After typing in the last sentence on the screen, you save your work and turn off the computer. Today was a long day. You feel fatigue rushing in to the body. |goToBed>[▶ Go to bed.] (click: ?goToBed)[(replace: ?goToBed) [You tuck yourself under comfy blankets and bury your head into the pillow. AHHH... It feels so good. Finally I can [[sleep->Going down]].] ]{ (set: $back to '\0') (set: $reality to 5) (set: $look to false) (set: $lightCheck to false) (set: $winCheck to false) (set: $eleBtn to false) (set: $eleFixed to false) (set: $stairLock to true) (set: $charm to 0) (set: $101dripCheck to false) (set: $102stumpCheck to false) (set: $102noteHave to false) (set: $102treeGrow to 0) (set: $103pedestal to false) (set: $103cardKey to false) (set: $103circle to true) (set: $103heart to false) (set: $103eye to false) (set: $103key to false) (set: $201first to true) (set: $201fisherCk to false) (set: $201fisherConvo1 to false) (set: $201fisherConvo2 to false) (set: $needFisher to false) (set: $201heart to false) (set: $202branch to false) (set: $202gold to false) (set: $203puzzleSolved to false) (set: $203key to false) (set: $301first to true) (set: $301bed to false) (set: $301win to false) (set: $301lip to false) (set: $301win to false) (set: $302first to true) (set: $302cked to false) (set: $302fert to false) (set: $302h2o to false) (set: $303lock to true) (set: $303note to false) (set: $303mirSol to false) (set: $303eye to false) } { (set: $idleT to 6) (set: $repText to 'What is that sound?') (live: 1s)[ (set: $idleT to it - 1) (if: $idleT > 4) [...] (if: $idleT is 4 or $idleT is 3)[(text-style: "blurrier")[$repText]] (if: $idleT is 2)[(text-style: "blur")[$repText]] (if: $idleT is 1)[$repText] (if: $idleT is 0)[(go-to: "Wake up")]] }{ (set: $repText to 'You check the light of the room. Weirdly enough,(if: $lightCheck is false)[ [[roomLight<-the lights]]](else:)[ the lights] are all off. You also check(if: $winCheck is false)[ [[window<-the window]]](else:)[ the window]. Even though there is a shade over it, it is easy to tell that outside is pitch dark. Then where is the light coming from?\n\n[[hallwayF1<-▶Leave the room.]]') } You open your eyes. You can feel the dim lighting seeps through your vision. Thats weird. You turned off all the light in your room before going to bed, didn't you? { (if: $look is false)[|lookAround>[▶ Look around.] (click: ?lookAround)[(replace: ?lookAround) [$repText]] (set: $look to true)] (else:) [$repText] }You try to turn on the light. Huh? It's not turning on. Is the electricty down? (set: $lightCheck to true) [[◀ Return->Wake up]]You pull up the shade and check the outside. It seems way too dark than normal. It is so dark that almost feels unreal as somebody painted over the atmosphere with black. { |handOut>[▶ Put your hand out to the window to check is it real or not.] (click: ?handOut)[(replace: ?handOut) [You stick your hand out to the darkness. You can feel the slight breeze passing through your fingers. The air seems to feel realistic enough. Then why is it so dark?] (set: $reality to it + 1)] } (set: $winCheck to true) [[◀ Return->Wake up]]{(set: $back to 'hallwayF1')} There are three rooms on each floor. Elevator is at the center and a staircase is located at the end of the hallway. You live in the room 101. [[RM101<-▶ Go to room 101.]] [[RM102<-▶ Go to room 102.]] (if: $103heart is true and $103eye is true)[|nope>[▶ Go to room 103.](click: ?nope)[(replace: ?nope)[(You won't want to go back in there...)]]](else:)[ [[RM103<-▶ Go to room 103.]]] [[elevator<-▶ Go to the elevator.]] [[staircase<-▶ Go to the staircase.]]It is your room. The room is not spacious, but it offers enough space for one person. You can see your furniture placed in the same places as you remember. Nothing unusual here(if: $101dripCheck is false)[, except that there is continuous [[dripping sound]] echoing in the room.](else:)[.] [[hallwayF1<-▶ Go to hallway]]{(set: $repText to '(if: $102noteHave is false)[Next to the tree stump, there is a small piece of note fallen next to it. [[102note<-▶ Check the note.]]](else:)[It is an ordinary tree stump. Though it is unusual to see this huge stump anywhere, especially in the residential space.]')} (if: $102treeGrow < 2)[It is a room with a tree stump. (if: $102stumpCheck is false)[|stumpCheck>[▶ Check the tree stump.](click: ?stumpCheck)[(replace: ?stumpCheck)[$repText] (set: $102stumpCheck to true)]](else:)[$repText] (if: $302fert is true)[ |fertilize>[▶ Apply fertilizer? in the pouch.](click: ?fertilize)[(replace: ?fertilize)[You fertilized the tree.](set: $302fert to false)(set: $102treeGrow to it + 1)]](if: $302h2o is true)[ |water>[▶ Apply water? in the vial.](click: ?water)[(replace: ?water)[You watered the tree.](set: $302h2o to false)(set: $102treeGrow to it + 1)]](if: ($302fert is true and $302h2o is true) or (($302fert is true or $302h2o is true) and $102treeGrow > 0))[ |whatnow>[▶ What now?](click: ?whatnow)[(replace: ?whatnow)[After fertilizing and watering the tree, you might want to wait a bit until it grows.]]]](else:)[There is a full grown tree, towering the place. It grew up through the ceiling of the room, passing the hole on it. You will be able to reach the branches of the tree from upstairs.(if: $202branch is true and $202gold is false)[ Huh? What is that shiny thing? You look closely, and find out that it is a piece of |gold>[golden string].(click: ?gold)[ (set: $202gold to true) You pick up the string and place it into your pocket.(set: $needFisher to true)]]] [[hallwayF1<-▶ Go to hallway]](if: $103heart is true and $103eye is true)[After placing all the gems to the appropricate places, you notice a dark fog starts to gather towards the pedestal.(if: ((history:)'s last) is "mundane pedestal")[ You step away from the pedestal, keeping some distance.] The fog starts to form a shape and eventually becomes a shape of man with a toutured face and distorted form. His look resembles the king from the weird protrait, but it is more mummified version of him. You try to look away, but notice necklace with |nk>[a key] hanging around his neck.(click: ?nk)[ He starts to crawl towards you in incredible speed, ghastly twisting and turning his limbs, screeching out with ear-tearing voice.(if: $103circle is true)[ As he reaches out, blue spark lights from the red circle on the floor, preventing him to reach you. Good thing that you didn't mess around with it. You carefully take the key from his necklace.(set: $103key to true) Now will be good time to leave.](if: $charm > 0)[ As he reaches out, blue spark lights from the wooden bracelet, preventing him to reach you. You carefully take the key from his necklace.(set: $103key to true) As you take the key, the bracelet cracks a bit. You should leave the room soon before he figurs out about it.(live: 60s)[(go-to: "conquer")]](else:)[(live: 12s)[(go-to: "conquer")] He swings spidery arm to you, but luckly enough, misses you. However, the same will not happen if you don't move |fast>[fast].(click: ?fast)[ (set: $103key to true)(live: 1s)[(go-to: "hallwayF1")] You snatch the key out from his necklace, and run fast as you can.]] ]](else:)[It is a plain looking square room. In the center, there is [[mundane pedestal]] surrounded by (if: $103circle is true)[ [[a red colored circle]]](else:)[red partial circle - which used to be a circle -] drawn on the floor. You also notice that something is posted on [[the wall]] facing towards you.] [[hallwayF1<-▶ Go to hallway]](set: $repText to '[[hallwayF1<-▶ Go to the first floor.]] [[hallwayF2<-▶ Go to the second floor.]] [[hallwayF3<-▶ Go to the third floor.]]') It is an ordinary elevator. The mirrors facing each other in the elevator always made you uncomfortable. (if: $eleFixed is true)[ $repText](else:)[(if: $eleBtn is false)[ |btnPress>[▶ Check if it is still working.] (click: ?btnPress)[(replace: ?btnPress)[You press any button on the panel. Nothing happens. You notice that there is some kind of card reader attached to the |panel>[panel].(if: $103cardKey is true)[(click: ?panel)[ You slide the card key. BEEP. ... Guess that will settle it? (set: $eleFixed to true) Alright, let's try this again... $repText]]](set: $eleBtn to true)]](else:)[(if: $103cardKey is true)[ |slideKey>[▶ Slide the card key to the reader.] (click: ?slideKey)[(replace: ?slideKey)[You slide the card key. BEEP. ... Guess that will settle it? (set: $eleFixed to true) Let's try this... $repText]]]] [[hallwayF1<-▶ Return]]]{(set: $back to 'hallwayF2')} This is a hallway of the second floor. [[RM201<-▶ Go to room 201.]] [[RM202<-▶ Go to room 202.]] [[RM203<-▶ Go to room 203.]] [[elevator<-▶ Go to the elevator.]] [[staircase<-▶ Go to the staircase.]](if: $201first is true)[As you enter the room, you feel saltiness in the air. This is a room with... an ocean? How can a room have whole beach in it?(set: $201first to false)(set: $reality to it - 1)](else:)[As you enter, unrealistic sight of vast beach and ocean fills you.] (if: $201fisherCk is false)[You also notice there is [[a fisherman]] fishing at the side of the rocky beach.](else-if: $201fisherConvo2 is false)[ [[a fisherman<-The fisherman]] is still there, waiting for his catch.](else:)[The fisherman is no longer here. Only the sound of waves crashing into the shore remains.] [[hallwayF2<-▶ Go to hallway]](if: $102treeGrow < 2)[Apparently, this room seems empty. There is only a huge hole on the floor, enabling you to see the room below.](else:)[The branches of tree from downstairs filled up the hole on the floor. Most of the branches are thick and sturdy(if: $202branch is false)[, but you can also spot some branches that may easily |break>[break off].(click: ?break)[ (set: $202branch to true) You snap one of the branches from the tree and hold on to it. While doing that, you also find that something fell off from the tree... |gold>[A golden string]?(click: ?gold)[ (set: $202gold to true) You pick up the string and put it into your pocket.(set: $needFisher to true)]]](else:)[.]] [[hallwayF2<-▶ Go to hallway]](if: $203puzzleSolved is false)[As you enter the room, you hear the subtle noise of chattering and childish giggles echoing the whole entire room. However, there is nobody in the room except for four |stuff>[stuffed animals]. (click: ?stuff)[ There are bear, duck, rabbit, and fox, placed on the floor, neatly aligned in one line. All bit dusty and worn out. ... |touch>[Wonder how long they were sitting here?] (click: ?touch)[ As you try to touch one of them, small chattering suddenly stops. (text-style: "rumble")[Instead of small voices, they turn into a angry yelling and screaming, bursting in the room.] (text-style: "shudder")[Voices yells out: (css: "font-size: 48px; color: red")["THERE IS A LIAR AMONG US!" ==><=== "LIAR! LIAR!" ==> "FIND THE DIRTY LIAR TEAR HIM INTO TINY PIECES!"]] <== ''"Hey you there! Find this liar for us! We need him!" "Yeah! If you find him, we will let you go!" "Not only that, we will give you the key!"'' |ahhh>[ ■ "AHHHHHHHHHHH! Nope, I'm leaving. BYE!"](click: ?ahhh)[(replace: ?ahhh)[ (No, you can't run away. We 'deleted' the door! HAHA!)(set: $reality to it - 1)]] |ugh>[■ "Ugh. Alright, deal."] (click: ?ugh)[(replace: ?ahhh)[] "Yay! The four suspects are sitting in front of you. Each of them will defend themselves to proove that they are not a liar. //But there are no secrets kept forever.// One of them will stumble on their own word eventually. Teehee. When you figure out who is the liar, just tell us! We will handle the rest." |see>[▶ Stuffed animals?] (click: ?see)[(replace: ?see)[You check on stuffed animals sitting on the ground. Unlike before, each of them are now holding a piece of paper. Check on... |bear>[▶ Bear] (click: ?bear)["I know that the fox is lying and the duck is telling the truth."] |rabbit>[▶ Rabbit] (click: ?rabbit)["Duck always tells the truth. Fox always lies."] |duck>[▶ Duck] (click: ?duck)["I never lied in my life."] |fox>[▶ Fox] (click: ?fox)["Rabbit always speaks lie."] Who is lying? [[nope<-▶ Bear]] [[nope<-▶ Rabbit]] [[nope<-▶ Duck]] [[yup<-▶ Fox]] ]]] ]]](else:)[You only find |tornFox>[torn apart fox doll] on the ground... Horrible. (if: $203key is false and $303lock is true)[(click: ?tornFox)[ From the remnants of the ripped cloths and scattered stuffings, you find |key>[a key]. This must be the key that they were talking about... (click: ?key)[ You place the key into your pocket. (set: $203key to true)]]] [[hallwayF2<-▶ Go to hallway]]]{(set: $back to 'hallwayF3')} This is a hallway of the third floor. Third floor is the highest level in this building except for the roof. [[RM301<-▶ Go to room 301.]] [[RM302<-▶ Go to room 302.]] [[RM303<-▶ Go to room 303.]] [[elevator<-▶ Go to the elevator.]] [[staircase<-▶ Go to the staircase.]]{(if: $301first is true)[(set: $reality to it + 1)(set: $301first to false)]} Surprisingly, this room looks very normal. Unlike other rooms, the light is turned on properly, clearly revealing the cozy look of the room. There are average furnitures placed inside, such as(if: $301bed is false)[ [[a bed]]](else:)[ a bed], closet, and [[desk]]. On the one side of the wall, there is(if: $301win is false)[ [[a window]]](else:)[ a window]. [[hallwayF3<-▶ Go to hallway]]{ (set: $repText to "The room itself has [[a mini greenhouse]], [[bookshelf]], and [[a messy desk]] with lots of books and papers scattered all around on it. (if: $302fert is false or $302h20 is false)[(live: 10s)[The hanging woman suddenly starts to move her arm. You freak out, but it seems she does not have bad intention. Silently, she points at the (if: $302fert is false)[greenhouse](else-if: $302h2o is false)[bookshelf].()]]") } (if: $302first is true)[As entering the room, you catch a shocking sight. //There is a woman, hanging herself at the center of the room.// (set: $302first to false)|tex>[ [[hallwayF3<-▶ Okay, I'm leaving here]] |auhaa>[▶ Is she dead?]] (click: ?auhaa)[(replace: ?tex)[ You try to keep calm as possible and check on the body. You cannot see her face since her hair is covering it. |mov>[She is not moving at all...](click: ?mov)[(set: $302cked to true) Suddenly, you hear a weeping sound from the woman. The sound becomes louder and louder... It eventually fills up the room, echoing from everywhere now. It's raining here. $repText]]]] (else-if: $302cked is false)[The room is now filled with weeping sound echoing all around, and its raining in here. (set: $reality to it -1)(set: $302cked to true) $repText](else:)[It is the weeping room with hanging body... It is still raining. $repText] [[hallwayF3<-▶ Go to hallway]]{ (set: $repText to "In this room, three sides of the wall are covered entirely with a huge mirror as the wall itself was built with it.(if: $303note is false)[ As you enter the room, you find [[a note]] on the floor.](if: $303mirSol is false)[ |choice>[ [[swapping<-▶ Check the mirror?]](if: $303note is true and $needFisher is false)[ |fishH>[▶ I might need some advice...](click: ?fishH)[(replace: ?choice)[ Better to be safe than sorry.](set: $needFisher to true)](if: $301lip is true and $303note is true)[ |redLine>[▶ Maybe you can...](click: ?redLine)[(replace: ?choice)[ You start to draw red lines on the mirror using the lipstick. (set: $303mirSol to true)(set: $301lip to false) As you are drawing on the mirror glass, the reflection of yourself continues to follow you. ''However, the reflection of //you// does not follow your movement.'' Instead, it continuously tries to touch the glass. And fails to do so every time, interfered by some blue sparks generated from red lines. It looks very irritated. Now it will be safe to look around the room. $resolved1]]]]]](else:)[ The mirrors are covered with red scrawls now - a beautiful art made by you. $resolved1]") (set: $resolved1 to " [[mirrorVestigate<-▶ Investigate the mirror closely.]]") } (if: $203key is true and $303lock is true)[The door is locked, yet you might have |203key>[a key] to open it. (click: ?203key)[ You open the door with the key. The door opens smoothly.(set: $203key to false)(set: $303lock to false) $repText]](else-if: $303lock is false)[$repText](else:)[The door is locked. You will need a key to enter this room.] [[hallwayF3<-▶ Go to hallway]]As soon as you open the door, you shut the door immediately, and make sure that it is locked again. While doing that, you hear the smashing sound on the door, definately coming from inside. You step away from the door. Done with dealing with this absurdity. As the fisherman descripted before, the sky is swirling with orange color, emitting bizzare glow around it. Except for the glowing tornado, the rest of the sky is pitch black. So what should you do now...? |noClue>[ ▶ Uhh...](click: ?noClue)[(replace: ?noClue)[ (You might want to check on one of the notes?)]] |jump>[▶ Maybe...](click: ?jump)[(replace: ?noClue)[](replace: ?jump)[This is crazy, you think. The only way you can think of to get out from this nightmare is so ridiculous that you cannot believe you even thought about it. ''Jumping Off'' from this building. You came this far just to throw yourself out from the building? You peek down, to check how high it is, and find out that you can't see the ground from here. So... |dahdah>[ |duh>[▶ Are you really doing this?] |duh>[▶ I guess so.] |duh>[▶ Do I even get a choice?](click: ?duh)[(replace: ?dahdah)[ You breathe deeply. (live: 2s)[|fall>[And JUMPED!]](click: ?fall)[ (live: 3s)[(go-to: "Good morning")] You feel the fall... (css: "color: #8e8e8e")[Light headed...] (css: "color: #353535")[and...]]]]]]](if: $reality > 2)[You Open your eyes. You feel the bright sunlight seeping through the shade of window. Wondering how long have you been sleeping, you check on the time. ''[ 09:17 AM ]'' You scream out some curse realizing that you overslept, and jump out from the bed. You frantically change your clothes and run out from your room. The bad dream from last night is already gone from your memory. Bad dream is just a bad dream, isn't it? _ END](else:)[You Open your eyes. The room is still dark. Wondering how long have you been sleeping, you check on the time. ''[ 04:44 AM ]'' It's been only few hours... While thinking that, you feel something is not right. It feels like you are being watched. You turn your head to one side of the room and notice that //someone is in your room//. The being that does not exsist in other people's life. And you also realize that this is not the only one that you will see for rest of your life. _ END¿] [[THANK YOU & CREDITS]]|theNote>[The note says following: --- //There are two ways to wake up from the dream: ''To fall, or to die.'' Yet, dying in the limbo is not suggested since it will lead souls to get lost. Lost souls roam inside the limbo for eternity, and wait for a day, the day when other living being to fall inside. (Rest of the page is ripped off)//] --- (if: $102noteHave is false)[|takeNote>[▶ Take the note] (click: ?takeNote)[(replace: ?takeNote)[You took the piece of paper and placed it into your pocket.](set: $102noteHave to true)] [[RM102<-▶ Return]]](else:)[{(set: $back to (history:)'s last)}[[$back<-▶ Return]] ]{(set: $101dripCheck to true)} You try to track the source of the sound, wondering if it is a leakage from the bathroom. Oddly, the sound is coming from your |wardrobe>[wardrobe]. You find out that small puddle has formed in front of the wardrobe door. Interseting. { (click: ?wardrobe)[You open your wardrobe, expecting for your clothings.<br>Desipte your expectation, there is no clothing in the wardrobe anymore. Instead, there is a raining scenery. Since the door is opned, the sound of rain is clear and crisp. You can also feel some of the raindrops falling on your skin.<br>What is going on?<br>(set: $reality to it - 1)] } [[RM101<-▶ Return]]Double-click this passage to edit it.As you look closely, you noitce that the red circle is not drawn by paint, but with some kind of powder. Maybe it is an ash? |circleDecide>[Should you... |keepCircle>[▶ Leave it be.] |ruinCircle>[▶ Ruin it.]] (click: ?keepCircle)[(replace: ?circleDecide)[You decide to leave the circle as it is. It is always good to play safe. [[RM103<-▶ Return]]]](click: ?ruinCircle)[(replace: ?circleDecide)[You erased the part of the circle by rubbing feet on it. (set: $103circle to false) [[RM103<-▶ Return]]]]You look at the poster on the wall. It is a unusual looking painting. The face of old king is illustrated on it with interesting color choices. Cyan face, lime green hair, magenta lips... The style resembles one of the paintings from Picasso, abstract and cubic. (if: $103eye is false)[The one thing disturbs you is that there is no eye painted on the king's face. To be more accurate, the eyes of the king has been carved out, only leaving empty sockets.(if: $303eye is true)[ |eye>[▶ Put two diamonds into the socket](click: ?eye)[ (set: $103eye to true)(set: $303eye to false) You place the diamonds into the each socket. Now he has an eye, wonderful.]]] [[RM103<-▶ Return]]It is a simple looking pedestal. Carving on the pedestal reads: ''Heart of the King''. (if: $103cardKey is false)[On top of it, there is some kind of |crdK>[card key].(click: ?crdK)[ You pick up the card key, and put it into your pocket.(set: $103cardKey to true)]](if: $201heart is true)[ |placeH>[▶ Place the red gem on the pedestal.](click: ?placeH)[(replace: ?placeH)[You place the red gem on the pedestal.](set: $103heart to true)(set: $201heart to false)]] [[RM103<-▶ Return]]{(save-game: "goodFisherman")} (if: $201fisherCk is false)[As you approach the fisherman, he notices your presence.](else:)[Fisherman greets you as you approach him.] "Greetings(if: $201fisherCk is true)[, my friend.](if: $201fisherConvo1 is false)[. What have brought you here, to the farside edge of the otherworld?" |notMe>[ ■ "I just happened to be... here?"] |wut>[■ "What do you mean by //the otherworld//?"] (click: ?notMe)[(replace: ?wut)[]"It sound like you are lost.", he replies. "And I assume that you are looking for a way to return?"(set: $201fisherConvo1 to true) |howReturn>[ ■ "Yes."] |urr>[■ "...Not really?"] (click: ?howReturn)[(replace: ?urr)[]"Look for ''the highest place'', where you can see the swirling sky. From there, you will be able to find the exit. The path will not be easy. It may test your wisdom, it may test your courage, though I believe that you are capable to take on these challenges since you have a strong will. You may seek for me when you need further assistance. You know where to find me."(set: $reality to it + 1) He adds few words as you depart. ''"Beware of the lost souls and do not loose sense of reality while you seek the way."''](click: ?urr)[(replace: ?howReturn)[] "Fair enough. Though feel free to look for me if you need any assistance during your stay. I will be here." The fisherman turns his focus back to his fishing rod. You decide to leave him be.(set: $reality to it - 1)] ](click: ?wut)[(replace: ?notMe)[] "I assume you have no idea where you are now.", and he continues. "This is a place where every soul returns when they draw the last breath on their land. ...Well, to be concise, you are not excatly in the otherworld, yet. You are currently roaming in the passageway to the otherworld, the //Limbo//."(set: $reality to it + 1)(set: $201fisherConvo1 to true) |notDead>[ ■ "I guess it is good to know that I am not dead... Yet?] |esc>[■ "Is there any way to go back?"] (click: ?notDead)[(replace: ?esc)[] "No, you are not. But you must find a way to return before you lose yourself. Find a way to reach ''the highest place'' in this area. The path will be difficult, but I believe you will be capable since you have enough wit." He adds few words as you depart. "If you need further assistance, feel free to come by. I will be here, witty one."](click: ?esc)[(replace: ?notDead)[] "Yes, indeed. You must seek for ''the highest place'', where you can see the swirling sky. From there, you will be able to find the exit. The path will not be easy. It may test your wisdom, it may test your courage, though I believe that you are capable to take on these challenges since you have a strong will. You may seek for me when you need further assistance. You know where to find me."(set: $reality to it + 1) He adds few words as you depart. ''"Beware of the lost souls and do not loose sense of reality while you seek the way."''] ](set: $201fisherCk to true)](else-if: $charm is -99)[ I assume you have returned for your charm? And I have it ready for you." (set: $charm to 2)(set: $needFisher to false) The fisherman hands you over the wooden braclet. The wood has polished into multiple beads now, forming a bead braclet along the golden string. He is really talented, you think. You thank him for the help. He smiles and let you depart for your journey. ](else-if: $103key is true)[ And thank you, for being safe and sound. I was getting anxious after setting you off to the king. I also can see that you got the staircase key from him. I wish I could say there is no danger after this encounter, yet it will be a lie if I say that." Fisherman continues, "Through the staircase, you will be able to reach the roof floor, where you can see the sky. The roof door is locked usually, but I am pretty sure that you already know the password for it, don't you?" |yesPass>[■ "Yes."](click: ?yesPass)[(replace: ?noPass)[] (set: $realism to it + 1) "Well done. I am proud that you made through here. As always, I wish you luck and safety during your journey. ...''And try not to linger around in the staircase too long.'' That is all I should say." (set: $201fisherConvo2 to true) Fisherman sends you off with a gentle smile. Before your departure, you turn around to check on him to make sure that he is there as usual. However, he is not there anymore, leaving you on your own from now.] |noPass>[■ "No."](click: ?noPass)[(replace: ?yesPass)[] "Ah, you must have forgotten about it. Before you enter the staircase, make sure that you check the mirror then? I am not authorized to speak the codes with my own tongue." Before you turn around, the fisherman adds few words. "''Try not to stay in the staircase too long.'' And I wish you luck, as always." You say farewell to the fisherman and take your leave. (set: $201fisherConvo2 to true) From now on, there will be no man at the shore, since the rest of the path must be taken by your own.]](else:)[ Do you need help?" |hi>[ ■ "Not really. Just saying hi."] (click: ?hi)[(replace: ?needHelp)[] "Well, hello there. I appriciate your kindness and consideration. Though as much I do enjoy your company, I am afraid that you may not have all the time to spare for me. Unlike myself, who have eternity to spend, trying to catch a fish that does not exist in this fake ocean." The fisherman sends you off back to your path. And as you know it well, he will be here, //always//, if you need help from him. ](if: $needFisher is true)[|needHelp>[■ "I need some help."] (click: ?needHelp)[(replace: ?hi)[] "And what will be the specifics?" I have trouble with... (if: $303note is true)[|303mir>[▶ Mirror in the room 303.] (click: ?303mir)[ "Ah, the mirror. And it seems you already have studied about it too. To be honest, it is the best not to interfere with it at all, but this looks like not the case." The fisherman continues, "As you know, you will need something to protect yourself from the trapped one. Due to the spacial limitation, it is difficult to find the ideal option... But |redString>[''Red String''] seems reasonable enough starting point." (click: ?redString)[ "It does not always have to be a physical thing since this is not a physical world to begin with. Probably drawing the red line would do enough job for you." As you depart, the fisherman wishes your luck.](set: $needFisher to false)]](if: $202branch is true and $202gold is true)[ |202tree>[▶ What do I do with branch and golden string?] (click: ?202tree)[ "Seems you got something special, I see." Fisherman speaks cheerfully. "With these, you can make a special charm that can protect you from the corrupt souls. Would you like one?" |charmYes>[ ■ "Yes, please."](click: ?charmYes)[(replace: ?charmNo)[] You hand over the branch and golden string to the fisherman. (set: $202branch to false)(set: $202gold to false)(set: $charm to -99) "Give me a time a bit. When you return, I'll have it ready for you." Fisherman focuses on crafting. It will be a good idea to leave him for a while...] |charmNo>[■ "I'll think about it. Thanks for the offer."](click: ?charmNo)[(replace: ?charmYes)[] "Fair indeed. Though feel free to return if you change your mind. I'll be here as usual." You decide to leave.]]](if: $303eye is true or $103eye is true)[ |303eye>[▶ 'Heart of the King'?] (click: ?303eye)[ "Oh, you found the king's eyes. I wished the day would never come, but it seems this is an exception..." Fisherman seems bit hesitant. "To tell you the truth, it was I who placed his eyes to the mirror since he cannot see through reflections. Also, it was I who took away his source of life and power in order to make him weak, weak enough that he would not be able to maintain his form. I wanted to keep him away since he is extremely dangerous being. ...Are you sure you want to bring him back?" |noChoice>[ ■ "I have no other choice."](click: ?noChoice)[(replace: ?mehIAR)[] "That is also fair enough." Fisherman slowly pulls out a bright red gem, a gem that is large enough to fill his whole hand. He seems unsure about it, yet hands over the gem to you. (set: $201heart to true) "I wish you good luck and safty. Please do not let me regret this choice." (set: $reality to it + 1)(set: $needFisher to false) Fisherman turns back from you. Time to leave.] |mehIAR>[■ "I'll be fine. I can deal with him"](click: ?mehIAR)[(replace: ?noChoice)[] "Do not be arrogant, especially when we are speaking of the king. Yet, I do think highly of your courage." Fisherman sounds bit offended but still he slowly pulls a red gem out from his pocket, hands it over to you. (set: $201heart to true)(set: $needFisher to false) "Good luck, and please don't make this turn into another regret." Fisherman lets you leave, and you take your leave. ]]]]]] [[RM201<-▶ Return]]"Huh? That is weird. We know that he would never lie." "No, No. Not at all." ==><== |s1>[...](click: ?s1)[ |s2>["You know what?"](click: ?s2)[ |s3>["I figured out who is the liar in this room."](click: ?s3)[ |s4>["I think the liar is..."](click: ?s4)[ (css: "font-size: 64px; color: red")[YOU.] { (live: 2s)[(go-to: "deadEnd")] } ]]]]"How could you?" (transition: "pulse")["How can you lie to us?"] (transition: "shudder")["I thought we are friends!"] |umm>[■ "Uhh, guys?"] (click: ?umm)[ "Ah, sorry! We totally forgot about you." "Don't worry we keep our promise!" "Though can you just leave the room for a sec? We need to talk with this //ugly liar//." (set: $203puzzleSolved to true) [[hallwayF2<-▶ Go to hallway]]] ==><== { (set: $idleT to 6) (set: $transCSS to (text-style: "smear") + (transition: "dissolve")) (live: 3s)[ (set: $idleT to it - 1) (if: $idleT is 5) [$transCSS["My dear friend, "]] (if: $idleT is 4)[$transCSS["This may be the one of many paths that you can encounter in the limbo"]] (if: $idleT is 3)[$transCSS["Yet I do not find a fit with your story."]] (if: $idleT is 2)[$transCSS["There is a better path."]] (if: $idleT is 1)[$transCSS["Let's try this again..."]] (if: $idleT is 0)[(set: $reload to true)(load-game: "goodFisherman")] ] }(css: "font-size: 15px")[(if: $102noteHave is true)[ [[102note<-Note(102)]] ](if: $103cardKey is true and $eleFixed is false)[ | Card Key](if: $202branch is true)[ | Key(103)](if: $201heart is true)[ | Red gem](if: $202branch is true)[ | Branch](if: $202gold is true)[ | Golden string](if: $203key is true)[ | Key(203)](if: $301lip is true)[ | Lipstick(Red)](if: $302fert is true)[ | Pouch](if: $302h2o is true)[ | Vial](if: $303note is true)[ | [[a note<-Note(303)]]](if: $303eye is true)[ | Diamonds(2)](if: $charm > 0)[ | (if: $charm is 1)[Cracked ]Wooden bracelet]](replace: ?sidebar)[] --- {(set: $301bed to true)(set: $reality to it + 1)} It is comfortable looking single-sized bed. While you look at the bed, you recall that you went to bed earlier... And woke up? Still not sure that you are dreaming or actually awake. Everything that happened earlier, and happening now, feels way too surreal. |rest>[▶ Rest a bit?](click: ?rest)[(replace: ?rest)[You decide to take a short nap. . . . Wait, how can you sleep while you are already asleep?](set: $reality to it +1)] [[RM301<-▶ Got better things to do.]]It is neatly arranged desk. You assume that the owner of this room might be a woman as you notice [[a framed photo]], [[flowers in the vase]], and, most importantly, various types of(if: $301lip is false)[ [[cosmetics]]](else:)[ cosmetics]. [[RM301<-▶ Return]]Window on the one side of the wall is showing the view of outside. It is pitch black, unbale to tell what is out there or even how late it is now. . . . Wait, what was that? You notice a shadow passing by... But this is third floor... (set: $301win to true) [[RM301<-▶ Return]]{ (set: $back to '\0') (set: $reality to 5) (set: $look to false) (set: $lightCheck to false) (set: $winCheck to false) (set: $eleBtn to false) (set: $eleFixed to false) (set: $stairLock to true) (set: $charm to 0) (set: $101dripCheck to false) (set: $102stumpCheck to false) (set: $102noteHave to false) (set: $102treeGrow to 0) (set: $103pedestal to false) (set: $103cardKey to false) (set: $103circle to true) (set: $103heart to false) (set: $103eye to false) (set: $103key to false) (set: $201first to true) (set: $201fisherCk to true) (set: $201fisherConvo1 to true) (set: $201fisherConvo2 to false) (set: $needFisher to true) (set: $201heart to false) (set: $202branch to false) (set: $202gold to false) (set: $203puzzleSolved to false) (set: $203key to false) (set: $301first to true) (set: $301bed to false) (set: $301win to false) (set: $301lip to false) (set: $301win to false) (set: $302first to true) (set: $302cked to false) (set: $302fert to false) (set: $302h2o to false) (set: $303lock to true) (set: $303note to false) (set: $303mirSol to false) (set: $303eye to false) }|theNote>[The note says following: --- //(...)- Some say that a mirror has special power to capture a soul. Hence, this will be the reasosn why some people use it as an exorcising tool. (...) Approaching or interacting with the mirror containing a soul is not recommended. The soul inside the mirror will attempt to drag another soul from the outside, in order to free itself through swapping. In order to interact with the soul safely, preparation for proper barrier is required. Some of the possible options are listed below: Sacred script on holy paper Red string Protective symbol drawn with pure salt . . . (...the list goes on...) //] --- (if: $303note is false)[|takeNote>[▶ Take the note] (click: ?takeNote)[(replace: ?takeNote)[You took the note and placed it into your pocket.](set: $303note to true)] [[RM303<-▶ Return]]](else:)[{(set: $back to (history:)'s last)}[[$back<-▶ Return]] ]You stand in front of the mirror. The mirror reflects you back. You can see yourself in the mirror. |s1>[...](click: ?s1)[ |s2>[Or is it really you?](click: ?s2)[ |s3>[//You// in the mirror smiles at you.](click: ?s3)[ |s4>[//You// in the mirror waves to you.](click: ?s4)[ |s5>[//You// in the mirror touches the glass of mirror.](click: ?s5)[ (css: "color: red")[//You// in the mirror //You// in the mirror //You// in the mirror (text-style: "mirror")[//You// in the mirror //You// in the mirror //You// in the mirror] //You// in the mirror (text-style: "mirror")[//You// in the mirror] //You// in the mirror //You// in the mirror //You// in the mirror //You// in the mirror (text-style: "mirror")[//You// in the mirror //You// in the mirror]... ... Now ''YOU'' are the fake one.] { (live: 4s)[(go-to: "deadEnd")] } ]]]]]Old looking photograph is placed inside simple wooden frame. Due to its age, some parts are worn out and colors got slightly desaturated. In the picture, two figures are closely standing next to each other. The woman in the picture is holding the bouquet of flowers in her hands which are the same as flowers in the vase. You wonder, was the flower a gift from the other person in the picture? You focus on the other figure in the photo. He looks bit familiar... Or maybe you are just mistaking him from the other person you know. On the low side of the photo, there is a small note written in fancy handwriting: //Congratulations, My dear.// Also, there is a date scripted below the message, but it is illegible due to the age of the picture itself. [[desk<-▶ Return]]A bundle of purple flowers are placed in the ceramic vase. The flower has tiny petals resembling a star, and these small star-shaped flowers are clustered together tightly, creating their own versions of tiny galaxy. Mainly its color is bright purple, but if you look close enough, you will be able to spot a tint of white towards the center of it. These flowers seem fresh and have been cared with much attention. [[desk<-▶ Return]]There are all different kinds of cosmetics placed on the desk. Most of them are neatly arranged on the desk, but some of them are randomly stuffed into a pouch. There are so many of them that, for some of them, you have no idea what they are used for. (if: $303note is true and $301lip is false)[ |use>[▶ Though there might be something that can be useful...](click: ?use)[(replace: ?use)[You think of the listing of items from a note picked up from room 303. Sacred script on holy paper, red string, protective symbol drawn with pure salt... Maybe, instead of using the actual ''Red String'', you could draw it out with something red. Something like a... |lip>[lipstick] maybe? (click: ?lip)[ You look for a red colored lipstick from a pouch, and put it into your pocket.(set: $301lip to true)(set: $needFisher to false)]]] ] [[desk<-▶ Return]]Even though it feels uncomfortable - especially with the stare from your own reflection - you search some unusals on the mirror. In general, it is just an ordinary mirror except for the one spot, the part where it seems to be |scratch>[scratched out] intentionally by someone.(click: ?scratch)[ You investigate the scratch closer. It is carved out roughly, but you can tell that the carving is actually a combination of some numbers. It reads: ''2016*18%'' Also, looking closely enough, you find |awk>[the awkward spot] on the glass.(click: ?awk)[ As you touch the glass, |glass>[two pieces of glass] comes off from it. You pick it up. In close, you find out that it is actually not a glass piece, but a diamond. |dia>[Two gemstones] have excatly same size and gradually turn into darker color as it gets to the central part of it.(click: ?dia)[ (set: $303eye to true)(set: $needFisher to true) You put the diamonds into the pocket.]]] [[RM303<-▶ Return]]In the corner of the room, there is a mini greenhouse full of plants. It is still activating, throwing bright light to the leaves. You are not sure what kind of plants are growing in here.(if: $302fert is false)[ On one side of the greenery, you find |pouch>[a little pouch] with a label //'Samsara'// between the pots.(click: ?pouch)[ You pick up the pouch and put it into your pocket. (set: $302fert to true)]] [[RM302<-▶ Return]]It is a bookshelf full of books. Most of the books are related to gardening, botany, genetics... There are also some books titled with unrecognizable language. (if: $302h2o is false)[On the lower shelf, you find that there is |wb>[a wooden box].(click: ?wb)[ You take out the box and open it. There is |vial>[a vial] labeled //'Atman'// filled with some liquid.(click: ?vial)[ You take the vial and put it into your pocket.(set: $302h2o to true)]]] [[RM302<-▶ Return]]It is a desk full of books and papers. It seems the owner of this desk was researching about something, but you are not sure what excatly it is. Furthermore, the handwriting of author is so horrible that it almost resembles chicken scratches. |rumrum>[▶ Rummage through the paper pile?](click: ?rumrum)[(replace: ?rumrum)[You pick up one paper that contains relevantly readable sentence. It reads: //The cycle must be balanced. If there is a death, the birth is always followed. (102)//]] [[RM302<-▶ Return]]THE KING attacks you, and your vision turns black. ==><== (css: "font-size: 42px")[(text-style: "outline")[ALL HAIL THE KING, THE MIGHTY ONE!]] <== You hear a faint sound of cheering crowd before you lose your conscious. And... (css: "color: red; font-size: 13px")[CRUNCH CRUNCH CRUNCH CRUNCH MUNCH CRUNCH CRUNCH MUNCH MUNCH CRUNCH.] {(live: 5s)[(go-to: "deadEnd")]}{(save-game: "goodFisherman") (set: $back to (history:)'s last) (set: $repText to "The staircase will directly lead you to the roof floor. Each steps are glowing in the dark with beautiful patterns, containing different ornation for each one, making it look as some kind of mythical wall painting as a whole.(if: $201fisherConvo2 is true)[ Though you should not be straggling around too long if you recall the fisherman's advice.] |walk1>[▶ Start walking](click: ?walk1)[(replace: ?walk1)[You start to walk up. Everytime you make a step forward, the sound of footstep echos all around the room. You wonder just how spacious this area is. You cannot really tell how the place look like since there is no light source except for glowing stairs. |walk2>[▶ Continue walking](click: ?walk2)[(replace: ?walk2)[You continuously walk up. How many flights did you take so far? Isn't it about a time that you passed the third floor at least? As you are thinking, you begin to hear clopping sound from downstairs. (if: $charm is 0)[(live: 110s)[(go-to: \"lady\")]] Clonk. |walk3>[▶ Maybe should walk bit faster now?](click: ?walk3)[(replace: ?walk3)[You start to hurry your steps. Your breathing is getting heavier from climbing up all those flights. Click. Clank. Click. Clank. The tempo of sound became faster. For some reason, it resembles the sound of heels and you are pretty sure that you are not wearing heels now. |walk4>[▶ Not sure, but it not going to be good.](click: ?walk4)[(replace: ?walk4)[Click. Clank. Click. Clank.Click. Clank. Click. Clank. The sound is profoundly faster and closer now. |decide>[ |checkIt>[▶ Check what is the source of the sound.] |noCheck>[▶ NO WAY I'M GOING TO CHECK ON WHATEVER IT IS I'M RUNNING.](click: ?checkIt)[(replace: ?decide)[ You turn around a bit to check where is the sound coming from. On the lower side of the stair there is... ''A smiling woman walking upside down, wearing red high heels on her hands.'' |run>[▶ OKAY, I'M RUNNING NOW!](click: ?run)[(replace: ?run)[$chaseRun]]]](click: ?noCheck)[(replace: ?decide)[$chaseRun]]]]]]]]]]]") (set: $chaseRun to "You run as fast as you can. As you start to run, you can hear that the sound of heels began to speed up with you. (css: \"color: red\")[Click. Clank. Click. Clank.Click. Clank. Click. Clank.Click. Clank. Click. Clank.Click. Clank. Click. Clank.Click. Clank. Click. Clank.Click. Clank. Click. Clank.] You loose a track of how many flights you have took so far. Even though your hear is pumping hard, so hard that it almost feels as it is going to burst in a ssecond, you don't slow your pace down. You feel like the chaser is right behind you. |door>[▶ The DOOR! Finally!](click: ?door)[(replace: ?door)[You finally spot the door... and it is locked. Of course it has to be locked! You scream internally. Let's think, |pw>[the password] was...](click: ?pw)[(set: $entry to (prompt: \"PASSCODE?\",\"\")) (if: $entry is \"2016*18%\")[(go-to: \"Roof\")](else:)[(go-to: \"lady\")]]]") } (if: $stairLock is false)[$repText ](else-if: $103key is true)[The door to the staircase is locked, but you open the staircase lock with |key>[the key].(click: ?key)[ With some clicking sound, you can feel the door being unlocked. $repText] ](else:)[The door to the staircase is locked. [[$back<-▶ Return]]] ==><== (css: "font-size: 42px; color: red")[ AHAHAHA I CAUGHT YOU! YOU ARE THE IT NOW!] (live: 3s)[(go-to: "deadEnd")]This text-based game was created for Foundations of Video Game Design(80K) in University of California, Santa Cruz. Thank you for playing. (*Last Modified: 2018年 1月 30日) Tool used: (link: "Twine 2")[(goto-url: "http://twinery.org/")] Original scenario: 은빛나비 님 (비공개 CoC 시나리오 평화아파트) Modification/Twine+English adaptation: DR Archive file can found here: (link: "Dropbox")[(goto-url: "https://www.dropbox.com/s/q96fmd15yeah2uq/2018.%202.%202.%20%EC%98%A4%ED%9B%84%2010.27.44%20Twine%20Archive.html?dl=0")]/(link: "Google Drive")[(goto-url: "https://drive.google.com/open?id=1cm-lOa0lBulJ0bc3tK1HDRloyK7msqPy")]