text: [Themes: Slice of life, Mystery]
  
  > look at the leds
  Four LEDS flicker excitedly on the lock, but it isn't immediately apparent how to activate it. A sticker on one side states that it is tamper-proof.
  
  You can hear heavy footsteps nearby.
  
  > go west
  Considering the high technology that has gone into guarding this area, the cellar is surprisingly lo-tech. One very dull fluorescent tube casts gloomy light over the brick walls. The air is damp; cobwebs line the ceiling. A tunnel disappears off into the darkness to the northeast, and a set of stone steps lead east up to the passageway.
  
  Discarded carelessly on a crate is something which declares itself to be a water detector.
  
  You don't notice the security guard bearing down on you until it is too late. "Gotcha!" he snarls, and drags you kicking and screaming out of the house. "Behave, you!" he bellows like an impatient father, and as you pick yourself up, you think spiteful thoughts involving the security guard and several tonnes of space debris falling to earth.
  
  You stand to the south of D'Arcy manor, a building which looks like it's straight out of a low budget Bronte TV adaptation. A few modern touches help tie it to the late twentieth century, such as the burglar alarm next to the elegant stone carving of a Shakespearian-looking man above the main entrance. Immediately in front of the house is a gravel drive which acts as a car park, and a small road leads off to the south towards the main road. A slabbed path runs around both sides (east and west) of the house.
  
  You can see a security guard here.
  
  > ask the door about lock
  "The number?" bellows the voice behind the door. "The number is 6229. Hurry!"
  
  Banging sounds and and cries of "let me out!" are coming from the cellar door.
  
  > examine the door
  A solid metal door with the word CELLAR etched into the surface. It has an electronic lock.
  
  You can hear heavy footsteps nearby.
  
  > examine the lock
  Four LEDS flicker excitedly on the lock, but it isn't immediately apparent how to activate it. A sticker on one side states that it is tamper-proof.
  
  You can hear heavy footsteps nearby.
  
  > open the door
  It seems to be locked.
  
  You don't notice the security guard bearing down on you until it is too late. "Gotcha!" he snarls, and drags you kicking and screaming out of the house. "Behave, you!" he bellows like an impatient father, and as you pick yourself up, you think spiteful thoughts involving the security guard and several tonnes of space debris falling to earth.
  
  You stand to the south of D'Arcy manor, a building which looks like it's straight out of a low budget Bronte TV adaptation. A few modern touches help tie it to the late twentieth century, such as the burglar alarm next to the elegant stone carving of a Shakespearian-looking man above the main entrance. Immediately in front of the house is a gravel drive which acts as a car park, and a small road leads off to the south towards the main road. A slabbed path runs around both sides (east and west) of the house.
  
  You can see a security guard here.
  
  > take the recorder
  That's hardly portable.
  
  You can hear heavy footsteps nearby.
  
  Static hisses from the television.
  
  > Go northeast
  Here at the heart of the manor is an oak passageway with doorways leading to most rooms on the ground floor. You can see the great dining hall to the north, and a brass sign above the doorway to the northeast states "Kitchen", but the east and southwest exits hold no clues as to where they lead. The entrance hall is off to the south, and a sturdy door stands in the western wall.
  
  A simple polished table lies in the southeast corner.
  
  The cellar door hangs open invitingly to the west.
  
  You can also see a security guard here.
  
  To your horror, and to his glee, you walk straight into the security guard. He takes great delight in lifting you up and ejecting you out of the house. "Your name's not down, you're NOT - COMING - IN!" he bellows.
  
  You stand to the south of D'Arcy manor, a building which looks like it's straight out of a low budget Bronte TV adaptation. A few modern touches help tie it to the late twentieth century, such as the burglar alarm next to the elegant stone carving of a Shakespearian-looking man above the main entrance. Immediately in front of the house is a gravel drive which acts as a car park, and a small road leads off to the south towards the main road. A slabbed path runs around both sides (east and west) of the house.
  
  You can see a security guard here.
  
  > check your inventory
  You are carrying:
  a cash tin box (which is open but empty)
  a plastic supermarket bag
  a diamond
  a small steel key
  a bronze key
  a remote control
  a Battlebase episode guide
  a spade
  a small brass key
  a wedding programme
  
  > examine remote
  The slightly dirty television remote control has a vast array of buttons on it. The most obvious ones are labelled 1 to 9, for changing channels.
  
  > give remote to the guard
  (first taking the remote control)
  He doesn't show the slightest interest.
  
  You can feel a few spots of rain on your face.
  
  > put the remote on the table
  You put the remote control on the simple table.
  
  > Go northeast
  Here at the heart of the manor is an oak passageway with doorways leading to most rooms on the ground floor. You can see the great dining hall to the north, and a brass sign above the doorway to the northeast states "Kitchen", but the east and southwest exits hold no clues as to where they lead. The entrance hall is off to the south, and a sturdy door stands in the western wall.
  
  A simple polished table lies in the southeast corner.
  
  On the simple table is a remote control.
  
  The cellar door hangs open invitingly to the west.
  
  > Go southwest
  You are in a glorious oak-panelled room, with a large fireplace to one side. This is where the family relaxes, assuming that such a monstrous family relaxes at all. An antique-style telephone rests on the mantelpiece, and a large hi-tech widescreen television sits on a video recorder in the corner. From here, you observe exits to the east and northeast.
  
  A young woman called Chloe sits nearby reading a book.
  
  Static hisses from the television.
  
  > look at the vcr
  A slim, sleek model with a slot for cassettes and the buttons REW, PLAY, FF, STOP and EJECT underneath.
  
  The video recorder is currently switched on.
  
  Static hisses from the television.
  
  > look in the slot
  You find nothing of interest.
  
  You can hear heavy footsteps nearby.
  
  Static hisses from the television.
  
  > go northeast
  Here at the heart of the manor is an oak passageway with doorways leading to most rooms on the ground floor. You can see the great dining hall to the north, and a brass sign above the doorway to the northeast states "Kitchen", but the east and southwest exits hold no clues as to where they lead. The entrance hall is off to the south, and a sturdy door stands in the western wall.
  
  A simple polished table lies in the southeast corner.
  
  On the simple table is a remote control.
  
  The cellar door hangs open invitingly to the west.
  
  You can also see a security guard here.
  
  To your horror, and to his glee, you walk straight into the security guard. He takes great delight in lifting you up and ejecting you out of the house. "Your name's not down, you're NOT - COMING - IN!" he bellows.
  
  You stand to the south of D'Arcy manor, a building which looks like it's straight out of a low budget Bronte TV adaptation. A few modern touches help tie it to the late twentieth century, such as the burglar alarm next to the elegant stone carving of a Shakespearian-looking man above the main entrance. Immediately in front of the house is a gravel drive which acts as a car park, and a small road leads off to the south towards the main road. A slabbed path runs around both sides (east and west) of the house.
  
  You can see a security guard here.
  
  > Go northeast
  Here at the heart of the manor is an oak passageway with doorways leading to most rooms on the ground floor. You can see the great dining hall to the north, and a brass sign above the doorway to the northeast states "Kitchen", but the east and southwest exits hold no clues as to where they lead. The entrance hall is off to the south, and a sturdy door stands in the western wall.
  
  A simple polished table lies in the southeast corner.
  
  On the simple table is a remote control.
  
  > put the diamond on the table
  You put the diamond on the simple table.