// author: Chris Dragert commands = {i,n,s,e,w,u,d,look,take,open,eat,sit,sleep,use,focus,shift,talk,ask,free} place = {Outside, you} staff = {you} room you { state {resisted, resetResist, outside, porridge, chairs, beds, eatenMatrix, weakened} counter {resist 0 4} } // To understand the resistance mechanic in act 1, make sure you look at the thread() code // on line 1092 room Outside { label = "Outside"; (you,look) { "You look around, brushing aside a lock of your golden hair. The quaint home "; "has a welcoming feel, and seems to be inviting you inside. The side door is"; "in front of you to the north, while the forest otherwise surrounds you."; if (you.resist == 3) { " "; "The world looks different somehow, but nothing stands out."; } } (you,n) { "You open the door and move inside."; move you from Outside to Kitchen; +you.resetResist; -you.outside; +you.porridge; } (you,open) { "You open the door and move inside."; move you from Outside to Kitchen; +you.resetResist; -you.outside; +you.porridge; } // going s,e,w all resist (you,s) { "You start to move, but a sudden wave of vertigo overwhelms you."; "When you get your bearings, you find yourself still facing the door."; +you.resisted; } (you,e) { "You start to move, but a sudden wave of vertigo overwhelms you."; "When you get your bearings, you find yourself still facing the door."; +you.resisted; } (you,w) { "You start to move, but a sudden wave of vertigo overwhelms you."; "When you get your bearings, you find yourself still facing the door."; +you.resisted; } } room Kitchen { enter { "You walk into the kitchen of the home."; } (you, s) { "You considering walking back outside, but the aroma of the porridge is too"; "delicious. You lose the willpower to move."; +you.resisted; } (you, e) { "You leave the porridge and the kitchen behind."; if (you.chairs) { +you.resetResist; } else { +you.resisted; } move you from Kitchen to LivingRoom; } (you, look) { "A homely country kitchen lies before you. To the east is the living room."; if (you.porridge) { "Three delicious bowls of porridge sit in front of you."; } else { "One empty bowl sits here, and two temperature-challenged bowls."; } if (Kitchen contains spoon) { "A large spoon sits beside the bowls"; } if (you.resist == 3) { if (Kitchen contains matrix) { " "; "You don't know how, but the `just right' bowl of porridge now has"; "a digital overlay, pointing out a device hidden inside."; } if (you.eatenMatrix) { " "; "Your belly seems to be glowing with a digital overlay screaming warning"; "signs. The indication is that this is a serious problem; perhaps you"; "should pay closer attention to your diet."; } } } (you, look, porridge) { if (you.porridge) { if (you.resist == 3) { if (Kitchen contains matrix) { "You don't know how, but the `just right' bowl of porridge now has"; "a digital overlay, pointing out a device hidden inside."; } else { "The porridge looks fine, now that you've removed the device"; } } else { "The porridge looks a bit strange, but it's still appetizing."; } } else { "The hot and cold porridges are still hot and cold."; } } (you, look, device) { if (you.resist == 3) { "The overlay indicates the device is a psycho-isolation matrix woven into"; "the porridge, and that it can be removed. Eating it would probably be bad."; } else { "What device?"; } } (you, take, matrix) { if (you.resist == 3) { "By gesturing through the overlay, you manage to unweave and take the"; "psycho-isolation matrix. It seems strange that you, Goldilocks, know"; "what a psycho-isolation matrix is."; move matrix from Kitchen to you; -?matrix.porridge; } else { "What is a matrix?"; } } (you, take, spoon) { if (you contains spoon) { "You already have it."; } else { "You grab the spoon."; move spoon from Kitchen to you; +you.resetResist; } } (you, take, porridge) { "You'd rather eat it."; } (you, take, bowl) { if (Kitchen contains bowl) { if (bowl.used) { "Not when it's full."; } else { "It's dirty, but that won't stop you."; move bowl from Kitchen to you; } } else { "You already have the empty bowl."; } } (you,eat) { if (you!.porridge) { "You don't want the remaining porridge."; +you.resisted; } else { if (you contains spoon) { "You try the first bowl of porridge, and it's too hot! The second"; "is too cold. The third is just right, and you greedily devour"; "the entire bowl."; if (matrix.porridge) { +you.eatenMatrix; move matrix from Kitchen to offscreen; } -bowl.used; +you.resetResist; -you.porridge; +you.chairs; } else { "With your bare hands?"; } } } // code clone of (you,eat) to accomodate different input (you,eat, porridge) { if (you!.porridge) { "You don't want the remaining porridge."; +you.resisted; } else { if (you contains spoon) { "You try the first bowl of porridge, and it's too hot! The second"; "is too cold. The third is just right, and you greedily devour"; "the entire bowl."; if (matrix.porridge) { +you.eatenMatrix; move matrix from Kitchen to offscreen; } -bowl.used; +you.resetResist; -you.porridge; +you.chairs; } else { "With your bare hands?"; } } } } room LivingRoom { enter { "You walk into the living room."; } (you, w) { if (you.porridge) { +you.resetResist; } if (you.chairs) { "You're so tired after eating that porridge. You stumble out of the living room,"; "longing to return to the chairs."; +you.resisted; } if (you.beds) { "You leave the chairs, still tired. Maybe a bed and a proper sleep can satisfy you."; +you.resisted; } move you from LivingRoom to Kitchen; } (you, u) { if (you.porridge) { "You go upstairs, moving farther away from the delicious porridge."; +you.resisted; } if (you.chairs) { "You need to rest after eating that porridge. You stumble out of the living room,"; "longing to return to the chairs."; +you.resisted; } if (you.beds) { "You head upstairs."; +you.resetResist; } move you from LivingRoom to Bedroom; } (you, n) { "You try to head out the front door, but you start to feel very dizzy."; "Turning around, you immediately regain your balance. You decide to stay"; "in the living room."; +you.resisted; } (you, look) { "This is the living room of the house. West is the kitchen, and upstairs is the"; "bedroom. The home's front door is on the north side of the room."; if (you.beds) { "The two large chairs are just where you left them, and the third remains"; "in pieces on the floor."; } else { "There are three chairs in this room."; } if (you.resist == 3) { if (you.eatenMatrix) { " "; "Your belly seems to be glowing with a digital overlay screaming warning"; "signs. The indication is that this is a serious problem; perhaps you"; "should pay closer attention to your diet."; } if (weakener.chair) { " "; "A strange digital overlay superimposes itself on your vision, indicating"; "that the `just right' chair contains a strange device."; } } } (you, look, device) { if (you.resist == 3) { "The overlay indicates that this device is a `weakener'. When triggered, it"; "disrupts psionic defenses and weakens mental resistance."; } else { "What device?"; } } (you, take, weakener) { if (you.resist == 3) { "You remove the weakener from the chair."; move weakener from LivingRoom to you; -weakener.chair; } else { "What is a weakener?"; } } (you, take, pieces) { if (you contains chairleg) { "The remaining pieces are too small."; } else { "You pick up a broken chair leg. Even a bear would respect a whack from this."; move chairleg from LivingRoom to you; } } (you, sit) { if (you.porridge) { "You'd rather not."; +you.resisted; } if (you.beds) { "You don't like the remaining chairs."; +you.resisted; } if (you.chairs) { "You sit in the first chair, but find that it's just too big! The second"; "chair is also too big. You sit in the third chair. It feels fantastic,"; "but unfortunately it breaks just after you settle in."; move chairleg from offscreen to LivingRoom; +you.resetResist; -you.chairs; +you.beds; if (weakener.chair) { +you.weakened; -weakener.chair; move weakener from LivingRoom to offscreen; } } } } room Bedroom { label = "Bedroom"; enter { "You walk into the bedroom."; } (you, d) { if (you.beds) { +you.resisted; } else { +you.resetResist; } "You head back downstairs."; move you from Bedroom to LivingRoom; } (you, s) { "You try to open up the closet, but a violent spell of vertigo"; "overwhelms your intentions. You stay in the bedroom."; +you.resisted; } (you, look) { "You see three beds arranged across the room. They're all quite"; "large; each bed is big enough for a bear! There is a closet to the"; "south, and there are stairs leading to the lower level."; if (you.resist == 3) { if (you.eatenMatrix) { " "; "Your belly seems to be glowing with a digital overlay screaming warning"; "signs. The indication is that this is a serious problem; perhaps you"; "should pay closer attention to your diet."; } " "; "A digital overlay appears over the smallest bed. It indicates"; "that there is a device in the `just right' bed."; } } (you, look, device) { if (you.resist == 3) { "The device seems to be a trance inducing psychic focuser. While this is"; "terrifying to you, your overlay indicates that this could be useful."; } else { "What device?"; } } (you, take, focuser) { if (you.resist == 3) { "You think about detaching the focuser, but your overlay indicates that"; "your cybernetics can work with this device if you just go to sleep."; } else { "What is a focuser?"; } } (you, sleep) { if (you!.beds) { "You aren't tired."; +you.resisted; } else { "Tired from your adventure, you lay down on the biggest bed to sleep."; "It's too firm for you to enjoy. The middle best is too soft, but the"; "third one is just right. You lay down your golden locks, and drift to"; "sleep..."; if (you.eatenMatrix) { if (you.weakened) { "Dreams come rapidly. You hear voices speaking,"; "`She followed along perfectly, acted out the story, completely oblivious!'"; "Your last memory is a dream about missle launch codes and military attack"; "plans. You vaguely wonder how Goldilocks knows of such things."; +game.lose; } } if (you.eatenMatrix || you.weakened) { "Dreams come rapidly. You hear those voices from earlier,"; "`She managed to miss one of the devices, but one is enough.'"; "Your last memory is a dream about missle launch codes and military attack"; "plans. You vaguely wonder how Goldilocks knows of such things."; +game.lose; } " "; "You feel a sense of relief. The pain is gone."; move you from Bedroom to Cyber; } } } // this room makes me think of the Matrix, when Morpheus shows Neo the real world, // explains the Matrix, etc. room Cyber { enter { " "; "You awake in a boundless grey space. A sharp dressed man stands across from"; "you."; } // there is nowhere to go. This place is strange. (you,n) { "There is no direction in this place. You feel your body moving, but you don't"; "actually move. The man still stands across from you."; } (you,e) { "There is no direction in this place. You feel your body moving, but you don't"; "actually move. The man still stands across from you."; } (you,s) { "There is no direction in this place. You feel your body moving, but you don't"; "actually move. The man still stands across from you."; } (you,w) { "There is no direction in this place. You feel your body moving, but you don't"; "actually move. The man still stands across from you."; } (you, look) { "This really is a boundless space. No wall or ceiling is visible, and there is"; "no obvious light source. You're not even sure this is an actual PLACE."; " "; "The man regards you calmly, wondering if you'll talk."; } (you, talk) { "The man begins to speak, `This reality is being generated by your cybernetic"; "implants. You are a trojan horse, dedicated to information espionage."; "Ask about your mission when you are ready.'"; } (you, ask, mission) { "`Our enemies have a sophisticated method to detect our agents and hack"; "their memories. You contain a prototype chip giving only you the ability"; "to resist and counterattack. You have done well to get this far, but you"; "must retrieve their shield codes to be truly successful.'"; " "; "`Open your eyes when you are ready to proceed.'"; } // code clone to accomodate different input (you, ask) { "`Our enemies use hyperscape realities to manipulate our agents into revealing"; "their secrets. You contain a prototype chip giving only you the ability"; "to resist and counterattack. You have done well to get this far, but now you"; "must turn the tables. You must retreive their quantum macguffin'"; " "; "`Open your eyes when you are ready to proceed.'"; } (you, open, eyes) { "Looking at the man, you ponder how one opens already open eyes."; "A never-before used implant chip suddenly flares into life, answering the"; "question."; move you from Cyber to Lab; } // code clone to accomodate different input // you can shortcut this room by typing open in subsequent attempts. (you, open) { "Looking at the man, you ponder how one opens already open eyes."; "A never-before used implant chip suddenly flares into life, answering the"; "question."; move you from Cyber to Lab; } } room Lab { state {focus} enter { " "; "Your *real* eyes open to find yourself in a lab."; -?Lab.focus; } // you can't move (you,n){ "The straps hold you securely down"; } (you,s){ "The straps hold you securely down"; } (you,e){ "The straps hold you securely down"; } (you,w){ "The straps hold you securely down"; } (you,look){ "You realize that you are totally immobolized, lying down on a table."; "Neuronal Interface Units wind into your neck-port, connecting to your"; "brain. Across the room lies a man, similarly connected."; "Your cybernetics are overlaying a tremendous amount of data to read."; } (you, look, man) { "You look at the man. His outfit suggests that he's a military doctor,"; "but he's not on your side. Involuntary motions suggest that he is in"; "the cybertrance, as you just were. He must be controlling the hyperscape."; } (you, read) { "CYBERNETIC DATA STREAM::SUBJECT CODENAME HELEN OF TROY"; " - READ SITREP"; " - READ VITALS"; " - READ TACTICAL"; } (you, read, sitrep) { "A printout starts flashing across the centre of your vision:"; " THE DOCTOR IS ENGAGING YOU IN HIS HYPERSCAPE. HE IS ALSO CONNECTED,"; "AND THUS VULNERABLE TO YOUR MENTAL ATTACKS. HE IS UNAWARE OF YOUR AWAKENING"; ""; } (you, read, vitals) { "A printout starts flashing across the centre of your vision:"; " HEARTRATE 97, CORETEMP 98.6"; "DANGER**TOXIN PRESENT**BODY PARALYZED "; } (you, read, tactical){ " YOU MUST FIGHT THE DOCTOR. FIRST, FOCUS ON HIM"; "NEXT, YOU MUST *SHIFT* AND ENGAGE HIM THROUGH THE CYBER LINK "; } (you, focus) { "You mentally focus, but you're not sure what you're focusing on."; } (you, focus, doctor) { "A double vision slides into focus. While you can still see the lab,"; "you can also see the doctor in the closet of the bedroom of the three"; "bears, working intricate machinery."; +?Lab.focus; } (you, shift) { if (Lab.focus) { "The lab slides from view. You are now fully in the hyperscape."; move you from Lab to Closet; } else { "Your cybernetics flare up, but you have no clear focus! Reality"; "violently shifts."; move you from Lab to BearFight; } } } room Closet { state {shielded, images, power, victory} enter { " "; "The doctor sits at a console, struggling to control you and the"; "hyperscape. He's mumbling something about bears when he notices you!"; +?Closet.shielded; -?Closet.images; -?Closet.power; -?Closet.victory; } (you, look) { if (Closet.shielded) { "The closet isn't really a closet; it's more like a gymnasium. You've"; "seen enough hyperscapes to know that 1 + 1 doesn't always equal 2."; "The closet exit is to the north."; "The doctor is looking at you with a smirk."; "A powerful mental barrier separates the doctor from you."; } if (Closet.images) { "Dozens of doctors are preparing an attack. You need to find a way to"; "isolate the real doctor before it's too late!"; "The closet exit is to the north."; } if (Closet.power) { "The single doctor, now phase-isolated, is still preparing a deadly"; "strike! Your defenses cannot withstand an attack of that magnitude."; "The closet exit is to the north."; } if (Closet.victory) { "The doctor lies defeated before you. The console beckons..."; "The closet exit is to the north."; } } (you, n) { if (Closet!.victory) { "You try to flee back into the bedroom. The doctor, aware of your presence"; "stymies your attempt with a neural phase eliminator. This also stymies your"; "effort to save your life..."; +game.lose; } else { "And move away from the console? No ma'am."; } } (you, talk) { if (Closet.shielded) { "`So, your faction has some new cybergear! Exciting! I can't wait to pull it"; "from your corpse. You cannot defeat me when I control the hyperspace!'"; " "; "Dozens of identical doctor-duplicas appear. All of them begin to focus on you,"; "readying a attack. At the last moment, the doctor drops the barrier! You have"; "seconds to react!"; -Closet.shielded; +Closet.images; } else { "No time for that now!"; } } (you, use, spoon) { "Are you trying to get yourself killed?"; } (you, use, matrix) { if (you !contains matrix) { "The matrix is busy containing the doctor."; } else { if (Closet.shielded) { "That barrier looks too strong."; } if (Closet.images) { "You cast the psycho-isolation matrix through the air. With a bright pulse of"; "light, it flares out the images and latches onto the real doctor!"; "`Clever! But I am still too strong for you!'"; -Closet.images; +Closet.power; move matrix from you to offscreen; } } } (you, use, weakener) { if (you !contains weakener) { "The weakener has expended its charge."; } else { if (Closet.shielded) { "That barrier looks too strong."; } if (Closet.images) { "Activating the weakener, you think to cast it at a doctor-image! Hesistation."; "Which doctor image? You select one, hurl the device, but it's not the real"; "doctor. The images laugh, and complete their dreadful attack..."; +game.lose; } if (Closet.power) { "Activating the weakener, you mentally direct it to the doctor. It pulses a"; "deep violet, and drops the doctor to the floor! He is now too weak to fight."; -Closet.power; +Closet.victory; move weakener from you to offscreen; } } } (you, use, console) { if (Closet.victory) { "You sit down at the console. The machinery here, working with your cybernetics,"; "will allow you to reverse the hyperscape and control the doctor! Working"; "quickly you manage to invade the Doctor's pysche...another shift."; " "; move you from Closet to DoctorScape; // some inventory gymnastics. You're done in the hyperscape, so // hyperscape objects are now meaningless. move spoon from you to offscreen; if (you contains bowl) { move bowl from you to offscreen; } if (you contains chairleg) { move chairleg from you to offscreen; } } else { "Like the Doctor will let you."; } } (you, shift) { "You shift back into the lab. You awake, only to find that the Doctor shifted "; "faster and is standing over with a gun. Strapped down and paralyzed,"; "you can only watch..."; +game.lose; } } // this room is my personal favorite, but it can be entirely skipped if one focuses on // the Doctor before shifting. room BearFight { state {angryBears} enter { " "; "Everything blacks out for a second, but you quickly regain your senses."; "You conclude the Doctor controlled your shift due to a lack of focus."; "While this looks like the bedroom from before, there are three large"; "differences: three very angry bears are now here."; +?BearFight.angryBears; } (you, look) { if (BearFight.angryBears) { "This seems like the bedroom from earlier, but with three large differences:"; "bears. Three very angry bears."; } else { "The bears are now gone! The way south to the closet and the doctor is free."; } } (you, s) { if (BearFight.angryBears) { "Through the bears? Not likely."; } else { "You proceed into the closet."; move you from BearFight to Closet; } } (you, d) { if (BearFight.angryBears) { "Through the bears? Not likely."; } else { "That's where the bears went. You don't want to face them again."; } } (you, use, chairleg) { "Roaring with anger, you smash a bear in the nose with the chairleg."; "Startled by your ferocity, the bears retreat down the stairs!"; -?BearFight.angryBears; } (you, use, bowl) { if (BearFight.angryBears) { "You whip the bowl at a bear, but miss. Unfortunately the bears do not miss"; "when they come at you..."; +game.lose; } else { "And do what with it?"; } } (you, use, spoon) { if (BearFight.angryBears) { "A battle cry: `Spoon!'. Your intensity is palpable, but unfortunately, a spoon"; "cannot harm a bear. The bears can, however, harm you, which they proceed to do."; +game.lose; } else { "And do what with it?"; } } (you, shift) { "Thinking quickly, you activate your cybernetics and shift."; move you from BearFight to Lab; } } room DoctorScape { state {free} enter { "This is the lab from before."; } (you, look) { if (DoctorScape.free) { "Your body lies across the room, waiting to be freed."; } else { "You look across the lab to see your own body strapped down."; "Looking down, you see that your hack has worked. You're in the"; "Doctor's body! This is the ultimate disguise."; "A door to the east leads to the rest of the facility."; } if (DoctorScape contains gun) { "There is a gun on the table beside you."; } if (DoctorScape contains keys) { "The keys for your straps sit on the workbench."; } if (DoctorScape contains clipboard) { "There is an empty clipboard on the shelf."; } if (DoctorScape contains antidote) { "Beside your body sits the antidote for your induced paralysis."; } } (you, take, gun) { if (DoctorScape contains gun) { "Doctor-you grabs the gun. This is the real world, and there might be shooting."; move gun from DoctorScape to you; +?Escape.armed; } else { "You already have that."; } } (you, take, keys) { if (DoctorScape contains keys) { "Doctor-you picks up the keys. Now you can release...you."; move keys from DoctorScape to you; } else { "You already have that."; } } (you, take, clipboard) { if (DoctorScape contains clipboard) { "A clipboard! Walk quickly and carry a clipboard, and no one will question you."; move clipboard from DoctorScape to you; } else { "You already have that."; } } (you, take, antidote) { if (DoctorScape contains antidote) { "Adminstering this will fix up your (actual) body."; move antidote from DoctorScape to you; } else { "You already have that."; } } (you, look, body) { if (DoctorScape.free) { "Your body is strapped down securely. You'll need to free it."; } else { "You have the perfect disguise. Maybe now is the time to search the"; "facility? Your strapped down body isn't going anywhere."; } } (you,shift) { "You have the perfect disguise. Maybe now is the time to search the"; "facility?"; } (you, e) { "You confidently stride through the enemy facility. With your doctor-body"; "no one suspects a thing as you search for your prize."; move you from DoctorScape to InnerSanctum; } (you, free) { if (DoctorScape!.free) { "You should explore the facility first."; } else { if (you contains antidote && you contains keys) { "You quickly get to work, adminstering the antidote, and unlocking the straps."; "With a momentary focus, you shift back to your body."; // inventory gymnastics. As one can imagine, // changing bodies changes your accordingly. move antidote from you to offscreen; move keys from you to offscreen; move macguffin from you to Escape; if (you contains gun) { move gun from you to offscreen; } else { move gun from DoctorScape to Escape; } if (you contains clipboard) { move clipboard from you to Escape; } else { move clipboard from DoctorScape to Escape; } move you from DoctorScape to Escape; } else { "You need both the keys and the antidote to do this."; } } } // code clone of (you, free) to accomodate different input (you, free, body) { if (DoctorScape!.free) { "You should explore the facility first."; } else { if (you contains antidote && you contains keys) { "You quickly get to work, adminstering the antidote, and unlocking the straps."; "With a momentary focus, you shift back to your body."; // inventory gymnastics. As one can imagine, // changing bodies changes your accordingly. move antidote from you to offscreen; move keys from you to offscreen; move macguffin from you to Escape; if (you contains gun) { move gun from you to offscreen; } else { move gun from DoctorScape to Escape; } if (you contains clipboard) { move clipboard from you to Escape; } else { move clipboard from DoctorScape to Escape; } move you from DoctorScape to Escape; } else { "You need both the keys and the antidote to do this."; } } } } room InnerSanctum { enter { "The world's first skin-spy walks into the design lab unfettered."; } (you, look) { if (InnerSanctum contains macguffin) { "There it is...the Quantum Macguffin..."; } else { "There's nothing else here. Only the exit to the east."; } } (you, e) { if (InnerSanctum contains macguffin) { "Aren't you forgetting something? Something important? Like the"; "macguffin?"; } else { "You calmly walk out. No one suspects a thing."; move you from InnerSanctum to DoctorScape; } } (you, take, macguffin) { if (InnerSanctum contains macguffin) { "Carefully, you grab the Quantum MacGuffin. The other researchers"; "barely spare a glance at you, their long-time associate."; move macguffin from InnerSanctum to you; +?DoctorScape.free; } else { "You double-check. Yes, you do in fact carry the Quantum Macguffin"; } } } room Escape { state {armed} enter { "You open your own eyes, and find yourself staring at the ceiling of the"; "lab. You're getting sick of this place."; } (you, look) { if (you contains macguffin) { "The door to the east beckons."; } if (Escape contains macguffin) { "The doctor is crumpled on the floor in front of you, but he's starting to stir."; "The macguffin is clutched in one of the doctor's hands"; if (Escape contains gun) { "There is a gun on the table beside you."; } else { "Unfortunately, the doctor's other hand contains a gun. The one you picked up."; } if (Escape contains clipboard) { "There is an empty clipboard on the shelf."; } } } (you, take, gun) { if (Escape.armed) { "You wrestle away the gun before the doctor is fully concious."; -Escape.armed; move gun from offscreen to you; } if (Escape contains gun) { "You grab the gun"; move gun from Escape to you; } } (you, take, macguffin) { if (Escape.armed) { "You reach out and quickly grab the macguffin before the doctor can react."; "Unfortunately, he's still got that gun. When he finally does react, it's not"; "good for you...not good at all."; +game.lose; } else { if (Escape contains macguffin) { "You seize the macguffin from the Doctor's hands! An overlay flares into life"; "MISSION ACCOMPLISHED: SENDING EXTRACTION SQUAD"; "MOVE TO ROOF "; move macguffin from Escape to you; } else { "You already have it! Move to the roof!"; } } } (you, e) { if (you contains macguffin) { "You sneak out into the hallway. Already, the sounds of explosions are rocking"; "the facility. This is a major assault by your faction, with the sole goal of"; "freeing you and the MacGuffin. Through the confusion, you slink unnoticed to a"; "back staircase."; " "; "Opening the door to the roof, you emerge to find Cyberlord Aleph himself."; "`Do you have the Quantum MacGuffin?', he demands."; " "; "`Yes sir!', you report"; " "; "`Excellent. You have preserved the life of the Federation and our very"; "existence. Your rewards will be priceless.' The Cyberlord, Spymaster of"; "the Federation, actually smiling, continues, 'Now get to the"; "chopper if you want to live!'"; +game.win; } else { "Shouldn't you get the macguffin first?"; } } } object keys { } object antidote { } object clipboard { // no effect on the game } object macguffin { } object gun { } object matrix { state {porridge} } object weakener { state {chair} } object bowl { // no effect on the game state {used} } object spoon { } object chairleg { } start { move you from offscreen to Outside; move spoon from offscreen to Kitchen; move bowl from offscreen to Kitchen; +?bowl.used; move matrix from offscreen to Kitchen; +?matrix.porridge; move weakener from offscreen to LivingRoom; +?weakener.chair; +you.outside; move keys from offscreen to DoctorScape; move antidote from offscreen to DoctorScape; move clipboard from offscreen to DoctorScape; move gun from offscreen to DoctorScape; -?DoctorScape.free; move macguffin from offscreen to InnerSanctum; -?Escape.armed; "You find yourself standing on the porch of a lovely house deep in the woods."; } // this method executes after every command. If you performed an action that // resisted, or if you were resisting but stopped, then this method increments // or resets the counter accordingly, and displays a message as feedback. // If you resist too much, it kills you. // The messages are meant to reflect the Doctor's efforts to get you on track, as // well as to tell the user how to avoid death. thread() { if (you.resetResist) { -you.resetResist; if (you.resist > 0) { " "; "You feel a sense of relief. The pain is gone."; you.resist = 0; } } if (you.resisted) { -you.resisted; you.resist++; " "; if (you.resist == 1) { "You feel a disconcerting itch in the back of your neck."; } if (you.resist == 2) { "The itch has matured to a searing pain. Something is amiss."; "Half-heard (imagined?) voices seem to intrude on your senses."; } if (you.resist == 3) { "As the pain continues to grow, you clearly hear a distant voice. `Her"; "cybernetics have activated! This resistance is dangerous for us, get her"; "back on the story or we risk everything!"; if (you.outside) { " "; "The door seems to grow even more welcoming. You have a powerful urge to"; "go inside."; } if (you.porridge) { " "; "The porridge smells incredible. You find yourself salivating in"; "anticipation."; } if (you.chairs) { " "; "You have a strong urge to sit down and relax for a spell."; } if (you.beds) { " "; "Your fatigue is overwhelming. You simply must lay down and sleep."; } } if (you.resist == 4) { "That voice again: `She is resisting your hyperscape. We cannot risk her"; "awakening. Terminate the experiment...and terminate her.' The house, and"; "everything else, fades away into blackness..."; +game.lose; } } } (you, i) { // when you're shifted to the lab in Act II, you have nothing. if (Lab contains you || Cyber contains you) { "There's nothing but you, strapped to a table."; } else { if (you contains matrix) { "You are carrying a psycho-isolation matrix"; } if (you contains spoon) { "You are carrying a spoon."; } if (you contains bowl) { "You are carrying a dirty bowl."; } if (you contains chairleg) { "You are carrying a chairleg."; } if (you contains weakener) { "You are carrying a psionic weakener."; } if (you contains gun) { "You are carrying a gun."; } if (you contains antidote) { "You are carrying the antidote."; } if (you contains keys) { "You are carrying the keys to your straps."; } if (you contains clipboard) { "You are carrying a clipboard and look very important."; } if (you contains macguffin) { "You are carrying the Quantum MacGuffin."; } } }