Selma's Will by Mystery




After all the nightmares and strange happenings over the past few weeks, you head out to your late, Great Aunt Selma's house, to search for her missing Will. It seems a number of family members came across a note, very much like the one you had found in the book, Monster in the Mirror. The note pretty much claimed that Selma's Will was hidden somewhere in her house. Luckily, your mom was able to stop the auction, in hopes that Selma's Will could be found. If it is not found by the end of the day, Aunt Selma's house will be auctioned off to the highest bidder.

It is fairly early in the morning, with the sun barely peeking above the horizon in the eastern sky. Relatives, who also found a similar note, arrive randomly and give "fluff" hugs and kisses to all that arrived before them. It's kind of funny how they never seem to care about anyone, unless there is something in it for them. Others, like your mom, are genuine with their affections. Your mom called you this morning to tell you that she wouldn't be able to make it. She also let you know that Mr. Lewis would be there later, and had to have the Will in his hands before sundown. Before long, about a dozen or so relatives arrive, along with Oswald Rupert.

Now, Oswald always took good care of Aunt Selma, but never was very friendly to anyone else. He seemed very uptight in her last few years, and rarely allowed Selma to have visitors. It seemed odd, since Selma always appeared to be in good health. Not good enough, evidently.

Coming around to the front , Mr. Rupert unlocks the tall iron gate, allowing everyone gathered to enter the front lawn of Aunt Selma's quaint little home. He climbs the front steps of the porch, and clears his throat.

"As you all know by now, Selma has reached out from the grave with a ridiculous notion that her Will is hidden somewhere in her house. Though I think this is a big waste of time, I was ordered by the state to allow access to family members in order to locate this imaginary Will. You will have until the end of the day to try and locate it. If nothing is found by sundown, the estate of Selma B. Castlebury will be sold at auction at 6 am tomorrow morning. You must give the Will to Mr. Lewis, who will be waiting in the front yard, at sundown."

With that said, Mr. Rupert, with a large loop of keys, turns and unlocks the front door to Aunt Selma's house. Like a stampede, your relatives waste no time shoving the caretaker aside and bolt through the door like a herd of wild buffalo. Not wanting to be left out, you follow behind like the strayed calf. You glance over at Mr. Rupert, and notice him returning your gaze with a cold stare, then you proceed in the house.

> look
This is the Grand Entrance, if you can even call it that. Selma always liked to have fancy names for all the rooms in her house. It made her feel high class. There really is nothing grand about the room. It has a staircase that leads to the second floor of the house, and open doorways lead off into other rooms. A antique coat rack from the early 1900's stands near the bottom of the stairs, along with a small bench and a table. Selma often sat there to remove her shoes when she would return from outings, which wasn't often in her later years.
Your relatives have scattered throughout the house, to search for Selma's Will. Bea is on the other side of the room, rummaging through Selma's' belongings. You can move north, south, west and up.

> x coatrack
Aunt Selma once told you that a gentlemen caller made the coatrack for her. It was a house warming gift, given just after she moved in. Selma never married, but had many gentlemen callers. A green sweater is on the antique coatrack.

> get sweater
You take the green sweater from the antique coatrack.

> x bench
The small wooden bench has been here as long as you can remember. It used to have little yellow flowers painted on the side, but those have since faded away. Many times you would hide inside it, and wait for Aunt Selma to find you. You were very little at the time. The small bench is closed.

> open bench
You open the small bench. A small, round penny is inside the small bench.

> get penny
You take the small, round penny from the small bench.

> up
You move up.
The upstairs hall leads to several other rooms. All the pictures that used to hang on the wall, seem to have been removed. The stairs lead down into the Grand Entrance. There is one of these old fashioned gumball machines. You would always make sure you had a handful of pennies when you came to visit, when you were a kid. Buck and Henry are blocking your path to Selma's room, and won't let you pass. Buck looks like he is looking for trouble. Henry looks like he's up to no good. You can move west and down.

> put penny in machine
You drop the penny in the machine and turn the lever. A gumball drops into your hand. A penny then falls out of the machine, but before you can grab it, it rolls down the stairs to the Grand Entrance.

> down
You stroll down the steps, into the Grand Entrance.

> look
This is the Grand Entrance, if you can even call it that. Selma always liked to have fancy names for all the rooms in her house. It made her feel high class. There really is nothing grand about the room. It has a staircase that leads to the second floor of the house, and open doorways lead off into other rooms. A antique coat rack from the early 1900's stands near the bottom of the stairs, along with a small bench and a table. Selma often sat there to remove her shoes when she would return from outings, which wasn't often in her later years.
Your relatives have scattered throughout the house, to search for Selma's Will. Also here is a small, round penny. Bea is on the other side of the room, rummaging through Selmas' belongings. You can move north, south, west and up.

> get penny
You pick up the small, round penny.

> west
You move west.
Great Room, Living room, it's all the same to you. This is where Selma spent most of her time. She didn't own a television, so she spent most of her time crocheting pot holders and appliance cozies. She even had a special basket next to her chair to keep her supplies in. She once made a rooster cozy for Aunt Bea. It was rather silly looking, but Aunt Selma was very proud of it. She would sit in her arm chair for hours, while Mr. Rupert would sit on the sofa reading the paper and eating newtons.

You used to love sitting by the fireplace, playing with some old, wooden marbles that Aunt Selma dug out of the attic. It would drive Mr. Rupert crazy when you'd roll the marbles down the stairs, but good old Selma never minded. Fond memories rush back of trying to swipe a candy or two from the dish on the coffee table. Elsa is wondering about. You can move north and east.

> x basket
The basket doesn't look like it is in that good of condition. It used to be full of yarn for Selma's little projects. She once made your mom a beautiful afghan, that still hands over the back of your moms' couch. The sewing needle is inside the old wicker basket.

> get needle
You take the sewing needle from the old wicker basket.

> x fireplace
The red brick fireplace is fairly clean. Mr. Rupert must have cleaned it before he moved out, after Selma passed on. She thought he could care for her better if he lived here. One of the bricks seems a little loose.

> move brick
Using the paperclip you found in the green sweater, you pry the brick loose. A moment later the brick falls into your hand, and a small key falls into the fireplace.

> get key
You take the small key from the fireplace.

> x chair
It is rather old fashioned looking, with light colored fabric. The seat is rather worn, and somewhat saggy. A long piece of yarn is inside the old arm chair.

> get yarn
You take the long piece of yarn from the old arm chair.

> x dish
The light pink colored, blown glass, candy dish was admired very much by Selma . She would tell stories of a gentlemen caller that made blown glass dishes and figurines. She said that he thought she was so sweet, he needed to make a dish just for her sweets. A clump of hard candy is inside the candy dish.

> get candy
You take the clump of hard candy from the candy dish.

> east
You move east.
This is the Grand Entrance, if you can even call it that. Selma always liked to have fancy names for all the rooms in her house. It made her feel high class. There really is nothing grand about the room. It has a staircase that leads to the second floor of the house, and open doorways lead off into other rooms. A antique coat rack from the early 1900's stands near the bottom of the stairs, along with a small bench and a table. Selma often sat there to remove her shoes when she would return from outings, which wasn't often in her later years.
Your relatives have scattered throughout the house, to search for Selma's Will. Bea is on the other side of the room, rummaging through Selmas' belongings. You can move north, south, west and up.

> north
You move north.
The hall is pretty plain, and poorly lit. Hardwood floors run all through the house. You can remember running through the house as a kid, and sliding across the floor in your socks. The hall leads to a Lavatory to the east, the kitchen is to the north, and the Grand Entrance is to the south. The Cloak Room, Selmas' name for a closet, is to the west. You can move north, east, south and west.

> west
You move west.
Cloak Room is a fancy name for closet, which you are in. It definitely is bigger than you thought it would be. There are a few coats, and several hat boxes. Selma loved to buy new hats. There are probably new hats in some of the boxes that have never even been worn. There isn't much else in here.. You can only move east.

> open box
You open hat box. A cowboy hat is inside hat box.

> get hat
You take the cowboy hat from hat box.

> east
You move east.
The hall is pretty plain, and poorly lit. Hardwood floors run all through the house. You can remember running through the house as a kid, and sliding across the floor in your socks. The hall leads to a Lavatory to the east, the kitchen is to the north, and the Grand Entrance is to the south. The Cloak Room, Selmas' name for a closet, is to the west. You can move north, east, south and west.

> north
You move north.
This is the kitchen. Selma was still trying to think of a fancy name for it, the last time you saw her. The kitchen has several cabinets, and the usual appliances. Selma was never one for those fancy gadgets, like microwave ovens and blenders, and such. She was very simple in most ways. Ida is looking through the kitchen cabinets. You can move east, south and west.

> give sweater to ida
You toss the sweater to Ida, and she gives you a paper towel to hold while she slips it on. She doesn't bother to thank you, and returns to searching through the kitchen cabinets, and forgets about the paper towel.

> east
You move east.
You could never figure out why Selma called this the Sun Room. It never got any sun, and was surrounded by screens. I guess she needed to call the back porch something fancy. Boxes are piled up on the western wall, blocking the view of the west side of the house. There is a cabinet that Selma would keep her gardening tools in, over on the south wall. She'd spend hours in the garden, when she wasn't in the Great Room making cozies. Dale is over looking through the boxes on the west wall. You can move north and west.

> give hat to dale
You tell Dale that you will give him the hat, if he gives you CC's bear. He looks at you for a moment, with squinted eyes, then hands over the bear, while snatching the hat from your hands. He seems content for the moment and resumes looking through the boxes.

> open cabinet
You manage to open the cabinet with the key you found in the fireplace.

> x cabinet
The cabinet is made out of metal, and used to have various garden tools, at least you always thought that was what it was for. Glass cleaner is inside the garden cabinet.

> get cleaner
You take glass cleaner from the garden cabinet.

> north
You move north.
The back yard seems smaller, now that you're all grown up. The grass is brown, and patches of dirt are visible in several spots. There is no sign of the garden that Selma spent so much time in. Perhaps she just couldn't keep up with it, in her last few years. The clothesline still stands. Semla didn't like the idea of a clothes dryer. She said she loved the way the laundry smelled after being sun dried. Walter is swinging from the clothesline. You can only move south.

> give gumball to walter
Walter hangs by one arm from the clothesline, while he takes the gum and pops it in his mouth. He gives you something in return.

> south
You move south.
You could never figure out why Selma called this the Sun Room. It never got any sun, and was surrounded by screens. I guess she needed to call the back porch something fancy. Boxes are piled up on the western wall, blocking the view of the west side of the house. There is a cabinet that Selma would keep her gardening tools in, over on the south wall. She'd spend hours in the garden, when she wasn't in the Great Room making cozies. Dale is over looking through the boxes on the west wall. You can move north and west.

> x bear
It is one of those old time bears, with a wire frame on the inside. It has real moving joints. It looks like it's in pretty bad shape. Dale must have tore a hole in it.

> sew bear
You thread the yarn through the needle and sew the bear up. Your not a surgeon, but you think it will hold.

> west
You move west.
This is the kitchen. Selma was still trying to think of a fancy name for it, the last time you saw her. The kitchen has several cabinets, and the usual appliances. Selma was never one for those fancy gadgets, like microwave ovens and blenders, and such. She was very simple in most ways. Ida is looking through the kitchen cabinets. You can move east, south and west.

> west
You move west.
The dining room sports the name Banquet Hall. You remember coming here for Thanksgiving when you were a kid. There used to be a large dining table in here, but Selma has since replaced it with a smaller table. Various plant holders still hang, but contain no living plants. Selma liked to have plants in the eating area. She said it made her feel like she was dining at a tropical island resort. CC is sitting under the table. You can move east and south.

> give bear to cc
You give the bear to CC, and she instantly perks up. Forgetting all about the plunger, she drops it on the floor.

> get plunger
You pick up the plunger.

> east
You move east.
This is the kitchen. Selma was still trying to think of a fancy name for it, the last time you saw her. The kitchen has several cabinets, and the usual appliances. Selma was never one for those fancy gadgets, like microwave ovens and blenders, and such. She was very simple in most ways. Ida is looking through the kitchen cabinets. You can move east, south and west.

> south
You move south.
The hall is pretty plain, and poorly lit. Hardwood floors run all through the house. You can remember running through the house as a kid, and sliding across the floor in your socks. The hall leads to a Lavatory to the east, the kitchen is to the north, and the Grand Entrance is to the south. The Cloak Room, Selmas' name for a closet, is to the west. You can move north, east, south and west.

> east
You move east.
The bathroom is painted in a dark blue, with little yellow flowers. Selma must have liked yellow and blue, seeing as a few other rooms are decorated in the colors. You are glad to see that the lock has been removed from the door. You once got yourself locked in, and nobody knew it, until hours later when Selma came looking for you to wash up for supper. You spent a lot of time here, when you were a kid. There are the usual fixtures in the bathroom, such as a tub, toilet, and sink. You can only move west.

> plunge sink
You plunge the sink several times with the plunger, and a force of water shoots up through the drain, dislodging a rusty key.

> get key
You take the rusty key from the sink.

> west
You move west.
The hall is pretty plain, and poorly lit. Hardwood floors run all through the house. You can remember running through the house as a kid, and sliding across the floor in your socks. The hall leads to a Lavatory to the east, the kitchen is to the north, and the Grand Entrance is to the south. The Cloak Room, Selmas' name for a closet, is to the west. You can move north, east, south and west.

> south
You move south.
This is the Grand Entrance, if you can even call it that. Selma always liked to have fancy names for all the rooms in her house. It made her feel high class. There really is nothing grand about the room. It has a staircase that leads to the second floor of the house, and open doorways lead off into other rooms. A antique coat rack from the early 1900's stands near the bottom of the stairs, along with a small bench and a table. Selma often sat there to remove her shoes when she would return from outings, which wasn't often in her later years.
Your relatives have scattered throughout the house, to search for Selma's Will. Bea is on the other side of the room, rummaging through Selmas' belongings. You can move north, south, west and up.

> up
You move up.
The upstairs hall leads to several other rooms. All the pictures that used to hang on the wall, seem to have been removed. The stairs lead down into the Grand Entrance. There is one of these old fashioned gumball machines. You would always make sure you had a handful of pennies when you came to visit, when you were a kid. Buck and Henry are blocking your path to Selma's room, and won't let you pass. Buck looks like he is looking for trouble. Henry looks like he's up to no good. You can move west and down.

> west
You move west.
Oswald's room looks like it has already been cleaned out. There are only a few boxes that were left behind. Other than that, all the furniture is gone, the room is nearly empty. Tammi is sitting on the floor, looking through the boxes that were left behind. You can only move east.

> give earring to tammi
You ask Tammi if she lost an earring, and she reaches up to check, as you toss it to her. She tosses a bag of marbles back to you.

> east
You move east.
The upstairs hall leads to several other rooms. All the pictures that used to hang on the wall, seem to have been removed. The stairs lead down into the Grand Entrance. There is one of these old fashioned gumball machines. You would always make sure you had a handful of pennies when you came to visit, when you were a kid. Buck and Henry are blocking your path to Selma's room, and won't let you pass. Buck looks like he is looking for trouble. Henry looks like he's up to no good. You can move west and down.

> give marbles to buck
You tell the boys about how you used to roll the marbles down the stairs, and what fun it was. They weren't very interested in it, until you mentioned that perhaps someone might fall on them. Then it was really cool, so they grab the bag of marbles and head for the stairs. Now you can enter Selma's bedroom, to the north.

> north
You move north.
Selma's room is decorated quite nicely. There are several decorations that she made herself. Even the afghan on her bed, she made herself. The dresser was given to you, after Selma died, so it is no longer here. There is also a table and chair on the far side of the room. Selma sometimes liked to read weird stories before she turned in for the night. Zeke is standing in front of a door to the north. Zeke is looking around, lazily. You can only move south.

> give candy to zeke
You give the rock hard clump of candy to Zeke, and he starts gumming it right away. He moves aside so you can pass. You are ready to hurl at the sight of him. YUCK!

> open door
You unlock the door with the key you plunged out from the Lavatory sink.

> north
You move north.
The attic is fairly dark and has so much junk, you don't know where to begin looking for the will. You have been so busy just trying to get to this point, and now you have a big job. There are dozens of dusty boxes, old furniture, the missing pictures from the walls. There are even things covered with cozies. There has to be something here, somewhere. You can only move south.

> move cozy
You remove the cozy and are stunned at what you find. Well, you thought you would be stunned. Dust flies up, and swirls around a bit, before it settles, once again. A large mirror was covered by a cozy. You get a little excited, you must be on the right track.

> clean mirror with cleaner
You spray some of the cleaner on the mirror, and wipe it clean.

> break mirror with brick
You hurl the brick at the mirror, shattering it in a million pieces. A large piece of paper flies into your hands, and you nearly jump out of your skin, as you realize that it's Selma's Will. Just then you notice the sun is nearly set. You have to get this to Mr. Lewis before sundown, if you want to save Selma's house. HURRY!

> south
You move south.
Selma's room is decorated quite nicely. There are several decorations that she made herself. Even the afghan on her bed, she made herself. The dresser was given to you, after Selma died, so it is no longer here. There is also a table and chair on the far side of the room. Selma sometimes liked to read weird stories before she turned in for the night. Zeke is slobbering over the candy ball, and is no longer concerned with you. Zeke is looking around, lazily. You can tell by the pinkish reflection on the walls that the sun is setting, FAST! You can move north and south.

> south
You move south.
The upstairs hall leads to several other rooms. All the pictures that used to hang on the wall, seem to have been removed. The stairs lead down into the Grand Entrance. There is one of these old fashioned gumball machines. You would always make sure you had a handful of pennies when you came to visit, when you were a kid. Buck and Henry are at the top of the stairs, rolling marbles downstairs, in hopes that someone may fall on them. Buck looks like he is looking for trouble. Henry looks like he's up to no good. You can tell by the pinkish reflection on the walls that the sun is setting, FAST! You can move north, west and down.

> slide banister
You slide down the banister, and land with a thump on the hardwood floor below.

> look
This is the Grand Entrance, if you can even call it that. Selma always liked to have fancy names for all the rooms in her house. It made her feel high class. There really is nothing grand about the room. It has a staircase that leads to the second floor of the house, and open doorways lead off into other rooms. A antique coat rack from the early 1900's stands near the bottom of the stairs, along with a small bench and a table. Selma often sat there to remove her shoes when she would return from outings, which wasn't often in her later years.
Your relatives have scattered throughout the house, to search for Selma's Will. Bea is on the other side of the room, rummaging through Selmas' belongings. You can tell by the pinkish reflection on the walls that the sun is setting, FAST! You can move north, south, west and up.

> south
You move south.
The front porch is fairly small, and only has room enough for a couple chairs and a small table, which still sit here. On a hot summers day, Aunt Selma would make up a pitcher of lemonade, and you'd sit in the chair, which seems a lot smaller than it used to. You were barely tall enough to see over the porch rails. Oswald Rupert is looking down his nose at you. You can tell by the pinkish reflection on the walls that the sun is setting, FAST! You can move north and south.

> south
You move south.
This is the front yard of Selma's house. The grass is brown, and near dead. Mr. Lewis is waiting for the Will. You can tell by the pinkish reflection on the walls that the sun is setting, FAST!

> give will to mr. lewis
You give Mr. Lewis the will, as the rest of the family, and Mr. Rupert, file out onto the front lawn. After a few moments, Mr. Lewis announces that the will is valid, and will be held up. You cheer in excitement.

You did it! A week later the Will was authenticated. You got the house and some cash. You did some remodeling, and investing, and now are quite wealthy. You married a school teacher from Vermont, and had three lovely children.

Bea & Elsa passed a few years later, while living in Bora Bora, where Selma had left them a time share condo. Zeke got some new teeth, and doesn't eat candy anymore. Ida got herself a new minivan, to haul the kids back and forth. Dale and Tammi moved away and went to collage. Henry & Buck were sent to military school. Walter and CC are still with Zeke & Ida.

Mr. Oswald Rupert was later tried and convicted for the Murder of Selma. He poisoned her because she wouln't sell him her property so he could build a shopping center. He had the bought the property adjacent to Selma's and needed hers too. So he is serving life in prison with a cell mate named Bubba.

You did a great job! I hope you enjoyed playing.