruding up from your forehead, and his breath suffocates your nose with alcohol. "Our whorey sister over there has sent me." He gestures erratically behind him. A nun with a hunched back bends over the punchbowl by the stage. You think he must have said "holy" sister, not "whorey."
  
  The nun straightens and turns around to face you. She rests her cup of punch on her pregnant belly.
  
  "She told me it's your turn in the Fly Eye, Goldie," Frankie says.
  
  Goldie? you wonder. My name isn't Goldie. Then you
  realize that, despite the alcoholic soup bathing his brain, Frankie connected your costume with the eponymous horror film, Goldie being a contraction of its star's surname, Goldblum.
  
  Frankie retreats toward Cleopatra. Arms crossed, she stands firm. Frankie stumbles away, passing Black Widow who, head cocked, watches Cleopatra.
  
  You glance at the double doors and consider making your exit to the Fly Eye, but the nun attracts your attention. She smiles and raises her cup in salute.
  
  > go south
  The nun waves to you as you begin toward the hall outside. She strides off, targeting a man with spiky white hair and wearing a lab coat. The scientist takes a few steps back and stares at the floor.
  
  You head out the double doors, descend the stairs, and enter the small room nicknamed, for tonight, the Fly Eye.
  
  The wire frames of your wings bend as you gently lean back into the only chair in the room. The two floppy legs attached to your belt rise as you rest your hands on a table in front of a bank of monitors on the wall. The five screens receive signals from cameras in five different rooms in the mansion. Normally, these would be used for security, but tonight the Society is trying to record footage of the supernatural that will raise the eyebrows of even the most stone-faced skeptics. While you're hoping to witness such phenomena, following the exploits of any one of the costumed characters would probably be more interesting, after looking at the screens to decide which captures your attention.
  
  The only person you know well is Gregory Hoblett, dressed as the Russian mystic and healer Grigori Rasputin, in the Laboratory on monitor 3. Everybody in the Society likes Hoblett, unlike Grigori who survived a stabbing, possible cyanide poisoning, and two point blank gunshots, only to succumb after being shot twice in the back and beaten.
  
  The sasquatch chuckles quietly from the playroom on monitor 5, which is wired to record the electronic voice phenomena of ghostly children.
  
  > Examine
  (1) Soul Dancers Ballroom: Cleopatra stomps over to where her headdress had lain, picks something up, and tries to re-affix it to her headgear. Black Widow rushes over to the side of the stage and bends into the shadows. Was Cleopatra hiding something? you
  wonder.
  
  (2) Communications: Vacant.
  
  (3) Laboratory: Rasputin, bloody axe in one hand, rummages through a chest as someone you don't know, a medicine man, studies his face in a mirror.
  
  (4) Alien Zoo: Vacant.
  
  (5) Children's Possessions Playroom: The sasquatch smiles as the leprechaun tries to lift a gold dinner plate from a small table. You wonder whether the leprechaun will play any tricks tonight.
  
  Below the pentagon of screens, "Abracadabra" plays on a laptop, which shows an open web browser.
  
  > browse web
  Focus on the cameras, you think. I don't want to miss
  anything.
  
  > About yourself
  You're dressed completely in black, including leather gloves and a hoody, its hood hiding your hair but not your forehead, from which a paper towel roll wrapped in a black sock points like a unicorn horn. Two more of these appendages are stuck to your belt, each attached by a length of string to the arm above. Oval wire scaffolds covered in plastic wrap protrude from your back. Your mobile phone is tucked under your belt.
  
  > examine the phone
  It's stuffed behind your belt; you don't want to think about where some of the other society members with the most extravagant costumes are holding theirs. For the next hour, though, your attention is focused strictly on the monitors.
  
  > look at 1
  As events on the other monitors unfold, you watch:
  
  Soul Dancers Ballroom (second floor, east wing)
  (watch all monitors)
  
  Cleopatra slaps the headdress onto her head and, noticing Black Widow, strides over to the crouching woman. Jerking her head up, Black Widow teeters on her feet and almost falls over. She rises and backs away from the other woman.
  
  Several of the guests watch as the spider and queen exchange words. Black widow shakes her head and holds up her empty hands. Cleopatra's shoulders lower, and her hands fall to her sides. Black Widow walks away, shaking her head.
  
  Cleopatra pulls a bulky bag from the shadow beside the stage. She looks inside the bag, hefts it over her shoulder, and leaves the room.
  
  The voices of the leprechaun and sasquatch play from the playroom feed.
  
  > listen
  [Sound effect number 4 here.]
  The door behind you creaks. You whirl around. The door is still, still in the position you left it. You think it is, anyway. You stand and swing the door, but it doesn't make a sound. Hearing "Superstitious" playing from the laptop, you return to your seat.
  
  The leprechaun speaks: "I'd be more scared if you showed up in my house." A pause and he continues, "Guess you should have taken it easy on the cabbage and beans at dinner."
  
  "No way, man. Didn't you smell that when we came in? It's all over this room." That sounded like the sasquatch.
  
  The leprechaun says, "Someone's coming. Go out there and bring our friend in."
  
  > Examine 5
  Remembering that something could be happening on the other screens, you watch:
  
  Children's Possessions Playroom (main floor, west wing)
  (watch all monitors)
  
  The sasquatch enters with one hairy arm wrapped around Rasputin's shoulders. A toy clown sitting near the door behind them leans over. Suddenly, a black-and-white blur darts from behind the clown and out the door.
  
  Rasputin pulls away from the sasquatch. He takes in the shelves of staring dolls and puppets. He chokes, and his face blanches.
  
  The sasquatch doesn't seem to notice Rasputin's distress. "Pretty impressive collection,    huh? You should see what's in that toybox."
  
  Rasputin glances at the chest just as the leprechaun pops out of it. Rasputin screams and falls back into the sasquatch's arms.
  
  You're surprised the shriek didn't shatter the monitor's screen.
  
  The leprechaun climbs out of the toybox. "You seem a bit on edge." He laughs.
  
  "Do you guys know what happened in here?" Rasputin says.
  
  "Why don't you tell us what you've heard," the sasquatch says as he steadies Rasputin's wobbly stance.
  
  Rasputin watches the dolls as he speaks. "Wayne Harrison was having a birthday party for his twin daughters in this room. They had cake and drinks." His voice lowers. "Most of the kids died. Right here. The twins, too. Poisoned. People suspected Wayne's chauffeur, who was never charged. He was going to be fired for gambling and . . . doing inappropriate things in front of the kids. His son didn't get sick. That's why . . . ".
  
  "This place is haunted," the sasquatch says.
  
  The leprechaun picks up a child-sized doll with red hair and a white dress. Wailing like a ghost, he shakes it at Rasputin. The mystic rushes out the door. The leprechaun grins broadly. "We can have some fun with this." He carries the doll out of the room with him, and the sasquatch follows, shaking his head.