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/* ===== PRE-DISPLAY ===== */
/* Ideally, this section will be where the vast majority of variables for the game are set */
/* Player variables */
<<set $pcInv to {}>>
<<set $pcDay to 1>>
/* Story variables */
<<set $foundVillageKey to 0>>
<<set $foundGardenKey to 0>>
<<set $foundMountainKey to 0>>
<<set $pulledLever to 0>>
/* Time and weather variables */
<<set $day to 1>>
<<set $hour to 6>>
<<set $rain to 0>>
/* ===== DISPLAY ===== */
You wake up on an unfamiliar shoreline. It is early morning.<br><br>
[[Look around|shore]]/* Increment the time and day */
<<widget 'increment_time'>>
<<set $hour++>>
<<if $hour gt 23>>
<<set $hour to 1>>
<<set $day++>>
<<set $pcDay++>>
<</if>>
<<if $day gt 7>>
<<set $day to 1>>
<</if>>
<</widget>>
<<widget 'clear_rainy'>><<if $rain is 1>>rainy<<else>>clear<</if>><</widget>>
<<widget 'time_of_day'>><<if $hour gt 5 and $hour lt 18>>day<<else>>evening<</if>><</widget>>/* ===== PRE-DISPLAY ===== */
<<increment_time>>
/* ===== DISPLAY ===== */
You come to an old building on the cape. It looks like an inn. You chat to the old proprietor.
<<if $foundMountainKey is 1>>
You show him the prism and he says, <i>He used to walk every evening to the monument on top of the mountain.</i>
<<elseif $foundVillageKey is 1>>
<<if $foundGardenKey is 1>>
He says, <i>have you used the key I gave you?</i>
<<else>>
<<set $foundGardenKey to 1>>
<<set $pcInv.garden_key to {name: 'garden key', desc: 'an oblong key the old man at the cape gave you'}>>
He says, <i>did you visit the chamber under the fountain? I used to work for a rich man on the other side of the island. There was something under the statue in his garden. Take this key and see for yourself.</i> He hands you a grey, oblong-shaped key.
<</if>>
<<else>>
He says, <i>have you had a chance to explore the forest? There's an old graveyard at the back of the island. Generations of folk are buried there.</i>
<</if>>
There is a path leading back down to the [[shore]]./* ===== PRE-DISPLAY ===== */
<<increment_time>>
/* ===== DISPLAY ===== */
You make your way out into the bay. The water is at your knees, then your waist, then your chest, then pulling you into the [[vortex|GameInit]]./* ===== PRE-DISPLAY ===== */
<<increment_time>>
/* ===== DISPLAY ===== */
You follow the forest trail. The path leads one way to the [[village]]. The other way leads to the [[graveyard]]. A narrow, overgrown trail leads even deeper into the [[forest|garden]]./* ===== PRE-DISPLAY ===== */
<<increment_time>>
/* ===== DISPLAY ===== */
You come to an abandoned garden filled with exotic trees and plants. There is a ruined statue in the middle of the garden. You notice a narrow hole in the plinth.
<<if $pcInv.hasOwnProperty('garden_key') is true>>
[[Unlock|grotto_statue]].
<</if>>
The only path is behind you, back into the [[forest]]./* ===== PRE-DISPLAY ===== */
<<increment_time>>
/* ===== DISPLAY ===== */
The graveyard is utterly quiet.
<<if $foundVillageKey is 0>>
<<set $foundVillageKey to 1>>
<<set $pcInv.old_key to {name: 'old key', desc: 'a funny-shaped key you found in the graveyard'}>>
You notice something shining in the grass. A small, funny-shaped key. You pick it up.
<</if>>
The only path is behind you, back into the [[forest]]./* ===== PRE-DISPLAY ===== */
<<increment_time>>
/* ===== DISPLAY ===== */
The grotto under the fountain is deep, and dim. The sound of gurgling water echoes off the stone walls around you. The ladder against one wall leads to the [[surface|village]], above./* ===== PRE-DISPLAY ===== */
<<increment_time>>
/* ===== DISPLAY ===== */
The grotto under the mountain spirals deep underground, until it comes out to a small chamber with a rusted lever.
<<if $pulledLever is 1>>
You have pulled the lever back. It didn't seem to do anything.
<<else>>
[[Pull the lever|grotto_monument][$pulledLever to 1]].
<</if>>
The ladder against the back wall leads to the [[surface|mountain]], above./* ===== PRE-DISPLAY ===== */
<<increment_time>>
/* ===== DISPLAY ===== */
The grotto under the statue is a long, confusingly shaped tunnel.
<<if $foundMountainKey is 0>>
<<set $foundMountainKey to 1>>
<<set $pcInv.mountain_key to {name: 'monument key', desc: 'a small metal prism you found under the garden'}>>
At the end you find a skeleton, and clutched in its fingers a small metal prism. You pick it up.
<</if>>
The ladder against the back wall leads to the [[surface|garden]], above./* ===== PRE-DISPLAY ===== */
<<increment_time>>
/* ===== DISPLAY ===== */
You climb the precipitous trail until you eventually reach the summit, where there is some sort of astronomical instrument from a long time ago: four metal legs rooted to a concrete base. Thistles have pushed their way between the cracked slabs. Each leg bends and meets, above your head, at a central pillar. Mounted on the pillar are two black metal circles which intersect each other at right angles. There is a small indent in the concrete base.
<<if $pcInv.hasOwnProperty('mountain_key') is true>>
[[Unlock|grotto_monument]].
<</if>>
The only trail is behind you, back down to the [[village]].
<<if $pulledLever is 1>>
You notice a maelstrom forming out from the shore, in the bay.
<</if>>/* ===== DISPLAY ===== */
<div style="text-align:center">
<i>Taking a rest ...</i><br><br>
[[Get up|village]].<br>
[[Take a break|Start]].
</div>/* ===== PRE-DISPLAY ===== */
<<increment_time>>
/* ===== DISPLAY ===== */
A long shoreline stretching from the [[village]] at one end to a distant [[cape]].
<<if $pulledLever is 1>>
The waterline has receded way out. If you wanted to, you could wade out all the way into the [[maelstrom in the bay|end]].
<</if>>/* ===== PRE-DISPLAY ===== */
<<increment_time>>
/* ===== DISPLAY ===== */
An old-looking fountain is in the middle of the village square. [[Rest|save]] by the fountain. The statue in its centre is worn down and unrecognisable. You notice a locked grating in the cobblestones by the fountain.
<<if $pcInv.hasOwnProperty('old_key') is true>>
[[Unlock|grotto_fountain]].
<</if>>
One path leads to the [[shore]]. Another leads deeper into the [[forest]]. A rugged trail rises behind the village leading up the [[mountain]]./* ===== DISPLAY ===== */
<div style="text-align:center">
Island<br><br>
<<if Save.autosave.has()>>
<<link "Continue">>
<<script>>Save.autosave.load()<</script>>
<</link>>
<<else>>
[[Visit World|GameInit]]
<</if>><br><br>
</div>