95ed336f-0579-45a3-ae50-1021b390b9f7 0.5 2015 Merriweather 'Palatino Linotype', 'Book Antiqua', Palatino, serif 'Times New Roman', Times, serif false false 600 false 0 0 0 false Fantasy Easy Polite false Lix 1 0 0 Black false false 2 false false false false false (yes, I know it sounds cliche but...) false 200 player With 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 } } } ]]>

To the {command:north} is an {object:offdoor1:off-putting door} from which you can faintly hear someone singing and cackling. You shudder at the sound.]]>
cavern Insigne is in You can see You can go Cavern EnableTurnScript (crash) DisableTurnScript (crash) darkroom false Behind you is the exit of the cavern, not that you can leave yet. You have to find Mim first. First things first. {command:open door:Open the door}. false if (offdoor1.isopen) { msg ("Ahead of you, an {object:offdoor2:off-putting door} looms.") } else { msg ("Ahead of you, a doorway looms.") } walls Examine false ... what? door Examine Open Close It appears to be a fairly normal {object:offdoor1}... 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 (northfromcave) UnlockExit (southfroma1) msg ("It creaks open. You can't help but hesitate for a moment.") HelperOpenObject (offdoor1) HelperOpenObject (offdoor2) LockExit (northfromcave) LockExit (southfroma1) msg ("It creaks closed.") HelperCloseObject (offdoor1) HelperCloseObject (offdoor2) stone false Examine false ... what? You're a little worse for wear. false weak false me you yourself self myself me Examine Speak to false You'd... rather not. strong You switch it on and a blue light casts a weak glow to your surroundings. You are plunged into darkness. lantern Examine Switch on Switch off Examine Switch on Switch off Drop false your 2 SetObjectLightstrength (lantern, "weak") SetObjectLightstrength (lantern, "strong")
false Surrounded 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 1 First 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.") } door Examine Open Close It 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 plane Examine Take false Examine Drop
You look up and the last thing you see is the wreckage coming down on you.") finish ]]>
Surrounded by old memories false 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.") } Examine Take Examine Drop false false car key false You pick up the {object:key}. The {object:key} drops with a honk. After a moment, you decide not to question it. 2 shiny 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 memories false You 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 Examine Examine false 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 memories false 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.") } } Examine Switch on Switch 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 memories false You 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 Examine Switch on Switch off Look at false You 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 memories false You 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 false Examine msg ("You randomly press some keys.") 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 memories You 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 memories false 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 memories false You 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 memories false You 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. false false Examine Unlock Lock Open Close false You open the car door. You close the car door. 1 You try the door but it's locked. The car unlocks with a satisfying beep. You lock the car. false false false car door door ... 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) } ]]>
false false You try the handle but it's locked. Examine Take Examine Drop 1 memory card sd card false 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 memories false Examine Take You 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 Examine false false You 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 memories false You 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 ("Shouldn't you be doing other things?") 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. false think 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 memories false You 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 false You 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 memories false
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. Examine Take false false Examine Drop Switch on Switch off 1 You... can't do that. You... can't do that. You push the power button and... false false false false The 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. Examine Use Examine Use Drop
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. ") } ]]>
if (theaterExit.locked = true) { msg ("Enter a four-digit code:") get input { theaterAns = result if (LengthOf (theaterAns) = 4) { if (IsInt (theaterAns) = true) { if (ToInt (theaterAns) = 4321) { msg ("The door grinds open.") UnlockExit (theaterExit) HelperOpenObject (keydoor) } else { msg ("Access denied.") } } else { msg ("You can only enter digits.") } } else { msg ("You can only enter four digits.") } } } else { msg ("The door is already open.") }
false false door 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. false false help insigne insigne "You can't insigne " + object.article + "." insert insert "You can't insert " + object.article + "." insert#objectmemorycard#into insert #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 + "." ssfd ssfd "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}.")