You wake in a dense forest. Foliage surrounds you on all sides. As you survey your new surroundings, leaves of various colors occasionally flit through the air.
In front of you is a dirt path that stretches in each direction, but aside from this "landmark" you have no idea where you are, who you are or how you got here.
The only thing you are absolutely certain of is that you are a rock.
//[[A ROCK??]]//
//[[I hope somebody feeds my dog and/or cat.]]//
<<set $MinerEncounter to 0, $FloristEncounter to 0, $LumberjackEncounter to 0, $CobblerEncounter to 0, $AnglerEncounter to 0, $FreakEncounter to 0, $RingleaderEncounter to 0, $SayNothing to 0, $CatDog to 0, $BardEncounter to 0>>
<<set $FloristLove = false, $FloristFlowers = false, $FloristFlowersPlus = false, $FloristFriend = false, $FloristTrueLove = false, $LumberjackLove = false, $LumberjackFriend = false, $LumberjackToys = false, $CobblerLove = false, $CobblerShoes = false, $CobblerFocus = false, $CobblerFriend = false, $AnglerBoots = false, $AnglerFish = false, $AnglerFixed = false, $AnglerFriend = false, $AnglerToys = false, $FreakSad = false, $FreakHungry = false, $FreakFriend = false, $RingleaderFriend = false, $RingleaderImpressed = false, $RingleaderFreak = false, $RingleaderDissuade = false, $CatDogGod = false, $ForestEncounter = false, $StumpEncounter = false, $FreakMusic = false, $BardFriend = false, $KingEncounter = false, $EndingBardSong = false, $EndingLumberjackView = false, $EndingFloristGarden = false, $EndingRingleaderShow = false, $EndingAnglerHearth = false>>
<<audio "bgm" volume 0.65 loop play>>\
<<set $bgm = 1>>\<<set $MinerEncounter to $MinerEncounter + 1>>\
<<if $MinerEncounter == 1>>You spend some time thinking idle rock-type thoughts until you hear the unmistakable flip-flopping of flip-flops in the distance. You peer down the path to see a figure approaching.
Trudging towards you is a plain looking man wearing a work helmet with a stout, unlit candle affixed to the top. At the end of his skinny, soot-smeared arms he holds a pickaxe that looks far too cumbersome for his stature. You decide that he looks like a Miner.
As he approaches you notice him nervously eyeing his surroundings.<<else>>You notice the Miner walking your direction again. The candle wick on his helmet is letting out faint wisps of smoke. He looks as uncomfortable as ever.<</if>>
[['"Hello there!"'|Miner - Say Something]]
[[You are a rock. You say nothing.|Miner - Say Nothing]]
<<if $CatDogGod == true>>[['"Are you a cat person or a dog person?"'|Miner - CatDog]]<</if>>
The Miner is evidently startled. He freezes in place, gripping his pickaxe a little tighter. His eyes dart around as he tries to locate the source of the unexpected greeting.
[["Down here! I'm a talking rock."]]
[[You say nothing this time.|Miner - Say Nothing 2]]The Miner continues down the path without casting so much as a suspicious glance in your direction. He starts as an orange bug spirals around his head, but as quickly as the bug flies away, the man is also out of your sight.
You are once again alone on an empty path.
<<if visited() == 1>>//[[I wonder if rocks need to eat?|Miner - Empty Path]]//
//[[He seemed like a nice guy.|Miner - Empty Path]]//<<else>>//[[I wonder if he'll ever want to talk.|Miner - Empty Path]]//<</if>>
<<set $SayNothing to $SayNothing + 1>>The Miner's eyes finally meet yours, and you hold his gaze for some time. A horrible realization grips his face as soon as he registers that he was addressed by a rock.
Before you have a chance to say anything further, he raises his trembling hands above his head and brings his pickaxe down with pinpoint accuracy.
[[This is gonna hurt. - ENDING|ENDING - Pebbles]]
The Miner is clearly on edge, but with no further peeps from you he must believe he simply experienced an audio hallucination. He quickly hurries down the path until he is out of view.
You are once again alone on an empty path.
//[[He seemed like a nice fellow.|Miner - Empty Path]]//
//[[Why is a miner wearing flip flops?|Miner - Empty Path]]//<center><span class='fadein'><img src="images/pebbles.png" width="1000px"></span></center>
As the pickaxe makes contact, you shatter into innumerable smaller pebbles. What may have been an untimely end for another unlucky soul really just gives you a new perspective. If before this you contained multitudes, now you simply //are// multitudes. You can see the iridescent millipede plodding around your pieces from 100 minutely-different angles and one breath of fresh air now feels like a thousand.
You decide that this is not so bad.
<<run memorize('rockstaleendings', Object.assign(recall('rockstaleendings', {}), { pebbles : true }))>>\
<<set _endings to recall('rockstaleendings', {})>>\
You have found <<= Object.keys(_endings).length>>/20 endings.
[[View your Unlocked Endings|Achievements]]
[[Return to the Last Decision Point|Miner - Say Something]]
<<linkreplace "Choose this ending">>Are you sure you want to end things here? You should choose whatever ending suits you, but current relationships between you and other characters will be reset. Unlocked endings and character calls will //not// be reset. [[Choose this ending|END]]<</linkreplace>>
What a nice way to end things.
Thank you so much for playing //A Rock's Tale//. You may choose to play more, or choose to end your story here. This tale is yours.
<center>Written and Illustrated by
''Shane "FlamingPickle" R.''
with Music by
''ZaazNG''</center>
[[Return to the Main Menu|MAIN MENU]] <<goto "Empty Path">><<if $CatDog >= 3 and $CatDogGod == false>><<goto "CatDog - Start">><</if>>\
<<switch random(1, 14)>><<case 1>>As you sit alone the sky above you begins to darken. A couple precursory droplets hit your head before thick raindrops descend in droves. You realize that getting stuck in a rainstorm is not so bad for a rock. Through the cacophony you start to discern what sound the rain makes when it collides with certain objects. Before long you have your own personal percussion section, playing to an arbitrary rhythm.
This symphony comes to a close as soon as it began, and thin beams of sunlight start to reach towards you. An earthworm wriggles its way out of the ground, blinking at you incomprehensibly.<<case 2>>Night descends and you prepare for a light slumber. The forest has different plans. You cannot shake the feeling of being watched, and the usual skittering of creatures in the night is replaced by the snapping and shifting of branches as something pushes its way through the brush. At one point, you swear you see two pairs of eyes peering at you from across the path, followed by a low growl.
You are ever thankful when morning comes again.<<case 3>>A line of ants appears to your side. Squinting your eyes, you can make out the miniature helmets they don. To your amazement you see another line of ants trudging in the opposite direction, different only in that their helmets are of the complimentary color. You can't seem to tear your eyes away when the two sides inevitably clash. You proceed to witness an all out war on a miniscule scale. Battles are won. Lives are lost. And for what?
The hirsute anteater that laps them up greedily some minutes later answers your question for you.<<case 4>>You wait around on the empty path but nothing really happens. This isn’t so bad either.<<case 5>>As night falls, the denizens of dusk arise. Notably, a hoard of glowing, acorn shaped creatures. They pitter patter out of the bushes and gather on the empty path for as far as you can see. Quite the socialites, they hurry about nuzzling up against each other expressing a silent language. At some indistinguishable cue, they skitter back from wherever they came from, leaving the empty path to you once again.<<case 6>>You look up into the sky as you often find yourself doing, only to spy a serpent-like creature winding its way through the air. You blink twice, trying to clear the dust in your eye causing this hallucination, but there is no dust.<<case 7>>The tree behind you lets out a deep, creaking groan as it shifts in the ground. You imagine that trees must do things like this all the time, but never when anyone is around to witness them.<<case 8>>You feel a sneeze coming on. You look up into the sun because you have heard that that is a good way to force a sneeze. The urge continues to climb; the tickling in your sinuses gets stronger and stronger. Then you realize that rocks don’t sneeze.<<case 9>>A snake slithers its way in front of you. Without warning it lunges out and strikes you. Having bitten nothing but rock, the snake gives you a hurt glance as a tear wells up in the corner of its eye. It wriggles off, clearly quite embarrassed.<<case 10>>You spot a bipedal frog making its way down the path. It offers a brief nod before plodding on, clearly having something it needs to get to. You get the sense of déjà vu.<<case 11>>You begin to feel very parched. You spot a dark cloud overhead and will it to pause above and hydrate you. It does no such thing.
You wonder if rocks really do need a drink every once in a while or if this is all in your head.<<case 12>>You sense a shift in the barometric pressure. You look nervously down the path and are shocked at the sight of a tornado whipping its way towards you. Shocking still is that this tornado stands no taller than you. It rushes by, flicking dirt and dust into your eyes, until it spins out of sight.<<case 13>>A strong breeze picks up, shaking a myriad of leaves free from the trees around you. They dance through the air, each following its own choreography, until they come to rest on the ground, waiting on another gust to continue their performance.<<case 14>>A shrill, melodic whistle ricochets off the trees behind you. Leaping across the path, its echo dissipates into the grove in front of you. You wait expectantly for a response, but none is given.<</switch>>
<<set _friends to recall('rockstalefriends', {})>>\
[[You wait around for a random encounter.|Empty Path - Random Encounter]]
<<if _friends.florist>>[["WILD FLOWER!" You call the Florist.|Empty Path - Call Florist]]<<else>><span class="grey">You cannot call this character yet.</span><</if>>
<<if _friends.lumberjack>>[["TIMBER!" You call the Lumberjack.|Empty Path - Call Lumberjack]]<<else>><span class="grey">You cannot call this character yet.</span><</if>>
<<if _friends.cobbler>>[["COBBLER!" You call the Cobbler.|Empty Path - Call Cobbler]]<<else>><span class="grey">You cannot call this character yet.</span><</if>>
<<if _friends.angler>>[["BLUB BLUB BLUB!" You call the Angler.|Empty Path - Call Angler]]<<else>><span class="grey">You cannot call this character yet.</span><</if>>
<<if _friends.freak>>[["555-4301!" You call the Freak.|Empty Path - Call Freak]]<<else>><span class="grey">You cannot call this character yet.</span><</if>>
<<if _friends.ringleader>>[["COME ONE COME ALL!" You call the Ringleader.|Empty Path - Call Ringleader]]<<else>><span class="grey">You cannot call this character yet.</span><</if>>
<<if _friends.bard>>[["DO RE MI FA SOL LA TI DO!" You call the Bard.|Empty Path - Call Bard]]<<else>><span class="grey">You cannot call this character yet.</span><</if>>
\
<<set _endings to recall('rockstaleendings', {})>>\
<<if _endings.emptypath and _endings.pebbles and _endings.anything and _endings.swap and _endings.garden and _endings.hill and _endings.arrangement and _endings.view and _endings.felled and _endings.shop and _endings.stomp and _endings.shore and _endings.sink and _endings.hearth and _endings.fish and _endings.frog and _endings.cage and _endings.show and _endings.song>>[["I HAVE DONE YOUR BIDDING!"|CatDog - End 1]]<<else>><span class="grey"><span id="glitchname">You cannot call this character yet.</span>
<<set _glitchname to ["ć̸̲h̷̳̐a̶̬̅ṟ̶̃ã̴̫c̶͈͒ṱ̴̎e̸͔͒r̷͙̈́ ̵̮̌", "ᙅ̸͓̾ի̶̻͝ծ̴̘̾ր̷̲̏ձ̴̿ͅ᭡̶̛̘Ɨ̶̣̈́ǝ̵̪̃ᣴ̵͉̓", "Ç̶͍̹̑̅H̴̛̤̫̿A̸̬̯͙̤͑̀͒͝R̷̭̱̞̿͌Ä̷͎̮͘Ć̴̠Ť̷͍̝̖̆̈́E̵͔̾́R̷̡̬̬̈̐͜", "ȅ̴̪̲͔͎̝̈́n̷̼̖̺͇͉͔͊̀̆̀t̴̛͈̗́͝ỉ̸͉t̷͍͔͖̟̭̚̚y̵̺͖̥̫̠̤̑͗̚", "C̷̳̳͆͗h̸̹͇̊̀A̷͓̿̀r̴͖̘̄͑̎A̴̛̪̼̱̕͘c̷͔̘̊̕Ţ̶͎̓e̶̠̋̚R̷̢͚̝͛̆͑", "ḉ̶̭͈̏H̵̪͖̬̚á̸̛̛̳R̵͙̺͔̽͒̎a̴̛̱̤͌C̵̤͔͋t̸̞̟͈͌́E̷̫̽̀͝r̴̡̳͋̾͜"]>>
<<silently>>
<<repeat 1.5s>>
<<replace "#glitchname">>You cannot call this <<print _glitchname.random()>> yet.<</replace>>
<</repeat>>
<</silently>></span><</if>><<if $FloristEncounter < 1>>You soon catch hints of a floral aroma standing out amongst the not-entirely-unpleasant odours of wood, leaves and dirt that you've experienced so far. As the smell becomes stronger, you notice a petite girl walking down the path wearing white overalls. The pleasant aroma seems to be coming from the numerous flowers she has intertwined in her long, blonde hair.
As she approaches, you question her decision to wear white as her legs appear to be streaked and smeared with dirt.<<else>>The smell of flowers fills the air again. The Florist appears on the path, carrying a vibrant bouquet of flowers.<</if>>
[['"Hello there!"'|Florist - Say Hello]]
[[You are a rock. You say nothing.|Florist - Say Nothing]]<<set $SayNothing to 0>>\
<<set $FloristEncounter to $FloristEncounter + 1>>\
<<if $FloristEncounter == 1>>The girl seems a little surprised that she is suddenly being addressed, but not entirely shocked. Once she realizes who is talking to her she crouches down to your level.
"Why hello, what do we have here?" She says with a smile.<<else>>"Hi there Mr. Rock!" She says as she crouches down in front of you.<</if>>
<<if $FloristEncounter == 1>>[["I'm a rock. Who are you?"]]<<else>>[['"Those flowers look nice."'|Florist - Flowers]]<</if>>
<<if $FloristEncounter == 1>>[["I'm a rock... is that weird?"]]<<else>>[["Where are you going?"]]<</if>>
<<if $FloristFriend == true>>[['"Are you a dog person or a cat person?"'|Florist - Cat Dog]]<</if>>She continues down the path until the flowery aroma dissipates. You are not sure where she is going but she is sure to make it smell a little better.
You are once again alone on an empty path.
[[You wish that you had a flowery aroma.|Florist - Empty Path]]
<<set $SayNothing to $SayNothing + 1>><<goto "Empty Path">><<if $LumberjackEncounter < 1>>Your reverie with the empty path is cut short as you hear the unmistakable crash of a tree falling in the forest. Since there isn't much more than a breeze about today you peer questioningly in the direction of the sound, somewhat concerned as to its nature.
Your worries ease when you see a tall girl with short, auburn hair pulled back into a loose bun. She walks towards you with a certain swagger, sleeveless flannel top showing off respectably muscular arms. You feel a slight flush to your cheeks, despite being a rock. Your concern returns as you spot the hefty axe she swings nonchalantly at her side.<<else>>You hear a tree fall in the distance as the cry "TIMBER" echoes through the forest. The call is shortly followed by the Lumberjack stomping down the path in her heavy working boots.<</if>>
[['"Hello!"'|Lumberjack - Say Hello]]
[[You are a rock. You say nothing.|Lumberjack - Say Nothing]]
She continues down the path, likely in search of other trees to fell.
You are once again alone on an empty path.
<<set $SayNothing to $SayNothing +1>>\
//[[Good thing I'm not a tree.|Lumberjack - Empty Path]]//<<set $SayNothing to 0>>\
<<set $LumberjackEncounter to $LumberjackEncounter + 1>>\
<<if $LumberjackEncounter == 1>>The girl looks around for a moment before meeting your gaze. With her attention now firmly fixed on you, you appreciate for the first time just how towering she is.
"Well aren't you a funny little character!" She says in a deep, self-assured voice. She props herself against her axe. "What's your deal?"<<else>>"Hey there little fella!"<</if>>
<<if $LumberjackEncounter == 1>>[["My deal? What's your deal?"]]<<else>>[['"Sweet muscles."'|Lumberjack - Strength]]<</if>>
<<if $LumberjackEncounter == 1>>[["I'm a rock. What are you?"]]<<else>>[['"Enjoying the great outdoors?"'|Lumberjack - Nature]]<</if>>
<<if $LumberjackFriend == true>>[['"Are you more of a cat person or a dog person?"'|Lumberjack - Cat Dog]]<</if>><<goto "Empty Path">>"Oh these? I just really love flowers," she says with admiration. "There's something so rewarding about starting from the tiniest seed and pouring my love and care into helping them bloom into their best selves. I know I can prattle on about them but I really hope I can enter some flower arrangement competitions some day."
[["What's your favorite flower?"]]
[["Are the flowers for anyone in particular?"]]
[['"Not gonna lie that all sounds pretty lame."'|Florist - Insult]]
<<if $FloristFriend == true>>[["If I know you, Florist, I know you can do it. You just got to try!"]]<</if>>
<<set $FloristFlowers to true>>"Y'know what, you're right!" The Florist lightly thumps her fist on her leg. "I'm not doing my flowers any favors by not at least trying. I really needed to hear that, Mr. Rock."
She seems filled with determination.
[['"Glad I could help. See you around."'|Florist - End Conversation]]
<<set $FloristFlowersPlus to true>>The Florist freezes as if caught red handed. Her face turns that same color. "H-h-how did you know?"
<<set $FloristFriend to true>>\
<<run memorize('rockstalefriends', Object.assign(recall('rockstalefriends', {}), { florist : true }))>>\
[["I've got a sense for these things. You have got to ask her out!"]]
[['"Haha I figured it out! The rule is you have to tell her know."'|"I've got a sense for these things. You have got to ask her out!"]]The Florist looks at you with perplexity, then lets out a full hearted laugh. "Oh my goodness no, not him. He's a little too moody for my taste." She wipes a small tear from her eye before catching herself. "Sorry... I'm not trying to be mean. What could have possibly given you that idea?"
[["Who do you like then?"]]
[["It just sounded like you described him. And he definitely likes you."]]<<if $FloristEncounter == 1>>The Florist stands up and pats the legs of her overalls, clearing none of the dirt marks. "Nice chatting with you Mr. Rock! If you ever need me just call out the name of a flower and I'll come running." The Florist leaves, taking her flowery aroma with her.
You are once again alone on an empty path.<<else>>The Florist stands up and waves goodbye as she walks away. "See you later, Mr. Rock."
You are once again alone on an empty path.<</if>>
[[You hang out for a bit.|Florist - Empty Path]]
<<set $FloristFriend to true>>
<<run memorize('rockstalefriends', Object.assign(recall('rockstalefriends', {}), { florist : true }))>>
"You're right, Mr. Rock, you're right. I've got to do this!" She lightly slaps her cheeks and makes a determined grunt as she stands up. Without so much as a doubtful glance, she marches out of view.
You are once again alone on an empty path.
//[[Hmm... was that a good suggestion?|Lumberjack - Florist Confessed 1]]//You don't have to wait for long as a booming voice reaches your ears.
"LITTLE FELLA!"
The Lumberjack appears in the distance.
[['"Hey... is everything alright?"'|Lumberjack - Confessed 3]]
[['"What are you doing here?"'|Lumberjack - Confessed 3]]<center><span class='fadein'><img src="images/view.png" width="1000px"></span></center>
As the wind rushes by, you close your eyes out of sheer bewilderment. This is not what you were expecting at all. As you feel yourself reaching the apex of your trajectory you dare a peek.
Struck by the expanse of it all, you seem to hang in the air. The patch of forest that you know is clearly only one part of a massive verdant carpet that covers the land as far as you can see. The green is interrupted in some small places. A little village appears a short distance away, with some quaint thatched roofs and stone chimneys peaking over the treetops. Far in the distance stand three dark spires that must be immense up close. A figure appears to be etched onto each one but you cannot make them out. As some birds fly around you, clearly disturbed by your sudden intrusion, you spot... a carnival tent?
You are not sure where you are going to land, but at this point it doesn't really bother you. You decide that is not so bad.
<<run memorize('rockstaleendings', Object.assign(recall('rockstaleendings', {}), { view : true }))>>\
<<set _endings to recall('rockstaleendings', {})>>\
You have found <<= Object.keys(_endings).length>>/20 endings.
[[View your Unlocked Endings|Achievements]]
[[Return to the Last Decision Point|Lumberjack - Confessed 3]]
<<linkreplace "Choose this ending">>Are you sure you want to end things here? You should choose whatever ending suits you, but current relationships between you and other characters will be reset. Unlocked endings and character calls will //not// be reset. [[Choose this ending|END]]<</linkreplace>>"Yeah, that is definitely true." She looks down at her arms somewhat placidly.
[["Did I say something wrong?"]]
[['"Do you not like your arms?"'|"Did I say something wrong?"]]"Sure I love hacking away at a sturdy tree trunk just as much as the next guy, but I also like focusing on the details. Critters, mushrooms, flowers, they're all so interesting. Bonus points if they're dainty or just downright cute!" She adds the last part with emphasis.
[['"How does this have anything to do with you being a Lumberjack?"'|Lumberjack - Carving]]
<<if $FloristLove is true>>[['"Oh, if you like dainty and cute then you gotta ask the Florist on a date!"'|Lumberjack - Confess]]<</if>>
<<set $LumberjackLove to true>>
<<set $LumberjackFriend to true>>
<<run memorize('rockstalefriends', Object.assign(recall('rockstalefriends', {}), { lumberjack : true }))>><<if $LumberjackLove is true>>\
The Lumberjack picks up her axe and rests it on her shoulder.
"It's been a pleasure talking to you little fella. If you ever need a tree chopped or anyone out-muscled just yell "TIMBER" and I'll come running!" She walks down the path and you suspect she might be looking for more trees to fell.
You are once again alone on an empty path.<<set $LumberjackFriend to true>><<else>>"Catch you later little fella," she says as she picks her axe up. As she walks away you can hear her whistling until she is out of view.
You are once again alone on an empty path.<</if>>
[[You wait around for a bit.|Lumberjack - Empty Path]]
The Lumberjack rummages around in her shirt pocket before producing a few little objects.
"Wood can be quite cute and dainty too, y'know," she says as she brings her hands down to your eye level. Three small wooden figures are gently cupped within them. They clearly depict different sorts of animal creatures, but you don't necessarily recognize them. What you do recognize is the craftsmanship and care that went into carving the intricate details on each piece. You are thoroughly impressed.
[["Wow these are amazing! Y'know who would really like these?"]]
[['"Meh, could be better."'|Lumberjack - Insult]]
<<set $LumberjackToys to true>><<if $EndingFloristGarden == true or $EndingLumberjackView == true>>"What are you talking about, little fella?" The Lumberjack guffaws. "Don't tell me you've forgotten that we've already told each other our feelings."
[['"Oopsie! Never mind me then, carry on."'|Lumberjack - End Conversation]]<<else>>The Lumberjack's generally unflappable attitude slips at the mention of the Florist, but only momentarily.
"That's quite a bold leap to be making little fella. I consider the Florist to be a friend and I certainly wouldn't want to make her uncomfortable with any unnecessary advances." She waves off your suggestion with her hand.
[['"Alright suit yourself. See you!"'|Lumberjack - End Conversation]]
<<if $FloristTrueLove is true>>[['"You know she actually likes you right? She just told me."'|Lumberjack - Confess to Florist]]<</if>><</if>>This was clearly not information the Lumberjack was prepared to hear today, as her jaw hangs slack for a moment.
"You're kidding, right? Is that actually true?" She stares at you intently.
[['"Would a rock lie to you?"'|Florist - Lumberjack Confessed 1]]
[['"When have I ever led you astray?"'|Florist - Lumberjack Confessed 1]]
[['"Haha yeah, just kidding! You should have seen the look on your face!"'|Lumberjack - Insult]]A determination sets into the Lumberjack's face as she gives you a slight nod.
"You're right, doubt isn't going to get me anywhere." She picks up her axe and swings it onto her shoulder. "I'm gonna go find the Florist right now and confirm her feelings. Thanks little fella."
She gives you a small wave as she heads off.
You are once again alone on an empty path.
[["Good luck," you say, entirely to yourself.|Empty Path - Lumberjack Confessed 2]]
//[[I hope that goes smoothly.|Empty Path - Lumberjack Confessed 2]]//<center><span class='fadein'><img src="images/garden.png" width="1000px"></span></center>
If the sheer magnitude of different colors, shapes and textures didn't immediately overwhelm you, then the aroma certainly does. You are confronted by such a wide variety of pleasant smells that you find it difficult to identify everything. You are even certain that some of these smells you have never encountered before.
You close your eyes to take it all in and find yourself transported back to nostalgic memories of your past. Though the details are not clear, the warmth that they fill you with is as real as anything. You open your eyes to find two bees dancing through the air in front of you. As they land on your head you feel a flash of worry, then realize that a rock need not worry about being stung. You focus on the light tickle of their fuzzy bodies instead.
You decide that this is not so bad.
<<run memorize('rockstaleendings', Object.assign(recall('rockstaleendings', {}), { garden : true }))>>\
<<set _endings to recall('rockstaleendings', {})>>\
You have found <<= Object.keys(_endings).length>>/20 endings.
[[View your Unlocked Endings|Achievements]]
[[Return to the Last Decision Point|Florist - Lumberjack Confessed 4]]
<<linkreplace "Choose this ending">>Are you sure you want to end things here? You should choose whatever ending suits you, but current relationships between you and other characters will be reset. Unlocked endings and character calls will //not// be reset. [[Choose this ending|END]]<</linkreplace>><<if $CobblerEncounter < 1>>The sound of something dragging along the ground draws your attention down the path. You see a man coming towards you wearing a worn, leather apron with numerous tools sprouting from numerous pockets. The source of the sound also becomes apparent. This man, embodying the word "trudging" to a tee, is dragging his //enormous// bare feet along the ground with each laborious step.
As he approaches he lazily rakes his large hand through his curly, copper hair, which finally draws your eyes away from his preposterous appendages. He wears a dull expression on his face.<<else>>The Cobbler ambles down the path in your direction, kicking up small clouds of dust as he leaves each massive footprint.<</if>>
[['"Howdy!"'|Cobbler - Say Hello]]
[[You are a rock. You say nothing.|Cobbler - Say Nothing]]
He continues down the path, stomping up a bit of dust as he steps right in front of you. You try to stifle a sneeze before realizing rocks can't sneeze.
You are once again alone on an empty path.
<<set $SayNothing to $SayNothing +1>>\
//[[Achoo.|Cobbler - Empty Path]]//<<set $SayNothing to 0>>\
<<set $CobblerEncounter to $CobblerEncounter + 1>>\
<<if $CobblerFocus == true>>"Hello, hello" the Cobbler says with only a small hint of lethargy.
[["How's the shop doing?"]]<<else>><<if $CobblerEncounter == 1>>The man comes to a slow stop in front of you, surveying his surroundings with little urgency. Eventually, he sees you.
"Oh," he drawls, "hello."<<else>>The Cobbler slowly comes to a stop and turns towards you.
"Hi," he mutters.<</if>>
<<if $CobblerEncounter == 1>>[["Where are your shoes?"]]<<else>>[['"Still bummed out?"'|Cobbler - Depressed 1]]<</if>>
<<if $CobblerEncounter == 1>>[["That's all you have to say to a talking rock?"]]<<else>>[['"Anything weighing you down?"'|Cobbler - Depressed 1]]<</if>><</if>>
<<if $CobblerFriend == true>>[['"Are you more of a cat person or a dog person?"'|Cobbler - Cat Dog]]<</if>>
"Eh... it's whatever. I don't really want to talk to you about it."
[["What's stopping you?"]]
[['"Oh come on. How often do you get to share your troubles with a talking rock?"'|Cobbler - Depressed 2]]
[['"You know what? Me neither."'|Cobbler - End Conversation]]<<goto "Empty Path">>The Cobbler stares at the ground for a bit of time.
"It's... a girl."
You expect to have to probe him again, but he speaks up first.
"You promise you won't tell anyone if I tell you this?"
<<set $CobblerLove to true>>\
<<set $CobblerFriend to true>>\
<<run memorize('rockstalefriends', Object.assign(recall('rockstalefriends', {}), { cobbler : true }))>>\
[['"Of course! My lips are sealed."'|Cobbler - Love 2]]
[["Your secret is safe with me," you say as you imagine crossing your fingers behind your back.|Cobbler - Love 2]]"Nah, nothing like that. All I do is make and mend shoes, and I'm pretty good at it too." You see an unusual flash of boastfulness. "I just haven't really felt like doing it recently."
<<set $CobblerShoes to true>>\
[['"Anything stopping you?"'|Cobbler - Love 1]]
[['"Maybe you should focus on that then."'|Cobbler - Focus]]
<<if $AnglerBoots is true>>[['"The Angler needs his boots fixed, maybe you can help him?"'|Cobbler - Boots]]<</if>>For the first time you get an actual reaction out of the Cobbler.
"You're joking me," he gapes incredulously.
[['"Yeah she was hinting at who she likes and it kind of sounded like you."'|Cobbler - Confess to Florist]]
[['"Tall, strong, redheaded. Sure sounds like you."'|Cobbler - Confess to Florist]]"Hmmmm I dunno, maybe." The Cobbler doesn't sound particularly convinced. "I'm just not really feeling it." He absentmindedly fiddles with some spare leather hanging out of one of his pockets.
<<set $CobblerShoes to true>>\
[['"You do you. See you around."'|Cobbler - End Conversation]]
<<if $FloristTrueLove and $CobblerLove is true>>[['"Look, man. I hate to be the bearer of bad news, but the Florist is not interested in you."'|Cobbler - Focus Plus 1]]<</if>>"Well shoot," the Cobbler says while scratching his head. "I guess I've got to do it now."
He starts a light jog down the path (the fastest you've seen him move) before briefly pausing and turning around.
"Thanks little rock."
And in a moment he is gone. You are once again alone on an empty path.
[['"Yeah, no problem."'|Empty Path - Cobbler Confess]]<<if $CobblerFocus == true>>"Catch you later." The Cobbler marches down the path, a pep in his gigantic step.
You are once again alone on an empty path.<<elseif $CobblerFriend is true>>"Ok, well thanks for talking." The Cobbler turns to walk away. "If you need anything just, I dunno, call my name?"
As the Cobbler disappears down the path you aren't convinced he'll follow up on his offer.
You are once again alone on an empty path.<<else>>"Alright." The Cobbler turns and trudges away down the path, kicking up dust as he goes.
You are once again alone on an empty path.<</if>>
//[[What a fun guy.|Cobbler - Empty Path]]//"Is that really true? She really told you that?" His question is tinged with sadness, but not disbelief.
[['"Yeah, I think she has her heart set on someone else."'|Cobbler - Focus Plus 2]]
[['"Yeah dude, the Florist and I are tight like that."'|Cobbler - Focus Plus 2]]<<if $AnglerFixed == true>>"Weren't you the one that sent him over? Well in any case, I already got his boots back in tip top shape!"<<elseif $CobblerFocus is true>>"Y'know what? Yeah, I will fix his boots. Just send him to my shop whenever you get a chance."
The Cobbler might just get out of his funk yet.<<else>>"Eh, whatever. I'll get to it if I feel like it."<</if>>
[['"Sounds good. See ya."'|Cobbler - End Conversation]]
<<if $FloristTrueLove is false>>[['"Anything stopping you from getting to it now?"'|Cobbler - Love 1]]<</if>><center><span class='fadein'><img src="images/stomp.png" width="1000px"></span></center>
As the clanging finally stops reverberating around in your head, you dare a glance. You're confronted by a scenery of brown. Many different hues in fact. A small earthworm wriggles by in your peripheral vision. The Cobbler has stomped you firmly into the ground.
Although the thought of being buried alive is initially distressing, you start to feel somewhat at home here. Among the sand, the silt, and the minerals you realize that this is where all rocks end up someday, broken down so finely that they can spread and mix with other particles from far and wide. From a rock's point of view, in just a short time you will become a part of everything, a part of the earth.
You notice that the earthworm has moved half an inch, and you realize you could watch it wriggle all day. It casts you a wary glance.
You decide that this is not so bad.
<<run memorize('rockstaleendings', Object.assign(recall('rockstaleendings', {}), { stomp : true }))>>\
<<set _endings to recall('rockstaleendings', {})>>\
You have found <<= Object.keys(_endings).length>>/20 endings.
[[View your Unlocked Endings|Achievements]]
[[Return to the Last Decision Point|Cobbler - Love 3]]
<<linkreplace "Choose this ending">>Are you sure you want to end things here? You should choose whatever ending suits you, but current relationships between you and other characters will be reset. Unlocked endings and character calls will //not// be reset. [[Choose this ending|END]]<</linkreplace>><<if $AnglerEncounter < 1>>A yellow dot appears out of the corner of your eye. You peer down the path as the sound of polyester rubbing against itself becomes louder.
Shuffling in your direction is a kid. You clearly have trouble discerning the ages of children at this point in your life, so you quantify him as young. The fabric-friction sound is caused by his oversized raincoat, which bunches up around his feet and drags behind him. Peaking out from under the coat are a pair of particularly worn out rain boots that, like his top, are a tad too large on him. It's a wonder he is even able to walk at all.
As he approaches you hear him gnawing on the end of the fishing bobber in his mouth. It is not your favorite habit.<<else>>The Angler shuffles towards you wearing the same, misfitted outfit. As he approaches you catch whiffs of trout.<</if>>
[['"Hey there!"'|Angler - Say Hello]]
[[You say nothing. You are a rock.|Angler - Say Nothing]]<<set $SayNothing to 0>>\
<<set $AnglerEncounter to $AnglerEncounter + 1>>\
<<if $AnglerEncounter ==1>>The kid, being fairly close to your eye level, doesn't take long to find the source of the greeting.
"Woah! A talking rock, that's pretty cool." He steps closer and pokes you a couple of times. "What's your name?"
At this proximity you catch the faint odour of fish coming off the lad.<<else>>"Oh hey! It's The Rockinator," the Angler exclaims while patting his fishy hands on your face. He sits down next to you.<</if>>
<<if $AnglerEncounter == 1>>[["I don't have one... that I'm aware of."]]<<else>>[['"How are those boots holding up?"'|Angler - Feet]]<</if>>
<<if $AnglerEncounter == 1>>[["I'm just a rock. What's your name?"]]<<else>>[['"You sure smell like fish, my guy."'|Angler - Job]]<</if>>
<<if $AnglerFriend == true>>[['"Are you a cat person or a dog person?"'|Angler - Cat Dog]]<</if>>
He fumbles forward, unaware of your presence. His coat sleeves trail behind him, leaving faint imprints in the dirt.
You are once again alone on an empty path.
<<set $SayNothing to $SayNothing +1>>\
//[[He's going to ruin that raincoat.|Angler - Empty Path]]//<<goto "Empty Path">><<if $AnglerFixed == true>>"These boots are amazing!" The Angler proclaims triumphantly. "Thanks again for getting the shoe guy to fix them!"
[['"Just doing my best over here. Bye!"'|Angler - End Conversation]]<<else>>"Oh these?" He says as he wiggles his feet. "Yeah they have so many holes I haven't been able to go fishing. But I don't want to replace them. I just need to find someone to fix them."
<<set $AnglerBoots to true>>\
[['"So you fish?"'|Angler - Job]]
[['"Not sure how I can help. See you."'|Angler - End Conversation]]
<<if $CobblerShoes == true>>[['"You should get the Cobbler to fix your boots."'|Angler - Go to Cobbler]]<</if>><</if>>"Yep! Got to do my best and put fish on the table."
<<set $AnglerFish to true>>\
[['"Can you even fish with those boots?"'|Angler - Feet]]
[['"You seem pretty young to be fishing."'|Angler - Tough Work]]The Angler ponders this.
"I guess that's true. Not a lot of other kids from the village do fishing. But I think it's important to do, and it helps mom out," he adds proudly.
<<set $AnglerFriend to true>>\
<<run memorize('rockstalefriends', Object.assign(recall('rockstalefriends', {}), { angler : true }))>>\
<<set $AnglerFish = true>>\
[['"Do you do anything with the other kids?"'|Angler - Kid]]
[['"Your mom must be very proud of you. Can you play with the other kids at least?"'|Angler - Kid]]<<if $AnglerEncounter == 1>>"OH! I've got it. I'll call you the Rockinator!" <</if>><<if $AnglerFriend is true>>The Angler stands, resting his fishy hand on you to prop himself up.
"I liked talking with you. If you need me, just make fish sounds and I'll come say hello." He heads down the path, dragging sleeves and coat behind him.
You are once again alone on an empty path.<<else>>The Angler gets up and waves at you.
"Bye bye the Rockinator."
You are once again alone on an empty path.<</if>>
//[[Seems like a good kid.|Angler - Empty Path]]//"I'm not sure why the wood lady would have toys, but I can go ask her if you say so. She's really funny to talk to anyways."
The Angler walks away, taking his fishy scent with him. You've grown weirdly fond of it.
//[[Smells like bass.|Empty Path - Angler Toys]]//
"Hmm I think I know that guy, but my mom said he's a lazy-bones." The Angler seems to catch himself after saying that. "But don't tell my mom I said that, she said it's a mean word."
[['"Worry not, he can fix your boots right up!"'|Angler - Go to Cobbler 2]]
[["Hmm maybe your mom is right."]]The Angler comes skipping down the path, proudly displaying his newly repaired boots. One dangling coat sleeve finds its way underneath his foot, sending him into a multi-somersault tumble in your direction. He concludes his final roll right in front of you, completely unphased.
"Look," he cries, kicking his feet about, "he fixed my boots! Now I can get back to fishing. Thanks, the Rockinator!" He stands up and pats the considerable amount of dust off of himself. "Mom always says it's important to show when you are thankful, so how about I take you to the lake to watch me fish?"
<<set $AnglerFixed to true>>\
<<set $AnglerFriend to true>>\
<<run memorize('rockstalefriends', Object.assign(recall('rockstalefriends', {}), { angler : true }))>>\
<<set $AnglerFish = true>>\
[['"Okay, I like the sound of that!"'|Angler - Accept Offer]]
[['"I appreciate the offer, but I will have to pass."'|Angler - Reject Offer]]<center><span class='fadein'><img src="images/hearth.png" width="1000px"></span></center>
The fire was already lit when you arrived so you warm up quickly. You are thankful for a rock's ability to absorb and retain heat so effectively. The Angler becomes absorbed in his toys, giving you an opportunity to glance around.
The Angler's house is quite small, but in a cozy type of way. The walls are densely decorated with paintings depicting various scenes. Some you recognize as the forest that you spend so much time in, some you recognize only partially, with elements foreign to you. Three separate paintings of large, black spires pique your interest because they seem like the most foreign thing of all.
You glance down to notice that the Angler has set the wooden figure depicting what he calls "a louloup" in front of you. The coolest of the lot.
You decide that this is not so bad.
<<run memorize('rockstaleendings', Object.assign(recall('rockstaleendings', {}), { hearth : true }))>>\
<<set _endings to recall('rockstaleendings', {})>>\
You have found <<= Object.keys(_endings).length>>/20 endings.
[[View your Unlocked Endings|Achievements]]
[[Return to the Last Decision Point|Angler - Got Toys]]
<<linkreplace "Choose this ending">>Are you sure you want to end things here? You should choose whatever ending suits you, but current relationships between you and other characters will be reset. Unlocked endings and character calls will //not// be reset. [[Choose this ending|END]]<</linkreplace>>As you bide your time on the side of the path, you slowly start to drift off. You dream of abstract shapes careening around a blank space. Occasionally these shapes collide to make some distinguishable figure or scene, but they are in motion again far too quickly for you to discern what it means to you. A dog barks in the distance.
You are jolted awake by the sound of angry shuffling.
//[[The Angler approaches.|Angler - Upset]]<center><span class='fadein'><img src="images/shore.png" width="1000px"></span></center>
The sun reflects a bright glare off the water's surface, so you divert your eyes to the pebbles lining the shore around you. You wonder if they will ever grow up to be like you one day. You lose yourself in your thoughts for long enough that the next time you look up, you're greeted by a violaceous sunset descending upon the lake.
In the distance you see the Angler's boat bobbing ever so slightly up and down in time with the lapping of the waves on the shore. Somewhere in between you and the boat, a fish leaps out of the water, scales dazzling in the last light of the day.
You decide that this is not so bad.
<<run memorize('rockstaleendings', Object.assign(recall('rockstaleendings', {}), { shore : true }))>>\
<<set _endings to recall('rockstaleendings', {})>>\
You have found <<= Object.keys(_endings).length>>/20 endings.
[[View your Unlocked Endings|Achievements]]
[[Return to the Last Decision Point|Angler - Fixed Shoes]]
<<linkreplace "Choose this ending">>Are you sure you want to end things here? You should choose whatever ending suits you, but current relationships between you and other characters will be reset. Unlocked endings and character calls will //not// be reset. [[Choose this ending|END]]<</linkreplace>>"Okay, whatever you want," the Angler says without any hint of offense. "Bye bye!"
As he walks away, you notice some scuffs already appearing on his nice, new boots.
You are once again alone on an empty path.
//[[The Cobbler is going to have a lot of business.|Empty Path - Thankful]]//Sure enough, the Cobbler appears before you just moments later. He looks about as happy as you have ever seen him, which is still not very.
"Hey," he says, stuffing his hands into his pockets. "I wanted to say thanks." You expect that to be the end of it, but he continues. "I know you sent that Angler kid over. It really helped shake the rust off, and I feel a lot more confident. So, y'know, I just wanted to say I appreciate you or whatever. If you want, I can bring you back to my shop. You could be my mascot or something."
[["Yeah for sure, that sounds interesting. Can I get paid?"]]
[["I don't think I'd be a very good shoe salesperson."]]<center><span class='fadein'><img src="images/shop.png" width="1000px"></span></center>
As the Cobbler's business continues to grow, the display case slowly fills with new footwear of every size, style and color imaginable. The Cobbler is in fact quite the craftsman.
From your perch, you get to experience the hustle and bustle of this little village in a way you haven't been able to before. You see hawkers selling their wares, horse-drawn buggies moving products from place to place, children tossing transparent bubbles back and forth as they slalom through the legs of shoppers and onlookers alike. It becomes a very familiar scene after some time, but, even then, you can't help but wonder why it still seems so foreign to you.
Nevertheless, you decide that this is not so bad.
<<run memorize('rockstaleendings', Object.assign(recall('rockstaleendings', {}), { shop : true }))>>\
<<set _endings to recall('rockstaleendings', {})>>\
You have found <<= Object.keys(_endings).length>>/20 endings.
[[View your Unlocked Endings|Achievements]]
[[Return to the Last Decision Point|Cobbler - Thankful]]
<<linkreplace "Choose this ending">>Are you sure you want to end things here? You should choose whatever ending suits you, but current relationships between you and other characters will be reset. Unlocked endings and character calls will //not// be reset. [[Choose this ending|END]]<</linkreplace>><center><span class='fadein'><img src="images/sink.png" width="1000px"></span></center>
You hold your breath as you descend rapidly through the water, hitting the lake bed with a dull thud as you kick up a cloud of silt. The lack of oxygen is beginning to constrict your chest and throat. With no reasonable way out of this situation, you can no longer resist the urge to fill your lungs with liquid as you take one final gasp. The vision around your eyes begins to fade as you stop fighting your fate. You open your mouth, ready to meet a choking, sputtery end.
But you do not. You quickly realize that everything was in your head. Rocks don't need to breathe on land or in water. As you appreciate this fresh lease on life, the sediment settles to reveal your new, aquatic dwelling. Tall reeds sprout out of the ground all around you, reaching the surface of the water and likely beyond. Between their dark red stalks small fish and other aquatic plants are nestled. A bipedal frog trots by, offering you a slight nod before plodding on. It clearly has got somewhere to go.
You decide that this is not so bad.
<<run memorize('rockstaleendings', Object.assign(recall('rockstaleendings', {}), { sink : true }))>>\
<<set _endings to recall('rockstaleendings', {})>>\
You have found <<= Object.keys(_endings).length>>/20 endings.
[[View your Unlocked Endings|Achievements]]
[[Return to the Last Decision Point|Angler - Go to Cobbler]]
<<linkreplace "Choose this ending">>Are you sure you want to end things here? You should choose whatever ending suits you, but current relationships between you and other characters will be reset. Unlocked endings and character calls will //not// be reset. [[Choose this ending|END]]<</linkreplace>><<if $FreakEncounter < 1>>Out of the corner of your eye you see an odd silhouette making its way towards you. You squint your eyes to reveal someone - or something - that completely defies explanation. Yet you still try.
It's unmistakably humanoid, but every proportion seems to be off in some way. Its nose is too big, its head too elongated. Its stubby arms end in dinner-plate-sized hands that awkwardly flop to its sides. The only perfectly-proportional thing about this character is its bespoke suit and tie, which looks to have been tailor made for its strange figure.
Its shiny dress shoes reflect the sun into your eyes as it approaches. They seem freshly waxed.<<else>>The Freak makes its way down the path in your direction. Its suit looks more freshly ironed than before.<</if>>
[['"Hulloh!"'|Freak - Say Hello]]
[[You are a rock. You say nothing.|Freak - Say Nothing]]<<set $SayNothing to 0>>\
<<set $FreakEncounter to $FreakEncounter + 1>>\
<<if $FreakEncounter == 1>>The creature stops on the spot and swivels its head around before making eye contact with you.
"Why hello there." It says quite pleasantly. It reaches into its inner jacket pocket and produces a sheet of paper. "You wouldn't happen to be hiring, would you?"<<elseif $RingleaderFreak == true>>"Hulloh right back at you, my sedimentary friend! What can I do you for?"<<else>>"Hello, rock. Hear of any job openings?"<</if>>
<<if $FreakEncounter == 1>>[["What are your qualifications?"]]<<elseif $RingleaderFreak == true>>[['"Have you been reading much?"'|Freak - Education]]<<else>>[['"Nothing yet. No luck with your old job?"'|Freak - Sad]]<</if>>
<<if $FreakEncounter == 1>>[["What's with the paper?"]]<<elseif $RingleaderFreak == true>>[['"Feeling hungry?"'|Freak - Food]]<<else>>[['"I hate to say it but the market is rough for freaks right now."'|Freak - Sad]]<</if>>
<<if $FreakFriend == true>>[['"Are you a dog person or a cat person?"'|Freak - Cat Dog]]<</if>>
<<if $StumpEncounter == true>>[["You're a pretty smart creature. Do you know anything about talking tree stumps?"]]<</if>>
<<if $FreakMusic == true>>[["You're a musician, right? Do you know the Bard?"]]<</if>>
It walks by unaware of your presence, maybe off to a meeting of grand importance.
<<set $SayNothing to $SayNothing +1>>\
//[[I should get a suit.|Freak - Empty Path]]//<<goto "Empty Path">>The Freak lets out a deep sigh, shaking its head, but composes itself quickly.
"The Ringleader just doesn't think I'm cut out to be her circus' star attraction anymore. I have firmly disagreed, but she wants something 'hot' and 'fresh.'" The Freak taps its foot on the ground. "It's not the end of the world I suppose, but..."
It seems genuinely sad at getting canned.
<<set $FreakSad to true>>\
[["'But' what?"]]
[['"What can we do to cheer you up?"'|Freak - Food]]"This will certainly just make me hungrier, but I love nothing more than a plateful of raw fish. Even better if they're still twitching." The Freak smacks its lips.
<<set $FreakHungry to true>>\
<<set $FreakFriend to true>>\
<<run memorize('rockstalefriends', Object.assign(recall('rockstalefriends', {}), { freak : true }))>>\
[['"That sounds a little gross, buddy. Bye."'|Freak - End Conversation]]
<<if $AnglerFish is true>>[['"Gross, but I may be able to help you out. You should go talk to the Angler."'|Freak - Go to Angler]]<</if>><<if $RingleaderFreak == true>>"Pleasure chatting, as always," the Freak says as it starts to head down the path. It brushes off a leaf that fell on its padded shoulder before walking out of sight.
You are once again alone on an empty path.<<elseif $FreakFriend is true>>"Well I appreciate the opportunity to talk," the Freak says with a nod, "if you ever need anything, or if you find a job opening, don't hesitate to call. My number is 555-4301."
After reciting it, the Freak turns and heads down the path. A couple yards away it pauses to hand its resume to a particularly large tree.
You are once again alone on an empty path.<<else>>"Goodbye," the Freak says as it starts to head down the path. It brushes off a leaf that fell on its padded shoulder before walking out of sight.
You are once again alone on an empty path.<</if>>
//[[Maybe I should get a suit.|Freak - Empty Path]]//"Well that certainly would be a treat, I think I'll go give that a shot!"
After pointing it in the right direction the Freak heads out in search of a meal to ease its worries, if only for a bit.
You are once again alone on an empty path.
[[You start craving seafood for some reason.|Empty Path - Wait Freak]]Your feud with the cloud is interrupted by the sound of footsteps. The Freak is marching your way, gleefully carrying an armful of fresh fish. You wonder how it is ever going to get that smell out of its suit, but that seems to be the least of its worries.
"The Angler is such a great kid. He gave me all these fish for free and all he wanted was to poke my nose to see if it was real." The Freak drops the pile of fish in front of you with a sickeningly wet thud. "I really appreciate your help, would you care to join me for dinner?"
[['"Sure, why not. I never turn down a free meal."'|Freak - Prepare Dinner]]
[['"No thank you. Rocks are vegetarian."'|Freak - End Conversation]]Your feud with the cloud is interrupted by the sound of footsteps. The Freak is marching your way, a grim expression on its face.
"How could you waste my time like that?" The Freak throws its hands up in disgust. "The Angler was in no shape to go fishing with his broken boots. And here I could have been submitting my resume around."
Before you have a chance to defend yourself, the Freak levels its misshapen hands in your direction. As it wiggles its fingers at you, you begin to feel very, very strange.
"It's time for you to change!" The Freak exclaims.
[[A tingling feeling radiates through you. - ENDING|ENDING - Frog]]<center><span class='fadein'><img src="images/fish.png" width="1000px"></span></center>
<<set $FreakMusic = true>>\
The Freak has set up quite the scene. A nice tablecloth is draped over a small table upon which are set some plates, fine cutlery and candles. The Freak lights them as the sun begins to set. A fish has been thoughtfully arranged on the plate in front of you and a glass of wine has been poured even though you don't have the ability nor the intention to consume any of it.
As the night winds down and the fish is running dry, the Freak pulls out a bizarre instrument and begins to play a melancholy tune. Although somber, you find it quite pleasant. A myriad of small, glowing orbs slowly filter out from the trees, filling the path with their dull light. They bob up and down, almost in time with the rhythm of the Freak's song. They seem to agree with you.
You decide that this is not so bad.
<<run memorize('rockstaleendings', Object.assign(recall('rockstaleendings', {}), { fish : true }))>>\
<<set _endings to recall('rockstaleendings', {})>>\
You have found <<= Object.keys(_endings).length>>/20 endings.
[[View your Unlocked Endings|Achievements]]
[[Return to the Last Decision Point|Freak - Get Fish]]
<<linkreplace "Choose this ending">>Are you sure you want to end things here? You should choose whatever ending suits you, but current relationships between you and other characters will be reset. Unlocked endings and character calls will //not// be reset. [[Choose this ending|END]]<</linkreplace>><center><span class='fadein'><img src="images/frog.png" width="1000px"></span></center>
With a pop and a fizzle you are launched backward with some force, colliding with a tree behind you. You do not collide with the thud of a sturdy rock though, but rather the wet slap of something... else?
You look down and are horrified to find two amphibious appendages sticking out of a slimy, amphibious body. You stagger to your feet, and take a hop forward. Then another hop. Your horror begins to fade as you discover your newfound mobility. You are hopping around the forest, seeing sights you haven't seen before, feeling as free as a rock can feel, when a buzzing sound catches your ear. Instinctively, you jump out and catch the insect-like creature in your mouth. Before you can stop yourself, you swallow it, and are quite pleasantly surprised by the taste.
You decide that this is not so bad.
<<run memorize('rockstaleendings', Object.assign(recall('rockstaleendings', {}), { frog : true }))>>\
<<set _endings to recall('rockstaleendings', {})>>\
You have found <<= Object.keys(_endings).length>>/20 endings.
[[View your Unlocked Endings|Achievements]]
[[Return to the Last Decision Point|Freak - Food]]
<<linkreplace "Choose this ending">>Are you sure you want to end things here? You should choose whatever ending suits you, but current relationships between you and other characters will be reset. Unlocked endings and character calls will //not// be reset. [[Choose this ending|END]]<</linkreplace>><<if $RingleaderEncounter < 1>>You hear someone humming a whimsical tune. You peer down the path to see a woman confidently strutting your way.
She's quite the sight with her crimson red tailcoat and matching top hat, under which dark hair sticks out in all directions. She carries a baton in her hand that she absentmindedly twirls between her fingers. As she approaches you notice that she is actually quite small, even though she exudes an imposing energy.<<else>>The Ringleader appears, making her way towards you with her usual swagger.<</if>>
<<if $RingleaderDissuade is true>>[['"Hello!"'|Ringleader - Say Hello 2]]<<else>>[['"Hello!"'|Ringleader - Say Hello 1]]<</if>>
[[You are a rock. You say nothing.|Ringleader - Say Nothing]]The woman freezes in place. Her head slowly swivels in your direction while her eyes widen in amazement.
"Well lookie here, this is quite the discovery." She prods you with her baton. "Are you a talking rock?"
<<set $RingleaderEncounter = $RingleaderEncounter +1>>\
[["Yes I am, what is it to you?"]]
[["Uhhh... no I'm not?"]]
She strides away, tossing her baton from hand to hand as she starts to whistle.
<<set $SayNothing to $SayNothing +1>>\
//[[I wonder if rocks can whistle.|Ringleader - Empty Path]]//<<goto "Empty Path">>Before long you hear the Ringleader clopping down the path in her knee-high boots. To your dismay she is carrying a large, metal cage above her head.
She drops it in front of you with a clang. "Alright, in you go little rock! Time to get you to the circus."
[["How about we don't do that?"]]
<<if $FloristFlowers == true>>[["Maybe what your show really needs is some nice decorations?"]]<</if>><center><span class='fadein'><img src="images/cage.png" width="1000px"></span></center>
When you arrive at the circus the Ringleader frees you and places you on a pedestal, disproving the need for a cage in the first place.
Time passes by in a blur and the next thing you know the sideshow is open. People and creatures from far and wide come to gawk, point, and talk to the "Incredible Intelligent Ingot." Despite your initial reservations, you find yourself quite enjoying the limelight. You get to flex a rock's greatest skill: the gift of the gab. You meet folks from all sorts of backgrounds and, as much as they came to learn something from you, you learn a little bit from each and every one of them in return. After each show you are exhausted, but equally invigorated for your next opportunity to meet someone new.
With a travelling circus, your opportunities could be endless. You decide that this is not so bad.
<<run memorize('rockstaleendings', Object.assign(recall('rockstaleendings', {}), { cage : true }))>>\
<<set _endings to recall('rockstaleendings', {})>>\
You have found <<= Object.keys(_endings).length>>/20 endings.
[[View your Unlocked Endings|Achievements]]
[[Return to the Last Decision Point|Ringleader - Start]]
<<linkreplace "Choose this ending">>Are you sure you want to end things here? You should choose whatever ending suits you, but current relationships between you and other characters will be reset. Unlocked endings and character calls will //not// be reset. [[Choose this ending|END]]<</linkreplace>>Before long, the Freak comes waddling down the path.
"What can I help you with?"
[["The Ringleader is going to make me part of her show! How can I stop her?"]]Before long the Lumberjack comes jogging down the path.
"What can I do ya for little fella?"
<<set $RingleaderDissuade to true>>\
[['"This crazy lady wants to make me a part of her sideshow!"'|Lumberjack - Called 2]]
[['"The Ringleader is threatening to make me a part of her show!"'|Lumberjack - Called 2]]You aren't left to wonder very long as the Ringleader made quite a quick trip. Judging by the serious expression on her face you think it may not have been fruitful.
"I'll be honest, her skill with the flower seemed like the real deal, but she just didn't seem that confident in herself. She wasn't able to sell me on her product y'know. If only she had someone to boost her confidence." The Ringleader shakes her head disapprovingly. "Tsk tsk tsk... Well you know what that means!"
She jovially shoves you into her cage and begins marching you down the road.
"I hope you like show business," she says.
[[You hope so too. - ENDING|ENDING - Cage]]You aren't left to wonder for long as the Ringleader appears in your periphery. You are quite pleased to note a small flower in her hair.
"Well well well it's your lucky day, little guy. Those flowers might be just what my show needs. Now I just need to rethink my star attraction." The Ringleader picks up her cage from the ground. "You've made some good connections for being a rock, I'm impressed. But if you ever want to get into show business just let me know."
<<set $RingleaderImpressed to true>>\
<<set $RingleaderFriend to true>>\
<<run memorize('rockstalefriends', Object.assign(recall('rockstalefriends', {}), { ringleader : true }))>>\
<<set $RingleaderDissuade to true>>\
[['"I think imma pass. See ya."'|Ringleader - End Conversation]]<<if $RingleaderFriend is true>>"Sure, sure. See you around. If you ever need anything, make it seem like //you// have a fantastic new show to announce, however unlikely that might be." She gestures vaguely in your direction as she walks away.
You are once again alone on an empty path.<<else>>"Yeah alright, buhbye to you too." She picks up her humming as she walks away.
You are once again alone on an empty path.<</if>>
//[[What a character.|Ringleader - Empty Path]]//"Y'know what, now that it's finally got its star attraction and some snazzy new decor, I think it finally is!" The Ringleader strikes a triumphant pose. "Don't go telling anyone this, but you were kind of sort of a big help. So, if you promise not to brag about it, I'd love to gift you some front row seats."
<<set $EndingRingleaderShow = true>>\
[["I humbly accept." - ENDING|ENDING - Show]]
[['"I appreciate the invite, but this spot is fine."'|Ringleader - Refuse Invite]]<center><span class='fadein'><img src="images/show.png" width="1000px"></span></center>
You don't particularly fancy yourself a circus-goer, but the Ringleader's show truly blows you away. The sheer spectacle of it all, the variety of the acts, and the beautiful floral decorations make for one unforgettable show. You swear that you even spot the Florist sitting in the stands across the ring.
The cherry on top is the final act, perfectly choreographed between the Ringleader and the Freak. As you wonder how this could ever become stale, you notice the Freak wearing the same bowtie it placed on your head before.
With a bag of roasted peanuts in front of you that you cannot eat, you decide that this is not so bad.
<<run memorize('rockstaleendings', Object.assign(recall('rockstaleendings', {}), { show : true }))>>\
<<set _endings to recall('rockstaleendings', {})>>\
You have found <<= Object.keys(_endings).length>>/20 endings.
[[View your Unlocked Endings|Achievements]]
[[Return to the Last Decision Point|Ringleader - Show On]]
<<linkreplace "Choose this ending">>Are you sure you want to end things here? You should choose whatever ending suits you, but current relationships between you and other characters will be reset. Unlocked endings and character calls will //not// be reset. [[Choose this ending|END]]<</linkreplace>>You aren't alone for long as you hear the Ringleader clopping down the path in her knee-high boots. To your dismay, she is carrying a large, metal cage above her head.
She drops it in front of you with a clang. "Alright, in you go little ro... Wait, what's that on your head?"
<<set $RingleaderFreak to true>>\
<<set $RingleaderFriend to true>>\
<<run memorize('rockstalefriends', Object.assign(recall('rockstalefriends', {}), { ringleader : true }))>>\
<<set $RingleaderDissuade to true>>\
[['"I wish I knew"'|Ringleader - Freak Return 2]]
[['"You tell me."'|Ringleader - Freak Return 2]]
<<set $RingleaderEncounter to $RingleaderEncounter + 1>>\
<<if $EndingRingleaderShow ==true>>"Oh. Hey." The Ringleader says. "What can I do ya for? Do you want to watch a show after all?"
[["Yeah, I actually do!"]]
[['"Nah nevermind, forget I said anything."'|Ringleader - End Conversation]]<<else>>"Oh, hi there," the Ringleader says, showing very little interest in you now. "Can I do something for you or will you let me figure out how to make my circus a hit?"
<<if $RingleaderFreak == true and $RingleaderImpressed == true>>[['"So is the show back on?"'|Ringleader - Show On]]<<else>><<if $RingleaderFreak == true>>\<<elseif $FreakFriend is true>>[['"The Freak would make your circus a hit."'|Ringleader - Freak Good]]<</if>>
<<if $RingleaderImpressed == true>>\<<elseif $FloristFlowers == true>>[['"Maybe what your show really needs are some nice decorations?"'|Ringleader - Florist 1]]<</if>><</if>>
[['"Nah I got nothing. Buh bye."'|Ringleader - End Conversation]]<</if>>
<<if $RingleaderFriend == true>>[['"Are you a cat person or a dog person?"'|Ringleader - Cat Dog]]<</if>>
The Ringleader appears once again in your periphery, but with a disappointed look on your face.
"I'll be honest, her skill with the flower seemed like the real deal, but she just didn't seem that confident in herself. She wasn't able to sell me on her product y'know. If only someone could boost her confidence." The Ringleader shakes her head disapprovingly. "Tsk tsk tsk... I guess I better look elsewhere."
[['"Sorry about that. Bye."'|Ringleader - End Conversation]] The Ringleader appears down the road. You are quite pleased to note a small flower in her hair as she approaches.
"Well well well it's my lucky day, little guy. Those flowers might be just what my show needs." The Ringleader twirls her baton approvingly. "You've made some good connections for being a rock, I'm right impressed."
<<set $RingleaderImpressed to true>>\
<<set $RingleaderFriend to true>>\
<<run memorize('rockstalefriends', Object.assign(recall('rockstalefriends', {}), { ringleader : true }))>>\
[['"Pleasure doing business with you. See ya!"'|Ringleader - End Conversation]]
<<if $RingleaderFreak == true and $RingleaderImpressed == true>>[['"So is the show back on?"'|Ringleader - Show On]]<</if>>The Ringleader seems a little thrown off at the mention of the Freak, but then waves her baton dismissively.
"Ah, the Freak is old news. I need something hot, something fresh to spice up my show."
[["Just give me some time and I'm sure I can convince you."]]
[['"The Freak is kind of lame. See you later then."'|Ringleader - End Conversation]]<<set _friends to recall('rockstalefriends', {})>>
<<set _Villagers = ["Florist","Lumberjack","Cobbler","Angler","Freak","Ringleader","Bard"]>>
<<if _friends.florist>><<run _Villagers.delete("Florist")>><</if>>
<<if _friends.lumberjack>><<run _Villagers.delete("Lumberjack")>><</if>>
<<if _friends.cobbler>><<run _Villagers.delete("Cobbler")>><</if>>
<<if _friends.angler>><<run _Villagers.delete("Angler")>><</if>>
<<if _friends.freak>><<run _Villagers.delete("Freak")>><</if>>
<<if _friends.ringleader>><<run _Villagers.delete("Ringleader")>><</if>>
<<if _friends.bard>><<run _Villagers.delete("Bard")>><</if>>
<<set _randomVillager = _Villagers.random()>>
<<if _randomVillager == "Florist">>
<<goto "Florist - Start">>
<<elseif _randomVillager == "Lumberjack">>
<<goto "Lumberjack - Start">>
<<elseif _randomVillager == "Cobbler">>
<<goto "Cobbler - Start">>
<<elseif _randomVillager == "Angler">>
<<goto "Angler - Start">>
<<elseif _randomVillager == "Freak">>
<<goto "Freak - Start">>
<<elseif _randomVillager == "Ringleader">>
<<goto "Ringleader - Start">>
<<elseif _randomVillager == "Bard">>
<<goto "Bard - Start">>
<<else>><<goto "Empty Path - Special Encounter">>
<</if>>
<<goto "Florist - Start">><<goto "Lumberjack - Start">><<goto "Cobbler - Start">><<goto "Angler - Start">><<goto "Freak - Start">><<goto "Ringleader - Start">><<if $SayNothing >= 3>><<goto "ENDING - Empty Path">>
<<else>>
<<switch random(1, 11)>>
<<case 1 2 3 4 5 6 7 8 9 >>
<<goto "Empty Path - Random Villager">>
<<case 10 11>>
<<goto "Empty Path - Special Encounter">>
<</switch>>
<</if>><<set $VillagerEncounter = $MinerEncounter + $FloristEncounter + $LumberjackEncounter + $CobblerEncounter + $AnglerEncounter + $FreakEncounter + $RingleaderEncounter + $ForestEncounter + $BardEncounter>>
<<set _SpecialEncounter = ["Miner"]>>
<<if $VillagerEncounter >= 3>><<run _SpecialEncounter.push("Stump")>><</if>>
<<if $VillagerEncounter >= 5>><<run _SpecialEncounter.push("Forest")>><</if>>
<<if $VillagerEncounter >= 7>><<run _SpecialEncounter.push("King")>><</if>>
<<if $StumpEncounter == true>><<run _SpecialEncounter.delete("Stump")>><</if>>
<<if $ForestEncounter == true>><<run _SpecialEncounter.delete("Forest")>><</if>>
<<if $KingEncounter == true>><<run _SpecialEncounter.delete("King")>><</if>>
<<set _randomSpecialEncounter = _SpecialEncounter.random()>>
<<if _randomSpecialEncounter == "Miner">>
<<goto "Miner - Start">>
<<elseif _randomSpecialEncounter == "Stump">>
<<goto "Stump - Start">>
<<elseif _randomSpecialEncounter == "Forest">>
<<goto "Forest - Start">>
<<elseif _randomSpecialEncounter == "King">>
<<goto "King - Start">>
<</if>>
The Florist thinks to herself for a short time before giving you a slight shrug. "I'm sorry... I'm not sure I know what either of those things are."
<<set $CatDog to $CatDog + 1>>\
[['"Those flowers look nice."'|Florist - Flowers]]
[["Where are you going?"]]
[['"No worries, see you later."'|Florist - End Conversation]]
The Lumberjack gives you a coy look before laughing. "I hate to break it to you but I'm not so good with riddles. You might want to give me an easier one next time around."
<<set $CatDog to $CatDog + 1>>\
[['"Sweet muscles."'|Lumberjack - Strength]]
[['"Enjoying the great outdoors?"'|Lumberjack - Nature]]
[['"Ok, will do. Buhbye."'|Lumberjack - End Conversation]]
The Cobbler scrunches up his face. "I have no idea what those things are..."
<<set $CatDog to $CatDog + 1>>\
[['"Still bummed out?"'|Cobbler - Depressed 1]]
[['"Thanks for your help."'|Cobbler - End Conversation]]
"I don't know what those things are, maybe you could ask my mom? But if I had to pick one I would pick 'cat' 'cause it sounds most like 'splat'!" He emphasises this by clapping his hands together.
<<set $CatDog to $CatDog + 1>>\
[['"Still digging your job?"'|Angler - Job]]
[['"How are those boots holding up?"'|Angler - Feet]]
[['"If she walks down this path, I sure will. Thanks anyway."'|Angler - End Conversation]]The Freak ponders this question quite thoroughly.
"I do like to think of myself as a pretty knowledgeable creature, but I genuinely have no idea what those things are. Sorry about that."
<<set $CatDog to $CatDog + 1>>\
[['"Not a problem. See you later."'|Freak - End Conversation]]
<<if $StumpEncounter == true>>[["You're a pretty smart creature. Do you know anything about talking tree stumps?"]]<</if>>
<<if $FreakMusic == true>>[["You're a musician, right? Do you know the Bard?"]]<</if>>"I have no idea what those things are, but they sound exotic," she adds with some interest. "If you ever find one let me know so I can add it to my show!"
<<set $CatDog to $CatDog + 1>>\
[['"Suuuure. See you later."'|Ringleader - End Conversation]]<<set $StumpEncounter = true>>\
"PSSSSSST!"
You start as someone hisses in your ear to get your attention. You look around but see nobody, except for a tree stump to your side you swear you haven't noticed before.
[['"Who did that?"'|Stump - Say Something]]
[['"Is this some sort of practical joke?"'|Stump - Say Something]]
[[You say nothing. You are a rock.|Stump - Say Nothing]]<<set $ForestEncounter = true>>\
You hear creaking in the forest. Faint at first, it grows ever louder until you imagine entire trees being rearranged. You swallow involuntarily.
"I have been watching you." An airy voice comes from behind you.
You try your best to look over your shoulder to no avail. The best you can do is sense a presence.
[['"Who are you?"'|Forest - Hello]]
[[You say nothing. You are a rock.|Forest - Say Nothing]]Your last retort falls on deaf ears, or no ears at all really. The Stump is gone, leaving in its place... absolutely nothing.
You are once again alone on an empty path.
<<run memorize('StumpEncountered', true)>>\
//[[What was that all about?|Stump - Empty Path]]//<<goto "Empty Path">><<goto "Empty Path">>You feel an uncomfortable prickle run down your back. You can tell you're being watched.
You look around as much as you are able to but nothing stands out. You don't feel like you're in danger, but your unease doesn't go away.
<<set $CatorDog to either("Cat","Dog")>>\
[["Who's there?"]]
[["I'm not afraid of you!"]]
Before you stands a tall figure. Robed in white, they appear without sound, without fanfare.
You are so stunned at first that it takes you a moment to register the figure's face.
<<if $CatorDog == "Cat">>//[[Is that... a cat?|Start 2]]//<<elseif $CatorDog == "Dog">>//[[Is that... a dog?|Start 2]]//<</if>>
<<if $CatorDog == "Cat">><<set $CatEncounter = true>><<elseif $CatorDog == "Dog">><<set $DogEncounter = true>><</if>>
<center><span class='fadein'><img src="images/rockgod.png" width="1000px"></span></center>
Not realizing you had this ability, you lean forward until your forehead makes contact with the <<print $CatorDog>> God's outstretched paw. An overwhelming surge of information comes flooding into your mind in colorful flashes you struggle to parse. You think you might be the first rock to ever throw up, but, before this happens, the nonsensical barrage comes into focus.
You see the Florist tending fastidiously to her garden, watched over by the Lumberjack sitting on the stoop carving the shape of a rock out of a branch. You see the Angler run up to collect another wooden figurine, thanking the Lumberjack profusely, before hurrying to the Cobbler to repair his boots yet again. You see the Freak and the Ringleader chatting as they walk through the village, the Freak carrying a bundle of fresh fish under its arm. You see them stop to marvel at the Florist's garden while the Lumberjack eyes the Ringleader warily. You see the forest, slowly rising and falling as it breathes, ever alive but often moving at a timescale far too slow for humans to appreciate. You see the empty path leaving a rugged, beautiful mark through the canopy along with every winding river and lake. You see dark spires, now not so much in the distance but from every angle you could conceive of. There are four, one etched with your likeness.
You are the Rock God. You will never be alone again. You decide that this is not so bad.
<<run memorize('rockstaleendings', Object.assign(recall('rockstaleendings', {}), { rockgod : true }))>>\
<<set $EndingCatDog = true>>\
[[The End]]<<goto "Empty Path">><center><span class='fadein'><img src="images/empty.png" width="1000px"></span></center>
A few days pass. Nobody has come down the empty path in quite some time, and you start to believe that nobody will again. In such a remote location it's a wonder you've met all the colorful characters that you have so far. As you appreciate your company up until this point, a small, four-winged bird alights on the path in front of you. It pecks arbitrarily at the ground before lifting its head to gaze at you. In two flaps of its wings it lands gracefully on top of your head where it resumes its pecking.
A small rodent scurries across the path, shedding tufts of dust-colored fur. It doesn't startle the bird on your head, but simply draws its attention. By the time the rodent dives into the bushes opposite you its coat is a dull green.
Days pass like this, and you start to appreciate the company you have now. You decide that this is not so bad.
<<run memorize('rockstaleendings', Object.assign(recall('rockstaleendings', {}), { emptypath : true }))>>\
<<set _endings to recall('rockstaleendings', {})>>\
You have found <<= Object.keys(_endings).length>>/20 endings.
[[View your Unlocked Endings|Achievements]]
[[Return to the Last Decision Point|Empty Path][$SayNothing = 0]]
<<linkreplace "Choose this ending">>Are you sure you want to end things here? You should choose whatever ending suits you, but current relationships between you and other characters will be reset. Unlocked endings and character calls will //not// be reset. [[Choose this ending|END]]<</linkreplace>>The Miner's arms fall slack as his eyes meet yours. His face is as pale as a sheet. Dropping the pickaxe at his feet he fumbles forward until he's inches away from you, hands pressed firmly on your face.
"WHAT DID YOU JUST SAY?!"
[['"I just asked what kind of pet you liked. Calm down, man."'|Miner - CatDog 2]]
[['"You need to clean your ears out."'|Miner - CatDog 2]]"What are you talking about," the Miner questions. "This is no time for messing around."
[['"Messing around? Why not take a look at yourself?"'|Miner - Swap 2]]
[['"I have never been more serious in my life."'|Miner - Swap 2]]//It feels good to be me.// You think to yourself as everything fades to black.
<<run memorize('rockstaleendings', Object.assign(recall('rockstaleendings', {}), { anything : true }))>>\
<<set _endings to recall('rockstaleendings', {})>>\
You have found <<= Object.keys(_endings).length>>/20 endings.
[[The End.|END]]<center><span class='fadein'><img src="images/miner.png" width="1000px"></span></center>
It takes you a moment to get used to the feeling of walking, but after a handful of strides you are propelling yourself down the path with ease. You marvel at the sights you have never seen before, and you wonder about the limitless possibilities that now lie ahead. No more relying on anyone else, you're your own rock now. Or maybe you'll start calling yourself the Miner.
Somewhere far behind you hear the muffled cry of an unfortunate soul as their grim predicament sets in. It doesn't matter much to you. There are things ahead to focus on.
You decide that this is not so bad.
<<run memorize('rockstaleendings', Object.assign(recall('rockstaleendings', {}), { swap : true }))>>\
<<set _endings to recall('rockstaleendings', {})>>\
You have found <<= Object.keys(_endings).length>>/20 endings
[[View your Unlocked Endings|Achievements]]
[[Return to the Last Decision Point|Miner - Backstory]]
<<linkreplace "Choose this ending">>Are you sure you want to end things here? You should choose whatever ending suits you, but current relationships between you and other characters will be reset. Unlocked endings and character calls will //not// be reset. [[Choose this ending|END]]<</linkreplace>>"Seriously!? How could you say something like that?" The Lumberjack is clearly quite hurt.
[["Sorry... I didn't mean it."]]
[["Cause I'm a mean, spiteful rock."]]<center><span class='fadein'><img src="images/felled.png" width="1000px"></span></center>
You shut your eyes as the trunk makes deafening contact with the ground and, most concerningly, your head. You expect to be lost forever to the darkness, but as you open your eyes again, things are only... slightly dark?
You realize that instead of being sent to the afterlife, you've only been embedded into the trunk of the tree. You can make out exactly how old the tree is and you can acutely feel the vibrations of creatures scurrying across the bark. You sense the thrum of the forest, much in the same way that you imagine a tree does. The cozy embrace of bark, the dim lighting and the pleasant smell of sap is surprisingly relaxing, and you quickly find yourself getting drowsy.
Before drifting off into a nice, long nap, you think to yourself that this is not so bad at all.
<<run memorize('rockstaleendings', Object.assign(recall('rockstaleendings', {}), { felled : true }))>>\
<<set _endings to recall('rockstaleendings', {})>>\
You have found <<= Object.keys(_endings).length>>/20 endings.
[[View your Unlocked Endings|Achievements]]
[[Return to the Last Decision Point|Lumberjack - Insult]]
<<linkreplace "Choose this ending">>Are you sure you want to end things here? You should choose whatever ending suits you, but current relationships between you and other characters will be reset. Unlocked endings and character calls will //not// be reset. [[Choose this ending|END]]<</linkreplace>>The Florist is quite taken aback. "I really don't appreciate people talking about my flowers that way." She pauses, then adds, "or rocks for that matter."
[['"Sorry, not sure what came over me."'|Florist - Apologize]]
[['"I apologize for nothing."'|Florist - Insult 2]]<center><span class='fadein'><img src="images/hill.png" width="1000px"></span></center>
The scenery passes by in a spiral of green, blue and brown for a couple of dizzying seconds. Before long you slow to a standstill (facing upright thankfully) at the bottom of a small valley. The foliage is so much thicker here, far from the mildly maintained path, that your eyes barely peak up over the tall grasses.
Through this view you see a scenery truly untouched by... anything. Every shade of green is represented, accentuated in places by pops of color provided by more exotic flora and bizarre fauna. A butterfly almost as big as you lands momentarily on your head, licking its new perch curiously, before audibly flapping off into the distance.
As you hear the faint trickle of a nearby stream, you decide that this is not so bad.
<<run memorize('rockstaleendings', Object.assign(recall('rockstaleendings', {}), { hill : true }))>>\
<<set _endings to recall('rockstaleendings', {})>>\
You have found <<= Object.keys(_endings).length>>/20 endings.
[[View your Unlocked Endings|Achievements]]
[[Return to the Last Decision Point|Florist - Insult]]
<<linkreplace "Choose this ending">>Are you sure you want to end things here? You should choose whatever ending suits you, but current relationships between you and other characters will be reset. Unlocked endings and character calls will //not// be reset. [[Choose this ending|END]]<</linkreplace>>The Ringleader seems a little shocked at your refusal but pretends to take it in stride.
"Your loss, little rock." She rests her baton on her shoulder and heads off.
You are once again alone on an empty path.
//[[My loss indeed.|Empty Path - Refuse Ringleader]]//A familiar floral aroma grabs your attention, and you spot the Florist heading your way.
"Hello Mr. Rock! I wanted to stop by and thank you for recommending my flowers to the Ringleader." She crouches down next to you and pats your head. "I just saw her show last night and I was so pleased that I got to contribute to it. So much so I thought maybe I could try entering a flower arrangement competition... finally," at this she fidgets awkwardly, "and I wanted to ask if you would like to be a part of my piece? I totally understand if you don't but I thought I would ask."
[["I would be honored." - ENDING|ENDING - Florist Arrangement]]
[['"I appreciate the offer, but I have no qualifications for this."'|Florist - Refuse Invite]]<center><span class='fadein'><img src="images/arrangement.png" width="1000px"></span></center>
The Florist gets to work that very same day, and before you know it you are off to the competition.
Sitting in the gallery, you feel a little self conscious dressed up as stunningly as you are. Flowers of deliberate size, color and shape drape over you and sprout up all around you to make a truly remarkable piece. The Florist's passion is on display here, and you are honored to be a part of it. The only thing that makes her arrangement better is the blue ribbon that is added as a final touch.
You decide that this is not so bad.
<<run memorize('rockstaleendings', Object.assign(recall('rockstaleendings', {}), { arrangement : true }))>>\
<<set _endings to recall('rockstaleendings', {})>>\
You have found <<= Object.keys(_endings).length>>/20 endings.
[[View your Unlocked Endings|Achievements]]
[[Return to the Last Decision Point|Florist - Arrangement]]
<<linkreplace "Choose this ending">>Are you sure you want to end things here? You should choose whatever ending suits you, but current relationships between you and other characters will be reset. Unlocked endings and character calls will //not// be reset. [[Choose this ending|END]]<</linkreplace>>"Okay, I totally understand. Sorry if I put any pressure on you Mr. Rock." She gets up to leave, then gives you as serious a look as you've seen her give. "Thank you. Really. I'll definitely win first place."
With that she hurries away. You are once again alone on an empty path.
//[[Good luck.|Ringleader - Empty Path]]//<<set _endings to recall('rockstaleendings', {})>>\
You have found <<= Object.keys(_endings).length>>/20 endings.
[[Back|previous()]]
<<if _endings.emptypath>>You were left alone on an empty path! <<linkreplace "View">><center><span class='fadein'><img src="images/empty.png" width="1000px"></span></center><</linkreplace>><<else>><span class="grey">????? <<linkreplace Hint>> Hold your tongue three times. <<linkreplace Hint>> Say nothing to 3 characters in a row, then wait on the empty path.<</linkreplace>><</linkreplace>></span><</if>>
\
<<if _endings.pebbles>>You got smashed to pebbles! <<linkreplace "View">><center><span class='fadein'><img src="images/pebbles.png" width="1000px"></span></center><</linkreplace>><<else>><span class="grey">????? <<linkreplace Hint>> Just say “Hello there!” <<linkreplace Hint>> Say hello to the Miner.<</linkreplace>><</linkreplace>></span><</if>>
\
<<if _endings.anything>>You got to be yourself! <<linkreplace "View">><center><span class='fadein'><img src="images/anything.png" width="1000px"></span></center><</linkreplace>><<else>><span class="grey">????? <<linkreplace Hint>> Help the other outsider find his way back home. <<linkreplace SPOILER>> Befriend 3 villagers then ask if they prefer cats or dogs. Wait on the empty path for the Cat or Dog God to appear. Finally, ask the Miner if he prefers cats or dogs.<</linkreplace>><</linkreplace>></span><</if>>
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<<if _endings.swap>>You became the Miner! <<linkreplace "View">><center><span class='fadein'><img src="images/miner.png" width="1000px"></span></center><</linkreplace>><<else>><span class="grey">????? <<linkreplace Hint>> Gaslight the outsider. <<linkreplace SPOILER>> Follow the steps in the hint above, but tell the Miner that he is a rock.<</linkreplace>><</linkreplace>></span><</if>>
\
<<if _endings.garden>>You were placed in a flower garden! <<linkreplace "View">><center><span class='fadein'><img src="images/garden.png" width="1000px"></span></center><</linkreplace>><<else>><span class="grey">????? <<linkreplace Hint>> Help an axe-wielder confess. <<linkreplace Hint>> Learn that the Cobbler has a crush on the Florist, then learn that the Florist does not reciprocate those feelings. Finally, convince the Lumberjack to confess.<</linkreplace>><</linkreplace>></span><<if $EndingLumberjackView == true>><span class="grey"> This ending is currently blocked on this run. It will become available again after your next reset.</span><</if>><</if>>
\
<<if _endings.hill>>You got pushed down a hill! <<linkreplace "View">><center><span class='fadein'><img src="images/hill.png" width="1000px"></span></center><</linkreplace>><<else>><span class="grey">????? <<linkreplace Hint>> Insult a gardner’s passion. <<linkreplace Hint>> Talk to the Florist about flowers, then insult said flowers.<</linkreplace>><</linkreplace>></span><</if>>
\
<<if _endings.arrangement>>You were used in an award-winning flower display! <<linkreplace "View">><center><span class='fadein'><img src="images/arrangement.png" width="1000px"></span></center><</linkreplace>><<else>><span class="grey">????? <<linkreplace Hint>> Raise a gardner’s confidence and get her a gig. <<linkreplace Hint>> Befriend the Florist, then boost her confidence in her flower arrangement skills. Encounter the Ringleader and tell her to use the Florist to decorate her show. Finally, refuse the Ringleader’s offer.<</linkreplace>><</linkreplace>></span><</if>>
\
<<if _endings.view>>You got a wonderful view! <<linkreplace "View">><center><span class='fadein'><img src="images/view.png" width="1000px"></span></center><</linkreplace>><<else>><span class="grey">????? <<linkreplace Hint>> Help a gardner confess. <<linkreplace Hint>> Talk to the Lumberjack about her interests, then convince the Florist to confess.<</linkreplace>><</linkreplace>></span><<if $EndingFloristGarden == true>><span class="grey"> This ending is currently blocked on this run. It will become available again after your next reset.</span><</if>><</if>>
\
<<if _endings.felled>>You got a tree felled on your head! <<linkreplace "View">><center><span class='fadein'><img src="images/felled.png" width="1000px"></span></center><</linkreplace>><<else>><span class="grey">????? <<linkreplace Hint>> Insult an axe-wielder. <<linkreplace Hint>> Talk to the Lumberjack about her carvings, then insult them.<</linkreplace>><</linkreplace>></span><</if>>
\
<<if _endings.shop>>You became the mascot for a shoe shop! <<linkreplace "View">><center><span class='fadein'><img src="images/shop.png" width="1000px"></span></center><</linkreplace>><<else>><span class="grey">????? <<linkreplace Hint>> Help a barefooted man focus. <<linkreplace Hint>> Learn that the Florist is not romantically interested in the Cobbler and tell the Cobbler this. Then encounter the Angler and send him to the Cobbler to fix his boots. Finally, reject the Angler’s offer.<</linkreplace>><</linkreplace>></span><</if>>
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<<if _endings.stomp>>You got stomped into the ground! <<linkreplace "View">><center><span class='fadein'><img src="images/stomp.png" width="1000px"></span></center><</linkreplace>><<else>><span class="grey">????? <<linkreplace Hint>> Send a barefooted man to confess. <<linkreplace Hint>> Learn that the Florist likes a redheaded individual, then send the Cobbler to confess.<</linkreplace>><</linkreplace>></span><<if $FloristTrueLove == true>><span class="grey"> This ending is currently blocked on this run. It will become available again after your next reset.</span><</if>><</if>>
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<<if _endings.shore>>You were placed on the shore of the lake! <<linkreplace "View">><center><span class='fadein'><img src="images/shore.png" width="1000px"></span></center><</linkreplace>><<else>><span class="grey">????? <<linkreplace Hint>> Help a kid fix his shoes. <<linkreplace Hint>> Encounter the Cobbler and make him focus on his work. Then send the Angler to get his boots fixed. <</linkreplace>><</linkreplace>></span><</if>>
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<<if _endings.sink>>You sank to the bottom of the lake! <<linkreplace "View">><center><span class='fadein'><img src="images/sink.png" width="1000px"></span></center><</linkreplace>><<else>><span class="grey">????? <<linkreplace Hint>> Waste a kid’s time. <<linkreplace Hint>> Encounter the Cobbler and learn that he fixes shoes, even if he is not focused on his job now. Then send the Angler to get his boots fixed.<</linkreplace>><</linkreplace>></span><<if $CobblerFocus == true>><span class="grey"> This ending is currently blocked on this run. It will become available again after your next reset.</span><</if>><</if>>
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<<if _endings.hearth>>You played with toys around the hearth! <<linkreplace "View">><center><span class='fadein'><img src="images/hearth.png" width="1000px"></span></center><</linkreplace>><<else>><span class="grey">????? <<linkreplace Hint>> Help a kid find some toys. <<linkreplace Hint>> Encounter the Lumberjack and learn that she makes wooden carvings. Encounter the Angler and learn that he does not have any toys. Then send the Angler to the Lumberjack. <</linkreplace>><</linkreplace>></span><</if>>
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<<if _endings.fish>>You “enjoyed” a fishy meal! <<linkreplace "View">><center><span class='fadein'><img src="images/fish.png" width="1000px"></span></center><</linkreplace>><<else>><span class="grey">????? <<linkreplace Hint>> Help an unemployed creature find a meal. <<linkreplace Hint>> Encounter the Angler and help him fix his boots. Then send the Freak to the Angler to collect some fish.<</linkreplace>><</linkreplace>></span><</if>>
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<<if _endings.frog>>You got transformed into an amphibian! <<linkreplace "View">><center><span class='fadein'><img src="images/frog.png" width="1000px"></span></center><</linkreplace>><<else>><span class="grey">????? <<linkreplace Hint>> Make an unemployed creature go hungry. <<linkreplace Hint>> Encounter the Angler, but do not help fix his boots. Then send the Freak to the Angler to collect some fish.<</linkreplace>><</linkreplace>></span><<if $AnglerFixed == true>><span class="grey"> This ending is currently blocked on this run. It will become available again after your next reset.</span><</if>><</if>>
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<<if _endings.cage>>You became a circus sideshow attraction! <<linkreplace "View">><center><span class='fadein'><img src="images/cage.png" width="1000px"></span></center><</linkreplace>><<else>><span class="grey">????? <<linkreplace Hint>> Become a show-woman’s next attraction. <<linkreplace Hint>> Encounter the Ringleader and do absolutely nothing when she gets a cage to capture you.<</linkreplace>><</linkreplace>></span><<if $RingleaderDissuade == true>><span class="grey"> This ending is currently blocked on this run. It will become available again after your next reset.</span><</if>><</if>>
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<<if _endings.show>>You got to watch a circus show! <<linkreplace "View">><center><span class='fadein'><img src="images/show.png" width="1000px"></span></center><</linkreplace>><<else>><span class="grey">????? <<linkreplace Hint>> Help a show-woman make her show amazing. <<linkreplace Hint>> Encounter both the Florist and the Freak. Befriend the Florist, and boost her confidence. Befriend the Freak. Then encounter the Ringleader twice, suggesting she decorates her show with flowers and that she takes the Freak back. Finally, ask her if the show is back on. <</linkreplace>><</linkreplace>></span><</if>>
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<<if _endings.song>>You heard a wonderful song! <<linkreplace "View">><center><span class='fadein'><img src="images/song.png" width="1000px"></span></center><</linkreplace>><<else>><span class="grey">????? <<linkreplace Hint>> Help a musician recover his lost notes. <<linkreplace Hint>> Encounter the Freak and get him a fishy meal from the Angler. Then ask the Freak about the Bard. Finally, find the Bard's lost notes in the Freak's message and recite them to the Bard.<</linkreplace>><</linkreplace>></span><</if>>
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<<if _endings.rockgod>>You are the Rock God! <<linkreplace "View">><center><span class='fadein'><img src="images/rockgod.png" width="1000px"></span></center><</linkreplace>><<else>><span class="grey">????? <<linkreplace Hint>> Complete every other ending. <<linkreplace Hint>> Seriously that’s all I got for you.<</linkreplace>><</linkreplace>></span><</if>>
[[Back|previous()]]"HULLOH THERE!" The Stump screams even though it is already deep into your personal space. It looks at you expectantly before its expression shifts. "Oh, I remember you... this is no fun anymore."
The Stump disappears.
You are once again alone on an empty path.
//[[What just happened?|Stump - Empty Path]]//<<set _endings to recall('rockstaleendings', {})>>\
<center><<if _endings.rockgod>><span class='fadein'><img src="images/menu_complete.png" width="300px"></span><<else>><span class='fadein'><img src="images/menu.png" width="300px"></span><</if>>
<<button[[Start New Game|Empty Path - Awaken]]>><</button>>
<<button[[View your Unlocked Endings|Achievements]]>><</button>>
<<button[[Settings and Game Info|How to Play]]>><</button>></center>As panicked as you think you should be, you quickly learn that rocks do not feel panic. A small, multicolored bird navigates through the trees in front of you. You can hear the flapping of its four wings dissipate as it flies deeper into the forest.
//So far, being a rock isn't too bad.//
[[Continue enjoying the scenery.|Miner - Start]]You feel like you have some responsibility elsewhere, but there's not much you can do about it right now. You realize that some things might be beneath the worries of a rock.
//[[I guess I'll wait around.|Miner - Start]]//"Nice to meet you rock, I am the Florist!" She extends her hand warmly then returns it awkwardly to her knee once she realizes you cannot reciprocate the gesture.
[["What's the deal with the flowers?"]]
[["Where are you going?"]]"Nice to meet you, rock. I'm the Florist," she says before pondering your question. "No, I don't think that's weird at all. I've certainly seen stranger things."
[["What's the deal with the flowers?"]]
[["Where are you going?"]]She reaches her hand to fiddle with a flower in her hair.
"I just love them. Love the way they look, the way they smell. I've got quite an array in my garden so I can deliver bouquets to folks around the village. I'm just getting started so I shouldn't get ahead of myself but one day I hope I can make some flower arrangements and enter competitions with them. I've got some pitch black orchids that I know would complement the faint glow of the moonflowers if I could just get my snapdragons to stop biting..." she trails off, self conscious of her babbling or perhaps just envisaging her blue ribbon flower arrangement in her head.
[["Where are you going?"]]
[['"Not gonna lie that all sounds pretty lame."'|Florist - Insult]]
<<set $FloristFlowers to true>>"I'm just going to meet... somebody." The Florist gestures vaguely with her hand as you notice a light blush rising on her fair cheeks.
[["Is it someone special?" You goad.|Florist - Love]]
[['"Is that what those flowers are all about?"'|Florist - Flowers]]
<<if $EndingFloristGarden == true or $EndingLumberjackView == true>>"Oh, no use being coy anymore, you already know I'm going to go see my girlfriend." She says the last part nonchalantly before really processing it. Her face reddens considerably.
[['"Very cute. See you later"'|Florist - End Conversation]]<<else>>"They're very special. They're also tall, strong, redheaded..." she says more to herself than to you. Then, catching herself, she adds. "But in a platonic way, y'know. They're just a good friend."
[['"Those flowers look nice."'|Florist - Flowers]]
[['"Alright, see you around."'|Florist - End Conversation]]
<<if $LumberjackLove is true>>[['"Wait a second, do you have a crush on the Lumberjack?"'|Florist - Confess to Lumberjack]]<</if>>
<<if $CobblerLove is true>>[['"Wait a second, do you have a crush on the Cobbler?"'|Florist - Confess to Cobbler]]<</if>>
<</if>>
<<set $FloristLove to true>>"I appreciate the apology," the Florist says mostly convincingly, "but don't go badmouthing my flowers again."
[["It won't happen again." You say, knowing full well it might. "I'll see you later."|Florist - End Conversation]]"Alright, I've heard enough." The Florist rolls up her sleeves in an attempt to be threatening. She puts her hands on you and pushes with all her might. For a second you think her frail arms won't be enough to budge you, but as you start to lean backwards you notice that she is being helped by a slight slope.
"Sorry about this," you hear her say as you begin to tumble. She seems entirely genuine.
[["Don't worry about it." - ENDING|ENDING - Hill]] She ponders this for a moment. "I know it's nothing special, but I'm very partial to weeping roses. I know the connotation is a little melancholy but they mean a lot to me and, really, I think they're just beautiful."
[['"Weeping sounds like the opposite of beautiful to me."'|Florist - Insult]]
[['"Maybe you can show me one of these days. See you around!"'|Florist - End Conversation]]
The Florist fidgets nervously. "If you must know, I've had a crush on the Lumberjack for quite some time. I can't really explain it... but the feeling I get when she smiles at me, it's kind of like... seeing a flower bloom..." she muses, surely picturing exactly that, before imploring, "but please don't tell her! I don't want to make things awkward between us."
[["Okay, your secret is safe with me," you say, winking internally. "I'll see you later."|Florist - End Conversation]]
<<if $LumberjackLove == true>>[["Wait I think she likes you too. You have to confess to her!"|"I've got a sense for these things. You have got to ask her out!"]]<</if>>
<<set $FloristTrueLove to true>>Some of the Florist's doubt starts to creep into your mind as you wait there alone. You hope you haven't encouraged her into an awkward encounter to shatter what social confidence she //did// have.
But you're a rock, and rocks don't generally get hung up on such things.
[[Wait around. Literally what else can you do.|Lumberjack - Florist Confessed 2]]"Don't play coy with me." The Lumberjack stops in front of you. A large grin spreads itself across her face. "You know EXACTLY what you did!"
She thumps you on the back triumphantly as she sets her axe down. "Who would have pegged you as a little matchmaker? The Florist just told me how she feels and I gotta tell you I feel GREAT! My only regret is not telling her myself, she seemed nearly mortified to be doing it," the Lumberjack says with a chuckle. "If you'd like, I'd love to express my gratitude by showing you a view I'm sure no rock has seen before."
<<set $EndingLumberjackView = true>>\
[['"Sure thing!"'|Lumberjack - Accept View]]
[["No it's alright, I appreciate the offer though"]]With no effort the Lumberjack hoists you off the ground and puts you on her shoulder.
//This is quite a different view.// You think to yourself, satisfied.
The Lumberjack begins to rotate, quickly gaining momentum as it dawns on you that this might not be the view after all.
She heaves you into the sky.
[[You wonder if rocks are afraid of heights. - ENDING|ENDING - View]] "Alright, whatever you say little man. If you need anything you know I'm here for you. Just yell 'TIIIIMBER!'"
She grabs her axe and returns from whence she came with a pep in her step.
You are once again alone on an empty path.
//[[That was a good thing to do.|Florist - Empty Path]]//"Haha alright, you little straight shooter. I'm your resident axe-wielder, tree-feller and wood-chopper. Or you can just call me the Lumberjack," she adds with a wink.
[['"You must be pretty strong from cutting down trees all day."'|Lumberjack - Strength]]
[['"Do you spend a lot of time in these woods?"'|Lumberjack - Nature]]"Why, I'm the Lumberjack of course," she proclaims, patting the handle of her axe. "If you ever need some wood chopped or a tree felled I'm your lady!"
[['"You must be pretty strong from cutting down trees all day."'|Lumberjack - Strength]]
[['"Do you spend a lot of time in these woods?"'|Lumberjack - Nature]]"I thought a sentient rock of all things would understand," she says, clearly a little embarrassed to be getting this frank. "I'm not all brawn, just like you're not all mineral and sediment."
[['"Well then what am I missing?"'|Lumberjack - Passion]]
[["Actually I think I am all mineral and sediment."]]"Who?" The Lumberjack asks.
[['"Hmmm I dunno actually... Alright see you around!"'|Lumberjack - End Conversation]]
<<if $AnglerEncounter >= 1>>[["The Angler!"]]<</if>>
<<if $EndingFloristGarden == true or $EndingLumberjackView == true>>\<<elseif $FloristEncounter >= 1 >>[["The Florist!"]]<</if>>An odd look passes over the Lumberjack's face, but it's gone before you can really get a read on it.
"She's quite the artist already, what with her stunning bouquets," she tries to say matter-of-factly, but you catch a hint of admiration in her tone. "I'm sure she would not be very impressed by my little trinkets."
[['"Fair enough, see you around then."'|Lumberjack - End Conversation]]
<<if $FloristTrueLove is true>>[['"You know she likes you, right? I think anything you show her will impress her."'|Lumberjack - Confess to Florist]]<</if>><<if $EndingAnglerHearth == true>>"That little charmer already came by actually. He seemed so happy with his new toys," the Lumberjack beams, "that I think I should hand them out more often."<<else>>"That kid that waddles around in that oversized coat? I guess I've never thought about giving them to anyone before," she ponders. "I'm sure I would have a hard time saying 'no' if he did ask though."<</if>>
<<if $EndingAnglerHearth == true>>[['"Good news then! See you."'|Lumberjack - End Conversation]]<<else>>[['"Well maybe someday you can. Catch you later."'|Lumberjack - End Conversation]]<</if>>"Well if that's the case, then I don't think you should be allowed to bother anyone further." She nods her head decidedly as she picks up her axe and heads into the forest.
She's gone for long enough that you think you may have gotten away scot free. Then a creaking sound splits through the air as a long shadow casts itself over you. You glance up with just enough time to process the tree trunk rapidly approaching your head.
[[Uh oh. - ENDING|ENDING - Felled]]"Hmmm okay," she says, accepting your apology, "but you better watch your tongue little fella, not everyone is going to be as forgiving as yours truly."
[['"I hear you loud and clear."'|Lumberjack - End Conversation]]As you wait on the empty path a slight drizzle of rain pitter patters around you. You worry that a little rain might hamper the Lumberjack's endeavors, but it passes fairly quickly.
//[[I wonder if I can be eroded?|Florist - Lumberjack Confessed 3]]//Your thoughts are interrupted by a squeaking in the distance. As you look down the path the Florist appears pushing a rusty wheelbarrow. You watch her as she approaches, checking her face for any tells. She plops the wheelbarrow down in front of you and gives you a good, long look before a smile appears on her face.
"I'm sure this is no surprise to you, Mr. Rock, but the Lumberjack just asked me out and I could not be happier! I'm not sure how you do it."
[['"Just doing my job!"'|Florist - Lumberjack Confessed 4]]
[['"I honestly have not much else to do really."'|Florist - Lumberjack Confessed 4]]"Well however you do it, I just wanted to say thank you." The Florist gives you an awkward curtsy. "And I wanted to show my thanks by offering you a spot in my flower garden. I know it's not much but I hope it will be a little nicer than having to sit out here and face the louloups prowling around at night."
<<set $EndingFloristGarden = true>>\
[["That sounds wonderful!"]]
[["I appreciate the offer, but I actually like this spot quite a bit."]]"Yay! I'm so glad you think so."
With considerable effort the Florist heaves you into her wheelbarrow and begins pushing you down the path. Before long a small cottage appears, unremarkable all but for the fact that it is drowning in a sea of flowers.
As you approach, the Florist sets you down with only some difficulty amongst them.
[[That was a nice ride. - ENDING|ENDING - Garden]]The Florist shows some slight disappointment, but she follows it with a reassuring nod. "I totally understand. There's something quite charming about this forest as well."
She picks up the handles of her wheelbarrow and turns it around. "I'll catch you later Mr. Rock," she says over her shoulder. The squeaking of the wheel slowly fades away.
You are once again alone on an empty path.
[[You hang out.|Lumberjack - Empty Path]]He looks down at his feet almost as if to confirm it for himself.
"They say the Cobbler's kids never get new shoes. And I don't have kids, so... y'know." He adds a shrug as he makes his point.
You gather that this man is the Cobbler, and that talking to him may be like pulling teeth.
[['"Why so glum?"'|Cobbler - Depressed 1]]
[['"A Cobbler? So you make cobblestone paths?"'|Cobbler - His Job]]"I dunno," he shrugs, "a talking rock isn't all too special. You see a lot of things as a Cobbler."
You somehow doubt that.
[['"Why are you so aloof?"'|Cobbler - Depressed 1]]
[['"A Cobbler? Where are your shoes then?"'|"Where are your shoes?"]]The Cobbler mulls your offer over in his head for a moment.
"Fine, fine," he finally says.
You wait expectantly for him to elaborate further before you realize he intends to do no such thing.
[['"Is something going on with your job?"'|Cobbler - His Job]]
[['"Having troubles in your personal life?"'|Cobbler - Love 1]]
[["Talking with you is such agony."]]You catch yourself a little too late; the words are already out of your mouth. Expecting some retribution, you eye the Cobbler cautiously.
"Alright," he says, turning around and walking away.
You are once again alone on an empty path.
[[You blink a couple of times.|Cobbler - Empty Path]]"It's the Florist," he reveals wistfully. "I've known her for quite some time now, but, recently, I've started to notice just how beautiful she is. I try to make any excuse I can to walk by her flower garden while she's tending to it... I've just about stopped working I can't stop thinking about her."
You don't think that that is necessarily healthy.
[['"Well have you actually tried tell her how you feel?"'|Cobbler - Love 3]]
[['"I feel like you should try focusing on your job more."'|Cobbler - Focus]]"Ah I don't know, I think I prefer just taking things slowly." He pauses, then adds with surprising self awareness, "reaaaally slowly."
[['"Then you should do your job while you stew on it."'|Cobbler - Focus]]
[['"Not sure what else to tell you in that case."'|Cobbler - End Conversation]]
<<if $FloristTrueLove and $CobblerLove is true>>[['"Look, man. I hate to be the bearer of bad news, but the Florist is not interested in you."'|Cobbler - Focus Plus 1]]<<elseif $FloristLove is true>>[['"I think the Florist likes you too actually."'|Cobbler - Confess]]<</if>>The leaves above you rustle gently. You look up to find nothing perched in the branches above you. It must have just been the breeze. Beyond the treetops the clouds rush by quickly, making ever changing shapes. You spy an ice cream cone with three scoops of your favorite flavor, an automobile and what looks to be a cat wearing a bath robe.
You are so lost in thought trying to remember what your favorite ice cream flavor is that you only now hear the clanging in the distance.
//[[A new robot character?|Cobbler - Upset]]//You're quite surprised to see the Cobbler charging towards you. Even more surprising is the enormous metal shoe strapped to his left foot.
"You damn hunk of minerals!" He calls out. "How could you send me to get embarrassed like that!?"
You realize that somewhere along the way there may have been some misunderstandings. You don't have long to think about it though. The Cobbler has quickly closed the distance between you two and has raised his armored foot above your head. You brace yourself.
"THIS." CLANG. "IS." CLANG. "WHAT." CLANG. "YOU." CLANG. "GET!"
[[CLANG. - ENDING|ENDING - Stomp]] The Cobbler seems to grapple with this new information, but finally resigns himself to it.
"This is going to take a bit to process, but I understand. Thanks for telling me." Maybe somewhere in his heart even he didn't believe it was possible.
[['"Maybe focusing on the craft you claim to be so good at will help?"'|Cobbler - Focus Plus 3]]"I think you're right, it's about time I get the shop back up and running." He places his hand on the small hammer in one of his pockets. "Gotta start making some quality shoes again!"
<<set $CobblerFocus to true>>\
<<set $CobblerShoes to true>>\
[['"Go get em, tiger!"'|Cobbler - End Conversation]]
<<if $AnglerBoots is true>>[['"And you could start with the Angler. His boots need fixing!"'|Cobbler - Boots]]<</if>>"Hmm that doesn't make sense..." The kid seems genuinely puzzled by this. "Everyone has to have a name. Like me, I'm the Angler." This seems to puzzle you.
He sits down next to you and assumes a contemplative pose.
"I'll have to think of something," he says to himself.
[['"How are those boots treating you?"'|Angler - Feet]]
[['"The Angler? Like a fisherman?"'|Angler - Job]]"'Just a rock' is not a very good name. I have a good name, I'm the Angler!" He proclaims proudly. "I'm sure I can think you up a good name, just give me a second."
[['"How are those boots treating you?"'|Angler - Feet]]
[['"The Angler? Like a fisherman?"'|Angler - Job]]"Okay I trust you. I would like my boots to be all fixed up."
The Angler gets up and wipes his hands on your side. He waddles away, hopefully to return with functional footwear.
You are once again alone on an empty path.
<<if $CobblerFocus is true>>//[[What did he wipe on me?|Empty Path - Fixed Shoes]]//
<<else>>//[[What did he wipe on me?|Empty Path - Upset]]//<</if>>"That's what she's always saying too." He chomps down decidedly on the fishing bobber.
[['"You seem pretty young to be fishing."'|Angler - Tough Work]]
As you bide your time on the side of the path, you slowly start to drift off. You dream of abstract shapes careening around a blank space. Occasionally these shapes collide to make some distinguishable figure or scene, but they are in motion again far too quickly for you to discern what it means to you. A dog barks in the distance.
You are jolted awake by the sound of rhythmic clomping.
//[[The Angler?|Angler - Fixed Shoes]]"You lied to me!" The Angler scorns. "You made me waste my precious youth going to talk to that lazy-bones. He was not going to help me, not one bit!"
The Angler picks you up with surprising ease and starts to walk you down the path. You appreciate this change of scenery, and almost forget that the Angler is upset with you until a large lake appears up ahead.
"This is what mom says happens to liars," he explains as he approaches the shore. "They sink!" He punctuates his sentence by heaving you into the water with a splash.
[[Can rocks swim? - ENDING|ENDING - Sink]]"Yeah, let's do it!" The Angler agrees.
He lifts you up with some effort and walks you down the path. Before long you are staring at a shimmering lake. The Angler sets you down on the shore, then stumbles to a nearby dock where his boat is tied up.
"See you!" He says with his back turned.
[["Be safe out there." - ENDING|ENDING - Shore]] A small hare hops out of the bushes across from you. At least you think it's a hare, but its green, knowing eyes return your gaze in an unsettling manner. You are tempted to say something to it but a padding sound startles it away.
//[[That sounds familiar.|Cobbler - Thankful]]//The Cobbler hooks an arm around you and lifts you up. A few minutes later you spy the first couple of cottages in the village, before arriving at one with a large glass display window. In this window sits the nicest pair of boots you have ever seen.
The Cobbler brings you inside and, turning towards the window, sets you down firmly on top of the boots with a primo view of the village outside.
[[The boots fit surprisingly well. - ENDING|ENDING - Shop]]
"Whatever you say," the Cobbler says with a rare chuckle. He walks back towards his shop.
//[[But I would be a good model, let's be honest.|Angler - Empty Path]]"Not too often," the Angler says, sounding unbothered, "I don't have toys like the other kids. All I have is fishing gear!" He takes the fishing bobber out of his mouth and wiggles it at you.
<<set $AnglerToys to true>>\
[["Your mom doesn't buy you any toys?"]]
[['"Nothing wrong with a good bit of kit. Bye!"'|Angler - End Conversation]]
<<if $LumberjackToys is true>>[['"Well if you want some toys, you could go ask the Lumberjack."'|Angler - Get Toys]]<</if>>A leaf falls from the tree overhead, landing firmly over your eyes. You try to blow it off, but it refuses to budge. You sit helplessly for quite some time until a strong enough breeze carries it away. You wonder what you may have missed.
The familiar flopping of polyester distracts you.
//[[I wonder who that could be.|Angler - Got Toys]]
The Angler comes charging towards you, miraculously not tripping over his misfitting coat.
"LOOK AT THESE!!" He cries, proudly presenting a handful of miniature, wooden figurines. You recognize the Lumberjack's exquisite handiwork. "These are so cooool, I can't believe the big strong wood lady made these. You've got to come back to my house so we can play these together."
<<set $EndingAnglerHearth = true>>\
[['"Only if I get to be the coolest one!"'|Angler - Go Home]]
[['"No thanks, toys are for kids."'|Angler - Reject Toys]]The Angler pockets his new treasures before lifting you up. You make slow progress towards the village as the Angler takes multiple breaks to poke at strange looking bugs. As the day winds down, you finally arrive in front of a small house.
"I'm home, mom!" The Angler proclaims when you enter the front door. Without waiting for a reply, he lugs you in and sets you in front of a hearth. He quickly splays out his figurines on the floor.
[[He better be careful with those. - ENDING|ENDING - Hearth]]
"Okay, your loss, the Rockinator!" The Angler is nearly out of sight by the time he finishes calling your nickname.
You are once again alone on an empty path.
//[[Maybe I should have the Lumberjack make a figurine of me.|Angler - Empty Path]]//It perks up at your interest, adopting an even more professional air than before.
"I'm the Freak, nice to formally meet you. My highest level of education is being raised in a circus by carnival folk. My skills include looking very strange, being part of a traveling troupe, and I'm very well read."
[['"Sorry, not actually hiring. Why are you looking for work?"'|Freak - Sad]]
[['"Are you a book-loving kind of creature?"'|Freak - Education]]"This is my resume." It gestures to various points on the page with its elongated pointer finger. "You can see my name here: the Freak. My education level, which is mostly self-taught, and my experience. I've had a couple years of being a circus attraction, and a lifetime of looking very odd."
[['"What happened to your old job?"'|Freak - Sad]]
[['"How did you self-teach yourself?"'|Freak - Education]]As you wait on the empty path for something to happen, a shadow casts itself over you. You look up to find a dark cloud looming overhead. It's quite small so you expect it to pass quickly, but it just seems to hang above you. You shoot it a nasty glare, and you swear it glares back at you. A single rain drop falls, aimed perfectly into your eye. You blink the water out and prepare to shout something obscene in the cloud's direction.
But when you look up, the cloud is gone.
<<if $AnglerFixed is true>>//[[Stupid cloud...|Freak - Get Fish]]//
<<else>>//[[Stupid cloud...|Freak - Get Mad]]//<</if>>The Freak wanders off, leaving you sitting among the pile of fish. One of the fish's eyes is staring directly at you, making you wonder if this was such a good idea after all.
The Freak returns a short while later with a bundle of supplies and gets to work setting something up to your side. You are about to ask what it is doing when it grabs you and sets you on a chair.
"Bon appetite," it says.
[[Yummy... - ENDING|ENDING - Fish]]"Because you might just be my circus' next star attraction." She turns away, then adds over her shoulder. "I'm the Ringleader by the way. Pleasure doing business with you."
She hurries away.
You are once again alone on an empty path.
[['"Uh oh."'|Empty Path - Do Nothing]]
<<if $LumberjackFriend == true>>[["TIMBER!" You call the Lumberjack.|Lumberjack- Called]]<</if>>
<<if $FreakFriend == true>>[["555-4301!" You call the Freak.|Freak - Called]]<</if>>"You can't trick me so easily, I'm the best darn Ringleader this side of the Reverse River," she emphasizes by thumping her chest, "and after I make you my circus' star attraction, I might just be the best darn Ringleader there ever was."
She hurries away.
You are once again alone on an empty path.
[['"Uh oh."'|Empty Path - Do Nothing]]
<<if $LumberjackFriend == true>>[["TIMBER!" You call the Lumberjack.|Lumberjack- Called]]<</if>>
<<if $FreakFriend == true>>[["555-4301!" You call the Freak.|Freak - Called]]<</if>>You contemplate the many fates that now may be in store for you. You convince yourself that the Ringleader really doesn't seem like too bad of a lady, so whatever she has planned won't be too bad either. Or maybe there is some way to change your fate.
//[[Just maybe...|Ringleader - Do Nothing]]//"Sorry, but it's already done," she says remorselessly as she rolls you into the cage. Pointlessly, she latches the door shut; there's not much you could do to escape anyway.
"I hope you like show business," she says.
[[You hope so too. - ENDING|ENDING - Cage]]The Ringleader considers this. "Okay, I'm listening. But any suggestion short of fantastic isn't gonna cut it little guy."
[["There's the Florist that lives in the village, she can definitely spice up your show with some flower arrangements."]]"Hmmm, flowers... Okay y'know what that could work! I hadn't considered that angle before." She turns to leave, then gestures at the cage with her baton. "Don't let me down."
[['"I can try my best!"'|Empty Path - Florist]]
You wonder if the Florist's flower arrangements are really enough to avoid your fate. //You// know she does excellent work, but is she confident enough to convince the Ringleader of that?
<<if $FloristFlowersPlus is true>>//[[I think she is!|Ringleader - Go Florist Succeed]]//
<<elseif $FloristFlowers is true>>//[[Hmm, I'm not sure...|Ringleader - Go Florist Fail]]//
<</if>>"What? You?" The Freak can't help but hide a touch of jealousy. "Of course she would try something like this... Okay y'know what, I didn't want to have to resort to this," it rummages through its pockets, "but this will hopefully snap her out of it." It places something on your head, but you don't get a good look at it. "Show her that and if that still doesn't change her mind, then luck be with you my friend."
The Freak wanders away. You are once again alone on an empty path.
//[[What did it put on my head?|Ringleader - Freak Return]]The Ringleader stoops to pick the object off your head. It's a small bowtie. It's been worn out quite a bit, but you can imagine that it was originally the same crimson color as the Ringleader's coat and hat. To your surprise the Ringleader's eyes appear to be tearing up.
"You sentimental fool," she mutters. She's certainly not speaking to you but you aren't sure if she's addressing herself or someone else. Without another word, she picks up her cage and walks away.
You are once again alone on an empty path.
//[[That was odd.|Ringleader - Empty Path]]//"Well unless you want a job in show business, that certainly won't do," the Lumberjack says grimly. "Let me go see what I can do about that."
As she walks away you catch her cracking her knuckles. You probably don't have anything to worry about anymore.
//[[Phew.|Ringleader - Empty Path]]//The Ringleader considers this. "Okay, I'm listening. But any suggestion short of fantastic isn't gonna cut it little guy."
[['"The Florist that lives in the village! She can definitely spice up your show with some flower arrangements."'|Ringleader - Florist 2]]"Hmmm, flowers... Okay y'know what that could work! I hadn't considered that angle before." The Ringleader heads off in the direction of the village.
You are once again alone on an empty path.
//[[It smells like wood.|Empty Path - Ringleader Florist]]You seem to catch a much stronger whiff of wood than you have before. It's not an unpleasant smell, it's just a bit odd since it doesn't seem like any wood has gotten closer to you recently.
<<if $FloristFlowersPlus is true>>//[[How strange...|Ringleader - Go Florist Succeed 2]]//
<<elseif $FloristFlowers is true>>//[[How strange...|Ringleader - Go Florist Fail 2]]//
<</if>>"Sure, whatever you want little guy. I've got better acts to find anyway." The Ringleader tosses her baton impossibly high into the sky, then catches it with ease as she walks away.
You are once again alone on an empty path.
[["555-4301!" You call the Freak.|Freak - Called 2]]Before long, the Freak comes waddling down the path.
"What can I help you with?"
[['"How can we convince the Ringleader to take you back?"'|Freak - Called 3]]
[['"What can I say to get the Ringleader to make you her star again?"'|Freak - Called 3]]The Freak considers this for some time.
"Okay y'know what, I didn't think I'd have to resort to this," it rummages through its pockets, "but this will hopefully do the trick." It places something on your head, but you don't get a good look at it. "If that doesn't change her mind then you and I can start our own sideshow."
The Freak wanders away. You are once again alone on an empty path.
//[[What's on my head?|Ringleader - Return]]//You aren't alone for long as you hear the Ringleader clopping down the path in her knee-high boots.
"Alright, well there were no good acts in that directi... Wait, what's that on your head?" She stoops down to pull the object off your head. You see for the first time that it is a small bowtie. It appears to be worn from years of wear, but it unmistakably used to match the color of the Ringleader's hat and coat.
"You sentimental fool." You are surprised to hear a little bit of emotion in the Ringleader's voice. "Alright fine, you guys got me. I'll make the Freak the star attraction again."
<<set $RingleaderFreak to true>>\
[['"Great! Well I wish you both the best of luck."'|Ringleader - End Conversation]]
<<if $RingleaderImpressed is true>>[['"So is the show back on?"'|Ringleader - Show On]]<</if>>An uneventful night passes in the forest. You are occasionally unnerved by rustlings in the trees and bushes around you, but no nocturnal dwellers seem to pay any particular attention to the rock on the side of the path tonight.
At some point you nod off into dreamless slumber, only to wake with the sunrise.
[[You yawn.|Florist - Arrangement]]You call out to no one. In response, everything disappears. The trees, the grass, the path. All gone.
Only white surrounds you.
[[You stare in disbelief.|Start]]You call out to no one. In response, everything disappears. The trees, the grass, the path. All gone.
Only white surrounds you.
[[You stare in disbelief.|Start]]"The people of this world don't know us as such," they reply to a question you asked in your head, "but you may address us as the <<print $CatorDog>> God."
The <<print $CatorDog>> God's voice booms, echoing inside of your head.
[["What am I doing here?"]]"You don't belong here. This is not your world." You think the <<print $CatorDog>> God pauses for dramatic effect, but they instead <<if $CatorDog == "Cat">>lick their paw and wipe it behind their ear.<<elseif $CatorDog == "Dog">>sit on the ground and scratch their ear with their hind paw.<</if>> "You must return from whence you came."
[['"And how do I do that?"'|CatDog - Truth]]
[["I don't want to leave, I want to stay here forever."]]This gives the <<print $CatorDog>> God pause.
"We had not considered this," they ponder.
[["Tell me what I need to do to stay."]]
[['"Nevermind, maybe I do want to go."'|CatDog - Truth]]"You must show us that you belong." The <<print $CatorDog>> God punctuates this by sniffing idly into the air. "Help the people of this land. End your story every way that you can. Prove yourself. Then we shall see."
[['"How can I achieve such a thing?"'|CatDog - Truth]]
[['"Where should I even begin?"'|CatDog - Truth]]"Start with the other presence that does not belong. The unapproachable one. The demolisher of rocks. They too know what no other in this land knows. Remove them, and you may pass along with them if you please."
The <<print $CatorDog>> God proceeds to <<if $CatorDog == "Cat">>hunch over and hack up a hairball.<<elseif $CatorDog == "Dog">>chase their tail in circles a few times.<</if>> After composing themselves, the <<print $CatorDog>> God stands stoically before you again.
<<set $CatDogGod = true>>\
[['"Okay. I will try."'|CatDog - End Conversation]]
[['"Who is this other person?"'|CatDog - End Conversation]]Your eyes take a second to adjust to the colors around you. The trees have returned, and with them the pleasant cacophony of the forest that you took for granted before. You are still in some state of disbelief, but you have become no stranger to strange things as of late.
You are once again alone on an empty path.
//[[What could that have meant?|CatDog - Empty Path]]//"How do you know what a cat or a dog is?" The Miner presses, ignoring your sass. "Nobody here knows things like that!"
[["What do you mean 'nobody here'?"]]The Miner falls back into a seated position with a thump.
"I don't know what I mean," he says, hanging his head in exasperation. "But I just don't feel like I belong here... in this world. I know I must sound crazy but you're the first glimmer of hope I've had. Everything just seems so strange and unfamiliar... it's awful here."
You have clearly had a much more pleasant experience than the Miner.
[["You don't sound crazy at all actually."]]The Miner looks up with a tight smile, even though you can still see distress in his eyes.
"You have no idea how much of a relief it is to hear that. So you must not be from here either, do you know how to leave? Do you know anything at all?"
[['"I actually have no idea, I never found out how I got here in the first place."'|Miner - Backstory]]
[['"Sorry, I got nothing. Have you found anything out?"'|Miner - Backstory]]The Miner's grim expression returns.
"Dammit," he curses under his breath, "I haven't found anything out, I can't get anything out of all these weirdos. The only thing I am certain of is that I hate rocks. No offense." He gestures to the pickaxe behind him. "It's the only way I can explain this getup. I don't know what happened in my past, but rocks must have crossed me in some way. There's a blind rage that takes hold of me whenever my eyes fall on one, I barely recognize myself. The only way I've been able to remain sane here is by smashing rocks everywhere I go."
That statement produces a strange tingle at the top of your head, though you're not certain why.
[["Then kiss me."]]
[["Then hug me."]]
[['"How can you hate rocks when you are a rock?"'|Miner - Swap 1]]The Miner looks disgusted.
"What are you talking about? This was a waste of time." He starts to rise. "You're just as bad as the rest of them, even if you do know what dogs and cats are."
[['"No, no. You need to make amends with rocks. You need to let your hate go."'|Miner - Kiss 1]]The Miner is taken aback.
"What are you talking about? This was a waste of time." He starts to rise. "You're just as bad as the rest of them, even if you do know what dogs and cats are."
[['"No, no. You need to make amends with rocks. You need to let your hate go."'|Miner - Hug 1]]The Miner considers this, then sits back down.
"You really think that'll work? This isn't the sick game of some twisted rock?"
[["Believe me, it'll work", you say, not fully believing yourself.|Miner - Kiss 2]]
The Miner considers this, then sits back down.
"You really think that'll work? You're not just a weird, lonely little rock?"
You take some offense to that as you feel like you have made quite a few friends.
[["Believe me, it'll work", you say, only half believing yourself.|Miner - Hug 2]]
"Fine," the Miner mumbles begrudgingly, "but if this doesn't work I'll make pebbles out of you."
The Miner leans forward, closing his eyes and pursing his lips. As his lips make contact with where yours would be, you close your eyes too.
//[[Ooh not bad.|Anything 1]]//When you open your eyes again you are in a white space, not unlike that of the <<print $CatorDog>> God. In place of the furry deity is a door.
You recognize this door. It covers a threshold you have crossed many times. A threshold that, in the past, represented comfort, joy, and boundless opportunity.
[[Try to open the door.|Anything 2]]
[['"A little help here..."'|Anything 2]]"Fine," the Miner mumbles begrudgingly, "but if this doesn't work I'll make pebbles out of you."
The Miner leans forward, reaching his arms out to envelop you. You close your eyes as he holds you tightly.
//[[He's not a bad hugger.|Anything 1]]//The door swings open slowly. Behind it is nothing but a voice.
"You have somewhere to return to," the voice says.
It is your voice.
[['"How do I get there?"'|Anything 3]]
[['"What is happening?"'|Anything 3]]<center><span class='fadein'><img src="images/anything.png" width="1000px"></span></center>
"All will become clear," your voice assures you. "You just need to remember who you are."
Then it dawns on you.
"That's right," you say, "I remember what I am."
<<timed 4s>><span class='fadein'>[[Electrician.|TRUE END]] [[Freak.|TRUE END]] [[Hermit.|TRUE END]] [[Clock.|TRUE END]] [[Jack of Spades.|TRUE END]] [[Jack of Diamonds.|TRUE END]] [[Washing machine.|TRUE END]] [[Butterfly.|TRUE END]]<<timed 2s>><span class='fadein'> [[Eel.|TRUE END]] [[Emu.|TRUE END]] [[Snake.|TRUE END]] [[Spoon.|TRUE END]] [[Wolf.|TRUE END]] [[Queen of Clubs.|TRUE END]] [[Mechanic.|TRUE END]] [[Ant.|TRUE END]] [[Happy.|TRUE END]] [[Cat.|TRUE END]] [[Water.|TRUE END]] [[Jack of Clubs.|TRUE END]] [[Seal.|TRUE END]] [[Pencil.|TRUE END]]<<timed 2s>><span class='fadein'> [[Snail.|TRUE END]] [[Train conductor.|TRUE END]] [[Dentist.|TRUE END]] [[Crab.|TRUE END]] [[Housewife.|TRUE END]] [[Bobcat.|TRUE END]] [[Baboon.|TRUE END]] [[Cobbler.|TRUE END]] [[Husky.|TRUE END]] [[Mule.|TRUE END]] [[Traffic jam.|TRUE END]] [[Rabbit.|TRUE END]] [[Traffic light.|TRUE END]] [[Overpass.|TRUE END]] [[Housekeeper.|TRUE END]] [[Spider.|TRUE END]]<<timed 1s>><span class='fadein'> [[Gopher.|TRUE END]] [[Coyote.|TRUE END]] [[Cameraman.|TRUE END]] [[Magician.|TRUE END]] [[Chair.|TRUE END]] [[Hamster.|TRUE END]] [[Ace of Diamonds.|TRUE END]] [[Eraser.|TRUE END]] [[Whale.|TRUE END]] [[Angler.|TRUE END]] [[Painter.|TRUE END]] [[Globe.|TRUE END]] [[Cupboard.|TRUE END]] [[Monkey.|TRUE END]] [[Buzzard.|TRUE END]] [[Carpenter.|TRUE END]] [[Bison.|TRUE END]] [[Notebook.|TRUE END]] [[Pillow.|TRUE END]] [[Bed.|TRUE END]] [[Glue.|TRUE END]] [[Alligator.|TRUE END]] [[Bearded Dragon.|TRUE END]] [[Rat.|TRUE END]] [[Chariot.|TRUE END]] [[King of Spades.|TRUE END]] [[Queen of Spades.|TRUE END]]<<timed 1s>><span class='fadein'> [[Repairman.|TRUE END]] [[Basset Hound.|TRUE END]] [[Lumberjack.|TRUE END]] [[Road sign.|TRUE END]] [[Hummingbird.|TRUE END]] [[Tower.|TRUE END]] [[Knife.|TRUE END]] [[Rooster.|TRUE END]] [[Pheasant.|TRUE END]] [[Journalist.|TRUE END]] [[Sink.|TRUE END]] [[Condor.|TRUE END]] [[Cricket.|TRUE END]] [[School.|TRUE END]] [[Chalkboard.|TRUE END]] [[Catfish.|TRUE END]] [[Police officer.|TRUE END]] [[Librarian.|TRUE END]] [[Elephant.|TRUE END]] [[Backpack.|TRUE END]] [[Bee-eater.|TRUE END]] [[Doorman.|TRUE END]] [[Farmer.|TRUE END]] [[Bookstore.|TRUE END]] [[Dinosaur.|TRUE END]] [[Doctor.|TRUE END]] [[Construction worker.|TRUE END]] [[Eagle.|TRUE END]] [[King of Hearts.|TRUE END]]<<timed 1s>><span class='fadein'> [[Panda.|TRUE END]] [[Dove.|TRUE END]] [[Duck.|TRUE END]] [[Flight attendant.|TRUE END]] [[Sofa.|TRUE END]] [[Tiger.|TRUE END]] [[Fireman.|TRUE END]] [[Fox.|TRUE END]] [[Raccoon.|TRUE END]] [[Kangaroo.|TRUE END]] [[Ox.|TRUE END]] [[Pot.|TRUE END]] [[Badger.|TRUE END]] [[Emperor.|TRUE END]] [[Lifeguard.|TRUE END]] [[Owl.|TRUE END]] [[Mosquito.|TRUE END]] [[Singer.|TRUE END]] [[Hawk.|TRUE END]] [[Rock.|TRUE END]] [[Student.|TRUE END]] [[Fool.|TRUE END]] [[Monitor lizard.|TRUE END]] [[Pilot.|TRUE END]] [[Frog.|TRUE END]] [[King of Diamonds.|TRUE END]] [[Devil.|TRUE END]] [[Secretary.|TRUE END]] [[Photographer.|TRUE END]] [[Book.|TRUE END]] [[Athlete.|TRUE END]] [[Caterpillar.|TRUE END]] [[Hare.|TRUE END]] [[Gorilla.|TRUE END]] [[Bird.|TRUE END]] [[Chipmunk.|TRUE END]] [[Chimpanzee.|TRUE END]] [[Cod.|TRUE END]] [[City centre.|TRUE END]] [[Nun.|TRUE END]] [[Armadillo.|TRUE END]] [[Surgeon.|TRUE END]]<<timed 1s>><span class='fadein'> [[Hippopotamus.|TRUE END]] [[Jack of Hearts.|TRUE END]] [[Aphid.|TRUE END]] [[Bicycle path.|TRUE END]] [[Finch.|TRUE END]] [[Fly.|TRUE END]] [[Pig.|TRUE END]] [[Octopus.|TRUE END]] [[Crocodile.|TRUE END]] [[Pharmacy.|TRUE END]] [[Magician.|TRUE END]] [[Impala.|TRUE END]] [[Highlighter.|TRUE END]] [[Goat.|TRUE END]] [[Horse.|TRUE END]] [[Llama.|TRUE END]] [[Carp.|TRUE END]] [[Priest.|TRUE END]] [[Builder.|TRUE END]] [[Flamingo.|TRUE END]] [[Camel.|TRUE END]] [[Sticky note.|TRUE END]] [[Geisha.|TRUE END]] [[Queen of Diamonds.|TRUE END]] [[Whiteboard.|TRUE END]] [[Ringleader.|TRUE END]] [[Blanket.|TRUE END]] [[Hierophant.|TRUE END]] [[Beaver.|TRUE END]] [[Buffalo.|TRUE END]] [[Fridge.|TRUE END]] [[Fish.|TRUE END]] [[Pigeon.|TRUE END]] [[Barracuda.|TRUE END]] [[Wombat.|TRUE END]] [[Universe.|TRUE END]] [[Television.|TRUE END]] [[Ruler.|TRUE END]] [[Lion.|TRUE END]]<<timed 1s>><span class='fadein'> [[Cobra.|TRUE END]] [[Peacock.|TRUE END]] [[Telephone booth.|TRUE END]] [[Human.|TRUE END]] [[Library.|TRUE END]] [[Detective.|TRUE END]] [[Guinea Pig.|TRUE END]] [[Moon.|TRUE END]] [[Polar bear.|TRUE END]] [[Clown.|TRUE END]] [[Forest ranger.|TRUE END]] [[Star.|TRUE END]] [[Businessman.|TRUE END]] [[Air.|TRUE END]] [[Black panther.|TRUE END]] [[Penguin.|TRUE END]] [[Cheetah.|TRUE END]] [[Projector.|TRUE END]] [[Roundabout.|TRUE END]] [[Door.|TRUE END]] [[Water bottle.|TRUE END]] [[Paper.|TRUE END]] [[Anteater.|TRUE END]] [[Window.|TRUE END]] [[Dog.|TRUE END]] [[Deer.|TRUE END]] [[Moose.|TRUE END]] [[Salesman.|TRUE END]] [[Scientist.|TRUE END]] [[Reporter.|TRUE END]] [[Parrot.|TRUE END]] [[Cow.|TRUE END]] [[Lobster.|TRUE END]] [[Strength.|TRUE END]] [[Professor.|TRUE END]] [[Leopard.|TRUE END]] [[Pen.|TRUE END]] [[Lizard.|TRUE END]] [[Chicken.|TRUE END]] [[Underpass.|TRUE END]] [[Waiter.|TRUE END]] [[Donkey.|TRUE END]] [[Calculator.|TRUE END]] [[Queen of Hearts.|TRUE END]] [[Bat.|TRUE END]] [[Street light.|TRUE END]] [[Humpback Whale.|TRUE END]] [[Boxer.|TRUE END]] [[Orca.|TRUE END]] [[Louloup.|TRUE END]] [[Ace of Spades.|TRUE END]] [[Lemur.|TRUE END]] [[Pelican.|TRUE END]] [[Post Office.|TRUE END]] [[Crosswalk.|TRUE END]] [[Pope.|TRUE END]] [[High Priestess.|TRUE END]] [[Stool.|TRUE END]] [[Mouse.|TRUE END]] [[Iguana.|TRUE END]] [[Nurse.|TRUE END]] [[Aardvark.|TRUE END]] [[Sidewalk.|TRUE END]] [[Temperance.|TRUE END]] [[Glass.|TRUE END]] [[Footballer.|TRUE END]] [[Zebra.|TRUE END]] [[Ferret.|TRUE END]] [[Blue Jay.|TRUE END]] [[Diver.|TRUE END]] [[King of Clubs.|TRUE END]] [[Falcon.|TRUE END]] [[Dish.|TRUE END]] [[Blue Whale.|TRUE END]] [[Ostrich.|TRUE END]] [[Florist.|TRUE END]] [[Hanged Man.|TRUE END]] [[Otter.|TRUE END]] [[Pirate.|TRUE END]] [[Empress.|TRUE END]] [[Foreman.|TRUE END]] [[Sun.|TRUE END]] [[Desk.|TRUE END]] [[Postman.|TRUE END]] [[Antelope.|TRUE END]] [[Lover.|TRUE END]] [[Dolphin.|TRUE END]] [[Bee.|TRUE END]] [[Lunchroom supervisor.|TRUE END]] [[Goose.|TRUE END]] [[Paramedic.|TRUE END]] [[Cup.|TRUE END]] [[Alpaca.|TRUE END]] [[Stove.|TRUE END]] [[Microphone.|TRUE END]] [[Gardener.|TRUE END]] [[Bald Eagle.|TRUE END]] [[Porcupine.|TRUE END]] [[Bass.|TRUE END]] [[Moth.|TRUE END]] [[Engineer.|TRUE END]] [[Ace of Hearts.|TRUE END]] [[Judgment.|TRUE END]] [[Hospital.|TRUE END]] [[Soldier.|TRUE END]] [[Death.|TRUE END]] [[Sheep.|TRUE END]] [[Dragonfly.|TRUE END]] [[Parking lot.|TRUE END]] [[Perch.|TRUE END]] [[Cougar.|TRUE END]] [[Crow.|TRUE END]] [[Cuckoo.|TRUE END]] [[Coffee maker.|TRUE END]] [[Ace of Clubs.|TRUE END]] [[Skunk.|TRUE END]] [[Flea.|TRUE END]] [[Black Widow Spider.|TRUE END]] [[Architect.|TRUE END]] [[Oyster.|TRUE END]] [[Sloth.|TRUE END]]</span><</timed>></span><</timed>></span><</timed>></span><</timed>></span><</timed>></span><</timed>></span><</timed>></span><</timed>>The Miner recoils in horror at the sight of his body. Half of his torso has turned into you. Into a rock.
"What are you doing to me?!" The Miner desperately lunges for you with his one good hand, but collapses clumsily to the ground.
You look down at yourself now and flex the fingers in your new hand. They feel nice.
The Miner lifts his face out of the dirt and looks at you with imploring eyes. "You can't do this to me... Please."
[['"How could I possibly be doing anything? It has always been like this."'|Miner - Swap 3]]
"Am I really... just a rock?" The Miner whimpers.
At this point you tower over the Miner as he lays pitifully next to the path. You stoop over to grab his pickaxe and rest it casually on your shoulder. You consider using it as he would have used on you, but decide against it. You're no monster.
[[You turn to walk away. - ENDING|ENDING - Miner Swap]]<<set $CatorDog to either("Cat","Dog")>>\
A familiar white space envelops you as the empty path tears itself away from existence. The <<print $CatorDog>> God stands before you.
"You have exceeded our expectations," they boom. "You have proven that you belong. Without a shadow of a doubt." The <<print $CatorDog>> God reaches out its paw. "Come with us."
[[Reach out and touch the paw. - ENDING|ENDING - Rock God]]
<<linkreplace '"Actually, I refuse."'>>Are you sure you want to choose this? This will cross the <<print $CatorDog>> God, and they will reset you back to square one. <<linkreplace '"Refuse the offer."'>>Seriously this is mostly here for lore. Choosing this will genuinely reset all of your game data and unlocked endings. Last warning. [["I want to refuse the offer stop interrupting me."]]<</linkreplace>><</linkreplace>>
The <<print $CatorDog>> God swiftly withdraws their paw.
"No second chances then. Let us return you to your state of beginning. Begone."
Darkness envelops you. You are alone for the first time in a lightless void.
<<run forget('rockstaleendings')>>\
<<run forget('StumpEncountered')>>\
<<run forget('rockstalefriends')>>\
[[Return to the Main Menu.|MAIN MENU]]<<if recall('StumpEncountered') == true>><<goto "Stump - Already Encountered">><</if>>\
"HULLOH THERE!" The Stump screams even though it is already deep into your personal space. It looks at you expectantly.
[["Was that really necessary?"]]
[["What are you?"]]
[["You and I must be pretty similar, huh?"]]"You don't seem very surprised." It winks unnecessarily at you.
[["I've seen crazier."]]
[["What are you?"]]
[["You and I must be pretty similar, huh?"]] "C'mon dude... I'm the Stump, it doesn't take a genius to figure that out."
[["How are you able to talk?"]]
[["You and I must be pretty similar, huh?"]] "You? Like me?? Pfffft that's hilarious!" It lets out a grating laugh then takes on a mocking tone. "And me, I'm just like the QUEEN of aaall the land!"
[['"Seriously? Can you not see the similarities?"'|Stump - Insist on it]]
[['"But we are both inanimate objects that can talk, this is no coincidence."'|Stump - Insist on it]]"Heh heh heh I like the cut o' yer jib kid," the Stump punctuates with a woody grimace.
[["What are you?"]]
[["You and I must be pretty similar, huh?"]] "One day I just woke up and felt like it. What's your excuse?" It goads.
[["You and I must be pretty similar, huh?"]] "Ha," the Stump looks over his shoulder. "Get a load of this guy!"
[['"Who are you talking to?"'|Stump - Insanity]]
[['"You are insufferable..."'|Stump - Insanity]]"At least I'm not the one going insane in our cool little dynamic we got going on here." The Stump raises its eyebrows with the last few words.
[['"Me? I think the insane one is you."'|Stump - Insanity 2]]
[['"You are clearly the one going insane here."'|Stump - Insanity 2]]"Little old me?" It sticks its lower lip out and widens its eyes. "Take a look in a mirror, buddy. You're talking to a stump for cryin' out loud," it adds disapprovingly.
[["But you're talking to a rock..."]]The Stump looks at you incredulously. "I'd talk to a rock any damn day before talking to a freaking tree stump!"
[['"That makes no sense."'|Stump - End Conversation]]
[['"You have completely lost your mind..."'|Stump - End Conversation]]
The Freak answers quicker than you would have expected.
"I've certainly never heard of anything like that. Frankly that sounds a little stranger than fiction to me."
[['"But I am a talking rock."'|Freak - Stump 2]]
[['"And a talking rock is not?"'|Freak - Stump 2]]"Well I'd say you're strange, but there are plenty of strange things about." The Freak motions to itself. "What you're proposing is just downright improbable though."
[['"Thanks anyway. See you."'|Freak - End Conversation]]
[["Well, thanks for your help," you say sarcastically.|Freak - End Conversation]]"You can call me the Forest," it whispers meticulously, "for that is precisely what I am." It pauses for a moment to take a long, crackly breath before continuing. "How do you perceive yourself?"
[["What do you mean?"]]
[['"Well, as a rock. Obviously."'|Forest - Response]]"No need to be frightened, little one. I know what you are. I have no intention of harming you."
[['"Who are you?"'|Forest - Hello]]
[['"What are you?"'|Forest - Hello]]<<run memorize('StumpEncountered', true)>>\
"BOoOoOoORING!"
This is yelled into your ear so loudly that you finally realize the voice is coming from the direction of the tree stump. But when you glance towards it, the space is as empty as you recall it being.
You are once again alone on an empty path.
//[[What was that?|Stump - Empty Path]]//"Hmmmm," the Forest releases a long sigh as it formulates a response. You feel the earth tremble beneath you. "How do you see yourself? Do you consider yourself to be a positive force? Something of value to the world and those around you. Or do you possess a more cynical perspective?" The air shifts behind you in time with more creaking. "There is no wrong response, little one. You are simply an oddity in this world. You will have to excuse an old being for showing a touch of curiosity."
[['"I consider myself to have value."'|Forest - Response]]
[['"I have a more negative view of myself."'|Forest - Response]]
[['"I think that I am pretty neutral."'|Forest - Response]]
[['"I am not sure how to answer that question right now."'|Forest - Response]]
[['"I am simply a rock."'|Forest - Response]]
"Interesting", the Forest drags out. "Thank you for entertaining my query, little one. You may return to your journey." With more creaking, you feel the presence behind you recede until silence returns.
You are once again alone on an empty path.
//[[Did I imagine that?|Forest - Empty Path]]//"Well, of course it put food on the table, but it felt like more than that." The Freak furrows his pronounced brow. "I worry at times that I stake too much of my worth on my job. Intellectually I know that I can find happiness elsewhere, but something inside tugs at me when I don't feel like I'm performing well. It makes me feel like I've failed. And the circus troupe felt like family to me--heck, they were the only family I've ever had--so in some ways I feel like I've failed them..."
<<set $FreakFriend to true>>\
<<run memorize('rockstalefriends', Object.assign(recall('rockstalefriends', {}), { freak : true }))>>\
[['"Speaking of food, do you have a favorite? That always cheers me up."'|Freak - Food]]
[['"If I can do anything to help I will try. See you around."'|Freak - End Conversation]]"Yeah, this forest is amazing," she exclaims, spreading her arms and tilting her head back to soak it all in. "There're trees to chop for miles and miles, but even better are all the little details."
She steps over to a small rock and overturns it, startling two translucent beetles that appeared to be brawling. They scurry away in embarrassment.
"See! Wasn't that amazing!" Her eyes sparkle. "Every rock, every hollow, every nook and cranny has wonderful secrets to behold. You just need to look for 'em."
[['"You sure know a lot about stuff for a Lumberjack."'|Lumberjack - Passion]]
[['"You are pretty smart for such a buff lady."'|Lumberjack - Strength]]
[["What's your favorite type of tree to chop down?"]]A Note from the Author:
Thank you sincerely for playing //A Rock's Tale//. This game started as an unusual idea many years ago that, prior to this, I lacked the gumption and the confidence to realize. While my gumption and confidence may still not be all there, I am immensely pleased to have been able to put this game out into the ether.
Whether you enjoyed this game or not, I appreciate the time that you invested to get to this point. If this game has a positive impact, however small, on just one person, then it would have been a smashing success and worth all the time put into it. This story and this world has become very dear to my heart, and I would love to see where it goes in the future. Only time will tell.
Rock on,
Shane "FlamingPickle" R.
[[Return to the Main Menu|MAIN MENU]][[Back|previous()]]
<center><<button "Mute Audio">><<audio ":all" mute>><</button>><<button "Unmute Audio">><<audio ":all" unmute>><</button>>
Written and Illustrated by
''Shane "FlamingPickle" R.''
with Music by
''ZaazNG''</center>
''Never played an interactive fiction game before?''
Not a problem! Interactive fiction is exactly what it sounds like: a story you can interact with. In this case, you select responses to character dialogue or other happenings in order to drive the narrative forward. All you have to do is select whichever answer suits you best.
''Never played //A Rock's Tale// before?''
Also not a problem! As a rock you can't just get up and start exploring, so you have to do that through the characters that cross your path. Characters can appear in any order so every iteration will be a little different. If you ever feel stuck, try waiting on the empty path. Something interesting is sure to pop up.
''Need to close the game during a playthrough?''
Your game will autosave each time you return to the empty path. Simply press the "CONTINUE" button on the sidebar the next time you load up to pick up from where you left off (or somewhat close to it). Alternatively you can load the autosave slot from the "SAVES" menu.
Unlocked endings are always saved. Even when you return to the menu and reset your relationships with characters, your overall progress is never lost. If you ever encounter a way to truly reset all of your progress you will be sufficiently warned before it occurs.
Enjoy!
[[Back|previous()]]"I don't know if I can just put myself out there like that." The Florist fidgets uncomfortably. "Failure feels like too big of a possibility, and I would hate to let my flowers down like that..."
She draws a circle in the dirt dejectedly.
[['"I think your flowers would be proud of you for trying."'|Florist - Flowers Plus]]
[["But think about the fame and the fortune!"]]"I'm really just not sure," she tilts her head sideways and makes a puzzled face. "Thanks anyway, Mr. Rock."
[['"No problemo. See you around."'|Florist - End Conversation]]"Oh dear," the Florist murmurs, "someone should really clear that up then. I don't know if I'll be able to hide my awkwardness the next time he stops by my garden."
[["Who do you like then?"]]"Oh I don't know... It's not that I don't trust you, but what if I confess to her and trip all over my words and she changes her mind!" She runs a hand through her hair, knocking a small, white flower out of it. "I don't think I could handle the rejection..."
<<set $FloristTrueLove to true>>\
[['"Are you gonna be able to live with the what if?"'|Florist - Leaves to Confess LJ]]
[[Stare at the Florist. Really give her a good, long, meaningful look. Don't break eye contact.|Florist - Leaves to Confess LJ]][[View Endings|Achievements]]
[[Settings and Info|How to Play]]The Cobbler frowns.
"Well first of all I don't even know you. You're just some random, talking inanimate object I ran into out in the middle of nowhere," he gestures around. "And secondly, my business is my business."
He lets his retort hang in the air. Luckily rocks are impervious to personal attacks. Or... Maybe they aren't.
[["Then what do you want to know about me? I'm an open rock."]]"What's your deal?" The Cobbler says almost accusingly. "I don't mean about you being a talking rock; I get that. But what are you doing here? I've been down this path many times before and you just showed up recently. What's your purpose, what's your angle? How'd you even get here?"
[["I'm an unstoppable force of good sent from another land to help the people here solve their problems!"]]
[["I'm not really even sure myself. I woke up here and I've been trying to make the most of it. Maybe learn a bit about myself in the process. Is there anything wrong with that?"]]
The Cobbler rolls his eyes.
"Really? I'm trying to have a dialogue with you and you're just gonna make stuff up? I'm over it."
He turns to leave but then pauses as you speak up.
[['"I speak the truth, I am not from here but I have come to help."'|Cobbler - End Conversation]]
[['"Look, in reality I am not really sure what is going on either. I just want to help in the meantime. Maybe learn a bit about myself in the process. Is there anything wrong with that?"'|"I'm not really even sure myself. I woke up here and I've been trying to make the most of it. Maybe learn a bit about myself in the process. Is there anything wrong with that?"]]A bit of the tension that the Cobbler was carrying seems to release itself as his shoulders fall slack.
"No. There's nothing wrong with that at all. Sorry, I didn't mean to dig into you like that. I've just been having a rough time recently."
[['"Do you want to talk about it?"|Cobbler - Open Up]]
[["You don't have to talk about it if you aren't feeling it."]] <<set $CobblerFriend = true>>\
<<run memorize('rockstalefriends', Object.assign(recall('rockstalefriends', {}), { cobbler : true }))>>\
"It's okay, you seem like a rock worth confiding in."
The Cobbler pauses for long enough that you realize he doesn't intend to elaborate.
[['"Is something going on with your job?"'|Cobbler - His Job]]
[['"Having troubles in your personal life?"'|Cobbler - Love 1]]<<goto "Cobbler - Open Up">>"No, no. Not necessarily. I just..." the Lumberjack weighs her next few words, "I feel like folks always jump to conclusions based on appearance. I know it happens to everyone one way or another, it's not just a me problem. But it still really gets to me, do you get what I'm saying?"
[['"What am I missing then?"'|Lumberjack - Passion]]
[["I do not get what you're saying at all."]]"Oh no no no, what are you talking about?" The tone of the Florist's voice raises an octave. "Flowers are just... the flowers are just for being flowers you shouldn't read into things that much."
[['"Then where are you going with them?"'|"Where are you going?"]]
[['"Could they be for someone special?"'|Florist - Love]]"I don't really feel like talking about that," the Angler says matter-of-factly.
[["Okay, I understand," you say, not fully understanding. "I'll talk to you later."|Angler - End Conversation]]
<<if $LumberjackToys is true>>[['"Well if you want some toys, you could go ask the Lumberjack."'|Angler - Get Toys]]<</if>>"There's a lot of downtime on the road so of course I read quite a lot. I've gobbled up just about every book that gets put in front of me," the Freak mimics a chef's kiss, "except for when I get a chance to stop by a library. They usually don't like when I eat their books." The Freak chuckles.
[["What are your favourite books?"]]
[['"Wait do you actually eat books?"'|"You don't actually eat books... Do you?"]]"Oooh now that's a tough quandary." The Freak simultaneously scratches its head and rubs its chin. "I'd say anything by Eustace Flinch is high up on my list. You absolutely must read //How to Make a Beetle Blink// or //Where the Werechild Went to Wince//. Those are mouthfuls to be sure but absolutely worth the occasional papercut to the gums."
That image would have sent an uncomfortable shiver down your spine if you had one.
[['"Why are you looking for work anyway?"|Freak - Sad]]
[["You don't actually eat books... Do you?"]]The Freak gives you a puzzled look.
"After I read them, of course. No better way to seal that information in the old cranium." It taps its forehead. "I'll try to nibble on the occasional library book, if I can get away with it, but there is one library where even I wouldn't dare."
[["That doesn't seem normal."]]
[["And what library is that?"]]The Freak steps back, spreading its arms as if to display itself.
"You're looking at the definition of 'not normal' my sedimentary friend," the Freak boasts, "and frankly this feels a little like the pot calling the kettle black."
[['"What do you actually like eating though? Is it really books?"'|Freak - Food]]
[['"Okay fair enough. What was that library you mentioned?"'|"And what library is that?"]]<<set $FreakFriend = true>>\
<<run memorize('rockstalefriends', Object.assign(recall('rockstalefriends', {}), { freak : true }))>>\
"I'm surprised you haven't heard of it before. Are you from out of town?" The Freak continues without waiting for an answer. "It's become a bit of a legend amongst us bibliophiles, but apparently there is a library as old as time that contains records of every moment of history." The Freak widens its eyes and wiggles its fingers in a disconcerting attempt to add mystery to its story. "There are tomes in there that would surely be worth an intellectual fortune, if not a physical one at that. The kicker, of course, is that no one knows where it is, or even how to find it." The Freak leans back and shrugs its shoulders. "But it's just legend, you can take it for whatever sized grain of salt you desire."
[["That sounds amazing. If I ever grow legs maybe I can find it," you add jokingly. "Thanks for the cool story, see you around!"|Freak - End Conversation]]
[['"Wait... so why are you handing out your resume again?"'|Freak - Sad]]"Nothing splinters quite as nicely as a Marrowburry oak," the Lumberjack swings her arms, mimicking wielding her axe, "but the sound of a fir falling in a forest when someone //is// around to hear it... Now that is hard to beat." She seems to savor that memory in her head. "It's not just about tree felling feel though. You have to consider the ecology, the balance of it all. You have to know which tree to chop when, calculate the angle of the fall to make sure you aren't disturbing any other denizens of the forest. Being the Lumberjack is heady work, little fella."
[['"You sure care a lot about nature for someone who chops down trees."'|Lumberjack - Passion]]
[['"You might be the first tree nerd I have ever met."'|Lumberjack - Passion]]"The thing is I know you aren't." The Lumberjack takes a serious tone. "I may not know you that well, but there is absolutely more to you than meets the eye. Sure you may be a little dense, pun intended, but you take the time to talk. You take the time to listen. I think that makes you more human than some actual humans that I know."
[['"And I think you are more lumberjack than other actual lumberjacks."'|Lumberjack - Passion]]
[['"Aw shucks, you sure know how to make a rock blush. See you around."'|Lumberjack - End Conversation]] <<if $BardEncounter < 1>>A clanging, banging cacophony draws your attention down the path. Stumbling in your direction is a gaunt man, dressed to the nines in... instruments?
Virtually every inch of this man is covered in musical mechanisms. Metal cymbals attached to his knees clash together with each step. A large snail shell is affixed to his back, thumping rhythmically as mallets pound it in time with his body swaying to and fro. A crescent-shaped string instrument hangs from his neck, producing an out-of-tune twang when his hand collides with it. Two bells dangle from his hair as if little antennae. These nearly detract from the look of sheer distress on his face.<<else>>Any silence you may have been enjoying is disrupted as the Bard noisily makes his presence known on the path.<</if>>
[['"Hey there!"'|Bard - Say Hello]]
[[You are a rock. You say nothing.|Bard - Say Nothing]]<<set $SayNothing to 0>>\
<<set $BardEncounter to $BardEncounter + 1>>\
<<if $BardEncounter == 1>>The man freezes in place and locks eyes with you, creating a much needed moment of silence. This is quickly interrupted as he hastily drops to his knees in front of you and puts his hands on your face.
"PLEASE! You have to help me!" He implores.<<elseif $EndingBardSong == true>>"Hey there little rock!" The Bard tips his cap. "I don't have much else for you, but I could play you my song again if you'd like. I've actually remembered all the notes!"<<else>>"Please tell me you have found my missing notes!"<</if>>
<<if $BardEncounter == 1>>[["Woah! Calm down man."]]<<elseif $EndingBardSong == true>>[["Yes please!"]]<<else>>[["I think I've already recovered your notes!"]]<</if>>
<<if $BardEncounter == 1>>[["What's all this panic for?"]]<<elseif $EndingBardSong == true>>[['"No thanks."'|Bard - End Conversation]]<<else>>[['"Sorry, no luck yet."'|Bard - End Conversation]]<</if>>
<<if $BardFriend == true>>[['"Are you more of a cat person or a dog person?"'|Bard - Cat Dog]]<</if>>It takes quite a while, but he finally plods along far enough down the path to no longer be heard.
You are once again alone on an empty path.
<<set $SayNothing to $SayNothing +1>>\
//[[My ears are ringing.|Bard - Empty Path]]//<<goto "Empty Path">>"HOW CAN I POSSIBLY CALM DOWN!?" The man bellows. "The Bard? Forgetting his own notes? If anyone from the Musician's Guild finds out I would be positively SHAMEFACED!" The Bard drops his face in his hands, sniffling between sobs.
You take long enough to think of something to say that the odd fellow sits up straight with a start.
"But wait! I told a villager the notes to my song! I'm certain they will remember them, we just have to ask."
[["What could be so bad about forgetting a few notes?"]]
[["That's great! Who did you tell them to?"]]
"Really!?" The Bard exclaims. "That's marvelous! Recite the notes back to me please! There should be 7 of them if I remember correctly which I'm not sure I have."
[['"Do."'|Bard - Wrong Note]]
[['"Re."'|Bard - Wrong Note]]
[['"Mi."'|Bard - Note 1]]
[['"Fa."'|Bard - Wrong Note]]
[['"Sol."'|Bard - Wrong Note]]
[['"La."'|Bard - Wrong Note]]
[['"Ti."'|Bard - Wrong Note]]
"I'VE FORGOTTEN MY NOTES!" The man cries, spittle flying from his mouth. "What good is a Bard that can't even recall the notes to his own song? I'm finished..." The Bard slumps to the floor, letting out soft boo-hoos as his head dangles languidly.
You take long enough to think of something to say that the odd fellow sits up straight with a start.
"But wait! I told a villager the notes to my song! I'm certain they will remember them, we just have to ask."
[["What could be so bad about forgetting a few notes?"]]
[["That's great! Who did you tell them to?"]]
<<set $BardFriend = true>>\
<<run memorize('rockstalefriends', Object.assign(recall('rockstalefriends', {}), { bard : true }))>>\
<<if $EndingBardSong == true>>"Hip hip cheerio then!" The Bard noisily makes his way into the forest.
You are once again alone on an empty path.<<elseif visited() == 1>>"If you get any hints as to what my forgotten notes might be, please call out for me. Just sing a solfeggio and I will come running." The cacophony resumes as the Bard scurries away before giving you the chance to ask what a solfeggio is.
You are once again alone on an empty path.<<else>>"If you can help me find my missing notes I will be forever grateful!" The Bard gives a brisk bow as he hurries away, taking his noise with him.
You are once again alone on an empty path.<</if>>
//[[Finally some peace and quiet.|Bard - Empty Path]]//The Bard looks at you with wide, fearful eyes.
"You do not understand. The Musician's Guild is not to be crossed..."
[['"Okay okay, fine. Then who in the village did you tell?"'|"That's great! Who did you tell them to?"]]
After a moment to ponder, the Bard lets out another wail.
"I'VE FORGOTTEN THAT AS WELL!" He slumps down once again, resembling a puddle more than a man. After taking another chance to sob, he adds, "but I remember that they're a musician. Yeah, they're definitely the only other musician in town... If you find them please ask them if they remember my notes."
[["I think I've already recovered your notes!"]]
[['"Okay, will do. Bye."'|Bard - End Conversation]]"Just a little. He's a bit of a strange man," the Freak says, not missing the irony, "but he seems like a good guy. Why do you ask?"
[['"I think he might have told you the notes to his song."'|Freak - Notes]]
[["Do you know anything about the Musician's Guild?"]]The Freak thinks on this for a moment.
"I'm not so sure that he has... The only thing that really sticks out to me is his response when I asked him how good of a musician he is. He said:
"'Me? I’m a so-so musician at best. By law I can’t claim that I’m any good. But have you heard the doe play? She holds concerts in the forest and even serves tea. The doe is quite the pianist I hear.'
"Luckily I have a pretty rock-solid memory," The Freak winks at you, "otherwise I would have easily forgotten the Bard's drivel. I couldn't make heads or tails of what he meant but I hope it helps."
[['"I hope so too. Thanks for the help!"'|Freak - End Conversation]]The Bard shakes his head. The dangling bells jingle sadly.
"I'm sorry but that just doesn't sound right... If only I could remember the notes myself."
[['"Wait let me try again, I got it this time!"'|"I think I've already recovered your notes!"]]
[['"Sorry. I can try again later."'|Bard - End Conversation]]<<goto "Bard - Start">><<audio "mi" play>>\
The Bard raises his eyebrows.
"Wait... Yes, that's it! That's the first note!"
[['"Do."'|Bard - Wrong Note]]
[['"Re."'|Bard - Wrong Note]]
[['"Mi."'|Bard - Wrong Note]]
[['"Fa."'|Bard - Wrong Note]]
[['"Sol."'|Bard - Note 2]]
[['"La."'|Bard - Wrong Note]]
[['"Ti."'|Bard - Wrong Note]]<<audio "so" play>>\
"Perfect! That's precisely the second note!"
[['"Do."'|Bard - Wrong Note]]
[['"Re."'|Bard - Wrong Note]]
[['"Mi."'|Bard - Wrong Note]]
[['"Fa."'|Bard - Wrong Note]]
[['"Sol."'|Bard - Note 3]]
[['"La."'|Bard - Wrong Note]]
[['"Ti."'|Bard - Wrong Note]]<<audio "so" play>>\
The Bard claps his hands.
"Woo! Keep them coming, little rock!"
[['"Do."'|Bard - Wrong Note]]
[['"Re."'|Bard - Wrong Note]]
[['"Mi."'|Bard - Wrong Note]]
[['"Fa."'|Bard - Wrong Note]]
[['"Sol."'|Bard - Wrong Note]]
[['"La."'|Bard - Note 4]]
[['"Ti."'|Bard - Wrong Note]]<<audio "la" play>>\
"Oh that's definitely it! How could I have forgotten." The Bard smacks himself on the forehead causing the accordion attached to his elbow to wheeze.
[['"Do."'|Bard - Note 5]]
[['"Re."'|Bard - Wrong Note]]
[['"Mi."'|Bard - Wrong Note]]
[['"Fa."'|Bard - Wrong Note]]
[['"Sol."'|Bard - Wrong Note]]
[['"La."'|Bard - Wrong Note]]
[['"Ti."'|Bard - Wrong Note]]<<audio "do" play>>\
"5 notes down! Nearly there."
[['"Do."'|Bard - Wrong Note]]
[['"Re."'|Bard - Wrong Note]]
[['"Mi."'|Bard - Wrong Note]]
[['"Fa."'|Bard - Wrong Note]]
[['"Sol."'|Bard - Wrong Note]]
[['"La."'|Bard - Wrong Note]]
[['"Ti."'|Bard - Note 6]]<<audio "ti" play>>\
"Yes that's it! Now how did it end..?"
[['"Do."'|Bard - Note 7]]
[['"Re."'|Bard - Wrong Note]]
[['"Mi."'|Bard - Wrong Note]]
[['"Fa."'|Bard - Wrong Note]]
[['"Sol."'|Bard - Wrong Note]]
[['"La."'|Bard - Wrong Note]]
[['"Ti."'|Bard - Wrong Note]]<<audio "do" play>>\
The Bard leaps up in celebration, bringing to life the instruments attached to his person. He does a couple of laps on the empty path, pumping his fists before settling back down in front of you.
"Little rock, I... uh..." The Bard seems to be at a loss for words. "I forget what to do after someone helps me."
[["You could thank me?"]]
[["How are you this forgetful?"]]
[["Eh, don't worry about it. I'll see you around."]]"Oh yes of course!" The Bard exclaims while throwing his hands up in the air. "Thank you so much, little rock. I don't know how I could have remembered my notes without you. How about I play you the song you recovered to show my appreciation?"
[["Sure, play away!" - ENDING]]
[['"There is only so much music I can take in one day. Buh bye."'|"Eh, don't worry about it. I'll see you around."]]The Bard gets up and waves goodbye as he merrily makes his way down the path. As his sound fades away, you realize the instruments seem slightly less discordant than before.
You are once again alone on an empty path.
//[[I can finally hear myself think.|Bard - Empty Path]]<center><span class='fadein'><img src="images/song.png" width="1000px"></span></center>
<<audio "bgm" fadeoverto 2 0>>\
<<timed 2s>><<audio "bardsong" play>><</timed>>\
<<timed 2s>><<audio "bgm" fadeoverto 35 0.65>><</timed>>\
The Bard strikes a pose, his army of instruments at the ready. He lets the suspense build for so long that you think he may have forgotten his song once again. But then his fingers, feet, toes, knees and every other conceivable body part set themselves into motion. The music itself is honestly kind of strange, but the fluidity with which the Bard plucks strings and glonks glockenspiels is art in and of itself. Any awkwardness this strange, borderline-amnesiac man possessed before is long gone. You close your eyes, absorbing nothing but the rhythm for a brief moment.
As the music fades away, you open your eyes to find that the Bard is nowhere to be seen. Left with nothing but his melody, you hope that he is off to share his music with others.
You decide that this is not so bad.
<<run memorize('rockstaleendings', Object.assign(recall('rockstaleendings', {}), { song : true }))>>\
<<set $EndingBardSong = true>>\
<<set $BardFriend = true>>\
<<run memorize('rockstalefriends', Object.assign(recall('rockstalefriends', {}), { bard : true }))>>\
<<set _endings to recall('rockstaleendings', {})>>\
You have found <<= Object.keys(_endings).length>>/20 endings.
[[View your Unlocked Endings|Achievements]]
[[Return to the Last Decision Point|"You could thank me?"]]
<<linkreplace "Choose this ending">>Are you sure you want to end things here? You should choose whatever ending suits you, but current relationships between you and other characters will be reset. Unlocked endings and character calls will //not// be reset. [[Choose this ending|END]]<</linkreplace>><<cacheaudio "bardsong" "audio/bardsong.mp3">>
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<<cacheaudio "so" "audio/so.mp3">>
<<cacheaudio "la" "audio/la.mp3">>
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<<cacheaudio "bgm" "audio/aRT_BGM_final.mp3">>"Now that is a funny story," the Bard chuckles before clasping his hands together, "but I seem to have forgotten it as well. You'll have to get back to me on that."
[['"So are you going to thank me or what?"'|"You could thank me?"]]<<set $KingEncounter = true>>\
Trumpets blare to your side, seemingly announcing a royal entrance. As you peer down the path you aren't able to discern the origin of the fanfare, but you see a horse-drawn carriage rattling towards you at impressive speeds. Even more impressive is that the horse-drawn buggy is not horse-drawn at all, but rather pedaled along by a pair of tiny feet poking out from underneath the chariot.
It comes to a skidding halt in front of you. As the trumpeting ceases, you realize that the source of the noise was coming from within the carriage itself. The two protruding feet suck themselves upwards as if consumed by the buggy. The door swings open, but anything inside is still obscured.
[['"Hello?"'|King - Say Hello]]
[[You are a rock. You say nothing.|King - Say Hello]]"Is that anyway to greet THE KING?" A pompous voice declares from inside the chariot. Two small feet proceed to peek out of the doorway, followed by a short, squat man dressed in the most outrageous royal attire. A comically tall crown perches upon his tiny head, and the golden scepter he waves to and fro as he descends the steps of his carriage is topped by what must be a record-breakingly large black pearl. His red cloak is so long that the other end never leaves the chariot even when he is standing right in front of you.
"There is no need to play dumb." The King levels a petite, gloved hand at you. "The people of this village speak of you. I know what you are."
[["What do you want from me then?"]]
[[You are a rock. You say nothing.|King - Say Nothing 1]]"I WANT YOU TO SUBMIT!" The King punctuates by stabbing his scepter into the ground. "You see this?" The King gestures to the forest. "And this?" He points to the sky. "AND THIS?" He picks up a tiny pebble from the path. "THIS IS ALL MINE! It is all my domain. And every single thing in my domain has submitted itself to me... except for you." His eyes narrow as he flicks the pebble into your face.
[["Will you leave me alone if I submit to you?"]]
[["Who put you in charge of everything?"]]
[[You are a rock. You say nothing.|King - Say Nothing 2]]
"It would not be wise to give the King the silent treatment," he threatens, waving his scepter in your direction. "I have many ways to make a subject talk."
[['"Fine, fine. What do you want then?"'|"What do you want from me then?"]]
[[You are a rock. You say nothing.|King - Say Nothing 2]]
"Of course! I wish to leave this filthy path as soon as I am able." The King looks at his feet in disgust. "Kneel before me then! That is the only true way a subject may submit to the King. Do so and I will be off."
[[Try to kneel.]]
[["I'm a rock. I can't kneel."]]"THE POWERS THAT BE! That's who!" The King stomps his feet as his face takes on a concerning shade of red. "Now stop being insolent and kneel before me! There is no truer way to submit oneself to the King."
[[Try to kneel.]]
[["I'm a rock. I can't kneel."]]"This tactic isn't going to work on me!" The King leans in very closely, stooping to meet your gaze. "I've vanquished a thousand generals. I've forced nations to ruin under my thumb. The only thing you have to gain from ignoring me is drawing my ire! Many have done so, but each has only made that mistake once."
[['"Will you please just leave me alone?"'|"Will you leave me alone if I submit to you?"]]
[[You are a rock. You say nothing.|King - Say Nothing 3]]You truly, genuinely try your hardest to move. And you actually feel yourself kneeling! Or maybe it was just a light breeze. In reality you have not budged an inch and the King is well aware of that.
"Well," the King taps his foot impatiently, "I'm waiting."
[["I'm a rock. I can't kneel."]]
[["Seriously there has to be another way for me to submit. I can't kneel"]]
"What did you just say to me?" The King turns a deep shade of red. You worry for his health as veins begin to bulge from his forehead. "You must kneel before me. I am the King. ALL MUST KNEEL BEFORE THE KING!"
[["Sorry, I cannot physically do it."]]
[['"If there is some other way to submit to you can we try that?"'|"Seriously there has to be another way for me to submit. I can't kneel"]]"If you won't willingly prostrate yourself before me then I certainly have ways of making you." The King reaches behind his back to reveal a scimitar. Its blade glistens in the light. You involuntarily swallow as he raises his arm. "OFF WITH HIS HEAD!" He cries as he brings it down with terrifying force. Upon impact, it explodes into innumerable pieces as if it were made of glass. The King stares at you dumbfoundedly before quickly regaining his composure, tucking the hilt of the shattered sword away.
"Alright. You have won this duel, creature. I hereby acknowledge you."
[["I'm sorry... what?"]]
[['"Acknowledge me for what, exactly?"'|"I'm sorry... what?"]]The King begins feverishly massaging his forehead with his free hand.
"Standing up to the King... this is inconceivable..." he mutters to himself. He continues mumbling incomprehensibly as beads of sweat amass on his forehead. You decide you ought to say something once you notice steam seeping out from under his crown, but the King is quicker.
"Congratulations, small creature!" He shouts, spraying spittle. A large bead of moisture drips off of his nose as his sickly pale complexion returns. "You have passed my KINGLY challenge and, for your bravery, I award you a seat among the Knights of the Table."
[["I don't want to be a Knight."]]
[['"What on earth are you talking about?"'|"I don't want to be a Knight."]]"Do not make me repeat myself. You are henceforth a member of the Knights of the Table. Do not speak of this alliance to any other. May this day honor you."
With a swift tug from his cloak, the King is heaved back into his chariot as if a puppet on strings. As the door slams shut, the two pint-sized feet reappear from the undercarriage, setting the vehicle into motion. The trumpets pick up again, but in mere moments you can hear them no longer as the buggy speeds away.
You are once again alone on an empty path.
//[[I feel honored and confused.|King - Empty Path]]//<<goto "Empty Path">>"Oh yes of course you may thank me later," the King waves a hand in your direction, brushing you off. "Speak a word of this coalition to no one."
With a swift tug from his cloak, the King is heaved back into his chariot as if a puppet on strings. As the door slams shut, the two pint-sized feet reappear from the undercarriage, setting the vehicle into motion. The trumpets pick up again, but in mere moments you hear them no longer as the buggy speeds away.
You are once again alone on an empty path.
//[[I guess I'm a knight now...|King - Empty Path]]//The King quickly straightens up and regards you with a hard stare.
"Very well. You have proven yourself a worthy opponent. I hereby assign you a seat to the Knights of the Table. Carry your duty with honor, and your honor with pride. Speak of this to no creature."
With a swift tug from his cloak, the King is heaved back into his chariot as if a puppet on strings. As the door slams shut, the two pint-sized feet reappear from the undercarriage, setting the vehicle into motion. The trumpets pick up again, but in mere moments you can hear them no longer as the buggy speeds away.
You are once again alone on an empty path.
[[Continue saying nothing. It has gotten you this far.|King - Empty Path]]<<audio "bgm" fadeoverto 2 0>>\
<<timed 2s>><<audio "bardsong" play>><</timed>>\
<<timed 34s>><<audio "bgm" audio "bgm" fadeoverto 3 0.5>><</timed>>\
The Bard plays you his song again.
[['"Thanks! That was pretty good."'|Bard - End Conversation]]The Freak adopts an ominous tone.
"I wouldn't look into them much if I were you. The Musician's Guild is not to be crossed..." The Freak then chuckles and shrugs its shoulders. "Or that's just what the Bard says."
[['"So did he tell you the notes to his song?"'|Freak - Notes]]"Yeah it's good. People in the village are finally getting new shoes," looking down at his feet, he adds, "except for me, of course."
[['"Add me to the list too. See ya!"'|Cobbler - End Conversation]]
<<if $AnglerBoots is true>>[['"What about the Angler? Did you fix his boots?"'|Cobbler - Boots]]<</if>>
"Well too bad!" The Ringleader sneers in your face. "You missed your chance, little rock. As they always say: 'The show must go on.' So, y'know, the circus has gotta move on or whatever. Something like that."
[['"Alright, whatever to you too. Bye."'|Ringleader - End Conversation]]"Hmmm, those sound like musical notes to me." The Bard scrunches up his face. "Yeaaah... Definitely musical notes. Unless I'm forgetting something."
<<set $CatDog to $CatDog + 1>>\
<<if $EndingBardSong == true>>[['"Can you play me your song again?"'|"Yes please!"]]<<else>>[['"I think I have your notes if you want them"'|"I think I've already recovered your notes!"]]<</if>>
[['"Alright, buddy. See you."'|Bard - End Conversation]]