What does the key unlock?

Miskatonic University - Treowen Expedition

Four women sitting at a wooden table in a dimly lit room with a green desk lamp, papers, and a mug. One woman stands nearby, wearing a black outfit with a mask and holding a violin.

You have been invited to the Treowen manor, by its owner, Wyn, as researchers from the illustrious Friends of Miskatonic University. Strange things have been happening in the house. People who were not invited live there including Randolph Carter, who can not leave, or dream; Dee, an historiographer with occult knowledge and their own agenda and the mysterious collectors.

This FMU expedition seeks to investigate the history of the house, its inhabitants and to understand what is happening. Throughout the house there are strange objects which belonged to previous inhabitants, sections of diaries, letters, reports, maps, photographs and paintings that weave a web of story to be unpicked.

Investigations

A man with gray hair and a mustache, wearing a gray vest and a blue shirt, sitting at a wooden desk in a room with dark wood paneling and yellow curtains. He is writing or drawing on papers while a bulletin board with photos and notes is displayed in front of him.

Investigations can take many forms.

There are puzzles, such as cryptex, jigsaws, puzzle-boxes and travel puzzles, all of which give you new information about the house, characters or lore of the world.

There are the characters to interact with. Each of them have their own stories to share, their interests to engage and potential weaknesses to exploit. Randolph is the official head of the expedition but by no means the only one who can help.

Treowen also has a library and archive, which contains many of the documents that can help your understanding. This is tended by The Collectors, enigmatic souls who enjoy stories, both telling and hearing.

Shape your experience

A woman with short dark hair holding a lantern in her right hand, wearing a tan jacket with a shearling collar, a blue sweater, and a black strap across her chest, standing in front of a colorful wall with green, yellow, and other colors in a dimly lit environment.

In the Key of Dreams, you will be faced with choices. Who to help; who to stand against. What knowledge you seek and what you will do with it. Which organisations you can trust and how they can benefit you.

Throughout the experience, you will make choices, but more importantly you will see the consequences of them within the show. Help a character and see how they respond. Make a choice of what ritual to perform and see how the residents of the house are affected.

As with any weird fiction story, not every choice you make will be easy or right, and the consequences of them could be dire, but the choice is yours.

There’s no right way

Three people having a conversation inside a room with yellow walls. One woman with short dark hair and glasses is handing papers to a woman with long blonde hair, while a man with long curly hair in a colorful shirt smiles between them.

How you choose to engage the with The Key of Dreams experience is totally up to you. With a full day to play with, you can take it at your own pace. Each experience is packed with stories, puzzles, theatrical moments, delicious food, drinks and moments of excitement and adventure.

You might choose to read everything and learn the stories. You may want to get to know the characters then aid or betray them. Maybe you enjoy puzzles, and can find all the secret hidden lore. Whatever you choose there are others working with you, and collaboration is the key.


"It has its cost, learning to see the puzzle in everything. They're everywhere. Once you start looking, it's impossible to stop. It just so happens that people, with all the deceits and illusions that inform everything they do, tend to be the most fascinating puzzles of all.”

S.H.

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