7ceddfee-9d30-4032-8a24-5a73410758e0 1.0 2016 div#txtCommandDiv {border:none; font-size:12pt; font-family:Georgia, serif; } input#txtCommand { outline:none; border:none; font-size:16px; margin:0; padding:0; } ]]> 17 false 100 Amarante Black DarkGreen 50 50 false false black background.jpg false 0 false 1300 false 0 50 1 0 Xanadu JS.eval ("getCSSRule('a.cmdlink').style.color='#000000'") JS.setCommandBarStyle (GetCurrentTextFormat("") + ";border:" + game.defaultbackground) msg ("You have had the life sucked out of you. Good luck in your next life...") percent
!%
]]>
0
false
But... you were attacked before you arrived at the compound.") } SetTimeout (32) { ClearScreen msg ("Your car exploded. You awoke on a cliff's edge, left for dead. Alone...") } SetTimeout (40) { ClearScreen msg ("Somehow you survived and managed to defend your life against the pursuing Dingo henchmen and get into the compound safely.") } SetTimeout (50) { ClearScreen msg ("You thought you were safe, but when you arrived at the compound you found it occupied. You were captured by Dr. Dingo - who turned out being your old friend.

Or so you thought...") } SetTimeout (61) { ClearScreen msg ("You escaped your cell and met a creature named Blerk who became your only trusted companion.") } SetTimeout (68) { ClearScreen msg ("The two of you discovered that Dr. Dingo had an imposter that presented himself as your friend, Straussberger. It was time to discover who the real Dr. Dingo was.") } SetTimeout (77) { ClearScreen msg ("In your adventure, you and Blerk traversed the compound overcoming seemingly insurmountable obstacles. Finally, you discovered the real Dr. Dingo.") } SetTimeout (86) { ClearScreen msg ("To your surprise, you found the real Dr. Dingo was actually a female. An alluring woman. Beautiful. Red hair. Shapely. Dangerous.
") SetTimeout (7) { msg ("
Despite her beauty, it was dangerous. You had to leave.") } } SetTimeout (97) { ClearScreen msg ("Against all odds...
") SetTimeout (3) { msg ("You found the real Straussberger. You befriended Blerk. You made plans for the three of you to escape.") } } SetTimeout (108) { ClearScreen msg ("After escaping, you collapsed.... fatigued in the hot desert.") } SetTimeout (114) { ClearScreen msg ("You wake up...") } SetTimeout (119) { ClearScreen msg ("...in a strange hut in an unknown village. A lady is asking you questions about who you are, why you are here, and why dangerous looking people have come looking for you.") } SetTimeout (129) { ClearScreen msg ("But... you remember nothing...
") } SetTimeout (134) { ClearScreen msg ("Your adventure begins.") SetFontSize (17) } SetTimeout (137) { msg ("



Please press any key to continue.") wait { stop sound MoveObject (Xanadu, hut) } } } play sound ("Club Diver.mp3", false, false) ]]>
HideCommandBar How about you try and take yourself and see how that works out for you. false As much as you might like to drop yourself off and forget about yourself forever, you cannot. me if (GetBoolean(Xanadu, "quenched")) { msg ("You are looking like you, just dirtier and a little rougher around the edges. Your head has cleared a bit, but you still don't recall much of anything other than your name.") } else { msg ("You look terrible. Your head hurts. You are very hungry and your throat is raw. You've seen better days.") } 100 0 game.percent = Xanadu.score*100 / Xanadu.maxscore msg ("Your percent is now " + game.percent)
Inside a hut]]> false
A few young children continue to run in and out of the hut playing some sort of game. Calista is tending to the chickens.") } else { msg ("You are inside a crudely-made hut.

Children are scurrying around, running into and out of the hut, shrieking with delight as they do so. Despite their joy, they are giving you quite a headache. There is a large, colorfully dressed woman working on the other side of the hut. Her back is turned toward you, but she occassionally glances over her shoulder at you and offers a smile.") } ]]>
ClearScreen ShowCommandBar SetFontName ("'Courier New', Courier, monospace") lady gal girl She appears heavy. She also would probably not enjoy being part of your inventory. You leave her alone. if (GetBoolean(woman, "observed")) { msg ("Calista is wearing a colorful robe and is currently tending to the chickens. Occassionally, she'll turn in your direction, smile, and nod.") } else { msg ("She is colorfully dressed in a long silky robe. Currently, she facing away from you, busy working on something. You can't tell what she is doing because she makes a better door than a window. She is quiet but not eerily so. From her occassional smile, she seems glad you are here.") }
Come to think of it, you are pretty thirsty.") MakeObjectVisible (Calista) MakeObjectInvisible (woman) } } otherwise { if (GetBoolean(Xanadu, "quenched")) { msg ("\"Did you enjoy your drink, sir?\" she asks while smiling at you. \"Those there drinks will make you feel better.\"") } else { msg ("She listens and her countenance suggests that she feels pity for you. \"You do not look so good, sir. Would like something to drink? You should really get a drink. I would be happy to make you one.\" She smiles at you and adds, \"Just let me know, sir.") } } ]]>
if (GetBoolean(woman, "observed")) { msg ("So far you've seen her slit the throats of a few chickens, pluck them, and hang them on the line.") } else { msg ("You cringe as you see the woman slit the throat of a live chicken. She hangs it on a thin rope with a few other featherless birds. She moves down the line to another headless chicken and begins plucking. She must be getting ready for a meal.") SetObjectFlagOn (woman, "observed") } if (GetBoolean(woman, "observed")) { msg ("So far you've seen her slit the throats of a few chickens, pluck them, and hang them on the line.") } else { msg ("You cringe as you see the woman slit the throat of a live chicken. She hangs it on a thin rope with a few other featherless birds. She moves down the line to another headless chicken and begins plucking. She must be getting ready for a meal.") SetObjectFlagOn (woman, "observed") }
Calista exits the hut and within a few moments she returns with a brown cup. She walks over to the chickens and grabs a few items, grinds them up and sprinkles them in the cup. She walks towards you and shoves the big drink into your hands. \"Drink up, sir,\" she says with a smile.") AddToInventory (drink1) MakeObjectVisible (drink1) } ]]>
if (GetBoolean(Xanadu, "quenched")) { msg ("\"Ah, you know. Kids will be kids. Chasing, playing. They are having fun, yes.\" Calista smiles and returns to her work.") } else { msg ("You begin to speak but your throat is raw. It feels like you have been eating a diet rich in sand. Calista notices your efforts and says, \"Do you need a drink, sir. I'll be glad to get you one. Just ask.\" She smiles and continues working.") }
false kids child kid Are you some sort of sick pedophile?? Creep. Let the kids play their game and leave them alone. if (GetBoolean(Xanadu, "quenched")) { msg ("The children are young - you'd say ranging from five to ten years of age. They are playing some sort of game that you sort of understand as hide-and-seek they are speaking a language that you do not understand. They are loud, but seem to be having a good time.") } else { msg ("The children are young, loud and obnoxious. They are playing some sort of game where evidently 'loudness' is an advantageous quality. Your head is throbbing and you wish they would just shut up so you could think.") }
The kid notices your expression, quietly shuffles over to you, bops you on the nose with his thumb and whispers, \"Geseende\" in your ear.") } else { msg ("You don't feel like talking right now, especially to a bunch of kids who are loud and obnoxious. Your throat feels as if you have been swallowing glass. You better quench that thirst before doing anything else.") } ]]>
if (GetBoolean(Xanadu, "quenched")) { msg ("The children try to ignore your questions and plead quietly with you to remain quiet so you do not give away their location. Must be part of the game...") } else { msg ("The sound of your own voice above the din just adds to your headache. You should get hydrated and perhaps the screaming demons in your head will go away.") } if (GetBoolean(Xanadu, "quenched")) { msg ("The children try to ignore your riveting comments and wave their hands in your direction in a gesture for you to stay quiet and not ruin their game...") } else { msg ("Your voice comes out gravely and manly - definitely not like your own. Before yapping up a storm, perhaps you should quench your thirst?") } \"Akhet! Akhet!\" at which point the \"tagger\" races from the hut screaming while the other children laugh and follow.") SetObjectFlagOn (game1, "watched") } else if (GetBoolean(game1, "watched")) { msg ("The kids are still running around playing a game. It's all nice and quiet until one kids shouts \"Akhet!\" just before getting tagged. Then they all run and scream, chasing the \"tagger\" out of the hut.") } else { msg ("They just look like a bunch of annoying kids who are loud and contributing to your headache. You really need to get rid of this headache so you can focus and figure out what to do next.") } ]]>
watch children; watch game; watch kids; watch kids play game; watch children play game; watch children play; observe children playing; observe children playing game; observe kids; observe kid; watch kid play game; watch child play; observe game; watch; observe game You cannot take the game they are playing. play \"Akhet! Akhet!\" at which point the \"tagger\" races from the hut screaming while the other children laugh and follow.") } else { msg ("They just look like a bunch of annoying kids who are loud and contributing to your headache. You really need to get rid of this headache so you can focus and figure out what to do next.") } ]]> lady gal girl woman She appears heavy. She also would probably not enjoy being part of your inventory. You leave her alone. false if (GetBoolean(woman, "observed")) { msg ("Calista is wearing a colorful robe and is currently tending to the chickens. Occassionally, she'll turn in your direction, smile, and nod.") } else { msg ("She is colorfully dressed in a long silky robe. Currently, she facing away from you, busy working on something. You can't tell what she is doing because she makes a better door than a window. She is quiet but not eerily so. From her occassional smile, she seems glad you are here.") }
Come to think of it, you are pretty thirsty.") } } otherwise { if (GetBoolean(Xanadu, "quenched")) { msg ("\"Did you enjoy your drink, sir?\" she asks while smiling at you. \"Those there drinks will make you feel better.\"") } else { msg ("She listens and her countenance suggests that she feels pity for you. \"You do not look so good, sir. Would like something to drink? You should really get a drink. I would be happy to make you one.\" She smiles at you and adds, \"Just let me know, sir.") } } ]]>
if (GetBoolean(woman, "observed")) { msg ("So far you've seen her slit the throats of a few chickens, pluck them, and hang them on the line.") } else { msg ("You cringe as you see the woman slit the throat of a live chicken. She hangs it on a thin rope with a few other featherless birds. She moves down the line to another headless chicken and begins plucking. She must be getting ready for a meal.") SetObjectFlagOn (, "") } if (GetBoolean(woman, "observed")) { msg ("So far you've seen her slit the throats of a few chickens, pluck them, and hang them on the line.") } else { msg ("You cringe as you see the woman slit the throat of a live chicken. She hangs it on a thin rope with a few other featherless birds. She moves down the line to another headless chicken and begins plucking. She must be getting ready for a meal.") SetObjectFlagOn (woman, "observed") }
drink false It has the consistency of a milkshake, is lime green, and has an earthy odor. According to the kind lady in the hut, it works wonders for your mind and body. You keep a hold of it for fear of spilling it. You pick it up. false
*Gulp... gulp, gulp, gulp*

It goes down a lot easier than you expected. Almost immediately you begin to feel a little better!

Calista smiles. \"Good, yes?\" She returns her attention to the chickens.") RemoveObject (drink1) SetObjectFlagOn (Xanadu, "quenched") MakeObjectVisible (coconut cup) ]]>
false It's brown and fuzzy and hard. It looks like a hollowed out half of a coconut only about half the size. You are carrying a small hollow nut... go figure. Your nut finally dropped! ask for drink; ask woman for drink; ask calista for drink; get drink; ask for water; ask for beverage; ask woman for water; ask woman for beverage; ask girl for beverage; ask calista for water; ask calista for beverage; ask calista for drink
credit; credits watch watch "You can't watch " + object.article + "." observe observe "You can't observe " + object.article + "." request (ClearScreen, "") OutputTextNoBr (game.css) ')") JS.eval ("$('.ui-button').css('background', 'black')") JS.eval ("$('.ui-button').css('border', '1px blue')") JS.eval ("$('.ui-button-text').css('color', 'blue')") JS.eval ("$('.ui-button').mousedown(function() { $(this).css('background-color', 'blue'); } )") JS.eval ("$('.ui-button-text').mousedown(function() { $(this).css('color', 'black'); } )") JS.eval ("$('#gameBorder').mouseup(function() { $('.ui-button-text').css('color', 'blue'); } )") JS.eval ("$('#gameBorder').mouseup(function() { $('.ui-button').css('background-color', 'black'); } )") JS.eval ("var styleSelecting = $(''); $('html > head').append(styleSelecting)") JS.eval ("var styleUnselecting = $(''); $('html > head').append(styleUnselecting)") JS.eval ("var styleSelected = $(''); $('html > head').append(styleSelected)") JS.eval (" var arrowUrl = 'images/ui-icons_f9bd01_256x240.png'; var styleArrow = $(''); $('html > head').append(styleArrow) ") JS.eval ("$('#cmdCompassN').css('background', 'black')") JS.eval ("$('#cmdCompassE').css('background', 'black')") JS.eval ("$('#cmdCompassS').css('background', 'black')") JS.eval ("$('#cmdCompassW').css('background', 'black')") JS.eval ("$('#cmdCompassNW').css('background', 'black')") JS.eval ("$('#cmdCompassNE').css('background', 'black')") JS.eval ("$('#cmdCompassSW').css('background', 'black')") JS.eval ("$('#cmdCompassSE').css('background', 'black')") JS.eval ("$('#cmdCompassU').css('background', 'black')") JS.eval ("$('#cmdCompassIn').css('background', 'black')") JS.eval ("$('#cmdCompassD').css('background', 'black')") JS.eval ("$('#cmdCompassOut').css('background', 'black')") JS.eval ("$('#cmdCompassN').css('border', '2px solid blue')") JS.eval ("$('#cmdCompassE').css('border', '2px solid blue')") JS.eval ("$('#cmdCompassW').css('border', '2px solid blue')") JS.eval ("$('#cmdCompassS').css('border', '2px solid blue')") JS.eval ("$('#cmdCompassNW').css('border', '2px solid blue')") JS.eval ("$('#cmdCompassNE').css('border', '2px solid blue')") JS.eval ("$('#cmdCompassSE').css('border', '2px solid blue')") JS.eval ("$('#cmdCompassSW').css('border', '2px solid blue')") JS.eval ("$('#cmdCompassIn').css('border', '2px solid blue')") JS.eval ("$('#cmdCompassOut').css('border', '2px solid blue')") JS.eval ("$('#cmdCompassU').css('border', '2px solid blue')") JS.eval ("$('#cmdCompassD').css('border', '2px solid blue')") JS.eval ("$('#compassLabel').css('background', 'black')") JS.eval ("$('#compassLabel').css('color', 'blue')") JS.eval ("$('#compassAccordion').css('background', 'black')") OutputTextNoBr (game.css) request (SetInterfaceString, "TypeHereLabel=") if (GetBoolean(game, "inprogress")) { } else { game.inprogress = true } ]]> request (Hide, "Command") request (Show, "Command")