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,,,,,,<<script>>UIBar.unstow()<</script>>[[Skip introduction|Chapter 1]]
<<score>>\
<h1>Introduction</h1>
<img src="images/Last_silver_coin.jpg" class="full" />
The adventuring trade just isn't what it used to be, you reflect gloomily. Nobody seems to need a trusty sword or a keen intellect any more. You're down to your last siIver piece and there's tomorrow s dinner yet to be found. Sitting at the inn you contemplate earning an honest living for a change. Perhaps a steady income wouldn't be too boring after all.
Suddenly, a cold draught and the slam of the door distract you from your train of thought, and seconds later, a tall, siIver-haired figure in a black cloak slips on to the bench next to you.
So begins your magical adventure, with wizardry and hocus pocus of all kinds, booby traps and fiendish riddles to unravelled along the tortuous route to the Magic Ring of Power. Your reward is to keep the treasure that you find on the way.
Speaking in a whisper, the wizard reveals his purpose, “I understand you're a professional ahem, adventurer?”
You nod, a little doubtfully.
“That ' s good. I have a little, er, job I need doing. Would you be interested? The remuneration wouId be adequate.”
Again, you nod - this is beginning to sound interesting.
“About a week ago,” begins the wizard “one of the local upstart warlocks curse him! sneaked into my castle and made himself at home. He’s booby- trapped the entire place, and worst of all, he found my Ring of Power.”
“I MUST HAVE IT BACK!” (his voice quivers with rage and emotion) You feel a little more confident now. Booby traps, rings, you're on comfortable ground here. The wizard, his face now restored to its former colour stares piercingly at you. “Can you do it?” he asks. “Can you get my ring back for me?”
You nod cautiously.
“Good. Now some words of advice. keep any treasure you find, and thats your payment. Knowing that warlock, you'll probably have to put the treasure in the safe if we’re ever going to get that ring back.”
“We!” you mutter to yourself.
“Er, can I have some decent equipment?” you ask hopefully.
“Equipment? What for? Go as you are! Are you ready?” roars the wizard.
“Well, er, yes, but…”
“Off you go then!” shouts the wizard, and before you can ask him any more useful information, such as the whereabouts of the safe and the boobytraps for example, you find yourself flying headlong through the air in the direction of the wizard’s castle.
Fortunately you land somewhere soft - a patch of nettles.
<div class="big">Ouch!</div>
[[Continue|Chapter 1]] [[Tell me more]]
<<set $hascoin to false>> <<set $haslamp to false>>
<<set $rope to false>>\
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><<score>><<set $lampon to false>><<set $location to "castle">><<if $back is false>>!Chapter 2<</if>>
<<audio "Portcullis" play>>As you move north a portcullis crashes down behind you, blocking the exit. The only light is from there. Inside it's pitch dark.
<img src="images/Guardroom.jpg" class="third" />
You hear something, you don't know what, scuttling about. It sounds nasty. You wish you had a weapon but the wizard didn't give you time to prepare.
<<if ($haslamp is true) and ($lampon is false)>>[[Light your lamp|LightTheLamp]]<</if>>
[[Continue forward]]
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>
<<set $hint to "Don't move in the dark">><<score>>You are east of the castle. Paths go northwest and southwest around the castle. To the east lies the forest.
<img src="images/eastofcastle.jpg" class="half" />
What do you want to do?
[[Northwest|O3]] [[North|O4]] [[Northeast|O4]] [[Up]]
[[West|cantclimb]] [[Wait|WaitForest]] [[East|O4]] [[Get something|Getnothing]]
[[Southwest|Chapter 1]] [[South|O4]] [[Southeast|O4]] [[Down|down]]
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>
<<score>>You are west of the castle. Paths go northeast and southeast around the castle. To the west lies the forest.
<img src="images/westofcastle.jpg" class="twothirds" />
What do you want to do?
Which way do you want to go?
[[Northwest|O4]] [[ North|O4]] [[Northeast|O3]] [[Up]]
[[West|O4]] [[Wait|WaitForest]] [[East|cantclimb2]] [[Get something|Getnothing]]
[[Southwest|O4]] [[South|O4]] [[Southeast|Chapter 1]] [[Down|down]]
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><<score>><<if visited() is 1>>You are in the forest. trees block the view in all directions.<<else>>You are wandering lost in dense Forest. Trees block the view in all Directions.<<score -1>><</if>>
<img src="images/forest.jpg" class="twothirds" />
Which way do you want to go?
[[Northwest|O4]] [[North|O4]] [[Northeast|O4]] [[Up|Climb tree]]
[[West|O5]] [[Wait|WaitForest]] [[East|O4]] [[Get|Getnothing]]
[[Southwest|O4]] [[South|O4]] [[Southeast|O4]] [[Down|down]]
<<dropb>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>The last thing you see are six huge eyes glittering as you get eaten by the warlock’s spider in the dark.<<audio "spider" play>>
<img src="images/spider.jpg" class="full" />
<<dead "The spider likes dark places.">>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>
<<score>><<set $location to "forest">><<if visited() is 1>><h1>Chapter 1</h1><<else>><h1>Welcome back</h1><</if>>
<<set $dead to false>>You find you are standing south of the wizard’s castle which stands on hill above a vast forest to the south. Paths go northeast and northwest around the Castle walls, and dark gateway leads north into the castle. The castle walls are unclimbable, but there are ledges and ramparts visible far above. <<if $lampon>><<set $lampon to false>> You turn your lamp off.<</if>>
<img src="images/entrance.jpg" class="halfc" />\
<<if $southofcastle.count() >0>>On the ground there is:
<<linkedinventory 'Pick Up' '$southofcastle' '$inventory'>>
You're already holding:
<<linkedinventory 'Drop' '$inventory' '$southofcastle'>>
<<if $inventory.count() > 0>><span class = "red"> You might want to save your position.</span><</if>><</if>>
Which way do you want to go?
[[Northwest|O2]] [[North|Chapter 2]] [[Northeast|O1]] [[Up]]
[[West|O4]] [[Wait|WaitForest]] [[East|O4]]
[[Southwest|O4]] [[South|O4]] [[Southeast|O4]] [[Down|down]]
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><<score>>You are perched precariously at the top of a tree.
You can see the castle from here, you lucky thing.
<img src="images/treetop.jpg" class="twothirds" />
Which way do you want to go?
[[Northwest|O6]] [[ North|O6]] [[Northeast|O6]]
[[West|O6]] [[Wait|WaitTree]] [[East|O6]]
[[Southwest|O6]] [[South|O6]] [[Southeast|O6]] [[Down|Chapter 1]]
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><<if $deast is 2 and $inventory.has("a spade") and $pockets.has("a bean") and $location is "SOC">><<set $score += 1>>You have a brainwave. Perhaps there's something very special about that bean Jeannie gave you? You use the spade to dig a small hole and plant the bean. Within seconds it starts to grow. It //is// a magic bean.<<set $feefie to 0>><<drop "$pockets" "a bean">>
<img src="images/beanstalk.jpg" class="twothirds" />
In no time at all the beanstalk has grown up to the level of the pinnacle and then keeps growing into a cloud.
Do you want to:
[[Climb to the pinnacle|pinnacle2]] [[climb to the cloud]]
[[Northwest|O2]] [[ North to the courtyard|courtyard]] [[Northeast|O1]] [[Up]]
[[West|O4]] [[Wait|WaitForest]] [[East|O4]]
[[Southwest|O4]] [[South|O4]] [[Southeast|O4]]<<else>>
\<<set $score -=1>>You dig with your hands through the dirt but seem to be getting nowhere. You dig a small hole which promptly fills up again. There's nothing to find and your hands are now filthy.
<img src="images/dirtyhands.jpg" class="twothirds" />
That's not working. What do you want to try now?
[[north|O4]] [[south|O4]] [[east|O4]] [[west|O4]] [[northeast|O4]] [[southeast|O4]] [[southwest|O4]] [[northwest|O4]] [[Climb tree]] [[down]]<</if>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>
<<set $score -=3>><<set $bruised to true>>You didn't have time to pack a parachute. You fall out of the tree and seem to hit every branch on the way down. Much battered and bruised you land in a pile of leaves. You are still lost in the forest and have no idea which way you are facing. <<audio "falloutoftree" play>><img src="images/fallouttree.jpg" class="twothirds" />
Which way do you want to go?
[[Northwest|O4]] [[North|O4]] [[Northeast|O4]] [[Up|Climb tree]]
[[West|O4]] [[WaitForest]] [[East|O4]]
[[Southwest|O4]] [[South|O4]] [[Southeast|O4]] [[Down|down]]
<<dropb>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><<score>>You find yourself north of the castle. Paths go southeast and southwest Around the castle and there is small archway south into the castle wall. To the north there is more forest.<<if !$inventory.has("a lamp")>>
<img src="images/alcove.jpg" class="twofifthsc" /><<else>><img src="images/alcoveL.jpg" class="twofifthsc" /><</if>>
[[Northwest|O4]] [[North|O4]] [[Northeast|O4]] [[Up]]
[[West|O4]] [[Wait|WaitForest]] [[East|O4]]
[[Southwest|O2]] [[South|Alcove]] [[Southeast|O1]] [[Down|down]]
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>
<<score>>To the north lies the forest You're in cubbyhole in the castle Wall. The only exit is back the way you came.
<<if ($takenlamp is false) and ($haslamp is false)>>On a table is a small battery operated lamp. The lamp is off.
<img src="images/InAlcove.jpg" class="twofifthsc" />
<<link "Get the lamp" `passage()`>><<set $haslamp to true; $takenlamp to true;$score += 1>><<pickup "$inventory" "a lamp">><</link>> [[Rub the lamp]] [[North|O3]]
<<elseif $haslamp is true and $lampon is false>>\
<img src="images/InAlcoveL.jpg" class="twofifthsc" />
[[Turn the lamp on|lamp]] [[Rub the lamp]] [[North|O3]]
<<elseif $haslamp is true and $lampon is true>><<link "Turn lamp off" `passage()`>><<set $lampon to false>><</link>> [[Rub the lamp]] [[North|O3]]
<</if>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>
<<set $lampon to true>><<score>>Looking around, you see a huge spider scuttling away. It obviously doesn't like the light.
The lamp is on <<if $battery gte 60>> and it's shining brightly.
<<elseif $battery gte 40>>, might need a new battery soon though.
<<elseif $battery gte 10>> but it's not very bright.
<<elseif $battery gte 1>> but it only glows dimly.
<<else>> but the battery appears to be dead.<<if tags(previous()).includes("dark") and ($battery is 0)>><<toggleclass "body" "dark light">>You still can't see anything.<</if>>
<</if>>
<img src="images/guardroom2.jpg" class="twothirds" />
You are in a guardroom of the castle. A portcullis blocks the way south, and a dark passage leads north. That's the way the spider went! The letters ‘SOS’ are scrawled on the Wall!
You can only go north, following that spider.
[[Follow the spider|C1a]] [[Wait|Waitguardroom]] [[Say 'SOS'|sosg]]
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><<score>>You're at a bald spot in the forest. The view is monotonous, consisting of trees
<<if not $coin and not $well.has("a coin")>> <img src="images/forestcoin.jpg" class="twothirds" />
<<else>> <img src="images/forestnocoin.jpg" class="twothirds" />
<</if>>
<<if $coin is false and not $well.has("a coin")>>There is a large gold coin here. <<link "Get the coin" "Get the coin">><<pickup "$pockets" "a coin">><<set $coin to true>><</link>><</if>>
[[Northwest|O4]] [[North|O4]] [[Northeast|O4]] [[Up|Climb tree]]
[[West|O4]] [[Wait|WaitForest]] [[East|O4]]
[[Southwest|O4]]] [[South|O4]] [[Southeast|O4]] [[down]]
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>
<<score>>You have a coin now. But there's nothing to spend it on here.<<set $coin to true>><img src="images/forestnocoin.jpg" class="twothirds" />
Which direction do you want to go?
[[Northwest|O4]] [[North|O4]] [[Northeast|O4]] [[Up]]
[[West|O4]] [[Wait|WaitForest]] [[East|O4]]
[[Southwest|O4]] [[South|O4]] [[Southeast|O4]] [[Down|down]]
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><<set $score -=1>>You can't climb anything here.\
<<if $deast>>You're going to need something to help you get up there. A ladder? A rope and grappling hook maybe? A bow and arrow with thin line? A helicopter? A powered hang glider? Unfortunately you don't have one of those. Wait! You collected a magic lamp and a flying broomstick. Maybe you could use them? Or perhaps something else?
<<if $inventory.has("a flying broom")>><<linkreplace "Use the broomstick to fly">>You get the broomstick out of your bag and sit astride it. Now how do you get these things to start - a yes, "Levioso," you say. The broomstick leaps into the air and you, caught by surprise, promptly fall off. The broomstick goes flying off without you. <<drop "Sinventory" "a flying broom">><<set $score -= 1>> Drat! You just lost one of the treasures.<</linkreplace>>\
<</if>>
<<if $inventory.has("a golden oil lamp")>>[[Rub the lamp|rublamp]]\ <</if>>
What now?
[[Northwest|O2]] [[ North to the courtyard|courtyard]] [[Northeast|O1]] [[Up]]
[[West|O4]] [[Wait|WaitForest]] [[East|O4]]
[[Southwest|O4]] [[South|O4]] [[Southeast|O4]] [[Down|down]]\
<<else>>
You flap your arms really hard and run to try and achieve take-off speed. It doesn't work. You are going to have to walk if you want to get anywhere.
<img src="images/flaparms.jpg" class="twothirds" />
What now?
[[Northest|O4]] [[North|O4]] [[Northeast|O4]]
[[West|O4]] [[Wait|WaitForest]] [[East|O4]]
[[Southwest|O4]] [[South|O4]] [[Southeast|O4]] [[Down|down]]\
<</if>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><<cacheaudio "spider" "sounds/spider.mp3">>
<<cacheaudio "zap" "sounds/zap.mp3">>
<<cacheaudio "birdsong" "sounds/birdsong.mp3">>
<<cacheaudio "thunderstorm" "sounds/ForestRain_to_thunderstorm.mp3">>
<<cacheaudio "pigeonfly" "sounds/pigeonfly.mp3">>
<<cacheaudio "cowsplatt" "sounds/cowsplatt.mp3">>
<<cacheaudio "falloutoftree" "sounds/falloutoftree.mp3">>
<<cacheaudio "door" "sounds/DoorOpenandClose.mp3">>
<<cacheaudio "gbshot" "sounds/gbshot.mp3">>
<<cacheaudio "takethering" "sounds/taketheringofpower.mp3">>
<<cacheaudio "ching" "sounds/ching.mp3">>
<<cacheaudio "creak" "sounds/creak.mp3">>
<<cacheaudio "Portcullis" "sounds/Portcullis.mp3">>
<<cacheaudio "fanfare" "sounds/fanfare.mp3">>
<<cacheaudio "wrong" "sounds/wrong.mp3">>
<<cacheaudio "aweful" "sounds/aweful.mp3">>
<<cacheaudio "fusebang" "sounds/15secbang.mp3">>
<<cacheaudio "fivesecondbang" "sounds/5secbang.mp3">>
<<cacheaudio "aweful" "sounds/aweful.mp3">>
<<cacheaudio "doom" "sounds/corridorofdoom.mp3">>
<<cacheaudio "shooting" "sounds/shootgallery.mp3">>
<<cacheaudio "giantstampede" "sounds/GiantsStampede.mp3">><<cacheaudio "bang" "sounds/bang.mp3">>
<<cacheaudio "breakmirror" "sounds/breakmirror.mp3">>
<<cacheaudio "trollgroan" "sounds/trollgroan.mp3">><<cacheaudio "harp" "sounds/lullaby.wav">><<cacheaudio "FeeFie" "sounds/line1.mp3">><<cacheaudio "ISmellThe" "sounds/line2.mp3">><<cacheaudio "BeItAlive" "sounds/line3.mp3">><<cacheaudio "BeItAliveYawn" "sounds/BeItAliveYawn.mp3">><<cacheaudio "GiantSnore" "sounds/giant_snore.mp3">>
<<cacheaudio "IllGrind" "sounds/line4.mp3">><<newinventory "$inventory">>
<<newinventory "$pockets">>
<<newinventory "$well">>
<<newinventory "$inventory">>
<<newinventory "$saferoom">>
<<newinventory "$Safevaluables">>
<<newinventory "$safe">>
<<newinventory "$cage">>
<<newinventory "$southofcastle">>
<<newinventory "$fork_lift">>
<<newinventory "$eastalcove">>
<<newinventory "$redpassage">>
<<newinventory "$orangepassage">>
<<newinventory "$yellowpassage">>
<<newinventory "$greenpassage">>
<<newinventory "$bluepassage">>
<<newinventory "$indegopassage">>
<<newinventory "$maze">>
<<newinventory "$postbang">>
<<newinventory "$courtyard">>
<<set $score to 0>>
<<set $t to 0>>
<<set $ts to 0>>
<<set $oc to false; $wc to false; $nc to false; $ec to false; $cc to false>>
<<set $location to "forest">>
<<set $visit to 0>>
<<set $vcount to 0>>
<<set $location to "">>
<<set $maxitemcount to 7>>
<<set $bruised to false>><<set $coin to false>> <<set $coininwell to false>>
<<set $haslamp to false>> <<set $takenlamp to false>>
<<set $branches to false>>
<<set $lampon to false>>
<<set $battery to 100>>
<<set $light to false>>
<<set $waiting to 0>>
<<set $waiting2 to 0>>
<<set $dust to 0>>
<<set $dustbunny to false>> <<set $cageddustbunny to false>>
<<set $smallkey to false>>
<<set $rope to false>>
<<set $pillowcase to false>>
<<set $nowhip to false>>
<<set $nostrap to false>>
<<set $handcuffs to false>>
<<set $nap to 0>>
<<set $hasdust to 0>>
<<set $deadrabbit to 0>>
<<set $dots to false>>
<<set $rod to false>> <<set $rodinwell to false>>
<<set $hadrod to false>>
<<set $nothing to false>>
<<set $contraption to false>>
<<set $dead to false>>
<<set $necklace to false>>
<<set $broom to false>> <<set $hadbroom to false>>
<<set $smellyrabbit to false>>
<<set $rabbitinwell to false>>
<<set $ignore_holes to false>>
<<set $MrBean to false>>
<<set $intone to 0>>
<<set $westshimmer to false>>
<<set $northshimmer to false>>
<<set $eastshimmer to false>>
<<set $west to true>>
<<set $north to false>>
<<set $east to false>>
<<set $p to false>>
<<set $can to "paint">>
<<set $paintcan to false>>
<<set $book to false>> <<set $thrownbook to false>>
<<set $tiara to false>>
<<set $sitcount to 0>>
<<set $nobear to false>>
<<set $darts to 0>>
<<set $figurine to false>>
<<set $box to false>>
<<set $yorick to false>>
<<set $vase to false>>
<<set $portrait to false>>
<<set $cushion to false>>
<<set $case to false>>
<<set $sculpture to false>>
<<set $diamond to false>>
<<set $clock to false>>
<<set $brooch to false>>
<<set $stole to false>>
<<set $dynamite to false>>
<<set $note1 to false>>
<<set $note2 to false>>
<<set $note3 to false>>
<<set $dynamite to 0>>
<<set $string to 0>>
<<set $bracelet to false>>
<<set $gold to false>>
<<set $goblet to false>>
<<set $lighter to false>>
<<set $stone to false>>
<<set $passageclear to false>>
<<set $back to false>>
<<set $bsm to true>> <<set $bones to false>><<set $tc to false>>
<<set $try to 0>>
<<set $bucket to false>> <<set $bucketinwell to true>>
<<set $bruise to false>>
<<set $climbwell to false>>
<<set $digwellmud to false>>
<<set $balloon1 to false>>
<<set $balloon2 to false>>
<<set $balloon3 to false>>
<<set $bag to false>>
<<set $Arthur to false>>
<<set $brokenvase to false>>
<<set $eastshimmer to false>>
<<set $north to false>>
<<set $paint to "closed">>
<<set $east to false>>
<<set $do to "">><<set $inp to "">>
<<set $chapter5 to false>>
<<set $chapter6 to false>>
<<set $chapter7 to false>>
<<set $chapter8 to false>>
<<set $chapter9 to false>>
<<set $beanstalk to false>>
<<set $initialcount to 0; $finalcount to 0>>
<<set $var1; $var2; $var3; $var4; $var5; $var6; $var7; $var8; $var9>>
<<set $r1 to false>> <<set $riddle1 to "">><<set $noplayR1 to false>>
<<set $r2 to false>> <<set $riddle2 to "">><<set $noplayR2 to false>>
<<set $r3 to false>> <<set $riddle3 to "">><<set $noplayR3 to false>>
<<set $r4 to false>> <<set $riddle4 to "">><<set $noplayR4 to false>>
<<set $colourb to "">>
<<set $r5 to false>> <<set $riddle5 to "">><<set $noplayR5 to false>>
<<set $r6 to false>> <<set $riddle6 to "">><<set $noplayR6 to false>>
<<set $r7 to false>> <<set $riddle7 to "">><<set $noplayR7 to false>>
<<set $r8 to false>> <<set $riddle8 to "">><<set $noplayR8 to false>>
<<set $r9 to false>> <<set $riddle9 to "">><<set $noplayR9 to false>>
<<set $rA to false>> <<set $riddle10 to "">><<set $noplayR10 to false>>
<<set $rB to false>> <<set $riddleB to "">><<set $noplayRB to false>>
<<set $rC to false>> <<set $riddleC to "">><<set $noplayRC to false>>
<<set $rD to false>> <<set $stopdragon to "">><<set $noplayRD to false>>
<<set $rE to false>> <<set $idea to "">>
<<set $rF to false>> <<set $idea2 to "">>
<<set $rG to false>> <<set $fountainidea to "">>
<<set $d1 to false>> <<set $do1 to "">>
<<set $d2 to false>> <<set $do2 to "">>
<<set $d3 to false>> <<set $do3 to "">>
<<set $d4 to false>> <<set $do4 to "">>
<<set $d5 to false>> <<set $do5 to "">>
<<set $d6 to false>> <<set $do6 to "">>
<<set $d7 to false>> <<set $do7 to "">>
<<set $d8 to false>> <<set $do8 to "">>
<<set $d9 to false>> <<set $do9 to "">>
<<set $da to false>> <<set $doa to "">>
<<set $db to false>> <<set $dob to "">>
<<set $dc to false>> <<set $doc to "">>
<<set $countdown to 255>><<set $e4 to false>><<set $e5 to false>><<set $e6 to false>><<set $e7 to false>>
<<set $red to ""; $orange to ""; $yellow to ""; $green to ""; $blue to ""; $indego to ""; $violet to "">>
<<set $r to false; $o to false; $y to false; $g to false; $b to false; $i to false; $v to false>>
<<set $colour to ""; $exit to false; $noapple to false>>
<<set $forklift to false>>
<<set $driver to false>>
<<set $giants to true>><<set $goodshot to false>>
<<set $explosion1 to false; $explosion2 to false; $explosion3 to false>>
<<set $ca to false; $cb to false;$cc to false;$cd to false>>
<<set $dwest to 0; $dnorth to 0; $deast to 0>>
<<set $hasfounddynamite to false>>
<<set $troll to false;$notroll to false>>
<<set $freindlytroll to false>><<set $freindlyreleasedtroll to false>>
<<set $gasmaskon to false>>
<<set $violin to false>>
<<set $dogfood to false>>`
<<set $gwaiting to 0>>
<<set $harp to false>>
<<set $harpstring to false>>
<<set $gsleep to false>>
<<set $feefie to 0>>
<<set $lullaby to 0>>
<<set $plan to false>>
<<set $hint to "Don't enter the castle without a lamp, coin and bundle of branches.">><<score>>
<<if visited() is 1>><<set $waiting2 to 0>><</if>>You are in a maze of white rooms - well they would be white if you had a //really// bright lamp. The room is actually a shade of dirty grey. You wonder if the wizard is called Grey.
<img src="images/octagonalroom.jpg" class="twothirds" />
There are exits in all directions.
Which way do you want to go?
[[Northwest|C1a]] [[North|C1a]] [[Northeast|C1b]] [[Up|grhatch]]
[[West|C1a]] [[Wait|waitin]] [[East|C1a]] <<setlamp "Lamp offC1a">>
[[Southwest|C1a]] [[South|C1a]] [[Southeast|C1a]] [[Down|grtrap]]
<<dropb>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><<score>>The lamp is on. You are in a maze of white rooms. You wonder if the wizard is called <strike>Voldemort</strike> Grey.
<img src="images/octagonalroom.jpg" class="twothirds" />
There are exits in all directions.
Which way do you want to go?
[[Northwest|C1a]] [[North|C1c]] [[Northeast|C1a]] [[Up|grhatch]]
[[West|C1a]] [[Wait|waitin]] [[East|C1a]] <<setlamp "Lamp offC1b">>
[[Southwest|C1a]] [[South|C1a]] [[Southeast|C1a]] [[Down|grtrap]]
<<dropb>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>
<<score>>You are in a maze of white rooms. There are exits in all directions. Again you wonder if the castle owner is called Grey because one of the exits this time is a door to the east which is painted red. Which way do you want to go?
<img src="images/octagonalroomred.jpg" class="twothirds" />
There are exits in all directions.
Which way do you want to go?
[[Northwest|C1a]] [[North|C1c]] [[Northeast|C1a]] [[Up|grhatch]]
[[West|C1a]] [[Wait|waitin]] [[Red door|Red room]] <<setlamp "Lamp offC1c">>
[[Southwest|C1a]] [[South|C1a]] [[Southeast|Anteroom]] [[Down|grtrap]]
<<dropb>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><<score>><<if visited() is 1>>Somewhat fearfully you go through the red door and find yourself in a torture chamber or a bedroom. You are not quite sure which it is.<<else>>You're in the red room.<</if>>
<img src="images/redroom.jpg" class="twothirds" />
The bed has <<if ($rope is false) and ($pillowcase is false)>> red satin sheets and red satin pillows. <<elseif $rope is true>> red satin pillows. <<else>> has a bare, red stained matress. You have the pillowcase - it might come in handy for carrying extra items.<</if>> It comes equipped with handcuffs attached to the bedposts. Hanging on the walls are a collection of whips, leather straps and strange gadgets. There's a mirror on the ceiling. High up there's a small, barred but open window which dimly lights the room. It's out of reach though. There's a note on the bed which says:
//"Sorry, I got tired of waiting for you. Jeannie."//
The only exit is back the way you came.
What do you want to do?
[[Leave the red room|C1c]] [[Take a nap on the bed]] <<if $nowhip is false>> [[Get whip|nopew]] <</if>>
<<if $nostrap is false>> [[Get strap|nopes]] <</if>> <<if not hasVisited("Break mirror")>>[[Break mirror]]<</if>> <<if not hasVisited("Look under the bed")>>[[Look under the bed]]<</if>> <<if ($rope is false) and ($handcuffs is true)>> [[Get the sheets]] <</if>><<if $pillowcase is false and $north is true>><<link "Get pillowcase" `passage()`>><<set $pillowcase to true;$maxitemcount to 11;$score +=1>><<pickup "$inventory" unique "a satin pillowcase">><</link>><</if>> <<if $handcuffs is false>> [[Get handcuffs]] <</if>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><<score>>You are in a rough stone anteroom with exits south and north. It seems to be long abandoned. Light is visible to the north.
<img src="images/antiroom.jpg" class="third" />
<<if $pockets.has("some dust") and not $cage.has('a dustbunny')>> You feel something wriggling in your pocket. You feel in it and pull out a rabbit - it's a dustbunny! You stroke it until it calms down and put it back in your pocket.<<set $dustbunny to true>><<set $dust to ($dust+clone(turns()))>><<set $score += 1>><<pickup "$pockets" unique "a dustbunny">> <</if>>
[[North|courtyard]] [[Wait|waitanteroom]] <<setlamp "lampoffantiroom">> [[South|C1c]]
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>
<<set $nap +=1>><<if $nap gt 1 and $nap lt 4>>You're not sleepy... <</if>><<if $nap gte 4>><<set $nap to 0>><<else>>Despite a fear of waking to find yourself completely fastened to the bed, you fall into a deep sleep dreaming about fifty shades of white rooms. You wake refreshed. <</if>><<if $handcuffs is true and $smallkey is false>> Looking around you realise you are no longer fastened to the bedpost.
<img src="images/jeanienote2.jpg" class="twothirds" />
There's an envelope lying next to you. You open it and find you've now got a small key and a note. You put the key in your pocket.
//'LOL - You're lucky I came back before you turned to a skeleton. You might find this key useful the next time you play with handcuffs.
Love Jeannie'//<<set $score += 1>><<set $smallkey = true>><<pickup "$pockets" unique "a key">><</if>>
Now what?
[[Leave the red room|C1c]] <<if $nowhip is false>>[[Get whip|nopew]]<</if>> <<if$nostrap is false>>[[Get strap|nopes]]<</if>> [[Break mirror]]
[[Look under the bed]] <<if ($rope is false) and ($handcuffs is true)>>[[Get the sheets]]<</if>><<if $handcuffs is false>>[[Get handcuffs]]<</if>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>It's too high up. You can't reach it. <<if $coin is true>>However you have a brainwave and throw the coin at it. It bounces off leaving the mirror undamaged.
You look around to pick up the coin but can't see it.<<set $coin to false>><<set $score -=1>><<drop "$pockets" "a coin">>
You consider throwing the lamp at the mirror but… there's that spider who hates the dark and the lamp is your only source of light. It //might// break the mirror but also might break the lamp.<</if>><<set $coinwastrue to true>>
What do you want to do? [[Throw lamp anyway]] [[Leave the red room|C1c]] [[Take a nap on the bed]] <<if $nowhip is false>>[[Get whip|nopew]]<</if>> <<if$nostrap is false>>[[Get strap|nopes]]<</if>> <<if not hasVisited("Break mirror")>>[[Break mirror]]<</if>> [[Look under the bed]] <<if ($rope is false) and ($handcuffs is true)>>[[Get the sheets]]<</if>><<if $handcuffs is false>>[[Get handcuffs]]<</if>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>Unfortunately it's securely fastened to the wall.
<<set $nowhip to true>>
What do you want to do?
[[leave the red room|C1c]] [[Take a nap on the bed]] <<if $nowhip is false>>[[Get whip|nopew]]<</if>> <<if$nostrap is false>>[[Get strap|nopes]]<</if>> [[Break mirror]] [[Look under the bed]] <<if ($rope is false) and ($handcuffs is true)>>[[Get the sheets]]<</if>><<if $handcuffs is false>>[[Get handcuffs]]<</if>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>Unfortunately, it's securely fastened to the wall.
<<set $nostrap to true>>
What now? What do you want to do?
[[Leave the red room|C1c]] [[Take a nap on the bed]] <<if $nowhip is false>>[[Get whip|nopew]]<</if>> <<if$nostrap is false>>[[Get strap|nopes]]<</if>> [[Break mirror]]
[[Look under the bed]] <<if ($rope is false) and ($handcuffs is true)>>[[Get the sheets]]<</if>><<if $handcuffs is false>>[[Get handcuffs]]<</if>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><<score>><<if not $pockets.has("a coin") and $coinwastrue is true>><img src="images/coinunderbed.jpg" class="twothirds" /><<else>><img src="images/dustunderbed.jpg" class="twothirds" /><</if>>
There's not anything under it<<if $dustbunny is false>> other than a lot of dust<</if>><<if $coinwastrue is true>> and a coin<</if>>.
<<if $pockets.has("some dust")>>Although you have no idea why you might need it, you have already got some dust in your pocket. <<else>>Since every adventurer know to gather as much useless stuff as possible, you need to gather the dust and put it in your pocket.<</if>>
<<if $coinwastrue is true and not $pockets.has("a coin")>><<link "Get the coin" `passage()`>><<pickup "$pockets" unique "a coin">><<set $score +=1>><<set $coin to true;$coinwastrue to false>><</link>><</if>> <<if $dustbunny is false and not $cage.has("a dustbunny")>><<link "Get the dust" "Red room">><<pickup '$pockets' unique 'some dust'>><<set $dust +=1>><<set $score +=1>><</link>><</if>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>You take the sheets off the bed and tear them up into strips. You platt the strips into a rope - a satin rope. <<set $rope to true>><<set $score += 1>><<pickup "$inventory" unique "a rope">>
The matress on the bed has a red stain on it. Yeuch!
What do you want to do?
[[Leave the red room|C1c]] [[Take a nap on the bed]] <<if $nowhip is false>>[[Get whip|nopew]]<</if>> <<if$nostrap is false>>[[Get strap|nopes]]<</if>> [[Break mirror]]
[[Look under the bed]] <<if $handcuffs is false>>[[Get handcuffs]]<</if>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><<score>>The lamp is off. It's pitch dark. On the ceiling a luminous arrow points northeast.
<img src="images/arrowNE.jpg" class="twothirds" />
What do you want to do?
[[Northwest|Continue forward]][[North|Continue forward]] [[Northeast|Continue forward]]
[[West|Continue forward]] <<setlamp>> [[East|Continue forward]]
[[Southwest|Continue forward]] [[South|Continue forward]] [[Southeast|Continue forward]]
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>
<<score>>The lamp is off. It's pitch dark. On the ceiling a luminous arrow points north.
<img src="images/arrowN.jpg" class="twothirds" />
What do you want to do?
[[Northwest|Continue forward]][[North|Continue forward]] [[Northeast|Continue forward]]
[[West|Continue forward]] <<setlamp>> [[East|Continue forward]]
[[Southwest|Continue forward]] [[South|Continue forward]] [[Southeast|Continue forward]]
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>
<<score>>The lamp is off. It's pitch dark. On the ceiling a luminous arrow points southeast.
<img src="images/arrowSE.jpg" class="twothirds" />
What do you want to do?
[[Northwest|Continue forward]][[North|Continue forward]] [[Northeast|Continue forward]]
[[West|Continue forward]] <<setlamp>> [[East|Continue forward]]
[[Southwest|Continue forward]] [[South|Continue forward]] [[Southeast|Continue forward]]
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>Nice try. You rub the lamp and although it is now a bit cleaner, nothing happens. Sorry the only useful genie in this story is 'Jeannie' who //may// be waiting for you in the red room.
<img src="images/PolishLamp.jpg" class="halfc" />
<<link "Continue" `previous()`>><</link>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><<score 5>>The original 'Castle of Riddles' was a text only adventure game written for the BBC microcomputer in 1982 by Peter Killworth. Played on a 32 Kb computer and written in BBC Basic, it had no room for graphics and limited space for text.
This version has been updated to include graphics and sound, extended to add more text, has more things to collect and uses a pointer or touch to input some text.
The original game tested only the first four letters of each word entered and the case you typed in didn't matter. This version allows that too except for the safe password. That's very helpful on a small screen device.
You'll probably die often so I advise you to save your position regularly. In the original game it was impossible to complete without being killed at least once. In this version you //can// complete the game without being killed.
If you are killed, use the back icon to go back a step and try something else or reload a saved position.
<b>General advice</b>
It's dangerous to move in the dark, however, many of us work well in the dark and learn from our mistakes. Your light source, if you have one, like a real one, will eventually lose power.
Tunnels and passages bend so heading north into one may not mean you enter the next from the south.
You can use some of the objects you find. Others just get in the way and take up space. You can only carry a limited number of items in your hands but you do have pockets for small items.
Beware of small green dragons. They steal things and you usually can't recover them.
You will usually add one point to your score for every new location you visit. Some locations get you more than one point and others cost you points. You'll also get points for every object you collect and every action you complete. Some objects point scores can be doubled but I'm not going to tell you how to do that. Some actions will cost you one or more points. You don't get points for wandering lost; that costs you points. You can't win if your score is low.
I'm not guaranteeing that this version (1.10) is mistake and bug free. If you come across one - please let me know on Mastodon - I'm https://mastodonapp.uk/@jaydax there or on Twitter - you'll find me there as @JChapman1729. Curious about that odd number 1729? It has a special meaning. I also write books including one called 'Immortality Gene'. If you were immortal and only killed by accidents then your life expectancy would be 1729 years. Incidentally that book is FREE - follow me on Twitter and you'll find a link to it.
[[Go back|Introduction]] [[Just get on with it|Chapter 1]]
The original game offered a prize of £1,500 and a silver 'Ring of Power' trophy. Released in February 1982 the prize had to be claimed by the end of March 1982. It says a lot for the game's difficulty that it took gamers almost to the deadline before someone claimed the prize. This game is harder and the only prize you'll get is the satisfaction of completing it.
You can find walkthroughs for the original game online and they //may// give you some help. If you are really stuck then there is an ebook of cheats available with maps, hints and a walkthrough. Find it for $0.99 at your favourite e-retailer through https://books2read.com/corr
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>You decide to take a breather and sit down for a while on a stump.
<<audio "birdsong" loop play>><<if $waiting is 0>><img src="images/stump.jpg" class="third" /><<elseif $waiting gte 1>><span id="darken"><img src="images/stump.jpg" class="third" /></span><</if>>
<<if $waiting is 0>>The birds sing, the wind blows in the trees. Rays of sunlight dapple the forest floor.
It's very peaceful and totally boring. <<elseif $waiting is 1>>The birds are still singing but it's beginning to cloud over too and looks as if it might rain. <<elseif $waiting is 2>>A chilly breeze blows through the trees. You might want to do something! <<elseif $waiting is 3>>Yeucht! A pidgeon flies past and poops on your head. It's starting to rain.<<audio "pigeonfly" play>> <<elseif $waiting is 4>>A cow flies overhead and poops on your head! That magician must have a weird sense of humour. Can't you take a hint? It's raining hard and big globs of //something// are running down your neck.<<audio "thunderstorm" play>><<audio "cowsplatt" play>><<audio "birdsong" fadeout>> <</if>>
What do you want to do now? <<set $waiting += 1>>
<<link "NW" `previous()`>><</link>><<if previous() is "Origin">>[[North|Chapter 2]]<<else>><<link "N" `previous()`>><</link>><</if>><<link "NE" `previous()`>><</link>> [[Up|Climb tree]]
<<link "W" `previous()`>><</link>><<if $waiting is 5>>[[Wait|forestzap]]<<else>>[[Wait|WaitForest]]<</if>><<link "E" `previous()`>><</link>>
<<link "SW" `previous()`>><</link>><<link "S" `previous()`>><</link>><<link "SE" `previous()`>><</link>> [[Down|down]]
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>
<<set $score -=1>>There doesn't appear to be anything to get here!
<img src="images/huh.jpg" class="half" />
You look around to find something you can use but soon find you are totally lost. What do you want to do now?
[[Northwest|O4]] [[North|O4]] [[Northeast|O4]] [[Up]]
[[West|O4]] [[Wait|WaitForest]] [[East|O4]]
[[Southwest|O4]] [[South|O4]] [[Southeast|O4]] [[Down|down]]
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>You are really not very steady here. It might be a good idea to get down.
<img src="images/treetop.jpg" class="twothirds" />
[[Down|Chapter 1]]
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>You switch the lamp is on<<if $battery gte 60>> it works and it's shining brightly.
<img src="images/InAlcoveLon.jpg" class="half" />
<<elseif $battery gte 40>>, it works but might need a new battery soon.
<<elseif $battery gte 10>> it works but it's not very bright.
<<elseif $battery gte 1>> it works but it only glows dimly.
<<else>> but it doesn't work. The battery appears to be dead.<<if tags(previous()).includes("dark") and ($battery is 0)>><<toggleclass "body" "dark light">>You still can't see anything.<</if>>
<</if>>
<<set $battery -= 1>>
<<link "Continue" `previous()`>><</link>> <<link "Turn the lamp off" `previous()`>><<set $lampon to false>><</link>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>
A bolt of lightning hits you. I did warn you.<<audio "zap" play>><<audio "thunderstorm" fadeout>>
<img src="images/forestzap.jpg" class="third" />
<<dead "Instead of sitting around in the forest -">>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><<score -1>>You look for some sort of exit above you and find nothing. You tap the walls and roof - they're solid. Unfortunately, you don't have a pickaxe or dynamite to break your way through which is probably just as well. You're an adventurer not a miner.
Try something else.
[[Northwest|C1a]] [[North|C1a]] [[Northeast|C1b]]
[[West|C1a]] [[Wait|Waitguardroom]] [[East|C1a]] <<setlamp "Lamp offC1a">>
[[Southwest|C1a]] [[[South|C1a]] [[Southeast|C1a]] [[Down|grtrap]]
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><<score>>Maybe there's a secret trapdoor in the floor? There's a tattered rug covering one corner. You move it and find only dust. Apparently the guardsmen don't have a dustpan here. You get the dust although it's probably not going to be helpful. <<if $dust is 0>><<pickup '$pockets' unique 'some dust'>><</if>><<set $dust +=1>>
Try something else.
[[Northwest|C1a]] [[North|C1a]] [[Northeast|C1b]] [[Up|grhatch]]
[[West|C1a]] [[Wait|Waitguardroom]] [[East|C1a]] <<setlamp "Lamp offC1a">>
[[Southwest|C1a]] [[[South|C1a]] [[Southeast|C1a]]
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>Seriously! You want to wait in this creepy guardroom with a wacking great big spider scuttling about? The very thought of it gives you the shivers.
<img src="images/Singing.jpg" class="twothirds" />
To try and distract yourself from the thought you think back to an impressive performance of Mozart's aria 'Queen of Night' sung by Florence Foster Jenkins and start singing along to it in her style as you replay it in your memory.<<audio "aweful" play goto "enough">>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>
<<score>>You attempt to get the handcuffs but all you succeed in doing is to handcuff one wrist to a bedpost. No matter what you do you can't get the darn thing undone. You need a key and you haven't got one.
<img src="images/handcuffed.jpg" class="twothirds" />
Maybe some oil from the lamp might allow you to slip your hand free? Except it's a battery lamp and there's no oil in it.
You think of making a paper aeroplane from Jeannie's note, writing SOS on it and throwing it out the window but you don't have a pen'
You don't have a lot of options! <<set $handcuffs to true>>
[[Take a nap on the bed]]
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><<set $ts to $score + $t>><<if $inventory.has("a lamp") and $lampon>>The lamp is on.<</if>>
<<print passage()>> v:$visit s:$ts t:<<print turns()>> b:<<print $battery>> c:<<print $inventory.count()>>
You can carry $maxitemcount objects.
You have:
<<inventory "$inventory" ", ">>
In your pockets you have:
<<inventory "$pockets" ", ">>
Hint: $hint
<<score>>The lamp is off and it's very dark but you can still see daylight coming from the door to the north.
<img src="images/antiroom.jpg" class="third" />
What would you like to do now?
[[North|courtyard]] [[Wait|waitanteroom]] <<setlamp>>
[[South|Continue forward]]
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>
OK you wait. After a while you get bored<<if $dustbunny is true>> and pet the dustbunny<<if ($dust - turns()) gte 4>>. It looks well fed. <<elseif ($dust - turns()) gte 1>>. It looks a little thin.<<elseif ($dust - turns()) lte 0>>. It's dead! It looks like it starved to death. You have to feed them you know. You now have a very skinny dead rabbit. <<set $deadrabbit to clone(turns())>><<set $dustbunny to false>><<set $=1>><</if>><</if>>
<<link "Continue" `previous()`>><</link>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><<if $ts lt 300 and !$inventory.has("rubber boots")>>As you touch the ring. a lightning bolt from the blue crashes into your puny body. The resulting million volts proves somewhat of an overload….
<<audio "zap" play>><img src="images/courtyardzap.jpg" class="twothirds" />
<<dead "Hint: You need a score of at least 4 before you try to enter the courtyard but even then - DON'T TOUCH THE RING! unless you have a score of at least 300//">>\
\
<<elseif $ts gte 300 and !$inventory.has("rubber boots")>>As you touch the ring. a lightning bolt from the blue crashes into your puny body. The resulting million volts proves somewhat of an overload….
<<audio "zap" play>><img src="images/courtyardzap.jpg" class="twothirds" />
<<dead "Hint: You need a score of at least 4 before you try to enter the courtyard but even then - DON'T TOUCH THE RING! unless you have some rubber boots//">>\
\
<<elseif $ts lt 350 and $inventory.has("rubber boots")>>As you touch the ring. a lightning bolt from the blue crashes into a tower above the courtyard. The tower collapses on top of you. The rubber boots you wear didn't help in the slightest.
<<audio "zap" play>><img src="images/courtyardtowercollapse.jpg" class="twothirds" />
<<dead "Hint: You need a score of at least 400 before you try to get the ring//">>\
\
<<elseif $ts gte 400 and $inventory.has("rubber boots")>>
As you touch the ring. a lightning bolt from the blue crashes into your puny body. The resulting million volts would normally be a bit of an overload… but you're wearing rubber boots. Although every hair on your body stands on end...
!!You have the ring!
There's a flash of light and both the evil wizard and the wizard who employed you appear. Using their wands they hurl spells at each other.
<<if $Arthur>>King Arthur runs down the stairs from the safe room. He draws Excaliber, his sword, and rushes at the evil wizard who promptly turns him into a frog. Your wizard doesn't look to be doing too well in the battle but the distraction gives him the chance to shout to you, "THROW ME THE RING!"
You do do and with a last effort your wizard turns the evil wizard into a toad which he then steps on.
Smiling he turns to you and says -
!!You've Won!
Would you like to see a list of the treasures you collected?
[[Show me the treasures]]
<<else>>
Unfortunately this isn't a 'happy ever after' story and the wizard who employed you loses the battle.
The evil wizard turns to you and says "Thanks for gathering all the treasures for me. I've changed the safe password. Now if you'll just hand over the ring I will let you live.
Your response:
[[Never]]
[[OK - here's the ring]]
<<if $inventory.has("a notebook")>>[[Consult the notebook]]<</if>>
<<if $inventory.has("a golden oil lamp") and $wishes gt 0>>[[Rub the magic lamp|rublamp]]<</if>>
<</if>>
<</if>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>
<<score 2>><<if $lampon is true>>You're in an alcove. There's an exit northeast. <<if $dwest === 2>>Behind you is the exit to the [[courtyard|courtyard]] where the shimmering curtain used to be.<<else>>Behind you should be that shimmering curtain but all you see is a solid wall.<</if>>
<<if $dwest ===2>>[[Northeast|Wishing well2]]<<else>>[[Northeast|Wishing well]]<</if>> <</if>>
\
<<if $westshimmer is true and $dwest lt 2>>You try to go through where the shimmering curtain was but bounce off the wall. Seems you can't go through one of these curtains more than once. <<elseif $dwest ===2>>You are in the west alcove. <<else>>You passed through the shimmering light without harm. <<set $intone += 1>><<set $westshimmer to true>><</if>>
<<if ($haslamp is true) and ($lampon is false)>>
/*unlit graphic goes here*/ It's dark.
<<link "Lamp on" `passage()`>> <<set $lampon to true>>
<<if $battery > 0>> <<removeclass "body" "dark">><</if>><</link>>
<<elseif ($haslamp is true) and ($lampon is true) and ($battery > 0)>>
/*lit graphic here*/
<img src="images/alcoveW.jpg" class="twothirds" />
<<link "Lamp off" `passage()`>> <<set $lampon to false>>
<<if tags().includes('dark')>> <<addclass "body" "dark">>
<</if>> <</link>>
<<else>>/*unlit graphic goes here*/
The lamp battery is dead.
<</if>>
<<if $dustbunny is true>> <<if ($dust - turns()) lte 0>>. The rabbit in your pocket gives a few spazmodic jerks. You fish it out. It's dead! It looks like it starved to death. You have to feed them you know. You now have a very skinny dead rabbit. <<set $deadrabbit to clone(turns())>><<set $dustbunny to false>><<set $=1>><</if>><</if>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><<score>><<if $inventory.has("a troll") and ($statue||$brokenstatue)>>You persuade the troll to carry the statue from the courtyard. <</if>>You are in a vaulted stone chamber. An enormous metal walk-in safe occupies the entire west wall, while a tunnel goes north. Steps lead down to the courtyard, southeast. On the south wall someone has scrawled in a strange script 'ↁЯДБФИ FЯЄЄ ZФИЄ' <<set $intone += 1>>
The safe door is closed.
Next to the east wall is a metal cage. Inside it is a bowl of dust fed by a steady trickle of it which falls from a chute.
<<if $saferoom.has('a dustbunny')>>The dustbunny runs to the cage and appears to want to get in it.<</if>>
<<if $cage.has('a dustbunny')>> You've put a dustbunny in the cage. It immediately started eating the dust. It must have been hungry. It seems very happy there.<</if>><<if $inventory.has("a key")>> <<transfer "$inventory" "$pockets" "a key">><</if>>
''You have:''
<span class='auto-update' data-macro='<<linkedinventory "Drop" "$inventory" "$saferoom">>'>\
<<linkedinventory "Drop" "$inventory" "$saferoom">>\
</span>
''In your pockets you have:''
<span class='auto-update' data-macro='<<linkedinventory "Drop" "$pockets" "$saferoom">>'>\
<<linkedinventory "Drop" "$pockets" "$saferoom">>\
</span>
''On the floor is:''
<span class='auto-update' data-macro='<<linkedinventory "Get" "$saferoom" "$inventory">>'>\
<<linkedinventory "Get" "$saferoom" "$inventory">>
</span>
<<if $ts eq 399>> <<linkreplace "Consult the notebook">>Have you tried the north exit?<</linkreplace>><</if>>
<<if $ts eq 400>> <<linkreplace "Consult the notebook">>You have a score of 400. Go get that ring!"<</linkreplace>><</if>>
What do you want to do?
[[North|fountain]] [[SE Stairs|courtyard]] [[Wait]] <<linkreplace "Open the safe">><<set $initialcount to $Safevaluables.count()>>
The safe is locked. To unlock it you'll need to type in the unlock code. Do you have it? <<textbox "$safecode" "" "CheckCode" autofocus>><</linkreplace>>
<<nobr>>
<<if $dustbunny and not $cage.has('a dustbunny')>>
<span class='auto-update' data-macro="<<link 'Put the dustbunny in the cage' 'dustbunnycage'>><<transfer '$saferoom' '$cage' 'a dustbunny'>><<set $dustbunny to false>><</link>> "></span>
<<elseif $cage.has("a dustbunny")>>
<span class='auto-update' data-macro="You have put a dustbunny in the cage. It immediately started eating the dust. It must have been hungry. It seems very happy there. "> </span>
<</if>>
<</nobr>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><<score 2>><<if $lampon is true>>You're in an alcove. There's an exit north. <<if $dnorth === 2>>Behind you is the exit to the [[courtyard|courtyard]] where the shimmering curtain used to be.<<else>>Behind you should be that shimmering curtain but all you see is a solid wall.<<set $northshimmer to true>><</if>>
[[North|CorridorOfDoom1]] <</if>>
\
<<if $northshimmer is true and $dnorth lt 2>>There seems no way back to the courtyard. <<if $dynamite == 1>><<linkreplace "Use dynamite">>You place the dynamite against the south wall, light the fuse and retreat to a safe distance. After it explodes you come back to find the entrance to the [[courtyard|courtyard]] is now open.
BUT
You've used your last stick of dynamite. Good luck getting into the remaining passage.<<set $dnorth to 2>><</linkreplace>><</if>><<elseif $dnorth ===2>>You are in the north alcove. It's dark. <<else>>You passed through the shimmering light without harm. \<<set $intone += 1>><<set $northshimmer to true>><</if>>\
<<if ($haslamp is true) and ($lampon is false)>>
/*unlit graphic goes here*/ It's dark.
<<link "Lamp on" `passage()`>> <<set $lampon to true>>
<<if $battery > 0>> <<removeclass "body" "dark">><</if>><</link>>
<<elseif ($haslamp is true) and ($lampon is true) and ($battery > 0)>>
<img src="images/alcoveN.jpg" class="twothirds" />
<<link "Lamp off" `passage()`>> <<set $lampon to false>>
<<if tags().includes('dark')>> <<addclass "body" "dark">>
<</if>> <</link>>
<<else>>/*unlit graphic goes here*/
The lamp battery is dead.
<</if>>
<<set $bones to false>>\
<<if $inventory.has("a can of red paint")>>\
<<if $d1 is false>>What do you want to do? <<textbox "$do1" "" "check" autofocus>>\
<</if>>\
<<if $do1 is "open can" and $lampon is false>>It's difficult to do that in the dark but...
<</if>>\
<<if $do1 is "open can" and $paint is "closed">>You open the can spilling a little of the red paint.<<set $paint to "open">><<set $score +=1>>
<<if $tc is false>>You are carrying an open can of red paint.
<</if>>\
What now? [[Go north?|CorridorOfDoom1]]\
<<elseif $do1 neq "open can" and $do1 neq "">>Sorry, '$do1' doesn't work.<</if>><</if>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>
<<score 2>><<if $lampon is true>><<if !$forklift>>You're in an alcove. There's an exit east. <<if $deast === 2>>Behind you is the exit to the [[courtyard|courtyard]] where the shimmering curtain used to be. \<<else>>There should be a shimmering curtain here but all you see to the west is a solid wall.on which someone has written 'ↁЯДБФИ FЯЄЄ ZФИЄ'
<</if>><</if>>\
\<</if>>\
<<if $eastshimmer is true and $deast lt 2>>There seems no way back to the courtyard. <<elseif $deast ===2>>You are in the east alcove. It's dark. \
<<else>>You passed through the shimmering light without harm. <<set $intone += 1>><<set $eastshimmer to true; $forklift to false>><<newinventory "$eastalcove">><<newinventory "$fork_lift">><<newinventory "$redpassage">>
<</if>>\
<<if ($haslamp is true) and ($lampon is false)>>
/*unlit graphic goes here*/ It's pitch dark. \
<<link "Lamp on" `passage()`>><<set $lampon to true>>
<<if $battery > 0>> <<removeclass "body" "dark">><</if>><</link>>
<<elseif ($haslamp is true) and ($lampon is true) and ($battery > 0)>>Your lamp is on \
<<if $battery gte 60>> and it's shining brightly. \
<<elseif $battery gte 40>>- might need a new battery soon though. \
<<elseif $battery gte 10>>but it's not very bright. \
<<elseif $battery gte 1>>but it only glows dimly.
<</if>>\
You're in a dark alcove. Much darker than the others. It's bigger too. <<if $deast < 2>>The only exit is <<else>>You can go back into the [[courtyard|courtyard]] and there's an exit<</if>> [[east.|deadly]]
<<if $forklift and $fork_lift.has("a marble statue")>><img src="images/driveforkliftwithstatue.jpg" class="full" />
The courtyard exit is just big enough for you to drive through.\
<<elseif $eastalcove.has("a forklift truck") and $eastalcove.has("a statue") and $deast === 2 and !$forklift>><img src="images/EAlcoveBrokenStatue.jpg" class="twothirds" />
Oh No! The blast from the dynamite knocked the statue over. It's now broken. Despite the damage, the statue is valueable so you heave it back onto the forklift truck and then drive it into the courtyard.<<set $forklift to true<<timed 15s>><<pickup "$inventory" unique "a broken statue">><<goto "courtyard">><</timed>><<else>><img src="images/EAlcove.jpg" class="twothirds" /><</if>> /*lit graphic here*/
<<if $forklift>><<link "Get out the forklift" `passage()`>>.<<set $forklift to false>><<pickup "$eastalcove" "a forklift truck">><</link>><</if>>
<<link "Lamp off" `passage()`>> <<set $lampon to false>>
<<if tags().includes('dark')>> <<addclass "body" "dark">>
<</if>> <</link>>
<<else>>/*unlit graphic goes here*/
The lamp battery is dead.
<</if>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><<score>><<if $nothing is true>><<print "Nothing happens.">><<set $nothing to false>><</if>> <<if ($battery > 0) and ($lampon is true)>>\ <<removeclass "body" "dark">><</if>><<hungryb>><<set $nobear to false>>You are standing by a wishing well, with a deep vertical brick shaft but no sign of a rope or pulley. A sign reads //'If you know what is good for you, make your donation here. Signed, a well-wisher.'// A tunnel leads southeast.
<<if $well.has("a coin")>><img src="images/wishingwellN.jpg" class="half" />A doorway now leads north<<else>><img src="images/wishingwell.jpg" class="half" /><</if>>
<<if ($rod is false) and ($rodinwell is false)>>There is a three-foot black metal rod with a hole in one end here.
<<link "Get the rod" "rod">><<pickup "$inventory" "a rod">><</link>> <</if>>\
<<if $pockets.has("some dust")>><<link "Drop dust" `passage()`>><<drop "$pockets" "somedust">><<set $nothing to true>><</link>><</if>>\
<<if $pockets.has("a coin")>><<link "Drop coin" "ching">><<set $coininwell to true>><<transfer "$pockets" "$well" "a coin">><</link>><</if>> \
<<link "Drop lamp" "nolamp">><<set $haslamp to false>><<set $lampon to false>><<if tags().includes('dark')>> <<addclass "body" "dark">> <</if>><</link>> \
<<if ($deadrabbit gt 0)>><<link "Drop rabbit" `passage()`>><<set $nothing to true>><<set $deadrabbit to false>><<set $rabbitinwell to true>><<transfer "$inventory" "$well" "a dead rabbit">><</link>><</if>>\
<<if $dustbunny is true>><<link "Drop rabbit" "killrabbit">><<set $score -=1>><<set $nothing to true>><<set $dustbunny to false>><</link>><</if>>\
<<if $rod is true>><<link "Drop rod" `passage()`>><<set $nothing to true>><<set $rod to false>><<set $rodinwell to true>><<transfer "$inventory" "$well" "a rod">><<set $score -=1>><</link>><</if>> \
<<if $inventory.has('a rope')>><<link "Use the rope to climb down the well" "downwell">><</link>> <<link "Drop rope" `passage()`>><<set $nothing to true>><<set $rope to false>><<set $score -=1>><<transfer "$inventory" "$well" "a rope">><</link>><</if>> \
<<if $pockets.has('a key')>><<link "Drop key" `passage()`>><<set $nothing to true>><<set $smallkey to false>><<set $score -=1>><<transfer "$pockets" "$well" "a key">><</link>><</if>> \
<<if $well.has("a coin") or $hiddendoor is true>>[[North|bearpassage1]]<</if>> [[Wait]] [[Southeast|westshimmer]] [[Down|downwell]]
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>
<<set $hint to "You're going to need that rod. Be careful not to lose it.">>
<<3>><span class= "big">Unbelievable cruelty!</span> You drop that poor rabbit down the well to it's doom.
A hidden passageway to the north bursts open and a large bear rushes in saying "That could have been my lunch! Go get it!" The bear picks you up and throws you down the well.
<img src="images/fallwell.jpg" class="twothirds" />
You fall a long way. You hope there's plenty of water at the bottom but there isn't…
You hit your head on something hard buried in the mud at the bottom.
<<dead>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><<if $rope is true>>You tie the rope you've made to a bit of iron at the well top and ease yourself over the edge holding it. Unfortunately, a satin rope is slippy and comes undone while you are part way down.
<<else>>You ease yourself over the well and brace yourself against the wall at the far side. You slowly try to work your way down but the walls are slippy and you can't get a grip.<</if>> You slip and fall a long way. You hope there's plenty of water at the bottom but there isn't…
You hit your head on something hard buried in the mud at the bottom.
<span class = "big">Oh dear. You're dead.</span> Would you like to [[try again?|Chapter 1]]
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>
<<score>><<set $coin to false>><<set $score -=1>><<set $noplayR1 to false;$noplayR2 to false>><<audio "ching" play>><<set $hiddendoor to true>>You drop an object down the well. The well emits a loud "CHING"!
You're at the wishing well and a previously hidden doorway now leads north. <<hungryb>>
<img src="images/wishingwellN.jpg" class="twothirds" />
[[North|bearpassage1]] [[Southeast|westshimmer]] [[Wait]]
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><<set $score -3>>Unwisely you drop your only source of light down the well. It's now pitch dark. Your only option is to try and climb down after it. You ease yourself over the well and brace yourself against the wall at the far side. You slowly try to work your way down but the walls are slippy and you can't get a grip. You slip and fall a long way. You hope there's plenty of water at the bottom but there isn't…
You hit your head on something hard buried in the mud at the bottom.
<span class = "big">Oh dear. You're dead.</span> Would you like to [[try again?|Chapter 1]]
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>
<<score>>You are at a gateway to the south of a long north-south corridor lit by hidden means. Behind you is an exit south. Some way up the corridor you can dimly see a murky northeast exit. There is a pattern of dots and dashes on the floor.
<img src="images/tunnel1.jpg" class="twothirds" /><<hungryb>>
<<set $yourpos to 0>><<bearpos>>
<<if $dwest === 2>>Drat! That bear is back again. And this time there's no scary book to throw at him.<</if>>
[[North|bearpassage2]] <<link "Wait" `passage()`>><</link>> [[South|Wishing well]] [[SOS]] <<togglelamp>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>
<<score>>OK you now have a black metal rod which looks like a rather poor quality walking stick. You swing it to see if it has enough weight to be used as a weapon. It's not heavy enough but coloured smoke comes out the hole in the end. Very pretty. <<set $rod to true>><<set $score +=1>>
<img src="images/rod.jpg" class="threequarters" />
[[Continue|Wishing well]]
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><<set $score -=1>><<if $waiting is 0>>You decide to take a breather and ponder about what to do next. <</if>> <<hungryb>>
<<if $waiting is 0>>/*start of waiting text*/For the moment nothing seems to be trying to kill you.
It's very peaceful and totally boring. <<elseif $waiting is 1>>The complete absense of noise in here is a little unnerving. <<elseif $waiting is 2>>You might want to do something! <<elseif $waiting is 3>>What's that creaking noise?<<audio "creak" volume 0.1 play>> <<elseif $waiting is 4>>It's getting nearer Can't you take a hint? Can you really bear to wait longer?<<audio "creak" volume 1 play>><</if>>
What do you want to do now? <<set $waiting += 1>>
<<link "Continue" `previous()`>><</link>>
<<if $waiting is 5>>[[Wait|disaster]]<<else>>[[Wait]]<</if>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>A huge bear bursts from a hidden door to the north.
<img src="images/fatherbear.jpg" class="twothirds" />
It's carrying a picture full of small holes. It sees you and compares you with the picture. "Close enough. Who's been sitting…" it mutters, before it grabs you and hugs you to death.
<<dead "Instead of sitting around -">>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><<score>>You are at the south end of the long corridor. There is a gateway to the south. To the north the corridor splits with a dark exit northwest and a murky passage entering from the northeast.
<<if $dwest === 2||$broom>><img src="images/bearpassage2nobroom.jpg" class="twothirds" /><<else>><img src="images/tunnel2.jpg" class="twothirds" /><</if>><<hungryb>>
Someone was sweeping the floor here but didn't finish the job. <<if $broom is false and !$dwest ===2>>They left a broom here.<</if>> The floor is still dusty.
<<set $yourpos to 1>><<bearpos>>
<<if $nobear is false>> <<if ($bearpos lte 2 or $bearpos eq 5)>> The little bear shambles into you and hugs you happily, but fatally.
<span class= "big">Oh dear. You're dead!</span> Would you like to try again? [[Chapter 1]]<<set $dead to true>><</if>><</if>>
<<if $dead is false>>[[Northwest|deadend]] [[North|bearpassage4]] [[Northeast|bearpassage3]] <<link "Wait" `passage()`>><</link>> [[South|bearpassage1]] <<if $broom is false>><<link "Get broom" `passage()`>><<pickup "$inventory" "a broom">><<set $broom to true;$score += 1>><</link>><</if>> <<if $broom is true>><<link "Sweep floor" `passage()`>>You collect some more dust. <<$dust += 1>><</link>><</if>><</if>> <<togglelamp>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><<score>>There is a bright flash!
When you can see again, you find that you're south of the castle. <<set $location to "SOC">>
<img src="images/entrance.jpg" class="half" />
<<if $deast>>Looking around you see the gateway leading north into the castle. To the northeast and northwest are paths around the castle. South of you there is the forest. Looking up you see the pinnacle where the golden harp and axe are. Unfortunately there is no way you can climb up the castle wall to them.<<else>>!Welcome back
<<set $dead to false>>You find you are standing south of the wizard’s castle which stands on hill above a vast forest to the south. Paths go northeast and northwest around the Castle walls, and dark gateway leads north into the castle. The castle walls are unclimbable, but there are ledges and ramparts visible far above.<</if>>
<<if $southofcastle.count() >0>>On the ground there is:
<<linkedinventory 'Pick Up' '$southofcastle' '$inventory'>>
With you, you have:
<<linkedinventory 'Drop' '$inventory' '$southofcastle'>>
<<if $inventory.count() > 0>><span class = "red"> You might want to save your position.</span><</if>><</if>>
Which way do you want to go?
[[Northwest|O2]] [[North|Chapter 2]] [[Northeast|O1]] [[Up]]
[[West|O4]] [[Wait|WaitForest]] [[East|O4]]
[[Southwest|O4]] [[South|O4]] [[Southeast|O4]] [[Down|down]]
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><<score>><<if !$passageclear>><img src="images/rockfall.jpg" class="twothirds" />
<<else>><img src="images/rockfallclear.jpg" class="twothirds" />
<</if>><<if visited() == 1>><<set $last to previous()>><</if>><<if $passageclear is true and $dead is false>>You return after the bang.
The dynamite has cleared the blockage and you can now go [[west|riddleroom7]] past it.
<<elseif $passageclear is true and $dead is true>>The dynamite has cleared the blockage and you //could// now go west past it.
<span class - "big">But...</span>
<<dead "Too late you realised you were too close to that dynamite. You were killed by flying debris. It's not a good idea to stand next to exploding dynamite. Next time - RUN!">>
<<else>>You find you can't go that way. The passage is blocked by a fallen roof.
Perhaps you could clear the blockage with some [[dynamite]] ?
<<link "Go back" "bearpassage2">><</link>><</if>> <<togglelamp>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><<score>>You are in a winding passage which enters from the southwest and exits northeast.
<<if not $pockets.has("an emerald necklace")>><img src="images/tunnel3.jpg" class="twothirds" />
<<if not $pockets.has("an emerald necklace")>>There's an emerald necklace lying here! <<linkreplace "Get the necklace">>At last you have something valuable! You put the necklace in your pocket.<<set $necklace to true>><<pickup "$pockets" unique "an emerald necklace">><<set $score+=1>><</linkreplace>><</if>><<elseif $pockets.has("an emerald necklace")>><img src="images/tunnel3n.jpg" class="twothirds" /><</if>> <<hungryb>>\
<<set $yourpos to 2>><<bearpos>>\
<<if $nobear is false>> <<if ($bearpos lte 1 or $bearpos eq 5)>> The little bear shambles into you and hugs you happily, but fatally.
<span class= "big">Oh dear. You're dead!</span> Would you like to try again? [[Chapter 1]]<<set $dead to true>><</if>><</if>>\
<<if $dead is false>>[[Southwest|bearpassage2]] <<link "Wait" `passage()`>><</link>>
[[Northwest|bearpassage4]]<</if>> <<togglelamp>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><<score>>You are at the north end of the long corridor. There is a gateway north, and a dark exit southeast.
<img src="images/tunnel4.jpg" class="twothirds" /><<hungryb>>\
<<set $yourpos to 3>><<bearpos>>\
<<if $nobear is false>> <<if ($bearpos eq 0 or $bearpos eq 6 or $bearpos eq 5)>> The little bear shambles into you and hugs you happily, but fatally.
<span class= "big">Oh dear. You're dead!</span> Would you like to try again? [[Chapter 1]]<<set $dead to true>><</if>><</if>>\
<<if $dead is false>>[[North|bearpassage5]] <<link "Wait" `passage()`>><</link>> [[South|bearpassage2]] [[Southeast|bearpassage3]]<</if>> <<togglelamp>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><<score>>You are at a gateway to the north of the long corridor, which lies south. Steps lead northeast, and a narrow passage exits northwest.
<img src="images/tunnel5.jpg" class="twothirds" /><<hungryb>>\
<<set $yourpos to 4>><<bearpos>>\
<<if $nobear is false>> <<if ($bearpos eq 0 or $bearpos eq 6)>> The little bear shambles into you and hugs you happily, but fatally.
<span class= "big">Oh dear. You're dead!</span> Would you like to try again? [[Chapter 1]]<<set $dead to true>><</if>><</if>>\
<<if $dead is false>>[[NE steps|Bear bedroom]] <<link "Wait" `passage()`>><</link>> [[Northwest|riddleroom1]] [[South|bearpassage4]]<</if>> <<if $book is true>>[[Throw book at bear]]<<set $scaredbear to true>><</if>> <<togglelamp>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><<score>>You're in the bears' bedroom, which would be richly furnished had the bears been rich. Steps leave up to the southwest.<<if $paintcan is false>><img src="images/bearbedroom.jpg" class="twothirds" /><<else>><img src="images/bearbedroomnopaint.jpg" class="twothirds" /><</if>>
<<if not $inventory.has("a can of red paint")>>There is a can of red paint here.<</if>>
There is a small bear-sized bed here, and signs that there were once two others.
[[Up to SW|bearpassage5]]
<<linkreplace "Get the can">>You get the paint can and open it. It's a lovely shade of blood red. A great color for a bedroom - provided it's not //your// bedroom. You put the lid back on. It doesn't fit too well. Be careful with it.<<set $can to "paint"; $full to true;$paintcan to true>><<pickup "$inventory" "a can of red paint">><<set $score += 1>><</linkreplace>>
[[Use the bed]] <<link "Wait" `passage()`>><</link>> <<togglelamp>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><<score>><<set $yourpos to 5>><<bearpos>>
<<if $riddle1 is "towel" and $inventory.has("a contraption of cloth and wire")||$dwest>><img src="images/RiddleRoom1-2completed.jpg" class="twothirds" /><<elseif $riddle1 is "towel" and !$inventory.has("a contraption of cloth and wire")>><img src="images/RiddleRoom1pass.jpg" class="twothirds" /><<else>><img src="images/RiddleRoom1.jpg" class="twothirds" /><</if>>
You are in a square room made of pure marble, with an exit south. <<if $r1 is false>>To the north is an exit which pulses red and blue. Above it is a sign reading:
WHAT GETS WETTER AS IT DRIES?
Your answer <<textbox "$riddle1" "" "checkriddle" autofocus>><</if>>
<<if $riddle1 is "towel" and $noplayR1 is false>>There's a dark exit north which emits a loud fanfare!<<audio "fanfare" play>><<set $noplayR1 to true>><<set $score +=2>><</if>><<if $riddle1 is "towel">>
You're in a riddle room. The sign now says:
You may now pass. [[North|riddleroom2]]<</if>>
<<toomuch>>
<<if $contraption is false>>There is a contraption of cloth and wire here. <<link "Get contraption" `passage()`>><<set $contraption to true;$score +=1>><<pickup "$inventory" "a contraption of cloth and wire">>You have the contraption - whatever it is. You seem to be gathering quite a bit of junk. Can't you find something valuable?<</link>><</if>>
<<link "Wait" `passage()`>><</link>> [[South|bearpassage5]] <<if $r1 is false>><<linkappend "N">>ope - An invisible force bars your way<</linkappend>><</if>> <<togglelamp>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>You lie on the bed and are just about to nod off when a great big bear bursts in, muttering "Who's been…" He grabs you and hugs the life out of you.
<span class="big">Oh dear. You're dead!</span> Would you like to [[try again?|Chapter 1]]
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><<set $fountainidea to $fountainidea.toLowerCase()>>\
<<set $idea to $idea.toLowerCase()>>\
<<set $idea2 to $idea2.toLowerCase()>>\
<<set $idea to $idea.toLowerCase()>>\
<<set $stopdragon to $stopdragon.toLowerCase()>>\
<<set $riddleC to $riddleC.toLowerCase()>>\
<<set $riddleB to $riddleB.toLowerCase()>>\
<<set $riddle10 to $riddle10.toLowerCase()>>\
<<set $riddle9 to $riddle9.toLowerCase()>>\
<<set $riddle8 to $riddle8.toLowerCase()>>\
<<set $riddle7 to $riddle7.toLowerCase()>>\
<<set $riddle6 to $riddle6.toLowerCase()>>\
<<set $riddle5 to $riddle5.toLowerCase()>>\
<<set $riddle4 to $riddle4.toLowerCase()>>\
<<set $riddle3 to $riddle3.toLowerCase()>>\
<<set $riddle2 to $riddle2.toLowerCase()>>\
<<set $riddle1 to $riddle1.toLowerCase()>>
<<if $inventory.has("a shrink ray") and $fountainidea.includes("shri")>> <<set $rG to true>><<set $fountainidea to "shrink">><<goto `previous()`>>\
<<elseif $inventory.has("a bag of corn") and $idea2.includes("feed")||$idea2.includes("corn")||$idea2.includes("give")>><<set $rF to true>><<set $idea2 to "feed">><<goto `previous()`>>
<<elseif $idea.includes("goos")>><<set $rE to true>><<set $idea to "goose">><<goto goose>>
<<elseif $stopdragon.includes("edwi")>><<set $rD to true>><<set $stopdragon to "edwin">><<goto `previous()`>>
<<elseif $riddleC.includes("opin")>><<set $rC to true>><<set $riddleC to "opinion">><<goto `previous()`>>
<<elseif $riddleB.includes("empt")>><<set $rB to true>><<set $riddleB to "empty">><<goto `previous()`>>
<<elseif $riddle10.includes("noth")>><<set $rA to true>><<set $riddle10 to "nothing">><<goto `previous()`>>
<<elseif $riddle9.includes("wron")>><<set $r9 to true>><<set $riddle9 to "wrong">><<goto `previous()`>>
<<elseif $riddle8.includes("prie")>><<set $r8 to true>><<set $riddle8 to "priest">><<goto `previous()`>>
<<elseif $riddle7.includes("foot")>><<set $r7 to true>><<set $riddle7 to "foot">><<goto `previous()`>>
<<elseif $riddle6.includes("e")>><<set $r6 to true>><<set $riddle6 to "e">><<goto `previous()`>>
<<elseif $riddle5.includes("icic")>><<set $r5 to true>><<set $riddle5 to "icicle">><<goto `previous()`>>
<<elseif $riddle4.includes("poun")>><<set $r4 to true>><<set $riddle4 to "pounds">><<goto `previous()`>>
<<elseif $riddle3.includes("nose")>><<set $r3 to true>><<set $riddle3 to "nose">><<goto `previous()`>>
<<elseif $riddle2.includes("cand")>><<set $r2 to true>><<set $riddle2 to "candle">><<goto `previous()`>>
<<elseif $riddle1.includes("towe")>><<set $r1 to true>><<set $riddle1 to "towel">><<goto `previous()`>>
<<else>> <span class = "big">That's Wrong.</span><<audio "wrong" play>> <<link "Try again?" `previous()`>><</link>> <</if>>
/* PUT THE RIDDLE CHECK IN REVERSE ORDER otherwise it won't work */20You have the contraption - whatever it is. You seem to be gathering quite a bit of junk. Can't you find something valuable?<<set $contraption to true>><<set $score += 1>>
<<link "Continue" `previous()`>><</link>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><<score>>You are in a square room made of pure marble, with an exit south.
/*Riddle 2 solved,tiara taken, book removed */\
<<if $riddle2 is "candle" and $inventory.has("a tiara") and ($book||$thrownbook)>><img src="images/RiddleRoom1-2completed.jpg" class="twothirds" />\
/*Riddle 2 solved,tiara not taken, book removed */\
<<elseif $riddle2 is "candle" and !$inventory.has("a tiara") and ($book||$thrownbook)>><img src="images/RiddleRoom2passnobook.jpg" class="twothirds" />\
/*Riddle 2 solved,tiara taken, book not removed */\
<<elseif $riddle2 is "candle" and $inventory.has("a tiara") and !($book||$thrownbook)>><img src="images/RiddleRoom2passnotiara.jpg" class="twothirds" />\
/*Riddle 2 not solved,tiara taken, book not removed */\
<<elseif $riddle2 is "" and $inventory.has("a tiara") and !($book||$thrownbook)>><img src="images/RiddleRoom2notiara.jpg" class="twothirds" />\
/*Riddle 2 not solved, tiara not taken, book removed */\
<<elseif $riddle2 is "" and !$inventory.has("a tiara") and ($book||$thrownbook)>><img src="images/RiddleRoom2nobook.jpg" class="twothirds" />
/* first entry at riddleroom2 */\
<<else>><img src="images/RiddleRoom2.jpg" class="twothirds" />\<</if>>\
<<if $r2 is false>>To the north is an exit which pulses red and blue. Above it is a dim sign reading:
LITTLE NANCY ETTICOAT, IN A
WHITE PETTICOAT AND A RED
NOSE. THE LONGER SHE STANDS
THE SHORTER SHE GROWS?
You think it's another riddle and answer <<textbox "$riddle2" "" "checkriddle" autofocus>><</if>>
<<if $riddle2 is "candle" and $noplayR2 is false>> There's a dark exit north which emits a loud fanfare! The sign on it now says, "YOU MAY NOW PASS!"<<audio "fanfare" play>><<set $noplayR2 to true>><<set $score += 2>><</if>><<if $riddle2 is "candle">>
You're in a riddle room. The sign now says:
You may now pass. [[North|sittingroom]]<</if>>
<<toomuch>>
<<if $book is false and $thrownbook is false>>There is a book here, entitled "Scary Stories For Little Bears". <<link "Get book" `passage()`>><<set $book to true>><<pickup "$inventory" "a book">><<set $score += 1>><</link>><</if>>
<<if $tiara is false>>There is a glittering silver tiara here! <<link "Get tiara" `passage()`>><<set $tiara to true>><<pickup "$inventory" "a silver tiara">><<set $score += 1>><</link>><</if>>
[[South|riddleroom1]] <<if $r2 is false>><<linkappend "N">>ope - An invisible force bars your way<</linkappend>><<else>>[[North|sittingroom]]<</if>> <<togglelamp>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>
<<set $score -=3>>The spider promptly re-appears and tells you that although it hates the light it hates the singing more. It then eats you.
<img src="images/spider2.jpg" class="twothirds" />
<<dead "Please - no more singing.">>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>
<<widget "hungryb">>
<<if $cagedbunny is false>><<if $dustbunny is true and ($dust - turns()) gte 1>>\
You pet the dustbunny<<elseif $dustbunny is true and ($dust - turns())==0>>The dustbunny in your pocket gives a few spazmodic jerks. You fish it out. It's dead! It looks like it starved to death. You have to feed them you know. You now have a very skinny dead rabbit.<<set $deadrabbit to clone(turns())>><<set $dustbunny to false>><<set $deadrabbit to clone(turns())>><<set $=1>><<elseif ($dust - turns()) gte 3>>. It looks well fed. <<elseif ($dust - turns()) gte 2>>.<<elseif ($dust - turns()) gte 1>>. It's beginning to look a little thin.<<elseif ($dust - turns()) lte 0>>. <</if>>\
<<if (turns()-$deadrabbit) gt 10>>The smell is coming from you! It's the dead rabbit in your pocket.<<set $smellyrabbit to true>> \
<<elseif(turns()-$deadrabbit) gt 5>>There's a funny smell here.<</if>>\<</if>>\
<</widget>>
<<score>>\
<<if visited() is 1 and !$nofountain>>
As you enter the room, a fine spray falls over you and your possessions. You feel somehow rejuvenated! Your hands and clothes, which were grubby, are now clean and your clothes seem to fit better too. \
<<if $bruise and $fountain>>You no longer have a bruised forehead<</if>>\
<<if $bruised>> neither do you have those injuries from falling out of the tree. <<score +3>><</if>>\
\<<elseif !$nofountain>>
You are in the room where the fountain of youth is.<</if>>\
<<if !$nofountain>><span id="objectps"><img src="images/FountainOfYouth.jpg" class="full" /></span><</if>>
<<if $lampon is true and $fountain>>Your lamp flares up in a violent flash, and goes out - forever.<<set $light to true; $lampon to false>><<set $haslamp to false>><<pickup "$inventory" "a broken lamp">>\
<<drop "$inventory" "a lamp">>\
<<elseif $haslamp and $lampon is false>> <<set $battery to 100>>\
<</if>>\
<<if $ts eq 399 and $rG is false>>Got any bright ideas?
<<textbox "$fountainidea" "" "checkriddle" autofocus>>
<<elseif $ts eq 399 and $rG>>\
<<goto "fountain2">>
<</if>>\
<<if $nofountain>>You are in the room where the fountain of youth was. The floor is still wet from it. \
<img src="images/NoFountainOfYouth.jpg" class="full" />\
<</if>>\
<<if visited() >1 and !$pockets.has("a stone", "the philosopher's stone")>>This time there's no spray and good feelings. <</if>>\
<<if visited() is 1 and !$nofountain>>You are in a large brick built and well-lit chamber marked with an apparently new wooden sign which says - 'Ye olde fountain of youth (Established 1982). Limit - One shot per customer only'. There's a large fountain here with a statue of a winged youth who carries a bow on top. Behind the fountain is a rusty iron sign saying NO SWIMMING. It's a bit pointless since the water is hardly deep enough to paddle in. The floor outside the fountain is wet though\
<<if !$inventory.has("rubber boots")>>and so are your feet. \
You need rubber boots
<</if>>.\
You explore the chamber but find nothing else interesting. <</if>>\
<<if $pockets.has("a stone") and !$nofountain>>\
<<timed 6s>><<replace "#objectps">><img src="images/PSatFountainOfYouth.jpg" class="twothirds" /><</replace>>The round stone you were carrying starts to get warm in your pocket. When you pick it out it's too hot to hold and you drop it in the fountain to cool it off. It turns to a crystalline blue colour.<<drop "$pockets" "a stone">><<pickup "$pockets" "the philosopher's stone">> At the same time you get that tingle feeling and feel great. On one side of the stone you see the lettering 'Philosopher's Stone.' Wow! That's supposed to turn base metals to gold and keep people young. If it works, that's quite a find.<<set $score += 1>>
"Better than you think," a voice says behind you. It's Jeannie. "You've discovered how to trigger the fountain. If you dip the philosopher's stone in it and have other objects with you then all sorts of wonderful things happen. Be careful though, it can have some undesirable effects too.
[[Dip the philosopher's stone in the fountain|fountain]]<</timed>><</if>>
<<if !$nofountain>>
<<if $pockets.has("the philosopher's stone") and visited() >1>>You dip the philosopher's stone in the fountain triggering it again. You feel great and... <<set $fountain to true>>\
<<if $pockets.has("a bracelet") and $fountain>>The costume jewellery bracelet in your pocket now feels a lot heavier. It's solid gold with rubies, diamonds, sapphires and emeralds.<<set $score += 1>><<pickup "$pockets" "a jewelled gold braclet">><<drop "$pockets" "a bracelet">>
<</if>>\
<<if $inventory.has("a mink stole") and $fountain>>The stole you are carrying is brought back to life as a mink. It bites your thumb, wriggles free and goes running off. You now have a very sore thumb which bleeds profusely. You wash it in the fountain and it instantly gets better!<<set $score -= 1>><<drop "$inventory" "a mink stole">>
<</if>>\
<<if $inventory.has("a rod") and $fountain>>The rod you are carrying shimmers and turns to an elaborate sword in a scabbard. "Great," you think, "a weapon at last!" You try to draw the sword but it's rusted tight in the scabbard. Seems the fountain doesn't restore iron. With great difficulty you draw enough of the sword to reveal the letters 'EXC' engraved on the blade. You wonder if there might be some WD40 somewhere.<<set $score += 1>><<pickup "$inventory" "a rusty sword">><<drop "$inventory" "a rod">>
<</if>>\
<<if $inventory.has("an empty can of red paint") and $fountain>>The empty can of paint has refilled.<<set $score += 1>><<pickup "$inventory" "a refilled can of red paint">><<drop "$inventory" "an empty can of red paint">>
<</if>>\
<<if $inventory.has("a can of red paint")||$inventory.has("a refilled can of red paint") and $fountain>>The can of paint seems unchanged except it now smells strongly of blood.<<set $score += 1>><<set $can to "blood">><<pickup "$inventory" "a can of blood">><<drop "$inventory" "a can of red paint">><<drop "$inventory" "a refilled can of red paint">>
<</if>>\
<<if $inventory.has("a satin pillowcase") and $fountain>>The pillowcase you are carrying turns into a large shopping bag. Inside are written the words 'Property of H. Grainger'. You don't know an H. Grainger but the bag seems more spacious than the pillow case even though it is apparently smaller.<<set $score += 1>><<pickup "$inventory" "a magic bag">><<drop "$inventory" "a satin pillowcase">> <<set $maxitemcount to 100>>
<</if>>\
<<if $inventory.has("a ripped pillowcase") and $fountain>>The ripped pillowcase you are carrying is repaired.<<pickup "$inventory" "a satin pillowcase">><<drop "$inventory" "a ripped pillowcase">> <<set $maxitemcount +=4>><<set $score += 1>>
<</if>>\
<<if $inventory.has("a troll") and $inventory.has("a statue") and $fountain>>The statue in your bag shines, fully restored to how it was when the sculptor finished it. It's even painted in lifelike colours. <<pickup "$inventory" unique "a statue">><<set $score += 1>>
<</if>>\
<<if $inventory.has("a troll") and $inventory.has("a broken statue") and $fountain>>The broken statue in your bag shines, fully restored to how it was when the sculptor finished it. It's even painted in lifelike colours. The spray from the fountain falls on the troll. He magically transforms to his former existence. He turns back into a king. He's King Edwin of North Humberland. As a reward for releasing him from the enchantment he was under, he promises to give you all the taxes obtained from all Humber bridges and ferry crossings.<<set $troll to false; $notroll to true>><<pickup "$inventory" unique "a statue">><<drop "$inventory" "a troll">><<set $score += 2>>
<</if>>\
<<if $inventory.has("a troll") and $fountain>>The spray from the fountain falls on the troll.He magically transforms to his former existence. He turns back into a king. He's King Edwin of North Humberland. As a reward for releasing him from the enchantment he was under, he promises to give you all the taxes obtained from all Humber bridges and ferry crossings.<<set $troll to false; $notroll to true>><<drop "$inventory" "a troll">><<set $score += 1>>
<</if>>\
<<if $inventory.has("a dead rabbit") and $fountain>>The dead rabbit you have springs back to life and hops off. You can't catch it.<<drop "$inventory" "a dead rabbit">><<set $score -= 1>>
<</if>>\
<<if $inventory.has("a worthless cushion") and $fountain>>The ruined cushion you have glows and is completely restored.<<pickup "$inventory" "a cushion">><<drop "$inventory" "a worthless cushion">><<set $score += 1>>
<</if>>\
<<if $inventory.has("a box of coins") and $fountain>>The box of copper coins you have glows and turns to a box of 15 rare coins.<<pickup "$inventory" "a box of 15 rare coins">><<drop "$inventory" "a box of coins">><<set $score += 15>>
<</if>>\
<<if $inventory.has("a bag of vase fragments") and $fountain>>The bag of vase fragments you have is completely restored to being a priceless Ming vase. Except it's not priceless but you expect to get a very good price for it..<<pickup "$inventory" "a Ming vase">><<drop "$inventory" "a bag of vase fragments">><<set $score += 1>>
<</if>>\
<<if $inventory.has("a skull") and !$inventory.has("some grizzly bones", "a pack of steaks") and $fountain>>Yorick's skull grows flesh and spit's out a large emerald. He tries to say something. However without a body his head soon dies and turns back into a skull again. You put the emerald in your pocket. <<pickup "$pockets" "a large emerald">><<set $score += 1>>
<</if>>\
<<if !$inventory.has("a skull") and $inventory.has("some grizzly bones") and $fountain>>The bones grow meat around them and turn to a pack of T-bone steaks ready to cook. Now you just need to find the castle kitchen. <<pickup "$inventory" "a pack of steaks">><<drop "$inventory" "some grizzly bones">><<set $score += 1>>
<</if>>\
<<if $inventory.has("a skull") && $inventory.has("some grizzly bones", "a pack of steaks") and $fountain>>The skull and grizzly bones grow flesh around them and Yorick springs back to life. <<if $inventory.has("a pack of steaks")>> You are very glad you didn't find the castle kitchen. <</if>>\
Yorick is naturally very grateful to you for restoring him to life and gives you all the jewels he found before being killed. Being a decent sort, you give him back half of them. Yorick in return promises never to play tricks on you again and promptly leaves the castle using an SOS spell. <<pickup "$inventory" "a half bag of jewels">><<drop "$inventory" "some grizzly bones", "a pack of steaks" "a skull">><<set $score += 2>>
<</if>>\
<<if $inventory.has("a stalagmite") and $fountain>>The stalagmite turns into a diamond studded stalagmite. It's not a troll's tooth but it's worth a fortune! <<pickup "$inventory" "a diamond studded stalagmite">><<drop "$inventory" "a stalagmite">><<set $score += 1>>
<</if>>\
<<if $inventory.has("a stalactite") and $fountain>>The stalactite turns into a large tooth shaped diamond. It //is// a troll's tooth! <<pickup "$pockets" "a diamond troll tooth">><<drop "$inventory" "a stalactite">><<set $score += 1>>
<</if>>\
<<if $inventory.has("a sign") and $fountain>>The sign turns into... a sign. It's not worth a bean. Despite that Jeannie appears and offers you a bean in exchange for it. You take the deal since you were going to throw the sign away. <<pickup "$pockets" "a bean">><<drop "$inventory" "a sign">><<set $score += 1>>
<</if>>\
<<if $pockets.has("a dead battery") and $fountain>>The dead battery appears to be unchanged except that... It no longer says 'Eveready' it now says 'Everlasting'. <<pickup "$pockets" unique "an everlasting battery">><<drop "$pockets" "a dead battery">><<set $score += 1>>
<</if>>\
<<if $inventory.has("a brass crown") and $fountain>>The brass crown you have turns into a heavy gold crown! To make it lighter you put it deep within your bag.<<pickup "$inventory" "a gold crown">><<drop "$inventory" "a brass crown">><<set $score += 1>>
<</if>>\
<<if $inventory.has("a skeleton") and $fountain>>The skeleton glows and shimmers. There's a flash of light and King Arthur appears! "Good man," he says "Now where's that ugly monster? Did you get him?" Without waiting for an answer he says, "Have you seen my sword and crown? Ah You found my sword." He picks up the rusty sword which has its hilt peeping out of your bag. He pulls out the sword which no longer seems rusted in place revealing the word EXCALIBUR etched on its blade. "Now where's that crown? Damn my toe is sore!" he says, limping round the room in search for it. You keep quiet because he's already pinched your sword.<<set $Arthur to true>><<drop "$inventory" "a rusty sword" "a skeleton">>
<</if>>\
<<if $inventory.has("a broom") and $fountain>>The broom you have grows some fold down stirrups and the words Thunderbolt 3000 appear on the side. <<pickup "$inventory" "a flying broom">><<drop "$inventory" "a broom">><<set $score += 1>>
<</if>>\
<<if $inventory.has("a restored painting b") and $fountain>>The Mr. Bean style painting is fully restored to a painting of Whistler's Mother. <<pickup "$inventory" "Whistler's Mother painting">><<drop "$inventory" "a restored painting b">><<set $score += 1>>
<</if>>\
<<if $inventory.has("a restored painting w") and $fountain>>The bodged fresco is fully restored. Apparently the fountain of youth is a better artist than you are. <<pickup "$inventory" "a restored fresco">><<drop "$inventory" "a restored painting w">><<set $score += 1>>
<</if>>\
<<if $inventory.has("an etching") and $fountain>>The ugly etching changes into a small picture of an old beggar woman. It's signed by Rembrandt<<pickup "$inventory" "an etching by Rembrant">><<drop "$inventory" "an etching">><<set $score += 1>>
<</if>>\
<<if $inventory.has("another etching") and $fountain>>The childish scrawl masquerading as an etching changes into a small picture of a woman with untidy hair. It's still not up to much but it's signed by Toulouse-Lautrec<<pickup "$inventory" "an etching by Toulouse-Lautrec">><<drop "$inventory" "another etching">><<set $score += 1>>
<</if>>\
<<if $inventory.has("a broken automiton") and $fountain>>The broken automaton is restored and becomes elaborately decorated. On the back of the plinth you see the word 'Faberge'<<pickup "$inventory" "a Faberge automaton">><<drop "$inventory" "a broken automiton">><<set $score += 1>>
<</if>>\
<<if $inventory.has("a violin") and $fountain>>The violin doesn't seem much different. It does sound better though. King Edwin picks it up saying "A strange sort of lute." He examines it then says, "There's writing inside. Perhaps the owner is someone called Stradivarius?"<<pickup "$inventory" "a Stradivarius violin">><<drop "$inventory" "a violin">><<set $score += 1>>
<</if>>\
<<if $inventory.has("a childish painting") and $fountain>>The childish painting turns into one of those matchstick men paintings by Lowry. The subject seems to be a Manchester City football match.<<pickup "$inventory" "a painting by Lowry">><<drop "$inventory" "a childish painting">><<set $score += 1>>
<</if>>\
<<if $inventory.has("a rope") and $fountain>>The satin rope turns to a gold rope. It's now really valuable, very heavy and totally useless as a rope. \
<<if $inventory.has("a magic bag")>>You put it into the magic bag and find its weight no longer bothers you.<</if>>
<<pickup "$inventory" "a golden rope">><<drop "$inventory" "a rope">><<set $score += 1>>
<</if>>\
<<if $inventory.has("a broken hang glider") and $fountain>>The hang glider is fully restored to its former glory. \
<<if $inventory.has("a magic bag")>>Surprisingly it fits easily into what is obviously a magic bag. <</if>>
<<pickup "$inventory" "a hang glider">><<drop "$inventory" "a broken hang glider">><<set $score += 1>>
<</if>>\
<<if $inventory.has("a broken table") and $fountain>>The broken table is fully restored to its former glory. It's an English William IV 19th Century antique mahogany drum table worth about £3,000. <<pickup "$inventory" "a drum table">><<drop "$inventory" "a broken table">><<set $score += 1>>
<</if>>\
<<if $inventory.has("a broken chair") and $fountain>>The broken chair is fully restored to its former glory but it's now normal size. It's an English Queen Anne antique fireside chair worth about £4,000. <<pickup "$inventory" "a Queen Anne chair">><<drop "$inventory" "a broken chair">><<set $score += 1>>
<</if>>\
<<if $pockets.has("a pencil") and $fountain>>The pencil you found has re-formed into a rather elaborate one. It's a 'Perfect Pencil' with white gold ends containing a sharpener and eraser. They sell for over $12,000. That's about £9,150 in proper money.<<pickup "$inventory" "a Perfect Pencil">><<drop "$pockets" "a pencil">><<set $score += 1>>
<</if>>\
<<if $inventory.has("some debris") and $fountain>>The debris you gathered has re-formed into a box - a jewellery box. Inside it's full of precious trinkets, jewels and watches. <<pickup "$inventory" "a jewelry box">><<drop "$inventory" "some debris">><<set $score += 1>>
<</if>>\
<<if $inventory.has("a bundle of branches") and $fountain>>The bundle of branches you were carrying becomes a bundle of red rods - they are huge rubies <<pickup "$inventory" "some huge ruby rods">><<drop "$inventory" "a bundle of branches">><<set $score += 1>>
<</if>>\
<<if $inventory.has("some dog food") and $fountain>>The dog food you were carrying becomes a bag of semi-precious cut jewels - the sort a troll wouldn't give his eye teeth for but which would make his mouth water. <<pickup "$inventory" "a bag of semi-precious jewels">><<drop "$inventory" "some dog food">><<set $score += 1>>
<</if>>\
<<if $inventory.has("an old oil lamp") and $fountain>>The old oil lamp you are carrying glows and for an instant or two emits some smoke which quickly withdraws back into the lamp. It's now glistening gold and the bullet holes have been repaired. <<pickup "$inventory" "a golden oil lamp">><<drop "$inventory" "an old oil lamp">><<set $score += 1>> [[Rub the lamp?|rublamp]]
<</if>>\
<<if $inventory.has("a bucket") and $fountain>>The wooden bucket you have now is made of polished wood with brass bindings. Across the top binding is engraved "Tell me what you want." You look at it and say "I could really do with a good quality red wine." As you watch the bucket slowly fills with red wine. It tastes delicious but if you drank a bucket of it you would be completely legless. Regretfully you pour it out onto the floor where it adds to the existing puddle.<<pickup "$inventory" "a magic bucket">><<drop "$inventory" "a bucket">><<set $score += 1>>
<</if>>\
<<if $inventory.has("two old Bibles") and $fountain>>You examine the two old Bibles to see if they have changed.
"Be very careful with those," says Jeannie, who once again appears behind you. "They are both very valuable. One is a 'Wicked Bible, called that because the word 'not' was missed from 'Thou shalt not commit adultery.' There are very few of them left in the world. The other is even more rare. It's a 'Gutenberg Bible' and one of the first books ever printed." Before you can ask her how much she turns sideways and disappears. <<pickup "$inventory" "a Gutenberg Bible" "A Wicked Bible">><<drop "$inventory" "two old Bibles">><<set $score += 2>>
<</if>>\
<<if $inventory.has("a scroll") and $fountain>>When you examine the scroll, with great difficulty you make out the first line. It says "My Mistress’ eyes are nothing like the Sun." At the bottom it's signed Wm.Shakspr. Along with it there is a certificate authenticating the writing as being that of William Shakespeare. <<pickup "$inventory" "original Shakespeare sonnet 130">><<drop "$inventory" "a scroll">><<set $score += 1>>
<</if>>\
<<if $inventory.has("a hand mirror") and $fountain>>When you examine the hand mirror, you see it now has the words 'Show me...' in glowing letters at the top of the silver frame. Huh? "Show me what?" you say. Looking in the mirror, instead of your reflection it now shows you a large memorial inscribed 'WATT' It's apparently a memorial to James Watt the steam engine inventor.
You get the idea. "Show me the wizard who got me here," you say. The mirror changes to show him sitting in the tavern drinking beer. He stops drinking, looks directly at you and says, "Oh - it's you. Making good progress I see. Better than that idiot Yorick. He's here by the way. When you manage to get the ring I'll come deal with that upstart wizard." <<pickup "$inventory" "a magic hand mirror">><<drop "$inventory" "a hand mirror">><<set $score += 1>>
<</if>>\
<<if $pockets.has("some bits of burst balloon","some card") and $fountain>>Some objects come tumbling out of your pockets. They are now too big to fit.\
<<if $pockets.has("some bits of burst balloon")>>The bits of burst balloon turn into rubber over boots. The floor here is wet so they are just what you need. You put them on over your shoes.<<drop "$pockets" "some bits of burst balloon">> <<set $score += 1>><<pickup "$inventory" "rubber boots">><<drop "$pockets" "some bits of burst balloon">> <</if>>\
<<if $pockets.has("some card")>><<pickup "$inventory" "a notebook">>The bits of card with useless messages on them turn into a small notebook with DON'T PANIC! on the cover. You open it and read, "Don't let Arthur see the sword. He'll just get killed again." "Arthur? Who is Arthur?" you mutter. The notebook promptly opens at a new page which says "King Arthur is one of the skeletons in the Corridor of Doom." The notebook is full of useful information. <<drop "$pockets" "some card">>\
<<if $inventory.has("a magic bag")>>You put it in the bag. <</if>>\
<<if $inventory.has("a rusty sword") and $inventory.has("a magic bag")>> You put the sword in the bag too. It fits in nicely even though it seems longer than the bag is deep.<</if>>\
<</if>>
<</if>>\
<</if>>
<</if>>\
The sole exit is back the way you came.
<<link [[Exit south|stairs]]>><<set $fountain to false>><</link>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><<if ($safecode is "GLOOP") and ($east is true)>><<goto [[safe]]>>
<<else>> <span class = "big">Wrong.</span><<audio "wrong" play>> [[Try again?|previous()]] <</if>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>
<<score>>
CREAK! The safe door slowly opens and folds back into the wall. You walk inside.<<if $safe.has("A box of gold coins")>><<drop "$safe" "a box of gold coins">><<pickup "$safe" "a box of rare coins">><</if>>
''Inside is:''
<span class='auto-update' data-macro='<<linkedinventory "Get" "$safe" "$inventory">>'>\
<<linkedinventory "Get" "$safe" "$inventory">>\
</span>
''You are carrying:''
<span class='auto-update' data-macro='<<linkedinventory "Drop" "$inventory" "$safe">>'>\
<<linkedinventory "Drop" "$inventory" "$safe">>\
</span>
''In your pockets you have:''
<span class='auto-update' data-macro='<<linkedinventory "Drop" "$pockets" "$safe">>'>\
<<linkedinventory "Drop" "$pockets" "$safe">>\
</span>
<<link [[Exit and shut the door|stairs]]>><<valuables>><</link>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>
<<widget "bearpos">><<if $nobear is false>><<set $bearpos to clone(turns())>><<set $bearpos to $bearpos %= 8>>
<<if $bearpos is 0>>A little bear shambles happily out of the shadows northeast of the corridor. The little bear is at the north end of the corridor.
<<elseif $bearpos is 1>>The little bear shambles happily south along the corridor. There is a little bear at the bend of the corridor.
<<elseif $bearpos is 2>>There is a little bear at the south end of the corridor.
<<elseif $bearpos is 3>>The little bear shambles happily into the shadows southeast of the corridor.
<<elseif $bearpos is 4>>The little bear shambles happily out of the shadows southeast of the corridor
<<elseif $bearpos is 5>>There is a little bear at the south end of the corridor heading north.
<<elseif $bearpos is 6>>The little bear shambles happily north along the corridor. There is a little bear at the bend of the corridor.
<<elseif $bearpos is 7>>The little bear shambles happily north along the corridor. A little bear shambles happily into the shadows northeast of the corridor.
<</if>><</if>><</widget>><<score>>You are in a large sitting room. There is an exit west. On one wall there is a picture of a flaxen-haired little girl which is obviously being used as a dartboard.
<<if $sitcount is 3>><img src="images/bearsittingroombadchair.jpg" class="full" /><<else>><img src="images/bearsittingroom.jpg" class="full" /><</if>>
<<if $darts is 0 and !$dwest and !$inventory.has("a set of darts")>><<link "Get darts" "sittingroomnodarts">>\<<set $darts to 3>><<pickup "$inventory" "a set of darts">><<set $score += 3; $ignore_holes to false>><</link>><<elseif $dwest>><<goto "sittingroomnodarts">><</if>>\
There are three chairs here: a big one, a middle-sized one, and a small one.
<<if $sitcount is 1>><<print "You sit on the big chair, which is too hard">><<elseif $sitcount is 2>><<print "You sit on the middle-sized chair, which is too soft">><<elseif $sitcount is 3>><<print "You sit on the small chair, which is just right. Alas, your weight breaks it to pieces, revealing a hole under it.">> <<if $sitcount is 3>>[[Down|hole]]<</if>><<elseif $sitcount is 4>><<goto "damage">><</if>>
<<link "Sit" `passage()`>><<set $sitcount +=1>><</link>> [[West|riddleroom1]]
<<toomuch>>\
<<dropb>> <<togglelamp>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>
<<score>><<if $r8>>You make your way back through the tunnels to the castle entrance and then the courtyard again. <<timed 5s>><<goto "courtyard">><</timed>><<else>>You're in a tiny cell hacked out of the earth. The entrance you used has collapsed, and there are no other exits.<</if>>
<<if $figurine is false>><img src="images/hole.jpg" class="twothirds" /><<else>><img src="images/hole2.jpg" class="twothirds" /><</if>>
<<if $figurine is false>>A ruby figurine glints on the floor!
<<toomuch>>\
<<link "Get figurine" `passage()`>><<set $figurine to true>><<set $score += 1>><<pickup "$inventory" "a ruby figurine">><</link>><</if>> [[Dig]] <<togglelamp>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>You've caused enough damage already!
<img src="images/bearsittingroombadchair.jpg" class="full" />
You're in the bears' sitting room. There is now a hole in the floor and two chairs. A big one and a middle sized one. There's also the remains of a small chair.
A great big bear bursts in, muttering "Who's been…." He grabs you and hugs the life out of you.
<<dead "Instead of wrecking the bears' furniture - ">>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><<score>>You throw the book south towards the little bear. Hearing the noise, he grabs it, sees the title, shrieks "Mama! I'm scared!" and runs off.<<set $nobear to true>><<set $book to false>><<drop "$inventory" "a book">><<set $thrownbook to true>>
<img src="images/tunnelbear.jpg" class="twothirds" />
You are at a gateway to the north of the long corridor, which lies south. Steps lead northeast, and a narrow passage exits northwest.
[[NE steps|Bear bedroom]] <<link "Wait" `passage()`>><</link>> [[Northwest|riddleroom1]] [[South|bearpassage4]] <<togglelamp>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><<score>>You dig in the earth and make a tunnel. Some way in the earth starts collapsing on you!
<<if $rod is true>>You prop the roof up with your rod, scramble on, and emerge into sunlight. The passage collapses again behind you.<<set $rod to false>><<drop "$inventory" "a rod">><<set $score -=1>><<set $hadrod to true>><<set $back to true>>
You're south of the castle [[Continue|Chapter 1]]<<elseif $broom is true>>You use the broom to prop up the roof, scramble on, and emerge into daylight. The passage collapses behind you.<<set $broom to false; $score -=1>><<drop "$inventory" "a broom">><<set $hadbroom to true>><<set $back to true>><<set $north to true>> You're south of the castle. [[Continue|Chapter 1]]
<<else>>You can't escape!
<<dead "You really needed something to prop the roof up with.">><</if>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>
So far you've got a score of: $score
and you are carrying:
<<inventory "$inventory" ", ">>
In your pockets you have:
<<inventory "$pockets" ", ">>
In the well you'll find:
<<inventory "$well" ", ">>
In the safe room you've left:
<<inventory "$saferoom" ", ">>
You'd put the following in the safe:
<<inventory "$safe" ", ">>
In the cage you put: <<inventory "$cage">>
<<if $thrownbook is false>>Remember - bears give hugs - you don't want one.<<else>>You threw the scary book at the little bear.<</if>>
<<if $bsm is true>>Somehere in the castle is a blood sucking monster.<<else>>You've got rid of the blood sucking monster<</if>>
<<if $giants is true>>Beware of giants.<<else>>You've scared the giants away.<</if>>
<<link "Continue" `previous()`>><</link>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>
[[Inventory]]
<img src="images/jchapman1729.jpg" class="full" /><<if $dynamite is 0>>You'll have to find some first! <<link "Go back" `previous()`>><</link>>\
<<elseif $dynamite gte 1 and $inventory.has("a lighter") is false>>You place the dynamite but Err… how are you going to light it? <<link "Go back" `previous()`>><</link>>\
<<elseif $dynamite gte 1 and $inventory.has("a lighter") and $string is 0>>Are you crazy! You'll blow yourself up. You need a fuse. <<link "Go back" `previous()`>><</link>>\
<<elseif $dynamite gte 1 and $inventory.has("a lighter") and $string gte 1>>You place the dynamite and start thinking about what you can use for a fuse. What have you got? You examine your pockets and pull out the remains of one of those balloons. The string connecting it to the card is thick and stiff - it's a piece of fuse! You attach it and use the lighter to light the fuse. The fuse burns quickly. You have about five secon… RUN!<<audio "fivesecondbang" play goto [[deadend]]>><<set $dynamite -= 1>><<set $passageclear to true>><<set $dead to true>>
<</if>>
<<link "Get out of here">>
<<if time() lt 5000>><<set $passageclear to true>><<set $dead to false>>
/% The player clicked the link in under 5s, so they escape %/
<<goto "waitingforbang">>
<</if>>
<</link>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><<score>>The tunnel opens into a square room made of pure marble, with an exit east back the way you came. Theres a window which lights the room so you turn the lamp off <<set $lampon to false>>
<<if !$r7 and !$bracelet>>\
<img src="images/RiddleRoom8.jpg" class="twothirds" />\
<<elseif !$r7 and $bracelet>>\
<img src="images/RiddleRoom8takenbracelet.jpg" class="twothirds" />\
<<elseif $r7 is true and !$bracelet>>\
<img src="images/RiddleRoom8pass.jpg" class="twothirds" />\
<<elseif $r7 and $bracelet>>\
<img src="images/RiddleRoom8cleared.jpg" class="twothirds" />\
<</if>>
<<if $r7 is false>>To the west is an exit which pulses red and blue. Above it is a sign reading:
WHAT IS THE FIRST THING YOU PUT IN A GARDEN?
Your answer <<textbox "$riddle7" "" "checkriddle" autofocus>><</if>>
<<if $riddle7 is "foot"and $noplayR7 is false>>There's a dark exit west which emits a loud fanfare!<<audio "fanfare" play>><<set $noplayR7 to true;$score += 1>><</if>><<if $riddle7 is "foot">>
You're in a riddle room. The sign now says:
You may now pass. [[West|riddleroom8]]<</if>>
<<if $bracelet is false>>There is a jeweled bracelet here.
<<toomuch>>
<<link [[Get bracelet]]>><<set $bracelet to true; $score +=1>><</link>><</if>>
[[East|deadend]] <<if $r7 is false>><<linkappend "W">>hat sort of an answer as that? - An invisible force bars your way<</linkappend>><</if>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><<score>>
<<set $dead to false>>
<span class = "big">Waiting<span id="wait">.</span></span>
<<timed 1s>><<replace "#wait">>. .<</replace>>\
<<next>><<replace "#wait">>. . .<</replace>>\
<<next>><<replace "#wait">>. . . .<</replace>>\<</timed>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>
<<if $r7>><img src="images/riddleroom8passbracelet.jpg" class="twothirds" /><<else>>
<img src="images/riddleroom8bracelet.jpg" class="twothirds" /><</if>>
You pick up the bracelet and examine it. It's gold plated and has glass stones - costume jewelry! Still, since it looks pretty you keep it in your pocket.<<set $bracelet to true>><<set $score += 1>><<pickup '$pockets' 'a bracelet'>>
<<link "Continue" `previous()`>><</link>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><<score>>You're in a square room made of pure marble, with an exit east, back the way you came. There's a window lighting the room here too.
<<if !$r8 and !$stone>>\
<img src="images/RiddleRoom9.jpg" class="twothirds" />\
<<elseif !$r8 and $stone>>\
<img src="images/RiddleRoom9takenstone.jpg" class="twothirds" />\
<<elseif $r8 is true and !$stone>>\
<img src="images/RiddleRoom9stonepass.jpg" class="twothirds" />\
<<elseif $r8 and $stone>>\
<img src="images/RiddleRoom9cleared.jpg" class="twothirds" />\
<</if>>
<<if $r8 is false>>To the north is an exit which pulses red and blue. Above it is a sign reading:
WHO MAY MARRY MANY WOMEN YET REMAINS SINGLE ALL HIS LIFE?
Your answer <<textbox "$riddle8" "" "checkriddle" autofocus>><</if>>
<<if $riddle8 is "priest" and $noplayR8 is false>>There's a dark exit north which emits a loud fanfare!<<audio "fanfare" play>><<set $noplayR8 to true>><</if>><<if $riddle8 is "priest">>
You're in a riddle room. The sign now says:
You may now pass. [[North|earthtunnel]]<</if>>
<<if $stone is false>>There is a rounded stone here with some undecipherable writing on it here.
<<toomuch>>
<<link [[Get stone]]>><<set $stone to true; $score +=1>><</link>><</if>>
[[East|riddleroom7]] <<if $r8 is false>><<linkappend "N">>o luck - An invisible force bars your way<</linkappend>><</if>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><<score>><<if ($haslamp is true) and ($lampon is false)>>
/*unlit graphic goes here*/ <img src="images/darktunnel.jpg" class="twothirds" />
You're in a very dark tunnel. You can make out a spade someone has left here but little else.
<<link "lamp on" `passage()`>> <<set $battery -=1>> <<set $lampon to true>>
<<if $battery > 0>> <<removeclass "body" "dark">><</if>><</link>>
<<elseif ($haslamp is true) and ($lampon is true) and ($battery > 0)>>
/*lit graphic here*/<img src="images/earthtunnel.jpg" class="twothirds" />
You find yourself in a tunnel dug through the earth. It's been shored up with beams and planks but has partly collapsed. At the end of the tunnel you find a stack of spare beams and planks and a spade. It's going to take a lot of work to clear the tunnel. You can either dig your way forward or go back the way you came.
<<link "lamp off" `passage()`>> <<set $lampon to false>>
<<if tags().includes('dark')>> <<addclass "body" "dark">>
<</if>> <</link>>
<<else>>/*unlit graphic goes here*/ <img src="images/darktunnel.jpg" />
The lamp battery is dead.
<</if>
<<toomuch>>
<<link [[use the spade to dig|digforward]]>><<set $spade to true>><<pickup "$inventory" "a spade">><<$score += 1>><</link>> <<link [[Get the spade and go back|riddleroom8]]>><<set $spade to true>><<pickup "$inventory" "a spade">><<$score += 1>><</link>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><<score>><<if ($haslamp is true) and ($lampon is false)>>
/*unlit graphic goes here*/
You're in a very dark tunnel.
<<link "lamp on" `passage()`>> <<set $battery -=1>> <<set $lampon to true>>
<<if $battery > 0>> <<removeclass "body" "dark">><</if>><</link>>
<<elseif ($haslamp is true) and ($lampon is true) and ($battery > 0)>>
/*lit graphic here*/
You pick up the spade and start digging. As you proceed you shore up the tunnel using the spare beams and planks. After a while you break through into a partially collapsed tunnel.
You've been here before! It's where you lost the <<if $hadrod is true>>rod
<<toomuch>>
<<set $rod to true;$score += 1>><<pickup "$inventory" "a rod">><<set $hadrod to false>><<elseif $hadbroom is true>>broom<<set $broom to true;$score += 1>><<pickup "$inventory" "a broom">><<set $hadbroom to false>><</if>>
You retrieve it, keep digging and soon find yourself again, south of the castle.
<<linkreplace "lamp off">> <<set $lampon to false>>You've turned the lamp off again. <</linkreplace>>
[[Investigate the area again|Chapter 1]] [[Make your way back to the courtyard|courtyard]]
<<else>>
The lamp battery is dead.
<</if>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>
`<<score>><<if $bsm is true>><<audio "doom" loop volume 0.5 play>><</if>><<if ($haslamp is true) and ($lampon is false)>>It's pitch dark.
<<link "Lamp on" `passage()`>> <<set $battery -=1>> <<set $lampon to true>> \
<<if $battery > 0>> <<removeclass "body" "dark">><</if>><</link>> \
<<elseif ($haslamp is true) and ($lampon is true) and ($battery > 0)>><<link "Lamp off" `passage()`>> <<set $lampon to false>> \
<<if tags().includes('dark')>> <<addclass "body" "dark">> \
<</if>> <</link>> \
<<else>>/*unlit graphic goes here*/ \
The lamp battery is dead.
<</if>> \
<<if $lampon is true>>You are in the awesome corridor of doom, full of grisly etchings, bones, and wailing noises. <</if>>
<span id="objectimage"><<if $dwest ||$dnorth>><img src="images/CofD1crown.jpg" class="full" /><<else>><img src="images/CofD1.jpg" class="full" /><</if>></span>
<<if !$crown and $dwest || $dnorth>>Hey! That skeleton is wearing a crown! How could you have missed that earlier?
[[Get the crown]]<</if>>
The path enters from the [[south|northshimmer]] and exits [[west|CorridorOfDoom2]]. On the wall is the single letter 'G'
<<if ($dwest || $dnorth) and $inventory.has("an etching") and !$inventory.has("another etching") >> [[Examine the etchings again|get the etchings2]]<</if>><<if ($dwest || $dnorth) and !$inventory.has("an etching")>> [[Examine the etchings|get the etchings]]<</if>>
<<if $bones is false and $bsm is false>><<linkreplace "Examine the bones">>You examine the bones. Some have been here a long time, others seem reasonably fresh - if bones covered in dried and decomposing flesh can be considered fresh. <<linkreplace "Get the bones">>You gather the very nasty looking bones.<<pickup "$inventory" "some grizzly bones">><<set $bones to true>><<set $score +=1>><</linkreplace>>
What now?
<<if $bsm is true>><<audio "doom" fadeout>> While you are deciding you feel ticklish, feel weak, turn pale, and collapse.>>
<<dead "There's something very odd about this place. It seems it's not a place to hang around in.">><<else>> <<if !hasVisited("get the etchings")||$dwest||$dnorth>>[[Get the etchings|get the etchings]]<</if>> [[South|northshimmer]] [[West|CorridorOfDoom2]]<</if>><<replace "#objectimage">><img src="images/grizzlybones.jpg" class="full" /><</replace>><</linkreplace>> <</if>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><<widget "opts">>
/* Call with <<linkreplace "?">><<opts>><</linkreplace>>*/
Enter what you want to do. You might try words like:
get ..., drop ..., eat ..., drink ..., throw ..., rub ..., open ..., close ..., lock ..., unlock ..., use ..., jump, swim, etc.
<</widget>>
What do you want to <<set $action to "do?">><span id="actob"><<print $action>></span> <<textbox "$object" "" autofocus>>
( <<link "get">><<set $action to "get ">><<replace "#actob">><<print $action>><</replace>><</link>> \
| <<link "drop">><<set $action to "drop ">><<replace "#actob">><<print $action>><</replace>><</link>> \
| <<link "eat">><<set $action to "eat ">><<replace "#actob">><<print $action>><</replace>><</link>> \
| <<link "drink">><<set $action to "drink ">><<replace "#actob">><<print $action>><</replace>><</link>> \
| <<link "throw">><<set $action to "throw ">><<replace "#actob">><<print $action>><</replace>><</link>> \
| <<link "rub">><<set $action to "rub ">><<replace "#actob">><<print $action>><</replace>><</link>> \
| <<link "open">><<set $action to "open ">><<replace "#actob">><<print $action>><</replace>><</link>> \
| <<link "close">><<set $action to "close ">><<replace "#actob">><<print $action>><</replace>><</link>> \
| <<link "lock">><<set $action to "lock ">><<replace "#actob">><<print $action>><</replace>><</link>> \
| <<link "unlock">><<set $action to "unlock ">><<replace "#actob">><<print $action>><</replace>><</link>> \
| <<link "use">><<set $action to "use ">><<replace "#actob">><<print $action>><</replace>><</link>> ) \
Or (<<link Jump>><<set $action to "jump">><</link>> <<link "Swim">><<set $action to "swim">><</link>> )
<<link [[Continue|'passage()']]>><<set $action += $object>><<replace "#actob">><<print $action>><</replace>><<set $do to $action + $object>><</link>> )
<<widget "score">>\
<<if not $args[0] and visited() is 1>> <<set $score += 1>><</if>>\
<<if $args[0] and visited() is 1>> <<set $score += $args[0]>><</if>>\
<<if $args[0] lte 0>> <<set $score += $args[0]>><</if>>\
<<set $visit to visited()>>\
<<if $lampon is true and not $args[1]>><<set $battery -= 1>><</if>>\
<<if $lampon is true and $args[1]>><<set $battery += $args[1]>><</if>>\
<</widget>><<score>><<if $bsm is true>><<audio "doom" loop volume 0.5 play>><</if>><<if ($haslamp is true) and ($lampon is false)>>It's pitch dark.
<<link "Lamp on" `passage()`>> <<set $battery -=1>> <<set $lampon to true>> \
<<if $battery > 0>> <<removeclass "body" "dark">><</if>><</link>> \
<<elseif ($haslamp is true) and ($lampon is true) and ($battery > 0)>><<link "Lamp off" `passage()`>> <<set $lampon to false>> \
<<if tags().includes('dark')>> <<addclass "body" "dark">> \
<</if>> <</link>> \
<<else>>/*unlit graphic goes here*/ \
The lamp battery is dead.
<</if>> \
<<if $lampon is true>>You are in the awesome corridor of doom. This section is full of tacky paintings, bones, and wailing noises. <<if $box is false>>There is a solid unopenable wooden box here.<</if>>
<<if $box is false>><span id="objectimage2"><img src="images/CofD2.jpg" class="full" /></span><<else>><img src="images/CofD2nobox.jpg" class="full" /><</if>>
The path enters from the [[south|CorridorOfDoom1]] and exits [[west|CorridorOfDoom3]]. On the wall is the single letter 'L'
<<if $dwest || $dnorth>> [[Examine the paintings|get the paintings]]<</if>>
<<if $box is false>><<linkreplace "Examine the box">>You examine the box. At least you think it's a box. It could be a solid block of wood which someone has carved to look like a box. There's no keyhole so you can't try a key. You pick it up and hear it start ticking. Death watch beetle? <<linkreplace "Get the box">>You decide to add the box to your collection of items.<<pickup "$inventory" "a ticking box">><<set $box to true>><<set $score += 1>><</linkreplace>>
What now?
<<if $bsm is true>><<audio "doom" fadeout>> While you are pondering you feel ticklish, feel weak, turn pale, and collapse.
<<dead "There's something very odd about this place. It seems it's not a place to hang around in.">><<else>> <<if not hasVisited("get the paintings")>>[[Get the paintings|get the paintings]]<</if>> [[South|CorridorOfDoom1]] [[West|CorridorOfDoom3]]<</if>><<replace "#objectimage2">><img src="images/box.png" class="full" /><</replace>><</linkreplace>> <</if>>
<</if>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>
<<score>><<if $bsm is true>><<audio "doom" loop volume 0.5 play>><</if>><<if ($haslamp is true) and ($lampon is false)>>It's pitch dark.
<<link "Lamp on" `passage()`>> <<set $battery -=1>> <<set $lampon to true>> \
<<if $battery > 0>> <<removeclass "body" "dark">><</if>><</link>> \
<<elseif ($haslamp is true) and ($lampon is true) and ($battery > 0)>><<link "Lamp off" `passage()`>> <<set $lampon to false>> \
<<if tags().includes('dark')>> <<addclass "body" "dark">> \
<</if>> <</link>> \
<<else>>/*unlit graphic goes here*/ \
The lamp battery is dead.
<</if>> \
<<if $lampon is true>>You are in the awesome corridor of doom, full of grisly etchings, some nasty paintings, bones, and wailing noises. <<if $yorick is false>>There is a skull here with something written on it.<</if>>
<span id="objectimage3"><img src="images/CofD3.jpg" class="full" /></span>
The path enters from the [[south|CorridorOfDoom2]] and exits [[west|CorridorOfDoom4]]. On the wall is the single letter 'O'
<<if $yorick is false>><<linkreplace "Examine the skull">>You pick up the skull. There's the word 'Yorick' written on it. Yorick! You knew that guy! An adventurer who disappeared a while ago. A guy who loved playing practical jokes on people. He was hilarious - provided you were not the jokester's victim.
<<linkreplace "Get the skull">>You won't miss him. You're about to put the skull down but it rattles. There's something inside it. Yorick's pea brain? Nope sounds bigger than that. You keep the skull.<<set $yorick to true>><<score +=1>><<pickup "$inventory" "a skull">><</linkreplace>>
What now?
<<if $bsm is true>><<audio "doom" fadeout>> You regret stopping. You feel ticklish, feel weak, turn pale, and collapse. \
<<dead "Alas poor Yorick - looks like you are joining him.">><<else>> You can go [[south|CorridorOfDoom2]] [[west|CorridorOfDoom4]] or [[Wait|wait and die]].<</if>><<replace "#objectimage3">><img src="images/CofD3b.jpg" class="full" /><</replace>><</linkreplace>> <</if>>
<</if>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><<score>><<if $bsm is true>><<audio "doom" loop volume 0.5 play>><</if>><<if ($haslamp is true) and ($lampon is false)>>It's pitch dark.
<<link "Lamp on" `passage()`>> <<set $battery -=1>> <<set $lampon to true>> \
<<if $battery > 0>> <<removeclass "body" "dark">><</if>><</link>> \
<<elseif ($haslamp is true) and ($lampon is true) and ($battery > 0)>><<link "Lamp off" `passage()`>> <<set $lampon to false>> \
<<if tags().includes('dark')>> <<addclass "body" "dark">> \
<</if>> <</link>> \
<<else>>/*unlit graphic goes here*/ \
The lamp battery is dead.
<</if>> \
<<if $lampon is true>>You are in the awesom corridor of doom, full of grisly etchings, bones, and wailing noises.
<img src="images/CofD4.jpg" class="full" />
The path enters from the [[south|CorridorOfDoom3]] and exits [[west|CorridorOfDoom5]]. On the wall is the single letter
'O'
[[Wait|wait and die]]
<</if>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><<if $bsm is true>><<audio "doom" fadeout>><</if>>You look at them. They are the sort of junk you pay people to take away.
<img src="images/uglyetching.jpg" class="twothirds" />
They are big, vulgar, bulky and not worth a lot. Are they worth the effort?
<<if $dwest || $dnorth>>You take the worst of the etchings. There are plenty of people who lack any sense of artistic taste who you might sell it to. <<set $Score += 1>><<pickup "$inventory" "an etching">> [[Look around again|CorridorOfDoom1]]
<<elseif $bsm is true>> While you are deciding you feel ticklish, feel weak, turn pale, and collapse.>>
<<dead "There's something very odd about this place. It seems it's not a place to hang around in.">><<else>>You decide not to bother with them for now.<</if>> [[South|northshimmer]] <<link "West" "CorridorOfDoom2">><</link>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>You examine the bones. Some have been here a long time, others seem reasonably fresh - if bones covered in dried and decomposing flesh can be considered fresh.
<img src="images/grizzlybones.jpg" class="full" />
Are you //really// sure you want them? <<link "Yes, get the bones" `previous()`>>You gather the very nasty looking bones.<<pickup "$inventory" "some grizzly bones">><<set $bones to true>><<set $score +=1>><</link>> <<link "Maybe not" `passage()`>>
You can't think of a single use for them and change your mind about gathering them.<</link>>
<<if $bsm is true>><<audio "doom" fadeout>> While you are deciding you feel ticklish, feel weak, turn pale, and collapse.>>
<<dead "There's something very odd about this place. It seems it's not a place to hang around in.">><<else>> <<if not hasVisited("get the etchings")>>[[Get the etchings|get the etchings]]<</if>> [[South|northshimmer]] [[West|CorridorOfDoom2]]<</if>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><<audio "doom" fadeout>><<audio "doom" fadeout>><<if ($haslamp is true) and ($lampon is false)>>It's pitch dark.
<<link "Lamp on" `passage()`>> <<set $battery -=1>> <<set $lampon to true>> \
<<if $battery > 0>> <<removeclass "body" "dark">><</if>><</link>> \
<<elseif ($haslamp is true) and ($lampon is true) and ($battery > 0)>><<link "Lamp off" `passage()`>> <<set $lampon to false>> \
<<if tags().includes('dark')>> <<addclass "body" "dark">> \
<</if>> <</link>> \
<<else>>/*unlit graphic goes here*/ \
The lamp battery is dead.
<</if>> <<if $bsm is true>>This is an eerie place to wait - but wait you do. After a while you feel ticklish, feel weak, turn pale, and collapse.
<<dead "There's something very odd about this place. It seems it's not a place to hang around in.">> <<else>> You wait ...and wait ...and wait. Do you expect something to happen?
You can go [[west|CorridorOfDoom2]] or [[south|northshimmer]]<</if>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><img src="images/box.png" class="full" />
<<if $bsm is true>>You pick up the box and hear it start ticking. While you examine it you feel ticklish, feel weak, turn pale, and collapse.
<<dead "There's something very odd about this place. It seems it's not a place to hang around in.">><<else>>You pick up the box and hear it start ticking.<<set $box to true>><<set $score += 1>><<pickup "$inventory" "a ticking box">>
[[Use the key]] [[West|CorridorOfDoom3]] [[South|CorridorOfDoom1]]<</if>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><<if $d4 is true>><<goto "nobsm">> \
<<else>><<score>><<if $bsm is true>><<audio "doom" loop volume 0.5 play>><</if>> \
<<if ($haslamp is true) and ($lampon is false)>>It's pitch dark.
<<link "Lamp on" `passage()`>> <<set $battery -=1>> <<set $lampon to true>> \
<<if $battery > 0>> <<removeclass "body" "dark">><</if>><</link>> \
<<elseif ($haslamp is true) and ($lampon is true) and ($battery > 0)>><<link "Lamp off" `passage()`>> <<set $lampon to false>> \
<<if tags().includes('dark')>> <<addclass "body" "dark">> \
<</if>> <</link>> \
<<else>>The lamp battery is dead.
<</if>> \
<<if $lampon is true>>You are at the end of the corridor of doom, thank heavens. The etchings here are in very poor taste. The only exit is south. On the wall is the single letter 'P'
<img src="images/CofD5.jpg" class="full" />
The path enters from the [[south|CorridorOfDoom4]] and that seems to be the only exit. On the wall is the single letter 'P'
There is a mirror taking up all of the north wall. \
\
<<if $bsm is true>>Reflected in the mirror you can see a horrid bloodsucking creature behind you, reaching out a tentacle at you!
\
What do you want to do? <<textbox "$do3" "" "check" autofocus>><</if>>
<<if $d4 is true and do3 is "throw can" and $paint is "open">><<goto "nobsm">><</if>> \
<<if $do3 is "throw can" and $paint is "closed">>You throw the can at the creature, who glances at it before turning its attention back to you.
You feel ticklish, suddenly feel weak, turn pale, and collapse.
<<dead " Maybe you should have opened the can?">><<elseif $do3 is "">><<timed 7s>> You may need to type something.<</timed>>
<<else>>The blood sucking monster wraps it's tenticles round you and draws you in. You feel ticklish, suddenly feel weak, turn pale, and collapse.
<<dead " You have to kill it before it kills you. Maybe you could poison it?">>
[[Wait|wait and die]] <</if>>
<</if>>\
<</if>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><<widget "dead">><<timed 2.5s t8n>><div id="w3sec"><span class="big">Oh dear, you're dead</span>
You scored $score.
<<if $args[0]>><<print $args[0]>><</if>> Would you like to [[try again?|Chapter 1]]</div><</timed>><</widget>>You look for a keyhole but there isn't one. No sign of nails or screws either. It appears to be a solid block carved into the shape of a box - except it's ticking. Death watch beetle?
[[Continue|CorridorOfDoom2]]
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><<if ($haslamp is true) and ($lampon is false)>>It's pitch dark.
<<link "Lamp on" `passage()`>> <<set $battery -=1>> <<set $lampon to true>> \
<<if $battery > 0>> <<removeclass "body" "dark">><</if>><</link>> \
<<elseif ($haslamp is true) and ($lampon is true) and ($battery > 0)>><<link "Lamp off" `passage()`>> <<set $lampon to false>> \
<<if tags().includes('dark')>> <<addclass "body" "dark">> \
<</if>> <</link>> \
<<else>>/*unlit graphic goes here*/ \
The lamp battery is dead.
<</if>> \
<<if $lampon is true>>You pick up the skull. There's the word 'Yorick' written on it. Yorick! You knew that guy! An adventurer who disappeared a while ago. A guy who loved playing practical jokes on people. He was hilarious - provided you were not the jokester's victim.
<<if $bsm is true>>You regret stopping. You feel ticklish, feel weak, turn pale, and collapse.
<<dead "Alas poor Yorick - looks like you are joining him.">><<else>>You won't miss him. As you put the skull down it rattles. There's something inside it. Yorick's pea brain? Nope sounds bigger than that. You keep the skull.<<set $yorick to true>><<score +=1>><<pickup "$inventory" "a skull">>You can go [[south|CorridorOfDoom2]] or [[west|CorridorOfDoom4]]. On the wall is the single letter
'O'
[[Wait|wait and die]] <</if>>
<img src="images/CofD3b.jpg" class="full" />
<</if>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><<set $can to "paint">><<drop "$inventory" "a can of red paint" "a can of blood">> \
<<if $e4 is true and $checkinput is "rub mirror">><<goto "glowing hole">><</if>><<score>><<if visited() < 2>>You throw the can at the creature, who sees the contents, says "Yum! Blood!" and swallows it. <<if $can is "paint">>He chokes, shrivels, and disappears in a puff of smoke. You pick up the empty can.<<pickup "$inventory" unique "an empty can of red paint">><<set $bsm to false>><<set $tc to true>><<else>>"Yum that was delicious," says the monster. "Got any more? No? Never mind - your's will do." The blood sucking monster wraps it's tenticles round you and draws you in. You feel ticklish, suddenly feel weak, turn pale, and collapse.<<set $dead to true>>
<<dead " You have to kill it before it kills you. Maybe you could poison it?">><</if>><</if>>
<<if !$dead>><<if ($haslamp is true) and ($lampon is false)>>It's pitch dark.
<<link "Lamp on" `passage()`>> <<set $battery -=1>> <<set $lampon to true>> \
<<if $battery > 0>> <<removeclass "body" "dark">><</if>><</link>> \
<<elseif ($haslamp is true) and ($lampon is true) and ($battery > 0)>><<link "Lamp off" `passage()`>> <<set $lampon to false>> \
<<if tags().includes('dark')>> <<addclass "body" "dark">> \
<</if>> <</link>> \
<<else>>The lamp battery is dead.
<</if>> \
<<if $lampon is true>>You are at the end of the awesome corridor of doom. A large letter 'P' has been scrawled on the wall. There is a large mirror taking up the entire north wall.
<img src="images/CofD5b.jpg" class="full" />
<<if $d4 is true and $do4 is "">>The only exit appears to be back the way you came. [[South|CorridorOfDoom4]]<</if>>
<<if $e4 is false>>It's a lot nicer here since you got rid of that blood sucking monster. That horrible noise has stopped for one thing.<<audio "doom" stop>>
So what now? <<textbox "$checkinput" "" "checkinput" autofocus>><</if>> \
<<if $e4 is true and $checkinput is "break mirror">>No matter what you do, you can't break the mirror. Any other ideas?<<textbox "$checkinput" "" "checkinput" autofocus>><</if>> \
<<if $e4 is true and $checkinput is "move mirror">>You try to move the mirror but it's firmly fastened in place. <<textbox "$checkinput" "" "checkinput" autofocus>><</if>> \
<<if $e4 is true and $checkinput is "use mirror">>In a moment of sillyness you say 'Mirror Mirror on the wall, who is the fairest of them all?'
A face appears in the mirror which answers //'Certainly not you. And don't even think of trying to break me again. Would you mind giving me a clean to remove that nasty smudge in the middle?// <<textbox "$checkinput" "" "checkinput" autofocus>><</if>> \
<<if $e4 is true and $checkinput is "examine mirror">>You examine the mirror. You can see yourself in it - what a surprise. The mirror hes a dirty smudge in the middle of it. <<textbox "$checkinput" "" "checkinput" autofocus>><</if>> \
<<if $e4 is true and $checkinput is "huh">>Huh? I don't understand that - Try something else. <<textbox "$checkinput" "" "checkinput" autofocus>><</if>>
<<if $e4 is true and $checkinput is "rub mirror">>A glowing hole big enough to crawl through appears in the mirror. <</if>><</if>> <</if>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><<score>> \
/% lamp test %/ \
<<score>><<if ($haslamp is true) and ($lampon is false)>>It's pitch dark.
<<link "Lamp on" `passage()`>> <<set $battery -=1>> <<set $lampon to true>> \
<<if $battery > 0>> <<removeclass "body" "dark">><</if>><</link>> \
<<elseif ($haslamp is true) and ($lampon is true) and ($battery > 0)>><<link "Lamp off" `passage()`>> <<set $lampon to false>> \
<<if tags().includes('dark')>> <<addclass "body" "dark">> \
<</if>> <</link>> \
<<else>>/*unlit graphic goes here*/ \
The lamp battery is dead.
<</if>> \
/% end lamp test (but you need a close if statement at passage end) %/ \
<<if $lampon is true>>You are at the end of the awesome corridor of doom. On the wall someone has written a large letter 'P'. <<if $checkinput is "rub mirror" and $dwest < 2>>There is a large mirror taking up the entire north wall. In the middle of the mirror there is now a glowing hole. It looks big enough to [[crawl through|crawl through hole]].
<img src="images/CofD5c.jpg" class="full" />\
<<else>><<if $inventory.has("a can of blood")>>In front of you is the blood sucking monster again. Seems he visited the fountain of youth and was restored to life. You open the can and throw it at him. He grabs it and drinks it. "Yum, delicious," he says. "Got any more? No? Never mind yours will do." He envelopes you in his tenticles." <<dead "You poison the BSM with red paint; not a can of blood">><</if>>All that's left of the mirror is the frame you just stepped through. You can go [[back through the mirror frame.|crawl through hole]] or...
<img src="images/CofD5d.jpg" class="full" />
You can go [[south|CorridorOfDoom4]] along the corridor.
What do you want to do?<</if>><</if>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>
<<if ($haslamp is true) and ($lampon is false)>>It's pitch dark.
<<link "Lamp on" `passage()`>> <<set $battery -=1>> <<set $lampon to true>> \
<<if $battery > 0>> <<removeclass "body" "dark">><</if>>\
<</link>> \
<<elseif ($haslamp is true) and ($lampon is true) and ($battery > 0)>>\
<<link "Lamp off" `passage()`>> <<set $lampon to false>> \
<<if tags().includes('dark')>> <<addclass "body" "dark">> \
<</if>>\
<</link>> \
<<else>>The lamp battery is dead.
<</if>> \
<<if $lampon is true>>\
<<if $d6 is true>><<goto "SOS">><</if>>
<<score>>\
<<if visited("crawl through hole") is 1>><<set $bag to false>> <<set $noplayR3 to false>> You start to pass through the hole in the mirror.
There is a bright flash!
When you can see again, you find that you
<<else>>You\
<</if>> are in a low damp wooden chamber, with exits [[west|wellbottom]] and [[northeast|riddleroom3]]. <<if $brokenmirror>>You can also go [[south through the mirror frame|CorridorOfDoom5]]<</if>>
<<if $vase is false and !$brokenvase>><img src="images/LowWoodenRoom.jpg" class="full" />\
<<else>><img src="images/LowWoodenRoomNoVase.jpg" class="full" />\
<</if>>
<<if !$mirror>> There is no sign of the mirror.\
<<if $dwest>> But then there wouldn't be - you are on the wrong side of it. The south wall of the wooden chamber is deep red and very smooth. Could that be the mirror back?\
<<if $spade>>\
<<linkreplace "Break the south wall">>You hit the south wall with the spade and it shatters into thousands of sharp fragmets. Where it was you see the [[corridor of doom|CorridorOfDoom5]].<<set $score += 1>><<set $mirror to "false";$brokenmirror to true>>
<<linkreplace "Get the mirror fragments">>You cautiously pick up the mirror fragments\
<<if $inventory.has("a satin pillowcase")>> and put them in the satin pillowcase. They promptly rip a hole through the bottom making it useless. You can't use it to carry anything now.<<set $pillowcase to false;$maxitemcount -= 3;$score -=1>><<drop "$inventory" "a satin pillowcase">><<pickup "$inventory" "A ripped pillowcase">>\
<<else>>They are very sharp and you cut your fingers. Better put them down again.\<</if>>
<</linkreplace>>\
<</linkreplace>>\
<<else>>[[Enter the corridor of doom|CorridorOfDoom5]]<</if>>\
<</if>><</if>>
There is a pattern of dots and dashes on the floor.
<<toomuch>>\
<<if $vase is false and !$brokenvase>>There is a valuable Ming vase here! \
<<linkreplace "Get vase">><<set $score += 1>><<set $vase to true>><<pickup "$inventory" "a Ming vase">> You now have an incredibly valuable and delicate Ming vase.\
<</linkreplace>>\
<<elseif $inventory.has('a Ming vase')||$brokenvase>>This is where you found the Ming vase \
<</if>>
Want to do something else? <<textbox "$do5" "" "check" autofocus>>\
<</if>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>
<<score>>\
<<if $bucketinwell>><<set $bruise to false>><</if>>\
<<if ($haslamp is true) and ($lampon is false)>>It's pitch dark.\
<<link "Lamp on" `passage()`>> <<set $battery -=1>> <<set $lampon to true>> \
<<if $battery > 0>> <<removeclass "body" "dark">><</if>><</link>> \
<<elseif ($haslamp is true) and ($lampon is true) and ($battery > 0)>>\<<link "Lamp off" `passage()`>> <<set $lampon to false>> \
<<if tags().includes('dark')>> <<addclass "body" "dark">> \
<</if>> <</link>> \
<<else>>/*unlit graphic goes here*/ \
The lamp battery is dead.
<</if>> \
<<if $lampon is true>>You are You are at the bottom of a deep vertical brick shaft, whose floor is covered in thick mud. The only safe exit is east. On the south wall someone has scrawled in that strange script 'ↁЯДБФИ FЯЄЄ ZФИЄ'.
\/%Images%/\
\/% Ladder only %/\
`<<if $ropeladder is true>><img src="images/wellbottomladder.jpg" class="full" />
\/% bucket, coin, rabbit, rod, rope %/\
<<elseif $well.has("a coin") and $well.has("a rod") and $well.has("a dead rabbit") and $well.has("a rope") and $bucketinwell is true>><img src="images/wellbottombucketcoinrabitrodrope.jpg" class="twothirds" />\
\/% bucket, coin, rabbit, rod %/\
<<elseif $well.has("a coin") and $well.has("a rod") and $well.has("a dead rabbit") and $bucketinwell is true>><img src="images/wellbottombucketcoinrabitrod.jpg" class="twothirds" />\
\/% bucket, coin, rod %/\
<<elseif $well.has("a coin") and $well.has("a rod") and $bucketinwell is true>><img src="images/wellbottombucketcoinrod.jpg" class="twothirds" />\
\/% bucket, coin %/\
<<elseif $well.has("a coin") and $bucketinwell is true>><img src="images/wellbottombucketcoin.jpg" class="twothirds" />\
\/% bucket, rod %/\
<<elseif $well.has("a rod") and $bucketinwell is true>><img src="images/wellbottombucketrod.jpg" class="twothirds" />\
\/% bucket %/\
<<elseif $bucketinwell is true>><img src="images/wellbottombucket.jpg" class="twothirds" />\
\/% Nothing in well %/\
<<elseif $bucketinwell is false>><img src="images/wellbottom.jpg" class="twothirds" /><</if>> \
\/%End of images%/\
<<if $well.has("some dust")>><<drop "$well" "some dust">>Although you dropped some dust down the well it's now part of the mud.<</if>>
On the bottom of the well, apart from mud, is:
<span class='auto-update' data-macro='<<linkedinventory "Get" "$well" "$inventory">>'>\
<<linkedinventory "Get" "$well" "$inventory">>\
</span>\
<</if>>
<<if $bucket is false and !$bruise>>\
<<if $try lte 2>>There's also a bucket firmly stuck in the mud.<</if>>
<<if $bucket is false and !$bruise>><<if $try is 0>><<link "Get the bucket" `passage()`>><<set $try += 1>><</link>><</if>>\
<<if $try is 1>><<link "Get the bucket" `passage()`>><<set $try += 1>><</link>><</if>>\
<<if $try is 2>><<link "Get the bucket" `passage()`>><<set $try += 1>><<set $bucket to true>><<pickup "$inventory" unique "a bucket">><<set $score += 1>><<set $bucketinwell to false>><</link>><</if>>\
<</if>><</if>>\
<<if $try is 1>> It appears to be stuck firmly in the mud.<</if>>\
<<if $try is 2>> You pull harder ... It's still stuck.<</if>>\
<<if $try is 3 and $bruise is false>> You finally free the bucket. It flies out of the mud and hits you on the forehead. You now have a very dirty bucket and a bruise on your forehead.<<set $bruise to true>><</if>>
''You're carrying:''
<span class='auto-update' data-macro='<<linkedinventory "Drop" "$inventory" "$well">>'>\
<<linkedinventory "Drop" "$inventory" "$well">>\
</span>
<<if $ropeladder is false>><<linkreplace "Climb the shaft">>You might be able to climb the shaft if you had the proper climbing gear, the skill and a head for heights but you don't have any of these so forget that idea.<<set $climbwell to true>><</linkreplace>><<elseif $ropeladder is true>><<link "Climb the ladder" "Wishing well2">><<set $ladderclimbedup to true>><</link>><</if>> \
<<if $digwellmud is false and $spade is false>>You don't have a spade and you are disinclined to make your hands dirtier still. <<elseif $digwellmud is false and $spade is true>><<linkreplace "Dig in the mud">>You use the spade to dig in the mud and find five gold rings! <<if $inventory.has("rubber boots")>>You are glad you have those rubber boots. <<else>>You also make yourself very muddy. You could really use a pair of rubber boots.<</if>><<set $score +=5>><<set $digwellmud to true>><<pickup "$pockets" "five gold rings">> <<linkreplace "Dig again">>You dig deeper in the mud hoping to find six eggs (possibly golden ones?) but no luck. There's nothing else here other than mud and clay. <<linkreplace "Get some clay">><<pickup "$inventory" "some clay">>You have a lump of very sticky clay.<<set $score += 1>><</linkreplace>><</linkreplace>><</linkreplace>> <</if>>\
<<if $coin is false and $inventory.has("a coin")>><<set $score += 1>><<transfer "$inventory" "$pockets" "a coin">> <<<<set $coin to true>><<set $coininwell to false>><</if>>\
\
<<if $inventory.has("a rod")>><<set $score += 1>><<set $rod to true>><<set $rodinwell to false>><</if>>\
\
[[East exit|crawl through hole]]
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>
/* riddleroom 3 */\
<<score>><<togglelamp>>
You are in a square room made of pure marble, with an exit south.
/* images */\
<<if $riddle3 is "nose" and $balloon1 is true>><img src="images/RiddleRoomPass.jpg" class="twothirds" /><<elseif $riddle3 is "nose" and $balloon1 is false>><img src="images/RiddleRoomPassballoon.jpg" class="twothirds" /><<else>><img src="images/RiddleRoom3.jpg" class="twothirds" /><</if>>\
/* end of images */
<<if $r3 is false>>To the north is an exit which pulses red and blue. Above it is a sign reading:
WHAT DOES EVERYONE OVERLOOK?
Your answer: <<textbox "$riddle3" "" "checkriddle" autofocus>> <</if>>
<<if $riddle3 is "nose" and $noplayR3 is false>>There's a dark exit north which emits a loud fanfare!<<audio "fanfare" play>><<set $noplayR3 to true>><<set $score +=2>><</if>><<if $riddle3 is "nose">>You're in a riddle room. The sign now says:
You may now pass. [[North|riddleroom4]]<</if>>
<<if $balloon1 is false>>There is a balloon floating high up next to an open window here. Below it, a string suspends a card. It's too high up to reach. <<if $inventory.has("a rod")>><<linkreplace "Use rod to get balloon">>You throw the rod at the balloon which simply bounces away - perilously close to the window. You pick the rod up again. That's not going to work. Perhaps if you had something sharp to burst the balloon?
<<if $darts gte 1>><<linkreplace "Throw a dart">>You throw a dart which bursts the balloon. The dart goes out the window. The card has a message on it:
//Never, under any circimstances, take a laxative and a sleeping pill at the same time.//
Wise advice but not particularly useful to you now. You put the card, string and burst balloon in your pocket.<<set $balloon1 to true>><<set $darts -= 1>><<set $string += 1>><<set $score += 1>><<pickup '$pockets' unique 'some bits of burst balloon' 'some bits of string' 'some card'>> <</linkreplace>><</if>><</linkreplace>><</if>><</if>>
<<if $bag is false>>There's a plastic carrier bag here. You pick it up <<set $bag to true>><<set $maxitemcount += 3>><<if $inventory.has('a Ming vase')>> and put the vase in it<<set $score += 1>><<else>>.<</if>><</if>>
[[South|crawl through hole]] <<if $r3 is false>><<linkappend "N">>ope - An invisible force bars your way<</linkappend>><</if>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>
<<score 0 0>><<set $doc to $doc.toLowerCase()>><<set $dob to $dob.toLowerCase()>><<set $doa to $doa.toLowerCase()>><<set $do6 to $do6.toLowerCase()>><<set $do5 to $do5.toLowerCase()>><<set $do4 to $do4.toLowerCase()>><<set $do3 to $do3.toLowerCase()>><<set $do2 to $do2.toLowerCase()>><<set $do1 to $do1.toLowerCase()>>
<<if $doc.includes("drop")and $doc.includes("bone")>><<set $dc to true>><<set $doc to "drop bones">><<goto `previous()`>> \
\
<<elseif $dob.includes("prie")>><<set $db to true>><<set $dob to "priest">><<goto `previous()`>> \
\
<<elseif $doa.includes("foot")>><<set $da to true>><<set $doa to "foot">><<goto `previous()`>> \
\
<<elseif $do7.includes("bail") or $do7.includes("use buck") or $do7.includes("empt") and $do7.includes("wate") >><<set $d8 to true>><<set $do7 to "bail out boat">> <<goto `previous()`>>\
\
<<elseif $do6.includes("jump") or $do6.includes("use cont") or $do6.includes("use hang")>><<set $d7 to true>><<set $do6 to "jump">> <<goto `previous()`>>\
\
\<<elseif $do5.includes("sos")>><<set $d6 to true>><<set $do5 to "sos">> <<goto `previous()`>>\
\
<<elseif $do4.includes("rub mirr") or $do4.includes("clean mirr") or $do4.includes("polish mirr")>><<set $d5 to true>><<set $do4 to "rub mirror">> <<goto `previous()`>>\
\
<<elseif $do4.includes("break mirr") or $do4.includes("smash mirr") or $do4.includes("hit mirr") or $do4.includes("strike mirr")>><<set $do4 to "break mirror">> <<goto `previous()`>>\
\<<elseif $do3.includes("thro") and $do3.includes("can") or $do3.includes("thro") and $do3.includes("pain") >><<set $d4 to true>><<set $do3 to "throw can">> <<goto `previous()`>>\
\
<<elseif $do2.includes("cand")>><<set $d2 to true>><<set $do2 to "candle">><<goto `previous()`>> \
\
<<elseif $do1.includes("open can") or $do1.includes("open paint") >><<set $d1 to true>><<set $do1 to "open can">> <<goto `previous()`>>\
<<else>> <span class = "big">Huh?</span> I don't understand that.<<timed 2s>><<goto `previous()`>><</timed>>
<</if>>
/* PUT THE TEXT CHECK IN REVERSE ORDER otherwise it won't work */<<score>><<togglelamp>>\
You are in a square room made of pure marble, with an exit south.
<<if $riddle4 is "pounds" and $balloon2 is true>><img src="images/RiddleRoomPass.jpg" class="twothirds" /><<elseif $riddle4 is "pounds" and $balloon2 is false>><img src="images/RiddleRoomPassballoon.jpg" class="twothirds" /><<else>><img src="images/RiddleRoom4.jpg" class="twothirds" /><</if>>
<<if $r4 is false>>To the north is an exit which pulses red and blue. Above it is a sign reading:
WHAT IS IT,
A RICH MAN HAS AND WANTS MORE OF,
A FAT MAN HAS AND DOESN'T WANT,
AND A POOR MAN WANTS AND CAN'T GET?
Your answer <<textbox "$riddle4" "" "checkriddle" autofocus>><</if>>
<<if $riddle4 is "pounds" and $noplayR4 is false>>The dark exit north emits a loud fanfare!The sign on it now says, "YOU MAY NOW PASS!"<<audio "fanfare" play>><<set $noplayR4 to true>><<set $score +=2>><</if>><<if $riddle4 is "pounds">> You're in a riddle room. The sign now says:
You may now pass. [[North|stairbottom]]<</if>>
<<if $balloon2 is false>>There is another balloon floating high up next to an open window here. Below it, a string suspends a card. It's too high up to reach. <<if $inventory.has("a rod")>><<linkreplace "Use rod to get balloon">>You throw the rod at the balloon which simply bounces away. This time it's the rod which nearly goes out the window. You pick the rod up again. That's not going to work. Perhaps if you had something sharp. Got any more darts?
<<if $darts gte 1>><<linkreplace "Throw a dart">>You throw a dart which bursts the balloon. The dart goes out the window. The card has a message on it:
//Never allow a dog to guard your sandwich.//
Again wise advice but still not particularly useful to you now. You put the card, string and burst balloon in your pocket.<<set $balloon2 to true>><<set $darts -= 1>><<set $string += 1>><<set $score += 1>><<pickup '$pockets' unique 'some bits of burst balloon' 'some bits of string' 'some card'>> <</linkreplace>><</if>><</linkreplace>><</if>><</if>>
<<toomuch>>
<<if $portrait is false>>There is an original portrait by Raphael here!<<if $inventory.count() lt $maxitemcount>><<link "Get the portrait" `passage()`>><<set $score += 1>><<set $portrait to true>><<pickup "$inventory" "a portrait">>You have the portrait. Fortunately it's quite small.<</link>><</if>><</if>>
[[South|riddleroom3]] <<if $r4 is false>><<linkappend "N">>ope - An invisible force bars your way<</linkappend>><</if>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><<score>>You are at the base of a steep winding staircase. The only other exit is a doorway west back the way you came.
<img src="images/StairBase.jpg" class="twothirds" />
<<if $balloon3 is false>>There's yet another balloon floating here - you know the drill - throw the rod then throw something sharp at it. Below it, a string suspends a card. It's just too high up to reach.
<<if $rod is true>><<linkreplace "Use rod to get balloon">>You throw the rod at the balloon which bounces away - almost up the staircase. You pick the rod up again. Use a dart??
<<if $darts gte 1>><<linkreplace "Throw a dart">>You throw a dart which bursts the balloon. The dart goes out the window. The card has a message on it:
//There are people in the world who must like diarrhea because they say four out of five suffer from it.//
More useless information, but the card, string or burst balloon might come in handy. You put the card, string and burst balloon in your pocket.<<set $balloon3 to true>><<drop "$inventory" "a set of darts">><<set $string += 1>><<set $score += 1>><<pickup '$pockets' unique 'some bits of burst balloon' 'some bits of string' 'some card'>><<set $darts -= 1>><</linkreplace>><</if>><</linkreplace>><</if>>
<</if>>
[[Up the stairs|halfwaystairs]] [[West|riddleroom4]]
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>You throw the rod at the balloon which simply bounces away. You pick the rod up again. That's not going to work. Perhaps if you had something sharp to burst the balloon?
<<if $darts gte 1>><<linkreplace "Throw a dart">>You throw a dart which bursts the balloon. The dart goes out the window. The card has a message on it:
//Never allow a dog to guard your sandwich.//
Again wise advice but still not particularly useful to you now. You put the card, string and burst balloon in your pocket. <</linkreplace>><<set $balloon2 to true>><<set $darts -= 1>><<set $string += 1>><<set $score += 1>><<pickup '$pockets' unique 'some bits of burst balloon' 'some bits of string' 'some card'>><</if>>
[[Continue|riddleroom4]]
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><<score>>From somehere below comes a horrible baying sound. There's something chasing you.
You're part way up the winding stairs, which continue above and below you.
[[Up|stairtop]] [[Investigate baying|wstairs]] [[Down|wstairs]]
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>You throw the rod at the balloon which again simply bounces away. You pick the rod up again. That's not going to work. Perhaps if you had something sharp to burst the balloon?
<<if $darts gte 1>><<linkreplace "Throw a dart">>You throw a dart which bursts the balloon. The dart goes out the window. The card has a message on it:
//There are people in the world who like diarrhea because they say four out of five suffer from it.//
More useless information, but the card, string or burst balloon might come in handy. You put the card, string and burst balloon in your pocket.<<set $balloon3 to true>><<drop "$inventory" "a set of darts">><<set $string += 1>><<set $score += 1>><<pickup '$pockets' unique 'some bits of burst balloon' 'some bits of string' 'some card'>><<set $darts -= 1>><</linkreplace>><</if>>
[[Continue up the stairs|halfwaystairs]]
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><<score>><<if $dc is true>><<link "Drop the bones" "delay">><</if>>You hear claws running up the stairs towards you and that aggresive baying and snarling sound. Whatever it is - they are gaining on you.
You're at the top of the stairs.
A narrow passageway leads [[east|ledge]] but there's no door to keep whatever is baying away. \
[[Investigate baying|wstairs]] [[Down|wstairs]]
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>
You decide to investigate the baying and start down the stairs. Not a wise choice because part way down a pack of ferocious hell hounds races up the stairwell and tears you limb from limb!
<<dead "I wonder what made them chase you?">>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><<score>>There's still that horribly aggressive baying sound.
You are standing rather breathlessly on a narrow ledge far above the forest. The only exit is [[west]] where you see the first of a pack of hell hounds rushing towards you.
Or perhaps you want to try something else? <<textbox "$do6" "" "check" autofocus>> \
<<if $d7 is true>><<setraincount to 0>><<goto [[jump]]<<else>>Huh?<</if>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>That's the way you came. However you don't seem to have any alternative unless you want to jump and it's a //very// long way down. Seems that wasn't a wise choice because part way down a pack of ferocious hell hounds races up the stairwell and tears you limb from limb!
<<dead>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>
<<if not $inventory.has('a contraption of cloth and wire')>>It's a VERY long way down but you choose to jump rather than be torn to bits. You don't survive the impact. <<dead "A rope ladder, parachute, Hang glider or even a cushion might have helped.">><<else>><<score>>You launch yourself into the air, and, thanks to the hangglider, fly gracefully down to the forest. You survive the impact with the trees, but the hang glider is badly mangled and won't fly again.<<drop "$inventory" "a contraption of cloth and wire">><<pickup "$inventory" "a broken hang glider">><<set $raincount to 0>><<if $inventory.has('a Ming vase')>> The Ming vase didn't take kindly to the impact either. You now have a bag of priceless porcelain fragments.<<set $vase to false>><<set $brokenvase to true>><<drop '$inventory' 'a Ming vase'>><<pickup '$inventory' 'a bag of vase fragments'>><</if>> To make matters worse, it starts raining.
You are wandering lost in a dense forest. Trees block the view in all directions.<<flood>><<set $raincount += 1>>
<img src="images/forest.jpg" class="twothirds" />
Which way do you want to go?
[[Northwest|O4b]] [[North|O4b]] [[Northeast|O4b]] [[Up|climbtreeb]]
[[West|O4b]] [[Wait|WaitForestb]] [[East|O4b]]
[[Southwest|O4b]] [[South|O4b]] [[Southeast|O4b]] [[Down|downb]]<</if>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><<set $count += 1>>
You are wandering lost in a dense forest. Trees block the view in all directions.
<<flood>><<set $raincount += 1>>
<img src="images/forest.jpg" class="twothirds" />
Which way do you want to go?
[[Northwest|O4b]] [[North|O4b]] [[Northeast|O4b]] [[Up|climbtreeb]]
[[West|O4b]] [[Wait|WaitForestb]] [[East|O4b]]
[[Southwest|O4b]] [[South|O4b]] [[Southeast|O4b]] [[Down|downb]]
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><<flood>><<set $raincount += 1>>
Err... It's a little damp here!
Which way do you want to go?
[[Northwest|O4b]] [[North|O4b]] [[Northeast|O4b]] [[Up|climbtreeb]]
[[West|O4b]] [[Wait|WaitForestb]] [[East|O4b]]
[[Southwest|O4b]] [[South|O4b]] [[Southeast|O4b]] [[Down|downb]]
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>I don't know why but you dig a hole in the sodden ground. Not surprisingly it fills up with water.<<flood>><<set $raincount += 1>>
Which way do you want to go?
[[Northwest|O4b]] [[North|O4b]] [[Northeast|O4b]] [[Up|climbtreeb]]
[[West|O4b]] [[Wait|WaitForestb]] [[East|O4b]]
[[Southwest|O4b]] [[South|O4b]] [[Southeast|O4b]]
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><<score>>You are perched precariously at the top of a tree.
Below you is a clearing with something in it.
<<flood>>
[[Down|clearing]]
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><<widget "flood">>
<<if $raincount is 0>>It's raining hard now.\
<<elseif $raincount is 1>>It's pouring down. The ground is quite wet.
<<elseif $raincount is 2>>It's raining and //you// are quite wet.
The ground is flooding.
<<elseif $raincount is 3>>It's really chucking down now. You're drenched.
The water is ankle deep.
<<elseif $raincount is 4>>It's still raining hard. The water is waist-height. Do something fast!
<<else>>It could be described as raining cats and dogs except they can swim better than you can.
There is a large splash, as the water closes over your head - then a bubbling noise, as you drown. <<dead "Try looking for a boat next time.">><</if>>
<</widget>><<score>>You're in a clearing in the forest. There is a small boat here at the north of the clearing. <<flood>>
[[North|boat]] <<link "Wait" `passage()`>><</link>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><<flood>><<score>><<set $raincount to 0>><<bail>>You board the boat just in time, as it bobs off on the now vast flood-waters.
<img src="images/boat.jpg" class="full" />
You're in a small boat without any means of propulsion. Around you is nothing but water. Fun, isn't it?
<<if $cushion is false>>There is a valuable fluffy guilded cushion here!<<elseif $inventory.has('a cushion')>>You have the cushion.<</if>>
<<if $inventory.count() < $maxitemcount>><<linkreplace "Get cushion">>You get the very elaborate, if slightly damp cushion.
<<pickup "$inventory" "a cushion">><<set $cushion to true>><<set $score+= 1>><</linkreplace>>\
<<else>><<toomuch>><</if>> [[Wait|wait in boat]] or <<textbox "$do7" "" "check" autofocus>> \
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><<widget "bail">>
<<if $raincount is 0>>It's still raining hard.\
<<elseif $raincount is 1>>It's pouring down. There's an inch of water in the boat.
<<elseif $raincount is 2>>It's raining and the water is over the tops of your shoes.
The boat is flooding.
<<elseif $raincount is 3>>It's really chucking down again. You're drenched.
Your boat is rapidly filling up with water -You'd better do something!
<<elseif $raincount is 4>>It's still raining hard. The boat will sink if you don't do something fast!
<<else>>Glug!
There is a large splash, as the water closes over your head - then a bubbling noise, as you drown. <<dead "Boats only float if the water is outside them.">><</if>><<set $raincount += 1>>
<</widget>><<widget "dropanobject">>What do you want to drop? You have:
<if $haslamp>><<link "a lamp>><<set $haslamp to false; $score -=1>><<replace "#dropped">>you dropped the lamp<</replace>><</link>> \
<if $rod>><<link "a black rod>><<set $rod to false; $score -=1>><<replace "#dropped">>you dropped the rod<</replace>><</link>> \
<if $coin>><<link "a large gold coin>><<set $coin to false; $score -=1>><<replace "#dropped">>you dropped the coin<</replace>><</link>> \
<<if tags().includes("nodragon")>>
<<span id="dropped">A small green dragon comes out of a hole, seizes the object you dropped and runs away.<span>
<<link "Continue" `previous()`>><<set $score -= 1>>
[deal with dropped objects]<</link>><</widget>><<widget "get">><<if $inventory.has($args[0])>>You have $args[0]<<else>>There is $args[0] here. <<link "Get it?" `passage()`>><<pickup "$inventory" $args[0]>><<set $score +=1>><</link>><</if>><</widget>>
<<newinventory "$inventory">>\
<<newinventory "$pockets">>\
<<newinventory "$well">>\
<<newinventory "$inventory">>\
<<newinventory "$saferoom">>\
<<newinventory "$Safevaluables">>\
<<newinventory "$safe">>\
<<newinventory "$cage">>\
<<newinventory "$southofcastle">>\
<<newinventory "$fork_lift">>\
<<newinventory "$eastalcove">>\
<<newinventory "$redpassage">>\
<<newinventory "$maze">>\
<<newinventory "$postbang">>\
/*<<print The number of valuable items is: $Safevaluables.count()>>*/
<<link "Test dropping branches" "C1a">><<set $branches to true>><</link>>
<<link "Castle entry 1" "Chapter 2">><<set $haslamp to true;$coin to true>><<pickup "$inventory" "a coin" "a lamp">><</link>>
<<link "Red room" "Red room">><<set $haslamp to true;$coin to true;$lampon to true>><</link>>
<<link "Anteroom" "Anteroom">><<set $haslamp to true;$coin to true;$lampon to true;$dust to 3>><</link>>
<<link "Wishing well" "Wishing well"><<set $haslamp to true>><<set $coin to true;$rope to true;$smallkey to true>><<pickup "$inventory" unique "a coin" "a lamp" "a rope" "a satin pillowcase" "an emerald necklace">><<pickup "$pockets" "a key">><</link>>
<<link "Testing lamp" "C1b">><<set $haslamp to true>><<set $lampon to true>><</link>>
<<link "Too many items" "sittingroom">><<pickup "$inventory" "a lamp" "a bundle of branches" "a rope" "a broom" "a smelly rabbit" "a can of red paint" "a silver tiara" "a set of darts" "a ruby figurine">><</link>>
<<link "Safe room" "stairs">><<pickup "$inventory" "a lamp" "a bundle of branches" "a rope">><<pickup "$pockets" "some dust" "a small key" "a dustbunny">><<set $dustbunny to true>><<set $battery to 94>><<set $turns to 41>><</link>>
<<link "Safe room after West" "stairs">><<pickup "$inventory" "a lamp" "a bundle of branches" "a rope" "a broom" "a smelly rabbit" "a can of red paint" "a silver tiara" "a set of darts" "a ruby figurine">><<pickup "$pockets" "some dust" "a small key" "a dustbunny">><<pickup "$well" "a coin" "a rod">><</link>>
<<link "Safe room after North" "stairs">><<pickup "$inventory" "a lamp" "an empty can of red paint" "some grizzly bones" "a broken hang glider" "a satin pillowcase" "a ticking box" "a bag of vase fragments" "a bucket">><<pickup "$pockets" "a small key" "a coin">><<pickup "$southofcastle" "a cushion">><<set $east to true>><</link>>
<<link "courtyard after east" "courtyard">>><<pickup "$inventory" "a lamp" "a satin pillowcase" "a rod" "an onyx sculpture" "an antique clock" "a mink stole" "a lighter" "an old oil lamp" "a large diamond" "a worthless cushion">><<pickup "$southofcastle" "some debris">><<set $east to true>><</link>>
<<link "courtyard after fountain" "courtyard">>><<pickup "$inventory" "a lamp" "a magic bag" "a rusty sword" "a lighter" "a golden oil lamp" "rubber boots" "some clay" "a notebook">><<pickup "$courtyard" "a forklift truck">><<pickup "$pockets" "a key" "the philosopher's stone" "a diamond troll tooth">><<set $haslamp to true>><<set $dwest to 2>><<set $deast to 2>><<set $r9 to false>><<set $rA to false>><<set $battery to 100>><</link>><<widget "setlamp">><<if $haslamp is true and $lampon is true>><<link "Lamp off" $args[0]>><<set $lampon to false>><</link>><<elseif $haslamp is true and $lampon is false>><<link "Lamp on" `previous()`>><<set $lampon to true>><</link>><</if>><</widget>>You quickly get lost in the forest. As an experienced adventurer you understand the value of having a bunch of worthless items you can drop to help find your way while lost. You spend some time gathering branches and breaking them up into short sections.
<img src="images/gatherbranches.jpg" class="twothirds" />
You now have a bundle of short branch sections. <<pickup "$inventory" unique "a bundle of branches">><<set $score += 1>><<set $branches to true>>
<<dropb>>
<<if $east is true>>[[Make your way back into the castle entrance|Chapter 6]]<</if>>
What now?
[[Northwest|O4]] [[North|O4]] [[Northeast|O4]] [[Up|Climb tree]]
[[West|O5]] [[Wait|WaitForest]] [[East|O4]] [[Get|Getnothing]]
[[Southwest|O4]] [[South|O4]] [[Southeast|O4]] [[Down|down]]
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><<widget "dropb">><<if not $inventory.has("a bundle of branches") and tags().includes("forest")>> <<link "Get some sticks" "Get some sticks">><</link>><<elseif $inventory.has("a bundle of branches")>>
<<link 'Drop a stick'>>
<<if $inventory.has("a bundle of branches")>>
<<goto "dragonthief">>
<<else>>
<<replace '#links'>>You don't have any branch sections.<</replace>>
<</if>>
<</link>>
<</if>><</widget>>
<<widget "toomuch">>
<<if $inventory.count() >= $maxitemcount>>You have as much as you can carry. If you want to pick up something else you must drop something first. You have these items which are too big to fit in your pockets:
<<if $args[0] is undefined>>You have these items but if you drop something - will it disappear?
<<linkedinventory 'Drop' '$inventory'>>
<<else>>\
<<linkedinventory 'Drop' '$inventory' '$args[0]'>><</if>><</if>><</widget>><<widget "dropo">>@@#obdrop;
<<link 'Drop an object'>>
<<if $inventory.count() gte 2 >><<linkedinventory 'Drop' '$inventory'>>
<<replace '#obdrop'>>You drop an object here. A small green dragon comes out of a hole, seizes it and disappears with it. <</replace>>
<<else>>
<<replace '#obdrop'>>You don't have any objects to drop that you can spare.<</replace>>
<</if>>
<</link>>
@@<</widget>><<audio "doom" fadeout>>You look at them.
<img src="images/uglypainting.jpg" class="twothirds" />
Like this one, they are big, vulgar, childish and not worth a lot. Are they worth the effort? <<if $bsm is true>><<audio "doom" fadeout>> While you are deciding you feel ticklish, feel weak, turn pale, and collapse.>>
<<dead "There's something very odd about this place. It seems it's not a place to hang around in.">><</if>>
<<if $dwest || $dnorth>>You take one of the most childish paintings. There are people who will buy any old rubbish. <<set $Score += 1>><<pickup "$inventory" "a childish painting">><<else>>You decide not to bother with them for now.<</if>>
[[South|CorridorOfDoom1]] [[West|CorridorOfDoom3]]
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>
<<score>>You drop the bones and take the exit east. You are standing rather breathlessly on a narrow ledge far above the forest. The only exit is back the way you came. Through the entrance you can see a pack of hell hounds snarling and fighting over those bones. Looks like it as a good idea to get them after all. That won't delay them long though and you are next on the menu. <<set $score+=1>><<drop "$inventory" "some grizzly bones">>
What now? <<textbox "$do6" "" "check" autofocus>> \
<<if $d7 is true>><<set $raincount to 0>><<goto [[jump]]<<else>>Huh?<</if>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>
<<set $checkinput to $checkinput.toLowerCase()>>
<<if $checkinput.includes("rub mirr") or ($checkinput.includes("clea") and $checkinput.includes("mirr")) or ($checkinput.includes("poli") and $checkinput.includes("mirr"))>> <<set $e4 to true>><<set $checkinput to "rub mirror">><<goto `previous()`>>
\
<<elseif ($checkinput.includes("brea") and $checkinput.includes("mirr")) or ($checkinput.includes("smas") and $checkinput.includes("mirr")) or
$checkinput.includes("hit mirr") or
($checkinput.includes("stri") and $checkinput.includes("mirr")) or ($checkinput.includes("dest") and $checkinput.includes("mirr"))>><<set $checkinput to "break mirror">><<set $e4 to true>><<goto `previous()`>>
\
<<elseif $checkinput.includes("move mirr")>><<set $checkinput to "move mirror">><<set $e4 to true>><<goto `previous()`>>
\
<<elseif ($checkinput.includes("exam") and $checkinput.includes("mirr")) or ($checkinput.includes("look") and $checkinput.includes("mirr")) or
($checkinput.includes("stud") and $checkinput.includes("mirr")) or ($checkinput.includes("chec") and $checkinput.includes("mirr"))>><<set $checkinput to "examine mirror">><<set $e4 to true>><<goto `previous()`>>
\
<<elseif $checkinput.includes("use mirr") or
($checkinput.includes("spea") and $checkinput.includes("mirr")) or
($checkinput.includes("talk") and $checkinput.includes("mirr")) or
$checkinput.includes("mirror mirror")>> <<set $checkinput to "use mirror">>
<<set $e4 to true>><<goto `previous()`>>
<<else>><<set $e4 to true>><<set $checkinput to "huh">><<goto `previous()`>><</if>>
/* PUT THE RIDDLE CHECK IN REVERSE ORDER otherwise it won't work */20<img src="images/boat.jpg" class="full" />
<<bail>><<if $raincount is 3>>The cushion is like a sponge - it's soaked up a lot of water, but not enough.<</if>>
What do you want to do now? <<textbox "$do7" "" "check" autofocus>> \
<<if $d8 is true and $inventory.has('a bucket') is true>><<score>><<goto [[grounded boat]]<<else>>Huh? That doesn't help.<</if>>
<<link "Wait" `passage()`>><</link>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><<score>>You use the bucket to bail out the boat. It stops raining and the sun comes out from the clouds. The wind blows the boat to the shore. You are south of the castle again. You get out of the boat but before you can pull it out of the water the wind changes and it's carried away. Just as suddenly as it appeared the flood drains away.
You take stock of what you have and look around.
The cushion is very wet and heavy. You try to wring it out but that proves impossible and you might damage it. It steams slightly in the sun.
There's a wooden sign here saying in that strange script 'ↁЯДБФИ FЯЄЄ ZФИЄ.' By now you've realised that means you can drop things here without a pesky small green dragon stealing it.<<newinventory "$southofcastle">>
You're carrying:
<span class='auto-update' data-macro='<<linkedinventory "Drop" "$inventory" "$southofcastle">>'>\
<<linkedinventory "Drop" "$inventory" "$southofcastle">>\
</span>
''On the ground is:''
<span class='auto-update' data-macro='<<linkedinventory "Get" "$southofcastle" "$inventory">>'>\
<<linkedinventory "Get" "$southofcastle" "$inventory">>\
</span><<set $east to true>>
<<if $hadrod is true>><span class = "red"> You might want to save your position.</span><</if>>
Which way do you want to go?
[[Northwest|O2]] [[North|Chapter 2]] [[Northeast|O1]] [[Up]]
[[West|O4]] [[Wait|WaitForest]] [[East|O4]] [[Get|Getnothing]]
[[Southwest|O4]] [[South|O4]] [[Southeast|O4]] [[Down|down]]
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>
<<score 0 0>><<set $do1 to $do1.toLowerCase()>>
<<if $do1.includes("open can") or $do1.includes("open paint") >><<set $d1 to true>><<set $do1 to "open can">> <<goto `previous()`>><<else>> <span class = "big">Huh?</span> I don't understand that.<<timed 2s>><<goto `previous()`>><</timed>>
<</if>>
/* PUT THE TEXT CHECK IN REVERSE ORDER otherwise it won't work */<<score>><<bang>><<if ($haslamp is true) and ($lampon is false)>>
It's pitch dark./*unlit graphic or descriptiongoes here*/
<<link "Lamp on" `passage()`>> <<set $battery -=1>> <<set $lampon to true>>
<<if $battery > 0>> <<removeclass "body" "dark">><</if>><</link>>
<<elseif ($haslamp is true) and ($lampon is true) and ($battery > 0)>>Your lamp is on\
<<if $battery gte 60>> and it's shining brightly.
<<elseif $battery gte 40>>, might need a new battery soon though.
<<elseif $battery gte 10>> but it's not very bright.
<<elseif $battery gte 1>> but it only glows dimly.<</if>>\
<<if $forklift and !$fork_lift.has("a marble statue")>><img src="images/driveforkliftinjetblackpassage.jpg" class="full" />
You are driving the forklift through the 'red'? passage. The only exit big enough for you to drive through is north<<set $driver to true>>\
<<elseif $forklift and $fork_lift.has("a marble statue")>><img src="images/driveforkliftwithstatue.jpg" class="full" />
You are driving the forklift through the 'red'? passage. The only exit big enough for you to drive through is south\
<<elseif $redpassage.has("a forklift truck") and $fork_lift.has("a marble statue")>><img src="images/JetblackpassagesforlliftStatue.jpg" class="full" />
There's a forklift truck here with a statue on it.<<elseif $redpassage.has("a forklift truck")>><img src="images/Jetblackpassagesforllift.jpg" class="full" />
There's a forklift truck here.<<else>><img src="images/jetblackpassages.jpg" class="full" /><</if>>
You're in a maze of jet black passages with exits in all directions.
Yes - I know it's dark - this is the best your lamp can do since everything is 'jet black.'
What would you like to do? <<textbox "$red" "" "check3" autofocus>><<if $inventory.has("a rod") and $r is true>><<goto [[deadlyr]]>><</if>>
Which way do you want to go?
<<if not $forklift>>[[Northwest|way]]<</if>> [[North|every]] <<if not $forklift>>[[Northeast|way]]<</if>>
<<if not $forklift>>[[West|no]]<</if>> [[Wait|quiet]] <<if not $forklift>>[[East|no]]<</if>> <<if not $forklift and $redpassage.has("a forklift truck")>>[[Forklift]]<</if>>
<<if not $forklift>>[[Southwest|every]]<</if>> [[South|every]] <<if not $forklift>>[[Southeast|way]]<</if>> <<if $forklift>><<linkreplace "Get out the forklift">>.<<set $forklift to false>><<drop "$inventory" "a forkluft truck">><<pickup "$redpassage" "a forklift truck">> A small green dragon comes out of a hole, Looks at the forklift and statue in puzzlement then disappears. They're obviously too big and heavy for it to steal and dragons can't drive.<</linkreplace>><</if>>
<</if>>
<<if ($haslamp is true) and ($lampon is false)>>It's pitch dark.
<<link "Lamp on" `passage()`>> <<set $battery -=1>> <<set $lampon to true>> \
<<if $battery > 0>> <<removeclass "body" "dark">><</if>><</link>> \
<<elseif ($haslamp is true) and ($lampon is true) and ($battery > 0)>>\
<<link "Lamp off" `passage()`>> <<dropb>> <<set $lampon to false>> \
<<if tags().includes('dark')>> <<addclass "body" "dark">> \
<</if>> \
<</link>> \
<<else>><img src="images/blackpassages.jpg" class="full" />/*unlit graphic goes here*/
\ The lamp battery is dead.
<</if>> \
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>
<<score>><<bang>><<if ($haslamp is true) and ($lampon is false)>>
<img src="images/blackpassages.jpg" class="full" />
It's pitch dark./*unlit graphic or descriptiongoes here*/
<<link "Lamp on" `passage()`>> <<set $battery -=1>> <<set $lampon to true>>
<<if $battery > 0>> <<removeclass "body" "dark">><</if>><</link>>
<<elseif ($haslamp is true) and ($lampon is true) and ($battery > 0)>>Your lamp is on\
<<if $battery gte 60>> and it's shining brightly.
<<elseif $battery gte 40>>, might need a new battery soon though.
<<elseif $battery gte 10>> but it's not very bright.
<<elseif $battery gte 1>> but it only glows dimly.<</if>>\
<span id="jetimage"> <img src="images/Jetblackpassages.jpg" class="full" /> </span>
You're in a maze of jet black passages with exits in all directions.
Have you tried switching the lamp off?
<<if not ($inventory.has("a wooden case")||$inventory.has("some debris")||$safe.has("a jewelry box"))>>There is a solid unopenable wooden case here.<</if>>
What would you like to do? <<textbox "$red" "" "check3" autofocus>><<if $inventory.has("a rod") and $r is true>><<goto [[wayy]]>><</if>>
Which way do you want to go?
[[Northwest|no]] [[North|one]] [[Northeast|every]]
[[West|every]] [[Wait|quiet]] [[East|deadly]]
[[Southwest|every]] [[South|deadly]] [[Southeast|no]]
<<link "Lamp off" `passage()`>> <<set $lampon to false>>
<<if tags().includes('dark')>> <<addclass "body" "dark">>
<</if>> <</link>> <<dropb>> <<if not $inventory.has("a ticking case")>>[[get the case|ecase]]<</if>>
<<else>><img src="images/blackpassages.jpg" class="full" />/*unlit graphic goes here (again)*/
The lamp battery is dead.
<</if>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><<score>><<bang>><<if ($haslamp is true) and ($lampon is false)>>
<img src="images/blackpassages.jpg" class="full" />
It's pitch dark./*unlit graphic or descriptiongoes here*/
<<link "Lamp on" `passage()`>> <<set $battery -=1>> <<set $lampon to true>>
<<if $battery > 0>> <<removeclass "body" "dark">><</if>><</link>>
<<elseif ($haslamp is true) and ($lampon is true) and ($battery > 0)>>Your lamp is on\
<<if $battery gte 60>> and it's shining brightly.
<<elseif $battery gte 40>>, might need a new battery soon though.
<<elseif $battery gte 10>> but it's not very bright.
<<elseif $battery gte 1>> but it only glows dimly.<</if>>\
<span id="jetimage"> <<if $forklift and !$fork_lift.has("a marble statue")>><img src="images/driveforkliftinstatueroom.jpg" class="full" />
You are driving in the room with the statue. The only exit big enough for you to drive through is south\
<<elseif $forklift and $fork_lift.has("a marble statue")>><img src="images/driveforkliftwithstatue.jpg" class="full" />
You have loaded the statue on the forklift. The only exit big enough for you to drive through now is south\
<<elseif !$fork_lift.has("a marble statue")>><img src="images/JetblackpassagesVenus.jpg" class="full" /><<else>><img src="images/Jetblackpassages.jpg" class="full" /><</if>> </span>
You're in a maze of jet black passages with exits in all directions.
Yes - I know it's dark - this is the best your lamp can do since everything is 'jet black.'
<<if visited() eq 1>>This passage is quite large<<if not $fork_lift.has("a marble statue")>> and standing in it is a slightly larger than life size white marble statue of a woman. It's just like the statue of Venus de Milo in Paris except this statue has arms. Her left hand holds an apple. Could this actually be a staue of Eve?<</if>><<else>>This is the passage containing the large marble statue.<</if>>
What would you like to do? <<textbox "$red" "" "check3" autofocus>><<if $inventory.has("a rod") and $r is true>><<goto [[everyo]]>><</if>>
Which way do you want to go?
<<if not $forklift>>[[Northwest|until]]<</if>> <<if not $forklift>>[[North|deadly]]<</if>> <<if not $forklift>>[[Northeast|until]]<</if>> <<if not $fork_lift.has("a marble statue")>>[[Get the statue|get the statue]]<</if>>
<<if not $forklift>>[[West|way]]<</if>> [[Wait|quiet]] <<if not $forklift>>[[East|way]]<</if>> <<if not $noapple>>[[Get the apple]]<</if>>
<<if not $forklift>>[[Southwest|deadly]]<</if>> [[South|eastshimmer]] <<if not $forklift>>[[Southeast|until]]<</if>> <<if $forklift>><<link "Get out the forklift" `passage()`>>.<<set $forklift to false>><</link>><</if>>
<<link "Lamp off" `passage()`>> <<set $lampon to false>>
<<if tags().includes('dark')>> <<addclass "body" "dark">>
<</if>> <</link>> <<dropb>>
<<else>><img src="images/blackpassages.jpg" class="full" />/*unlit graphic goes here (again)*/
The lamp battery is dead.
<</if>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>
<img src="images/Jetblackpassages.jpg" class="full" />
You decide to take a breather and sit down for a while on the floor. You are obviously deep in the castle because it is totally silent. Not a creak, groan or wail unlike the north passageway. There are no windows or light source other than your lamp. If it wasn't working you'd be helpless in the dark.
You wonder if that huge spider is still around. You consider breaking the silence by humming a tune - maybe 'The sound of Silence.' Maybe you shouldn't because it might draw the attention of the spider.
Maybe hanging around here is boring and you should <<link "continue" `previous()`>><</link>>.
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>
<<widget "battery">><<if $lampon>><<set $battery -= 1>><</if>><</widget>>
<<score 1 2>><<set $red to $red.toLowerCase()>>
<<if $colourb.includes("spec") or $colourb.includes("rain") or $colourb.includes("royg")>><<set $exitb to true>><<set $colour to "spectrum">> <<goto `previous()`>><<elseif $colour.includes("spec") or $colour.includes("rain") or $colour.includes("royg")>><<set $exit to true>><<set $colour to "spectrum">> <<goto `previous()`>><<elseif $violet.includes("wave rod") or $violet.includes("use rod")>><<set $v to true>><<set $violet to "wave rod">> <<goto `previous()`>><<elseif $indego.includes("wave rod") or $indego.includes("use rod")>><<set $i to true>><<set $indego to "wave rod">> <<goto `previous()`>><<elseif $blue.includes("wave rod") or $blue.includes("use rod")>><<set $b to true>><<set $blue to "wave rod">> <<goto `previous()`>><<elseif $green.includes("wave rod") or $green.includes("use rod")>><<set $g to true>><<set $green to "wave rod">> <<goto `previous()`>><<elseif $yellow.includes("wave rod") or $yellow.includes("use rod")>><<set $y to true>><<set $yellow to "wave rod">> <<goto `previous()`>><<elseif $orange.includes("wave rod") or $yellow.includes("use rod")>><<set $o to true>><<set $orange to "wave rod">> <<goto `previous()`>><<elseif $red.includes("wave rod") or $red.includes("use rod")>><<set $r to true>><<set $red to "wave rod">> <<goto `previous()`>><<else>> <span class = "big">Huh?</span> I don't understand that.<<timed 2s>><<goto `previous()`>><</timed>>
<</if>>
/* PUT THE TEXT CHECK IN REVERSE ORDER otherwise it won't work */<<score 1 0>><<bang>><<if ($haslamp is true) and ($lampon is false)>>
It's pitch dark./*unlit graphic or descriptiongoes here*/
<<link "Lamp on" `passage()`>> <<set $battery -=1>> <<set $lampon to true>>
<<if $battery > 0>> <<removeclass "body" "dark">><</if>><</link>>
<<elseif ($haslamp is true) and ($lampon is true) and ($battery > 0)>>Your lamp is on\
<<if $battery gte 60>> and it's shining brightly.
<<elseif $battery gte 40>>, might need a new battery soon though.
<<elseif $battery gte 10>> but it's not very bright.
<<elseif $battery gte 1>> but it only glows dimly.<</if>>\
<<if $redpassage.has("a forklift truck") and $fork_lift.has("a marble statue")>><img src="images/JetblackpassagesforlliftStatueRed.jpg" class="full" />
There's a forklift truck here with a statue on it.<<elseif $redpassage.has("a forklift truck")>><img src="images/JetblackpassagesforlliftRed.jpg" class="full" />
There's a forklift truck here.<<else>><img src="images/JetblackpassagesRed.jpg" class="full" /><</if>>
You're in a maze of jet black passages with exits in all directions.
You wave the rod. Its tip puffs out red smoke
Which way do you want to go?
<<if not $forklift>>[[Northwest|wayy]]<</if>> \
[[North|everyo]] \
<<if not $forklift>>[[Northeast|way]]<</if>>
<<if not $forklift>>[[West|nog]]<</if>> \
[[Wait|quiet]] \
<<if not $forklift>>[[East|nog]]<</if>> \
<<if hasVisited("every") or hasVisited("everyo")>><<if $redpassage.has("a forklift")>><<link "Take the forklift" `passage()`>><<drop "$redpassage" "a forklift">><<set $forklift to true>><</link>><</if>><</if>>
<<if not $forklift>>[[Southwest|everyo]]<</if>> \
[[South|eastshimmer]] \
<<if not $forklift>>[[Southeast|wayy]]<</if>> <<if $forklift>><<link "Get out the forklift" `passage()`>>.<<set $forklift to false>><<pickup "$redpassage" "a forklift truck">><</link>><</if>><<if $redpassage.has("a forklift truck")>>A small green dragon comes out of a hole, Looks at the forklift and statue in puzzlement then disappears. They're obviously too big and heavy for it to steal and dragons can't drive.<</if>>
<<link "Lamp off" `passage()`>> <<set $lampon to false>>
<<if tags().includes('dark')>> <<addclass "body" "dark">>
<</if>> <</link>> <<dropb>>
<<else>><img src="images/blackpassages.jpg" class="full" />/*unlit graphic goes here (again)*/
The lamp battery is dead.
<</if>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>
<<score>><<bang>><<if ($haslamp is true) and ($lampon is false)>>
<img src="images/blackpassages.jpg" class="full" />
It's pitch dark./*unlit graphic or descriptiongoes here*/
<<link "Lamp on" `passage()`>> <<set $battery -=1>> <<set $lampon to true>>
<<if $battery > 0>> <<removeclass "body" "dark">><</if>><</link>>
<<elseif ($haslamp is true) and ($lampon is true) and ($battery > 0)>>Your lamp is on\
<<if $battery gte 60>> and it's shining brightly.
<<elseif $battery gte 40>>, might need a new battery soon though.
<<elseif $battery gte 10>> but it's not very bright.
<<elseif $battery gte 1>> but it only glows dimly.<</if>>\
<img src="images/JetblackpassagesVenusorange.jpg" class="full" />
You're in a maze of jet black passages with exits in all directions.
This passage is quite large<<if not $fork_lift.has("a marble statue")>> and standing in it is a slightly larger than life size white marble statue of a woman. It's just like the statue of Venus de Milo in Paris except this statue has arms. Her left hand holds an apple. Could this actually be a staue of Eve?<</if>>
You wave the rod. Its tip puffs out orange smoke.
Which way do you want to go?
<<if not $forklift>>[[Northwest|untilb]]<</if>> <<if not $forklift>>[[North|deadlyr]]<</if>> <<if not $forklift>>[[Northeast|untilb]]<</if>> [[get the statue]]
<<if not $forklift>>[[West|wayy]]<</if>> [[Wait|quiet]] <<if not $forklift>>[[East|wayy]]<</if>> <<if not $noapple>>[[get the apple]]<</if>>
<<if not $forklift>>[[Southwest|deadlyr]]<</if>> [[South|eastshimmer]] <<if not $forklift>>[[Southeast|untilb]]<</if>> <<if $forklift>><<link "Get out the forklift" `passage()`>>.<<set $forklift to false>><</link>><</if>>
<<link "Lamp off" `passage()`>> <<set $lampon to false>>
<<if tags().includes('dark')>> <<addclass "body" "dark">>
<</if>> <</link>> <<dropb>>
<<else>><img src="images/blackpassages.jpg" class="full" />/*unlit graphic goes here (again)*/
The lamp battery is dead.
<</if>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>
<<score>><<bang>><<if ($haslamp is true) and ($lampon is false)>>
<img src="images/blackpassages.jpg" class="full" />
It's pitch dark./*unlit graphic or descriptiongoes here*/
<<link "Lamp on" `passage()`>> <<set $battery -=1>> <<set $lampon to true>>
<<if $battery > 0>> <<removeclass "body" "dark">><</if>><</link>>
<<elseif ($haslamp is true) and ($lampon is true) and ($battery > 0)>>Your lamp is on\
<<if $battery gte 60>> and it's shining brightly.
<<elseif $battery gte 40>>, might need a new battery soon though.
<<elseif $battery gte 10>> but it's not very bright.
<<elseif $battery gte 1>> but it only glows dimly.<</if>>\
<span id="jetimage"> <img src="images/Jetblackpassages.jpg" class="full" /> </span>
You're in a maze of jet black passages with exits in all directions.
<<if $inventory.has("a rod")>>I wonder if that 'rod' can be played like a flute?
<</if>>\
What would you like to do? <<textbox "$red" "" "check3" autofocus>><<if $inventory.has("a rod") and $r is true>><<goto [[untilb]]>><</if>>
<<if not ($inventory.has("an onyx sculpture")||$safe.has("an onyx sculpture")||$saferoom.has("an onyx sculpture"))>>There is an onyx sculpture here.<</if>>
Which way do you want to go?
<<if not $forklift>>[[Northwest|way]] <</if>> [[North|one]] <<if not $forklift>>[[Northeast|deadly]]<</if>>
<<if not $forklift>>[[West|way]]<</if>> [[Wait|quiet]] <<if not $forklift>>[[East|every]]<</if>> <<if not ($inventory.has("an onyx sculpture")||$safe.has("an onyx sculpture")||$saferoom.has("an onyx sculpture"))>><<link "get the sculpture" `passage()`>><<pickup "$inventory" "an onyx sculpture">><<$score +=1>><</link>><</if>>
<<if not $forklift>>[[Southwest|deadly]]<</if>> <<if not $forklift>>[[South|every]]<</if>> <<if not $forklift>>[[Southeast|way]]<</if>> <<if $forklift>><<link "Get out the forklift" `passage()`>>.<<set $forklift to false>><</link>><</if>>
<<link "Lamp off" `passage()`>> <<set $lampon to false>>
<<if tags().includes('dark')>> <<addclass "body" "dark">>
<</if>> <</link>> <<dropb>>
<<else>><img src="images/blackpassages.jpg" class="full" />/*unlit graphic goes here (again)*/
The lamp battery is dead.
<</if>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><<score>><<bang>><<if ($haslamp is true) and ($lampon is false)>>
<img src="images/blackpassages.jpg" class="full" />
It's pitch dark./*unlit graphic or descriptiongoes here*/
<<link "Lamp on" `passage()`>> <<set $battery -=1>> <<set $lampon to true>>
<<if $battery > 0>> <<removeclass "body" "dark">><</if>><</link>>
<<elseif ($haslamp is true) and ($lampon is true) and ($battery > 0)>>Your lamp is on\
<<if $battery gte 60>> and it's shining brightly.
<<elseif $battery gte 40>>, might need a new battery soon though.
<<elseif $battery gte 10>> but it's not very bright.
<<elseif $battery gte 1>> but it only glows dimly.<</if>>\
<img src="images/Jetblackpassagesyellow.jpg" class="full" />
You wave the rod. Its tip puffs out yellow smoke.
You're in a maze of jet black passages with exits in all directions.
<<if not $inventory.has("a wooden case")>>There is a solid unopenable wooden case here.<</if>>
Which way do you want to go?
[[Northwest|nog]] [[North|deadlyr]] [[Northeast|everyo]]
[[West|everyo]] [[Wait|quiet]] [[East|deadlyr]]
[[Southwest|everyo]] [[South|deadlyr]] [[Southeast|nog ]]
<<link "Lamp off" `passage()`>> <<set $lampon to false>>
<<if tags().includes('dark')>> <<addclass "body" "dark">>
<</if>> <</link>> <<dropb>> <<if not $inventory.has("a ticking case")>>[[get the case|ecase]]<</if>>
<<else>><img src="images/blackpassages.jpg" class="full" />/*unlit graphic goes here (again)*/
The lamp battery is dead.
<</if>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><<score>><<bang>><<if ($haslamp is true) and ($lampon is false)>>
<img src="images/blackpassages.jpg" class="full" />
It's pitch dark./*unlit graphic or descriptiongoes here*/
<<link "Lamp on" `passage()`>> <<set $battery -=1>> <<set $lampon to true>>
<<if $battery > 0>> <<removeclass "body" "dark">><</if>><</link>>
<<elseif ($haslamp is true) and ($lampon is true) and ($battery > 0)>>Your lamp is on\
<<if $battery gte 60>> and it's shining brightly.
<<elseif $battery gte 40>>, might need a new battery soon though.
<<elseif $battery gte 10>> but it's not very bright.
<<elseif $battery gte 1>> but it only glows dimly.<</if>>\
<span id="jetimage"> <img src="images/Jetblackpassages.jpg" class="full" /> </span>
You're in a maze of jet black passages with exits in all directions.
Have you checked the floor for trapdoors? There aren't any.
What would you like to do? <<textbox "$red" "" "check3" autofocus>><<if $inventory.has("a rod") and $r is true>><<goto [[onei]]>><</if>>
Which way do you want to go?
<<if not $forklift>>[[Northwest|deadly]]<</if>> <<if not $forklift>>[[North|every]]<</if>> <<if not $forklift>>[[Northeast|this]]<</if>>
<<if not $forklift>>[[West|way]]<</if>> [[Wait|quiet]] [[East|deadly]]
<<if not $forklift>>[[Southwest|no]]<</if>> [[South|no]] <<if not $forklift>>[[Southeast|way]]<</if>> <<if $forklift>><<link "Get out the forklift" `passage()`>>.<<set $forklift to false>><</link>><</if>>
<<link "Lamp off" `passage()`>> <<set $lampon to false>>
<<if tags().includes('dark')>> <<addclass "body" "dark">>
<</if>> <</link>> <<dropb>>
<<else>><img src="images/blackpassages.jpg" class="full" />/*unlit graphic goes here (again)*/
The lamp battery is dead.
<</if>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><<score>><<bang>><<if ($haslamp is true) and ($lampon is false)>>
<img src="images/blackpassages.jpg" class="full" />
It's pitch dark./*unlit graphic or descriptiongoes here*/
<<link "Lamp on" `passage()`>> <<set $battery -=1>> <<set $lampon to true>>
<<if $battery > 0>> <<removeclass "body" "dark">><</if>><</link>>
<<elseif ($haslamp is true) and ($lampon is true) and ($battery > 0)>>Your lamp is on\
<<if $battery gte 60>> and it's shining brightly.
<<elseif $battery gte 40>>, might need a new battery soon though.
<<elseif $battery gte 10>> but it's not very bright.
<<elseif $battery gte 1>> but it only glows dimly.<</if>>\
<img src="images/JetblackpassagesForkliftgreen.jpg" class="full" />
You wave the rod. Its tip puffs out green smoke.
You're in a maze of jet black passages with exits in all directions. This passage is quite big. There's a forklift truck here! <<if hasVisited("every") or hasVisited("everyo")>>You could use that to get that statue.<</if>>
Which way do you want to go?
<<if not $forklift>>[[Northwest|wayy]] <</if>>[[North|untilb]] <<if not $forklift>>[[Northeast|deadlyr]]<</if>>
<<if not $forklift>>[[West|wayy]]<</if>> [[Wait|quiet]] <<if not $forklift>>[[East|everyo]]<</if>> <<if hasVisited("every") or hasVisited("everyo")>>[[Examine the forklift|Forklift]]<</if>>
<<if not $forklift>>[[Southwest|deadlyr]]<</if>> <<if not $forklift>>[[South|everyo]]<</if>> <<if not $forklift>>[[Southeast|wayy]]<</if>> <<if $forklift>><<link "Get out the forklift" `passage()`>>.<<set $forklift to false>><</link>><</if>>
<<link "Lamp off" `passage()`>> <<set $lampon to false>>
<<if tags().includes('dark')>> <<addclass "body" "dark">>
<</if>> <</link>> <<dropb>>
<<else>><img src="images/blackpassages.jpg" class="full" />/*unlit graphic goes here (again)*/
The lamp battery is dead.
<</if>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><<score>><<bang>><<if ($haslamp is true) and ($lampon is false)>>
<img src="images/blackpassages.jpg" class="full" />
It's pitch dark./*unlit graphic or descriptiongoes here*/
<<link "Lamp on" `passage()`>> <<set $battery -=1>> <<set $lampon to true>>
<<if $battery > 0>> <<removeclass "body" "dark">><</if>><</link>>
<<elseif ($haslamp is true) and ($lampon is true) and ($battery > 0)>>Your lamp is on\
<<if $battery gte 60>> and it's shining brightly.
<<elseif $battery gte 40>>, might need a new battery soon though.
<<elseif $battery gte 10>> but it's not very bright.
<<elseif $battery gte 1>> but it only glows dimly.<</if>>\
<img src="images/Jetblackpassagesindego.jpg" class="full" />
You wave the rod. Its tip puffs out indego smoke.
You're in a maze of jet black passages with exits in all directions.
Which way do you want to go?
<<if not $forklift>>[[Northwest|deadlyr]]<</if>> <<if not $forklift>>[[North|everyo]]<</if>> <<if not $forklift>>[[Northeast|thisv]]<</if>>
<<if not $forklift>>[[West|wayy]]<</if>> [[Wait|quiet]] [[East|deadlyr]]
<<if not $forklift>>[[Southwest|nog]]<</if>> [[South|nog]] <<if not $forklift>>[[Southeast|wayy]]<</if>> <<if $forklift>><<link "Get out the forklift" `passage()`>>.<<set $forklift to false>><</link>><</if>>
<<link "Lamp off" `passage()`>> <<set $lampon to false>>
<<if tags().includes('dark')>> <<addclass "body" "dark">>
<</if>> <</link>> <<dropb>>
<<else>><img src="images/blackpassages.jpg" class="full" />/*unlit graphic goes here (again)*/
The lamp battery is dead.
<</if>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><<score>><<bang>><<if ($haslamp is true) and ($lampon is false)>>
<img src="images/blackpassages.jpg" class="full" />
It's pitch dark./*unlit graphic or descriptiongoes here*/
<<link "Lamp on" `passage()`>> <<set $battery -=1>> <<set $lampon to true>>
<<if $battery > 0>> <<removeclass "body" "dark">><</if>><</link>>
<<elseif ($haslamp is true) and ($lampon is true) and ($battery > 0)>>Your lamp is on\
<<if $battery gte 60>> and it's shining brightly.
<<elseif $battery gte 40>>, might need a new battery soon though.
<<elseif $battery gte 10>> but it's not very bright.
<<elseif $battery gte 1>> but it only glows dimly.<</if>>\
<img src="images/Jetblackpassagesblue.jpg" class="full" />
<<if visited() is 1>>You wave the rod. Its tip puffs out blue smoke.<</if>>
You're in a maze of jet black passages with exits in all directions.
<<if not $inventory.has("an onyx sculpture")>>There is an onyx sculpture here.<</if>>
Which way do you want to go?
<<if not $forklift>>[[Northwest|wayy]] <</if>> [[North|onei]] <<if not $forklift>>[[Northeast|deadlyr]]<</if>>
<<if not $forklift>>[[West|wayy]]<</if>> [[Wait|quiet]] <<if not $forklift>>[[East|everyo]]<</if>> <<if not $inventory.has("an onyx sculpture")>><<linkreplace "get the sculpture">><<pickup "$inventory" "an onyx sculpture">><<set $score +=1>>You now have a small but detailed onyx sculpture<</linkreplace>><</if>>
<<if not $forklift>>[[Southwest|deadlyr]]<</if>> <<if not $forklift>>[[South|everyo]]<</if>> <<if not $forklift>>[[Southeast|wayy]]<</if>> <<if $forklift>><<link "Get out the forklift" `passage()`>>.<<set $forklift to false>><</link>><</if>>
<<link "Lamp off" `passage()`>> <<set $lampon to false>>
<<if tags().includes('dark')>> <<addclass "body" "dark">>
<</if>> <</link>> <<dropb>>
<<else>><img src="images/blackpassages.jpg" class="full" />/*unlit graphic goes here (again)*/
The lamp battery is dead.
<</if>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><<score>><<bang>><<if ($haslamp is true) and ($lampon is false)>>
<img src="images/blackpassages.jpg" class="full" />
It's pitch dark./*unlit graphic or descriptiongoes here*/
<<link "Lamp on" `passage()`>> <<set $battery -=1>> <<set $lampon to true>>
<<if $battery > 0>> <<removeclass "body" "dark">><</if>><</link>>
<<elseif ($haslamp is true) and ($lampon is true) and ($battery > 0)>>Your lamp is on\
<<if $battery gte 60>> and it's shining brightly.
<<elseif $battery gte 40>>, might need a new battery soon though.
<<elseif $battery gte 10>> but it's not very bright.
<<elseif $battery gte 1>> but it only glows dimly.<</if>>\
<span id="jetimage"> <img src="images/Jetblackpassages.jpg" class="full" /> </span>
You're in a maze of jet black passages with exits in all directions.
Hey - I think I can hear the sound of distant gunfire. Listen. Maybe my imagination.<<audio "shooting" play volume 0.05>>
What would you like to do? <<textbox "$red" "" "check3" autofocus>><<if $inventory.has("a rod") and $r is true>><<goto [[thisv]]>><</if>>
Which way do you want to go?
[[Northwest|no]] [[North|way]] [[Northeast|every]]
[[West|exit]] [[Wait|quiet]] [[East|deadly]]
[[Southwest|until]] [[South|one]] [[Southeast|no]]
<<link "Lamp off" `passage()`>> <<set $lampon to false>>
<<if tags().includes('dark')>> <<addclass "body" "dark">>
<</if>> <</link>> <<dropb>>
<<else>><img src="images/blackpassages.jpg" class="full" />/*unlit graphic goes here (again)*/
The lamp battery is dead.
<</if>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><<score>><<bang>><<if ($haslamp is true) and ($lampon is false)>>
<img src="images/blackpassages.jpg" class="full" />
It's pitch dark./*unlit graphic or descriptiongoes here*/
<<link "Lamp on" `passage()`>> <<set $battery -=1>> <<set $lampon to true>>
<<if $battery > 0>> <<removeclass "body" "dark">><</if>><</link>>
<<elseif ($haslamp is true) and ($lampon is true) and ($battery > 0)>>Your lamp is on\
<<if $battery gte 60>> and it's shining brightly.
<<elseif $battery gte 40>>, might need a new battery soon though.
<<elseif $battery gte 10>> but it's not very bright.
<<elseif $battery gte 1>> but it only glows dimly.<</if>>\
<img src="images/Jetblackpassagesviolet.jpg" class="full" />
You wave the rod. Its tip puffs out violet smoke.
You're in a maze of jet black passages with exits in all directions.
That //is// gunfire you can hear!<<audio "shooting" play volume 0.10>>
Which way do you want to go?
[[Northwest|nog]] [[North|wayy]] [[Northeast|everyo]]
[[West|exit]] [[Wait|quiet]] [[East|deadlyr]]
[[Southwest|untilb]] [[South|onei]] [[Southeast|nog]]
<<link "Lamp off" `passage()`>> <<set $lampon to false>>
<<if tags().includes('dark')>> <<addclass "body" "dark">>
<</if>> <</link>> <<dropb>>
<<else>><img src="images/blackpassages.jpg" class="full" />/*unlit graphic goes here (again)*/
The lamp battery is dead.
<</if>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><<score>><<bang>><<if ($haslamp is true) and ($lampon is false)>>
<img src="images/blackpassages.jpg" class="full" />
It's pitch dark./*unlit graphic or descriptiongoes here*/ \
<<link "Lamp on" `passage()`>> <<set $battery -=1>> <<set $lampon to true>>
<<if $battery > 0>> <<removeclass "body" "dark">><</if>><</link>>
<<elseif ($haslamp is true) and ($lampon is true) and ($battery > 0)>>Your lamp is on\
<<if $battery gte 60>> and it's shining brightly.
<<elseif $battery gte 40>>, might need a new battery soon though.
<<elseif $battery gte 10>> but it's not very bright.
<<elseif $battery gte 1>> but it only glows dimly.<</if>>\
<img src="images/mazeexit.jpg" class="full" />
You are standing outside a small cylindrical cubicle marked 'Maze Exit'. The only 'exit' you can see, however is the 'entrance' to the exit, back into the maze. The good news is that the 'exit' walls are white which makes a pleasant change from jet black. That's definitely gunfire you can hear.<<audio "shooting" play volume 0.05>>
What would you like to do? <<textbox "$colour" "" "check3" autofocus>><<if $exit is true>><<goto [[entrance]]>><</if>>
<<link "Lamp off" `passage()`>> <<set $lampon to false>>
<<if tags().includes('dark')>> <<addclass "body" "dark">>
<</if>> <</link>>
<<else>>/*unlit graphic goes here*/
The lamp battery is dead.
<</if>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>
<<score>><<if ($haslamp is true) and ($lampon is false)>>
<img src="images/blackpassages.jpg" class="full" />
It's pitch dark./*unlit graphic or descriptiongoes here*/ \
<<link "Lamp on" `passage()`>> <<set $battery -=1>><<set $lampon to true>>
<<if $battery > 0>> <<removeclass "body" "dark">><</if>><</link>>
<<elseif ($haslamp is true) and ($lampon is true) and ($battery > 0)>>Your lamp is on\
<<if $battery gte 60>> and it's shining brightly.
<<elseif $battery gte 40>>, might need a new battery soon though.
<<elseif $battery gte 10>> but it's not very bright.
<<elseif $battery gte 1>> but it only glows dimly.<</if>>\
<span id="jetimage"> <img src="images/Jetblackpassages.jpg" class="full" /> </span>
You get the case. It starts to tick. There doesn't seem to be any way to open it unless you happen to find a saw, sledgehammer or other destructive tool.<<pickup "$inventory" "a ticking case">><<set $countdown to 16>>
<<if $inventory.has("a ticking box")>>You now have two of these ticking things.>><</if>>
You're in a maze of jet black passages with exits in all directions.
<<if $inventory.has("a rod") and $r is true>>\
<<if not $inventory.has("a ticking case")>>There is a solid unopenable wooden case here.<</if>>
Which way do you want to go?
[[Northwest|nog]] [[North|deadlyr]] [[Northeast|everyo]]
[[West|everyo]] [[Wait|quiet]] [[East|deadlyr]]
[[Southwest|everyo]] [[South|deadlyr]] [[Southeast|nog ]]
<<else>>
What would you like to do? <<textbox "$red" "" "check3" autofocus>><<if $inventory.has("a rod") and $r is true>><<script>>state.display(state.active.title, null, "back")<</script>><</if>><<if not $inventory.has("a ticking case")>>There is a solid unopenable wooden case here.<</if>>
Which way do you want to go?
[[Northwest|no]] [[North|deadly]] [[Northeast|every]]
[[West|every]] [[Wait|quiet]] [[East|deadly]]
[[Southwest|every]] [[South|deadly]] [[Southeast|no ]]
<</if>>\
<<link "Lamp off" `passage()`>> <<set $lampon to false>>
<<if tags().includes('dark')>> <<addclass "body" "dark">>
<</if>> <</link>> <<dropb>>
<<else>><img src="images/blackpassages.jpg" class="full" />/*unlit graphic goes here (again)*/
The lamp battery is dead.
<</if>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><<score>><<bang>><<if ($haslamp is true) and ($lampon is false)>>
<img src="images/blackpassages.jpg" class="half" />
It's pitch dark./*unlit graphic or descriptiongoes here*/
<<link "Lamp on" `passage()`>> <<set $battery -=1>> <<set $lampon to true>>
<<if $battery > 0>> <<removeclass "body" "dark">><</if>><</link>>
<<elseif ($haslamp is true) and ($lampon is true) and ($battery > 0)>>Your lamp is on\
<<if $battery gte 60>> and it's shining brightly.
<<elseif $battery gte 40>>, might need a new battery soon though and you don't have one.
<<elseif $battery gte 10>> but it's not very bright.
<<elseif $battery gte 1>> but it only glows dimly.<</if>>\
<span id="jetimage"> <img src="images/entranceGSG.jpg" class="twothirds" />
</span><<if visited() is 1>>There is a bright flash!
When you can see again, you find that you are standing to the south of a gateway marked:
!!DANGER.
!!!Giants' Shooting Gallery.
!!!Proceed with caution
Unfortunately, this seems to be the only way to go! <span class = "red"> You might want to save your position.</span> The only way you can go is [[North|sg1]]<<elseif visited() is 2>>You are at the entrance to the giant's shooting gallery. Fortunatelly the giants have been scared off by an explosion.
You've been here before but there is no sign of the way you entered this room before. The only way you can go is [[North|sg1]]<<else>><<set $goodshot to true>>Sounds like the giants are back again. The only way you can go now is [[north|sg1]] through the shooting gallery.<</if>>
<<link "Lamp off" `passage()`>> <<set $lampon to false>>
<<if tags().includes('dark')>> <<addclass "body" "dark">>
<</if>> <</link>>
<<else>><img src="images/blackpassages.jpg" class="twothirds" />/*unlit graphic goes here (again)*/
The lamp battery is dead.
<</if>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><<score>><<bang>><<if not $dead>><<if ($haslamp is true) and ($lampon is false)>>
<img src="images/blackpassages.jpg" class="half" />
It's pitch dark./*unlit graphic or descriptiongoes here*/
<<link "Lamp on" `passage()`>> <<set $battery -=1>> <<set $lampon to true>>
<<if $battery > 0>> <<removeclass "body" "dark">><</if>><</link>>
<<elseif ($haslamp is true) and ($lampon is true) and ($battery > 0)>>Your lamp is on\
<<if $battery gte 60>> and it's shining brightly.\
<<elseif $battery gte 40>>, might need a new battery soon though and you don't have one.\
<<elseif $battery gte 10>> but it's not very bright.\
<<elseif $battery gte 1>> but it only glows dimly.<</if>>\
<<if $giants is true>>As you enter the gallery, shots ring out down some of the corridors. The giants seem to be using you for target practice!<<audio "shooting" play volume 0.05>><<if $goodshot>>One gets you.
<img src="images/shot.jpg" class="half" />
<<dead "Seems the giants have improved their shooting with practice. It's no longer safe to go this way so I suggest you find a different route.">><<else>>
Luckily the giants are not very good shots and they all miss you.<</if>>
<img src="images/sg1.jpg" class="full" />
You're in the shooting gallery.
There are long corridors leading southwest, northwest and northeast.
<<link "Lamp off" `passage()`>> <<set $lampon to false>>\
<<if tags().includes('dark')>> <<addclass "body" "dark">>\
<</if>><</link>>\
<<else>><img src="images/blackpassages.jpg" class="half" />/*unlit graphic goes here (again)*/\
The lamp battery is dead.
<</if>>
Which way do you want to <<if $giants>>run?<<else>>go?<</if>>
<<link "Northwest">><<goto "sg2">><</link>> <<link "Northeast">><<if $giants>><<goto "shot">><<else>><<goto "sg3">><</if>><</link>> <<link "Southwest">><<goto "entrance">><</link>><</if>><</if>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><<if $forklift>><<pickup "$fork_lift" "a marble statue">><</if>><<if ($haslamp is true) and ($lampon is false)>>
<img src="images/blackpassages.jpg" class="full" />
It's pitch dark./*unlit graphic or descriptiongoes here*/ \
<<link "Lamp on" `passage()`>> <<set $battery -=1>> <<set $lampon to true>>
<<if $battery > 0>> <<removeclass "body" "dark">><</if>><</link>>
<<elseif ($haslamp is true) and ($lampon is true) and ($battery > 0)>>Your lamp is on\
<<if $battery gte 60>> and it's shining brightly.
<<elseif $battery gte 40>>, might need a new battery soon though.
<<elseif $battery gte 10>> but it's not very bright.
<<elseif $battery gte 1>> but it only glows dimly.<</if>>\
<<if $fork_lift.has("a marble statue")>><img src="images/driveforkliftwithstatue.jpg" class="full" /><<else>><img src="images/driveforkliftinstatueroom.jpg" class="full" /> <</if>>
<<if $forklift>>Using the forklift you can now carry the statue but there's only one way you can go since most of the passages are too small to use the forklift in. You can go south.<<else>> You must be joking. You are an adventurer not the hulk! The statue is nearly seven feet tall and very heavy. There is no way you can carry it without machinery of some sort. It's obviously valueable though. Reluctantly you leave it where it stands.<</if>>
Which way do you want to go?
<<if not $forklift>>[[Northwest|until]]<</if>> <<if not $forklift>>[[North|every]]<</if>> <<if not $forklift>>[[Northeast|until]]<</if>>
<<if not $forklift>>[[West|way]]<</if>> [[Wait|quiet]] <<if not $forklift>>[[East|way]]<</if>> <<if not $noapple>>[[get the apple]]<</if>>
<<if not $forklift>>[[Southwest|deadly]]<</if>> [[South|eastshimmer]] <<if not $forklift>>[[Southeast|until]]<</if>> <<if $forklift>><<link "Get out the forklift" `passage()`>>.<<set $forklift to false>><</link>><</if>>
<<link "Lamp off" `passage()`>> <<set $lampon to false>>
<<if tags().includes('dark')>> <<addclass "body" "dark">>
<</if>> <</link>> <<dropb>>
<<else>><img src="images/blackpassages.jpg" class="full" />/*unlit graphic goes here (again)*/
The lamp battery is dead.
<</if>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>
Have you ever seen one of those cartoons where they eat something hard and break their teeth? The apple is made of marble. It's attached firmly to the statue's hand and you can't eat it!
<<link "Continue" `previous()`>><<set $noapple to true>><</link>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><<score>><<if ($haslamp is true) and ($lampon is false)>>
<img src="images/blackpassages.jpg" class="full" />
It's pitch dark./*unlit graphic or descriptiongoes here*/ \
<<link "Lamp on" `passage()`>> <<set $battery -=1>> <<set $lampon to true>>
<<if $battery > 0>> <<removeclass "body" "dark">><</if>><</link>>
<<elseif ($haslamp is true) and ($lampon is true) and ($battery > 0)>>Your lamp is on\
<<if $battery gte 60>> and it's shining brightly.
<<elseif $battery gte 40>>, might need a new battery soon though.
<<elseif $battery gte 10>> but it's not very bright.
<<elseif $battery gte 1>> but it only glows dimly.<</if>>\
<<if $forklift>> <img src="images/Jetblackpassages.jpg" class="full" /><<else>> <img src="images/Jetblackpassagesforllift.jpg" class="full" /> <</if>>
<<if not $forklift>>You climb into the forklift and examine the controls. Conveniently they are all clearly labeled. You can do this. You just need to figure out how to start it - ah you need the key. <<if $pockets.has("a key")>><<score>>You wonder if the key you got in the red room will fit. It does!<<link "Start the forklift" "drive the forklift">><<set $forklift to true; $driver to true>><</link>><<else>>You don't have it.<</if>> <</if>>
You're in a maze of jet black passages with exits in all directions.
Which way do you want to go?
<<if not $forklift>>[[Northwest|way]] <</if>>[[North|until]] <<if not $forklift>>[[Northeast|deadly]]<</if>>
<<if not $forklift>>[[West|way]]<</if>> [[Wait|quiet]] <<if not $forklift>>[[East|every]]<</if>> <<if $forklift>><<link "Get out the forklift" `passage()`>>.<<set $forklift to false>><</link>><<else>><<link "Get in the forklift" `passage()`>>.<</link>><</if>>
<<if not $forklift>>[[Southwest|deadly]]<</if>> <<if not $forklift>>[[South|every]]<</if>> <<if not $forklift>>[[Southeast|way]]<</if>>
<<link "Lamp off" `passage()`>> <<set $lampon to false>>
<<if tags().includes('dark')>> <<addclass "body" "dark">>
<</if>> <</link>> <<dropb>>
<<else>><img src="images/blackpassages.jpg" class="full" />/*unlit graphic goes here (again)*/
The lamp battery is dead.
<</if>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>
<<score>><<bang>><<if not $dead>><<if ($haslamp is true) and ($lampon is false)>>
<img src="images/blackpassages.jpg" class="half" />
It's pitch dark./*unlit graphic or descriptiongoes here*/
<<link "Lamp on" `passage()`>> <<set $battery -=1>> <<set $lampon to true>>
<<if $battery > 0>> <<removeclass "body" "dark">><</if>><</link>>
<<elseif ($haslamp is true) and ($lampon is true) and ($battery > 0)>>Your lamp is on\
<<if $battery gte 60>> and it's shining brightly.\
<<elseif $battery gte 40>>, might need a new battery soon though and you don't have one.\
<<elseif $battery gte 10>> but it's not very bright.\
<<elseif $battery gte 1>> but it only glows dimly.<</if>>\
<<if $giants is true>>Another round of shots rings out. They all miss you.<<audio "shooting" play volume 0.05>><</if>>
<img src="images/sg1.jpg" class="full" />
You're in the shooting gallery.
There are long corridors leading northwest, northeast and southeast.
Which way do you want to <<if $giants>>run?<<else>>go?<</if>>
<<link "Northwest">><<if $giants>><<goto "shot">><<else>><<goto "sg4">><</if>><</link>> [[Northeast|sg5]] <<link "Southeast">><<if $giants>><<goto "shot">><<else>><<goto "sg1">><</if>><</link>><</if>><</if>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>Another round of shots rings out around you.<<audio "shooting" play volume 0.5>>
One gets you.
<img src="images/shot.jpg" class="half" />
<<dead "Most of the giants are poor shots but some need to be avoided. You did, of course save your game before you entered didn't you? When you resurrect yourself, avoid your last position.">>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><<score>><<bang>><<if not $dead>><<if ($haslamp is true) and ($lampon is false)>><img src="images/blackpassages.jpg" class="half" />
It's pitch dark./*unlit graphic or descriptiongoes here*/
<<link "Lamp on" `passage()`>> <<set $battery -=1>> <<set $lampon to true>>
<<if $battery > 0>> <<removeclass "body" "dark">><</if>><</link>>
<<elseif ($haslamp is true) and ($lampon is true) and ($battery > 0)>>Your lamp is on\
<<if $battery gte 60>> and it's shining brightly.\
<<elseif $battery gte 40>>, might need a new battery soon though and you don't have one.\
<<elseif $battery gte 10>> but it's not very bright.\
<<elseif $battery gte 1>> but it only glows dimly.<</if>>\
<<if $giants is true>>Another round of shots rings out. They all miss you.<<audio "shooting" play volume 0.05>><</if>>
<img src="images/sg1.jpg" class="full" />
You're in the shooting gallery.
There are long corridors leading northwest and southwest.
Which way do you want to <<if $giants>>run?<<else>>go?<</if>>
<<link "Northwest">><<if $giants>><<goto "shot">><<else>><<goto "sg5">><</if>><</link>> <<link "Northeast">><<goto "sg6">><</link>> <<link "Southwest">><<if $giants>><<goto "shot">><<else>><<goto "sg1">><</if>><</link>><</if>><</if>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>
You stop and pick it up. Unfortunately standing still makes you an easier target. Another round of shots rings out around you.<<audio "shooting" play volume 0.5>>
One gets you.
<img src="images/shot2.jpg" class="half" />
<<dead "When people are shooting at you it's a mistake to stand still!">><<score>><<bang>><<if not $dead>><<if ($haslamp is true) and ($lampon is false)>><img src="images/blackpassages.jpg" class="half" />
It's pitch dark./*unlit graphic or descriptiongoes here*/
<<link "Lamp on" `passage()`>> <<set $battery -=1>> <<set $lampon to true>>
<<if $battery > 0>> <<removeclass "body" "dark">><</if>><</link>>
<<elseif ($haslamp is true) and ($lampon is true) and ($battery > 0)>>Your lamp is on\
<<if $battery gte 60>> and it's shining brightly.\
<<elseif $battery gte 40>>, might need a new battery soon though and you don't have one.\
<<elseif $battery gte 10>> but it's not very bright.\
<<elseif $battery gte 1>> but it only glows dimly.<</if>>\
<<if $giants is true>>Another round of shots rings out. They all miss you.<<audio "shooting" play volume 0.05>><</if>>
<img src="images/sg7.jpg" class="full" />
You're in the shooting gallery.
There are long corridors leading northwest, southwest and southeast.
<<if not $inventory.has("a lighter")>>There is a table lighter here. <<if $inventory.has("a battery")>>It provides just enough light for you to change the battery in your lamp. You put the used battery in your pocket. <<pickup "$pockets" "a dead battery">><<drop "$inventory" "a battery">><<set $score +=1>><<set $battery to 100>><<else>> It's not going to be much use unless you can find some candles.<</if>>
<<linkreplace "Get the lighter">><<if $giants>><<goto "get shot">><<else>><<toomuch>><<pickup "$inventory" "a lighter">><<set $score += 1>>You now have a means of making fire.<</if>><</linkreplace>><</if>>
Which way do you want to <<if $giants>>run?<<else>>go?<</if>>
<<link "Northwest">><<if $giants>><<goto "shot">><<else>><<goto "sg9">><</if>><</link>> \
<<link "Southwest">><<goto "sg5">><</link>> \
<<link "Southeast">><<if $giants>><<goto "shot">><<else>><<goto "sg6">><</if>><</link>>
<</if>>
<</if>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><<score>><<bang>><<if not $dead>><<if ($haslamp is true) and ($lampon is false)>>
<img src="images/blackpassages.jpg" class="half" />
It's pitch dark./*unlit graphic or descriptiongoes here*/
<<link "Lamp on" `passage()`>> <<set $battery -=1>> <<set $lampon to true>>
<<if $battery > 0>> <<removeclass "body" "dark">><</if>><</link>>
<<elseif ($haslamp is true) and ($lampon is true) and ($battery > 0)>>Your lamp is on\
<<if $battery gte 60>> and it's shining brightly.\
<<elseif $battery gte 40>>, might need a new battery soon though and you don't have one.\
<<elseif $battery gte 10>> but it's not very bright.\
<<elseif $battery gte 1>> but it only glows dimly.<</if>>\
<<if $giants is true>>Another round of shots rings out. They all miss you.<<audio "shooting" play volume 0.05>><</if>>
<img src="images/sg5.jpg" class="full" />
You're in the shooting gallery.
There are long corridors leading northwest, northeast, southwest and southeast. On one wall is written in a strange script 'ↁЯДБФИ FЯЄЄ ZФИЄ'. You can leave items here it seems. <<if not $giants or visited() gt 1>>''You're carrying:''
<span class='auto-update' data-macro='<<linkedinventory "Drop" "$inventory" "$maze">>'>\
<<linkedinventory "Drop" "$inventory" "$maze">>\
</span>
<<if $giants is false>>''On the floor is:''
<span class='auto-update' data-macro='<<linkedinventory "Get" "$maze" "$inventory">>'>\
<<linkedinventory "Get" "$maze" "$inventory">>\
</span><</if>><<elseif $giants>><<link "Leave something">><<goto "get shot2">><</link>><</if>>
<<if not $pockets.has("a brooch")>>There is a valuable jewelled brooch here.<</if>> <<if visited() gt 1>>You've been here before.<</if>>
<<link "Lamp off" `passage()`>> <<set $lampon to false>>\
<<if tags().includes('dark')>> <<addclass "body" "dark">>\
<</if>><</link>>\
<<else>><img src="images/blackpassages.jpg" class="half" />/*unlit graphic goes here (again)*/\
The lamp battery is dead.
<</if>><</if>>
Which way do you want to <<if $giants>>run?<<else>>go?<</if>>
<<if $giants>>
<<link "Northwest">><<if visited()==2>><<goto "sg8">><<else>><<goto "shot">><</if>><</link>> \
<<link "Northeast" "shot">><</link>> \
<<link "Southwest" "shot">><</link>> \
<<link "Southeast">><<if visited() == 1>><<goto "sg3">><<else>><<goto "shot">><</if>><</link>> \
[[Get the brooch|shot]]<</if>>
<<if not $giants>>
[[Northwest|sg8]] [[Northeast|sg7]] [[Southwest|sg2]] [[Southeast|sg3]]
<<if not $pockets.has("a brooch")>><<link "Get the brooch" `passage()`>><<pickup "$pockets" "a brooch">><</link>><</if>>
<<if $pockets.has("a brooch")>>You have the brooch; you put it in your pocket.<</if>><</if>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>
<<score>><<bang>><<if not $dead>><<if ($haslamp is true) and ($lampon is false)>><img src="images/blackpassages.jpg" class="half" />
It's pitch dark./*unlit graphic or descriptiongoes here*/
<<link "Lamp on" `passage()`>> <<set $battery -=1>> <<set $lampon to true>>
<<if $battery > 0>> <<removeclass "body" "dark">><</if>><</link>>
<<elseif ($haslamp is true) and ($lampon is true) and ($battery > 0)>>Your lamp is on\
<<if $battery gte 60>> and it's shining brightly.\
<<elseif $battery gte 40>>, might need a new battery soon though and you don't have one.\
<<elseif $battery gte 10>> but it's not very bright.\
<<elseif $battery gte 1>> but it only glows dimly.<</if>>\
<<if $giants is true>>Another round of shots rings out. They all miss you.<<audio "shooting" play volume 0.05>><</if>>
<img src="images/sg1.jpg" class="full" />
You're in the shooting gallery.
There are long corridors leading southwest, notheast and southeast.
Which way do you want to <<if $giants>>run?<<else>>go?<</if>>
<<link "Northeast" "sg9">><</link>> \
<<link "Southwest">><<if $giants>><<goto "shot">><<else>><<goto "sg4">><</if>><</link>> \
<<link "Southeast">><<if $giants>><<goto "shot">><<else>><<goto "sg5">><</if>><</link>> \
<</if>>
<</if>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><<score>><<bang>><<if not $dead>><<if ($haslamp is true) and ($lampon is false)>><img src="images/blackpassages.jpg" class="half" />
It's pitch dark. There is a lamp battery here but in the dark you knocked it on the floor and you can't see it.
<<link "Lamp on" `passage()`>> <<set $battery -=1>> <<set $lampon to true>>
<<if $battery > 0>> <<removeclass "body" "dark">><</if>><</link>>
<<elseif ($haslamp is true) and ($lampon is true) and ($battery > 0)>>Your lamp is on\
<<if $battery gte 60>> and it's shining brightly.\
<<elseif $battery gte 40>>, might need a new battery soon though and you don't have one.\
<<elseif $battery gte 10>> but it's not very bright.\
<<elseif $battery gte 1>> but it only glows dimly.<</if>>\
<<if $giants is true>>Another round of shots rings out. They all miss you.<<audio "shooting" play volume 0.05>><</if>>
<img src="images/sg1.jpg" class="full" />
You're in the shooting gallery.
There are long corridors leading southwest, northeast and southeast.
<<if not $pockets.has("a dead battery")>>There is a battery here. It may fit your lamp!
<<linkreplace "Get the battery">><<set $score +=1>><<pickup "$inventory" "a battery">><<link "Replace the battery in your lamp" "repbat">><<set $battery to 0>><<drop "$inventory" "a battery">><</link>><</linkreplace>><</if>>
Which way do you want to <<if $giants>>run?<<else>>go?<</if>>
<<link "Northeast" "riddleroom5">><</link>> \
<<link "Southwest">><<if $giants>><<goto "shot">><<else>><<goto "sg8">><</if>><</link>> \
<<link "Southeast">><<if $giants>><<goto "shot">><<else>><<goto "sg7">><</if>><</link>> \
<</if>>
<</if>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><<score>><<bang>><<if not $dead>>You are in a square room made of pure marble, with an exit south. <<if $r5 is false>>To the north is an exit which pulses red and blue. Above it is a dim sign reading:
WHAT LIVES IN WINTER,
DIES IN SUMMER
AND GROWS WITH IT'S ROOT UPWARDS?<</if>>
<<if $r5>><img src="images/riddleroom5pass.jpg" class="full" /><<else>><img src="images/riddleroom.jpg" class="full" /><</if>>
<<if not $r5>>Your answer <<textbox "$riddle5" "" "checkriddle" autofocus>><</if>>
<<if $r5 and $noplayR5 is false>>The dark exit north emits a loud fanfare!<<audio "fanfare" play>><<set $noplayR5 to true>><<set $score += 2>> <</if>><<if $r5>> You're in a riddle room. The sign above the north exit now says:
You may now pass.
[[North|riddleroom6]]<</if>> [[South|sg9]] <<link "Wait" "wait in riddle room5">><<set $waiting to 0>><</link>><</if>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>
<<widget "bang">><<if $maze.has("a ticking case") or $inventory.has("a ticking case")>><<set $countdown -=1>><</if>>\
<<if $countdown ==0 and $maze.has("a ticking case")>><<set $giants to false>><<drop "$maze" "a ticking case">><<pickup "$maze" "some debris">> <<audio "giantstampede" play>><<if $maze.has("a ticking box")>><<drop "$maze" "a ticking box">><<pickup "$maze" "an antique clock">><</if>>In the distance you hear a loud bang and the sound of a stampede of giants running away. Seems like the time bomb in the case finally exploded and scared them away.<</if>>\
<<if $countdown ==0 and $inventory.has("a ticking case")>>\
<<set $dead to true>><<audio "bang" play>><span class="big">BANG! \</span>The case you are carrying explodes.\
<<timed 3s>><<dead "It's not a good idea to carry a ticking bomb for too long.">><</timed>><</if>>\
<</widget>><<score>><<bang>><<if not $dead>><<if ($haslamp is true) and ($lampon is false)>><img src="images/blackpassages.jpg" class="half" />
It's pitch dark./*unlit graphic or descriptiongoes here*/
<<link "Lamp on" `passage()`>> <<set $battery -=1>> <<set $lampon to true>>
<<if $battery > 0>> <<removeclass "body" "dark">><</if>><</link>>
<<elseif ($haslamp is true) and ($lampon is true) and ($battery > 0)>>Your lamp is on\
<<if $battery gte 60>> and it's shining brightly.\
<<elseif $battery gte 40>>, might need a new battery soon though and you don't have one.\
<<elseif $battery gte 10>> but it's not very bright.\
<<elseif $battery gte 1>> but it only glows dimly.<</if>>\
<<if $giants is true>>Another round of shots rings out. They all miss you.<<audio "shooting" play volume 0.05>><</if>>
<img src="images/sg6.jpg" class="full" />
You're in the shooting gallery.
There are long corridors leading northwest and southwest.
<<if not $inventory.has("an old oil lamp")>>There is an old fashined oil lamp - the sort Aladin uses, standing on a pedestal here! It won't be much use as a lamp though because there's a bullet hole through it.<</if>>
Which way do you want to <<if $giants>>run?<<else>>go?<</if>>
<<link "Northwest" "sg7">><</link>> \
<<link "Southwest">><<if $giants>><<goto "shot">><<else>><<goto "sg3">><</if>><</link>> \
<<if not $inventory.has("an old oil lamp")>><<linkreplace "get the lamp">><<if $giants>><<goto "get shot">><<else>><<toomuch>><<pickup "$inventory" "an old oil lamp">><<set $score += 1>>[[examine lamp]]<</if>><</linkreplace>><</if>> \
<<if $inventory.has("an old oil lamp")>>[[examine lamp]]<</if>><</if>>
<</if>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>
You stop to drop something. Unfortunately standing still makes you an easier target. Another round of shots rings out around you.<<audio "shooting" play volume 0.5>>
One gets you.
<img src="images/shot2.jpg" class="half" />
<<dead "When people are shooting at you it's a mistake to stand still!">><<score>><<bang>><<if not $dead>>You are in a square room made of pure marble, with an exit south. <<if $r6 is false>>To the north is an exit which pulses red and blue. Above it is a dim sign reading:
WHAT IS THE BEGINNING OF ETERNITY,
THE END OF TIME AND SPACE?<</if>>
<<if $r6>><img src="images/riddleroom6pass.jpg" class="full" /><<else>><img src="images/riddleroom6.jpg" class="full" /><</if>>
<<if not $r6>>Your answer <<textbox "$riddle6" "" "checkriddle" autofocus>><</if>>
<<if not $inventory.has("a large diamond")>>There is a large diamond here <<link "Get the diamond" `passage()`>><<toomuch>>
<<pickup "$inventory" "a large diamond">><<set $score +=1>><</link>><</if>>
<<if $r6 and $noplayR6 is false>>The dark exit north emits a loud fanfare!<<audio "fanfare" play>><<set $noplayR6 to true>><<set $score +=2>><</if>><<if $r6>> You're in a riddle room. The sign now says:
You may now pass.
[[North|livingrockstairs]]<</if>> [[South|riddleroom5]] <<link "Wait" "wait in riddle room5">><<set $waiting to 0>><</link>><</if>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>
<<score>>
<<if ($haslamp is true) and ($lampon is false)>>
<img src="images/stairsinlivingrockdark.jpg" class="twothirds" />\
/* Dark image here */
It's a bit dark, but you can see. [[Up the stairs|eaststairslanding]]
/*unlit description goes here*/
<<link "Lamp on" `passage()`>> \
<<set $battery -=1>> <<set $lampon to true>>\
<<if $battery > 0>> <<removeclass "body" "dark">>\
<</if>>\
<</link>>
<<elseif ($haslamp is true) and ($lampon is true) and ($battery > 0)>>Your lamp is on\
<<if $battery gte 60>> and it's shining brightly.
<<elseif $battery gte 40>>, might need a new battery soon though.
<<elseif $battery gte 10>> but it's not very bright.
<<elseif $battery gte 1>> but it only glows dimly.<</if>>\
<img src="images/stairsinlivingrock.jpg" class="twothirds" />\
/* Room lit image here */
You are at the base of a flight of steps hewn out of the living rock, whatever that means. Perhaps you are inside a troll? There's light up ahead - at last. \
<<if !$inventory.has("a box of coins")>> There's a box of brass coins on the stairs.\
<<linkreplace "Get the box of coins">><<pickup "$inventory" "a box of coins">><<set $score += 1>>\
You get them. They aren't worth much but then - every little helps.
<</linkreplace>>\
<</if>>\
There is a passage west back the way you came.\
/* Room description here */
[[Up the stairs|eaststairslanding]] [[West|riddleroom6]] [[Wait]]
<<link "Lamp off" `passage()`>> <<set $lampon to false>>
<<if tags().includes('dark')>> <<addclass "body" "dark">>\
<</if>>
<</link>>
<<else>><img src="images/stairsinlivingrockdark.jpg" class="full" />/*unlit graphic goes here (again)*/
The lamp battery is dead.
<</if>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><<score>>You are at a landing at the top of the steps. A narrow crawl exits east. It looks suspiciously like the inside of a mouth. In fact, as you ponder you imagine the stalactites and stalagmites at the exit are moving slowly towards each other.
<<if !$beanstalk>>Troll teeth are supposed to be diamond studded. Sure enough one of the stalactites looks as though it has diamonds stuck in it. You could use a loose rock to break it off but do you have time before the teeth close? <<linkreplace "Get the diamond tooth">><<pickup "$inventory" "a stalactite">><<set $score += 1>>You take the risk and break off a stalactite. Once broken off though it no longer sparkles. The stalagmites sparkle too. Should you get one of those? <<linkreplace "Get a diamond stalagmite">><<pickup "$inventory" "a stalagmite">><<set $score += 1>>You break off and collect a stalagmite. Once broken off though it no longer sparkles either.<</linkreplace>><</linkreplace>><</if>>
<img src="images/eastexit.jpg" class="full" />
<<if $beanstalk>>Take the exit|pinnacle2]]<<else>>[[Dare you take this exit?|pinnacle]]<</if>> [[Go back|livingrockstairs]]
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><<score>><<if !$beanstalk>>You safely passed those vicious looking 'teeth'. Seems they were just unusual stalactites and stalagmites.
<img src="images/pinnacle.jpg" class="full" />
You are standing at a pinnacle directly (but far) above the south entrance to the castle. There is a way [[back|eaststairslanding]] through those 'teeth.' Beside you there are two more items. A large axe and a golden harp. Both are big and heavy. There is no way you'll be able to carry them also. You'll have to come back for them.
This time you don't have a hang glider with you - or a parachute - or a bunch of balloons - <<if not $inventory.has("a rope")>>or a rope<</if>>. A rope ladder would come in really handy right now but you don't have one. <<if $southofcastle.has("a cushion")>>Far below you, you can see that big fluffy cushion you left to dry in the sun.<</if>><</if>>
What do you want to do now? <<textbox "$pinnacle" "" "checkanswer" autofocus>>
<<if $pin and $southofcastle.has("a cushion")>><<goto "cushion">><<elseif $pin and not $southofcastle.has("a cushion")>><<goto "fall to death">><</if>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><<set $pinnacle to $pinnacle.toLowerCase()>>
<<if $pinnacle.includes("jump")>><<set $pin to true; $pinnacle to "jump">><<goto `previous()`>>
<<elseif $pinnacle.includes("leap")>><<set $pin to true; $pinnacle to "jump">><<goto `previous()`>>
<<elseif $pinnacle.includes("fall")>><<set $pin to true; $pinnacle to "jump">><<goto `previous()`>>
<<else>> <span class = "big">Wrong.</span><<audio "wrong" play>> <<link "Try again?" `previous()`>><</link>> <</if>>
/* PUT THE RIDDLE CHECK IN REVERSE ORDER otherwise it won't work */20<<score>><<bang>><<if not $dead>><<if ($haslamp is true) and ($lampon is false)>>
<img src="images/blackpassages.jpg" class="half" />
It's pitch dark./*unlit graphic or descriptiongoes here*/
<<link "Lamp on" `passage()`>> <<set $battery -=1>> <<set $lampon to true>>
<<if $battery > 0>> <<removeclass "body" "dark">><</if>><</link>>
<<elseif ($haslamp is true) and ($lampon is true) and ($battery > 0)>>Your lamp is on\
<<if $battery gte 60>> and it's shining brightly.\
<<elseif $battery gte 40>>, might need a new battery soon though and you don't have one.\
<<elseif $battery gte 10>> but it's not very bright.\
<<elseif $battery gte 1>> but it only glows dimly.<</if>>\
<img src="images/sg4.jpg" class="full" />
You're in the shooting gallery.
There are long corridors leading northeast and southeast.
<<if not $inventory.has("a mink stole")>>There is a valuable mink stole here.<</if>>
<<link "Lamp off" `passage()`>> <<set $lampon to false>>\
<<if tags().includes('dark')>> <<addclass "body" "dark">>\
<</if>><</link>>\
<<else>><img src="images/blackpassages.jpg" class="half" />/*unlit graphic goes here (again)*/\
The lamp battery is dead.
<</if>>
<<if not $inventory.has("a mink stole")>><<linkreplace "Get the mink stole">><<if $giants>><<goto "get shot">><<else>><<toomuch>><<pickup "$inventory" "a mink stole">><<set $score += 1>>You have the mink stole.<</if>><</linkreplace>><</if>>
Which way do you want to <<if $giants>>run?<<else>>go?<</if>>
<<link "Northeast">><<if $giants>><<goto "shot">><<else>><<goto "sg8">><</if>><</link>> <<link "Southeast">><<if $giants>><<goto "shot">><<else>><<goto "sg2">><</if>><</link>> <</if>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><<bang>><<if $waiting is 0>>You decide to take a breather and ponder about what to do next. <</if>>
<<if $waiting is 0>>/*start of waiting text*/For the moment nothing seems to be trying to kill you.
It's very peaceful and totally boring. <<elseif $waiting is 1>>Now that the giants are not shooting the complete absense of noise in here is a little unnerving. <<elseif $waiting is 2>>Ho hum - do something! <<elseif $waiting is 3>>What's that creaking noise above you?<<audio "creak" volume 0.1 play>> <<elseif $waiting is 4>>It's getting nearer Can't you take a hint? Is that a giant trapdoor above you?<<audio "creak" volume 1 play>><</if>>
What do you want to do now? <<set $waiting += 1>>
<<link "Continue" `previous()`>><</link>>
<<if $waiting is 5>>[[Wait|splat]]<<else>>[[Wait|wait in riddle room5]]<</if>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>The huge trapdoor in the roof opens and in true Monty Python style a giant foot descends and steps on you.
<div class="splatcontainer" id="splat"><img src="D:/Users/John/Documents/Twine/Stories/images/you.png" width="442" height="397" border="0" alt="you"></div>\
<div class="splatcontainer animate-top" id="splat">
<img src="D:/Users/John/Documents/Twine/Stories/images/Monty_python_foot.png" width="442" height="397" border="0" alt="<h1>Animation is Fun!</h1>">
</div>\
<<dead "You really should have known better; it's a mistake to wait too long!">>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><<score 2>><<set $east to true>>Seeing the cushion far below you jump, hoping it will break your fall. It does! You land safely but in doing so completely ruin the valuable cushion.
<<pickup "$southofcastle" "a worthless cushion">><<drop "$southofcastle" "a cushion">>It's now pretty worthless.
<<if $inventory.count() < $maxitemcount>><<drop "$southofcastle" "a worthless cushion">><<pickup "$inventory" "a worthless cushion">><</if>>\
<<if $inventory.count() >= $maxitemcount>>You have as much as you can carry. If you want to pick up anything else you must drop something first. This is a good place to do that because it's a 'ↁЯДБФИ FЯЄЄ ZФИЄ.'
<span class='auto-update' data-macro='<<linkedinventory "Drop" "$inventory" "$southofcastle">>'>\
<<linkedinventory "Drop" "$inventory" "$southofcastle">>\
</span>
''On the ground is:''
<span class='auto-update' data-macro='<<linkedinventory "Get" "$southofcastle" "$inventory">>'>\
<<linkedinventory "Get" "$southofcastle" "$inventory">>\
</span><</if>>
<<if $inventory.count() > $maxitemcount>><<transfer '$inventory' '$southofcastle' 'a worthless cushion'>><</if>>
<<if $inventory.count() > 0>><span class = "red"> You might want to save your position.</span><</if>>
!Welcome back
<<set $dead to false>>You find you are standing south of the wizard’s castle. The castle walls are unclimbable, but there are ledges and ramparts visible far above - you should know because you've just jumped from one of them. <<if $inventory.has("some sticks of dynamite")>>Only now you remember the dynamite you are carrying. You're lucky not to have blown yourself up!<</if>>
<img src="images/entrance.jpg" class="half" />
<span class = "red"> You //really// want to save your position.</span>
Which way do you want to go?
[[Into the forest|Get some sticks]] [[ North|Chapter 6]] [[Wait|WaitForest]]
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>
<<score>>
<<if ($haslamp is true) and ($lampon is false)>>\
/* Dark image here */\
<img src="images/Guardroom.jpg" class="twothirds" />
<<if $back is false>>!Chapter 6<</if>
<<audio "Portcullis" play>>As you move north a portcullis crashes down behind you, blocking the exit. The only light is from there. To the north it's pitch dark. /*unlit graphic or descriptiongoes here*/
/*unlit graphic or descriptiongoes here*/
<<link "Lamp on" `passage()`>> \
<<set $battery -=1>> <<set $lampon to true>>\
<<if $battery > 0>> <<removeclass "body" "dark">>\
<</if>>\
<</link>>
<<elseif ($haslamp is true) and ($lampon is true) and ($battery > 0)>>Your lamp is on\
<<if $battery gte 60>> and it's shining brightly.
<<elseif $battery gte 40>>, might need a new battery soon though.
<<elseif $battery gte 10>> but it's not very bright.
<<elseif $battery gte 1>> but it only glows dimly.<</if>>\
/* Room lit image here */
<img src="images/guardroom2.jpg" class="half" />
/* Room description here */
However you've been through all this several times and know that you can't move in the dark because that spider is still around. You also know what you have to do and which way you have to go. You make your way back to the courtyard.
/* actions or directions here */
<<link "Go back to the courtyard" "courtyard">><<set $back to true>><<set $battery -= 4>><</link>> <<link "Get to the courtyard the hard way" "C1a">><</link>> <<link "Lamp off" `passage()`>> <<set $lampon to false>>
<<if tags().includes('dark')>> <<addclass "body" "dark">><</if>>
<</link>>
<<else>><img src="images/Guardroom.jpg" class="third" />/*unlit graphic goes here (again)*/
The lamp battery is dead.
<</if>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><<score>><<if ($haslamp is true) and ($lampon is false)>><img src="images/blackpassages.jpg" class="half" />
It's pitch dark./*unlit graphic or descriptiongoes here*/
<<link "Lamp on" `passage()`>> <<set $battery -=1>> <<set $lampon to true>>
<<if $battery > 0>> <<removeclass "body" "dark">><</if>><</link>>
<<elseif ($haslamp is true) and ($lampon is true) and ($battery > 0)>>Your lamp is on\
<<if $battery gte 60>> and it's shining brightly.\
<<elseif $battery gte 40>>, might need a new battery soon though and you don't have one.\
<<elseif $battery gte 10>> but it's not very bright.\
<<elseif $battery gte 1>> but it only glows dimly.<</if>>\
The lamp seems to be a sort of dirty brass or bronze colour and has a bullet hole clean through it so it won't hold oil.
<img src="images/genilamp.png" class="twothirds" />
You can't resist it - you <<linkreplace "rub the lamp">>rub the lamp
<<timed 1s>><span class="big">... and</span><</timed>>
<<timed 3s>><span class="big">... nothing happens!</span><</timed>><</linkreplace>>
<<if not $inventory.has("some sticks of dynamite")>><<link "Continue" "examine lamp 2">><</link>><</if>>
Which way do you want to <<if $giants>>run?<<else>>go?<</if>>
<<link "Northwest" "sg7">><</link>> \
<<link "Southwest">><<goto "sg3">><</link>> \
<<if $inventory.has("an old oil lamp")>><<link "Examine lamp again" "examine lamp">><</link>><</if>>
<<link "Turn the battery lamp off" `passage()`>> <<set $lampon to false>>\
<<if tags().includes('dark')>> <<addclass "body" "dark">>\
<</if>><</link>>\
<<else>><img src="images/blackpassages.jpg" class="half" />/*unlit graphic goes here (again)*/\
The lamp battery is dead.
<</if>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><<score>>The lamp seems to be a sort of dirty brass or bronze colour and has a bullet hole clean through it so it won't hold oil.
<img src="images/genilamp.png" class="twothirds" />
//"You need to be careful with that,"// a voice behind you says.
You turn round and see a young girl.
//"It won't work properly until it's fixed and even then it has limitations. You only get three wishes, can't kill anyone, can't make someone fall in love and you may not get what you expect because the genie it controls used to be a lawyer. It's pretty useless as a light source too - not very bright, smells and smokes badly."//
//"Who…,"// you start to ask.
//"I'm Jeannie,"// she says. //"Here - I've got something for you.You'll need these"// she says, holding out three dirty candlelike objects.//
<<toomuch>><<pickup "$inventory" "some sticks of dynamite">><<set $dynamite to 3>><<set $hasfounddynamite to true>>\
//"Be careful with them,"// she says as she leaves by the southwest exit.
<img src="images/dynamite.jpg" class="twothirds" />
Which way do you want to <<if $giants>>run?<<else>>go?<</if>>
<<link "Northwest" "sg7">><</link>> \
<<link "Southwest">><<goto "sg3">><</link>> \
<<if $inventory.has("an old oil lamp")>><<link "Examine lamp again" "examine lamp">><</link>><</if>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><<set $death to random(6)>>
<<if $death ==0>>You take a wild leap into space. Unfortunately you are not in space and fall through the air to some very hard ground breaking almost every bone in your body. Your brain - what there is of it, lasts long enough to feel the pain.<</if>>\
<<if $death ==1>>You leap towards the trees hoping that the branches will break your fall. They don't.<</if>>\
<<if $death ==2>>You attempt to cautiously climb down from the pinnacle. Not cautiously enough because you slip and fall a long way. You don't bounce.<</if>>\
<<if $death ==3>>With fingers crossed you jump flapping your arms very hard and fast. Half way down you realise it isn't working. Maybe you should have spread your fingers instead of crossing them? You don't have time to wonder long.<</if>>\
<<if $death ==4 and $inventory.has("a satin pillowcase")>>You empty out all of the items from the pillowcase and use it as a makeshift parachute. As you fall you start calculating the drag effect using:
F<sub>D</sub> = 1/2pC<sub>d</sub>Av<sup>2</sup>
Where:
F<sub>D</sub> is the drag force
p is the density of air = 1.22 kg/m3
C<sub>d</sub> is the drag coefficient
A is the area of the chute
v is the velocity through the air
You never finish your calculation.<</if>>\
<<if $death ==4 and not $inventory.has("a satin pillowcase")>>Unfortunately levitation isn't one of your talents. You fall and die. <</if>>\
<<if $death ==5>>You jump. As you fall you shout "GLOOP". When that doesn't work you try "SOS" - that doesn't work either.<</if>>
<<if $death ==6>>You believe that the fall won't kill you so you jump. You were right. The fall didn't kill you but the landing did.<</if>>
<<dead "Maybe you should have left something to break your fall?">>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><<if $dynamite gt 0>><h1>Bang!</h1>You place the dynamite, which looks as if it is sweating, but before you can even think of lighting it, it explodes right next to you.
<<dead "You really shouldn't stand next to exploding dynamite.">>\
<<else>>You need some dynamite first.<</if>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><<widget "togglelamp">><<if not $lampon and $battery > 0>> <<link "Lamp on" `passage()`>> <<set $battery -=1>> <<set $lampon to true>> <<timed 2s>>Your lamp is on<</timed>>\<</link>>\
<<elseif not $lampon and $battery eq 0>><<link "Lamp on" `passage()`>><<timed 2s>> That doesn't work - the battery is dead.<</timed>><</link>>
<<elseif $lampon>><<link "Lamp off" `passage()`>> <<set $lampon to false>><<timed 2s>>The lamp is off but you can still see.<</timed>><</link>><</if>>
<</widget>>You throw caution to the wind and the lamp at the mirror. The mirror shatters, as does the lamp. Jagged shards of mirror glass rain down on you. One of the shards slices into your neck and you quickly bleed out.<<audio "breakmirror" play>>
<img src="images/brokenmirror.jpg" class="twothirds" />
<<dead "Well what did you expect to happen when you break a mirror above you? -">>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>
<<widget hint>>
!!hints cost 2 score points.
<<if $args[0]>><<print $args[0]>><<set $score -=2>><</if>>
<</widget>>You are in a large sitting room. There is an exit west. On one wall there is a picture of a flaxen-haired little girl which has obviously been used as a dartboard.
<<if $sitcount is 3>><img src="images/bearsittingroombadchair.jpg" class="full" /><<else>><img src="images/bearsittingroomnodarts.jpg" class="full" /><</if>>
You've now removed the darts. The picture (and wall around it) is full of holes.
<<if $ignore_holes is false>><<linkreplace "Get holes">> Don't be silly how can you pick up a hole? The best you could do would be to patch them up with the red paint BUT unless your name is Mr Bean. or you are an elderly woman interested in DIY fresco restoration, I suggest you leave the dartboard alone.
<<if $inventory.has("a refilled can of red paint")>>[[I AM Mr Bean|MrBean]] [[I like DIY fresco restoration|DIY]]<<set $ignore_holes to true>><</if>><</linkreplace>>
<</if>>
There are three chairs here: a big one, a middle-sized one, and a small one.
<<if $sitcount is 1>><<print "You sit on the big chair, which is too hard">><<elseif $sitcount is 2>><<print "You sit on the middle-sized chair, which is too soft">><<elseif $sitcount is 3>><<print "You sit on the small chair, which is just right. Alas, your weight breaks it to pieces, revealing a hole under it.">> <<if $sitcount is 3>>[[Down|hole]]<</if>><<elseif $sitcount is 4>><<goto "damage">><</if>>
<<link "Sit" `passage()`>><<set $sitcount +=1>><</link>> [[West|riddleroom1]]
<<toomuch>>
<<dropb>> <<togglelamp>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><<score>>You are in the saferoom, a tunnel goes north. Steps lead down to the southeast. On the south wall someone has scrawled in a strange script 'ↁЯДБФИ FЯЄЄ ZФИЄ'
The safe door is closed.
<img src="images/dustbunnycage.jpg" class="twothirds" />
You've put a dustbunny in the cage. It immediately started eating the dust. It must have been hungry. It seems very happy there.<<if $inventory.has("a key")>> <<transfer "$inventory" "$pockets" "a key">><</if>><<if $pockets.has("some dust")>><<drop "$pockets" "some dust">><</if>><<if $pockets.has("a dustbunny")>><<drop "$pockets" "a dustbunny">><</if>>
''You have:''
<span class='auto-update' data-macro='<<linkedinventory "Drop" "$inventory" "$saferoom">>'>\
<<linkedinventory "Drop" "$inventory" "$saferoom">>\
</span>
''In your pockets you have:''
<span class='auto-update' data-macro='<<linkedinventory "Drop" "$pockets" "$saferoom">>'>\
<<linkedinventory "Drop" "$pockets" "$saferoom">>\
</span>
''On the floor is:''
<span class='auto-update' data-macro='<<linkedinventory "Get" "$saferoom" "$inventory">>'>\
<<linkedinventory "Get" "$saferoom" "$inventory">>
</span>
What do you want to do?
<<linkreplace "Open the safe">>The safe is locked. To unlock it you'll need to type in the unlock code. Do you have it? <<textbox "$safecode" "" "CheckCode" autofocus>><</linkreplace>> [[North|fountain]] [[SE Stairs|courtyard]] [[Wait]]
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>
<<score>>OK you've used the can of paint and 'fixed' the dartboard. Strange how that paint changed colour. Your paint can is now empty and I think the bears might notice your repair.<<set $full to false>><<pickup "$inventory" unique "an empty can of red paint">><<drop "$inventory" "a can of red paint" "a refilled can of red paint">>
<img src="images/bearsittingroomMrBean.jpg" class="full" />
<<linkreplace "Get the 'new' dartboard">>You take the dartboard which now might have considerable value on ebay.<<pickup "$inventory" "a restored painting b">> <<set $score += 1>><<set $MrBean to true>><</linkreplace>>
There are three chairs here: a big one, a middle-sized one, and a small one.
<<if $sitcount is 1>><<print "You sit on the big chair, which is too hard">><<elseif $sitcount is 2>><<print "You sit on the middle-sized chair, which is too soft">><<elseif $sitcount is 3>><<print "You sit on the small chair, which is just right. Alas, your weight breaks it to pieces, revealing a hole under it.">> <<if $sitcount is 3>>[[Down|hole]]<</if>><<elseif $sitcount is 4>><<goto "damage">><</if>>
<<link "Sit" `passage()`>><<set $sitcount +=1>><</link>> [[West|riddleroom1]]
<<toomuch>>
<<dropb>> <<togglelamp>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><<score>>OK you've used the can of paint and fixed the dartboard. Strange how that paint changed colour. Your paint can is now half empty and I think the bears might notice your repair.
<img src="images/bearsittingroomDIY.jpg" class="full" />
<<linkreplace "get the 'new' dartboard">> You take the dartboard which now might have considerable value on ebay. Underneath it is a second painting!<<pickup "$inventory" "a restored painting w">> <<set $score += 1>><</linkreplace>>
<<if !$MrBean>>[[I AM Mr Bean|MrBean]]<</if>> <<set $ignore_holes to true>>
There are three chairs here: a big one, a middle-sized one, and a small one.
<<if $sitcount is 1>><<print "You sit on the big chair, which is too hard">><<elseif $sitcount is 2>><<print "You sit on the middle-sized chair, which is too soft">><<elseif $sitcount is 3>><<print "You sit on the small chair, which is just right. Alas, your weight breaks it to pieces, revealing a hole under it.">> <<if $sitcount is 3>>[[Down|hole]]<</if>><<elseif $sitcount is 4>><<goto "damage">><</if>>
<<link "Sit" `passage()`>><<set $sitcount +=1>><</link>> [[West|riddleroom1]]
<<toomuch>>
<<dropb>> <<togglelamp>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><<set $battery to 50;$haslamp to true>><<score>><<if $bsm is true>><<audio "doom" loop volume 0.5 play>><</if>><<if ($haslamp is true) and ($lampon is false)>>It's pitch dark.
<<link "Lamp on" `passage()`>> <<set $battery -=1>> <<set $lampon to true>> \
<<if $battery > 0>> <<removeclass "body" "dark">><</if>><</link>> \
<<elseif ($haslamp is true) and ($lampon is true) and ($battery > 0)>><<link "Lamp off" `passage()`>> <<set $lampon to false>> \
<<if tags().includes('dark')>> <<addclass "body" "dark">> \
<</if>> <</link>> \
<<else>>/*unlit graphic goes here*/ \
The lamp battery is dead.
<</if>> \
<<if $lampon is true>>You are in the awesome corridor of doom, full of grisly etchings, bones, and wailing noises.
<span id="objectimage"><img src="images/CofD1.jpg" class="full" /></span>
The path enters from the [[south|COD1]] and exits [[west|COD2]]. On the wall is the single letter 'G'
<<if $bones is false>><<linkreplace "Examine the bones">>You examine the bones. Some have been here a long time, others seem reasonably fresh - if bones covered in dried and decomposing flesh can be considered fresh. <<linkreplace "Get the bones">>You gather the very nasty looking bones.<<pickup "$inventory" "some grizzly bones">><<set $bones to true>><<set $score +=1>><</linkreplace>>
What now?
<<if $bsm is true>><<audio "doom" fadeout>> While you are deciding you feel ticklish, feel weak, turn pale, and collapse.>>
<<dead "There's something very odd about this place. It seems it's not a place to hang around in.">><<else>> <<if not hasVisited("get the etchings")>>[[Get the etchings|get the etchings]]<</if>> [[South|northshimmer]] [[West|COD2]]<</if>><<replace "#objectimage">><img src="images/grizzlybones.jpg" class="full" /><</replace>><</linkreplace>> <</if>>
<</if>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>
<<score>><<if $bsm is true>><<audio "doom" loop volume 0.5 play>><</if>><<if ($haslamp is true) and ($lampon is false)>>It's pitch dark.
<<link "Lamp on" `passage()`>> <<set $battery -=1>> <<set $lampon to true>> \
<<if $battery > 0>> <<removeclass "body" "dark">><</if>><</link>> \
<<elseif ($haslamp is true) and ($lampon is true) and ($battery > 0)>><<link "Lamp off" `passage()`>> <<set $lampon to false>> \
<<if tags().includes('dark')>> <<addclass "body" "dark">> \
<</if>> <</link>> \
<<else>>/*unlit graphic goes here*/ \
The lamp battery is dead.
<</if>> \
<<if $lampon is true>>You are in the awesom corridor of doom, full of grisly etchings, bones, and wailing noises.
<span id="objectimage4"><img src="images/CofD4.jpg" class="full" /></span>
The path enters from the [[south|CorridorOfDoom2]] and exits [[west|CorridorOfDoom4]]. On the wall is the single letter 'O'
<<if $yorick is false>><<linkreplace "Examine the skull">>You pick up the skull. There's the word 'Yorick' written on it. Yorick! You knew that guy! An adventurer who disappeared a while ago. A guy who loved playing practical jokes on people. He was hilarious - provided you were not the jokester's victim.
<<linkreplace "Get the skull">>You won't miss him. You're about to put the skull down but it rattles. There's something inside it. Yorick's pea brain? Nope sounds bigger than that. You keep the skull.<<set $yorick to true>><<score +=1>><<pickup "$inventory" "a skull">><</linkreplace>>
What now?
<<if $bsm is true>><<audio "doom" fadeout>> You regret stopping. You feel ticklish, feel weak, turn pale, and collapse. \
<<dead "Alas poor Yorick - looks like you are joining him.">><<else>> You can go [[south|CorridorOfDoom2]] [[west|CorridorOfDoom4]] or [[Wait|wait and die]].<</if>><<replace "#objectimage3">><img src="images/CofD3b.jpg" class="full" /><</replace>><</linkreplace>> <</if>>
<</if>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>
<<if $lampon is true>>
<img src="images/CofD4.jpg" class="full" />
The path enters from the [[south|CorridorOfDoom3]] and exits [[west|CorridorOfDoom5]]. On the wall is the single letter 'O'
[[Wait|wait and die]]
<</if>><<score>><<bang>><<if ($haslamp is true) and ($lampon is false)>>
<img src="images/blackpassages.jpg" class="full" />
It's pitch dark./*unlit graphic or descriptiongoes here*/
<<link "Lamp on" `passage()`>> <<set $battery -=1>> <<set $lampon to true>>
<<if $battery > 0>> <<removeclass "body" "dark">><</if>><</link>>
<<elseif ($haslamp is true) and ($lampon is true) and ($battery > 0)>>Your lamp is on\
<<if $battery gte 60>> and it's shining brightly.
<<elseif $battery gte 40>>, might need a new battery soon though.
<<elseif $battery gte 10>> but it's not very bright.
<<elseif $battery gte 1>> but it only glows dimly.<</if>>\
<<if $forklift>><img src="images/Jetblackpassages.jpg" class="full" /><<else>><img src="images/JetblackpassagesForklift.jpg" class="full" /><</if>>
You're in a maze of jet black passages with exits in all directions. This passage is quite big. <<if $forklift and !$inventory.has("a paintbrush")>>There's a small paintbrush lying on the floor here. You've been in all the jet black passage rooms and didn't see it before. It must have been under the forklift. That means you are back in the green room.<<linkreplace "Get the paintbrush?">>You climb out the forklift, get the paintbrush and get back in again. <<pickup "$inventory" "a paintbrush">><</linkreplace>><<else>>There's a forklift truck here! <<if hasVisited("every")>>You could use that to get that statue.<</if>><</if>>
What would you like to do? <<textbox "$red" "" "check3" autofocus>><<if $inventory.has("a rod") and $r is true>><<goto [[nog]]>><</if>>
Which way do you want to go?
<<if not $forklift>>[[Northwest|way]] <</if>>[[North|until]] <<if not $forklift>>[[Northeast|deadly]]<</if>>
<<if not $forklift>>[[West|way]]<</if>> [[Wait|quiet]] <<if not $forklift>>[[East|every]]<</if>> <<if hasVisited("every")>>[[Examine the forklift|Forklift]]<</if>>
<<if not $forklift>>[[Southwest|deadly]]<</if>> <<if not $forklift>>[[South|every]]<</if>> <<if not $forklift>>[[Southeast|way]]<</if>> <<if $forklift>><<link "Get out the forklift" `passage()`>>.<<set $forklift to false>><</link>><</if>>
<<link "Lamp off" `passage()`>> <<set $lampon to false>>
<<if tags().includes('dark')>> <<addclass "body" "dark">>
<</if>> <</link>> <<dropb>>
<<else>><img src="images/blackpassages.jpg" class="full" />/*unlit graphic goes here (again)*/
The lamp battery is dead.
<</if>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><<widget "refresh">>
<<script>>state.display(state.active.title, null, "back")<</script>>
<</widget>> It's pitch dark. You took the lamp battery out to replace it and obviously it went out. In the dark you knocked the replacement on the floor and you can't find it.
What's that scuttling noise?
You're in the shooting gallery.
You remember there are long corridors leading southwest, northeast and southeast.
Which way do you want to go?
<<link "Northeast" "Continue forward">><</link>> \
<<link "Southwest" "Continue forward">><</link>> \
<<link "Southeast" "Continue forward">><</link>> \
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><<score>>
<<set $dead to false>>
<span class = "big">Waiting<span id="wait">.</span></span>
<<timed 1s>><<replace "#wait">>. .<</replace>>\
<<next>><<replace "#wait">>. . .<</replace>>\
<<next>><<replace "#wait">>. . . .<</replace>>\<</timed>>
<<timed 8s>><<goto blowupwestshimmer>><</timed>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>
<<if $dwest lt 2 and $dnorth lt 2 and $deast lt 2>>\
<img src="images/courtyard.jpg" class="twothirds" />\
<<elseif $dwest is 2 and $dnorth lt 2 and $deast lt 2>>\
<img src="images/courtyardW.jpg" class="twothirds" />\
<<elseif $dwest lt 2 and $dnorth is 2 and $deast lt 2>>\
<img src="images/courtyardN.jpg" class="twothirds" />\
<<elseif $dwest lt 2 and $dnorth lt 2 and $deast is 2>>\
<img src="images/courtyardE.jpg" class="twothirds" />
<<elseif $dwest is 2 and $dnorth is 2 and $deast lt 2>>\
<img src="images/courtyardWN.jpg" class="twothirds" />\
<<elseif $dwest is 2 and $dnorth lt 2 and $deast is true>>\
<img src="images/courtyardWE.jpg" class="twothirds" />\
<<elseif $dwest lt 2 and $dnorth is 2 and $deast is 2>>\
<img src="images/courtyardNE.jpg" class="twothirds" />\
<<elseif $dwest is 2 and $dnorth is 2 and $deast is 2>>\
<img src="images/courtyardWNE.jpg" class="twothirds" />\
<</if>>
<<if $dwest === 1>><<set $dwest +=1>><</if>><<if $dnorth === 1>><<set $dnorth +=1>><</if>><<if $deast === 1>><<set $deast +=1>><</if>>
If you try to get through one of those shimmering curtains a second time, you bounce off the shimmering curtain. Seems you can't go through one of these curtains more than once.
<<timed 2.5s t8n>><div id="w3sec"><span class="big">But...</span></div>\<</timed>>
<<timed 4.5s t8n>>\
<div id="w3sec">maybe you can get through the curtain using brute force? Jeanie gave you three sticks of what looks like \
</div>\
<<linkreplace "dynamite">>\
<<audio "fusebang" play>><<set $dynamite -= 1>><<set $dead to true>><<set $seconds to 15>>\
You place the dynamite and start thinking about what you can use for a fuse. What have you got? You examine your pockets and pull out the remains of one of those balloons. The string connecting it to the card is thick and stiff - it's a piece of fuse! You attach it and use the lighter to light the fuse. The fuse burns quickly. You have about fifteen secon… \
<<if $nearexplosion>>
<span id="countdown">$seconds seconds remaining!</span>
<<linkreplace"RUN!">>\
<<set $nearexplosion to false;$score +=1>><<print "You quickly retreat from the dynamite and take shelter part way up the stairs">><<set $dead to false>>\
<</linkreplace>>
<</if>>/*<<silently>>*/
<<repeat 1s>>
<<set $seconds to $seconds - 1>>
<<if $seconds gt 0>>
<<replace "#countdown">>$seconds seconds remaining<</replace>>
<<else>>
<<replace "#countdown">>Too Late<</replace>>
<<goto "courtyard">>
<<stop>>
<</if>>
<</repeat>>
/*<</silently>>*/
<</linkreplace>>
<</timed>>\
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>
<<score>><<if $nothing is true>><<print "Nothing happens.">><<set $nothing to false>><</if>> <<if ($battery > 0) and ($lampon is true)>> <<removeclass "body" "dark">><</if>><<hungryb>><<set $nobear to false>>You are standing by a wishing well, with a deep vertical brick shaft but no sign of a rope or pulley. You've been to the well bottom; you get to it from the north alcove. It's muddy. <<if $inventory.has("a sign")||$pockets.has("a bean")>>There was a sign here but you've already taken it.<<else>>A sign on the wall reads //'If you know what is good for you, make your donation here. Signed, a well-wisher.'//<</if>> A tunnel leads southeast back the way you came. There is a door leading north
<<if $ropeladder>><img src="images/wishingwellladder.jpg" class="twothirds" /><<else>><img src="images/wishingwellN.jpg" class="twothirds" /><</if>>
<<link "Drop lamp" "nolamp">><<set $haslamp to false>><<set $lampon to false>><<if tags().includes('dark')>> <<addclass "body" "dark">> <</if>><</link>> \
<<if $inventory.has('a rope')>><<link "Drop rope" `passage()`>><<set $nothing to true>><<set $rope to false>><<set $score -=1>><<transfer "$inventory" "$well" "a rope">><</link>><</if>>\
<<if $inventory.has('a bundle of branches')>><<link "Drop branch" `passage()`>><<set $nothing to true>><<set $score -=1>><<transfer "$inventory" "$well" "a branch">><</link>><</if>>
<<if $pockets.has('a key')>><<link "Drop key" `passage()`>><<set $nothing to true>><<set $smallkey to false>><<set $score -=1>><<transfer "$pockets" "$well" "a key">><</link>><</if>> \
[[North|bearpassage1]] [[Wait]] [[Southeast|westshimmer]] <<if !($inventory.has("a sign")||$pockets.has("a bean"))>>[[Get the sign]]<</if>> <<if $ropeladder>>[[Down|wellbottom]] <<else>>[[Down|downwell]]<</if>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><<score>>With a little brute strength and ignorance you pull the sign off the wall and examine it. It reads
<span id="thesign"><img src="images/sign.jpg" class="twothirds" />
That will be a lot of use huh?</span> <<linkreplace "Turn it over">><<replace "#thesign">><img src="images/signr.jpg" class="twothirds" />
Now instructions for how to make a rope ladder may be a lot more useful!<<pickup "$inventory" "a sign">>
<<if $inventory.hasAll("a rope", "a bundle of branches")>>You use the instructions to make a rope ladder from the satin rope and branch sections you have. You hang the ladder from the wishing well.<<drop "$inventory" "a rope", "a bundle of branches">><<set $ropeladder to true;$score +=1>> <</if>><</replace>> <</linkreplace>>
[[Continue|Wishing well2]]
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><<if $r8>><img src="images/riddleroom9passstone.jpg" class="twothirds" /><<else>>
<img src="images/riddleroom9stone.jpg" class="twothirds" /><</if>>
You pick up the stone and examine it. It's a slightly blue, round stone which has some writing on it. Most of the writing has worn off. You can't read it. It might be useful to throw at something. You put it in your pocket.<<set $stone to true>><<set $score += 1>><<if !$lampon>><<set $battery += 1>><</if>><<pickup '$pockets' 'a stone'>>
<<link "Continue" `previous()`>><</link>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><<score>><<if ($haslamp is true) and ($lampon is false)>>It's pitch dark.
<<link "Lamp on" `passage()`>> <<set $battery -=1>> <<set $lampon to true>> \
<<if $battery > 0>> <<removeclass "body" "dark">><</if>><</link>> \
<<elseif ($haslamp is true) and ($lampon is true) and ($battery > 0)>><<link "Lamp off" `passage()`>> <<set $lampon to false>> \
<<if tags().includes('dark')>> <<addclass "body" "dark">> \
<</if>> <</link>> \
<<else>>/*unlit graphic goes here*/ \
The lamp battery is dead.
<</if>> \
<<if $lampon||$light>>You are in the awesome corridor of doom, full of grisly etchings, bones, and fortunately, no wailing noises.
<span id="objectimage"><img src="images/CofD1gotcrown.jpg" class="full" /></span>
<<pickup "$inventory" "a brass crown">><<set $crown to true>>You now have a crown. You've always felt you deserved one but nobody offered you a kingdom. You try the crown on for size. It's too small. It probably isn't worth much since it appears to be gold plated brass where much of the gold has worn off. Maybe Yorrick's friends will buy it for one of their plays.<<if $inventory.has("a bag")>>You put the crown in the bag.<</if>>
The path enters from the [[south|northshimmer]] and exits [[west|CorridorOfDoom2]]. <<if $inventory.has("a notebook")>> The skeleton must be Arthur. You wonder if the fountain will restore him to life. <<else>> You wonder who the skeleton was.<</if>><<linkreplace "Get the skeleton">>You gather the skeleton bones. Unfortunately one of the toe bones drops down a crack in the paving and you can't reach it.<<pickup "$inventory" "a skeleton">><</linkreplace>><</if>>
<<if $bones is false and $bsm is false>><<linkreplace "Examine the bones">>You examine the other bones. Some have been here a long time, others seem reasonably fresh - if bones covered in dried and decomposing flesh can be considered fresh. <<linkreplace "Get the bones">>You gather the very nasty looking bones.<<pickup "$inventory" "some grizzly bones">><<set $bones to true>><<set $score +=1>><</linkreplace>><</linkreplace>>
What now?
<</if>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>
You rub the lamp.<<if $wishes lt 1>>Nothing happens. You've used all your wishes<<else>> There is a flash of light, a puff of smoke and before you stands a genie. He is wearing a pinstripe suit cut off at the elbows. On his feet he has fancy pointy toed slippers. On his wrists he has slave bracelets. He looks ridiculous. "What are your commands master?" he asks with a scowl. <<set $wishes -= 1>>
[[I want all the gold in the world.]]
[[I want to live forever.]]
[[I want to always be happy.]]
[[I want to have a body all women desire.]]
[[I don't want to use my wishes.]]
[[Rescue me whenever I am in danger.]]
<<if lastVisited("getring1") is 1>>[[Turn the evil wizard into a mouse]]<</if>>\
<<if $deast>>[[Fly me up to the pinnacle]]
<</if>>\
[[I don't want anything at the moment. Come back again when I rub the lamp]]<</if>>
[[Go back|previous()]]
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>
You get all the gold in the world. There's a lot of it. There's so much that even in this large chamber you are buried by it. The weight of it crushes you to a pulp. <<dead "Maybe greed is just not you...">>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>"OK," says the Genie. "Your wish is granted you'll live forever. However there's a slight problem. In a few billion years the sun will expand to a red giant and destroy the earth. In a few more billion years the galaxy will collapse and form a black hole. Both would kill you so to prevent that I need to make you not need air, water or food and move you somewhere safe."
You find yourself floating in space. Far away you can see some spiral galaxies.
<<timed 2.5s t8n>><span class="big">Oh dear, you're NOT dead</span><</timed>>
<<timed 2.5s t8n>><span class="big">But you might as well be.</span><</timed>>
You scored $score.
Forever is a very long time. Would you like to [[try again?|Chapter 1]]
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>There's a flash of light and you find yourself lying on a small bed with the word 'Happy' carved into the bedhead. Realising what you've just done you feel very small.
<<link "Restore me to normal">>That's another wish used up.<<set $wishes -= 1>><<timed 4s>><<goto "fountain">><</timed>><</link>>There's a flash of light and you find yourself with a 36,24,36 figure and long slender legs - just as women desire. Your clothes don't fit very well though.
<<link "Restore me to normal">>That's another wish used up.<<set $wishes -= 1>><<timed 4s>><<goto "fountain">><</timed>><</link>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>"Granted," says the genie. "You now have no wishes left so you won't need the lamp." He snatches it out of your hands and disappears with it. <<set $score -= 2>><<drop "$inventory" "a golden oil lamp">>
<<link "Continue">>`<<set $wishes to 0>><<goto "fountain">><</link>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>"You are in danger right now but I'll rescue you," the genie says with an evil grin. There's a flash of light and you find yourself transformed into a cute puppy in a dog rescue shelter.
<<link "Restore me to normal">>That's another wish used up.<<set $wishes -= 1>><<timed 4s>><<goto "fountain">><</timed>><</link>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>"Granted," says the genie. "You now have one less wish. I'll come back when you rub the lamp again."
<<link "Continue">>That's another wish used up.<<set $wishes -= 1>><<timed 4s>><<goto "fountain">><</timed>><</link>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><<if ($haslamp is true) and ($lampon is false)>>
It's pitch dark./*unlit graphic or descriptiongoes here*/
<<link "Lamp on" `passage()`>> <<set $battery -=1>> <<set $lampon to true>>
<<if $battery > 0>> <<removeclass "body" "dark">><</if>><</link>>
<<elseif ($haslamp is true) and ($lampon is true) and ($battery > 0)>>Your lamp is on\
<<if $battery gte 60>> and it's shining brightly.
<<elseif $battery gte 40>>, might need a new battery soon though.
<<elseif $battery gte 10>> but it's not very bright.
<<elseif $battery gte 1>> but it only glows dimly.<</if>>\
/* Lit graphic here */\
<img src="images/tunneld.jpg" class="twothirds" /><<if !$freindlytroll>><<audio "trollgroan" loop play>><</if>>
<<score>>After a flight of stairs you find yourself in a dark tunnel. There is a stream of water, at least you think it's water, running along the bottom. It doesn't smell very nice. You are either in the castle sewer or a tunnel leading to the dungeons. Up ahead you hear an awful groaning noise.
/* Directions here */\
Which way do you want to go?
[[Forward towards the groaning|troll cell]]
[[Back to the courtyard|courtyard]]
/* End of passage description and code */\
<<link "Lamp off" `passage()`>> <<set $lampon to false>>
<<if tags().includes('dark')>> <<addclass "body" "dark">>
<</if>> <</link>>
<<else>>
/* Unlit graphic here */\
<img src="images/blackpassages.jpg" class="full" />
The lamp battery is dead.
<</if>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>
<<if ($haslamp is true) and ($lampon is false)>>
It's pitch dark./*unlit graphic or descriptiongoes here*/
<<link "Lamp on" `passage()`>> <<set $battery -=1>> <<set $lampon to true>>
<<if $battery > 0>> <<removeclass "body" "dark">><</if>><</link>>
<<elseif ($haslamp is true) and ($lampon is true) and ($battery > 0)>>Your lamp is on\
<<if $battery gte 60>> and it's shining brightly.
<<elseif $battery gte 40>>, might need a new battery soon though.
<<elseif $battery gte 10>> but it's not very bright.
<<elseif $battery gte 1>> but it only glows dimly.<</if>>\
/* Lit graphic here */\
<img src="images/trollcell.jpg" class="twothirds" />
<<score>>You are in the castle dungeons. The groaning is coming from a troll locked in a cell. He's holding his mouth and seems to be in pain. He sees you and rushes to the bars. He snarls at you and you see he's missing a tooth. Sand drips from the socket where it should be - trolls don't have blood.
/* Directions here */\
What do you want to do?
[[Continue down the passage|cell2]]
[[Back to the courtyard|courtyard]]
[[Use your key to free the troll]]
<<if $pockets.has("a diamond troll tooth")>>[[Give the troll the diamond troll tooth|Give tooth]]<</if>>
/* End of passage description and code */\
<<link "Lamp off" `passage()`>> <<set $lampon to false>>
<<if tags().includes('dark')>> <<addclass "body" "dark">>
<</if>> <</link>>
<<else>>
/* Unlit graphic here */\
<img src="images/blackpassages.jpg" class="full" />
The lamp battery is dead.
<</if>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>/* this bit can be deleted */\
<<set $r9 to false>> <<set $riddle9 to "">><<set $noplayR9 to false>><<set $rA to false>> <<set $riddle10 to "">><<set $noplayR10 to false>><<set $rB to false>> <<set $riddleB to "">><<set $noplayRB to false>><<set $rC to false>> <<set $riddleC to "">><<set $noplayRC to false>><<set $rD to false>> <<set $stopdragon to "">><<set $noplayRD to false>><<set $rE to false>> <<set $idea to "">><<set $rF to false>> <<set $idea2 to "">><<set $d9 to false>> <<set $do9 to "">><<set $da to false>> <<set $doa to "">><<set $db to false>> <<set $dob to "">><<set $dc to false>> <<set $doc to "">><<if ($haslamp is true) and ($lampon is false)>>\
/* delete to here */\
It's pitch dark./*unlit graphic or descriptiongoes here*/
<<link "Lamp on" `passage()`>> <<set $battery -=1>> <<set $lampon to true>>
<<if $battery > 0>> <<removeclass "body" "dark">><</if>><</link>>
<<elseif ($haslamp is true) and ($lampon is true) and ($battery > 0)>>Your lamp is on\
<<if $battery gte 60>> and it's shining brightly.
<<elseif $battery gte 40>>, might need a new battery soon though.
<<elseif $battery gte 10>> but it's not very bright.e
<<elseif $battery gte 1>> but it only glows dimly.<</if>>\
/* Lit graphic here */\
<img src="images/cell2.jpg" class="twothirds" />
You wade further down the tunnel to a second cell. <<if $inventory.has("rubber boots")>>You are very glad of the rubber boots because the stream flowing along the tunnel is very cold and rather maloderous. The smell is giving you a headache.<<else>>The water is freezing and there's a foul smell which is giving you a headache. <</if>> This cell seems to be being used by the dragon to store the items he steals. Apparently other adventurers have also had the idea of dropping branches because the cell is mostly full of them. Amongst them though you can see an antique mechanical toy and an old canvas bag.
<<if $pockets.has("a key")>>You try your key in the lock but it doesn't fit this time.<</if>><<if $freindlyreleasedtroll>>The troll has followed you. He pushes you, none too gently aside, and rips the lock off the door for you. You can see he might be useful.
<<linkreplace "Get the toy">> You have an antique toy automiton. It's broken.<<pickup "$inventory" "a broken automiton">><<set $score += 1>><</linkreplace>>
<<linkreplace "Get the canvas bag">>Inside the bag is a very old gas mask. You try it on. It stinks of old rubber <<set $score += 1>><<pickup "$inventory" "a gas mask">><<linkreplace "keep the gasmask on">> but that smells better than the stream so you keep it on.<<set $gasmaskon to true>><<set $score += 1>><<linkreplace "take the gasmask off">>The gas mask stinks and you look very foolish wearing it so you take it off.<<set $gasmaskon to false>><</linkreplace>><</linkreplace>><</linkreplace>>
<<linkreplace "Get some sticks">><<pickup "$inventory" "a bundle of branches">>You pick up some of the sticks although you don't expect them to be much use since you don't have any rope to make rope ladders.<<set $score +=1>><</linkreplace>><</if>>
/* Directions here */\
Which way do you want to go?
[[Continue down the passage|riddleroom9]]
[[Back to the courtyard|courtyard]]
/* End of passage description and code */\
<<link "Lamp off" `passage()`>> <<set $lampon to false>>
<<if tags().includes('dark')>> <<addclass "body" "dark">>
<</if>> <</link>>
<<else>>
/* Unlit graphic here */\
<img src="images/blackpassages.jpg" class="full" />
The lamp battery is dead.
<</if>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>
<<if $friendlytroll>> You find your key does open the lock and you release the troll. He falls at your feet and lifts your foot on top of his head. It's a bit of a stretch since he has a big head but you think that means he's grateful.<<set $freindlyreleasedtroll to true>><<pickup "$inventory" "a troll">><<else>>The troll bursts out of the cage and isn't in the least bit apreciative of his freedom. he promptly rips your head off. <<dead "it's not wise to trust a troll, especially one in pain.">><</if>>
<<if $friendlytroll>>What now?
[[Continue down the passage|cell2]]
[[Back to the courtyard|courtyard]]<</if>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><<if ($haslamp is true) and ($lampon is false)>>
It's pitch dark./*unlit graphic or descriptiongoes here*/
<<link "Lamp on" `passage()`>> <<set $battery -=1>> <<set $lampon to true>>
<<if $battery > 0>> <<removeclass "body" "dark">><</if>><</link>>
<<elseif ($haslamp is true) and ($lampon is true) and ($battery > 0)>>Your lamp is on\
<<if $battery gte 60>> and it's shining brightly.
<<elseif $battery gte 40>>, might need a new battery soon though.
<<elseif $battery gte 10>> but it's not very bright.
<<elseif $battery gte 1>> but it only glows dimly.<</if>>\
/* Lit graphic here */\
<img src="images/trollcell.jpg" class="twothirds" />
<<score>>You offer the troll the diamond tooth you have. He snatches it eagerly and pushes it into his mouth where his missing tooth is. It promptly drops out again and rolls through the bars. You pick it up. Obviously you need something to glue it in place.
<<if $inventory.has("some clay")>>You smear the end of the diamond tooth with the sticky clay you found and hand it back to the troll. It sticks firmly in place and stops the flow of sand from his gum. The troll stops groaning and smiles at you. A smiling troll is even more horrible a sight than a groaning one!<<audio ":playing" stop>><<drop "$pockets" "a diamond troll tooth">><<set $score += 1>><<set $friendlytroll to true>><</if>>
/* Directions here */\
What do you want to do?
[[Continue down the passage|cell2]]
[[Back to the courtyard|courtyard]]
<<if $pockets.has("a key")>>[[Use your key to free the troll]]<</if>>
/* End of passage description and code */\
<<link "Lamp off" `passage()`>> <<set $lampon to false>>
<<if tags().includes('dark')>> <<addclass "body" "dark">>
<</if>> <</link>>
<<else>>
/* Unlit graphic here */\
<img src="images/blackpassages.jpg" class="full" />
The lamp battery is dead.
<</if>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><<score>>You're in a square room made of pure marble, with an exit back the way you came. You have no idea which direction that is but the stream flows that way. There are no windows but the room is filled with a luminous yellow glow. The stream doesn't seem to smell quite as bad here.
There's a bench here with some chemical equipment on it.
<<if !$r9>>\
<img src="images/yRiddleRoom9.jpg" class="twothirds" />\
<<elseif $r9 is true>>\
<img src="images/yRiddleRoom9cleared.jpg" class="twothirds" />\
<</if>>
<<if $r9 is false>>next to the bench is an exit which pulses red and blue. The stream flows from it. Above it is a sign reading:
"WHAT WORD IS ALWAYS SPELLED WRONG IN THE DICTIONARY?"
Your answer <<textbox "$riddle9" "" "checkriddle" autofocus>><</if>>
<<if $riddle9 is "wrong" and $noplayR9 is false>>There's a dark exit which emits a loud fanfare! The stream flows out of this exit.<<audio "fanfare" play>><<set $noplayR9 to true>><</if>>\
<<if $riddle9 is "wrong">>\
You're in a riddle room. The sign now says:
You may now pass. [[Go north?|riddleroom10]]<</if>>
<<if $violin is false>>There is an old violin on the bench.<<linkreplace "Get violin">><<set $violin to true; $score +=1>><<pickup "$inventory" "a violin">>You get the violin but there is no bow to play it with.<</linkreplace>><</if>>
<<linkreplace "Examine apparatus">>\
You examine the chemical equipment on the bench. There's various bits of glassware, Most of which you have no idea about. There is one item you understand though - A Kipps apparatus. You remember it from your schooldays as the apparatus which was used to make the foul smelling and deadly poisonous gas hydrogen sulphide. The rotten egg gas. \
<<if !$gasmaskon>>You remember your chemistry teachr telling you that the gas was most dangerous when you could no longer smell it. You can't resist turning the tap on the apparatus on. No - wait it's already on you see as you collapse unconcious to the floor. <<dead "Should have worn that mask...">>\
<<else>> Some twit has left the tap of the Kipps apparatus on. No wonder the tunnel stunk! You turn the tap off.\
<</if>>\
<</linkreplace>>
[[Go back to the courtyard|courtyard]] <<if $r9 is false>><<linkappend "N">>o luck - An invisible force bars your way<</linkappend>><</if>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><<score>>You're NOT in a square room made of pure marble, there's an exit south (I think), back the way you came. There's no window lighting the room here, in fact it should be pitch dark since there's no visible light source - but it isn't. That red and blue exit barrier and the notice with a riddle is a bit of a giveaway that you are in a riddle room.
<<if !$rA and !$dogfood>>\
<img src="images/Criddleroom10.jpg" class="twothirds" />\
<<elseif !$rA>>\
<img src="images/Criddleroom10gotdogfood.jpg" class="twothirds" />\
<<elseif $rA is true and !$dogfood>>\
<img src="images/Criddleroom10dogfoodpass.jpg" class="twothirds" />\
<<elseif $rA and $dogfood>>\
<img src="images/Criddleroom10cleared.jpg" class="twothirds" />\
<</if>>
<<if $rA is false>>Ahead is an exit which pulses red and blue. Next to it is a sign reading:
"A RICH MAN WANTS. A POOR MAN HAS. IF YOU EAT IT YOU DIE"
Your answer <<textbox "$riddle10" "" "checkriddle" autofocus>>\
<</if>>
<<if $riddle10 is "nothing" and $noplayR10 is false>>\
The exit north emits a loud fanfare!<<audio "fanfare" play>><<set $noplayR10 to true>>\
<</if>>\
<<if $riddle10 is "nothing">>
You're in a riddle room. The sign now says:
You may now pass. A flight of stairs now leads up. There's a snarling and growling noise ahead. Sounds like those hell hounds are hungry again. [[Go up the stairs?|Cstairs]]\
<</if>>
<<if $dogfood is false>>There is a large bag of dog food here.
<<linkreplace "Get the dog food">><<set $dogfood to true; $score +=1>><<pickup "$inventory" "some dog food">>\
<<if $freindlyreleasedtroll>>The troll picks up the bag of dog food and puts a handful in his mouth. He then spits it out in disgust. Apparently he thought it was pebbles.\
<<elseif $inventory.has("a magic bag")>>You squeeze the heavy bag of dog food into the magic bag. You are surprised to find it fits inside and gets lighter too.\
<<else>>You heave the dog food bag over your shoulder. It's very heavy but you wonder what the fountain can do to it.\
<</if>>\
<</linkreplace>>\
<</if>>
[[Back to courtyard|courtyard]] <<if $rA is false>><<linkappend "N">>o luck - An invisible force bars your way<</linkappend>><</if>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>Double-click this passage to edit it.The stairs lead to a large paved courtyard. There's a pattern of dots and dashes on the paving. From the doorways surrounding it race a pack of dogs. They don't look friendly.
Quick - what do you want to do?
<<linkreplace "Run back down the stairs">>You barely manage to turn round before they attack you<<timed 2s>><<goto "eaten">><</timed>><</linkreplace>>
<<linkreplace "Give them the dog food">>The dogs briefly sniff it but then they attack you - They prefer fresh meat<<timed 2s>><<goto "eaten">><</timed>><</linkreplace>>
<<linkreplace "Get the troll to defend you">>The dogs are much quicker than a troll. They run circles around him and attack you<<timed 2s>><<goto "eaten">><</timed>><</linkreplace>>
<<if $inventory.has("a rusty sword")>><<linkreplace "Use the sword">>If dogs could laugh they would laugh at you trying to pull a rusty sword out of it's scabbard. You get it out enough to read an extra letter "EXCALI" before they attack you<<timed 4s>><<goto "eaten">><</timed>><</linkreplace>><</if>>
<<if $inventory.has("a golden oil lamp")>><<linkreplace "Rub the lamp">>You get out the lamp and start rubbing it to see if the genie will help. The genie appears and offers to defend you. You accept. The dogs attack you and kill you. The genie then shoos the dogs off and, for a while, defends your corpse. <<timed 4s>><<goto "eaten">><</timed>><</linkreplace>><</if>>
<<linkreplace "Shout SOS">>You barely manage to say the word before the dogs reach you<<timed 2s>><<drop "$inventory" "a troll">><<goto "Chapter 1">><</timed>><</linkreplace>>
<<if $inventory.has("a bundle of branches")>><<linkreplace "Throw some sticks">>The dogs race after the sticks you throw and bring them back to you dropping the sticks at your feet. They enjoyed this game. Then they attack you<<timed 6s>><<goto "eaten">><</timed>><</linkreplace>><</if>>
<<if $inventory.has("a flying broom")>><<linkreplace "Use the flying broom">>You fish out the broom from the bag and sit astride it. Before you can figure out how to fly off the dogs are on you - and they hate brooms and people with them!<<timed 6s>><<goto "eaten">><</timed>><</linkreplace>><</if>>
<<linkreplace "PANIC!">><<if $inventory.has("a notebook")>>You remember the notebook with 'DON'T PANIC! written on the cover. You open it and get as far as reading "If there is a pattern of dots and dashes..."<<else>>That really helps. The dogs sit down in a circle around you and look at you strangely before they attack you.<</if>><<timed 5s>><<goto "eaten">><</timed>><</linkreplace>>
[[Skip the next gruesome page|You're dead]]
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>
Too late...
<img src="images/HellHounds.jpg" class="full" />
<<dead "Maybe this was one of those places you shouldn't go to.">>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>OK I won't show you the gruesome image of you being eaten by the pack of Hell Hounds.
<<dead "Maybe this was one of those places you shouldn't go to?">>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>With a wave of his wand the wizard creates a long silver chain he throws it at you and you automatically catch it. He waves his wand again and zaps you with a bolt of lightning. <<if $inventory.has("rubber boots")>>The chain makes the rubber boots ineffective.<</if>>
<<audio "zap" play>><img src="images/courtyardzap.jpg" class="twothirds" />
I'll take the ring from your corpse he says but you don't hear that.
<<dead "Try harder to distract evil wizards next time.">>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>Thank you says the evil wizard. But you don't need to go away empty handed. With a wave of his wand the wizard creates a long silver chain he throws it at you and you automatically catch it. Hewaves his wand again and zaps you with a bolt of lightning. <<if $inventory.has("rubber boots")>>The chain makes the rubber boots ineffective.<</if>>
<<audio "zap" play>><img src="images/courtyardzap.jpg" class="twothirds" />
<<dead "Don't trust evil wizards. Skeletons will distract them.">>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>The notebook opens to a page which says "King Arthur will save you. He's pretty useless but does provide a useful distraction."
While you read this the wizard <<if $inventory.has("rubber boots")>>waves his wand and your rubber boots disappear. He <</if>>waves his wand and zaps you with a bolt of lightning.
<<audio "zap" play>><img src="images/courtyardzap.jpg" class="twothirds" />
<<dead "When you are threatened with death you don't have time to read.">>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>In a puff of smoke the rediculous genie appears. You remember Jeannie's instructions so don't ask the genie to kill the wizard. There's a flash of light and a puff of smoke. When the smoke clears you find yourself facing a giant six feet long mouse who looks very angry. To make matters worse he still has his wand!
<img src="images/evilmouse.jpg" class="twothirds" />
<<dead "Your ending is too terrible to describe. That's what happens if you trust a repaired magic lamp and a bad tempered genie.">>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><<if $bsm is true>><<audio "doom" fadeout>><</if>>You look at them. They are the sort of junk you pay people to take away.
<img src="images/uglyetching2.jpg" class="twothirds" />
This one is big, childish, bulky and worthless. Is it worth the effort?
<<if $dwest || $dnorth>>Despite what you think of it, some self opinionated 'art expert' might give it houseroom. You might sell it and... maybe the fountain will change it? <<set $Score += 1>><<pickup "$inventory" "another etching">> [[Look around again|CorridorOfDoom1]]
<<elseif $bsm is true>> While you are deciding you feel ticklish, feel weak, turn pale, and collapse.>>
<<dead "There's something very odd about this place. It seems it's not a place to hang around in.">><<else>>You decide not to bother with them for now.<</if>> [[South|northshimmer]] <<link "West" "CorridorOfDoom2">><</link>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><<widget "valuables">>
<<if $Safevaluables.has("a silver tiara")>><<drop "$Safevaluables" "a silver tiara">><</if>>\
<<if $Safevaluables.has("a coin")>><<drop "$Safevaluables" "a coin">><</if>>\
<<if $Safevaluables.has("a ruby figurine")>><<drop "$Safevaluables" "a ruby figurine">><</if>>\
<<if $Safevaluables.has("an emerald necklace")>><<drop "$Safevaluables" "an emerald necklace">><</if>>\
<<if $Safevaluables.has("an onyx sculpture")>><<drop "$Safevaluables" "an onyx sculpture">><</if>>\
<<if $Safevaluables.has("a mink stole")>><<drop "$Safevaluables" "a mink stole">><</if>>\
<<if $safe.has("a Ming vase")>><<pickup "$Safevaluables" unique "a Ming vase">><</if>>\
<<if $safe.has("a portrait")>><<pickup "$Safevaluables" unique "a portrait">><</if>>\
<<if $safe.has("an antique clock")>><<pickup "$Safevaluables" unique "an antique clock">><</if>>\
<<if $safe.has("a brooch")>><<pickup "$Safevaluables" unique "a brooch">><</if>>\
<<if $safe.has("a large diamond")>><<pickup "$Safevaluables" unique "a large diamond">><</if>>\
<<if $safe.has("five gold coins")>><<pickup "$Safevaluables" unique "five gold coins">><</if>>\
<<if $safe.has("a cushion")>><<pickup "$Safevaluables" unique "a cushion">><</if>>\
<<if $safe.has("a huge saphire")>><<pickup "$Safevaluables" unique "a huge saphire">><</if>>\
<<if $safe.has("a statue")>><<pickup "$Safevaluables" unique "a statue">><</if>>\
<<if $safe.has("a diamond studded stalactite")>><<pickup "$Safevaluables" unique "a diamond studded stalactite">><</if>>\
<<if $safe.has("a box of 15 rare coins")>><<pickup "$Safevaluables" unique "723 Umayyad Gold Dinar" "1343 Edward III English Florin" "1621 100 ducats (Polish-Lithuanian Commonwealth)" "1787 Brasher Doubloon" "1794 Flowing Hair Silver/Copper US Dollar" "1796 Liberty Cap Cent" "1804 Dexter-Poque Bust US Dollar" "1804 Silver US Dollar" "1822 Half Eagle" "1861 Confederate States of America Half Dollar" "1899 Single 9 South African Pond" "1907 Saint-Gaudens Double Eagle" "1913 Liberty Head US Nickel" "1913 Morton-Smith-Eliaspberg Liberty Head US Nickel" "1933 Double Eagle">><</if>>\
<<if $safe.has("Whistler's Mother painting")>><<pickup "$Safevaluables" unique "Whistler's Mother painting">><</if>>\
<<if $safe.has("a restored fresco")>><<pickup "$Safevaluables" unique "a restored fresco">><</if>>\
<<if $safe.has("a flying broom")>><<pickup "$Safevaluables" unique "a flying broom">><</if>>\
<<if $safe.has("a jewelry box")>><<pickup "$Safevaluables" unique "a jewelry box">><</if>>\
<<if $safe.has("some huge ruby rods")>><<pickup "$Safevaluables" "some huge ruby rods">><</if>>\
<<if $safe.has("a jewelled gold braclet")>><<pickup "$Safevaluables" unique "a jewelled gold braclet">><</if>>\
<<if $safe.has("a large emerald ")>><<pickup "$Safevaluables" unique "a large emerald ">><</if>>\
<<if $safe.has("an etching by Toulouse-Lautrec")>><<pickup "$Safevaluables" unique "an etching by Toulouse-Lautrec">><</if>>\
<<if $safe.has("a half bag of jewels")>><<pickup "$Safevaluables" unique "a half bag of jewels">><</if>>\
<<if $safe.has("a gold crown")>><<pickup "$Safevaluables" unique "a gold crown">><</if>>\
<<if $safe.has("an etching by Rembrant")>><<pickup "$Safevaluables" unique "an etching by Rembrant">><</if>>\
<<if $safe.has("a Faberge automaton")>><<pickup "$Safevaluables" unique "a Faberge automaton">><</if>>\
<<if $safe.has("a Stradivarius violin")>><<pickup "$Safevaluables" unique "a Stradivarius violin">><</if>>\
<<if $safe.has("a painting by Lowry")>><<pickup "$Safevaluables" unique "a painting by Lowry">><</if>>\
<<if $safe.has("a bag of semi-precious jewels")>><<pickup "$Safevaluables" unique "a bag of semi-precious jewels">><</if>>\
<<if $safe.has("five gold rings")>><<pickup "$Safevaluables" unique "five gold rings">><</if>>\
<<if $safe.has("a golden egg")>><<pickup "$Safevaluables" unique "a golden egg">><</if>>\
<<if $safe.has("a gold candlestick")>><<pickup "$Safevaluables" unique "a gold candlestick">><</if>>\
<<if $safe.has("a doll")>><<pickup "$Safevaluables" unique "a doll">><</if>>\
<<if $safe.has("a magic hand mirror")>><<pickup "$Safevaluables" unique "a magic hand mirror">><</if>>\
<<if $safe.has("a comb")>><<pickup "$Safevaluables" unique "a comb">><</if>>\
<<if $safe.has("a record")>><<pickup "$Safevaluables" unique "a record">><</if>>\
<<if $safe.has("a gramophone")>><<pickup "$Safevaluables" unique "a gramophone">><</if>>\
<<if $safe.has("some stamps")>><<pickup "$Safevaluables" unique "some stamps">><</if>>\
<<if $safe.has("a drum table")>><<pickup "$Safevaluables" unique "a drum table">><</if>>\
<<if $safe.has("a Queen Anne chair")>><<pickup "$Safevaluables" unique "a Queen Anne chair">><</if>>\
<<if $safe.has("a golden harp")>><<pickup "$Safevaluables" unique "a golden harp">><</if>>\
<<if $safe.has("a Perfect Pencil")>><<pickup "$Safevaluables" unique "a Perfect Pencil">><</if>>\
<<if $safe.has("some pearls")>><<pickup "$Safevaluables" unique "some pearls">><</if>>\
<<if $safe.has("original Shakespeare sonnet 130")>><<pickup "$Safevaluables" unique "original Shakespeare sonnet 130">><</if>>\
<<if $safe.has("a goose")>><<pickup "$Safevaluables" unique "a goose">><</if>>\
<<if $safe.has("a minature fountain of youth")>><<pickup "$Safevaluables" unique "a minature fountain of youth">><</if>>\
<<if $safe.has("a Gutenberg Bible")>><<pickup "$Safevaluables" unique "a Gutenberg Bible" "a Wicked Bible">><</if>>\
<</widget>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>00<table border 4><tr><td>Item</td><td> </td><td>Value UKP</td><td>Value USD</td></tr>
<tr><td>a bag of semi-precious jewels</td><td> </td><td>£8,000</td><td>$9,920</td></tr>
<tr><td>a box of gold coins</td><td>15 coins all of considerable value to collectors</td><td> </td><td> </td></tr>
<tr><td> </td><td>723 Umayyad Gold Dinar</td><td>£3,720,000</td><td>$4,612,800</td></tr>
<tr><td> </td><td>1343 Edward III English Florin</td><td>£5,483,871</td><td>$6,800,000</td></tr>
<tr><td> </td><td>1621 100 ducats (Polish-Lithuanian Commonwealth)</td><td>£1,741,935</td><td>$2,160,000</td></tr>
<tr><td> </td><td>1787 Brasher Doubloon </td><td>£5,963,710</td><td>$7,395,000</td></tr>
<tr><td> </td><td>1794 Flowing Hair Silver/Copper US Dollar </td><td>£665,402</td><td>$825,098</td></tr>
<tr><td> </td><td>1796 Liberty Cap Cent </td><td>£166,935</td><td>$207,000</td></tr>
<tr><td> </td><td>1804 Dexter-Poque Bust US Dollar </td><td>£3,117,540</td><td>$3,865,750</td></tr>
<tr><td> </td><td>1804 Silver US Dollar </td><td>£3,338,710</td><td>$4,140,000</td></tr>
<tr><td> </td><td>1822 Half Eagle </td><td>£554,435</td><td>$687,500</td></tr>
<tr><td> </td><td>1861 Confederate States of America Half Dollar </td><td>£521,169</td><td>$646,250</td></tr>
<tr><td> </td><td>1899 Single 9 South African Pond </td><td>£901,161</td><td>$1,117,440</td></tr>
<tr><td> </td><td>1907 Saint-Gaudens Double Eagle</td><td>£430,645</td><td>$534,000</td></tr>
<tr><td> </td><td>1913 Liberty Head US Nickel</td><td>£3,555,363</td><td>$4,408,650</td></tr>
<tr><td> </td><td>1913 Morton-Smith-Eliaspberg Liberty Head US Nickel</td><td>£3,677,419</td><td>$4,560,000</td></tr>
<tr><td> </td><td>1933 Double Eagle</td><td>£6,120,984</td><td>$7,590,020</td></tr>
<tr><td>a brooch</td><td> </td><td>£16,000</td><td>$19,840</td></tr>
<tr><td>a coin</td><td>A large gold coin</td><td>£5,000</td><td> $1,100</td></tr>
<tr><td>a comb</td><td>Tomas Veres Pantheon Comb</td><td>£7,742</td><td>$9,600</td></tr>
<tr><td>a cushion</td><td> </td><td>£1,250</td><td>$1,550</td></tr>
<tr><td>a diamond studded stalagmite</td><td> </td><td>£95,000</td><td>$117,800</td></tr>
<tr><td>A doll</td><td>Madame Alexander Eloise doll with dog</td><td>£4,032,258</td><td>$5,000,000</td></tr>
<tr><td>a drum table</td><td>William IV antique drum table</td><td>£4,950</td><td>$6,138</td></tr>
<tr><td>a Faberge automaton</td><td> </td><td>£8,064,516</td><td>$10,000,000</td></tr>
<tr><td>a gold candlestick</td><td> </td><td>£800</td><td>$992</td></tr>
<tr><td>a gold crown</td><td> </td><td>£68,000</td><td>$84,320</td></tr>
<tr><td>Two golden eggs.</td><td>That's about 5.8 Kg of gold</td><td>£248,000</td><td>$300,000</td></tr>
<tr><td>a gramophone</td><td> </td><td>£323</td><td>$400</td></tr>
<tr><td>a half bag of jewels</td><td> </td><td>£2,000</td><td>$2,480</td></tr>
<tr><td>a jewelled gold braclet</td><td> </td><td>£875</td><td>$1,085</td></tr>
<tr><td>a jewelry box</td><td> </td><td>£1,260</td><td>$1,562</td></tr>
<tr><td>a large diamond</td><td> </td><td>£150,000</td><td>$186,000</td></tr>
<tr><td>a large emerald</td><td> </td><td>£8,000</td><td>$9,920</td></tr>
<tr><td>a medal</td><td>A victoria Cross</td><td>£190,000</td><td>$235,600</td></tr>
<tr><td>a minature forklift truck</td><td> </td><td>£14,398</td><td>$17,854</td></tr>
<tr><td>a Ming vase</td><td> </td><td>£69,274,194</td><td>$85,900,000</td></tr>
<tr><td>a mink stole</td><td> </td><td>£450</td><td>$558</td></tr>
<tr><td>a painting by Lowry</td><td> </td><td>£5,600,000</td><td>$6,944,000</td></tr>
<tr><td>a pen</td><td>RR12 Pen - Aurora Diamante Fountain Pen</td><td>£1,209,677</td><td>$1,500,000</td></tr>
<tr><td>a pencil</td><td>a Perfect Pencil</td><td>£9,677</td><td>$12,000</td></tr>
<tr><td>a portrait</td><td>original portrait by Raphael</td><td>£18,500,000</td><td>$22,940,000</td></tr>
<tr><td>a Queen Anne chair</td><td> </td><td>£500</td><td>$620</td></tr>
<tr><td>a record</td><td>Alcohol And Jake Blues' by Tommy Johnson 78 rpm record</td><td>£29,839</td><td>$37,000</td></tr>
<tr><td>a ruby figurine</td><td> </td><td>£3,408</td><td>$4,226</td></tr>
<tr><td>a silver snuffbox</td><td> </td><td>£120</td><td>$149</td></tr>
<tr><td>a silver tiara</td><td> </td><td>£350</td><td>$434</td></tr>
<tr><td>a statue</td><td>An undamaged Venus de Milo statue</td><td>£150,000,000</td><td>$186,000,000</td></tr>
<tr><td>a Stradivarius violin</td><td> </td><td>£15,900,000</td><td>$19,716,000</td></tr>
<tr><td>an antique clock</td><td> </td><td>£5,600</td><td>$6,944</td></tr>
<tr><td>an emerald necklace</td><td> </td><td>£14,900</td><td>$18,476</td></tr>
<tr><td>an etching by Rembrant</td><td> </td><td>£4,500</td><td>$5,580</td></tr>
<tr><td>an onyx sculpture</td><td> </td><td>£9,400</td><td>$11,656</td></tr>
<tr><td>another etching</td><td>an etching by Edward Hopper</td><td>£80,645</td><td>$100,000</td></tr>
<tr><td>five gold rings</td><td>All heavy 18 ct gold.</td><td>£10,475</td><td>$12,989</td></tr>
<tr><td>some huge ruby rods</td><td>Synthetic ruby rods normally used for very high power lasers</td><td>£16,570</td><td>$20,547</td></tr>
<tr><td>some pearls</td><td>double strand La Peregrina pearl necklace</td><td>£2,983,871</td><td>$3,700,000</td></tr>
<tr><td>some stamps</td><td>Full uncut sheet of 240 'Penny Blacks' Since there is only one other known full sheet - probably a lot more. </td><td>£120,000</td><td>$148,800</td></tr>
<tr><td>Whistler's Mother painting</td><td> </td><td>£30,000,000</td><td>$37,200,000</td></tr>
<tr><td>An original Shakespeare sonnet with certificate of authenticity</td><td> </td><td>at least £30,000,000</td><td>$37,200,000</td></tr>
<tr><td>A Wicked Bible</td><td> </td><td>£?</td><td>$37,200,000</td></tr>
<tr><td>A Gutenberg Bible</td><td> </td><td>£?</td><td>$37,200,000</td></tr><tr><td> </td><td> Total value</td><td>£346,651,829</td><td>$429,848,268</td></tr>
</table>
You also have the following magical items which it's impossible to put a value on.
<table>
<tr><td>a shrink ray</td><td>magical item - shrinks and enlarges objects</td></tr>
<tr><td>a hand mirror</td><td>Magical item - allows you to see the person you want to see</td></tr>
<tr><td>a golden harp</td><td>magical item - plays itself and sends people to sleep</td></tr>
<tr><td>a golden oil lamp</td><td>magical item - summons a genie </td></tr>
<tr><td>a broom</td><td>Magical item 'Thunderbolt 3000' flying broomstick</td></tr>
<tr><td>Bucket</td><td>magical item which pours whatever liquid you want</td></tr>
<tr><td>The Philosopher's stone</td><td>Changes base metals to gold and, when used with the Fountain of Youth, produces the elixir of immortality</td></tr>
<tr><td>A magic bag</td><td>A magic bag which shrinks everything you put in it making it possible to carry an impossible amount of goodies.</td></tr>
<tr><td>A minature Fountain of Youth</td><td>When expanded with the shrink ray it heals wounds, keeps you young, repairs objects and changes objects.</td></tr></table>
So £346.6 million and nine magical items - not bad for a day's adventuring. You can put them all in the magic bag and take them home.
Now... All you have to do is figure out how to get past the giant without getting your skull crushed. Maybe rub the lamp?
Maybe not...
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>
<img src="images/EAlcove.jpg" class="twothirds" />
You switch your lamp on and re-enter the east exit. It's still dark in these passages. You can go back to the [[courtyard|courtyard]] or head [[east|e1]] into the dark maze hoping you remember the route to the pinnacle where the harp and axe are since you no longer have the rod to tell you what room you are in.
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>
You're in the maze of jet black passages.
<img src="images/jetblackpassages.jpg" class="full" />
Which way do you want to go?
[[Northwest|e3]] [[North|e2]] [[Northeast|e3]]
[[West|e4]] [[Wait|quiet]] [[East|e4]]
[[Southwest|e1]] [[South|eastshimmer2]] [[Southeast|e3]]
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span> You're in the maze of jet black passages.
<img src="images/jetblackpassages.jpg" class="full" />
Which way do you want to go?
[[Northwest|e4]] [[North|e1]] [[Northeast|e2]]
[[West|e2]] [[Wait|quiet]] [[East|e1]]
[[Southwest|e2]] [[South|e1]] [[Southeast|e4]]
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span> You're in the maze of jet black passages.
<img src="images/jetblackpassages.jpg" class="full" />
Which way do you want to go?
[[Northwest|e5]] [[North|e1]] [[Northeast|e5]]
[[West|e3]] [[Wait|quiet]] [[East|e3]]
[[Southwest|e1]] [[South|eastshimmer2]] [[Southeast|e5]]
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>
You're in the maze of jet black passages.
<img src="images/jetblackpassages.jpg" class="full" />
Which way do you want to go?
[[Northwest|e3]] [[North|e5]] [[Northeast|e1]]
[[West|e3]] [[Wait|quiet]] [[East|e2]]
[[Southwest|e1]] [[South|e2]] [[Southeast|e3]]
There's a small paintbrush lying on the floor here. It must have been under where the forklift truck was. <<linkreplace "Get it?">><<pickup "$inventory" "a paintbrush">><<set $score += 1>>You have the paintbrush.<</linkreplace>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span> You're in the maze of jet black passages.
<img src="images/jetblackpassages.jpg" class="full" />
Which way do you want to go?
[[Northwest|e6]] [[North|e6]] [[Northeast|e3]]
[[West|e2]] [[Wait|quiet]] [[East|e4]]
[[Southwest|e3]] [[South|e2]] [[Southeast|e1]]
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>
You're in the maze of jet black passages.
<img src="images/jetblackpassages.jpg" class="full" />
Which way do you want to go?
[[Northwest|e1]] [[North|e2]] [[Northeast|e7]]
[[West|e3]] [[Wait|quiet]] [[East|e1]]
[[Southwest|e4]] [[South|e4]] [[Southeast|e3]]
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>
You're in the maze of jet black passages.
<img src="images/jetblackpassages.jpg" class="full" />
Which way do you want to go?
[[Northwest|e4]] [[North|e3]] [[Northeast|e2]]
[[West|mex]] [[Wait|quiet]] [[East|e1]]
[[Southwest|e5]] [[South|e6]] [[Southeast|e4]]
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><img src="images/mazeexit.jpg" class="full" />
You are standing outside a small cylindrical cubicle marked 'Maze Exit'. The only 'exit' you can see, however is the 'entrance' to the exit, back into the maze. The good news is that the 'exit' walls are white which makes a pleasant change from jet black. That's definitely gunfire you can hear.<<audio "shooting" play volume 0.05>>
What would you like to do? <<textbox "$colourb" "" "check3" autofocus>><<if $exitb is true>><<goto [[entrance2]]>><</if>>
[[Go back|e7]]
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>
<img src="images/entranceGSG.jpg" class="twothirds" />
</span>There is a bright flash!
When you can see again, you find that you are standing to the south of a gateway marked:
!!DANGER.
!!!Giants' Shooting Gallery.
!!!Proceed with caution
You are at the entrance to the giant's shooting gallery. Sounds like the giants are back again. The only way you can go now is [[north|sg1b]] through the shooting gallery.
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>
As you enter the gallery, shots ring out down some of the corridors. The giants seem to be using you for target practice!<<audio "shooting" play volume 0.05>> One gets you.
<img src="images/shot.jpg" class="half" />
<<dead "Seems the giants have improved their shooting with practice. It's no longer safe to go this way so I suggest you find a different route.">>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>The genie promptly turns you into a fly. You fly up to the pinnacle and for a while you are quite happy buzzing round the axe and golden harp until a passing swift eats you.
<<dead "Well you did get what you asked for.">>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>
<<score>><<set $gsleep to false>>The cloud is quite solid. On it is built what looks like a huge palace.
<<if !$inventory.has("a goose")>><span id="palace"><img src="images/GiantPalacegoose.jpg" class="full" /></span>
Just outside it and sitting on a nest is a goose. <<linkreplace "Get the goose">>You pick the goose up. Strangely it seems quite friendly. It's sitting on a golden egg! You put the egg, the goose and the nest in your bag. <<pickup "$inventory" "a goose" "a golden egg" "a nest">><<set $score += 3>><<update>><<replace "#palace">><img src="images/GiantPalace.jpg" class="twothirds" /><</replace>><</linkreplace>><<else>><img src="images/GiantPalace.jpg" class="twothirds" />
<</if>>
[[Open the palace door|0]]
[[Wait|waitGP]]
[[Climb back down the beanstalk|pinnacle2]]
[[Use the notebook|GC0]]
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>
<<set $beanstalk to true>>You are on a pinnacle high above the castle entrance. <<if !$inventory.has("an axe","a golden harp")>>There is an axe and a golden harp here.
<img src="images/pinnacle2.jpg" class="twothirds" /><<else>><img src="images/pinnacle2noharporaxe.jpg" class="twothirds" /><</if>>
There is an entrance to the castle here.
<<if !$inventory.has("an axe")>><<linkreplace "Get the axe">><<pickup "$inventory" "an axe">><<set $score += 1>><<update>>You have the axe<</linkreplace>><</if>>
<<if !$inventory.has("a golden harp")>><<linkreplace "Get the harp">><<pickup "$inventory" "a golden harp">><<set $score += 1>><<update>><<audio "harp" fadeout>>You pick up the harp and brush your fingers across the strings. The harp starts playing on its own. It's a lullaby. It makes you quite sleepy. You place your palm on the strings to stop the music.<</linkreplace>><</if>>
[[climb to the cloud]]
[[Enter the castle|eaststairslanding]]
[[Climb down|Chapter 1]]
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>
You open the notebook which tells you:
!!Things you should know about the giant and his palace
• The giant isn't friendly
• His palace is a dangerous maze. You can open doors and look through them but every time you pass through a door it closes after you and you can't return through it to the previous location.
• You can't leave the palace by the door you enter by.
• Every room in the palace looks exactly the same apart from two riddle rooms. There are 30 rooms.
• You need ALL 12 of the treasures there.
• Apart from the harp, anything you drop may be stolen by the dragon but at the moment he's still trying to get the forklift truck. He's not affected by the harp.
• Remember you no longer have a troll to get treasures back.
• If you put the harp in the entry room of the palace and make it play it will put the giant to sleep but it will also put you to sleep.
• You can't leave the harp in the palace. It's a valuable treasure.
• The giant considers himself a poet (but his poetry is rubbish)
• You can move through five rooms only before the giant will catch you.
<<if $inventory.has("a paintbrush") and $inventory.has("a refilled can of red paint")>>• You CAN solve the maze with what you have already<<else>>• You haven't got what you need to solve the maze.<</if>>
[[Open the door to the giant's palace|0]]
[[Go back down the beanstalk|pinnacle2]]
[[Wait|waitGP]]
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>
<<if $harp>><<goto "1b">><</if>>\
<<score>><<giant>> As you walk through the door it closes behind you and the room shimmers. You are in a large elaborate room. In front of you are three doors - let's say in north west, north and north east positions. Behind you are three more doors south west, south and southeast. You entered through the south door.
<img src="images/GiantRoom1.jpg" class="full" />
<span id="view">To your left is a giant sized writing desk. To the right is a fireplace.
On the hearth is a large candlestick. It's quite warm in here and the candle in it has partly melted.</span>
What do you want to do?
<<if !$inventory.has("a melted candle")>><<linkreplace "Get the candle">><<pickup "$inventory" "a melted candle">><<replace "#view">>You have the candle but the wax is too soft for it to hold it's shape.<</replace>><<set $score += 1>><<update>><</linkreplace>>
<</if>>\
<<if !$inventory.has("a gold candlestick")>><<linkreplace "Get the candlestick">><<pickup "$inventory" "a gold candlestick">><<replace "#view">>You get the candlestick.<</replace>><<set $score += 1>><<update>><</linkreplace>>
<</if>>\
<<if $inventory.has("a lighter")>><<linkreplace "Light the candle">>There's no need for extra light and the candle is too soft to stand upright. \<</linkreplace>>
<</if>>\
<<linkreplace "Examine the writing desk">><<replace "#view">>It's a giant size writing desk which you have trouble reaching. The top is locked and your key won't fit it - wrong type of lock. There is a drawer which you can open <<if $pockets.has("a pencil")>>which is empty. <<else>>which contains a pencil. You get the pencil.<</replace>> <<pickup "$pockets" "a pencil">><<set $score += 1>><<update>><</if>><</linkreplace>>
<<if $inventory.has("a golden harp")>>\
<<link "Play the harp" "1b">><<audio "harp" loop play>><<set $harp to true>><<drop "$inventory" "a golden harp">><<timed 3s>><<update>><</timed>><</link>>\
<</if>>\
Want to check a door?
<<linkreplace "North door">><<N "0" "2">><</linkreplace>> <<linkreplace "Northeast door">><<NE "0" "17">><</linkreplace>>
<<linkreplace "Southwest door">><<SW "0" "5">><</linkreplace>> <<linkreplace "South door">><<S "0" "7">><</linkreplace>> <<linkreplace "Southeast door">><<SE "0" "16">><</linkreplace>> <<linkreplace "Northwest door">><<NW "0" "10">><</linkreplace>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><<set $gwaiting += 1>>You sit down for a while to think about what to do next.<<giant>>
<<if $gwaiting is 0>>Fee Fie Foe Ferr<</if>>\
<<if $gwaiting is 1>>I smell the blood of an adventurer<</if>>\
<<if $gwaiting is 2>>Be it alive or be it dead<</if>>\
<<if $gwaiting is 3>>I'll grind its bones<</if>>\
<<if $gwaiting is 4>>To make my bread<</if>>\
<<if $harpplaying is 0>> Ho hum... <<set $harpplaying += 1>>
<<elseif $harpplaying is 1>> ...sigh<<set $harpplaying += 1>>
<<elseif $harpplaying is 2>> ...yawn<<set $harpplaying += 1>>
<<elseif $harpplaying is 3>> ...YAWN<<set $harpplaying += 1>>
<<elseif $harpplaying gte 4>> ...There's a sound similar to a volcano rumbling. The giant is asleep.
<<else>>The giant bursts out of a door and stamps on you.
<<dead "You should have taken notice of what the notebook has to say about the giant.">><</if>>
<<if !$dead>>
What do you want to do now? <<set $waiting += 1>>
[[Enter the palace|1]]
[[Wait|waitGP]]
[[Climb back down the beanstalk|pinnacle2]]
[[Use the notebook|GC0]]<</if>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>
You open the door to the palace. The door is huge. It must be 20 feet high.
<img src="images/GiantRoomNoAdventurer.jpg" class="full" />
As you open the door you trigger the giant's burglar alarm. He now knows you are here.
\
<<giant>>\
Looking through the door, without entering it, you see a magnificent but largely empty room. There are three doors on the far wall, a writing desk to your left and a marble fireplace to your right. On the hearth is a large candlestick with a very strange candle.
<<if $giantwarning>>Remembering what was said in the notebook you know you must place the harp in the room and make it play. You also know that once you are in the room you can't re-open the door to outside and you need that harp! <<if $pockets.has("some string") and $inventory.has("a paintbrush") and $inventory.has("a refilled can of red paint")>>Jeannie said you have everything you need to solve the giant palace maze.
<</if>><</if>>\
''In your pockets you have:''
<<inventory '$pockets' ', '>>
''You're also carrying:''
<<inventory '$inventory' ', '>>
<<if $inventory.has("a notebook")>><<linkreplace "Consult the notebook for help">>The notebook tells you that you are about to enter a maze. It will be a lot easier to enter it than to exit. Fortunately the dragon is busy trying to steal a forklift truck so you should be able to drop things and you have a paintcan and brush?<</linkreplace>>
<</if>>\<<if $pockets.has("a key")>><<linkreplace "Use the key">>There's nothing to unlock, the door is already unlocked<<set $score -= 1>><</linkreplace>><</if>> [[Enter the palace|1]]
<<if $pockets.has("some bits of string")>><<linkreplace "Use the string">>You tie the string to the harp and push the harp through the door leaving the end of the string outside<<set $harpstring to true>> <<set $score += 1>><<update>><</linkreplace>>
<</if>>\
<<if $pockets.has("the philosopher's stone")>><<linkreplace "Use the philosopher's stone">>There's no fountain here to use it in.<<set $score -= 1>><</linkreplace>>
<</if>>\
<<if $pockets.has("an everlasting battery")>><<linkreplace "Use the battery">>There's nothing here to use it in.<<set $score -= 1>><<update>><</linkreplace>>
<</if>>\
<<if $inventory.has("a lamp")>><<linkreplace "Use the lamp">>The room is brightly lit and it makes no difference if the lamp is on or off<<set $score -= 1>><<update>><</linkreplace>>
<</if>>\
<<if $inventory.has("a lighter")>><<linkreplace "Use the lighter">>There's nothing to set fire to.<<set $score -= 1>><<update>><</linkreplace>>
<</if>>\
<<if $inventory.has("a spade")>><<linkreplace "Use the spade">>The floor is wood. You can't dig here.<<set $score -= 1>><<update>><</linkreplace>>
<</if>>\
<<if $inventory.has("a bucket")>><<linkreplace "Use the bucket">>The bucket is empty.<<set $score -= 1>><<update>><</linkreplace>>
<</if>>\
<<if $inventory.has("a golden oil lamp")>><<linkreplace "Rub the lamp">><<goto geniepalace>><</linkreplace>>
<</if>>\
<<if $inventory.has("some clay")>><<linkreplace "Use the clay">>You squeeze clay under the door. You hope it will stop it closing. It's too soft and the door closes<<set $score -= 1>><<update>><</linkreplace>>
<</if>>\
<<if $inventory.has("a gas mask")>><<linkreplace "Use the gas mask">>Fat lot of good that will do you. The giant takes a shower regularly.<<set $score -= 1>><<update>><</linkreplace>>
<</if>>\
<<if $inventory.hasAll("a refilled can of red paint", "a paintbrush")>><<linkreplace "Use the paintbrush and paint">>You decide to use the paint to mark the rooms you visit. You'll paint a number '1' on the floor in front of the entrance door and a big number '1' on the floor in the middle of the room when you go in. In each case you plan on going straight ahead but working your way clockwise if that room has already been visited.<<set $plan to true>><<set $score += 1>><<update>><</linkreplace>>
<</if>>\
<<if $inventory.has("a golden harp")>><<linkreplace "Play the harp">>You start the harp playing. You also start feeling very sleepy. <<lullaby>><<audio "harp" loop play>> <<set $score -= 1>><<update>><<set $harp to true>><</linkreplace>>
<</if>>\
<<if $inventory.has("a goose")>><<linkreplace "Drop a goose feather">>You pluck a feather from the goose to drop and show you have visited the room. The goose decides she no longer likes you and sets up an indignant cackle The noise quickly draws the giant to you and he stamps the life from you. <<dead "Most people pluck a goose //after// it is dead.">><</linkreplace>>
<</if>>\
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><<widget "giant">>\
<<if !$gsleep>><<set $feefie += 1>>\
<<if $feefie is 1>><<audio "FeeFie" volume 0.6 play>>You hear the giant in the distance. He says:
''"Fee Fie Foe Fer"''
<</if>>\
<<if $feefie is 2>><<audio "ISmellThe" volume 0.7 play>>You hear the giant somewhat nearer say:
''"I smell the blood of an adventurer"''
<</if>>\
<<if $feefie is 3>><<audio "BeItAlive" volume 0.8 play>>You hear the giant say:
''"Be it alive or be it dead"''
<</if>>\
<<if $feefie is 4>><<audio "IllGrind" play>>You hear the giant, quite close, say:
''"I'll grind its bones to make my bread"''
<</if>>\
<<if $feefie is 5>>You hear a crash as a door flies open.
The giant bursts through and stamps on you.<<set $dead to true>>
<<dead "You made quite a mess on the giant's boot sole.">>
<</if>>\
<<else>> Despite the wax in your ears you can hear the thunderous noise of the giant snoring.
<</if>>\<</widget>>\You rub the lamp.<<if $wishes lt 1>>Nothing happens. You've used all your wishes<<else>> There is a flash of light, a puff of smoke and before you stands a genie. He is wearing a pinstripe suit cut off at the elbows. On his feet he has fancy pointy toed slippers. On his wrists he has slave bracelets. He looks ridiculous. "What are your commands master?" he asks with a scowl. <<set $wishes -= 1>>
[[I want to live forever.]]
[[Keep me safe from the giant.]]
[[Get me a map of the giant's palace.]]
[[Rescue me whenever I am in danger.]]
[[Turn the giant into a dwarf]]
[[Make the giant friendly]]
[[Get me out of here|Chapter 1]]
[[Go back|`previous()`]]
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>
"Certainly," says the genie. There's a flash of light and everything goes dark. You light the lamp and find you are inside the walk in safe. The door is closed and the keybad is on the other side of it. You can't get out.
<<if $wishes gt 0>>[[geniepalace]] <<else>>There's no ventilation in here. After a while you run out of oxygen. <<dead "Jeannie did warn you about the genie...">>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>
From inside his jacket the genie produces a blank sheet of paper. "Here's your map. It's drawn in invisible ink," he says.
"How very helpful," you sarcastically reply. <<if $inventory.has("a lighter")>>However you have a lighter to warm the map and make the ink appear. You smirk at the genie as you warm the map. It promptly catches fire and burns to ashes.
"Want another map?" the genie asks.<<if $wishes eq 0>> Oops, seems like you are out of wishes. You won't need the lamp then." He snatches the lamp from you and disappears.<<drop "$inventory" "a golden lamp">><<set $score -= 1>><</if>>
[[Continue|0]]
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>"I can do that," says the genie. He waits until the giant appears. He has to duck slightly to get through the 20 foot high door. There's a flash of light and a very angry dwarf appears where the giant was. Unfortunately the dwarf is armed with a very sharp battleaxe and with a single blow cuts both your legs off at the knees. You rapidly bleed to death. <<dead "Angry dwarfs are every bit as dangerous as angry giants.">>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>
"Certainly. It's nice to have friends," says the genie. "He's now friendly."
After a while the giant enters with his friend George. They each take one of your arms and legs and pull you apart. <<dead "The giant is friendly, but he's not //your// friend.>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>
<<widget "lullaby">>
<<if !$harp>><<set $gsleep to false>>\
<<elseif $harp>><<set $gsleep to true>><</if>>\
<<if !$earplugs>><<set $sleepy +=1>>\
<<if $sleepy is 1>>The harp is playing and has made the giant go to sleep but the sound of the harp is making you sleepy.\
<<elseif $sleepy == 2>>The harp is playing and has made the giant go to sleep. You can't help but yawn.
<<elseif $sleepy == 3>>The harp is playing and has made the giant go to sleep. YAWN!\
<<elseif $sleepy == 4>>The harp is playing and has made the giant go to sleep. I'll just take a quick... YAWN ...nap.\
<<elseif $sleepy >= 5>>The harp is playing and has made the giant go to sleep.You fall soundly to sleep and since there is no one awake to stop the harp playing, you gradually starve to death. <<dead "You at least died peacefully in your sleep.">><</if>>\
<<else>>The harp is playing and has made the giant go to sleep. You can still hear the harp but thanks to the earplugs you made, it is no longer putting you to sleep.<<audio "harp" volume 0.20>>\<</if>>\
<</widget>>\<<widget "NW">><<set $first to $args[0]>><<set $second to $args[1]>><<if State.hasPlayed($second)>><<replace "#view">>You've already visited this room it has a number $second painted on the floor and a small green dragon trying to pick it up. He's rapidly turning into a small red dragon.<</replace>><</if>>\
<<if $first eq 0>><<replace "#view">>There's no number painted in the room. Do you want to paint a number - say $second where you stand, <<print $second>> then enter and paint the number in the middle of the room floor? [[Yes|$second]]<</replace>>\
<<elseif $first neq 0>><<replace "#view">>There's a number written on the floor. It's room <<print $first>> You paint that number in front of the door you are looking through and then choose the door on your right.<</replace>>\
<<else>><<goto `$second`>> <</if>><</widget>><<widget "update">><<silently>>
<<replace "#story-caption">><<display "StoryCaption">><</replace>>
<</silently>><</widget>><<widget "N">><<set $first to $args[0]>><<set $second to $args[1]>><<if $second is "It's a riddle room!">><<replace "#view">>It's a riddle room! Do you want to enter? [[Yes|riddleroom11]]<</replace>>\
<<elseif State.hasPlayed($second)>><<replace "#view">>You've already visited this room it has a number $second painted on the floor and a small green dragon trying to pick it up. He's rapidly turning into a small red dragon.<</replace>>\
<<elseif $first eq 0>><<replace "#view">>There's no number painted in the room. Do you want to paint a number - say $second where you stand, <<print $second>> then enter and paint the number in the middle of the room floor? [[Yes|$second]]<</replace>>\
<<elseif $first neq 0>><<replace "#view">>There's a number written on the floor. It's room <<print $first>> You paint that number in front of the door you are looking through and then choose the door on your right.<</replace>>\
<<else>><<goto `$second`>> <</if>><</widget>><<widget "NE">><<set $first to $args[0]>><<set $second to $args[1]>><<if State.hasPlayed($second)>><<replace "#view">>You've already visited this room it has a number $second painted on the floor and a small green dragon trying to pick it up. He's rapidly turning into a small red dragon.<</replace>><</if>>\
<<if $first eq 0>><<replace "#view">>There's no number painted in the room. Do you want to paint a number - say $second where you stand, <<print $second>> then enter and paint the number in the middle of the room floor? [[Yes|$second]]<</replace>>\
<<elseif $first neq 0>><<replace "#view">>There's a number written on the floor. It's room <<print $first>> You paint that number in front of the door you are looking through and then choose the door on your right.<</replace>>\
<<else>><<goto `$second`>> <</if>><</widget>><<widget "SW">><<set $first to $args[0]>><<set $second to $args[1]>><<if State.hasPlayed($second)>><<replace "#view">>You've already visited this room it has a number $second painted on the floor and a small green dragon trying to pick it up. He's rapidly turning into a small red dragon.<</replace>><</if>>\
<<if $first eq 0>><<replace "#view">>There's no number painted in the room. Do you want to paint a number - say $second where you stand, <<print $second>> then enter and paint the number in the middle of the room floor? [[Yes|$second]]<</replace>>\
<<elseif $first neq 0>><<replace "#view">>There's a number written on the floor. It's room <<print $first>> You paint that number in front of the door you are looking through and then choose the door on your right.<</replace>>\
<<else>><<goto `$second`>> <</if>><</widget>><<widget "S">><<set $first to $args[0]>><<set $second to $args[1]>>\
<<if $second is "Exit">><<replace "#view">>You've found the way out! Do you want to leave? [[Yes|Exit]]<</replace>>\
<<elseif State.hasPlayed($second)>><<replace "#view">>You've already visited this room it has a number $second painted on the floor and a small green dragon trying to pick it up. He's rapidly turning into a small red dragon.<</replace>>\
<<elseif $first eq 0>><<replace "#view">>There's no number painted in the room. Do you want to paint a number - say $second where you stand, <<print $second>> then enter and paint the number in the middle of the room floor? [[Yes|$second]]<</replace>>\
<<elseif $first neq 0>><<replace "#view">>There's a number written on the floor. It's room <<print $first>> You paint that number in front of the door you are looking through and then choose the door on your right.<</replace>>\
<<else>><<goto `$second`>> <</if>><</widget>><<widget "SE">><<set $first to $args[0]>><<set $second to $args[1]>><<if State.hasPlayed($second)>><<replace "#view">>You've already visited this room it has a number $second painted on the floor and a small green dragon trying to pick it up. He's rapidly turning into a small red dragon.<</replace>><</if>>\
<<if $first eq 0>><<replace "#view">>There's no number painted in the room. Do you want to paint a number - say $second where you stand, <<print $second>> then enter and paint the number in the middle of the room floor? [[Yes|$second]]<</replace>>\
<<elseif $first neq 0>><<replace "#view">>There's a number written on the floor. It's room <<print $first>> You paint that number in front of the door you are looking through and then choose the door on your right.<</replace>>\
<<else>><<goto `$second`>> <</if>><</widget>><<score>><<giant>><<lullaby>> As you walk through the door it closes behind you and the room shimmers. You are in another large elaborate room exactly like the last one. In front of you are three doors - let's say in north west, north and north east positions. Behind you are three more doors south west, south and southeast. You entered through the south door.
<img src="images/GiantRoom.jpg" class="twothirds" />
<span id="view">To your left is a giant sized writing desk. To the right is a fireplace.</span>
What do you want to do?
<<linkreplace "Examine the writing desk">><<replace "#view">>It's a giant size writing desk which you again have trouble reaching. The top isn't locked but it's empty. There is a drawer which you can open which is also empty.<</replace>><</linkreplace>>
<<if $harp and !$earplugs>>\
<<linkreplace "Put your fingers in your ears">>\
<<replace "#view">>You put your fingers in your ears. It helps but they don't fit very well and it's impossible to do anything with your fingers in your ears. You really need a set of earplugs.
<<if $inventory.has("a melted candle")>>EARPLUGS! Of course! You can make earplugs from the candle wax. You mould some bits of wax into the right shape and use them. They work very well. You can still hear the harp but it no longer makes you sleepy. The giant however is sound asleep and snoring.\<<audio "harp" volume 0.20>><<audio "GiantSnore" loop play>><<set $score += 1>><<set $earplugs to true>>\
<</if>><</replace>><<update>>\
<</linkreplace>>
<</if>>\
Want to check a door?
<<linkreplace "North door">><<N "0" "3">><</linkreplace>> <<linkreplace "Northeast door">><<NE "0" "13">><</linkreplace>>
<<linkreplace "Southwest door">><<SW "0" "24">><</linkreplace>> <<linkreplace "South door">><<S "0" "10">><</linkreplace>> <<linkreplace "Southeast door">><<SE "0" "3">><</linkreplace>> <<linkreplace "Northwest door">><<NW "0" "7">><</linkreplace>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><<score>><<giant>><<lullaby>> As you walk through the door it closes behind you and the room shimmers. You are in another large elaborate room exactly like the last one. In front of you are the three doors - northwest, north and northeast positions. Behind you are three more doors southwest, south and southeast. You entered through the 'south' door.
<img src="images/GiantRoomdoll.jpg" class="twothirds" />
<span id="view">To your left is a giant sized writing desk. <<if !$inventory.has("a doll")>>To the right is a fireplace. Just to the left of the fireplace is a large, toddler-size doll and a dog doll. They are both wearing fur coats.<</if>></span>
What do you want to do?
<<if !$inventory.has("a doll")>><<linkreplace "Get the dolls">><<pickup "$inventory" "A doll">><<set $score += 1>><<update>><<replace "#view">>You get the doll and the dog doll and examine them. They are very detailed and one of the doll's shoes is marked 'Madame Alexander Eloise'. They will be a great present for some little girl with very rich parents.<</replace>>
<</linkreplace>><</if>><<linkreplace "Examine the writing desk">><<replace "#view">>It's a giant size writing desk which you again have trouble reaching. The top isn't locked but it's empty. There is a drawer which you can open which is also empty.<</replace>><</linkreplace>>
<<if $harp and !$earplugs>>\
<<linkreplace "Put your fingers in your ears">>\
<<replace "#view">>You put your fingers in your ears. It helps but they don't fit very well and it's impossible to do anything with your fingers in your ears. You really need a set of earplugs.
<<if $inventory.has("a melted candle")>>EARPLUGS! Of course! You can make earplugs from the candle wax. You mould some bits of wax into the right shape and use them. They work very well. You can still hear the harp but it no longer makes you sleepy. The giant however is sound asleep and snoring.\<<audio "harp" volume 0.20>><<audio "GiantSnore" loop play>><<set $score += 1>><<set $earplugs to true>>\
<</if>><</replace>><<update>>\
<</linkreplace>>
<</if>>\
Want to check a door?
<<linkreplace "North door">><<N "0" "4">><</linkreplace>> <<linkreplace "Northeast door">><<NE "0" "2">><</linkreplace>>
<<linkreplace "Southwest door">><<SW "0" "8">><</linkreplace>> <<linkreplace "South door">><<S "0" "13">><</linkreplace>> <<linkreplace "Southeast door">><<SE "0" "15">><</linkreplace>> <<linkreplace "Northwest door">><<NW "0" "6">><</linkreplace>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>
<<score>><<giant>><<lullaby>> As you walk through the door it closes behind you and the room shimmers. You are in yet another large elaborate room exactly like the last one. There are the six doors - northwest, north and northeast. Southwest, south and southeast. You entered through the south door.
<img src="images/GiantRoom.jpg" class="twothirds" />
<span id="view">To your left is a giant sized writing desk. To the right is a fireplace.</span>
What do you want to do?
<<linkreplace "Examine the writing desk">><<replace "#view">>It's a giant size writing desk which you again have trouble reaching. The top isn't locked but it's empty. There is a drawer which you can open which is also empty.<</replace>><</linkreplace>>
<<if $harp and !$earplugs>>\
<<linkreplace "Put your fingers in your ears">>\
<<replace "#view">>You put your fingers in your ears. It helps but they don't fit very well and it's impossible to do anything with your fingers in your ears. You really need a set of earplugs.
<<if $inventory.has("a melted candle")>>EARPLUGS! Of course! You can make earplugs from the candle wax. You mould some bits of wax into the right shape and use them. They work very well. You can still hear the harp but it no longer makes you sleepy. The giant however is sound asleep and snoring.\<<audio "harp" volume 0.20>><<audio "GiantSnore" loop play>><<set $score += 1>><<set $earplugs to true>>\
<</if>><</replace>><<update>>\
<</linkreplace>>
<</if>>\
Want to check a door?
<<linkreplace "North door">><<N "3" "3">><</linkreplace>> <<linkreplace "Northeast door">><<NE "0" "5">><</linkreplace>>
<<linkreplace "Southwest door">><<SW "0" "8">><</linkreplace>> <<linkreplace "South door">><<S "0" "12">><</linkreplace>> <<linkreplace "Southeast door">><<SE "0" "28">><</linkreplace>> <<linkreplace "Northwest door">><<NW "0" "12">><</linkreplace>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><<score>><<giant>><<lullaby>> As you walk through the door it closes behind you and the room shimmers. You are in another large elaborate room exactly like the last one. In front of you are three doors - let's say in north west, north and north east positions. Behind you are three more doors south west, south and southeast. You entered through the south door.
<img src="images/GiantRoom.jpg" class="twothirds" />
<span id="view">To your left is a giant sized writing desk. To the right is a fireplace.</span>
What do you want to do?
<<linkreplace "Examine the writing desk">><<replace "#view">>It's a giant size writing desk which you again have trouble reaching. The top isn't locked but it's empty. There is a drawer which you can open which is also empty.<</replace>><</linkreplace>>
<<if $harp and !$earplugs>>\
<<linkreplace "Put your fingers in your ears">>\
<<replace "#view">>You put your fingers in your ears. It helps but they don't fit very well and it's impossible to do anything with your fingers in your ears. You really need a set of earplugs.
<<if $inventory.has("a melted candle")>>EARPLUGS! Of course! You can make earplugs from the candle wax. You mould some bits of wax into the right shape and use them. They work very well. You can still hear the harp but it no longer makes you sleepy. The giant however is sound asleep and snoring.\<<audio "harp" volume 0.20>><<audio "GiantSnore" loop play>><<set $score += 1>><<set $earplugs to true>>\
<</if>><</replace>><<update>>\
<</linkreplace>>
<</if>>\
Want to check a door?
<<linkreplace "North door">><<N "0" "6">><</linkreplace>> <<linkreplace "Northeast door">><<NE "0" "2">><</linkreplace>>
<<linkreplace "Southwest door">><<SW "0" "24">><</linkreplace>> <<linkreplace "South door">><<S "0" "12">><</linkreplace>> <<linkreplace "Southeast door">><<SE "0" "13">><</linkreplace>> <<linkreplace "Northwest door">><<NW "0" "9">><</linkreplace>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><<score>><<giant>><<lullaby>> As you walk through the door it closes behind you and the room shimmers. You are in that maze of large elaborate rooms exactly like the last one. There are six doors.
<img src="images/GiantRoom.jpg" class="twothirds" />
<span id="view">To your left is a giant sized writing desk. To the right is a fireplace.</span>
What do you want to do?
<<linkreplace "Examine the writing desk">><<replace "#view">>It's a giant size writing desk which you again have trouble reaching. The top isn't locked but it's empty. There is a drawer which you can open which is also empty.<</replace>><</linkreplace>>
<<if $harp and !$earplugs>>\
<<linkreplace "Put your fingers in your ears">>\
<<replace "#view">>You put your fingers in your ears. It helps but they don't fit very well and it's impossible to do anything with your fingers in your ears. You really need a set of earplugs.
<<if $inventory.has("a melted candle")>>EARPLUGS! Of course! You can make earplugs from the candle wax. You mould some bits of wax into the right shape and use them. They work very well. You can still hear the harp but it no longer makes you sleepy. The giant however is sound asleep and snoring.\<<audio "harp" volume 0.20>><<audio "GiantSnore" loop play>><<set $score += 1>><<set $earplugs to true>>\
<</if>><</replace>><<update>>\
<</linkreplace>>
<</if>>\
Want to check a door?
<<linkreplace "North door">><<N "1" "1">><</linkreplace>> <<linkreplace "Northeast door">><<NE "0" "7">><</linkreplace>>
<<linkreplace "Southwest door">><<SW "0" "8">><</linkreplace>> <<linkreplace "South door">><<S "0" "11">><</linkreplace>> <<linkreplace "Southeast door">><<SE "0" "10">><</linkreplace>> <<linkreplace "Northwest door">><<NW "5" "5">><</linkreplace>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><<score>><<giant>><<lullaby>> As you walk through the door it closes behind you and the room shimmers. You are in the giant room maze where each room is large and elaborate, exactly like the last one. It has the same six doors.
<img src="images/GiantRoom.jpg" class="twothirds" />
<span id="view">To your left is a giant sized writing desk. To the right is a fireplace.</span>
What do you want to do?
<<linkreplace "Examine the writing desk">><<replace "#view">>It's a giant size writing desk which you again have trouble reaching. The top isn't locked and contains a scroll. The writing on it is very difficult to read. You put it in your bag.<<pickup "$inventory" "a scroll">><<score +1>> There is a drawer which you can open but it's empty.<</replace>><</linkreplace>>
<<if $harp and !$earplugs>>\
<<linkreplace "Put your fingers in your ears">>\
<<replace "#view">>You put your fingers in your ears. It helps but they don't fit very well and it's impossible to do anything with your fingers in your ears. You really need a set of earplugs.
<<if $inventory.has("a melted candle")>>EARPLUGS! Of course! You can make earplugs from the candle wax. You mould some bits of wax into the right shape and use them. They work very well. You can still hear the harp but it no longer makes you sleepy. The giant however is sound asleep and snoring.\<<audio "harp" volume 0.20>><<audio "GiantSnore" loop play>><<set $score += 1>><<set $earplugs to true>>\
<</if>><</replace>><<update>>\
<</linkreplace>>
<</if>>\
Want to check a door?
<<linkreplace "North door">><<N "0" "8">><</linkreplace>> <<linkreplace "Northeast door">><<NE "0" "6">><</linkreplace>>
<<linkreplace "Southwest door">><<SW "0" "9">><</linkreplace>> <<linkreplace "South door">><<S "0" "13">><</linkreplace>> <<linkreplace "Southeast door">><<SE "0" "26">><</linkreplace>> <<linkreplace "Northwest door">><<NW "0" "2">><</linkreplace>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><<score>><<giant>><<lullaby>> As you walk through the door it closes behind you and the room shimmers. You are in the giant room maze where each room is large and elaborate, exactly like the last one. It has the same six doors.
<img src="images/GiantRoom.jpg" class="twothirds" />
<span id="view">To your left is a giant sized writing desk. To the right is a fireplace.</span>
What do you want to do?
<<linkreplace "Examine the writing desk">><<replace "#view">>It's a giant size writing desk which you again have trouble reaching. The top isn't locked but it's empty. There is a drawer which you can open which is also empty.<</replace>><</linkreplace>>
<<if $harp and !$earplugs>>\
<<linkreplace "Put your fingers in your ears">>\
<<replace "#view">>You put your fingers in your ears. It helps but they don't fit very well and it's impossible to do anything with your fingers in your ears. You really need a set of earplugs.
<<if $inventory.has("a melted candle")>>EARPLUGS! Of course! You can make earplugs from the candle wax. You mould some bits of wax into the right shape and use them. They work very well. You can still hear the harp but it no longer makes you sleepy. The giant however is sound asleep and snoring.\<<audio "harp" volume 0.20>><<audio "GiantSnore" loop play>><<set $score += 1>><<set $earplugs to true>>\
<</if>><</replace>><<update>>\
<</linkreplace>>
<</if>>\
Want to check a door?
<<linkreplace "North door">><<N "0" "9">><</linkreplace>> <<linkreplace "Northeast door">><<NE "0" "17">><</linkreplace>>
<<linkreplace "Southwest door">><<SW "0" "13">><</linkreplace>> <<linkreplace "South door">><<S "6" "6">><</linkreplace>> <<linkreplace "Southeast door">><<SE "0" "11">><</linkreplace>> <<linkreplace "Northwest door">><<NW "0" "14">><</linkreplace>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><<score>><<giant>><<lullaby>> As you walk through the door it closes behind you and the room shimmers. You are in another large elaborate room exactly like the last one. In front of you are three doors - let's say in north west, north and north east positions. Behind you are three more doors south west, south and southeast. You entered through the south door.
<img src="images/GiantRoom.jpg" class="twothirds" />
<span id="view">To your left is a giant sized writing desk. To the right is a fireplace.</span>
What do you want to do?
<<linkreplace "Examine the writing desk">><<replace "#view">>It's a giant size writing desk which you again have trouble reaching. The top isn't locked but it's empty. There is a drawer which you can open which is also empty.<</replace>><</linkreplace>>
<<if $harp and !$earplugs>>\
<<linkreplace "Put your fingers in your ears">>\
<<replace "#view">>You put your fingers in your ears. It helps but they don't fit very well and it's impossible to do anything with your fingers in your ears. You really need a set of earplugs.
<<if $inventory.has("a melted candle")>>EARPLUGS! Of course! You can make earplugs from the candle wax. You mould some bits of wax into the right shape and use them. They work very well. You can still hear the harp but it no longer makes you sleepy. The giant however is sound asleep and snoring.\<<audio "harp" volume 0.20>><<audio "GiantSnore" loop play>><<set $score += 1>><<set $earplugs to true>>\
<</if>><</replace>><<update>>\
<</linkreplace>>
<</if>>\
Want to check a door?
<<linkreplace "North door">><<N "0" "10">><</linkreplace>> <<linkreplace "Northeast door">><<NE "0" "22">><</linkreplace>>
<<linkreplace "Southwest door">><<SW "7" "7">><</linkreplace>> <<linkreplace "South door">><<S "5" "5">><</linkreplace>> <<linkreplace "Southeast door">><<SE "6" "6">><</linkreplace>> <<linkreplace "Northwest door">><<NW "0" "12">><</linkreplace>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><<score>><<giant>><<lullaby>> As you walk through the door it closes behind you and the room shimmers. You are in another large elaborate room exactly like the last one. In front of you are three doors - let's say in north west, north and north east positions. Behind you are three more doors south west, south and southeast. You entered through the south door.
<img src="images/GiantRoom.jpg" class="twothirds" />
<span id="view">To your left is a giant sized writing desk. To the right is a fireplace.</span>
What do you want to do?
<<linkreplace "Examine the writing desk">><<replace "#view">>It's a giant size writing desk which you again have trouble reaching. The top isn't locked but it's empty. There is a drawer which you can open which is also empty.<</replace>><</linkreplace>>
<<if $harp and !$earplugs>>\
<<linkreplace "Put your fingers in your ears">>\
<<replace "#view">>You put your fingers in your ears. It helps but they don't fit very well and it's impossible to do anything with your fingers in your ears. You really need a set of earplugs.
<<if $inventory.has("a melted candle")>>EARPLUGS! Of course! You can make earplugs from the candle wax. You mould some bits of wax into the right shape and use them. They work very well. You can still hear the harp but it no longer makes you sleepy. The giant however is sound asleep and snoring.\<<audio "harp" volume 0.20>><<audio "GiantSnore" loop play>><<set $score += 1>><<set $earplugs to true>>\
<</if>><</replace>><<update>>\
<</linkreplace>>
<</if>>\
Want to check a door?
<<linkreplace "North door">><<N "0" "11">><</linkreplace>> <<linkreplace "Northeast door">><<NE "0" "17">><</linkreplace>>
<<linkreplace "Southwest door">><<SW "0" "24">><</linkreplace>> <<linkreplace "South door">><<S "0" "22">><</linkreplace>> <<linkreplace "Southeast door">><<SE "0" "8">><</linkreplace>> <<linkreplace "Northwest door">><<NW "0" "6">><</linkreplace>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><<score>><<giant>><<lullaby>> As you walk through the door it closes behind you and the room shimmers. You are in another large elaborate room exactly like the last one. In front of you are three doors - let's say in north west, north and north east positions. Behind you are three more doors south west, south and southeast. You entered through the south door.
<img src="images/GiantRoom.jpg" class="twothirds" />
<span id="view">To your left is a giant sized writing desk. To the right is a fireplace.</span>
What do you want to do?
<<linkreplace "Examine the writing desk">><<replace "#view">>It's a giant size writing desk which you again have trouble reaching. The top isn't locked but it's empty. There is a drawer which you can open which is also empty.<</replace>><</linkreplace>>
<<if $harp and !$earplugs>>\
<<linkreplace "Put your fingers in your ears">>\
<<replace "#view">>You put your fingers in your ears. It helps but they don't fit very well and it's impossible to do anything with your fingers in your ears. You really need a set of earplugs.
<<if $inventory.has("a melted candle")>>EARPLUGS! Of course! You can make earplugs from the candle wax. You mould some bits of wax into the right shape and use them. They work very well. You can still hear the harp but it no longer makes you sleepy. The giant however is sound asleep and snoring.\<<audio "harp" volume 0.20>><<audio "GiantSnore" loop play>><<set $score += 1>><<set $earplugs to true>>\
<</if>><</replace>><<update>>\
<</linkreplace>>
<</if>>\
Want to check a door?
<<linkreplace "North door">><<N "0" "12">><</linkreplace>> <<linkreplace "Northeast door">><<NE "0" "8">><</linkreplace>>
<<linkreplace "Southwest door">><<SW "7" "7">><</linkreplace>> <<linkreplace "South door">><<S "5" "5">><</linkreplace>> <<linkreplace "Southeast door">><<SE "3" "3">><</linkreplace>> <<linkreplace "Northwest door">><<NW "4" "4">><</linkreplace>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>
<<score>><<giant>><<lullaby>> As you walk through the door it closes behind you and the room shimmers. You are in another large elaborate room exactly like the last one. In front of you are three doors - let's say in north west, north and north east positions. Behind you are three more doors south west, south and southeast. You entered through the south door.
<img src="images/GiantRoom12.jpg" class="twothirds" />
<span id="view">To your left is a giant sized writing desk; its drawer is slightly open. To the right is a fireplace.</span>
What do you want to do?
<<linkreplace "Examine the writing desk">><<replace "#view">>It's a giant size writing desk which you again have trouble reaching. The top isn't locked but it's empty. There is a drawer which you can open which contains a double string of pearls. You add that to your pockets.<<pickup "$pockets" "some pearls">><<set $score+= 1>><<update>><</replace>><</linkreplace>>
<<if $harp and !$earplugs>>\
<<linkreplace "Put your fingers in your ears">>\
<<replace "#view">>You put your fingers in your ears. It helps but they don't fit very well and it's impossible to do anything with your fingers in your ears. You really need a set of earplugs.
<<if $inventory.has("a melted candle")>>EARPLUGS! Of course! You can make earplugs from the candle wax. You mould some bits of wax into the right shape and use them. They work very well. You can still hear the harp but it no longer makes you sleepy. The giant however is sound asleep and snoring.\<<audio "harp" volume 0.20>><<audio "GiantSnore" loop play>><<set $score += 1>><<set $earplugs to true>>\
<</if>><</replace>><<update>>\
<</linkreplace>>
<</if>>\
Want to check a door?
<<linkreplace "North door">><<N "7" "7">><</linkreplace>>\
<<linkreplace "Northeast door">><<NE "0" "13">><</linkreplace>>
<<linkreplace "Southwest door">><<SW "6" "6">><</linkreplace>> <<linkreplace "South door">><<S "0" "14">><</linkreplace>> <<linkreplace "Southeast door">><<SE "0" "11">><</linkreplace>> <<linkreplace "Northwest door">><<NW "11" "11">><</linkreplace>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>
<<score>><<giant>><<lullaby>> As you walk through the door it closes behind you and the room shimmers. You are in another large elaborate room exactly like the last one. There are six doors. You entered through the south door.
<img src="images/GiantRoom.jpg" class="twothirds" />
<span id="view">To your left is a giant sized writing desk. To the right is a fireplace.</span>
What do you want to do?
<<linkreplace "Examine the writing desk">><<replace "#view">>It's a giant size writing desk which you again have trouble reaching. The top isn't locked but it's empty. There is a drawer which you can open which is also empty.<</replace>><</linkreplace>>
<<if $harp and !$earplugs>>\
<<linkreplace "Put your fingers in your ears">>\
<<replace "#view">>You put your fingers in your ears. It helps but they don't fit very well and it's impossible to do anything with your fingers in your ears. You really need a set of earplugs.
<<if $inventory.has("a melted candle")>>EARPLUGS! Of course! You can make earplugs from the candle wax. You mould some bits of wax into the right shape and use them. They work very well. You can still hear the harp but it no longer makes you sleepy. The giant however is sound asleep and snoring.\<<audio "harp" volume 0.20>><<audio "GiantSnore" loop play>><<set $score += 1>><<set $earplugs to true>>\
<</if>><</replace>><<update>>\
<</linkreplace>>
<</if>>\
Want to check a door?
<<linkreplace "North door">><<N "0" "14">><</linkreplace>> <<linkreplace "Northeast door">><<NE "8" "8">><</linkreplace>>
<<linkreplace "Southwest door">><<SW "7" "7">><</linkreplace>> <<linkreplace "South door">><<S "0" "27">><</linkreplace>> <<linkreplace "Southeast door">><<SE "0" "21">><</linkreplace>> <<linkreplace "Northwest door">><<NW "0" "24">><</linkreplace>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><<score>><<giant>><<lullaby>> As you walk through the door it closes behind you and the room shimmers. You are in the giant room maze where each room is large and elaborate, exactly like the last one. It has the same six doors.
<img src="images/GiantRoom.jpg" class="twothirds" />
<span id="view">To your left is a giant sized writing desk. To the right is a fireplace.</span>
What do you want to do?
<<linkreplace "Examine the writing desk">><<replace "#view">>It's a giant size writing desk which you again have trouble reaching. The top isn't locked but it's empty. There is a drawer which you can open which is also empty.<</replace>><</linkreplace>>
<<if $harp and !$earplugs>>\
<<linkreplace "Put your fingers in your ears">>\
<<replace "#view">>You put your fingers in your ears. It helps but they don't fit very well and it's impossible to do anything with your fingers in your ears. You really need a set of earplugs.
<<if $inventory.has("a melted candle")>>EARPLUGS! Of course! You can make earplugs from the candle wax. You mould some bits of wax into the right shape and use them. They work very well. You can still hear the harp but it no longer makes you sleepy. The giant however is sound asleep and snoring.\<<audio "harp" volume 0.20>><<audio "GiantSnore" loop play>><<set $score += 1>><<set $earplugs to true>>\
<</if>><</replace>><<update>>\
<</linkreplace>>
<</if>>\
Want to check a door?
<<linkreplace "North door">><<N "0" "15">><</linkreplace>> <<linkreplace "Northeast door">><<NE "13" "13">><</linkreplace>>
<<linkreplace "Southwest door">><<SW "12" "12">><</linkreplace>> <<linkreplace "South door">><<S "7" "7">><</linkreplace>> <<linkreplace "Southeast door">><<SE "0" "24">><</linkreplace>> <<linkreplace "Northwest door">><<NW "0" "15">><</linkreplace>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><<score>><<giant>><<lullaby>> As you walk through the door it closes behind you and the room shimmers. You are in the giant room maze where each room is large and elaborate, exactly like the last one. It has the same six doors.<<set $rB to false;$rC to false>> <<set $riddleB to "";$riddleC to "">><<set $noplayRB to false;$noplayRC to false>>
<img src="images/GiantRoom.jpg" class="twothirds" />
<span id="view">To your left is a giant sized writing desk. To the right is a fireplace.</span>
What do you want to do?
<<linkreplace "Examine the writing desk">><<replace "#view">>It's a giant size writing desk which you again have trouble reaching. The top isn't locked but it's empty. There is a drawer which you can open which is also empty.<</replace>><</linkreplace>>
<<if $harp and $earplugs>><<audio "harp" volume 0.1 loop play>><<audio "GiantSnore" volume 0.5 loop play>>\
<<elseif $harp and !$earplugs>>\
<<linkreplace "Put your fingers in your ears">>\
<<replace "#view">>You put your fingers in your ears. It helps but they don't fit very well and it's impossible to do anything with your fingers in your ears. You really need a set of earplugs.
<<if $inventory.has("a melted candle")>>EARPLUGS! Of course! You can make earplugs from the candle wax. You mould some bits of wax into the right shape and use them. They work very well. You can still hear the harp but it no longer makes you sleepy. The giant however is sound asleep and snoring.\<<audio "harp" volume 0.20>><<audio "GiantSnore" loop play>><<set $score += 1>><<set $earplugs to true>>\
<</if>><</replace>><<update>>\
<</linkreplace>>
<</if>>\
Want to check a door?
<<linkreplace "North door">><<N "0" "It's a riddle room!">><</linkreplace>>\
<<linkreplace "Northeast door">><<NE "6" "6">><</linkreplace>>
<<linkreplace "Southwest door">><<SW "2" "2">><</linkreplace>> <<linkreplace "South door">><<S "12" "12">><</linkreplace>> <<linkreplace "Southeast door">><<SE "8" "8">><</linkreplace>> <<linkreplace "Northwest door">><<NW "1" "1">><</linkreplace>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><<score>>You are in a square room made of pure blue marble. You look behind yourself and find the door you entered by has gone! Unlike the other riddle rooms the only exit is north. To exit you must solve the riddle.
<<if !$inventory.has("a hand mirror")>>On the floor is a silver hand mirror <<linkreplace "Get that?">> You pick it up.<<pickup "$inventory" "a hand mirror">><<set $score +=1>><<update>><</linkreplace>><</if>>
<<if $rB is false>>The exit pulses red and blue. The riddle on the sign reads:
WHAT FIVE LETTER WORD SOUNDS
THE SAME IF YOU TAKE AWAY THE
FIRST LAST AND MIDDLE LETTERS?
<</if>>
<<if $rB>><img src="images/RiddleRoom11pass.jpg" class="full" /><<else>><img src="images/RiddleRoom11.jpg" class="full" /><</if>>
<<if !$rB>>Your answer <<textbox "$riddleB" "" "checkriddle" autofocus>><</if>>
<<if $rB and $noplayRB is false>>The dark exit north emits a loud fanfare!<<audio "fanfare" play>><<set $noplayRB to true>><<set $score += 2>> <</if>><<if $rB>>The sign above the north exit now says:
You may now pass.
[[North|riddleroom12]]<</if>>
[[use the notebook]]
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><<score>>You are in a square room made of pure blue marble. <<if !$pockets.has("a pen")>>Lying on the floor is a diamond encrusted fountain pen. <<linkreplace "Get the pen">> You pick the pen up and put it in your pocket<<pickup "$pockets" "a pen">><<set $score += 1>><<update>><</linkreplace>><</if>> As before the only way out is north. <<if !$rC>>To the north is an exit which pulses red and blue. Above it is a dim sign reading:
WHAT CAN YOU GIVE TO MANY
BUT ALWAYS KEEP YOURSELF?<</if>>
<<if $rC>><img src="images/RiddleRoom11pass.jpg" class="full" /><<else>><img src="images/RiddleRoom12.jpg" class="full" /><</if>>
<<if !$rC>>Your answer <<textbox "$riddleC" "" "checkriddle" autofocus>><</if>>
<<if $rC and $noplayRC is false>>The dark exit north emits a loud fanfare!<<audio "fanfare" play>><<set $noplayRC to true>><<set $score += 2>><<update>> <</if>><<if $rC>> You're in a riddle room. The sign above the north exit now says:
You may now pass.
[[North|16]]<</if>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>
<<score>><<giant>><<lullaby>> As you walk through the door it closes behind you and the room shimmers. You are back in the giant room maze where each room is large and elaborate, exactly the same. It has the same six doors. You paint the number 16 on the floor.
<img src="images/GiantRoom.jpg" class="twothirds" />
<span id="view">To your left is a giant sized writing desk. To the right is a fireplace.</span>
What do you want to do?
<<linkreplace "Examine the writing desk">><<replace "#view">>It's a giant size writing desk which you again have trouble reaching. The top isn't locked but it's empty. There is a drawer which you can open which is also empty.<</replace>><</linkreplace>>
<<if $harp and $earplugs>><<audio "harp" volume 0.1 loop play>><<audio "GiantSnore" volume 0.5 loop play>>\
<<elseif $harp and !$earplugs>>\
<<linkreplace "Put your fingers in your ears">>\
<<replace "#view">>You put your fingers in your ears. It helps but they don't fit very well and it's impossible to do anything with your fingers in your ears. You really need a set of earplugs.
<<if $inventory.has("a melted candle")>>EARPLUGS! Of course! You can make earplugs from the candle wax. You mould some bits of wax into the right shape and use them. They work very well. You can still hear the harp but it no longer makes you sleepy. The giant however is sound asleep and snoring.\<<audio "harp" volume 0.20>><<audio "GiantSnore" loop play>><<set $score += 1>><<set $earplugs to true>>\
<</if>><</replace>><<update>>\
<</linkreplace>>
<</if>>\
Want to check a door?
<<linkreplace "North door">><<N "5" "5">><</linkreplace>> <<linkreplace "Northeast door">><<NE "5" "5">><</linkreplace>>
<<linkreplace "Southwest door">><<SW "0" "17">><</linkreplace>> <<linkreplace "South door">><<S "8" "8">><</linkreplace>> <<linkreplace "Southeast door">><<SE "8" "8">><</linkreplace>> <<linkreplace "Northwest door">><<NW "3" "3">><</linkreplace>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>
<<score>><<giant>><<lullaby>> As you walk through the door it closes behind you and the room shimmers. You are in the giant room maze where each room is large and elaborate, exactly like the last one. It has the same six doors.
<img src="images/GiantRoom17.jpg" class="twothirds" />
<span id="view">To your left is a giant sized writing desk. The top of the writing desk is open and in it you can see a silver comb. <<linkreplace "Get the comb">><<pickup "$inventory" "a comb">><<set $score +=1>><<update>><</linkreplace>> To the right is a fireplace.</span>
What do you want to do?
<<linkreplace "Examine the writing desk drawer">><<replace "#view">> The drawer is empty.<</replace>><</linkreplace>>
<<if $harp and $earplugs>><<audio "harp" volume 0.1 loop play>><<audio "GiantSnore" volume 0.5 loop play>>\
<<elseif $harp and !$earplugs>>\
<<linkreplace "Put your fingers in your ears">>\
<<replace "#view">>You put your fingers in your ears. It helps but they don't fit very well and it's impossible to do anything with your fingers in your ears. You really need a set of earplugs.
<<if $inventory.has("a melted candle")>>EARPLUGS! Of course! You can make earplugs from the candle wax. You mould some bits of wax into the right shape and use them. They work very well. You can still hear the harp but it no longer makes you sleepy. The giant however is sound asleep and snoring.\<<audio "harp" volume 0.20>><<audio "GiantSnore" loop play>><<set $score += 1>><<set $earplugs to true>>\
<</if>><</replace>><<update>>\
<</linkreplace>>
<</if>>\
Want to check a door?
<<linkreplace "North door">><<N "10" "10">><</linkreplace>>\ <<linkreplace "Northeast door">><<NE "0" "18">><</linkreplace>>\
<<linkreplace "Southwest door">><<SW "11" "11">><</linkreplace>> <<linkreplace "South door">><<S "0" "22">><</linkreplace>>\ <<linkreplace "Southeast door">><<SE "0" "28">><</linkreplace>>\ <<linkreplace "Northwest door">><<NW "0" "16">><</linkreplace>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><<score>><<giant>><<lullaby>> As you walk through the door it closes behind you and the room shimmers. You are in the giant room maze where each room is large and elaborate, exactly like the last one. It has the same six doors.
<img src="images/GiantRoom.jpg" class="twothirds" />
<span id="view">To your left is a giant sized writing desk. To the right is a fireplace.
What do you want to do?</span>
<<linkreplace "Examine the writing desk">><<replace "#view">>It's a giant size writing desk. In it you find a roll of paper. <<linkreplace "Get the paper">><<pickup "$inventory" "some stamps">><<set $score +=1>><<update>><<replace "#view">>You get the paper and examine it. It appears to be a roll of black stamps with a young girl's picture on them. Unlike modern stamps they are not self-adhesive or gummed on the back and you would need to cut them apart with scissors. There are 240 of them each marked POSTAGE ONE PENNY.<</replace>><</linkreplace>> There is a drawer which you can open which is empty.<</replace>><</linkreplace>>
<<if $harp and !$earplugs>>\
<<linkreplace "Put your fingers in your ears">>\
<<replace "#view">>You put your fingers in your ears. It helps but they don't fit very well and it's impossible to do anything with your fingers in your ears. You really need a set of earplugs.
<<if $inventory.has("a melted candle")>>EARPLUGS! Of course! You can make earplugs from the candle wax. You mould some bits of wax into the right shape and use them. They work very well. You can still hear the harp but it no longer makes you sleepy. The giant however is sound asleep and snoring.\<<audio "harp" volume 0.20>><<audio "GiantSnore" loop play>><<set $score += 1>><<set $earplugs to true>>\
<</if>><</replace>><<update>>\
<</linkreplace>>
<</if>>\
Want to check a door?
<<linkreplace "North door">><<N "0" "19">><</linkreplace>> <<linkreplace "Northeast door">><<NE "7" "7">><</linkreplace>>
<<linkreplace "Southwest door">><<SW "0" "23">><</linkreplace>> <<linkreplace "South door">><<S "7" "7">><</linkreplace>> <<linkreplace "Southeast door">><<SE "1" "1">><</linkreplace>> <<linkreplace "Northwest door">><<NW "5" "5">><</linkreplace>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>
<<score>><<giant>><<lullaby>> As you walk through the door it closes behind you and the room shimmers. You are in the giant room maze where each room is large and elaborate, exactly like the last one. It has the same six doors.
<img src="images/GiantRoom.jpg" class="twothirds" />
<span id="view">To your left is a giant sized writing desk. To the right is a fireplace.</span>
What do you want to do?
<<linkreplace "Examine the writing desk">><<replace "#view">>It's a giant size writing desk which you again have trouble reaching. The top isn't locked and contains a small silver box full of snuff. There is a drawer which you can open which is also empty.<<linkreplace "Get the snuffbox">><<pickup "$inventory" "a snuffbox">><<set $score +=1>><<update>><</linkreplace>><</replace>><</linkreplace>>
<<if $harp and $earplugs>>\
<<audio "harp" volume 0.1 loop play>><<audio "GiantSnore" volume 0.5 loop play>>\
<<elseif $harp and !$earplugs>>\
<<linkreplace "Put your fingers in your ears">>\
<<replace "#view">>You put your fingers in your ears. It helps but they don't fit very well and it's impossible to do anything with your fingers in your ears. You really need a set of earplugs.
<<if $inventory.has("a melted candle")>>EARPLUGS! Of course! You can make earplugs from the candle wax. You mould some bits of wax into the right shape and use them. They work very well. You can still hear the harp but it no longer makes you sleepy. The giant however is sound asleep and snoring.\<<audio "harp" volume 0.20>><<audio "GiantSnore" loop play>><<set $score += 1>><<set $earplugs to true>>\
<</if>><</replace>><<update>>\
<</linkreplace>>
<</if>>\
Want to check a door?
<<linkreplace "North door">><<N "0" "20">><</linkreplace>> <<linkreplace "Northeast door">><<NE "12" "12">><</linkreplace>>
<<linkreplace "Southwest door">><<SW "18" "18">><</linkreplace>> <<linkreplace "South door">><<S "0" "26">><</linkreplace>> <<linkreplace "Southeast door">><<SE "4" "4">><</linkreplace>> <<linkreplace "Northwest door">><<NW "10" "10">><</linkreplace>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><<score>><<giant>><<lullaby>> As you walk through the door it closes behind you and the room shimmers. You are in the giant room maze where each room is large and elaborate, but this one isn't exactly like the last one because it also contains a very large chair and a table on which sits an old fashioned wind up gramophone with a horn There's a record on it. The room has signs of the fire being used. It has the same six doors.
<img src="images/GiantRoomgramophone.jpg" class="twothirds" />
<span id="view">To your left is a giant sized writing desk. To the right is a fireplace.</span>
What do you want to do?
<<linkreplace "Examine the writing desk">><<replace "#view">>It's a giant size writing desk which you again have trouble reaching. The top isn't locked but it's empty. There is a drawer which you can open which is also empty.<</replace>><</linkreplace>>
<<linkreplace "Get the record">><<pickup "$inventory" "a record">><<set $score +=1>><<update>><<replace "#view">>It's a record called 'Alcohol And Jake Blues' by someone called Tommy Johnson. It appears to be in perfect condition with no scratches.<</replace>><</linkreplace>>
<<linkreplace "Get the gramophone">><<pickup "$inventory" "a gramophone">><<set $score +=1>><<update>><<replace "#view">>It's an RCA Victor Gramophone. It appears to be in perfect condition. Despite it's size it manages to fit in your bag. The table it sits on is slightly too big<<if $inventory.has("an axe")>> and the only way it or the chair would fit would be to break them up with... Hey! you have an axe and maybe the fountain of youth could restore them? You use the axe to break the table and chair into bits which fit in the bag.<<set $score +=2>><<pickup "$inventory" "a broken table" "a broken chair">><</if>><</replace>><</linkreplace>>\
<<if $harp and $earplugs>>\
<<audio "harp" volume 0.1 loop play>><<audio "GiantSnore" volume 0.5 loop play>>\
<<elseif $harp and !$earplugs>>\
<<linkreplace "Put your fingers in your ears">>\
<<replace "#view">>You put your fingers in your ears. It helps but they don't fit very well and it's impossible to do anything with your fingers in your ears. You really need a set of earplugs.
<<if $inventory.has("a melted candle")>>EARPLUGS! Of course! You can make earplugs from the candle wax. You mould some bits of wax into the right shape and use them. They work very well. You can still hear the harp but it no longer makes you sleepy. The giant however is sound asleep and snoring.\<<audio "harp" volume 0.20>><<audio "GiantSnore" loop play>><<set $score += 1>><<set $earplugs to true>>\
<</if>><</replace>><<update>>\
<</linkreplace>>
<</if>>\
Want to check a door?
<<linkreplace "North door">><<N "12" "12">><</linkreplace>> <<linkreplace "Northeast door">><<NE "4" "4">><</linkreplace>>
<<linkreplace "Southeast door">><<SE "11" "11">><</linkreplace>> <<linkreplace "South door">><<S "8" "8">><</linkreplace>> <<linkreplace "Southwest door">><<SW "13" "13">><</linkreplace>> <<linkreplace "Northwest door">><<NW "0" "21">><</linkreplace>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>
<<score>><<giant>><<lullaby>> As you walk through the door it closes behind you and the room shimmers. You are in the giant room maze where each room is large and elaborate, exactly like the last one. It has the same six doors.
<img src="images/GiantRoom.jpg" class="twothirds" />
<span id="view">To your left is a giant sized writing desk. To the right is a fireplace.</span>
What do you want to do?
<<linkreplace "Examine the writing desk">><<replace "#view">>It's a giant size writing desk which you again have trouble reaching. The top isn't locked and contains two large and old books. You examine them and find they are very old Bibles. \
<<linkreplace "Get the Bibles.">> You put them in your bag.<<pickup "$inventory" "two old Bibles">><<score 2>><</linkreplace>>
There is a drawer which you can open which is empty.<</replace>><</linkreplace>>
<<if $harp and !$earplugs>>\
<<linkreplace "Put your fingers in your ears">>\
<<replace "#view">>You put your fingers in your ears. It helps but they don't fit very well and it's impossible to do anything with your fingers in your ears. You really need a set of earplugs.
<<if $inventory.has("a melted candle")>>EARPLUGS! Of course! You can make earplugs from the candle wax. You mould some bits of wax into the right shape and use them. They work very well. You can still hear the harp but it no longer makes you sleepy. The giant however is sound asleep and snoring.\<<audio "harp" volume 0.20>><<audio "GiantSnore" loop play>><<set $score += 1>><<set $earplugs to true>>\
<</if>><</replace>><<update>>\
<</linkreplace>>
<</if>>\
Want to check a door?
<<linkreplace "North door">><<N "15" "15">><</linkreplace>> <<linkreplace "Northeast door">><<NE "14" "14">><</linkreplace>>
<<linkreplace "Southwest door">><<SW "4" "4">><</linkreplace>> <<linkreplace "South door">><<S "12" "12">><</linkreplace>> <<linkreplace "Southeast door">><<SE "1" "1">><</linkreplace>> <<linkreplace "Northwest door">><<NW "0" "22">><</linkreplace>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><<score>><<giant>><<lullaby>> As you walk through the door it closes behind you and the room shimmers. You are in the giant room maze where each room is large and elaborate, exactly like the last one. It has the same six doors.
<img src="images/GiantRoom.jpg" class="twothirds" />
<span id="view">To your left is a giant sized writing desk. To the right is a fireplace.</span>
What do you want to do?
<<linkreplace "Examine the writing desk">><<replace "#view">>It's a giant size writing desk which you again have trouble reaching. The top isn't locked but it's empty. There is a drawer which you can open which is also empty.<</replace>><</linkreplace>>
<<if $harp and !$earplugs>>\
<<linkreplace "Put your fingers in your ears">>\
<<replace "#view">>You put your fingers in your ears. It helps but they don't fit very well and it's impossible to do anything with your fingers in your ears. You really need a set of earplugs.
<<if $inventory.has("a melted candle")>>EARPLUGS! Of course! You can make earplugs from the candle wax. You mould some bits of wax into the right shape and use them. They work very well. You can still hear the harp but it no longer makes you sleepy. The giant however is sound asleep and snoring.\<<audio "harp" volume 0.20>><<audio "GiantSnore" loop play>><<set $score += 1>><<set $earplugs to true>>\
<</if>><</replace>><<update>>\
<</linkreplace>>
<</if>>\
Want to check a door?
<<linkreplace "North door">><<N "11" "11">><</linkreplace>> <<linkreplace "Northeast door">><<NE "8" "8">><</linkreplace>>
<<linkreplace "Southwest door">><<SW "9" "9">><</linkreplace>> <<linkreplace "South door">><<S "2" "2">><</linkreplace>>\ <<linkreplace "Southeast door">><<SE "0" "23">><</linkreplace>> <<linkreplace "Northwest door">><<NW "0" "21">><</linkreplace>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><<score>><<giant>><<lullaby>> As you walk through the door it closes behind you and the room shimmers. You are in the giant room maze where each room is large and elaborate, exactly like the last one. It has the same six doors.
<img src="images/GiantRoom.jpg" class="twothirds" />
<span id="view">To your left is a giant sized writing desk. To the right is a marble fireplace. On the mantlepiece is a framed medal.</span>
What do you want to do?
<<linkreplace "Get the medal">><<pickup "$inventory" "a medal">><<set $score +=1>><<update>>You manage to reach and get the medal.<</linkreplace>>
<<linkreplace "Examine the writing desk">><<replace "#view">>It's a giant size writing desk which you again have trouble reaching. The top isn't locked but it's empty. There is a drawer which you can open which is also empty.<</replace>><</linkreplace>>
<<if $harp and !$earplugs>>\
<<linkreplace "Put your fingers in your ears">>\
<<replace "#view">>You put your fingers in your ears. It helps but they don't fit very well and it's impossible to do anything with your fingers in your ears. You really need a set of earplugs.
<<if $inventory.has("a melted candle")>>EARPLUGS! Of course! You can make earplugs from the candle wax. You mould some bits of wax into the right shape and use them. They work very well. You can still hear the harp but it no longer makes you sleepy. The giant however is sound asleep and snoring.\<<audio "harp" volume 0.20>><<audio "GiantSnore" loop play>><<set $score += 1>><<set $earplugs to true>>\
<</if>><</replace>><<update>>\
<</linkreplace>>
<</if>>\
Want to check a door?
<<linkreplace "North door">><<N "0" "24">><</linkreplace>>\ <<linkreplace "Northeast door">><<NE "5" "5">><</linkreplace>>
<<linkreplace "Southwest door">><<SW "14" "14">><</linkreplace>> <<linkreplace "South door">><<S "8" "8">><</linkreplace>>\ <<linkreplace "Southeast door">><<SE "8" "8">><</linkreplace>> <<linkreplace "Northwest door">><<NW "12" "12">><</linkreplace>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><<score>><<giant>><<lullaby>> As you walk through the door it closes behind you and the room shimmers. You are in the giant room maze where each room is large and elaborate, exactly like the last one. It has the same six doors.
<img src="images/GiantRoom.jpg" class="twothirds" />
<span id="view">To your left is a giant sized writing desk. To the right is a fireplace.</span>
What do you want to do?
<<linkreplace "Examine the writing desk">><<replace "#view">>It's a giant size writing desk which you again have trouble reaching. The top isn't locked but it's empty. There is a drawer which you can open which is also empty.<</replace>><</linkreplace>>
<<if $harp and !$earplugs>>\
<<linkreplace "Put your fingers in your ears">>\
<<replace "#view">>You put your fingers in your ears. It helps but they don't fit very well and it's impossible to do anything with your fingers in your ears. You really need a set of earplugs.
<<if $inventory.has("a melted candle")>>EARPLUGS! Of course! You can make earplugs from the candle wax. You mould some bits of wax into the right shape and use them. They work very well. You can still hear the harp but it no longer makes you sleepy. The giant however is sound asleep and snoring.\<<audio "harp" volume 0.20>><<audio "GiantSnore" loop play>><<set $score += 1>><<set $earplugs to true>>\
<</if>><</replace>><<update>>\
<</linkreplace>>
<</if>>\
Want to check a door?
<<linkreplace "North door">><<N "0" "25">><</linkreplace>>\ <<linkreplace "Northeast door">><<NE "22" "22">><</linkreplace>>
<<linkreplace "Southwest door">><<SW "4" "4">><</linkreplace>> <<linkreplace "South door">><<S "14" "14">><</linkreplace>>\ <<linkreplace "Southeast door">><<SE "16" "16">><</linkreplace>> <<linkreplace "Northwest door">><<NW "23" "23">><</linkreplace>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><<score>><<giant>><<lullaby>> As you walk through the door it closes behind you and the room shimmers. You are in the giant room maze where each room is large and elaborate, exactly like the last one. It has the same six doors.
<img src="images/GiantRoom.jpg" class="twothirds" />
<span id="view">To your left is a giant sized writing desk. To the right is a fireplace.</span>
What do you want to do?
<<linkreplace "Examine the writing desk">><<replace "#view">>It's a giant size writing desk which you again have trouble reaching. The top isn't locked but it's empty. There is a drawer which you can open which is also empty.<</replace>><</linkreplace>>
<<if $harp and $earplugs>><<audio "harp" volume 0.1 loop play>><<audio "GiantSnore" volume 0.5 loop play>>\
<<elseif $harp and !$earplugs>>\
<<linkreplace "Put your fingers in your ears">>\
<<replace "#view">>You put your fingers in your ears. It helps but they don't fit very well and it's impossible to do anything with your fingers in your ears. You really need a set of earplugs.
<<if $inventory.has("a melted candle")>>EARPLUGS! Of course! You can make earplugs from the candle wax. You mould some bits of wax into the right shape and use them. They work very well. You can still hear the harp but it no longer makes you sleepy. The giant however is sound asleep and snoring.\<<audio "harp" volume 0.20>><<audio "GiantSnore" loop play>><<set $score += 1>><<set $earplugs to true>>\
<</if>><</replace>><<update>>\
<</linkreplace>>
<</if>>\
Want to check a door?
<<linkreplace "North door">><<N "6" "6">><</linkreplace>>\ <<linkreplace "Northeast door">><<NE "7" "7">><</linkreplace>>
<<linkreplace "Southwest door">><<SW "12" "12">><</linkreplace>> <<linkreplace "South door">><<S "12" "12">><</linkreplace>>\ <<linkreplace "Southeast door">><<SE "4" "4">><</linkreplace>> <<linkreplace "Northwest door">><<NW "0" "26">><</linkreplace>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><<score>><<giant>><<lullaby>> As you walk through the door it closes behind you and the room shimmers. You are in the giant room maze where each room is large and elaborate, exactly like the last one. It has the same six doors.
<img src="images/GiantRoom.jpg" class="twothirds" />
<span id="view">To your left is a giant sized writing desk. To the right is a fireplace.</span>
What do you want to do?
<<linkreplace "Examine the writing desk">><<replace "#view">>It's a giant size writing desk which you again have trouble reaching. The top isn't locked but it's empty. There is a drawer which you can open which is also empty.<</replace>><</linkreplace>>
<<if $harp and $earplugs>><<audio "harp" volume 0.1 loop play>><<audio "GiantSnore" volume 0.5 loop play>>\
<<elseif $harp and !$earplugs>>\
<<linkreplace "Put your fingers in your ears">>\
<<replace "#view">>You put your fingers in your ears. It helps but they don't fit very well and it's impossible to do anything with your fingers in your ears. You really need a set of earplugs.
<<if $inventory.has("a melted candle")>>EARPLUGS! Of course! You can make earplugs from the candle wax. You mould some bits of wax into the right shape and use them. They work very well. You can still hear the harp but it no longer makes you sleepy. The giant however is sound asleep and snoring.\<<audio "harp" volume 0.20>><<audio "GiantSnore" loop play>><<set $score += 1>><<set $earplugs to true>>\
<</if>><</replace>><<update>>\
<</linkreplace>>
<</if>>\
Want to check a door?
<<linkreplace "North door">><<N "17" "17">><</linkreplace>>\ <<linkreplace "Northeast door">><<NE "19" "19">><</linkreplace>>
<<linkreplace "Southwest door">><<SW "7" "7">><</linkreplace>> <<linkreplace "South door">><<S "25" "25">><</linkreplace>>\ <<linkreplace "Southeast door">><<SE "20" "20">><</linkreplace>> <<linkreplace "Northwest door">><<NW "0" "27">><</linkreplace>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><<score>> As you walk through the door it closes behind you and the room shimmers. You are in the giant room maze where each room is large and elaborate, exactly like... No it's different. There is a fireplace on each side of the room and no writing desk. It has the same six doors.
<img src="images/GiantRoom27.jpg" class="twothirds" />
<span id="view">On each side of the room is a fireplace.</span>
What do you want to do?
<<if $harp and $earplugs>><<audio "harp" volume 0.1 loop play>><<audio "GiantSnore" volume 0.5 loop play>>\
<<elseif $harp and !$earplugs>>\
<<linkreplace "Put your fingers in your ears">>\
<<replace "#view">>You put your fingers in your ears. It helps but they don't fit very well and it's impossible to do anything with your fingers in your ears. You really need a set of earplugs.
<<if $inventory.has("a melted candle")>>EARPLUGS! Of course! You can make earplugs from the candle wax. You mould some bits of wax into the right shape and use them. They work very well. You can still hear the harp but it no longer makes you sleepy. The giant however is sound asleep and snoring.\<<audio "harp" volume 0.20>><<audio "GiantSnore" loop play>><<set $score += 1>><<set $earplugs to true>>\
<</if>><</replace>><<update>>\
<</linkreplace>>
<</if>>\
Want to check a door?
<<linkreplace "North door">><<N "25" "25">><</linkreplace>> <<linkreplace "Northeast door">><<NE "6" "6">><</linkreplace>>
<<linkreplace "Southeast door">><<SE "9" "9">><</linkreplace>> <<linkreplace "South door">><<S "0" "28">><</linkreplace>> <<linkreplace "Southwest door">><<SW "12" "12">><</linkreplace>> <<linkreplace "Northwest door">><<NW "3" "3">><</linkreplace>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><<score>><<giant>><<lullaby>> As you walk through the door it closes behind you and the room shimmers. You are in the giant room maze where each room is large and elaborate, exactly like the last one. It has the same six doors.
<img src="images/GiantRoom.jpg" class="twothirds" />
<span id="view">To your left is a giant sized writing desk. To the right is a fireplace.Near the north door is a large burlap bag.</span>
What do you want to do?
<<linkreplace "Examine the writing desk">><<replace "#view">>It's a giant size writing desk which you again have trouble reaching. The top isn't locked but it's empty. There is a drawer which you can open which is also empty.<</replace>><</linkreplace>>
<<linkreplace "Get the burlap bag">><<pickup "$inventory" "a bag of corn">><<set $score +=1>><<update>><<replace "#view">>It's a bag of corn. Perhaps the giant used it to feed the goose? You put this bag inside your other bag.<</replace>><</linkreplace>>\
<<if $harp and !$earplugs>>\
<<linkreplace "Put your fingers in your ears">>\
<<replace "#view">>You put your fingers in your ears. It helps but they don't fit very well and it's impossible to do anything with your fingers in your ears. You really need a set of earplugs.
<<if $inventory.has("a melted candle")>>EARPLUGS! Of course! You can make earplugs from the candle wax. You mould some bits of wax into the right shape and use them. They work very well. You can still hear the harp but it no longer makes you sleepy. The giant however is sound asleep and snoring.\<<set $score += 1>><<set $earplugs to true>>\
<</if>><</replace>><<update>>\
<</linkreplace>>
<</if>>\
Want to check a door?
<<linkreplace "North door">><<N "10" "10">><</linkreplace>> <<linkreplace "Northeast door">><<NE "22" "22">><</linkreplace>>
<<linkreplace "Southeast door">><<SE "2" "2">><</linkreplace>> <<linkreplace "South door">><<S "0" "Exit">><</linkreplace>> <<linkreplace "Southwest door">><<SW "12" "12">><</linkreplace>> <<linkreplace "Northwest door">><<NW "3" "3">><</linkreplace>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><<widget "pm">><<if $args[0]>><<set $check to $args[0]>>[[$check]]<<print $check>><<else>>Mum's the word!<</if>><</widget>><<score>>You're standing outside the huge palace again. Now that you are outside you can no longer hear the harp or giant. <<masteraudio stop>>
<img src="images/GiantPalace.jpg" class="twothirds" />
<<linkreplace "Open the palace door again">><<if $harp>><<audio "harp" loop play>><<audio "GiantSnore" loop play>>\
You take out your earplugs. <<set $earplugs to false>><<set $feefie -= 1>><</if>>\
You see the string you tied to the harp caught in the door. You ease the door open again<<linkreplace "Pull the string">><<set $harp to false;$gsleep to false>><<masteraudio stop>><<pickup "$inventory" "a golden harp">><<set $score +=1>><<update>> and use the string to pull the harp back outside again. As it crosses the door threshhold it stops playing.<<giant>><</linkreplace>><</linkreplace>>
<<link "Wait">><<set $harpplaying to 0>><<goto "waitGP">><</link>>
[[Climb back down the beanstalk|pinnacle3]]
[[Use the notebook|GC0]]
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>
<<set $hint to "Golden goose eggs weigh a little less than a brick does.">>The notebook opens to a page with the following:
A - ay as in 'way'
B - be as in 'be' or 'bee'
C - ce as in 'ceiling'
D - de as in 'deep'
E - ee/ea as in 'beech' or 'beach'
F - ef as in 'effort'
I - ie as in spies
J - jay
K - ke as in 'make'
L - el as in 'mellow'
M - em as in 'embarass'
N - en as in 'ten'
O - ow/oe as in 'tow' or 'toe'
P - pe as in 'pea'
Q - qu as in 'quip'
R - ar as in 'start'
S - es as in 'best'
T - te as in 'tea'
V - ve as in 'leave'
X - ex as in 'expert'
Y - wy as in wyvern
Z - ze as in squeeze (The English say 'zehd' not 'zee')
If the first and last letters were removed from the word 'elbow' to make LBO it would sound the same.
[[Ready to try again?|riddleroom11]]
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><<giant>><<set $norepeat to true>>You run to the beanstalk, hotly persued by the giant and start clinbing down. The giant starts to climb down too.
<img src="images/ChopTheBeanstalk.jpg" class="twothirds" />
Slipping and sliding you reach the ground and start using the axe to cut down the beanstalk. The giant hastily climbs back up to the cloud and starts throwing things at you - golden eggs!
[[Get the eggs|onehits]]
[[Dodge the eggs and taunt the giant into throwing more|onehits]]
[[Enter the castle and make your way to the courtyard|courtyard]]
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>You gather the golden eggs but one of them hits you. It's a classic David and Goliath situation but this time the giant has the sling and your head is the target.
<<dead "Apart from being pretty, gold is far heavier than a brick. dancing on golden feet would be like wearing deep sea diver's boots. Next time fon't be so greedy.">>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>You go to the SOS point of the west passage and say SOS to return to the outside of the castle. Quickly, you take shelter under the entrance.
<img src="images/cutbeanstalk.jpg" class="twothirds" />
There are four golden eggs on the ground outside. These will take you safely over the score you need to get the ring. But the giant is still there above you and he has more golden eggs to throw at you.
What do you do?
<<linkreplace "Take the chance that he misses you and gather the eggs.">>He doesn't. You are struck on the head by a very heavy golden egg falling from a great height.<<dead "Just bad luck maybe?">><</linkreplace>>
<<if $inventory.has("a bucket")>>\
<<linkreplace "Wear the bucket as a crash helmet and gather the eggs.">>You put the bucket upside down over your head. The trouble is it's now difficult to see where you are going. The giant hits you several times with eggs and one of them splits the bucket in two and kills you. You are struck on the head by a very heavy golden egg falling from a great height.<<dead "Buckets make poor crash helmets.">>\
<</linkreplace>>
<</if>>\
<<if $inventory.has("a golden oil lamp")>><<linkreplace "Rub the lamp and ask the genie to get you the eggs">>Much to your surprise he does exactly what you ask. He walks out and picks up four golden eggs which he hands to you. He smiles sardonically and disappears in a puff of smoke. Unknown to you though, he then re-appears next to the giant and tells him you will be taking the eggs to the courtyard which is open to the sky. When you get there the giant is waiting and kills you with another golden egg. <<dead "At least you die a very rich person.">>\
<</linkreplace>>
<</if>>\
<<linkreplace "Run to the trees to get branches">>You race out of the castle entrance and zig-zag to the trees. The giant throws eggs at you but misses. You gather some branches to change into rubies in the fountain room and then race back to the entrance. This time the giant doesn't miss. <<dead "I am not surprised he's mad at you. You burgled his palace and stole his goose.">>\
<</linkreplace>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>
<<score>>Maybe the goose will lay a golden egg for you?
You get the goose and sit it on the nest.
You look at it expectantly.
The goose looks at you expectantly.<<if $rF>>. You feed the goose some corn from the burlap bag and... It lays a golden egg!
<img src="images/goldgooseegg.jpg" class="half" /><<set $score +=1>><<pickup "$inventory" unique "another golden egg">><<update>>
[[Continue?|courtyard]]<<else>> and wait...
<img src="images/goose.jpg" class="half" />
<<timed 4s>> ...and wait.<</timed>>
<<timed 8s>> ...and wait until...<</timed>>
<<timed 12s>>with a cackle it lays an egg. But it's an ordinary goose egg - not in the slightest bit golden.
<img src="images/gooseegg.jpg" class="third" />
How did the giant get it to lay golden eggs? You can hardly go and ask him.
<<textbox "$idea2" "" "checkriddle" autofocus>>
<</timed>><</if>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>
The notebook opens at a page labelled
!!Fifty horrible ends
#The spider likes dark places.
#Instead of sitting around in the forest do something
#It's not a good idea to stand next to exploding dynamite.
#Hint: You need a score of at least 4 before you try to enter the courtyard but even then - DON'T TOUCH THE RING! unless you have a score of at least 300.
#Hint: You need a score of at least 4 before you try to enter the courtyard but even then - DON'T TOUCH THE RING! unless you have some rubber boots.
#Hint: You need a score of at least 350 before you can get the ring.
#Instead of sitting around, make sure there are no bears with a grudge against humans around
#Too late you realised you were too close to that dynamite. You were killed by flying debris.
#It's not a good idea to stand next to exploding dynamite. Next time - RUN!
#Please - no more singing.
#Instead of wrecking the bears' furniture...
#You really needed something to prop the roof up with.
#I wonder why it's called the corridor of doom? It may not be a place to hang around in.
#Alas poor Yorick - looks like you are joining him.
#Maybe you should have opened the can?
#You have to kill it before it kills you. Maybe you could poison it?
#You poison the BSM with red paint; not a can of blood.
#I wonder what made them chase you?
#A rope ladder, parachute, Hang glider or even a cushion might have helped.
#Try looking for a boat next time.
#Boats only float if the water is outside them.
#There's something very odd about this place. It seems it's not a place to hang around in.
#Seems the giants have improved their shooting with practice. It's no longer safe to go this way so I suggest you find a different route.
#Most of the giants are poor shots but some need to be avoided. You did, of course save your game before you entered didn't you? When you resurrect yourself, avoid your last position.
#When people are shooting at you it's a mistake to stand still!
#It's not a good idea to carry a ticking bomb for too long.
#You really should have known better; it's a mistake to wait too long!
#Maybe you should have left something to break your fall?
#Well what did you expect to happen when you break a mirror above you?
#Maybe greed is just not you...
#It's not wise to trust a troll, especially one in pain.
#Should have worn that mask...
#Maybe this was one of those places you shouldn't go to.
#Try harder to distract evil wizards next time.
#Don't trust evil wizards. Skeletons will distract them.
#When you are threatened with death you don't have time to read.
#Your ending is too terrible to describe. That's what happens if you trust a repaired magic lamp and a bad tempered genie.
#Well you did get what you asked for.
#You should have taken notice of what the notebook has to say about the giant.
#Most people pluck a goose after it is dead.
#You made quite a mess on the giant's boot sole.
#Jeannie did warn you about the genie...
#Angry dwarfs are every bit as dangerous as angry giants.
#The giant //is// friendly, but he's not //your// friend.>>
#You at least died peacefully in your sleep.
#Apart from being pretty, gold is far heavier than a brick. Dancing on golden feet would be like wearing deep sea diver's boots. Next time don't be so greedy.
#Just bad luck maybe?
#At least you die a very rich person.
#I am not surprised the giant is mad at you. You burgled his palace and stole his goose.
#There are some things worse than death. You're NOT dead. But you might as well be.
<<link "Continue?" `previous()`>><</link>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>Double-click this passage to edit it.<<score>><<set $location to "castle">>\
<<if previous() is "lampoffantiroom"||previous() is "Antiroom">>\
<<audio "Portcullis" play>>\
<</if>>\
<!-- Check to see if battery should be replaced -->\
\
<<if $battery lte 10 and $pockets.has("an everlasting battery")>>Your lamp battery is failing. <<linkreplace "Replace it with the everlasting battery?">><<set $battery to 10000>><<drop "$pockets" "an everlasting battery">>OK that's done but you should still switch off the lamp before going into the fountain room.<</linkreplace>><</if>>
<<if !$dead>>\
<!-- Checks to make sure you are not dead -->\
\
<!-- removes unneeded repitition if $norepeat is true-->\
\
<<if !$norepeat>>\
<!-- location description if needed -->\
You are in the castle courtyard. High walls rear up around you. There are three exits west, north and east. There's also a set of stairs leading up to the northeast. There's an exit south which is now blocked by a portcullis. In the air hovering in reach is the ring of power.<</if>>\
<!-- Action check the notebook is available for help -->\
\
<<if $inventory.has("a notebook")>><<linkreplace "Consult the notebook">>\
\
<!-- What if score is almost complete- -->\
<<if $ts eq 399>><<set $rG to false>>You need to add 1 more point to your score. None of the items you have will do that if you put them in the safe even though some are magical. You would think the Philosopher's Stone would be valuable but it's useless without the Fountain of Youth. \
<<else>>. You can increase your score by visiting new locations, finding new useful objects or treasures, putting treasures in the safe or performing useful actions. You have a score of $ts and you need 400 before attempting to get the ring. <</if>>\
\
<!-- What if score is less than 350 and notebook is available? -->\
<<if $ts lt 350>>A gust of wind opens the notebook to a new page [[Fifty horrible ends]]\
<!-- What if score is between 350 and 399 AND notebook available AND the forklift is in the courtyard? -->\
<<elseif not ($inventory.has("a miniature forklift truck") || $safe.has("a miniature forklift truck"))>>That dragon ISN'T dumb and remember the troll, King Edwin, hates him.\
<</if>>
<</linkreplace>><</if>>\
\
<!-- Action check ready to get the ring -->\
\
\<!-- If score is 400 or more -->\
<<if $ts gte 400 and $dwest ===2 and $deast ===2>>\
<img src="images/courtyardWE.jpg" class="full" />
You are back in the courtyard and finally have the score you need to try for the ring. \
<span class="red">It's still a good idea to save your position though.</span>
[[Get the ring|getring1]] <</if>>\
\
\ <!-- if score is 380 to 399 -->\
<!-- Action check not quite ready to get the ring -->\
<<if ($ts gte 380 and $ts lt 400 and $dwest ===2 and $deast ===2) || $inventory.has("a minature forklift truck")>><img src="images/courtyardWE.jpg" class="full" />
\ You're in the courtyard.
\ You need to add <<print (400-$ts)>> to your score.
\ What would you like to do?
\ [[Go to the safe room, enter the code and put valuable objects in it|safe]]
\ [[Go to the fountain of youth|fountain]]
\ <<if $inventory.has("a notebook") and $ts eq 399>><<set $rG to false>><<linkreplace "Consult the notebook">>You need to add 1 more point to your score. None of the items you have will do that if you put them in the safe even though some are magical. You would think the Philosopher's Stone would be valuable but it's useless without the Fountain of Youth. <</linkreplace>>\
<<else>><<linkreplace "Consult the notebook">>You can increase your score by visiting new locations, finding new useful objects or treasures, putting treasures in the safe or performing useful actions. You have a score of $ts and you need 400 before attempting to get the ring.
\ <</linkreplace>>\
\ <</if>>
\ <<if $inventory.has("a golden oil lamp")>>[[Rub the lamp|rublamp]]<</if>>\
\ [[Go back outside the castle and collect the four golden eggs the giant threw at you|brained]]
\ [[Get some more sticks to turn into rubies in the fountain room|brained]]
\ or something else?\
<<if $rE is false>><<textbox "$idea" "" "checkriddle" autofocus>><</if>>\
<</if>>\
\
<!-- Action King Edwin called to chase off the dragon -->\
<<if $ts gte 350 and $rD and $noplayRD is false and $courtyard.has("a forklift truck")>><<audio "fanfare" play>><<set $noplayRD to true>>\
<img src="images/courtyardedwin.jpg" class="full" />
King Edwin comes running down the stairs from the safe room. He's brandishing a large mace he found somewhere and is intent on killing that dragon who tormented him while he was a troll. The dragon sees him and runs into the east exit. Meanwhile you pick up a minature forklift truck which will make some lucky child a fantastic toy. \
<<pickup "$inventory" "a minature forklift truck" "a shrink ray">><<set $score +=3>> You pause then pick up the shrink ray too. It will be very useful when you carry all the treasures home. <<set $score += 1>><<update>><<link "continue" `passage()`>><</link>>\
<</if>>
\
<!-- Action Stop the dragon stealing the forklift -->\
<<if $ts gte 350 and $ts lt 400 and !$rD>>\
<img src="images/courtyardshrunkforklift.jpg" class="full" />
You are in the castle courtyard. \
<<if $rD is false>>As you enter you discover the dragon isn't as dumb as you thought. He's busy using a shrink ray to miniturize the forklift truck. It's rapidly getting smaller and soon he'll be able to steal it. How can you stop him? <<textbox "$stopdragon" "" "checkriddle" autofocus>>\
\ <</if>> \
<</if>>
<!-- Action Set up trip to Giant Castle -->\
<<if $ts lte 339 and $courtyard.has("a forklift truck") and $notroll>>\
<img src="images/courtyardforklift.jpg" class="full" />
You are in the castle courtyard. That dumb dragon is back and is still trying to steal the forklift truck. He snorts smoke at you but doesn't bother you. He's going from wheel to wheel trying to pick the forklift up. He has no chance of succeeding since it's a lot bigger and heavier than he is.
There is no sign of the passage down to the dungeon.
\ Hanging high in the air, but in reach, is the ring of power. It glows and pulses with a strange radiance. Is it that easy?
\ <<if $inventory.has("a notebook")>><<linkreplace "Consult the notebook">>It's NOT that easy. If you try to get the ring before you have a score of 400 you won't survive. You have a score of $ts. \
\
<!-- Check to see if paintbrush has been collected -->>
<<if !$inventory.has("a paintbrush")>>Are you sure you found everything in the East passage? \
<</if>>
<<if not ($inventory.has(" a golden harp")|$safe.has("a golden harp"))>>Did you remember the golden harp and axe? \
<<else>>[[Check another page?|Fifty horrible ends]]
\ <</if>>\
\ <</linkreplace>>\
<</if>>\
<</if>>\
<</if>>
<!-- Acttion The troll chases away the dragon -->\
<<if !$forklift and $courtyard.has("a forklift truck") and !$safe.has("a statue")>>\
<img src="images/courtyardstatue.jpg" class="full" />
A paving slab in the courtyard swings open and a small green dragon climbs out. The dragon goes to the forklift truck and attempts to pick it up by lifting one of the wheels. It's much bigger and heavier than the dragon and it doesn't budge. The dragon moves to each wheel in turn and repeats the process. While it puzzles over stealing the forklift you decide to investigate the hole it came out of. Hopefully the dragon doesn't have a key and can't drive. [[Go down the hole]] \
<</if>>\
<<if $inventory.has("a troll") and $courtyard.has("a forklift truck")>><img src="images/courtyardstatue.jpg" class="full" />
The small green dragon sees the troll with you and runs, persued by a lumbering troll. They obviously don't get on. Eventually the dragon escapes into the dungeon slamming the trapdoor closed behind him. <<linkreplace "Ask the troll to carry the statue">>The troll grunts, picks up the statue and puts it into the magic bag. Not only does if fit easily but it also gets much lighter. <<pickup "$inventory" unique "a statue">><<drop "$fork_lift" "a marble statue" "a broken statue">><</linkreplace>>\
<</if>>\
<!-- Action if you have driven the forklift into the courtyard -->\
<<if $forklift and ($fork_lift.has("a marble statue")||$fork_lift.has("a broken statue")) and !$inventory.has("a troll")>><img src="images/driveforkliftincourtyard.jpg" class="full" />
You have driven the forklift and statue into the courtyard. But what now? You can't drive up the stairs to the safe room and the statue is too heavy to carry.
<<link "Get out the forklift" `passage()`>><<set $forklift to false; $norepeat to true>><<pickup "$courtyard" "a forklift truck">><</link>><</if>> \
<!-- Action set basic courtyard images -->\
<<if !$driver>>\
<<if $dwest lt 2 and $dnorth lt 2 and $deast lt 2>>\
<img src="images/courtyard.jpg" class="full" />\
<<elseif $dwest is 2 and $dnorth lt 2 and $deast lt 2>>\
<img src="images/courtyardW.jpg" class="full" />\
<<elseif $dwest lt 2 and $dnorth is 2 and $deast lt 2>>\
<img src="images/courtyardN.jpg" class="full" />\
<<elseif $dwest lt 2 and $dnorth lt 2 and $deast is 2>>\
<img src="images/courtyardE.jpg" class="full" />\
<<elseif $dwest is 2 and $dnorth is 2 and $deast lt 2>>\
<img src="images/courtyardWN.jpg" class="full" />\
<<elseif $dwest lt 2 and $dnorth is 2 and $deast is 2>>\
<img src="images/courtyardNE.jpg" class="full" />\
<<elseif $dwest is 2 and $dnorth is 2 and $deast is 2>>\
<img src="images/courtyardWNE.jpg" class="full" />\
<<elseif $dwest is 2 and $dnorth lt 2 and $deast is 2>>\
<img src="images/courtyardWE.jpg" class="full" />\
<</if>>\
<</if>>
<!-- Action First visit -->\
<<if !$dead>>\
<<if $dwest<2 and $dnorth<2 and $deast<2>>\
<<if visited() is 1 and $inventory.has("a bundle of branches")>>You poke each of the shimmering barriers with a stick. They feel sticky. Maybe you should try the stairs?\
<<elseif visited() is 1>>You cautiously prod the barriers; they feel \
<<if $westshimmer||$northshimmer||$eastshimmer>>hard. \
<<else>>sticky. \
<</if>>\
<</if>>\
<</if>>
<</if>>\
<!-- Action Are you ready to take the ring? -->\
<<if !$norepeat>>\
<<if $intone gte 1>><<audio "takethering" play>>As you enter, an immense voice from above intones \
//"Are you ready to try to take the ring of power yet? "// \
<</if>>\
<</if>>\
What do you want to do?
\
<!-- Action If the explorer HAS found the dynamite --> \
<<if $hasfounddynamite||$inventory.has("some sticks of dynamite")>>
\ <<if $dwest === 2 and !$dead>>[[West exit|westshimmer]]<<elseif $dynamite >0 and !$dead>><<link "West exit" "dynamitec">><<set $dwest to 1;$nearexplosion to true;$score +=1>> <</link>>\
<</if>> \
<<if !$dead and $forklift>><<linkreplace "Up the stairs">>You can't drive up the stairs. You'll have to get out the forklift. <</linkreplace>>\
<<else>>[[Up the stairs|stairs]] \
<</if>>\
\ <<if $dnorth === 2 and !$dead>>[[North exit|northshimmer]]\
<<elseif $dynamite >0 and !$dead>><<link "North exit" "dynamitec">><<set $dnorth to 1;$nearexplosion to true>><</link>>\
<</if>> \
<<if ($dwest === 2|| $dnorth === 2 ||$deast === 2) and $dead>> The dynamite worked, the shimmering barrier has gone BUT <<dead "It's not a good idea to stand next to exploding dynamite -">>\
<<elseif !$forklift and ($dwest || $dnorth ||$deast) and !$dead and !$notroll>> The dynamite has cleared the shimmering barrier.\
<</if>>\
\ <<if $deast === 2 and !$dead>>\
<<if $dynamite is 0>><<drop "$inventory" "some sticks of dynamite">><</if>>\
[[East exit|eastshimmer]]\
<<elseif $dynamite >0 and !$dead>><<link "East exit" "dynamitec">><<set $deast to 1;$nearexplosion to true;$score +=1>><</link>>\
<</if>>\
<</if>>\
<!-- Action If explorer has NOT found the dynamite --> \
<<if !$hasfounddynamite||!$inventory.has("some sticks of dynamite")>>\
<<if $dwest === 0 and $westshimmer>><<linkreplace "West exit">>You bounce off the shimmering curtain. Seems you can only go through these shimmering curtains once. <</linkreplace>>\
<<elseif $dwest === 0 and !$westshimmer>>[[West exit|westshimmer]]<</if>>\
[[Up the stairs|stairs]] \
<<if $dnorth === 0 and $northshimmer>><<linkreplace "North exit">>You bounce off the shimmering curtain. Seems you can only go through this one once.<</linkreplace>>\
<<elseif $dnorth === 0 and !$northshimmer>>[[North exit|northshimmer]]\
<</if>> \
<<if $deast === 0 and $eastshimmer>><<linkreplace "East exit">>You bounce off the shimmering curtain. Seems you can only go through these once.<</linkreplace>>\
<<elseif $deast === 0 and !$eastshimmer>>[[East exit|eastshimmer]] \
<</if>>\
<</if>>\
<!-- Action Set the lamp -->\
<<if !$dead>>[[Wait]]<</if>> \
<<if ($haslamp is true) and ($lampon is false)>>\
<<link "Lamp on" `passage()`>> <<set $lampon to true>>\
<<if $battery > 0>> <<removeclass "body" "dark">><</if>>\ <</link>>\
<<elseif ($haslamp is true) and ($lampon is true) and ($battery > 0)>>
/*lit graphic here*/
<<link "Lamp off" `passage()`>> <<set $lampon to false>> \
<<if tags().includes('dark')>> <<addclass "body" "dark">> <</if>> \
<</link>>
<<else>>/*unlit graphic goes here*/ \
The lamp battery is dead.\
<</if>> \
[[Get the ring|getring1]] <<linkreplace "Those stairs go northwest!">>Yes I know. They start to go northwest but then curve round to the northeast. Lots of the passageways here are not exactly straight.<</linkreplace>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>
<<if $score lt 58>><<set $hint to "Don't try to get the ring yet.">>\
<<elseif $score lt 100>><<set $hint to "Did you remember to switch the lamp off?">>\
<<elseif $score lt 245 and $inventory.has("some dynamite")>><<set $hint to "Maybe those dirty candles Jeannie gave you are not candles?">>\
<<else>><<set $hint to "Have you taken the north exit from the safe room yet?">>\
<</if>>
<<link "courtyard first visit" "courtyard">><<pickup "$inventory" "a lamp" "a bundle of branches" "a rope">><<pickup "$pockets" "a coin" "some dust" "a key" "a dustbunny">><<set $score to 30>><<set $haslamp to true; $lampon to false>><</link>>
<<link "courtyard visit after west" "courtyard">><<pickup "$inventory" "a lamp" "a can of red paint" "a contraption of cloth and wire" "a silver tiara" "a set of darts" "a satin pillowcase">><<pickup "$pockets" "a key" "an emerald necklace" "an ruby figurine">><<set $score to 59>><<set $haslamp to true; $lampon to false; $westshimmer to true; $maxitemcount to 11>><<set $intone += 1>><<set $broom to false>><<set $hadbroom to true>><<set $back to true>><<set $north to true>><<pickup "$southofcastle" "a cushion">><</link>>
<<link "courtyard visit after north" "courtyard">><<pickup "$inventory" "a lamp" "an empty can of red paint" "some grizzly bones" "a ticking box" "a skull" "a bucket" "a rod" "a portrait" "a broken hang glider" "a bag of vase fragnents">><<pickup "$pockets" "a key" "an emerald necklace" "a coin" "some bits of burst balloon" "some bits of string" "some card">><<pickup "$southofcastle" "a cushion">><<pickup "$saferoom" "a bundle of branches" "a rope">><<set $score to 107>><<set $haslamp to true; $lampon to false; $battery to 32; $westshimmer to true; $northshimmer to true>><<set $intone += 1>><<set $broom to false; $maxitemcount to 14>><<set $hadbroom to true>><<set $back to true>><<set $north to true>><<set $east to true>><</link>>
+<<set $score to 101>><<set $haslamp to true; $lampon to false; $battery to 75>><<pickup "$inventory" "a lamp" "a satin pillowcase" "a rod" "an onyx sculpture" "an antique clock" "a mink stole" "a lighter" "an old oil lamp" "a large diamond" "a worthless cushion" "a bucket" "some sticks of dynamite">><<pickup "$pockets" "a coin" "a key" "some bits of burst balloon" "some bits of string" "some card" "an emerald necklace">> <<pickup "$southofcastle" "some debris">><<pickup "$saferoom" "an empty can of red paint" "a bundle of branches" "a rope" "a silver tiara">><<set $dynamite to 3>><<set $hasfounddynamite to true>><<set $east to true; $westshimmer to true; $northshimmer to true; $eastshimmer to true>><<set $broom to false; $maxitemcount to 14>><<set $hadbroom to true>><<set $back to true>><<set $north to true>><</link>>
<<link "West from courtyard with dynamite" "setvariables">><<set $score to 165>><<set $haslamp to true>><<set $lampon to false>><<set $battery to 75>><<pickup "$inventory" "a lamp" "a satin pillowcase" "a bundle of branches" "a rope" "a lighter" "an old oil lamp" "some sticks of dynamite">><<pickup "$pockets" "a coin" "a key" "some bits of burst balloon" "some bits of string" "some card">><<set $string to 3>> <<pickup "$southofcastle" "some debris">><<pickup "$saferoom" "an empty can of red paint" "a rod" "a bag of vase fragments" "some grizzly bones" "a skull" "a broken hang glider" "a bucket">><<pickup "$safe" "a silver tiara" "a ruby figurine" "an onyx sculpture" "an antique clock" "a mink stole" "a large diamond" "an emerald necklace" "a portrait">><<pickup "$southofcastle" "a cushion">><<set $broom to false>><<set $maxitemcount to 14>><<set $hadbroom to true>><<set $back to true>><<set $north to true>><<set $dynamite to 3>><<set $hasfounddynamite to true>><<set $east to true; $westshimmer to true; $northshimmer to true; $eastshimmer to true>><</link>>
<<link "West from courtyard after 2nd dynamite" "setvariables02">><</link>>
<<link "Courtyard driving forklift" "setvariables03">><</link>>
<<link "courtyard after fountain" "courtyard">>><<pickup "$inventory" "a lamp" "a magic bag" "a rusty sword" "a lighter" "a golden oil lamp" "rubber boots" "some clay" "a notebook">><<pickup "$courtyard" "a forklift truck">><<pickup "$pockets" "a key" "the philosopher's stone" "a diamond troll tooth">><<set $haslamp to true>><<set $dwest to 2>><<set $deast to 2>><<set $r9 to false>><<set $rA to false>><<set $battery to 100>><</link>><<goto "courtyard">>
<<set $Arthur to false>>
<<set $b to false>>
<<set $back to true>>
<<set $bag to false>>
<<set $balloon1 to false>>
<<set $balloon2 to false>>
<<set $balloon3 to false>>
<<set $battery to 76>>
<<set $beanstalk to false>>
<<set $blue to "">>
<<set $bluepassage to Object {"inv": Array(0) []}>>
<<set $bones to false>>
<<set $book to false>>
<<set $box to false>>
<<set $bracelet to false>>
<<set $branches to false>>
<<set $brokenvase to false>>
<<set $brooch to false>>
<<set $broom to false>>
<<set $bruise to false>>
<<set $bsm to true>>
<<set $bucket to false>>
<<set $bucketinwell to true>>
<<set $ca to false>>
<<set $cage to Object {"inv": Array(0) []}>>
<<set $cageddustbunny to false>>
<<set $can to "paint">>
<<set $case to false>>
<<set $cb to false>>
<<set $cc to false>>
<<set $cd to false>>
<<set $chapter5 to false>>
<<set $chapter6 to false>>
<<set $chapter7 to false>>
<<set $chapter8 to false>>
<<set $chapter9 to false>>
<<set $climbwell to false>>
<<set $clock to false>>
<<set $coin to false>>
<<set $coininwell to false>>
<<set $colour to "">>
<<set $colourb to "">>
<<set $contraption to false>>
<<set $countdown to 0>>
<<set $courtyard to Object {"inv": Array(0) []}>>
<<set $cushion to false>>
<<set $d1 to false>>
<<set $d2 to false>>
<<set $d3 to false>>
<<set $d4 to false>>
<<set $d5 to false>>
<<set $d6 to false>>
<<set $d7 to false>>
<<set $d8 to false>>
<<set $d9 to false>>
<<set $da to false>>
<<set $darts to 0>>
<<set $db to false>>
<<set $dc to false>>
<<set $dead to false>>
<<set $deadrabbit to 0>>
<<set $deast to 0>>
<<set $diamond to false>>
<<set $digwellmud to false>>
<<set $dnorth to 0>>
<<set $do to "">>
<<set $do1 to "">>
<<set $do2 to "">>
<<set $do3 to "">>
<<set $do4 to "">>
<<set $do5 to "">>
<<set $do6 to "">>
<<set $do7 to "">>
<<set $do8 to "">>
<<set $do9 to "">>
<<set $doa to "">>
<<set $dob to "">>
<<set $doc to "">>
<<set $dogfood to false>>
<<set $dots to false>>
<<set $dust to 0>>
<<set $dustbunny to false>>
<<set $dwest to 0>>
<<set $dynamite to 3>>
<<set $e4 to false>>
<<set $e5 to false>>
<<set $e6 to false>>
<<set $e7 to false>>
<<set $east to true>>
<<set $eastalcove to Object {"inv": Array(0) []}>>
<<set $eastshimmer to true>>
<<set $ec to false>>
<<set $exit to true>>
<<set $explosion1 to false>>
<<set $explosion2 to false>>
<<set $explosion3 to false>>
<<set $feefie to 0>>
<<set $figurine to false>>
<<set $finalcount to 0>>
<<set $fork_lift to Object {"inv": Array(0) []}>>
<<set $forklift to false>>
<<set $freindlyreleasedtroll to false>>
<<set $freindlytroll to false>>
<<set $g to false>>
<<set $gasmaskon to false>>
<<set $giants to false>>
<<set $goblet to false>>
<<set $gold to false>>
<<set $goodshot to false>>
<<set $green to "">>
<<set $greenpassage to Object {"inv": Array(0) []}>>
<<set $gsleep to false>>
<<set $gwaiting to 0>>
<<set $hadbroom to true>>
<<set $hadrod to false>>
<<set $handcuffs to false>>
<<set $harp to false>>
<<set $harpstring to false>>
<<set $hasdust to 0>>
<<set $hasfounddynamite to true>>
<<set $haslamp to true>>
<<set $hint to "Have you taken the north exit from the safe room yet?">>
<<set $i to false>>
<<set $idea to "">>
<<set $idea2 to "">>
<<set $ignore_holes to false>>
<<set $indego to "">>
<<set $indegopassage to Object {"inv": Array(0) []}>>
<<set $initialcount to 0>>
<<set $inp to "">>
<<set $intone to 5>>
<<set $inventory to Object {"inv": Array(6) ["a lamp", "a lighter", "an old oil lamp", "some sticks of dynamite", "a bundle of branches", "a rope"]}>>
<<set $lampon to true>>
<<set $light to false>>
<<set $lighter to false>>
<<set $location to "">>
<<set $lullaby to 0>>
<<set $maxitemcount to 14>>
<<set $maze to Object {"inv": Array(0) []}>>
<<set $MrBean to false>>
<<set $nap to 0>>
<<set $nc to false>>
<<set $necklace to false>>
<<set $noapple to false>>
<<set $nobear to false>>
<<set $noplayR1 to false>>
<<set $noplayR10 to false>>
<<set $noplayR2 to false>>
<<set $noplayR3 to false>>
<<set $noplayR4 to false>>
<<set $noplayR5 to true>>
<<set $noplayR6 to true>>
<<set $noplayR7 to false>>
<<set $noplayR8 to false>>
<<set $noplayR9 to false>>
<<set $noplayRB to false>>
<<set $noplayRC to false>>
<<set $noplayRD to false>>
<<set $north to true>>
<<set $northshimmer to true>>
<<set $nostrap to false>>
<<set $note1 to false>>
<<set $note2 to false>>
<<set $note3 to false>>
<<set $nothing to false>>
<<set $notroll to false>>
<<set $nowhip to false>>
<<set $o to false>>
<<set $oc to false>>
<<set $orange to "">>
<<set $orangepassage to Object {"inv": Array(0) []}>>
<<set $p to false>>
<<set $paint to "closed">>
<<set $passageclear to false>>
<<set $pillowcase to false>>
<<set $pin to true>>
<<set $pinnacle to "">>
<<set $plan to false>>
<<set $pockets to Object {"inv": Array(5) ["a key", "some bits of burst balloon", "some bits of string", "some card", "a dead battery"]}>>
<<set $portrait to false>>
<<set $postbang to Object {"inv": Array(0) []}>>
<<set $r to true>>
<<set $r1 to true>>
<<set $r2 to true>>
<<set $r3 to false>>
<<set $r4 to false>>
<<set $r5 to true>>
<<set $r6 to true>>
<<set $r7 to false>>
<<set $r8 to false>>
<<set $r9 to false>>
<<set $rA to false>>
<<set $rabbitinwell to false>>
<<set $rB to false>>
<<set $rC to false>>
<<set $rD to false>>
<<set $rE to false>>
<<set $red to "">>
<<set $redpassage to Object {"inv": Array(0) []}>>
<<set $return to "stairs">>
<<set $rF to false>>
<<set $riddle1 to "towel">>
<<set $riddle10 to "">>
<<set $riddle2 to "candle">>
<<set $riddle3 to "">>
<<set $riddle4 to "">>
<<set $riddle5 to "icicle">>
<<set $riddle6 to "e">>
<<set $riddle7 to "">>
<<set $riddle8 to "">>
<<set $riddle9 to "">>
<<set $riddleB to "">>
<<set $riddleC to "">>
<<set $rod to false>>
<<set $rodinwell to false>>
<<set $rope to false>>
<<set $safe to Object {"inv": Array(8) ["an onyx sculpture", "a mink stole", "an antique clock", "a large diamond", "a portrait", "an emerald necklace", "a coin", "a brooch"]}>>
<<set $safecode to "GLOOP">>
<<set $saferoom to Object {"inv": Array(12) ["an empty can of red paint", "some grizzly bones", "a skull", "a bucket", "a broken hang glider", "a bag of vase fragnents", "a rod", "some debris", "a box of coins", "a stalactite", "a stalagmite", "a worthless cushion"]}>>
<<set $Safevaluables to Object {"inv": Array(8) ["a coin", "an emerald necklace", "a portrait", "an onyx sculpture", "a mink stole", "an antique clock", "a brooch", "a large diamond"]}>>
<<set $score to 157>>
<<set $sculpture to false>>
<<set $sitcount to 0>>
<<set $smallkey to false>>
<<set $smellyrabbit to false>>
<<set $southofcastle to Object {"inv": Array(0) []}>>
<<set $stole to false>>
<<set $stone to false>>
<<set $stopdragon to "">>
<<set $string to 2>>
<<set $t to 8>>
<<set $takenlamp to false>>
<<set $tc to false>>
<<set $thrownbook to false>>
<<set $tiara to false>>
<<set $troll to false>>
<<set $try to 0>>
<<set $ts to 165>>
<<set $v to false>>
<<set $vase to false>>
<<set $vcount to 0>>
<<set $violet to "">>
<<set $violin to false>>
<<set $visit to 3>>
<<set $waiting to 0>>
<<set $wc to false>>
<<set $well to Object {"inv": Array(0) []}>>
<<set $west to true>>
<<set $westshimmer to true>>
<<set $y to false>>
<<set $yellow to "">>
<<set $yellowpassage to Object {"inv": Array(0) []}>>
<<set $yorick to false>><<set $Arthur to false>>
<<set $b to false>>
<<set $back to true>>
<<set $bag to false>>
<<set $balloon1 to false>>
<<set $balloon2 to false>>
<<set $balloon3 to false>>
<<set $battery to 100>>
<<set $beanstalk to false>>
<<set $bearpos to 3>>
<<set $blue to "">>
<<set $bones to false>>
<<set $book to false>>
<<set $box to false>>
<<set $bracelet to true>>
<<set $branches to true>>
<<set $brokenvase to false>>
<<set $brooch to false>>
<<set $broom to true>>
<<set $bruise to false>>
<<set $bsm to true>>
<<set $bucket to false>>
<<set $bucketinwell to true>>
<<set $ca to false>>
<<pickup "$cage" "a dustbunny">>
<<set $cageddustbunny to true>>
<<set $can to "paint">>
<<set $case to false>>
<<set $cb to false>>
<<set $cc to false>>
<<set $cd to false>>
<<set $chapter5 to false>>
<<set $chapter6 to false>>
<<set $chapter7 to false>>
<<set $chapter8 to false>>
<<set $chapter9 to false>>
<<set $climbwell to false>>
<<set $clock to false>>
<<set $coin to false>>
<<set $coininwell to false>>
<<set $colour to "">>
<<set $colourb to "">>
<<set $contraption to false>>
<<set $countdown to 0>>
<<set $cushion to false>>
<<set $d1 to false>>
<<set $d2 to false>>
<<set $d3 to false>>
<<set $d4 to false>>
<<set $d5 to false>>
<<set $d6 to false>>
<<set $d7 to false>>
<<set $d8 to false>>
<<set $d9 to false>>
<<set $da to false>>
<<set $darts to 0>>
<<set $db to false>>
<<set $dc to false>>
<<set $dead to false>>
<<set $deadrabbit to 0>>
<<set $deast to 0>>
<<set $diamond to false>>
<<set $digwellmud to false>>
<<set $dnorth to 0>>
<<set $do to "">>
<<set $do1 to "">>
<<set $do2 to "">>
<<set $do3 to "">>
<<set $do4 to "">>
<<set $do5 to "">>
<<set $do6 to "">>
<<set $do7 to "">>
<<set $do8 to "">>
<<set $do9 to "">>
<<set $doa to "">>
<<set $dob to "">>
<<set $doc to "">>
<<set $dogfood to false>>
<<set $dots to false>>
<<set $dust to 0>>
<<set $dustbunny to false>>
<<set $dwest to 2>>
<<set $dynamite to 1>>
<<set $e4 to false>>
<<set $e5 to false>>
<<set $e6 to false>>
<<set $e7 to false>>
<<set $east to true>>
<<set $eastshimmer to true>>
<<set $ec to false>>
<<set $exit to true>>
<<set $explosion1 to false>>
<<set $explosion2 to false>>
<<set $explosion3 to false>>
<<set $feefie to 0>>
<<set $figurine to false>>
<<set $finalcount to 0>>
<<set $forklift to false>>
<<set $fountain to false>>
<<set $freindlyreleasedtroll to false>>
<<set $freindlytroll to false>>
<<set $g to false>>
<<set $gasmaskon to false>>
<<set $giants to false>>
<<set $goblet to false>>
<<set $gold to false>>
<<set $goodshot to false>>
<<set $green to "">>
<<set $gsleep to false>>
<<set $gwaiting to 0>>
<<set $hadbroom to false>>
<<set $hadrod to false>>
<<set $handcuffs to false>>
<<set $harp to false>>
<<set $harpstring to false>>
<<set $hasdust to 0>>
<<set $hasfounddynamite to true>>
<<set $haslamp to true>>
<<set $hint to "Have you taken the north exit from the safe room yet?">>
<<set $i to false>>
<<set $idea to "">>
<<set $idea2 to "">>
<<set $ignore_holes to false>>
<<set $indego to "">>
<<set $initialcount to 0>>
<<set $inp to "">>
<<set $intone to 11>>
<<pickup "$inventory" "a lamp" "a lighter" "some sticks of dynamite" "a spade" "a magic bag" "a flying broom" "a golden oil lamp" "rubber boots" "a notebook" "a rusty sword" "a hang glider">>
<<set $lampon to false>>
<<set $last to "bearpassage2">>
<<set $light to false>>
<<set $lighter to true>>
<<set $location to "">>
<<set $lullaby to 0>>
<<set $maxitemcount to 100>>
<<set $MrBean to false>>
<<set $nap to 0>>
<<set $nc to false>>
<<set $nearexplosion to false>>
<<set $necklace to false>>
<<set $noapple to false>>
<<set $nobear to false>>
<<set $noplayR1 to true>>
<<set $noplayR10 to false>>
<<set $noplayR2 to true>>
<<set $noplayR3 to true>>
<<set $noplayR4 to true>>
<<set $noplayR5 to true>>
<<set $noplayR6 to true>>
<<set $noplayR7 to true>>
<<set $noplayR8 to true>>
<<set $noplayR9 to false>>
<<set $noplayRB to false>>
<<set $noplayRC to false>>
<<set $noplayRD to false>>
<<set $north to true>>
<<set $northshimmer to true>>
<<set $nostrap to false>>
<<set $note1 to false>>
<<set $note2 to false>>
<<set $note3 to false>>
<<set $nothing to false>>
<<set $notroll to false>>
<<set $nowhip to false>>
<<set $o to false>>
<<set $oc to false>>
<<set $orange to "">>
<<set $p to false>>
<<set $paint to "closed">>
<<set $passageclear to true>>
<<set $pillowcase to false>>
<<set $pin to true>>
<<set $pinnacle to "">>
<<set $plan to false>>
<<pickup "$pockets" "a coin" "a key" "some bits of string" "the philosopher's stone" "a bean" "a diamond troll tooth">>
<<set $portrait to false>>
<<set $r to true>>
<<set $r1 to true>>
<<set $r2 to true>>
<<set $r3 to true>>
<<set $r4 to true>>
<<set $r5 to true>>
<<set $r6 to true>>
<<set $r7 to true>>
<<set $r8 to true>>
<<set $r9 to false>>
<<set $rA to false>>
<<set $rabbitinwell to false>>
<<set $rB to false>>
<<set $rC to false>>
<<set $rD to false>>
<<set $rE to false>>
<<set $red to "">>
<<set $return to "stairs">>
<<set $rF to false>>
<<set $riddle1 to "towel">>
<<set $riddle10 to "">>
<<set $riddle2 to "candle">>
<<set $riddle3 to "nose">>
<<set $riddle4 to "pounds">>
<<set $riddle5 to "icicle">>
<<set $riddle6 to "e">>
<<set $riddle7 to "foot">>
<<set $riddle8 to "priest">>
<<set $riddle9 to "">>
<<set $riddleB to "">>
<<set $riddleC to "">>
<<set $rod to false>>
<<set $rodinwell to false>>
<<set $rope to false>>
<<set $ropeladder to true>>
<<pickup "$safe" "a silver tiara" "a ruby figurine" "an onyx sculpture" "an antique clock" "a mink stole" "a large diamond" "an emerald necklace" "a portrait" "a cushion" "a box of 15 rare coins" "a jewelry box" "some huge ruby rods" "a bucket" "a Ming vase" "a diamond studded stalagmite" "a half bag of jewels" "a jewelled gold braclet" "a large emerald">>
<<set $safecode to "GLOOP">>
<<pickup "$saferoom" "a refilled can of red paint">>
<<pickup "$Safevaluables" "a silver tiara" "a ruby figurine" "an emerald necklace" "a Ming vase" "a portrait" "an onyx sculpture" "a mink stole" "an antique clock" "a large diamond" "a cushion" "723 Umayyad Gold Dinar" "1343 Edward III English Florin" "1621 100 ducats (Polish-Lithuanian Commonwealth)" "1787 Brasher Doubloon" "1794 Flowing Hair Silver/Copper US Dollar" "1796 Liberty Cap Cent" "1804 Dexter-Poque Bust US Dollar" "1804 Silver US Dollar" "1822 Half Eagle" "1861 Confederate States of America Half Dollar" "1899 Single 9 South African Pond" "1907 Saint-Gaudens Double Eagle" "1913 Liberty Head US Nickel" "1913 Morton-Smith-Eliaspberg Liberty Head US Nickel" "1933 Double Eagle" "a jewelry box" "some huge ruby rods" "a jewelled gold braclet" "a half bag of jewels">>
<<set $score to 237>>
<<set $sculpture to false>>
<<set $seconds to 0>>
<<set $sitcount to 0>>
<<set $smallkey to false>>
<<set $smellyrabbit to false>>
<<set $spade to true>>
<<set $stole to false>>
<<set $stone to true>>
<<set $stopdragon to "">>
<<set $string to 2>>
<<set $t to 29>>
<<set $takenlamp to false>>
<<set $tc to false>>
<<set $thrownbook to false>>
<<set $tiara to false>>
<<set $troll to false>>
<<set $try to 0>>
<<set $ts to 266>>
<<set $v to false>>
<<set $vase to false>>
<<set $vcount to 0>>
<<set $violet to "">>
<<set $violin to false>>
<<set $visit to 6>>
<<set $waiting to 0>>
<<set $wc to false>>
<<set $west to true>>
<<set $westshimmer to true>>
<<set $y to false>>
<<set $yellow to "">>
<<set $yorick to false>>
<<set $yourpos to 1>>
<<goto "courtyard">><<if ($haslamp is true) and ($lampon is false)>>
<img src="images/blackpassages.jpg" class="full" />
It's pitch dark./*unlit graphic or descriptiongoes here*/ \
<<link "Lamp on" `passage()`>> <<set $battery -=1>> <<set $lampon to true>>
<<if $battery > 0>> <<removeclass "body" "dark">><</if>><</link>>
<<elseif ($haslamp is true) and ($lampon is true) and ($battery > 0)>>Your lamp is on\
<<if $battery gte 60>> and it's shining brightly.
<<elseif $battery gte 40>>, might need a new battery soon though.
<<elseif $battery gte 10>> but it's not very bright.
<<elseif $battery gte 1>> but it only glows dimly.<</if>>\
<<if $forklift>> <img src="images/Jetblackpassages.jpg" class="full" /><<else>> <img src="images/Jetblackpassagesforllift.jpg" class="full" /> <</if>>
Conveniently the controls are all clearly labeled. You can do this. You start the forklift to head Northwest - the way you entered this passage. That isn't going to work though because the passage is too small for the forklift. Looking around you see the only way you can go with a big enough passage is north.
You're in a maze of jet black passages with exits in all directions but only one of them is big enough for the forklift.
What do you want to do?
[[Drive North.|until]]
<<link "Get out the forklift" "Forklift">>.<<set $forklift to false>><</link>>
<<link "Lamp off" `passage()`>> <<set $lampon to false>>
<<if tags().includes('dark')>> <<addclass "body" "dark">>
<</if>> <</link>> <<dropb>>
<<else>><img src="images/blackpassages.jpg" class="full" />/*unlit graphic goes here (again)*/
The lamp battery is dead.
<</if>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>
<<audio "harp" loop play>><<audio "BeItAliveYawn" play>>\
<<score>><<giant>><<lullaby>> As you walk through the door it closes behind you and the room shimmers. You are in a large elaborate room. In front of you are three doors - let's say in north west, north and north east positions. Behind you are three more doors south west, south and southeast. You entered through the south door.
<img src="images/GiantRoom1.jpg" class="full" />
<span id="view">To your left is a giant sized writing desk. To the right is a fireplace.
<<if !$inventory.has("a candlestick")>>On the hearth is a large candlestick. \<<if !$inventory.has("a candle")>>It's quite warm in here and the candle in it has partly melted.<</if>><</if>></span>
What do you want to do?
<<if !$inventory.has("a melted candle")>><<linkreplace "Get the candle">><<pickup "$inventory" "a melted candle">><<replace "#view">>You have the candle but the wax is too soft for it to hold it's shape.<</replace>><<set $score += 1>><<update>><</linkreplace>>
<</if>>\
<<if !$inventory.has("a gold candlestick")>><<linkreplace "Get the candlestick">><<pickup "$inventory" "a gold candlestick">><<replace "#view">>You get the candlestick.<</replace>><<set $score += 1>><<update>><</linkreplace>>
<</if>>\
<<if $inventory.has("a lighter")>><<linkreplace "Light the candle">>There's no need for extra light and the candle is too soft to stand upright<</linkreplace>>
<</if>>\
<<linkreplace "Examine the writing desk">><<replace "#view">>It's a giant size writing desk which you have trouble reaching. The top is locked and your key won't fit it - wrong type of lock. There is a drawer which you can open which contains a pencil. You get the pencil.<</replace>> <<pickup "$pockets" "a pencil">><<set $score += 1>><<update>><</linkreplace>>
The harp is playing that very soporific lullaby. You have difficulty staying awake but you can hear the giant snoring.
<<linkreplace "Stop the harp">><<audio "harp" stop>><<set $gsleep to false>><<set $harp to false>> \
<</linkreplace>>\
<<linkreplace "Put your fingers in your ears">>\
<<replace "#view">><<audio "harp" volume 0.2>>You put your fingers in your ears. It helps but they don't fit very well and it's impossible to do anything with your fingers in your ears. You really need a set of earplugs.
<<if $inventory.has("a melted candle")>>EARPLUGS! Of course! You can make earplugs from the candle wax. You mould some bits of wax into the right shape and use them. They work very well. You can still hear the harp but it no longer makes you sleepy. The giant however is sound asleep and snoring.<<audio "harp" volume 0.10>><<audio "GiantSnore" loop volume 0.7 play>><<set $score += 1>><<set $earplugs to true>><<update>>\
<</if>>\
<</replace>>\
<</linkreplace>>
Want to check a door?
<<linkreplace "North door">><<N "0" "2">><</linkreplace>> <<linkreplace "Northeast door">><<NE "0" "17">><</linkreplace>>
<<linkreplace "Southwest door">><<SW "0" "5">><</linkreplace>> <<linkreplace "South door">><<S "0" "7">><</linkreplace>> <<linkreplace "Southeast door">><<SE "0" "16">><</linkreplace>> <<linkreplace "Northwest door">><<NW "0" "10">><</linkreplace>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span><img src="images/ShrinkFountainOfYouth.jpg" class="full" />
You are in the room where the fountain of youth is.
You consider what you know about the Philosopher's Stone. It's no use without the fountain and getting access to that may be difficult later. The solution is simple - take the fountain with you. You get out the shrink ray and examine it. It has a dial with two settings: Small and Big. It's set to 'Small.' You point it at the fountain and pull the trigger. Within about a minute the fountain has shrunk to a size where you can pick it up, which is exactly what you do.
You have another treasure to put in the safe and that should get you the last point you need.\
<<pickup "$inventory" "the fountain of youth">>\
<<set $nofountain to true>>\
\You explore the chamber again but find nothing else interesting.
The sole exit is back the way you came.
<<link [[Exit south|stairs]]>><<set $fountain to false>><</link>>/
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>
You are in the corridor.
<span id="objectimage3"><img src="images/CofD3.jpg" class="full" /></span>
<<if $yorick is false>><<linkreplace "Examine the skull">>You pick up the skull.
What now?
You can go [[south|CorridorOfDoom2]] <<replace "#objectimage3">><img src="images/CofD3b.jpg" class="full" /><</replace>><</linkreplace>> <</if>>You are east of the castle and there's a castle wall in the way. Unless you happen to be Peter Parker (Spiderman), you won't be able to go that way since you didn't come equipped with sophisticated climbing gear. Paths go northwest and southwest around the castle. To the east lies the forest.
<img src="images/castlewall.jpg" class="twothirds" />
What do you want to do?
[[Northwest|O3]] [[ North|O4]] [[Northeast|O4]] [[Up]]
[[Wait|WaitForest]] [[East|O4]] [[Get something|Getnothing]]
[[Southwest|Chapter 1]] [[South|O4]] [[Southeast|O4]] [[Down|down]]
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>
In an act of stupidity you walk east straight into the castle wall. Unfortunatly, unlike Casper, you can't pass through walls. Paths go northwest and southwest around the castle. To the east lies the forest.
<img src="images/castlewall2.jpg" class="twothirds" />
What do you want to do?
[[Northwest|O4]] [[ North|O4]] [[Northeast|O3]] [[Up]]
[[West|O4]] [[Wait|WaitForest]] [[Get something|Getnothing]]
[[Southwest|O4]] [[South|O4]] [[Southeast|Chapter 1]] [[Down|down]]
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>1 Sept 2020
16:00<<if $waiting2 is 0>>\
You decide to take a breather and ponder about which exit to try.
<img src="images/octagonalroom.jpg" class="twothirds" />
For the moment nothing seems to be trying to kill you.
It's very peaceful but a bit boring.
<<elseif $waiting2 is 1>>\
With eight exits possible the choice is not easy.
<img src="images/octagonalroom.jpg" class="twothirds" />
There are no wizards or spiders to be seen but the complete absence of noise in here is a little unnerving.
<<elseif $waiting2 is 2>>\
Which one to choose?
<img src="images/octagonalroom.jpg" class="twothirds" />
In the distance you hear a door open and close.<<audio "door" play volume 0.1>>
<<elseif $waiting2 is 3>>\
Somthing is definitely coming!<<audio "door" play volume 1>>
<img src="images/octagonalroomg.jpg" class="twothirds" />
From the northwest exit you see something green, slimy and horrid approaching and... <<linkreplace "Run!">>WHICH WAY?<<timed 3s>><<goto "slimed">><</timed>><</linkreplace>>\
<<else>><<goto "slimed">><</if>>
What do you want to do now?
There are exits in all directions.
Which way do you want to go?
[[Northwest|C1a]] [[North|C1c]] [[Northeast|C1b]] [[Up|grhatch]]
[[West|C1a]] <<link "Wait" `passage()`>><<set $waiting2 += 1>><<update>><</link>> [[East|C1a]] <<setlamp "Lamp offC1c">>
[[Southwest|C1a]] [[South|C1a]] [[Southeast|C1a]] [[Down|grtrap]]
<<dropb>>
<span class="fixedbr"><<link ">">><<run UIBar.unstow() >><</link>></span>From one of the exits a panic stricken green and slimy ghost rushes past you.
<img src="images/slimed.jpg" class="twothirds" />
It's hotly pursued by a guy in a boiler suit carrying a weird weapon. He fires at the ghost and misses completely. The stream of electrical energy from his weapon hits you. You shrivel to a crisp.<<audio "gbshot" play>>
<<dead "Perhaps you should wait in a Faraday cage?">><<if $location is "forest">>\
<img src="images/dragonthief.jpg" class="twothirds" />
A small green dragon comes out of a hole, seizes the stick and disappears with it. \
<<elseif $location is "castle">>\
<img src="images/DragonYard.jpg" class="twothirds" />
A small green dragon comes out of a hole, seizes the stick and disappears with it. \
<<else>>\
A small green dragon comes out of a hole, grabs the stick and flies off with it.
<</if>>
<<link "Continue" `previous()`>><</link>>As you say the letters, for a moment nothing happens. Then there are a series of beeps and some pictures appear on the wall.
<img src="images/sos.jpg" class="twothirds" />
An invisible female says:
"SOS
SOS is a Morse code distress signal, used internationally, that was originally established for maritime use."
"Who and where are you?" you ask.
"That's Google," a different voice says, "Did you mean SOS: The Secrets of Sex? It's available as a Prime vid...."
"Shut up Alexa," a third voice says "I'm sorry I can't call for help now. Please use your phone."
"Don't be silly Siri", a fourth voice says "I'm Cortana. I'm sorry, I don't know the answer to that one."
You look around in confusion thinking //I must be having a nightmare//.
What do you want to do?
[[Follow the spider|C1a]] [[Wait|Waitguardroom]]
<<set $haslamp to true>><<pickup "$inventory" "a lamp">>
You have a lamp.
<<link "lamp on" "fountain">><<set $lampon to true>><<set $fountain to true>><</link>> 1
<<link "lamp off" "fountain">><<set $lampon to false>><<set $fountain to true>><</link>> 2
<<link "Lamp, rope, coin, sticks, lamp off" "fountain">><<pickup "$inventory" "a rope" "a coin" "a bundle of sticks">><<set $lampon to false>><<set $fountain to true>><</link>> 3
<<link "Lamp, rope, coin, sticks, lamp off, stone" "fountain">><<pickup "$inventory" "a rope" "a coin" "a bundle of sticks">><<pickup "$pockets" "a stone">><<set $lampon to false>><<set $fountain to true>><</link>> 4
<<link "Lamp, rope, coin, sticks, lamp off, Philosopher's stone, skull" "fountain">><<pickup "$inventory" "a rope" "a coin" "a bundle of sticks" "a skull">><<pickup "$pockets" "the philosopher's stone">><<set $lampon to false>><<set $fountain to true>><</link>> 5
<<link "Lamp, rope, coin, sticks, lamp off, Philosopher's stone, skull, no fountain" "fountain">><<pickup "$inventory" "a rope" "a coin" "a bundle of sticks" "a skull">><<pickup "$pockets" "the philosopher's stone">><<set $lampon to false>><<set $nofountain to true>><</link>> <<set $Arthur to to true>>
<<set $MrBean to to true>>
<<pickup "$Safevaluables" "a coin", "a silver tiara", "a ruby figurine", "an emerald necklace", "a portrait", "an onyx sculpture", "a mink stole", "an antique clock", "a brooch", "a large diamond", "a Ming vase", "a flying broom", "a jewelry box", "some huge ruby rods", "a jewelled gold braclet", "a cushion", "723 Umayyad Gold Dinar", "1343 Edward III English Florin", "1621 100 ducats (Polish-Lithuanian Commonwealth)", "1787 Brasher Doubloon", "1794 Flowing Hair Silver/Copper US Dollar", "1796 Liberty Cap Cent", "1804 Dexter-Poque Bust US Dollar", "1804 Silver US Dollar", "1822 Half Eagle", "1861 Confederate States of America Half Dollar", "1899 Single 9 South African Pond", "1907 Saint-Gaudens Double Eagle", "1913 Liberty Head US Nickel", "1913 Morton-Smith-Eliaspberg Liberty Head US Nickel", "1933 Double Eagle", "some huge ruby rods", "Whistler's Mother painting", "a restored fresco", "some huge ruby rods", "a half bag of jewels", "some huge ruby rods", "an etching by Toulouse-Lautrec", "a gold crown", "an etching by Rembrant", "a painting by Lowry", "five gold rings">>
<<set $Score to null>>
<<set $b to false>>
<<set $back to true>>
<<set $bag to true>>
<<set $balloon1 to true>>
<<set $balloon2 to true>>
<<set $balloon3 to true>>
<<set $battery to 53>>
<<set $beanstalk to false>>
<<set $bearpos to 6>>
<<set $blue to "">>
<<set $bones to true>>
<<set $book to false>>
<<set $box to true>>
<<set $bracelet to true>>
<<set $branches to true>>
<<set $brokenmirror to true>>
<<set $brokenvase to true>>
<<set $brooch to false>>
<<set $broom to true>>
<<set $bruise to true>>
<<set $bruised to false>>
<<set $bsm to false>>
<<set $bucket to true>>
<<set $bucketinwell to false>>
<<set $ca to false>>
<<pickup "$cage" "a dustbunny">>
<<set $cageddustbunny to false>>
<<set $can to "paint">>
<<set $case to false>>
<<set $cb to false>>
<<set $cc to false>>
<<set $cd to false>>
<<set $chapter5 to false>>
<<set $chapter6 to false>>
<<set $chapter7 to false>>
<<set $chapter8 to false>>
<<set $chapter9 to false>>
<<set $checkinput to "rub mirror">>
<<set $climbwell to false>>
<<set $clock to false>>
<<set $coin to true>>
<<set $coininwell to false>>
<<set $coinwas to true>>
<<set $colour to "">>
<<set $colourb to "">>
<<set $contraption to true>>
<<set $countdown to 0>>
<<set $crown to true>>
<<set $cushion to true>>
<<set $d1 to true>>
<<set $d2 to false>>
<<set $d3 to false>>
<<set $d4 to true>>
<<set $d5 to false>>
<<set $d6 to false>>
<<set $d7 to true>>
<<set $d8 to true>>
<<set $d9 to false>>
<<set $da to false>>
<<set $darts to 0>>
<<set $db to false>>
<<set $dc to false>>
<<set $dead to false>>
<<set $deadrabbit to 0>>
<<set $deast to 2>>
<<set $diamond to false>>
<<set $digwellmud to true>>
<<set $dnorth to 0>>
<<set $do to "">>
<<set $do1 to "open can">>
<<set $do2 to "">>
<<set $do3 to "throw can">>
<<set $do4 to "">>
<<set $do5 to "">>
<<set $do6 to "">>
<<set $do7 to "">>
<<set $do8 to "">>
<<set $do9 to "">>
<<set $doa to "">>
<<set $dob to "">>
<<set $doc to "">>
<<set $dogfood to false>>
<<set $dots to false>>
<<set $driver to true>>
<<set $dust to 162>>
<<set $dustbunny to false>>
<<set $dwest to 2>>
<<set $dynamite to 0>>
<<set $e4 to true>>
<<set $e5 to false>>
<<set $e6 to false>>
<<set $e7 to false>>
<<set $east to true>>
<<set $eastshimmer to true>>
<<set $ec to false>>
<<set $exit to true>>
<<set $explosion1 to false>>
<<set $explosion2 to false>>
<<set $explosion3 to false>>
<<set $feefie to 0>>
<<set $figurine to true>>
<<set $finalcount to 0>>
<<pickup "$fork_lift" "a marble statue">>
<<set $forklift to true>>
<<set $fountain to false>>
<<set $fountainidea to "">>
<<set $freindlyreleasedtroll to false>>
<<set $freindlytroll to false>>
<<set $full to false>>
<<set $g to false>>
<<set $gasmaskon to false>>
<<set $giants to false>>
<<set $goblet to false>>
<<set $gold to false>>
<<set $goodshot to false>>
<<set $green to "">>
<<set $gsleep to false>>
<<set $gwaiting to 0>>
<<set $hadbroom to false>>
<<set $hadrod to false>>
<<set $handcuffs to true>>
<<set $harp to false>>
<<set $harpstring to false>>
<<set $hascoin to false>>
<<set $hasdust to 0>>
<<set $hasfounddynamite to true>>
<<set $haslamp to true>>
<<set $hiddendoor to true>>
<<set $hint to "Have you taken the north exit from the safe room yet?">>
<<set $i to false>>
<<set $idea to "">>
<<set $idea2 to "">>
<<set $ignore_holes to true>>
<<set $indego to "">>
<<set $initialcount to 36>>
<<set $inp to "">>
<<set $intone to 21>>
<<pickup "$inventory" "a lamp" "a lighter" "a spade" "a magic bag" "a hang glider" "rubber boots" "a notebook" "a golden oil lamp" "a refilled can of red paint" "some clay" "a paintbrush">>
<<set $ladderclimbedup to true>>
<<set $lampon to true>>
<<set $last to "bearpassage2">>
<<set $light to false>>
<<set $lighter to false>>
<<set $location to "castle">>
<<set $lullaby to 0>>
<<set $maxitemcount to 100>>
<<set $mirror to false>>
<<set $nap to 1>>
<<set $nc to false>>
<<set $nearexplosion to false>>
<<set $necklace to true>>
<<set $noapple to false>>
<<set $nobear to false>>
<<set $noplayR1 to true>>
<<set $noplayR10 to false>>
<<set $noplayR2 to true>>
<<set $noplayR3 to true>>
<<set $noplayR4 to true>>
<<set $noplayR5 to true>>
<<set $noplayR6 to true>>
<<set $noplayR7 to true>>
<<set $noplayR8 to true>>
<<set $noplayR9 to false>>
<<set $noplayRB to false>>
<<set $noplayRC to false>>
<<set $noplayRD to false>>
<<set $north to true>>
<<set $northshimmer to true>>
<<set $nostrap to false>>
<<set $note1 to false>>
<<set $note2 to false>>
<<set $note3 to false>>
<<set $nothing to false>>
<<set $notroll to false>>
<<set $nowhip to false>>
<<set $o to false>>
<<set $oc to false>>
<<set $orange to "">>
<<set $p to false>>
<<set $paint to "open">>
<<set $paintcan to true>>
<<set $passageclear to true>>
<<set $pillowcase to true>>
<<set $pin to true>>
<<set $pinnacle to "">>
<<set $plan to false>>
<<pickup "$pockets" "a key" "some bits of string" "the philosopher's stone" "a bean" "an everlasting battery" "a diamond troll tooth">>
<<set $portrait to true>>
<<set $r to true>>
<<set $r1 to true>>
<<set $r2 to true>>
<<set $r3 to true>>
<<set $r4 to true>>
<<set $r5 to true>>
<<set $r6 to true>>
<<set $r7 to true>>
<<set $r8 to true>>
<<set $r9 to false>>
<<set $rA to false>>
<<set $rB to false>>
<<set $rC to false>>
<<set $rD to false>>
<<set $rE to false>>
<<set $rF to false>>
<<set $rG to false>>
<<set $rabbitinwell to false>>
<<set $raincount to 5>>
<<set $red to "">>
<<set $return to "eastshimmer">>
<<set $riddle1 to "towel">>
<<set $riddle10 to "">>
<<set $riddle2 to "candle">>
<<set $riddle3 to "nose">>
<<set $riddle4 to "pounds">>
<<set $riddle5 to "icicle">>
<<set $riddle6 to "e">>
<<set $riddle7 to "foot">>
<<set $riddle8 to "priest">>
<<set $riddle9 to "">>
<<set $riddleB to "">>
<<set $riddleC to "">>
<<set $rod to true>>
<<set $rodinwell to false>>
<<set $rope to true>>
<<set $ropeladder to true>>
<<pickup "$safe" "a portrait" "a silver tiara" "a ruby figurine" "an emerald necklace" "a coin" "an onyx sculpture" "a mink stole" "an antique clock" "a large diamond" "a brooch" "a Ming vase" "a flying broom" "a jewelry box" "some huge ruby rods" "a jewelled gold braclet" "a large emerald" "a cushion" "a box of 15 rare coins" "a diamond studded stalagmite" "a half bag of jewels" "Whistler's Mother painting" "a restored fresco" "a magic bucket" "a gold crown" "an etching by Rembrant" "an etching by Toulouse-Lautrec" "a painting by Lowry" "five gold rings">>
<<set $safecode to "GLOOP">>
<<set $scaredbear to true>>
<<set $score to 243>>
<<set $sculpture to false>>
<<set $seconds to 0>>
<<set $sitcount to 3>>
<<set $smallkey to true>>
<<set $smellyrabbit to false>>
<<set $spade to true>>
<<set $stole to false>>
<<set $stone to true>>
<<set $stopdragon to "">>
<<set $string to 3>>
<<set $t to 42>>
<<set $takenlamp to true>>
<<set $tc to true>>
<<set $thrownbook to true>>
<<set $tiara to true>>
<<set $troll to false>>
<<set $try to 3>>
<<set $ts to 285>>
<<set $v to false>>
<<set $vase to false>>
<<set $vcount to 0>>
<<set $violet to "">>
<<set $violin to false>>
<<set $visit to 4>>
<<set $waiting to 0>>
<<set $waiting2 to 0>>
<<set $wc to false>>
<<set $west to true>>
<<set $westshimmer to true>>
<<set $y to false>>
<<set $yellow "">>
<<set $yorick to true>>
<<set $yourpos to 5>>
<<goto "courtyard">>