The novel comes to life. Authoress and character converse. The character pleads for a new story. The authoress seeks understanding. The Creature haunts Mary's imagination. The Creature emerges from text. Mary confronts a superhuman force. Mary is persuaded. The discarded experiment returns. The scientist is caught. Mary is pursued by unwelcome thoughts. The scientist reflects on a passage from Frankenstein. Mary Shelley presents the brain of her latest creation. The Creature manifests. Pointing the way out of the game. The Creature in a text-based game. The story ends. Epilogue. Mary retreats from the Creature's world. The Creature turns back time.