"The Other Side" by John "Jack" Fennimore, Dayton Hamann, Reed Hinckley-Barnes, and Kendall Sullivan [Last Updated: 04/13/16 5:30 AM] Section 1 - Second Floor Region Your Bedroom is a room with description "Nearly every corner of your bedroom is warmly lit by the morning sun. Your small desk shines and your mirror is crystal clean. Yet, the space around your closet door is unnaturally dark, as if it was leaking shadows. Your closet is to the east and the upstairs hallway is to the north." Sunlight is a fixed in place thing in Your Bedroom with description "There is something extraordinarily bright about the weekend's sunlight." Understand "sun/sunlight/light" as the sunlight. Release along with an interpreter. Release along with cover art ("A light over water at night."). Release along with a website. Release along with the source text. Sheets are a portable, wearable thing in Your Bedroom with description "Your sheets look the majestic garments of a mythical, royal hero." Toys are a portable thing in Your Bedroom with description "These blocks and dolls do not seem to capture your attention this morning." Desk is a supporter in Your Bedroom with description "It's a typical schoolhouse desk." The desk is fixed in place. Mirror is a fixed in place thing in Your Bedroom with description "[if player is wearing a thing]You smile at the sight of your [random worn thing]. It makes you look so [one of]epic[or]strong[or]heroic[at random]. But a hero does not boast, or so your grandmother says. You must turn your focus to your quest[otherwise]You wince at the sight of your thin wrists and ankles reflected in the mirror. Your oversized Green Bay Packers pajama shirt passed down to you from your brother, Peter, makes you look and feel rather feeble[end if]." The Closet Door is a door. The Closet Door is west of Your Bedroom and east of The Ominous River. The Closet Door has description "You can hear something [one of]rattling[or]groaning[or]shrieking[or]howling[at random] on the other side. You feel uneasy but ultimately compelled to enter. Perhaps you should prepare yourself before you open your corrupted closet. A hero needs a majestic cape, an impenetrable suit of armor, a tasty potion, an ancient coin, a trusty steed, and a mighty blade, or so your grandmother says." Upstairs Hallway is north of Your Bedroom. "The hallway is plain in comparison to the other areas of the house. It makes you eager to keep moving. Your bedroom lies to the south. The doors to your parents’ bedroom and your brother’s bedroom are to the west and north, respectively. The stairs down lead to the ground floor." Parents' Bedroom is west of Upstairs Hallway. "Everything from the blankets on the bed to the books on the shelf is tucked away meticulously. Yet, a thin coat of dust clings to it all. Your parents’ closet door looks as if it hasn’t been opened in weeks. The door to the master bath is to the south. The closet is to the north. The hallway is to the east." Bed is a fixed in place thing in Parents' Bedroom with description "The blankets look cottony, thick, and long untouched. You should probably keep it that way." Understand "blankets" as the bed. Shelf is a supporter in Parents' Bedroom with description "The books fit so snugly against one another on the shelf that they look impossible to remove." Understand "books" as the shelf. Dust is a fixed in place thing in Parents' Bedroom with description "It's powdery, gray, and frankly quite disgusting." Parents' Closet is a room. "Above your parents' hanging clothes, you see the small latch to the attic. You've never been up there. Your parents' bedroom is back to the south. The attic is up from here." Parents' Closet Door is a door. Parents' Closet Door is north of Parents' Bedroom and south of Parents' Closet. It has description "Just stepping near it makes it creak." Parents' clothes are a fixed in place thing in Parents' Closet with description "Their clothes are far too large to be of any use to you." Latch is a door. Latch is up from Parents' Closet and down from Attic. Latch has description "You could climb up and enter through it with ease." Attic is a room. "You cannot see the walls or ceiling in here: just cardboard boxes. Yet only one of these boxes looks unsealed. Your parents' bedroom closet is down from here." Sealed Boxes are a closed, unopenable, fixed in place container in Attic with description "A resilient tape keeps these boxes shut tightly. Their labels don't suggest anything of interest anyway." Harriet's Things is an opaque, openable container in the attic with description "A small cardboard box, with 'Harriet' written on it in black sharpie." Harriet's Things is closed. An Old Dress is a wearable thing in Harriet's Things with description "Some old dress you've never seen before." Letters is a thing in Harriet's Things with description "Letters that look like they were from Grandpa to Grandma. You feel kind of uncomfortable going through them, so, you don't." The Storybook is a thing inside Harriet's Things with description "Grandma's storybook. It's been quite a while since you've seen this." Understand "book/tome" as Storybook. Your Room is a room. After examining The Storybook for the first time: say "When Grandpa died a few years ago, and Grandma moved in with you, she started reading to you every night. This was always one of your favorite books."; move player to Your Room; say "Your parents just tucked you into bed, but instead of one of them being here to say 'goodnight,' it's your grandma. In her hands she has a book, one that's quite a bit longer than the small picture books you're used to. When you're ready, she starts reading. The story is unlike anything you've ever heard. There are monsters, there are goblins, there is a dragon, but most importantly, there is the knight in shining armor. Covered head to toe in his exquisite silver armor, with a sword, his trusty steed, and anything else he could possibly need to fight the forces of evil. But, just as it is getting to the exciting part, your grandma closes up the book, and gives you a kiss on the forehead, telling you that she'll be back tomorrow. That night, you dream of adventures."; increase Familymemories by 1; move player to The Attic; say "Grandma still reads to you, though not quite as often. Lately, it seems as if she's been feeling too weak more and more. You're not sure how you're going to be able to sleep once she's gone." The Master Bathroom is south of Parents' Bedroom. "The morning sun pours in and glints off the white porcelain of the sink, shower, and toilet. Your parents’ bedroom lies to the north." Sink is a fixed in place, open container in the Master Bathroom with description "Just a few months ago, you couldn’t reach this without a step stool. Clean hands never felt like such an achievement." Shower is a fixed in place, open container in the Master Bathroom with description "No reason to wash up now. The day has just begun!" Toilet is a fixed in place, closed, openable container in the Master Bathroom with description "Normally you'd get the urge to use the toilet just by looking at it, but that is not the case today." Peter's Bedroom is north of Upstairs Hallway. "With his window blinds closed, the clutter of Peter’s Room is barely visible. You kind of wish you couldn’t see it at all, but the collage of wall posters and shelves of trophies capture your attention. Maybe there's something in his walk-in closet to the east, too. If Peter doesn’t wake and catch you, perhaps you could look around. He tosses and turns a lot; as long as he’s facing away, you should go undetected. Peter’s closet is to the east. The hallway is back to the south." Blinds are a fixed in place thing in Peter's Bedroom with description "If you touch these and let any sunlight into the room, Peter is sure to wake. The last time you did that before noon, he hissed at you." Understand "curtains/shades" as Blinds. Clutter is a fixed in place thing in Peter's Bedroom with description "Covering every surface are crumpled notebook papers, microwave burrito wrappers, and long athletic socks. At least you think those are socks. You’d prefer not to be proved wrong." Understand "junk/garbage/trash" as Clutter. Posters are a fixed in place thing in Peter's Bedroom with description "Popular singers’ contorted faces and famous athletes' contorted bodies seem to leap off the glossy images. It’s actually a bit frightening." Understand "singers/athletes" as Posters. Trophies are a fixed in place thing in Peter's Bedroom with description "Lined up on the shelves carefully, these cups and statues are the only semblance of organization in Peter’s bedroom." Understand "statues/awards/statuettes/cups" as Trophies. CDs are a portable thing in Peter's Bedroom with description "The stacks stand nearly as tall as you. They could tumble over at any moment." Understand "discs/disks/CD/disc/disk" as CDs. Peter's Closet is east of Peter's Bedroom with description "It looks very similar to yours but with less evil shadows and more evil smells. Peter's bedroom is back to the west." Football Gear is a portable, wearable thing in Peter's Closet with description "The plastic of the shoulder pads and helmet feel tough and impenetrable to the touch." Understand "pads/armor" as Football Gear. Grandma's House is a room. The Record is a thing in Peter's Bedroom with description "It's an LP in a wrinkled sleeve. Naturally, it's a bit out of place among Peter's other nonsense." [Metal Gear Child Puzzle Rules] Before going north in Upstairs Hallway: say "If Peter doesn’t wake and catch you, perhaps you could look around. He tosses and turns a lot; as long as you're not moving when he’s facing away, you should go undetected." PeterStealth is a truth state that varies. Every turn: If player is in Peter's Bedroom: if a random chance of 1 in 2 succeeds: now PeterStealth is false; say "Peter is facing away from you."; choose random row in Table of MurmursAway; say "[Text Entry]"; otherwise: now PeterStealth is true; say "Peter is facing towards you."; choose random row in Table of MurmursTowards; say "[Text Entry]". Before going east in Peter's Bedroom: if PeterStealth is true: say "Peter says 'Hey! Get out of my Room!' You dash out of his room."; move the player to Upstairs Hallway; if PeterStealth is false: say "You sneak past Peter." Before taking Football Gear: if player is in Peter's Bedroom: if PeterStealth is true: say "Peter says 'Hey! Get out of my Room!' You dash out of his room."; move the player to Upstairs Hallway; stop the action; [if PeterStealth is false: say "You grabbed the Football Gear. Good."] Before going west in Peter's Closet: if PeterStealth is true: say "Peter says 'Hey! Get out of my Room!' You dash out of his room."; move the player to Upstairs Hallway; if PeterStealth is false: say "You sneak towards Peter." [Metal Gear Child Puzzle Tables] Table of MurmursAway Text "'Zzz...no...I never got the chance to...zzz...'" "'Zzz...yeah...yeah, I can bench more than...zzz..." "'Zzz...extreme meat pizza...only $7.99...yeah, I'll take two dozen...zzz...'" Table of MurmursTowards Text "'Zzz...thank you...for the record...truly...zzz...'" "'Zzz...Bulma...is best girl...zzz...'" "'Zzz...no...I'm not ready for you to...zzz...'" After examining the Record for the first time: say "Peter got the record for his birthday a couple years ago. You were pretty sure it had just been sitting in his closet since then. You wonder for a moment why he's taken it out. It reminds you of a few years ago when your grandma still lived in her own house..."; move player to Grandma's House; say "You and your brother are visiting your grandparents. Their house is showing its age, and it smells a bit like old people, but you like it anyway. Grandma put on her favorite record and is dancing around the room. You and Peter are a bit embarrassed at first, but your she pulls you over and soon all three of you are dancing. Your grandma reaches down to grab your hands, spinning you around her living room, and everyone starts laughing."; increase Familymemories by 1; move player to Peter's Bedroom; say "You hadn't thought about Grandma's old house in a long time, but there's no time to dwell on the past. There's still a quest to complete!" Staircase is down from Upstairs Hallway. "The hallway is up the stairs, and the living room is down the stairs." Second Floor is a region. Your Bedroom, Upstairs Hallway, Parent's Bedroom, Parent's Closet, Master Bathroom, Peter's Bedroom, Peter's Closet, and Attic are in Second Floor. Section 3 - Ground Floor Region The Living Room is down from Staircase. "[if FatAss is true]Your family’s living room is delightfully simple with a small television, an end table, a floor lamp, a few houseplants, and—of course—the couch. Your father is sprawled out on said couch. He seems to be watching a show about cowboys. The television remote lies on the sofa next to him[otherwise]Your family’s living room is delightfully simple with a small television, an end table, a floor lamp, a few houseplants, and—of course—the couch. You can see the imprint from where your dad was lying on said couch. His cowboy program is still on, so, he’ll probably be back soon[end if]. Up from here is the staircase. The kitchen is to the east. The entryway is to the north." Television is a fixed in place supporter with description "Images flash across it. If you spin the dial, you can switch the channels. Dad probably wouldn't like that and will try to switch it back with the remote." Understand "TV/telly" as Television. Television is in Living Room. Dial is a fixed in place thing with description "Spin it if you want to send Dad diving for the remote." Dial is on Television. End Table is a fixed in place supporter with description "It's a plain brown end table. A withering family photo sits atop it." End Table is in Living Room. Lamp is a fixed in place thing with description "When the morning sun isn’t lighting the living room, this tall light is. No need to turn it on now." Lamp is in Living Room. Understand "floor lamp" as lamp. Houseplants are a fixed in place thing with description "The ferns burst from their pots in fountains of green." Understand "plants/ferns" as Houseplants. Houseplants are in the Living Room. Dad is a male person with description "Your father looks tired. He reminds you a bit of a bloodhound." Dad is on the sofa. Understand "daddy/father/papa/pa/pop" as Dad. after asking Dad about something: repeat through Table of DadQueries: if the player's command includes topic entry: now DadDunno is false; say answer entry; stop the action; otherwise: now DadDunno is true. every turn: if DadDunno is true: say "'I...uh...don't know...what you're talking about, kiddo.'"; now DadDunno is false. DadDunno is a truth state that varies. DadDunno is false. Table of DadQueries topic answer "getting up" "'[one of]I had a long week, bud. I’d really like to just lay here and rest. I’m sorry[or]I worked three hours overtime last night, kiddo. I wasn’t around for dinner. Remember? I need to rest[at random].'” "work/job/overtime" "'Our family needs a little extra money right now, kiddo. Nothing to worry about.'” "show/television/TV/telly/western/cowboys" "'It's just an old Western. You might like it.'" "portrait/picture/frame/polaroid" "'That was taken at the mall after Grandma moved in. Remember?'” "peter/brother/poopoohead" "'He’s probably sleeping. He had a big game last night.'” "game/football" "'I didn’t make it because of work, but your mother told me they won.'” "Mom/Mommy/Momma/Ma/Mama/Mother/Jane" "'She’s in the kitchen, taking care of some paperwork. Please don’t bother her. She’s trying to tackle a million things this morning.'” "medical bill" "'It’s just...a few things for Grandma. Nothing to worry about.'” "Grandma/Grandmother/Harriet/Nana" “'She’s out back. Go say, ‘Good morning.’'” "Samwise/dog/Sammy/Sam/doggy/doggie" "'[if Dog is in Living Room]I’ve never seen him follow anyone around like that. He must really like you[otherwise]He’s been barking up the tree in the frontyard since I let him out this morning[end if].'” "remote/remote control/control/clicker" "'[if Remote is on sofa]The remote? It's right here. Don’t mess with the volume or channel or anything, though, please.[otherwise]I'm looking, I'm looking![end if]'" "sofa" "'[one of]I had a long week, bud. I’d really like to just lay here and rest. I’m sorry[or]I worked three hours overtime last night, kiddo. I wasn’t around for dinner. Remember? I need to rest[at random].'” "moving" "'[one of]I had a long week, bud. I’d really like to just lay here and rest. I’m sorry[or]I worked three hours overtime last night, kiddo. I wasn’t around for dinner. Remember? I need to rest[at random].'” "couch" "'[one of]I had a long week, bud. I’d really like to just lay here and rest. I’m sorry[or]I worked three hours overtime last night, kiddo. I wasn’t around for dinner. Remember? I need to rest[at random].'” "paperwork" "'It’s just...a few things for Grandma. Nothing to worry about.'” "bill" "'It’s just...a few things for Grandma. Nothing to worry about.'” "documents" "'It’s just...a few things for Grandma. Nothing to worry about.'” The Sofa is a supporter with description "[if Coin is on-stage]The cushions look appropriately lumpy. Nothing more of interest in there[otherwise]The cushions look suspiciously lumpy. Search the sofa when your dad isn't lounging on it. There's bound to be something of value inside[end if]." The Sofa is in the Living Room. Understand "couch" as sofa. [[if FatAss is true]Perhaps there’s something in the couch. You could look if your dad would move. [end if][if FatAss is false]You better quickly search if there’s something in the couch before your dad returns and lays back down.[end if]] A Coin is a portable thing with description "The silver piece is covered in scratches and muck as if it were from some ancient civilization. Or from your sofa." Understand "change/money/dubloon" as Coin. Every turn: If player is in Living Room: If CoinGet is false: Now Coin is undescribed. Remote is a portable thing with description "It's a small plastic rectangle covered in rubber buttons." It is on the sofa. DadTV is a truth state that varies. DadTV is true. DadJourney is a truth state that varies. DadJourney is false. CoinGet is a truth state that varies. CoinGet is false. Before going south in Entranceway: if FatAss is true: say "Your dad is watching his favorite Westerns, wallowing in his sofa.[if CoinGet is false]Its cushions look suspiciously lumpy. Perhaps there’s something in the couch. You could search if your dad would move.[end if][if CoinGet is true]The cushions look appropriately lumpy.[end if]"; if FatAss is false: say "[if CoinGet is false]The sofa's cushions look suspiciously lumpy. You better quickly search if there’s something in the sofa before your dad returns and lays back down.[end if][if CoinGet is true]The cushions look appropriately lumpy.[end if]" Before going west in Kitchen: if FatAss is true: say "Your dad is watching his favorite Westerns, wallowing in his sofa.[if CoinGet is false]Its cushions look suspiciously lumpy. Perhaps there’s something in the couch. You could search if your dad would move.[end if][if CoinGet is true]The cushions look appropriately lumpy.[end if]"; if FatAss is false: say "[if CoinGet is false]The sofa's cushions look suspiciously lumpy. You better quickly search if there’s something in the sofa before your dad returns and lays back down.[end if][if CoinGet is true]The cushions look appropriately lumpy.[end if]" Before going down in Staircase: if FatAss is true: say "Your dad is watching his favorite Westerns, wallowing in his sofa.[if CoinGet is false]Its cushions look suspiciously lumpy. Perhaps there’s something in the couch. You could look if your dad would move.[end if][if CoinGet is true]The cushions look appropriately lumpy.[end if]"; if FatAss is false: say "[if CoinGet is false]The sofa's cushions look suspiciously lumpy. You better quickly search if there’s something in the sofa before your dad returns and lays back down.[end if][if CoinGet is true]The cushions look appropriately lumpy.[end if]" Every turn: if Remote is not on the sofa: now DadTV is false. Spinning is an action applying to one thing. Understand "spin [something]" as spinning. Carry out spinning: if the noun is dial: if DadTV is true: say "You switch the channel. 'Son, I had a hard day. Let Daddy watch his westerns,' said Dad. He grabs the remote and switches back to his Westerns."; if DadTV is false: say "You switch the channel. Dad reaches for the TV remote but feels nothing but air. Grumbling to himself, he gets up off of the sofa and goes to find the remote."; now DadJourney is true; otherwise: say "There ain't no dial to spin, pilgrim.". Every turn: if DadJourney is true: let course be the best route from location of Dad to location of Remote, using doors; if course is a direction, try Dad going course. Every turn: if DadJourney is true: if player has Remote: if player is in Living Room: say "Dad said, 'Give me back the remote!' Your dad takes the remote and puts it back on the sofa."; now Remote is on sofa; now DadJourney is false. Every turn when Dad does not have Remote and DadJourney is true: try Dad taking Remote. Every turn when Dad has Remote: let course be the best route from location of Dad to location of Sofa, using doors; if course is a direction, try Dad going course; if Dad is in Living Room: now DadJourney is false. Every turn when Dad is in living room: if Dad has Remote: now Dad is on sofa; now Remote is on sofa; now DadTV is true. FatAss is a truth state that varies. FatAss is true. Every turn: if Dad is not on the sofa: now FatAss is false; otherwise: now FatAss is true. Carry out searching: if noun is sofa: if FatAss is true: say "You can't search the sofa until your dad moves."; stop the action; if FatAss is false: if CoinGet is false: say "You root through the cushions of the sofa. In the sofa, you find a coin. Coin Get!"; now the Player is carrying a Coin; otherwise: say "You already have the coin! There's nothing else in here! You couldn't be greedy if you tried!"; otherwise: say "This is not worth searching: not as much so as a sofa anyway.". Every turn: if player has Coin: now CoinGet is true. Instead of putting Remote on supporter: say "You shouldn't do that. You want your dad to find the remote eventually. Just drop it in a room."; stop the action. Instead of putting Remote on container: say "You shouldn't do that. You want your dad to find the remote eventually. Just drop it in a room."; stop the action. Instead of inserting Remote into container: say "You shouldn't do that. You want your dad to find the remote eventually. Just drop it in a room."; stop the action. The Kitchen is east of the Living Room. “The faucet runs over unclean dishes in the sink, a pot of water and eggs simmers on the stove, some paperwork is scattered across the table, and your mother attends to them all in a rhythmic cycle. The refrigerator seems to be the only still thing in the room. The Living room is to the West. The Garage is to the north. The Dining Room is to the south.” The Kitchen Sink is an open container in the Kitchen with description “You don’t recall what meal dirtied these plates and bowls seeing as you, Mom, Peter, and Grandma had Chinese takeout last night.” Understand “faucet/dishes” as the kitchen sink. The kitchen sink is fixed in place. The Stove is a fixed in place supporter in the Kitchen with description “The burner is set to ‘High.’ That means there’s a high probability it will hurt if you dare to touch it. You don’t like those odds.” Understand "burner/hot plate" as stove. The Pot is a closed, openable container with description “It looks like Mom is making hard-boiled eggs. That’s Dad’s favorite breakfast.” The pot is on the stove. The pot is fixed in place. Understand "kettle/eggs/breakfast/water" as pot. Refrigerator is a closed, openable container in the Kitchen with description “The tall, white monolith is graffitied with a few magnets.” Understand "fridge/freezer/icebox" as refrigerator. Magnets are a fixed in place thing in the Kitchen with description “The magnets are little keepsakes from vacations past.” The Kitchen Table is a supporter in the Kitchen with description "You can barely see the tabletop beneath all the paperwork." A Can of Soda is a portable thing with description “The sapphire blue can seems to glow in your hand as if its contents were magical. Your mouth waters at the thought of how tasty the drink inside must be.” A can of soda is in the Refrigerator. instead of taking can of soda: if doingHomework is true: say “Your mother gives you an icy glance. You shouldn’t get on her bad side. Maybe you should just do your homework.”; otherwise: continue the action. Understand "soda/pop/coke" as can of soda. Mom is a female person in the Kitchen with description “Your mother has her hair pulled back into a messy bun. She always does that when she’s busy. She also has her glasses pushed up onto her forehead. She always does that when she’s stressed.” Understand “mommy/mother/mom/ma/mama” as Mom. after asking Mom about something: repeat through Table of MomQueries: if the player's command includes topic entry: now MomDunno is false; say answer entry; stop the action; otherwise: now MomDunno is true. every turn: if MomDunno is true: say "'Huh? I'm not sure what you mean, sweetie.'"; now MomDunno is false. MomDunno is a truth state that varies. MomDunno is false. Table of MomQueries topic answer "faucet/dishes/sink" “'There always seems to be spoon or two to clean, doesn’t there?'” “pot/water/eggs/breakfast” “’It’ll be a while before breakfast is ready, honey.’” “stove/burner” “’Don’t touch it. You didn’t touch it, did you? Show me your hands. Gosh, don’t scare me like that, Jordan.’” “paperwork/documents/medical bill/bill” “’It’s...nothing, sweetie. Just thank your dad for all his hard work. And let him rest.’” “refrigerator/fridge/freezer/icebox” “’I'm pretty sure there’s nothing in there but soda right now. Ugh, that means I have to go to the store today, too.’” “soda/pop/can/coke” “’[if homeworkDone is false][one of]A soda? Absolutely not. [or]You’re not having a soda, Jordan.[or]Ugh, don’t give me that face, Jordan. Okay, I suppose you can have one soda if you finish your homework first.[stopping][otherwise]What happened to the one I gave you? Is it still in the fridge? Did I ever give you one? Ugh, I'm a mess.[end if]’” "homework/assignment" "'[if homeworkDone is false]Did you finish it yet? You should only have a few problems left.[otherwise]Great job finishing your work, sweetie. Now you're free for the rest of the weekend![end if]'" "peter/brother/poopoohead" "’Let him sleep in. He played hard last night. He’s probably dreaming about it right now.'” “Dad/Daddy/Papa/Pa/Father/Ken" "’He got home late from work last night. Let him relax.’” "work/job/overtime" "’Your father is earning extra money to help...someone out. Someone we love very much. You’ll understand when you’re older.'” "show/television/TV/western/cowboys" "’Your father sure does love his John Wayne, doesn’t he?'" "portrait/picture/frame/polaroid" "'That old picture? Do you remember posing for it? You were young, but you were less fussy than your brother.'” "game/football" "'Oh, yes, your brother was the star of the game. He didn’t seem as excited by the win as he usually is, but we all...have a lot on our minds.'” "Grandma/Grandmother/Harriet/Nana" “’She’s out back enjoying the fresh air. I’m sure she’d appreciate it if you visited with her.’” "Samwise/dog/Sammy/Sam/doggy/doggie" "'[if Dog is in Kitchen]What a good boy! He’s your little bodyguard![otherwise]I think he’s out front. That’s his barking, isn’t it? Go quiet him down, sweetie.[end if]'” "paperwork" “’It’s...nothing, sweetie. Just thank your dad for all his hard work. And let him rest.’” "documents" “’It’s...nothing, sweetie. Just thank your dad for all his hard work. And let him rest.’” "bill" “’It’s...nothing, sweetie. Just thank your dad for all his hard work. And let him rest.’” Dining Room is south of the Kitchen. “Though there is a partially set table, a china cabinet, and several flowers in here, this elegant room feels like it is the emptiest in the house. The kitchen is to the north. The backyard is to the south.” The Dining Table is a fixed in place supporter in the Dining Room with description “The surface is enormous. It is nearly bare aside from a few placemats.” Placemats are a portable thing on the dining table with description “The thickly-woven pieces of fabric are beginning to fall apart. You’re not sure how, though, seeing as they are hardly used.” Understand "mats" as placemats. String is a portable thing on the dining table with description “The strand is mighty strong. Perhaps it could be used to bind something together.” Understand "strand" as string. China Cabinet is a closed, unopenable, transparent container in the Dining Room with description “Tiny plates and teacups sit in what looks like a museum display case. You imagine how many weeks worth of your allowance would have to be saved to afford just one of these saucers. That’s why your mother locks it.” Understand "buffet" as china cabinet. Fancy Plates are a portable thing in the China Cabinet with description “You see assorted dishes that are far too tiny and flowery for your tastes.” Slingshot is a portable thing in the Dining Room with description “You’re always leaving this in the nuttiest of places. It’s a little worn out, but it could still shoot a pebble or two over the house.” Decorative Flowers are a fixed in place thing in the Dining Room with description “The purple and pink blossoms are arranged carefully in little tinfoil pots on the floor.” Understand "blossoms/boquets" as Decorative Flowers. Garage is north of the Kitchen. “The concrete feels cool through your socks. You see your old bike leaning up against an exposed wall stud behind the garbage can. The kitchen lies to the south.” Concrete is a fixed in place thing in the Garage with description “There are a rough few scars in the otherwise smooth surface.” Understand “floor” as concrete. Bike is a fixed in place supporter in the Garage with description “[if Rubber Handle is on Bike]It’s Dad’s old, picturesque, red bike. It is far too heavy and tall for you to use. One of the black rubber handles is a bit loose, though[otherwise]It’s Dad’s old, picturesque, red bike. It is far too heavy and tall for you to use[end if].” Understand “bicycle” as bike. Rubber Handle is a portable thing on the Bike with description “Little grooves for your fingers make it satisfying to hold as if it were the grip of a mighty blade.” Understand "handles/grip" as rubber handle. Wall is a fixed in place thing in the Garage with description “Staring at it, you wonder if this is what the inside of every wall looks like.” Understand “stud” as wall. Garbage Can is a fixed in place, closed, openable container in the Garage with description “It looks like it was recently emptied.” Understand "recepticle" as garbage can. The Entranceway is north of the Living Room. “There is little to see here but the ornate door that leads to the front yard.” Ornate Door is a door. Ornate Door is north of The Entranceway and south of The Frontyard. Ornate Door has description “There are floral carvings in this burgundy wood door.” Lawn is a fixed in place thing with description “[if Sticks are in Backyard]The grass is getting a bit tall. There are some sticks tucked between the blades[otherwise]The grass is getting a bit tall[end if].” Understand "grass/yard" as lawn. Lawn is in Backyard. Sticks are a portable object. Sticks are in the Backyard. Sticks have description “The sticks form perfectly to your hands. Though thin, they are able to resist a mighty bend without breaking.” Understand “twigs/branches” as sticks. Patio is a fixed in place thing with description “You wonder if this empty slab of concrete truly counts as a patio.” Understand "porch/slab" as patio. Patio is in Backyard. Fence is a fixed in place thing with description “You’ve seen white picket fences in movies, and this tall, grayish-brown wooden wall is definitely not that.” Fence is in Backyard. Deck Chair is a fixed in place supporter with description “The mess of wicker looks uncomfortable, but your grandmother doesn’t seem to mind.” Deck chair is in Backyard. after asking Harriet about something: repeat through Table of GrandQueries: if the player's command includes topic entry: now GrandDunno is false; say answer entry; stop the action; otherwise: now GrandDunno is true. every turn: if GrandDunno is true: say "'What's that? Believe it or not, I don't know everything, dearie.'"; now GrandDunno is false. GrandDunno is a truth state that varies. GrandDunno is false. Table of GrandQueries topic answer “lawn/grass/yard” “’It’s so green, isn’t it? It’s like something you could see in a storybook.’” “patio/porch” “’It’s not much, but it makes for a nice place to grill in the summer.’” “fence” “’It could use a fresh coat of paint. Then again, so could I! Haha!’” "Samwise/dog/Sammy/Sam/doggy/doggie" “’What a sweet pup. Maybe he’s a bit too excited by squirrels, but what dog isn’t?’” “Dad/Daddy/Papa/Pa/Father/Ken" “’Don’t let his lounging around fool you. Your father is has been as sweet as ever. I owe him so much.’” “work/overtime/job” “’Your dad came home late last night, yes, and the night before. I tell him he is going to wear himself out, but he insists.’” "Mom/Mommy/Momma/Ma/Mama/Mother/Jane" “’Your mother is a saint. God bless her. It was her idea to let me move in here all those years ago, you know.’” "peter/brother/poopoohead" "’That brother of yours is going places, but only in the afternoons, it seems.'” "show/television/TV/western/cowboys" "'Your grandfather introduced those crazy cowboy pictures to your father. They would sit for hours around our ol’ tube television, hardly blinking.'" "portrait/picture/frame/polaroid" "'I do love that photo. Makes me smile every time.'” "game/football" "’It was nice to see your brother play. There is something so American and timeless about a football game.'” “medical bill” “’Oh, that’s nothing, dearie. It’s nothing at all. You’ll understand it when you’re older.’” "paperwork" “’Oh, that’s nothing, dearie. It’s nothing at all. You’ll understand it when you’re older.’” "documents" “’Oh, that’s nothing, dearie. It’s nothing at all. You’ll understand it when you’re older.’” "bill" “’Oh, that’s nothing, dearie. It’s nothing at all. You’ll understand it when you’re older.’” "deck chair" “’Oh, I’ve sat in much worse. Don’t you worry about me.’” "folding chair" “’Oh, I’ve sat in much worse. Don’t you worry about me.’” "chair" “’Oh, I’ve sat in much worse. Don’t you worry about me.’” "grandpa/grandfather/granddad/grandpappy" "'Oh...yes, dearie...he's gone away. Your parents don't talk too much about him, do they? I think they mean well. They just don't think you would understand. I, on the other hand, want you to know he was a great man. I miss him dearly. Ah, well. I know he still loves me. He still loves you, too, even if your parents won't tell you so.'" Ominous River is east of Your Bedroom. “You find yourself at the bank of a river. To the east, west, south, and even above you there is only blackness. To the north, a dock extends into the misty water of the river. Your only option is to go north.” The Flowing River is a fixed in place thing with description “You have never seen waters like this before. Wisps of bony-gray spin slowly through the flows.” Understand "waters" as Flowing River. Flowing River is in Ominous River. Bank is a fixed in place thing with description “Though the water splashes up onto it, the earth of the bank is dry and cracked.” Understand "shore/sand/earth/clay/dirt" as bank. Bank is in the Ominous River. Wisps are fixed in place things with description “They move about as if they were fish of some sort.” Wisps are in Ominous River. Blackness is a fixed in place thing with description “It is not like the blackness you have seen in shadows. It is more like the blackness in the dead center of one’s eye.” Understand "darkness" as blackness. Blackness is in Ominous River. Ominous Pier is north of Ominous River. “At the end of the dock, a cloaked man stands in a rotting gondola. Beyond the river, you think you see the mouth of an enormous cave, but a mist obscures your view.” Dock is a fixed in place supporter with description “The wooden assemblage is creaking on its own.” Dock is in Ominous Pier. Cloaked Man is a male person with description "His face is shrouded entirely, or maybe he has no face at all. He holds his palm face up towards if you as if he was expecting payment." Cloaked Man is on Gondola. Gondola is a fixed in place enterable thing with description “The hull seems chewed through by insects or maybe something bigger.” Gondola is in the ominous pier. Understand "boat/ship/vessel" as gondola. Mist is a fixed in place thing with description “Sometimes you cannot tell if it floats before you or within the very lens of your eye.” Mist is in Ominous Pier. Cave Entrance is a room. Cave Entrance is north of Ominous Pier. “A gargantuan void stands before you to the north inside the cave. The cloaked man has vanished. Staring into the darkness of the cave you get the same feeling you had when looking into the closet for the first time this morning. It feels like that happened millennia ago. You must proceed north into the cave.” Cave Throne Room is north of Cave Entrance. “Your eyes begin to adjust to the darkness. The entrance to the cave seems to have been closed somehow. There is no way to escape. Then, suddenly, a colossal throne appears in front of you. On it sits a giant skeleton wearing a tattered robe and a tarnished crown. Though its sockets are empty, its stare tells you you must attack or die as it jumps to its decaying feet.” Skeleton King is a male person with description "A horrifying, shambling being made entirely of charred bones. It's withering fists are clenched as if it is prepared to fight you. You must beat the being to the punch and attack first." Skeleton King is in Cave Throne Room. Understand "skeleton/king/boss/Mister Bones" as Skeleton King. Bone Throne is a fixed in place supporter in the Cave Throne Room with description "It seems to be made of other smaller, feebler skeletons." The Frontyard is north of Ornate Door. "A green little patch of lawn with only enough room for a small oak." Small Oak is a fixed in place supporter with description "Leaves have just begun to return to its branches as petunias sprout at its base. A squirrel sits on the lowest branch, somehow oblivious to Samwise’s calls." Understand "tree/sapling/growth" as small oak. Small oak is in frontyard. Dog is a male animal with description "He's a big, adorable, goofy Bernese Mountain Dog." Dog is in the Frontyard. The printed name of Dog is "Samwise". Understand "Samwise/Sammy/Sam/doggy/doggie" as Dog. Squirrel is a female animal with description "All she does it eat nuts all day. What a freeloader. If only one of those nuts bonked her in the head." [Squirrel is in the Frontyard.] Squirrel is on the Small Oak. Understand "chipmunk/rodent/vermin/abomination/target/cannon fodder" as squirrel. An Acorn is a portable thing with description "Could grow into something really special sometime, but for now, it's ammunition for your slingshot." An Acorn is in the Frontyard. Harriet is a female person with description "You smile at the sight of her because she's smiling, too. You admire her optimism despite her frailty." She is in the Backyard. The printed name of Harriet is "Grandma". Understand "grandma/granny/grandmama/gran/nana/grandmother" as Harriet. Sword is a portable thing with description "It's sufficiently pointy to make it your mighty weapon for the day." Family Photo is a thing with description "This polaroid is beginning to yellow." Understand "picture/polaroid/portrait" as Family Photo. Family photo is on the End Table. The Hospital is a room. After examining The Family Photo for the first time: say "You've never taken much time to look at this photo. Your mom and dad are there, holding you. Your older brother Peter sits at the bottom of the frame. Next to your parents stand your grandma and grandpa. It's odd how young everyone looks. The thing that really sticks out to you, though, is your grandpa. You only have one real memory of him."; move player to The Hospital; say "Your whole family is crammed into a small room, surrounding a bed. You've never really been to a hospital before, but now that you have, you've already decided that you don't like it. Grandpa is lying in the bed, but it is too high off the floor for you to see him. Your mom and dad are hovering around, as is Peter. All of them look like they are about to cry. Off to the side sits your grandma, who has already started. A few weeks later, your grandma would move into your house, where she has been ever since."; increase Familymemories by 1; move player to The Living Room; say "Thinking back, you can't shake the memory of how much younger your grandma looked then. It's not that she looked particularly youthful, but she didn't have the gaunt, stretched, and thin look about her that she does now. But, there's still a quest to complete. You'd better get a move on." A Couple Weeks Ago is a room. The Medical Bill is an object with description "Some kind of bill, though you can't really make out what it's supposed to say." Understand "paperwork/documents/bill/medical bills/bills" as Medical Bill. Medical Bill is on the Kitchen Table. After examining The Medical Bill for the first time: say "You remember a few weeks ago when this bill first showed up."; move player to A Couple Weeks Ago; say "It's kind of late. Since you got back from school, your mom has seemed a bit nervous. She's been doing the thing she always does when there's something on her mind: pacing from room to room, completing tasks halfway before running off to do something else. When your dad arrives, your mom pulls him into the kitchen to talk. You don't hear exactly what they're saying, but from their hurried but hushed tones, you know it's not good. But, when they see you peeking into the kitchen, they stop talking completely."; increase Familymemories by 1; move player to The Kitchen; say "You set the bill back down, trying to put it in the same place it was before. Hopefully your mom doesn't notice you touched it." [Squirrel Gets Rekt Puzzle Rules] DogBarking is a truth state that varies. DogBarking is true. AmmoTruth is a truth state that varies. AmmoTruth is false. Every turn: if player has Slingshot: if player has Acorn: now AmmoTruth is true. Every turn: if DogBarking is false: move Dog to location of player; say "Samwise [one of]trots[or]strolls[or]scampers[cycling] behind you." Before going north in Entranceway: if DogBarking is true: say "Your dog is barking at a squirrel hiding in a tree. He's not going anywhere until you get rid of that squirrel."; if DogBarking is false: say "Nothing but serene quietness out here." Shooting is an action applying to one thing. Understand "shoot [something]" as Shooting. Carry out shooting: if player has Slingshot: if player is in Frontyard: if AmmoTruth is true: say "You launch an acorn at the squirrel. It misses the squirrel but hits the tree with an audible 'thunk' and bounces off into oblivion. The squirrel runs off with its tail between its stubby legs. Your dog finally stops barking. He will now follow you around. Dog Get!"; now Acorn is off-stage; now Squirrel is off-stage; now DogBarking is false; now AmmoTruth is false; say "Your slingshot breaks, like any weapon in a video game worth its salt."; now Slingshot is off-stage; otherwise: say "You don't have the means to shoot the Squirrel."; otherwise: say "Don't use your slingshot here. You may hurt someone."; otherwise: say "You have nothing with which to shoot, silly goose!". [Carry out Shooting: if Squirrel is off-stage: say "There's nothing to shoot."] Carry out examining Dog: if DogBarking is true: say "Your dog is too busy barking at a squirrel to notice you."; if DogBarking is false: choose a random row in Table of DogFacts; say "[Text entry]". [Squirrel Gets Rekt Table] Table of DogFacts Text "Your loyal pet dog, Samwise." "A Burnese Mountain Dog that's nearly as large as you. You could ride him to school, and you have always been tempted to." "He pants, flopping his big pink tongue around and looking expectantly at you." "He seems ready to run wherever you go." "Samwise perks his ears up at you and barks softly." "Your family adopted Samwise from a shelter when he was just a puppy." "He follows you around all day, running when you run, sitting when you sit, and laying down when you lay down." "You are unsure of how he came to be so well-behaved and friendly, but you love him deeply for it." "Music plays faintly in the background: Do do, do do do do-do-do, do do, do do-do, do do, do do do do-do-do, do-do-do do-do-do, do do do..." [Crafting Puzzle Rules] SwordCraft is a truth state that varies. SwordCraft is false. Every turn: if player has Rubber Handle: if player has Sticks: if player has String: now SwordCraft is true. Talking is an action applying to one thing. Understand "talk to [something]" as talking. every turn: if Player is in Backyard: if SwordCraft is true: say "Grandma says, 'Let's see if we can turn all that into a sword! A mighty blade!'"; now Rubber Handle is off-stage; now Sticks is off-stage; now String is off-stage; say "Grandma whips you up a sword."; now the player is carrying the Sword; now SwordCraft is false; otherwise: choose random row in Table of Hints; say "Grandma said, '[Text Entry]' She must be referring to the things a hero needs! She's cryptic like that." [Crafting Puzzle Tables] Table of Hints Text “You’ll find everything soon enough. I suppose this old sorceress could give you a hint, though, if you’d like! Be patient, and I may just let something slip!” "Those couches are just a vacuum for loose change. I bet I lost a fortune just sitting and watching The Ed Sullivan Show! And I think I’ve spent lifetimes just trying to find those silly remote controls." "No sweets until you do your homework." "Squirrels are so stubborn. If only there was a way to get them away from my petunias. Just a little something to prod them away should do.” "When not out on the gridiron, that brother of yours is always sleeping. Your father was never like that when he was his age. And your mother is the busiest of bees, so, I can’t imagine where your brother gets it from.” "Your mother can do everything but sew. She can’t tie a knot to save her life. Me? I’m a regular Boy Scout. I could tie two I-beams together with spiders’ silk.” The Ground Floor is a region. First Floor Spiral Staircase, The Living Room, The Entryway, The Garage, The Kitchen, and The Dining Room are in the Ground Floor. Section 4 - Outdoors Region Backyard is south of Dining Room. “An emerald lawn stretches out beyond the patio up to the edge of a fence. Your grandmother reclines on a lawn chair, enjoying the morning air." Garden Flowers are a fixed in place thing in The Backyard with description "Some beautiful, sweet-smelling petunias line the back of the house." Understand "blossoms/boquets" as Garden Flowers. Years Ago is a room. After examining Garden Flowers for the first time: say "It's hard to think of a springtime when your backyard wasn't covered in the most lovely of flowers."; move player to Years Ago; say "Your grandma moved into your house in the winter, but as soon as the snow began to melt, she started planting flowers. You've just gotten home from school, and she drags you with her into the backyard to show you how she does it. She tells you stories about her years working as a florist. You can tell that nothing makes her happier than planting these flowers, except perhaps having your help doing it."; increase Familymemories by 1; move player to The Backyard; say "In the flower beds, there are almost as many weeds there as blossoms. Even just last year, your grandma would have been out here every couple days making sure that nothing would hurt her flowers. Now, you're not sure she has enough energy to get out of her chair alone." Outdoors is a region. The Backyard and the Frontyard are in Outdoors. Section 7 - Homework Simulator [Things] Understand "soda/pop" as Can of Soda. Homework is a thing. Homework is on Desk. It is fixed in place. [Rules] HomeworkDone is a truth state that varies. HomeworkDone is false. Understand the command "do" as "examine". numberOfQuestions is a number variable. currentQuestion is a number variable. questionsCompleted is a number variable. QuestionsCompleted is 0. doingHomework is a truth state that varies. DoingHomework is false. When play begins: now numberOfQuestions is a random number between 7 and 15; now currentQuestion is a random number between 1 and the number of rows in Table of Homework. Homework is a thing. Homework is on Desk. It is fixed in place. It has description "A bunch of completed problems. Or close enough to complete that Miss Morgan won't notice." Carry out examining homework: If homeworkDone is false: say "Oh boy, here we go. [numberOfQuestions] problems to do! You decide to start at Number [currentQuestion]."; try completingHomework; stop the action. CompletingHomework is an action applying to nothing. Carry out completingHomework: if questionsCompleted is not less than numberOfQuestions: now homeworkDone is true; say "Your homework is done!"; now doingHomework is false; Else: Choose row currentQuestion from Table of Homework; now the command prompt is "Question [CurrentQuestion]: [Questions entry] "; now doingHomework is true; After reading a command: if doingHomework is true: if "[the player's command]" matches the regular expression "stop|quit|leave|restart|undo", case insensitively: now doingHomework is false; now the command prompt is ">"; Otherwise: Let playerAnswer be "[the player's command]"; Choose row currentQuestion from Table of Homework; if playerAnswer matches the regular expression "[Answers entry]", case insensitively: increment questionsCompleted; say "Correct! [questionsCompleted] out of [numberOfQuestions] completed."; if questionsCompleted is not less than numberOfQuestions: now homeworkDone is true; say "Your homework is done!"; now doingHomework is false; now the command prompt is ">"; otherwise: increment currentQuestion; if currentQuestion is greater than the number of rows in Table of Homework: now currentQuestion is 1; Choose row currentQuestion from Table of Homework; now the command prompt is "Question [CurrentQuestion]: [Questions entry] "; Otherwise: say "Wrong!"; stop the action. Before taking the Can of Soda: if HomeworkDone is false: say "Mom said 'No soda until you finish your homework! It must be back in your room.'"; stop the action; if HomeworkDone is true: say "Mom says 'Good job on your homework, sweetie. Here you go.'" [Table] Table of Homework Questions Answers "7 x 7 =" "49|forty.nine" "What is the last name of the third president?" "Jefferson" "Mitochondria is the powerhouse of the _____" "Cell" "1.3 + 7.9 =" "9.2" "How many cents is a half dollar worth?" "50|fifty" "What year did we land on the moon?" "1969" "Name a word that ends with 'tion'." "tion$" "True or False: The sun is a star." "true|t|2tru|y|yes" "What prefix means three?" "tri|tri." "True or False: 2/8 is greater than 0.25" "false|f|falls|n|no" "2 + 4,000 + 40 + 600 =" "4642|4.642" "Name a word that begins with 'post'." "^post" "In Roman Numerals, XLIV =" "44|forty.four" "Round 1.6 to the nearest whole number." "2|2.0|two" "True or False: 3% is less than 1/25." "true|t|2tru|y|yes" "How many cents is one quarter and one dollar?" "125|one.hundred.twenty.five" "Who invented the cotton gin?" "Eli Whitney" "4^2 =" "16|sixteen" "Name this punctuation: ';'." "semicolon|semi.colon" "Name a word beginning with 'x'." "^x" "When two words sound the same but are spelled differently, they are called _______" "homophone|homophones" "A synonym for 'easy' might be ________" "simple|basic|effortless|straightforward|uncomplicated|smooth|obvious|not difficult|your (mom|mother)" "An antonym for 'easy' might be _______" "hard|difficult|complicated|unclear|arduous|laborious|intricate|exhausting|demanding|this fucking game|this game" "Midnight is 12:00__" "A.m.|am" "Noon is 12:00__" "p.m.|pm" "The capitol of the United States is:" "Washington (d.c.|dc|d.c|dc.)|it's a free country" "Name a continent." "North America|South America|Europe|Asia|Africa|Australia|Antarctica" "Red and blue together make ______" "purple|violet|indigo" "What musical note comes after G#?" "A" "What does president FDR's name stand for?" "Franklin Delano Roosevelt|freedom" "How many years are in a century?" "100|one.hundred|a hundred|hundred" Section 10 - Dad Simulator 2k16 CharonMadCheddar is a truth state that varies. CharonMadCheddar is false. Giving is an action applying to one thing. Understand "give [something]" as giving. Carry out giving: if Player is in Ominous Pier: if CoinGet is false: say "You need to pay the toll!"; if CoinGet is true: say "You hand the Cloaked Man the coin. He bites down on it to make sure that it's not chocolate. 'Thank you. Climb onto my boat. There is someone you must see,' he said."; now CharonMadCheddar is true. Climbing on is an action applying to one thing. Understand "climb onto [something]" as Climbing on. Carry out climbing on: if Player is in Ominous Pier: if CharonMadCheddar is true: say "'Let's set sail!' said Cloaked Man. You ride across the river of souls and into the cave of the one they call the Skeleton King."; move player to Cave Entrance; otherwise: say "'You have to pay me first!' said Cloaked Man."; otherwise: say "There's nothing to climb onto here. You could climb onto a boat, perhaps, but not onto anything you see here."; Instead of going north in Ominous Pier: say "Don't even think about crossing the river of souls. You should just use the boat. Try climbing onto it."; stop the action. Before going east to Ominous River: if player is wearing sheets: if player is wearing football gear: if player has coin: if player has sword: if player has can of soda: if Dog is in Your Bedroom: say "Alright, hero, you've got your gear together. Now put your game face on. Here we go!"; continue the action; otherwise: say "Something evil lurks in there. You better not head in there until you're prepared."; stop the action; otherwise: say "Something evil lurks in there. You better not head in there until you're prepared."; stop the action; otherwise: say "Something evil lurks in there. You better not head in there until you're prepared."; stop the action; otherwise: say "Something evil lurks in there. You better not head in there until you're prepared."; stop the action; otherwise: say "Something evil lurks in there. You better not head in there until you're prepared."; stop the action; otherwise: say "Something evil lurks in there. You better not head in there until you're prepared."; stop the action. Section - Memories Familymemories is a number variable. Familymemories is 0. [Every turn: say "[familyMemories] Memories earned!";] [Section - Final Confrontation(BUT NOT REALLY LOL) [SkellyDead is a truth state that varies. SkellyDead is false.] ItemsUsed is a number variable. currentItem is a number variable. [questionsCompleted is a number variable. QuestionsCompleted is 0.] PickingItem is a truth state that varies. PickingItem is false. [instead of talking to Skeleton King: try FinalCombat;] Instead of attacking Skeleton King: try FinalCombat; [Instead of killing Skeleton King: try FinalCombat;] FinalCombat is an action applying to nothing. Carry out FinalCombat: if itemsUsed is 5: say “You win! [familyMemories] memories found! Something has gone terribly wrong in the code here...”; Else if itemsUsed is 0: say “The strange, wretched beast stands over you, casting a seemingly infinite shadow. It is time to put your heroic items to use; it is time to fight. If you are to stand any chance, you should power up with something tasty before you engage.”; now the command prompt is “What will you use? >”; now pickingItem is true. After reading a command: if pickingItem is true: if “[the player’s command]” matches the regular expression “quit|restart|undo”, case insensitively: now pickingItem is false; now the command prompt is “>”; otherwise if itemsUsed is 0: [Potion Level] if the player’s command matches the regular expression “potion|soda|pop|can|soda pop”: increment itemsUsed; say “You feel the fizzy liquid rushing through your body. You feel ready to shatter some skulls and stomp some sternums. Just as you raise your blade, the Skeleton King procures an orb of sinister purple flame. This doesn’t look good. You must use something to distract the monstrosity and dodge the attack majestically.”; otherwise if itemsUsed is 1: [Cape Level] if the player’s command matches the regular expression “cape|sheets|cloak|robe”: increment itemsUsed; say “You spin elegantly to throw off the Skeleton King’s aim. The orb flies by with a fiery scream. It barely singes your cape. You face the creature again, and its enormous foot is already headed towards you to strike you with a devastating kick. There’s no dodging this attack. If you have something impenetrable, now is the time to use it.”; otherwise if itemsUsed is 2: [Armor Level] if the player’s command matches the regular expression “armor|pads|helmet|gear”: increment itemsUsed; say “You puff your chest and lower your head. You are launched backward, but your helmet and chest plate take the blow. You are unscathed, and the Skeleton King still stands on one leg, susceptible to an attack of your own. Someone truly loyal to you would run right in and rip the shin bone out from beneath him.”; otherwise if itemsUsed is 3: [Dog Level] if the player’s command matches the regular expression “Samwise|dog|Sammy|Sam|doggy|doggie”: increment itemsUsed; say “Samwise gallops towards the weak Skeleton King without hesitation and chomps down on the shin bone, causing the monster to fall onto his back. A deafening boom echoes through the cave. The Skeleton King is immobile. Now go! Finish him off with that mighty weapon of yours!”; otherwise if itemsUsed is 4: [Sword Level] if the player’s command matches the regular expression “sword|blade|stick|handle|saber|sabre”: say “You leap up onto the fallen Skeleton King’s chest and hold the tip of your blade a single inch away from the his forehead. His crown has fallen onto the ground and shattered.”; if familyMemories is 0, end the story saying “The jaw of the Skeleton King suddenly drops open completely, letting out a heart-wrenching shriek. Deep in the cacophony, you hear millions of screeching voices: 'shesgoneshelovedyoushehatedyouyoureweakyourepatheticwhydidntyousaveherwhycouldntyousavehershesgone' The tormenting voices continue and overwhelm you. All you see, hear, and feel turns to nothing.”; if familyMemories is 1, end the story saying “The jaw of the Skeleton King drops open, letting out a chilling shriek. Deep in the cacophony, you hear hundreds of screeching voices: 'shesleavingshelovesyouyouwerentstrongenoughyetyourestilltooweekyoucantsavehershesgone' The swarming voices continue and bring you to one knee. Nearly all you see, hear, and feel fades away, but a brief glimmer breaks through the shadows. You feel its warmth for a moment before it blinks out.”; if familyMemories is 2, end the story saying “The Skeleton King’s jaw creaks open, letting out an unsettling cry. Deep in the noise you hear dozens of screeching voices: ‘shesleavingshestilllovesyoushecanmakeyoustrongenoughyouarenotweaktoherbutyoucantsavehershesgone’ The swarming voices continue and nearly cause you to fall. Your vision begins to turn to black, but a burst of light breaks through the darkness. It is warm, but it passes like morning light.”; if familyMemories is 3, end the story saying “The jaw of the Skeleton King slowly creaks open, letting out a feeble cry. You think you hear several voices whisper out from it: ‘shesleavingeveryoneleavessomedayeveryonelovessomeonewecanallbestrongtogetherwefeelweakbutcanbesomuchmorecanwesaveoneanother’ The eerie words continue and make you feel woozy. Suddenly a hand grabs you by the shirt and warm light surrounds you. You think you see a familiar face, but it dissolves away into the blinding white.”; if familyMemories is 4, end the story saying “The Skeleton King’s jaw barely creaks open, and quiet murmuring cascades out from between the rotting teeth: ‘shesleavingwewillallleavesomedaywewillmeetagainwewillbestrongtogetherwefeelstrongtogetherwecansaveoneanotherifweletoneanothergoshewillalwaysloveyou’ The eerie words continue and make you feel a bit woozy. You feel a soft hand gently wrap itself around yours. An angelic being pulls you through spaces of light and dark until you awake in your bedroom.”; if familyMemories is 5: say “The Skeleton King’s jaw barely creaks open, and a single, sweet phrase arises from it like a song. ‘She will always be with you.’ The monster and the cave all slowly disappear as pure white light surrounds you.”; now the Player is in Radiant Peak; now the command prompt is ">"; increment itemsUsed. Radiant Peak is a room. “Your grandmother stands before you at the very top of a towering mountain. Clouds stretch out towards the sunlit horizon. She smiles. You embrace one another. She begins to walk away. Before letting go of your hand, she looks at you with bright eyes and says, ‘I will always be with you.’” Every turn: if player is in Radiant Peak: end the story saying "'Okay, that's enough stories for tonight! Now go to sleep, dearie! Sweet dreams!'"] Section - Final Confrontation ItemsUsed is a number variable. currentItem is a number variable. PickingItem is a truth state that varies. PickingItem is false. Instead of attacking Skeleton King: try FinalCombat; FinalCombat is an action applying to nothing. Carry out FinalCombat: if itemsUsed is 5: say “You win! [familyMemories] memories found! Something has gone terribly wrong in the code here...”; Else if itemsUsed is 0: say “The strange, wretched beast stands over you, casting a seemingly infinite shadow. It is time to put your heroic items to use; it is time to fight. If you are to stand any chance, you should power up with something tasty before you engage.”; now the command prompt is “What will you use? ”; now pickingItem is true. After reading a command: if pickingItem is true: if “[the player’s command]” matches the regular expression “quit|restart|undo”, case insensitively: now pickingItem is false; now the command prompt is “>”; otherwise if itemsUsed is 0: [Potion Level] if the player’s command matches the regular expression “potion|soda|pop|can|soda pop”: increment itemsUsed; say “ You feel the fizzy liquid rushing through your body. You feel ready to shatter some skulls and stomp some sternums. Just as you raise your blade, the Skeleton King procures an orb of sinister purple flame. This doesn’t look good. You must use something to distract the monstrosity and dodge the attack majestically.”; Stop the action; otherwise: say "That can't be right! [One of]The king's exposed bones shamble closer. If only you had a tasty, cold potion to give you strength.[or]He's only feet away! Your mouth feels insatiably dry.[or]He looks like he's about to attack! At times like this, dad would ask you to get him a cold drink from the fridge.[stopping]"; stop the action; otherwise if itemsUsed is 1: [Cape Level] if the player’s command matches the regular expression “cape|sheets|cloak|robe”: increment itemsUsed; say “ You spin elegantly to throw off the Skeleton King’s aim. The orb flies by with a fiery scream. It barely singes your cape. You face the creature again, and its enormous foot is already headed towards you to strike you with a devastating kick. There’s no dodging this attack. If you have something impenetrable, now is the time to use it.”; Stop the action; otherwise: say "No, that's not it! [One of]The king's hands have erupted in purple flame, and he's winding up for a throw. The flowing violet fire almost reminds you of your bedspread.[or]The fireball has left his hand! It'll be on you in just a second! You wonder what a caped crusader would do in such a situation.[or]The fireball has almost reached you and you can feel its heat. Sweat starts to form under the cape around your neck.[stopping]"; stop the action; otherwise if itemsUsed is 2: [Armor Level] if the player’s command matches the regular expression “armor|pads|helmet|gear”: increment itemsUsed; say “ You puff your chest and lower your head. You are launched backward, but your helmet and chest plate take the blow. You are unscathed, and the Skeleton King still stands on one leg, susceptible to an attack of your own. Someone truly loyal to you would run right in and rip the shin bone out from beneath him.”; Stop the action; otherwise: say "That won't work! [One of]Time seems to slow. You wonder if this is how Peter feels during one of his football games.[or]The bony foot has almost connected with you, but the time is just padded enough for you to make a splitsecond decision.[or]Time nearly stops as your adrenaline and battle reflexes come in. You feel every muscle in your body, as well as the armor that surrounds it.[stopping]"; stop the action; otherwise if itemsUsed is 3: [Dog Level] if the player’s command matches the regular expression “Samwise|samwise|dog|Sammy|Sam|doggy|doggie”: increment itemsUsed; say “ Samwise gallops towards the weak Skeleton King without hesitation and chomps down on the shin bone, causing the monster to fall onto his back. A deafening boom echoes through the cave. The Skeleton King is immobile. Now go! Finish him off with that mighty weapon of yours!”; Stop the action; otherwise: say "Your gut says that would be the wrong move. [One of]The King is still off balance, if only for a moment. If only there was a trusty steed around who liked to gnaw on bones.[or]The King has nearly gained his composure again after his failed attack. You hear a low growl from your trusty companion behind you.[or]The King has nearly regained his balance. His determined, evil face leaves you feeling dog-tired.[stopping]"; stop the action; otherwise if itemsUsed is 4: [Sword Level] if the player’s command matches the regular expression “sword|blade|stick|handle|saber|sabre”: say “ You leap up onto the fallen Skeleton King’s chest and hold the tip of your blade a single inch away from the his forehead. His crown has fallen onto the ground and shattered.”; if familyMemories is 0, end the story saying “The jaw of the Skeleton King suddenly drops open completely, letting out a heart-wrenching shriek. Deep in the cacophony, you hear millions of screeching voices: 'shesgoneshelovedyoushehatedyouyoureweakyourepatheticwhydidntyousaveherwhycouldntyousavehershesgone' The tormenting voices continue and overwhelm you. All you see, hear, and feel turns to nothing.”; if familyMemories is 1, end the story saying “The jaw of the Skeleton King drops open, letting out a chilling shriek. Deep in the cacophony, you hear hundreds of screeching voices: 'shesleavingshelovesyouyouwerentstrongenoughyetyourestilltooweekyoucantsavehershesgone' The swarming voices continue and bring you to one knee. Nearly all you see, hear, and feel fades away, but a brief glimmer breaks through the shadows. You feel its warmth for a moment before it blinks out.”; if familyMemories is 2, end the story saying “The Skeleton King’s jaw creaks open, letting out an unsettling cry. Deep in the noise you hear dozens of screeching voices: ‘shesleavingshestilllovesyoushecanmakeyoustrongenoughyouarenotweaktoherbutyoucantsavehershesgone’ The swarming voices continue and nearly cause you to fall. Your vision begins to turn to black, but a burst of light breaks through the darkness. It is warm, but it passes like morning light.”; if familyMemories is 3, end the story saying “The jaw of the Skeleton King slowly creaks open, letting out a feeble cry. You think you hear several voices whisper out from it: ‘shesleavingeveryoneleavessomedayeveryonelovessomeonewecanallbestrongtogetherwefeelweakbutcanbesomuchmorecanwesaveoneanother’ The eerie words continue and make you feel woozy. Suddenly a hand grabs you by the shirt and warm light surrounds you. You think you see a familiar face, but it dissolves away into the blinding white.”; if familyMemories is 4, end the story saying “The Skeleton King’s jaw barely creaks open, and quiet murmuring cascades out from between the rotting teeth: ‘shesleavingwewillallleavesomedaywewillmeetagainwewillbestrongtogetherwefeelstrongtogetherwecansaveoneanotherifweletoneanothergoshewillalwaysloveyou’ The eerie words continue and make you feel a bit woozy. You feel a soft hand gently wrap itself around yours. An angelic being pulls you through spaces of light and dark until you awake in your bedroom.”; if familyMemories is 5: say “ The Skeleton King’s jaw barely creaks open, and a single, sweet phrase arises from it like a song. ‘She will always be with you.’ The monster and the cave all slowly disappear as pure white light surrounds you.”; now the Player is in Radiant Peak; now the command prompt is ">"; increment itemsUsed; Stop the action; otherwise: say "Probably not the best choice in this situation. [One of]The creature is still on the ground at your mercy. He looks ready to be cut down.[or]The Skeleton King looks like he's getting over his daze. Only a strong weapon forged by the wisest elder will be able to stop him now.[or]The King has nearly gotten back to his feet! With the pressure to act, your sword has become incredibly heavy in your hands.[stopping]"; stop the action. Radiant Peak is a room. “Your grandmother stands before you at the very top of a towering mountain. Clouds stretch out towards the sunlit horizon. She smiles. You embrace one another. She begins to walk away. Before letting go of your hand, she looks at you with bright eyes and says, ‘I will always be with you.’” Before reading a command: if player is in Radiant Peak: end the story saying "'Okay, that's enough stories for tonight! Now go to sleep, dearie! Sweet dreams!'"; Stop the action.