Part Two - The Promise
By morning, everything has changed. Congratulatory notes pour in from the staff.

An official banquet is to be held in your honor this evening.

There's even video 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.

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.

(Continued)