GO:

Your Messages     By morning, everything has changed. Congratulatory notes pour in from the staff. Chef Le Clercq has announced an official banquet to be held in your honor this evening, while headwaiter Sutherland writes to say he is planning another gala tomorrow night. There’s even voice mail from Farnsworth informing you that he is turning his office over to you and has already dismantled the security system. Christopher arrives and reacts to this by quoting Ronald Reagan (“Trust, but verify.”) and undertaking another spying mission. His reconnaissance reveals that your former adversaries have acknowledged your new role and intend no further harm. You and Christopher return to the computer to explore the electronic diary. Both Van Scoy and Farnsworth soon drop by, the former eager to serve henceforth as your official spokesperson, since inquiries are now pouring in from all over the world; the latter happy to accept your invitation to remain and lend assistance. This proves to be helpful, for Farnsworth willingly provides a lot of background information about Lord Hanover’s involvement with VR technology.

Excerpt from Story     Soon after spinning up the disc, it becomes apparent that Uncle Arthur has again devised a complex game. In the virtual manor, everything from real life is duplicated—jeweled keys, high-tech controllers, even the village newspaper with peculiar stories embedded with clues. You’re required to find hidden videocassettes; and each time you do, Lord Hanover appears, perfectly composited into the virtual scene, reading yet another excerpt from his diary. Or you can switch to the game’s “live” option, whereby Lord Hanover appears life-sized reading from his real chair.


Excerpts from Lord Hanover's Diary     A fantastic tale unfolds. You’re no blood relation after all, but rather a subject who was selected at random in a grand scientific experiment. Your late “uncle” was suffering from a terminal illness and wished to stun the world by proving that he could become DNA-related to anybody in it, and thus executed an secret plan to bequeath his entire estate to a total stranger. These revelations make Farnsworth feel cheated, for the butler always considered you to be a genuine relation, albeit a closeted one. Another hostile scene erupts, but a phone call from the Royal Society abruptly ends it. The news is stunning: Arthur Hanover is about to be nominated for a Nobel Prize in physiology and medicine and—along with Dennis Rollinsby, now missing and presumed dead—in physics. The foundation is currently in emergency session attempting to change its own bylaws: Never before has any of its prizes been awarded posthumously.

Excerpt from Game     Back in your room, you ponder over this astonishing turn of events. And reconsider all those conversations you secretly observed over the past few days. They’ve somehow been digitized and inserted into a computer game. How? Why? You’re now certain that people behind the scenes—Rollinsby? CD game designers?—are orchestrating everything. But further speculation must wait, for night has fallen and another manor gala is about to begin.

Banquet Scene     Having earlier decided to stage “Three Families” with the servants after dinner, you go over the simulation with Christopher, who will serve as your assistant. The banquet itself is a fantastic event held in the incomparable grand dining hall, highlighted by Van Scoy’s virtuoso performance of a piano concerto she composed in your honor.

Excerpt from Story     Afterward,  you and Christopher host the game for twenty-four servants. “Three Families,” in which everyone assumes the role of a noble vying for a royal crown, proves electrifying and illuminating. By the end, the players have nearly forgotten it’s a game, so closely does it parallel the real-life struggle for succession at Hanover Manor. Then, just when all assembled least expect it, you and Christopher call a halt to the game and spring a surprise disco bash on them. Tensions evaporate as everyone dances the night away. Upon returning, however, you find your quarters stripped of all your possessions. But this time it’s nothing sinister. The staff has simply moved you the royal bedchambers on the second floor, as befits your new status. They’ve even left a lovely assortment of Godiva chocolates, which you munch on as your gaze falls upon an article in the local newspaper about a lady who is suing the company, claiming she is “addicted to chocolate.” The coincidences (or “synchronicities,” as Christopher would have it) continue unabated. For example, when idly channel surfing and pausing at an X-Files “crop circles” episode, your gaze shifts to a local news article on the origin of this local phenomenon. Eerie.

    Unable to sleep, you decide to go on a late-night reconnaissance mission. The blue controller reveals that all is well in the manor. At the chef’s office, Le Clercq and his assistants are discussing tomorrow’s menus. At the Whisky Bar, Sutherland, Stratton and others are planning a fantastic outdoors show they plan to stage when the weather clears. Down at the Falstaff, Sherlock and Reddy, McCabe and Simmons are singing karaoke—and, surprisingly, Farnsworth and Van Scoy are there, too. It seems like they’re all burying the hatchet. In the morning, thank-you notes pour in from nearly every member in attendance last night. The game was apparently a rollicking success. Farnsworth, Christopher, and you continue your investigation of Uncle Arthur’s diaries and his scheme to immortalize his research. At the end, everyone is shocked not only when it is fully revealed how he achieved his monumental breakthrough, but also by how this computer game, which is embedded with powerful voice-recognition capabilities, has managed to duplicate life in the manor since your arrival.

Excerpt from Game     Uncle Arthur next appears inside a painting, instructing you to find the receptionist, who knows the whereabouts of his final letter to you. However, Stratton, as is her wont, is not at her post and has probably forgotten where she hid the document several days ago. An all-out search for her proves fruitless; the receptionist has disappeared.

Excerpt from Game     Later that afternoon, solving yet another puzzle leads you to the library and the discovery of the missing letter. In it, he reveals how you were chosen as “heir.” And there’s more, including an account of Lord Rollinsby’s breakthrough in matter transference, which, in addition to Lord Hanover’s genetic research, was conducted at the manor labs.

Lord Hanover's Final Letter     Not only is teleportation risky, your uncle counsels, but you should also beware of the national security agencies from at least a dozen countries that would stop at nothing to obtain this technology or prevent others from doing so. The discovery of a teleportation controller in the virtual Manor House assures that a real one must be around somewhere. Your search for it is postponed, however, when the weather finally clears.

Outdoor Scene     You step out into brilliant late-afternoon sunshine and find that a sumptuous Aussie-style barbeque is underway, hosted by an unlikely twosome: former enemies Sherlock and Le Clercq. Walking around the grounds, you encounter several manor couples: Farnsworth and Van Scoy, who announce their engagement and shyly ask to be kept on; Sherlock and Reddy, preparing to zoom away on a wild motorcycle ride; Sutherland and Stratton, off to the village on their first official date; McCabe and Simmons, likewise in a mutual swoon, dancing barefoot on the lawn. It seems the manor has become a kind of Camelot.

    Darkness envelops and a distinctly magical feeling descends. Suddenly every conversation is broken in mid-stream by the blare of trumpets and the appearance of Sutherland and Stratton in costume. The two MC a dazzling magic show highlighted by extraordinary special effects. Buttons fly off the doorman’s coat and land in Sutherland’s outstretched hand; then fly back and magically reattach themselves. Shakespeare again comes to life and waxes ecstatic on the subject of love. Hilarious impersonations of manor notables are performed. Then from the heavens, a cosmic spectacular explodes—a twelve-ring holographic circus accompanied by a stirring fanfare and spectacular fireworks. At its conclusion, Lord Hanover appears, as he did on opening night, this time to bid everyone a fond farewell. He’s overjoyed to see the family reunited and his life’s work verified. His image fades and you are left as the new head of a devoted household, not merely one on whom fortune has brightly shone.

Part 2, Page 2
Part 4