]]>0Xanadu
game.currentbats = null
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...")
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
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")
ladygalgirlwomenShe appears heavy. She also would probably not enjoy being part of your inventory. You leave her alone.
if (GetBoolean(woman, "observed")) {
msg ("She 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 (woman1)
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")
}
msg ("You begin to speak, but she shushes you and asks if you need a drink.")
if (GetBoolean(Xanadu, "quenched")) {
msg ("\"I know nothing of the sort. Relax and gather your strength.\"")
}
else {
msg ("You begin to speak, but she shushes you and asks if you need a drink.")
}
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)
SetObjectFlagOn (drink1, "received")
}
}
]]>
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.")
}
if (GetBoolean(Xanadu, "quenched")) {
msg ("\"Akhet. Akhet means...\" she thinks. \"In English, Akhet means mountain of light. Horizon.\" She waves a finger northward before returning to her chickens.")
}
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.")
}
if (GetBoolean(Xanadu, "quenched")) {
msg ("\"You?\" she chuckles. \"I know as much about you as you do. I'm sorry I cannot help. Maybe the juju man can help?\" she says quietly.")
}
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.")
}
if (GetBoolean(Xanadu, "quenched")) {
msg ("\"Eh. Eh. It's not much to you Americans, but it is home. Home provides for us.\" She smiles and goes back to multilating the chickens.")
}
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.")
}
if (GetBoolean(Xanadu, "quenched")) {
msg ("\"Geseende. Bless you. You have been blessed,\" she answers.")
}
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.")
}
if (GetBoolean(Xanadu, "quenched")) {
msg ("\"Does this bother you?\" she says as she waves at the chickens. \"I'm just preparing meals for the village. It is my duty to serve my fellow villagers.\" She smiles at you and continues working.")
}
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.")
}
if (GetBoolean(Xanadu, "quenched")) {
msg ("\"As far I I know, they do no harm. Actually, That game those kids play they call 'kolf aanval' or attack of the bats. Personally,\" she says with a smile, \"they keep the bugs in check.\" ")
}
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.")
}
if (GetBoolean(Xanadu, "quenched")) {
msg ("\"For hanging my chickens,\" she clucks as she 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.")
}
if (GetBoolean(Xanadu, "quenched")) {
msg ("\"This here hut,\" she begins with a prideful smile, \"has seen six kids born and raised. It's not much but I keep it tidy. My husband would have wanted it that way.\"")
}
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.")
}
if (GetBoolean(Xanadu, "quenched")) {
firsttime {
msg ("\"Ah. Dear Con,\" Calista begins with a hint of pride. \"He was a fabulous husband and father. Gone missing a year ago on after going hunting. Hasn't been seen since. I hold to the hope he is alive but... I am a realist with a family to raise. He'd be proud of us.\" She continues her work at the chickens.")
}
otherwise {
msg ("\"Con's missing. Likely dead,\" she says bluntly. \"I miss him, but he lives in our family.\"")
}
}
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.")
}
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)
}
]]>falsekidschildkidAre 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.")
}
]]> Evidently the children don't speak much English.")
}
else {
msg ("Your throat is too sore to speak. You should look into getting a drink first.")
}
]]> Evidently the children don't speak much English.")
}
else {
msg ("Your throat is too sore to speak. You should look into getting a drink first.")
}
]]>
if (GetBoolean(Xanadu, "quenched")) {
msg ("A faint frown passes his face and he says, \"Geseende.\" He returns happily playing his game.")
}
else {
msg ("Your throat is too sore to speak. You should look into getting a drink first.")
}
if (GetBoolean(Xanadu, "quenched")) {
msg ("The nearest child looks at you and smiles wide. He makes a fist and wiggles his thumb and pinky back and forth. Evidently he doesn't speak much English.")
}
else {
msg ("Your throat is too sore to speak. You should look into getting a drink first.")
}
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; observegameYou 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.")
}
]]>foul concoctionfalseIt 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.falsedrinkbeverage *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)
AddToInventory (coconut cup)
MakeObjectVisible (coconut cup)
]]>falseIt'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!nutglassask 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 drinkchickenbirdchickbirdschickschickensThe chickens are in various stages of butchering. Some are freshly decapitated and dripping blood, some are freshly plucked, and some look like they are ready for cooking. They all hang on a line.These birds are going to feed the villagers. Certainly you aren't going to steal their food.It's a tight line fastened from wall to wall across the corner of the hut. From it, hang several dead chickens.The room is secured to the walls of the hut. That and it is not yours to take.linecordladygalgirlwomenwomanShe appears heavy. She also would probably not enjoy being part of your inventory. You leave her alone.Calistafalsefalse
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")
}
msg ("You begin to speak, but she shushes you and asks if you need a drink.")
if (GetBoolean(Xanadu, "quenched")) {
msg ("\"I know nothing of the sort. Relax and gather your strength.\"")
}
else {
msg ("You begin to speak, but she shushes you and asks if you need a drink.")
}
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)
SetObjectFlagOn (drink1, "received")
}
}
]]>
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.")
}
if (GetBoolean(Xanadu, "quenched")) {
msg ("\"Akhet. Akhet means...\" she thinks. \"In English, Akhet means mountain of light. Horizon.\" She waves a finger northward before returning to her chickens.")
}
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.")
}
if (GetBoolean(Xanadu, "quenched")) {
msg ("\"You?\" she chuckles. \"I know as much about you as you do. I'm sorry I cannot help. Maybe the juju man can help?\" she says quietly.")
}
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.")
}
if (GetBoolean(Xanadu, "quenched")) {
msg ("\"Eh. Eh. It's not much to you Americans, but it is home. Home provides for us.\" She smiles and goes back to multilating the chickens.")
}
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.")
}
if (GetBoolean(Xanadu, "quenched")) {
msg ("\"Geseende. Bless you. You have been blessed,\" she answers.")
}
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.")
}
if (GetBoolean(Xanadu, "quenched")) {
msg ("\"Does this bother you?\" she says as she waves at the chickens. \"I'm just preparing meals for the village. It is my duty to serve my fellow villagers.\" She smiles at you and continues working.")
}
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.")
}
if (GetBoolean(Xanadu, "quenched")) {
msg ("\"As far I I know, they do no harm. Actually, That game those kids play they call 'kolf aanval' or attack of the bats. Personally,\" she says with a smile, \"they keep the bugs in check.\" ")
}
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.")
}
if (GetBoolean(Xanadu, "quenched")) {
msg ("\"For hanging my chickens,\" she clucks as she 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.")
}
if (GetBoolean(Xanadu, "quenched")) {
msg ("\"This here hut,\" she begins with a prideful smile, \"has seen six kids born and raised. It's not much but I keep it tidy. My husband would have wanted it that way.\"")
}
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.")
}
if (GetBoolean(Xanadu, "quenched")) {
firsttime {
msg ("\"Ah. Dear Con,\" Calista begins with a hint of pride. \"He was a fabulous husband and father. Gone missing a year ago on after going hunting. Hasn't been seen since. I hold to the hope he is alive but... I am a realist with a family to raise. He'd be proud of us.\" She continues her work at the chickens.")
}
otherwise {
msg ("\"Con's missing. Likely dead,\" she says bluntly. \"I miss him, but he lives in our family.\"")
}
}
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.")
}
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)
}
]]>.*) to (be quiet|keep quiet|shut up|hush|be silent)$]]>play game; play with kids; play game with kids; join in game; join game; join game with kidsHow about you try and take yourself and see how that works out for you.falseAs much as you might like to drop yourself off and forget about yourself forever, you cannot.me1000
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.")
}
game.percent = Xanadu.score*100 / Xanadu.maxscore
msg ("Your percent is now " + game.percent)
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.")
}
credit; creditswatchwatch; observe"You can't watch " + object.article + "."All things considered, the hut to your south looks quite welcoming. Similar looking, but less kempt huts line the dirt path that heads off to the northeast. The open desert from which you stumbled into this village stretches out in all other directions.falsekidschildkidAre you some sort of sick pedophile?? Creep. Let the kids play their game and leave them alone.children
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. It's kind of nice to watch them enjoy themselves as all you have seen lately is tough times.")
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.")
}
]]> Evidently the children don't speak much English.")
}
else {
msg ("Your throat is too sore to speak. You should look into getting a drink first.")
}
]]> Evidently the children don't speak much English.")
}
else {
msg ("Your throat is too sore to speak. You should look into getting a drink first.")
}
]]>
if (GetBoolean(Xanadu, "quenched")) {
msg ("A faint frown passes his face and he says, \"Geseende.\" He returns happily playing his game.")
}
else {
msg ("Your throat is too sore to speak. You should look into getting a drink first.")
}
if (GetBoolean(Xanadu, "quenched")) {
msg ("The nearest child looks at you and smiles wide. He makes a fist and wiggles his thumb and pinky back and forth. Evidently he doesn't speak much English.")
}
else {
msg ("Your throat is too sore to speak. You should look into getting a drink first.")
}
play game; play with kids; play game with kids; join in game; join game; join game with kidssw; w; nw; n; southwest; west; northwest; northThe large bats are about the size of a housecat. From what you can tell, they have leathery wings and pointy teeth. Gross.If you could catch one, what would plan to do with it? Let it gnaw your face off? Leave it alone unless you have a better plan.Even though they aren't as large, they are creepier. They fly more erratically and much faster than the big ones, seemingly disappearing and reappearing in the night sky. Watching them in this cold desert air sends shivers up your spine.They are too small, too fast, and too high for you to catch. Leave those gross things alone.8020A terrible chewing and scuttling noise can be heard from beyond the outermost wall.The incessant gnawing and flapping outside have subsided for now.As if by command, the bats are flying in unison toward the northern horizon.The shrieking bats have disappeared into the northern dawning sky.8515The bat sounds seem disturbingly loud and close.The angry flapping and gnawing outside has lessened for now.filled with bats - some large, some small.]]>For a brief moment, the skies are cleared of the horde of bats.You aren't sure exactly what they are... There can't be bats that large can there? They are almost your size... and they are fast. The colony of smaller bats part the dark, cold sky as one cuts through at great speeds. You better keep your distance from those big critters!The bat glides around in search of food and you can hear a faint squeak every once and a while.You cannot take the bat. It is out of reach. Besides, what would you do with it?bat7030You can hear an occasional flapping and scratching as if something is outside the walls.The incessant gnawing and flapping outside have subsided for now.You notice a lone circular bat circling overhead.The circling bat must have noticed something other than you to pester. You see it fly off to the {random:north:east:south:west:northwest:southwest:northeast:southeast}.
msg ("It's fairly quiet in here, but as you listen closely, you can hear the sounds of a lone bat beyond these walls.")
msg ("The lone bat remains quiet for most of its flight but quietly calls out on occassion.")
batsThe black cloud of bats that zip to and fro come in three shapes and sizes. You big out the large ones quite easily and the smaller ones continue to dart around sporadically. Most disturbing are the enormous bats that have now camouflaged themselves amongst the smaller ones.Don't be ludicrous.955The gnawing, clawing, and shrieking bats seem to reverberate through the walls and into the room.The hellish bat composed percussion beyond the walls has faded for now.The screeching above you is about all you can hear and the sky above you looks like a black, rippling ocean.The sky above silences as the bats disappear in pursuit of some unfortunate prey.
msg ("It's horrendous. You cringe to imagine how many bats must be crawling along the outer walls. It's hard to concentrate in here.")
msg ("Despite you being out in the open, these bats are loud. The shrillness of their songs is loud and disturbing.")
You are on]]>The door stands in your way.shantyIt's a shanty on the south side of the road. It is made of wood and tied together with various bits of metal wire. Its front door stands to your south.Try knocking on the door genius.Simple. Made of wood. Looks like it might have floated in as jettison, if there was an ocean nearby that would have washed it ashore. On it, at eye level, is a wooden sign with the word 'HUGO' written in white lettering.on door \"What do you want?\" grumbles a gruff voice.
You step back in surprise.
\"Down here.\"
You look down. About four feet off the ground you see a set of eyes peering back, surrounded by a dark face. The inside of the shanty is too dark to see much more than that.
That is one short guy...")
PrintCentered (" Please press any key.")
wait {
msg (" After an awkward pause... \"How rude.\"
The grumpy man slams the door in your face.")
MakeObjectInvisible (grumpy man)
}
}
otherwise {
msg ("You knock on the door and take a step back. This time you decide to look down to meet the homeowner's eyes when he opens the door.
After a brief few seconds, he opens the door. \"You again?\" he grumbles. \"What do you want?\"")
MakeObjectVisible (grumpy man)
SetTurnTimeout (3) {
if (game.pov.parent = dirt path) {
msg (" \"Ah, harumph. Go away.\"
The door is slammed in your face again.")
MakeObjectInvisible (grumpy man)
}
else {
MakeObjectInvisible (grumpy man)
}
}
}
]]>
if (GetBoolean(shanty1, "open")) {
msg ("You open the door and step inside.")
MoveObject (Xanadu, shanty)
}
else {
msg ("You haven't been invited. You just can't go walking in there!")
}
It's just the wood that has been used to build the shanty. Nothing special.You take the wood from this shanty and it might fall down. That would be rude.If you remove the wire from the shanty, the wood might fall apart. That would be rude and pointless.The bits of wire looks like it has been gathered from a variety of sources. It holds the wood together.falseAll you can deduce is that the man is short and big-eyed. He is waiting on you and it appears to be rather impatient.'Quit wasting my time!''Leave me alone!''Why do you keep bugging me!''I'm old. I'm hungry. And I don't need you!''Get off my... get of my... my... GO AWAY!''Shoo! Go away!''Grrrrr....' Did he just growl at you or was that his stomach?'Rude. You... Are... Rude.''Quit bothering an old man!'old man
n = ToString (GetRandomInt (0, DictionaryCount (grumpy man.convo2) - 1))
m = ScriptDictionaryItem(grumpy man.convo2, n)
msg ("The man glares at you and says, " + m)
msg ("Test 1")
msg ("Test 2")
It's a sign on the front door of the shanty that reads "HUGO".It says "HUGO" in painted, white lettering.The inside of the shanty is cluttered. You wonder if its occupant is a hoarder? There is, what you would call junk, haphazardously stacked and piled in the very small room. Hugo sits nearby on a tree stump that is covered in a ratty cloth.You are ondirt path
msg ("You are on a dirt path. To your north is a gated cemetery and to your south there is a small animal pen. " + twentyfourhours.currenttime.dirtpathdescription)
You are ondirt pathlean-toIt is a small cemetery with about twenty-five or thrity roughly etched grave markers. In the northeast corner of the cemetery you notice a thick, but withered and rotting tree.listen to bats; listen to bat; listen to large bat; listen to small bat; listen to enormous bat; listen; listen for bats; listen for bat; listen for large bat; listen for small bat; listen for enormous bat; listen at bats; listen at bat; listen at large bat; listen at small bat; listen at enormous batknockonknock on; knock; rap; knock at; rap at; rap on; bang; bang on; bang at"You can't knock on; knock; rap " + object.article + "."batsYou are going to take all the bats? No thanks.
if (GetBoolean(twentyfourhours.currenttime, "isdawn")) {
msg ("Most of the bats seem to be flying off to the east-northeast. Some are flying due north and fewer of them are flying west.")
}
else {
msg ("The circling bats overhead are in two varieties - small and large - and all are serenading each other. Ick.")
}
msg ("The bats are making bone chilling sounds outside. There must be quite a few because you can hear them collectively gnawing and clawing at the walls and screeching amongst them selves.")
msg ("Unlike birds, these animals are producing an out of sync chorus of screeches that send chills down your spine.")
if (BatsArePresent()) {
BatsFlyToXanadu
}
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")
return (DoesInherit(Xanadu.parent, "Inside"))
return (GetBoolean(game, "batspresent"))
if (XanaduIsInside()) {
modifier = "inside"
}
else {
modifier = "outside"
}
text = GetString(game.currentbats, type + modifier)
MsgWithBr (text)
" + text)
]]>
if (not BatsArePresent()) {
game.batspresent = true
SayBatText ("arrive")
BatsFlyToXanadu
}
if (BatsArePresent()) {
game.batspresent = false
SayBatText ("leave")
BatsFlyAway
}
if (not currentbats = game.currentbats) {
// Current bats leave before setting new ones.
BatsLeave
game.currentbats = currentbats
}
MoveObject (game.currentbats, Xanadu.parent)
MoveObject (game.currentbats, Item Warehouse)