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Witch Camebridge
by
Hurg DeBlurg
Played 1,103 times
View game source
(spoilers!)
Download the
.z8 file
Source Code
“Witch Camebridge†[BEGINNING] A shop is a kind of room. The maximum score is 15. The block giving rule is not listed in the check giving it to rules. When play begins: say "You are a quester of ambiguous morality. Your checklist:[line break]1.Find quests[line break]2.Complete quests[line break]3.Profit.[line break][line break]There are 5 possible points per quest.[line break][line break][line break](note: In this fic, use n/north to go north, s/south to go south, w/west to go west, e/east to go east, d/down to go down, or u/up to go up. Make sure to x/examine as many things as you can. You can also ‘touch’ things, ‘take’ things, ‘show’ things, ‘eat’ things, and a few other actions that I’ll let you figure out.)" A Price is a kind of value. $10.99 specifies a price. A thing has a price. The price of a thing is usually $0.00. After examining something for sale, say "The price of this is [the price of the noun]." Definition: a thing is free if the price of it is $0.00. Definition: a thing is for sale if it is not free. Lakewater is a kind of room. Definition: a room is land if it is not a lakewater. Understand “pet [something]†as touching. Understand “signpost†as sign. Understand “Witch†as witch camebridge. Understand “camebridge†as witch camebridge. Understand “Bill†as Billy. Understand “man†as Joe. Understand “candle†as candles. Understand “shingle†as shingles. Understand “trap door†as trapdoor. Understand “shiny†as the brass key. Understand “shining†as the brass key. Understand “shining thing†as the brass key. Understand “shiny thing†as the brass key. Understand “shiney thing†as the brass key. Understand “shiney†as the brass key. Understand “stove†as the gas stove. Understand “water†as water1. Understand “water†as water2. Understand “water†as water3. Understand “water†as water4. Understand “bridge†as bridge1. Understand “bridge†as bridge2. Understand “Callion†as lizard. Understand "cash" as the money. Understand “mushrooms†as mushroom. Understand “fur†as animal furs. Understand “animal fur†as animal furs. Understand “blankets†as blanket. Understand “shelves†as shelf. Understand “man†as billy. Understand “table†as tables. Understand “tablecloths†as tables. Understand “tablecloth†as tables. Understand “bandaids†as band-aids. Understand “band aids†as band-aids. Understand “gwen†as gwendolyn. Understand “meds†as medicine. Understand “pills†as medicine. Understand "[any room]" as going by name. Understand "go to [any room]" as going by name. Going by name is an action applying to one thing. Check going by name: if the noun is the location, say "You're already in [the location]." instead; if the noun is not adjacent and the noun is unvisited, say "You wouldn’t know how to get there." instead. Carry out going by name: let aim be the best route from the location to the noun, using doors; if aim is not a direction, say "You can't think how to get there from here." instead; say "(heading [aim])[command clarification break]"; try going aim; if the location is not the noun, say "You'll have to stop here." Every turn: if score is 15: say "Congrats! You have completed all the quests!"; end the game in victory. [TIME] When play begins: change the left hand status line to "[time of day]". The time of day is 9:05 AM. At 9:00 PM: now the Verde Wood is dark; now the Path is dark; now the Cottage Front is dark; now the village end is dark; now the Road is dark; now the Babbling Brook West is dark; now the Babbling Brook East is dark; now the Stone Bridge west is dark; now the Stone Bridge east is dark; now the Cave is dark; now the Dungeon is dark; now the Dripping Cavern is dark; now the Lake North is dark; now the Lake south is dark; now the Lake east is dark; now the Lake west is dark; now the Lake center is dark; now the lake northwest is dark; now the lake southwest is dark; now the lake northeast is dark; now the lake southeast is dark; now the roof is dark; now the side yard is dark; now the Bell Street is dark; now the Fox Road is dark; now the Center Street is dark; now the Oak Street is dark. At 5:15 AM: now the Verde Wood is lit; now the Path is lit; now the Cottage Front is lit; now the village end is lit; now the Road is lit; now the Babbling Brook West is lit; now the Babbling Brook East is lit; now the Stone Bridge west is lit; now the Stone Bridge east is lit; now the Cave is lit; now the Dungeon is lit; now the Dripping Cavern is lit; now the Lake North is lit; now the Lake south is lit; now the Lake east is lit; now the Lake west is lit; now the Lake center is lit; now the lake northwest is lit; now the lake southwest is lit; now the lake northeast is lit; now the lake southeast is lit; now the roof is lit; now the side yard is lit; now the Bell Street is lit; now the Fox Road is lit; now the Center Street is lit; now the Oak Street is lit. Rule for printing the announcement of darkness: say "It is dark out now..." Rule for printing the description of a dark room: say "It's very dark right now, and you can barely see anything. The blackness is all consuming. You’re just going to have to stumble around until you find somewhere lit again..." instead. Rule for printing the name of a dark room: say "[one of]Darkest of dark[or]Darkness[or]Dark[or]Blackness[at random]" instead. A shop has a time called the opening hour. The opening hour of the shop is usually 7 AM. A shop has a time called the closing hour. A shop usually has closing hour 6:30 PM. Check going to a shop (called the target): if the time of day is before the opening hour of the target, say "[The target] is closed up until [the opening hour of the target]." instead. Check going to a shop (called the target): if the time of day is after the closing hour of the target, say "[The target] has been closed since [the closing hour of the target]." instead. Every turn when the location is a shop: let deadline be the closing hour of the location; if the deadline is before the time of day: let target be a random adjacent room which is not a shop; say "You are gently but firmly ushered out, since [the location] is closing."; move the player to the target. [PLAYER] The description of the player is “A handsome individual.[if the player wears anything] and you’re wearing [the list of things worn by player][end if]†The player is wearing cuffed pants. The player is wearing a tunic. The description of tunic is “A simple piece of cloth covering your upper half.†The description of cuffed pants is “Some denim pants you acquired a long time ago.†The player carries a wallet. The wallet contains money. The price of the money is $4.50. The printed name of the money is "[price of the money] in cash". Before going south from the Cottage Front for the first time: Say “[line break](note: the format for talking to people is ‘ask -blank- about -blank-, or tell -blank- about -blank-.’)[line break]†Before going east from the road for the first time: Say “[line break](note: the format for talking to people is [line break]‘ask -blank- about -blank-, or tell -blank- about -blank-.’)[line break]†[BUY] Instead of taking something for sale: say "You can’t just take that!" Before buying something for sale when the money is not in the wallet: say "You don’t have enough money." instead. Before buying something for sale when the money is free: say "You're broke. You can’t buy this" instead. Before buying something for sale when the price of the money is less than the price of the noun: say "[the noun] is too expensive for you. You don’t have enough money." instead. Instead of buying something: decrease the price of the money by the price of the noun; say "You fork over [the price of the noun] for [the noun], leaving yourself with [the price of the money].[If the player is in the Bistro]Jakob smiles at you and hands you your food.[end if]"; now the price of the noun is $0.00; now the player is carrying the noun. Instead of taking the money: say "If you take it out of your wallet, you might lose it." Instead of dropping the money: say "You should probably hold onto this." Instead of buying something free: say "That’s not something you can buy." Instead of buying the money: say "You can’t buy money with money! That’s ridiculous." [VERDE WOOD] The player is in the Verde Wood. The Verde Wood is a room. The description of the Verde Wood is “Light filters in through the trees overhead. You are standing in a little clearing, where the light shines on you almost like a spotlight. There are mushrooms growing in the shadows around you. You can hear the sound of moving water nearby on your west. There is a path through the trees to the south and to the east.†In the Verde Wood is a mushroom. The mushroom is edible. The mushroom is not described. After eating the mushroom: Say “It’s not safe to eat random mushrooms you found, stupid.â€; End the game in death. [CABIN] East of the Verde Wood is the Cabin. The cabin is a room. The description of the cabin is “This is your house. There is a door to the west and a door to the north.â€. In the Cabin is the chest. The chest is a closed, openable container. The chest is locked. The Small key unlocks the chest. In the chest is coins. The price of the coins is $7.23. Instead of taking the coins: increase the price of the money by the price of the coins; say "You take the scattered coins and put them in your wallet. The total amount of money you have is [the price of the money]."; Remove the coins from play. [CABIN NORTH] North of the Cabin is the Side Yard. The side yard is a room. The description of the side yard is “The side of your house. There is a small garden here.†The key ring is a portable container. The Key ring is in the side yard. The key ring is not described. The description of the key ring is “A small loop with one key attached.†The small key is in the key ring. There is a garden in the side yard. The garden is not described. The garden is fixed in place. The description of the garden is “A small garden that you use to grow vegetables. It’s winter right now, and even though you live in an area that doesn’t get very cold, there isn’t anything growing here yet. There’s a key ring in the middle of the garden…†[BROOK EAST] West of the Verde Wood is the Babbling Brook East. The Babbling Brook East is lakewater. The description of The Babbling Brook East is “You are on the eastern bank of a brook. You can see the other side across the water to the west. The water is clear and fresh and looks cold. It’s early spring, so this must be melted ice from the mountains to the north. The shore of the brook continues north-south.†The water3 is in the Babbling brook East. The water3 is edible. The water3 is not described. The printed name of the water3 is “waterâ€. After eating water3: Say “Refreshing.†Instead of going west from the Babbling Brook East: Say “You don’t want to get your pants wet.†[BRIDGE WEST] North of Babbling Brook West is Stone Bridge West. West of the Stone Bridge East is Stone Bridge West. Stone Bridge West is a room. The description of Stone Bridge West is “There is a small, stone bridge here, going east across the river. The shore of the brook continues north-south. You can see a cave off in the distance, to the west.†In the Stone bridge west is bridge1. Bridge1 is fixed in place. The printed name of the bridge1 is “bridgeâ€. The bridge1 is not described. The description of bridge1 is “A squat stone bridge that has stood the test of time.†The water4 is in the Stone Bridge West. The water4 is edible. The water4 is not described. The printed name of the water4 is “waterâ€. After eating water4: Say “Refreshing.†[BRIDGE EAST] North of Babbling Brook East is Stone Bridge East. East of Stone Bridge West is Stone Bridge East. Stone Bridge East is a room. The description of Stone Bridge East is “There is a small, stone bridge here, going west across the river. The shore of the brook continues north-south.†In stone bridge east is bridge2. Bridge2 is fixed in place. The printed name of the bridge2 is “bridgeâ€. The description of bridge2 is “A squat stone bridge that has stood the test of time.†The bridge2 is not described. The water2 is in the Stone Bridge East. The water2 is edible. The water2 is not described. The printed name of the water2 is “waterâ€. After eating water2: Say “Refreshing.†[BROOK WEST] West of the Babbling Brook East is the Babbling Brook West. The Babbling Brook West is lakewater. The description of Babbling Brook West is “You are on the east side of the brook. You can see where you had come from across the water. The shore of the brook continues north-south. There is an old tree stump buried in the sand near you.†Instead of going east from the Babbling Brook West: Say “You don’t want to get your pants wet.†The water1 is in the Babbling brook West. The water1 is edible. The water1 is not described. The printed name of the water1 is “waterâ€. After eating water1: Say “Refreshing.†There is a tree stump in Babbling Brook West. The tree stump is not described. The tree stump is fixed in place. The description of the tree stump is “An old mossy tree stump that has rotted away in the middle. [if the player does not have the silver key]There is a silver key half covered in moss in here.[end if]†There is a silver key on the tree stump. The description of the silver key is “An old silver key that somehow hasn’t tarnished. It is engraved with flowers.†The silver key is not described. [LAKE SIDES] The Lake Center is a room. The Lake Center is lakewater. The description of the Lake Center is “You are in the middle of the lake. The water spreads in all directions. You can see the shadows of fish moving around underneath the boat.†Fishing is an action applying to nothing. Understand “fish†as fishing. Understand “go fishing†as fishing. The bracelet is a thing. The bracelet is in the Market street. The bracelet is not described. The bracelet is wearable. Instead of fishing when the player is not carrying the fishing pole: Say “You have nothing to fish with!†After fishing: Say “[one of]You catch a boot. You have no use for this.[or]You catch a fish! It is slippery and floppy. It flops back into the water. Darn.[or]You catch a fish! Wow this fish looks disgusting. You don’t want to keep this. You throw it back.[or]You catch an old tin can. You have no use for this. You toss it back.[or]You catch a fish! You don’t really need a fish though. You toss it back in.[or]You catch some plants! Kelp maybe? You’re not a plant expert. You toss it back in.[or]You wait for a good while, but nothing’s biting.[at random]†After fishing for the fifth time: Say “What! There is a bracelet attached to the hook! Score!â€; Now the player is carrying the bracelet; Award 1 point. Instead of fishing in a room that is not lakewater: Say “What are you going to fish for? Dirt?†The Lake North is a room. South of the Lake North is the Lake Center. North of the Lake North is the Babbling Brook West. The Lake North is lakewater. The description of the Lake North is “The northern shore of a small lake that the brook feeds into. The water is a greenish blue.†The Lake East is a room. West of the Lake East is the Lake Center. East of the Lake East is the Cottage Front. The Lake East is lakewater. The description of the Lake East is “The eastern shore of a small lake that the brook feeds into. The water is a greenish blue. To your east is a small trail that leads up the hill.†Instead of going West from Lake Northeast when the player is not in a vehicle: Say “You’d have to cross the river to do that, something you can’t do.†The Lake South is a room. North of the Lake South is the Lake Center. The Lake South is lakewater. The description of the Lake South is “The southern shore of a small lake that the brook feeds into. The water is a greenish blue.†The Lake West is a room. East of the Lake West is the Lake Center. The Lake West is lakewater. The description of the Lake West is “The western shore of a small lake that the brook feeds into. The water is a greenish blue.†The Lake Northeast is a room. West of the Lake Northeast is the Lake North. South of the Lake Northeast is the Lake East. North of the Lake Northeast is the Babbling Brook East. The Lake Northeast is lakewater. The description of the Lake Northeast is “The north-eastern shore of a small lake that the brook feeds into. The water is a greenish blue.†Instead of going East from Lake North when the player is not in a vehicle: Say “You’d have to cross the river to do that, something you can’t do.†The Lake Southeast is a room. West of the Lake Southeast is the Lake South. North of the Lake Southeast is the Lake East. The Lake Southeast is lakewater. The description of the Lake Southeast is “The south-eastern shore of a small lake that the brook feeds into. The water is a greenish blue.†The Lake Southwest is a room. East of the Lake Southwest is the Lake South. North of the Lake Southwest is the Lake West. The Lake Southwest is lakewater. The description of the Lake Southwest is “The south-western shore of a small lake that the brook feeds into. The water is a greenish blue.†The Lake Northwest is a room. East of the Lake Northwest is the Lake North. South of the Lake Northwest is the Lake West. The Lake Northwest is lakewater. The description of the Lake Northwest is “The north-western shore of a small lake that the brook feeds into. The water is a greenish blue.†Instead of going by a vehicle to somewhere land: Say “Boats can’t go on land!†In the Lake East is a vehicle called the boat. The description of the boat is "A small fishing boat that someone has left here.". The motor is a device. The motor is part of the boat. Instead of going by the boat when the motor is switched off: say "You need to turn on the motor in order for this boat to go anywhere.". Instead of switching on the boat, try switching on the motor. Instead of switching off the boat, try switching off the motor. After switching on the motor for the first time: Award 1 point. Instead of going to Lake Center when the player is not in a vehicle: say "If you swim into the middle of the lake, you’ll drown before you get across.". Instead of going to Babbling Brook East when the player is on the boat: say "Boats can't go on land.". Instead of going to Babbling Brook West when the player is on the boat: say "Boats can't go on land.". Instead of going to Cottage Front when the player is on the boat: say "Boats can't go on land.". [PATH] South of the Verde Wood is the Path. The Path is a room. The description of the Path is “A simple dusty path that comes out of the grass like someone sticking their tongue out. Ahead the path splits, and there is a signpost.†There is a sign in the Path. The sign is not described. The description of the sign is “<-East to Ironwood Village[line break]South to Witch Camebridge ↑ [line break]North to The Verde Wood ↓†[COTTAGE] South of the path is the cottage front. The Cottage Front is a room. The description of Cottage Front is "At the end of the path, a shabby cottage stands to the south of you. It is very plain, wooden, with a ladder going up to the roof. The front door which seems to be carved. From here you can see a faint glimmer of the lake to the west." The Interior is a room. The description of the Interior is “The inside of the cottage is only one room big, with a small gas stove near the door and a bed on the opposite corner. The exit is to the north. There is a trapdoor in the middle of the floor.†The Cottage door is a closed door. The cottage door is scenery. The description of the Cottage door is “A small door that appears to be made of driftwood. It has arcane symbols carved around the outer edge.†The arcane symbols are part of the Cottage door. The description of the arcane symbols is “‘μÎνω Îξω’ repeats over and over around the door.†The arcane symbols are not described. The Cottage Front is north of the cottage door. The cottage door is south of the Cottage Front. The Interior is south of the cottage door. The cottage door is north of the Interior. There is a bed is in the interior. It is scenery. It is fixed in place. It is not described. The description of the bed is “A one-person bed, layered with many blankets and animal furs.†The blanket is on the bed. The blanket is not described. The description of the blanket is “A warm and heavy blanket.†The animal furs are on the bed. The animal furs are not described. The description of the animal furs is “Large and either white or red-brown.†The dust bunny is in the Interior. The dust bunny is edible. The description of the dust bunny is “Nasty.†The dust bunny is not described. Instead of eating the dust bunny: End the game in death. There is a gas stove in the interior. It is fixed in place. The gas stove is a device. It is switched off. The gas stove is not described. The description of the gas stove is “Narrow and tall, the stove is made of metal. It has two burners.†Instead of switching on the gas stove: Say “You turn one of the dials. It makes a clicking noise and the stovetop bursts into blue flame. You watch it dance for a moment, before turning it off again. You don’t want to accidentally burn this house down. You might get cursed.†The trapdoor is a door. The trapdoor is a closed, locked door. The brass key unlocks the trapdoor. The trapdoor is below the Interior and above the Witch's Workplace. The trapdoor is scenery. The description of the trapdoor is “A trapdoor made from the same wood as the front door. It is locked, with an old brass padlock.†The padlock is a part of the trapdoor. The padlock is fixed in place. The padlock is not described. The description of the padlock is “An old lock, but with pieces too thick for a bolt cutter. (note: use the key on the trapdoor, not the padlock)†After opening the trapdoor: Say “The trapdoor creaks open. You can see a ladder descending into darkness, but the darkness stops at a flickering light far below.†[ROOF] Up from the Cottage Front is the Roof. The roof is a room. The description of the Roof is “You climb up the front of the cottage to a small and slightly angled roof. Some of the shingles fall off when you step on them. The only thing of note up here is the brick chimney and the only way to go from here is down.†The shingles are in the roof. The shingles are fixed in place. The description of the shingles is “You attempt to reattach the shingles. Good enough.†The shingles is not described. There is a chimney in the roof. It is scenery. It is fixed in place. It is not described. The description of the chimney is “A chimney. [if the player does not have the brass key]Something is shining on the inside.[end if]†The brass key is on the chimney. The brass key is not described. The description of the brass key is “A long, thin brass key. The end is shaped very intricately. The chimney was a pretty good place to hide it.†[WORKPLACE] The Witch’s Workplace is down from the trapdoor. The witch’s workplace is a room. The description of the witch’s workplace is “[if the witch’s workplace is unvisited]You climb down the ladder leading to the candle-lit cave that is the witch’s workplace. There are intricate rugs lining the floor with more of the symbols that you had seen on the door.[end if] The Witch Camebridge is standing at the opposite end at an altar, facing away from you. She doesn’t seem to notice you…[line break][line break]The exit is up.†The Altar is in the Witch’s Workplace. The description of the Altar is “A short table with carved animal legs. The top is crammed with more candles and herbs than the rest of the workplace combined, and in the center is a chart of something you don’t recognise.†The Altar is not described. The candles are in the Witch’s workplace. The description of the candles is “Some are tall and thin, some are short and wide. All of them are lit. They fill the room with a thick scent.†The candles is not described. Instead of taking the candles: Say “Those don’t belong to you.†There is a lizard in the Witch’s Workplace. The lizard is an animal. The description of the lizard is “As you look at it, the witch softly speaks to you from the other side of the room. ‘His name is Callion. He’s my familiar.’†The old paper is in the Witch’s Workplace. The old paper is not described. The description of the old paper is “MISSING PERSONS[line break]  ______[line break] _ //, _\ \ \[line break] |-oI -o. \\_|[line break] | . L … .|/_|[line break] \’’---’’/ [line break]  ’|’’’’ .|[line break]---\’’\ /’’’/__[line break][line break]’KIWI’ CAMEBRIDGE†After examining the old paper for the first time: Award one point. [CAMEBRIDGE] Witch Camebridge is in the Witch’s Workplace. Witch Camebridge is a person. The description of Witch Camebridge is “She notices you creeping closer and sideyes you, but does not look up from the altar. She is short and dark-skinned and has a clearly home-made eyepatch. Her cloak seems to move in a way that makes it seem alive…†After asking Witch Camebridge about “Quest†for the first time: Say “[If the dungeon is unvisited]The witch doesn’t turn from her work. ‘You want a quest, hm? Ok. I have one for you.’ She reaches one arm under the altar and brings out an old paper. ‘No one has managed to complete this one,’ she says, almost mournfully. ‘It’s the search for my son. He’s been missing for many years. Bring him back and I will reward you for your efforts.’ She puts the paper in front of you.[end if][if the dungeon is visited]Thank you so much for returning my son![end if]â€; Award 1 point. After asking witch camebridge about “questâ€: Say “[If the Kiwi’s house is visited]’I have no quest for you anymore, now that you’ve returned my son.’[end if][If the kiwi’s house is unvisited]’Please do what I asked.’[end if]†Witch camebridge is wearing a cloak. The description of the cloak is “You look at it closer and… The cloak is made of live ravens!†Witch Camebridge can be active or passive. Witch Camebridge is active. Every turn: If the Kiwi is in the Witch’s Workplace for the first time: If Witch Camebridge is active: Say “Witch Camebridge looks shocked and surprised. ‘You found him! Oh, thank you immensely!’ She rushes over and covers Kiwi in kisses. Kiwi looks bewildered.[line break][line break]After a moment she turns back to you. ‘I cannot tell you how grateful I am. If you’d be willing to help me one last time, please take him home to his house. Then I will tell you where to receive your reward.’â€; Award 1 point; Now Witch Camebridge is passive.; If witch Camebridge is passive: Say “‘I really cannot thank you enough.’ She says again.†[ROAD] East of the path is The Road. The Road is a room. The description of The Road is “The dusty path slowly gets paved, until you are walking down a road that faces east-west. You can see in the distance the village. There is, however, one house standing here, to the north." North of the road is Kiwi’s House. Kiwi’s house is a room. The description of Kiwi’s house is “A small room.†There is a box in Kiwi’s House. The box is a closed, openable container. In the box is a note. The description of the note is “‘Quester- [Line break]I cannot thank you enough for the safe return of my son. [line break]Please take this as my token of thanks.[line break][line break]M. Camebridge’†After examining note for the first time: Say “Congrats! You completed the quest!â€; Award 1 point. Instead of going north from the road when The location of Kiwi is not the location of the player: Say “You try to enter the house to the north, but… it’s… locked?†[AGATHA’S HOUSE] Agatha’s House is a room. The description of Agatha’s house is “A smallish house. When you walk in there seems to be no one in the living room, but you can hear someone snoring from one of the rooms in the house. The fire in the fireplace is burning. The exit is to the west.†Agatha’s door is a door. Agatha’s door is east of Village End. west of Agatha’s house is Agatha’s door. east of Village End is Agatha’s Door. Agatha’s door is scenery. There is a fire in the Agatha’s House. The fire is a device. The fire is switched on. The fire is not described. Instead of switching off the fire: Say “You have no way to extinguish the fire.†There is a safe in agatha’s house. The safe is a closed, openable container. The safe is locked. The safe is fixed in place. The silver key unlocks the safe. The description of the safe is “A heavy, black safe with a key lock engraved with flowers.†In the safe is pile of gold. The price of the pile of gold is $145.67. Instead of taking the pile of gold: increase the price of the money by the price of the pile of gold; say "You steal the gold from Agatha’s safe and put it in your wallet. The total amount of money you have is [the price of the money]."; now the price of the pile of gold is $0.00; Remove the pile of gold from play. [AGATHA’S BEDROOM] North of Agatha’s House is Agatha’s Bedroom. Agatha’s Bedroom is a room. The description of Agatha’s Bedroom is “This room is clearly not only Agatha’s room, seeing as a man sleeps there, snoring loudly. [If player does not have Jacket]His jacket is hung on the door, and you can see from his blue name tag that his name is Billy.[end if]†Jacket is in Agatha’s bedroom. The description of jacket is “Billy’s jacket.†The jacket is wearable. The jacket is not described. Billy is a man. Billy is in Agatha’s Bedroom. Billy is not described. The description of Billy is “A large man laying on the bed. It is bending underneath him. He is dead asleep, and none of your efforts are going to wake him.†Instead of asking Billy about something: Say “[one of]‘sNNRK.’ [or]‘SNNXXXXxxx....’ [or]‘HHRnnkkkkKK.’ [or]‘SNnnnnxxck…...’ [at random]†Instead of telling Billy about something: Say “[one of]‘SNNNORKKK.’ [or]‘snoreeee.’ [or]‘hkkkk.’ [or]‘SNNNkkxxkxk....’ [or]‘Snkxxksnskk....’ [at random]†[JOE’S BNB] Joe’s Bedn Breakfast is a room. Joe’s Bedn Breakfast is a shop. The description of Joe’s Bedn Breakfast is “A little restaurant area on one side, and a desk with a man at the other side. His blue name tag says ‘Joe.’ The exit is to the north.†Joe’s BnB door is a door. south of Center Street is Joe’s BnB door. north of Joe’s Bedn Breakfast is Joe’s Bnb door. Joe’s BnB door is scenery. There is a desk in Joe’s Bedn Breakfast. The desk is fixed in place. The desk is not described. The description of the desk is “A high wooden desk, with some pens in a jar to your left.†There is a pen on the desk. The pen is not described. The description of the pen is “Just a pen.†Joe is a man. Joe is in Joe’s Bedn Breakfast. The description of Joe is “A tired-looking man. He is wearing a blue polo with a name tag labeled ‘Joe.’ He watches you.†Joe is not described. [IRONWOOD VILLAGE STREETS] East of The Road is the Village End. The Village End is a room. The description of Village End is “Small houses line the road here. It’s mostly residential, but a few of the houses have fenced in areas with animals behind them. Looks like a farming village. You can see one large house to your east. The way into town is south.†South of the Village End is Center Street. Center Street is a room. The description of Center Street is “Now there are bigger houses, and a few shops. You can see Joe’s Bed and Breakfast to the south, the doctor’s office to the east, and Bell Street to the west.†West of Center Street is Bell Street. The Description of Bell Street is “Bell street is lined with stores. It travels east-west until it intersects with Center Street to the east. You can see the front of a Bistro to your north and a general store to your south.†West of Bell street is Fox Road. The description of Fox Road is “Bell street turns into Fox Road here. It is lined with stores and a house to the west. It travels east-west. Oak street intersects here to the south.†South of Fox Road is Oak Street. The description of Oak Street is “Oak Street. I havent coded this far lol go back†[BISTRO] North of Bell street is the Bistro. Jakob is in the Bistro. Jakob is a person. Jakob is not described. The description of Jakob is “A young man with dark hair, wearing an apron. His name is pronounced ‘Yakob.’ Just by the way.†The bistro is a room. The counter is in the bistro. The counter is fixed in place. The counter is not described. The description of the counter is “In the glass container/counter is a PB n J, a sandwich, a BLT, a cake, and a cookie.†The Bistro is a shop. "A bright room with tables covered in red-and-white checkered tablecloths. A man, wearing the name tag Jakob, smiles at you when you come in. He is standing behind a counter with a glass front with the sandwich options there." In the bistro is the PB n J. The PB n J is edible. The PB n J is not described. The price of the PB n J is $2.45. The description of the PB n J is “A classic PB&J.†In the bistro is the cookie. The cookie is edible. The cookie is not described. The price of the cookie is $2.45. The description of the cookie is "A large, packaged, chocolate chip cookie. The label on the outside says ‘Chocolate Chunk.’" In the bistro is the BLT. The BLT is edible. The BLT is not described. The price of the BLT is $4.50. The description of the BLT is "Bacon, Lettuce, Tomato. A godly combination." In the bistro is the sandwich. The sandwich is edible. The sandwich is not described. The price of the sandwich is $4.25. The description of the sandwich is "This Bistro’s signature sandwich." In the bistro is the cake. The cake is edible. The cake is not described. The price of the cake is $5.50. The description of the cake is "A beautiful slice of yellow cake with chocolate frosting." In the bistro is the pie. The pie is edible. The description of the pie is “This is Lauren’s pie. Don’t eat it.†The pie is not described. The price of the pie is $150.00. Instead of eating the pie: End the game in death. In the bistro is the tables. The tables is not described. The tables is fixed in place. The description of the tables is “Short, square tables with brightly checkered tablecloths.†[GENERAL STORE] The General Store is a room. South of the Bell street is the General Store. The General store is a shop. The description of the General store is “Lou’s General Store. For all of your general needs![line break][line break]A medium sized store, with shelves lined with products, a fruit stand, and a clothing rack.†In the General Store is the shelf. The shelf is fixed in place. The shelf is a supporter. The shelf is not described. The description of the shelf is “A white metal shelf. [if there is anything on the shelf] On it is [the list of things on the shelf][end if].†On the shelf is the camping lantern. The camping lantern is a device. The camping lantern is not described. The price of the camping lantern is $5.45. The description of the camping lantern is "A small, green lantern with a handle on top and a switch on the side." After switching on the camping lantern: Now the camping lantern is lit; Say “You switch on the lantern. It sends off a weak light. Get what you pay for, I guess.†After switching off the camping lantern: Now the camping lantern is unlit; Say “You switch off the lantern.†After taking the Camping Lantern when the camping lantern is not handled: increase the score by 1 On the shelf is the band-aids. The band-aids is wearable. The band-aids is not described. The price of the band-aids is $2.05. The description of the band-aids is “A small box of those sticky bandages.†On the shelf is the fishing pole. The fishing pole is not described. The price of the fishing pole is $8.00. The description of the fishing pole is “A long, green, classic fishing pole. It comes with bait and fishing line.†On the shelf is the pocketknife. The pocketknife is not described. The price of the pocketknife is $4.50. The description of the pocketknife is “Shwip. Knife.†Understand “knife†as pocketknife. On the shelf is the pencil. The pencil is not described. The price of the pencil is $0.75. The description of the pencil is “Ticonderoga.†In the General Store is the fruit stand. The fruit stand is fixed in place. The fruit stand is undescribed. The fruit stand is a supporter. The description of the fruit stand is “A stand with a wide top for holding fruits. They have apples, oranges, and bananas.†In the General Store is the apple. The apple is edible. The apple is not described. The price of the apple is $0.45. The description of the apple is "Granny smith." In the General Store is the orange. The orange is edible. The orange is not described. The price of the orange is $1.25. The description of the orange is "A large orange. It doesn’t look very ripe." In the General Store is the banana. The banana is edible. The banana is not described. The price of the banana is $0.95. The description of the banana is "Long and yellow. Yep! That’s a banana." In the General Store is the clothing rack. The clothing rack is not described. The clothing rack is fixed in place. The description of the clothing rack is “A clothing rack. It is currently empty.†The store uniform is a thing. The store uniform is wearable. Tommy is a person. Tommy is in the General Store. The description of tommy is “A pimply teenager with spiky hair.[if Tommy wears anything] He is wearing [the list of things worn by Tommy][end if]†Elise is a person. Elise is in the Oak street. The description of Elise is “A girl with light colored hair.[if Elise wears anything] She is wearing [the list of things worn by Elise][end if]†Worktime is a kind of value. The Worktimes are unemployed, onshift, and offshift. A person has a worktime. A person is unemployed. At 12:00 PM: If the player is in the General store: Say “Tommy leaves his shift. Elise comes into the store and dons her uniform.â€; move Elise to the General store; Move Tommy to the Oak Street; Now Tommy is offshift; Now Elise is onshift.; Now Elise is wearing the Store Uniform. At 7:00 AM: move Tommy to the General store; Move Elise to the Oak Street; Now Elise is offshift; Now Tommy is onshift. Now Tommy is wearing the Store Uniform. After asking Elise about “quest†for the first time: Say “‘Hm?’ she says. ‘Oh. Well, I guess. I lost my bracelet in the lake a few days ago. I was really sad. It was very special to me. If you could find it for me that would be wonderful.â€; Award 1 point. After giving bracelet to Elise: Say “‘Oh! Thank you so much! This means a lot to me.’â€; Award 2 points; Now Elise is wearing the bracelet. [CAVE] West of Stone Bridge West is the Cave. The Cave is a room. The description of the Cave is “[if the cave is unvisited]You approach the dark cave. It is wet and dark. You can hear something moving around deep inside it. You better be careful.[line break][line break][end if]There are two tunnels; One to the north and one to the west. The exit is back to the east.†The Howling Cavern is a dark room. The howling Cavern is west of The Cave. The description of the howling cavern is “A large room carved out into the mountain.†The iron key is in the Howling Cavern. The Dripping Cavern is a room. The Dripping Cavern is north of The Cave. The description of the Dripping cavern is “The cave narrows. The stalactites on the ceiling are dripping water on your head. The cave continues southward, and northward until it hits an old cell door.†The cell door is a closed door. The cell door is a locked door. The cell door is north of the dripping cavern. It is scenery. The dripping cavern is south of the cell door. The Dungeon is north of the cell door. The cell door is south of the Dungeon. The description of the cell door is “An old and rusty door, but it is still very sturdy. [If kiwi is in the dungeon]You can hear movement and ragged breathing in the darkness behind it.[end if]†The iron key unlocks the cell door. The dungeon is a room. The description of the dungeon is “The door creaks open to reveal a small stone room, covered in cracks and puddles.†After going north from the Dripping cavern for the first time: Say “You see a shadowy figure here, the source of the ragged breathing you hear. It seems startled and scared by your sudden appearance.[line break][line break]After a few silent moments, the figure slowly rises to standing. You can see it’s a man, starved and dirty. He coughs, and studies your face. ‘Who…
who are.. you?’[line break][line break]’I’m here to rescue you,’ you say. You aren’t sure if he believes you, but he will follow you anyways.†After opening the cell door for the first time: Say “The cell door creaks open.â€; Award 1 point. [KIWI] Kiwi is a person in the Dungeon. The description of Kiwi is “A young man. He is incredibly skinny and years of living in the dark has made his eyesight poor. He has long dark hair that is all tangly. He is carrying a [the list of things carried by Kiwi][if Kiwi wears anything] and is wearing a [the list of things worn by Kiwi][end if].†Kiwi is wearing large tattered shirt. Kiwi is carrying rat. Kiwi can be active or passive. Kiwi is passive. After going north from the Dripping cavern for the first time: Now kiwi is active. Every turn: If the Kiwi’s house is visited: Now kiwi is passive. Every turn when Kiwi is active: If the location of Kiwi is not the location of the player: Let The Way be the best route from the location of Kiwi to the location of the player, using doors; Try Kiwi going The Way; If the location of Kiwi is the location of the player: Say “[one of]Kiwi waits for your next move.[or]Kiwi is patiently waiting.[or]Kiwi watches you.[or]Kiwi sighs.[or]Kiwi seems to be having trouble breathing.[or]Kiwi looks tired.[or]Kiwi looks hungry.[or]Kiwi strokes his rat.[or]Kiwi fiddles with his shirt.[or]Kiwi fiddles with his hair.[or]Kiwi looks at you.[or]Kiwi looks at you and slowly asks ‘Where are we going..?’ His voice cracks. You don’t answer.[or]Kiwi looks at the ground.[or]Kiwi offers the rat to you so you can pet it.[or]Kiwi sniffles.[or]Kiwi coughs.[or]Kiwi looks weary.[or]Kiwi looks confused.[at random]†After touching the rat: Say “You pet its head with your finger. It doesn’t take note of you.†The description of the rat is “Small and scruffy, but seems to be tame. Kiwi won’t let go of it.†After asking Kiwi about something: Say “[one of]‘I- I don’t know…’[or]Kiwi looks at you inquisitively.[or]’what?’ he says.[at random]†After telling Kiwi about something: Say “‘Oh- Okay..’†[GWENDOLYN’S HOUSE] Gwendolyn’s house is a room. It is west of Fox Road. The description of Gwendolyn’s house is “A small home with flowered wallpaper. Beth and her grandmother, Gwendolyn, are here, at a big bed in the middle of the room.†There is a sick bed in the Gwendolyn’s house. It is not described. The description of the sick bed is “A bed. Gwen is in it.†Gwendolyn is a person. Gwendolyn is in Gwendolyn’s house. The description of Gwendolyn is “A sickly old woman. She is bedridden and Beth is taking care of her.†Beth is a person. Beth is in Gwendolyn’s house. The description of beth is “A young, but clearly stressed girl. She is trying her best to take care of her grandma.†After asking Beth about “quest†for the first time: Say “Beth looks at you hopefully. ‘A quest? Uh.. yeah, I guess.. Um. Can you please go to the doctor’s office and pick up Gwen’s medicine? I have to stay here to watch her but she also needs her pills....’â€; Award 1 point. After asking Beth about “questâ€: Say “Beth says ‘Please bring me Gwen’s medicine?’†After asking Beth about [something]: Say “‘Why are you asking me??’ she snaps.†Beth can be active or passive. Beth is active. Every turn when the player can see Beth: If the player is carrying the medicine: If Beth is active: Say “Beth looks up from the bed. ‘Oh good, you brought it! Can you give it to her please?’â€; Award 1 point; Now Beth is passive.; If Beth is passive: Say “[line break]†Instead of giving the medicine to Gwendolyn: Say “You give the medicine to Gwendolyn. Congrats! You completed this quest.â€; Remove the medicine from play; Award 1 point. [DOCTORS] At 5:00 AM: move Doctor Agatha Armoury to the Doctor’s Office; Now Doctor Agatha Armoury is onshift. At 10:00 PM: move Doctor Agatha Armoury to the Agatha’s House; Now Doctor Agatha Armoury is offshift. The Doctor’s Office is a shop. The Doctor’s Office is east of Center Street. The description of the doctor’s office is “A small waiting room. The door dings as you walk in and the doctor comes out from the back room. The town here is so small it’s a surprise there’s a doctor’s office at all.†Doctor Agatha Armoury is a person. Doctor Agatha Armoury is in the Doctor’s Office. The description of doctor agatha armoury is “The doctor of this tiny town.†The opening hour of the Doctor’s Office is 5:30 AM. The closing hour of the Doctor’s office is 9:30 PM. The medicine is in the Doctor’s Office. The medicine is not described. The description of the medicine is “A little orange bottle with some very chemical-y sounding words, and ‘GWENDOLYN’ printed at the top.†After asking Doctor Agatha Armoury about “medicine†for the first time: Say “Dr. Armoury holds out the medicine for you to take. ‘Please deliver this to Gwendolyn.’â€; Award 1 point. After taking the medicine for the first time: Say “Agatha hands you the medicine.â€; Award 1 point.