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Caves, Fungi, and... Mice?
by
Fiona Chen
Played 31 times
View game source
(spoilers!)
Download the
.z8 file
Source Code
"Caves, Fungi, and... Mice?" When play begins: say "You stretch out your limbs as you shake yourself from the clutches of your fitful sleep. As an overworked, amateur scientist studying plants, you hardly ever have a proper sleep schedule. Just as you begin to consider laying back down onto your air mattress, you jolt up, remembering why you were here in the first place. [Paragraph break] Your boss, Yoshi, has tasked you, Scally, and Petey with uncovering the truth behind the deaths of the previous hiker group on this mountain. There is something about the fact that the mountain almost came out of nowhere that gives you a sense of unease and excitement. It seems Petey and Scally have already gone out without you. Well, you mustn’t waste any time, get dressed and get to work!"; Rule for printing the description of a dark room: if the player is in Cave Entrance: say "The cave entrance is pitch black apart from the dim light shining in from the outside."; if the player is in Central Cave: say "As you swivel your head around, you realize with an ever-growing sense of panic that you cannot even see your fingers right in front of your face. All you sense is your flashlight pressed into your vest’s chest pockets, the pillowy feel of your parachute fabric underneath you, and your sturdy backpack hugging your back. Suddenly, you hear a faint… chittering? No, that can’t be—there were no recorded signs of wildlife in this area… Well, you mustn’t focus on such trivial topics. You need light, and fast."; Rule for printing room description details of a closed container: stop. Rule for printing the name of a closed container (called C) while taking inventory: say "[printed name of C]"; omit contents in listing. [YOUR TENT] Your Tent is a room. "The sky is bright, and you can feel the chilly morning air seep through the thin tent walls. Inside the confines of the yellow walls is your lovely mess. Your hiking equipment and blankets lie strewn across the floor from your restless tossing and turning. The Base Camp is just south of your tent. To the east is the soothing sound of the river." The Your Tent is north of the Base Camp. The flashlight is in the Your Tent. The rope is in the Your Tent. The knife is in the Your Tent. There are hiking boots in the Your Tent. The hiking boots is wearable. The hiking vest is in Your Tent. The hiking vest is wearable. The description of the flashlight is "Your brand new LED flashlight that you have been dying to use. It’s very powerful and has a huge range which is why you’ve decked it out with your holographic Hello Kitty stickers." A flashlight is a device. The flashlight is switched off. After switching on a flashlight, now the flashlight is lit. Understand "light [flashlight]" as switching on. The description of the rope is "A very sturdy 100 meter rope. Luckily, you've worked on your arms every day for the past fifteen years, so it's not heavy at all." The description of the knife is "A nice, sharp, pointy knife. It's made of premium quality steel and imported straight from Japan!" The description of the hiking boots is "A nice pair of washed out pink boots. They were a gift from your great grandmother and have served you well for all of your hiking career." The description of the hiking vest is "A classic hiking vest with many pockets. It comes attached to a backpack as well making it ideal for storage." The player has a number called health. The health of the player is 20. Every turn: if the player is in Your Tent or the player is in Yoshi's Tent or the player is in Underwater: do nothing; otherwise if the health of the player is 0: say "Your body is unable to handle the constant stress it has gone through. As darkness creeps in from the edges of your vision, your final thought is a hazy memory of your plants sunbathing on a Monday afternoon before everything fades to black."; end the game in death; otherwise if the player is not wearing hiking boots: say "The rough ground scrapes and burns your feet. You should really put on some shoes or something."; decrease the health of the player by 1. [YOSHI’S TENT] Yoshi's Tent is a room. "You decide to take a quick peek at Yoshi’s tent, curious as to what it may contain. Right off the bat, the smell of musty air and dirt hits you like a truck. You think the double-layered sunset walls that block the night time winds are also actively trapping the pungent smell in. A semi-deflated air mattress lies on the dirt-covered tarp with Yoshi’s hiking bag sitting on the edge. In the corner of the tent, you see Yoshi’s prized oxygen tank." Yoshi's Tent is west of the Base Camp. The oxygen tank is in the Yoshi's Tent. The description of the oxygen tank is "Yoshi's firmly stands by the Oxygenia brand of oxygen tanks for hiking and diving purposes." The air mattress is in Yoshi's Tent. The yellow hiking bag is in Yoshi's Tent. The Nintendo switch is in Yoshi's Tent. The description of the air mattress is "It's a classic grey air mattress. Right now it looks a little like a flabby pancake." The description of the yellow hiking bag is "It looks more brown than yellow at the moment. You remember when Yoshi was complaining about how easily the bag got dirty while climbing up to base camp." Instead of taking the air mattress: say "Though it certainly would be nice to double up on air mattresses in your tent, Yoshi will literally kick you down the mountain if you try to steal it." Instead of taking the Nintendo switch: say "Yoshi wouldn't take too kindly to you stealing his most prized possession. It'd be wise if you saved your life by not stealing it." Instead of taking the yellow hiking bag: say "You glance outside and the coast is clear. You try to grab the strap of the bag and lift it but you're completely unable to. It feels like trying to lift a car!" [BASE CAMP] Base Camp is a room. "You take a deep breath of the chilly air and admire the horizon. The forest stretches into sparse patches of green to the east. Beyond the pine trees, the summit glimmers in the sunlight. At camp, on a large box in the center of the camp, sits a five kilogram bag of trail mix, industrial grade glue, and the remains of a burger Yoshi probably ate for breakfast this morning. As your eyes begin to close out of morning fatigue, your stomach lets out a heinous growl, which effectively cuts off Yoshi’s harping about his lost towel. He glares at you and clutches his rations protectively." The description of the bottle of glue is "A bottle of industrial-grade glue. You're not too sure why Yoshi brought this." The bottle of glue is in Base Camp. The tarp is in base camp. The description of the tarp is "It seems like the outer tarp of Yoshi's tent has blown away. You should probably pick it up, after all, littering is not condoned on this mountain." Instead of taking the tarp: now Yoshi is in the Base Camp; say "Yoshi glances over at you fumbling around with the huge tarp. He groans and says, 'Goodness me, it's blown away again? At this point, don't bother putting it back.' You breathe a sigh of relief because you would have had no idea how to put it back onto a tent if he asked."; now the description of the tarp is "This tarp seems like quality material. With the right tools, something like this could definitely hold up in the air."; continue the action. The parachute is undescribed. After reading a command: if the player's command includes "assemble parachute": if the player carries the tarp and the player carries the rope and the player carries the knife and the player carries the parachute manual: remove the tarp from play; remove the rope from play; remove the parachute manual from play; now the player carries the parachute; now the parachute is wearable; now the description of the parachute is "Made by you from a combination of your Boss' tarp and rope. It looks identical to the one in the manual."; say "You follow the instructions on the manual carefully. After stabbing holes into the tarp, you thread the rope through, fashioning a simple and functional parachute. With the parachute made, you toss the now useless manual aside."; reject the player's command; otherwise if the player carries the tarp and the player carries the rope and the player carries the knife and the player does not carry the parachute manual: say "A parachute? That might be hard to make without a manual. Luckily, you recall that Petey was reading a book on parachutes."; reject the player's command; otherwise: say "It seems like you might be missing something that you need to build a parachute. The parachute book Petey has should have the materials right?"; reject the player's command. Understand "parachute" as the parachute. Understand "manual" as the parachute manual. [BASE CAMP: YOSHI] Yoshi is a person. Yoshi is in the Base Camp. The description of Yoshi is "Yoshi’s wearing a custom Hawaiian print t-shirt and a matching pair of shorts. An odd choice, considering it’s not even summer yet. Even more peculiar, he’s paired his outfit with a large pair of orange winter boots. A large pair of heart-shaped sunglasses slowly slide off of Yoshi’s bulbous nose. A few crumbs sit on his clean-shaven chins, as well as the remains of his burger." Yoshi is carrying the trail mix. Instead of asking Yoshi about "trail mix": if Yoshi carries the trail mix: say "The second the word 'ask' and 'trail mix' come up in the same sentence, Yoshi pulls the bag into his chest. [Paragraph break] Yoshi says, 'You want my trail mix? NO. Absolutely not. Do you know how many miles I had to trek to get this? Hmmm. You know what? Maybe if you find me my towel I'll consider giving you some. '"; otherwise: say "Yoshi rolls his eyes. 'Listen, I already gave you the trail mix. So hurry and get to work already!'"; Instead of giving the tropical towel to Yoshi: if Yoshi carries the trail mix: now the player carries the trail mix; now the description of the trail mix is "The nutrition facts read: Macadamia nuts, cranberries, chocolate. This would be a perfect snack but you have a terrible allergic reaction toward eating cranberries."; now Yoshi carries the tropical towel; say "When you bring the towel to Yoshi, his raised eyebrows make it clear that he did not expect you to actually go get it for him. He snatches the towel and shoves the trail mix into your hands. 'Take this trail mix,' Yoshi says gruffly, 'Don't you dare lose it or throw it out!'"; now the description of Base Camp is "You take a deep breath of the chilly air and admire the horizon. The forest stretches into sparse patches of green to the east. Beyond the pine trees, the summit glimmers in the sunlight. At camp, on a large box in the center of the camp, sits the industrial grade glue, and the remains of a burger."; otherwise: say "Yoshi nods to acknowledge you giving him the towel." After reading a command: if the player's command includes "eat trail mix": if the player carries trail mix: say "You simply can't resist the delicious aroma of the macadamia nuts and chocolate. As the crunch of the macadamia nuts and the melting of the chocolate coat your mouth, you feel your throat constricting from the tart cranberries. You can already imagine how much paperwork Yoshi is going to have to fill out."; end the game in death; otherwise: say "You don't seem to have trail mix in your backpack. How unfortunate."; [WINNER WINNER] The final report is undescribed. After reading a command: if the player's command includes "compile report": if the player carries the river note and the player carries the lagoon note and the player carries the research entry and the player carries the tunnel note and the player carries the log book and the player carries the pictures of the experiment: now the player carries the final report; now the description of the final report is "You've compiled all the notes and images into a single report. You should submit this to Yoshi."; remove the river note from play; remove the lagoon note from play; remove the research entry from play; remove the tunnel note from play; remove the log book from play; remove the pictures of the experiment from play; move Scally to Base Camp; move Petey to Base Camp; say "Woohoo! You've finally compiled the report on the missing hikers. Now all you have to do is give it to Yoshi!"; reject the player's command; otherwise: say "You don't have enough to complete a final report. Yoshi won't give you another vacation ever again if you don't finish this."; reject the player's command; Instead of giving report to Yoshi: if scally_dead is true: say "You’re met with a stretch of flat ground with tall grass surrounding you. You have made it out, finally, but with one less person than you came in with. Glancing around, you take in the cozy orange glow of the sunset, but it feels uncomfortable, like an itch under your skin—the buzzing of guilt. You’ve never seen such a beautiful, flaming sunset before, but you can’t find it in yourself to enjoy it. [Paragraph break]As you make your way towards the base camp, you spot Yoshi lounging on a beach lounge chair, sipping a cocktail as Petey fans him with a book—another copy of the parachute manual. You compile all the notes and images you’ve collected and with a shaky inhale, hand them to Yoshi, who’s congratulatory grin fades into a look of defeat as you inform him of Scally’s situation. He quickly gets up from his lounge chair and stumbles back into the base camp tent, muttering about needing to inform his superiors. Petey looks at you, eyes shining with betrayal and anger, and it’s the only emotion he’s ever shown but fear, ever. You stare back at him, unblinking, unflinchingly. You should feel anything but normal, but you do. Despite everything, you feel completely fine."; end the game in victory; otherwise: say "You and Scally are met with a stretch of flat ground with tall grass surrounding you. Glancing around, you take in the cozy orange glow of the sunset. You’ve always appreciated the view of the sky, but never like this before. [Paragraph break]As the two of you make your way towards dinner, you spot Yoshi lounging on a beach lounge chair, sipping a cocktail as Petey fans him with a book—another copy of the parachute manual. You compile all the notes and images you’ve collected and hand them to Yoshi, who congratulates you with a loud slap on the back. Guffawing, Yoshi makes his way into the base camp tent, hollering about getting a promotion. [Paragraph break]You make eye contact with Scally and Petey, flashing smiles at the both of them. Perhaps, in the future, they’ll be your best friends. You lay down on Yoshi’s lounge chair and gaze up into the sky, where stars are beginning to appear in the setting sky. You feel completely normal. Everything’s fine."; end the game in victory. [FOREST] Forest is a room. "You are met with the rustic smell of tall pine trees rustling in the wind. Out of the corner of your eye, you spot a fabric that seems to be magenta, orange, yellow, and blue up in a huge pine tree. An odd combination; it certainly doesn’t belong in the lush, deep greens of a forest. You step on a branch, which causes a flock of chirping birds to suddenly take off towards the sound of rushing water northeast. As you glance around to take in the sight of countless orange-brown birds taking flight at once, you spot what seems to be a large cave opening towards the south. You’re about to forget about the birds until the noisy flock of birds suddenly quiet down into a calm, yet unsettling quiet.." The Forest is east of the Base Camp. There is a tall pine tree in the forest. The tropical towel is on the tall pine tree. The description of the tall pine tree is "You look up at the tall pine tree. The colourful fabric appears to be your Boss' lost towel!" The tropical towel is undescribed. Instead of examining the tall pine tree: now the tropical towel is on the pine tree; now the description of the tropical towel is "Yoshi's stunning magenta, orange, yellow, and blue towel with some pineapple designs to go with it."; continue the action. Instead of taking the tropical towel: if the player is not on the tall pine tree: say "The towel is too high up. You'll need to climb the tree."; stop the action. Instead of climbing the tall pine tree: say "You make your way up the rough tree trunk and find a stable position among the branches."; now the player is on the tall pine tree; Understand "pine tree" as the tall pine tree. Instead of taking the tall pine tree: say "No matter how hard you try, the tree will not budge." Instead of going down when the player is on the tall pine tree: say "You carefully climb back down to the forest floor."; now the player is in the Forest. The towering pine trees are scenery. The description of the towering pine trees is "These trees are somewhat sparse but reach up high into the sky." Instead of taking the towering pine trees: say "No matter how hard you try, the trees will not budge." Some plants are scenery in the Forest. Understand “flower”, “grass”, "ferns”, and “moss” as the plants. The mushrooms are scenery. The description of the mushrooms is "Some regular, completely normal looking mushrooms. Right?" Instead of taking the plants: say "You were told not to disturb the plants if you didn't need to." The description of the plants is "It's nice to take a moment to appreciate nature. But with a record of every hiker on this mountain going missing, you can't be too relaxed." Instead of taking the tropical towel when the player is on the tall pine tree: say "You carefully pull the towel free from the pine needles and shake them off."; now the description of the Forest is "You are met with the rustic smell of the towering pine trees rustling in the wind. You hear the sound of flowing water toward the northeast. As you glance around, you spot what seems to be a large cave opening towards the south."; now the tropical towel is carried by the player. [CAVE ENTRANCE] Cave Entrance is a room. "*plink plink* The cave ceiling drips water onto the pebble covered floor as you breathe in the stagnant air. The atmosphere is noticeably more dense and damp. As you peer downwards, your breath hitches in shock and you take a shaky step backwards. Millimetres in where you previously were, an abyss opened up. Not even a single particle of light is able to penetrate the bottom of the abyss... It would be much too risky to go in blind; you should probably measure the depth first." The Cave Entrance is south from the Forest. There is a rock in the Cave Entrance. The Cave Entrance is dark. There are pebbles in the Cave Entrance. The pebbles are scenery. The description of the pebbles is "There are scattered smooth rocks on the floor. Considering the marks in the ground, it seems like this was the start to a waterfall at some point." Instead of taking pebbles: say "You can't pick up all the pebbles at once!"; Understand "pebble" as the rock. The description of the rock is "The rock is smooth from years of moisture. Although, it is quite dusty." The abyss is in the Cave Entrance. The description of the abyss is "A deep hole that seemingly leads to nothingness." After switching on a flashlight, now the flashlight is lit. Understand "light [flashlight]" as switching on. After entering the Cave Entrance: if the flashlight is switched on: now the Cave Entrance is lit; say "The cave is brightly lit by the flashlight."; otherwise: now the Cave Entrance is dark; say "The cave is dark and you can't see anything."; After reading a command: if the player's command includes "down" and the flashlight is switched off and the player is in the Cave Entrance: say "*whoosh* You jump as a breeze runs through the cave. Nope, you're too scared of the dark to move around."; reject the player's command; Before going from the Cave Entrance: now the Cave Entrance is dark; The cave_question is a truth state that varies. The cave_question is false. The lock_cave is a truth state that varies. The lock_cave is false. Before going to the Central Cave: if cave_question is false and player is in the Cave Entrance and flashlight is switched on: say "You look down into the abyss and gulp in fear. Every part of you is asking you to test the height with something first. Are you sure you want to go down?"; now cave_question is true; stop the action. After reading a command when cave_question is true: now cave_question is false; if the player's command includes "yes": if the player is not wearing the parachute: say "It feels like you're falling forever as the wind howls in your ear. Then, you black out."; end the game in death; otherwise: say "You sprint forward into the abyss and make the jump. The parachute miraculously works and you thank your own handiwork. As you slowly glide down, your heart begins to race. It's not from the panic of falling, but from the realization that there's no way out now. Hopefully there's nothing up on the surface that you forgot to bring!"; now lock_cave is true; now the player is in Central Cave; reject the player's command; otherwise if the player's command includes "no": say "You take another look at the darkness below and back away. Maybe you should prepare for the journey down a bit more."; reject the player's command; Before going to Cave Entrance: if player is in Central Cave and lock_cave is true: say "The cliff wall is an estimated six kilometers tall, after calculating from your slow descent. There is no way you'll be able to climb back up."; stop the action; After reading a command: if the player's command includes "throw" and the player's command includes "rock" and the player's command includes "abyss" and the player is in the Cave Entrance: say "You hurl the rock into the abyss and you wait. After a minute, you begin getting bored. *clunk* The rock hits the ground at last. After a quick calculation, you realize this cliff is at least six kilometers deep. You should proceed with caution."; remove the rock from play. [RIVERBANK] Riverbank is a room. "As you approach the river, you see the current flowing gently down the mountain. Oddly enough, there don’t seem to be many organisms in the water. To make things more strange, the river parts over a weird lump. *chirp chirp* You look up and see the birds pointing their narrow beaks towards it. You notice a rocky path that leads upwards towards the top of the mountain." The Riverbank is northeast of the Forest. The Riverbank is east of Your Tent. The river is in the Riverbank. The river is scenery. The description of the river is "The clear running water of the river shimmers where the light breaches the needles of the pine trees. Oddly enough, there are no fish." The fresh dead body is undescribed. Instead of taking the river: say "Huh? Take the river? That's not how it works..."; Instead of examining the river: say "The clear running water of the river shimmers where the light breaches the needles of the pine trees. Upon closer inspection, you see a fresh dead body!"; now the fresh dead body is in the river; now the description of the fresh dead body is "You can make out the shape of the human figure but you can't quite see any fine details."; Instead of taking the fresh dead body: if the fresh dead body is in the river: say "You carefully pull the fresh dead body from the river. This must be the one that sparked this whole investigation. What concerns you is how the body is still very intact despite being found a few weeks prior."; now the fresh dead body is in the Riverbank; now the fresh dead body is fixed in place; now the description of the fresh dead body is "The skin of the body is pale and pruned. There are scratch marks in the soaked clothing like the body has been dragged for a long ways. A small pocket on the jacket appears to be zipped up, perhaps holding something important."; stop the action; otherwise: say "Alright, you've tampered with enough evidence."; stop the action; The waterproof vest is part of the fresh dead body. It is wearable. The description of the waterproof vest is "A sturdy waterproof vest secured so tight you won't be able to take it off." Instead of taking the waterproof vest: say "You try to remove the vest, but it's strapped too tightly. There's no way to take it off." The pocket is part of the waterproof vest. The pocket is a container. The pocket is closed and openable. The description of the pocket is "A lined pocket with a gold zipper." The river note is in the pocket. The description of the river note is "A damp note. A lot of it seems to be smudged but you can read a bit of it: [Paragraph break]04/12/25[Paragraph break] My hiking partners are nowhere to be found; I must remain cautious. These uncharted regions of the mountain may reveal unforseeable dangers which I do not have the ability to predikt. I’m also getting sik of eeting mushroom soop evry day.[Paragraph break] 04/17/25[Paragraph break] I believe I have been experiencing frekwent black. Outs and fitz of hallussinashuns, all of which leave me in unfamiliar places. Ay can only pray thatt my unconscicious ventures will not leed mee too dangerus sichuations. But itz okai. Ay will bee fine." Instead of taking the river note: say "You carefully slip the note out of the pocket."; now the river note is carried by the player. [MOUNTAIN TOP] The Mountain top is a room. "The harsh rays of the sun beam down on you as you reach the mountain summit. The midday heat creeps up on you, causing you to sweat as you observe the landscape beneath the mountain. The expanse of the forest was much larger than it had seemed while you were in it, and you can see the birds circling above some areas." The Mountain top is up from the Riverbank. The hole is in the Mountain top. The hole is scenery. The description of the hole is "You look into the hole and realize there is a small shimmer of light shining back at you through the kilometers of darkness. Could it be a sign of water?" Instead of taking the hole: say "That's not very feasible. You would likely fall in if you tried." Petey is a person. Petey is in the Mountain top. Petey carries the parachute manual. The description of Petey is "You’ve always been terrified of Petey’s sharp teeth, and the way it glistens in the sunlight certainly doesn’t lessen your fear of him. Despite his intimidating figure, he is anything but. For as long as you two have known each other, he has always been terrified of anything that moves. If only he didn’t wear matching pairs of red and white polka-dotted clothing every day; he could have scared off anything before it could scare him." Every turn when the player can see Petey: if Petey carries the parachute manual: say "Petey is fidgeting with his pen. He is also holding a notebook that you think says 'Parachute Manual' on it. Petey looks at you and you can see fear deep in his eyes. 'Don't tell Yoshi,' Petey pleads. 'Heights are just... not my thing. I promise I'll do research up here.'"; Instead of asking Petey about something: if player's command includes "manual" and Petey carries the parachute manual: say "Petey smiles. It seems he is happy that someone took interest in parachutes. He says, 'Oh, this? It's a parachute manual. There are tutorials on it's uses, how to make it, and video QR codes. Not that you can use those right now. In fact, you can take it and keep it too! Since I memorized it and all.'"; now the player carries the parachute manual; now the description of the parachute manual is "The manual contains a convoluted set of instructions to make parachutes out of anything in emergency situations. Here's what you gathered: [Paragraph break]DIY Parachute for 5th Graders\nMaterials: Rope, fabric, scissors (or anything sharp)\n Steps:... You don't bother reading that...\n4. ASSEMBLE PARACHUTE!"; otherwise: say "Petey looks at you in confusion. 'What? Didn't I just give it to you...'"; [CENTRAL CAVE] Central Cave is a room. "The first thing that catches your eye is the ceiling of the cave, which is covered in tens of planks of slightly rotting wood. The stuffy air hits you at full force once you notice just how much dust has accumulated all over the cave walls. Shining your flashlight around you in a circle, you notice two paths; one leading northeast, and one east. The path leading east gives you an uncomfortable vibe, while the path leading northeast feels fine, if not a little humid. You should probably trust your gut here…" The Central Cave is down from the Cave Entrance. The Central Cave is dark. Every turn when the player is in the Central Cave: if the player carries the flashlight and the flashlight is switched on: now the Central Cave is lit; otherwise if the glowing_state is true: now the Central Cave is lit; There is wood in the Central Cave. "The wood seems to be from some old broken down mineshaft in the cave. It seems fairly sturdy." Instead of taking the wood: if the player does not carry the pickaxe: say "You try to karate chop the wood to cause the wood to fall. It doesn't work and your left with a throbbing hand."; decrease the health of the player by 1; stop the action; otherwise: now the player has the Wood; say "You chop the wood with your pickaxe and now you have it!"; [LAGOON] Lagoon is a room. "A faint sliver of light slips through the ceiling, just enough to dimly light the cave. You are met with a large body of water, which reflects its unique ripples onto the cave ceiling. The humid air clings onto your skin uncomfortably. The dark blue water is not exactly very easy to see through from above. To your east, a long passageway leads to a faint flickering light." The Lagoon is northeast of the Central Cave. There is a backpack in the Lagoon. The description of the backpack is "The backpack is abandoned and very dusty. It doesn't belong to anyone in your team and it is locked for some reason." The backpack is a container. The backpack is openable, closed and locked. The backpack is unlocked by a hair pin. The empty tube is in the backpack. The empty tube is openable and closed container. The lagoon note is in the backpack. The description of lagoon note is "04/30/25[Paragraph break] Why does everyone keep acting so weird? They keep experimenting with the mushrooms in this cave and they look so loopy all the time. Whenever I ask them about it, they insist they’re fine and that I’m the weird one. It can’t be that, right? One of them threw a rat into the lagoon a few days ago and somehow, I saw it on the ground today completely fresh or not rotted. If this weird water is somehow an elix…." The description of the empty tube is "It is a clear plastic tube that is typically used for water sampling. There are much more advanced water sampling methods today, of course. So, this can be considered as some sort of relic of the past." The underwater_question is a truth state that varies. The underwater_question is false. Before going to the Underwater: if underwater_question is false: say "The water in the lagoon is dark, cold, and uninviting. All there is in a small beam of light from the surface. Do you want to go underwater?"; now underwater_question is true; stop the action. After reading a command when underwater_question is true: now underwater_question is false; if the player's command includes "yes": if the player is not wearing the scuba gear or player is not wearing the oxygen mask or player is not wearing the oxygen tank: say "If you try to enter without scuba gear: You hadn’t anticipated that the lagoon’s water would be freezing cold. Suddenly, you feel something sharp poke your calf. You look down in time to see that it's a fungus! You begin to feel drowsy and as the whispering allure of the water calls you under, your body goes limp."; end the game in death; otherwise: say "In all your gear, you feel confident as you jump into the lagoon."; now the player is in Underwater; stop the action; otherwise if the player's command includes "no": say "You considered going in but eventually decided against it."; stop the action. [UNDERWATER] Underwater is a room. "The water is frigid and you feel goosebumps rise across you entire body. Luckily, you have at least a little bit of insulation from your scuba gear. There seems to be some kind of disfigured body here. You glance around and realize there are some mushrooms here too! But you can't help but get an eerie feeling about this place..." The Underwater is down from the Lagoon. There is a drowned body in the Underwater. There are underwater mushrooms in the Underwater. The underwater mushrooms are scenery. The description of the underwater mushrooms is "There are small blue spiky mushrooms that latch onto the side of the lagoon. Some are floating free around you." Instead of taking the underwater mushrooms: say "You shouldn't touch anything that you don't know, especially sharp things like this mushroom." The description of the drowned body is "The body seems to be a male and all vital signs are down. There are scratch marks on the calf with no sign of any protective gear worn." Instead of taking the drowned body: if the player is in Underwater: say "You struggle to throw the slimy skinned body out of the water and onto land. The dead body is now out of the water."; now the drowned body is in the Lagoon; now the description of the drowned body is "The body seems to be a male and all vital signs are down. There are scratch marks on the calf with no sign of any protective gear worn."; stop the action; otherwise: say "If you lug this body around, you'll definitely collapse from exhaustion."; stop the action. The hair pin is a thing. The hair pin is undescribed. Instead of examining the drowned body: if the player is in Underwater: say "Your eyes are open but you can't really see too clearly because of the water clarity."; stop the action; otherwise: say "You check the male body's vitals. Definitely dead. There are scratch marks on the calf with no sign of any protective gear worn. It surprises you that the body has lasted this long in the water. There is a hair pin in the hair that you just noticed."; now the hair pin is in the Lagoon; now the description of the hair pin is "A black hair pin with a rubber coating that probably prevented it from rusting."; stop the action. Before taking the hair pin: say "This might be useful for lock picking." [TUNNEL] Tunnel is a room. "The long, winding tunnel is short and narrow making its air heavy with damp soil. The light comes from a few rusted lanterns casting their light on a skeleton and a dead body. On the wall is a crackly, deep brown-red that spells out: 'DO NOT TOUCH THE MUSHROOMS'. As you look further into the tunnel, you spot even more light coming from beneath you. Luckily, the drop doesn’t seem to warrant a parachute this time." The Tunnel is east of the Lagoon. There is a frail skeletal body in the Tunnel. The description of frail skeletal body is "A frail looking calcium structure. It seems so old that the previous hiker group could not have possibly been stripped of all flesh so quickly. Could there have been another group?" There is a rusted lantern in the Tunnel. The rusted lantern is scenery. The description of the rusted lantern is "An old rusted lantern, it seems like it was at least a decade old." Instead of taking the rusted lantern: say "It will break if you try. So don't."; The pickaxe is undescribed. The vine is in the Tunnel. The description of the vine is "The cyan coloured vine has its tendrils wrapped around the pickaxe, almost like it's holding it in place." There is a dead research body in the Tunnel. The description of the dead research body is "This body seems unnaturally alive. Its eyes glow with an eerie light, and strange, glowing liquid pulses through its bones like blood. The fleshy hand seems to reach out and point at the letter 'S'." Instead of taking the dead research body: say "You don't particularly want to touch such a phenomena." The tunnel note is undescribed. The pile of dust is undescribed. Instead of taking frail skeletal body : say "You reach out to grab the skeleton, but as your fingers close around it, the bones crumble to dust."; now the pile of dust is in the Tunnel; now the description of the pile of dust is "The pile of dust is from the skeleton. Maybe you're just seeing things but it looks like it's glowing."; remove frail skeletal body from play. Instead of examining the pile of dust: now tunnel note is in the Tunnel; now the description of tunnel note is "05/07/25\n I haven’t been able to unlock that gosh darn box I found… I know there’s a key somewhere. There has to be. [Paragraph break] 05/09/25\n Okay, something’s definitely wrong with my partners. I swear I’m not going crazy. The others say they are going to build a bridge, but now they haven’t come back in hours. My mind tells me to stay in the lagoon and tunnel area. Nahh, I'm checking out the fungal cave they talk about.\n\n 05---0-0010/pi10202 5\n Ohj God, saiv mee.."; say "Wow, you see a small piece of paper in the dust!"; now spores_infected is true; Instead of taking the pickaxe when the vine is in the Tunnel: say "The vines are oddly strong, like their enhanced by something. They resist your pull on the pickaxe." Instead of cutting the vine: if player carries the knife: say "You slice through the vine and it slithers away (how strange). The pickaxe falls to the ground with a clank."; now the pickaxe is in the Tunnel; now the pickaxe is described; now the description of the pickaxe is "The pickaxe is a heavy tool with a worn out wooden handle and a sharp steel blade."; remove the vine from play; otherwise: say "The vines resist your feeble attempt at mimicking a knife." [FUNGAL KINGDOM] Fungal Kingdom is a room. "Upon entering, you’re hit by a bright, irritating glow of purple, pink, blue, and yellow sparkles. After your eyes adjust, you realize that there are countless different mushrooms, all varying in size, shape, and color. There’s a spotted mushroom and a glowing mushroom that catches your eye. In the back of the cave, you notice a skeleton strewn across a patch of mushroomless ground. And is the air swirling or is that your imagination?" The Fungal Kingdom is east from the Central Cave. There are spotted mushrooms in the Fungal Kingdom. The description of the spotted mushrooms is "The mushrooms are small and round. Their caps are a soft shade of periwinkle, with a gentle, flickering glow. Surely these mushrooms are harmless enough! Behind them, you spot a small key. It seems like someone must've dropped it here before." After reading a command: if the player's command includes "eat" and the player's command includes "spotted mushrooms" and the player carries the spotted mushrooms: say "Wow, is that a scholarship? Oh my, is that my great grandpa? Is that an email for a winning lottery ticket? *pop* You snap out of it but by the time you do, your body has already been taken over."; end the game in death. The key is a thing. The key is undescribed. The spotshroom_taken is a truth state that varies. The spotshroom_taken is false. Before taking the key: if spotshroom_taken is false: say "You reach for the key but the spotted mushrooms are in the way."; stop the action; otherwise: say "You take the dusty silver key."; continue the action. Before taking the spotted mushrooms: say "You pick the spotted mushrooms and put them in your bag. Wow you see the key now"; now the player carries the spotted mushrooms; now spotshroom_taken is true; now the description of the key is "The key looks old and the metal has begun to tarnish in the air. You wonder what someone was doing that was so urgent that they dropped such a big key."; now the key is in the Fungal Kingdom; stop the action; The glowing mushroom is a thing. The glowing mushroom is in the Fungi Kingdom. The glowing mushroom is fixed in place. The description of the glowing mushroom is "The lavender-pink mushroom is bobbing up and down in the air with small sparkles flying off it. It's so fantastical you pause and stare for a moment." The spores_infected is a truth state that varies. The spores_infected is false. After reading a command: if the player's command includes "hit" and the player's command includes "glowing mushroom" and the player is not wearing the oxygen mask: say "The mushroom wobbles a little and a bunch of glowing spore fall out. You take a breath and notice you've accidentally inhaled some."; now spores_infected is true; Every turn: if spores_infected is true: if player is not wearing oxygen mask: say "You begin to cough violently as if your lungs are trying to get something out. So much oxygen is being expelled, you start to feel lightheaded."; decrease the health of the player by 1. There is a skeleton in the Fungal Kingdom. The skeleton is fixed in place. There are faint glowing veins in the Fungal Kingdom. The description of the faint glowing veins is "They glow just beneath the surface like a mycelium network injected with glowing proteins. The light flickers almost like it's pumping. You wonder if they lead anywhere." The faint glowing veins are fixed in place. There is a research entry in the Fungal Kingdom. The research entry is undescribed. After reading a command: if the player's command includes "follow" and the player's command includes "veins": if the flashlight is switched on: say "You try to follow the veins but they're far too faint. Maybe the flashlight is dulling out the glow."; reject the player's command; otherwise if the flashlight is switched off and the player is not wearing the mushroom cap: say "You examine the glow closer and start to follow. In front of you stands a wide wall of fungi and plant growth. Your head throbs as you try to approach it. As you step away, the feeling fades. Then, you look a bit closer and realize there is a glowing sheet of paper on the wall."; now research entry is in the Fungal Kingdom; now the description of research entry is "07/13/21\n Research Entry #1\n Our group of researchers have brought two samples of rodents into an undiscovered mountain, called MT-002. We have an unconfirmed tip that psychedelic and magical mushrooms exist in a cave in the mountain, and that tip has been confirmed.\n\n 07/15/21\n Research Entry #2\n The rodents have acquired human-like intelligence, though without the ability to communicate in human language. Perhaps it is for the better that they cannot. On another note, my partners have been akting weird lately. I will continue to monitor their behaviurs.\n\n 07/16/25\n Nevermind, nothing was wrong with my partnurs. Everything was fyne. I was simply overreakting."; reject the player's command; otherwise: say "You examine the glow closer and start to follow. In front of you stands a wide wall of fungi and plant growth. The mushroom cap is doing wonders! your head doesn't hurt."; reject the player's command; The mushroom cap is in the Fungal Kingdom. The mushroom cap is wearable. The description of the mushroom cap is "On the huge mushroom stem sits the cap. It's around the size of a sewer lid. Looks pretty cool and fashionable. Unfortunately, you can't seem to reach it." The huge mushroom is in the Fungal Kingdom. The description of the huge mushroom is "You’ve never seen a mushroom as huge as this one. The stem is taller than you! You want to take a closer look at that cap though…" The description of the skeleton is "The skeleton is laying next to a large spotted mushroom. Its body is contorted in a strange position." Instead of taking the skeleton: say "On second thought, you don't really want to be a bone collector." Instead of taking the mushroom cap when the huge mushroom is in the Fungal Kingdom: say "You try to tug the mushroom cap off with your bare hands but you fall back on your bum. You notice you’ve made an indent in the stem. Maybe it isn’t that tough after all."; Understand "cap" as the mushroom cap. Instead of cutting the huge mushroom: if player carries the knife or the player carries the pickaxe: say "You slice through the huge mushroom with ease. The mushroom cap falls to the ground. It looks like such a fashionable hat!"; now the mushroom cap is in the Fungal Kingdom; remove the huge mushroom from play; now the description of the mushroom cap is "Super fashionable mushroom cap."; otherwise: say "How can you cut it with nothing?" Before wearing the mushroom cap: say "As soon as you put on the mushroom cap, you feel it latch onto you. You feel a lot better now though! It tightens. Yeah, no, it's not coming off."; continue the action. Instead of taking off the mushroom cap: say "You can't take it off."; stop the action. After reading a command: if the player's command includes "take off" and the player's command includes "mushroom cap": say "Oh well, it's not coming off. On the bright side, maybe it's a good thing that it's staying on."; [OLD HIKER CAMP] Old Hiker Camp is a room. "Three deflated tents line the cave walls, their fabric sagging with age. An old, extinguished fire pit lies on the ground with a clear bottle with some sort of glowing liquid next to it. Swiveling your flashlight west, you can see a stone table with an antique-looking chest and beyond the table is another dark path." Old Hiker Camp is down from the Fungal Kingdom. The Old Hiker Camp is down from the Tunnel. There is stone table in the Old Hiker Camp. The description of the stone table is "The old stone table has some rough scratches etched into its surface. However, they are too faint to make out." Instead of taking the stone table: say "It's wayyy to heavy to bring." There is a clear water bottle in the Old Hiker Camp. The description of the clear water bottle is "Just a clear water bottle with strange splatters of glowing particles inside." The clear water bottle is an open, openable container. There is glowing fluid in the clear water bottle. The glowing_state is a truth state that varies. The glowing_state is false. Before drinking the glowing fluid: if the clear water bottle is closed: say "You try to drink from the bottle, but it's still closed."; stop the action; otherwise: say "You take a sip of the glowing fluid. You suddenly begin glowing."; now the glowing_state is true; continue the action. The chest is on the stone table. The chest is a closed, locked, openable container. The chest is unlocked by the key. There is a log book inside the chest. There are pictures of the experiment inside the chest. The description of the glowing fluid is "It's glowing! Looks like some of the mushrooms." The description of the chest is "The wooden chest is surprisingly still intact with all it's silver designs." The description of the log book is "08/30/21[Paragraph break]The side effects of the mushrooms when ingested or injected include: Nausea, paranoia, lessened cognitive functions, and above all else, the constant insisting that the individual is normal and nothing is wrong with them. These observations have been concluded from rodent samples #1 and #2, as well as my colleagues. [Paragraph break]9/03/21[Paragraph break]I have accepted my demise; there is no possible way I can escape in these conditions. I will consume some mushrooms tomorrow and hope it will give me a merciful ending.[Paragraph break]00999/00-=3=02202100[Paragraph break]HEKp mE." The description of the pictures of the experiment is "There are seven pictures of the experiment with the rodents and extracts from the mushrooms found in the fungal kingdom. They depict gruesome scenes of rodents squirming in pain while being injected with glowing liquid." Scally is a person. Scally is in Old Hiker Camp camp. Scally carries the scuba gear and the oxygen mask. The scuba gear is wearable. The oxygen mask is wearable. The description of Scally is "Scally has always been an oddity to you; rarely speaking unless spoken to, and seemingly omniscient. Her long black hair is done up in the biggest bun you’ve ever seen, big enough to almost cover her entire head. Being 6’7, Scally is even more intimidating than Petey could ever be. Her unflinching nature in the face of fear and adversary makes her one of your biggest inspirations." The description of the scuba gear is "Scally's scuba gear will fit fairly well. It includes the whole wetsuit!" The description of the oxygen mask is "This mask will help provide the user with oxygen above or under water." The trail_swap is a truth state that varies. The trail_swap is false. Instead of asking Scally about "scuba gear": if Scally carries the scuba gear: say "Scally walks over to you and tries to give you a reassuring smile. 'I have a bad feeling we might be stuck in here with these corpses for a while...' she explains. 'Ah, did you want to borrow my scuba gear for the lagoon? Go ahead! Make sure you wear the mask and the suit together. I saw the lagoon up above where Petey is but I don't like the look of those weird mushrooms in the water.'"; if player does not carry trail mix: now Scally carries the trail mix; now trail_swap is true; now the player carries the scuba gear; now the player carries the oxygen mask; otherwise: say "Scally tilts her head. 'I gave it to you already.'"; Instead of asking Scally about "trail mix": if Scally carries the trail mix and trail_swap is true: say "There is a bit of a pause before Scally answers. She goes on a long-winded explanation of how she took some from Yoshi yesterday and then dropped it on the ground before bed. When she woke up, it was apparently gone and no one knew why, so then Yoshi just gave her more. She ends up giving you the rest of her trail mix, saying 'Trail mix is bad luck for me. I don't want it anymore.'"; now the player carries the trail mix; otherwise: say "Scally is busy investigating something right now and she basically zoned out your question."; [BRIDGE] The Bridge is west of the Old Hiker Camp. Mouse Mouse is a person. Mouse Mouse is in the Bridge. The description of Mouse Mouse is "The mouse has silver fur that’s so silky smooth it almost resembles the wavering reflections from the lagoon. Other than that... You don't know much." The Bridge is a room. "A chasm opens up in front of you, with an unfinished wooden bridge on your end. The bridge is broken, its wooden planks scattered and its supports are non-existent. It looks like someone had started building but never finished." The bridge_done is a truth state that varies. The bridge_done is false. After reading a command when player is in the Bridge: if the player's command includes "fix bridge": if player carries the wood and player carries the bottle of glue: say "Wow, you've fixed the bridge using the wooden planks and Yoshi's glue! Mouse Mouse squeaks in joy and runs across."; move Mouse Mouse to Mice Cave; now bridge_done is true; reject the player's command; otherwise: say "You don't have enough materials to fix it. You need more wood and some sort of adhesive."; move Scally to Bridge; say "Scally walks in and scans the area. 'Are you gonna fix it up?'"; reject the player's command; The scally_dead is a truth state that varies. The scally_dead is false. Before entering the Mice Cave: if bridge_done is false: say "Woah, you catch yourself just before you fall. The bridge isn't done yet and still has to be repaired. Unfortunately, Scally wasn't quick enough and fell through..."; remove Scally from play; now scally_dead is true; stop the action; otherwise: say "You walk on the super stable bridge to the other side and enter the next cave."; continue the action; [MICE CAVE] Mice Cave is a room. "The very second your foot hits the ground past the bridge, the few previously scurrying mice stop to stare at you with beady, glowing eyes. A boulder sits behind them, blocking out any potential paths leading forwards. Slowly pacing to block you from passing, they stand on their hind legs and flex their tiny claws." The Mice Cave is west of the Bridge. The boulder is a closed, locked door. The boulder is northwest from the Mice Cave. The description of the boulder is "A huge rock too hard and too far to move." Instead of opening the boulder: say "The boulder is too far and it is guarded by 3 pairs of ominous glowing eyes." Instead of unlocking the boulder with something: say "The boulder is too far. It has no keyhole, no latch, it's just a massive rock too hard to move." Every turn when the player can see Mouse Mouse: if trail_mix_given is false: if the player carries the trail mix and player wears mushroom cap and the player is in Bridge: say "The luminescent mouse glances over at your intriguing presence, 'I'm impressed that you have figured out how to communicate with us mice. So, what will you do now human?'"; otherwise if the player carries the trail mix and the player is in Bridge: say "*Squeak squeak squeak.* You can't understand it whatsoever. It gestures to a nearby mushroom and your head and then the bridge. What is that supposed to mean?"; otherwise if the player carries the trail mix and the player is in Mice Cave and the player wears mushroom cap: say "'I know that you have food,' the mouse says. You may be mistaken but you think you hear a small rumbling noise coming from the rest of the mice."; otherwise if the player is in Mice Cave and the player wears mushroom cap: say "The mouse looks at you. 'Oh man, I sure am hungry. I don't think me and my mouse friends can open the way for you without any food.'"; otherwise if the player is in Bridge and the player wears mushroom cap: say "I'm so hungry. I want food now! Otherwise you can say goodbye like all the others."; The trail_mix_given is a truth state that varies. The trail_mix_given is false. Instead of giving trail mix to Mouse Mouse: if the player does not wear the mushroom cap: if the player is in Mice Cave: say "SQUEAKKK, the mouse is angry at you for no apparent reason. It throws the trail mix back at you. It lands in your mouth and you accidentally choke on the cranberry in your shock."; end the game in death; otherwise: say "Hmmm... Mouse Mouse doesn't seem to be too interested for some reason. if anything, they seem appalled."; otherwise: now Mouse Mouse carries the trail mix; now trail_mix_given is true; say "Mouse Mouse says 'Thank you for this food, human. We've been here for many, many years with only spores and glowing fluid to eat and drink.'"; now the description of Mouse Mouse is "Mouse Mouse is a small female mouse, and the most intelligent of all the other mice. She has silver fur that’s so silky smooth it almost resembles the wavering reflections from the lagoon. Her small pink paws are deceiving; her retractable claws are sharper than your knife. Luckily for you, the trail mix you’ve given her has built a trusting relationship between you two."; if player is in Mice Cave: say "The small of mice munch up the trail mix and the form this lever system that opens the boulder door. You grin as light shines through."; otherwise: say "The small mice run into the next room and you see light come out. By the sounds of it, a boulder was moved too."; now the description of the Mice Cave is "The few scurrying mice stop to stare at you with beady, glowing eyes before swiftly moving on with the rest of their day. A boulder sits next to the exit, a testament to the power of mice."; now the boulder is open; move Mouse Mouse to Chamber; now the boulder is not openable. [CHAMBER & STAIRS] The Chamber is a room. "The chamber is a large clearing with nothing but rock walls; however, the wall opposite that you’ve just entered from seems rather hollow." Every turn when player is in Chamber: if Mouse Mouse is in Chamber and escaped_cave is false: say "These walls were patched you see. I am not strong enough to break it unfortunately."; The Chamber is northwest of the boulder. The Stairs is a room. "Mouse Mouse scampers past where the boulder was into a long and narrow set of stairs. Excited, you rush past Mouse Mouse into the other end, only to realize it’s a set of extremely tall stairs!" The Stairs are south of Base Camp. The escaped_cave is a truth state that varies. The escaped_cave is false. Before going to the Stairs: if escaped_cave is false and the player is in Base Camp: say "It is certainly a peculiar patch of grass that you see."; reject the player's command. The wall is a locked closed door. It is north of the Chamber and south of the Stairs. The wall is scenery. The description of the wall is "It's a wall. After knocking and yelling, you've determined the wall is hollow." After reading a command: if the player is in the Chamber : if the player's command includes "talk" or the player's command includes "yell": say "Your voice echoes, echoes, and echoes. You vividly remember from science class that echoes are louder if walls are hollow."; After reading a command: if the player is in the Chamber : if the player's command includes "break wall": if player carries the pickaxe: now the wall is open; now the wall is not openable; now the wall is unlocked; now the wall is not lockable; now the escaped_cave is true; say "You smash the wall with the pickaxe, and it crumbles."; reject the player's command; otherwise: say "You hands hurt from the impact."; decrease the health of the player by 1; reject the player's command;