Gerald R. Freeman, sometime between 1993 and 1996. Nobody can know it was you.
How this works
Arrow keys or WASD to move. On a phone, swipe the screen or use the pad below it.
Every potato in the camp needs pepper on it. Clear the whole camp to finish a night.
George, Heath and Jim are awake and walking. Let one of them reach you and the shaker goes down. You get three.
The four fat embers are logs. Take one and the fire jumps, and for a few seconds none of them can see you. Run them down while it lasts.
The plate gets loose. When it does, chase it. It runs, it is worth more than anything else on the board, and it is the whole reason you are out here.
This is the tent era, four guys and one fire. Shawn loaded George’s potatoes with
pepper and told nobody, which is why Heath and Jim are in your way here rather than
helping. Hours later, in the dark, George found the plate and worked through it anyway.
He never once investigated.
George, in the tinfoil hat, comes straight at you.Heath, in the sunglasses, cuts you off ahead.Jim, bearded and bespectacled, wanders until you are close.
Score0
Best0
Night1
Shakers
Pepper Man
0
Everybody is asleep. That is the whole window you get.
Staged, and saying so: the camp layout here is a maze built for a game, not a map of
site 99, and nobody chased anybody that night. What is real is the pepper, the plate, the
fact that Shawn acted alone, and what George said when he found it.
Nobody gets a face. Each of the three is drawn with one detail taken from the
yearbook rather than a likeness: George’s tinfoil hat is site 99, 1993;
Jim’s beard and glasses are what the captions identify him by from one
photograph to the next; Heath’s sunglasses come off the 2021 family photo.
They are cues, not portraits.