95ed336f-0579-45a3-ae50-1021b390b9f70.52015Merriweather'Palatino Linotype', 'Book Antiqua', Palatino, serif'Times New Roman', Times, seriffalsefalse600false000falseFantasyEasyPolitefalseLix100Blackfalsefalse2falsefalsefalsefalsefalse(yes, I know it sounds cliche but...)false200playerWith all that's happened so far, all you feel like doing is curling up and sleeping in your cozy, and not at all damp, bed.")
wait {
msg (" But first you have to find Mim.")
wait {
ClearScreen
}
}
}
]]>falseSurrounded by old memories Woah.
Towering over you are mountains of {object:wreckage} and once everyday things but, amidst them, you can make out the remains of technology, things you never thought you'd see again.
As you look closer at the objects piled on top of one another, you try pulling a broken {object:plane} out of the debris but give up when the the entire thing threatens to topple.
There is no one else here, but the singing seems to be closer now. Hopefully, you won't encounter the source of it.
To the {command:south} is an {object:offdoor2:off-putting door} and, to the {command:north} and {command:east}, there are gaps between the {object:wreckage} wide enough for you to pass.")
}
otherwise {
msg ("You are in the midst of ruin and {object:wreckage}. There's an {object:plane} here but you can't take it without everything collapsing. To the {command:south} is an {object:offdoor2} and, to the {command:north} and {command:east}, there are gaps between the {object:wreckage} wide enough for you to pass.")
}
]]>
darkroom
1First things first. {command:open door:Open the door}.
if (offdoor2.isopen) {
msg ("Behind you, an {object:offdoor2:off-putting door} looms.")
}
else {
msg ("Behind you, a {object:offdoor2:doorway} looms.")
}
doorExamineOpenCloseIt appears to be a fairly normal {object:offdoor2}... if you can ignore the fact that it's in the middle of a cavern no one knew existed. You feel unnerved just being near it.false... what?
UnlockExit (southfroma1)
UnlockExit (northfromcave)
msg ("It creaks open.")
HelperOpenObject (offdoor1)
HelperOpenObject (offdoor2)
LockExit (southfroma1)
LockExit (northfromcave)
msg ("It creaks closed.")
HelperCloseObject (offdoor1)
HelperCloseObject (offdoor2)
To the {command:north}, there is a gap between the wreckage wide enough for you to pass.To the {command:east}, there is a gap between the wreckage wide enough for you to pass.toy planeExamineTakefalseExamineDrop You look up and the last thing you see is the wreckage coming down on you.")
finish
]]>Surrounded by old memoriesfalse
darkroom
if (GetBoolean(key, "shinyfalse")) {
msg ("You are in the midst of ruin and {object:wreckage}. {if key.parent = antique2:Underneath the rubble is a {object:key}.} To the {command:north}, {command:west} and {command:east}, there are gaps between the {object:wreckage} wide enough for you to pass.")
}
else {
msg ("You are in the midst of ruin and {object:wreckage}.{if key.parent = antique2:You notice something {object:key:shiny} underneath the rubble, but you can't be entirely certain what it is until you {command:examine shiny:examine it}.} To the {command:north}, {command:west} and {command:east}, there are gaps between the {object:wreckage} wide enough for you to pass.")
}
ExamineTakeExamineDropfalsecar keyfalseYou pick up the {object:key}.The {object:key} drops with a honk. After a moment, you decide not to question it.2shiny
firsttime {
SetObjectFlagOn (key, "shinyfalse")
msg ("You squint and see a... {object:key}!")
}
otherwise {
msg ("A small, metal key connected to a fob. You wonder if it might be useful?")
}
if (incar.locked) {
UnlockExit (incar)
UnlockExit (outcar)
msg ("You unlock the car.")
}
else {
LockExit (incar)
LockExit (outcar)
msg ("You lock the car.")
}
To the {command:west}, there is a gap between the wreckage wide enough for you to pass.To the {command:east}, there is a gap between the wreckage wide enough for you to pass.To the {command:north}, there is a gap between the wreckage wide enough for you to pass.Surrounded by old memoriesfalseYou are in the midst of ruin and {object:wreckage}. Lying on the ground nearby is a {object:kite} and, to the {command:north} and {command:west}, there are gaps between the {object:wreckage} wide enough for you to pass.
darkroom
ExamineExaminefalseTo the {command:west}, there is a gap between the wreckage wide enough for you to pass.To the {command:north}, there is a gap between the wreckage wide enough for you to pass.Surrounded by old memoriesfalse
darkroom
firsttime {
msg ("You squeeze through the gap, ready to flee at the first sign of danger... but there's no one here. You look for the source of the singing and shortly realize that it's coming from a {object:phonograph}. Now that you're closer, you can hear the hint of static that accompanies the voice. To the {command:east} is a gap between the {object:wreckage} wide enough for you to pass.")
}
otherwise {
if (IsSwitchedOn(phonograph)) {
msg ("You are in the midst of ruin and {object:wreckage}. Resting on the ground is a {object:phonograph}. It emits the sound of someone singing and cackling, which makes you feel a bit nervous. To the {command:east} is a gap between the {object:wreckage} wide enough for you to pass.")
}
else {
msg ("You are in the midst of ruin and {object:wreckage}. Resting on the ground is a {object:phonograph}. To the {command:east} is a gap between the {object:wreckage} wide enough for you to pass.")
}
}
ExamineSwitch onSwitch off
stop sound
SetTimeout (4) {
play sound ("577794_Castle.mp3", false, true)
}
stop sound
play sound ("Ominous-Goings-On.mp3", false, true)
To the {command:east}, there is a gap between the wreckage wide enough for you to pass.Surrounded by old memoriesfalseYou are in the midst of ruin and {object:wreckage}. Sticking out of a particularly tall heap of {object:wreckage} is half of a cracked {object:tv}. {if phonograph.switchedon=true: The singing seems to be much closer and you can't help but feel a bit nervous.} To the {command:south}, {command:west} and {command:east}, there are gaps between the wreckage wide enough for you to pass.
darkroom
ExamineSwitch onSwitch offLook atfalseYou push the power button and wait... but nothing happens.television set
SwitchOff (tv)
To the {command:south}, there is a gap between the wreckage wide enough for you to pass.To the {command:west}, there is a gap between the wreckage wide enough for you to pass.To the {command:east}, there is a gap between the wreckage wide enough for you to pass.Surrounded by old memoriesfalseYou are in the midst of ruin and {object:wreckage}. Honestly, it's starting to get a bit tiresome. Sitting on an uneven heap of wreckage is a {object:typewriter} missing a few keys. To the {command:south}, {command:west} and {command:east}, there are gaps between the {object:wreckage} wide enough for you to pass.
darkroom
falseExamineTo the {command:south}, there is a gap between the wreckage wide enough for you to pass.To the {command:west}, there is a gap between the wreckage wide enough for you to pass.To the {command:east}, there is a gap between the wreckage wide enough for you to pass.Surrounded by old memoriesYou are in the midst of ruin and {object:wreckage}. Unlike the other parts of this wasteland, you can't find anything that looks remotely recognizable as something you're familiar with. To the {command:south}, {command:west} and {command:east}, there are gaps between the {object:wreckage} wide enough for you to pass.
darkroom
To the {command:south}, there is a gap between the wreckage wide enough for you to pass.To the {command:west}, there is a gap between the wreckage wide enough for you to pass.To the {command:east}, there is a gap between the wreckage wide enough for you to pass.Surrounded by old memoriesfalse
darkroom
firsttime {
msg ("As you squeeze past a particularly large heap of {object:wreckage}, you startle at the sight of a dark figure... only to realize that it's a {object:statue:statue of a feline ineki}. You wonder if... no. No one there. To the {command:north} and {command:west}, there are gaps between the {object:wreckage} wide enough for you to pass.")
}
otherwise {
msg ("You are in the midst of ruin and {object:wreckage}. Standing nearby is a {object:statue:statue of a feline ineki}. You can't help but find its expression a bit disconcerting. To the {command:north} and {command:west}, there are gaps between the {object:wreckage} wide enough for you to pass.")
}
It's way too heavy.To the {command:west}, there is a gap between the wreckage wide enough for you to pass.To the {command:north}, there is a gap between the wreckage wide enough for you to pass.Surrounded by old memoriesfalseYou are in the midst of ruin and {object:wreckage}. On the ground lies a {object:bike} missing most of its parts. To the {command:north} is a gap between the {object:wreckage} wide enough for you to pass.
darkroom
You'd rather not lug a {object:bike} around with you.To the {command:north}, there is a gap between the wreckage wide enough for you to pass.Surrounded by old memoriesfalseYou are in the midst of ruin and {object:wreckage}. Holding up a pile of {object:wreckage} is what looks to be a {object:car}. To the {command:south} and {command:east}, there are gaps between the {object:wreckage} wide enough for you to pass. You can also try {command:go in:going in} the {object:car}.
darkroom
You try the handle but it's locked.falsefalseExamineUnlockLockOpenClosefalseYou open the car door.You close the car door.1You try the door but it's locked.The car unlocks with a satisfying beep.You lock the car.falsefalsefalsecar doordoor... what?It's rather stuffy in here. {if memorycard.parent = car: On the seat beside you is a {object:memorycard}}. The door beside you leads {command:out}.
darkroom
LockExit (incar)
UnlockExit (incar)
HelperOpenObject (car)
msg ("You open the car door.")
HelperCloseObject (car)
msg ("You close the car door.")
msg ("As you enter the car, it groans underneath the combined weight of the {object:wreckage} and yourself.")
Congratulations. You just locked yourself in.")
AddToInventory (key)
}
]]> The car unlocks with a satisfying beep. Strange for something that's been here a while.")
AddToInventory (key)
}
]]>falsefalseYou try the handle but it's locked.ExamineTakeExamineDrop1memory cardsd cardfalse
if (Contains (camera,memorycard)) {
msg ("You pop the {object:memorycard} out of the {object:camera}.")
}
else {
msg ("You pick it up.")
}
AddToInventory (memorycard)
To the {command:south}, there is a gap between the wreckage wide enough for you to pass.To the {command:east}, there is a gap between the wreckage wide enough for you to pass.Surrounded by old memoriesfalseExamineTakeYou are in the midst of ruin and {object:wreckage}. Nothing here is particularly interesting, except for a {object:robot} that lies dejectedly on the ground. To the {command:east} is a gap between the wreckage wide enough for you to pass.
darkroom
ExaminefalsefalseYou push the power button and wait... but nothing happens.You don't think you can carry anything else.
SwitchOff (computer)
To the {command:east}, there is a gap between the wreckage wide enough for you to pass.Surrounded by old memoriesfalseYou are in the midst of ruin and {object:wreckage}. The most noticeable thing here is what looks like a {object:boardgame}. To the {command:north}, {command:south} and {command:west}, there are gaps between the {object:wreckage} wide enough for you to pass. You think there might be a gap to the {command:east}, too, but you're not sure.
darkroom
You don't think you can carry anything else.board game
msg ("You open the box only to find that the contents and game pieces are missing. A bit disappointed, you place the cover back over it.")
HelperCloseObject (boardgame)
To the {command:south}, there is a gap between the wreckage wide enough for you to pass.To the {command:west}, there is a gap between the wreckage wide enough for you to pass.To the {command:north}, there is a gap between the wreckage wide enough for you to pass.falsethink you see a small gap between the wreckage.]]>You try to navigate through the small gap but give up when the {object:wreckage} threatens to collapse.Surrounded by old memoriesfalseYou are in the midst of ruin and {object:wreckage}. There is an {object:mp3} with a few missing buttons on the ground by you. To the {command:south} is a gap between the wreckage wide enough for you to pass.
darkroom
falseYou push the power button and wait... but nothing happens.You don't think you can carry anything else.
SwitchOff (mp3)
To the {command:south}, there is a gap between the wreckage wide enough for you to pass.Surrounded by old memoriesfalse A {object:camera} with a small crack across the screen sits on the ground near you and to the {command:west} is a gap between the wreckage wide enough for you to pass.]]>
darkroom
You gingerly pick up the {object:camera}. You can never be too careful.You gingerly place the {object:camera} down. You can never be too careful.ExamineTakefalsefalseExamineDropSwitch onSwitch off1You... can't do that.You... can't do that.You push the power button and...falsefalsefalsefalseThe screen remains dark. It seems to have finally broken down.")
SwitchOff (camera)
}
else {
if (Contains (camera,memorycard)) {
msg (" It powers on, much to your surprise. Pictures. 4321. Camera breaks down.")
SetObjectFlagOn (camera, "offForever")
SwitchOff (camera)
}
else {
msg (" It powers on, much to your surprise, but there doesn't seem to be any memory.")
}
}
]]>To the {command:south}, there is a gap between the wreckage wide enough for you to pass.The keypad prevents access.ExamineUseExamineUseDrop You can {command:use keypad:use the keypad}.")
}
else {
msg ("A {object:keypad} beside the open {object:keydoor:door}. It looks like you need to enter a four-digit code. ")
}
]]>falsefalsedoor
msg ("You need to {command:use keypad:use the keypad} to open the {object:keydoor:door}.")
DisableTurnScript (crash)
EnableTurnScript (crash)
To the {command:south}, there is a doorway leading outside.falsefalsehelpinsigneinsigne"You can't insigne " + object.article + "."insertinsert"You can't insert " + object.article + "."insert#objectmemorycard#intoinsert #objectmemorycard# into #object#; insert #objectmemorycard# in #object#; insert #object# into #object#; insert #object# in #object#"You can't insert #objectmemorycard# into #object#; insert #objectmemorycard# in #object#; insert #object# into #object#; insert #object# in #object# " + object.article + "."ssfdssfd "You can't ssfd " + object.article + "."insert #object_one# into #object_two#; insert #object_one# in #object_two#; pop #object_one# into #object_two#; pop #object_one# in #object_two#You can't do that.about
msg ("It's too dark to see anything. You should probably {command:switch on lantern:switch your lantern on}.")