ed3795a8-cbad-41f2-a27e-9c7ddd416f261.02014false'Courier New', Courier, monospaceDarkOliveGreenWhiteWhite'Courier New', Courier, monospacefalseget down on itstop musiclookoutlook out"You can't look out " + object.article + "."presspress"You can't press " + object.article + "."lightlight"You can't light " + object.article + "."sleepinsleep in; sleep on"You can't sleep in; sleep on " + object.article + "."Your attention is drawn by the ruckus coming from downstairs. There's a really dusty carpet on the ground.in which there isfernplantfalse
if (Got(shiny rock)) {
msg ("It's a fern.")
}
else {
msg ("It's a fern. There's something peculiar about the dirt.")
}
partially buried in which there isAmong the dirt, there liesfern dirtpotted plant dirtdirty dirt
if (Got(shiny rock)) {
msg ("This dirt is dirty.")
}
else {
msg ("There's something shiny lying in between the dirt clods.")
}
It's a shiny rock. It seems pointless, but it sure is pretty.falserockshiny thingYou dig through the mulch and take out the shiny thing.Light emanates from downstairs.At first glance, it's the famed painter Regulio Pipitio's "Still Life of Spaghetti and a Meatball" but upon further inspection, you discover that it's a cheap fabrication.It's a musty carpet that desperately needs sweeping. There's a depiction in the weave but you can't make anything out due to the thick layer of dust and dirt.
if (Got(broom)) {
msg ("Sweeping the dirty carpet reveals an image woven into the fabric. It depicts a castle atop a mountain. The mountain is surrounded by a thick forest of dead trees.")
SetObjectFlagOn (bartender, "quest1")
}
else {
msg ("You've got nothing to sweep it with.")
}
It's a short stepladder with two footholes in it. You could probably pick it up.ladderfootstoolfootholesIt seems sturdy enough for you to stand on.canteenIt's definitely a raucous scene down here. There are about four men drinking and laughing about something or the other. Behind the bar is a lovely mistress who seems to be running the place. To your left is a door with a sign above that reads 'Broom Closet' while to the north there's an opening that leads to the kitchen.staircaseIt's letting some of the light from in here go to the next floor.falseThere are a plethora of different drinks behind the bartender.falsesomeThey've seen a lot of rumps.She seems to be a veteran at ignoring the taunts and jeers of her patrons.the
msg ("\"Did you enjoy your sleep last night? You stumbled into my tavern blisteringly drunk last night and hopped into a bed without emptying up the coin. I assume you're ready to pay now, right? By the way, I'm Carmen. This is my inn.\"")
msg ("\"Aside from the usual amount of drunkards who loiter here, I've got no problems. You should really pay me sometime soon, though.\"")
msg ("\"I suggest you find your coffers, sir.\"")
She unlocks the south door.")
UnlockExit (Inn Door)
}
else {
msg ("\"Great. You've done two of the things I asked. Now you just have to get those potatoes from the garden.\"")
}
}
else if (GetBoolean(bartender, "quest3")) {
if (not GetBoolean(bartender, "quest2")) {
msg ("\"Great. You've done two of the things I asked. Now you just have to see what the chef wants.\"")
}
}
else {
if (not GetBoolean(bartender, "quest2")) {
if (not GetBoolean(bartender, "quest3")) {
msg ("\"Good. You've swept the floors. Now you just need to see what the chef wants, and get those potatoes from the garden.\"")
}
}
}
}
else if (GetBoolean(bartender, "quest2")) {
if (GetBoolean(bartender, "quest3")) {
if (not GetBoolean(bartender, "quest1")) {
msg ("\"Great. You've done two of the things I asked. Now you just have to sweep the carpet upstairs.\"")
}
}
else if (not GetBoolean(bartender, "quest3")) {
if (not GetBoolean(bartender, "quest1")) {
msg ("\"Good. You've helped the chef. Now you just have to sweep the carpet upstairs and get me the potatoes from the garden.\"")
}
}
}
else if (GetBoolean(bartender, "quest3")) {
if (not GetBoolean(bartender, "quest1")) {
if (not GetBoolean(bartender, "quest2")) {
msg ("\"Good. You got me the potatoes. Now you just have to sweep the carpet upstairs and help the chef.\"")
}
}
}
else if (GetBoolean(player, "paid")) {
msg ("You're free to leave now. If you're looking for work, I don't have much else for you. You should go see the Duke. He's always looking for avid adventurers like yourself for his oddjobs and such, and he pays top dollar for fine work.\"")
}
else {
msg ("\"It appears to me that you don't have any money to pay for your stay last night.\" She sighs. \"It's alright. I have a few tasks that need doing, and I'm sure you would be more than delighted to earn your keep. Well, for starters, the floor upstairs needs sweeping, then the chef told me he's got a problem back in the kitchen, and you can finish up by hauling in that sack of potatoes from the garden.\"")
}
]]>
if (GetBoolean(bartender, "spicequest")) {
msg ("\"Chef wants his spices, does he? Well, I don't see what the big fuss is about. I asked to borrow them about 2 hours ago. The dull bloke must've forgotten already! Ha! Anyways, here you go.\"")
MakeObjectVisible (spices)
AddToInventory (spices)
msg ("You take the spices from her.")
}
else {
msg ("She doesn't know much about that.")
}
falseThey belong to the Chef.
msg ("\"Haha, good man! Thank you very much from bottom of Boris' heart!\"")
SetObjectFlagOn (bartender, "quest2")
RemoveObject (spices)
The grog is frothy.The bartender shoots you a glare. If you want something to drink, you're gonna have to pay for it.He's spouting some nonsense about the good ol' days.falseanSmithold manold man
msg ("\"What are ya talkin' about, sonny? I cannae understand a word from ye!\"")
msg ("He doesn't seem to be paying attention.")
msg ("\"Why, the name's Smith, and I'm the owner o' this place.\" The bartender overhears and shoots the old codger a dirty look. \"Well, maybe not the owner... but I'll be damned if I don't know this tavern like the back o' me hand!\"")
msg ("\"At this age, there's not much a man can complain about, but thank ye, lad.\"")
msg ("\"If'n you want to know more 'bout the land, I'd recommend talkin' to Ben over thar. Fancies himself a bit o' cartography, he does. 'Course he's probably sleepin'. The poor bastard can't hold his liquor too well.\"")
msg ("\"Sorry, lad. Got nothin' for ya.\"")
if (GetBoolean(old barfly, "spicequest")) {
msg ("\"The chef thinks I took his spices? Sonny, I haven't taken a thing from that man. If you ask me, the shadiest one here is the one over there shoutin' his head off! Why don't ya ask him?\"")
SetObjectFlagOn (loud barfly, "spicequest")
}
else {
msg ("He doesn't know much about that.")
}
He's stinkin' up the joint.dirty manadirty man
msg ("\"Get out of my face with your gibberish!\"")
msg ("\"Never you mind yourself about my name, young'n.\"")
msg ("\"The only problem I've got is some jumped up adventurer houndin' me right now!\"")
msg ("\"I suggest you go jump in a lake!\"")
msg ("\"Here's a quest for ya!\" The man farts and then laughs.")
if (GetBoolean(dirty barfly, "spicequest")) {
msg ("\"Get off my back, ya runt. I didn't take nothin'.\"")
}
else {
msg ("He doesn't know much about that.")
}
He seems to be having a rotten time compared to the others.newtona
msg ("He doesn't know much about that.")
msg ("\"Umm, hi. My name's Newton.\"")
msg ("\"I really can't complain aside from the fact that I'm the designated coachman so I have to stick with the berry juice tonight.\"")
msg ("\"I don't have much info for ya, but the bartender might know a thing or two.\"")
if (not GetBoolean(sober man, "quenched")) {
msg ("\"Hey, could you maybe get me some booze when the bartender's not looking? I don't have any money left and I'm sick of this berry juice.\"")
SetObjectFlagOn (sober man, "thirsty")
}
else {
msg ("\"Hey, buddy, I'm good for now. Thanks for the ale, though.\"")
}
if (GetBoolean(sober man, "spicequest")) {
msg ("\"I haven't taken anything! I've been sitting here all night! Ask anybody!\"")
}
else {
msg ("He doesn't know much about that.")
}
He appears to be passed-out drunk.sleeping manBen
if (GetBoolean(drowsy man, "awake")) {
msg ("\"My name's Franklin.\"")
}
else {
msg ("The man is asleep.")
}
if (GetBoolean(drowsy man, "awake")) {
msg ("\"Well, for starters you just poured a bucket of water on me. I've also got this splitting headache. Jeez, when's a coffee when ya need one.\"")
}
else {
msg ("The man is asleep.")
}
if (GetBoolean(drowsy man, "awake")) {
msg ("\"Here's a suggestion-- if you see a man sleeping, leave him be.\"")
}
else {
msg ("The man is asleep.")
}
if (GetBoolean(drowsy man, "awake")) {
msg ("\"You say you're in search of a quest, huh? Well I can't really help you much, but you can have this.\"")
msg ("The man hands you a map.")
AddToInventory (map)
}
else {
msg ("The man is asleep.")
}
if (GetBoolean(drowsy man, "awake")) {
if (GetBoolean(drowsy man, "spicequest")) {
msg ("\"Sorry, mate. I don't know anything about that.\"")
}
else {
msg ("He doesn't know much about that.")
}
}
else {
msg ("The man is asleep.")
}
falsefalse
msg ("You whip out the map and take a look.")
picture ("what are you doing.PNG")
He's yelling something about the bartender. She seems to be ignoring him.loud manaloud man
msg ("\"I'M CHUCK, BUT THAT'S NO CONCERN OF YOURS, IS IT *hic* WAIT, WHY DID I TELL YOU THAT?\"")
msg ("\"I NEED MORE GROG.\" He doesn't need more grog.")
msg ("\"GET OUTTA ME FACE, LAD.\"")
msg ("\"WHAT WOULD YOU WANT A *hic* TWIST FOR?\" There's obviously no reasoning with this man.")
if (GetBoolean(loud barfly, "spicequest")) {
msg ("\"WHAT? I DON'T HAVE ANY MICE. ASK SOMEONE ELSE.\"")
SetObjectFlagOn (sober man, "spicequest")
SetObjectFlagOn (drowsy man, "spicequest")
SetObjectFlagOn (dirty barfly, "spicequest")
SetObjectFlagOn (bartender, "spicequest")
}
It's a rather pale pail.falseunmarked keyfalseIt's a cast iron key.
UnlockExit (broom closet door1)
msg ("The door unlocks.")
doorIt's a wooden door. Above it, there's a sign that reads, 'Broom Closet.'falsefalsebroom closetYou unlock it.broom closet key
UnlockExit (broom closet door1)
LockExit (broom closet door1)
Look atTakeOpenClosefalse
if (GetBoolean(player, "paid")) {
msg ("It's the exit of the Inn.")
}
else {
msg ("It's the exit of the Inn. You can't leave until you pay your debts, though.")
}
It's pretty high up.Nobody is using it right now, but you assume this is for mopping.
if (Got(stepladder)) {
AddToInventory (bucket of water)
msg ("You place the stepladder on the ground and subsequently climb up to grab the bucket of water.")
}
else {
msg ("It's too high up. You need a stool or something.")
}
SetObjectFlagOn (drowsy man, "awake")
msg ("You dump the bucket of water onto the sleeping man, and he jolts up and starts gasping. He's awake now, but you're still a jerk.")
MakeObjectVisible (empty bucket)
AddToInventory (empty bucket)
It contains bread.in which there isIt containsYou take the bread bowl. It's only purpose was to hold the bread, but you decided to steal it anyway. You're kind of a kleptomaniac, aren't you?Quit loafing around!breadYou take it.It's a large, wooden barrel on its side with a spout on the front.It's too heavy to take.He's wearing a brown apron with several stains, probably from the pot of stew broiling right in front of him.]]>Boriscook
msg ("\"Name Boris. Boris cook food here. Boris very good cook. You try Boris food?\"")
msg ("\"Boris fight in great war in homeland. Boris not troubled by much anymore.\"")
msg ("\"Try Boris soup? Is very good!\" You take a spoonful of the stew and sip. It's heavenly. The man may not have a way with words, but he sure can make a good broth.")
You've gained a new talking point. Try asking the patrons of the bar about 'spices'.")
SetObjectFlagOn (old barfly, "spicequest")
SetObjectFlagOn (loud barfly, "spicequest")
SetObjectFlagOn (sober man, "spicequest")
SetObjectFlagOn (dirty barfly, "spicequest")
SetObjectFlagOn (drowsy man, "spicequest")
SetObjectFlagOn (bartender, "spicequest")
]]>
if (GetBoolean(bartender, "quest2")) {
msg ("\"Thanks much for helping Boris out!\"")
}
else {
msg ("\"Please go get Boris' spices! Boris is half a man without them!\"")
}
It's a pretty basic cabinet with various utensils and mugs and such inside.false
if (Contains (cabinet,tankard)) {
msg ("There's a tankard inside.")
}
else {
msg ("It's empty.")
}
Look atTakeOpenCloseLooks like a fine pewter flagon.
RemoveObject (tankard)
MakeObjectVisible (tankard of grog)
AddToInventory (tankard of grog)
msg ("You turn the nozzle and hold out the tankard as it fills with a yellowish liquid.")
RemoveObject (tankard)
MakeObjectVisible (tankard of grog)
AddToInventory (tankard of grog)
msg ("You turn the nozzle and hold out the tankard as it fills with a yellowish liquid.")
RemoveObject (tankard)
MakeObjectVisible (tankard of grog)
AddToInventory (tankard of grog)
msg ("You turn the nozzle and hold out the tankard as it fills with a yellowish liquid.")
RemoveObject (tankard)
MakeObjectVisible (tankard of grog)
AddToInventory (tankard of grog)
msg ("You turn the nozzle and hold out the tankard as it fills with a yellowish liquid.")
You can see carrots, beef, and potatoes floating in the amber broth. The smell is so intoxicating, you start to drool.The chef is currently stirring that pot and if you think he's just gonna hand it over, you've got another thing coming.falseLooks like a fine pewter flagon. It's filled with a brew of a yellowish hue.
if (GetBoolean(sober man, "thirsty")) {
SetObjectFlagOff (sober man, "thirsty")
msg ("\"Hey, thanks buddy. Don't you worry about me driving though. I'll just hail a taxicoach or something. Here's something for your troubles.\" He hands you a key.")
MakeObjectVisible (broom closet key)
AddToInventory (broom closet key)
SetObjectFlagOn (sober man, "quenched")
RemoveObject (tankard of grog)
}
else {
msg ("He begrudgingly refuses.")
}
It's covered in stains. Such is the wardrobe of a true culinary artisan.
msg ("\"Name Boris. Boris from faraway land. Boris work make food here. You try Boris' food? Boris food good.\"")
msg ("\"Boris has killed many men in great war in Boris' homeland. After that, not much troubles Boris.\"")
msg ("\"Would you like to try Boris' food?\" He takes a spoon and scoops up some broth from his pot of stew. You take it and sip up the broth. Wow. Boris is killin' the soup game.")
msg ("\"Boris lose tin of spices. Tin given to Boris by Boris' mother. Boris think old man out at bar took it when Boris not looking. If Boris leave soup, soup will burn. Go get tin and Boris will reward you.\"")
It's a metal spout with a tiny nozzle on top.It's so tiny. Hard to believe this thing controls the flow of all the mead in this keg.There are plenty of carrots here.
if (not ListContains(ScopeVisible(), bear)) {
msg ("There is a sack of potatoes being clutched by something with large, hairy arms. You begin to question whether this is actually a doghouse.")
MakeObjectVisible (sack of potatoes)
}
else {
msg ("There's a bear inside, but it's sound asleep inside.")
}
sackpotatoestatersfalse
if (not ListContains(ScopeVisible(), bear)) {
msg ("That's the sack of potatoes the bartender wants. It's being held by something furry though.")
}
else {
msg ("Boil 'em, mash 'em, stick 'em in a stew.")
}
msg ("You carefully slip the potatoes out of the furry thing's arms, and as you slip away you realize that the thing in question is actually a grizzly bear. Luckily, it's pretty sound asleep and it doesn't notice you.")
AddToInventory (sack of potatoes)
MakeObjectVisible (bear)
if (GetBoolean(bartender, "quest1")) {
if (GetBoolean(bartender, "quest2")) {
msg ("\"Great, that's all the work I've got for you.\"")
SetObjectFlagOn (bartender, "quest3")
}
else {
msg ("\"Good, these are the potatoes I wanted.\"")
SetObjectFlagOn (bartender, "quest3")
}
}
else if (GetBoolean(bartender, "quest2")) {
if (not GetBoolean(bartender, "quest1")) {
msg ("\"Good, these are the potatoes I wanted.\"")
SetObjectFlagOn (bartender, "quest3")
}
}
else {
msg ("\"Good, these are the potatoes I wanted.\"")
SetObjectFlagOn (bartender, "quest3")
}
RemoveObject (sack of potatoes)
bobogrizzly bearfalseIt's sound asleep. Not much would wake it at this point.
msg ("You try to hoist the bear above your shoulders, but it wakes up, and tears you to shreds. You die.")
finish
Game over, but what did you expect?")
finish
]]>Their heads are sticking out of the ground.You take a couple carrots but leave most of them for the Chef. They are his after all.1337leethaxbroom closetYes. This is a broom closet. The name does not disappoint. Brooms as far as the eye can see! You feel small in comparison to the glory that is this broom closet. Simply marvelous.Hopefully this one doesn't belong to Merlin.
msg ("Sweeping the dirty carpet reveals an image woven into the fabric. It depicts a castle atop a mountain. The mountain is surrounded by a thick forest of dead trees.")
SetObjectFlagOn (bartender, "quest1")
crossroadsIt's a stoic man dressed in a suit of armor. His chestplate reads in large, obnoxious letters, "PROPERTY OF THE DUKE." You've gained a new talking point. Any time you see a guard, ask him about 'directions'.")
]]>
msg ("\"Might you be the new adventurer in town? The Duke heard of your arrival through the grapevine and was interested in your possible services. You should go see what he wants.\"")
msg ("\"I've got no problems on this fine day.\"")
msg ("\"I have no quests for you, my good man.\"")
msg ("\"To the North is the Inn. To the South is the Swamp. To the West is the three-way fork leading to the Duke's castle. To the East is the Mystic Garden. All areas are available to visit, but beware of the Swamp, for in it lies many traps and dangers that could potentially harm an unprepared adventurer like yourself. That area is the only zone in this land not under the jurisdiction of the Duke.\"")
It takes a second to adjust your eyes to the blinding radiance of this place. All around you are flora and fauna living in harmony. In the center of this place is a fountain with crystal clear, undisturbed waters. You can hear birds chirping and the wind blowing.You are in a clearing right outside the Swamp. You fear the worst if you tread further inside this menacing place.It's pegged into the ground and covered in moss, but you can still make out the inscription on it."MESSAGE FROM THE DUKE: All citizens are strongly advised not to go into this swamp. The consequences of entering this swamp are death or worse. Seriously, don't do it, man."three-way fork in the roadguardIt's a man in a suit who looks pretty bored.
msg ("\"I'm Shmedrick. You might know the other guard off at the crossroads. He's my twin brother.\"")
msg ("He stares at you blankly. You notice dried drool on the man's lower lip.")
msg ("\"I'm hungry.\"")
msg ("\"Hey, buddy, my stomach is givin' me the rumblies. Do you have anything I could eat?\"")
SetObjectFlagOn (guard1, "hungry")
msg ("\"Well, to the West is the Duke's castle. It's real big; you can't miss it. To the Northwest is some house I think, and to the Southwest is a village or something. Oh, and of course to the East is the Crossroads where you came from.\"")
msg ("\"Bread? Are you for cereal right now? This stuff is too dry! I'm lookin' for something hearty!\"")
msg ("\"Carrots?! When I said food, I didn't mean freakin' vegetables! C'mon, man, bring me some real food!\"")
a courtyard in front of the Duke's castleIt's more of a villa, really. You don't know why people keep calling it a castle. The courtyard is pretty minimalist, the only centerpiece being a small pear tree in the middle. The huge, iron doors are guarded by a man in an iron suit.guardmanman in iron suitman in an iron suithehe
if (GetBoolean(guard2, "itchy")) {
msg ("He's slouching a bit but you can tell he's no longer fidgety.")
}
else {
msg ("You can see he's trying to stand still but he can't help fidgeting.")
}
msg ("\"Uh, hey. I'm Gregory. I work for the Duke.\"")
msg ("\"The Duke is in his study right now. If you want to see him, go on in.\"")
if (GetBoolean(guard2, "itchy")) {
msg ("\"I have to fart, but I'm holding it in. The Duke doesn't like farts.\"")
}
else {
msg ("\"I have a really bad itch on my back but since the Duke makes me wear this freakin' suit of armor, I can't scratch it.\"")
}
He takes off his chestpiece and vigorously scratches his back.")
}
else {
msg ("\"If you're going to see the Duke, would you mind asking him if I could temporarily take off my breastplate so I could scratch my back?\"
New talking point added: Ask the Duke about the \"guard\".")
}
]]>
msg ("\"You just came from the three-way fork, which is East of here. Right inside is the Duke's castle.\"")
treePity there isn't a partridge around.There's a goat in the tree? How did it even get up there?goatMartha's HouseYou enter a small cottage. It's dimly lit, and the only light there is emanates from the fireplace. You can hear the soft crackle of the dying fire.She's sitting motionless in a chair.woman
msg ("She doesn't respond.")
msg ("She doesn't respond.")
msg ("She doesn't respond.")
msg ("She doesn't respond.")
Just then, you see a faint glimmer coming from Martha's chest. You examine her to find that a knife is lodged firmly in her stomach! Her pulse reveals that she has, in fact, died, but her warmth reveals that she's been slain recently.")
]]>The fire inside is barely alive, and is crackling lowly.It's too big.It's pretty flimsy. The legs don't look sturdy at all.false
msg ("You pick up the plate. You know, I gotta tell you, there's no shop or anything in this game, so picking up random bowls and such won't really help you. I won't stop you, though.")
if (not Got(grilled salmon)) {
AddToInventory (grilled salmon)
msg ("There was a slab of grilled salmon on the plate, so you take that as well.")
}
if (Contains (plate,grilled salmon)) {
msg ("There's a piece of grilled salmon on it.")
}
else {
msg ("It's pretty greasy.")
}
Something's fishy about this meal.It's wooden, with a couple splotches of red paint here and there.in which there isThere's a woman sitting in it.It's a curved dagger. There's a note tied to the hilt.You carefully nudge the knife out of her gut, and using a nearby rag, wipe blood off the blade.You are at the Town. It's pretty bustling around here, with plenty of people chatting and going about their daily lives.Appears to be a humble abode.A fine, strong foundation for a family to live.Doesn't look very sturdy.She is a gruff, dirt-covered yeoman with a few missing teeth. Her kid is following her around like a lost puppy.
msg ("\"My name is Bunt. I'm the Duke's personal farmer and I also provide the food for pretty much everyone in town. Yes, my name is Bunt.\"")
msg ("\"We could always use a hand around the flour mill if you're willing to spare a moment.\"")
msg ("\"It's milkin' time and I can't find my goats. There are 4 of them and they always feckin' run away around milkin' time. My husband tells me it's because I got man-hands but I think he's just pickin' on me.\"")
msg ("\"Please find my four goats! I'm pretty sure there should be one around here but God knows where the other ones went. You might want to ask around to see if anyone else has seen the goats. By the way, these are trained goats and they won't respond to just normal goat calling. You have to do the goat dance to make they come to you.\"")
The man is busy submerging various farm tools into pools of water. Every time he does this a cloud of steam billows from the waters, shrouding him.
msg ("\"I'm Scruffy, the jani--- I mean blacksmith.\"")
msg ("\"You might want to take a couple steps away from that furnace there. I braised my buncheeks that way once.\"")
msg ("\"I don't get paid enough for this.\"")
msg ("\"No quests today, noble adventurer.\"")
You can tell from her hips that she's popped out more than her fair share of kids.womanHonk honk honk honk honk honk honk honk honk honk honk honkA small crowd of people have gathered around a skeevy looking salesman whose bombastic voice contradicts with his appearance. He's waving his arms around and yelling about something or the other while standing on a wooden platform covered in multi-colored peacock feathers, pendants, and large signs.flamboyantly dressed man
if (Got(pamphlet)) {
msg ("\"They call me 'Charlie, The Honest Salesman' and I'm here to open your eyes to a golden opportunity that you may not have known before. Would you like a pamphlet? Oh, you've already got on.\"")
}
else {
msg ("\"They call me 'Charlie, The Honest Salesman' and I'm here to open your eyes to a golden opportunity that you may not have known before. Would you like a pamphlet?\"")
MakeObjectVisible (pamphlet)
msg ("He hands you a pamphlet.")
AddToInventory (pamphlet)
}
msg ("\"Hey there, fella. Have you heard the news? You can buy a time-share condo for only a mere fraction of the price as the property is worth!\"")
msg ("\"As long as I'm putting a strong, smart-lookin' man like yourself in one o' these condos, I don't have a problem in the world.\"")
msg ("\"Aah, a quester! Why, I do have a quest for you! If you purchase a time-share in one of these beautiful beachside condominiums, I'll throw in a free dinner at Honest Charlie's Discount Mutton Buffet! Who could pass up such an offer?! It's CRAZY! Wait, you don't have any cash? Well, don't waste my time, bub.\"")
This goat is simulating a goat.You try to grab the goat but it becomes enraged and runs away.
msg ("You try to grab the goat but it becomes filled with goat rage and runs away.")
They are enamored by whatever the salesman is saying. Every time he jumps or yells or waves his arms they react with surprise.peopleShe's clinging to her mother as if the umbilical chord were still attached.leafletfalseIt's a pamphlet that details all the benefits of owning a time-share condominium.There are shelves upon shelves of encyclopedias and tomes all over the room. The room is dimly lit aside from an oil lamp sitting on the Duke's desk.The Duke is a man of short stature. He has a pencil thin mustache, and his eyebrows are just as thin. He adorns a silver crown with a single sapphire on the front and a heavy aquamarine cloak covering his silk tunic.falsefalsethe
if (GetBoolean(Duke, "quenched")) {
msg ("\"Ah, yes. I am Wilfred Scarborough, the Duke of this fair land. To what do I owe the pleasure?\"")
}
else {
msg ("\"Spare me your jabbers until I've had a drink, boy.\"")
if (not Got(tiny key)) {
MakeObjectVisible (tiny key)
AddToInventory (tiny key)
msg ("He hands you a tiny key.")
}
}
if (GetBoolean(Duke, "quenched")) {
msg ("\"Have you seen the Mystic Garden? That place was here when the settlers arrived and built this town, and its origins are unknown. Some say that if you are truly blessed by God then you will gain divine powers when you drink from the fountain, but I've done it and felt nothing! A bunch of hogwash, if you ask me.\"")
}
else {
msg ("\"Spare me your jabbers until I've had a drink, boy.\"")
if (not Got(tiny key)) {
MakeObjectVisible (tiny key)
AddToInventory (tiny key)
msg ("He hands you a tiny key.")
}
}
if (GetBoolean(Duke, "quenched")) {
msg ("\"All is peaceful under my domain; a Duke could not be happier.\"")
}
else {
msg ("\"Spare me your jabbers until I've had a drink, boy.\"")
if (not Got(tiny key)) {
MakeObjectVisible (tiny key)
AddToInventory (tiny key)
msg ("He hands you a tiny key.")
}
}
New talking point added: ask Martha about \"duty\".")
SetObjectFlagOn (Duke, "marthaquest")
}
else {
msg ("\"Spare me your jabbers until I've had a drink, boy.\"")
if (not Got(tiny key)) {
MakeObjectVisible (tiny key)
AddToInventory (tiny key)
msg ("He hands you a tiny key.")
}
}
]]> \"It's a pretty nice day. I don't see a problem with him taking off his chestpiece.\"")
SetObjectFlagOn (guard2, "itchy")
}
else {
msg ("\"Spare me your jabbers until I've had a drink, boy.\"")
if (not Got(tiny key)) {
MakeObjectVisible (tiny key)
AddToInventory (tiny key)
msg ("He hands you a tiny key.")
}
}
]]>
msg ("\"No, no, no! This isn't my special blend! Go to the kitchen and tell Alberto to make me my blend!\"")
msg ("\"No, no, no! This isn't my special blend! Go to the kitchen and tell Alberto to make me my blend!\"")
\"You say you found her dead in her house, and that this blade is the killer?\"
He sits in his chair solemnly for a few seconds holding the dagger, and sheds a single tear.")
SetTimeout (5) {
msg ("\"I would never say this to her face, but that woman was the most loyal and caring of any of my servants. I know I may figuratively crack the whip sometimes, but I would have given my life for hers when it comes right down to it. Such a thoughtless, cruel act-- it sullies even me.\"")
}
SetTimeout (10) {
msg ("He wipes away another tear.
\"Right, well there's no time to sit here and mourn when we've got a deranged killer on the loose. I hate to drag you along, adventurer, but I required your services again.\"
He examines the knife once more, and gets a funny look.")
}
SetTimeout (15) {
msg ("\"What's this?\"
He grabs a letter opener and cuts off a note attached to the hilt of the blade. Examining it quickly, he turns to you with a determined look on his face.
\"Adventurer, this note, can you read it?\"
He hands you the note.")
}
SetTimeout (20) {
picture ("place holder scroll.png")
}
SetTimeout (25) {
msg ("\"Just as I thought. I cannot read it either, but if I had to guess, this is Peyisque, the language of the Peyi. Peyi are creatures not unlike us humans. They can speak and walk just like us, but their skin is white and leathery, and they have fangs the size of which you'd never imagine. Believe it or not, these foul creatures used to be at peace with us, but that was before The Great Betrayal that caused a political schism in our kingdoms and insighted war between our people.\"
He contemplates for a while.")
}
SetTimeout (30) {
msg ("\"There's only one man I know who could translate this. His name is Salvator and he's probably the wisest man alive. Unfortunately, he lives in the swamp, which also happens to be where the Peyi make their residence. My personal guards are all deathly afraid of the swamp, which I am partially to blame for, as I started the rumors about how dangerous the swamp was. Don't get me wrong, it is dangerous, but it helps me out a lot if I just keep the citizens afraid of the hornet's nest instead of having them poke it to find out. Anyways, you seem undaunted by this whole situation, so I'll send you. But first, let me give you this. You might need it.\"
He reaches under his desk and pulls out a grappling hook, then hands it to you.")
if (GetBoolean(player, "cheater")) {
}
else {
AddToInventory (grappling hook)
}
}
SetObjectFlagOn (player, "swampquest")
]]>
msg ("He nabs it out of your hand and swigs the whole thing down.")
RemoveObject (special blend)
SetObjectFlagOn (Duke, "quenched")
WilfredWilfred ScarboroughIt's not too organized, with papers and pens strewn about.It's seen some use, but it isn't lit right now.It's absolutely filled to the brim with tomes, encyclopedias, books, and assorted papers.You climb the ladder. There are a couple books up here that look kind of interesting. There's a book with a red binding called, "The Adventures of Harold the Snail", a book with a blue binding called, "Select Poems from Jane Wigglesby: A Compilation", and a book with a brown binding called, "37 Surprising Ways to Trim Your Nosehair".It's railed to the top of the bookshelf and has wheels on the bottom.Crafted by dwarves, no doubt. No human could forge something this small and precise.falseThat way is locked.false"The Adventures of Harold the Snail" by Simon Flipnickity. You remember your dear mother reading this to you as a child, and she would lovingly gnash her teeth every time Harold the Snail would eat yet another blueberry. Actually, come to think of it, this book is dumb.")
]]>Look atTakeOpenClose"Select Poems from Jane Wigglesby: A Compilation" compiled by Arthur Currington. This seems like an interesting one. Oh, man. That is one angry poet.")
]]>Look atTakeOpenClose"37 Surprising Ways to Trim Your Nosehair" by Scott Sterling is every nasal fluff enthusiast's staple guidebook.
msg ("You open the brown book only to find that the insides have been hollowed out and inside, there is a key. You take the key.")
AddToInventory (bedroomkey)
Look atTakeOpenCloseIt's an unmarked key. You found it inside a hollowed-out book.falsekey
UnlockExit (dukebedroom)
msg ("The door unlocks.")
doorbedroom doorduke's bedroom doorthe duke's bedroom doorIt's an iron hook attached to a couple feet of sturdy rope. Seems pretty useful.
msg ("You throw the grappling hook onto the branch and use it to swing across the chasm.")
MoveObject (player, swamp_chasm1)
msg ("You throw the grappling hook onto the branch and use it to swing across the chasm.")
MoveObject (player, swamp_chasm)
if (game.pov.parent = bog) {
msg ("You throw the grappling hook into the boat and drag it ashore. There are paddles lying inside, and you use those to row to the shack.")
MoveObject (player, shack)
}
else if (game.pov.parent = shack) {
msg ("You throw the grappling hook into the boat and drag it to the dock. There are paddles lying inside, and you use those to row to shore.")
MoveObject (player, bog)
}
msg ("You throw the grappling hook onto the branch and use it to swing across the chasm.")
MoveObject (player, chasm1)
msg ("You throw the grappling hook to the boat and drag it ashore. There are paddles lying inside.")
SetObjectFlagOn (boat, "shore")
msg ("You throw the grappling hook onto the branch and use it to swing across the chasm.")
MoveObject (player, chasm)
The lounge is also fairly minimalist, the floor is covered in an interchanging black and white tile pattern while the walls seem to be covered in wooden panels. A chandelier hangs from the ceiling and dazzles light all around you.It looks comfortable, almost as if it's inviting you to relax.The cushions surpress under your weight, and it feels as if you are floating on leathery clouds. But alas, you can't stay here forever, so you stand up.It's too big.It's covered in twinkling jewels that refract light all over the lounge. The ceiling and floor seem to be covered in tiny crystals because of this.It's too high.cabinetIt's a wooden cabinet with a glass pane. Inside are various medicines, herbs, and of course, alcohol. The glass frame has a tiny lock.It's too big.tiny keyLook atTakeOpenCloseIt's a tin half-filled with a creamy salve. The herbs are in a small, clay jar.The bottle looks really fragile.Looks expensive. Like, really expensive.There are several bottles of expensive liquor and spirits.
msg ("You rummage through the bottles and grab some expensive booze.")
AddToInventory (scotch)
AddToInventory (cognac)
It's laden with crooked halberds and lances.You can't just go lugging that thing around.The blade is one of the oddest shapes you've ever seen.falseIt's chained to the weapon rack. How impractical.The blade is in the shape of a crescent moon.It's chained to the weapon rack. How impractical.There's a large wooden table that fills most of the room, surrounded by rows of chairs on all sides. There are a few small chandeliers suspender above the table, and dining sets with tableware and the like are all neatly places at every chair.It's large enough to serve 16 people. Clearly the Duke has had some swell dinners in here.chairThe legs are carved with floral patterns, and there are satin cushions on the seat of each chair.You briefly take your place at the head of the table. Honestly, it feels kind of powerful.chandelierThey aren't as impressive as the one in the lounge, but they look nice all the same.chandeliersKitchenHis apron is covered in stains, and he seems bored.
msg ("\"Actually my name is Stanley but the Duke insists he calls me Alberto. I don't know why.\"")
msg ("\"Sometimes, when the Duke isn't around, I sneak into the library and read some of his books. There's some interesting stuff there.\"")
msg ("\"I wish I were a guard. They get it easy. Do you know what it's like to cook for 16 people at once? Madness!\"")
msg ("\"I don't have any quests for you. Sorry.\"")
He pours both the scotch and the cognac into a bottle, shakes it up, then hands it to you.")
MakeObjectVisible (special blend)
AddToInventory (special blend)
}
else {
msg ("He takes the scotch.")
SetObjectFlagOn (Alberto, "scotch")
}
RemoveObject (scotch)
]]> He pours both the scotch and the cognac into a bottle, shakes it up, then hands it to you.")
MakeObjectVisible (special blend)
AddToInventory (special blend)
}
else {
msg ("He takes the cognac.")
SetObjectFlagOn (Alberto, "cognac")
}
RemoveObject (cognac)
]]>
if (GetBoolean(stove, "lit")) {
msg ("It's a brick stove. Inside, the fire is burning brightly and smoke bellows into the tower.")
}
else {
msg ("It's a brick stove. Inside, there's a pile of coals, but there's no flame going.")
}
msg ("You light the coals and smoke starts to bellow from inside.")
SetObjectFlagOn (stove, "lit")
It's a safe wager to assume these are used for cooking.pots and pansfalsecoal
if (GetBoolean(stove, "lit")) {
msg ("The coals are burning, and you can feel waves of heat emanating from the stove.")
}
else {
msg ("They are all piled up inside the stove.")
}
SetObjectFlagOn (stove, "lit")
msg ("You light the coals and smoke starts to bellow from inside.")
This is the Duke's bedroom. It's lavishly decorated. The bed is covered in silk sheets and satin pillows filled with goose down.wardrobecloset
if (armoire.isopen) {
msg ("There's nothing in there but a skeleton.")
}
else {
msg ("It's enormous. Why would the Duke need a wardrobe this large?")
}
Look atTakeOpenCloseTake what ye will, but don't rattle his bones.The wood is painted white, and there's a huge mirror in the middle. The stool in front of it, which is also painted white, has a tiny, red leather cushion on it.bedSomeone sleeps well.paintingCould it be? It is! An authentic painting of "Still Life of Spaghetti and a Meatball" by Regulio Pipitio! The Duke is quite the art collector. Few men live to see the magnificence that is this painting, and you are proud to say that you are one of them.It's small enough for a man like the Duke, but you're too big to sit on it.
if (GetBoolean(mirror, "shattered")) {
msg ("You squat down onto the little stool and look at the broken shards of mirror.")
}
else {
msg ("You squat down onto the little stool and look into the vanity mirror. It shatters.")
SetObjectFlagOn (mirror, "shattered")
}
if (GetBoolean(mirror, "shattered")) {
msg ("It's broken, and there are fragments of mirror glass scattered about.")
}
else {
msg ("You look into the mirror. It shatters.")
SetObjectFlagOn (mirror, "shattered")
}
It's a sleek, wooden hairbrush with plenty of thistles.sweepsweep"You can't sweep " + object.article + "."chasmIt's too wide to leap across. The area is surrounded with trees with trunks and branches shooting in all directions.It's a gaping maw in the earth. If you fell in, you'd probably never come out.It's hanging over the middle of the chasm.branchtrunktrunksbranchestreesother sidefalsetheof the chasmIt's too wide to leap across. The area is surrounded with trees with trunks and branches shooting in all directions.chasmIt's a gaping maw in the earth. If you fell in, you'd probably never come out.treeIt's hanging over the middle of the chasm.branchtrunktreesbranchestrunks Game over, but what did you expect?")
finish
]]>clearingfalsein the swampThere's a pit in the middle of this clearing which appears similarly as bottomless as the chasm, but doesn't block your way.Wow. So many alligators. Just everywhere. You can't look at any part of this lake and not see an alligator, be it a snout or a tail or just a mossy log covered in gator babies.It's drifted away from land, and is peacefully floating in the middle of the lake.skifffalseIt's a small, beat-up cabin in the middle of the lake. There's a dock on the rear of the island the shack is on.shackfalseat aboatIt's drifted away from land, and is peacefully floating in the middle of the lake.Do the goat dance