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<<audio ":playing" stop>>\
<<audio "main" volume 0.5 loop play>>\
<div class="center"><span id="intro-sequence" style="font-size: 1.1em;"></span>\
<div style="text-align:right !important;"><span id="intro-sequence2" style="font-size: 1.1em;"></span></div>\
<div style="font-style:italic; font-size: 1.1em;"><span id="intro-sequence3"></span></div>\
<div class="title-style"><span id="intro-title"></span></div>\
<div style="text-align:center; font-size: 1.3em"><span id="begin"></span></div></div>\
\
<<timed 1000ms t8n>>\
<<replace "#intro-sequence" t8n>>"The human nose is able to detect the ‘smell of rain’ at concentrations as low as 5 parts per trillion."<</replace>>\
<<replace "#intro-sequence2" t8n>>-E.H. Polak, Université Paris<</replace>>\
\
<<next 5000ms>>
<<replace "#intro-sequence" t8n>><</replace>>\
<<replace "#intro-sequence2" t8n>><</replace>>\
<<replace "#intro-sequence3" t8n>>for Dad<</replace>>\
\
<<next 4000ms>>\
<<replace "#intro-sequence3" t8n>><</replace>>\
<<replace "#intro-title" t8n>>PETRICHOR<</replace>>\
<<replace "#begin" t8n>>[[wake up|Intro1]] [[credits]]<</replace>>\
<</timed>>\
<!-- <img src="images/thunderstorm.gif" class="fadeImage" />\ --><!-- Check to see if we have good or bad ending (if nightmareCounter 0, impossible to reach good ending) -->
<<set $tired to false>>
<<set $exhausted to false>>
<<set $nightmareCounter to 3>>
<<set $betaBlockers to false>>
<!-- Key Items to Progress Story -->
<<set $name to "Error No Name">>
<<set $starRope to false>>
<<set $starBackpack to false>>
<<set $starGatekey to false>>
<<set $starMemoryKey to false>>
<!-- Music -->
<<cacheaudio "intro" "music/intro.mp3">>
<<cacheaudio "school" "music/school.mp3">>
<<cacheaudio "woods" "music/woods.mp3">>
<<cacheaudio "final" "music/finalgame.mp3">>
<<cacheaudio "basement" "music/basement.mp3">>
<<cacheaudio "main" "music/main.mp3">>
<<cacheaudio "home" "music/home.mp3">>
<<cacheaudio "exhausted" "music/exhausted.mp3">>
<<cacheaudio "lake" "music/lake.mp3">>
<<cacheaudio "bad" "music/badending.mp3">>
<<cacheaudio "good" "music/goodending.mp3">>
<!-- Memorabilia (for final game) -->
<<set $numMemorabilia to 0>>
<<set $proof to false>>
<<set $award to false>>
<<set $pianoMusic to false>>
<<set $speechScript to false>>
<<set $child to false>>
<!-- House -->
<<set $memPianoMug to false>>
<<set $book to false>>
<<set $glassCube to false>>
<<set $bonus to false>>
<!-- Woods -->
<<set $clover to false>>
<<set $rubixCube to false>>
<<set $picture to false>>
<!-- School -->
<<set $artwork to false>>
<!-- General variables -->
<<set $hasCrowbar to false>>
<<set $chapterTwo to false>>
<<set $chapterThree to false>>
<<set $chapterFour to false>>
<<set $chapterFive to false>>
<<set $momLocation to "">>
<<set $attempts to 0>>
<<set $str to 0>>
<<set $agi to 0>>
<<set $newItem to false>>
<<set $newMap to false>>
<<set $return to "">>
<!-- Track Maps -->
<<set $m1 to true>>
<<set $m2 to true>>
<<set $m3 to true>>
<<set $m4 to true>>
<<set $m5 to true>>
<<set $m6 to true>>
<!-- Variables for managing time system -->
<<set $hasWatch to false>>
<<set $hour to 13>>
<<set $minute to 0>>
<<widget "timeFormat">>\
<<silently>>
<<if $minute >= 60>>
<<set _op to Math.trunc($minute / 60)>>
<<set $hour to $hour + _op>>
<<set $minute to $minute - (_op * 60)>>
<</if>>
<<if $hour >= 24>>
<<set _op to Math.trunc($hour / 24)>>
<<set $hour to $hour - (_op * 24)>>
<</if>>
<</silently>>\
<</widget>>
<<widget "printTime">>\
<<silently>>
<<set $_mins to String($minute)>>
<<if $minute <= 9>>
<<set $_mins to String(0)+$minute>>
<</if>>
<<set $_hrs to String($hour)>>
<<if $hour <= 9>>
<<set $_hrs to String(0)+$hour>>
<</if>>
<</silently>>\
<<if $tired == true>><<print "You are exhausted.">><</if>>\
<div style="text-align: right;">\
<<for _i to 0; _i < $nightmareCounter; _i++>>\
<img src="images/water_comet.png"> \
<</for>>\
<<print "Time: "+$_hrs+":"+$_mins>></div>\
<</widget>>\
<<audio "main" stop>>\
<<timed 100ms t8n>>\
<em>Cough</em>
\
<<next 40ms>>\
<em>Water burns through your lungs.
You gasp for air amongst the raging waves.
The world is in turmoil, beams of light streaking across the sky.
Fighting is futile; to give in is peace.</em>
<<next 2000ms>>\
<em>Gasp</em>
\
<<next 40ms>>\
<em>Tossed up like a ragdoll, then submerged like a ship
Escape is impossible as the island drags you in
Debilitated, you struggle just to breath
The waves crash against you, and you last feel your back strike a gritty ground…</em>
<<next 2000ms>><<type 60ms>>\
[[Wake Up!|Intro2]]
<</type>>\
<</timed>>\Stephen Yin<<if not $newItem>>[[Inventory]]<<else>>[[Inventory!!!|Inventory]]<</if>>
<<if not $newMap>>[[Maps]]<<else>>[[Maps!!!|Maps]]<</if>><<link "Return" $return>><</link>>
<<set $newItem to false>>\
<h1>Key Items</h1>\
<img src="images/on.png"> = found; <img src="images/off.png"> = missing
<div class="inv1">\
<ul>\
<li>\
<p>Watch</p>
<<if $hasWatch>><img src="images/on.png" class="img1"><<else>><img src="images/off.png" class="img1"><</if>>
</li>\
<li>\
<p>Beta-Blockers</p>
<<if $betaBlockers>><img src="images/on.png" class="img1"><<else>><img src="images/off.png" class="img1"><</if>>
</li>\
<li>\
<p>Rope</p>
<<if $starRope>><img src="images/on.png" class="img1"><<else>><img src="images/off.png" class="img1"><</if>>
</li>\
<li>\
<p>Backpack</p>
<<if $starBackpack>><img src="images/on.png" class="img1"><<else>><img src="images/off.png" class="img1"><</if>>
</li>\
<li>\
<p>Gate Key</p>
<<if $starGatekey>><img src="images/on.png" class="img1"><<else>><img src="images/off.png" class="img1"><</if>>
</li>\
<li>\
<p>Memory Key</p>
<<if $starMemoryKey>><img src="images/on.png" class="img1"><<else>><img src="images/off.png" class="img1"><</if>>
</li>\
</ul>\
</div>\
<h1>Memorabilia</h1>\
<div class="inv2">\
<ul>\
<li>\
<<if $proof>><p>Math Proof</p><<else>><p>???</p><</if>>
<<if $proof>><img src="images/on.png" class="img1"><<else>><img src="images/off.png" class="img1"><</if>>
</li>\
<li>\
<<if $award>><p>Award</p><<else>><p>???</p><</if>>
<<if $award>><img src="images/on.png" class="img1"><<else>><img src="images/off.png" class="img1"><</if>>
</li>\
<li>\
<<if $pianoMusic>><p>Piano Music</p><<else>><p>???</p><</if>>
<<if $pianoMusic>><img src="images/on.png" class="img1"><<else>><img src="images/off.png" class="img1"><</if>>
</li>\
<li>\
<<if $speechScript>><p>Speech Script</p><<else>><p>???</p><</if>>
<<if $speechScript>><img src="images/on.png" class="img1"><<else>><img src="images/off.png" class="img1"><</if>>
</li>\
<li>\
<<if $child>><p>Last Memory</p><<else>><p>???</p><</if>>
<<if $child>><img src="images/on.png" class="img1"><<else>><img src="images/off.png" class="img1"><</if>>
</li>\
<li>\
<<if $memPianoMug>><p>Piano Mug</p><<else>><p>???</p><</if>>
<<if $memPianoMug>><img src="images/on.png" class="img1"><<else>><img src="images/off.png" class="img1"><</if>>
</li>\
<li>\
<<if $book>><p>Book</p><<else>><p>???</p><</if>>
<<if $book>><img src="images/on.png" class="img1"><<else>><img src="images/off.png" class="img1"><</if>>
</li>\
<li>\
<<if $glassCube>><p>Inscribed Cube</p><<else>><p>???</p><</if>>
<<if $glassCube>><img src="images/on.png" class="img1"><<else>><img src="images/off.png" class="img1"><</if>>
</li>\
<li>\
<<if $bonus>><p>Bonus</p><<else>><p>???</p><</if>>
<<if $bonus>><img src="images/on.png" class="img1"><<else>><img src="images/off.png" class="img1"><</if>>
</li>\
<li>\
<<if $bonus>><p>Bonus</p><<else>><p>???</p><</if>>
<<if $bonus>><img src="images/on.png" class="img1"><<else>><img src="images/off.png" class="img1"><</if>>
</li>\
<li>\
<<if $bonus>><p>Bonus</p><<else>><p>???</p><</if>>
<<if $bonus>><img src="images/on.png" class="img1"><<else>><img src="images/off.png" class="img1"><</if>>
</li>\
<li>\
<<if $clover>><p>Clover</p><<else>><p>???</p><</if>>
<<if $clover>><img src="images/on.png" class="img1"><<else>><img src="images/off.png" class="img1"><</if>>
</li>\
<li>\
<<if $rubixCube>><p>Rubix Cube</p><<else>><p>???</p><</if>>
<<if $rubixCube>><img src="images/on.png" class="img1"><<else>><img src="images/off.png" class="img1"><</if>>
</li>\
<li>\
<<if $picture>><p>Picture</p><<else>><p>???</p><</if>>
<<if $picture>><img src="images/on.png" class="img1"><<else>><img src="images/off.png" class="img1"><</if>>
</li>\
<li>\
<<if $artwork>><p>Artwork</p><<else>><p>???</p><</if>>
<<if $artwork>><img src="images/on.png" class="img1"><<else>><img src="images/off.png" class="img1"><</if>>
</li>\
</ul> \
</div>\
<h1>Miscellaneous</h1>\
<div class="inv2">\
<ul>\
<li>\
<<if $hasCrowbar>><p>Crowbar</p><<else>><p>???</p><</if>>
<<if $hasCrowbar>><img src="images/on.png" class="img1"><<else>><img src="images/off.png" class="img1"><</if>>
</li>\
</ul>\
</div>\<<audio "intro" volume 0.5 play loop>>\
Today is the first day. Your eyes remain closed against the backdrop of rain against the window on the other side of your room. You’ve always hated waking up early.
Today is the first day of school. It’s thundering outside. Maybe school will be cancelled? Where there’s a will, there’s a way to crush it. You’d hate to miss out on the first day; work piles up fast.
Today is the first day of school, and you’ve overslept. Your eyes crack open and the clock stares back from across the room. 1pm. The monotonous ticking almost mocks you in a way.
<em>tick, tick, tisk, tisk</em>
The fireplace underneath the clock is lit. Sigh. Perhaps it’s time to get up. The room is very finely kept. You slide out from under the covers, and roll off the bad to take a look around. Immediately, you hit the floor. Hard.
<em>ouch</em>
You felt like you haven’t moved for months. Oversleeping gets to you that way sometimes, you suppose. You stand up on unstable legs.
[[Look Around|Intro3]]/*\
<<silently>>
<<if visited("Intro3") == 1>>
<<set $_4a to false>>
<<set $_4b to false>>
<<set $_4c to false>>
<<set $_4d to false>>
<<set $_4e to false>>
<</if>>
<</silently>>
*/\
Your bed lies along the center of the wall facing the outside. On your left, a nightstand and a large oak drawer stand erected with a large mirror-shaped frame on top. To your right, an L-shaped study table sits snug in the corner. <<if visited("Intro3") == 1>>A watch sits on the nightstand. You pick it up and wear it. It seems useful.
<<set $hasWatch to true>><<set $newItem to true>><</if>>\
Two doors lie on both sides near the front of the room.
<<if visited("Intro3") == 1>>\
You walk up to the door on the left. Locked. You try the door on the right. Locked, too.
<em>What kind of design is this?</em>
<</if>>\
Outside, thunder rumbles in the distance. Rain continues to pitter patter against the windows. Looking over your surroundings, you have a few options.
[[Examine Nightstand|Intro4a][$_4a to true]]
[[Examine Drawer|Intro4b]]
[[Examine Study|Intro4c]]
[[View Fireplace|Intro4d]]
[[Look Outside|Intro4e]]<<if not tags().includes("disable-header")>>\
\
<<if $hasWatch == true>>\
<<if tags().includes("no-time") == false>>\
<<timeFormat>>\
<<printTime>>
<</if>>\
<</if>>\
<!-- Setting Location of Mom in House -->\
<<if [15,16,17,18,19].includes($hour)>><<set $momLocation to "Kitchen">><</if>>\
<<if [13,14].includes($hour)>><<set $momLocation to "Master Study">><</if>>\
<<if [20,21,22,23].includes($hour)>><<set $momLocation to "Dining Room">><</if>>\
<<if [24,0,1,2,3,4,5,6].includes($hour)>><<set $momLocation to "Master Bedroom">><</if>>\
<!-- Setting Limits on Exploration Based on Time -->\
<<set $_previousPassage to passage()>>\
<<if [22,23,0,1,2,3,4,5].includes($hour) and $nightmareCounter > 0 and not $tired>>\
<<goto [[Tired]]>>\
<<elseif [0,1,2,3,4,5].includes($hour) and $nightmareCounter > 0 and not $exhausted>>\
<<goto [[Exhausted]]>>\
<<elseif [0,1,2,3,4,5].includes($hour) and not $tired>>\
<<goto [[ForcedTired]]>>\
<<elseif [6,7,8,9,10,11,12].includes($hour)>>\
<<goto [[PassOut]]>>\
<</if>>\
\
<<if visited("HomeRoom") == 1 and $m1>><<set $m1 to false>><<set $newMap to true>><</if>>\
<<if visited("HomeFront") == 1 and $m2>><<set $m2 to false>><<set $newMap to true>><</if>>\
<<if visited("HomeBasement") == 1 and $m3>><<set $m3 to false>><<set $newMap to true>><</if>>\
<<if visited("WoodsEntry") == 16 and $m4>><<set $m4 to false>><<set $newMap to true>><</if>>\
<<if visited("SchoolEntry") == 1 and $m5>><<set $m5 to false>><<set $newMap to true>><</if>>\
<<if visited("LakeEntry") == 1 and $m6>><<set $m6 to false>><<set $newMap to true>><</if>>\
<<if not tags().includes("no-return")>>\
<<set $return to passage()>>\
<</if>>\
<</if>>\You open the top drawer. Inside, a pill bottle labeled "Melatonin" sits full. In the bottom drawer, a bunch of papers lay scattered around, some in folders. They all seem to be some sort of awards certificate.
The Victorian architecture is beautiful, comforting.
[[Interesting|Intro3]]The mirrored frame is boarded up. You can only assume the mirror behind has been displaced.
The drawers all contain miscellaneous items from copy paper to vitamins. This is quite the homely room.
[[Continue Exploring|Intro3]]The study has papers scattered all along the top of the table. They all seem to be full of words describing different kinds of medicine. Besides the papers are a few varying bottles of pills. One of them is open and seems used.
"Beta-blockers"
Your heart palpitates, but the pills seems to bring comfort. You don't remember what they're for. They say even if you forget the past, you'll always remember the sentiment.
[[Pick Up Pills|Intro5][$betaBlockers to true; $newItem to true]]
[[Explore Some More|Intro3]]the fire is roaring.
<a href="https://adarkroom.doublespeakgames.com/">the room is warm.</a>
[[Step Back|Intro3]]Outside, lightning strikes afar. Below, you see bushes lining the outside of the building a story below. It's good to know you're on the second floor.
The building is surrounded by a forest, and not much is visible past the trees. You try the windows. They unlock.
The wind and rain rush in, and you quickly close the window before you become soaked. Not a pleasant way to leave the house.
[[Step Away|Intro3]]As you pick up the pills, you hear the lock to the left side door jiggle. Quickly, you pocket the pills and stand back next to your bed. The door unlocks, and standing at the door is a woman with an apron on.
"Oh, you're awake!" she says. She looks at you expectantly.
You don't think you know her. She's probably the new cook by the looks of it. You start to introduce yourself to her.
What's your name?
<<textbox "$name" "Your Name Here" [[Intro5a]] autofocus>>She gives a small smile.
"Yes, that's right. I hope you've had a good rest, <<print $name>>," she says. "I heard you getting up so I wanted to let you know that school has been cancelled for the time being because of this wild weather we've been having. For the time being, try to stay safe and keep your spirits up. Just know that I'm here for you if you need anything."
You nod in reply.
"It's certainly been a while. You look tired; you should rest for today. Tomorrow, we can start anew."
Any rest day is a good day to you. She's right, though. You certainly feel tired.
"Take the Melatonin pills in the nightstand drawer. Top shelf. It'll help you go to sleep better. I'll leave the door unlocked so you can come call if you need anything."
That's right; you usually take the Melatonin pills to help with your sleep walking problem. As she closes the door, you hear a little sigh.
[[Take the Melatonin|Intro6a]]
[[Skip the Pills|Intro6b][$hour++]]You take the pills and fall back on your bed.
Soon, you're fast asleep.
[[Sleep|PreHomeRoom]]Your head rests against the pillow. It's mildly uncomfortable. Even with the room dim and your eyes closed, it's hard for you to sleep. The pills certainly would have helped.
You could still take the pills.
<div id="Intro6b">\
[[Yes|Intro6a]] <<link "No">><<replace "#Intro6b" t8n>>
Eventually, you pass out after an hour of uncomfortable shifting and moving.
[[Dream|Intro6bi][$hour += 12]]<</replace>><</link>>
</div>\<<audio ":playing" stop>>\
<<set $nightmareCounter -= 1>>\
Crying, shock.
The whole world bleached of color.
Incessant, steady beeping rings in your ears following the jump of the green line on the monitor's screen.
Overwhelming sadness fills your mind.
Nightmares fill your dreams.
[[Sleep|PreHomeRoom]]<<audio "home" volume 0.5 play loop>>\
<<if $wakeup == true>>\
<<set $wakeup to false>>\
Your eyes open. It's a new day.
<</if>>\
<<if visited("HomeRoom") == 1>>\
The study seems to have been cleaned since you were last awake. The papers are gone and the pills are nowhere to be found. You still feel the bottle you took from yesterday in your back pocket.
<</if>>\
The fireplace is roaring. The weather is stormy outside.
<<if $starRope == true>>\
With your rope, you can climb outside and explore this world.
<</if>>\
<<if $starBackpack == true>>\
The backpack has a compass. The path to the other side of the woods can be traversed easily now.
<</if>>\
[[Stoke the Fire|HomeRoomFireplace][$minute += 30]]
[[Try the Right Door|HomeRoomCloset][$minute += 30]]
[[Try the Left Door|HomeCatwalk][$minute += 30]]
<<if $starRope == true>>\
<<link [[Climb Down Outside|WoodsEntry]]>><<set $minute += 45>><<audio ":playing" stop>><<audio "woods" volume 0.8 loop play>><</link>>
<</if>>\
[[Take Melatonin and Sleep|PreHomeRoom]]The fire is burning.
[[Go Back|HomeRoom]]It's locked. The lock has a strange heart-shaped hole.
<<if not $starMemoryKey>>\
[[Back to Bedroom|HomeRoom][$minute += 15]]
<<else>>\
[[Unlock Door|HomeRoomClosetInterior][$minute += 15]]
[[Back to Bedroom|HomeRoom][$minute += 15]]
<</if>>\The door takes you to a hallway that opens up to a catwalk across the house. The rooms are quite spacious.
To the left, a central staircase leads to the front door of the house.
To the right, you oversee the dining room with the dark oak furniture. A beautiful glass cabinet displays a delicate tea set amongst exotic wines and various trinkets.
Ahead, a grandfather clock ticks away, standing inbetween two doors.
[[Head Downstairs|HomeFront][$minute += 30]]
[[Continue Down the Hallway to the Left|HomeMasterStudy][$minute += 30]]
[[Continue Down the Hallway to the Right|HomeMasterRoom][$minute += 30]]
[[Go to Your Room|HomeRoom][$minute += 30]]Through the front door, the storm outside continues to brew. You're thankful for the shelter and warmth inside. Around the staircase is an elegantly designed wall circling the front room. It seems to beckon you towards its grace. On it, a mural of The Great Wave Of Kanagawa is inscribed.
To the left, a hallway leads towards the kitchen.
To the right, the hallway opens towards the laundry room.
Going back into the house, you see the dining room.
[[Head to Kitchen|HomeKitchen][$minute += 30]]
[[Head to Laundry Room|HomeLaundry][$minute += 30]]
[[Head to Dining Room|HomeDining][$minute += 30]]
[[Go Upstairs|HomeCatwalk][$minute += 30]]<<if $momLocation == "Master Study">>\
The door is locked. You hear <<if $chapterFour>>mom<<else>>the chef<</if>> inside.
[[Back to Hallway|HomeCatwalk]]\
<<else>>\
The door opens to a large study. Another door sits tucked in the back of the room towards the master bedroom. The walls are lined with bookshelves full of books upon books of various subjects.
"Of Mice and Men, The 7 Habits for Highly Effective People, Dimensionality Reduction in Statistics, The Art of Problem Solving: Volume 2, ..."
What an interesting collection of literature. The study itself is much more organized than the one in your own room. There's definitely much to take in here.
You notice a book slightly sticking out from the shelf.
[[Pull It|HomeMasterStudyPrank]]
[[Go to Master Bedroom|HomeMasterRoom][$minute += 30]]
[[Read a Book|HomeMasterStudyRead]]
[[Go to Hallway|HomeCatwalk][$minute += 30]]
<</if>><<if $momLocation == "Master Bedroom">>\
The door is locked. You hear <<if $chapterFour>>mom<<else>>the chef<</if>> inside.
[[Back to Hallway|HomeCatwalk]]\
<<else>>\
It's the master's bedroom. Nothing much to see here.
[[Head to Master Study|HomeMasterStudy][$minute += 30]]
[[Go to Hallway|HomeCatwalk][$minute += 30]]
<</if>><<audio ":all" stop>>\
<<if $exhausted>>\
<<set $exhausted to false>>\
<<goto [[Intro6bi]]>>\
<<else>>\
<<set $hour to 13>><<set $minute to 0>>\
<<set $wakeup to true>>\
<<set $tired to false>>\
<<set $exhausted to false>>\
<div class="title-style center"><span id="chapter-transition"></span></div>\
<<if $starRope == true and not $chapterTwo>>\
<<set $chapterTwo to true>>
<<timed 1000ms t8n>>\
<<replace "#chapter-transition" t8n>>CHAPTER TWO: AEROSOL<</replace>>\
<<next 4000ms>>\
<<goto [[ChapterTwo]]>>
<</timed>>\
<<elseif $starBackpack == true and not $chapterThree>>\
<<set $chapterThree to true>>
<<timed 1000ms t8n>>\
<<replace "#chapter-transition" t8n>>CHAPTER THREE: NIMBUS<</replace>>\
<<next 4000ms>>\
<<goto [[ChapterThree]]>>
<</timed>>\
<<elseif $starGatekey == true and not $chapterFour>>\
<<set $chapterFour to true>>
<<timed 1000ms t8n>>\
<<replace "#chapter-transition" t8n>>CHAPTER FOUR: DEW POINT<</replace>>\
<<next 4000ms>>\
<<goto [[ChapterFour]]>>
<</timed>>\
<<elseif $starMemoryKey == true and not $chapterFive>>\
<<set $chapterFive to true>>
<<timed 1000ms t8n>>\
<<replace "#chapter-transition" t8n>>CHAPTER FIVE: AURORA<</replace>>\
<<next 4000ms>>\
<<goto [[ChapterFive]]>>
<</timed>>\
<<else>>\
<<goto [[HomeRoom]]>>\
<</if>>\
<</if>>\Unfortunately, it doesn't do anything. Clever, but not clever enough.
<<return [[Return|HomeMasterStudy]]>><<if not $book>><<set $books to ["The Bee Movie Script", "Statistics and Probability, 4th Edition", "The Hitchhiker's Guide to the Galaxy"]>>\
<<else>><<set $books to ["The Bee Movie Script", "The Hitchhiker's Guide to the Galaxy", "How to Win Friends and Influence People"]>>\
<</if>>\
<<set _bookNo to random(2)>>\
You pick up <<print $books[_bookNo]>>.
Huh, what an interesting read.
<<if $books[_bookNo] == "Statistics and Probability, 4th Edition" and not $book>>\
This reminds you of something.
[[Take Book|HomeMasterStudy][$book to true; $numMemorabilia++; $newItem to true]]
<</if>>\
<<return [[Return|HomeMasterStudy]]>>Inside the kitchen room, a grand ivory island kitchen gives a pleasantly open atmosphere. Standard kitchenware lines the shelves and racks. A pair of wine glasses sit on the central table. One of them is full, one of them empty.
Above the sink, a window opens towards the woods above the bushes. The rain is beating at the window.
<<if $momLocation == "Kitchen">>\
<<if $chapterFour>>Mom<<else>>The chef<</if>> is in the kitchen, in a flurry of activity with pans on the stove and raw ingredients scattered across the counter-tops. She notices your entry and gives you a small smile before going back to her work.
The food smells amazing, but the ambiance of the kitchen lacks conversation.
<</if>>\
[[Head to Front Room|HomeFront][$minute += 30]]
[[Head to Dining Room|HomeDining][$minute += 30]]The laundry room is empty. It looks like everything has been well-kept and cleaned. The shelves are full of various cleaning agents.
Nothing much to see here.
[[Head to Front Room|HomeFront][$minute += 30]]
[[Head to Dining Room|HomeDining][$minute += 30]]A grand table sits at the center of the dining room. The furniture is made of dark oak, giving the room a feeling of richness. Against the wall, you see the glass cabinet in more detail.
<<if $momLocation == "Dining Room">>\
<<if $chapterFour>>Mom<<else>>The chef<</if>> sits at the dining room, eating dinner alone. She faces the glass cabinet against the wall, seemingly staring into the void. As she sees you enter, she gives a small smile, but looks away with sad eyes.
You pass the door behind her. Perhaps you can investigate further when she is gone.
<<else>>\
<<link [[Try Basement Door|HomeBasement]]>><<set $minute += 30>><<audio ":playing" stop>><<audio "basement" volume 0.5 loop play>><</link>>
[[Investigate Glass Cabinet|HomeDiningCabinet]]
<</if>>\
[[Head to Kitchen|HomeKitchen][$minute += 30]]
[[Head to Laundry Room|HomeLaundry][$minute += 30]]
[[Head to Front Room|HomeFront][$minute += 30]]
<<if visited("PreHomeBasement") == 0>>\
<<goto [[PreHomeBasement]]>>\
<</if>>\
The basement is dark and damp. As you walk down the stairs, the wood creaks beneath your feet.
The light switch is nowhere to be found.
You wait a few minutes for your eyes to adjust.
<<timed 1000ms t8n>>\
As you adjust to the darkness, you see a long hallway in front of you. There are two rooms: one on either side. Which path do you take?
[[Left|HomeBasementa][$minute += 45]]
[[Right|HomeBasementb][$minute += 45]]
[[Down the Hallway|HomeBasementc][$minute += 45]]
<</timed>>\
<<link [[Go to First Floor|HomeDining]]>><<set $minute += 30>><<audio ":playing" stop>><<audio "home" volume 0.5 loop play>><</link>>
The cabinet holds many trinkets. A porcelain tea set is displayed on the right. A beautiful sailboad of glass and gold surveys the dining room from atop the cabinet. <<if not $glassCube>>To the left, a glass cube holds the inscriptions "ASA IMS 2019" on the surface.
The cabinet gives you the feeling of old age, like a grandparent watching over you.
[[Take Glass Cube|HomeDining][$glassCube to true; $numMemorabilia++; $newItem to true]]<</if>>
[[Step Back|HomeDining]]<div class="title-style center"><span id="chapter-transition"></span></div>\
<<timed 1000ms t8n>>\
<<replace "#chapter-transition" t8n>>CHAPTER ONE: GEOSMIN<</replace>>\
<<next 4000ms>>\
<<goto [[ChapterOne]]>>
<</timed>>\The room is dark. As you reach out into the void, your hand is tickled by something. You let out a small shriek and jump back.
Just a spider. Nervous, you retreat.
[[Back to Hallway|HomeBasement]] The lighting is decent here. Boxes are scattered about in the room. You look around to see if there's anything useful.
<<if $hasCrowbar == false>>\
In one of the boxes, you find a crowbar. It looks sturdy, good for keeping sanity in the dark.
[[Pick up the Crowbar|HomeBasement][$hasCrowbar to true; $newItem to true]]
<<else>>\
You come up empty handed.
<</if>>\
[[Go Back|HomeBasement]]You proceed down the hallway and you're met with an intersection. To the right, the hallway continues in the dark. In front of you stands another room.
[[Right Down the Hallway|HomeBasementd][$minute += 45]]
[[Enter Room|HomeBasemente][$minute += 45]]
[[Go Back|HomeBasement][$minute += 30]]You walk down the hallway<<if $hasCrowbar>> with your crowbar out<</if>>, wary of the darkness. You've never been quite fond of walking blind into unknown situations.
You feel yourself approaching the end of the hallway.
"I SEE YOU."
<<if $hasCrowbar>>\
You whip around and slam your crowbar in the direction of the voice. Your crowbar connects with the plastic jack-in-the-box and shatters it into pieces. Jeez. You damn near had a heart attack from a children's toy.
Near the shattered remnants of the toy, you spot a startling white mug with a piano piece written around the side. It looks nice; you pick it up and keep it for later. <<if not $memPianoMug>><<set $memPianoMug to true>><<set $numMemorabilia++>><<set $newItem to true>><</if>>
<<else>>\
You let out a shriek and jump back in surprise. Laying on it's side is a jack-in-the-box toy happily bouncing up and down. Jeez. You must have kicked it by accident.
<</if>>\
You turn back around and come face to face with a portrait of a man. He seems to both scold and laugh at you at the same time.
[[Head Back|HomeBasementc][$minute += 30]]
When you enter the room, you hear the steady dripping of water down the basement hatch to the outside. That leak probably needs to be fixed.
In the room, shelves upon shelves of old things are clustered haphazardly amongst the sides of the room. <<if $starRope == false>>You take a look around and find a heavy rope in the corner. It looks excellent for climbing.
You could probably use it to climb out of your room without being found.
[[Take Rope (Key Item)|PreHomeRoom][$starRope to true; $newItem to true]]
<</if>>
[[Back to Hallway|HomeBasementc]]The entrance of the woods stands in front of you. The woods are daunting, full of mystery. Making a map might be smart to naviage these woods in the rain. You enter the wooded trail.
Rain beats down on the treetops, but they provide shelter against the storm. Lightning flashes in the distance.
You are confronted with three paths. You always face North.
[[North|WoodsEntry][$minute += 30]]
[[East|Woods3][$minute += 30]]
[[West|Woods1][$minute += 30]]
<<link [[Return Home|HomeRoom]]>><<set $minute += 45>><<audio ":playing" stop>><<audio "home" volume 0.5 loop play>><</link>>
<<if $starBackpack>>\
<<link [[Navigate to the Other Side of the Woods|SchoolEntry]]>><<set $minute += 60>><<audio ":playing" stop>><<audio "school" volume 0.5 loop play>><</link>>
<</if>>\It's getting late. You should probably go back home.
But there are still things left to be explored.
<<link "Understood" $_previousPassage>><<set $tired to true>><</link>><<audio ":playing" stop>>\
The demons of the past haunt you; restless nights are unbearable.
[[Trudge Home|Intro6bi]]<<audio ":playing" stop>>\
Exhaustion overwhelms you. You fall into darkness.
[[Continue|Savior]]A young child sits nexts to a man at the kitchen table amongst the noise of the kitchen. On the table, papers lie scattered about with markings across the pages. A textbook lies open, its symbols alien to the child.
While the scents of the food fill the air, the child clings to the every word of the man.
"You see, $name. It is not so difficult to derive the formula. Sometimes you just need to give the problem a name, and from there, you can do a bit of manipulation. Before you know it, the answer comes right back to the name you gave it!"
The child's eyes fill with understanding. The symbols make sense after all.
"It is not so different from solving problems with people. When we see an issue, we label it; we give it a name. We take some time to digest the issue, we reflect on what's been done to solve problems of the sort before, and after some time, we look back and boom! The issue is solved! Now, we can safetly put the problem away and categorize it nicely with the name it's been given, because that's what what humans do."
The child eyes seem to question the statement.
"Oh, we categorize things. That means we order the world in nice ways that make sense. That's just how the world works."
[[Pick Up Mathematics Proof|HomeBasement][$proof to true; $numMemorabilia++; $newItem to true]]The young child is now older. They walk up to the front door with a backpack on, tired from a long day of school and hot from the beating sun. At the door, the man holds a letter in his hands. He's smiling.
"The mail came in today, and guess what? The scores for the exam finally arrived!"
The child looks nervous and waits in anticipation. The exam was a big deal, of course. His brother had earned an award for the very same exam.
"You didn't make a perfect score on mathematics."
The child takes on a dejected expression for a brief moment.
"Oh, come on! I would never let you know your score like that! Of course you've made a perfect score on mathematics. You've earned the award, and you're going to camp for free! I'm sorry if I scared you for a moment there, child."
The air is electric. The child, with their backpack still on, jumps onto the sofa with glee.
"You're on the path to big things. Just like I said, mathematics brings order in the world."
[[Pick Up Certificate of Achievement|HomeRoom][$award to true; $numMemorabilia++; $newItem to true]]<<audio ":playing" stop>>\
<<audio "exhausted" loop play>>\
Fatigue overwhelms you. It's difficult to keep awake.
[[Trudge Home|Intro6bi]]
<<link "Push On" $_previousPassage>><<set $tired to true>><<set $exhausted to true>><</link>>Arms grasp you and lift you from the ground.
Tears stream down her face.
Begs you to stop. Begs you to sleep.
Her presence is healing. Warmth amidst the storm.
[[Fade Out of Consciousness|Intro6bi][$exhausted to false]]You are confronted with four paths.
[[North|Woods1][$minute += 30]]
[[East|WoodsEntry][$minute += 30]]
[[South|WoodsEntry][$minute += 30]]
[[West|WoodsEntry][$minute += 30]]<<set $clovers to [3,3,4,3,3]>>\
The path opens up to a clearing of clovers. The rain makes it hard to see much in the distance. The lack of treetops makes the rain feel as if it's coming down harder.
<<if not $clover>>\
<<link "Forage for a Four Leaf Clover (1 hour)">>
<<set $hour += 1>>
<<set _pickedClover to random(4)>>
<<if $clovers[_pickedClover] == 4>>
<<set $clover to true>>
<<set $numMemorabilia++>>
<<set $newItem to true>>
<</if>>
<<goto [[Woods1]]>>
<</link>>
<<else>>\
Amidst the rain, lady luck smiles upon you.
<</if>>\
Two paths lead outside of the clearing.
[[East|WoodsEntry][$minute += 30]]
[[South|Woods2][$minute += 30]]<<if not $rubixCube>>\
A cube lies in the dirt. It's colored faces are rotated at varying degrees. The sides are split into thirds, leaving the cube appearing to be a conglomeration of 27 smaller cubes.
[[Pick Up Cube|Woods3][$rubixCube to true; $numMemorabilia++; $newItem to true]]
<<else>>\
An imprint of a cube lies in the dirt.
<</if>>\
You are confronted with three paths.
[[North|Woods4][$minute += 30]]
[[South|WoodsEntry][$minute += 30]]
[[West|WoodsEntry][$minute += 30]]You are confronted with four paths.
[[North|Woods6][$minute += 30]]
[[East|Woods5][$minute += 30]]
[[South|Woods3][$minute += 30]]
[[West|WoodsEntry][$minute += 30]]You are confronted with four paths.
[[North|WoodsFinal][$minute += 30]]
[[East|WoodsEntry][$minute += 30]]
[[South|Woods4][$minute += 30]]
[[West|Woods7][$minute += 30]]A pond lies to the east. You stare across the water, and you are struck with a memory.
Walking alongside the pond with a man, you envision a child at his side. The child is deftly rotating the cube in his hands as the man looks at a device in his hands. When the colors on the faces of the cube align, the child shouts in excitement, and the man reads off a time.
You remember it was a fast time.
You are confronted with three paths.
[[North|WoodsEntry][$minute += 30]]
[[South|WoodsEntry][$minute += 30]]
[[West|Woods4][$minute += 30]]You seek shelter against the great pecan tree. <<if not $starBackpack>>A backpack lies against the tree, wet and dirty from the pouring rain.
[[Take Backpack (Key Item)|PreHomeRoom][$starBackpack to true; $newItem to true]]
<</if>>\
[[Return South|Woods6][$minute += 30]]<<if not $picture>>\
A few shattered picture frams lay scattered around the rocks. One of them, however, is still in tact. In the frame, you see a man smiling back out at you.
[[Pick Up Picture|Woods7][$picture to true; $numMemorabilia++; $newItem to true]]
<<else>>\
Glass and broken picture frams lie shattered around the rocks. You should watch your step.
<</if>>\
You are confronted with three paths.
[[North|WoodsEntry][$minute += 30]]
[[East|Woods6][$minute += 30]]
[[South|WoodsEntry][$minute += 30]]The young child from before now appears to be in their adolescent age. They sit at a piano in a cramped room. The fluorescent lights shine bright above. Eyes closed, they lift their hands and jump into a frantic song.
They make it a few seconds in before they hit a discordant chord in the piece. Hands slam against the keys, punishing the innocent piano for their own wrong. Frustrated, the adolescent rests their head against the board of the piano.
A knock on the door brings the adolescent back to life.
"Are you doing okay in there?"
It's the man's voice again.
"Don't stress too much about it. Just play piano for fun!" he calls.
He's always lecturing, always telling you how to do things. With mathematics, the world was made to seem so orderly, so easy. There was nothing exact or definite about piano. In a frustrated state, you don't want to hear another lecture.
You see yourself stuff the sheet music back into your bag. In the process, a folded up speech script is flung onto the floor. You look in disdain at the script, and ignore it. Bag in hand, you exit the room.
[[Pick Up Piano Music|HomeRoom][$pianoMusic to true; $numMemorabilia++; $newItem to true]]On the other side of the woods, you find youself at the entrance of a seemingly abandoned schoolhouse. The structure of the school seems to be a bit unstable. It might take longer to do exploring. On the outside, you find a map showing the layout of the school.
A gated fence behind the school extends out on both sides far into the distance. It seems to be surrounding a lake behind it. <<if not $starGatekey>>\
Maybe there is a key inside the schoolhouse that can open the gate.
<<else>>\
The gate can be opened by your key, now.
<</if>>\
[[Explore School|School1][$minute += 15]]
<<link [[Go Back to Woods|WoodsEntry]]>><<set $minute += 60>><<audio ":playing" stop>><<audio "woods" volume 0.8 loop play>><</link>>
<<if $starGatekey>>\
<<link [[Go Through Gate to Lake|LakeEntry]]>><<set $hour += 3>><<audio ":playing" stop>><<audio "lake" volume 1 loop play>><</link>>
<</if>>\You stand in the front foyer of the school. In the corner, a flag droops from its pole. The colors are bleached from years under the sun. Across the corner sits a piano. Maybe in years past you would have sat and played a tune.
From here, you have a few options based off of the map you saw in the front.
[[Explore Front Office|SchoolOffice][$minute += 50]]
[[Explore Storage Closet|SchoolCloset][$minute += 50]]
[[Explore Math Classroom|SchoolMath][$minute += 50]]
[[Explore Biology Lab|SchoolBio][$minute += 50]]
[[Explore History Room|SchoolHistory][$minute += 50]]
[[Explore Art Class|SchoolArt][$minute += 50]]
[[Explore Lunch Room|SchoolLunch][$minute += 50]]
[[Return to School Entrance|SchoolEntry][$minute += 15]]The lake's waters are menacingly turbulent in the storm. Something in the back of your mind draws you to the dock. You need to reach the other side of the lake, but you don't quite remember why.
At the dock, there is a bit of shelter to take refuge in before you embark across the waters. This is a nice place to return to in case things go south.
Before you embark, you set aside all of the memorabilia you have collected in the shelter. It would be pointless to lose them in the storm. Each piece gives you power as you prepare your journey.
Number of Memorabilia Left to Attribute: <span id="stats-mem"><<print $numMemorabilia>></span>
Strength (Increase Allotted Time): <span id="stats-str"><<print $str>></span> \
( <<link "[+]">><<if $numMemorabilia > 0>><<set $str++>><<set $numMemorabilia-->><<replace "#stats-str">><<print $str>><</replace>><<replace "#stats-mem">><<print $numMemorabilia>><</replace>><</if>><</link>> \
| <<link "[-]">><<if $str > 0>><<set $str-->><<set $numMemorabilia++>><<replace "#stats-str">><<print $str>><</replace>><<replace "#stats-mem">><<print $numMemorabilia>><</replace>><</if>><</link>> )
Agility (Decrease Cycle Speed): <span id="stats-agi"><<print $agi>></span> \
( <<link "[+]">><<if $numMemorabilia > 0>><<set $agi++>><<set $numMemorabilia-->><<replace "#stats-agi">><<print $agi>><</replace>><<replace "#stats-mem">><<print $numMemorabilia>><</replace>><</if>><</link>> \
| <<link "[-]">><<if $agi > 0>><<set $agi-->><<set $numMemorabilia++>><<replace "#stats-agi">><<print $agi>><</replace>><<replace "#stats-mem">><<print $numMemorabilia>><</replace>><</if>><</link>> )
<<if not $starMemoryKey>>\
The boat itself could use some repairs. The repairs need time.
[[Repair the Boat (7 hours)|LakeRepair]]
<</if>>\
<<link [[Embark on Final Journey|FinalGame]]>><<set $minute += 150>><<audio ":playing" stop>><<audio "final" volume 0.5 loop play>><</link>>
<<link [[Return to School House|SchoolEntry]]>><<set $hour += 3>><<audio ":playing" stop>><<audio "school" volume 0.5 loop play>><</link>>The office is largely empty except for a few trinkets scattered along the tables. There's nothing much to see here.
[[Return|School1][$minute += 30]] <<set _digits to [0,1,2,3,4,5,6,7,8,9]>>\
A four digit padlock prevents you from entering. Maybe the code is written somewhere in the school?
[[Go Back|School1]]
<<cycle "_digit1" autoselect>>
<<optionsfrom _digits>>
<</cycle>>\
| \
<<cycle "_digit2" autoselect>>
<<optionsfrom _digits>>
<</cycle>>\
| \
<<cycle "_digit3" autoselect>>
<<optionsfrom _digits>>
<</cycle>>\
| \
<<cycle "_digit4" autoselect>>
<<optionsfrom _digits>>
<</cycle>>
<<link "Submit (5 mins)">>\
<<set $minute += 5>>
<<set $attempts += 1>>
<<if _digit1 == 5 and _digit2 == 7 and _digit3 == 3 and _digit4 == 9>>
<<goto [[SchoolClosetInterior]]>>
<<else>>
<<timed 40ms t8n>>\
<<replace "#warning" t8n>>Incorrect!<</replace>>\
<<next 800ms>>\
<<replace "#warning" t8n>><</replace>>\
<</timed>>\
<</if>>\
<<if $attempts > 30>>
<<replace "#hint" t8n>>Hint: 5 7 _ 9<</replace>>
<<elseif $attempts > 20>>
<<replace "#hint" t8n>>Hint: _ 7 _ 9<</replace>>
<<elseif $attempts > 10>>
<<replace "#hint" t8n>>Hint: _ _ _ 9<</replace>>
<</if>>
<</link>>
<span id="warning"></span>
<span id="hint"></span>
The desks are all broken down in the math room. Remnants of old posters remain plastered on the walls. The teacher's desk sits in the back corner, dusty and moldy from years of unuse.
The chalkboard at the front of the room still has markings from years past. You take a closer look to examine what they say
"Reminder 2/4: 4 2 6 8 has no correct digits"
"Reminder 3/4: 0 4 1 5 has one correct digit but it's in the wrong place"
Interesting. Maybe they refer to a code of some kind?
[[Return|School1][$minute += 30]]The old biology lab reeks of something rotting. Who knows what kinds of experiments might have been done here in the past. As you take a look around, you brush against a jar of some kind. It looks like a preserved corpose of a rat. Yuck.
Searching further on, you find a lab notebook lying on its side in the back. On the cover, you see the following text scrawled across the page:
"Reminder 1/4: 2 6 5 7 has two correct digits but neither are in the correct place"
Interesting. Maybe it refers to a code of some kind?
[[Return|School1][$minute += 30]]The history room is full of stacks of books upon books. It must've been converted into a storage room at some point.
Nothing of interest here.
[[Return|School1][$minute += 30]] <a href="http://yaleschoolofart.org/artofgame2021/" target="_blank">Wonderful artworks</a> lay scattered about the room. The room is an organized mess, but you make your way around the room to appreciate the works.
<<if not $artwork>>\
Two pieces of art catch your eye pinned to the top of the board at the front of the room. They both are hand drawn trees with intricate backgrounds. One of them has your name on it.
"$name"
You notice tally marks underneath the pictures. The one with your name has more of them.
Strange.
[[Take Artwork|SchoolArt][$artwork to true; $numMemorabilia++; $newItem to true]]
<</if>>\
[[Return|School1][$minute += 30]] The lunchroom is completely abandoned. Somewhere in the kitchen, you hear the drip-drop of water leaking into the building. You take a look around the expansive room.
On the lunch menu board, a phrase is scrawled across where the menu and information used to be.
"Reminder 4/4: 1 7 4 9 has two correct digits, both in the correct place"
Hm, could this be used for a code somewhere?
[[Return|School1][$minute += 30]]<<if not $starGatekey>>In the interior of the storage closet, a key hangs from a hook jutting out from the wall. Judging by the shape of the key, this can open the gate to the lake.
[[Take Gate Key (Key Item)|PreHomeRoom][$starGatekey to true; $newItem to true]]
<<else>>\
The closet is full of miscellaneous cleaning supplies.
<</if>>\
[[Exit|School1]]You see yourself once again, but now, you are a young adult sitting at the dinner table with your family. The chef you've seen around the house, your mother, sits besides you. Across the table, your brother and father are seated.
"Everything you do can be optimized. Back then, I didn't realize how important it was to learn communication skills, but you see now how I've had to catch up to others."
Your dad is on again with the lectures.
"Think of your task like a mathematical function. You always want to try and find the maxima of the function if the output is your success."
Your mom and brother laugh, but you're tired of his speeches. You avoid eye contact with him.
"I'm just trying to teach you as much as I can before you leave. You know this is going to be the last summer we are together before you go off to college now- <em>ack ack</em>"
He's been having trouble recently with being able to talk for too long. He says his chest hurts sometimes and needs longer and longer rests. He hits his chest a couple of times.
"So as I was saying..."
He continues on, but you aren't listening.
[[Pick Up Speech Script|HomeRoom][$speechScript to true; $numMemorabilia++; $newItem to true]]<<if $nightmareCounter > 0 and $hour > 12 and $hour < 23>>\
Across the hours, rainy day to thunderous night, you work on repairing what you can on the boat. The cold wind batters you down, but you stand up the the shrieking storm.
The world is in the palm of your hands.
While you finish the repairs on the boat, you notice a heart-shaped key on the bottom of the boat. It must have fallen there by accident some while ago. The key shape reminds you of something you saw in your home before.
The last of the repairs are finally finished. By then, you are exhausted. You should return home before embarking on the final journey.
<<set $starMemoryKey to true>>\
[[Take the Key|PreHomeRoom][$nightmareCounter-- ; $newItem to true]]
<<else>>\
You're too tired to pull another late night. There's not enough time in the day.
[[Return|LakeEntry]]
<</if>>\<<set $seconds to 10 + $str * 3>>\
<<nobr>>\
<<for _i to 0; _i < 15; _i++>>\
<<print '<style>\n.block-meter:nth-of-type(' + (9 + _i) + ') {\ngrid-row: 3/5;\ngrid-column: ' + (4 + 2*_i) + ';\nanimation: blinky ' + $seconds/15 + 's ease ' + ($seconds - ($seconds/15)*(_i+1)) + 's forwards;\n}\n</style>' >>\
<</for>>\
<</nobr>>\
Energy: <span id="countdown">$seconds seconds remaining</span>!\
<<silently>>\
<<repeat 1s>>
<<set $seconds to $seconds - 1>>
<<if $seconds gt 0>>
<<replace "#countdown">>$seconds seconds remaining<</replace>>
<<else>>
<<replace "#countdown">>Too Late<</replace>>
/* do something useful here */
<<audio ":playing" stop>>
<<audio "lake" loop play>>
<<goto LakeEntry>>
<</if>>
<</repeat>>
<</silently>>\
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CONQUER THE WATERS!
<<set $speed to $agi * 200>>\
Ship control 1: NEED STATUS ON
<span id="ship1"><<link "Off">><<set _s1 to 0>><</link>></span>
<span id="ship1check"></span>
<<silently>>\
<<timed `$speed + "ms"`>>
<<replace "#ship1">><<link "On">><<set _s1 to 1>><</link>><</replace>>
<<next>>
<<replace "#ship1">><<link "Off">><<set _s1 to 0>><</link>><</replace>>
<</timed>>
<<repeat `$speed*2 + "ms"`>>\
<<timed `$speed + "ms"`>>
<<replace "#ship1">><<link "On">><<set _s1 to 1>><</link>><</replace>>
<<next>>
<<replace "#ship1">><<link "Off">><<set _s1 to 0>><</link>><</replace>>]
<</timed>>
<</repeat>>
<<repeat 100ms>>
<<if _s1 == 1>>
<<replace "#ship1check">>Confirmed!<</replace>>
<<else>>
<<replace "#ship1check">>----------<</replace>>
<</if>><</repeat>>\
<</silently>>\
\
Ship control 2: NEED STATUS OFF
<span id="ship2"><<link "Off">><<set _s2 to 0>><</link>></span>
<span id="ship2check"></span>
<<silently>>\
<<timed `$speed + "ms"`>>
<<replace "#ship2">><<link "On">><<set _s2 to 1>><</link>><</replace>>
<<next>>
<<replace "#ship2">><<link "Off">><<set _s2 to 0>><</link>><</replace>>
<</timed>>
<<repeat `$speed*2 + "ms"`>>\
<<timed `$speed + "ms"`>>
<<replace "#ship2">><<link "On">><<set _s2 to 1>><</link>><</replace>>
<<next>>
<<replace "#ship2">><<link "Off">><<set _s2 to 0>><</link>><</replace>>]
<</timed>>
<</repeat>>
<<repeat 100ms>>
<<if _s2 == 0>>
<<replace "#ship2check">>Confirmed!<</replace>>
<<else>>
<<replace "#ship2check">>----------<</replace>>
<</if>><</repeat>>\
<</silently>>\
\
Ship control 3: NEED STATUS ON
<span id="ship3"><<link "Off">><<set _s3 to 0>><</link>></span>
<span id="ship3check"></span>
<<silently>>\
<<timed `$speed + "ms"`>>
<<replace "#ship3">><<link "On">><<set _s3 to 1>><</link>><</replace>>
<<next>>
<<replace "#ship3">><<link "Off">><<set _s3 to 0>><</link>><</replace>>
<</timed>>
<<repeat `$speed*2 + "ms"`>>\
<<timed `$speed + "ms"`>>
<<replace "#ship3">><<link "On">><<set _s3 to 1>><</link>><</replace>>
<<next>>
<<replace "#ship3">><<link "Off">><<set _s3 to 0>><</link>><</replace>>]
<</timed>>
<</repeat>>
<<repeat 100ms>>
<<if _s3 == 1>>
<<replace "#ship3check">>Confirmed!<</replace>>
<<else>>
<<replace "#ship3check">>----------<</replace>>
<</if>><</repeat>>\
<</silently>>\
\
Ship control 4: NEED STATUS CENTER
<span id="ship4"><<link "Center">><<set _s4 to 2>><</link>></span>
<span id="ship4check"></span>
<<silently>>\
<<timed `$speed + "ms"`>>
<<replace "#ship4">><<link "Left">><<set _s4 to 0>><</link>><</replace>>
<<next>>
<<replace "#ship4">><<link "Right">><<set _s4 to 1>><</link>><</replace>>
<<next>>
<<replace "#ship4">><<link "Center">><<set _s4 to 2>><</link>><</replace>>
<</timed>>
<<repeat `$speed*3 + "ms"`>>\
<<timed `$speed + "ms"`>>
<<replace "#ship4">><<link "Left">><<set _s4 to 0>><</link>><</replace>>
<<next>>
<<replace "#ship4">><<link "Right">><<set _s4 to 1>><</link>><</replace>>
<<next>>
<<replace "#ship4">><<link "Center">><<set _s4 to 2>><</link>><</replace>>
<</timed>>
<</repeat>>
<<repeat 100ms>>
<<if _s4 == 2>>
<<replace "#ship4check">>Confirmed!<</replace>>
<<else>>
<<replace "#ship4check">>----------<</replace>>
<</if>><</repeat>>\
<</silently>>\
\
Ship control 5: NEED STATUS RIGHT
<span id="ship5"><<link "Center">><<set _s5 to 2>><</link>></span>
<span id="ship5check"></span>
<<silently>>\
<<timed `$speed + "ms"`>>
<<replace "#ship5">><<link "Left">><<set _s5 to 0>><</link>><</replace>>
<<next>>
<<replace "#ship5">><<link "Right">><<set _s5 to 1>><</link>><</replace>>
<<next>>
<<replace "#ship5">><<link "Center">><<set _s5 to 2>><</link>><</replace>>
<</timed>>
<<repeat `$speed*3 + "ms"`>>\
<<timed `$speed + "ms"`>>
<<replace "#ship5">><<link "Left">><<set _s5 to 0>><</link>><</replace>>
<<next>>
<<replace "#ship5">><<link "Right">><<set _s5 to 1>><</link>><</replace>>
<<next>>
<<replace "#ship5">><<link "Center">><<set _s5 to 2>><</link>><</replace>>
<</timed>>
<</repeat>>
<<repeat 100ms>>
<<if _s5 == 1>>
<<replace "#ship5check">>Confirmed!<</replace>>
<<else>>
<<replace "#ship5check">>----------<</replace>>
<</if>><</repeat>>\
<</silently>>\
\
Ship control 6: NEED STATUS LEFT
<span id="ship6"><<link "Center">><<set _s6 to 2>><</link>></span>
<span id="ship6check"></span>
<<silently>>\
<<timed `$speed + "ms"`>>
<<replace "#ship6">><<link "Left">><<set _s6 to 0>><</link>><</replace>>
<<next>>
<<replace "#ship6">><<link "Right">><<set _s6 to 1>><</link>><</replace>>
<<next>>
<<replace "#ship6">><<link "Center">><<set _s6 to 2>><</link>><</replace>>
<</timed>>
<<repeat `$speed*3 + "ms"`>>\
<<timed `$speed + "ms"`>>
<<replace "#ship6">><<link "Left">><<set _s6 to 0>><</link>><</replace>>
<<next>>
<<replace "#ship6">><<link "Right">><<set _s6 to 1>><</link>><</replace>>
<<next>>
<<replace "#ship6">><<link "Center">><<set _s6 to 2>><</link>><</replace>>
<</timed>>
<</repeat>>
<<repeat 100ms>>
<<if _s6 == 0>>
<<replace "#ship6check">>Confirmed!<</replace>>
<<else>>
<<replace "#ship6check">>----------<</replace>>
<</if>><</repeat>>\
<</silently>>\
\
Ship control 7: NEED STATUS 40mph
<span id="ship7"><<link "50mph">><<set _s7 to 4>><</link>></span>
<span id="ship7check"></span>
<<silently>>\
<<timed `$speed + "ms"`>>
<<replace "#ship7">><<link "10mph">><<set _s7 to 0>><</link>><</replace>>
<<next>>
<<replace "#ship7">><<link "20mph">><<set _s7 to 1>><</link>><</replace>>
<<next>>
<<replace "#ship7">><<link "30mph">><<set _s7 to 2>><</link>><</replace>>
<<next>>
<<replace "#ship7">><<link "40mph">><<set _s7 to 3>><</link>><</replace>>
<<next>>
<<replace "#ship7">><<link "50mph">><<set _s7 to 4>><</link>><</replace>>
<</timed>>
<<repeat `$speed*5 + "ms"`>>\
<<timed `$speed + "ms"`>>
<<replace "#ship7">><<link "10mph">><<set _s7 to 0>><</link>><</replace>>
<<next>>
<<replace "#ship7">><<link "20mph">><<set _s7 to 1>><</link>><</replace>>
<<next>>
<<replace "#ship7">><<link "30mph">><<set _s7 to 2>><</link>><</replace>>
<<next>>
<<replace "#ship7">><<link "40mph">><<set _s7 to 3>><</link>><</replace>>
<<next>>
<<replace "#ship7">><<link "50mph">><<set _s7 to 4>><</link>><</replace>>
<</timed>>
<</repeat>>
<<repeat 100ms>>
<<if _s7== 3>>
<<replace "#ship7check">>Confirmed!<</replace>>
<<else>>
<<replace "#ship7check">>----------<</replace>>
<</if>><</repeat>>\
<</silently>>\
\
Ship control 8: NEED STATUS +10 DEGREES
<span id="ship8"><<link "+15 degrees">><<set _s8 to 6>><</link>></span>
<span id="ship8check"></span>
<<silently>>\
<<timed `$speed + "ms"`>>
<<replace "#ship8">><<link "-15 degrees">><<set _s8 to 0>><</link>><</replace>>
<<next>>
<<replace "#ship8">><<link "-10 degrees">><<set _s8 to 1>><</link>><</replace>>
<<next>>
<<replace "#ship8">><<link "-5 degrees">><<set _s8 to 2>><</link>><</replace>>
<<next>>
<<replace "#ship8">><<link "0 degrees">><<set _s8 to 3>><</link>><</replace>>
<<next>>
<<replace "#ship8">><<link "+5 degrees">><<set _s8 to 4>><</link>><</replace>>
<<next>>
<<replace "#ship8">><<link "+10 degrees">><<set _s8 to 5>><</link>><</replace>>
<<next>>
<<replace "#ship8">><<link "+15 degrees">><<set _s8 to 6>><</link>><</replace>>
<</timed>>
<<repeat `$speed*7 + "ms"`>>\
<<timed `$speed + "ms"`>>
<<replace "#ship8">><<link "-15 degrees">><<set _s8 to 0>><</link>><</replace>>
<<next>>
<<replace "#ship8">><<link "-10 degrees">><<set _s8 to 1>><</link>><</replace>>
<<next>>
<<replace "#ship8">><<link "-5 degrees">><<set _s8 to 2>><</link>><</replace>>
<<next>>
<<replace "#ship8">><<link "0 degrees">><<set _s8 to 3>><</link>><</replace>>
<<next>>
<<replace "#ship8">><<link "+5 degrees">><<set _s8 to 4>><</link>><</replace>>
<<next>>
<<replace "#ship8">><<link "+10 degrees">><<set _s8 to 5>><</link>><</replace>>
<<next>>
<<replace "#ship8">><<link "+15 degrees">><<set _s8 to 6>><</link>><</replace>>
<</timed>>
<</repeat>>
<<repeat 100ms>>
<<if _s8 == 5>>
<<replace "#ship8check">>Confirmed!<</replace>>
<<else>>
<<replace "#ship8check">>----------<</replace>>
<</if>><</repeat>>\
<!-- Test for Beating Game -->
<<repeat 40ms>>
<<if _s8 == 5 and _s7 == 3 and _s6 == 0 and _s5 == 1 and _s4 == 2 and _s3 == 1 and _s2 == 0 and _s1 == 1>>
<<goto [[Ending]]>>
<</if>>
<</repeat>>\
<</silently>>\
You sit at your bedroom desk overlooking the beautiful summer day outside. It is almost time for you to leave the bird's nest, to venture out for college. You hear a soft knock at your bedroom door.
"Hey, I wanted to talk to you for a moment."
Your dad doesn't wait for your response before he comes in. Classic dad, but you don't mind.
"I know we've talked about this before, but it's almost time you go out into the world on your own for the first time. Anything can happen to anyone out there, you know?"
You listen.
"I only hope to teach you all I have learned over my years, so you can be as safe and as successful as you can be once you go to college. This may be one of the last times we are all together for a long time as a family. Soon, you will graduate college and find a family and live off on your own. I want to be there at your graduation for you, so can you promise me you will be safe out there?"
You nod. He smiles.
"Thank you, $name. I know we have had our differences, but you will always be my child. Remember, optimize your choices, always."
You roll your eyes sarcastically. You both laugh. As he makes his way out of the room, you turn around to get back to what you were doing. Then, he pauses. You watch as your past self continues on working at the bedroom desk, oblivious to your dad behind you. But at that moment, you are now sure of his thoughts.
"$name, what is and has always been my greatest pride..."
[[Is You|HomeRoom][$child to true; $numMemorabilia++; $newItem to true]]The room is musty, and the air feels stagnant. Inside, you find collections of your dad's old things all around. Emotions well up inside of you.
You reach down and pick up one of your dad's old shirts. He loved the color red.
It's hard for you to stay inside much longer.
<<if not $bonus>>\
[[+ 3 Memorabilia points|HomeRoom][$bonus to true; $numMemorabilia += 3; $newItem to true]]
<<else>>\
[[Head Out|HomeRoom]]
<</if>>\
<<audio ":playing" stop>>
Through the storm, you have made it to the other side. Your boat crashes against the shore, damaging the boat in the process. The boat skids along the bank and finally comes to a halt.
You quickly pull yourself out of the boat and onto solid ground. A dock lies near where you've landed.
<<if $starMemoryKey>>\
[[Continue|Good Ending]]
<<else>>\
[[Continue|Bad Ending]]
<</if>>\<div class="title-style center"><span id="chapter-transition"></span></div>\
<<timed 1000ms t8n>>\
<<replace "#chapter-transition" t8n>><em>fin</em>: the scent of a thousand flowers<</replace>>\
<<next 4000ms>>\
<<audio "good" loop play>>
<<goto [[Finish Good]]>>
<</timed>>\<div class="title-style center"><span id="chapter-transition"></span></div>\
<<timed 1000ms t8n>>\
<<replace "#chapter-transition" t8n>><em>fin</em>: coalescence<</replace>>\
<<next 4000ms>>\
<<audio "bad" loop play>>
<<goto [[Finish Bad]]>>
<</timed>>\It's a hospital room.
Everything is white.
Almost as if the world were bleached of color.
You remember everything now. It was a heart attack. No one expected it; no one knew.
The rain finally stopped. You see the morning sun on the horizon.
<em>How do you live?</em>
You think back on the moments you've shared with Dad. The arguments and love all come flowing back in. To give back more to the world than what he received, that is how he lived.
Now, you stand in front of his grave, tears streaming down your face. Not out of anger, not out of sadness, but a little bit of everything. The world is messy, imperfect in nature. Perfect order in the world is only fantasy.
So to see the world with eyes unclouded: that was perhaps the greatest gift of all.
[[fin|Finish Good 2]] It's a hospital room.
Everything is white.
Almost as if the world were bleached of color.
You remember everything now. It was a heart attack. But why did Dad have a heart attack? He promised he would be there for your graduation, didn't he? Wasn't he the one who had told you that the world was orderly? That everything could be reduced to an optimization function?
So, he lied. Maybe he fooled himself. But why did he have to leave you so early, when he promised to see you grow up? What happened to seeing your kids and becoming a grandfather? Where did the world where everything was clean go?
Now, you stand in front of his grave, staring across the treacherous waters of the lake, rain beating down upon the ground.
Why did he have to go when you were mad at him?
[[Take Out Beta-Blockers|Finish Bad 2]]The pain of your parting with him is unbearable. You will do anything to block out the memories.
You close you eyes.
Your hand lifts up the Beta-Blockers to your mouth.
You swallow.
Soon, they will take effect, and you won't have to remember the pain anymore.
BAD ENDING (1/2)
<<link "Restart">><<script>>UI.restart()<</script>><</link>>Credit audio: To the Moon, InspectorJ, freesounds.org
Credit sprites: Terraria, Minecraft, shutterstock
[[Back to Title|Title]]<div class="center"><div class="title-style"><span id="intro-title">THE END</span></div>
<<link "Restart">><<script>>UI.restart()<</script>><</link>>
</div><<set $newMap to false>>\
<<link "Return" $return>><</link>>
<h1>Maps</h1>
In case you are having trouble navigating, you can reference these maps during gameplay.
<<if visited("HomeRoom") > 0>><img src="images/map1.png" class="mymap"><</if>>
<<if visited("HomeFront") > 0>><img src="images/map2.png" class="mymap"><</if>>
<<if visited("HomeBasement") > 0>><img src="images/map3.png" class="mymap"><</if>>
<<if visited("WoodsEntry") > 15>><img src="images/map4.png" class="mymap"><</if>>
<<if visited("SchoolEntry") > 0>><img src="images/map5.png" class="mymap"><</if>>
<<if visited("LakeEntry") > 0>><img src="images/map6.png" class="mymap"><</if>>