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<h1 style="color:black;">Welcome to the Architect.</h1>
[[Need Hints?]]
<<silently>>
<<set $playerName = "The Unnamed One">>
<<set $playerHasLockpick = false>>
<<set $playerHasDKey = false>>
<<set $playerHasArchitectKey = false>>
<<set $playerMoved = false>>
<<set $playerHasRing = false>>
<<set $playerCanCook = false>>
<<set $sneakIntoSRoom1 = false>>
<<set $sneakIntoSRoom2 = false>>
<<set $questCount = 0>>
<<set $biscuitsCooked = false>>
<<set $playerAskedToCook = false>>
<<set $dominicHelping = false>>
<<set $saladBowlGiven = false>>
<<set $playerHasSaladBowl = false>>
<<set $anitaQuestFail = false>>
<<set $anitaQuestStart = false>>
<<set $anitaMet = false>>
<<set $anitaPos = 0>>
<<set $anitaToKitchen = false>>
<<set $anitaToRoom = false>>
<<set $scottQuestPart2 = false>>
<<set $rumTaken = false>>
<<set $scottQuestDone = false>>
<<set $scottQuestFail = false>>
<<set $scottQuestStart = false>>
<<set $scottMet = false>>
<<set $scottPos = 0>>
<<set $scottToLiving = false>>
<<set $scottToRoom = false>>
<<set $playerHasRumBottle = false>>
<<set $hairGiven = false>>
<<set $gotFood = false>>
<<set $mariahQuestStart = false>>
<<set $mariahQuestFail = false>>
<<set $mariahQuestDone = false>>
<<set $mariahMet = false>>
<<set $mariahPos = 0>>
<<set $mariahToLiving = false>>
<<set $mariahToRoom = false>>
<<set $dominicQuestDone = false>>
<<set $playerHasWine = false>>
<<set $playerHasDBook = false>>
<<set $dominicQuestStart = false>>
<<set $dominicQuestFail = false>>
<<set $domHostile = false>>
<<set $domDoorLocked = false>>
<<set $dominicMet = false>>
<<set $dominicPos = 0>>
<<set $dominicToStudy = false>>
<<set $dominicToRoom = false>>
<<set $playerOpenSDoor = false>>
<<set $samuelQuestComplete = false>>
<<set $samuelQuestFail = false>>
<<set $samuelMet = false>>
<<set $samuelPos = 0>>
<<set $samuelToLiving = false>>
<<set $samuelToRoom = false>>
<<set $sneakIntoDRoom = false>>
<<set $twinsQuestDone = false>>
<<set $playerHasBear = false>>
<<set $twinsQuestFail = false>>
<<set $twinsQuestStart = false>>
<<set $twinsMet = false>>
<<set $twinsPos = 0>>
<<set $twinsToKitchen = false>>
<<set $twinsToRoom = false>>
<<set $time = 0>>
<<set $timeHour>>
<<set $timeMin>>
<</silently>>
[[Start|Begin]]
<p style="font-size:10pt;">*Disclaimer: The Architect contains mild course language and mature themes.*</p><h1>Strange Room</h1>
<p id="loc">Light streams into the room through the glass balcony door and windows. The cream coloured walls are bare. Most of the furniture is a shade of brown and white curtains are hung up around the windows and balcony door.</p>
<<silently>>
<<set $time += 1>>
<<include "NPC movement">>
<<include "NpcMove2">>
<</silently>>
[[Leave Room|Top Hallway]]<h1>Room with the pink door</h1>
<p id="loc">The light pink walls are covered in posters and framed artworks. The pink curtains are drawn, only allowing a thin line of light into the room. The room is brightened by the yellow ceiling light. Despite the piles of clothes littering the floor, there are clear paths around the room.</p>
<<silently>>
<<set $time += 1>>
<<include "NPC movement">>
<<include "NpcMove2">>
<</silently>>
Mariah is here [[Talk to Mariah|Mariah]]
[[Hallway|Top Hallway]]<h1>Hallway</h1>
<<if $time < 80>>
<p id="loc">The hallway is nicely lit and well decorated with paintings along the wall. There are fake potted plants in the corners of the hallway.</p>
<<if $playerMoved != true>>
You see a woman walking in the hallway. Catching a glimpse of her face as she turns to you, you notice her red puffy eyes. She quickly turns her head and covers her face with her long brown hair as she increases her pace towards the door opposite you. She closes the door behind her.
<p>*<em>Click</em>*</p>
<<set $playerMoved = true>>
<</if>>
<<nobr>>
<<silently>>
<<set $time += 1>>
<<include "NPC movement">>
<<include "NpcMove2">>
<<print $anitaPos>>
<</silently>>
<<include "Display Time">>[[Wait|Top Hallway]]<br>
<<include "TopHallwayNpcCheck">>
<</nobr>>
[[Strange Room|Player Room]]
[[Pink Door|MariahsRoomDoor]]
[[White painted door with strange effigy displayed|Scott and Anita's Room]]
[[Plain door with crayon marks|May and Autumn's Room]]
<<nobr>>
<<if $twinsQuestStart == true and $sneakIntoDRoom == false>>
[[Blue door|TwinsQuest2]]
<<elseif $sneakIntoDRoom == true and $playerHasDKey == true and $domDoorLocked == false>>
[[Relock the blue door with key|RelockDomsDoor]]
<<else>>
[[Blue door|Dominic's Room]]
<</if>>
<</nobr>>
[[Bathroom]]
[[Stairwell]]
<<else>>
<<include "End">>
<</if>>
<h1>Room with strange symbols</h1>
<p id="loc">The room is bright and open. Everything is neat and tidy. The walls are white with a dark green carpet on the floor. There is a fake potted plant sitting in the corner of the room. A painting with a range of greens and creams swirled together hangs above the headboard. There are strange symbols in the room scratched into the walls. It's odd, but feels strangely comforting.</p>
<<silently>>
<<set $time += 1>>
<<include "NPC movement">>
<<include "NpcMove2">>
<</silently>>
<<nobr>>
<<if $anitaPos == 0>>
<<include "TalkToAnita">>
<</if>>
<<if $scottPos == 4>>
<<include "TalkToScott">>
<</if>><</nobr>>
[[Leave Room|Top Hallway]]<h1>Childs Room</h1>
<p id="loc">The room is filled with light that highlights the mess. Piles of toys cover the corners of the room. Handmade drawings and artworks are stuck up on every visible surface. A multi-coloured floor mat coats most of the floor. The multi-coloured curtains match the mat perfectly.</p>
<<silently>>
<<set $time += 1>>
<<include "NPC movement">>
<<include "NpcMove2">>
<</silently>>
<<if $twinsPos == 4>>
<<include "TalkToTwins">>
<</if>>
[[Leave Room|Top Hallway]]<h1>Bathroom</h1>
<p id="loc">The bathroom is lined floor to ceiling with cream tiles. There’s brown feature tiles in the joined shower and bathtub, and on the wall near the sink. Everything appears to be kept neat and organised.</p>
<<silently>>
<<set $time += 1>>
<<include "NPC movement">>
<<include "NpcMove2">>
<</silently>><<nobr>>
<<if $playerHasLockpick == false>>
<span id="search">
<<click "[Search]">>
<<replace "#search">>
<<set $search = random(2)>>
<<if $search == 2>>
<br>Someone has left a bobby pin in here.
<span id="opt1">
<<click "[Pick up bobby pin]">>
<<replace "#opt1">>
You take the bobby pin.
<<set $playerHasLockpick = true>>
<</replace>>
<</click>>
</span>
<<else>>
You couldn't find any thing. Perhaps you should try again later...
<</if>>
<</replace>>
<</click>>
</span>
<</if>>
<</nobr>><br>
[[Leave Room|Top Hallway]]<h1>Well organised room</h1>
<p id="loc">The pale blue walls are matched nicely with a dark grey carpet. The room is well-lit and everything is kept neatly organised. The bookshelf appears to be arranged by the colour of the book cover.</p>
<<silently>>
<<set $time += 1>>
<<include "NPC movement">>
<<include "NpcMove2">>
<</silently>>
<<if $dominicPos == 4>>
<<include "TalkToDominic">>
<</if>>
[[Leave Room|Top Hallway]]<h1>Stairwell</h1>
<<if $time < 80>>
<p id="loc">The wooden stairs are lined by thick hand rails. A chandelier hangs above the middle of the staircase.</p>
<<silently>>
<<set $time += 1>>
<<include "NPC movement">>
<<include "NpcMove2">>
<</silently>>
<<include "NpcStairwellCheck">>
[[Up Stairs|Top Hallway]]
[[Down Stairs|Lower Hallway]]
<<else>>
<<include "End">>
<</if>><h1>Lower Hallway</h1>
<<if $time < 80>>
<p id="loc">The hallway shares similarities with the hallway upstairs. However, it feels more open. There’s a piece of artwork on the wall and there’s two fake potted plants on either side of the artwork.</p>
<<silently>>
<<set $time += 1>>
<<include "NPC movement">>
<<include "NpcMove2">>
<</silently>>
<<include "Display Time">>[[Wait|Lower Hallway]]<br>
<<include "LowerHallwayCheck">>
<<nobr>>
<<if ($mariahQuestDone == false or $samuelQuestComplete == true) and $dominicQuestStart != true>>
[[Green door|Samuel's Room]]
<<elseif $dominicQuestStart == true>>
There is a do not disturb sign on the Green Door.
<<else>>
There is a do not disturb sign on the Green Door.
<</if>><</nobr>>
[[Dining Room]]
[[Kitchen]]
[[Living Room]]
[[Study]]
[[Stairwell]]
<<else>>
<<include "End">>
<</if>><h1>Kitchen</h1>
<p id="loc">The kitchen’s walls are lined with white cabinets and cupboards that stand out against the wooden floor. The distinct smell of freshly baked bread fills the kitchen. The appliances are all the same shiny silver. One bench appears to overlook the living room.</p>
<<nobr>>
<<silently>>
<<set $time += 1>>
<<include "NPC movement">>
<<include "NpcMove2">>
<</silently>>
<<include "KitchenCheck">>
<</nobr>>
[[Inspect Kitchen]]
[[Dining Room]]
[[Living Room]]
[[Hallway|Lower Hallway]]<h1>Dining Room</h1>
<p id="loc">The dining room hosts a large eight-seater table. The glass sliding door leading outside is lined with a white curtain. The dining room looks straight down the hallway towards the stairs and front door.</p>
<<silently>>
<<set $time += 1>>
<<include "NPC movement">>
<<include "NpcMove2">>
<</silently>>
[[Kitchen]]
[[Laundry]]
[[Hallway|Lower Hallway]]<h1>Laundry</h1>
<p id="loc">The laundry is lined floor to ceiling with cream tiles. There’s brown feature tiles on the wall near the washing machine and dryer. The exposed pipes appear to have some mold clinging to the surface. A door leading outside is blocked by a mop bucket.</p>
<<silently>>
<<set $time += 1>>
<<include "NPC movement">>
<<include "NpcMove2">>
<</silently>>
<<set $search = random(1)>>
<<if $playerHasLockpick == false and $search == 1>>
<br>Someone has left a bobby pin in here.
<span id="opt1">
<<click "[Pick up bobby pin]">>
<<replace "#opt1">>
You take the bobby pin.
<<set $playerHasLockpick = true>>
<</replace>>
<</click>>
</span><</if>>
[[Dining Room]]<h1>Living Room</h1>
<p id="loc">The living area is well-lit with all of the seats rotated and aligned to be facing the fireplace. The artwork on the walls matches the artwork in the hallways. The dark green curtains appear to be tied back behind a hook on the wall.</p>
<<silently>>
<<set $time += 1>>
<<include "NPC movement">>
<<include "NpcMove2">>
<</silently>>
<<include "LivingRoomCheck">>
[[Kitchen]]
[[Hallway|Lower Hallway]]<h1>Study</h1>
<p id="loc">The room is well-lit with light green walls and a brown carpet. The dark wooden furniture has dust lingering on the surface. The bookshelves are filled with books.</p>
[[Look at books|AnitaQuestCookBook]]
<<silently>>
<<set $time += 1>>
<<include "NPC movement">>
<<include "NpcMove2">>
<</silently>>
<<if $dominicPos == 0>>
<<include "TalkToDominic">>
<</if>>
[[Hallway|Lower Hallway]]<h1>Messy Room</h1>
<p id="loc">The room is akin to a pigsty. Clothes coat the floor and hang off pieces of furniture. The wardrobe door is left slightly open and some books appear to be messily crammed into the bookshelf. One curtain is drawn while the other appears to be held back by the bookshelf.</p>
<<silently>>
<<set $time += 1>>
<<include "NPC movement">>
<<include "NpcMove2">>
<</silently>>
<<if $samuelPos == 2>>
<<include "TalkToSamuel">>
<</if>>
[[Hallway|Lower Hallway]]Double-click this passage to edit it.<div style="position: fixed;top: 50;right: 0;
border: 3px solid #73AD21;width:20%; min-width:150;background-color:Wheat;">
<h2>Notebook</h2>
<<nobr>>
<<if $mariahQuestStart == true>>
Activated: Mariah's Sad
<<elseif $mariahQuestFail == true>>
Failed: Mariah's Sad
<<elseif $mariahQuestDone == true>>
Completed: Mariah's Sad
<</if>>
<<if $twinsQuestStart == true>>
Activated: Teddy Bear Fight
<<elseif $twinsQuestFail == true>>
Failed: Teddy Bear Fight
<<elseif $twinsQuestDone == true>>
Completed: Teddy Bear Fight
<</if>>
<<if $dominicQuestStart == true>>
Activated: Booked
<<elseif $dominicQuestFail == true>>
Failed: MBooked
<<elseif $dominicQuestDone == true>>
Completed: Booked
<</if>>
<<if $samuelQuestStart == true>>
Activated: For Love
<<elseif $samuelQuestFail == true>>
Failed: For Love
<<elseif $samuelQuestDone == true>>
Completed: For LOve
<</if>>
You are carrying
<<if $playerHasLockpick == true>>
Bobbypin
<</if>>
<<if $playerHasHair == true>>
Clump of hair
<</if>>
<</nobr>>
</div><h2>Talking to - <span id="mariah">Mariah</span></h2>
Mariah is crouched by her wardrobe, admiring her shrine. She turns towards you.
<p id="mariah">Hi <<print $playerName>>.</p>
She turns back to her shrine.
<<nobr>>
<<if $samuelQuestComplete == true and $hairGiven == false>>
<p id="mariah">Do you have it?</p>
<span id="opt1">
<<click "<br>Here you go<br>">>
<<replace "#opt1">>
<<set $hairGiven = true>>
Mariah’s smile beams brighter as she inspects the hair. She pockets the hair and grabs the bottle of rum beside her.
<p id="mariah">As my way of saying thank you. I usually keep my own stash as all the bottles seem to go missing all the time but you deserve this. It’s your favourite, right? Or was that Anita? Doesn’t matter. I really appreciate this. Like, really really.</p>
<strong>Completed: For Love</strong>
<<set $samuelQuestComplete = true>>
<<set $playerHasRumBottle = true>>
<<set $questCount += 1>>
<</replace>>
<</click>>
<<click "<br>Is this enough?<br>">>
<<replace "#opt1">>
<<set $hairGiven = true>>
Maria’s smile beams brighter as she inspects the hair. She pockets the hair and grabs the bottle of rum beside her.
<p id="mariah">As my way of saying thank you. I usually keep my own stash as all the bottles seem to go missing all the time but you deserve this. It’s your favourite, right? Or was that Anita? Doesn’t matter. I really appreciate this. Like, really really.</p>
<strong>Completed: For Love</strong>
<<set $samuelQuestComplete = true>>
<<set $playerHasRumBottle = true>>
<<set $questCount += 1>>
<</replace>>
<</click>>
<<click "<br>That was the weirdest thing I have ever done.<br>">>
<<replace "#opt1">>
<<set $hairGiven = true>>
Maria’s smile beams brighter as she inspects the hair. She pockets the hair and grabs the bottle of rum beside her.
<p id="mariah">As my way of saying thank you. I usually keep my own stash as all the bottles seem to go missing all the time but you deserve this. It’s your favourite, right? Or was that Anita? Doesn’t matter. I really appreciate this. Like, really really.</p>
<strong>Completed: For Love</strong>
<<set $samuelQuestComplete = true>>
<<set $playerHasRumBottle = true>>
<<set $questCount += 1>>
<</replace>>
<</click>>
</span>
<</if>><</nobr>>
[[End Conversation|Mariahs Room]]<<nobr>>
<<if $anitaMet == false>>
<h2>Talking to - middle-aged woman</h2>
<</if>>
<<if $anitaMet == true>>
<<set $anitaState = random(2)>>
<h2>Talking to - <span id="anita">Anita</span></h2>
<p id="anita">Hello dear, so nice to see you again!</p>
<<if $anitaPos == 4 and $anitaQuestStart == false and $anitaQuestFail == false>>
Anita is busy cooking.
<br>[[Do you need some help?|AnitaQuest1]]
<<elseif $anitaPos == 4>>
<<if $anitaState == 0>>
Anita is busy chopping some vegetables.
<<elseif $anitaState == 1>>
Anita is sweeping the kitchen floor.
<<else>>
Anita is leaning against the kitchen bench drinking some aromatic tea.<</if>>
<</if>>
<<if $playerHasSaladBowl == true and $saladBowlGiven == false>>
You give the salad bowl to Anita.
<p id="anita">Thank you dear. Would you mind if I asked you for another favour? Dominic said he would help prepare food for the Feast. Could you please go fetch him?</p>
<<set $saladBowlGiven = true>>
<</if>>
<<if $dominicHelping == true and $playerAskedToCook == false>>
<em>You tell Anita that dominic will help.</em>
<p id="anita">That is good news. Thank you dear. I hate to be a bother, but would you please be able to do one more job for me please?</p>
<span id="opt2">
<<click "Okay.">>
<<replace "#opt2">>
<p id="anita">Architect bless you dear. Would you please be able to prepare the biscuits? All the ingredients are there. Don’t worry, once it’s in the oven I promise that is the last favour that I’ll ask. At least for now.</p>
<<set $playerAskedToCook = true>>
<</replace>>
<</click>>
</span>
<</if>>
<<if $biscuitsCooked == true>>
<p id="anita">Thank you so much dear. I’ll make sure you have first pickings of the biscuits when they are cool enough to eat. Thank you and may the Architect bless you.</p>
<strong>Completed: Feed the Fam</strong>
<<set $questCount += 1>>
<<set $anitaQuestDone = true>>
<</if>>
<</if>>
<<if $anitaMet == false and $mariahMet == false>>
The woman greets you with a friendly smile.
<p id="anita">Hello there, dear. My name is Anita.</p>
<<set $anitaMet = true>>
<</if>>
<<if $mariahMet == true and $anitaMet == true and $mariahQuestFail == false and $mariahQuestStart == false>>
Anita's smile beams even brighter.
<br>[[Who's the girl?|QuestMariah]]
<</if>>
<<if $mariahMet == true and $anitaMet == false and $mariahQuestFail == false and $mariahQuestStart == false>>
<p id="anita">Hello there dear my name is Anita.</p>
<<set $anitaMet = true>>
[[Who's the girl?|QuestMariah]]
<</if>><</nobr>>
<<nobr>>
<<if $anitaPos == 0>>
[[Leave conversation|Scott and Anita's Room]]
<<elseif $anitaPos == 1>>
[[Leave conversation|Top Hallway]]
<<elseif $anitaPos == 2>>
[[Leave conversation|Stairwell]]
<<elseif $anitaPos == 3>>
[[Leave conversation|Lower Hallway]]
<<elseif $anitaPos == 4>>
[[Leave conversation|Kitchen]]
<</if>>
<</nobr>><<nobr>>
<<if $twinsMet == true>>
<h2>Talking to - <span style="color:SeaGreen;">May and Autumn</span></h2><</if>>
<<set $twinsState = random(2)>>
<<if $twinsQuestFail == true>>
The twins glare at you.
<<else>>
<<if $time > 0 and $twinsQuestStart == false and $twinsMet == true>>
The twins are fighting and pulling on the arms of a teddy bear.
<br>[[Continue|TwinsQuest1]]
<<elseif $twinsMet == false>>
<<if $twinsMet == false>>
<h2>Talking to - twins</h2>
One of the twins wears her hair in a pony tail she smiles and says:
<p id="twins">I'm May.</p>
The other twin wears her hair in pigtails.<p id="twins">And I'm Autumn.</p><br>
<p id="twins">Has Anita told you about the Architect? It made us and everything.</p>
Then the twins ignore you and start playing a hand-clapping game.
<<set $twinsMet = true>>
<</if>>
<<else>>
<<if $twinsState == 0>>
The two young girls are playing a hand clapping game.
<br>They stop playing for a moment and smile at you before returning to their game.
<<elseif $twinsState == 1>>
The two young girls are running around playing tag. One of them runs up to you and tags you. <p id="twins">You're It!</p>Laughing as she runs away.
<<else>>
The two girls are sitting down on the floor. They look bored. They see you and jump up excitedly. <p id="twins">Hey, do you want to play?</p>
<</if>>
<</if>>
<</if>>
<<if $playerHasBear == true>>
Both girls smile as they see you holding the teddy bear.
<br>[[Give Teddy Bear to the Twins|TwinsQuest4]]
<<set $playerHasBear = false>>
<</if>>
<</nobr>>
<<if $twinsPos == 0>>
[[End conversation|Kitchen]]
<<elseif $twinsPos == 1>>
[[End conversation|Lower Hallway]]
<<elseif $twinsPos == 2>>
[[End conversation|Stairwell]]
<<elseif $twinsPos == 3>>
[[End conversation|Top Hallway]]
<<else>>
[[End conversation|May and Autumn's Room]]
<</if>>
<<nobr>>
<<if $dominicMet == false>>
<h2>Talking to - Young man</h2>
<<if $domHostile == true>>
I know it was you who broke in to my room. Leave.
<<else>>
The young man introduces himself.
<p id="dominic">Hi there, I'm Dominic. Check out the study sometime if you like reading. There's some great books in there!</p>
<<set $dominicMet = true>>
<</if>>
<<elseif $dominicMet == true>>
<h2>Talking to - <span id="dominic">Dominic</span></h2>
<<if $dominicPos == 0>>
You see Dominic sitting at the study desk reading. He seems so focused that he doesn't notice you. You pretend to cough to get his attention.
<br>He jumps up from the desk.
<</if>>
<<if $domHostile == true>>
How dare you speak to me. Leave. Now.
<<else>>
<p id="dominic">Hello again!</p> He says in a cheery voice.
<</if>>
<</if>>
<<if $domHostile == false and $twinsQuestDone == true and $dominicQuestStart == false and $samuelQuestComplete == true>>
He smiles politely, but his eyes wander around the room. He looks despondent.
<br>[[What's wrong?|DominicQuest1]]
<</if>>
<<if $playerHasDBook == true>>
<br>[[Give book|DominicQuestFinal]]
<</if>>
<</nobr>>
<<if $dominicPos == 0>>
[[End Conversation|Study]]
<<elseif $dominicPos == 1>>
[[End Conversation|Lower Hallway]]
<<elseif $dominicPos == 2>>
[[End Conversation|Stairwell]]
<<elseif $dominicPos == 3>>
[[End Conversation|Top Hallway]]
<<elseif $dominicPos == 4>>
[[End Conversation|Dominic's Room]]
<</if>><<nobr>>
<<if $scottMet == true>>
<h2>Talking to - <span id="scott">Scott</span></h2>
Scott doesn't look at you and continues drinking his whiskey.
<p id="scott">You again.</p>
<<if $scottQuestStart == false or $scottQuestFail == true>>
[[What's wrong?|ScottQuest1]]
<</if>>
<<if $playerHasRumBottle == true>>
<p>[[Give Rum Bottle|ScottQuest2B]]</p>
<</if>>
<<if $rumTaken == true and $scottQuestDone != true>>
<<set $questCount += 1>>
<<set $scottQuestDone = true>>
<p>You give the glass of scotch to Scott.
He takes the glass and nods.</p>
<p id="scott">Thanks kid.</p>
<strong>Completed: Scott on the Rocks</strong>
<br>Anita walks into the room looking quite annoyed.
<br>[[Listen to arguement|ScottQuest1A]]
<</if>>
<</if>>
<<if $scottMet == false>>
<h2>Talking to - annoyed middle-aged man</h2>
The man has a full beard and short black hair. He has a drink in his hand and smells of whiskey. After some time, he seems to notice you.
<p id="scott">What?</p> He focuses his attention back to his drink.<br>
<span id="question1">
<<click "What's your name?">>
<<replace "#question1">>
<p id="scott">Scott, now fuck off.</p>
He ignores you and goes back to drinking.
<</replace>>
<</click>>
</span>
<<set $scottMet = true>>
<</if>>
<</nobr>>
<<nobr>>
<<if $scottPos == 0>>
[[End Conversation|Living Room]]
<</if>>
<<if $scottPos == 1>>
[[End Conversation|Lower Hallway]]
<</if>>
<<if $scottPos == 2>>
[[End Conversation|Stairwell]]
<</if>>
<<if $scottPos == 3>>
[[End Conversation|Top Hallway]]
<</if>>
<<if $scottPos == 4>>
[[End Conversation|Scott and Anita's Room]]
<</if>>
<</nobr>><<nobr>>
<<if $samuelMet == true>>
<h2>Talking to - <span id="samuel">Samuel</span></h2>
<<if $samuelPos == 0>>
Samuel is looking at the floor like he is searching for something.<</if>>
<br>Samuel's eyes dart around the room as he greets you.<br>
<p id="samuel">Hey, good to see you.</p>
He forces a smile.
<</if>>
<<if $samuelMet == false>>
<h2>Talking to - young nervous man</h2>
The young man has shaggy, dirty blode hair and brown eyes. He seems nervous as you approach.<br>
<span id="question1">
<<click "Hi there, whats your name?">>
<<replace "#question1">>
He seems somewhat relieved and puts on an awkward smile.<br>
<p id="samuel">Hi, I'm Samuel. I already know who you are.</p>
He looks around the room.
<</replace>>
<</click>>
</span>
<<set $samuelMet = true>>
<</if>><</nobr>>
<<if $samuelPos == 0>>
[[End Conversation|Living Room]]
<<elseif $samuelPos == 1>>
[[End Conversation|Lower Hallway]]
<<elseif $samuelPos == 2>>
[[End Conversation|Samuel's Room]]
<</if>>Double-click this passage to edit it.<<silently>>
<<if $time == 10 or $time == 20 or $time == 30 or $time == 40 or $time == 50 or $time == 60>>
<<if $anitaPos == 0 and random(1) == 1>>
<<set $anitaToKitchen = true>>
<<elseif $anitaPos == 4 and random(1) == 1>>
<<set $anitaToRoom = true>>
<</if>>
<<if $scottPos == 0 and random(1) == 1 >>
<<set $scottToRoom = true>>
<<elseif $scottPos == 4 and random(1) == 1>>
<<set $scottToLiving = true>>
<</if>>
<<if $twinsPos == 0 and random(1) == 1>>
<<set $twinsToRoom = true>>
<<elseif $twinsPos == 4 and random(1) == 1>>
<<set $twinsToKitchen = true>>
<</if>>
<<if $samuelPos == 0>>
<<set $samuelToRoom = true>>
<<elseif $samuelPos == 2 and random(1) == 1>>
<<set $samuelToLiving = true>>
<</if>>
<<if $dominicPos == 0>>
<<set $dominicToRoom = true>>
<<elseif $dominicPos == 4 and random(1) == 1>>
<<set $dominicToStudy = true>>
<</if>>
<</if>>
Place each NPC here!!!<</silently>><<silently>>Anita Move<</silently>>
<<if $anitaToKitchen == true and $anitaPos != 4>>
<<set $anitaPos = $anitaPos + 1>>
<<elseif $anitaToKitchen == true and $anitaPos == 4>>
<<set $anitaToKitchen = false>>
<</if>>
<<if $anitaToRoom == true and $anitaPos != 0>>
<<set $anitaPos = $anitaPos - 1>>
<<elseif $anitaToRoom == true and $anitaPos == 0>>
<<set $anitaToRoom = false>>
<</if>>
<<silently>>Scott Move<</silently>>
<<if $scottToRoom == true and $scottPos != 4>>
<<set $scottPos = $scottPos + 1>>
<<elseif $scottToRoom == true and $scottPos == 4>>
<<set $scottToRoom = false>>
<</if>>
<<if $scottToLiving == true and $scottPos != 0>>
<<set $scottPos = $scottPos - 1>>
<<elseif $scottToLiving == true and $scottPos == 0>>
<<set $scottToLiving = false>>
<</if>>
<<silently>>Twins Move<</silently>>
<<if $twinsToRoom == true and $twinsPos != 4>>
<<set $twinsPos = $twinsPos + 1>>
<<elseif $twinsToRoom == true and $twinsPos == 4>>
<<set $twinsToRoom = false>>
<</if>>
<<if $twinsToKitchen == true and $twinsPos != 0>>
<<set $twinsPos = $twinsPos - 1>>
<<elseif $twinsToKitchen == true and $twinsPos == 0>>
<<set $twinsToKitchen = false>>
<</if>>
<<if $samuelToRoom == true and $samuelPos != 2>>
<<set $samuelPos = $samuelPos + 1>>
<<elseif $samuelToRoom == true and $samuelPos == 2>>
<<set $samuelToRoom = false>>
<</if>>
<<if $samuelToLiving == true and $samuelPos != 0>>
<<set $samuelPos = $samuelPos - 1>>
<<elseif $samuelToLiving == true and $samuelPos == 0>>
<<set $samuelToLiving = false>>
<</if>>
<<if $dominicToRoom == true and $dominicPos != 4>>
<<set $dominicPos = $dominicPos + 1>>
<<elseif $dominicToRoom == true and $dominicPos == 4>>
<<set $dominicToRoom = false>>
<</if>>
<<if $dominicToStudy == true and $dominicPos != 0>>
<<set $dominicPos = $dominicPos - 1>>
<<elseif $dominicToStudy == true and $dominicPos == 0>>
<<set $dominicToStudy = false>>
<</if>>
<<silently>>can place all NPC movements together and call the same passage<</silently>>Anita
0 is Scott and Anitas Room
1 is Top hallway
2 is Stairwell
3 Lower Hallway
4 is kitchen
Scott
0 is Living Room
1 is Lower Hallway
2 is Stairwell
3 is Top Hallway
4 is scott and anitas room
MariahDouble-click this passage to edit it.<<silently>>NPCs to check for
Scott, Anita , Twins, Mariah, Dominic<</silently>>
<<nobr>>
<<if $anitaPos == 1>>
<<include "TalkToAnita">>
<</if>>
<<if $scottPos == 3>>
<<include "TalkToScott">>
<</if>>
<<if $twinsPos == 3>>
<<include "TalkToTwins">>
<</if>>
<<if $dominicPos == 3>>
<<include "TalkToDominic">>
<</if>>
<</nobr>><<nobr>><<silently>>Scott, Anita , Twins, Mariah, Dominic<</silently>>
<<if $anitaPos == 2>>
<<include "TalkToAnita">>
<</if>>
<<if $scottPos == 2>>
<<include "TalkToScott">>
<</if>>
<<if $twinsPos == 2>>
<<include "TalkToTwins">>
<</if>>
<<if $dominicPos == 2>>
<<include "TalkToDominic">>
<</if>>
<</nobr>><<nobr>><<silently>>
<<set $trueTime = 0>>
<<set $trueTime = $time * 10>>
<<if ($trueTime / 60) >= 1>>
<<set $timeHour = $trueTime / 60 + 7>>
<<else>>
<<set $timeHour = 7>>
<</if>>
<<set $timeMin = $trueTime % 60>>
<</silently>><</nobr>>
There is a digital clock on the wall. It shows -- <p style="color:Crimson;"><<print parseInt($timeHour)>>:<<print $timeMin>><<nobr>><<if $timeMin == 0>><<print 0>><</if>><</nobr>></p>Hello Reader
<span id="question1">
<<click "Hello Story">><<replace "#question1">>Hello Story
<span id="question2">
How are you today Reader?
<<click "Fine">>
<<replace "#question2">>I am fine<</replace>>
<<removeclass "#question3" "hidden">>
<</click>>
<<click "No so good">>
<<replace "#question2">>I am not felling that good today<</replace>>
<<removeclass "#question3" "hidden">>
<</click>>
</span>
<</replace>><</click>>
</span>
<span id="question3" class="hidden">
How are you Story?
I am fine Reader, are you ready to begin?</span><<nobr>>
<<if $scottPos == 0>>
<<include "TalkToScott">>
<</if>>
<<if $samuelPos == 0>>
<<include "TalkToSamuel">>
<</if>>
<</nobr>><<nobr>>
<<if $anitaPos == 3>>
<<include "TalkToAnita">>
<</if>>
<<if $scottPos == 1>>
<<include "TalkToScott">>
<</if>>
<<if $twinsPos == 1>>
<<include "TalkToTwins">>
<</if>>
<<if $samuelPos == 1>>
<<include "TalkToSamuel">>
<</if>>
<<if $dominicPos == 1>>
<<include "TalkToDominic">>
<</if>>
<<if $mariahQuestDone == true and $anitaPos != 3 and $scottPos != 1 and $twinsPos != 1 and $samuelPos != 1 and $dominicPos != 1 and $samuelQuestFail == false and $samuelQuestComplete != true and $sneakIntoSRoom1 == false>>
No ones around
[[Green Door|SamuelQuest1]]
<<elseif $dominicQuestStart == true and $anitaPos != 3 and $scottPos != 1 and $twinsPos != 1 and $samuelPos != 1 and $dominicPos != 1 and $sneakIntoSRoom2 == false>>
[[Green Door|DominicQuest3]]
<</if>>
<</nobr>>You hear a bell. The Feast is about to begin.
<<if $questCount == 0>>
[[Go to the dining room|WorstEnding]]
<<elseif $questCount > 0 and $questCount <= 3>>
[[Go to the dining room|BetterEnding]]
<<elseif $questCount > 3 and $questCount <= 6>>
[[Go to the dining room|GoodEnding]]
<<else>>
[[Go to the dining room|PerfectEnding]]
<</if>><<nobr>>
<<if $anitaPos == 4>>
<<include "TalkToAnita">>
<</if>>
<<if $twinsPos == 0>>
<<include "TalkToTwins">>
<</if>>
<</nobr>><h2>Inspecting - Kitchen</h2>
[[Cabinet]]
[[Kitchen Bench]]
[[Fridge]]
[[Finish Inspecting|Kitchen]] (time will advance)<h2>Fridge</h2>
<<nobr>>
<<if $gotFood == true>>
The fridge is bare.
<</if>>
<<if $gotFood == false>>
The fridge is mostly bare.
<p>There is:
*A slice of bannana bread.
*Plate with leftover steak.
*Half of a chocolate cake.</p>
There's a note attached to the piece of bannana bread.
<p><em>"To whoever keeps eating all the bannana bread, can you actually leave some for everyone else? You aren't the only one who eats it!"</em></p>
<p>The steak looks burnt and has a layer of solidified fat around it.</p>
<p>The chocolate cake appears to already be cut up into four large slices. The icing appears to have a bright shine to it and there are a couple of holes in the icing at the top of the cake. Thin, pink lines of icing are scribbled on top of the cake.</p>
<span id="optionOne">
<<click "<br>Take slice of bannana bread.">>
<<replace "#optionOne">>
<p>You take the bannana bread.</p>
<<set $foodForMariah = "bannanaBread">>
<<set $gotFood = true>>
<br>The other food vanishes before your eyes...
<</replace>>
<</click>>
<<click "<br>Take the left over steak.">>
<<replace "#optionOne">>
<p>You take the left over steak</p>
<<set $foodForMariah = "leftOverSteak">>
<<set $gotFood = true>>
<p>The other food vanishes before your eyes...</p>
<</replace>>
<</click>>
<<click "<br>Take the chocolate cake.">>
<<replace "#optionOne">>
<p>You take the chocolate cake.</p>
<<set $foodForMariah = "chocCake">>
<<set $gotFood = true>>
<p>The other food vanishes before your eyes...</p>
<</replace>>
<</click>>
</span>
<</if>>
<</nobr>>
[[Close fridge door|Inspect Kitchen]]<h2>Kitchen Bench</h2>
<<if $playerAskedToCook == true and $playerCanCook == true and $biscuitsCooked == false>>
All the ingredients are presented on the counter. Time to start cooking.
<<timed 3s t8n>>There is a mess all around the counter and even up the walls but at least the biscuits are cooking in the oven.
<<set $biscuitsCooked = true>>
The biscuits will be done soon. Anita will be pleased.<</timed>>
<</if>>
There is a notebook on the bench.
[[Notebook]]
[[Leave Bench|Kitchen]]
<h2>Notebook</h2>
The first page says: Food Consumption Journal.
Along the right-hand side of the notebook, there are tabs with a list of names.
[[Inspect Notebook]]
[[Put down the Notebook|Inspect Kitchen]]<h2>Talking to - <span id="anita">Anita</span></h2>
<<nobr>>
<p id="anita">Girl? Which girl?</p>
<span id="question1">
<<click "<br>The girl upstairs.">>
<<replace "#question1">>Anita nods knowingly.
<p id="anita">Do you mean Mariah? Such a lovely girl, isn't she?</p>
<</replace>>
<<removeclass "#question2" "hidden">>
<</click>>
<<click "<br>Err, the girl whose room is opposite to mine.">>
<<replace "#question1">>
Anita nods knowingly.
<p id="anita">Do you mean Mariah? Such a lovely girl, isn't she?</p>
<</replace>>
<<removeclass "#question2" "hidden">>
<</click>>
</span>
<span id="question2" class="hidden">
<<click "<br>I wouldn't know she didn't seem to want to talk.">>
<<replace "#question2">>
She nods again.
<p id="anita">Poor girl. She just hasn't been herself lately. She even skipped breakfast this morning and she never skips breakfast. I wish I knew what was going on with her.</p>
<</replace>>
<<removeclass "#question3" "hidden">>
<</click>>
<<click "<br>She seemed upset.">>
<<replace "#question2">>
She nods again.
<p id="anita">Poor girl. She just hasn't been herself lately. She even skipped breakfast this morning and she never skips breakfast. I wish I knew what was going on with her.</p>
<</replace>>
<<removeclass "#question3" "hidden">>
<</click>>
</span>
<span id="question3" class="hidden">
<<click "<br>Anything I can do to help?">>
<<replace "#question3">>
She pauses, seeming to think. Her smile increases and her face brightens.
<p id="anita"> I think I know what would cheer her up! Would you please be a dear and go deliver her something delicious?</p>
[[Continue|QuestMariah2]]
<</replace>>
<</click>>
<<click "<br>Perhaps she's sick?">>
<<replace "#question3">>
She pauses, seeming to think. Her smile increases and her face brightens.
<p id="anita">I think I know what would cheer her up! Would you please be a dear and go deliver her something delicious?</p>
[[Continue|QuestMariah2]]
<</replace>>
<</click>>
<<click "<br>Maybe she just needs some space?">>
<<replace "#question3">>
She pauses, seeming to think. Her smile increases and her face brightens.
<p id="anita">I think I know what would cheer her up! Would you please be a dear and go deliver her something delicious?</p>
[[Continue|QuestMariah2]]
<</replace>>
<</click>>
<<click "<br>She'll learn to get over it.">>
<<replace "#question3">>
Anita frowns, but her eyes hold a deadly glare.
<p id="anita">And you will learn manners!</p>
<<timed 2s t8n>>She holds her glare for a few more moments. Closing her eyes for a moment, her cheery expression returns.<</timed>>
<<timed 3s t8n>>She pauses, seeming to think. Her smile increases and her face brightens.
<p id="anita">I think I know what would cheer her up! Would you please be a dear and go deliver her something delicious?</p>
[[Continue|QuestMariah2]]<</timed>>
<</replace>>
<</click>>
</span>
<</nobr>><h2>Pink door</h2>
<<nobr>>
<<if $mariahMet == false>>
<<set $mariahMet = true>>
<</if>>
<<if $mariahQuestDone == true>>
[[Enter|Mariahs Room]]
<<else>>
The door is locked. You knock on the door and hear a woman's voice from inside the room.<p id="mariah">Leave me alone.</p>
<<if $mariahQuestStart == true and $gotFood == true and $mariahQuestFail == false and $mariahQuestDone == false>>
<span id="opt1">
<<click "<br>I have food for you.">>
<<replace "#opt1">>
<p id="mariah">W-what is it?</p>
[[Continue|QuestMariah3]]
<</replace>>
<</click>>
<<click "<br>Please open the door, I have something for you.">>
<<replace "#opt1">>
<p id="mariah">W-what is it?</p>
[[Continue|QuestMariah3]]
<</replace>>
<</click>>
</span>
<</if>>
<</if>>
<</nobr>>
[[Leave Door|Top Hallway]]<h2>Talking to - <span id="anita">Anita</span></h2>
<em>Anita said: "Deliver Mariah some food."</em>
<<nobr>>
<span id="question1">
<<click "<br>Alright.">>
<<replace "#question1">>
Her smile grows.
<p id="anita">Thank you dear. I'm sure there's something in the fridge she'll like.</p>
<</replace>>
<<removeclass "#question2" "hidden">>
<</click>>
<<click "<br>Err, okay?">>
<<replace "#question1">>
Her smile grows.
<p id="anita">Thank you dear. I'm sure there's something in the fridge she'll like.</p>
<<removeclass "#question2" "hidden">>
<</replace>>
<</click>>
<<click "<br>And why would I do that?">>
<<replace "#question1">>
Anita's smile drops immediately. A dark look crosses her face. <br>Anita screams:
<p id="anita">Leave now! I do not have time for your rudeness!</p>
<<set $mariahQuestFail = true>>
<<if $anitaPos == 0>>
[[Leave conversation|Scott and Anita's Room]]
<<elseif $anitaPos == 1>>
[[Leave conversation|Top Hallway]]
<<elseif $anitaPos == 2>>
[[Leave conversation|Stairwell]]
<<elseif $anitaPos == 3>>
[[Leave conversation|Lower Hallway]]
<<elseif $anitaPos == 4>>
[[Leave conversation|Kitchen]]
<</if>>
<</replace>>
<</click>>
</span>
<span id="question2" class="hidden">
<<click "<br>I'll see what I can find for her.">>
<<replace "#question2">>
<<set $mariahQuestStart = true>>
<p id="anita">Thank you, child!</p>
You begin <strong>"Mariah's Sad"</strong><br>
<<if $anitaPos == 0>>
[[Leave conversation|Scott and Anita's Room]]
<<elseif $anitaPos == 1>>
[[Leave conversation|Top Hallway]]
<<elseif $anitaPos == 2>>
[[Leave conversation|Stairwell]]
<<elseif $anitaPos == 3>>
[[Leave conversation|Lower Hallway]]
<<elseif $anitaPos == 4>>
[[Leave conversation|Kitchen]]
<</if>>
<</replace>>
<</click>>
<<click "<br>Any idea what she might like?">>
<<replace "#question2">>
<p id="anita">Sorry dear, it pains me to say but I can't quite recall what she likes exactly. I'm sure you will figure it out.
Thank you so much dear. I know she will appreciate it. And I appreciate it too.</p>
<<timed 3s t8n>>
<<set $mariahQuestStart = true>>
You begin <strong>"Mariah's Sad"</strong><br>
<<if $anitaPos == 0>>
[[Leave conversation|Scott and Anita's Room]]
<<elseif $anitaPos == 1>>
[[Leave conversation|Top Hallway]]
<<elseif $anitaPos == 2>>
[[Leave conversation|Stairwell]]
<<elseif $anitaPos == 3>>
[[Leave conversation|Lower Hallway]]
<<elseif $anitaPos == 4>>
[[Leave conversation|Kitchen]]
<</if>>
<</timed>>
<</replace>>
<</click>>
</span><</nobr>><<nobr>>
<<if $anitaMet == false>>
You see a middle aged woman with blonde hair.
[[Talk to woman|Anita]]<br>
<<elseif $anitaMet == true>>
Anita is here. [[Talk to Anita|Anita]]<br>
<</if>><</nobr>><<nobr>>
<<if $dominicMet == false>>
You see a young man with short black hair, brown eyes and pale skin.
<<if $domHostile == true>>
<p id="dominic">I know it was you who broke into my room. Go away.</p>
<<else>>
[[Talk to man|Dominic]]<br>
<</if>>
<<elseif $dominicMet == true>>
Dominic is here.
<<if $domHostile == true>>
<p id="dominic">Why did you break into my room? I don't want to talk to you.</p>
<<if $saladBowlGiven == true and $dominicHelping == false>>
<span id="askdom">
<<click "<br>Hey Dominic. Anita sent me. Could you please help in the kitchen?<br>">>
<<replace "#askdom">>
<p id="dominic">Fine. I'll help.</p>
<<set $dominicHelping = true>>
<</replace>>
<</click>>
</span>
<</if>>
<<else>>
<<if $saladBowlGiven == true and $dominicHelping == false>>
<span id="opt2">
<<click "<br>Hey Dominic. Anita sent me. Could you please help in the kitchen?<br>">>
<<replace "#opt2">>
<p id="dominic">Yes. Sorry, I got distracted. Thank you for reminding me.</p>
<<set $dominicHelping = true>>
<</replace>>
<</click>>
</span>
<</if>>
[[Talk to Dominic|Dominic]]<br>
<</if>>
<</if>>
<</nobr>><<nobr>>
<<if $twinsMet == false>>
You see two young girls no older than 10 years. They look identical.
[[Talk to the twins|May and Autumn]]<br>
<<elseif $twinsMet == true and $anitaQuestStart == true and $playerHasSaladBowl == false>>
The twins are here [[Talk to the Twins|AnitaQuest2]]<br>
<<elseif $twinsMet == true>>
The twins are here [[Talk to the Twins|May and Autumn]]<br>
<</if>>
<</nobr>><<nobr>>
<<if $scottMet == false>>
You see a middle-aged man. He looks annoyed at something.
[[Talk to the middle-aged man|Scott]]<br>
<<elseif $scottMet == true>>
Scott is here. [[Talk to Scott|Scott]]<br>
<</if>>
<</nobr>><<nobr>>
<<if $samuelMet == false>>
You see an young man. He looks anxious.
[[Talk to the young man|Samuel]]<br>
<<elseif $samuelMet == true>>
Samuel is here. [[Talk to Samuel|Samuel]]<br>
<</if>>
<</nobr>><h2>Notebook</h2>
There is a table drawn across the two pages.
Across the left-hand side of the table, there is a list of food items:
<ul>
<li>Banana</li>
<li>Apple</li>
<li>Chocolate cake</li>
<li>Banana bread</li>
<li>Salad</li>
<li>Strawberries</li>
<li>Roast chicken</li>
<li>Lasagne</li>
<li>Steak</li>
<li>Cookies</li>
</ul>
There are [[Named Tabs]]
[[Back to front page|Notebook]]<h2>Notebook</h2>
<span id="anitaTab">
<<click "Turn to tab 'Anita'">>
<<replace "#anitaTab">>
It seems that Anita tends to eat salads and apples the most.
<</replace>>
<</click>>
</span>
<span id="scottTab">
<<click "Turn to tab 'Scott'">>
<<replace "#scottTab">>
It seems that Scott tends to eat steak and roast chicken the most.
<</replace>>
<</click>>
</span>
<span id="twinsTab">
<<click "Turn to tab 'May and Autumn'">>
<<replace "#twinsTab">>
It seems that May and Autumn tend to eat chocolate cake and cookies the most.
<</replace>>
<</click>>
</span>
<span id="mariahTab">
<<click "Turn to tab 'Mariah'">>
<<replace "#mariahTab">>
It seems that Maria tends to eat strawberries, chocolate cake, and bannana bread the most.
<</replace>>
<</click>>
</span>
<span id="dominicTab">
<<click "Turn to tab 'Dominic'">>
<<replace "#dominicTab">>
It seems that Dominic tends to eat bannana bread and apples the most.
<</replace>>
<</click>>
</span>
<span id="samuelTab">
<<click "Turn to tab 'Samuel'">>
<<replace "#samuelTab">>
It seems that Samuel tends to eat Lasagne and bannana the most.
<</replace>>
<</click>>
</span>
<span id="playerTab">
<<click "Turn to tab with your name">>
<<replace "#playerTab">>
As you open the notebook at your tab you see words written in a strange language. You feel cold all of a sudden.
<</replace>>
<</click>>
</span>
[[Go back|Inspect Notebook]]<h2>Pink door</h2>
<<if $foodForMariah == "bannanaBread">>
You say: "I have bannana bread".
<p id="mariah">N-no, I shouldn’t. And you should probably put that back. You’ll just get in trouble.</p>
[[Continue|QuestMariah4]]
<<elseif $foodForMariah == "chocCake">>
Ypu say: "I have chocolate cake".
<p id="mariah">N-no, I shouldn’t. And you should probably put that back. You’ll just get in trouble.</p>
[[Continue|QuestMariah4]]
<<else>>
You say: "I have steak".
<p id="mariah">Thanks but no thanks. I'll be fine.</p>
[[Leave|Top Hallway]]
<</if>>
<h2>Pink Door</h2>
<<nobr>>
<span id="opt1">
<<click "<br>In trouble? Is that what that note meant?">>
<<replace "#opt1">>
<p id="mariah">Yeah. He got really mad. Like, scary mad. Please put it back.</p>
<<removeclass "#opt2" "hidden">>
<</replace>>
<</click>>
<<click "<br>Do you not like the food I got you?">>
<<replace "#opt1">>
<p id="mariah">Yeah, I do. I really do. But didn’t you see the note? He is mad. Like, scary mad. Please put it back. If it’s not there when he goes to get it he’ll think it was me.</p>
<<removeclass "#opt2" "hidden">>
<</replace>>
<</click>>
</span>
<span id="opt2" class="hidden">
<<click "<br>Is that why you're locked up in your room?">>
<<replace "#opt2">>
<p id="mariah">No. I really don’t want to talk about it.</p>
<<removeclass "#opt3" "hidden">>
<</replace>>
<</click>>
</span>
<span id="opt3" class="hidden">
<<click "<br>But you should.">>
<<replace "#opt3">>
The door swings open. A young girl with long brown hair stands in the doorway. Despite her red puffy face, a bright smile is plastered on her face. She rubs her blue eyes with the sleeve of her jumper.
<p id="mariah">Well, when you put it like that <<print $playerName>>, how can I refuse?</p>She takes a step back, holding the pink door wide open.
<br>[[Enter room|QuestMariah5]]
<</replace>>
<</click>>
<<click "<br>But it is worth it.">>
<<replace "#opt3">>
The door swings open. A young girl with long brown hair stands in the doorway. Despite her red puffy face, a bright smile is plastered on her face. She rubs her blue eyes with the sleeve of her jumper.<p id="mariah">Well, when you put it like that <<print $playerName>>, how can I refuse?</p>
She takes a step back, holding the pink door wide open.
<br>[[Enter room|QuestMariah5]]
<</replace>>
<</click>>
<<click "<br>But the food looks delicious.">>
<<replace "#opt3">>
The door swings open. A young girl with long brown hair stands in the doorway. Despite her red puffy face, a bright smile is plastered on her face. She rubs her blue eyes with the sleeve of her jumper.<p id="mariah">Well when you put it like that <<print $playerName>>, how can I refuse?</p>
She takes a step back, holding the pink door wide open.
<br>[[Enter room|QuestMariah5]]
<</replace>>
<</click>>
</span>
<</nobr>><h2>Mariah's Room</h2>
<<nobr>>
<p id="loc">The light pink walls are covered in posters and framed artworks. The pink curtains are drawn, only allowing a thin line of light into the room. The room is brightened by the yellow ceiling light. Despite the piles of clothes littering the floor, there are clear paths around the room.</p>
<p>With a bounce in every step, she leads the way to her bed. Grabbing her glasses off the bedside table, she sits at the top of her bed. Her face begins to return to its natural colour. She outstretches her hands, eagerly awaiting the cake.</p>
<span id="opt1">
<<click "<br>[Hand her the cake]">>
<<replace "#opt1">>
<br>Maria snatches the food from you and quickly devours it. She looks up at you and smiles.
<p id="mariah">Thank you so much. I owe you big time.</p>
<<removeclass "#opt2" "hidden">>
<</replace>>
<</click>>
<<click "<br>[Eat the food in front of Mariah] to gain +1 DEX">>
<<replace "#opt1">>
Mariah’s eyes widen drastically as her smile drops. Her face twists into pure anger. With a fire in her eyes and her lips in a snarl, she clenches her fists by her side.
<p id="mariah">GET OUT NOW!</p>
She lunges at you but due to your increased dexterity you quickly steal a rum bottle that was sitting in the doorway and slip out the room into the hallway. Mariah glares at you and slams the bedroom door shut. It would be best to avoid her for now.
<p><em>You acquire a Rum Bottle.</em></p>
<<set $playerHasRumBottle = true>>
<<set $mariahQuestFail = true>>
<br>[[Continue|Top Hallway]]
<</replace>>
<</click>>
</span>
<span id="opt2" class="hidden">
<<click "<br>So why were you upset?">>
<<replace "#opt2">>
<p id="mariah">I suppose I can tell you.</p>
She takes in a deep breath.
<p id="mariah">Alright. Well, you see, it’s Samuel. I really like him, like really. I mean, let me show you.</p>
<br>She stands up and moves over to her wardrobe. Compared to the rest of the room, it appears out-of-place. Sliding a key into the lock, she yanks open the wardrobe’s doors. Flowers and candles line the bottom of the wardrobe. There are some items scattered around. But in the centre there is a framed photograph.
<<removeclass "#opt3" "hidden">>
<</replace>>
<</click>>
</span>
<span id="opt3" class="hidden">
<<click "<br>What is this?">>
<<replace "#opt3">>
<br>She looks sheepishly towards the ground.
<br>[[Continue|QuestMariah6]]
<</replace>>
<</click>>
<<click "<br>[Take a closer look]">>
<<replace "#opt3">>
On a closer inspection, the photograph appears to be of a young male with shaggy, dirty blonde hair and brown eyes.
<br>[[Continue|QuestMariah6]]
<</replace>>
<</click>>
</span>
<</nobr>><h2>Mariah's Room</h2><<nobr>>
<p id="mariah">I just really like him. Don’t judge. Anyway, he hasn’t been wanting to talk to me lately. I mean, I get he doesn’t like to socialise much. And like, I totally respect that. But like, lately he has just been avoiding me. I don’t know what I’ve done. It’s stupid, I know. I should just grow up and get over it. </p>
<span id="opt1">
<<click "<br>Let me help you.">>
<<replace "#opt1">>
Maria looks up. Shock covers her face.
<p id="mariah">A-are you sure? Well okay then.</p>
She begins to play with her hair.
<p id="mariah">There’s something that I would really like.
Her eyes widen. A wicked grin crosses her face.<p>
<<timed 2s t8n>><p id="mariah">
Look. I know it seems a little weird but I absolutely need this for my shrine. But I just can’t seem to get close enough to Samuel to get it. I need you to get me a lock of his hair.</p>[[Continue|QuestMariah7]]<</timed>>
<</replace>>
<</click>>
<<click "<br>[Laugh at her]">>
<<replace "#opt1">>
Her eyes fill with hurt. She turns away, pointing towards the door.
<p id="mariah">...Just go.</p>
<br>[[Stay|DeathByMariah]]
<br>[[Leave|Top Hallway]]
<<set $mariahQuestFail = true>>
<</replace>>
<</click>>
<<click "<br>Yeah, no wonder he doesn't want to talk to you.">>
<<replace "#opt1">>
Her eyes fill with hurt. She turns away, pointing towards the door.
<p id="mariah">...Just go.</p>
<br>[[Stay|DeathByMariah]]
<br>[[Leave|Top Hallway]]
<<set $mariahQuestFail = true>>
<</replace>>
<</click>>
</span>
<</nobr>><h2>Death</h2>
<p>Mariah lunges at you with a kitchen knife that she was hiding under the bed sheets. You try to move but she is too quick. Swinging the knife wildly in wide arcs, she manages to cut you. You fall to the ground.</p>
<br>[[Restart|Intro]]<h2>Mariah's Room</h2><<nobr>>
<em>Get lock of Samuel's hair?</em>
<span id="opt1">
<<click "<br>How?">>
<<replace "#opt1">>
<p id="mariah">I don’t know, maybe you could find a way to get into his room? If you can get some for me I would totally owe you. Oh, also I’m glad you’re here. I forgot to mention this to you yesterday.</p>
Maria pauses to adjust her glasses.
<<removeclass "#opt2" "hidden">>
<</replace>>
<</click>>
<<click "<br>I don't think so.">>
<<replace "#opt1">>
<p id="mariah">Whatever then. Geez, so much for wanting to help a sister out.</p>
Mariah looks at you and then towards the door.
<<set $mariahQuestFail = true>>
<br>[[Leave|Top Hallway]]
<</replace>>
<</click>>
</span>
<span id="opt2" class="hidden">
<<click "<br>We spoke yesterday?<br>">>
<<replace "#opt2">>
<p>Maria looks confused for just a moment. She nods.</p>
<p id="mariah">Yeah, sorry I keep forgetting about that. Anyway, so I was just chilling in the hallway, well more like waiting for Samuel to leave the bathroom so I could “accidentally” bump into him, when the oddest thing happened.</p>
Maria leans in close.
<p id="mariah">Dominic came up the stairs. He kept looking frantically around and he seemed to be hiding something in his jacket. Whatever it was, he clearly didn’t want anyone else to see it.</p>
<<removeclass "#opt3" "hidden">>
<</replace>>
<</click>>
<<click "<br>[Remain Silent]">>
<<replace "#opt2">>
<p>Maria looks confused for just a moment. She nods.</p>
<p id="mariah">Yeah, sorry I keep forgetting about that. Anyway, so I was just chilling in the hallway, well more like waiting for Samuel to leave the bathroom so I could “accidentally” bump into him, when the oddest thing happened.</p>
Maria leans in close.
<p id="mariah"> Dominic came up the stairs. He kept looking frantically around and he seemed to be hiding something in his jacket. Whatever it was, he clearly didn’t want anyone else to see it.</p>
<<removeclass "#opt3" "hidden">>
<</replace>>
<</click>>
</span>
<span id="opt3" class="hidden">
<<click "<br>I wonder what it was?">>
<<replace "#opt3">>
<br>Maria ignores my question.
<p id="mariah">I am so tempted to just go into his room and find it. But knowing him he’d have it hiding in the one place where only the Architect would be able to find it. Plus, let’s be real. If I even tried to enter his room without his consent, I’d better have my baseball bat with me if I ever got caught.</p>
<br>She laughs to herself.
<p id="mariah">Anyway, we are running out of time. I’d really appreciate you getting me that lock of hair before the Feast tonight. It’s the only gift I need.</p>
<<set $mariahQuestDone = true>>
<br>[[Complete Puzzle 'Mariah's Sad'|QuestComplete]]<br>
<</replace>>
<</click>>
<<click "<br>Maybe a suprise present for someone?">>
<<replace "#opt3">>
<br>Maria ignores my question.
<p id="mariah">I am so tempted to just go into his room and find it. But knowing him he’d have it hiding in the one place where only the Architect would be able to find it. Plus, let’s be real. If I even tried to enter his room without his consent, I’d better have my baseball bat with me if I ever got caught.</p>
<br>She laughs to herself.
<p id="mariah">Anyway, we are running out of time. I’d really appreciate you getting me that lock of hair before the Feast tonight. It’s the only gift I need.</p>
<<set $mariahQuestDone = true>>
<br>[[Complete Puzzle 'Mariah's Sad'|QuestComplete]]<br>
<</replace>>
<</click>>
<<click "<br>Did you ask?">>
<<replace "#opt3">>
<br>Maria ignores my question.
<p id="mariah">I am so tempted to just go into his room and find it. But knowing him he’d have it hiding in the one place where only the Architect would be able to find it. Plus, let’s be real. If I even tried to enter his room without his consent, I’d better have my baseball bat with me if I ever got caught.</p>
<br>She laughs to herself.
<p id="mariah">Anyway, we are running out of time. I’d really appreciate you getting me that lock of hair before the Feast tonight. It’s the only gift I need.</p>
<<set $mariahQuestDone = true>>
<br>[[Complete Puzzle 'Mariah's Sad'|QuestComplete]]<br>
<</replace>>
<</click>>
<<click "<br>Wait, hold on. What do you mean by, 'I keep forgetting about that'?">>
<<replace "#opt3">>
<br>Maria ignores my question.
<p id="mariah">I am so tempted to just go into his room and find it. But knowing him he’d have it hiding in the one place where only the Architect would be able to find it. Plus, let’s be real. If I even tried to enter his room without his consent, I’d better have my baseball bat with me if I ever got caught.</p>
<br>She laughs to herself.
<p id="mariah">Anyway, we are running out of time. I’d really appreciate you getting me that lock of hair before the Feast tonight. It’s the only gift I need.</p>
<<set $mariahQuestDone = true>>
<br>[[Complete 'Mariah's Sad'|QuestComplete]]<br>
<</replace>>
<</click>>
</span>
<</nobr>><h2>Puzzle Completed</h2>
<<if $mariahQuestDone == true>>
<<set $questCount += 1>>
You completed <strong>'Mariah's Sad'</strong>
You Activate: <strong>'For Love'</strong>
[[Continue|Top Hallway]]
<</if>>
<h2>Green Door</h2>
<<if $samuelPos != 2>>
<span id="opt1">
<<click "<br>[Knock on door]">>
<<replace "#opt1">>
There's no response. The door is locked.
<<if $playerHasLockpick == true>>
<span id="opt1a">
<<click "[Use bobby pin to pick the lock]">>
<<replace "#opt1a">>
<<include "Lockpick">>
<</replace>>
<</click>>
</span><</if>>
<</replace>>
<</click>>
</span>
<<else>>
<span id="opt2">
<<click "<br>[Knock on Door]">>
<<replace "#opt2">>
You hear a voice from inside.
<p id="samuel">I'm not interested right now.</p>
<</replace>>
<</click>>
</span>
<</if>>
[[Leave door|Lower Hallway]]<<set $tryLockpick = random(2)>>
<<if $tryLockpick == 0>>
You failed to pick the lock! You hear someone coming and back away from the door.
[[Continue|Lower Hallway]]
<<else>>
You successfully pick the lock!
[[Enter Room|SamuelQuest2]]
<</if>><h2>Messy Room</h2>
<p id="loc">The room is akin to a pigsty. Clothes coat the floor and hang off pieces of furniture. The wardrobe door is left slightly open and some books appear to be messily crammed into the bookshelf. One curtain is drawn while the other appears to be held back by the bookshelf.</p>
<<nobr>>
<span id="opt1">
<<click "<br>[Inspect Bedside table]">>
<<replace "#opt1">>
The bedside table, like the rest of the room, is cluttered. Amongst the mess is Samuel’s hairbrush. A decent amount of his hair seems to be still attached to the brush.
<<removeclass "#opt2" "hidden">>
<</replace>>
<</click>>
</span>
<span id="opt2" class="hidden">
<<click "<br>[Take the hair]">>
<<replace "#opt2">>
<p>The hair easily slides off the brush. The clump is smooth to the touch. There is a massive knot holding the strands of hair together. You pocket a clump of hair.</p>
You hear a voice outside.
<p id="samuel">I just need to duck in here for a minute.</p>
<span id="opt2a">
<<click "[Hide behind the door]">>
<<replace "#opt2a">>
<<set $samuelQuestFail = true>>
The door flings open. A sudden strike of pain gushes from where the door handle hits your stomach. A gasp escapes my lips before you can even react. You lock eyes with Samuel. They shift from surprise to anger.
<p id="samuel">Get out now!</p>
He grabs an empty wine bottle off the floor and swings it wildy attempting to hit you. You dodge most of the swings, but trip backwards over some of the clutter in the room. Your head slams into the corner of the bedside table.<br>
[[Knocked out. Restart?|Intro]]
<</replace>>
<</click>>
<<click "<br>[Hide under the bed]">>
<<replace "#opt2a">>
<p>The bedroom door swings open and promptly shuts again. Heavy footsteps make their way to the bed. Samuel proceeds to sit on the bed.</p>
<p>With a loud thud, a purple book lands on the floor beside the bed. He reaches down and grabs the book, cursing at himself.</p>
<p>Placing the book carefully in the bookshelf, he continues to stare at it. A light tingle beneath the bridge of my nose. A sneeze is building.</p>
<br>[[Continue|SamuelQuest3]]
<</replace>>
<</click>>
<<click "<br>[Hide in the closet]">>
<<replace "#opt2a">>
<p>The bedroom door swings open and promptly shuts again. Heavy footsteps make their way to the bed. Samuel proceeds to sit on the bed.</p>
<p>He stares at the book in his hands. With one hand, he smooth the purple cover of the book before holding it to his chest.</p>
<p>Placing the book carefully in the bookshelf, he continues to stare at it. A light tingle beneath the bridge of my nose. A sneeze is building.</p>
<br>[[Continue|SamuelQuest3]]
<</replace>>
<</click>>
<<click "<br>[Stand perferctly still]">>
<<replace "#opt2a">>
<<set $samuelQuestFail = true>>
The bedroom door swings open. You lock eyes with Samuel. They shift from surprise to anger.
<p id="samuel">Get out now!</p>
He grabs an empty wine bottle off the floor and swings it wildy attempting to hit you. You dodge most of the swings, but trip backwards over some of the mess in the room. Your head slams into the corner of the bedside table.<br>
[[Knocked out. Restart?|Intro]]
<</replace>>
<</click>>
<<click "<br>[Jump out the window]">>
<<replace "#opt2a">>
<<set $samuelQuestFail = true>>
The window is locked tight. You lock eyes with Samuel. They shift from surprise to anger.
<p id="samuel">Get out now!</p>
He grabs an empty wine bottle off the floor and swings it wildy attempting to hit you. You dodge most of the swings, but trip backwards over some of the mess in the room. Your head slams into the corner of the bedside table.<br>
[[Knocked out. Restart?|Intro]]
<</replace>>
<</click>>
</span>
<</replace>>
<</click>>
</span><</nobr>>
<h2>Messy Room</h2>
<em>You are about to sneeze.</em>
<<nobr>>
<span id="opt1">
<<click "[Suppress the sneeze]">>
<<replace "#opt1">>
<<set $samuelQuestComplete = true>>
The sneeze doesn’t remain suppressed for long. It comes out louder than expected. Samuel seems to turn his head towards the door. He turns back to the bookcase and sighs.
<p>He walks back to the door, stretching his arms above his head. He turns back to the bookcase, staring at it briefly before leaving the room.
</p>
You hear people nearby and decide it's best to move quickly upstairs.
[[Leave|Top Hallway]]
<</replace>>
<</click>>
<<click "[Sneeze]">>
<<replace "#opt1">>
<<set $samuelQuestComplete = true>>
The sneeze comes out louder than expected. Samuel seems to turn his head towards the door. He turns back to the bookcase and sighs.
<p>He walks back to the door, stretching his arms above his head. He turns back to the bookcase, staring at it briefly before leaving the room.
</p>
You hear people nearby and decide it's best to move quickly upstairs.
[[Leave|Top Hallway]]
<</replace>>
<</click>>
</span>
<</nobr>><h2>Talking to - <span style="color:SeaGreen;">May and Autumn</span></h2>
You can't tell them apart as they fight over the teddy bear.
<<nobr>>
<p id="twins">He's mine!</p>
<p id="twins">No, he's not! He's mine!</p>
<span id="opt1">
<<click "<br>Hey! Stop That!">>
<<replace "#opt1">>
<p id="twins">This is my teddy bear and she keeps trying to say it’s not!</p> The girls glare at each other.
<<removeclass "#opt2" "hidden">>
<</replace>>
<</click>>
<<click "<br>Are you fighting over a teddy bear?">>
<<replace "#opt1">>
<p id="twins">This is my teddy bear and she keeps trying to say it’s not!</p>
The girls glare at each other.
<<removeclass "#opt2" "hidden">>
<</replace>>
<</click>>
</span>
<span id="opt2" class="hidden">
<<click "<br>How do you know it's yours?">>
<<replace "#opt2">>
<p id="twins">We both have the same teddy bear but because she lost hers she’s trying to take mine.</p>
<p id="twins">No. This one is mine. You lost yours.</p>
<<removeclass "#opt3" "hidden">>
<</replace>>
<</click>>
<<click "<br>Why not share?">>
<<replace "#opt2">>
<p id="twins">We both have the same teddy bear but because she lost hers she’s trying to take mine.</p>
<p id="twins">No. This one is mine. You lost yours.</p>
<<removeclass "#opt3" "hidden">>
<</replace>>
<</click>>
</span>
<span id="opt3" class="hidden">
<<click "I can look if you want?">>
<<replace "#opt3">>
<<set $twinsQuestStart = true>>
<p id="twins">You'd do that?</p>
<p id="twins">Thank you so much.</p>
<strong>Activated: Teddy Bear Fight</strong>
<br>[[Continue|May and Autumn]]
<</replace>>
<</click>>
<<click "<br>I'm sure we can settle this by finding the other bear.">>
<<replace "#opt3">>
<<set $twinsQuestStart = true>>
<p id="twins">You'd do that?</p>
<p id="twins">Thank you so much</p>
<strong>Activated: Teddy Bear Fight</strong>
<br>[[Continue|May and Autumn]]
<</replace>>
<</click>>
<<click "<br>Deal with it yourself.">>
<<replace "#opt3">>
The girls turn away. Autumn lunges at the teddy bear’s arm again just as May pulls it away.
<br><em>*rip*</em>
<p>Both of the girls drop the bear to the ground. They both stare in horror at the bear’s dismembered arm.</p>
<br>[[Continue|TwinsQuestAlt]]
<</replace>>
<</click>>
</span>
<</nobr>><h2>Talking to - <span style="color:SeaGreen;">May and Autumn</span></h2><<nobr>>
<p id="twins">No!</p>
<p id="twins">Cuddleton!</p>
Both girls begin to cry.
<span id="opt1">
<<click "<br>[Comfort]">>
<<replace "#opt1">>
You take a step towards the girl’s. Their watery eyes shooting up into your direction.
<p id="twins">What do you want?</p>
<p id="twins">Just leave us alone!</p>
<<removeclass "#opt2" "hidden">>
<</replace>>
<</click>>
<<click "<br>[Leave]">>
<<replace "#opt1">>
<<set $twinsQuestFail = true>>
[[Leave|May and Autumn]]
<</replace>>
<</click>>
</span>
<span id="opt2" class="hidden">
<<click "<br>I'm sorry.">>
<<replace "#opt2">>
Their eyes turn dark. They both take a step towards you, standing side-by-side.
<p id="twins">Sorry are we?</p>
<p id="twins">Were you sorry before?</p>
<p id="twins">When you didn’t want to help?</p>
<p id="twins">We’re sorry too.</p>
<p id="twins">Just leave us alone!</p>
<p id="twins">Go!</p>
<<set $twinsQuestFail = true>>
[[Leave|May and Autumn]]
<</replace>>
<</click>>
<<click "<br>[Leave]">>
<<replace "#opt2">>
<<set $twinsQuestFail = true>>
[[Leave|May and Autumn]]
<</replace>>
<</click>>
</span>
<</nobr>>
<h2>Blue Door</h2>
<<if $playerHasDKey == true and $domsDoorLocked == false>>
<span id="lock">The door is unlocked.
[[Enter room|Dominic's Room]]
<<click "[Lock the door with key]">>
<<replace "#lock">>
You lock the door.
The key dissapears.
<<set $domDoorLocked = true>>
<</replace>>
<</click>>
</span>
<</if>>
<<if $domsDoorLocked == true and $playerHasDkey == true>>
The door is locked.
<</if>>
<<if $anitaPos != 1 and $scottPos != 3 and $dominicPos != 3 and $twinsPos != 3 and $playerHasDKey == false>>
There's no one nearby.
<span id="opt1">
<<click "[Knock]">>
<<replace "#opt1">>
<<if $dominicPos == 4>>
You hear a voice.
<p id="dominic">Sorry, can it wait until later? I just need to finish this book.</p>
<<else>>
There's no response.
<<if $playerHasLockpick == true and $playerHasDKey == false>>
<span id="opt2">
<<click "[Pick the lock]">>
<<replace "#opt2">>
<<set $tryLockpick = random(2)>>
<<if $tryLockpick == 0>>
You failed to pick the lock! You hear someone coming and back away from the door.
[[Continue|Top Hallway]]
<<else>>
You successfully pick the lock!
[[Enter Room|TwinsQuest3]]
<</if>>
<</replace>>
<</click>>
</span><</if>><</if>>
<</replace>>
<</click>>
</span>
<<else>>
You feel like you are being watched.
<</if>>
[[Leave|Top Hallway]]<h2>Well organised room</h2>
<p id="loc">The pale blue walls are matched nicely with a dark grey carpet. The room is well-lit and everything is kept neatly organised. The bookshelf appears to be arranged by the colour of the book cover.</p>
<<nobr>>
<<set $sneakIntoDRoom = true>>
<span id="opt1">
<<click "<br>[Bed]">>
<<replace "#opt1">>
<p>The bed appears to be neatly made with a ton of pillows at the top of the bed. A couple of books are sitting on one side of the bed.</p>
<span id="opt1a">
<<click "<br>[Look under the bed]">>
<<replace "#opt1a">>
<p>It's dark and dusty.</p>
<</replace>>
<</click>>
</span>
<span id="opt1b">
<<click "<br>[Look behind the pillows]">>
<<replace "#opt1b">>
<p>Hidden in a pile of pillows and wrapped in a jumper is a teddy bear. It appears to look exactly like the one that the twins were fighting over.</p>
<<removeclass "#opt2" "hidden">>
<</replace>>
<</click>>
</span>
<</replace>>
<</click>>
</span>
<span id="opt2" class="hidden">
<<click "<br>[Take the bear]">>
<<replace "#opt2">>
<p>You take the bear.</p>
<<set $playerHasBear = true>>
<</replace>>
<</click>>
</span>
<span id="opt3">
<<click "<br>[Dresser]">>
<<replace "#opt3">>
<p>The dresser hosts a few books that look as if they haven't been touched in a while. A room key is sitting on top on one of the books.</p>
<<removeclass "#opt3a" "hidden">>
<</replace>>
<</click>>
</span>
<span id="opt3a" class="hidden">
<<click "<br>[Take the key]">>
<<replace "#opt3a">>
<p>The key has a blue keyring attached to it.</p>
<<set $playerHasDKey = true>>
<</replace>>
<</click>>
</span>
<</nobr>>
[[Leave|TwinsQuest2]]<h2>Talking to - <span style="color:SeaGreen;">May and Autumn</span></h2>
<<nobr>>
You hand over the teddy bear.
<p id="twins">Cuddlesworth!</p>
<p id="twins">Thank you!</p>
They quickly sit the bears beside each other. May points at one of the eyes on one of the bears.
<p id="twins">That’s Cuddleton! See, his eyes have always been a lighter shade of green.</p>
<p id="twins">Yeah! So that means this one is Cuddlesworth!</p>
Both girls hug their teddy bear. They pause for a moment, whisper amongst themselves and then run to their bedside table. Running back towards you, they outstretch their hands. A gold ring sits comfortably in the join of their hands. Their eyes sparkle.
<p id="twins">For you!</p>
<p id="twins">To say thank you.</p>
<p id="twins">It’s a very special ring.</p>
<p id="twins">Anyone who wears it will feel really happy.</p>
<p id="twins">It was a gift to use but - </p>
<p id="twins">We are happy! And we want you to be happy.</p>
<p id="twins">Especially after everything you’ve been through lately.</p>
<</nobr>>
[[Continue|TwinsQuest5]]
<h2>Talking to - <span style="color:SeaGreen;">May and Autumn</span></h2>
<<nobr>>
<em>The twins said: "We want you to be happy...After everything you have been through lately".</em>
<span id="opt1">
<<click "Thank you">>
<<replace "#opt1">>
The girls share a hug with you before returning to their teddy bears.
<<removeclass "#opt2" "hidden">>
<</replace>>
<</click>>
<<click "<br>What do you mean? What have I been through lately?">>
<<replace "#opt1">>
<p>The girls look at each other. You hear a strange noise outside the house, like a voice.</p>
<<removeclass "#opt2" "hidden">>
<</replace>>
<</click>>
</span>
<span id="opt2" class="hidden">>
<<set $twinsQuestDone = true>>
<p id="twins">Thank you for finding our teddy bear.</p>
<p id="twins">We hope that ring does give you happiness.</p>
<em>You take the ring</em>
<<set $playerHasRing = true>>
<p id="twins">May the Architect watch over you.</p>
<strong>Completed: Teddy Bear Fight</strong>
<<set $questCount += 1>>
<<if $domDoorLocked == false and $sneakIntoDRoom == true>>
<<set $domHostile = true>>
<</if>>
<p>[[Continue|May and Autumn]]</p>
</span>
<</nobr>>
<h2>Talking to - <span id="dominic">Dominic</span></h2>
<<nobr>>
<em>You said - "What's wrong?"</em>
Dominic lets out a sigh.
<p id="dominic">I've lost something very dear to me. It's a book.</p>
<span id="opt1">
<<click "<br>A book?">>
<<replace "#opt1">>
<<removeclass "#t2" "hidden">>
<</replace>>
<</click>>
<<click "<br>Which book?">>
<<replace "#opt1">>
<<removeclass "#t2" "hidden">>
<</replace>>
<</click>>
</span>
<span id="t2" class="hidden">
Dominic hesitates.
<p id="dominic">Okay, so it’s my favourite. To the North. It is amazing. By far the most engaging and memorable story that I have ever read.</p>
<span id="opt2">
<<click "<br>What's the story about?">>
<<replace "#opt2">>
<<removeclass "#opt2a" "hidden">>
<</replace>>
<</click>>
<<click "<br>Do you have an idea where it is?">>
<<replace "#opt2">>
<<removeclass "#t3" "hidden">>
<</replace>>
<</click>>
</span>
</span>
<span id="opt2a" class="hidden">
Dominic’s eyes brighten and a smile falls upon his lips.
<p id="dominic">It’s about a young man who lives in poverty. He’s desperate to make a life for himself and chooses to leave his home to move up North where he was guaranteed work. However, not only is the job dangerous with a high casualty rate, but he also has to leave his fiancé behind.
I could prattle on for hours about it but I’ll sum it up quickly. Basically, he not only struggles being away from her, but also from frequently facing near death experiences. Plus, he begins to fall in love with another woman. But then she is involved in an accident and becomes paralysed. And he never gets to say goodbye. But then he returns home after a few months and finds out that his fiancé is pregnant and although she tells him that it’s his, he knows that the timing is all off. And yeah, basically he ends up finding the woman from work and marries her.</p>
<<click "<br>That sounds like an interesting read">>
<<replace "#opt2a">>
<br><br><br>
<p id="dominic">Yeah it is. You should read it sometime.</p>
<<removeclass "#t3" "hidden">>
<</replace>>
<</click>>
<<click "<br>I don't see the appeal">>
<<replace "#opt2a">>
<br><br><br>
<em>Dominic chuckles.</em>
<p id="dominic">Yeah it does have a lot of clichés but I just can’t help it. The writing style is honestly quite appealing.</p>
<<removeclass "#t3" "hidden">>
<</replace>>
<</click>>
</span>
<span id="t3" class="hidden">
<br>Dominic sighs.
<p id="dominic">I remember putting it on my bookshelf but that’s it.</p>
[[Continue|DominicQuest2]]
</span>
<</nobr>><h2>Talking to - <span id="dominic">Dominic</span></h2>
<em>Dominic said - "I have no idea where the book is..."</em>
<<nobr>>
<span id="opt1">
<<click "<br>What does it look like?">>
<<replace "#opt1">>
<p id="dominic">It’s purple with shiny gold details. It was a limited edition version.</p>
<<removeclass "#opt2" "hidden">>
<</replace>>
<</click>>
<<click "<br>Anything that might help me identify it?">>
<<replace "#opt1">>
<p id="dominic">It’s purple with shiny gold details. It was a limited edition version.</p>
<<removeclass "#opt2" "hidden">>
<</replace>>
<</click>>
<<click "<br>I don't have time to help you look.">>
<<replace "#opt1">>
Dominic frowns.
<p id="dominic">But I never even asked? Sorry to have bored you, but you did ask me about it.</p>
Dominic turns away and walks to a stack of books.
<<set $dominicQuestFail = true>>
<br>[[Continue|Dominic]]
<</replace>>
<</click>>
</span>
<span id="opt2" class="hidden">
<<click "<br>I'll help you look for it.">>
<<replace "#opt2">>
Dominic’s lips form a smile and his eyes light up.
<p id="dominic">You will? Oh thank you so much <<print $playerName>>. But if you can’t find it, then that’s okay. Thank you so much.</p>
<strong>Activated: Booked</strong>
<<set $dominicQuestStart = true>>
<br>[[Continue|Dominic]]
<</replace>>
<</click>>
<<click "<br>I don't have time to help you look">>
<<replace "#opt2">>
Dominic frowns.
<p id="dominic">But I never even asked? Sorry to have bored you, but you did ask me about it.</p>
Dominic turns away and walks to a stack of books.
<<set $dominicQuestFail = true>>
<br>[[Continue|Dominic]]
<</replace>>
<</click>>
</span>
<</nobr>><h2>Green Door</h2>
<<if $samuelPos != 2>>
<span id="opt1">
<<click "<br>[Knock on door]">>
<<replace "#opt1">>
Theres no response. The door is locked.
<<if $playerHasLockpick == true>>
<span id="opt1a">
<<click "[Use bobby pin to pick the lock]">>
<<replace "#opt1a">>
<<include "Lockpick2">>
<</replace>>
<</click>>
</span>
<</if>>
<</replace>>
<</click>>
</span>
<<else>>
<span id="opt2">
<<click "<br>[Knock on Door]">>
<<replace "#opt2">>
You hear a voice from inside.
<p id="samuel">I'm not interested right now.</p>
<</replace>>
<</click>>
</span>
<</if>>
[[Leave door|Lower Hallway]]<<set $tryLockpick = random(2)>>
<<if $tryLockpick == 0>>
You failed to pick the lock! You hear someone coming and back away from the door.
[[Continue|Lower Hallway]]
<<else>>
<<set $playerOpenSDoor = true>>
You successfully pick the lock!
[[Enter Room|DominicQuest4]]
<</if>><h2>Messy Room</h2>
<<set $sneakIntoSRoom2 = true>>
<<nobr>>
<span id="opt1">
<<click "[Bookshelf]">>
<<replace "#opt1">>
The bookshelf barely holds any books in it.
<<click "<br>[Inspect books]">>
<<replace "#opt1">>
<p>There is a book with a purple cover and gold detailed called <em>To the North.</em></p>
<<removeclass "#opt2" "hidden">>
<</replace>>
<</click>>
<</replace>>
<</click>>
</span>
<span id="opt2" class="hidden">>
<<click "<br>Take book">>
<<replace "#opt2">>
<br>You take the book
<<set $playerHasDBook = true>>
<br>[[Leave|DominicQuest5]]
<</replace>>
<</click>>
</span>
<</nobr>><h1>Lower Hallway</h1>
<<nobr>>
<p>As you leave the room you see a young man with dirty blonde hair. He looks angry.</p>
<p id="samuel">Hey! What were you doing in the there?!</p>
<<if $samuelMet == false>>
<p id="samuel">I'm Samuel and that's MY ROOM!</p>
<em>You find it strange that he introduces himself...</em>
<</if>>
<p>Samuel’s eyes fill with rage as he approaches. His eyes look down to the book and immediately back up. The rage drains from his eyes and is replaced by panic. He places a bottle of wine on the ground next to him.</p>
<p id="samuel">Why do you have that? That's mine!</p>
<span id="opt1">
<<click "<br>No it's not.">>
<<replace "#opt1">>
<<removeclass "#opt2" "hidden">>
<</replace>>
<</click>>
<<click "<br>Don't lie, its Dominic's.">>
<<removeclass "#opt2" "hidden">>
<</click>>
</span>
<span id="opt2" class="hidden">
Samuel’s face begins to turn red.
<p id="samuel">Look, I know. I was just borrowing it. He’s always talking about it so I just wanted to know why he likes it so much. Please just don’t tell him.</p>
<span id="opt3a">
<<click "<br>Why do you care why he likes it?">>
<<replace "#opt3a">>
Samuel sighs.
<p id="samuel">We’re best mates. Of course I want to take interest in the things he likes. Plus it will give him someone to talk to about it. I know he feels like he’s annoying everyone when he tries to talk in detail about it so I at least want him to know that someone cares.</p>
He looks down at the floor.
<p id="samuel">That I care. And that he can always turn to me.</p>
<<removeclass "#opt4" "hidden">>
<</replace>>
<</click>>
<<click "<br>Well, I'm giving it back to him now. He's looking for it">>
<<replace "#opt3a">>
Samuel clenches his fists and his jaw.
<p id="samuel">That I care. And that he can always turn to me</p>
<<removeclass "#opt4" "hidden">>
<</replace>>
<</click>>
</span>
</span>
<span id="opt4" class="hidden">
<br>[[Continue|DominicQuest6]]
</span>
<</nobr>>
<h1>Lower Hallway</h1>
<em>Samuel said - "He can have the book back just dont tell him I took it"</em>
<span id="opt1">
<<click "I'll keep it a secret">>
<<replace "#opt1">>
Samuel smiles and his shoulders relax.
<p id="samuel">Thank you. I owe you.</p>
Samuel bends down to pick up the bottle of wine. He hands the bottle over to me.
<p id="samuel">How about this? The feast is soon and I have a feeling you don’t have a gift to present. Use this</p>
<em>You take the wine</em>
<<set $playerHasWine = true>>
[[End Conversation|Lower Hallway]]
<</replace>>
<</click>>
<<click "Let's trade. I'll keep your secret if you tell me why you want him to know that you care so much.">>
<<replace "#opt1">>
Samuel sighs.
<p id="samuel">We’re best mates. He’s kind, amazing, a great listener, caring, good-looking, stunning eyes... He’s just a great guy, alright. So yeah, he deserves to know that he has someone who cares about him.</p>
<p id="samuel">Okay, so just don’t tell him I had the book.</p>
Samuel his shoulders relax.
<p id="samuel">Thank you.</p>
Samuel bends down to pick up the bottle of wine. He hands the bottle over to you.
<p id="samuel">How about this? The feast is soon and I have a feeling you don’t have a gift to present. Use this.</p>
<em>You take the wine</em>
<<set $playerHasWine = true>>
[[End Conversation|Lower Hallway]]
<</replace>>
<</click>>
<<click "I'm not covering for you">>
<<replace "#opt1">>
Samuel clenches his fist and turns away.
<p id="samuel">Whatever. Say whatever you want, I can’t be bothered with the likes of you.</p>
He begins to walk away, pauses, then turns back around to grab his bottle of wine before storming off again.
[[End Conversation|Lower Hallway]]
<</replace>>
<</click>>
</span><h2>Give book to Dominic</h2>
<<nobr>>
Dominic's smile broadens as you hand him the book
<p id="dominic">You found it! Thank you! Where was it?</p>
<span id="opt1">
<<click "<br>It was in the dirty clothes basket.">>
<<replace "#opt1">>
Dominic chuckles.
<p id="dominic">How in the Architect’s name did that end up there? Thank you so much. I never would have found it without you. Oh, before you go, I forgot to give this to you.</p>
He hands you a key. There’s no distinct markings on it.
<p id="dominic">You never told me what it was for but you asked me to give it to you. Thank you again.</p>
<<set $playerHasArchitectKey = true>>
<<set $questCount += 1>>
<<set $playerHasDBook = false>>
<<set $dominicQuestDone = true>>
<strong>Completed: Booked</strong>
<br>[[Continue|Dominic]]
<</replace>>
<</click>>
<<click "<br>It was in the fridge.">>
<<replace "#opt1">>
Dominic chuckles.
<p id="dominic">How in the Architect’s name did that end up there? Thank you so much. I never would have found it without you. Oh, before you go, I forgot to give this to you.</p>
He hands you a key. There’s no distinct markings on it.
<p id="dominic">You never told me what it was for but you asked me to give it to you. Thank you again.</p>
<<set $playerHasArchitectKey = true>>
<<set $questCount += 1>>
<<set $playerHasDBook = false>>
<<set $dominicQuestDone = true>>
<strong>Completed: Booked</strong>
<br>[[Continue|Dominic]]
<</replace>>
<</click>>
<<click "<br>Samuel took it.">>
<<replace "#opt1">>
Dominic’s face drops.
<p id="dominic">Samuel? Really? But he doesn’t even read books? Why would he? I’m sorry, but I need to speak with him about this.</p>
<<set $playerHasDBook = false>>
<<set $dominicQuestDone = true>>
<<set $questCount += 1>>
<strong>Completed: Booked</strong>
<br>[[Continue|Dominic]]
<</replace>>
<</click>>
</span>
<</nobr>><<set $playerName = prompt("What is your name?")>>
<<if $playerName == "" or $playerName == null>>
<<set $playerName = "The Unnamed One">>
<</if>>
You are <em><<print $playerName>></em>.
Everything is black. There is no light, no sound. Except, there is something. There's a soft voice speaking.
<<timed 2s t8n>><p style="color:red;">You're so beautiful! I hope you enjoy it here.</p><</timed>>
<<timed 4s t8n>>The voice trails off. A bright light appears. Tiny at first, but soon it engulfs the area. Slowly, you wake up. Looking around you don't recognise anything.<</timed>>
<<timed 7s t8n>><p><em>You hear the faint sound of a woman's voice. You barely make out some of the words: "..prepare...8:30...Architect...feast".</em></p><</timed>>
<<timed 8s t8n>>[[Continue|Player Room]]<</timed>><h2>Talking to - <span id="scott">Scott</span></h2>
<p id="scott">There you are. Look kid, can you do me a favour and get me a drink? Preferably scotch. And straight.</p>
<span id="opt1">
<<click "Okay">>
<<replace "#opt1">>
<p id="scott">Good</p>
<strong>Activated: Scott on the Rocks</strong>
<<set $scottQuestStart = true>>
[[Continue|Scott]]
<</replace>>
<</click>>
<<click "No, you're drunk.">>
<<replace "#opt1">>
<p id="scott">What'd you say to me kid?</p>
Scott clenches his fist
<span id="opt1a">
<<click "Nothing, I'll get it">>
<<replace "#opt1a">>
<p id="scott">Bout' time</p>
<strong>Activated: Scott on the Rocks</strong>
<<set $scottQuestStart = true>>
[[Continue|Scott]]
<</replace>>
<</click>>
<<click "I said you're drunk, you moron.">>
<p id="scott">Get out or I'll lose my temper</p>
Scott cracks his knuckles.
<<set $scottQuestFail = true>>
[[Leave|Lower Hallway]]
<</click>>
</span>
<</replace>>
<</click>>
</span><<if $scottQuestStart == true and $rumTaken == false>>
The cabinet appears to house nothing but a single bottle of scotch and a standard glass. There isn’t much left, possibly enough for just one more drink.
<span id="opt1">
<<click "[Take Scotch]">>
<<replace "#opt1">>
You pour the remaining scotch into a standard glass.
<<set $rumTaken = true>>
<</replace>>
<</click>>
</span>
<<else>>
The cabinet is bare.
<</if>>
[[Leave|Kitchen]]<h2>Arguement</h2>
<<nobr>>
Anita walks into the room.
<p id="anita">Don’t you even think about having one more drink.</p>
Anita puts her hands on her hips. Scott rolls his eyes.
<p id="scott">Don’t you even think about telling me what I can and cannot do.</p>
<p id="anita">You need to cut down on the drinks.</p>
<p id="scott">I'll drink whatever I want.</p>
Anita shakes her head and walks away.
Scott lifts his cup up to you again.
<p id="scott">Another one, kid.</p>
<span id="opt">
<<click "Won't Anita be mad?">>
<<replace "#opt">>
Scott scoffs.
<p id="scott">That woman can learn to mind her own business.</p>
<<removeclass "#opt2" "hidden">>
<</replace>>
<</click>>
</span>
<span id="opt2" class="hidden">
<p id="scott">Find me something to drink.</p>
<strong>Activated: Scott on the Rocks II</strong>
<<set $scottQuestPart2 = true>>
<br>[[Continue|Scott]]
</span>
<</nobr>>
<h2>Talking to - <span id="scott">Scott</span></h2>
You give the bottle of rum to Scott.
<p id="scott">You're alright kid. Thanks.</p>
He starts drinking straight from the bottle.
<strong>Completed: Scott on the Rocks II</strong>
<<set $questCount += 1>>
<<set $scottQuestPart2Done = true>>
<<set $playerHasRumBottle = false>>
[[Leave|Scott]]<h2>Talking to - <span id="anita">Anita</span></h2>
Anita smiles.
<p id="anita">If you’d like to. I’m just preparing for the Feast tonight. Would you be able to find the salad bowl for me? The twins took it to play with last night. I thought they’d have returned it by now.</p>
<span id="opt1">
<<click "Okay.">>
<<replace "#opt1">>
<<set $anitaQuestStart = true>>
<p id="anita">Thank you, dear!</p>
<strong>Activated: Feed the Fam</strong>
[[End Conversation|Anita]]
<</replace>>
<</click>>
<<click "No, thanks.">>
<<replace "#opt1">>
<<set $anitaQuestFail = true>>
[[End Conversation|Anita]]
<</replace>>
<</click>>
</span><h2>Talking to - <span style="color:SeaGreen;">May and Autumn</span></h2>
The twins are playing.
<span id="opt">
<<click "Do you guys still have that salad bowl?">>
<<replace "#opt">>
The twins nod furiously and grab the salad bowl. Autumn hands the bowl over.
<p id="twins">Here you go</p>
You take the salad bowl.
<<set $playerHasSaladBowl = true>>
[[Leave|May and Autumn]]
<</replace>>
<</click>>
</span><h2>Looking at books</h2>
There are a lot of books here. You browse through some of them and notice a lot of blank pages. A strange language seems to be used on some of the pages.
There is a cookbook here.
<span id="opt1">
<<click "[Read]">>
<<replace "#opt1">>
You look through the book and find a lot of blank pages. However, you do find a recipe for biscuits.
<<set $playerCanCook = true>>
[[Leave|Study]]
<</replace>>
<</click>>
</span><h2>Blue Door</h2>
You relock the door. As you go to pocket the key it disappears.
There is someone approaching. You swiflty make your way downstairs...
<<set $domDoorLocked = true>>
[[Continue|Lower Hallway]]<div style="background-color:FloralWhite;padding: 50px;">
<em>You completed zero puzzles...</em>
You enter the dining room. Everyone but Maria is sitting at the table. As you approach, you hear the loudest conversation.
<p id="scott">SCOTT
Tell that girl to stop her whining and to get down here.</p>
<p id="anita">ANITA
Leave her be Scott. Something is clearly troubling her. She wasn’t even going to attend her own birthday party yesterday.</p>
<p id="scott">SCOTT
She needs to grow up.</p>
The twins both sit with their heads facing the ground. Autumn looks up at you, her eyes are red and puffy. You take a seat next to her, and she immediately looks away from you. Across from you, Dominic and Samuel whisper to each other just loud enough that you can hear.
<p id="dominic">DOMINIC
Do you think maybe someone took it and is hiding it from me?</p>
<p id="samuel">SAMUEL
I don’t think anyone would want to do that to you. Maybe they just really wanted to read it.</p>
Dominic shakes his head.
<p id="dominic">DOMINIC
Why would they? I’ve spoiled the whole story for everyone.</p>
<p id="samuel">SAMUEL
Maybe so you had someone to talk to about it? Or they just thought it sounded really interesting.</p>
Dominic looks quizzically at Samuel.
<p id="dominic">DOMINIC
Do you have it?</p>
Samuel’s eyes widen and he shakes his head quickly.
<p id="samuel">SAMUEL
Of course not. I don’t read. But if you find it could I have a look at it? It does sound interesting.</p>
Dominic’s eyes appear to scan Samuel’s. He nods.
You hear scuffling and turn to see the twins crawling under the table.
<p id="scott">SCOTT
Get out from there.</p>
The girls begin to cry from their new spot under the table.
<p id="anita">ANITA
Girls, it’s all okay.</p>
Scott slams his hands on the table as he stands up.
<p id="scott">SCOTT
Girls! You get out from there now before I make you!</p>
The twins quickly crawl out from under the table and begin running to the stairs.
<p id="scott">SCOTT
Get back here now!</p>
<p id="anita">ANITA
Leave them be!</p>
Anita raises her voice and glares at her husband. Tears start to form in her eyes and she attempts to wipe them away with her napkin.
<p id="anita">ANITA
I’m sorry. I just, I wanted this to be perfect. For us, for the Architect.</p>
She attempts to regain control over her sobs.
<p id="samuel">SAMUEL
Anita, the only reason any of this has happened is because of <<print $playerName>>.</p>
Samuel glares at you and stands up. He points his finger at you.
<p id="samuel">SAMUEL
If you weren’t cursed the way you are everyone would be happier! I hope the next time the Architect takes you that it will just keep you. Just leave already!</p>
Dominic jumps up and attempts to calm Samuel. Samuel attempts to shake him off but fails. Anita rushes to you, a tear slowly falling down her cheek.
<p id="anita">ANITA
It’s okay dear. He’s just jealous that the Architect is focusing on giving you attention. We all are in some way. Perhaps you should return to your room for now. I’ll bring up some food for you. I’m sorry dear. I know it’s not your fault.</p>
You turn to walk back to your room when you feel yourself go limp. Your vision blurs and a ringing plays in your ear. Lying on the floor, you feel yourself trying to move but you struggle to. Silence begins to creep in while darkness crawls over your view.
All that’s left is the bright light above you, but that too succumbs to the darkness.
[[Restart|Intro]]
</div>
<div style="background-color:FloralWhite;padding: 50px;">
<em>You completed 1 - 3 character puzzles</em>
You enter the dining room. Anita smiles at you as you approach.
<<if $mariahQuestDone == true>>
Maria waves you over to sit next to her.
<</if>>
<<if $dominicQuestDone == false>>
Samuel glares at you as you sit down opposite to you.
<</if>>
Scott begins to laugh out loud, causing the twins to burst into laughter as well. Anita scoffs at Scott, causing him to stop laughing immediately.
<p id="scott">SCOTT
What?</p>
<p id="anita">ANITA
Nothing dear.</p>
You look up at Dominic who is staring down at his lap. He looks up briefly and notices you staring. He blushes slightly and shows you his book. The twins leave their seats and begin to run around the table.
<p id="anita">ANITA
Girls, please sit in your seats.</p>
The girls stop in their tracks. May’s bottom lip drops and Autumn pulls her into a hug.
<p id="twins">AUTUMN
But we want to play!</p>
Anita sighs.
<p id="anita">ANITA
Then shall we begin the chant?</p>
Samuel scoffs.
<p id="samuel">SAMUEL
What’s the point. <<print $playersName>> doesn’t even participate but they still receive the Architect’s attention.</p>
Anita looks down and sighs.
<p id="anita">ANITA
We must still perform the chant to show the Architect that no matter what, we will always trust that they know best.</p>
Samuel scoffs again.
<p id="samuel">SAMUEL
And what if I don’t trust it? What if I think that –</p>
Scott slams his fist on the table.
<p id="scott">SCOTT
Shut your mouth now kid!</p>
Samuel stands up.
<p id="samuel">SAMUEL
No, I’m not playing these games anymore!</p>
<<if $mariahQuestDone == true>>
<p id="mariah">MARIA
Samuel, please calm down.</p>
<p id="samuel">SAMUEL
No. Maria, you see it too don’t you? We praise this being and for what?</p>
<</if>>
Dominic grabs his hand.
<p id="dominic">DOMINIC
Please calm down.</p>
Samuel looks at Dominic. Hurt reflects in his eyes.
<p id="samuel">SAMUEL
I can’t do this anymore. I tried but the Architect turned its back on me. I won’t stay here and praise it. I’m leaving.</p>
Samuel pulls his hand from Dominic’s grip and storms down the hall before entering his room. Dominic follows him, apologising to Anita before he leaves.
<p id="dominic">DOMINIC
I’ll talk to him.</p>
Silence hangs in the air. You look around. Everyone is staring at the floor. You look to where Dominic and Samuel were sitting. Dominic’s book lies shut on the top of the table. <em>The Truth is Within Reach</em>. There is no author credited on the cover.
You look up again to see that the twins are gone. Anita crumples her napkin in her hands and looks up at you. You see the tears in her eyes as she speaks.
<p id="anita">ANITA
Sorry my dear. But it looks like things haven’t gone so well tonight.</p>
Your vision starts to blur and light ringing echoes in your ear. You feel yourself sway slightly as the room gets darker and your vision fails. The ringing stops.
Silence, dead silence.
[[Restart|Intro]]</div><div style="background-color:FloralWhite;padding: 50px;">
<em>You completed 4 - 6 character puzzles</em>
You walk into the dining room.
<<if $mariahQuestDone == true>>
Everyone is gathered around the table, chatting amongst themselves.
<<else>>
Everyone is gathered around the table, chatting amongst themselves. All except for Maria.
<</if>>
Anita turns to you with a wide smile.
<p id="anita">ANITA
Hello dear, would you like to take your seat?</p>
You move to the spare seat at the end of the table and sit down.
<<if $mariahQuestDone == false>>
You notice another spare seat beside you. On your other side, Autumn smiles at you. Dominic grins at you from across the table.
<</if>>
<<if $mariahQuestDone == true>>
Sitting beside you, Maria smiles kindly before turning her attention across the table to Dominic.
<</if>>
<<if $dominicQuestDone == true>>
Across from you, Samuel gives you a friendly smile.
<<else>>
You feel the burning glare from across the table as Samuel lays eyes on you. He slowly looks away from you and focuses on the conversations happening around the table.
<</if>>
Anita stands up from her position at the other end of the table. The conversations end and everyone focuses on Anita.
<p id="anita">ANITA
Well everybody, I’d like to thank you all for gathering here again tonight for our Feast. May we take one moment before we eat to address our Architect? May everyone please stand and hold hands so we can begin the chant?</p>
Everyone rises, you follow suit.
<<if $mariahQuestDone == true>>
Maria eagerly grabs your hand and playfully sticks her tongue out at you before giving you a broad smile.
<<else>>
Autumn holds onto your hand. She smiles politely and turns to May.
<</if>>
<<if $dominicQuestDone == false>>
You notice Dominic whispering into Samuel’s ear. His eyes silently reply. Dominic stares him down and Samuel lets out a defeated sigh. He outstretches a hand to you. You hold his hand hesitantly. He glares at you.
<<else>>
Out of the corner of your eye, you notice a hand outstretched to you. Making eye contact with Samuel, you hold his hand. You watch as his eyes drift to his other hand. A smirk tugs on the corners of his lips as he stares at Dominic’s held hand.
<</if>>
<p id="anita">ANITA
Now everyone, please close your eyes and we will begin the chant. Oh, <<print $playerName>>, do you recall the chant?</p>
You shake your head and she responds with a knowing nod.
<p id="anita">ANITA
It’s alright dear. One day the Architect will bless you again with all that you once knew. But for now, let us begin.</p>
Before you have a moment to say anything, Anita leads the chant.
<p id="anita">ANITA
Oh, Architect. Our carer, our friend, our family, our salvation.</p>
You start to feel dizzy. Immediately, you let go of the others and drop into your seat.
<p id="anita">ANITA
<<print $playerName>>? Is everything alright?</p>
<<if $dominicQuestDone == false>>
Samuel growls at you.
<</if>>
<p id="samuel">SAMUEL
What do you think you’re doing?</p>
Scott scoffs at you.
<p id="scott">SCOTT
Get up kid and stop causing drama.</p>
You try to rise but your head keeps spinning. You feel arms around you but you don’t recognise who they belong to. Buzzing fills your ears and drowns out the chatter. You hear fragments of conversations.
<p id="dominic">DOMINIC
Someone get...</p>
<p id="anita">ANITA
Hold on...</p>
<p id="twins">MAY
Why is...</p>
<p id="twins">AUTUMN
Stay...</p>
<p id="anita">ANITA
Architect please...</p>
<<if $mariahQuestDone == true>>
<p id="mariah">MARIA
Are you...</p>
<</if>>
Their voices begin to blend into the buzzing. You try to open up your eyes but everything is heavily blurred and it feels like the room is shrouded in fog. A soft voice echoes in your head.
<p style="color:red;">VOICE
You’re so... I’m so...</p>
You feel weak. Your body begins to move but you don’t feel in control.
<p style="color:red;">VOICE
Let’s play...</p>
[[Restart|Intro]]</div><div style="background-color:FloralWhite;padding: 50px;">
<em>You completed all character puzzles within the time limit!</em>
<h1>True Ending</h1>
You walk into the dining room. Everyone is gathered around the table, chatting amongst themselves.
Anita turns to you with a wide smile.
<p id="anita">ANITA
Hello dear, would you like to take your seat?</p>
You move to the spare seat at the end of the table and sit down. Sitting beside you, Maria smiles kindly before turning her attention across the table to Dominic. Across from you, Samuel gives you a friendly smile.
Anita stands up from her position at the other end of the table. The conversations end and everyone focuses on Anita.
<p id="anita">ANITA
Well everybody, I’d like to thank you all for gathering here again tonight for our Feast. May we take one moment before we eat to address our Architect? May everyone please stand and hold hands so we can begin the chant?</p>
Everyone rises, you follow suit. Maria eagerly grabs your hand and playfully sticks her tongue out at you before giving you a broad smile. Out of the corner of your eye, you notice a hand outstretched to you. Making eye contact with Samuel, you hold his hand. You watch as his eyes drift to his other hand. A smirk tugs on the corners of his lips as he stares at Dominic’s held hand.
<p id="anita">ANITA
Now everyone, please close your eyes and we will begin the chant. Oh, <<print $playerName>>, do you recall the chant?</p>
You shake your head and she responds with a knowing nod.
<p id="anita">ANITA
It’s alright dear. One day the Architect will bless you again with all that you once knew. But for now, let us begin.</p>
Before you have a moment to say anything, Anita leads the chant.
<p id="anita">ANITA
Oh, Architect. Our carer, our friend, our family, our salvation.
Bless us all with your kindness, and rid us all of the filth.
Hear us, and speak with us.
Dine with us, for we prepared for you what you have provided for us.</p>
Slowly, the rest of the room begins to echo Anita’s words as the others join in the chant. Despite the temptation, you keep your eyes closed. You feel your stomach growl as you smell the food right in front of you.
Everyone chants....
<em>And all we ask, dear Architect.<br>
Is that you know you can rely on us.<br>
We will return to you the happiness that you have spent on us.<br>
And we will vow to forever remain in your heart as you are in ours.<br></em>
The room falls silent. A distant ticking sound lingers in the air.
<p id="anita">ANITA
You may all open your eyes.</p>
You open your eyes and see everyone smiling around the table. Maria squeezes your hand while she bounces up and down on her toes. The lights flicker for a moment.
<p id="anita">ANITA
You may all take your seats.</p>
While Maria quickly releases your hand, Samuel’s hand slowly slips out of the grasp. You look at him. He suddenly appears quite weak and drained. He hunches over and stares at his cup. You follow his gaze. The water in the cup is moving. You look around, the lights continue to flicker and the liquid in each cup is shaking. You stare at the ceiling light as it sways.
Your eyes move back to Samuel. He makes eye contact with you. He begins to speak but is immediately cut off when he immediately falls off his chair and drops to the floor. Dominic moves to him, adjusting Samuel’s body into a more comfy position. Everyone stands up. You look around at everyone. No one panics, no one says a word. Anita drops next. Then Scott, then Dominic, and then the twins. You turn to Maria, she looks at you and smiles.
<p id="mariah">MARIA
The Architect wants to play.</p>
She reaches her hand to grab yours, but she only manages to graze your hand as she drops to the floor. You feel a crushing sensation around your waist. It feels like the air is being sucked out of your chest. You feel yourself being pulled on.
You shut your eyes and you begin to feel as if you’re flying through the air. You suddenly stop moving and you begin to open your eyes.
You see a house. A large house with white exterior walls. And a balcony that looks exactly like your balcony. But this house appears small. Or is it the distance?
An object beside the house catches your eye. It looks similar to the teddy bear that the twins own. But giant. You look around and notice other items. A window, a rocking horse, a bed... All giant and larger than the house. You feel your body slowly being turned around. You wince at the bright light being shone in your view. A black figure emerges from the light, the closer it gets the more detailed it appears.
A head, a human head. A head attached to a human body. Except she’s giant. She smiles sweetly at you.
<p style="color:red;">ARCHITECT
You’re so perfect. I’m so glad that you are happy here.</p>
[[Restart|Intro]]</div><h1>Hints</h1>
*After a character introduces themselves, talk to them again. They may have a task for you.
*There are a total of 4 endings to the game which require a certain amount of puzzles solved. The Perfect Ending is achieved by solving all 7 puzzles in one playthrough.
*Remember to watch the time and plan accordingly.
*Some puzzles/missions are linked to one another and/or require certain conditions to be met before they can be activated.
Lastly, <em>The Architect</em> requires the player to pay attention and read. There are no mission markers or hand-holding.
<h2>Good luck!</h2>
[[Start|Begin]]