,,,,,,,,,,,,,,,,|welcome>[WELCOME]
There are a lot of things going on in your life right now. Too many, actually. You're tired and need an escape from it all. So you have decided to go on a vacation.
Heading for some peace and quiet in the countryside you find yourself standing in front of a WELCOME sign at an ornamented iron gate.
This looks promising. Some rest and recreation will hopefully restore your spirits.
You want to experience a story. This is it.
|linkhint>[[[Open the front gate->Cottage-01]]]
(live:36s)[(animate:?linkhint, "flicker")]{=
(if: visits is 1)[In front of you is a wooden door. Could be oak. Grown for a hundred years, all the way from an acorn to a tree. Just to get chopped up into planks. To become a door.<p>Maybe not that bad, come to think of it. It all depends on your perception.]
(if: visits is >=2)[Back at the wooden door. Could it really be oak? At least it looks like oak. With a metal handle and an old-fashioned keyhole.<p>]
(if: $inside is false)[
[[[Go into the cottage->Door-in-01]]]
(unless: (history:) contains "Sunnyside-01")[<p>[[Go south of the cottage first->Sunnyside-01]]]<p>]
(if: $inside is true)[
[[[Go into the cottage again->Door-in-01]]]
(unless: (history:) contains "Sunnyside-01")[<p>[[[Go check the south side of the cottage->Sunnyside-01]]]]<p>]
(unless: (history:) contains "Chest")[[[Go back to the front gate->Chest]]]
(if: $clever is true)+(if: (history:) contains "Chest" and "Sunnyside-01")+(unless: (history:) contains "Door-in-01" or "Shade-01b")[<p>[[Take a shortcut around the cottage->Shade-01b]]]You are inside a room. As you often are. Sometimes you are in a room all day. Often all night too. All these rooms. The time you spend in them. Infinity at hand. And eternity in a room.
Rooms can often be rather constricting. Inescapable. Almost suffocating. We all want control over how long we are going to stay in a room. Not having control is a kind of punishment.
But rooms can also shelter you from the outside world. Keep you safe. Keep something you value safe from someone trying to break in. The old protection / prison duality.
How about this particular room? Are you safe in here?
[[[Not quite sure->Unsafe]]]
[[[It feels safe->Safe]]]
(unless: (history:) contains "Sunnyside-01")[[[Go back outside and think about it first->Door-out-01]]]
{=(set: $inside to true){[(if: (history:)'s last is "Inside-01c")[(if: $blindinglight is true)[You tumble out of the window, blinded by the bright light.<p>As you roll through the grass everything you see turns into a spinning blur.<p>Then something that must be the sky finally stays still above you.<p>Legs shaking, but they eventually agree to support your upright body.](if: $blindinglight is false)[As you climb through the window you keep an eye out, half expecting something to jump at you from around the corner.<p>But nothing happens. The sounds you heard at the door are gone. It's nice and quiet out here.]]][(if: (history:)'s last is "Inside-01d")[As you climb through the window you almost slip and fall. Something that wants your attention distracted you for a moment. Not sure what though.<p>No sounds, no nothing.]][[[Continue->Shade-01b]]]}(if: (history:)'s last is "Chrysalis-02")+(if: $chrysalistouch is true)[The blue chrysalis... It touched you as much as you touched it. It felt... kind of good. Hope that feeling stays.<p>Maybe you can ask the blue voice for help if you get into trouble?](if: visits is 1)[While walking through the garden, around the cottage on your way back to the frontyard, you notice that the morning dew has dried up.<p>](if: visits is >=2)[You leave the stone wall and continue through the garden on your way around the cottage. ]It sure is getting brighter out here.(if: $inside is true)[ You squint your eyes at the sky, just to be sure, checking that idea about twins. But no – there is only one sun in the sky.]
[[[Continue->Garden-01b]]](if: $lockpicksucceded is true)+(if: (history:)'s last is "Picklock")[Doors are not always easy to open. But sometimes even sturdy doors like this can be picked open by someone determined enough.](else:)[You(if: visits is 1)[ face](else:)['re back at] the big cottage door. It is wooden and sturdy(if: visits is 1)[. You notice there's a sign on it. White letters on a black square.](else:)[, with some odd writing on a sign.]]
[<h4>(text-style:"blur","expand","fidget")+(text-colour:white)[
(nth: visit, "અસ્તિત્વની ખાતરી કરો", "आफ्नो अस्तित्व जाँच गर्नुहोस्", "存在する 暗証化", "இருப்பதை சரிபார்க்கவும்")]</h4>]
{(if: $signtouch is false)[(Link: "Touch the sign")+(t8n: "fade")[The sign is kind of... slippery? It repels your fingers. You can't quite reach the surface. But it feels wet. No wonder the letters are blurry.(set: $signtouch to true)]<p>]}(if:$doorlock is false)+(if:$lockpickneed is false)[[[[Go into the cottage->Door-in-02a]]]<p>][(if:$doorlock is true)+(if:$lockpickneed is false)[(link:"Go in")[The door is locked. Right. You locked it earlier(if: $undecidedyes is true)[ to feel safe]. Remember? You need to pick the lock somehow.<p>(if: $lockpick is false)[(link:"Go back to the gate")[(goto:"Cottage-02")]](set: $lockpickneed to true)]]]<p>[(if:$doorlock is true)+(if:$lockpickneed is true)+(unless: $lockpicksucceded is true)[The door is locked. You need to open it.[(if: $darkness is true)+(if: $lockpicksucceded is true)[<p>Fortunately someone left some thin metal pieces on the ground that you can use.]]<p>(if:$lockpick is true)[(link:"Try to pick the lock")+(t8n: "fade")[(goto: "Picklock")You try to open the door. It's rather difficult.<p>(link:"Try to pick the lock again")+(t8n: "fade")[Looks easier in the movies.<p>(link:"Almost got it, try again")+(t8n: "fade")[Success! You manage to unlock the door.(set: $lockpicksucceded to true)<p>(link:"Go in")[(goto:"Door-in-02a")]]]]][(if:$lockpick is false)[(if: $frontgatesearched is true)[You really need to find something to pick the lock with. Maybe some metal pieces?<p>](link:"Go back to the gate and look for a tool")[(goto:"Cottage-02")]]]]](if: $lockpicksucceded is true)[(link:"Go in through the unlocked door")[(goto:"Door-in-02a")]<p>][(if: $sunnyside is 0)+(if:$lockpickneed is false)[[[Go south of the cottage->Sunnyside-02]]<p>]][(if: $sunnyside is 1)+(if:$lockpickneed is false)[[[Go south of the cottage again->Sunnyside-02]]<p>]][(if: $sunnyside is 2)+(if:$lockpickneed is false)[[[Go south of the cottage once again->Sunnyside-02]]<p>]][(unless: $sunnyside is >=3)+(if:$lockpickneed is true)+(if:$lockpick is false)+(if: $sundialsearch is false)[[[Go south and look for a tool->Sunnyside-02]]<p>]][(unless: $sunnyside is >=3)+(if:$lockpickneed is true)+(if:$lockpick is false)+(if: $sundialsearch is true)[[[Go south of the cottage and have another look->Sunnyside-02]]<p>]][(if: $sunnyside is 1 or 2)+(if:$lockpick is true)[[[Go south of the cottage one more time->Sunnyside-02]]<p>]](if: $w02 is false)[[[[Go to the front gate and gather your thoughts first->Welcome-02]]]]TH''E'' GARDE''N'' SHE''D''
You end up inside a small wooden shed filled with gardening tools and an old carpentry bench. A bit frustrating. Is this all? Put in storage so soon?
This feels like a some kind of end. A decision you made wasn't right. No worries. We all make bad choices every once in a while. Maybe //all// the while for some of us. This wasn't your fault though. Was it?
Let's not dwell on that. You are making progress. And since you spend this precious (weekday:) on trying to fix mistakes, whoever made them, you'll get another chance. You might do something different.
(link:"Okay, let's do things differently")+(t8n:"fade")[Suddenly you hear bird wings flapping against the ceiling.<p>[(t8n-delay: 0.7s)+(t8n:"fade")[You look up but then the sound is gone again.<p>][(t8n:"fade")+(t8n-delay: 1.4s)[[[[Go and do things differently->Welcome-02]]]]]]]
{(if: visits is 1)[(set: $hellcount to it + 1)]}|welcome>[WELCOME AGAIN]
There are a lot of things going on in your life right now. New things, old things. Many things.
You're tired and confused. Feeling a bit trapped. Walking around without direction. Unable to get away from what's worrying you.
You just wanna forget everything that has happened recently. Avoid mistakes. (if: $blindinglight is true)[Blinding lights. ](if: $deaths is >=1)[Dead ends. ](if: $chrysalis is true)[And strange blue visions.]
Some rest and recreation would be good. A relaxing story might ease your mind. See where it leads.
[[[Go in through the front gate again->Cottage-02]]]
(set: $w02 to true)The indirect sunlight from the open window is a bit brighter this time and you can see more of the sparsely furnished room.
(if: visits is 1)[The desk with the map, a chair, a bed, a bookshelf, a cupboard, an extinguished fireplace in one corner.<p>]The wallpaper looks familiar. Its pattern is...
Come to think of it: You might actually have spent a lot of time here. (if: visits is 1)[//What? In this room?//](if: visits is 2)[//Probably more than you realize.//](if: visits is >=3)[//Maybe even an eternity.//]
(if: visits is 1)[Curious. Wasn't this supposed to be your first visit to the countryside?](if: visits is >=2)[It's not an easy question. Are you here //again// or did you //return// to your first visit?]
(link: "Yes, this //is// the first visit")[(if: visits is 1)[(set: $firstvisityes to true)](if: visits is 2)[(if: $firstvisityes is true)[(set: $firstvisityesyes to true)](if: $firstvisitno is true)[(set: $firstvisitnoyes to true)]](goto:"Door-in-02b")]
(link: "No, this //is not// the first visit")[(if: visits is 1)[(set: $firstvisitno to true)](if: visits is 2)[(if: $firstvisitno is true)[(set: $firstvisitnono to true)](if: $firstvisityes is true)[(set: $firstvisityesno to true)]](goto:"Door-in-02b")]{(if: (history:)'s last is "End-D")+(if: $chrysalisXused is true)+(t8n: "blur")+(t8n-time: 1s)[(text-color: #47afeb)+(text-style:"blur")[//The blue voice whispers soothing words close to your ear. Then the world flickers around you as you're safely transported out through the violent darkness.//]<p>]
(enchant: ?escapeshade, (t8n: "rumble")+(t8n-time:0.5s)+(t8n-delay:0.8s))
|escapeshade>[
(if: $escapefirsttime is true)[Sharp glistening teeth snap at you and claws like shattered glass tear at your clothes as you throw yourself out through the window in the last fraction of a second.]
(else-if: (history:)'s last is "End-D")[]
(else-if: $escapespecial is true)[Sharp claws are just about to tear into your face when the chaotic violence aburptly subsides.<p>The whirling darkness is repelled by the soothing blue voice as it carries you out to safety.<p>]
(else-if:$escape is 0)[//How did you //|stillblood>[//get out that quickly?//]// It shouldn't be possible.//(if: $chrysalisXused is true)[// Yet, here you are.//](else:)[// Must have been some kind of miracle!//]<p>]
(else-if:$escape is 1)[Claws like shattered glass |stillblood>[tear at your clothes] as you quickly throw yourself out through the window.]
(else-if:$escape is 2)[Sharp claws like shattered glass |stillblood>[tear at your clothes] as you throw yourself out through the window with only seconds to spare.]
(else-if:$escape is 3)[Sharp claws like shattered glass |stillblood>[tear at your clothes] as you throw yourself out through the window in the last second.]
(else-if:$escape is 4)[Sharp claws like shattered glass |stillblood>[tear at your clothes] as you throw yourself out through the window in the very last second.]
(else-if:$escape is >=5)[|stillblood>[Sharp glistening teeth snap at you] and |stillblood>[claws] like shattered glass |stillblood2>[tear at your back and legs] as you throw yourself |stillblood>[out through the window in the last fraction] of a second.]
<p>
You hunker down against the cottage wall in the shade below the window. Trying to hold your breath as you hide. Is the darkness following you?
<p>
It's hard to know. The light is blinding out here. Though it sounds quiet right now. Except for your rapidly beating heart.
<p>
(link: "Look in")[//No, you need to stay down.//(set: $lookin to it +1)]
<p>
[[[Stay down->Shade-02b]]]]
(if: $escbloody is true)[(enchant: ?stillblood, (char-style: via (text-color:(either:#ecc,#eee,#ebb,#eaa,#eee,#eee))))]
[(enchant: ?stillblood2, (char-style: via (text-color:(either:#ecc,#edd,#ebb,#eaa,#eae9e9,#efeaea))))]
(if: $escapespecial or $chrysalisXused is true)[|esclink>[(append: ?loadlink)[<p>[|chrysalis>[($chrysalisX)]]]]]
(after: 3s)[(hide: ?esclink)]}Walking through the dry grass of the frontyard you suddenly feel alone. And hungry. Your (if: $curiousblood is true)|bloodyface>[face](else:)[back] hurts. Your ears are ringing faintly. The crickets are silent. Nothing flying about. No buzz.
(if: $penused is true)[Your left ankle is discolored and blue. No, it's not sprained, it's just that your favorite pen broke in the attack and has been leaking blue ink down your leg since then.<p>]That violent shadow in the cottage. (if: $escbloody is true)[The |stillblood>[cuts it gave you] still hurts. ] //What was it?// It still lingers in your mind. Like a cold presence with |bloodyface>[fanglike flashes] of scintillating migraine.
[[[Continue->Garden-02b]]]
{
(if: $escbloody is true)[(enchant: ?stillblood, (char-style: via (text-color:(either:#ecc,#eee,#ebb,#eaa,#eee,#eee))))]
(if: $curiousblood is true )[(enchant: ?bloodyface, (char-style: via (text-color:(either:#eee,#ecc,#dbb,#edd,#ecdcdc,#eee))))]}(unless: $sunnyside3 is >=1)[You come to a big door. Could it really be oak? Smells like oak. Feels like oak.<p>You know this door. You know everything about it. It's open to you when you arrive. It protects you. It makes you feel safe.(if: $noted is true)[(if: $undecidedno is true)[<p>Safe is as easy as: Something, something, someone is alive. Or what was it that rhyme said? (link: "Check your note.")[(if: $notearm is false)[$note](if: $notearm is true)[The note you made on your hand is (if: $escbloody is true)[now covered in blood and ]rather smudged. It's difficult to read. Something about a tree hive?]]](if: $undecidedyes is true)[<p>Yes, you were a bit undecided about safety a while ago, but there is safety in numbers, and Alex is alive. Or what was it that rhyme said? (link: "Check your note.")[(if: $notearm is false)[$note](if: $notearm is true)[The note you made on your hand is (if: $escbloody is true)[now covered in blood and ]rather smudged. A tree? A beehive?]]<p>]](else:)[<p>Safe and harmonious like an (text-style:"strike")[Alex]... Like an //A-major// chord: One three five.<p>]Whatever. You trust this door. It is a true friend. You love the door. "Split a tree and I am there", as someone said a long time ago.<p>](else:)[The oak door again. Safe and sound. It will save you. Or something like that. Nothing wrong with a bit of sentimental hope.<p>It's chilly. Better get in.<p>][[[Go in through the door->Door-in-03]]]
(unless: $sunnyside3 is >=1)[[[[Go south of the cottage first->Sunnyside-03]]]<p>]THE GARDEN SHRED(if: visits is 1)[(set: $hellcount to it + 1)]
[(if: $hellcount is 1)[You stand in a small wooden shed filled with old gardening tools. This is where broken old things end up for permanent storage.](else:)[Back in the wooden shed again. Are you supposed to get some rest in here or what? Is this always how the story is going to end?]]
But does a story ever end? It can read over and over again. It always exist. Stories are eternal. Unlike reality, where things end all the time.
You know there's an end that you're avoiding by staying here. These erratic stumblings back and forth are no different from what we all do in our daily lives.
We constantly move about just to //not have to// confront that one day we will be completely still.
[[[Stay completely still->Breathe-01]]]
[[[Move around->Shed-02b]]]|welcome>[WELCOME BACK]
Let us, once again, ponder existence as a story. Your existence, in this case. There's a lot going on in this story right now. Feels like you've lost control over where you're going in life.
Your anxiety is coming back. All this walking back and forth. Stuck in a loop. Just wanna unlock this mystery and connect. Reach out. Reach the next (text-style:"strike")[lever] level. If there is one.
There is no rest or recreation here. You knew that. It's just another story you tell yourself. But there's a code to crack, a game to play, points to score. Damn. Is there even a point?
[[[Go in through the front gate again->Cottage-03]]]
(set: $doorlock to false)(set: $w03 to true)Could this sparsely decorated room really be home? To you(if:$escape is 1 or 2 or 3)[ or that strange shadow](if:$escape is 4)[ or that terrible shadow you saw](if:$escape is >=5)[ or that terrible tangle of teeth that attacked]? And what is a home anyway?
Home could maybe be the magic you imbue a house with by living it. You place a spell on a building by calling it "home".
You're still not sure who's home this is though. (if: $firstvisit is true)[Why did you say this was your first visit?](if: $firstvisit is false)[Why do you claim this is your first visit here?]
At least it's a welcome refuge from the cold world outside. (if: $locked is 0)[What about the door?](if: $locked is 1)[Should you lock the door?](if: $locked is >=2)[Should you really lock the door?]
(if: $doorbroke1 is false)[(link:"Lock the door")[(set: $doorlock to true)(set: $locked to $locked + 1)(goto:"Lock-03")]<p>(link:"Leave the door unlocked")[(set: $doorlock to false)(goto:"Lock-03")]](if: $doorbroke1 is true)[(link:"Examine the room")[(goto:"Inside-03a")]]{(if:$mirrorlook is true)[Falling from the window as if in slow motion. It takes longer than expected. You're outside. Yet it feels like you're still surrounded by walls.<p>Judging by the din and screeching sounds something disastrous is happening inside the cottage.<p>Maybe the mirror and its massive metal frame is crushed and ripped to pieces in a chaotic vortex of debris.]
(if:$mirrorlook is false)[
(if:$mirrorseen is true)[You are back outside again. Can't stand those suffocating walls anymore.<p>Somehow you managed to stay away from the mirror. Something unspeakable would happen if you had gone to close to it, you just know it.<p>You'd never be safe again if you did. You'd shatter... Or... maybe...<p>//Why are you so afraid of the mirror?//]
(if:$mirrorseen is false)[Back outside again. (if: visits is 1)[Can't stand those suffocating walls(if: visits is >=2)[ anymore].] Need to breathe.<p>(if: visits is 1)[Ha! Got out //before// something earth-shattering could happen this time.<p>Escaping, avoiding? What's the difference?<p>](if: visits is <=3)+(if: $thing is "nothing")[(if: visits is 3)[But s](else:)[S]omething (if: visits is >=2)[//really //]//is// waiting in there. (if: visits is 1)[Something you don't want to face. Or maybe it's not that you don't //want// to face it.<p>Maybe it's because you're //afraid// to face it.](if: visits is >=2)[And sometimes it might be better to face the fear than fear it forever.<p>]](else-if: visits is >=3)+(if: $thingsseen is false)[Just go in and face it.<p>](else-if: visits is >=3)+(if: $thingsseen is true)+(if: $mirrorlook is false)[It's the fear that pushes you out through the window. Maybe you'll be able to face whatever it is that scares you some other time.]]
(if: (history:)'s last is "Inside-03a")[(if: visits is 1)[Curiosity killed the ~~birds~~... And all that. But what if there's something useful in there?<p>]
[[[Go back in and have another look->Inside-03a]]]<p>
[[[Stay outside and avoid any surprises->Shade-03b]]]]
(else:)[
(unless: $thing is "nothing")[<p>At least you found the $thing in there.]
(if: $thing is "nothing")[<p>[(if: visits is <=2)[And m](else:)[M]aybe one of the objects you saw on the desk might come in handy later?<p>]
[[[Go back in and borrow an object->Desk-01b]]]<p>
[[[Go on without stealing->Shade-03b]]]]]
]
(unless: $thing is "nothing")[[[Continue->Shade-03b]]](if: $thing is "nothing")+(if: $thingsseen is true)[//If you move on you won't be able to pick an object from the desk. C'est la vie.//]
(if: $thing is "lighter")[(set: $lightsource to true)]
}Walking across the dry lawn of the frontyard(if: $mirrorlook is true)[, trying to ignore the chaotic mirror-visions,] you suddenly feel that you haven't had anything to eat or drink all day. (unless: $thing is "apple")[Where can you find something to eat?]
Hungry and anxious. Feels almost the same.
{=
[(show: ?continue)]
(if: $thing is "apple")[You remember the apple you found inside. It looks delicious.<p>|yesapple>[(link: "Eat the apple")+(t8n: "fade")[(set: $thing to "apple core")(set: $appleseeds to true)(set: $appleeaten to true)You begin to eat the apple. It tastes really good. Was it grown in this garden? Are there more?<p>Oh, wouldn't it be great to have your very own apple tree? Yes, of course, so when you're finished eating you carefully pick the seeds from the apple core and place them in your pocket.(set: $applewait to false)(set: $applefade to "fade")(hide: ?noapple)(rerun: ?continue)<p>]]<p>|noapple>[(link: "Don't eat the apple")+(t8n: "fade")[Though the apple looks delicious you save it for later.(set: $applewait to false)(set: $applefade to "fade")(hide: ?yesapple)(rerun: ?continue)]]]
|continue>[(t8n:$applefade)[
(if: $applewait is false)[
(if: $mirrorseen is true)[Moving on through the garden.<p>The whirling shards in the darkness(if:$mirrorlook is true)[ and the shattered mirror. Are they the same? Pieces of glass flash back whenever you close your eyes. (if: $escbloody is true)[You need to wash away the blood from your face.]](else:)[... Was that the future of the mirror?]<p>
The mirror... (if:$mirrorlook is false)[Can't ignore it after all. Something is hiding inside it. Calling for your attention. //Maybe you should...//](if:$mirrorlook is true)[The destruction you saw inside it. //Is there no escape?//]<p>
Oh, there is the front door again.]
(else:)[Moving on through the garden. Can't let go of the encounter with the whirling shards of the attacking darkness earlier. What was it? Why did it come at you?<p>//Is there no escape?//<p>]
[[[Look at the front door->Garden-03b]]]]]]You come to a big Huxley. Could be made of lucid Aldous. Your perception is fixed on the door. The lickable oxytosign isn't square at all. Everything sounds very Allegro. Avoid the incoming rain. Your mind opens up while Molly (text-style: "fidget")[tickles] your legs. You Morrison through to the other side.
[[[Trip carefully inside->Door-in-04]]]
(unless: (history:) contains "Trees")[[[[Go look at those trees first->Trees]]]<p>](if:$mirrorlook is true)+(if:$safegotit is true)[[[Already faced the two mirrors – take a shortcut around the cottage->Shade-06]]<p>](if: $w04 is false)[[[Go to the front gate and gather your thoughts first->Welcome-04]]]{(if: visits is 1)[(set: $hellcount to it + 1)(if: (history:)'s last is "Edge-03a")[THE GARDEND STATION<p>](else:)[THE GUARDIAN SHED<p>](if:$hellcount is 1)[You are in a small wooden shed filled with gardening and carpentry tools. This is apparently where discarded things end up. ](if:$hellcount is 2)[Back at the end again? Probably best to get used to it. ](if:$hellcount is >=3)[Back at the end again? Yes, no surprise there. You're getting used to it.]<p>
But what is this shed really? It might be a transit place, like a train station, or the Red Room or the Black Lodge. Or a never-ending courtesy visit to distant relatives you hardly know.<p>
Unless it's just a... //No, no, don't go there yet.// You've come this far and you have something to unlock. It's close now. Why is it so difficult? Everything goes dark, over and over again.<p>
Living like this is exhausting.](if: visits is >=2)[Back in the shed again. It's actually starting to feel like some kind of train station after all. Considering all the commuting you do through here.<p>]
}[[[Go to the front gate and start the final run->Psychedelics]]]
(if: $planksopen is true)[(link:"Climb into the tunnel behind the loose planks at the back")[(goto:"Edge-03a")]](if: $planksopen is false)[(if: $thing is "knife")[(link:"Use the knife to pry apart the planks at the back of the shed and have a look through")[(set: $planksopen to true)(goto:"Edge-03a")]](unless: $thing is "knife")[(link:"Pry apart the planks at the back of the shed and have a look through")[(set: $planksopen to true)(goto:"Edge-03a")]]]
(link-style: (text-style: "none"))[(link:"Succumb to the inevitable and take a shortcut to exit this story prematurely")[//This really ''will take you to the end of the story'' before it's properly finished. You'll miss some important key moments. Are you sure you want it to end already?//<p>[[[Yes, skip to the end now->Edge-040]]]]]{
(if: $thing is "pouch containing dried mushrooms")[(set: $thing to "small pouch")]
You pass by the underground stone wall and the trapdoor with its rusted mechanism.
(if: $bowlstone is true)[<p>You see the small monkey statue with its bowl. Instead of the stone you put the bowl you find an old-fashioned metal lighter.<p>(link:"Take the lighter")+(t8n: "fade")[You retrieve the lighter. It's heavy and filled with lighter fluid.<p>The monkey is gazing into the dark tunnel with almost glowing eyes.(set: $thing to "lighter")(set: $lightsource to true)(set: $bowlstone to false)]]
(if: $bowlthing is true)[<p>You see the small monkey statue with its bowl. In the bowl you find your $thing again.<p>
(link:"Take the $thing")+(t8n: "fade")[You retrieve the $thing.
(if: $thing is "lighter")[<p>It's heavy and (if: $lighterrefill is true)[re-]filled with lighter fluid. The monkey gazes into the dark tunnel with eyes that seem to move and glow.]
(if: $thing is "small pouch")[<p>The rest of the dried mushrooms are gone. The monkey is gazing into the empty bowl and seems to be smiling at what it sees.]
(if: $thing is "pouch")[<p>Inside the pouch you find some small, dried mushrooms. The monkey is gazing into the empty bowl and seems to be smiling at what it sees.]
(if: $thing is "apple core" or "apple")[<p>The monkey is gazing at something else in the bowl. Is that two acorns? They look like acorns. Feels like acorns. What will they grow up to be?]
(if: $thing is "compass")[<p>When you look closer at it you notice some words etched on the backside.<p>"//So that you'll always find your way back to me! Love, Alex.//"<p>The monkey has closed it's eyes.]
(if: $thing is "pencil")[<p>The monkey looks at something in the bowl. There's a small piece of paper in there. Someone has written:<p>|alexnote>[(b4r:"none","none","none","dotted")+(b4r-colour:#444)+(box:"XX=")[(font: "Gaegu")+(size: 0.9)[Yes!<br>I'll fly up & we'll surprise everyone when you arrive!<p>Love, Alex.]]]<p>
Oh(text-style:"fidget")[.]<p>]
(set: $bowlthing to false)]
]
[(if: $bowlthing is false)+(if: $bowlstone is false)[<p>Further in there's a small monkey statue holding out an empty bowl. The monkey is staring at you. Like it's demanding something from you.(unless: $thing is "nothing")[<p>(link: "Put the $thing in the bowl")+(t8n: "fade")[Though it didn't move its eyes, it now looks like the monkey is gazing at the $thing in the bowl instead of you.(set: $bowlthing to true)]]]]
|tears2>[The underground stone wall continues out into the darkness behind the shed. Is that rumbling water you can hear in the distance?]}
(t8n-depart: "fade")+(t8n-time:2s)[[[//Go deeper into...//->Edge-04b]]](if: $shroomeaten is true)[(live: 0.1s)[(char-style: via (text-style:(either:'none','blur','none','fidget','mirror','buoy','none','blur')))|welcome>[WELCOME]]](else-if: $voidvisits is 0)[(live: 0.3s)[(char-style: via (text-style:(either:'none','blur','none','fidget','fidget','none')))|welcome>[WELCOME]]](else:)|welcome>[WELCOME]
{(if:$voidvisits is 0)[There are allotted lives going on in your things right now though you thought you left all right. Getting tired from all this walking. No break anywhere, getting tired on the asphalt, enter the dragon and its metal grin. Going where? What is directions? Why north wind eye? What is progress? Life digress... Abyss egress... And birds migrate. It's gonna rain soon. The hydra oxidizing. Is it made of tiny or giant loops? Slight changes? There are no slight changes. Just face recent events head on. All will be well. Or going to hell. Demiurgical gloves, even more incisions, you're stuck. The flashing and the headache. The wailing twins. Dopplergänger comes and goes. Calm down, Alex is not here! Who's not a bit emotional. Some rest... What? Rest? Yes... And recreation? Yes! You want to... (unless: $safegotit is true)[There is something to find. And the storage? ]Finish it? Is this it?<p>]
(if:$voidvisits is 1)[//You have returned from the other side of the flood? Not many do, with this whole space and time as emergent properties breaking down and all.//<p>Anyway, one more time then, as usual:<p>
There are a lot of things going on in your life. You make choices all the time and then apparently regret them. You go back to right your wrongs.<p>You are looking //for// mirrors(if: $mirrorlook is false)[ while you should be looking //into// mirrors]. You are trying to //be// safe(if: $safegotit is false)[ while you should try to //open// a safe].<p>If you want some rest you should go into the (text-style:"strike")[storage] story decidedly careful. //Is it this?//]
(if:$voidvisits is >=2)[//Once again back from beyond the flood at the edge of existence? Not many come back like this. You must be unusually curious. Or unusually afraid of endings.//<p>There are lots and lots of things going on, over and over and over. Just look for the missing (text-style:"strike")[pieces] mirrors and feel safe with the 216 clues you just got.<p>(unless: (history:) contains "Fraktall")[This isn't hell. This isn't a dream. This is a visit to another reality. You're in a //reality model// that the prediction machine in your head creates.<p>Why are you in here? Because the models //are// our reality. We are model entities. We live in reality models. Our bodies move us around in the actual reality, but our consciousness lives entirely in these models.<p>Right now your model is being modelled by external influence. Find out what that means and your life will be happier.<p>]Tread carefully when you get to the edge.<p>//This it is.//]
[[[Go in through the front gate->Cottage-04]]]}
{
(set: $w04 to true)
(if:$voidvisits is 0)[
[(if: $thing is "lighter")+(if: $bowlthing is true)[(set: $lighterrefill to true)]]
(if: $thing is "apple core")[(set: $thing to "decomposing apple core")]
(set: $code to "wrong")
(set: $safeopen to false)
(set: $safeseen to false)
(set: $safewrong to 0)]
(if:$voidvisits is >=1)[
(set: $noteneedlight to false)
(set: $notelightseen to false)
(set: $codeneedclue1 to false)
(set: $codeneedclue2 to false)
(set: $codeneedclue1seen to false)
(set: $codeneedclue2seen to false)
(set: $safedoorloop to 0)
(set: $safeseen to false)
(set: $safetried to false)
(set: $safeopen to false)
(set: $safegotit to false)
(set: $safestatus to "")
(set: $code to "wrong")]
}{(set: $code to "wrong")(if: visits is >1)[(set: $safedoorloop to it +1)]
(if: $safeseen is false)[The room again. The only room in the world. Filled with black smoke and mirrors. There is terror in the fractal pattern on the walls. Wallpaper-thin spin networks. The trees grow like mold, armroots grab the one below, hauling it up, snakes and ladders, black adders, vipers and weepers.<p>(if: $shrooomeaten is true)[The (text-style:"blurrier")[sh]room feels much smaller than you remember it.<p>]]
(if:$mirrorlook is true)+(if: visits is 1)[You glance at the dark glass portal on the wall and shudder. The teeth like shards, mercury and tin as fangs, silver grin repelling vampires, trapping the twins below the surface like the steaming delphic oracle. Or is it your face that is cracked?<p>]
(if: $safeseen is false)[There is also the front door
(if: $undecidedyes is true)[to decide about //again//.]
(else-if: $doorbroke2 is true)[again.]
(else:)[to consider.]
(if: $doorbroke1 is true)[
(if: $doorbroke2 is false)[Weren't you supposed to fix the broken lock? Yes. You should check it now.<p>[[[Check the lock->Lock-04]]]]
(if: $doorbroke2 is true)[The lock is broken so you can go right in.<p>[[[Go in->Lock-04]]]]
]
(if: $doorbroke1 is false)[
(if: $doorbroke2 is false)[The lock. Shouldn't you check it?<p>[[[Check the lock->Lock-04]]]]
(if: $doorbroke2 is true)[The lock is broken so you can go right in.<p>[[[Go in->Lock-04]]]]
]
]
(if: $safeseen is true)[
(if: $safegotit is false)+(if: $safedoorloop is <4)[
(if: $noteneedlight is false)+(if: $codeneedclue1 is false)[Stay safe at a distance. In the room. In the only room. (if: visits is <=2)[With its smoke and mirrors. Adders, subtractors, diviners and conqueerers of the hemispheres. ](if: visits is <=3)[You feel like going to sleep. Is there a bed in here?]<p>]
(if: $noteneedlight is true)[
(if: $notearm is false)[You search the room and quickly see the crumpled note on the floor. It must have fallen out when you tried to escape the darkness earlier.<p>(link: "Read the note")[(set: $notelightseen to true)(set: $noteneedlight to false)(if: $noted is true)[//...(text-style:"blur")[cre] (text-style:"blurrier")[ஐந்து](text-style:"blur")[ hive, (text-style:"blur")[Æ]lek 's alive.]//] (if:$noted is false)[The note is blank. But, didn't you write... Sigh. Just have to guess then.]]]
(if: $notearm is true)[You hold up your arm in the red sunlight coming in from the window. Trying to read what you wrote on your hand earlier.<p>(link: "Read the note")[(set: $notelightseen to true)(set: $noteneedlight to false)(if: $noted is true)[//...(text-style:"blur")[cre] (text-style:"blurrier")[ஐந்து](text-style:"blur")[ hive, Alex is alive.]//](if:$noted is false)[There is nothing written on your arm. But, didn't you write... Sigh. Just have to guess then.]]]
]
(else-if: $codeneedclue2 is true)[Confused and tired you search the room. The dusky red room. Sunset and endtimes closing in. No riding lonesome towards it. Why not just lay down in the bed for a long, peaceful rest?<p>Then you notice the clock on the wall. It's thirty-five minutes past one. That's not right... Maybe it has always been this time? //Or is it just now?//(set: $codeneedclue2seen to true)]
(else-if: $codeneedclue1 is true)+(if: $codeneedclue1seen is false)[You step back from the safe and search the room for a clue. The only room. The smoke and mirrors. The magic act. The...<p>You're barely able to resist laying down in the bed and going to sleep.<p>Then you suddenly find a crumpled and bloodstained piece of paper on the floor. Looks like your handwriting. It says: "//...(text-style:"blur")[cre] (text-style:"blurrier")[ஐந்து](text-style:"blur")[ hive,] (text-style:"blur")[Æ]lex is alive.//"(set: $codeneedclue1seen to true)]
(else-if: visits is <=2)[Or maybe... Maybe you should try to open the safe? At least have a guess at the code – you might start remembering something.<p>]
(else-if: $safedoorloop is 3)[There must be some kind of clue to the code in here.<p>(link: "Search the room for clues to the code")[You have another look at the writing desk. The map is gone. Who took it? The books and the other objects are also gone. Did //you// take them?<p>Only some papers with messy scribbles left. Looks like your handwriting. One paper has ''135'' written with large numbers in red ink.<p>That might be the code you're looking for.]]
(else:)[If you don't know the code, just enter some random numbers into the code lock and you will probably start to remember something.]<p>[[[Go to the safe again->The-safe]]]<p>]
(if: $safedoorloop is 4)[The fiery red sun outside is sinking //almost// as fast as your mood. <p>Desperately looking for another clue you suddenly realize that someone has written the numbers ''135'' with red paint on the wall above the safe.(set: $codedesperate to true)<p>[[[Go and try to open the safe again->The-safe]]]<p>]
(if: $safedoorloop is >=5)[It's all too much. Everything spinning. Can't take it anymore. The code is (if: $darkness is true)[(text-style:"fidget")[destroyed]](else:)[(text-style:"fidget")[lost]]. It'll never unlock. Not safe. Trapped inside. Nowhere out now. Just go into the depth without ever letting her know?<p>[[[Take one more futile look at the safe->The-safe]]]<p>]
(if: $safedoorloop is >=3)[(link:"Give up and just leave through the window")[(goto:"Shade-04")]]
(if: $safegotit is true)[[[Take another look at the safe->The-safe]]]
]
}Back outside the window again. Can't stand the walls anymore. That cramped space of darkness will be the death of you. The mirror will shatter and dark water will fill the room. You can't stay in there.
{=
(if: visits is 1)[You want the siblingless sun-god to caress your skin with its sweet, $heat touch. Gentle touch of life and death, that is. You feel weightless just thinking about it. Exhilarating.
<p>
[(if:$chrysalis is true)+(if:$chrysalistouch is false)[You wonder what happened to that dark red chrysalis you saw a lifetime ago. Did it hatch or was it eaten by the birds?]](if:$chrysalistouch is true)[You wonder what really happened when you touched that dark blue chrysalis you saw a lifetime ago.](else:)[You see the withered dark blue remains of a small chrysalis in a crevice in the stone wall. Things apparently happen around you without you ever noticing. (if: $clever is true)[No matter how observant you were at the beginning. ]Always lots of things happening. Who can keep up with it all?]]
The rain clouds are getting darker.
<p>
(if: $safegotit is false)[[[There's still one thing missing->Door-in-04]]<p>]
(if: $safegotit is false)[[[So what if something is missing?->Shade-05]]](else:)[[[Move on->Garden-04a]]]Walking through the brittle grass of the now withered garden you feel parched and fatigued. Everything hurts. Your head, your arms, your legs. Breathing is increasingly difficult. Is your tinnitus increasing or are the crickets back?
Oh, there is the door again. You can't help but stare at it. It's actually a very beautiful door. The warm wooden pattern. Swirling like a fluid lizard made of weightless gold. Like the door is pure love.
[[[Continue->Garden-04b]]]THE SHED AT THE END OF THE WORLD(if: visits is 1)[(set: $hellcount to it + 1)]
(if: $hellcount is 1)[You have somehow avoided this small wooden shed all the way until now. You must be a very good chess player. Keeping the darkness delayed. ](if: $hellcount is >=2)[You're in the small wooden shed in the back of the garden again. We all end up in one just like it sooner or later. Sorry about that.]
Time is all mixed up in here. You have lived out of order this (weekday:). (if: visits is 1)[But this (if: $mirrorlook is false)+(if: $safegotit is false)[might be ](elseif: $safegotit is false)[is probably ](elseif: $mirrorlook is false)[is most likely ](else:)[is ]the final visit.](if: visits is >=2)[But this is definitely the final visit.]
Last station before the end of the rails. To pass beyond the stone wall you must go through the underground tunnel.
Unless you could just fly away of course.
[[[Look for the red bird one last time->Shed-04b]]]
[[[Forget the bird->Shed-04c]]]{=
(if:$doorlock is true)[You hear a click in the old mechanism as you turn the key and lock the cottage door behind you. That was the right desicion.<p> Yet you hesitate for a moment. Some decisions can't be changed as easily as this once the key is turned.<p>(link:"Unlock the door")[On second thought, you decide to leave the door unlocked after all.(set: $doorlock to false)(set: $undecidedchange to true)]<p>[[[Look at the room->Inside-01a]]]]
(if:$doorlock is false)[What could happen in this peaceful place? Just leave it unlocked. Someone might want to get in later.<p>Yet you hesitate for a moment.
(if: $undecidedyes is true)[ Decisions again. //To lock or not to lock?//]
(if: $undecidedno is true)[ //You do feel safe, don't you?//]<p>
[(link:"Lock the door")[On second thought, maybe it's better it's locked. You turn the key and lock the door. Who knows what's out there.(set: $doorlock to true)(if: $undecidedyeslockno is true)[(set: $undecidedchange to true)](if: $undecidednolockno is true)[(set: $undecidedchange to true)]]]<p>
[[[Look at the room->Inside-01a]]]
]{(if: (history:)'s last is "Q04")[//You are back just inside the front door of the cottage again. ''Time has reset''. Remember that time will run in ''real time'' once you examine the room.//(set: $escapeno1 to false)(set: $escapeno2 to false)(set: $escapeno3 to false)<p>]
(if: (history:)'s last is "Hatch" or "End-D")[//Somehow you are back just ''inside the front door'' of the cottage again. As if ''nothing scary'' just happened in the darkness. (text-style:"fidget")[Try again!]//<p>]
(if:$doorlock is true)[You turn the key and hear a distinct click as you lock the door behind you.<p>(if:$darkness is true)[A (char-style:(text-style:"fidget"))[shiver] runs along your back and you let out an involuntary whimper. You have a feeling something bad is about to happen. You probably won't get another chance.<p>][(if:$darkness is true)[(link:"Unlock the door")[Maybe it's better to leave it unlocked after all. Someone might want to get in later.(set: $doorlock to false)]]] <p>(if:$darkness is false)[[[[Take a better look at the room->X01]]]](if:$darkness is true)[[[[Cautiously examine the room->X01]]]]]
(if:$doorlock is false)[You take a deep breath and try to relax. There's (if: $darkness is true)[probably] nothing to fear in here(if: $darkness is true)[ anymore]. Just leave it unlocked. Someone might want to use it later.<p>(if:$darkness is true)[A sudden (char-style:(text-style:"fidget"))[shiver] runs along your back and you let out an involuntary whimper. You have feeling something bad is about to happen. Something definitive.(if: $trytohide is true)[<p>//And you already know there's nowhere to hide.//]<p>](if:$darkness is false)[[[[Examine the room->X01]]]](if:$darkness is true)[[[[Cautiously examine the room->X01]]]]]}The front gate closes behind you as you enter a beautiful pastoral garden surrounded by an old stone wall.
The lush grass of the frontyard is covered with morning dew. There are several flowerbeds, some trees, maybe apple trees, and a lot of different bushes.
There are red birds and blue butterflies minding their own fluttering business.
It's a clear summer day.
In the middle of the garden is a small, rustic cottage.
[[[Approach the cottage->Door-out-01]]]
[[[Turn back->Chest]]]{(if:$doorlock is true)[(set: $doorbroke1 to true)You hear a squeaking noise and the key gets stuck before you can lock it properly. (if: $locked is 0)[First time you touch it and it breaks? Talk about bad luck.](if: $locked is 1)[Last time it worked fine, why did it have to break now?](if: $locked is 2)[You only touched it a couple of times and it breaks just like that? Typical.](if: $locked is >=3)[All that fiddling back and forth with the lock – who would have known it would break so easily?] You'll have to fix this later.]
(if:$doorlock is false)[Just leave it unlocked. //Someone// might want to use it again later.]
<p>
Next to the door you notice two light switches. Each has a piece of paper with the words (text-style:"expand")[''ILLUMINATION''] and (text-style:"expand")[''ROOM''] in blue ink attached next to them.
<p>
(link: "Push the ILLUMINATION switch")+(t8n: "fade")[The switch clicks. You notice nothing happening.(set: $illumination to true)]
<p>
|room>[(link: "Push the ROOM switch")+(t8n: "fade")[The switch clicks. The room gets a bit brighter.(set: $roomlight to true)]<p>]
(link: "Examine the room")[
(if: $roomlight is false)[(replace: ?room)+(t8n: "fade")[(set: $closetofoolish to true)The room is rather dark. And last time something very dangerous was hiding in here, trying to //rip you apart.// Maybe you should turn on the light first?<p>(link: "Push the ROOM switch")+(t8n: "fade")[The switch clicks. The room gets a bit brighter. (if: $closetofoolish is true)[//That was close. One click away from the end. As we always are.//](set: $roomlight to true)(hide: ?dark)<p>(link: "Examine the room")[(goto: "Inside-03a")]]<p>|dark>[[(t8n-depart: "flicker")+(t8n-time:3s)[[Examine the dark room->End-F]]]]]]
(else:)[(goto: "Inside-03a")]]
|hide)[[[[Examine the room->Inside-03a]]]]}The room is rather dark. Your eyes needs to adjust after being exposed to the strong light outside all morning.
Felt almost like there were two suns working together to blind you out there. Sun-B suddenly emerging from hiding behind some galactic bend, challenging its divine twin.
As your eyes slowly adapt, expanding like two small black holes, you see a writing desk and a chair next to an open window facing north. There are some books and papers on the desk.
And... Is that some kind of map?
(link:"Examine the map first")[(set: $lookmap to true)(goto: "Inside-01b")]
(link:"Examine the room first")[(set: $lookroom to true)(goto: "Inside-01b")]
(if: $doorlock is true)[(set: $doorlock1 to true)]You look into the mirror. For some reason you can't see your own reflection.
Instead of the room you see a dark landscape.
Is it night? Are those flickering dots stars?
There's some movement in there. Deep inside. You're sure of it this time.
Something is happening inside the mirror.
[[[Continue->Mirror-02]]]
(set: $mirrorlook to true)(set: $counter to 0)As you look up you suddenly see movement in a dark corner of the room. (text-color: #222)+(hover-style:(text-color: #222))[[[[DEBUG ONLY!->Darkness]]]]
{|esc0>[(link: "Examine the movement")[//Too dark to see what it is//(set: $escapetried to it +1)]|lacuna1>[(live: 0.4s)[(set: $counter to it + 1)
(if: $counter is 0)[ ]
(if: $counter is 1)[. ]
(if: $counter is 2)[. . ]
(if: $counter is 3)[. . . ]
(if: $counter is 4)[(set: $counter to 0)]
(replace: ?amount)[$counter]]]]}|run1)[A strange (text-style:"fidget")[rustling] sound somewhere in the darkness. This doesn't feel good.]|esc1)[<p>(link: "Climb out through the window")[//Wait, is the sound getting closer?//(set: $escapetried to it +1)]]|run2)[<p>There is ''(text-style: "fidget")[someone]'' in the room with you!]|esc2)[<p>(link: "Sneak out through the window")[//You try to move quietly...//(set: $escapetried to it +1)]]|run3)[<p>''(text-style:"fidget")[A dark shadow approaches!]'']|esc3)[<p>(link: "Get out quickly through the window")[//You stumble and fall over a pile of baggage...//(set: $escapetried to it +1)]]|run4)[<p>(text-style:"fidget")[''It comes right at you – get out now!'']]|esc4)[<p>(link: "Escape through the window")[//The bright sunlight is disorienting you...//(set: $escapetried to it +1)]]|run5)[(text-style:"expand", "fidget")[''Hurry up!'']<p>]|esc5)[<p>(text-style:"fidget")[(link: "Escape right now!")[//Where the hell is the window?//(set: $escapetried to it +1)]]]|run6)[//Only 3 meters... //]|run7)[//2... //]|run8)[//1... //]|run9)[//Oh no!//]|run10)[<p> ◃<p>]|run11)[<p> 𒀭𒋾𒊩𒆳<p>]|run13)[<p>(text-style:"expand","blink")[''⚪ ⚪'']<p>]|esc11)[<p> ▷<p>]|run12)[<p>(text-style:"expand","rumble")+(text-color:white)[''TEETH!!!'']<p>]|esc6)[<p>(text-style:"expand","fidget")[(link: "Escape now!")[(char-style: (text-style:"shudder"))[. . .. . .](set: $escapetried to it +1)]]]|esc10)[<p> ∇<p>]|esc13)[<p>(text-style:"shudder")[''<p> . .'']]|esc13)[<p>(text-style:"shudder")[''<p> .''<p>]]<p>|esc9)[<p>(text-style: "expand","shudder")[(link:"''ESCAPE NOW!!!''")[(set: $escapefirsttime to true)(t8n-depart: "flicker")(goto:"Shade-02a")]]]
{
(after: 10s)[(hide:?esc0, ?lacuna1)(show: ?run1, ?esc1)]
(after: 15s)[(hide:?esc1)(show: ?run2, ?esc2)]
(after: 20s)[(hide:?esc2)(show: ?run3, ?esc3)]
(after: 25s)[(hide:?esc3)(show: ?run4, ?esc4)]
(after: 28s)[(hide:?esc4)(show: ?run5, ?esc5)]
(after: 31s)[(hide:?esc5)(show: ?run6, ?esc6)]
(after: 32s)[(show: ?run7)]
(after: 33s)[(show: ?run8)]
(after: 34s)[(hide: ?esc6)(show: ?run9, ?esc9)]
(after: 34.24s)[(show: ?esc10)]
(after: 34.64s)[(show: ?run10)]
(after: 35s)[(show: ?run11)]
(after: 35.38s)[(show: ?esc11)]
(after: 35.74s)[(show:?run12)]
(after: 35.86s)[(show: ?esc13)]
(after: 36.2s)[(goto: "Darkness")]
(enchant: ?run1, (t8n: "fade"))
(enchant: ?run2, (t8n: "fade"))
(enchant: ?run3, (t8n: "fade"))
(enchant: ?run4, (t8n: "fade"))
(enchant: ?run5, (t8n: "fade"))
(enchant: ?run6, (t8n: "fade"))
(enchant: ?run7, (t8n: "fade"))
(enchant: ?run8, (t8n: "fade"))
(enchant: ?run9, (t8n: "fade"))
(enchant: ?run10, (t8n: "flicker"))
(enchant: ?run11, (t8n: "flicker"))
(enchant: ?run12, (t8n: "rumble"))
(enchant: ?run13, (t8n: "flicker"))
(enchant: ?esc1, (t8n: "fade"))
(enchant: ?esc2, (t8n: "fade"))
(enchant: ?esc3, (t8n: "fade"))
(enchant: ?esc4, (t8n: "fade"))
(enchant: ?esc5, (t8n: "fade"))
(enchant: ?esc6, (t8n: "fade"))
(enchant: ?esc7, (t8n: "fade"))
(enchant: ?esc8, (t8n: "fade"))
(enchant: ?esc9, (t8n: "flicker"))
(enchant: ?esc10, (t8n: "flicker"))
(enchant: ?esc11, (t8n: "flicker"))
(enchant: ?lacuna1, (text-color: #aaa))
}(if: (history:)'s last is "Shade-03a")[You wearily climb back in through the window for another look.<p>](if: visits is 1)[The lamp hanging from the ceiling casts a dim light over the room and this time you can see some new details in here.](if: visits is >=2)[The light from the lamp hanging from the ceiling is a bit dimmer this time.]
(if: visits is 1)[A clock hanging on the wall confidently proclaims:](if: visits is >=2)[The clock on the wall says:] (current-time:). (if: visits is 1)[There are clothes spread out in piles on the floor. And an open suitcase.](else:)[Clothes from an open suitcase, spread all over the floor.]
On the writing desk you see (if: $inside is true)[the](else:)[a] map(if: $inside is true)[ again]. (if: $lookmap is true)[Judging from what you saw earlier it could really be helpful.](if: $lookroom is true)[Maybe you should take a closer look at it this time, it might be helpful.](if: $inside is false)[ It might be helpful when roaming around.]
[[[Look at the map->Desk-01a]]]
(if: visits is 1)[[[[Climb out through the window – before something terrible happens->Shade-03a]]]](if: visits is 2)[[[[Climb out through the window again->Shade-03a]]]](if: visits is 3)[[[[Climb out again->Shade-03a]]]]<h3>[(link: "Between Two Mirrors")[(set: $info to false)(set: $fontinfo to false)(set: $settings to false)(goto: "Welcome-01")]]</h3>A story with choices and consequences. Written and designed by Markus Widegren.
This is an old-school text-adventure, interactive story, solo adventure, choose your own adventure, or whatever you used to call it. Make decisions, look for things, react in time and you'll piece it all together. Maybe. //Perhaps you should read the instructions?//
Good luck.
{=(if: $backagain is true)[(t8n: "slide-right")+(text-style:"fidget")[>](link: "Continue where I was")[(set: $info to false)(set: $fontinfo to false)(set: $settings to false)(goto: (history:)'s last)]<p>]
(if: $backagain is false)[(t8n: "slide-right")+(text-style:"fidget")[>] |linkhint>[(link: "Start the story")[(set: $info to false)(set: $fontinfo to false)(set: $settings to false)(goto: "Welcome-01")]<p>]]
[(if: (saved-games:) contains "Slot A")[|loadlinkfull>[(link: "Load last save")[(load-game:"Slot A")(set: $reloaded to true)]]]]
<p>
[(if: (saved-games:) contains "Slot X")[|loadlinkfull>[(link: "Load save slot B")[(load-game:"Slot X")]]]]
<p>
|regularlink>[
(if: $backagain is true)[(Link: "Reset everything and start new")[(display: "Startup")(set: $progress to 0)(goto:"Menu-start")]]
<p>
|info>[(if: $info is false)[(link: "Instructions")[(set: $settings to false)(set: $fontinfo to false)(rerun: ?settings)(set: $info to true)(rerun: ?info)]](if: $info is true)[(link: "Hide instructions")[(set: $info to false)(rerun: ?info)]
<p>
(b4r:"none","none","none","dotted")+(b4r-colour:#444)+(box:"X")[Click ''colored text'' to choose. Sometimes you may have to enter numbers or letters. Sometimes time matters. Sometimes things are hiding. It can take ''30–60 minutes'' to go through the whole story. Though there are a few shortcuts for the impatient.
<p>
Check the (text-colour:white)[''Full''] box to get fullscreen //(really recommended on phones)//. You can close the story and resume later. In //some// places you can also manually (text-colour:white)[''Save''] and then (text-colour:white)[''Load''] from this start menu. The top bar will show your progress based on the path you take. You (text-colour:white)[''can not''] use back or forward in the browser to navigate the story.]]]
<p>
|settings>[(if: $settings is false)[(link: "Settings")[(set: $info to false)(set: $fontinfo to false)(rerun: ?info)(set: $settings to true)(rerun: ?settings)]](if: $settings is true)[(link: "Hide settings")[(set: $settings to false)(rerun: ?settings)]
(enchant: ?regular's links, (text-color: "#ad601f"))
<p>
(b4r:"none","none","none","dotted")+(b4r-colour:#444)+(box:"X")[Change text font
<p>
(if: $textfont is "Source Code Pro")[(dropdown: bind $textfont, "Source Code Pro", "Source Sans Pro")](if: $textfont is "Source Sans Pro")[(dropdown: bind $textfont, "Source Sans Pro", "Source Code Pro")]
<p>
(link: "''Refresh'' to see change")[(goto: "Menu-start")]
<p>
|fontinfo>[(if: $fontinfo is false)[(link: "Show font info")[(set: $fontinfo to true)(rerun: ?fontinfo)]](if: $fontinfo is true)[(link: "Hide font info")[(set: $fontinfo to false)(rerun: ?fontinfo)]
<p>
(font:"Source Code Pro")[''Source Code Pro'' looks like this. It gives a more //primitive feel// similar to the old-school text-adventure format.]
<p>
(font:"Source Sans Pro")[''Source Sans Pro'' looks like this. It might be //easier to read// and needs less space, which might be good on a phone with small screen.]]]]]]]
---
© Markus Widegren 2022<br>
|credits>[(link-rerun: "markuswidegren.se")[(open-url: "https://markuswidegren.se")]<br>
{(set: $version to "20220514:0156")}
Version $version]
The pressure of deciding things, left and right, on the fly, is terrible. Trying to evaluate the options. Some decisions trivial, some fateful. Blink and you'll miss that you even had a choice.
All the time. Choices. That's what's making you so tired. Didn't you go here to the countryside to be left alone? Weren't this supposed to be rest and recreation?
Who knows what is safe? Safe could be as easy as: "One three five, Alex is alive."
Hm. Such an odd expression. Where did that rhyme come from? Major chord and all. Should at least be easy to remember. (link: "Write it down just in case.")[You find some paper and an ink pen in your pocket and make a note of it.(set: $note to "Cue tree vibe, Ælik vs Aloiv.")(set: $noted to true)(set: $penused to true)]
And now there's the door you came in through to consider as well. What to do?
(link:"Lock the door")[(set: $undecidedyeslockyes to true)(set: $doorlock to true)(set: $locked to $locked + 1)(goto:"Lock-01")]
(link:"Leave the door unlocked")[(set: $undecidedyeslockno to true)(set: $doorlock to false)(goto:"Lock-01")]
(set: $undecidedyes to true)The peaceful atmosphere of the countryside has calmed your anxiety a bit. No noises, no traffic. No choices to make. You feel safe here. Safe as in: "One three five, Alex is alive."
Wow. What an odd expression. Where did that rhyme come from? Sounds like a major chord. Should be easy to remember at least. (link: "Write it down just in case.")[You find an ink pen in your pocket and lacking any paper you make a note of it on your hand.(set: $note to "Cue thee dive, A leg is a hive.")(set: $notearm to true)(set: $noted to true)(set: $penused to true)]
Even if you apparently feel safe: What to do with the door?
(link:"Lock the door")[(set: $undecidednolockyes to false)(set: $doorlock to true)(set: $locked to $locked + 1)(goto:"Lock-01")]
(link:"Leave door unlocked")[(set: $undecidednolockno to false)(set: $doorlock to false)(goto:"Lock-01")]
(set: $undecidedno to true)[(if: $lockpickneed is false)[The same cottage. The same old stone wall. The same countryside. It looks like it's a hot summer day. Probably around noon. Time flies like nothing else. Nothing else flies over the unkept grass. No birds in the withered trees.
(if: $darkness is false)[You still feel drawn to the rustic old building. There's something in there that you want to... Maybe... Something you came for. You think. It's hard to explain.](if: $darkness is true)[You know all this of course, but you pretend you have never been here before.]
While walking towards the cottage you stumble and almost tear one of your trouser legs on some metal junk hiding in the tall grass. Whoever owns this place need to clean it up.
[[[Go to the front door->Door-out-02]]]
]]{(if: $lockpickneed is true)[You go back towards the front gate again.
<p>
There must be something you can use to get through the door.
<p>
(if: $frontgatesearched is false)[(link: "Search the gate for something to use as a tool")+(t8n: "fade")[You find nothing of use at the gate. Though the thought of escaping all this right now crosses your mind. But not yet. Not just yet.(set:$frontgatesearched to true)]](if: $frontgatesearched is true)[There is nothing to use at the front gate.]
<p>
(link: "Search the metal junk scattered in the grass")+(t8n: "fade")[Carefully you sort through the sharp metal pieces. It looks like some kind of wreckage. Did some farmer destroy an old harvesting machine here or what?
<p>
Finally you find some pins and thin metal rods. You take them with you. They'll have to do.(set: $lockpick to true)]
<p>
(if: $mailcheck1 is true)[(link: "Search the mailbox")+(t8n: "fade")[The old bird's nest is still inside the mailbox. This time there are some red feathers in it.(set: $mailcheck2 to true)<p>(link: "Take a feather")[The feather can't be used to pick the lock, but it's pretty. You put it in your pocket.(set: $feather to true)]]](else:)[(link: "Search the mailbox")+(t8n: "fade")[Inside the mailbox there's an abandoned old bird's nest.]]
<p>
[[[Go back to the door->Door-out-02]]]]}{(if: $sunnyside is 0)[You check the south side of the cottage. The sun feels warmer here. There is a broken sundial lying toppled in the tall grass.(if: $doorlock is false)[ It is strangely crumpled and twisted.<p>Otherwise nothing special to see here.](set:$heat to "warm")<p>](if: $sunnyside is 1)[Nothing has changed since you were here moments ago.[(if: $lockpickneed is true)+(unless: $lockpick is true)[ The sundial is still broken.]] Though the sun feels hotter. You realize you've lost your sunglasses.(set:$heat to "hot")<p>](if: $sunnyside is >=2)[Still nothing to see here. The scorching southern sun is starting to burn your skin. Better not go here again.(set:$heat to "scorching")<p>]}{[(if:$sundialsearch is false)+(if: $lockpickneed is true)+(unless: $lockpick is true)[<p>(link:"Search the sundial for anything useful")[You try to make sense of the distorted metal frames. What kind of force could have crushed the sundial like this?<p>Unfortunately there is nothing you can use to pick the lock.(set: $sundialsearch to true)]]]}[[[[Go back to the door->Door-out-02]]]]
(set: $sunnyside to it + 1)|blackout>[(t8n-depart: "fade")[You fall down into total darkness.]]|hidden)[(link:"// ...nose bleeding...<p> ...teeth shattering...<p> ...we're gonna die...<p> ...screaming...//")[(text-color:#9f1f1f)+(text-style: "rumble")[// . ... ..<p>...the whole world spinning...<p> ...it hurts!...// .. ...<p>]]]|hidden2)[(link:" .....<p> ... ...<p> ...//''Alex?''//...<p> ... <p> .. .. ..")[(text-color:#9f1f1f)+(text-style: "rumble")[// ... ..<p> ... .. ..<p> ...''Alex?''...<p> ...is that you?...<p> .. .. ...<p>//]]]|light)[You wake up lying down. Your body feels numb. It's hard to move. As if you're stuffed in a sleeping bag. The taste of blood in your mouth.<p>//Who is talking?//<p>You see faint light far away.]|lightlink)[[[[Crawl towards the light->Shed-dark-01]]]]
{
(if: $notearm is false)[(set: $note to "The sharp claws in the attacking darkness shredded the note. All you can read now is: //...cre ..... live...//")]
(if: $notearm is true)[(set: $note to "In the struggle with the attacking darkness the note you wrote on your hand got smudged. All you can read is: //...cre ..... live...//")]
(after: 4s) [(show: ?hidden)]
(after: 7s) [(hide: ?hidden)(show: ?hidden2)]
(after: 9s) [(hide: ?hidden2)(show: ?light)]
(after: 9s) [(show: ?lightlink)]
(enchant: ?dark, (text-style: "fidget"))
(enchant: ?light, (t8n: "fade"))
(enchant: ?hidden, (t8n: "pulse"))
(enchant: ?hidden, (color: "#1b1b1b"))
(enchant: ?hidden, (text-style: "expand", "fidget"))
(enchant: ?hidden2, (t8n: "pulse"))
(enchant: ?hidden2, (t8n-time: 0.4s))
(enchant: ?hidden2, (color: "#181818"))
(enchant: ?hidden2, (text-style: "expand", "fidget"))
(enchant: ?lightlink, (t8n:"fade"))
(after: 0.1s)[(enchant: ?blackout, (text-style: "fidget"))]
(after: 3s)[(enchant: ?blackout, (text-style: "rumble"))]
(after: 3.2s)[(enchant: ?blackout, (text-style:"blur"))]
(after: 3.5s)[(enchant: ?blackout, (text-style:"shudder"))]
(after: 3.7s)[(enchant: ?blackout, (text-style:"blurrier"))]
(after: 3.8s)[(enchant: ?blackout, (text-style:"fade-in-out"))]
(after: 4s) [(hide: ?blackout)]}{(set: $safeseen to true)
(if: $safewrong is <=29)[
(if: $safetried is false)[A small safe with a code lock is built into the wall. It is locked.<p>You need to enter a code to open it. (if: visits is 1)[Probably something you may have noticed earlier. At least make a guess.<p>]]
[(if: $safetried is true)+(if:$safegotit is false)[The small safe is [(if: $safewrong is 2)+(unless: (history:) contains "Safe-loot")[still ]][(if: $safewrong is >=3)+(unless: (history:) contains "Safe-loot")[unfortunately still ]]locked.<p>]]
[(if: $safegotit is true)[<p>You have the object that was inside the safe.(if: $safewrong is >=3)[ Finally.](if: $safewrong is >=10)[ Maybe you should move on now?]]
(if: $safeinsideseen is true)+(if:$safegotit is false)[You ''(text-style:"fidget")[forgot]'' to take the object before you closed the safe. Anxiety can really mess up your mind. Don't worry, just open the safe again and get it before moving on.<p>(set: $safeforgotit to true)(link: "Enter the correct code and open the safe")[(set: $code to "135")(goto:"Safe-loot")]]
[(if: (history:)'s last is "Safe-lock")+(if: $safetried is true)+(unless: $code is "Alex" or "alex" or "135")[That was not the correct code.<p>]]
[(if: (history:)'s last is "Door-in-04")+(if: $safetried is true)+(unless: $code is "Alex" or "alex" or "135")+(if: $safeinsideseen is false)[You need to enter a code.<p>]]
(if: (history:)'s last is "Safe-lock")+(if: $code is "")+(if: $safewrong is <4)[Try to enter some numbers or letters.<p>]
(if: $code is "216")[But that is a very special number. How did you know that? You have unlocked secrets elsewhere thanks to this.(set:$mw to true)<p>]
(if: $code is "404")[But life sure feels like a 404 error.<p>]
(if: $code is "666")[There's no great beast in the safe.<p>]
(if: $code is "777")[But maybe 777 was one of the books in the pile on the desk?<p>]
(if: $code is "A" or "a")[A C# E – You're on to something.<p>]
(if: $code is "Fuck" or "fuck")[Don't be frustrated, you'll get this.<p>]
(if: $code is "Abyss" or "abyss")[Η άβυσσος είναι κοντά.<p>]
(if: $code is "Mirror" or "mirror" or "Mirrors" or "mirrors")[Though something //is// happening between two mirrors.<p>]
(if: $code is "123")[But it was something similar.<p>]
(if: $code is "Jenny" or "jenny")[No, Jenny is gonna drive, not alive. But close.<p>]
(if: $safegotit is false)+(if: $codedesperate is true)+(if: $safeinsideseen is false)[<p>//The number you saw written in red was 135.//<p>(link: "Enter the code 135")[(set: $code to "135")(goto:"Safe-loot")]]
(if: $safegotit is false)+(if: $codedesperate is false)+(if: $safeinsideseen is false)[
(if: $safewrong is 1)[
(if: $notelightseen is false)[<p>
(if: $codeneedclue1seen is false)[//There must be a clue to this somewhere(if: $inside is false)[ in this room. But you probably missed when you stayed outside in the beginning. Have a look around(set: $codeneedclue1 to true)](else-if: $noted is false)[ in this room that you didn't note in the beginning. Have a look around(set: $codeneedclue1 to true)].//]
(if: $inside is true)+(if: $noted is false)+(if: $codeneedclue1 is false)[//Wasn't there something about a rhyme with a major chord?//<p>(link: "Search the room for clues")[(set: $codeneedclue1 to true)(goto: "Door-in-04")]]
(if: $noted is true)+(if: $notearm is false)[//Maybe that note you wrote earlier? Where is it? It must have fallen out of your pocket somewhere.//<p>(link: "Search the room for the lost note")[(set: $noteneedlight to true)(goto: "Door-in-04")]]
(if: $noted is true)+(if: $notearm is true)[//Perhaps the note you wrote on your arm earlier? Too dark to read it in this dark corner though.//<p>(link: "Step back and get some light")[(set: $noteneedlight to true)(goto: "Door-in-04")]]
(if: $codeneedclue1seen is true)[<p>//Enter the numbers you found in the clue into the code lock – otherwise just make a guess.//]
]
(if: $notelightseen is true)[//Did you get a clue from the note? Try to enter that, otherwise at least make a guess.//<p>]
]
(else-if: $safewrong is 2 or 3)[
(if: $noteneedlight is true)+(if: $notelightseen is false)[<p>//Maybe the note you made earlier will remind you?//<p>(link: "Check your note")[(set: $noteneedlight to false)(if:$noted is true)[//...(text-style:"blur")[cre] (text-style:"blurrier")[ஐந்து](text-style:"blur")[ hive,] Alex is alive.//](if:$noted is false)[Oh, damn. You didn't write it down. Just have a guess then.]]]
(else-if: $notelightseen is true)+(if: $codeneedclue2seen is false)[<p>//If you didn't get the numbers from the note there might be another clue elsewhere. Have a look around again.//<p>(link: "Search the room for clues to the code")[(set: $codeneedclue2 to true)(goto: "Door-in-04")]]
(else-if: $codeneedclue2seen is true)[<p>//You read the note and found some clues. Enter the numbers you got into the code lock.//(if: $safewrong is 3)[<p>(link: "What was the code now again?")[The code you found must be 135.<p>(link: "Help me enter the code correctly")[(set: $code to "135")(goto:"Safe-loot")]]]]
(else-if: $codeneedclue1seen is true)+(if: $safewrong is 2)[<p>//There might be more clues somewhere.//<p>(link: "Search the room for clues")[(set: $codeneedclue2 to true)(goto: "Door-in-04")]]
(else-if: $codeneedclue1seen is true)+(if: $safewrong is 3)[<p>//Maybe there are more clues in the room if you need them.//<p>(link: "Search the room for clues to the code")[(set: $codeneedclue2 to true)(goto: "Door-in-04")]]
(else:)[<p>//There must be a clue to this. Maybe somewhere in this room?//(if: $noteneedlight is false)[(if: $noted is true)[(set: $noteneedlight to true)<p>(link: "Look at the note you wrote earlier")[(goto: "Door-in-04")]](if: $noted is false)[(set: $codeneedclue2 to true)<p>(link: "Search the room for clues to the code")[(goto: "Door-in-04")]]]]
]
(else-if: $safewrong is >=4)[<p>(if: $notelightseen is false)[//Wait... All the numbers keep spinning in front of you. Somehow you start to remember... The rhyme... Safe... "It's easy as one three five"... Wasn't it? The code must be 135.//](if: $notelightseen is true)[//Wait... You know this, you read the note or what was left of it... The rhyme... Safe... "It's easy as one three five"... Code must be 135 then.//](set: $forgotcode to true)<p>(link: "Help me enter the code correctly")[(set: $code to "135")(goto:"Safe-loot")]]]
(if: $safegotit is false)[[[[Enter a code->Safe-lock]]]]
(if: $safegotit is true)[[[[Enter another code->Safe-lock]]]]
(if: $safeopen is true)[(link: "Close the safe")[(set:$safeopen to false)(goto:"The-safe")]]
(if: $safegotit is false)[<p>[[Step back from the safe->Door-in-04]]]
(if: $safegotit is true)[<p>[[[Leave the safe and continue->Inside-05]]]]
]]
(if: $safewrong is >=30)[The code lock suddenly breaks from all your fiddling. Time is running out. Gotta move on.<p>[[[Abandon the safe and go out through the window->Shade-04]]]]
}(if:$chrysalisagain is true)[You return to the old stone wall to have another look at the chrysalis that is tucked away in the crevice. There appears to be something alive in the deep blue cylindrical shape.](else:)[Tucked away in one of the crevices in the stone wall you see a small cylindrical shape. It appears to be some kind of dark blue chrysalis.]
[(t8n-depart: "blur")+(t8n-arrive: "blur")+(t8n-time:0.4s)[[Touch the chrysalis->Chrysalis-02]]]
[[[Back away and don't disturb it->Shade-01b]]]
(set: $chrysalis to true)|blackout1>[You touch the dark blue chrysalis.]
|bluexx)[]|blackin1)[Blue lights flash in a blur. The chrysalis is purring like cat beneath your fingers.]
|blackin2)[A voice right behind you says softly:<p> (text-style: "expand", "italic")["Safe passage little wing."]]|blackin3)[But when you turn around, there is no one there.]
|blacklink)[[[Go back to the shade->Shade-01b]]]
{(set: $chrysalistouch to true)(set: $chrysalisX to 12)
[(enchant: ?blackout1, (text-style:"blur"))]
[(enchant: ?blackout1, (char-style: via (text-style: "fidget")))]
[(enchant: ?bluexx, (text-color: "hsl(202, 85%, 50%)"))]
(after: 1.75s)[(t8n: "blur")+(t8n-time:0.3s)+(replace: ?blackout1)[|bluevision>[You touch the dark blue chrysalis.]]]
(after: 4s)[(animate: ?bluevision's lines, "blur")]
(after: 4.2s)[(replace: ?bluexx)+(t8n: "slide-left")[|bluexx>[(text-style:"blur")[(text-rotate-z:338)[ᙙᙖ]]]]]
(after: 5s)[(replace: ?bluexx)[]]
(after: 6s) [(t8n: "fade")+(t8n-time:1.25s)(show: ?blackin1)]
(after: 6.25s) [(t8n: "fade")+(t8n-time:1s)(show: ?blackin2)]
(after: 6.5s) [(t8n: "fade")+(t8n-time:0.75s)(show: ?blackin3)]
(after: 6.75s) [(t8n: "fade")+(t8n-time:0.5s)(show: ?blacklink)]
(enchant: ?bluevision, (char-style: via (text-style: "fidget")))
}[(set: $code to (prompt: "Enter safe code:", ""))(set: $safetried to true)(set: $safewrong to it +1)]
(unless: $code is "Alex" or "alex" or "135")[(go-to: "The-safe")]
(if: $code is "Alex" or "alex" or "135")[(set: $safeopen to true)(go-to: "Safe-loot")]You are back outside the window again. Can't stand the walls. That cramped space will be the death of you. The mirror will shatter and dark water will fill the room. Or has it already happened?
You want the single siblingless sun-god to caress your skin with its sweet, $heat fingers. A gentle touch of life and death. You feel weightless just thinking about it. Exhilarating.
(if:$chrysalis is true)[You think about the dark blue chrysalis you saw a lifetime ago. (if:$chrysalistouch is false)[What happened to it? Did someone touch it? Did it hatch?](if: $chrysalisXused is true)[That blue blurry voice really gave you a fantastic gift.](else-if:$chrysalistouch is true)[Did it spawn a fluttering butterfly later? Has it been hiding somewhere the whole time?]](if: $chrysalis is false)[You see the withered dark blue remains of a small chrysalis in a crevice of the stone wall. Things happen around you without you noticing. So many things you never see coming. Who can keep up with it all?]
The rain clouds are getting darker.
[[[Continue around the cottage->Garden-04a]]]You look at the thing you took from the safe. The dark piece of glass. Like a small mirror. You see movement in the mirror. A face. You recognize the face. Someone is terrified.
You talk to the face in the mirror. Surprised to hear your own voice. Another face, your voice. Someone is devastated.
When you are right in between the two mirrors you can understand the words.
[[[Listen to your voice->Garden-06]]]You hold the rectangular piece of glass you found in the safe in a tight grip. You'll never let it go again. How could you ever have let go in the first place? What could have forced you to let go of the most important thing in the world?
You know that if you just touch the object in the right way, you might see that face again. The one you long to see. You twist the object in your hand and realize that the reflection in the glass makes it look like a small mirror. Very similar to the big mirror on the wall.
[[[Is the mirror on the wall still here?->Inside-06]]]
(set: $code to "wrong")
{(if: $mw is true)[(after:1s)[(t8n:"fade")+(t8n-time: 3s)[(text-color:#555)[(link:"What did the code 216 unlock?")+(t8n: "fade")[As you entered 216 into the code lock you opened tunnels that lead back to some interesting places. You can access them once you reach the end of the story.]]]]]}You didn't get it in there, did you? The thing that was inside the safe. Sorry about that. To late now unfortunately. Almost everything is too late now. The light is fading. You are falling.
[[[Move without walking->Garden-04a]]]<h2>(text-style:"bold","blur","fidget")[Between Two Mirrors]</h2>
(enchant: ?Passage's lines, (t8n: "fade")+(t8n-skip:0.8s))
(after:1s)[(t8n: "fade")+(t8n-time:1s)[You're falling...]]
(after:3s)[(t8n: "fade")+(t8n-time:1.25s)[...from the edge of steel and concrete.]]
(after:5.25s)[(t8n: "fade")+(t8n-time:1.5s)[...away from rest and decreation.]]
(after:7.75s)[(t8n: "fade")+(t8n-time:1.75s)[...among the splinters and shards.]]
(after:10.25s)[(t8n: "fade")+(t8n-time:2s)[...into the deep end of the story.]]
(after:13s)[(t8n: "fade")+(t8n-time:2.25s)[...towards the glistening one.]]
(after:15.5s)[(t8n: "fade")+(t8n-time:2.6s)[...together with the voice.]]
(after:18.5s)[(t8n: "fade")+(t8n-time:3.2s)[...for an eternity.]]
(after:21.5s)[(t8n: "fade")+(t8n-time:3.8s)[...between two mirrors.]]
(after:25s)[(t8n: "fade")+(t8n-time:4s)[(text-style:"bold", "expand")[THE END]]]
(after:29s)[(t8n: "fade")+(t8n-time:5s)[<hr>(t8n-depart: "dissolve")+(t8n-time:4s)[(link:"Go to the summary")[(goto:"Endscreen")]]]]NOT THE SHED
You emerge //as if through the wall// in (if: $hellcount is 0)[what appears to be a](if: $hellcount is >=1)[the] small wooden shed. You have slowly regained control over your body while crawling through the tunnel.
The familiar smell of wood and carpentry is comforting.
But this can't be the end. No, no. The real end would smell more like... Digging in the garden on a rainy day.
(if:$escapetried is 0)[You didn't even try to get away when the darkness attacked. You probably have your reasons. But if you want to get through in one piece you'll need to act at every chance you get.](if:$escapetried is 1 or 2 or 3)[You only made a few tries to get away from the darkness that attacked. You'll need to try harder next time, act at any chance, if you want to get through in one piece.](if:$escapetried is >=4)[At least you you tried to get away from the darkness that attacked. Just keep trying and be ready when the right moment comes.]
(link: "Go to the front door and pretend this didn't happen")[(set: $progress to it -2)(goto:"Door-out-02")]
(set: $darkness to true)The heavy door of the safe opens.(set: $safeopen to true)(set: $safeinsideseen to true)
{(if: $safegotit is false)[(if: $safeforgotit is true)[Once again you find yourself staring at the rectangular object inside. Heart pounding. But this time the panic attack is not nearly as strong as last time.](else:)[You find an object inside. Looks like a thick, square piece of glass.<p>The moment you see it there's a strong pressure over your chest. You gasp for air, vision blurring, almost about to faint.<p>Then the feeling subsides and you can breathe normally again.]<p>[(Link:"Take the object")+(t8n: "fade")[(set: $safegotit to true)(show: ?bowl)You take the glass object from the safe.<p>//Yes. This is why you came here.//]]]
(if: $safegotit is true)[You already got the piece of glass you found in here earlier.
(if: $thinginsafe is false)[<p>The safe is empty.]
(if: $thinginsafe is true)[<p>The $thing you put in earlier is still there though. Maybe that was a silly idea. Who would want to steal your $thing? Except yourself, of course.<p>(link: "Take the $thing again")[You retrieve the $thing.(set: $thinginsafe to false)]]
]
[(unless: $thing is "nothing" or "knife" or "pencil")+(unless: $bowlthing is true)+(unless: $thinginsafe is true)[
|bowl)[$safestatus
(if: $thinginsafe is false)[(link: "Place the $thing in the safe")[(set: $thinginsafe to true)(set: $safestatus to "On a whim you put the $thing in the safe.<p>")(rerun:?bowl)]]
(if: $thinginsafe is true)[(link: "Take it back")[(set: $thinginsafe to false)(set: $safestatus to "You retrieve the $thing. It probably shouldn't be in there.<p>")(rerun:?bowl)]]]
]
]
[<p>(Link:"Close the safe")[(set: $safeopen to false)(goto:"The-safe")]]
(enchant: ?bowl's lines, (t8n: "fade"))}You wonder how old the cottage is. Hundreds of years at least. And the stone wall around it. It's rock solid. //Not like those flimsy modern bridges with railings that crumble like paper...// No, a thousand years or more, the stone wall. Who built it? Did they build bridges too?
The surrounding garden looks abandoned and in decay. No one have cared for it in years. The lawn is covered with weeds and thistles. The trees look like they are about to leave. No life buzzing around like before.
It used to be $heat out here. Now it's more like late summer. The sun will be setting soon.
Though the terrifying dark shadow inside (if: $escbloody is true)[cut you bloody with its sharp claws ](if: $escbloody is false)[almost could have shredded you with its sharp claws ]you know you have to go inside again. You know you //must// to go in.
(if: $mailcheck2 is true)[(link: "Check the mailbox")+(t8n: "fade")[There are some small eggs in the old bird's nest. No, not eggs, only empty shells, each with a small hole in the top. Looks like the eggs didn't hatch. Something ate what was inside.(set: $mailcheck3 to true)]<p>][[[Go to the front door->Door-out-03]]]
{(unless: (history:) contains "Shed-02a")[[[Go back to the garden shed and take another look before you continue here->Shed-02a]]<p>]
(unless: (history:) contains "Welcome-03")[[[Go to the front gate and gather your thoughts first->Welcome-03]]]}The (text-style:"fidget")[darkness] inside. Inside the cottage. The darkness you saw inside the cottage before. It follows you. Like a shroud. It just appeared. Like some kind of J(text-style:"blur")[e](text-style:"blurrier")[n](text-style:"blur")[n]y in a bottle. Did you release it? She will drive. Like the swirly wallpattern. Like the amplifier on overdrive.
(text-style:"blurrier")[A](text-style:"blur")[le]x calls out between two worlds. Reaching up like those trees over there. No room for th(text-style:"blur")[e](text-style:"blurrier")[m] in here. (text-style:"blurrier")[Th](text-style:"blur")[e]y will only survive outside. Neither of them are here. But you are. All spinning.
//How did you get here?//
{(if: $mailcheck3 is true)[(link: "Check the mailbox")+(t8n: "fade")[The mailbox is full of murky water. The bird's nest is flushed away. A few pieces of straw hanging over the edge of the mailbox is all that's left.(set: $mailcheck4 to true)]<p>]
[[[Go to the door->Door-out-04]]]
<p>
(if: $shroomeaten is true)[(live: 0.52s)[(char-style: via (text-style:(either:'none','blur','fidget','fidget','none','none')))[[[Go and greet the beautiful trees->Trees]]]]](else:)[[[Go look at those trees->Trees]]]}{(unless: (passage:)'s tags contains "noprogress" or "timed")+(if: visits is 1)[(set:$progress to it +1)]}
[(unless: (passage:)'s tags contains "noprogressbar" or "timed")+(unless: $progress is 0)[|progress>[(prepend: ?page)[(meter: bind $progress, 93, "X", #803900)]]]]{
(set: $progress to 0)
(set: $meter to 0)
(set: $monofont to "Roboto Mono")
(set: $textfont to "Source Code Pro")
(set: $fontstatus to "Source Code Pro")
(set: $settings to false)
(set: $info to false)
(set: $fontinfo to false)
(set: $deaths to 0)
(set: $backagain to false)
(set: $clever to false)
(set: $w01 to false)
(set: $mailcheck1 to false)
(set: $doorlock to false)
(set: $locked to 0)
(set: $inside to false)
(set: $undecidedyes to false)
(set: $undecidedno to false)
(set: $undecidedyeslockyes to false)
(set: $undecidedyeslockno to false)
(set: $undecidednolockyes to false)
(set: $undecidednolockno to false)
(set: $undecidedchange to false)
(set: $doorlock1 to false)
(set: $penused to false)
(set: $notearm to false)
(set: $lookmap to false)
(set: $lookroom to false)
(set: $note to "You didn't write it down.")
(set: $noted to false)
(set: $trytohide to false)
(set: $blindinglight to false)
(set: $chrysalis to false)
(set: $chrysalisagain to false)
(set: $chrysalistouch to false)
(set: $chrysalisX to 0)
(set: $chrysalisXused to false)
(set: $chrysalisundo to false)
(set: $riverrun to false)
(set: $hellcount to 0)
(set: $w02 to false)
(set: $signtouch to false)
(set: $sunnyside to 0)
(set: $lockpickneed to false)
(set: $lockpick to false)
(set: $feather to false)
(set: $mailcheck2 to false)
(set: $frontgatesearched to false)
(set: $sundialsearch to false)
(set: $pick01 to false)(set: $pick02 to false)(set: $pick03 to false)(set: $pick04 to false)(set: $pick05 to false)
(set: $qroto to 225)
(set: $lockpicksucceded to false)
(set: $doorlock2 to false)
(set: $firstvisityes to false)
(set: $firstvisitno to false)
(set: $firstvisityesno to false)
(set: $firstvisitnoyes to false)
(set: $firstvisityesyes to false)
(set: $firstvisitnono to false)
(set: $darkness to false)
(set: $escape to 0)
(set: $escapetried to 0)
(set: $escapetriedagain to false)
(set: $escapefirsttime to false)
(set: $escapeducked to false)
(set: $escapeblood to false)
(set: $escapewiped to false)
(set: $escapespecial to false)
(set: $esc1 to false)
(set: $esc2 to false)
(set: $esc3 to false)
(set: $esc4 to false)
(set: $esc5 to false)
(set: $esc6 to false)
(set: $lookin to 0)
(set: $curiousblood to false)
(set: $planksopen to false)
(set: $breath to false)
(set: $doorbroke1 to false)
(set: $hammerdropped to false)
(set: $hammergrabbed to false)
(set: $hammerthrown to false)
(set: $edgeseen to false)
(set: $mirroralmostfoolish to false)
(set: $w03 to false)
(set: $mailcheck3 to false)
(set: $sunnyside3 to 0)
(set: $heat to "bright")
(set: $illumination to false)
(set: $roomlight to false)
(set: $closetofoolish to false)
(set: $checkbooks to false)
(set: $thingsseen to false)
(set: $mirrorseen to false)
(set: $mirrorlook to false)
(set: $mirroralmostfoolish to true)
(set: $mirror2chance to false)
(set: $shortcut to false)
(set: $lever to false)
(set: $leverpulled to false)
(set: $levercount to 0)
(set: $leverbroke to false)
(set: $doorbroke2 to false)
(set: $thing to "nothing")
(set: $mapyes to false)
(set: $shroomseen to false)
(set: $shroompicked to false)
(set: $applefade to "instant")
(set: $applewait to false)
(set: $appleseeds to false)
(set: $appleeaten to false)
(set: $applecaveeaten to false)
(set: $shortcut to false)
(set: $lightsource to false)
(set: $lighterrefill to false)
(set: $shroomeaten to false)
(set: $caveartseen to false)
(set: $bowlthing to false)
(set: $bowlstone to false)
(set: $openwith to "hands")
(set: $hammeragain to false)
(set: $monkey to "")
(set: $w04 to false)
(set: $wavetopines to false)
(set: $pineswhisper to false)
(set: $appletree to false)
(set: $noteneedlight to false)
(set: $notelightseen to false)
(set: $codeneedclue1 to false)
(set: $codeneedclue2 to false)
(set: $codeneedclue1seen to false)
(set: $codeneedclue2seen to false)
(set: $safedoorloop to 0)
(set: $safeseen to false)
(set: $safetried to false)
(set: $codedesperate to false)
(set: $safeopen to false)
(set: $safeinsideseen to false)
(set: $safegotit to false)
(set: $safeforgotit to false)
(set: $safestatus to "")
(set: $forgotcode to false)
(set: $code to "wrong")
(set: $mw to false)
(set: $thinginsafe to false)
(set: $216unlocked to false)
(set: $voidvisits to 0)
}{(unless: (passage:)'s tags contains "nomenu" or "timed")[(prepend: ?sidebar)[|loadlink>[(if: (passage:)'s tags contains "load")[(if: (saved-games:) contains "Slot A")[(link: "Load")[(set: $reloaded to true)(load-game:"Slot A")]]](else:)[Load]]]
(prepend: ?sidebar)[|savelink>[(if: (passage:)'s tags contains "save")[(link:"Save")[(if:(save-game:"Slot A"))[Saved!](else: )[Error!]]](else:)[Save]]]
(prepend: ?sidebar)[|menulink>[(link:"Menu")[(set: $backagain to true)(goto:"Menu-back")]]]
(prepend:?sidebar)[|fullscreen>[(checkbox-fullscreen: "Full")]]
]}{(if: $escapespecial is false)[
(if: $escapetried is 0)[The |stillblood>[attack was so terrifying that you couldn't move in there. All paralyzed. You didn't even try to escape] until the screaming voice in your head urged you to get out.<p>]
(if: $escapetried is 1)[The |stillblood>[attack was so terrifying that you almost couldn't move] in there. One failed attempt to escape and you almost gave up. It was the screaming voice urging to get out that saved you at last.<p>]
(if: $escapetried is 2 or 3 or 4)[The attack was so |stillblood>[terrifying that you almost couldn't move] in there until that voice in your head urged you to escape.<p>]
(if: $escapetried is 5 or 6)[The |stillblood>[attack was so terrifying] that you panicked and fumbled around with with almost everything before that screaming voice made you focus and finally manage to get out.<p>]
(if: $escapetried is 7)[You tried everything you could to escape the |stillblood>[terrifying attack] but stumbling over things before that screaming voice finally gave you focus enough to get out.<p>]
(if: $escapetried is >=8)[The attack was |stillblood>[really terrifying]. It felt like you tried and failed to escape so many times that you almost thought you wouldn't make it out in time.<p>It was the voice at the very end, screaming at you to get out, that made you focus enough to finally pull through.]]
}{(if: $escapespecial is true)[The |stillblood>[attack in there was terrifying]. It felt like you tried and failed to escape over and over so many times. You thought you'd be stuck with the darkness forever.<p>But then suddenly it felt as if you had lived through that exact moment before. You knew where all the obstacles were. You knew where to find the window despite the blinding light.<p>You realize that you already knew how to escape before the darkness could reach you.]}(if: $lookin is 1)[//Is something still moving in there? Hope it didn't see you when you tried to look in.//<p>](link: "Look in")[//You need to stop panicking.//(set: $lookin to it +1)]
[[[Take a deep breath->Shade-02c]]]
{
(if: $escbloody is true)[(enchant: ?stillblood, (char-style: via (text-color:(either:#ecc,#eee,#ecc,#ebb,#efecec,#eee))))]
(else-if: $escape is >=5)[(enchant: ?stillblood2, (char-style: via (text-color:(either:#ecc,#eee,#ebb,#eddada,#efecec,#eee))))]}{(if: $darkness is false)[What the hell was that in there? Something old and terrifying. A huge darkness filled with |stillblood>[shards of metal and glass] moving relentlessly towards you.<p>It got so close that you could feel the sharp teeth of a biting cold scratch against your body just before you got out.]
(if: $darkness is true)[What the hell was that in there? Something old and terrifying. A huge darkness filled with |stillblood>[shards of metal and glass]. So cold that you almost froze when it lunged at you.<p>You felt its sharp claws sink into you when it caught you the first time. The pain was unbearable and in that moment passing out was a gift.<p>You know something far worse than this would have happened if it had gotten hold of you again.]}(if: $lookin is 1)[//Is something still moving in there? Hope it didn't see you when you tried to look in.//<p>](if: $lookin is 2)[//There is definitely something moving in there. It must surely have seen you when you tried to look in. Stay hidden.//<p>](if: $lookin is >=2)[(link: "Look in")+(t8n: "flicker")[A blurry shadow reaches out from the window and thrashes at your face with something like black shards of ice.(set: $lookin to it +1)<p>(t8n: "flicker")|lookattack>[The sharp pain makes you recoil and fall on your back, blood in your eyes.(set: $curiousblood to true)]<p>[[[Crawl backwards from the window->Shade-02d]]](hide: ?hide)]](else:)[(link: "Look in")[//Calm down first.//(set: $lookin to it +1)]]
|hide>[[[Calm down->Shade-02d]]]
{
(if: $escbloody is true)[(enchant: ?stillblood, (char-style: via (text-color:(either:#eee,#f9e8e8,#eee,#ecc,#fee,#eee,#eee))))]
(enchant: ?lookattack, (char-style: via (text-color:(either:#ecc,#e6dddd,#ebb,#eaa,#eee,#eee))))
(if: $escape is >=5)[(enchant: ?stillblood2, (char-style: via (text-color:(either:#eee,#f9e8e8,#eee,#ecc,#efe7e7,#fee,#eee))))]}{(if: (passage:)'s tags contains "startmenu")[
(prepend:?sidebar)[|loadlink>[ ]]
(prepend: ?sidebar)[|savelink>[ ]]
(prepend: ?sidebar)[|menulink>[ ]]
(prepend: ?sidebar)[|fullscreen>[(checkbox-fullscreen: "Full")]]]}(if: visits is 1)[You slip and fall down into a small excavation underground. It's dark and hard to see anything. A strong smell of earth, of course. Sounds? No, nothing.<p>The shaft you came down through is too far up to be reached.](else:)[This is where you fell down from the surface. Looks darker up there now.<p>]Hope it won't start to rain. This place would be flooded in a few minutes.
(if: $thing is "compass")[There are two narrow tunnels leading away from here. You look at the compass while trying to remember what you saw on the map.<p>The western tunnel is going towards the shed while the northern tunnel will take you on a longer uneventful route.<p>(link: "Take the long uneventful detour")[(goto: "B")]<p>(link: "Take the direct route")[(set: $shortcut to true)(goto: "Compass")]](else:)[Though it's rather cramped down here, it seems like you can move forward a bit.<p>(if: $thing is "lighter")[Fortunately you have the (text-style:"fidget")[lighter] you found in the cottage. The small yellow flame only gives a limited sight, but you're thankful for what you get.<p>](unless: $thing is "lighter")[A light source would have been useful. Now you'll have to move in the dark.<p>][[[Go forward->B]]]](if: visits is >=2)[No going back up from here.]
{(if: $thing is "lighter")[(set: $lightsource to true)]
(if: $lightsource is true)[(enchant: ?passage, (text-color:#c5c4bf))]
(else:)[(enchant: ?passage, (text-color:#888))]
[(enchant: ?passage's links, (text-color:#cc7833))]}
{(if: $lightsource is false)[(enchant: ?sidebar's chars, (text-color: #555))]
(if: $lightsource is true)[(enchant: ?sidebar's chars, (text-color: #666))]
(enchant: ?menulink's links, (text-color: #7a481f))}The tunnel is narrowing so you have to move on all fours to go further.
[[[Go forward->C]]]
(if: visits is 1)[[[Go back->A]]](if: visits is >=2)[[[Go backwards->A]]]
{(if: $lightsource is true)[(enchant: ?passage, (text-color:#c5c4bf))]
(else:)[(enchant: ?passage, (text-color:#777))]
[(enchant: ?passage's links, (text-color:#b86c2e))]}
{(if: $lightsource is false)[(enchant: ?sidebar's chars, (text-color: #555))]
(if: $lightsource is true)[(enchant: ?sidebar's chars, (text-color: #666))]
(enchant: ?menulink's links, (text-color: #7a481f))}The tunnel is widening a bit again and you can almost get up on your feet if you crouch a bit.
[[[Go forward->A2]]]
(if: visits is 1)[[[Go back->B]]](if: visits is >=2)[[[Go backwards->B]]]
{(if: $lightsource is true)[(enchant: ?passage, (text-color:#c5c4bf))]
(else:)[(enchant: ?passage, (text-color:#666))]
[(enchant: ?passage's links, (text-color:#a36029))]}
{(if: $lightsource is false)[(enchant: ?sidebar's chars, (text-color: #555))]
(if: $lightsource is true)[(enchant: ?sidebar's chars, (text-color: #666))]
(enchant: ?menulink's links, (text-color: #7a481f))
(enchant: ?leverage, (t8n: "fade"))
(enchant: ?leverage, (t8n-time: 0.2s))}{=
(if: (passage:)'s tags contains "nomenu")[(hide: ?Sidebar)]
(enchant: ?endscreen, (t8n: "blur")+(t8n-time:2.3s)+(t8n-delay:2.25s))
(set: $barc to #e61a1a)
(change: ?page, via (font: $textfont)){(if: (history:)'s last is "Distracted-01b")[You find your way back through the dense vegetation using the sun to navigate. (if: $brightlight is true)[The strong light penetrating the canopy reminds you of the devastating light that blinded you inside the cottage.<p>Did the sun enter through the door?](else:)[It shines unusually bright through the canopy.<p>]
In the shadows at the far western side of the garden you find the small, strangely shaped garden shed again.
<p>
[[[Go into the small shed->Shed-01]]]]
(else:)[
(if: $inside is false)[On your way to the front door you suddenly see a curious red bird fly past you and disappear into the foliage.<p>Wondering about what species the unusual avian might be, you decide to follow it.]
(if: $inside is true)[
(if: $doorlock is false)[A good thing you (if: $undecidedchange is true)[eventually decided to leave ](else:)[left ]the door unlocked since it was going to be you who needed to use it again.
<p>Maybe remember to knock this time.]
<p>While heading for the door you notice (if: $lookmap is true)[a red bird fly past you and disappear among some bushes and trees. Was it that bird you heard inside the cottage?<p>You sneak after it to see where it was heading.](if: $lookroom is true)[the red bird you saw inside the cottage fly past you and disappear among some bushes and trees.<p>What species was that? You sneak after it to see if you can find it again.]]
In the shadows behind the foliage you find what looks like a small, strangely shaped garden shed hiding at the far western side of the garden.<p>
(if: $chrysalistouch is false)[
[[[Look for the red bird first->Distracted-01b]]]
<p>
(link: "Ignore the bird and go to the shed")[//You can go straight to the shed, but you'll miss something useful if you don't follow the bird first.//<p>
[[[Ignore the bird and go straight to the shed->Shed-01]]]
]
(if: $chrysalistouch is true)[[[[Look for the red bird->Distracted-01b]]]
<p>
[[[Go into the small shed->Shed-01]]]
]]]}Eyes closed. No movement. You stand entirely still. Or are you laying down?
Suddenly you're not sure.
You can't feel anything. Is your heart beating? Are you breathing?
Are you panicking?
[[[Take a breath->Shed-02b]]]
[(t8n-depart: "flicker")+(t8n-time:3s)[[Don't breathe->End-A]]]
{(set: $breath to true)
(if: (history:)'s last is "End-A")[|esclink>[(append: ?loadlink)[<p>[|chrysalis>[($chrysalisX)]]]]]}You could swear you saw fruit trees earlier this morning. So you wander into the back of the garden to look for (if: $thing is "apple core" or "apple")[more apples or something else to eat.](unless: $thing is "apple core" or "apple")[something to eat.]
Maybe some berries? Carrots, beets, cabbage? What is edible in this place?
{=(link: "Go foraging")+(t8n: "fade")[(if: $thing is "pouch")[You find (if: $shroomseen is true)[more of those ](else:)[some ] small, pointy mushrooms (if: $shroomseen is true)[you saw earlier ]in the grass.<p>(link: "Pick some mushrooms")+(t8n: "fade")[You pick some mushrooms and put them in the small pouch you found in the cottage.(set: $shroompicked to true)<p>]<p>(link: "Continue looking")+(t8n: "fade")[You find nothing else edible. Everything has already been harvested.(show: ?planks)<p>]](unless: $thing is "pouch")[Nothing. There is //nothing// even remotely edible here. Everything has already been harvested.(show: ?planks)<p>]]|planks)[(t8n: "fade")[Instead you find some planks covering a deep hole in the ground.<p>[[[Move planks and look into the hole->A]]]]]
<p>
(link: "Go back to the shed")+(t8n:"fade")[Well, you'll probably be rather hungry if you don't look for food.<p>[[[It's okay, take this shortcut back to the shed->Shed-03]]]]//Alex. I don't have much time. You'll be fine alive. Being number five, there was no room you know, with Jenny and the twins.
Right was wrong, so we swirled into the wallpaper, broken glass everywhere.
Then the great beast faced us at the bridge. Breathing fire, roaring.
Now we're going through the railing, the scales are tipping, into the deep eternal sea.
I'm sorry. I tried to get out.
But at least I found your mirror.
I need to tell you...
I love you.//
[[[Let go of the mirror->Shed-04a]]](if: $doorbroke2 is false)[Damn! The key got stuck and broke when you turned it. Now it can never be locked. (set: $doorbroke2 to true)](if: $doorbroke2 is true)[The broken key is still stuck inside the lock. Hope you'll feel safe anyway.]
At least the window to the north is still open. A comforting escape from all the things going on in your life right now.
It looks like sunset outside. Either that or the world is on fire.
Oh, look! The red light shines on something new in here. A small safe built into the wall (if: $mirrorlook is true)[has been revealed after the catastrophic mirror-event](else:)[has become visible].
[[[Examine the safe->The-safe]]]{(if: $curiousblood is true)[|bloodyface>[When you finally get your vision back] the window is empty. No dark shadow, no |bloodyface>[sharp] shards, nothing.<p>With a sigh your get up on your feet again. You knew there were danger in there, yet you looked. Let's leave it at that.](else:)[Once you've calmed down you finally decide that nothing or no one seems to be following you through the window.<p>]
}No matter how much time have actually passed since you came here – it feels like an eternity.
At least you managed to get out of the claustrophobic room and its nauseating |bloodyface>[wallpaper]. Can't stand it anymore. Too confined.
And the suffocating ceiling that |bloodyface>[keeps pressing down] on you. Nothing should ever block the sky.
You want blue skies and golden sunshine. No matter how $heat it is. Just burn away the darkness.
Stay down. Take a deep breath. Calm down. Take a walk.
Yes, a walk will surely clear your head.
[[[Take a walk->Garden-02]]]
{(if: $curiousblood is true)[(enchant: ?bloodyface, (char-style: via (text-color:(either:#ecc,#dcc,#ebb,#ecc,#edd,#eee))))]}{(if: $lookmap is true)[The map is apparently homemade and seems to be depicting the surrounding area.<p>But before you can make any sense of the scribblings you hear the sound of beating wings right behind your head.<p>You spin around quickly, but see nothing.](if: $lookroom is true)[While you're trying to discern what's in the rest of the room, a red bird suddenly flies in through the open window.<p>It beats it's wings at you and circles back towards the dark parts of the room. It gives off some low chirps.<p>Then something seems to startle it and it quickly veers out through the window again.]
}[[[Continue->Inside-01c]]]{(if: visits is 1)[
(if: $firstvisityes is true)[First time in here?]
(if: $firstvisitno is true)[You //have// been here before?] Alright. If you say so.]
(if: visits is >=2)[
(if: $firstvisityesyes is true)[You're so certain that you haven't been here before? Yet you answered one question two times?]
(if: $firstvisityesno is true)[Why did you change your mind? Did it feel like your recent existence was //undone// somehow?]
(if: $firstvisitnoyes is true)[Did you change your mind because you feel you were in here just moments ago? Or do you think you were here even //long before// that?]
(if: $firstvisitnono is true)[So you maintain that you have been here before? But when would that have been? How can you //return// to here?]
]}
(if: visits is 1)[Well, a](else:)[Okay, fine. A]t least in here your (if: visits is 1)[sensitive](if: visits is >=2)[itching] skin is sheltered from the $heat sun outside.(if: visits is 1)[ Don't want it to burn. Need to be safe and secure.] Did you remember to pack...
(if: $darkness is false)[Wait, where's your suitcase!? It must be here somewhere. Or did someone put it away with the rest of the baggage while you were outside?](if: $darkness is true)[No, right, you've lost your suitcase. Too bad. You'd like to change into new clothes, without earth and mud all over, after crawling that tunnel to get away from whatever happened... Well... What happened in the darkness.]
Is there actually someone else around here somewhere after all? You consider the door again.
(if: visits is 1)[(if: $doorlock1 is true)[So you had to pick the lock because you locked it earlier. But maybe this time you can keep someone else from coming in after you?](else:)[Maybe you'd be safer in here if you locked it right away this time?]](if: visits is >=2)[(if: $doorlock2 is true)[It might be more safe in here if it's locked. But what if someone needs to get out really fast? (if: $undecided is true)[ Choices. All the time.](if: $undecidedno is true)[ Do you still feel safe?]](else:)[Will you really be safer in here if you lock it?]]
(link:"Lock the door")[(set: $doorlock to true)(set: $doorlock2 to true)(set: $lockpicksucceded to false)(set: $locked to $locked + 1)(goto:"Lock-02")]
(link:"Leave door unlocked")[(set: $doorlock to false)(goto:"Lock-02")](set: $counter to 0)You enter the room, careful not to make any noises. The room feels even darker than you remember it. (text-color: #222)+(hover-style:(text-color: #222))[[[[DEBUG ONLY!->Shade-02a]]]]
Is something moving in that corner?{(set: $escapeblood to false)}
{|esc0>[(link: "Try discern what it is")[//Hard to see properly//(set: $escapetried to it +1)] |lacuna1>[(live: 0.4s)[(set: $counter to it + 1)
(if: $counter is 0)[ ]
(if: $counter is 1)[. ]
(if: $counter is 2)[. . ]
(if: $counter is 3)[. . . ]
(if: $counter is 4)[(set: $counter to 0)]
(replace: ?amount)[$counter]]]]}|run1)[There is a strange rustling sound again. Like something waking up.<p>It's happening again, isn't it?]|esc1)[<p>(link: "Move towards the window")[//Keep an eye on the dark corner...//(set: $escapetried to it +1)]]|run2)[<p>Suddenly ''[(text-style:"fidget")[a dense shadow]]'' comes right at you!]|esc2)[<p>(link: "Try to get out!")[//Something flashes in the darkness!//(set: $escapetried to it +1)]]|run3)[<p>''(char-style:(text-style:"fidget"))[Razorsharp shards] violently thrashes at you!'']|esc3)[<p>|escduck)[(char-style: via (text-style:"fidget"))[. ... . . .... . ]]|escduck2)[(char-style: via (text-style:"rumble"))[ . ... .... . . .<p> . .. . .... ]](link: "Duck from the attack!")[//You dive to the floor...//(set: $escapetried to it +1)(set: $escapeducked to true)]]|run4)[<p>(text-style:"fidget")[(if: $escapeducked is false)[''The sharp claws (char-style: via (text-color:(either:#edd,#ecc,#edd,#ecc,#ebb,#fcc,#e99)))[cuts your face and draws blood!] You need to act now!'']](if: $escapeducked is true)[''Good! You avoided the claws!<p>Head for the window!'']]|esc4)[<p>(if: $escapeducked is true)[(link: "Get up from the floor and run!")[//Getting closer to the window...//(set: $escapetried to it +1)]](if: $escapeducked is false)[(link: "Wipe the blood from your eyes")[(set: $escapetried to it +1)(set: $escapeblood to true)//You see through the red blur...//]]]|run5)[(text-style:"expand")[(if: $escapeducked is true)[''There's a piercing shriek behind you as the darkness closes in!''][(if: $escapeducked is false)+(if: $escapeblood is false)[(char-style: via (text-color: (either:#c55,#d44,#c55,#c55,#d55,#e44,#c44)))[(char-style: via (text-style:(either: 'none','blur','none','blur','blur','blurrier','blurrier')))[''[The blood in your eyes is blinding you! This is really really bad!]'']]]][(if: $escapeducked is false)+(if: $escapeblood is true)[(char-style: via (text-color: (either: #eee,#ecc,#eee,#ecc,#ebb,#fcc,#e99)))[(char-style: via (text-style:(either:'none','blur','blur','none','none')))[''The shrieking darkness coming at you again!'']]]]]]<p>|esc5)[<p>(text-style:"fidget")[(if: $escapeducked is true)[(link: "Focus on reaching the window!")[//Almost at the window now...//(set: $escapetried to it +1)]][(if: $escapeducked is false)+(if: $escapeblood is false)[(link: "Run blindly towards the window!")[(char-style: via (text-color:(either:#c55,#d44,#c55,#c55,#d55,#e44,#c44)))[(char-style: via (text-style:(either:'none','blur','none','blur','blur','blurrier')))[//Where the hell is the window?//]](set: $escapetried to it +1)]]]][(if: $escapeducked is false)+(if: $escapeblood is true)[(link: "Head towards the bright light that looks like the window!")[(char-style: via (text-color:(either:#eee,#eee,#edd,#eee,#edd,#ecc,#e99)))[(char-style: via (text-style:(either:'none','blur','none','blur')))[//This must be the window...//](set: $escapetried to it +1)]]]]]|run6)[//Only 3 meters... //]|run7)[//2... //]|run8)[//1... //]|run9)[//Oh no!//]|run10)[<p> ◃<p>]|run11)[<p> ▽<p>]|run12b)[<p>. .. .<p>]|esc6)[<p>(text-style:"expand","fidget")[(if: $escapeducked is true)[(link: "Escape now!")[(set: $escapetried to it +1)//Climbing out now...//]][(if: $escapeducked is false)+(if: $escapeblood is true)[(link: "Escape now!")[(set: $escapetried to it +1)//...almost there...//]]][(if: $escapeducked is false)+(if: $escapeblood is false)[(link: "Escape now!")[//You can't find the window!//]]]]]|esc9)[<p>(text-style: "expand","bold")[(t8n-depart: "blur")+(t8n-time:2s)[[ESCAPE NOW!!!->Shade-02a]](set: $escapetried to it +1)]]|run12)[<p>(text-style:"expand","rumble")[''⚪ ⚪'']<p>]|esc10)[<p> ∇<p>]|esc11)[<p> ▷<p>]|esc13)[<p>NOW!!!]|run13)[<p>[(text-style:"expand","rumble")[''DEATH!!!'']][(if:$escapeduck is false)+(if:$escapeblood is false)[(char-style: via (text-color:(either:#c55,#d44,#c55,#c55,#d55,#e44,#c44)))[(text-style:"expand","rumble")[''DEATH!!!'']]]]<p>]
{(after:25s)[(if: $chrysalisX is >=1)[|esclink>[(append: ?loadlink)[<p>(text-style:"fidget")|endlink>[|chrysalis>[(link:"ᙙᙖ")[(set: $escapespecial to true)(set: $chrysalisXused to true)(set: $chrysalisX to it -1)(t8n-depart: "flicker")+(t8n-time:3s)(goto:"Shade-02a")]]]]]]]}
{
(after: 9s)[(hide:?esc0, ?lacuna1)(show: ?run1, ?esc1)]
(after: 15s)[(hide:?esc1)(show: ?run2, ?esc2)]
(after: 20s)[(hide:?esc2)(show: ?run3, ?esc3)]
(after: 20.55s)[(show: ?escduck)]
(after: 21.38s)[(hide: ?escduck)]
(after: 22.03s)[(show: ?escduck2)]
(after: 23.36s)[(show: ?escduck)]
(after: 23.52s)[(hide: ?escduck2)]
(after: 24.46s)[(hide: ?escduck)]
(after: 25s)[(hide:?esc3)(show: ?run4, ?esc4)]
(after: 28s)[(hide:?esc4)(show: ?run5, ?esc5)]
(after: 31s)[(hide:?esc5)(show: ?run6, ?esc6)]
(after: 32s)[(show: ?run7)]
(after: 33s)[(show: ?run8)]
(after: 34s)[(hide: ?esc6)(show: ?run9, ?esc10)]
(after: 34.2s)[(show: ?esc9)(set: $escape to it +1)]
(after: 34.77s)[(show: ?run10)(set: $escape to it +1)]
(after: 35.12s)[(show: ?run11)(set: $escape to it +1)]
(after: 37.1s)[(show: ?run12b)]
(after: 36.6s)[(show:?run12)(set: $escape to it +1)]
(after: 36.9s)[(show: ?esc11)(set: $escape to it +1)]
(after: 37.1s)[(show: ?esc13)(set: $escape to it +1)]
(after: 37.9s)[(hide: ?run12)(set: $escape to it +1)]
(after: 38.8s)[(hide: ?esc13)(show:?run13)(set: $escape to it +1)]
(after: 39.5s)[(hide: ?run13)]
(after: 41.5s)[(goto: "End-D")]
(enchant: ?run1, (t8n: "fade"))
(enchant: ?run2, (t8n: "fade"))
(enchant: ?run3, (t8n: "fade"))
(enchant: ?run4, (t8n: "fade"))
(enchant: ?run5, (t8n: "fade"))
(enchant: ?run6, (t8n: "fade"))
(enchant: ?run7, (t8n: "fade"))
(enchant: ?run8, (t8n: "fade"))
(enchant: ?run9, (t8n: "fade"))
(enchant: ?run10, (t8n: "flicker"))
(enchant: ?run11, (t8n: "flicker"))
(enchant: ?run12, (t8n: "rumble"))
(enchant: ?run13, (t8n: "rumble"))
(enchant: ?escX, (t8n: "fade-up"))
(enchant: ?esc1, (t8n: "fade"))
(enchant: ?esc2, (t8n: "fade"))
(enchant: ?esc3, (t8n: "flicker"))
(enchant: ?esc4, (t8n: "fade"))
(enchant: ?esc5, (t8n: "fade"))
(enchant: ?esc6, (t8n: "fade"))
(enchant: ?esc7, (t8n: "fade"))
(enchant: ?esc8, (t8n: "fade"))
(enchant: ?esc9, (t8n: "flicker"))
(enchant: ?esc10, (t8n: "flicker"))
(enchant: ?esc11, (t8n: "flicker"))
(enchant: ?esclink, (t8n: "fade"))
(enchant: ?lacuna1, (text-color: #aaa))
(if: $escapeducked is false)[(enchant: ?run6, (char-style: via (text-color:(either:#edd,#ecc,#edd,#ecc,#ebb,#fcc,#e99))))]
(if: $escapeducked is false)[(enchant: ?run7, (char-style: via (text-color:(either:#edd,#ecc,#eee,#ecc,#eee,#fcc,#e99))))]
(if: $escapeducked is false)[(enchant: ?run9, (char-style: via (text-color:(either:#dcc,#eee,#edd,#eee,#eee,#eaa,#eee))))]
(if: $escapeducked is false)[(enchant: ?run10, (char-style: via (text-color:(either:#e0d9d9,#eee,#edd,#eee,#eee,#eee))))]
(if: $escapeducked is false)[(enchant: ?run11, (char-style: via (text-color:(either:#c55,#eaa,#c55,#faa,#d55,#e44,#c44))))]
(if: $escapeducked is false)[(enchant: ?run12, (char-style: via (text-color:(either:#c55,#d44,#c55,#c55,#d55,#e44,#c44))))]
}The big mirror with its frame looks almost like a doorway. Very confusing.
On both sides of the wallpaper have been damaged. Jagged strips torn down from the wall.
As if an animal with big claws had tried to shred the intricate patterns.
Who lives in a room like this?
[[[Continue->Inside-03c]]]{(if: $thing is "knife")[(set: $openwith to "knife")]
(if: (history:)'s last is "Shed-03")[You pass through the loosened planks and enter into (if: $edgeseen is false)[a](if: $edgeseen is true)[the] small excavated space underground.<p>
(if: $illumination is true)[A pale white light-bulb is (text-color:white)[illuminating] the space.<p>](else-if: $illumination is false)[(if: $thing is "lighter")+(if: $bowlthing is false)+(if: $lightsource is true)[You use the lighter as a lightsource.](else:)[Your eyes must have adjusted to darkness, because it's not as dark in here as it should be.]<p>]
(if: $hammerdropped is true)+(if: $hammergrabbed is false)+(if: $hammeragain is false)[The hammer you dropped is still lying on the ground below the opening you climbed in through.<p>]
(unless: (history:) contains "Edge-03b")[[[Go deeper into the excavated space->Edge-03b]]]
(if: (history:) contains "Edge-03b")[[[Go to the monkey statue->Edge-03b]]]<p>
[[[Go back out to the shed->Shed-03]]]<p>
]
(if: (history:)'s last is "Edge-03b")[
(if: $planksopen is true)[The tunnel ends with the loosened wooden planks that separates the underground space from the garden shed.<p>
(if: $illumination is true)[There is a faint buzzing from the (text-color:white)[illuminating] lightbulb.<p>](else-if: $illumination is false)[(if: $thing is "lighter")+(if: $bowlthing is false)+(if: $lightsource is true)[You use the lighter as a lightsource.](else:)[Your eyes must have adjusted to darkness, because it's not as dark in here as it should be.]<p>]
(if: visits is 1)+(if: $hammerdropped is true)+(if: $hammergrabbed is false)+(if: $hammeragain is false)[The hammer you dropped is still lying on the ground next to the planks.<p>]
[[[Go out through the loosened planks to the shed->Shed-03]]]<p>
[[[Go to the monkey statue again->Edge-03b]]]<p>
]
(if: $planksopen is false)[The tunnel ends with planks that looks like they are the back wall of the garden shed.<p>
(if: $illumination is true)[There is a faint buzzing from the (text-color:white)[illuminating] light-bulb.<p>](else-if: $illumination is false)[(if: $thing is "lighter")+(if: $bowlthing is false)+(if: $lightsource is true)[You use the lighter as a lightsource.](else:)[Your eyes must have adjusted to darkness, because it's not as dark in here as it should be.]<p>]
(if: $hammerdropped is false)[(link:"Force the planks apart with your $openwith and go through")[(set: $planksopen to true)(goto: "Shed-03")]<p>]
(if: $hammerdropped is true)+(if: $hammergrabbed is true)+(if: $hammerthrown is false)[(link:"Force the planks apart with your $openwith and go through")[(set: $planksopen to true)(goto: "Shed-03")]<p>]
(if: $hammerdropped is true)+(if: $hammergrabbed is false)+(if: $hammeragain is false)[The hammer you dropped is still lying on the ground next to the planks.<p>(link: "Use the hammer to pry open the planks and go through")[(set: $planksopen to true)(set: $hammeragain to true)(goto: "Shed-03")]<p>]
(unless: $thing is "knife")+(if: $hammerthrown is true)+(if: $hammeragain is false)[You need something to pry the planks apart with. Maybe the hammer over by the statue?<p>]
(if: $thing is "knife")+(if: $hammerthrown is true)+(if: $hammeragain is false)[(link:"Force the planks apart with your $openwith and go through")[(set: $planksopen to true)(goto: "Shed-03")]<p>]
(if: $hammeragain is true)[(link: "Use the hammer to pry open the planks and go through")[(set: $planksopen to true)(goto: "Shed-03")]<p>]
[[[Go to the monkey statue again->Edge-03b]]]<p>
]
]
(set: $edgeseen to true)
}{(set: $planksopen to true)(set: $hammerdropped to true)(set: $edgeseen to true)
(if: visits is 1)[|halfway>[You manage to squeeze yourself halfway in through the opening between the planks.
<p>
There's a dark and empty space on the other side of the wall. Looks like an underground tunnel of some sort.
<p>
It's too dark to go further without some kind of light source, you decide. No more darkness.
<p>
A shudder runs through your body at the thought of the attack and the hammer slips from your hand into the tunnel.]]
(if: visits is >=2)[|halfway>[
(if: $hammerthrown is true)[You threw the hammer into the darkness. You can't retrieve it now.<p>]
(else-if: $hammergrabbed is true)[Still too dark to go further in without a lightsource.<p>]
(else-if: $hammergrabbed is false)[Where is that damned hammer?<p>]
]]
(if: $hammergrabbed is false)+(if: $hammerthrown is false)[(link: "Reach for the hammer<p>")[(replace: ?halfway)+(t8n:"fade")[You lean into the darkness and reach for the handle of the hammer. It's just out of your reach.<p>(link:"Reach further")[You shift your weight and by hooking one leg against the wall you manage to reach a bit further. Your fingertips can just about touch the handle.<p>(link: "Reach just a little bit more")[The muscles in your arm complains as you slowly manage to pull the hammer towards you.<p>(link: "Grab the hammer")[(hide: ?back1)(show: ?back2)You finally get a grip around the handle and pull it towards you.<p>The hammer is heavy in your hand.(set: $hammergrabbed to true)<p>(link: "Throw the hammer into the dark tunnel")[(set: $hammerthrown to true)You throw the hammer into the darkness. It hits something metallic.]]]]]]]
(if: $hammergrabbed is true)+(if: $hammerthrown is false)[(link: "Throw the hammer into the dark tunnel")[(set: $hammerthrown to true)You throw the hammer into the darkness. It hits something metallic.]<p>
[[[Back out to the shed->Shed-02c]]]<p>]
(if: $hammergrabbed is false)[|back1>[[[Leave the hammer and back out->Shed-02c]]]|back2)[[[Back out to the shed->Shed-02c]]]]
(if: $hammerthrown is true)[[[Back out to the shed->Shed-02c]]]
(if: $lightsource is true)[(enchant: ?passage, (text-color:#c5c4bf))]
(else:)[(enchant: ?passage, (text-color:#ccc))]
[(enchant: ?passage's links, (text-color:#d97726))]
(if: $lightsource is false)[(enchant: ?sidebar's chars, (text-color: #666))]
(if: $lightsource is true)[(enchant: ?sidebar's chars, (text-color: #888))]
(enchant: ?menulink's links, (text-color: #7a481f))}(enchant: ?passage, (t8n: "fade")+(t8n-time:1.5s))|fade>[You're staring over a steep edge. Straight down into the darkness. There is no railing to keep you safe. You will fall eventually.
This must be the abyss you're staring into.
//The// Abyss.
But you see nothing of what you expected. Where are all the dragons, giants and sea-monsters? Where is Enkidu? Your own shadow?
It's all empty.
Except for the rumbling down there. Waves?
(t8n-depart: "fade")+(t8n-time:3s)[[[//Go deeper...//->Edge-04c]]]]
{[(if: $thing is "lighter")+(if: $lighterrefill is true)[(set: $lightsource to true)]]
(if: $lightsource is true)[(enchant: ?passage, (text-color:#ddd))](else: )[(enchant: ?passage, (text-color:#ccc))]
}(if: $breath is true)[While breathing w](else:)[W]e imagine everything will go on and on forever. Only with slight changes. Those we can deal with.
We don't want big changes. Like suddenly having two blinding suns staring at us. Or like when the ground turns into sky.
But you have to risk causing changes. There is something you need to find. Some kind of understanding. Some conclusion. That's what we all hope for.
That's why we continue to look for something different.
[[[Continue->Shed-02c]]]The map is clearly homemade. Drawn on the back of a carefully cut strip of wallpaper. It's covered with scribbles and symbols in red and blue ink.
Lots of question marks are (if: $riverrun is true)[also ]surrounding something that looks like a tunnel extending from the garden shed and out below the stone wall.
(if: $riverrun is true)[And there's indeed a river just outside the garden as you guessed earlier.(set: $rivermap to true)](else:)[There's also a river outside the stone wall.] Something almost unintelligible, scrawled in blue, might be the name of the river:<p>(text-style:"blur","expand")[CHTHATONICYTUS?]
[[[Continue->Desk-01b]]]Then time suddenly slows down. Every movement stops. Everything in the mirror is a frozen blur.
Is it because of how fast everything was moving or because of your tears?
The other voices are silent now. No more screaming in anguish.
You hear them breathe slowly behind you in the sudden silence.
(if: $mirror2chance is false)[[[Climb out through the window before time accelerates again->Shade-03a]]](if: $mirror2chance is true)[(if: $safegotit is false)[[[Climb out through the window before time in the mirror accelerates again->Shade-04]]](if: $safegotit is true)[[[Climb out through the window before time in the mirror accelerates again->Shade-06]]]]
[(link:"Climb into the cracked mirror")+(t8n: "fade")[//This is really dangerous. When the powerful motion suspended in there starts again you'll probably face it full force. Maybe// this //is when you really should stay away from the mirror.//(set: $mirroralmostfoolish to true)<p>[(t8n-depart: "flicker")+(t8n-time:3s)[[Climb into the broken mirror->End-M]]]]]
{(if: (history:)'s last is "End-M")[|esclink>[(append: ?loadlink)[<p>[|chrysalis>[($chrysalisX)]]]]]}|endscreen>[IT ENDS IN THE MIRROR
As you step into the mirror a sudden roar is heard and as time resumes everything starts to whirl around in total chaos. You are instantly crushed by unknown forces from beyond.
---
You found $progress passages before getting wrecked in the mirror.
//The choices you make and the actions you take can lead to (text-style:"fidget")[''dead''] (text-style:"fidget")[''ends''] like this. (if: $chrysalisX is >=1)[Look for the fluttering blue wings – they will take you back so that you can continue.](else:)[Remember to use the ''save'' and ''load'' buttons.]//
(link:"Go to the start menu")[(set: $backagain to true)(goto:"Menu-back")]]
{(unless: (history:)'s last is "Menu-back")[(set: $deaths to it +1)]
(if: $chrysalisX is >=1)[|esclink>[(append: ?loadlink)[(text-style:"fidget")|endlink>[|chrysalis>[|rotate>[<p>(link:"ᙙᙖ")[(set: $chrysalisX to it -1)(set: $chrysalisundo to true)(set: $chrysalisXused to true)(t8n-depart: "flicker")+(t8n-time:2s)(goto: (history:)'s last)]]]]]]]
(enchant: ?rotate, (t8n:"fade")+(t8n-delay: 1s)+(t8n-time: 3s))
(enchant: ?rotate, (text-rotate-z:3))
(after: 4s)[(enchant: ?rotate, (text-rotate-z:8))]
(after: 7s)[(enchant: ?rotate, (text-rotate-z:9))]
(after: 10s)[(enchant: ?rotate, (text-rotate-z:-7))]
(after: 11.3s)[(enchant: ?rotate, (text-rotate-z:9))]
(after: 19.5s)[(enchant: ?rotate, (text-rotate-z:-7))]
(after: 21s)[(enchant: ?rotate, (text-rotate-z:-12))]
(after: 22s)[(enchant: ?rotate, (text-rotate-z:-14))]
(after: 29s)[(enchant: ?rotate, (text-rotate-z:18))]
(after: 36s)[(enchant: ?rotate, (text-rotate-z:6))]
(after: 44s)[(enchant: ?rotate, (text-rotate-z:7))]}|endscreen>[IT ENDS IN SHARDS
You climb into the swirling chaos of broken glass and shredded metal. There's not even time to reflect on what a bad idea this was before you are gone to pieces.
---
You found $progress passages before being torn to shreds.
//The choices you make and the actions you take can lead to (text-style:"fidget")[''dead''] (text-style:"fidget")[''ends''] like this. (if: $chrysalisX is >=1)[Look for the fluttering blue wings – they will take you back so that you can continue.](else:)[Remember to use the ''save'' and ''load'' buttons.]//
(link:"Go to the start menu")[(set: $backagain to true)(goto:"Menu-back")]]
{(unless: (history:)'s last is "Menu-back")[(set: $deaths to it +1)]
(if: $chrysalisX is >=1)[|esclink>[(append: ?loadlink)[(text-style:"fidget")|endlink>[|chrysalis>[|rotate>[<p>(link:"ᙙᙖ")[(set: $chrysalisX to it -1)(set: $chrysalisundo to true)(set: $chrysalisXused to true)(t8n-depart: "flicker")+(t8n-time:2s)(goto: (history:)'s last)]]]]]]]
(enchant: ?rotate, (t8n:"fade")+(t8n-delay: 1s)+(t8n-time: 3s))
(enchant: ?rotate, (text-rotate-z:3))
(after: 4s)[(enchant: ?rotate, (text-rotate-z:8))]
(after: 7s)[(enchant: ?rotate, (text-rotate-z:9))]
(after: 10s)[(enchant: ?rotate, (text-rotate-z:-7))]
(after: 11.3s)[(enchant: ?rotate, (text-rotate-z:9))]
(after: 19.5s)[(enchant: ?rotate, (text-rotate-z:-7))]
(after: 21s)[(enchant: ?rotate, (text-rotate-z:-12))]
(after: 22s)[(enchant: ?rotate, (text-rotate-z:-14))]
(after: 29s)[(enchant: ?rotate, (text-rotate-z:18))]
(after: 36s)[(enchant: ?rotate, (text-rotate-z:6))]
(after: 44s)[(enchant: ?rotate, (text-rotate-z:7))]
}|endscreen>[IT ENDS IN DARKNESS
The dark shadow catches you with it's razorsharp teeth and claws. Everything becomes a red blur. Then only darkness.
---
You found $progress passages before succumbing to the darkness.
The choices you make and the actions you take can lead to (text-style:"fidget")[''dead''] (text-style:"fidget")[''ends''] like this.
{(if: $chrysalisX is 0)[However, the timed passage that led you here might be a bit tricky. So this time you'll get ''free passage'', either ''through'' the attacking darkness so that you can continue the story, or go ''back into'' the darkness and try again.<p>(link: "Take me //back into// the darkness and try again")[(t8n-depart: "flicker")+(t8n-time:2s)(goto: "Lock-02")]<p>(link: "Take me //through// the darkness and continue")[(t8n-depart: "flicker")+(t8n-time:2s)(goto: "Shade-02a")]]
(if: $chrysalisX is >=1)[However, since you found the deep blue chrysalis you can ask it's mysterious voice to ''help you out of situations like this''. It can help you $chrysalisX times in total. Look for the (text-style:"fidget")[fluttering] blue wings if you end up in trouble again.<p>(link-style: (text-color: #1f6993))[(link: "Take me //back into// the darkness and try again")[(set: $chrysalisX to it -1)(set: $chrysalisundo to true)(set: $chrysalisXused to true)(t8n-depart: "flicker")+(t8n-time:2s)(goto: "Lock-02")]]<p>(link-style: (text-color: #1f6993))[(link: "Take me //through// the darkness and continue")[(set: $chrysalisX to it -1)(set: $chrysalisundo to true)(set: $chrysalisXused to true)(t8n-depart: "flicker")+(t8n-time:2s)(goto: "Shade-02a")]]]
}(link:"Go to the start menu")[(set: $backagain to true)(goto:"Menu-back")]
]
{(unless: (history:)'s last is "Menu-back")[(set: $deaths to it +1)]
(if: $chrysalisX is >=1)[|esclink>[(append: ?loadlink)[(text-style:"fidget")|endlink>[|chrysalis>[|rotate>[<p>(link:"ᙙᙖ")[(set: $chrysalisX to it -1)(set: $chrysalisundo to true)(set: $chrysalisXused to true)(t8n-depart: "flicker")+(t8n-time:2s)(goto: "Lock-02")]]]]]]]
(enchant: ?rotate, (t8n:"fade")+(t8n-delay: 1s)+(t8n-time: 3s))
(enchant: ?rotate, (text-rotate-z:3))
(after: 4s)[(enchant: ?rotate, (text-rotate-z:8))]
(after: 7s)[(enchant: ?rotate, (text-rotate-z:9))]
(after: 10s)[(enchant: ?rotate, (text-rotate-z:-7))]
(after: 11.3s)[(enchant: ?rotate, (text-rotate-z:9))]
(after: 19.5s)[(enchant: ?rotate, (text-rotate-z:-7))]
(after: 21s)[(enchant: ?rotate, (text-rotate-z:-12))]
(after: 22s)[(enchant: ?rotate, (text-rotate-z:-14))]
(after: 29s)[(enchant: ?rotate, (text-rotate-z:18))]
(after: 36s)[(enchant: ?rotate, (text-rotate-z:6))]
(after: 44s)[(enchant: ?rotate, (text-rotate-z:7))]
}{(set: $mirrorseen to true)}Suddenly, before you can pick up (if: $mapyes is true)[the map](else:)[anything else], there is a humming noise. Like a loudspeaker turned up to max volume while waiting for the music to begin.
You turn around and are about to raise your hands to your ears, just in case, when you notice something new.
There's a big mirror on the opposite wall from the desk. How could you have missed that before?
[[[Look at the mirror from where you stand->Inside-03b]]]
[[[Climb out through the window->Shade-03a]]](if:$mirrorlook is true)[Then silence. A distorted voice repeating: //"No... No... Please... Get out..."//<p>The chaotic blur you saw in the mirror will never leave you for as long as you live.<p>]You need to get away from here. Otherwise something unspeakable is going to happen. //Go home? No, but... That's...// You can't do that right now.
Maybe it's possible to get away from the cottage. Put some distance to what's going on out there, no, in here of course. (if: $mirrorlook is true)[Don't think about the mirror. //Don't think about what happened.//]
(unless: $thing is "nothing")[Take the $thing you found inside. ]Get some rest. Clear the mind. Take a walk.
[[[Go to the frontyard->Garden-03a]]]
(if:$mirrorlook is true)[(link:"Climb back in through the window")+(t8n: "fade")[//It's probably very dangerous in there now. The splinters and shards of metal and glass are probably still whirling about. (if: $mirroralmostfoolish is true)[You almost went into the shattered mirror in there and even though you saw what happened you still... ](else-if: $closetofoolish is true)[Earlier you almost went into the dangerous darkness of the room without turning on the light... And now this? ]Are you really sure you want to go in again?//<p>[(t8n-depart: "flicker")+(t8n-time:3s)[[Yes, climb back in->End-S]]]]]
(if: (history:)'s last is "End-S")[|esclink>[(append: ?loadlink)[<p>[|chrysalis>[($chrysalisX)]]]]]
{=
(if: $thing is "apple")[(set: $applewait to true)]What looks like a huge black wyvern approaches in the mirror night.
Piercing big eyes, horns on its head. Silver fangs gnash and gnaw, reflecting bright moonlight.
The great beast is spitting sparks and fire. Clawing at the ground, shaking the ground, shaking its giant head.
A scared animal screaming, another one wailing, a third shrieking.
A choir of panic. With you as the silent conductor.
[[[Continue->Mirror-03]]]{(if:$mirrorlook is false)[
You look up, and surely, there it is. As usual.<p>
Didn't someone say you should stay away from the mirror? But why? Is there something they don't want you to see?<p>
(if:$voidvisits is >=0)[Maybe you should do it anyway. Just peak a little. What could happen? It can't be worse than being attacked by a whirling chaos of glass shards and darkness.<p>]
(if:$voidvisits is >=1)[This is why you came all the way back from the darkness beyond the wall of the shed.<p>]
(if: $safegotit is false)[But first of all, since it's right behind you, you should really take a look at what's so important that it's hidden in a safe!
<p>
[[[Go back and examine the safe->The-safe]]]]
<p>
[[[Approach the mirror this time->Mirror-01]]]
<p>
(if: $safegotit is true)[[[Continue to avoid the truth and climb out through window->Shade-06]]]
(if: $safegotit is false)[[[Fuck the mirror, fuck the safe, fuck this room and climb out through the window->Shade-06]]]
]
(if:$mirrorlook is true)[
You look up, and see nothing but darkness. Have you gone blind or is it space itself that stopped existing where the mirror used to be?<p>
(if: $safegotit is false)[Is there a piece of it left somewhere?<p>[[[Go back to the safe->The-safe]]]]
(if: $safegotit is true)[Will the thing you found in the safe crack as violently? No – quite the opposite.<p>[[[Leave through the window->Shade-06]]]
]]
}
(set: $mirror2chance to true)(if: (history:)'s last is "E")[The lack of energy made you pretty confused there for a while. (if: $shroomeaten is true)[Eating the mushrooms probably saved you.](else-if: $applecaveeaten is true)[Eating the apple probably saved you.](else:)[You're lucky you made it out alive.] Don't go in there again.](else:)[The tunnel is very narrow here. You'll have to crawl through. (if: $shroomeaten is true)[But you shouldn't go there again.]]
(if: $thing is "lighter")+(if: $lightsource is true)[The (text-style:"fidget")[flame] on the lighter is flickering.<p>](if: (history:)'s last is "C3")[[[Keep going deeper in->E]]](else-if: $exhausted is true)[[[Go deeper into the nothingness->E]]](else:)[[[Go deeper in again->E]]]
[(if: $shroomeaten is true)[(link: "Follow the mushrooms out of here")[(set: $lever to true)(goto: "B3")]](else:)[[[Go back out->C3]]]]
{(if: $lightsource is true)[(enchant: ?passage, (text-color:#aaa9a1))]
(else:)[(enchant: ?passage, (text-color:#575757))]
[(enchant: ?passage's links, (text-color:#8f5424))]}
{(if: $lightsource is false)[(enchant: ?sidebar's chars, (text-color: #555))]
(if: $lightsource is true)[(enchant: ?sidebar's chars, (text-color: #666))]
(enchant: ?menulink's links, (text-color: #7a481f))}{(if: $thing is "lighter")[(if: visits is 1)[The lighter suddenly dies. Must have run of lighter fluid. Or not enough oxygen?<p>]] Pitch black, (if: visits is >=2)[damp, ](if: visits is >=3)[cold, ](if: visits is >=4)[dizzy, ](if: visits is >=5)[disoriented, ]crawling... (if: visits is 1)+(t8n: "fade")[<p>//Where is this going?//](if: visits is 2)+(t8n: "fade")[<p>//This doesn't feel right... So hungry...//]
(if: $shroompicked is false)+(unless: $thing is "apple")[(if: visits is 3)+(t8n: "fade")[<p>//Getting hard to focus... Need to eat...//] (if: visits is 4)+(t8n: "fade")[<p>//Exhausted... must... turn back now...//(set: $exhausted to true)] (if: visits is >=5)+(t8n: "fade")[<p>//This... probably... point of no return... please... stop...//]
(if: visits is 3)[[[[Go forward->E]]]<p>[[[Go back->D]]]](if: visits is 4)[[[[Crawl forward->E]]]<p>[[[Crawl back->D]]]](if: visits is >=5)[(t8n-depart: "flicker")+(t8n-time:3s)[[[Inch forward->End-U]]]<p>[[[Drag yourself back->D]]]]]
(if: $shroompicked is true)[(if: visits is 3)+(t8n: "fade")[<p>//Getting exhausted... Need to eat something...//] (if: visits is 4)+(t8n: "fade")[<p>(if: $shroomeaten is true)[//The mushrooms only gave a little bit of energy... Should use it to turn back now...//](else:)[//Exhausted... must eat something... then turn back before it's too late...//](set: $exhausted to true)] (if: visits is >=5)+(t8n: "fade")[<p>(if: $shroomeaten is true)[//Last chance... The mushrooms tell you to head back now... Only dead end ahead...//](else:)[//This... probably... point of no return... last chance... please... stop...//]]
(if: visits is 3)[(link: "Eat mushrooms")+(t8n: "fade")[You eat some of the small mushrooms you picked in the garden.<p>They are dry and brittle with a taste of earth.(set: $shroomeaten to true)(set: $thing to "pouch containing dried mushrooms")]<p>[[[Go forward->E]]]<p>[[[Go back->D]]]](if: visits is 4)[(if: $shroomeaten is false)[(link: "Eat mushrooms now")+(t8n: "fade")[You eat some of the small mushrooms you picked in the garden.<p>They are dry and brittle with a taste of earth, but give you //a little// energy back.(set: $shroomeaten to true)(set: $thing to "pouch containing dried mushrooms")]]<p>[[[[Crawl forward->E]]]<p>[[[Crawl back->D]]]]](if: visits is >=5)[(t8n-depart: "flicker")+(t8n-time: 3s)[[[Inch forward->End-U]]]<p>[[[Drag yourself back->D]]]]]
(else-if: $thing is "apple")[(if: visits is 3)+(t8n: "fade")[<p>//Getting exhausted... Need to eat something...//] (if: visits is 4)+(t8n: "fade")[<p>(if: $applecaveeaten is true)[//The apple only gave a little bit of energy... Should use it to turn back now...//](else:)[//Exhausted... must eat something... then turn back before it's too late...//](set: $exhausted to true)] (if: visits is >=5)+(t8n: "fade")[<p>(if: $applecaveeaten is true)[//Last chance... The apple will be... last meal if not turn back now... Only dead end ahead...//](else:)[//This is... point of no return... last chance... please... stop...//]]
(if: visits is 3)[(link: "Eat the apple")+(t8n: "fade")[You bite into the apple and it's as delicious as you imagined. Heavenly, even.<p>(set: $applecaveeaten to true)]<p>[[[Go forward->E]]]<p>[[[Go back->D]]]](if: visits is 4)[(if: $applecaveeaten is false)[(link: "Eat the apple now")+(t8n: "fade")[You bite into the apple and it's as delicious as you imagined. Heavenly, even. It gives you //some// energy back.(set: $applecaveeaten to true)]]<p>[[[[Crawl forward->E]]]<p>[[[Crawl back->D]]]]](if: visits is >=5)[(t8n-depart: "flicker")+(t8n-time: 3s)[[[Inch forward->End-U]]]<p>[[[Drag yourself back->D]]]]]
(if: visits is <=2)[[[[Go forward->E]]]<p>[[[Go back->D]]]]
}
(if: visits is 1)[<p>]
{(set: $lightsource to false)
[(enchant: ?passage, (text-color:#555))]
[(enchant: ?passage's links, (text-color:#7a481f))]
[(enchant: ?chrysalis's links, (text-color:#164b69))]
(if: $lightsource is false)[(enchant: ?sidebar's chars, (text-color: #555))]
(if: $lightsource is true)[(enchant: ?sidebar's chars, (text-color: #666))]
(enchant: ?menulink's links, (text-color: #7a481f))
}
{(if: (history:)'s last is "End-U")[|esclink>[(append: ?loadlink)[<p>[|chrysalis>[($chrysalisX)]]]]]}|endscreen>[IT ENDS UNDERGROUND
The underground tunnel seems endless. You are lost in the subterranean darkness. There is no way out of this. Except starvation.
---
You found $progress passages before getting swallowed by the earth.
//The choices you make and the actions you take can lead to (text-style:"fidget")[''dead''] (text-style:"fidget")[''ends''] like this. (if: $chrysalisX is >=1)[Look for the fluttering blue wings – they will take you back so that you can continue.](else:)[Remember to use the ''save'' and ''load'' buttons.]//
(link:"Go to start the menu")[(set: $backagain to true)(goto:"Menu-back")]]
{(unless: (history:)'s last is "Menu-back")[(set: $deaths to it +1)]
(if: $chrysalisX is >=1)[|esclink>[(append: ?loadlink)[(text-style:"fidget")|endlink>[|chrysalis>[|rotate>[<p>(link:"ᙙᙖ")[(set: $chrysalisX to it -1)(set: $chrysalisundo to true)(set: $chrysalisXused to true)(t8n-depart: "flicker")+(t8n-time:2s)(goto: (history:)'s last)]]]]]]]
(enchant: ?rotate, (t8n:"fade")+(t8n-delay: 1s)+(t8n-time: 3s))
(enchant: ?rotate, (text-rotate-z:3))
(after: 4s)[(enchant: ?rotate, (text-rotate-z:8))]
(after: 7s)[(enchant: ?rotate, (text-rotate-z:9))]
(after: 10s)[(enchant: ?rotate, (text-rotate-z:-7))]
(after: 11.3s)[(enchant: ?rotate, (text-rotate-z:9))]
(after: 19.5s)[(enchant: ?rotate, (text-rotate-z:-7))]
(after: 21s)[(enchant: ?rotate, (text-rotate-z:-12))]
(after: 22s)[(enchant: ?rotate, (text-rotate-z:-14))]
(after: 29s)[(enchant: ?rotate, (text-rotate-z:18))]
(after: 36s)[(enchant: ?rotate, (text-rotate-z:6))]
(after: 44s)[(enchant: ?rotate, (text-rotate-z:7))]
}You know deer Jenny got stuck staring at the door. The bright eyes of the wyvern stares at her as it approaches. She is lost. The twins are lost. As are you. Lost four ever. Five is alive. (if: $forgotcode is true)[How could you forget the major chord?](else:)[//Who is it?//]
|fidget>[(link: "...")+(t8n: "fade")[(show: ?nofidget)...<p>After being lost in thought for what seems like an eternity you eventually manage to pull your eyes away from the door. It has started to rain.
There's a voice somewhere again. From where? (if: $safegotit is true)[From the small mirror?](if: $safegotit is false)[You don't know. From everywhere and nowhere?]]]|nofidget)[(t8n: "fade")[(if: $safegotit is true)[[[Look at the piece of glass you found in the safe->Garden-05]]](if: $safegotit is false)[You know you lost contact with the mirror somehow. Lost in transportation. Never found it again.<p>[[[Move on to the shed in the back of the garden->Shed-04a]]]]]]
{
(enchant: ?fidget's links,(char-style: via (text-style:'fidget')))}{
[(if: visits is 1)+(if:$mirrorlook is false)+(if:$safegotit is false)[Before you try to break through the wooden casing there is just one thing. The mirror.<p>The big mirror on the wall and it's hidden twin. It must have a twin. This still ruminates in your mind.<p>There really was something moving in the mirror. Maybe you should have looked closer into it after all? Who told you not to look?<p>And the safe? There must have been something really important in there to warrant that kind of security.<p>//1-3-5 – Alex is alive?//<p>[[[Go back and try to face the mirrors after all->Welcome-04]]]<p>[[[Go into the tunnel behind the wall->Edge-040]]](after:20s)+(t8n: "fade")[<p>//You know there is more to discover in the cottage.//](after:32s)+(t8n: "fade")[<p>//This is your chance to go back and unlock some closure.//](after:48s)+(t8n: "fade")[<p>//Can't stay here forever. Go either way.//](after:74s)+(t8n: "fade")[<p>//Patience can delay eternity only for so long.//](after:128s)+(t8n: "fade")[<p>//It's a deeper kind of slumber...//]]]
[(if: visits is 2)+(if:$mirrorlook is false)+(if:$safegotit is false)[So many questions and no answers. Maybe there are none. This walk through it all leads to the same place no matter which levers we pull along the way.<p>And then the monkey god wants it's tribute.<p>[[[Go into the tunnel behind the wall->Edge-040]]]<p>[[[Go back one final time and try to face the mirrors->Welcome-04]]]]]
[(if: visits is >=3)+(if:$mirrorlook is false)+(if:$safegotit is false)[The trauma you suffered in the accident is so strong that you couldn't find what you have repressed.<p>You only saw the darkness. Heard only metal tearing apart. Only the dark water is left now.<p>[[[Go into the tunnel behind the wall->Edge-040]]]]]
[(if:$mirrorlook is true)+(if:$safegotit is false)[Going through it all, pulling random levers and (if: $bowlthing is true)[paying tribute to ](if: $bowlstone is true)[trying to fool ](else:)[refusing to pay ]the monkey god, all that fuss, though it leads to the same place anyway.<p>Though there is one thing you wish you'd had time to do. But some things are just not meant to be. Or did you forget the safe?<p>[[[Yes, go back and find the safe->Welcome-04]]]<p>[[[No, just go into the tunnel behind the wall->Edge-040]]]]]
[(if:$mirrorlook is false)+(if:$safegotit is true)[As you work on separating the planks you think of the two mirrors.<p>One terrifying that you managed to stayed away from and one precious that you finally unlocked. One truth to hard to face, another face to hard to not. You did what you could.<p>You pulled some levers and (if: $bowlthing is true)[payed tribute to ](if: $bowlstone is true)[tried to fool ](else:)[ignored that pretentious ]the monkey god. The important thing is you got your message through.<p>You feel done here.<p>[[[Go into the tunnel behind the wall->Edge-040]]]]]
[(if:$mirrorlook is true)+(if:$safegotit is true)[
The two mirrors reflect each other. You are in between. Caught in an endless reflection.<p>The ripples of the surface distorting the face in front of you.<p>//Losing connection...//<p>The blue voice is gone too. Nothing can carry you out of this.<p>You are about to break up with Saṃsāra.
<p>
[[[Go into the tunnel behind the back wall->Edge-040]](set: $hellcount to it + 1)]]]
}(if: $mirrorlook is true)[You reflect upon the mirror(if: $safegotit is true)[s].](if: $mirrorlook is false)[You remember seeing things in mirrors that you haven't seen.]
The chaotic blur, the swirls, the screams. The smell of burning rubber and fear.
The great beast roaring, colliding, head on. The heavy raindrops of shattered glass.
The voice screaming at you to get out before the fall.
But you knew the door was locked.
There was //never// time.
Except for those last words.
(t8n-depart: "fade")+(t8n-time:4s)[[[//Go...//->The Abyss]]]
{(enchant: ?Passage, (t8n: "fade")+(t8n-time:2s))
(if: $lightsource is true)[(enchant: ?passage, (text-color:#ddd))](else: )[(enchant: ?passage, (text-color:#ccc))]}(if:(history:)'s last is "Shed-03")[Weary and tired, you're looking for an exit, not answers.<p>]Once you've passed through into the space behind the shed you (if: $hammeragain is true)[use the hammer to](else-if: $hammerthrown is true)[pick up the hammer and](else-if: $hammerdropped is true)[use the hammer to](else:)[decide to] reattach the planks behind you. So that //no one// can go in there ever again.
{[(if: $bowlthing is false)+(if: $thinginsafe is false)[
(if: $thing is "pencil")[(set: $progress to it +1)Then you use the pencil you found earlier to write some words on one of the planks.<p>
[(text-style:"expand")+(align:"=><=")+(box:"XX=")[L I T T L E (text-rotate-z:338)[~] 〣 I N G]]
]
(else-if: $thing is "knife")[Then you use the knife to carve some crude letters on one of the planks.<p>
[(text-style:"expand")+(align:"=><=")+(box:"XX=")[┗ ╹ ㅠ ∟ ㅌ ´ 〣 | |\| ']]<p>
Once you're done you leave the knife jammed into the wood.(set: $thing to "nothing")]
(else-if: $penused is true)[Then you realize your pen is lost. So instead you pick up a sharp stone from the ground. With it you carve some crude letters on one of the planks.<p>
[(text-style:"expand")+(align:"=><=")+(box:"XX=")[/|〢|/|╽\´〣//\'|]]
]
(else:)[Then you pick up a sharp stone from the ground and carve some crude letters on one of the planks.<p>
[(text-style:"expand")+(align:"=><=")+(box:"XX=")[/||/╽|\´//〣\'|]]]
]
(else:)[Then you pick up a sharp stone from the ground and carve some crude letters on one of the planks.<p>
[(text-style:"expand")+(align:"=><=")+(box:"XX=")[/||〣/|\╽´/〣|\'|]]
]
]}It feels strange to finally close the opening behind you. It's also a great relief.
At last – some kind of exit.
Time appears to be slowing down.
[[[//Go deeper into the passage//->Edge-04a]]]IT ALWAYS END IN THE ABYSS
You have finished the story.
You found $progress passages [(if: $mirrorlook is true)+(if: $safegotit is true)[and both mirrors ]]before descending into the dark waters of The Abyss.
(if: $deaths is 0)[You made it all the way here without ending up in a dead end.](if: $deaths is >=1)[On the way here you ended up in a dead end (if: $deaths is 1)[only once.](else:)[$deaths times.]]
{(if: $chrysalistouch is true)[You found the dark blue chrysalis(if: $chrysalisundo is false)[, but never asked for its help](if: $chrysalisundo is true)[ and it helped you escape some trouble].<p>]
(unless: $thing is "nothing")[You borrowed a $thing from the cottage.<p>]
(if: $ducked is >=24)[You played (if: $escbloody is true)[(char-style: via (text-color: (either: #edd,#edd,#ecc,#ecc,#ebb,#eaa,#ebb)))[(char-style: via (text-style:(either:'none','blur','blur','none','none')))[ghostball]]](else:)[ghostball] and avoided the truth $ducked times.<p>]
(if: $checkbooks is true)[You got some great book suggestions.<p>]
(if: $shroomeaten is true)[You ate some strange mushrooms.<p>](if: $shroomeaten is false)[Someone, //but not you//, ate some strange mushrooms.<p>]
(if: $caveartseen is true)[You saw some beautiful cave art.<p>]
(if: $mailcheck4 is true)[You got ominous premonitions in the mail.<p>]
(if: $appletree is true)[You planted an apple tree.<p>]
(if: $wavetopines is true)[And you waved to the pines!]
}
---
{(t8n-depart: "dissolve")+(t8n-time:2s)[(link:"Go to the start menu")[(set: $backagain to true)(goto:"Menu-back")]<p>]
(if: $mw is true)[(after:1s)[(t8n:"fade")[(text-color:#555)[(link:"What about code 216?")+(t8n: "fade")[The numbers 216 unlock tunnels to some interesting places you can re-visit with some things unlocked and more help from the blue chrysalis.
<p>
(set: $216unlocked to true)
(set: $doorlock to false)
(set: $lever to true)
(set: $safething to false)
(set: $bowlthing to false)
(set: $bowlstone to false)
(set: $chrysalistouch to true)
(set: $chrysalisX to 12)
(set: $lightsource to true)
(set: $shroomeaten to true)
(set: $safeseen to false)
(link:"Go to Welcome 1")[(goto: "Welcome-01")]<br>
(link:"Go to Welcome 2")[(goto: "Welcome-02")]<br>
(link:"Go to Welcome 3")[(goto: "Welcome-03")]<br>
(link:"Go to Welcome 4")[(set: $noteneedlight to false)(set: $notelightseen to false)(set: $codeneedclue1 to false)(set: $codeneedclue2 to false)(set: $codeneedclue1seen to false)(set: $codeneedclue2seen to false)(goto: "Welcome-04")]<br>
(link:"Go to the maze of tunnels and look for cave art")[(set: $thing to "lighter")(set: $lightsource to true)(goto: "A")]<br>
(link:"Go plant a tree and wave at the pines")[(set: $thing to "decomposing apple core")(goto: "Trees")]<br>
]]]]]
}|endscreen>[IT ENDS IN ASPHYXIATION
You stop breathing. And that unfortunately means the end.
---
You found $progress passages before giving up the ghost.
//The choices you make and the actions you take can lead to (text-style:"fidget")[''dead''] (text-style:"fidget")[''ends''] like this. (if: $chrysalisX is >=1)[Look for the fluttering blue wings – they will take you back so that you can continue.](else:)[Remember to use the ''save'' and ''load'' buttons.]//
(link:"Go to start the menu")[(set: $backagain to true)(goto:"Menu-back")]]
{(unless: (history:)'s last is "Menu-back")[(set: $deaths to it +1)]
(if: $chrysalisX is >=1)[|esclink>[(append: ?loadlink)[(text-style:"fidget")|endlink>[|chrysalis>[|rotate>[<p>(link:"ᙙᙖ")[(set: $chrysalisX to it -1)(set: $chrysalisundo to true)(set: $chrysalisXused to true)(t8n-depart: "flicker")+(t8n-time:2s)(goto: (history:)'s last)]]]]]]]
(enchant: ?rotate, (t8n:"fade")+(t8n-delay: 1s)+(t8n-time: 3s))
(enchant: ?rotate, (text-rotate-z:3))
(after: 4s)[(enchant: ?rotate, (text-rotate-z:8))]
(after: 7s)[(enchant: ?rotate, (text-rotate-z:9))]
(after: 10s)[(enchant: ?rotate, (text-rotate-z:-7))]
(after: 11.3s)[(enchant: ?rotate, (text-rotate-z:9))]
(after: 19.5s)[(enchant: ?rotate, (text-rotate-z:-7))]
(after: 21s)[(enchant: ?rotate, (text-rotate-z:-12))]
(after: 22s)[(enchant: ?rotate, (text-rotate-z:-14))]
(after: 29s)[(enchant: ?rotate, (text-rotate-z:18))]
(after: 36s)[(enchant: ?rotate, (text-rotate-z:6))]
(after: 44s)[(enchant: ?rotate, (text-rotate-z:7))]
}(t8n:"blur")+(t8n-time:0.1s)[(live: 0.2s)[(char-style: via (text-style:(either:'none','blur','sway','none','fidget','none','blur','blurrier')))[On your way to the front gate you start to feel strange.]]]
{(if: $shroomeaten is true)[(after: 2s)[(t8n:"fade")[Geometric patterns in the gravel? Faces smiling at you in the tree trunks?<p>Ah, the mushrooms are starting to kick in.<p>(after: 4s)[(t8n:"fade")[The chaos you've carried inside subsides. You know there's an over-arching narrative that you'll soon understand.<p>//Remember to wave to the pines later!//<p>](after: 6s)[(t8n:"fade")[[[Continue to the front gate->Welcome-04]]]]]]]]
(else-if: $shroompicked is true)[(after: 2s)[(t8n:"fade")[But you never ate any of the mushrooms you picked, did you?<p>(after: 4s)[(t8n:"fade")[//Or was that last time?//<p>](after: 6s)[(t8n:"fade")[[[Continue to the front gate->Welcome-04]]]]]]]]
(else-if: $shroomseen is true)[(after: 2s)[(t8n:"fade")[How did this happen? You neither picked nor ate any mushrooms, did you?<p>(after: 4s)[(t8n:"fade")[//Or was that last time?//<p>](after: 6s)[(t8n:"fade")[[[Continue to the front gate->Welcome-04]]]]]]]]
(else:)[(after: 2s)[(t8n:"fade")[Did you (if: $thing is "apple core")[eat anything suspicious besides the apple?](else:)[eat something that you shouldn't have?] No, you didn't.<p>(after: 4s)[(t8n:"fade")[//Or have you just forgotten?//<p>](after: 6s)[(t8n:"fade")[[[Continue to the front gate->Welcome-04]]]]]]]]}The south side of the cottage is definitely not as $heat as it used to be. (if: (history:) contains "Sunnyside-01")[Forget the cold drinks. ]This feels more like autumn. No wonder the garden looks like everything has been harvested already.
The only thing left are some small mushrooms growing in the tall grass surrounding the remains of (if: $sunnyside is >=1)[the](else:)[a] broken sundial.(set: $shroomseen to true)
Looks like it's going to be rain later. If your baggage hadn't gone missing you'd have put on some warmer clothes.
{(if: $feather is true)[Trying to warm your hands in your pockets you find the soft feather you found in the mailbox earlier.<p>(if: $mailcheck3 is true)[An irrational feeling of guilt comes over you. Like it was your fault what had happened to the eggs.](else:)[If there are feathers there are birds, you hope.]<p>]
}[[[[Go back to the front door->Door-out-03]]]]
{(set: $sunnyside3 to it + 1)}Walking around in the garden, trying to get the trembling out of your legs, chaotic images still tumbling around in your head.
(if: $escbloody is true)[At least you have stopped bleeding. Should you get at doctor to look at you? Do you need a tetanus shot? ](else:)[What would have happened if you got hurt worse than you were? How would you find a doctor?] Who could you call for help out here in the middle of nowhere?
(if: $chrysalistouch is true)["Little wing", the blue voice said. What would a red voice say? If you could find the bird you saw, maybe at least it could sing for you?](else-if: $chrysalis is true)[You look for the blue chrysalis along the stone wall but find nothing. What about the red bird then – could it still be here? Could it carry a message for you?](else:)[Maybe the red bird you saw earlier could be persuaded to fly away with a message? Like a red sports-car version of homing pigeon.]
(if: $hellcount is 0)[After a while you end up at the small garden shed you saw hiding behind the bushes and trees.<p>[[[Investigate the shed->Shed-02a]]]](if: $hellcount is >=1)[[[Go to the shed again->Shed-02a]]](if: $shroomeaten is true)[You holler "Hello!" to the pines.](else:)[You shout "Hello!" to the pines.] The pines (if: $shroomeaten is true)[bark](else:)[fractal] back at you. Where did they come from? They must have grown from apple seeds. No apples in Eden though. But of course! //The snake gave her a pine cone!// That's why the pine is divine.<p>(if: $appleseeds is true)[Oh! The apple seeds in your pocket! Maybe if you put them into the ground they could spire into a new tree of life?<p>(link:"Plant the apple seeds")[You carefully push the seeds into the soft earth and carefully cover them while mumbling something about good luck. You feel content. One good thing in all this darkness.(set: $appletree to true)(set: $progress to it +1)]<p>](else-if: $thing is "decomposing apple core")[Maybe the apple core you still carry with you could spire into a new tree of life?<p>(link:"Put the apple core in the ground")[You carefully place the remains of the apple in a small hole in the ground and cover it with earth while mumbling something about good luck. You feel content. One good thing in all this darkness.(set: $thing to "nothing")(set: $appletree to true)(set: $progress to it +1)]<p>](if: $shroomeaten is true)[(link: "Wave to the pines")+(t8n: "fade")[You wave to the pines and they wave back. //"We are all waves!"// you cheer.<p>The fractal entities know as well as you what's going on out/in here. They share their logic through a root-mycelium-network that reaches outside of the story.<p>They'll whisper to you by vibrating their needles if you want to briefly peak through the wall with them.(set: $wavetopines to true)<p>[[[Listen to the pines whisper->Fraktall]]]]<p>](if: $shroomeaten is false)+(if: visits is >=2)[(link: "Wave to the pines")[You wave to the pines and they wave back. They know as well as you what is happening. Rise and fall. //We are all waves.//]<p>(if: $wavetopines is true)[[[[Listen to the pines whisper the truth->Fraktall]]]]][[[Go to the front door->Door-out-04]]]The thought of the awful swirling patterns on the walls continue to make you feel sick. (if:$chrysalis is true)[It reminds you of some kind of psychedelic butterfly wings.<p>//...the blue chrysalis? Was it still there in the stone wall when you passed it moments ago? Or were you too distracted to look for it? Could it...//]Someone should |bloodyface>[tear the wallpaper] down.
Oh, there is the front door again. It looks different somehow. Not sure if it's good or bad.
Maybe it's just the no-fight-all-flight-chemicals lingering in your body that is talking. But maybe you feel a bit scared of the door.
(if:$doorlock is false)[[[[Walk off the adrenaline first->Distracted-02a]]]<p>[[[Go straight to the door->Door-out-03]]]<p>](if:$doorlock is true)[The door is unfortunately locked.<p>[[[Walk off the adrenaline instead->Distracted-02a]]]](if: $hellcount is 0)[[[Wait – is that a small garden shed hiding behind some bushes and trees?->Shed-02a]]](if: $hellcount is >=1)[[[Go to the wooden shed and take a closer look->Shed-02a]]]
{(if: $curiousblood is true )[(enchant: ?bloodyface, (char-style: via (text-color:(either:#eee,#ecc,#dbb,#edd,#ecdcdc,#eee))))]}ONLY FOR DEBUG, DON'T USE! (set: $darkness to true)
(link:"With darkness")[(set: $darkness to true)(set: $escape to 1)(set: $escapetried to it +1)(set: $chrysalisX to 12)(set: $escapetriedagain to false)(goto:"Inside-02b")]
|endlink>[|savelink>[(link:"Save slot B")[(if:(save-game:"Slot X"))[Saved slot B!](else: )[Error!]]]]
[(t8n-depart: "blur")+(t8n-time:2s)[(link: "ESCAPE NOW with chrysalis")[(set: $escapespecial to true)(set: $chrysalisXused to true)(set: $escapetried to 3)(set: $escape to 3)(set: $chrysalisX to 12)(goto:"Shade-02a")]]]
[(t8n-depart: "blur")+(t8n-time:2s)[(link: "ESCAPE to End-D with chrysalis")[(set: $escapetried to 4)(set: $escape to 4)(set: $chrysalisX to 12)(goto:"End-D")]]]
[(t8n-depart: "blur")[(link:"ESCAPE NOW FIRST!!!")[(set: $escapetried to 2)(set: $escapefirsttime to true)(goto: "Shade-02a")]]]
[(t8n-depart: "blur")[(link:"ESCAPE NOW duck 1!!!")[(set: $escapeducked to true)(set: $escapetried to 3)(set: $escape to 1)(goto: "Shade-02a")]]]
[(t8n-depart: "blur")[(link:"ESCAPE NOW 4!!!")[(set: $escapetried to 4)(set: $escape to 4)(goto: "Shade-02a")]]]
[(t8n-depart: "blur")[(link:"ESCAPE NOW 5!!!")[(set: $escapetried to 5)(set: $escape to 5)(goto: "Shade-02a")]]]
[(t8n-depart: "blur")+(t8n-time:2s)[[[ESCAPE NOW BLUR 6!!!->Shade-02a]](set: $escapetried to 6)(set: $escape to 6)]]
There are so many emotions embedded in that wooden door. It's...
// ...the twins...
...let Jenny drive...
...put'em in the back...
...there's no room ...
...can't separate the twins...//
...(if:$doorbroke1 is false)[unlocked? Yes. ](if:$doorbroke1 is true)[broken? Yes.] But you can't even begin to explain what that means. (if:$doorbroke1 is false)[Unlocked?](if:$doorbroke1 is true)[Broken?] Maybe, but you can't grasp it.
Too emotional and (if: $thing is "apple core")[still too ]hungry to deal with the door right now.
(unless: $thing is "apple core")[[[Search the garden for something to eat->Distracted-03]]](if: $thing is "apple core")[[[Search for more apples or something else to eat->Distracted-03]]]
(if:$hellcount is 0)[(link: "Is that a small wooden shed behind the withered trees in the back of the garden?")+(t8n:"fade")[//This is a shortcut through the story. You'll miss some things if you continue to the shed instead of searching the garden.//<p>[[[Skip a part of the story and go straight to the shed->Shed-03]]]]](if:$hellcount is >=1)[(link: "Go directly to rest in the peaceful shed instead")+(t8n:"fade")[//This is a shortcut through the story. You'll miss some things if you continue straight to the shed instead of searching the garden first.//<p>[[[Skip a part of the story and go straight to the shed->Shed-03]]]]]You pass under another shaft up to the surface. (if: visits is >=2)[There's no daylight coming down anymore. The opening is as dark as the tunnels.](else:)[There's hardly any daylight visible anymore. Is it getting really dark up there or is someone trying to cover the hole?]
This shaft is also too steep to climb out through. Surely there must be //some// way out of this.
[[[Go forward->B2]]]
(if: visits is 1)[[[Go back->C]]](if: visits is >=2)[[[Go backwards->C]]]
{(if: $lightsource is true)[(enchant: ?passage, (text-color:#c5c4bf))]
(else:)[(enchant: ?passage, (text-color:#5a5a5a))]
[(enchant: ?passage's links, (text-color:#a36029))]}
{(if: $lightsource is false)[(enchant: ?sidebar's chars, (text-color: #555))]
(if: $lightsource is true)[(enchant: ?sidebar's chars, (text-color: #666))]
(enchant: ?menulink's links, (text-color: #7a481f))}The tunnel wall changes from being dug out through soil to being constructed by stones.
(if: (history:) contains "Compass")[Here the underground part of the old stone wall is visible again.](else:)[Is this a part of the old stone wall from the surface? How deep does it go?]
(unless: $thing is "compass")[(if: visits is 1)[You notice a small hole between two stones. In the hole there's a metal cylinder.<p>Feels like you could pull it. Like it was some kind of switch. Or maybe a lever.](else:)[You're back where you found the lever.<p>All you wanted was a break and now you have to handle this.]|leverage>[(if: $levercount is >=6)[(set: $leverbroke to true)](if: $leverbroke is false)[(if: $lever is false)[(if: $leverpulled is true)[The lever is pushed up.](else:)[]<p>(link: "Pull the lever down")[(set: $lever to true)(set: $leverpulled to true)(set: $levercount to it +1)(rerun:?leverage)]](if: $lever is true)[The lever is pulled down.<p>(link: "Push lever back up")[(set: $lever to false)(set: $leverpulled to true)(set: $levercount to it +1)(rerun:?leverage)]]](else:)[The lever broke off by your rough handling.<p>Not sure if it was up or down when it did.(set: $lever to true)]]][[[Go forward->C2]]]
(if: visits is 1)[[[Go back->A2]]](if: visits is >=2)[[[Go backwards->A2]]]
{(if: $lightsource is true)[(enchant: ?passage, (text-color:#c5c4bf))]
(else:)[(enchant: ?passage, (text-color:#525252))]
[(enchant: ?passage's links, (text-color:#a36029))]}
{(if: $lightsource is false)[(enchant: ?sidebar's chars, (text-color: #555))]
(if: $lightsource is true)[(enchant: ?sidebar's chars, (text-color: #666))]
(enchant: ?menulink's links, (text-color: #7a481f))
(enchant: ?leverage, (t8n: "fade"))}The smell of wet soil is getting stronger. Maybe it started raining after all?(if: $riverrun is true)[ Or maybe this part of the tunnel runs under the (if: $mapyes is true)[strangely named river you saw on the map.](else:)[river you heard beyond the garden wall earlier.]]
[[[Go forward->A3]]]
(if: visits is 1)[[[Go back->B2]]](if: visits is >=2)[[[Go backwards->B2]]]
{(if: $lightsource is true)[(enchant: ?passage, (text-color:#c5c4bf))]
(else:)[(enchant: ?passage, (text-color:#5a5a5a))]
[(enchant: ?passage's links, (text-color:#8f5424))]}
{(if: $lightsource is false)[(enchant: ?sidebar's chars, (text-color: #555))]
(if: $lightsource is true)[(enchant: ?sidebar's chars, (text-color: #666))]
(enchant: ?menulink's links, (text-color: #7a481f))
(enchant: ?leverage, (t8n: "fade"))
(enchant: ?leverage, (t8n-time: 0.2s))}Crawling through a narrow passage again. You're entirely covered in mud and dirt(if: visits is 1)[ by now].
{(unless: $thing is "compass")[The layout of these tunnels is really confusing. Who dug them? Where were they heading?<p>]
(if: $thing is "lighter")[(if: (history:) contains "Caveat")[(if: $caveartseen is true)[Was it the cave with the ancient paintings they were looking for?](else:)[Maybe you should light up the torch inside the opening and have a look?]](else:)[(if: $lightsource is true)[The (text-style:"fidget")[flame] of the lighter flickers from a faint draft. ](else:)[There is a faint draft coming from the side. ]You stop and notice a small opening that you almost crawled past.]<p>(if: (history:) contains "Caveat")[[[Go into the opening again->Caveat]]](else:)[[[Go into the opening->Caveat]]]]
}[[[Go forward->B3]]]
(if: visits is 1)[[[Go back->C2]]](if: visits is 2)[[[Go backwards to where you fell down->C2]]](if: visits is >=3)[[[Go backwards->C2]]]
{(if: $lightsource is true)[(enchant: ?passage, (text-color:#c5c4bf))]
(else:)[(enchant: ?passage, (text-color:#575757))]
[(enchant: ?passage's links, (text-color:#a36029))]}
{(if: $lightsource is false)[(enchant: ?sidebar's chars, (text-color: #555))]
(if: $lightsource is true)[(enchant: ?sidebar's chars, (text-color: #666))]
(enchant: ?menulink's links, (text-color: #7a481f))}(if: visits is 1)+(if: $shortcut is true)[The smell of wet earth is getting stronger and stronger the deeper in you get. (if: $riverrun is true)[Maybe you are close to the (if: $mapyes is true)[strangely named river outside the garden that you saw on the map.](else:)[river you heard beyond the garden wall earlier.]](else:)[Maybe it started to rain up on the surface after all.]<p>The tunnel continues to follow the underground stone wall.][(if: (history:)'s last is "D")+(if: $shroomeaten is true)[Somehow you easily find the shortest way back to the hatch in the stone wall. Now just get out into the light again, before...<p>]](else:)[The underground part of the old stone wall is visible again in this part of the tunnel.<p>](if: $darkness is true)+(if: visits is 1)[You realize you have been here before. In these tunnels. This is where the attacking darkness dragged you when it caught you that first time.<p>](if: $lever is true)[In between some of the stones in the wall there's a small opening held open by a metal frame.<p>A small hatch seems to be retracted from covering the passage.<p>Could be a way out of the tunnels.[(if: visits is 1)+(if: $shortcut is true)[<p>This direct route probably saved you a lot of time.]]](else:)[In between some of the stones in the wall there's a small metal hatch in a metal frame. Probably some kind of passage.<p>You see no way of opening it from here. Maybe there's a handle to pull somewhere further back in the tunnel.]{=
(if: $lever is true)[[[[Go out through the hatch->Edge-03b]]]<p>]
(if:(history:)'s last is "D")[(if: $thing is "compass")[[[Go back towards the lever->Compass]]](else:)[[[Go back towards the lever->A3]]]<p>](else-if: $thing is "compass")[(if: $shortcut is true)[[[Go back to the lever->Compass]]](else:)[[[Go back the short way->Compass]]]<p>[[[Go back the long detour->A3]]]<p>](else-if: $lever is false)[[[[Go back and lock for a lever->A3]]]<p>](else-if: $lever is true)[[[[Go backwards towards the lever->A3]]]<p>]
(if: $lever is true)+(if: $shroompicked is true)+(unless: $shroomeaten is true)[Though there might be danger deeper in, you know //the proud little soldiers in brown, purple and grey will carry you on their shoulders if you begin to fall...// Or if you get to close to the end.<p>[(if:(history:) contains "D")[[[Go deeper into the emptiness again->C3]]](else:)[[[Go deeper – It might expand your mind->C3]]]]](else:)[(if:(history:) contains "D")[[[Go deeper into the emptiness again->C3]]](else:)[[[Go deeper into darkness->C3]]]]
(if: $lightsource is true)[(enchant: ?passage, (text-color:#c5c4bf))]
(else:)[(enchant: ?passage, (text-color:#777))]
[(enchant: ?passage's links, (text-color:#cc7833))]
(if: $lightsource is false)[(enchant: ?sidebar's chars, (text-color: #555))]
(if: $lightsource is true)[(enchant: ?sidebar's chars, (text-color: #666))]
(enchant: ?menulink's links, (text-color: #7a481f)){It's (if: visits is 1)[getting ]very damp and stuffy down here. (if: $shroomeaten is true)[And you're still hungry. Maybe the mushrooms weren't that nourishing.<p>](else-if: $thing is "apple core")[An apple a day isn't nearly enough to keep the hunger away.<p>](else-if: $thing is "apple")[And you're still very hungry. So you stop and bite into the apple. It's as delicious as you imagined.<p>If you get out of here you'd like to have your own apple tree. So when you're finished eating you carefully pick the seeds from the apple core and place them in your pocket.(set: $thing to "apple core")(set: $appleeaten to true)(set: $thing to "apple core")(set: $appleseeds to true)](else-if: visits is 1)[And you're getting very hungry.<p>]
}The tunnel is no longer dug through earth. It's more of a natural cave leading forward from here on.<p>(if: visits is 1)+(if: $thing is "compass")[According to what you remember from the scribbles on the map this winding cave eventually leads to nothing but a dead end.<p>][[[Go deeper in->D]]]
[[[Go back out->B3]]]
{(if: $lightsource is true)[(enchant: ?passage, (text-color:#c5c4bf))]
(else:)[(enchant: ?passage, (text-color:#666))]
[(enchant: ?passage's links, (text-color:#a36029))]}
{(if: $lightsource is false)[(enchant: ?sidebar's chars, (text-color: #555))]
(if: $lightsource is true)[(enchant: ?sidebar's chars, (text-color: #666))]
(enchant: ?menulink's links, (text-color: #7a481f))}{|what>[You stand still and listen. First nothing. Only silence. Then something.
<p>
(if: $doorlock is true)[Movement outside. An almost inaudible deep rumble. A faint screeching.<p>Then the handle slowly moves. Someone is trying to open the locked door.<p>You hear the wood in the sturdy door creak and moan as if something is applying a lot of force in trying to open it.<p>Then it all suddenly stops. Silence again.
<p>[[[Continue->Inside-01d]]]]
(if: $doorlock is false)[A faint noise. Sounds like movement outside the front door.
<p>
|stand>[(link: "Stay still, just listen")+(t8n: "fade")[
|still>[There's an almost inaudible deep rumble. A faint screeching.<p>Then someone is very slowly pushing the handle down, trying to open the door.
<p>
(link: "Keep still and quiet")+(t8n: "fade")[(hide: ?lock)You hold your breath. A sudden feeling surges through your body. You know something really bad will come through the door. You'll burn as if under those two infernal suns.<p>
(link: "Try to hide")+(t8n: "fade")[(set: $trytohide to true)There's no time to find a place to hide.<p>]<p>
|lock2>[(link: "Run to the door and lock it")+(t8n: "fade")[(hide: ?window)(set: $doorlock to true)You rush up to the door and quickly lock it.<p>Moments later you hear the wood in the sturdy door creak and moan as if something is applying a lot of force in trying to break it open.<p>Then it all suddenly stops. Silence again.
<p>[[[Continue->Inside-01d]]]]<p>]<p>
|window>[(link: "Escape through the window")+(t8n: "fade")[(hide: ?lock2)You quickly move over to the window as the door violently slams open behind you. Something is entering the room.<p>
(link: "Try to see what it is")+(t8n: "fade")[(set: $blindinglight to true)(hide: ?esc1)You glance over your shoulder. A piercing white light is blinding you. An end is closing in. Get out now!<p>//Who is screaming?//<p>
[(t8n-depart: "flicker")+(t8n-time:3s)[[Try to block the light with your hand->End-L]]]<p>
[[[Escape immediately through the window->Shade-01]]]]<p>
|esc1>[[[[Escape through the window->Shade-01]]]]]]<p>
]
]
]]
|lock>[<p>(link: "Run to the door and lock it")+(t8n: "fade")[(hide: ?stand)(set: $doorlock to true)You rush up to the door and quickly lock it.<p>Moments later you see the handle slowly move. Someone is trying to open the now locked door.<p>You hear the wood in the sturdy door creak and moan as if something is applying a lot of force in trying to break it open.<p>Then it all suddenly stops. Silence again.
<p>[[[Continue->Inside-01d]]]]]
]
]
}
{(t8n: "fade")|pickthing>[Apart from the map and a pile of books there are some objects on the desk. (t8n: "fade")|pickfirst>[Pick one.]]<p>
|things>[(set: $thingsseen to true)
(link-repeat: "Apple")[(set: $thing to "apple")(replace: ?pickednone)+(t8n: "fade")[You (if: $objectchange is true)[change your mind and instead ]pick up the ''apple''. It might come in handy to keep (text-style:"strike")[doctors] hunger away. It looks delicious.<p>](set: $objectchange to true)(show: ?map)]
(link-repeat: "Compass")[(set: $thing to "compass")(replace: ?pickednone)+(t8n: "fade")[You (if: $objectchange is true)[change your mind and instead ]pick up the old brass ''compass''. The needle seems certain of what's north. It might come in handy if you get disoriented.<p>](set: $objectchange to true)(show: ?map)]
(link-repeat: "Knife")[(set: $thing to "knife")(replace: ?pickednone)+(t8n: "fade")[You (if: $objectchange is true)[change your mind and instead ]pick up the ''knife''. It's a practical wilderness knife in a leather sheath. Might come in handy if you need to cut something.<p>](set: $objectchange to true)(show: ?map)]
(link-repeat: "Lighter")[(set: $thing to "lighter")(replace: ?pickednone)+(t8n: "fade")[You (if: $objectchange is true)[change your mind and instead ]pick up the old steel ''lighter''. It would come in handy if you need to light something up.<p>](set: $objectchange to true)(show: ?map)]
(link-repeat: "Pencil")[(set: $thing to "pencil")(replace: ?pickednone)+(t8n: "fade")[You (if: $objectchange is true)[change your mind and instead ]pick up the orange ''pencil''. (if: $penused is true)[Since you lost your ink pen when the darkness attacked this might come in handy if you need to write something.](if: $penused is false)[It might come in handy if you need to write something.]<p>](set: $objectchange to true)(show: ?map)]
(link-repeat: "Pouch")[(set: $thing to "pouch")(replace: ?pickednone)+(t8n: "fade")[You (if: $objectchange is true)[change your mind and instead ]pick up the small ''pouch''. It's made from a coarse beige fabric. Fragments of dried plant fibres inside. It will come in handy if you need extra room to store things in.<p>](set: $objectchange to true)(show: ?map)]
]
<p>
|pickednone)[]}
(t8n: "fade")|map)[When you have picked the object you want you could also try to take the map(if: $lookmap is true)[, again].
<p>
(link: "Check the books")+(t8n: "fade")[Among the books you find: //Aniara by Harry Martinson, Der Verschollene by Franz Kafka, Nightside of Eden by Kenneth Grant and a handwritten translation of the Epic of Gilgamesh.//(set: $checkbooks to true)]
<p>
(link: "Pick up the map")[(set: $mapyes to true)(goto: "Desk-02")]]
<p>
[[[Climb out through the window->Shade-03a]]]
{
(enchant: ?things's links, (box:"=X=")+(b4r:"dotted")+(b4r-colour:grey)+(align:"=><=")+(css:"padding: 5px; width: 25%;"))
|picknew)[Pick one already!]
(if: $clever is true)[|esclink>[(append: ?loadlink)[(text-style:"fidget")|endlink>[|savelink>[<p>(link:"Save Slot X")[(if:(save-game:"Slot X"))[Saved Slot B!](else: )[Error!]]]]]]]
}{(if: (history:)'s last is "Chrysalis-02c")[(if: $chrysalistouch is true)[The chrysalis... The voice... It touched you as much as you touched it.<p>It felt... kind of good. Hope that feeling stays.<p>Maybe you can ask it for help if you get into trouble.](else-if: $chrysalis is true)[You let the blue chrysalis rest in peace. Hopefully you will too.<p>//Or perhaps you should go back and have another look at it?//]<p>]
(else:)[Still there's a feeling of being watched. Not by the crickets hiding in the grass, making noises like grinding metal, they don't care about you, you know that, but there is something else, watching you intensely, trying to...
<p>
Oh, there is the front door again. Maybe you should go in and have another look since the last visit was so short.
<p>
(if:$doorlock is false)[[[Go to the front door again->Distracted-01a]]](if:$doorlock is true)[Unfortunately someone have locked the front door. (if: $undecidedchange is true)[Maybe you shouldn't have changed your mind.]<p>[[[Look for somewhere else to go->Distracted-01a]]]]]
(if: (history:)'s last is "Chrysalis-02c")[[[Continue to the shed in the back of the garden->Shed-01]]]}<h3>''Between Two Mirrors''</h3>A story with choices and consequences.
//(either:" Welcome back!", " Here to for a break or a makeover?", " Gotta rest your legs a bit?", " Here to save or load?", " What's on the menu?")//
{=
(if: $backagain is false)|linkhint>[[[[Start the story->Welcome-01]]]<p>]
(if: $backagain is true)[(t8n: "slide-right")+(text-style:"fidget")[>] (link: "Continue where I was")[(set: $info to false)(set: $settings to false)(goto: (history:)'s last)]<p>]
(if: (saved-games:) contains "Slot A")[|loadlinkfull>[(link: "Load last save")[(set: $info to false)(set: $settings to false)(load-game:"Slot A")(set: $reloaded to true)]]<p>]
(if: (saved-games:) contains "Slot X")[|loadlinkfull>[(link: "Load save slot X")[(set: $info to false)(set: $settings to false)(load-game:"Slot X")]]<p>]
|regularlink>[
(if: (history:)'s last contains "End-")[(link: "Go in from the beginning again")[(set: $info to false)(set: $fontinfo to false)(set: $settings to false)(display: "Startup")(goto:"Welcome-01")]<p>]
(if: $backagain is true)[(Link: "Reset everything and start new")+(t8n: "shudder")[(text-colour:white)[(text-style:"expand")[''Confirm:'']] (link:"Reset all progress and restart")[(restart:)]]<p>]
|info>[(if: $info is false)[(link: "Instructions")[(set: $settings to false)(set: $fontinfo to false)(rerun: ?settings)(set: $info to true)(rerun: ?info)]](if: $info is true)[(link: "Hide instructions")[(set: $info to false)(rerun: ?info)]
<p>
(b4r:"none","none","none","dotted")+(b4r-colour:#444)+(box:"X")[Click ''colored text'' to choose. Sometimes you may have to enter numbers or letters. Sometimes time matters. Sometimes things are hiding. It can take ''30–60 minutes'' to go through the whole story. Though there are a few shortcuts for the impatient.
<p>
Check the (text-colour:white)[''Full''] box to get fullscreen //(really recommended on phones)//. You can close the story and resume later. In //some// places you can also manually (text-colour:white)[''Save''] and then (text-colour:white)[''Load''] from this start menu. The top bar will show your progress based on the path you take. You (text-colour:white)[''can not''] use back or forward in the browser to navigate the story.]]]
<p>
|settings>[(if: $settings is false)[(link: "Settings")[(set: $info to false)(set: $fontinfo to false)(rerun: ?info)(set: $settings to true)(rerun: ?settings)]](if: $settings is true)[(link: "Hide settings")[(set: $settings to false)(rerun: ?settings)]
(enchant: ?regular's links, (text-color: "#ad601f"))
<p>
(b4r:"none","none","none","dotted")+(b4r-colour:#444)+(box:"X")[Change text font
<p>
(if: $textfont is "Source Code Pro")[(dropdown: bind $textfont, "Source Code Pro", "Source Sans Pro")](if: $textfont is "Source Sans Pro")[(dropdown: bind $textfont, "Source Sans Pro", "Source Code Pro")]
<p>
(link: "Save change and continue where I was")[(set: $info to false)(set: $fontinfo to false)(set: $settings to false)(goto: (history:)'s last)]
<p>
|fontinfo>[(if: $fontinfo is false)[(link: "Show font info")[(set: $fontinfo to true)(rerun: ?fontinfo)]](if: $fontinfo is true)[(link: "Hide font info")[(set: $fontinfo to false)(rerun: ?fontinfo)]
<p>
(font:"Source Code Pro")[''Source Code Pro'' looks like this. It gives a more //primitive feel// similar to the old-school text-adventure format.]
<p>
(font:"Source Sans Pro")[''Source Sans Pro'' looks like this. It might be //easier to read// and needs less space, which might be good on a phone with small screen.]]]]]]]
---
© Markus Widegren 2022<br>
|credits>[(link-rerun: "markuswidegren.se")[(open-url: "https://markuswidegren.se")]<br>
Version $version]
An uneasy feeling comes over you. What was trying to get in? Did it leave? Is it waiting outside?
(if: $lookmap is true)[Suddenly you realize that someone could be hiding in a dark corner of the room and you wouldn't be able to see them.](if: $lookroom is true)[And what scared the red bird? Something could be hiding in a dark corner and you wouldn't be able to see it.]
The thin beam of bright daylight from the window falls straight on you, illuminating you to whoever might be watching.
Should you even be in here, uninvited and unannounced, all by yourself?
Why didn't you knock on the door?
You feel you'd better get out before someone discovers you.
[[[Climb out through the window->Shade-01]]]|endscreen>[IT ENDS IN BLINDING LIGHT
The blinding light overwhelms you before you can get out through the window. It burns right through you. Erases you. Turns the black ink of your story into a white and empty paper.
---
You found $progress passages before being annihilated by the light.
//The choices you make can lead to (text-style:"fidget")[''dead''] (text-style:"fidget")[''ends''] like this. You just found the first one.
If you keep your eyes open you might find something to help you get out of these ends ''without'' having to start over again. Otherwise remember to use the ''save'' and ''load'' buttons.//
(link:"Go to the start menu to try again")[(set: $backagain to true)(goto:"Menu-back")]]
{(unless: (history:)'s last is "Menu-back")[(set: $deaths to it +1)]
(if: $chrysalisX is >=1)[|esclink>[(append: ?loadlink)[(text-style:"fidget")|endlink>[|chrysalis>[<p>(link:"ᙙᙖ")[(set: $chrysalisX to it -1)(set: $chrysalisundo to true)(set: $chrysalisXused to true)(t8n-depart: "flicker")+(t8n-time:2s)(goto: (history:)'s last)]]]]]]}You're standing in the shade on the north side of the cottage(if: visits is >=2)[, again].
{(if:$inside is true)+(if: $chrysalis is false)+(if: $blindinglight is false)[For some reason you really can't stand being indoors. Want nothing to block the view of the sky. It's an unexpectedly visceral feeling.<p>]
Maybe it's better to take a walk instead of sitting (if:$inside is true)[trapped ]inside a (if:$inside is false)[cottage](if:$inside is true)[dark room] all day.[(if:$inside is true)[ Especially as everything is so bright and blue back out here.<p>](else:)[ It's a bright and blue morning out here after all.<p>]]
(if: $chrysalistouch is true)[Speaking of blue. The chrysalis... The voice...<p>It touched you as much as you touched it. It felt... kind of good. Hope that feeling stays.<p>//Maybe you can ask it for help if you get into trouble.//]
[(if:$inside is true)+(if: $chrysalis is true)+(if: $chrysalistouch is false)[Maybe you should continue around the cottage now. //Or maybe you should ''go back'' and take another look at the chrysalis?//<p>]]
(if:$inside is false)[And still... You can't help wondering what's inside the cottage. What if //''you missed something''?//<p>Things probably ''//won't stay//'' quite ''//the same//'' once you've walked past them.<p>
(link:"Go back to the front door before moving on")[(goto:"Door-out-01")]
<p>(link:"Go around the cottage anyway")[//If you take this shortcut you will not be able to go back.//<p>[[[Go around the cottage and save some time->Garden-01]]]]]
(else:)[[[Go around the cottage->Garden-01]]]}
(if: $chrysalistouch is false)[|spot)[(align:"=><=")+(box:"X=")[(text-style:"blurrier")[*]]](if: $chrysalistouch is false)[|spotit)[(link:"It's very hard to see, but there is something dark blue on the stone wall that catches your attention")[(if: $chrysalis is true)[(set:$chrysalisagain to true)](goto:"Chrysalis-01")]]]]
{
[(enchant: ?spot, (color:"hsl(202, 86%, 45%)"))]
[(enchant: ?spot, (text-style:"shudder"))]
[(animate: ?spot's lines, "flicker")]
[(enchant: ?spotit, (color:"hsl(202, 20%, 15%)"))]
(after: 1s)[(t8n: "zoom")+(t8n-time:3s)(show: ?spot)]
(after: 2s)[(show: ?spotit)]
(after: 5s)[(enchant: ?spot, (text-style:"sway"))]
(after: 12s)[(enchant: ?spot, (text-style:"rumble"))]
(after: 14s)[(animate: ?spotit's lines, "blur")]
(after: 16s)[(enchant: ?spotit, (color:"hsl(202, 25%, 16%)"))]
(after: 18s)[(animate: ?spotit's lines, "rumble")]
(after: 22s)[(enchant: ?spotit, (color:"hsl(202, 30%, 18%)"))]
(after: 24s)[(animate: ?spotit's lines, "pulse")]
(after: 30s)[(enchant: ?spotit, (color:"hsl(202, 35%, 20%)"))]
(after: 36s)[(enchant: ?spotit, (color:"hsl(202, 50%, 26%)"))]
}The garden is bigger than you thought. You'd probably get lost in this dense thicket if not for the relentless sun above to navigate by.
From not far away you hear the sound of water. (if: $lookmap is true)[There might have been a big river on the map you saw in the cottage. Just outside the stone wall.](else:)[Could there be some kind of river on the other side of the stone wall?]
Running water, but no birds flying. Especially no red birds.
{(if: $chrysalistouch is false)[Instead you notice (if: $chrysalis is true)[another dark blue thing](else:)[something... Something dark blue] on the old stone wall.<p>
[[[Look closer at the blue thing->Chrysalis-01c]]]
<p>
(link: "Go back to the shed")[The shed can wait a bit, this might be important.]]
(else-if: $chrysalis is true)+(if: $chrysalistouch is false)[What you do see is see another dark blue chrysalis on the stone wall. Or is it the same one, only in a different place?<p>There appears to be something alive in side the cylindrical shape. Maybe you should examine it after all...<p>
[[[Touch the chrysalis->Chrysalis-02c]]]]
(else:)[You might as well turn back.<p>
[[[Go back->Distracted-01a]]]]
(set: $riverrun to true)}{(if: visits is 1)[Something different? Yes, this time something //is// different in here. But what?
<p>
Something in the air. It tingles. A momentary sensation of falling.
<p>
Then there's an odd gravitational pull from the (text-style:"strike")[black hole] back wall of the shed.
<p>
(if: $darkness is true)[Is there a faint sound of glass grinding against metal behind the planks in the wooden wall?<p>]
(else-if: $chrysalistouch is true)[Is there a soft, comforting voice whispering to you from behind the planks of the wooden wall?<p>]
(else:)[Is there a faint sound of cloth rustling from behind the planks of the wooden wall? Or wings? It might be wings.<p>]
(if: $planksopen is false)[(link: "Try to pry the planks apart")[(set: $planksopen to true)You find a hammer on the old carpentry bench and use it's claw to loosen the planks.
<p>
[[[Go through the loosened planks->Edge-02a]]]]
<p>
[[[Go to the front gate and continue to look for something different->Welcome-03]]]]
]
(if: visits is >=2)[
(if: visits is 2)[Back in the shed. You try to ease your mounting anxiety by thinking about a joke about how this place makes you want to shed your skin. But then you just feel silly. Who's making bad jokes at a time like this?](if: visits is >=3)[Back in the shed again. You have to decide what to do with the passage. Reattach the planks or move on?]
<p>
(if: $planksopen is true)[(if: $hammergrabbed is true)+(if: $hammerthrown is false)[(link: "Reattach the planks in the back wall")[You use the hammer to fasten the planks with some nails you find at the carpentry bench.(set: $planksopen to false)(hide: ?loose)(show: ?fast)]](else:)[(link: "Find something else than the hammer and reattach the planks")[You find a small garden trowel and some nails at the carpentry bench. With an ear-piercing metallic clanging you manage to fasten the planks over the hole in the wall again.(set: $planksopen to false)(hide: ?loose)(show: ?fast)]]<p>
|loose>[[[[Go through the loosened planks again->Edge-02a]]]]|fast)[(link: "Loosen the planks and go through again")[(set: $planksopen to true)(goto: "Edge-02a")]]
]
<p>
[[[Go to the front gate and look for something different->Welcome-03]]]
]}(if: $thing is "apple")+(if: $appleseeds is false)[(hide: ?monkeystatue)](if: $lever is false)[You see a trap door in one of the tunnel walls. A mechanism is keeping it closed, but you can't see any controls.](if: $lever is true)[You see a metal hatch in the tunnel wall. (if: (history:)'s last is "B3")[That's where you just crawled through.] It's controlled from the other side by some sort of intricate mechanism.](if: $hammerthrown is true)+(if: $hammeragain is false)[<p>Below the hatch you see the hammer you threw into the darkness earlier.<p>[(if: $planksopen is false)[(link: "Pick up the hammer")[You pick up the hammer.(unless: $thing is "knife")[(set: $hammeragain to true)](if: $thing is "knife")[ The handle seems to have broken upon impact. You can't use it anymore.]]]]](if: $thing is "apple")+(if: $appleseeds is false)[<p>Before you do anything else you really need to eat something. The apple will only go bad if you don't eat it now.<p>(link: "Eat the apple")+(t8n: "fade")[(set: $thing to "apple core")(set: $appleseeds to true)(set: $appleeaten to true)You begin to eat the apple. It tastes really good. Was it grown in this garden? Are there more?<p>Oh, wouldn't it be great to have your very own apple tree? Yes, of course, so when you're finished eating you carefully pick the seeds from the apple core and place them in your pocket.<p>Then you take a look around.(rerun: ?monkeystatue)]][|monkeystatue>[(unless: $thing is "apple")[(t8n:"fade")[<p>Opposite of the metal hatch you see a small statue of a monkey. It's holding a bowl in its hands. Big enough to place an object in.](if: $thing is "knife")[(set: $openwith to "knife")](if: $bowlstone is false)[(unless: $thing is "knife")[(unless: $thing is "nothing")[|bowl>[$monkey (if: $bowlthing is false)[(link: "Place the $thing in the bowl")[(set: $bowlthing to true)(set: $monkey to "You put the $thing in the bowl.<p>")(rerun:?bowl)]](if: $bowlthing is true)[(link: "Take it back")[(set: $bowlthing to false)(set: $monkey to "You take the $thing back.<p>")(rerun:?bowl)]]]](else:)[(link: "Put a stone in the bowl")[You take a stone from the ground and place it in the bowl.(set: $bowlstone to true)]]<p>](if: $thing is "knife")[|bowl>[$monkey (if: $bowlthing is false)[(link: "Place the $thing in the bowl")[The monkey doesn't seem to want the $thing. It wouldn't fit in the bowl anyway.<p>(link: "Put a stone in the bowl")[You take a stone from the ground and place it in the bowl. The monkey just stares at it.(set: $bowlstone to true)]]<p>]]]](if: $bowlstone is true)[The monkey statue is staring intently on the stone you placed in the bowl.<p>(link: "Remove the stone")[It's impossible to get a grip on the stone. It keeps (text-style:"fidget")[slipping] through your fingers.]](t8n:"fade")[(if: $illumination is true)[There is a pale white light coming from a lightbulb hanging by the wooden planks that is the back wall of the garden shed.](else:)[A very faint light is coming from the wooden planks that is the back wall of the garden shed.]
[[[Go to the wooden planks->Edge-03a]]]]]]]
{(if: (history:)'s last is "B3")[(set: $lightsource to false)]
(enchant: ?bowl's lines, (t8n: "fade"))}The drizzle outside turns to heavy rain. The drops hammer the tin roof and the noise grows louder and louder. Soon it turns into a hailstorm. After the $heat morning and the chilly afternoon you start to shiver as the temperature drops below freezing.
It doesn't take long before you can hear the door of the shed being blocked by a mudslide filled with debris swept in by the (if: (history:) contains "A")[flood of ice cold rain water that is collapsing the erratic maze you almost got lost in before.](else-if: $mirrorlook is true)[mixed flood of rain water and dark currents spilling out of the broken wall mirror.](else:)[flood of ice cold water rushing in from all directions.]
(if: $planksopen is true)[The only way forward is to slip out through the loose planks in the back wall of the shed.](if: $planksopen is false)[The only way out now is to (if: $thing is "knife")+(if: $thinginsafe is false)[use your knife and ]pry open the planks in the back wall of the shed.]
[[[Continue->Shed-05]]]As you raise your eyes, in a final attempt to spot the elusive bird, you get dizzy and disoriented, feels like falling again.
The ceiling is so unnaturally high up. So far away. Or far down?
When did the shed turn into a cathedral-well?
Where does it end?
[(char-style: via (text-style:'fidget'))[...]]//you sl(text-style:'fidget')[o]wly spin//[(char-style: via (text-style:'fidget'))[...]]
An increasing sizzling white noise from above finally defines a direction relative to you and you get your bearings back.
You're still standing in the shed.
(if: $feather is true)[The red bird blinking in and out of existence (if: $mailcheck4 is true)[ through the mailbox] is irrevocably gone. (if: $mailcheck4 is true)[Lost in the rain. ](if: $riverrun is true)[Flushed away by the river. ]The feather in your pocket is all that's left.](else:)[The red bird that blinked in and out of your attention is gone. You must have missed it. Hope it wasn't important.]
[[[Continue->Shed-04c]]]Wait. There is something off here. Did the reflection in the mirror move just now while you were standing still? (if: $escbloody is false)[Was it the terrible darkness that attacked before?](if: $escbloody is true)[Was it that horrifying darkness again – or something even worse?]
Did someone tell you to stay away from the mirror?
(if: $clever is true)[//Maybe. But since you didn't start the story the usual way, you'll probably also ''ignore such advice'' and examine the mirror as well.//](else:)[//Why did they do that?//]
[[[Go closer to the mirror->Mirror-01]]]
[[[Climb out through the window->Shade-03a]]]The wyvern thrashes at the mirror, cracks appear, a thunderous noise reverberate through the glass. And the world starts to spin.
A great wall of dark rippling water is conjured out of nowhere in front of you. The dark surface of waves races towards the mirror.
It will never hold, you conclude to yourself.
[[[Continue->Mirror-04]]]//This isn't a dream. This isn't purgatory. This is a visit to a ''construct'' of many overlapping realities.
You're in a ''reality model'' created from many sources by that cranial prediction machine of yours.
How did ''you'' get in here? Because these models ''are'' our realities. We are all model entities, living in reality models.
Though your body moves around in actual reality, gathering energy as bodies do, your consciousness exists ''entirely'' in these extra realities.
Right now ''your'' model is a co-creation, being modeled by an external influence, by waves and spells and electrochemistry.
Find out what this means and your life will be happier.
And tread carefully when you get to the edge.//
[[[Go back to the door->Door-out-04]]]
(set: $pineswhisper to true)(if:$chrysalisagain is true)[You return to the old stone wall to have another look at the chrysalis that is tucked away in the crevice. There appears to be something alive in the deep blue cylindrical shape.](else:)[Tucked away in one of the crevices in the stone wall you see a small cylindrical shape. It appears to be some kind of dark blue chrysalis.]
(link:"Back away and don't disturb it")[As you start to back away you feel something reaching out to you. A soft voice tells you to not be afraid.]
[(t8n-depart: "blur")+(t8n-arrive: "blur")+(t8n-time:0.4s)[[Touch the chrysalis->Chrysalis-02c]]]
{(set: $chrysalis to true)
(if: (history:) contains "Chrysalis-01")[(set: $progress to it -1)]}|blackout1>[You touch the dark blue chrysalis.]
|bluexx)[]|blackin1)[Blue lights flash in a blur. The chrysalis is purring like cat beneath your fingers.]
|blackin2)[A voice right behind you says softly:<p> (text-style: "expand", "italic")["Safe passage little wing."]]|blackin3)[But when you turn around, there is no one there.]
|blacklink)[(link: "Go back to the garden")[(goto: "Garden-01b")]]
{(set: $chrysalistouch to true)(set: $chrysalisX to 6)
[(enchant: ?blackout1, (text-style:"blur"))]
[(enchant: ?blackout1, (char-style: via (text-style: "fidget")))]
[(enchant: ?bluexx, (text-color: "hsl(202, 85%, 50%)"))]
(after: 1.75s)[(t8n: "blur")+(t8n-time:0.3s)+(replace: ?blackout1)[|bluevision>[You touch the dark blue chrysalis.]]]
(after: 4s)[(animate: ?bluevision's lines, "blur")]
(after: 4.2s)[(replace: ?bluexx)+(t8n: "slide-left")[|bluexx>[(text-style:"blur")[(text-rotate-z:338)[ᙙᙖ]]]]]
(after: 5s)[(replace: ?bluexx)[]]
(after: 6s) [(t8n: "fade")+(t8n-time:1.25s)(show: ?blackin1)]
(after: 6.25s) [(t8n: "fade")+(t8n-time:1s)(show: ?blackin2)]
(after: 6.5s) [(t8n: "fade")+(t8n-time:0.75s)(show: ?blackin3)]
(after: 6.75s) [(t8n: "fade")+(t8n-time:0.5s)(show: ?blacklink)]
(enchant: ?bluevision, (char-style: via (text-style: "fidget")))
}|endscreen>[IT ENDS IN FOOLISHNESS
You ignore the light switch and goes right into the darkness of the room again. After barely escaping the attack last time. Brave or foolish? More like stone dead in darkness.
---
You found $progress passages before dying by foolish bravery.
//The choices you make and the actions you take can lead to (text-style:"fidget")[''dead''] (text-style:"fidget")[''ends''] like this. (if: $chrysalisX is >=1)[Look for the fluttering blue wings – they will take you back so that you can continue.](else:)[Remember to use the ''save'' and ''load'' buttons.]//
(link:"Go to the start menu")[(set: $backagain to true)(goto:"Menu-back")]]
{(unless: (history:)'s last is "Menu-back")[(set: $deaths to it +1)]
(if: $chrysalisX is >=1)[|esclink>[(append: ?loadlink)[(text-style:"fidget")|endlink>[|chrysalis>[|rotate>[<p>(link:"ᙙᙖ")[(set: $chrysalisX to it -1)(set: $chrysalisundo to true)(set: $chrysalisXused to true)(t8n-depart: "flicker")+(t8n-time:2s)(goto: (history:)'s last)]]]]]]]
(enchant: ?rotate, (t8n:"fade")+(t8n-delay: 1s)+(t8n-time: 3s))
(enchant: ?rotate, (text-rotate-z:3))
(after: 4s)[(enchant: ?rotate, (text-rotate-z:8))]
(after: 7s)[(enchant: ?rotate, (text-rotate-z:9))]
(after: 10s)[(enchant: ?rotate, (text-rotate-z:-7))]
(after: 11.3s)[(enchant: ?rotate, (text-rotate-z:9))]
(after: 19.5s)[(enchant: ?rotate, (text-rotate-z:-7))]
(after: 21s)[(enchant: ?rotate, (text-rotate-z:-12))]
(after: 22s)[(enchant: ?rotate, (text-rotate-z:-14))]
(after: 29s)[(enchant: ?rotate, (text-rotate-z:18))]
(after: 36s)[(enchant: ?rotate, (text-rotate-z:6))]
(after: 44s)[(enchant: ?rotate, (text-rotate-z:7))]
}You turn around and stare at the closed iron gate. Not sure why you're doing this. Hopefully you'll understand later. What it's all about.
There's no hidden chest to loot here – only a small, weather-beaten mailbox with some hard to read digits that might be part of the address. |numbers>[(text-colour:#666)[(text-style:"blurrier", "expand")[//135//]]]
{(link: "Check the mailbox")+(t8n: "fade")[(hide: ?numbers)Inside the mailbox there's an empty bird's nest. No one has been home in the box for a long time.(set: $mailcheck1 to true)]
<p>
[[[Approach the cottage->Door-out-01]]]}{(if: visits is 1)[You slowly (if: $shortcut is true)[advance](else:)[backtrack] through the narrow and uncomfortable darkness. Sometimes by crouching and sometimes by crawling.
<p>
The layout of these burrows is really confusing. Who dug all this? Going where? You'd be lost without the compass.
<p>
After a while the tunnel wall changes from being dug out through earth to being constructed by stones. Is this a part of the old stone wall from the surface? How deep does it go?
<p>
You notice a small hole between two stones. In the hole there's a metal cylinder.<p>Feels like you could pull it. Like it was some kind of switch. Or maybe a lever.](else:)[You're back at the underground stone wall where you found the lever.<p>All you wanted was a break and now you have to handle this.]|leverage>[(if: $levercount is >=6)[(set: $leverbroke to true)](if: $leverbroke is false)[(if: $lever is false)[(if: $leverpulled is true)[The lever is pushed up.](else:)[]<p>(link: "Pull the lever down")[(set: $lever to true)(set: $leverpulled to true)(set: $levercount to it +1)(rerun:?leverage)]](if: $lever is true)[The lever is pulled down.<p>(link: "Push lever back up")[(set: $lever to false)(set: $leverpulled to true)(set: $levercount to it +1)(rerun:?leverage)]]](else:)[The lever broke off by your rough handling.<p>Not sure if it was up or down when it did.(set: $lever to true)]][[[Go forward->B3]]]}
(if: visits is 1)[[[Go back->A]]](if: visits is >=2)[[[Go backwards->A]]]
{(if: $lightsource is true)[(enchant: ?passage, (text-color:#c5c4bf))]
(else:)[(enchant: ?passage, (text-color:#696969))]
[(enchant: ?passage's links, (text-color:#cc7833))]}
{(if: $lightsource is false)[(enchant: ?sidebar's chars, (text-color: #555))]
(if: $lightsource is true)[(enchant: ?sidebar's chars, (text-color: #666))]
(enchant: ?menulink's links, (text-color: #7a481f))}As you crawl through the opening you find (if: visits is 1)[a](else:)[the] wooden torch on the ground.
{(if: $caveartseen is false)[(link: "Set fire to the torch")[(text-color:#c5c4bf)[You ](text-color:#dbdad7)[set ](text-color:#fefcf6)[fire to the torch with (if: $lightsource is false)[sparks from ]the lighter.
<p>
Suddenly you're surrounded by moving animals. At least that's what it looks like in the flickering light from the torch.
<p>
The walls of the cave you're in are covered with beautiful cave art. Lions, antelope, rhinoceros.
<p>
Further in there's handprints and human figures.
<p>
Humans dancing, humans with antlers, humans on all fours, becoming animals. Or animals becoming human?
<p>
[You sit in awe and look at the animated images until the torch ](text-color:#dbdad7)[burns ](text-color:#c5c4bf)[out.]](set: $caveartseen to true)]]
(if: $caveartseen is true)[The torch is unfortunately burnt out and the flame of the lighter is too weak to animate the paintings.<p>The animals are only alive in your memory now.]
<p>
[[[Go back->A3]]]}
{
(if: $lightsource is true)[(enchant: ?passage, (text-color:#c5c4bf))]
(else:)[(enchant: ?passage, (text-color:#777))]
[(enchant: ?passage's links, (text-color:#a36029))]}
{(if: $lightsource is false)[(enchant: ?sidebar's chars, (text-color: #555))]
(if: $lightsource is true)[(enchant: ?sidebar's chars, (text-color: #666))]
(enchant: ?menulink's links, (text-color: #7a481f))}Suddenly there's //something// moving in the dark side of the room.
|alert1>[[[[Examine the movement->X02]]]]
{=
(if: visits is 1)[(set: $progress to it +1)]
(set: $meter to 55)
(set: $time to $meter)
|timer>[(prepend: ?page)+(t8n: "flicker")[(meter: bind $time, $meter, "X", $barc)]]
(after: 1s)[
(live: 0.25s)[
(set: $time to it -1)
(if: $time is 36)[(enchant: ?alert1's lines, (text-style: "fidget"))]
(if: $time is 8)[(enchant: ?alert1, (text-style: "rumble"))]
(if: $time is 0)[(set: $escapeno1 to true)(goto: "X02")]]
]
It's too dark to see what it is(if: $escapeno1 is true)[, but you must act! Time is running!](else:)[.]
A strange (text-style:"fidget")[rustling] sound moving in the darkness. This doesn't feel good.
|alert1>[(link: "Go out through the window")[(set: $x02a to true)(goto: "X03")]]
|alert2>[(link: "Listen to the sound")[(set: $x02b to true)(goto: "X03")]]
{=
(set: $meter to 45)
(if: $escapeno1 is true)[(set: $meter to it +10)]
(set: $time to $meter)
|timer>[(prepend: ?page)[(meter: bind $time, $meter, "X", $barc)]]
(after: 0.5s)[
(live: 0.25s)[
(set: $time to it -1)
(if: $time is 24)[(enchant: ?alert1, (text-style: "fidget"))]
(if: $time is 26)[(enchant: ?alert2, (text-style: "fidget"))]
(if: $time is 4)[(enchant: ?alert1, (text-style: "rumble"))]
(if: $time is 3)[(enchant: ?alert2, (text-style: "shudder"))]
(if: $time is 0)[(set: $escapeno2 to true)(goto: "X03")]]
](if: $x02a is true)[Wait, is the sound getting closer?](if: $x02b is true)[Sounds like the rustling is getting closer.](if: $escapeno2 is true)[The sound is getting closer – you (if: $escapeno1 is true)[really ]need to do something before time runs out!]
There's (text-style:"fidget")[''someone''] in the room with you!
|alert1>[(link: "Stay quiet")[(set: $escapetried to it +1)(goto: "X04")]]
|alert2>[(link: "Ask who's there")[(set: $escapetried to it +1)(goto: "Y04")]]
{=
(set: $meter to 35)
(if: $escapeno1 is true)[(set: $meter to it +15)]
(if: $escapeno2 is true)[(set: $meter to it +15)]
(set: $time to $meter)
|timer>[(prepend: ?page)[(meter: bind $time, $meter, "X", $barc)]]
(after: 0.4s)[
(live: 0.25s)[
(set: $time to it -1)
(if: $time is 20)[(enchant: ?alert1, (text-style: "fidget"))]
(if: $time is 18)[(enchant: ?alert2, (text-style: "fidget"))]
(if: $time is 4)[(enchant: ?alert1, (text-style: "rumble"))]
(if: $time is 3)[(enchant: ?alert2, (text-style: "shudder"))]
(if: $time is 0)[(set: $escapeno3 to true)(goto: "Q04")]
]]You head for the door. Eyes on the dark shape.
Then you (text-style:"fidget")[''stumble and fall''] over a pile of travel bags and suitcases.
|alert1>[[[Climb over the baggage->X06]]]
|alert2>[[[Hide behind the baggage->Y06]]]
|alert3>[[[Scream at the shadow->Z07]]]
{=
(set: $meter to 30)
(set: $time to $meter)
|timer>[(prepend: ?page)[(meter: bind $time, $meter, "X", $barc)]]
(after: 0.3s)[
(live: 0.25s)[
(set: $time to it -1)
(if: $time is 20)[(enchant: ?alert1, (text-style: "fidget"))]
(if: $time is 18)[(enchant: ?alert2, (text-style: "fidget"))]
(if: $time is 2)[(enchant: ?alert1, (text-style: "rumble"))]
(if: $time is 1)[(enchant: ?alert2, (text-style: "shudder"))]
(if: $time is 0)[(goto: "Z06")]
]]Out of nowhere (text-style:"fidget")[''a dark shadow''] is approaching!
|alert1>[[[Go towards the window->X05]]]
|alert2>[[[Go towards the door->Y05]]]
{=
(set: $meter to 30)
(set: $time to $meter)
|timer>[(prepend: ?page)[(meter: bind $time, $meter, "X", $barc)]]
(after: 0.3s)[
(live: 0.25s)[
(set: $time to it -1)
(if: $time is 20)[(enchant: ?alert1, (text-style: "fidget"))]
(if: $time is 18)[(enchant: ?alert2, (text-style: "fidget"))]
(if: $time is 3)[(enchant: ?alert1, (text-style: "rumble"))]
(if: $time is 2)[(enchant: ?alert2, (text-style: "shudder"))]
(if: $time is 0)[(goto: "X05")]
]]Heading for the window, eyes on the dark shape.
Then you (text-style:"fidget")[''stumble and fall''] over a pile of travel bags and suitcases.
|alert1>[[[Climb over the baggage->X06]]]
|alert2>[[[Hide behind the baggage->Y06]]]
|alert3>[[[Just stand still->Z06]]]
{=
(set: $meter to 30)
(set: $time to $meter)
|timer>[(prepend: ?page)[(meter: bind $time, $meter, "X", $barc)]]
(after: 0.3s)[
(live: 0.25s)[
(set: $time to it -1)
(if: $time is 16)[(enchant: ?alert1, (text-style: "fidget"))]
(if: $time is 12)[(enchant: ?alert2, (text-style: "fidget"))]
(if: $time is 3)[(enchant: ?alert1, (text-style: "rumble"))]
(if: $time is 2)[(enchant: ?alert2, (text-style: "shudder"))]
(if: $time is 0)[(goto: "Z06")]
]]You climb over the baggage.
The ''shadow'' moves in front of the window.
You see (text-style:"fidget")[''sharp''] (text-style:"expand", "fidget")[''edges''] glisten in the darkness.
|alert1>[[[Go towards the door->X07]]]
|alert2>[[[Go towards the dark corner->Y07]]]
|alert3>[[[Just stand still->Z06]]]
{=
(set: $meter to 30)
(set: $time to $meter)
|timer>[(prepend: ?page)[(meter: bind $time, $meter, "X", $barc)]]
(after: 0.3s)[
(live: 0.25s)[
(set: $time to it -1)
(if: $time is 12)[(enchant: ?alert1, (text-style: "fidget"))]
(if: $time is 10)[(enchant: ?alert2, (text-style: "fidget"))]
(if: $time is 3)[(enchant: ?alert1, (text-style: "rumble"))]
(if: $time is 2)[(enchant: ?alert2, (text-style: "shudder"))]
(if: $time is 0)[(goto: "Z07")]
]](t8n:"rumble")[(text-style:"fidget")[''(text-style:"fidget")[Razorsharp shards]'' violently thrashes at you!]]
<p>
{(font: $monofont)[(set: $ducked to 0)
(live: 0.9s)[|ducking>[
(either:
". . ... . . ... . . . .. . ....",
".. ... . . ... . . .. . .. . ..",
". .. (link:'Jump left')[(set: $time to it +10)(set: $ducked to it +1) . .. . ..] .. .. ... . ....",
". . ... ... . . .. . . . . ....")]<p>
(either:
".. . . . . ... . .. . ... .. ..",
".. ... .... . . .. ... .. . ...")<p>
(either:
". .. .. (link:'Strafe left')[(set: $time to it +3)(set: $ducked to it +1)... .. .. .] ... .. .. .",
". .. . . .. (link:'Strafe right')[(set: $time to it +3)(set: $ducked to it +1). .. . ... .] .. . .",
"..... .. .. . . . .. .. . .. ..",
". .. . .. .. . . . . . .. .. ..",
".... . .. . . . . .. . ... . ..")<p>
(if: $ducked is <10)[(either:
". .. . ... .. . . .... .. . ...",
". . . . . .. .. . . . . . . . .",
".. .. . .... (link:'Jump')[(set: $time to it +6)(set: $ducked to it +1). ..] ... . .. .. .",
".... .. .. ... .... . ... .. ..",
".... . .. . . . . .. ..... . ..")]
(if: $ducked is >=10)[
.. . . .. . |realduck>[(text-style:"fidget")[''[[[DUCK!!!->X09]]]'']] .. ... .. .]<p>
(either:
". .. . ... .. ... ... . . .. ..",
". . .. (link:'Strafe left')[(set: $time to it +3)(set: $ducked to it +1). .. . .. .] ... . .. . .",
". .. ... (link:'Strafe right')[(set: $time to it +3)(set: $ducked to it +1)... . . .. .] .. ... ..",
".... .. .. . . . .. . ... .. ..",
".... . .. . ........ . . ... ..")<p>
(either:
".. . . . . .... . . ... . . ...",
". . ... .... . . .. ... . . ...")<p>
|ducking>[(either:
".. . .. . . .. ... .. .. . . ..",
". .. .... ... (link:'Jump right')[(set: $time to it +10)(set: $ducked to it +1).. .. . ..] .... .",
"..... .. .. . . .. .... .... ..",
". .. . ... .. . . . ... ..... .",
". .. . .. . . . . .. .. . . ...")]<p>
(if: $ducked is >=24)[(text-colour:#666)+(text-style: "blur")[$ducked]]]
]}
{=
(if: (history:) contains "End-D")[(set: $meter to 56)]
(else:)[(set: $meter to 46)]
(set: $time to $meter)
|timer>[(prepend: ?page)[(meter: bind $time, $meter, "X", $barc)]]
(after: 0.5s)[
(live: 0.25s)[
(set: $time to it -1)
(if: $time is 14)[(enchant: ?realduck, (text-style: "rumble"))]
(if: $time is 7)[(enchant: ?ducking, (text-style: "shudder"))]
(if: $time is 0)[(goto: "Y09")]]
]
You (text-style:"fidget")[''dive to the floor and avoid''] the claws.
Now (text-style:"fidget")[''escape''] through the window!
|alert1>[[[[Get on your feet and run->X10]]]]
|alert2>[[[[Stay down and crawl away->Q10]]]]
(if: $ducked is >=24)[(text-colour:#666)+(text-style: "blur")[//Ghostball: $ducked//]]
{=
(set: $meter to 25)
(set: $time to $meter)
|timer>[(prepend: ?page)[(meter: bind $time, $meter, "X", red)]]
(after: 2s)[
(live: 0.25s)[
(set: $time to it -1)
(if: $time is 5)[(enchant: ?alert, (text-style: "rumble"))]
(if: $time is 1)[(animate: ?alert, "shudder")]
(if: $time is 0)[(goto: "Z10")]
]]There's a (text-style:"expand", "shudder")[''piercing shriek''] behind you!
The (text-style:"fidget")[''darkness''] closes in!
|alert1>[[[Keep running towards window->X11]]]
|alert2>[[[Check what's behind you->Q11]]]
{=
(set: $meter to 25)
(set: $time to $meter)
|timer>[(prepend: ?page)[(meter: bind $time, $meter, "X", $barc)]]
(after: 0.3s)[
(live: 0.25s)[
(set: $time to it -1)
(if: $time is 10)[(enchant: ?alert1, (text-style: "fidget"))]
(if: $time is 8)[(enchant: ?alert2, (text-style: "fidget"))]
(if: $time is 2)[(enchant: ?alert1, (text-style: "rumble"))]
(if: $time is 1)[(enchant: ?alert2, (text-style: "shudder"))]
(if: $time is 0)[(goto: "Z11")]
]](char-style: via (text-color: (either: #eee, #eaeaea,#fff,#fff,#ececec,#e8e8e8,#fff,#fff)))[Bright sunlight (text-style:"blur")[''disorienting''].
A ''pile of clothes'' below the window!
(text-style:"expand")[''Darkness''] attacking again!
(text-style:"expand", "rumble")[''Escape now!!!'']]
|alert3>[|alert1>[[[Climb towards window->X12]]]
|alert2>[[[Turn and face the attack->Q12]]]]
{=
(set: $meter to 20)
(set: $time to $meter)
|timer>[(prepend: ?page)[(meter: bind $time, $meter, "X", $barc)]]
(after: 0.3s)[
(live: 0.25s)[
(set: $time to it -1)
(if: $time is 18)[(enchant: ?alert1, (text-style: "fidget"))]
(if: $time is 17)[(enchant: ?alert2, (text-style: "fidget"))]
(if: $time is 8)[(enchant: ?alert1, (text-style: "rumble"))]
(if: $time is 7)[(enchant: ?alert2, (text-style: "shudder"))]
(if: $time is 5)[(enchant: ?alert3, (text-style: "rumble"))]
(if: $time is 0)[(goto: "Z12")]
]]|esctable>[(b4r:"dotted")+(b4r-colour:grey)+(align:"=><=")+(box:"X")[CLIMB TO THE WINDOW!](align:"=><=")+(box:"X")[(font: $monofont)[
|=
|climb170>[.....]|climb171)[(link: "Climb")[.....]]
{|crumbling6>[|climb160>[.....]|climb161)[(link: "Climb")[.....]]|climb16x)[(t8n: "rumble")[⚪]]]
|crumbling5>[|climb150>[.....]|climb151)[(link: "Climb")[(hide: ?climb150, ?climb160, ?climb251, ?climb260)(show: ?climb161, ?climb250, ?climb261)(set: $esc5 to true)III]]]
|crumbling4>[|climb140>[.....]|climb141)[(link: "Climb")[(hide: ?climb150, ?climb241, ?climb341, ?climb250)(show: ?climb130, ?climb240, ?climb340, ?climb151, ?climb251)(set: $esc4 to true)IIII]]<br>]
|crumbling3>[|climb130>[.....]<br>]
|crumbling2>[|climb120>[.....]|climb121)[(link: "Climb")[.....]]<br>]
|crumbling1>[|climb111>[(link: "Climb")[.....]]|climb110)[.....]]}
=|=
|climb270>[.....]|climb271)[(text-style:"rumble")[(t8n-depart:"blur")+(t8n-time:0.6s)[[ESCAPE->Shade-02a]]]]|climb27x)[(t8n: "rumble")[(text-style:"expand")+(text-color:white)[TEETH!]]]
{|crumbling6>[|climb260>[.....]|climb261)[(link: "Climb")[(hide: ?climb161, ?climb260, ?climb270)(show: ?climb160, ?climb271)(set: $esc6 to true)II]]]
|crumbling5>[|climb250>[.....]|climb251)[(link: "Climb")[.....]]|climb25x)[(t8n: "rumble")[(text-style:"expand")+(text-color:white)[TEETH!]]]]
|crumbling4>[|climb240>[.....]|climb241)[(link: "Climb")[.....]]]
|crumbling3>[|climb230>[.....]|climb231)[(link: "Climb")[(hide: ?climb331, ?climb140, ?climb240, ?climb340)(show: ?climb141, ?climb241, ?climb330, ?climb341)(set: $esc3 to true)IIIII]]<br>]
|crumbling2>[|climb220>[.....]|climb221)[(link: "Climb")[.....]]<br>]
|crumbling1>[|climb211>[(link: "Climb")[(hide: ?climb120, ?climb220, ?climb320, ?climb111, ?climb311)(show: ?climb121, ?climb221, ?climb321, ?climb110, ?climb310)(set: $esc1 to true)IIIIII]]]}
=|
|climb370>[.....]
{|crumbling6>[|climb360>[.....]|climb36x)[(t8n: "rumble")[⚪]]]
|crumbling5>[|climb350>[.....]]
|crumbling4>[|climb340>[.....]|climb341)[(link: "Climb")[.....]]]
|crumbling3>[|climb330>[.....]|climb331)[(link: "Climb")[.....]]<br>]
|crumbling2>[|climb320>[.....]|climb321)[(link: "Climb")[(hide: ?climb121, ?climb221, ?climb230, ?climb330)(show: ?climb120, ?climb220, ?climb231, ?climb331)(set: $esc2 to true)IIIII]]<br>]
|crumbling1>[|climb311>[(link: "Climb")[.....]]|climb310)[.....]]}
|==|
|floor1>[(v6m: )[------------------------]]
]]]
{=
(after: 1.6s)[(hide: ?climb160, ?climb360)(show: ?climb16x, ?climb36x)]
(after: 2.16s)[(hide: ?climb16x, ?climb36x)(show: ?climb160, ?climb360)]
(set: $escape to 8)
(set: $escapetried to 8)
(if: $visits is >=2)[(set: $meter to 46)]
(else:)[(set: $meter to 38)]
(set: $time to $meter)
|timer>[(prepend: ?page)[(meter: bind $time, $meter, "X", $barc)]]
(after: 1.6s)[
(live: 0.25s)[
(set: $time to it -1)
(if: $time is 34)[(t8n: "rumble")+(replace: ?floor1)[|floor2>[(v6m: )[-----/\------/\-----/\--]]]]
(if: $time is 30)[(t8n: "rumble")+(replace: ?floor2)[|floor3>[(v6m: )[--/\---/\--/\---/\--/\--]]]]
(if: $time is 26)[(t8n: "shudder")+(replace: ?floor3)[|floor4>[(v6m: )[--/\/\--/\/\/\-/\-/\/\--]]]]
(if: $time is 20)[(t8n: "rumble")+(replace: ?floor4)[|floor5>[(v6m: )[-/\/\/\/\/\/\/\/\/\/\/\-]]]]
(if: $time is 30)[(if: $esc1 is false)[(enchant: ?crumbling1, (text-style: "shudder"))]]
(if: $time is <=30)[(if: $esc1 is true)[(replace: ?crumbling1)[]]]
(if: $time is 25)[(animate: ?floor2, "rumble")]
(if: $time is 25)[(if: $esc2 is false)[(enchant: ?crumbling2, (text-style: "shudder"))]]
(if: $time is <=25)[(if: $esc2 is true)[(replace: ?crumbling2)[]]]
(if: $time is 20)[(animate: ?floor2, "rumble")]
(if: $time is 20)[(if: $esc3 is false)[(enchant: ?crumbling3, (text-style: "shudder"))]]
(if: $time is <=20)[(if: $esc3 is true)[(replace: ?crumbling3)[]]]
(if: $time is 15)[(animate: ?floor2, "rumble")]
(if: $time is 15)[(if: $esc4 is false)[(enchant: ?crumbling4, (text-style: "shudder"))]]
(if: $time is <=15)[(if: $esc4 is true)[(replace: ?crumbling4)[]]]
(if: $time is 10)[(animate: ?floor2, "rumble")]
(if: $time is 10)[(if: $esc5 is false)[(enchant: ?crumbling5, (text-style: "shudder"))]]
(if: $time is <=10)[(if: $esc5 is true)[(replace: ?crumbling5)[]]]
(if: $time is 5)[(animate: ?floor2, "rumble")]
(if: $time is 5)[(if: $esc6 is false)[(enchant: ?crumbling6, (text-style: "shudder"))]]
(if: $time is <=5)[(if: $esc6 is true)[(replace: ?crumbling6)[]]]
(if: $time is 5)[(enchant: ?climb271, (text-style: "rumble"))]
(if: $time is 1)[(if: $esc5 is false)[(hide: ?climb250, ?climb251)(show: ?climb25x)](if: $esc5 is true)[(hide: ?climb270, ?climb271)(show: ?climb27x)]]
(if: $time is 0)[(goto: "End-D")]
]](char-style: via (text-color: (either: #edd,#ecc,#ecc,#ebb,#ebb,#e99,#eaa)))[(char-style: via (text-style:(either:'none','blur','blur','none','none')))[You wipe some of the ''blood'' from your eyes.
The ''shrieking (text-style:"fidget")[darkness]'' is coming at you again!]]
|alert1>[[[Run towards window!->Y11]]]
|alert2>[[[Run into dark corner!->Z11]]]
{=
(set: $meter to 25)
(set: $time to $meter)
|timer>[(prepend: ?page)[(meter: bind $time, $meter, "X", $barc)]]
(after: 0.3s)[
(live: 0.25s)[
(set: $time to it -1)
(if: $time is 12)[(enchant: ?alert1, (text-style: "fidget"))]
(if: $time is 10)[(enchant: ?alert2, (text-style: "fidget"))]
(if: $time is 6)[(enchant: ?alert1, (text-style: "rumble"))]
(if: $time is 5)[(enchant: ?alert2, (text-style: "shudder"))]
(if: $time is 0)[(goto: "Z11")]
]](if: $doorlock is true)[You realize the door is ''locked''!](else:)[It's ''too dark'' to find the door!]
The dark silhouette is ''moving away'' from the window.
|alert1>[[[Run towards the window->X08]]]
|alert2>[[[Run towards the dark corner->Y08]]]
{=
(set: $meter to 30)
(set: $time to $meter)
|timer>[(prepend: ?page)[(meter: bind $time, $meter, "X", $barc)]]
(after: 0.3s)[
(live: 0.25s)[
(set: $time to it -1)
(if: $time is 12)[(enchant: ?alert1, (text-style: "fidget"))]
(if: $time is 10)[(enchant: ?alert2, (text-style: "fidget"))]
(if: $time is 3)[(enchant: ?alert1, (text-style: "rumble"))]
(if: $time is 2)[(enchant: ?alert2, (text-style: "shudder"))]
(if: $time is 0)[(goto: "Y08")]
]]You crouch behind the baggage.
The ''shadow'' moves in front of the window.
You see (text-style:"fidget")[''razorsharp''] (text-style:"expand", "fidget")[''edges''] (text-style:"fidget")[''glisten''] in the darkness.
|alert1>[[[Go towards the dark corner->Y07]]]
|alert2>[[[Stay hidden->Y06b]]]
|alert3>[[[Scream at the shadow->Z07]]]
{=
(set: $meter to 35)
(set: $time to $meter)
|timer>[(prepend: ?page)[(meter: bind $time, $meter, "X", $barc)]]
(after: 0.3s)[
(live: 0.25s)[
(set: $time to it -1)
(if: $time is 16)[(enchant: ?alert1, (text-style: "fidget"))]
(if: $time is 12)[(enchant: ?alert2, (text-style: "fidget"))]
(if: $time is 8)[(enchant: ?alert3, (text-style: "fidget"))]
(if: $time is 3)[(enchant: ?alert1, (text-style: "rumble"))]
(if: $time is 2)[(enchant: ?alert2, (text-style: "shudder"))]
(if: $time is 1)[(enchant: ?alert3, (text-style: "rumble"))]
(if: $time is 0)[(goto: "Z06")]
]]You just ''stand still'' and do nothing.
The (text-style:"fidget")[''dark shadow''] lunges at you and
(text-style:"shudder")[''knocks you down''.]
There's a ''hatch'' in the wooden floor.
|alert1>[[[Open the hatch->Hatch]]]
{=
(set: $meter to 30)
(set: $time to $meter)
|timer>[(prepend: ?page)[(meter: bind $time, $meter, "X", $barc)]]
(after: 0.3s)[
(live: 0.25s)[
(set: $time to it -1)
(if: $time is 20)[(enchant: ?alert1, (text-style: "fidget"))]
(if: $time is 2)[(enchant: ?alert1, (text-style: "rumble"))]
(if: $time is 0)[(goto: "Hatch")]
]]{(change: ?passage, (text-color:#ccc))
(change: ?passage's links, (text-color:#cc7833))
}You head for the ''dark corner''.
The (text-style:"fidget")[''shape of darkness''] comes after you!
|alert1>[[[Go deeper into dark corner->Y08]]]
|alert2>[[[Just stand still->Z06]]]
|alert3>[[[Turn and scream at the shadow->Z07]]]
{=
(set: $meter to 30)
(set: $time to $meter)
|timer>[(prepend: ?page)[(meter: bind $time, $meter, "X", $barc)]]
(after: 0.3s)[
(live: 0.25s)[
(set: $time to it -1)
(if: $time is 16)[(enchant: ?alert1, (text-style: "fidget"))]
(if: $time is 12)[(enchant: ?alert2, (text-style: "fidget"))]
(if: $time is 10)[(enchant: ?alert3, (text-style: "fidget"))]
(if: $time is 8)[(enchant: ?alert1, (text-style: "rumble"))]
(if: $time is 7)[(enchant: ?alert2, (text-style: "shudder"))]
(if: $time is 6)[(enchant: ?alert3, (text-style: "rumble"))]
(if: $time is 0)[(goto: "Z07")]
]]The ''sharp cla(text-colour:#ebb)[w](text-colour:#e99)[s]'' (char-style: via (text-color:(either:#ecc,#ebb,#e77,#e88,#ebb,#ebb,#e99)))[cut your face and ''draws blood!''
(char-style: via (text-style:(either:'none','blur','blur', 'blurrier', 'none','none')))[You can ''hardly see'' anything!]]
|alert1>[[[[Wipe blood away->Y10]]]]
|alert2>[[[[Crawl blindly->Z10]]]]
(if: $ducked is >=24)[(text-colour:#666)+(text-style: "blur")[//Ghostball: $ducked//]]
{=
(set: $meter to 25)
(set: $time to $meter)
|timer>[(prepend: ?page)[(meter: bind $time, $meter, "X", red)]]
(after: 2s)[
(live: 0.25s)[
(set: $time to it -1)
(if: $time is 5)[(enchant: ?alert, (text-style: "rumble"))]
(if: $time is 1)[(animate: ?alert, "shudder")]
(if: $time is 0)[(goto:"Z10")]]
]{[(change: ?passage, (text-color:#bbb))
(change: ?passage's links, (text-color:#cc7833))]
}(t8n:"rumble")[(text-style:"fidget")[''Razorsharp shards''] thrashes violently at you!]
<p>
{(font: $monofont)[(set: $ducked to 0)
(live: 0.9s)[|ducking>[
(either:
". . ... . . ... . . . .. . ....",
".. ... . . ... . . .. . .. . ..",
". .. (link:'Jump left')[(set: $time to it +8)(set: $ducked to it +1) . .. . ..] .. .. ... . ....",
". . ... ... . . .. . . . . ....")]<p>
(either:
".. . . . . ... . .. . ... .. ..",
".. ... .... . . .. ... .. . ...")<p>
(either:
". .. .. (link:'Strafe left')[(set: $time to it +3)(set: $ducked to it +1)... .. .. .] ... .. .. .",
". .. . . .. (link:'Strafe right')[(set: $time to it +3)(set: $ducked to it +1). .. . ... .] .. . .",
"..... .. .. . . . .. .. . .. ..",
". .. . .. .. . . . . . .. .. ..",
".... . .. . . . . .. . ... . ..")<p>
(if: $ducked is <10)[(either:
". .. . ... .. . . .... .. . ...",
". . . . . .. .. . . . . . . . .",
".. .. . .... (link:'Jump')[(set: $time to it +5)(set: $ducked to it +1). ..] ... . .. .. .",
".... .. .. ... .... . ... .. ..",
".... . .. . . . . .. ..... . ..")]
(if: $ducked is >=10)[
.. . . .. . |realduck>[(text-style:"fidget")[''[[[DUCK!!!->X09]]]'']] .. ... .. .]<p>
(either:
". .. . ... .. ... ... . . .. ..",
". . .. (link:'Strafe left')[(set: $time to it +3)(set: $ducked to it +1). .. . .. .] ... . .. . .",
". .. ... (link:'Strafe right')[(set: $time to it +3)(set: $ducked to it +1)... . . .. .] .. ... ..",
".... .. .. . . . .. . ... .. ..",
".... . .. . ........ . . ... ..")<p>
(either:
".. . . . . .... . . ... . . ...",
". . ... .... . . .. ... . . ...")<p>
|ducking>[(either:
".. . .. . . .. ... .. .. . . ..",
". .. .... ... (link:'Jump right')[(set: $time to it +8)(set: $ducked to it +1).. .. . ..] .... .",
"..... .. .. . . .. .... .... ..",
". .. . ... .. . . . ... ..... .",
". .. . .. . . . . .. .. . . ...")]<p>
(if: $ducked is >=24)[(text-colour:#666)+(text-style: "blur")[$ducked]]]
]}
{=
(if: (history:) contains "End-D")[(set: $meter to 52)]
(else:)[(set: $meter to 42)]
(set: $time to $meter)
|timer>[(prepend: ?page)[(meter: bind $time, $meter, "X", $barc)]]
(after: 0.5s)[
(live: 0.25s)[
(set: $time to it -1)
(if: $time is 14)[(enchant: ?realduck, (text-style: "rumble"))]
(if: $time is 7)[(enchant: ?ducking, (text-style: "shudder"))]
(if: $time is 0)[(goto: "Y09")]]
]{(char-style: via (text-color: (either:#c55,#d44,#c55,#c55,#d55,#e44,#c44)))[(char-style: via (text-style:(either: 'none','blur','none','blur','blur','blurrier','blurrier')))[The ''blood'' in your eyes is ''blinding you!''
<p>
This is really really ''bad!'']]
|alert1>[(link: "Run for what looks like the window!")[(char-style: via (text-color:(either:#c55,#d44,#c55,#c55,#d55,#e44,#c44)))[(char-style: via (text-style:(either:'none','blur','none','blur','blur','blurrier')))[//Where the hell is the window?//]]<p>|alert3>[[[Continue to run->Z11]]]<p>]]
<p>
|alert2>[(link: "Wipe the blood from your eyes")[(char-style: via (text-color:(either:#eee,#eee,#eee,#edd,#edd,#ecc,#e99)))[(char-style: via (text-style:(either:'none','blur','none','blur')))[//Ah, there's the window...//]]<p>|alert4>[[[Head for the window->Y11]]]]]}
{=
(set: $meter to 24)
(set: $time to $meter)
|timer>[(prepend: ?page)[(meter: bind $time, $meter, "X", $barc)]]
(after: 0.3s)[
(live: 0.25s)[
(set: $time to it -1)
(if: $time is 12)[(enchant: ?alert1, (text-style: "fidget"))]
(if: $time is 10)[(enchant: ?alert2, (text-style: "fidget"))]
(if: $time is 6)[(enchant: ?alert3, (text-style: "rumble"))]
(if: $time is 5)[(enchant: ?alert4, (text-style: "shudder"))]
(if: $time is 3)[(enchant: ?alert1, (text-style: "shudder"))]
(if: $time is 2)[(enchant: ?alert2, (text-style: "rumble"))]
(if: $time is 0)[(goto: "End-D")]
]](char-style: via (text-color: (either: #edd,#edd,#ecc,#ecc,#ebb,#eaa,#ebb)))[(char-style: via (text-style:(either:'none','blur','blur','none','none')))[Blood and bright sunlight (text-style:"sway")[''disorienting'']...
There's a ''pile of clothes'' in front of the window!
(text-style:"shudder")[''Darkness attacking'' again!]
(text-style:"expand")[''Escape now!!!'']]]
|alert3>[|alert1>[[[Climb towards window->Y12]]]
|alert2>[[[Run into dark corner->Z12]]]]
{=
(set: $meter to 20)
(set: $time to $meter)
|timer>[(prepend: ?page)[(meter: bind $time, $meter, "X", $barc)]]
(after: 0.3s)[
(live: 0.25s)[
(set: $time to it -1)
(if: $time is 18)[(enchant: ?alert1, (text-style: "fidget"))]
(if: $time is 17)[(enchant: ?alert2, (text-style: "fidget"))]
(if: $time is 12)[(enchant: ?alert1, (text-style: "rumble"))]
(if: $time is 11)[(enchant: ?alert2, (text-style: "shudder"))]
(if: $time is 7)[(enchant: ?alert3, (text-style: "rumble"))]
(if: $time is 0)[(goto: "Z12")]
]](char-style: via (text-color:(either:#c55,#d44,#c55,#c55,#d55,#e44,#c44)))[(char-style: via (text-style:(either: 'none','blur','none','blur','blur','blurrier','blurrier')))[''Blood'' in eyes... ''Too dark'' to see anything...
So ''disorienting''... What's happening?
The ''dark shadow attacks'' again!
(text-style:"expand")[''Escape now!!!'']]]
{(text-style:"shudder")[|alert1>[(link:"Head for the window")[(char-style: via (text-color:(either:#c55,#d44,#c55,#c55,#d55,#e44,#c44)))[So ''difficult to see''... Where is it?]<p>(link:"Try to find the window")[(char-style: via (text-color:(either:#c55,#d44,#c55,#c55,#d55,#e44,#c44)))[Where is the...]<p>(link:"Window?")[(char-style: via (text-color:(either:#c55,#d44,#c55,#c55,#d55,#e44,#c44)))[<p>Where the hell?] [[[Window!?->Y12]]]]]]]<p>]
}(text-style:"rumble")[|alert2>[(link:"Stop and deflect the attack")[(char-style: via (text-color:(either:#c55,#d44,#c55,#c55,#d55,#e44,#c44)))[(char-style: via (text-style:(either: 'none','blur','none','blur','blur','blurrier')))[You try to duck again. ''Claws tear your skin'' again. ''Blood'' gush into your eyes.]]<p>[[[Go into the dark corner->Z12]]]]]]
{=
(set: $meter to 24)
(set: $time to $meter)
|timer>[(prepend: ?page)[(meter: bind $time, $meter, "X", $barc)]]
(after: 0.3s)[
(live: 0.25s)[
(set: $time to it -1)
(if: $time is 8)[(enchant: ?alert1, (text-style: "rumble"))]
(if: $time is 7)[(enchant: ?alert2, (text-style: "shudder"))]
(if: $time is 0)[(goto: "End-D")+(t8n-depart: "flicker")]
]]{(change: ?passage, (text-color: (either:#d44)))
(change: ?passage's links, (text-color:#cc7833))
}|esctable>[(b4r:"dotted")+(b4r-colour:#722)+(align:"=><=")+(box:"X")[CLIMB TO THE WINDOW!](align:"=><=")+(box:"X")[(font: $monofont)[
|=
|climb170>[.....]|climb171)[(link: "Climb")[.....]]
{|crumbling6>[|climb160>[.....]|climb161)[(link: "Climb")[.....]]|climb16x)[(t8n: "rumble")[⚪]]]
|crumbling5>[|climb150>[.....]|climb151)[(link: "Climb")[(hide: ?climb150, ?climb160, ?climb251, ?climb260)(show: ?climb161, ?climb250, ?climb261)(set: $esc5 to true)III]]]
|crumbling4>[|climb140>[.....]|climb141)[(link: "Climb")[(hide: ?climb150, ?climb241, ?climb341, ?climb250)(show: ?climb130, ?climb240, ?climb340, ?climb151, ?climb251)(set: $esc4 to true)IIII]]<br>]
|crumbling3>[|climb130>[.....]<br>]
|crumbling2>[|climb120>[.....]|climb121)[(link: "Climb")[.....]]<br>]
|crumbling1>[|climb111>[(link: "Climb")[.....]]|climb110)[.....]]}
=|=
|climb270>[.....]|climb271)[(text-style:"rumble")[(t8n-depart:"blur")+(t8n-time:0.6s)[[ESCAPE->Shade-02a]]]]|climb27x)[(t8n: "rumble")[(text-style:"expand")+(text-color:white)[TEETH!]]]
{|crumbling6>[|climb260>[.....]|climb261)[(link: "Climb")[(hide: ?climb161, ?climb260, ?climb270)(show: ?climb160, ?climb271)(set: $esc6 to true)II]]]
|crumbling5>[|climb250>[.....]|climb251)[(link: "Climb")[.....]]|climb25x)[(t8n: "rumble")[(text-style:"expand")+(text-color:white)[TEETH!]]]]
|crumbling4>[|climb240>[.....]|climb241)[(link: "Climb")[.....]]]
|crumbling3>[|climb230>[.....]|climb231)[(link: "Climb")[(hide: ?climb331, ?climb140, ?climb240, ?climb340)(show: ?climb141, ?climb241, ?climb330, ?climb341)(set: $esc3 to true)IIIII]]<br>]
|crumbling2>[|climb220>[.....]|climb221)[(link: "Climb")[.....]]<br>]
|crumbling1>[|climb211>[(link: "Climb")[(hide: ?climb120, ?climb220, ?climb320, ?climb111, ?climb311)(show: ?climb121, ?climb221, ?climb321, ?climb110, ?climb310)(set: $esc1 to true)IIIIII]]]}
=|
|climb370>[.....]
{|crumbling6>[|climb360>[.....]|climb36x)[(t8n: "rumble")[⚪]]]
|crumbling5>[|climb350>[.....]]
|crumbling4>[|climb340>[.....]|climb341)[(link: "Climb")[.....]]]
|crumbling3>[|climb330>[.....]|climb331)[(link: "Climb")[.....]]<br>]
|crumbling2>[|climb320>[.....]|climb321)[(link: "Climb")[(hide: ?climb121, ?climb221, ?climb230, ?climb330)(show: ?climb120, ?climb220, ?climb231, ?climb331)(set: $esc2 to true)IIIII]]<br>]
|crumbling1>[|climb311>[(link: "Climb")[.....]]|climb310)[.....]]}
|==|
|floor1>[(v6m: )[------------------------]]
]]]
{=
(after: 1.6s)[(hide: ?climb160, ?climb360)(show: ?climb16x, ?climb36x)]
(after: 2.16s)[(hide: ?climb16x, ?climb36x)(show: ?climb160, ?climb360)]
(set: $escbloody to true)
(set: $escape to 8)
(set: $escapetried to 8)
(if: $visits is >=2)[(set: $meter to 44)]
(else:)[(set: $meter to 38)]
(set: $time to $meter)
|timer>[(prepend: ?page)[(meter: bind $time, $meter, "X", $barc)]]
(after: 1.5s)[
(live: 0.25s)[
(set: $time to it -1)
(if: $time is 35)[(t8n: "rumble")+(replace: ?floor1)[|floor2>[(v6m: )[-----/\------/\-----/\--]]]]
(if: $time is 30)[(t8n: "rumble")+(replace: ?floor2)[|floor3>[(v6m: )[--/\---/\--/\---/\--/\--]]]]
(if: $time is 26)[(t8n: "shudder")+(replace: ?floor3)[|floor4>[(v6m: )[--/\/\--/\/\/\-/\-/\/\--]]]]
(if: $time is 20)[(t8n: "rumble")+(replace: ?floor4)[|floor5>[(v6m: )[-/\/\/\/\/\/\/\/\/\/\/\-]]]]
(if: $time is 30)[(if: $esc1 is false)[(enchant: ?crumbling1, (text-style: "shudder"))]]
(if: $time is <=30)[(if: $esc1 is true)[(replace: ?crumbling1)[]]]
(if: $time is 25)[(animate: ?floor2, "rumble")]
(if: $time is 25)[(if: $esc2 is false)[(enchant: ?crumbling2, (text-style: "shudder"))]]
(if: $time is <=25)[(if: $esc2 is true)[(replace: ?crumbling2)[]]]
(if: $time is 20)[(animate: ?floor2, "rumble")]
(if: $time is 20)[(if: $esc3 is false)[(enchant: ?crumbling3, (text-style: "shudder"))]]
(if: $time is <=20)[(if: $esc3 is true)[(replace: ?crumbling3)[]]]
(if: $time is 15)[(animate: ?floor2, "rumble")]
(if: $time is 15)[(if: $esc4 is false)[(enchant: ?crumbling4, (text-style: "shudder"))]]
(if: $time is <=15)[(if: $esc4 is true)[(replace: ?crumbling4)[]]]
(if: $time is 10)[(animate: ?floor2, "rumble")]
(if: $time is 10)[(if: $esc5 is false)[(enchant: ?crumbling5, (text-style: "shudder"))]]
(if: $time is <=10)[(if: $esc5 is true)[(replace: ?crumbling5)[]]]
(if: $time is 5)[(animate: ?floor2, "rumble")]
(if: $time is 5)[(if: $esc6 is false)[(enchant: ?crumbling6, (text-style: "shudder"))]]
(if: $time is <=5)[(if: $esc6 is true)[(replace: ?crumbling6)[]]]
(if: $time is 5)[(enchant: ?climb271, (text-style: "rumble"))]
(if: $time is 1)[(if: $esc5 is false)[(hide: ?climb250, ?climb251)(show: ?climb25x)](if: $esc5 is true)[(hide: ?climb270, ?climb271)(show: ?climb27x)]]
(if: $time is 0)[(goto: "End-D")]
]](char-style: via (text-color:(either:#c55,#d44,#c55,#c55,#d55,#e44,#c44)))[(char-style: via (text-style:(either: 'none','blur','none','blur','blur','blurrier','blurrier')))[The ''teeth'' and ''claws thrash'' and
''tear'' at you in the darkness!
There's ''blood'' all over!
The (text-style:"rumble")[''dark shadow''] attacks again!
You're (text-style: "expand")[''dooomed'']!!!]]
|alert1>[(text-style: "expand", "rumble")[(t8n: "rumble")[(link:"''Nooo! HEEELP!!!''")[(t8n-depart: "flicker")+(t8n-time: 2s)(goto:"End-D")]]]]
{=
(set: $meter to 24)
(set: $time to $meter)
|timer>[(prepend: ?page)[(meter: bind $time, $meter, "X", $barc)]]
(after: 0.3s)[
(live: 0.25s)[
(set: $time to it -1)
(if: $time is 8)[(enchant: ?alert1, (text-style: "shudder"))]
(if: $time is 0)[(goto: "End-D")]
]]{
(if: (history:) contains "Hatch")[(enchant: ?passage, (t8n: "fade")+(t8n-time:2s)+(t8n-delay:0.85s))]
}|control>[(if: $escapeno3 is true)[You are back at the front door. Time has reset. Remember that time will run in real time once you turn around.(set: $escapeno1 to false)(set: $escapeno2 to false)(set: $escapeno3 to false)](else-if: visits is 1)[You just entered the cottage and closed the front door.](else:)[Somehow you are back at front door. As if nothing scary just happened in the darkness. Try again!]
[[[Look at the dark room->X01]]]
]
(if: (passage:)'s tags contains "timed")[(set: $time to 30)]As you state your question your voice trembles. Then suddenly:
''(text-style:"fidget")[A dark shadow approaches!]''
|alert1>[[[Go towards the window->X05]]]
|alert2>[[[Go towards the door->Y05]]]
|alert3>[[[Stand still->Z05]]]
{=
(set: $meter to 30)
(set: $time to $meter)
|timer>[(prepend: ?page)[(meter: bind $time, $meter, "X", $barc)]]
(after: 0.3s)[
(live: 0.25s)[
(set: $time to it -1)
(if: $time is 16)[(enchant: ?alert1, (text-style: "fidget"))]
(if: $time is 12)[(enchant: ?alert2, (text-style: "fidget"))]
(if: $time is 3)[(enchant: ?alert1, (text-style: "rumble"))]
(if: $time is 2)[(enchant: ?alert2, (text-style: "shudder"))]
(if: $time is 0)[(goto: "Z05")]
]]The (text-style:"fidget")[''dark shadow''] (text-style:"rumble")[''violently''] (text-style:"fidget")[''plows''] through the baggage and (text-style:"fidget")[''throws you across''] the room.
There's a ''hatch'' in the wooden floor.
|alert1>[[[Open the hatch->Hatch]]]
{=
(set: $meter to 30)
(set: $time to $meter)
|timer>[(prepend: ?page)[(meter: bind $time, $meter, "X", $barc)]]
(after: 0.3s)[
(live: 0.25s)[
(set: $time to it -1)
(if: $time is 20)[(enchant: ?alert1, (text-style: "fidget"))]
(if: $time is 2)[(enchant: ?alert1, (text-style: "rumble"))]
(if: $time is 0)[(goto: "Hatch")]
]]There's a (text-style:"fidget")[''piercing shriek''] behind you as the ''darkness'' closes in!
The (text-style:"fidget", "expand")[''sharp claws''] cut you! (char-style: via (text-color:(either:#edd,#ecc,#edd,#ecc,#ebb,#fcc,#e99)))[Crawling is to slow!
(text-style:"fidget")[''Blood''] in the eyes! Blinding!]
|alert1>[[[[Wipe eyes!->Y11]]]]
|alert2>[[[[Crawl blindly->Z11]]]]
{=
(set: $meter to 25)
(set: $time to $meter)
|timer>[(prepend: ?page)[(meter: bind $time, $meter, "X", $barc)]]
(after: 0.3s)[
(live: 0.25s)[
(set: $time to it -1)
(if: $time is 10)[(enchant: ?alert1, (text-style: "fidget"))]
(if: $time is 8)[(enchant: ?alert2, (text-style: "fidget"))]
(if: $time is 2)[(enchant: ?alert1, (text-style: "rumble"))]
(if: $time is 1)[(enchant: ?alert2, (text-style: "shudder"))]
(if: $time is 0)[(goto: "Z11")]
]]Almost at the window you stop and turn to face the whirling chaos of claws and teeth inside the terrifying darkness. (text-style:"fidget")[//Why?//](change: ?passage's links, (text-color:#cc7833))
Sh(text-colour:#ecc)[a](text-colour:#eaa)[r](text-colour:#e77)[p] (char-style: via (text-color:(either:#c55,#d44,#c55,#c55,#d55,#e44,#c44)))[(char-style: via (text-style:(either: 'blurrier','blurrier','blurrier', 'buoy', 'sway', 'blurrier')))[''claws and teeth'' tear and thrash at your flesh.
The ''pain'' is terrible. ''Blood everywhere''.
There is ''no escape'' from this.]]
[(t8n-depart: "flicker")+(t8n-time:3s)[[Continue->End-D]]]''Sharp'' (text-style:"fidget")[''cla(text-colour:#ecc)[w](text-colour:#ebb)[s]''] (char-style: via (text-color:(either:#edd,#ecc,#ecc,#ebb,#ebb,#eaa,#e99)))[''tear'' into your face!
(text-style:"shudder")[Pain!] ''Blood!'' Blinding!
(text-style:"expand", "rumble")[''Must escape!'']]
|alert1>[[[Wipe away blood->Y12]]]
|alert2>[[[Just run blindly->Z12]]]
{=
(set: $meter to 20)
(set: $time to $meter)
|timer>[(prepend: ?page)[(meter: bind $time, $meter, "X", $barc)]]
(after: 0.3s)[
(live: 0.25s)[
(set: $time to it -1)
(if: $time is 10)[(enchant: ?alert1, (text-style: "fidget"))]
(if: $time is 8)[(enchant: ?alert2, (text-style: "fidget"))]
(if: $time is 2)[(enchant: ?alert1, (text-style: "rumble"))]
(if: $time is 1)[(enchant: ?alert2, (text-style: "shudder"))]
(if: $time is 0)[(goto: "Z12")]
]]''You'' (text-style:"fidget")[''scream''] ''and'' (text-style:"fidget")[''wave''] ''your arms.''
As if trying to scare away a bear.
The (text-style:"fidget")[''darkness''] (text-style:"shudder")[''lunges at you''] and
knock you off your feet.
There's a ''hatch'' in the wooden floor.
|alert1>[[[Open the hatch->Hatch]]]
{=
(set: $meter to 30)
(set: $time to $meter)
|timer>[(prepend: ?page)[(meter: bind $time, $meter, "X", $barc)]]
(after: 0.3s)[
(live: 0.25s)[
(set: $time to it -1)
(if: $time is 20)[(enchant: ?alert1, (text-style: "fidget"))]
(if: $time is 2)[(enchant: ?alert1, (text-style: "rumble"))]
(if: $time is 0)[(goto: "Hatch")]
]](if: visits is 1)[Is that (text-style:"fidget")[a] (text-style:"fidget")[tunnel] below the floor?](else:)[There's a tunnel down there that will lead you straight ''back to the front door''.]
|alert1>[(if: visits is 1)[(link: "Go into opening")[(t8n-depart: "blur")(goto:"Darkness")]](else:)[(link: "Go into opening")[(t8n-depart: "blur")(goto:"Lock-02")]]]
{=
(set: $meter to 25)
(set: $time to $meter)
|timer>[(prepend: ?page)[(meter: bind $time, $meter, "X", $barc)]]
(after: 0.3s)[
(live: 0.25s)[
(set: $time to it -1)
(if: $time is 20)[(enchant: ?alert1, (text-style: "fidget"))]
(if: $time is 6)[(enchant: ?alert1, (text-style: "rumble"))]
(if: $time is 0)[(if: visits is 1)[(goto: "Darkness")](else:)[(goto: "Lock-02")]]
]](if: $escapeno1 is true)+(if: $escapeno2 is true)[Time is running in ''real time'' right now!<p>''You must act'' before the meter above reaches zero! Otherwise bad things will happen...](else:)[Time is running and ''you must act'' before the meter above reaches zero! Otherwise bad things will happen...<p>]
|alert1>[[[Okay, let's continue->X04]]]
|alert2>[[[I see, then let's start over->Lock-02]]]
{=
(set: $meter to 46)
(if: $escapeno2 is true)[(set: $meter to it +24)]
(if: $escapeno1 is true)[(set: $meter to it +30)]
(set: $time to $meter)
|timer>[(prepend: ?page)[(meter: bind $time, $meter, "X", $barc)]]
(after: 0.3s)[
(live: 0.25s)[
(set: $time to it -1)
(if: $time is 20)[(enchant: ?alert1, (text-style: "fidget"))]
(if: $time is 18)[(enchant: ?alert2, (text-style: "fidget"))]
(if: $time is 4)[(enchant: ?alert1, (text-style: "rumble"))]
(if: $time is 4)[(enchant: ?alert2, (text-style: "shudder"))]
(if: $time is 0)[(goto: "X04")]
]]{(if: $escbloody is true)[(enchant: ?wow, (char-style: via (text-color: (either: #eee,#eee,#edd,#edd,#ecc,#ecc,#ebb,#eaa,#e99))))]
}|wow>[Wow! You made it! Much danger! Such escape!]
---
DEBUG: Try again [[Attack]]𒀭𒋾𒊩𒆳
(Fail!)
---
DEBUG: Try again [[Attack]]
DEBUG: Try exit [[Exited]]You've seen these bags and cases before. How did they end up here?
There's a sudden sound of (text-style:"fidget")[''metal''] and (text-style:"fidget")[''glass''] grinding (text-style:"fidget")[''right next to you''.]
|alert1>[[[Run towards the dark corner->Y07]]]
|alert2>[[[Stay hidden->Z06]]]
{=
(set: $meter to 30)
(set: $time to $meter)
|timer>[(prepend: ?page)[(meter: bind $time, $meter, "X", $barc)]]
(after: 0.3s)[
(live: 0.25s)[
(set: $time to it -1)
(if: $time is 20)[(enchant: ?alert1, (text-style: "fidget"))]
(if: $time is 18)[(enchant: ?alert2, (text-style: "fidget"))]
(if: $time is 2)[(enchant: ?alert1, (text-style: "rumble"))]
(if: $time is 1)[(enchant: ?alert2, (text-style: "shudder"))]
(if: $time is 0)[(goto: "Z06")]
]]South of the cottage there's a small and well-kept lawn, some bushes and a sun-dial made of metal.
This would be a nice place to put some garden furniture. And maybe a big parasol if the sun gets brighter.
Then get a cold drink and just relax. Heavenly.
//You think you should come back here later.//
[[[Go back to the door->Door-out-01]]]Use the lockpicks (text-colour:white)[ ''⟌'' ] and try to pick the lock.(set: $pickagain to false)
|q>[#φ] <large>^^◁^^</large>
|lockpicking>[(rerun: ?result)[|mono>[(font: $monofont)[(text-style:"expand")[(b4r:"dotted","dotted","none","dotted")+(b4r-size:2,2,2,2)+(b4r-colour:gray)[(align:"==>")[ ▮ |lock11>[⧮] |lock12>[⧮] |lock13>[⧮] |lock14>[⧮] |lock15>[⧮] ▮ ]]
(align:"<==")[ |lock01>[(link: "⟌")[ (set: $pick01 to true)(set: $qroto to it +12)(show: ?turn)(replace: ?lock11)[⧯]]] |lock02>[(link: "⟌")[ (set: $pick02 to true)(set: $qroto to it +27)(show: ?turn)(replace: ?lock12)[⧯]]] |lock03>[(link: "⟌")[ (set: $pick03 to true)(set: $qroto to it +39)(show: ?turn)(replace: ?lock13)[⧯]]] |lock04>[(link: "⟌")[ (set: $pick04 to true)(set: $qroto to it +33)(show: ?turn)(replace: ?lock14)[⧯]]] |lock05>[(link: "⟌")[ (set: $pick05 to true)(set: $qroto to it +24)(show: ?turn)(replace: ?lock15)[⧯]]] ]]]]
|turn)[(t8n:"fade")[(link: "Turn?")[(set: $pickagain to true)(rerun: ?result)]]]|result>[(if: $pick01 is true)+(if: $pick04 is true)+(if: $pick02 is false)+(if: $pick03 is false)+(if: $pick05 is false)[(hide: ?turn, ?stepback)Success! You manage to unlock the door.(set: $lockpicksucceded to true)<p>(link:"Continue")[(goto:"Door-out-02")]](else-if: $pickagain is true)[(t8n:"fade")[|nope>[Nope. ](link:"Try again!")[(set: $pick01 to false)(set: $pick02 to false)(set: $pick03 to false)(set: $pick04 to false)(set: $pick05 to false)(set: $pickagain to false)(set: $qroto to 225)(rerun: ?lockpicking)]]]]]<p>|stepback>[(link: "Step back from the door")[(set: $pick01 to false)(set: $pick02 to false)(set: $pick03 to false)(set: $pick04 to false)(set: $pick05 to false)(set: $pickagain to false)(set: $qroto to 225)(goto: "Door-out-02")]]]
{=(enchant: ?q, via (text-rotate: $qroto))