Forest And Outside Of House 13 rooms · 16 pictures

At the start of the game
Picture prompt
First-person view at eye level, 16:9. A white clapboard house stands at the edge of an open field under soft overcast light. Its front door is boarded shut, with weathered planks nailed across the frame. A small mailbox stands on a wooden post beside the path. Forest paths lead off around the building, their edges lined with dark green undergrowth and grey tree trunks. Far across the grass, a low stone barrow rises from the field, its mossy stones dim in the grey distance. Tall grass sways faintly, and damp earth shows along the trodden path.

Later: The small mailbox is open.
Edit prompt
Same image; the small mailbox standing at the edge of the path is now open, its hinged door swung down and outward, and the dark interior of the box visible. Change nothing else.

At the start of the game
Picture prompt
First-person view at eye level, 16:9. Facing the north wall of a white clapboard house, its weathered paint flaking in patches under soft overcast light. Every window is sealed with rough grey boards nailed across the frame, and the wall between them is blank with no door anywhere. Ground is damp grass and bare patches of dark earth. To the north a narrow footpath winds away between tall trunks of pine and birch, its edges furred with ferns and moss, disappearing into a muted green gloom of dense forest.

At the start of the game
Picture prompt
First-person view at eye level, 16:9. Facing the south wall of a white clapboard house under soft overcast light. Several windows are sealed with weathered grey boards nailed across their frames, and no door breaks the wall. Paint peels in thin flakes near the foundation, and damp moss creeps along the base. Beyond the corner of the house, dense muted green forest rises, its dark trunks and tangled undergrowth fading into grey mist. Cool still air, leaves of low shrubs hanging motionless, quiet ground of pale dirt and fallen needles.

At the start of the game
Picture prompt
First-person view at eye level, 16:9. A dense forest surrounds the viewer on every side, with tall grey-barked trunks rising into a canopy of muted green leaves. Soft overcast light filters down through the branches, and damp moss covers the roots and fallen bracken on the forest floor. To the east, a warm shaft of sunlight breaks through the trees, lighting a patch of ferns and drifting pollen. Mist hangs faintly between the trunks, and the ground slopes gently away into the undergrowth.

At the start of the game
Picture prompt
First-person view at eye level, 16:9. A massive mound of grey stone rises before you, its face weathered and mossy, the great slabs fitted together with seams of dark lichen. In the east face stands a huge stone door, swung wide open, revealing only an absolute black void beyond its threshold, the dark of the tomb impenetrable. Ferns and grass crowd the base of the barrow. Soft overcast light spreads evenly over the muted green forest clearing, with a faint mist drifting low along the ground. The stone is damp and cold-looking, pale grey streaked with green.

At the start of the game
Picture prompt
First-person view at eye level, 16:9. Behind a white clapboard house, a small kitchen window sits slightly ajar in the pale painted wall, its dark glass reflecting the grey sky. Weathered sill and a thin strip of shadow along the gap. Patchy grass and damp earth meet the foundation, with dense muted green forest pressing close at the edges of the frame. Soft overcast light falls evenly across the scene, with a faint mist drifting between the trunks and no sun breaking through the clouds.

Later: Behind the white house is an open kitchen window.
Edit prompt
Same image; the small kitchen window in the white clapboard wall swings fully open, its casement pushed wide against the siding so the dark interior opening is clearly visible. Change nothing else.

At the start of the game
Picture prompt
First-person view at eye level, 16:9. A narrow dirt path winds north and south through a dimly lit forest, its packed earth worn pale by passing feet. At the edge of the path stands one particularly large tree, its thick trunk furrowed with moss and grey bark, its low branches reaching out over the trail at head height. Soft overcast light filters through the canopy, dappling the ferns and undergrowth in muted greens and greys. Mist hangs faintly between the distant trunks, and fallen leaves lie scattered across the path. The forest stretches away in every direction beyond the trail.

At the start of the game
Picture prompt
First-person view at eye level, 16:9. Tall, dim forest stretches in every direction, with massive trunks of old oaks and pines rising out of sight into a grey canopy. Soft overcast light filters weakly through the branches, leaving the forest floor in muted green shadow. Ferns and damp leaf litter cover the ground between thick roots, and a faint mist hangs low among the trunks. Far off, the trees thin slightly in the directions of the clearing, the house, and the western woods, though nothing else breaks the dense wall of bark and foliage.

At the start of the game
Picture prompt
First-person view at eye level, 16:9. You stand in a small clearing ringed by tall grey-trunked trees whose branches meet overhead. A loose pile of brown and rust-coloured leaves lies on the damp ground in the centre, some curled at the edges. Thin paths of worn earth lead away into the forest to the east, west and south, and a rusted iron grating sits flush in the moss near the ground beneath your feet. Soft overcast light filters through the canopy, and the air is cool and still with fallen leaves scattered across muted green moss.

Later: The leaves are swept aside, revealing a metal grating set into the ground.
Edit prompt
Same image; the pile of leaves on the ground is gone, swept aside to the edge of the clearing, and a rusted metal grating set flush into the bare earth is now visible where the pile had been, its iron bars dark with damp and a few fallen leaves caught in its gaps. Change nothing else.

At the start of the game
Picture prompt
First-person view at eye level, 16:9. A small clearing sits within a well-marked forest path that stretches away to the east and to the west, its packed earth worn pale by many feet. Tall grey-green trees crowd in on the north and south sides, their trunks mossy and their dense canopies closing overhead. Soft overcast light filters through the leaves, dimming the greens into muted tones. Low ferns and damp leaf litter cover the ground at the edges of the path, and a faint mist lingers between the distant trunks. The air feels still and cool.

At the start of the game
Picture prompt
First-person view at eye level, 16:9. A thick, sturdy oak branch stretches across the frame, its bark furrowed and mossy under soft overcast light. Just beside it rests a bird's nest woven from twigs and dry grass, tucked into a fork of the limb. Through gaps in the dense grey-green leaves, far below, a forest path winds between ferns, and in the distance the pale wooden walls and roof of a house peek through the foliage. Pale mist drifts among the trunks.

At the start of the game
Picture prompt
First-person view at eye level, 16:9. A dimly lit forest stretches in every direction, with large trees rising around the viewer, their broad grey-green trunks thick with moss and bark furrows. Soft overcast light filters weakly through a high canopy of dense leaves, leaving the ground in muted shadow. Damp leaf litter and fern clumps cover the forest floor, and thin mist hangs between the trunks in the distance. The air feels still and cool, the scene muted in greens and greys.

At the start of the game
Picture prompt
First-person view at eye level, 16:9. The forest thins out ahead, the trunks spacing apart over damp grey-green moss and scattered ferns. Beyond the last trees rises an impassable mountain range, its jagged grey peaks streaked with pale snow and wrapped in low cloud. Soft overcast light flattens the scene into muted greens and greys. Wind stirs the lower branches of the nearby pines, and loose needles drift across a narrow dirt path that leads toward the rocky slopes. The distant ridges fade into mist, blocking any way forward.
House 3 rooms · 13 pictures

At the start of the game
Picture prompt
First-person view at eye level, 16:9. A small kitchen inside a white-walled house, the plaster slightly yellowed with age. A sturdy wooden kitchen table stands near the center of a worn stone floor, its grain dark and scarred. To the left, an open doorway leads west into shadow. Straight ahead, a narrow wooden staircase climbs upward into dimness, its treads worn hollow. On the right wall, a window looks out onto a grey-green yard, soft overcast light spilling across the flagstones and faintly warming the muted brown room.

Later: The window to the yard stands wide open.
Edit prompt
Same image; the window to the yard now stands wide open, its sash pushed fully up and the panes swung outward so the yard beyond is clearly visible through the opening. Change nothing else.

At the start of the game
Picture prompt
First-person view at eye level, 16:9. A living room of muted browns and greys, with dim warm light pooling on the floorboards. Straight ahead, the glass-fronted trophy case stands fully in view, its three wide wooden shelves behind the glass completely empty, bare grain showing. A large worn rug covers the floor in faded browns. To the west, a wooden door is boarded and nailed shut, its planks grey with age. To the east, an open archway leads toward the kitchen, its doorframe in shadow.

Later: The trophy case is open.
Edit prompt
Same image; the trophy case against the wall is now open, its glass front door swung outward on hinges so the interior shelves are visible and no longer hidden behind glass. Nothing else in the room changes. Change nothing else.

Later: A trapdoor is exposed beneath the moved rug.
Edit prompt
Same image; the large rug has been pulled back and shifted aside, exposing a square wooden trapdoor set into the floorboards with a flat iron ring handle, its edges worn and dusty. Change nothing else.

Later: A trapdoor is exposed beneath the moved rug.
Edit prompt
Same image; the large rug has been pushed aside toward the middle of the room, exposing a square wooden trapdoor set into the floorboards where the rug had lain, its edges worn and its iron ring lying flat against the boards. Change nothing else.

Later: The trap door stands open, revealing a dark staircase leading down.
Edit prompt
Same image; the trapdoor beneath the moved rug is now open, its wooden boards hinged back to lie flat, revealing a narrow dark staircase of worn stone steps descending steeply into shadow. Faint cool air seems to rise from the opening. The trophy case, the large rug, and the nailed-shut door to the west stay exactly as they are. Change nothing else.

Later: The trap door stands open, revealing a dark staircase leading down.
Edit prompt
Same image; the trapdoor beneath the moved rug is now swung fully open, revealing a narrow dark wooden staircase descending steeply into shadow. Its worn stone or timber steps fade into darkness, with a faint cool draft visible as slight disturbance in the dust near the opening. Keep the trophy case open, the large rug pushed aside, and the nailed-shut door to the west exactly as they are. Change nothing else.

Later: There is a trophy case, a large rug, and an old door to the west with a cyclops-sized hole smashed through it.
Edit prompt
Same image; the door to the west is no longer nailed shut. It is now an old weathered wooden door with a huge, ragged hole smashed through its center, splintered planks bent outward, torn edges, and a few wood splinters scattered on the floor below it. Soft grey daylight comes through the opening. Change nothing else.

Later: There is a trophy case, a large rug, and an old door to the west with a cyclops-sized hole smashed through it.
Edit prompt
Same image; the west door is now an old wooden door with a huge, jagged hole smashed through its center, large enough for a giant to pass. Splintered planks bend outward around the ragged edges, torn nails and broken boards lie scattered at its base, and dust hangs in the air around the opening. Change nothing else.

Later: There is a trophy case, a large rug, and an old door to the west with a cyclops-sized hole smashed through it.
Edit prompt
Same image; replace the nailed-shut west door with an old, weathered wooden door that has a huge, jagged hole smashed through its center, large enough for a giant to pass through. Splintered planks bend outward around the ragged opening, and the boards nailed across the door are gone. Show dim grey light or murky darkness beyond the broken edges. Change nothing else.

Later: The trophy case is open.
Edit prompt
Same image; the glass front of the trophy case is now swung open, its hinged doors standing outward, with the case interior visible but otherwise unchanged. Change nothing else.

At the start of the game
Picture prompt
First-person view at eye level, 16:9. A low attic under a sloping roof of bare timber rafters, grey dust softening every surface. A sturdy wooden table stands in the middle of the floor, its scarred top pale with age. Beyond it, a narrow stairway descends through a square opening in the floorboards, its steps worn dark and hollow. Dim warm light filters through a small grimy gable window, falling in pale bars across the boards. The air hangs still and smells faintly of old wood and dust.
Maze 20 rooms · 21 pictures

At the start of the game
Picture prompt
First-person view at eye level, 16:9. A cramped underground chamber of rough grey stone, its walls streaked with damp brown earth. Pale tree roots push down through the ceiling, twisting and knotted, their fibers hanging like wet rope. Above, a rusted metal grating is set into the rock, its bars dark against a faint grey glimmer of daylight from far above. A narrow opening to the southwest leads into shadowed maze passages, with dim warm light pooling on the uneven floor. Dust and small stones lie scattered across the ground.

Later: The grating overhead stands open to the daylight.
Edit prompt
Same image; the metal grating overhead now stands open, its bars swung aside so a shaft of pale daylight pours down through the opening onto the room below, with soft grey-green sky visible above. The tree roots and walls stay as they are, lit more brightly where the light falls. Change nothing else.

At the start of the game
Picture prompt
First-person view at eye level, 16:9. A narrow passage of rough-hewn grey limestone stretches ahead between close walls, their surfaces slick with damp moss and pale mineral crust. The floor is packed earth scattered with fallen grit and dry leaves. Dim warm light seeps faintly from unseen cracks overhead, pooling in the hollows of the stone. Passages branch away in similar directions, each opening looking almost identical and swallowed by shadow. The air feels still and cool, with faint dust hanging in the gloom. To the east, the corridor grows slightly wider, its floor dipping toward a darker opening.

At the start of the game
Picture prompt
First-person view at eye level, 16:9. A narrow stone passage in a maze of twisty little passages, all alike. Rough grey-brown walls of fitted stone rise on both sides, their mortar crumbling and streaked with damp. The uneven floor is packed earth and loose gravel, with patches of pale moss near the base of the walls. Ahead, the passage bends away into shadow, and openings lead off to the south and to the east, each dark and similar to the last. Dim warm light falls faintly from an unseen source, pooling on the stones and fading into the gloom overhead.

At the start of the game
Picture prompt
First-person view at eye level, 16:9. A narrow underground passage of rough grey stone, its walls cut into near-identical twisting shapes. Damp moss and pale lichen cling to the lower stones, and cracked flagstones line the floor, dusted with grit. Three openings branch away: one to the west, one to the north, and one to the east, each receding into deeper shadow. The ceiling is low and uneven, with mineral stains. Dim warm light seeps faintly from unseen sources, and a thin haze of cold air hangs in the passage.

At the start of the game
Picture prompt
First-person view at eye level, 16:9. A narrow stone passage in a maze cut into grey limestone, its walls rough and nearly identical to every other corridor. The floor is packed earth dusted with pale grit and damp moss. Passages branch away to the west and to the north, each disappearing into dim, shadowed bends. Overhead, the ceiling slopes up into a ragged rift where a faint shaft of natural light filters down. Mineral seams in the walls catch a soft, dim warm glow. Cold drips bead on the stone, and a thin mist hangs in the still air.

At the start of the game
Picture prompt
First-person view at eye level, 16:9. You stand at the blind end of a narrow passage carved into dark earth, its walls of rough grey stone packed with damp roots and creeping moss. Behind you, to the south, the corridor stretches back into shadow where the maze continues. The floor is trodden earth, scattered with pale gravel and loose dust. Dim warm light seeps from a distant junction, catching water beads on the stone. The ceiling is low, arching with roots. Muted browns and greys fill the cramped, silent space.

At the start of the game
Picture prompt
First-person view at eye level, 16:9. A narrow twisting passage of rough-hewn grey stone walls, their joints crusted with pale mineral deposits and damp moss in the crevices. The floor is packed brown earth scattered with fallen grit. In the middle of the passage lies a skeleton, its bones yellowed and partly settled into the dirt, ribcage collapsed, skull tilted toward the viewer, a few small ribs scattered nearby. Dim warm light seeps faintly from unseen cracks overhead, pooling softly on the stone. Passages branch away into shadow ahead to the north, and a dead end lies east, with another route curving southwest.

At the start of the game
Picture prompt
First-person view at eye level, 16:9. A narrow underground corridor of rough-hewn grey stone ends abruptly in a blank wall of fitted blocks, their seams filled with dark damp earth and pale mineral crust. Moss clings in patches to the lower courses, and roots push through a crack near the ceiling. Dim warm light seeps in from the west, where the passage opens onto a longer stretch of the maze, its floor of packed earth and scattered grit leading back toward that glow. The air hangs still and heavy, with faint dust drifting in the weak light.

At the start of the game
Picture prompt
First-person view at eye level, 16:9. A narrow stone passage of rough grey-brown rock winds through a maze, its walls furred with damp moss and pale lichen. The floor is packed earth and loose gravel, with shallow puddles reflecting dim warm light. Ahead the corridor bends sharply left into shadow, and openings in the walls branch off to either side, each one looking much like the last. A low ceiling of cracked stone hangs overhead, with faint seams of mineral staining. Soft haze softens the far distance, and the air feels still and cool.

At the start of the game
Picture prompt
First-person view at eye level, 16:9. A narrow passage of rough-hewn grey limestone winds through the maze, its walls rising unevenly on either side. Damp brown earth and loose gravel cover the floor, with patches of pale lichen clinging to the stone. Dim warm light seeps faintly from unseen cracks overhead, pooling softly across the ground. Openings break the walls ahead, to the left and to the right, each leading into shadow, and a deeper gap in the floor opens downward at the far end. Dust and faint mist hang in the still air, and the twisting corridors all look alike.

At the start of the game
Picture prompt
First-person view at eye level, 16:9. A narrow passage of rough-hewn grey stone stretches forward, its floor worn smooth with packed brown earth and patches of pale moss. Side openings repeat every few paces, each framed by the same cracked masonry and dripping mortar seams, so no landmark sets one apart from another. The low vaulted ceiling is stained dark with old soot. Dim warm light seeps from unseen cracks and pools faintly on the damp floor. A thin mist drifts along the corridor, softening the distant turns.

At the start of the game
Picture prompt
First-person view at eye level, 16:9. A narrow stone passage in a cramped underground maze, its rough grey walls close on both sides and curving slightly ahead into shadow. Damp brown earth shows where the mortar has crumbled, and thin moss clings to the joints of the blocks. The floor is packed dirt with scattered pebbles. Dim warm light seeps from no visible source, and faint haze hangs in the air. Several branching turns recede into near-identical dark corridors, with nothing else in sight.

At the start of the game
Picture prompt
First-person view at eye level, 16:9. A narrow stone passage in a twisting underground maze, its rough grey walls of fitted blocks streaked with damp and pale mineral crust. Passage openings lead away in three directions: an archway opening to the northeast, a gap running west into shadow, and a low passage curving southeast toward a dark recess. The floor is packed earth and cracked flagstones, dusted with fine grit. Dim warm light seeps from unseen cracks overhead, pooling softly on the stone and fading into brown gloom. Each wall looks much like the last, with faint cobwebs hanging between the joints.

At the start of the game
Picture prompt
First-person view at eye level, 16:9. A narrow stone passage in a labyrinth of twisty tunnels, walls of rough grey-brown rock slick with damp and patched with pale lichen. Openings lead away on three sides: a low archway to the west, a dim gap straight ahead to the south, and a sloping side cut curving off to the southeast. The floor is packed earth and loose gravel, scattered with fine dust. Dim warm light falls from unseen sources, pooling on the stone and fading into shadow at each turn.

At the start of the game
Picture prompt
First-person view at eye level, 16:9. A narrow stone passage winds through a maze of identical grey-brown walls, their rough blocks furred with pale moss and damp streaks. The corridor branches ahead into shadowed openings that look exactly alike. Dim warm light seeps from unseen cracks overhead, pooling on the uneven flagstones and gritty earth underfoot. Above, a ragged gap in the ceiling lets a faint rectangle of stone-shadowed brightness fall into the passage. Dust drifts slowly through the still air, and cobwebs hang in the corners where the walls meet.

At the start of the game
Picture prompt
First-person view at eye level, 16:9. A narrow stone passage in a maze of identical rough-hewn walls, damp grey granite streaked with dark mineral seams. Passages branch away to the east, west and south, each opening into the same shadowed corridor. In the floor ahead, a crooked crevice drops downward into darkness, its edges worn smooth. Dim warm light seeps faintly from unseen cracks overhead, pooling in puddles of rust-brown dampness on the flagstones. Pale mineral dust hangs in the still air. Nothing moves, and every turn looks exactly like the last.

At the start of the game
Picture prompt
First-person view at eye level, 16:9. A narrow underground passage of rough-hewn grey limestone stretches ahead, its walls nearly identical to those behind, each carved with the same shallow ripples. Damp moss clings in dark patches to the low ceiling, and a cold, slick floor of packed earth and pale grit runs forward between the walls. Dim warm light seeps faintly from unseen cracks overhead and settles on the stone. A ragged crevice gapes in the ceiling above, and a shadowed hole yawns in the floor ahead. The passage bends out of sight into gloom.

At the start of the game
Picture prompt
First-person view at eye level, 16:9. A narrow passage of rough-hewn grey stone winds through a maze of identical twisting corridors. Damp earthen walls rise on both sides, streaked with pale lichen and seeping moisture. The floor is packed brown dirt, scattered with fallen grit. Passages branch ahead into shadowed turns, each one looking much like the last. Dim warm light falls faintly from unseen sources, pooling on the stone and fading into darkness at the far bends.

At the start of the game
Picture prompt
First-person view at eye level, 16:9. A narrow dead-end passage of hewn grey stone, its far wall a smooth blank face of rock slick with damp and fine mineral crust. The walls on either side lean in close, their joints furred with pale moss and dark earth. Behind you, to the north, the passage opens back into a longer corridor of identical stone, receding into shadow. The floor is packed earth and scattered gravel, worn into a shallow groove down the middle. Dim warm light seeps from unseen cracks above, pooling on the wet stone. Still, close, and quiet.

At the start of the game
Picture prompt
First-person view at eye level, 16:9. A narrow dead end of an underground maze, its walls of damp grey stone blocks sealed tight on three sides, the low ceiling lost in shadow. Behind, to the south, the corridor opens into a dim passage of the same weathered masonry, its floor paved with cracked flagstones dusted with fine grit. Moss and pale lichen creep along the mortar seams, and water beads on the stone in dark streaks. Dim warm light seeps from far down the passage, catching the wet surfaces and leaving the corners in deep brown shadow. The air feels still and heavy.
River Area 17 rooms · 22 pictures

At the start of the game
Picture prompt
First-person view at eye level, 16:9. Standing on the western rim of a deep canyon, the view opens across a gorge of grey stone walls. Far across the chasm, pale White Cliffs rise and merge into the distant, hazy ramparts of the Flathead Mountains. Upstream to the north, a cold river churns through the canyon floor, and a veil of white spray from Aragain Falls hangs in the air, a faint rainbow arcing above it. Near the river's source, a dark cavern mouth yawns in the canyon wall. To the west and south, an immense forest of muted green trees stretches to the horizon under soft overcast light.

At the start of the game
Picture prompt
First-person view at eye level, 16:9. A narrow rocky ledge juts from the steep wall of a river canyon, its grey stone slick with damp moss and lichen. Far below, the canyon floor is hidden in drifting mist, and a white-green river churns through a twisting passage of dark rock that looks impossible to enter. Spray rises from distant falls and beads on the stone. Above, the cliff climbs in broken, reachable ledges and cracks furred with ferns, grasses and thin roots. Soft overcast light spreads evenly over muted greens and greys, with a faint haze softening the far canyon walls.

At the start of the game
Picture prompt
First-person view at eye level, 16:9. Looking up at the sheer grey walls of a river canyon, their rock streaked with dark moss and pale lichen where a rough ledge juts out high above. Below, the lesser runoff of Aragain Falls churns over wet boulders in a shallow, foam-flecked channel. To the north a narrow path winds between the stones and fades into tangled green brush. Soft overcast light spreads evenly across the damp earth, with mist drifting off the water into the cool air.

At the start of the game
Picture prompt
First-person view at eye level, 16:9. A narrow strip of rocky beach lies beside a swift grey river, its pebbles wet and glistening. Tall pale White Cliffs rise sharply on either side, pressing close so the shore is cramped. Ahead to the east, a vivid rainbow arcs over a thundering waterfall, its spray drifting in a fine mist. Shafts of sunlight slant down from the open canyon above, touching the water and stones with gold. A faint, narrow path winds away to the southwest between boulders and tufts of grass.

Later: The rainbow has turned solid, a shimmering bridge over the falls.
Edit prompt
Same image; the rainbow arching over the falls to the east has turned solid, becoming a shimmering bridge of pale translucent colour spanning the falling water, its bands of red, orange, yellow, green and blue now fixed in place and catching the sunlight that slants down into the canyon. Change nothing else.

At the start of the game
Picture prompt
First-person view at eye level, 16:9. A narrow strip of pale shingle and sand runs along the base of towering white chalk cliffs, their streaked faces weathered grey and crumbling at the edges. A narrow footpath climbs away southward along the cliff foot, its trodden earth edged with tufts of grass and sea thrift. To the west, a tight dark passage cuts into the chalk, its low opening framed by damp stone and hanging roots. Soft overcast light spreads over muted greens and greys, with cold mist drifting off the nearby river beyond the pebbles.

At the start of the game
Picture prompt
First-person view at eye level, 16:9. A massive concrete dam wall rises grey to the north, its face streaked with rust-brown seepage and patches of green moss near the base. Below it, the river Frigid runs broad and fast over smooth wet stones, its surface churning white in places. On both banks, pale White Cliffs stand like giant walls, stretching far north and south along the winding shoreline and fading into misty distance. Wet grass and reeds line the water's edge. Soft overcast light spreads evenly over muted greens and greys, with thin drifting haze.

At the start of the game
Picture prompt
First-person view at eye level, 16:9. A rocky, narrow strip of beach lies beside tall white chalk cliffs that rise sharply on one side, their pale faces streaked with grey and rust-coloured seams. Smooth grey pebbles and broken slabs of stone cover the shingle. A narrow path winds north along the shore, its earth worn pale between patches of coarse grass and lichen. Beside the beach, a cold river slides past the stones, its surface dark green and flecked with foam. Soft overcast light spreads evenly over the scene, with thin mist drifting low over the water.

At the start of the game
Picture prompt
First-person view at eye level, 16:9. A fast grey river tumbles down into a wide valley, its surface breaking into white foam over half-submerged boulders. On the west shore a narrow strip of pale pebbled beach lies at the foot of frost-streaked white cliffs dotted with lichen. Thin mist drifts above the water, and the banks are edged with dark moss and stunted grass. Soft overcast light, muted greens and greys, and a faint haze hang over the valley floor where the river bends out of sight.

At the start of the game
Picture prompt
First-person view at eye level, 16:9. Open water of a slow, quiet river stretches across the frame under flat grey overcast sky, its surface dark green and faintly rippled. On the west shore a weathered wooden landing juts out over the water, its planks grey and mossy, posts crusted with pale lichen. Beyond the bank, the pale concrete face of a distant dam rises faintly through mist, while willows and dark conifers line the shoreline on both sides. Cold air hangs low over the river.

At the start of the game
Picture prompt
First-person view at eye level, 16:9. A swift grey river churns past, its surface broken into white ridges that rush toward a distant bend where spray hangs in the air. To the east, a pale sandy beach curves along the shore, dotted with wet pebbles and tufts of pale grass. To the west, steep greyish cliffs rise above a narrow strip of beach tucked at their base, where stone meets the water under soft overcast light. Mossy green banks frame the scene, and cold mist drifts low over the current.

At the start of the game
Picture prompt
First-person view at eye level, 16:9. A wide, cold river bends sharply around a rocky headland, its grey-green water running fast and frothing white along the shoreline. On the east bank, towering pale White Cliffs rise in layered ledges streaked with frost and dark seams, their faces softened by drifting mist. On the west bank, large jagged boulders crowd the water's edge, slick with moss and spray, making any landing impossible. Beyond the bend the river curves out of sight, hiding whatever lies downstream beneath a low overcast sky and diffuse pale light.

At the start of the game
Picture prompt
First-person view at eye level, 16:9. A wide, fast river churns past under a grey overcast sky, its dark water broken into white foam and spray that hangs in cold mist above the surface. Thin shelves of ice cling to the rocky banks, and frost silvers the stones along the margins. Across the river to the east, a broad stone landing area stretches down to the water's edge, its flagstones slick and pale with rime, bordered by wet moss and dark pebbles. Soft diffused light flattens the scene into muted greens and greys, with the far shore dissolving into haze.

At the start of the game
Picture prompt
First-person view at eye level, 16:9. A broad sandy beach stretches along the east shore of a fast-flowing river, its pale grey sand rippled by wind. Swift brown water churns past with white foam at the edges. To the south, a narrow dirt path winds beside the riverbank through tufts of grass and moss-covered stones. Toward the northeast, a low archway of weathered stone lies half-buried in drifting sand, its opening dark. Soft overcast light spreads over muted greens and greys, with thin haze over the distant trees.

At the start of the game
Picture prompt
First-person view at eye level, 16:9. A narrow dirt path runs north to south along the east shore of a broad river, its packed earth edged with wet grey pebbles and tufts of coarse grass. To the west, dark green water churns over hidden rocks, foam streaking its surface, and currents swirl treacherously near the bank. The path bends sharply out of sight toward the south, where willows lean over the trail. Soft overcast light flattens the sky into pale grey, and mist drifts low over the water.

At the start of the game
Picture prompt
First-person view at eye level, 16:9. A low cave chamber filled wall to wall with fine pale sand, its surface rippled and smoothed into soft drifts that climb the rounded stone walls. Dim warm light falls through the southwest opening, where a bright sandy gap reveals distant grey-green sky and the glint of the sea beyond. The damp rock ceiling is streaked with dark mineral stains, and grains of sand trickle down in thin streams from the edges of the drifts.

Later: A shallow hole has been dug in the sand.
Edit prompt
Same image; a shallow hole has been dug into the sand in the middle of the cave floor, its edges neatly scooped with loose sand heaped slightly around the rim and its bottom darker and damp-looking. Change nothing else.

Later: A deep hole has been dug in the sand.
Edit prompt
Same image; the shallow hole in the sand is now a deep hole, with steeper, darker sides and loose sand slumping inward toward a deep shadowed pit at its center. Change nothing else.

At the start of the game
Picture prompt
First-person view at eye level, 16:9. A broad river pours over a rocky lip ahead and plunges in a white curtain of water into a misty gorge. Spray rises in drifting clouds and settles on dark wet boulders and mossy ledges. Through the mist a faint rainbow arcs across the falling water, its colours soft against the grey. Overcast light spreads evenly over the scene, and dense green ferns cling to the cliff walls on either side. To the north, the riverbank opens toward the shore.

Later: The rainbow has turned solid, a shimmering bridge over the falls.
Edit prompt
Same image; the rainbow arcing through the mist has turned solid, forming a shimmering bridge of pale colour that spans across the waterfall, its bands of red, orange, yellow, green, blue and violet hardening into a faintly glowing span with a smooth, slightly translucent surface. Change nothing else.

At the start of the game
Picture prompt
First-person view at eye level, 16:9. A broad, shimmering band of rainbow arcs across the sky, its translucent colours of red, amber, green and violet forming a solid-looking path underfoot that stretches away westward into soft grey mist and eastward toward a distant cataract. Beyond the edge of the arc, a magnificent waterfall pours in white cascades down dark wet cliffs, sending up a fine spray that catches the diffuse light. Overcast skies hang above muted green hills and pale river valleys, with a faint haze softening the far horizon.

Later: The rainbow is solid underfoot.
Edit prompt
Same image; the rainbow beneath the viewpoint now looks solid and firm enough to stand on, its colour bands standing as a smooth, substantial arched ridge with faint, even surface texture rather than an insubstantial glow. Change nothing else.
Cellar And Vicinity 5 rooms · 7 pictures

At the start of the game
Picture prompt
First-person view at eye level, 16:9. A rough-hewn stone cellar with uneven grey blocks crusted in pale mineral bloom and dark damp seams. Cool air hangs heavy, with faint wisps of mist drifting along the floor. A flight of worn stone stairs climbs toward a square of dim daylight at the upper edge of the frame, where thin dust motes hang in the light. Passages lead off into blackness in two directions: one opening toward the north, its arch crumbling, and another toward the south, its floor sloping down into deeper shadow. Scattered grit and small pebbles lie on the packed earth floor, and the walls glisten faintly with moisture.

Later: At the top of the stairs the trap door stands open to the room above.
Edit prompt
Same image; at the top of the stone stairs, the wooden trap door now stands open upward on its hinges, its edge resting back against the floor of the room above, with warm lamplight-colored glow spilling down through the opening onto the top steps and the rough stone walls. Change nothing else.

At the start of the game
Picture prompt
First-person view at eye level, 16:9. A broad, low-vaulted chamber of rough grey stone, its walls gouged with deep parallel claw marks and streaked with old soot. The floor is packed earth and flat slabs, trampled into hollows and dotted with dark damp patches. Passages branch into shadow on the far side, but the wide opening to the south leads down a sloping corridor toward the Cellar, its archway dim and cold. Thin mist hangs near the ceiling. Dim warm light falls from an iron sconce set high in the wall. The air feels heavy and still, as though something enormous has only just stepped away.

Later: The troll is gone. The passages through this chamber are clear.
Edit prompt
Same image; remove the troll entirely from the chamber, leaving no trace of it. The floor where it stood becomes bare, worn stone, and the passages through the chamber stand open and clear of any figure. Change nothing else.

At the start of the game
Picture prompt
First-person view at eye level, 16:9. A worn stone ledge runs along the rim of a vast chasm whose bottom vanishes into black darkness, its edge crumbling into loose grey gravel. To the north, a narrow passage cuts into the rock wall, its low arched opening framed by damp brown stone and hanging roots. The path continues eastward along the ledge, flagstones dusted with pale grit and rising slightly into shadow. A faint warm glow seeps from somewhere beyond the walls, while cold air drifts up from the depths, carrying a mineral smell and wisps of mist.

At the start of the game
Picture prompt
First-person view at eye level, 16:9. A long, low-ceilinged gallery hall of rough-cut grey stone, its walls washed in dim warm light from a few guttering wall sconces set far apart. Bare plaster patches and pale rectangles mark where paintings once hung, with faint dust outlines around each empty frame. Dark wooden floorboards are scuffed and gritty, with scattered flakes of old paint and drifts of dust along the baseboards. A cool draft stirs thin cobwebs in the high corners. Soft haze hangs in the far end, where two arched openings, one to the west and one to the north, lead into deeper shadow.

At the start of the game
Picture prompt
First-person view at eye level, 16:9. Splattered walls of a cramped artist's studio in a cellar, paint drips in dozens of mismatched colors (crimson, ochre, cobalt, sickly green) layered over bare grey stone and rough plaster. The wooden floorboards are spattered too, the paint dried in crusty puddles. At the south end, an open doorway stands framed by thick paint smears, with dim grey light beyond it. Against one wall, a soot-blackened stone fireplace opens upward into a dark, narrow chimney whose throat vanishes into shadow. Dust hangs in the dim warm light. The walls are bare of any hangings.
Cyclops And Hideaway 3 rooms · 4 pictures

At the start of the game
Picture prompt
First-person view at eye level, 16:9. A long passage of rough-hewn grey stone stretches into dim distance, its walls glistening with damp and patches of dark moss. Behind the viewer to the west, the passage opens onto a broad, worn archway. Ahead to the east stands an old wooden door, its dark planks warped with age and bound by rusted iron straps. Set into the door is a huge, irregular opening, roughly cyclops-sized, its ragged edges splintered as if torn wide. A faint amber glow seeps through the gap from beyond. Dust hangs in the still air, and the floor is worn smooth underfoot.

At the start of the game
Picture prompt
First-person view at eye level, 16:9. A vast underground cavern of rough brown stone, its ceiling lost in shadow far overhead. Massive rounded boulders lie scattered across the uneven floor, and broad, deep hollows in the rock suggest colossal handprints pressed into the walls. A wide staircase of huge, crudely hewn stone steps climbs the far wall toward a dim shaft of light. To the northwest, a narrow opening in the cavern wall leads into a tangled passage of rock. Dim warm light falls across damp earth and patches of moss at the cavern's edges, with a faint haze of dust hanging in the still air.

Later: The cyclops is gone. Where the east wall stood is a ragged, cyclops-sized opening.
Edit prompt
Same image; remove the enormous cyclops entirely, leaving the cavern floor bare and undisturbed where it stood. Replace the east wall with a ragged, cyclops-sized opening with jagged, rough-broken stone edges and loose rubble at its base, with dim light and a faint haze visible beyond it. Keep the staircase leading upward exactly as it is. Change nothing else.

At the start of the game
Picture prompt
First-person view at eye level, 16:9. A large, dim underground chamber with rough-hewn walls of pale grey and brown stone. The far east wall is solid granite, dark and smooth, streaked with faint mineral veins. Dust hangs in the still air, and the flat stone floor is worn and uneven. Near the center of the room, a broad stone staircase descends into shadow, its steps cut into the bedrock and softened by age. Dim warm light seeps up faintly from the stairwell below, and the rest of the room sinks into cool, muted gloom.
Round Room And Vicinity 7 rooms · 7 pictures

At the start of the game
Picture prompt
First-person view at eye level, 16:9. A narrow east-west passageway cut through dark grey stone, its walls close together and rough with chisel marks. Ahead the corridor stretches east and west into dim shadow. At the north end, a narrow stairway of worn stone steps descends steeply into darkness, its treads pale with dust. Damp patches gleam on the walls and the floor is uneven flagstone. Dim warm light seeps faintly from unseen sources, casting soft amber on the stone, while cool grey gloom pools in the distance. Cobwebs hang in the upper corners.

At the start of the game
Picture prompt
First-person view at eye level, 16:9. A circular chamber of rough-hewn grey stone, its walls curving away on every side toward a low domed ceiling streaked with dark mineral seams. Around the ring, several archways open into passages; some are choked with tumbled boulders, rubble and packed grey earth, while others lead into shadowed tunnels with worn floors. Dim warm light seeps from unseen cracks in the vaulted roof, pooling on the flagstones in faint amber patches. Dust hangs motionless in the cool air, and damp moss clings to the lower stones near the cave-in debris.

At the start of the game
Picture prompt
First-person view at eye level, 16:9. A wide chasm of grey limestone yawns across the scene, running diagonally from lower left toward the upper right into dimness. On this near side, a narrow path of worn brown earth edges the rim, scattered with pale pebbles. Ahead to the right, a jagged crack in the rock opens into a dark passage, its mouth framed by flaking stone. Dim warm light falls from unseen sources across the walls, while mist drifts slowly over the abyss and the far side fades into shadow.

At the start of the game
Picture prompt
First-person view at eye level, 16:9. A broad underground chamber where a great waterfall pours down a sheer rock face at the far end, its white spray boiling into a churning pool below and drifting as fine mist through the air. Wet stone walls curve around the room, slick with dark moss and mineral streaks. Three openings break the walls: a low dark archway to the east, a passage to the west, and a narrow fissure climbing upward in the ceiling. Dim warm light filters from unseen gaps above, catching the mist in soft glowing haze. Muddy brown floor, scattered wet gravel, the air thick with cool vapor.

At the start of the game
Picture prompt
First-person view at eye level, 16:9. A high narrow passage cut through grey limestone runs north and south, its ceiling lost in shadow far above. Weathered rock walls are streaked with pale mineral deposits and damp patches. To the northeast the passage splits, a second opening sloping away into darkness. The floor is packed earth and loose gravel, worn smooth along a central path. Dim warm light seeps from unseen sources, and a faint cool draft stirs thin mist across the ground.

At the start of the game
Picture prompt
First-person view at eye level, 16:9. A damp cave chamber of rounded grey limestone, its walls glistening with beads of water that trickle down into dark pools along the floor. Dark brown earth is slick and soft underfoot, dotted with pale fungus and wet moss. Passages open to the west and to the east, the eastern mouth washed with pale daylight seeping in. Toward the south the chamber narrows into a jagged crack in the rock, its opening black and cold. Dim warm light from unseen sources lingers in the air, which hangs heavy with mist.

At the start of the game
Picture prompt
First-person view at eye level, 16:9. A deep canyon splits the underground rock, its walls layered in grey and ochre stone slick with damp. A narrow trail of packed earth and loose gravel hugs the rim, bending away into shadow to the left and right. Far below, the canyon floor dissolves into a dim blue-grey haze, and a faint silver gleam of moving water catches the eye. Dim warm light seeps from unseen cracks high on the far wall, picking out mineral crusts and wet moss. The air hangs heavy, cool and faintly misty.
Mirror Rooms And Vicinity 9 rooms · 9 pictures

At the start of the game
Picture prompt
First-person view at eye level, 16:9. A long, narrow stone corridor stretches away into the distance, its dark grey masonry walls drawing close where the passage briefly pinches to a tight throat before opening again. The floor is worn flagstone, damp and faintly sheened, with hairline cracks and drifts of fine dust along the edges. The vaulted ceiling hangs low and is blackened by old soot. Dim warm light seeps in from unseen sources ahead, laying soft gradients across the walls. Dust motes hang in the still air. Muted browns and greys, quiet and empty.

At the start of the game
Picture prompt
First-person view at eye level, 16:9. A great tall mirror fills the far wall of a low stone chamber, its silvered glass dim and faintly clouded, reflecting the room back in doubled, slightly warped form. The rough grey stone walls are damp and streaked with brown mineral stains, and the floor is worn flagstone scattered with grit. Three dark openings break the walls: a shadowy passage to the west, a narrow gap to the north, and a wider cave mouth to the east, each swallowed in gloom. Warm dim light from unseen sources pools across the stone, and a faint haze hangs in the air.

At the start of the game
Picture prompt
First-person view at eye level, 16:9. A narrow stone passage bends sharply through the rock, its walls rough grey granite streaked with damp brown earth and thin veins of pale quartz. The floor is packed dirt scattered with flat pebbles and patches of dark moss. To the north, the passage opens into a gap where a faint silvery sheen reflects off smooth surfaces beyond. To the east, the tunnel curves away into a darker archway of stone where the air seems to drift. Dim warm light seeps from unseen cracks overhead, softening the shadows. Dust hangs in the still air.

At the start of the game
Picture prompt
First-person view at eye level, 16:9. A tiny cave chamber of damp grey rock, its low ceiling beaded with water. An opening to the north leads into a glassy, faintly shimmering passage, and a dark archway to the west gives onto a narrow winding tunnel. In the floor's centre, a steep staircase of worn stone steps plunges downward into a black, forbidding void, its edges furred with grey dust. Dim warm light seeps from unseen cracks, pooling on the wet stone. Cold air hangs still and heavy, faint mist curling around the staircase's mouth.

At the start of the game
Picture prompt
First-person view at eye level, 16:9. An ancient chamber long submerged, its walls of weathered grey stone furred with pale sediment and drifting green weed. Murky blue-green water fills the room and filters soft, wavering light from above. A staircase of worn stone steps climbs upward along one side, its edges crusted with barnacles and mineral deposits. To the south, a low archway opens onto a dimly visible passage where water swirls faintly. Tiny silt particles hang suspended in the still water, catching the light.

At the start of the game
Picture prompt
First-person view at eye level, 16:9. A tiny cave chamber of rough grey limestone, its low ceiling dripping with slow water beads. An opening to the west leads into a narrow twisting passage of darkened rock, and a second opening to the north shows a faint silvery sheen beyond. A stone staircase descends into the floor at the center, worn steps of pale brown rock sinking into shadow. Damp moss and mineral crust cling to the walls, and dim warm light seeps faintly from unseen cracks overhead, pooling on the wet floor.

At the start of the game
Picture prompt
First-person view at eye level, 16:9. A tall, silvered mirror stands against the far wall of a cold stone chamber, its glass dull and faintly clouded, reflecting the dim light that seeps in from unseen sources. Its ornate frame is blackened iron, flecked with rust and beads of damp. Narrow passages open at the chamber's edges: a dark gap to the north where the wall curves into shadow, a twisting cut to the west with rough, uneven walls, and a wider opening to the east that breathes cool air over the flagstones. The floor is worn grey slabs, damp and patched with moss, the air hangs still, chill.

At the start of the game
Picture prompt
First-person view at eye level, 16:9. A narrow winding passage of rough-hewn grey rock curves through the underground, its walls slick with pale damp and fine earthy grit. The floor is packed brown earth with scattered pebbles and a thin film of standing water catching the light. Ahead the passage bends sharply: one dark archway opens to the north, where faint silvery reflections shimmer across its frame, while the way continues east along a lower stone ledge into deeper gloom. Dim warm light seeps from unseen cracks overhead, softening the shadows. Dust drifts slowly through the still air.

At the start of the game
Picture prompt
First-person view at eye level, 16:9. A cold, damp stone passage stretches away to the west, its rough grey walls beaded with condensation and streaked with dark seeping water. The floor is slick flagstone, pooled with thin puddles that catch the dim light. Ahead, the corridor bends sharply, a narrow opening turning southward into deeper shadow where the passage narrows. Faint mist hangs in the air, and a dim warm glow from unseen sources falls across the wet stone, softening the edges of the dripping walls and ceiling.
Dome, Temple, Egypt 6 rooms · 8 pictures

At the start of the game
Picture prompt
First-person view at eye level, 16:9. A low cave chamber with a rough, sloping ceiling of dark limestone close overhead. Across the near wall, a broad slab of pale stone is carved with shallow engravings: stylised figures in profile, rows of animals, and geometric borders worn soft by age. Fine grit and dust lie in the hollows of the carvings. Two openings lead away: one to the northwest, sloping upward into shadow, and one to the east, where a faint warm glow falls across the damp floor. Water beads on the walls, and the air feels still and cool.

At the start of the game
Picture prompt
First-person view at eye level, 16:9. You stand high inside a vast stone dome, its curved ceiling rising into shadow above. A weathered wooden railing runs along the edge before you, its grey planks worn smooth by age, and beyond it the floor falls away in a steep drop to a chamber far below. Dim warm light seeps down from a gap high in the masonry, dust drifting slowly through the air. To the west, a rough archway opens into a passage leading toward the Engravings Cave, its stone lip carved with faint, weathered grooves. Muted browns and greys fill the scene.

Later: A rope tied to the railing hangs down into the chamber below.
Edit prompt
Same image; add a thick, weathered hemp rope tied securely around the iron railing at the edge of the high stone dome, its knotted end lashed fast to the rail, and let it drop vertically over the edge and hang down into the chamber far below, its length fading into the dim haze. Change nothing else.

At the start of the game
Picture prompt
First-person view at eye level, 16:9. A lofty stone dome curves overhead, its ribbed masonry dark with age and faintly dusted with sand. At the center of the chamber stands a single marble pedestal, its pale veined surface worn smooth and catching a warm, dim glow that seems to rise from beyond the room. To the south, a wide archway opens onto a colonnaded temple hall, its columns receding into shadow. Near the floor, a stepped opening in the paving leads downward into darkness. Dust hangs motionless in the still air, and the muted browns and greys of the stone settle into a quiet, ancient hush.

Later: A rope dangles from the railing of the dome high above.
Edit prompt
Same image; add a single length of coarse rope hanging down from the railing high up beneath the lofty stone dome, its end dangling in the dim air above the marble pedestal, with fibres matching the muted brown-grey palette and faint warm torchlight catching its twisted strands. Keep the pedestal, dome, and ivory torch exactly as they are. Change nothing else.

At the start of the game
Picture prompt
First-person view at eye level, 16:9. A vast temple hall stretches into dim, warm amber light. Ahead, a row of huge pillars of pale marble, veined with grey, frames the passage north, their polished surfaces catching a soft glow. To the right, the east wall bears an ancient inscription: weathered rows of carved symbols in a long-forgotten script, their grooves filled with dust. Beneath the inscription, a stone staircase descends into shadow. The left, west wall is solid granite, dark and smoothly dressed, with faint mineral streaks. The floor is worn flagstone, dusted with sand. Dust drifts faintly in the air.

At the start of the game
Picture prompt
First-person view at eye level, 16:9. Inside a dim Egyptian tomb chamber beneath a shallow dome, its curved ceiling plastered in faded ochre and dusty blue. Weathered sandstone walls bear worn carved reliefs of stylized figures in profile, their edges softened by centuries of grime. A stone staircase climbs toward the west, its broad steps worn smooth at the centers, rising into shadow beyond a low arch. Warm, dim light seeps from unseen cracks above, pooling on the flagstone floor, with dust drifting in the still air.

At the start of the game
Picture prompt
First-person view at eye level, 16:9. The south end of a vast temple chamber beneath a great dome, its curved stone ceiling lost in shadow. Directly ahead stands a massive stone altar, its sandstone face carved with worn hieroglyphic bands and topped with a cracked flat slab. Dust hangs in a dim warm shaft of light falling from high above. In one corner of the floor, a small ragged hole gapes open, its crumbled edges leading down into absolute darkness. Pale limestone pillars rise on either side toward the distant northern archway, where a faint amber glow lingers. Sand and flakes of stone scatter across the floor.
Reservoir Area 5 rooms · 8 pictures

At the start of the game
Picture prompt
First-person view at eye level, 16:9. A wide underground reservoir stretches away beneath a vaulted cavern ceiling of dark, wet stone. Still black-green water fills the basin, its surface faintly mirroring a dim amber glow that seeps from mineral seams high in the rock. Along the southern bank, a shelf of pale silt and rounded grey pebbles meets the water, with damp moss clinging to the ledge. Mist curls low over the surface and drifts past the far shore, where a massive dark wall of stacked stone disappears into shadow. The air feels cold and heavy.

Later: The reservoir has drained to a muddy bed that can be walked across.
Edit prompt
Same image; the dark reservoir water has drained away, leaving a wide flat bed of wet grey-brown mud where the water stood. Pale waterlines and crusted silt mark the old shoreline on the stone walls, and shallow puddles and glistening damp patches lie in the low hollows of the mud. Change nothing else.

At the start of the game
Picture prompt
First-person view at eye level, 16:9. A narrow dirt path curves along the bank of a gently flowing stream, its clear water moving slowly from left to right over smooth grey pebbles. Damp green grass and patches of moss edge the path, with reeds leaning over the shallows. Beyond the stream, low hills rise under a soft overcast sky, their slopes dotted with stunted hawthorn and dark conifers. Faint mist lies over the water. Ahead, the path bends gently toward the east, where the land opens toward a pale grey shimmer of a reservoir.

At the start of the game
Picture prompt
First-person view at eye level, 16:9. A wide reservoir basin lies in a hollow ringed by steep rocky banks that rise on every side, their grey stone streaked with dark lichen and patches of wet moss. Still grey-green water fills the bottom of the basin, its surface faintly rippled and reflecting the flat overcast sky. Low mist hangs over the far water and drifts between the stones at the banks' feet. Soft diffuse light falls evenly across broken slabs, shallow gravel shelves, and clumps of coarse grass clinging to ledges.

Later: The water is gone; the basin is a wide, muddy bed.
Edit prompt
Same image; the reservoir's water has drained away completely, leaving a wide, flat basin of cracked, grey-brown mud with shallow puddles and scattered wet silt. Dried weed and pale sediment rings mark the old waterline on the steep rocky banks, which otherwise stay as they are. Change nothing else.

At the start of the game
Picture prompt
First-person view at eye level, 16:9. A gently flowing stream winds between high, twisting walls of grey rock streaked with dark moss and wet ferns. The water runs slow and clear over smooth pebbles, catching soft overcast light in pale ripples. To one side a narrow beach of damp sand and stones slopes down to the water's edge. Ahead, the channel bends sharply and disappears behind a shoulder of rock, its far reaches hidden in shadow and mist. Drifting haze hangs above the surface, and the air feels cool and still.

At the start of the game
Picture prompt
First-person view at eye level, 16:9. You stand on the northern bank of a vast underground reservoir, its black water stretching away into shadow. Flat grey pebbles and damp silt line the shore, with patches of pale moss creeping over the stone. The water lies nearly still, reflecting a faint, dim warm glow that seeps from unseen cracks high in the rock. Curving walls of brown and grey limestone rise into darkness, slick with condensation that beads and drips. Mist hangs low over the far side of the reservoir, softening the distant cavern edges. The air looks cool and heavy.

Later: The reservoir has drained to a muddy bed that can be walked across.
Edit prompt
Same image; the dark water of the underground reservoir has drained away, leaving a wide flat bed of wet grey-brown mud streaked with pale silt lines and shallow puddles where the lowest hollows held water. The mud is firm enough to walk on, with cracked drying patches near the edges and a faint tide-line stain high on the stone walls of the cavern. The northern bank remains where it was, with the same dim warm light falling across the scene. Change nothing else.
Flood Control Dam #3 3 rooms · 7 pictures

At the start of the game
Picture prompt
First-person view at eye level, 16:9. Atop a weathered concrete dam crest, a rusted railing runs along the walkway. To the left, a still grey reservoir stretches toward misty hills; to the right, a churning river foams far below the drop. A squat control panel stands bolted to a concrete pillar, its dials cracked and gauges fogged. Beside it, a large iron bolt juts from the steel housing, streaked with rust. A green bubble of algae-thick glass swells from a pipe on the parapet, faintly glowing. Overcast light, damp moss in the seams of the concrete.

Later: A green bubble glows on the control panel.
Edit prompt
Same image; add a soft green glow on the old control panel, a luminous green bubble resting against its dials and switches, casting faint green light across the metal and nearby concrete. Change nothing else.

Later: The sluice gates stand open and water roars through them.
Edit prompt
Same image; the sluice gates along the dam are now open, their steel gates raised clear of the water, and a heavy white torrent pours through them in churning foam, with spray rising from the spillway below. Change nothing else.

Later: The sluice gates stand open and water roars through them.
Edit prompt
Same image; the sluice gates in the dam now stand open, and a heavy white torrent of water roars through them, sending spray and mist up from the gap into the air above the river below. Change nothing else.

Later: Behind the dam the reservoir is almost empty, a wide bed of mud.
Edit prompt
Same image; the reservoir behind the dam has drained almost completely, leaving a wide bed of grey-brown mud with cracked, dried margins and pale silt streaks where the water used to lie, a few shallow puddles catching the overcast light. Change nothing else.

At the start of the game
Picture prompt
First-person view at eye level, 16:9. A dim, low-ceilinged waiting room of poured concrete, its walls stained brown with old water marks and streaked with rust-colored seepage. Scuffed grey linoleum covers the floor, cracked in places. To the north and east, two plain doorways of dark steel-framed wood stand open, their interiors falling into shadow. Ahead to the south, a wide opening frames a pale grey sky and the flat crest of the concrete dam stretching away into soft haze. Weak amber light warms the room's dusty air, while cool overcast daylight spills in from the south opening.

At the start of the game
Picture prompt
First-person view at eye level, 16:9. A dim maintenance room inside a concrete flood control dam, grey walls streaked with damp and rust. Against the wall directly ahead, a cluster of four round buttons sits in a steel control panel: blue, yellow, brown and red, their domes dull under weak light. A group of heavy metal tool chests stands along the side wall, lids dented and open. Bare shelving hangs empty, and cables dangle from torn ceiling brackets. Doorways open to the west and south, their thick frames dark with shadow. Warm amber light filters from a grimy caged fixture overhead, dust hanging in the air.
Hades Et Al 2 rooms · 3 pictures

At the start of the game
Picture prompt
First-person view at eye level, 16:9. Before you a cavern passage slopes down into a grey mist, where a shimmering veil of pale silver light stretches wall to wall, rippling like disturbed water. Faint pale wisps of restless spirit-haze drift through the veil and curl along the rough, damp rock walls, which are streaked with dark mineral stains. Behind you the ground climbs back toward the cave mouth, its wet stone floor scattered with pale dust. Cold, dim light seeps from the barrier itself, casting faint silver reflections on the rock.

Later: The spirits are gone and the way into the Land of the Dead stands open.
Edit prompt
Same image; the shimmering supernatural barrier across the entrance has vanished, and the restless spirits are gone. The way into the Land of the Dead stands open, its passage clear and unobstructed, with the grey mist drawn back from the threshold and thinning into the air. Change nothing else.

At the start of the game
Picture prompt
First-person view at eye level, 16:9. A cavern chamber of dark grey stone hangs under a low, uneven ceiling. In the far corner, dozens of bleached bones and skulls are stacked into a grim heap, ribs and jawbones jutting from the pile. A wide passage opens in the north wall, its archway worn smooth and dim beyond. Pale grey-green mist drifts along the floor, thick and slow, carrying a faint cold luminescence from the stone. The air feels heavy and still, with a sense of countless unseen sorrows hanging in the gloom.
Coal Mine 5 rooms · 5 pictures

At the start of the game
Picture prompt
First-person view at eye level, 16:9. A small chamber cut into a coal mine, its walls black with coal dust and streaked with pale grey rock. Across the south wall, shallow markings have been etched into the stone, their edges softened by age and grime. To the east, a long passage stretches into shadow, its ceiling propped by rough timber beams. A steep metal slide twists downward through the floor, its dull grey sheet curving out of sight into darkness. To the north, a small opening in the rock admits a thin, cool grey light. Damp dust and grit cover the uneven floor, and the air hangs heavy and still.

At the start of the game
Picture prompt
First-person view at eye level, 16:9. A nondescript stretch of coal mine tunnel, its rough walls streaked black with coal dust and damp seams glistening. Timber props lean slightly at intervals, their grain darkened with age. The floor is packed grey-brown earth scattered with small coal fragments. Dim warm light falls from distant unseen sources, pooling softly along the ground. To the north, a low opening leads toward a Gas Room; to the east and northeast, the tunnel bends into further passages of the same dark stone.

At the start of the game
Picture prompt
First-person view at eye level, 16:9. A nondescript stretch of coal mine tunnel stretches away into the dark. Rough grey rock walls are streaked with black coal seams and dusted with fine soot. The uneven floor is packed with dark crushed coal and scattered grit. Overhead, the rock ceiling sags in shadow. Dim warm light falls faintly from an unseen source, catching drifting dust in the air. The passage bends gently ahead into murky gloom, its features blending into one another with no distinguishing landmark.

At the start of the game
Picture prompt
First-person view at eye level, 16:9. A nondescript stretch of coal mine tunnel, its rough walls streaked with black coal seams and pale grey rock. The low ceiling is blackened with soot, and damp earth forms uneven ridges across the floor, scattered with coal dust and loose shale. Passages open to the south, southwest and east, each dim and swallowed by shadow. Weak warm light from unseen sources spills across the surfaces, and faint haze hangs in the still air.

At the start of the game
Picture prompt
First-person view at eye level, 16:9. A nondescript passage in a coal mine, rough-hewn walls of dark seamed rock streaked with black coal dust. Timber props frame the tunnel in weathered brown, sagging slightly under the low roof. Passages branch away to the north and to the west, both fading into shadow. Near the floor, a wooden ladder descends into a dim hole in the ground, its top rungs worn smooth. Dusty grey rubble lies scattered across the uneven floor. Dim warm light seeps from unseen sources, casting soft haze through the air.
Coal Mine Area 12 rooms · 17 pictures

At the start of the game
Picture prompt
First-person view at eye level, 16:9. A rough-hewn chamber at the mouth of an abandoned coal mine, its floor packed with grey shale and black coal dust. On the west wall, a square timber-framed shaft opening yawns into darkness, its rotting beams slumped and furred with pale moss. To the south, a low, arched passage leads away into shadow. Cracked stone walls are streaked with black soil and faint seams of coal. Dim, weak daylight filters down from a ragged gap overhead, mixing with a thin haze of drifting dust. Scattered rock rubble and damp earth lie across the ground. The air feels still and cold.

At the start of the game
Picture prompt
First-person view at eye level, 16:9. A small underground chamber carved from coal-black rock, its walls glistening with damp seams and fine black dust. Rough timber props lean against the low ceiling, their grain split and weathered. To the north, a narrow arched passage leads into deeper gloom, its floor strewn with gravel and rotting rail ties. To the east, a tunnel mouth frames pale grey daylight from the mine entrance, softening the dust hanging in the air. Muted browns and greys dominate, with a dim warm cast on the damp earthen floor.

At the start of the game
Picture prompt
First-person view at eye level, 16:9. A large bat hangs upside down from the low, uneven ceiling of a coal mine chamber, its leathery wings folded tight around its body. The black rock overhead is seamed with glossy coal and streaked with pale mineral crust. Fine coal dust lies on the rough floor and along the walls, which are scored by old pick marks. Dim warm light seeps faintly from a distant passage, catching dust motes drifting in the still, close air.

At the start of the game
Picture prompt
First-person view at eye level, 16:9. A large cavernous chamber of rough-hewn grey stone stretches outward, its walls streaked with dark coal seams and damp patches. In the middle of the floor yawns a small square shaft with worn edges, dropping into absolute darkness. Over the shaft stands a weathered metal framework of rusted iron beams, from which a heavy iron chain hangs taut, its links dull and flaked with rust. At the end of the chain, an open basket hangs just above the opening, its woven sides empty. Dim warm light falls across the uneven floor. An archway opens to the west and another to the north, both dark passages cut into rough stone.

Later: the room after something in it has changed.
Edit prompt
Same image; remove the open basket that hung from the iron chain beneath the metal framework over the shaft, so the chain ends bare with nothing attached to it. Keep the small shaft descending into darkness in the middle of the floor, the metal framework, the heavy iron chain, the stone walls, the floor and the western and northern exits exactly as they are. Change nothing else.

Later: The basket has been lowered; its chain runs down into the shaft.
Edit prompt
Same image; the open basket hanging from the iron chain has been lowered partway down into the small shaft in the floor, so the heavy chain now runs from the metal framework over the shaft down into the dark opening, with the basket out of sight below the floor's edge. Change nothing else.

At the start of the game
Picture prompt
First-person view at eye level, 16:9. A small, plain underground chamber of rough-hewn grey stone, its damp walls streaked with brown mineral stains. In the near floor, a narrow staircase of worn stone steps descends steeply into darkness, its edges slick with grime. A faint yellowish haze curls up from the stairwell opening. To the south, a low, narrow tunnel mouth is cut into the rock, its timber props dark with age. Dim warm light from an unseen source falls across the packed earth floor, and dust hangs in the still air.

At the start of the game
Picture prompt
First-person view at eye level, 16:9. A small low-ceilinged chamber of rough-hewn, coal-black stone and packed earth, its walls glossy with soot. A short flight of worn stone steps climbs upward toward a dark opening, their edges crumbling. To the east, a narrow tunnel mouth yawns in the wall, its rounded passage receding into dim brown shadow. A thin yellowish haze hangs in the still air, softening the edges of the stone and blurring the far tunnel. Dim warm light seeps in from the tunnel's far end and pools across the uneven floor of damp grey dust and scattered grit.

At the start of the game
Picture prompt
First-person view at eye level, 16:9. A very small chamber cut into coal-black rock, its walls glossy with seams of coal and streaked with grey dust. In one corner a rickety wooden ladder, its grey planks split and lashed with rope, descends through a square hole into darkness. On the opposite side a narrow staircase of rough-hewn stone climbs upward toward a dim opening. Dim warm light seeps from far above, dust drifting slowly through the close air, a faint smell of damp earth hanging over the packed floor.

At the start of the game
Picture prompt
First-person view at eye level, 16:9. A wide underground chamber of rough-hewn grey rock, its ceiling lost in shadow. On one side a narrow wooden ladder rises from the floor, its pale weathered rails and rungs climbing into darkness above. Two passage mouths open in the walls: one dark archway to the left, and another ahead to the right, both framed by old timber posts. The floor is packed brown earth dusted with coal grit. Dim warm light seeps faintly from cracks in the stone, and fine dust hangs in the still air.

At the start of the game
Picture prompt
First-person view at eye level, 16:9. A narrow mine tunnel ends abruptly in a blank face of dark, fractured rock. Seams of black coal glint along the walls, and thick timber props brace the low ceiling, their wood darkened and split with age. Loose grey dust and coal fragments lie in drifts across the uneven floor. Behind the viewer, the passage opens northward into a faint, dim warm glow that barely reaches the damp stone. Cobwebs hang from the roof beams, and the air feels still and heavy, hazy with fine dust.

At the start of the game
Picture prompt
First-person view at eye level, 16:9. A long, narrow mine passage stretches ahead, its rough rock walls and low ceiling braced by splintered, broken timbers that lie tilted and cluttered across the floor and lean against the walls. Behind, to the east, a wider passage opens with its timber supports still intact. Ahead to the west, the tunnel narrows sharply into a cramped opening where the passage turns, dark beyond. A strong draft sweeps through, stirring fine coal dust in pale streaks through the dim warm light, and the air feels cold and damp.

At the start of the game
Picture prompt
First-person view at eye level, 16:9. A small drafty room at the bottom of a long vertical shaft, its rough stone walls stained brown and grey. Above, the shaft climbs into darkness, and a heavy iron chain hangs down through it, its links dull with grime. A large wicker basket is fixed to the wall beside a rusted iron hook. An opening leads south into a passageway, and a very narrow passage slants away to the east. Dim warm light seeps from unseen sources, and cold air drifts through the room, stirring a faint haze of coal dust.

Later: The basket is open.
Edit prompt
Same image; the basket hanging at the bottom of the shaft on its chain now stands open, its woven lid or door swung wide so the hollow interior is visible. Change nothing else.

Later: A basket on a chain rests at the bottom of the shaft.
Edit prompt
Same image; add a small wicker basket resting on the stone floor at the bottom of the shaft, its handle-end attached to the heavy iron chain that runs up the shaft. Dim warm light falls on the basket and the damp stone. Change nothing else.

At the start of the game
Picture prompt
First-person view at eye level, 16:9. An immense abandoned machine fills the chamber, its riveted iron housing sheathed in rust and black grime, bolted seams sealed shut, its great casing firmly closed. Thick cables hang slack from the ceiling and grey dust lies in drifts across the damp stone floor. To one side, a heavy lever-style switch juts from a corroded control panel, its handle worn smooth. A low archway in the north wall opens onto a draughty passage beyond, where cold air stirs faint dust. Dim warm light seeps from cracks in the rock walls, and fine mist hangs in the air.

Later: The machine is open.
Edit prompt
Same image; the immense machine's large casing panels have swung open on heavy hinges, revealing a dark interior of stacked gears, rusted pistons and tangled cables behind them, with a faint warm glow seeping out from inside the opening and fine dust hanging in the air around it. Change nothing else.
Treasures 20 pictures

Shown in the trophy case once deposited

Shown in the trophy case once deposited

Shown in the trophy case once deposited

Shown in the trophy case once deposited

Shown in the trophy case once deposited

Shown in the trophy case once deposited

Shown in the trophy case once deposited

Shown in the trophy case once deposited

Shown in the trophy case once deposited

Shown in the trophy case once deposited

Shown in the trophy case once deposited

Shown in the trophy case once deposited

Shown in the trophy case once deposited

Shown in the trophy case once deposited

Shown in the trophy case once deposited

Shown in the trophy case once deposited

Shown in the trophy case once deposited

Shown in the trophy case once deposited

Shown in the trophy case once deposited

Shown in the trophy case once deposited