At last.
Mark Jumper has finally decided to deal with the ringing phone.
But this also means you, you User, have left the testing area.
You can either go back to testing or look around the unfinished Archive.
TotT 2
Just outside the office, Jumper meets a voice [2] who has been
waiting for him [3].
The voice offers all the answers Jumper is looking for,
except one: the answering of the phone.
With no relief-like-assistance,
He would want to find some
peace-like-relief, so, in the darkness of the Hallway,
Jumper stumble-seeks [5] an exit [6].
[2] “A voice is the perfect instrument for answering a phone,” thinks Jumper.
[3] No creature, scheme, or sound is allowed into the BDTEM Offices unless Jumper already knows it or can figure it out for himself. Jumper read something to that effect a long time ago.
[5] His success in stumbling [1] is not mirrored in a successful seeking [4].
[1] Jumper trips over something in the dark [1a].
[1a] When he looks down, he sees three feet: two connected to his two legs and a third floating freely. It is a shoe [1a-1], nearly identical to his own, but more worn and scuffed.
[1a-a] Displayed on this page as Cat# OBJ_28
[4] (expand this idea with a footnote (connect it to a piece of content?? (one of the conversations, like the hand slapping on the wall?)))
[6] There are 5 exits in the Hallway. In the dark, they cannot be seen but Mark Jumper is fortunately practiced in using his ears. Thus, he goes wherever he goes, in search of whatever will relieve him.
OBJ_28
click this and an object list shows up in the FAQ (playlist)
click items in the list and go where they are held
"Do I know you?"
"You may not remember me, but we have met."
"Hmm... I don't remember meeting you."
"You never do."
"This has happened before?"
"In this place and other places."
"I"m sorry, this is strange. Why don't I remember you?"
"It surprises me every time. It shouldn't, but it does."
[zte 2, no. 5]
if you want to know, ask this with your keyboard:
Which way out?