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FINAL SOLO GAME_Jezewski

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    Authored by bjezewski2
    Jezewski_SoloGame_FinalVersion 35.85 KiB
    "Project Jameson" by Ben Jezewski
    
    Use American dialect, brief room descriptions, and the serial comma.
    
    When play begins:
    	say "You arrive at the entrance of the Cottonwood Gated Community. You've heard nothing but rumors about this place - everything from secret underground cryo-chambers, to possible illegal research going on.  You're here to understand what is really happening within the community and if any of the rumors are true."
    	
    The description of the player is "Trying to recollect what you look like is a challenge. You can't even seem to remember if you're male or female."
    	
    Chapter 1 - Arrival
    
    The Front Entrance of Cottonwood is a room. The Front Entrance is south of The Cottonwood Community Center. The description is "The entrance of Cottonwood is guarded by tall gates that typically stay open throughout the day until sunset. You're met with a windy road leading North toward the community's central hub - otherwise known as the Cottonwood Community Center." Understand "entrance" as The Front Entrance of Cottonwood.
    
    The Neighborhood Houses is a room. The Neighborhood Houses is east of The Front Entrance. The description is "Nothing seems to be particularly interesting about this road aside from the fact that all the houses on the street look eerily similar to one another."
    
    The Front Gates is scenery in The Front Entrance of Cottonwood. The description is "Nothing is overly special about the front gates into Cottonwood. Just tall, black gates with a large 'CW' logo on the front." Understand "gates" and "front gates" as The Front Gates.
    
    Part - Rules
    
    Reading is an action applying to one thing. Understand "read [clue]" as Reading.
    
    Check Reading: say "There's nothing for you to read here." instead.
    
    Test basementtest with "go north /  go northeast / examine gazebo / examine paper / take paper / read paper / look under bench / go southwest / go east / go south / unlock door with black key / down"
    
    Test cryolab with "go north /  go northeast / examine gazebo / examine paper / take paper / read paper / look under bench / go southwest / go east / go south / unlock door with black key / down / go west / examine skeleton / examine desk / take note / read note / examine skeleton / ask skeleton about the red door / go east / go north / unlock red door with red key"
    
    Talking to is an action applying to one visible thing. Understand "talk to [someone]" or “converse with [someone]” as talking to.
    
    Check talking to: say "[The noun] doesn't reply."
    
    Part - Clues
    
    A Clue is a kind of thing.
    
    After taking a clue:
    	say "You found a clue."
    
    Section 1 - CWCC
    
    The Cottonwood Community Center is a room north of The Front Entrance and west of the Cottonwood Library. The description is "You walk down the street to the North and find yourself at the center of the community center. Not to be confused with a single building, the Cottonwood Community Center is actually a wide-open circular space with shops and buildings lining the outside of the street. There is a park space to the Northeast in the center with a well-decorated gazebo and a shop's light flickers to the East. You think it best to stay outside to start. Although it's just shortly after sunset, there doesn't seem to be anyone around and the street is completely empty - almost like a ghost town."
    
    Flickering Light is scenery in Cottonwood Community Center. The description is "Above the light you can read a sign that says, 'Cottonwood Library'. The light flickers and blinks off and on variously. It is the only light on in the entire Community Center." Understand "light" as Flickering Light. 
    
    The Street is scenery in the cottonwood community center. The description is "The road you arrived in on leads all the way around the park in the center. It's empty and eerily quiet." Understand "road" and "path" as The Street.
    
    Shops is scenery in the cottonwood community center. The description is "Many shops can be seen along the street and lining the community center. You can't make out exactly what each one is, however you're confident you can see a grocery store, car repair shop, and a library - whose light seems to be flickering." Understand "buildings" and "stores" as Shops.
    
    The Grocery Store is scenery in the cottonwood community center. The description is "There's a large parking lot to the side filled with empty shopping carts strewn about. The store's sign reads, 'Wellington's'. All the lights are off." Understand "store" as Grocery Store.
    
    The Repair Shop is scenery in the cottonwood community center. The description is "Sitting right next to the presumed grocery store is a body shop with two garages that are locked and closed."
    
    Cottonwood Central Park is a room. Cottonwood Central park is northeast of The Cottonwood Community Center. The description is "The park is empty and all quiet aside from the slight squeak of a swing swaying in the wind. You stand under the white-painted gazebo that looks out over the playground, park benches, and small fountain piece."
    
    The Playground is scenery in Cottonwood Central Park. The description is "A small kid's playground stands near the center of the park. Looks like a fairly normal playground from you've seen before." 
    
    The Park Benches are scenery in Cottonwood Central Park. The description is "Several park benches are strewn throughout the park that you can see." Understand "benches" as The Park Benches. 
    
    The Swing is scenery in Cottonwood Central Park. The description is "The swing is old and rusty which explains the annoying squeak it makes when it sways in the wind."
    
    The Gazebo is scenery in Cottonwood Central Park. The description is "You stand under the gazebo which is decorated with colorful flowers and new fencing. To your surprise, you look down at the bench ahead of you and see a crumpled up piece of paper." 
    
    The Fountain is scenery in Cottonwood Central Park. The description is "Surprisingly, the fountain is still running this late at night. There are small coins glistening through the water as the moonlight reflects off the water from above." Understand "fountain piece" as Fountain. 
    
    Coins is scenery in Cottonwood Central Park. The description is "Just some regular-looking pennies and quarters."
    
    Instead of taking Coins:
    	say "You think about wading into the fountain water and stealing children's wishes, but realize that this would be morally wrong. Plus, you don't want to get all wet."
    
    The Bench is a scenery supporter in Cottonwood Central Park. The description is "Just a simple park bench made of wood painted the same shade as the gazebo. Nothing much to it aside from the mysterious crumpled up piece of paper." Understand "park bench" as The Bench. 
    
    The Black Key is a thing. The description is "Just a black key. Nothing too spectacular about it." The Black Key can be found. The Black Key is not found. 
    
    Instead of looking under the Bench:
    	If the Black Key is found:
    		say "Nothing else is under here.";
    	Otherwise:
    		now the Black Key is found;
    		now the player carries the Black Key;
    		say "Looking under the bench like the note said seems to have paid off! You've found a black key."
    
    A Piece of Paper is a Clue in Cottonwood Central Park. The piece of paper is undescribed. The description is "Just a crumpled up piece of paper. There looks to be some bit of writing on it. Perhaps reading the writing would be beneficial."
    
    Instead of reading the piece of paper:
    	say "You take the piece of paper and uncrumple it to reveal a hand-written message on it. It reads, [paragraph break] 'Dear Lisa, [paragraph break] I hope you are well. The basement is ready for your use whenever you'd like. I understand the hastle of such an event taking place and I bid you good luck in doing so. The basement key is under the park bench. [paragraph break] All the best, [paragraph break] Mrs. Wellington' [paragraph break] Underneath the writing is an address leading you to the East from the Community Center - that same building with the flickering light."
    	
    Section 2 - Cottonwood Library
    
    The Cottonwood Library is a room. The Cottonwood Library is south of Cottonwood Central Park. The Cottonwood Library is east of The Cottonwood Community Center. The Cottonwood Library is north of the Black Door. The description is "You enter the Cottonwood Library and to your surprise, there is no one here. Dust swirls in the air and covers every material in store as though nothing has been touched in the place for years. Thin aisles of books line the entire store and light fades to darkness the further you look towards the back. There is a Black Door that looks mysterious."
    
    The Dust is scenery in Cottonwood Library. The description is "You could feel an immediate layer of dust stick to your skin the moment you entered the library. Even in the shades of darkness, you can make out the dust particles swirling around, wafting the aroma of old books and paper into your nostrils."
    
    The Books is scenery in Cottonwood Library. The description is "Old books line all the shelves and are stacked in the corners of the store. It's too dark to make out what each of them say." 
    
    The Black Door is a door. The Black Door is south of Cottonwood Library and up of the Basement. The Black Door is closed. The Black Door is scenery. The description is "This door seems to be of some importance. It reaches all the way to the ceiling and looks as though it would take a lot of strength to muster it open or heave it closed." The Black Door is locked and lockable. The Black Key unlocks the Black Door. 
    
    Instead of unlocking the Black Door with the Black Key:
    	say "You turn the key in the slot and slowly heave it open. At first you can't see much, but as you open it further, motion sensor lights reveal a long, dark staircase that looks to lead to a basement.";
    	now the Black Door is open.
    	now the Black Key is nowhere.
    	
    The Staircase is scenery in Cottonwood Library. The description is "The staircase looks ancient with creaky steps - some of which are rotting." Understand "stairs" as Staircase.
    	
    Chapter 2 - The Basement
    
    The Basement is a room. The Basement is down of the Black Door. The Basement is south of Long Hallway. The Basement is down of the Cottonwood Library. The description is "You walk down the steps carefully. They creak beneath your feet as sweat builds on your brow. You're unsure of what you will find down here, but certain it can't be good. [paragraph break] When you reach the bottom of the staircase, a single ceiling light flutters on to reveal three pathways - one leading north, east, and west. Standing in the center of the room, you notice that it is completely unfinished with only wooden frames matted into the ground for walls and beyond them lay raw dirt. All the pathways are lit, almost inviting you to walk down one of them."
    
    The Abandoned Jail is a room. The Abandoned Jail is west of the Basement. The Description is "You follow the path to the west and find it leads you to a small room with two single jail cells. One of them contains an ancient skeleton and the other is empty. There's also a small wooden desk right by the entrance of the room. The skeleton makes you feel uneasy." Understand "Jail" as the Abandoned Jail.
    
    The Storage Room is a room. The Storage Room is east of the Basement. The Description is "This pathway leads you to a storage room. The room is filled with large, heavy-looking cardboard boxes sealed with duct tape."
    
    The boxes are scenery in the Storage Room. The description is "The boxes are bland, unlabeled, and made up of cardboard. The duct tape would make them difficult to open." 
    
    Instead of opening the boxes:
    	say "You can't pry open the boxes."
    
    The Skeleton is a scenery person in the Jail. The description is "The skeleton stares at you blankly, its mouth hanging open. The assortment of bones sits against one of the bars of the cell with a rope lying next to its hands suggesting that the person was once tied up." Understand "Jig" as the Skeleton
    
    
    The Red Key is a thing. The Red Key is in the Jail. The Red Key can be found. The Red Key is not found. The Red Key is undescribed. The description is "A key given to you by Subject 428, or Jig. It should open the Red Door."
    
    The Cells is scenery in the Jail. The description is "The cells sit across from one another on either side of the room. They're small with only enough room for one person to live in. The bars are rusty and one has even fallen out of its support. One of the cells houses an ancient skeleton."
    
    The Desk is a scenery supporter in the Jail. The description is "Looking at the desk, you notice a small, hand-written note left behind. There's nothing else that catches your eyes about it aside from the note."
    
    The Note is a Clue on the desk in the Abandoned Jail. The Note is undescribed. The description is "A note lies lifelessly on the desk. There is what looks to be very old handwriting on it."
    
    The Skeleton can be awakened or dormant. The Skeleton is dormant.
    
    Instead of reading the Note for the first time:
    	say "The note on the desk reads, [paragraph break] 'Test #428 [paragraph break] Test subject 428 has responded well to treatments, however flesh decay is no better than previous trials. The man is still considered alive, but skin, nerves, and flesh continues to peel off. There is major improvement in many areas. [paragraph break] In previous trials, subjects would react poorly to Element 999. Symptoms included: Anger, aggression, desire to hurt themselves or other subjects, continuous hunger (although they could not eat with no stomach - this I believe only worsened their starvation altogether), and immense strength. However, Subject 428 - who is now held in Cell 2 of my chamber - shows none of these symptoms (and is the first subject to do so). [paragraph break] I will continue to report my findings to Mrs. Wellington as time progresses. [paragraph break] For now, I am very happy with the trials. [paragraph break] Dr. DeFoe[paragraph break]February 18 1973'";
    	now the Skeleton is awakened;
    	say "[paragraph break]After reading the note, you hear the crackling of bones behind you in the cell.";
    	now the description of the Skeleton is "Suddenly the skeleton in the cell behind you stands and appears to move as though they are stretching after a long slumber.[paragraph break]'What brings you here? Who are you?' The Skeleton asks. You stand frozen in fear, unknowing what to say."
    	
    Instead of reading the Note for the second time:
    	say "There's nothing new to read on the note."
    	
    Instead of talking to Skeleton:
    	say "'What- how?' You stumble over your words.[paragraph break]'Yeahhhh, most people have the same reaction.' The Skeleton's mouth moves fluently with his words. You're stunned and amazed at the scientific impossibility behind it. 'You don't look like the rest of them, though.'[paragraph break]'How can this be?' You ask again.[paragraph break]'How can what be? How could I be talking? Alive? Moving?' The Skeleton animates his forearms and legs looking as though he's doing his best rendition of a square dance. 'I've been experimented on, good sir. Real nasty stuff. The name's Jig. Jig Jameson. Otherwise known as Subject 428.'[paragraph break]'What allows this to happen? Why are you still here and animate?' You ask.[paragraph break]'No, no, no. Answer my question first. Who are you and why are you here?'[paragraph break]Reluctantly, you reply, 'Alrighty then, Mr. Jameson. Let's just say that I'm an investigator. I'm here to find out more about this strange town you're home to.' Although Jig has less of a lively face than a real human, he still manages to look surprised at your response. [paragraph break] 'You seem like an interesting fellow. Can't say I've run into anyone down here like you.'[paragraph break] You stand beyond the bars of the jail cell staring into the blank skull of Jig's. Your mind swirls with questions."
    	
    Instead of asking the Skeleton about "Cottonwood":
    	say "'Do you have anything to tell me about this town?' You ask calmly.[paragraph break]'Can't say much, I'm afraid. I haven't been awake in years - I think. I know this place is full of secrets, though. Not sure I'm wealthy in that kind of knowledge.'[paragraph break]You continue to think."
    	
    Instead of asking the Skeleton about "the red door":
    	say "'How do you open the red door?' You question, hoping Jig has the answer.[paragraph break]'Ah! That I can tell you.' He reaches down towards the ground and pulls out from the dirt a red key. 'This here I swiped from the head scientist when he was still around. Figured it might do me some good one day. Here.'[paragraph break]He reaches his bony hand through the bars and drops the red key into it.[paragraph break]'Are you sure?' You ask.[paragraph break]'Yes, kind sir. Of course. I believe it is more useful in your hands than it is in mine.'[paragraph break]'Thank you, Jig.' He nods his skull in approval.";
    	now the player carries the Red Key.
    	
    Check asking the skeleton about something:
    	if the topic understood matches "red door":
    		continue the action;
    	otherwise if the topic understood matches "how to open the red door":
    		continue the action;
    	otherwise if the topic understood matches "Cottonwood":
    		continue the action;
    	otherwise:
    		say "[one of]'Hmm, I'm not sure I know anything about that.'[or]The skeleton tilts its head and says, 'I have no idea.'[or]The skeleton shrugs its bony shoulders and stays silent.[or]'I'm not the smartest when it comes to whatever that is.'[or]'I'm not sure how to respond to that.'[at random]";
    		stop the action.
    		
    Carry out asking the skeleton about something:
    	say "[one of]Hmm, I'm not sure I know anything about that.[or]The skeleton tilts its head and says, 'I have no idea.'[or]The skeleton shrugs its bony shoulders and stays silent.[at random]".
    
    Report asking the skeleton about something:
    	stop the action.
    
    The Long Hallway is a room. The Long Hallway is north of the Basement. The description is "This passage leads you to a long hallway. At the end of the corridor is a Red Door. The floor is muddy and part of the walls are falling off."
    
    The Red Door is a door. The Red Door is north of the Long Hallway and south of the Cryo Lab. The Red Door is undescribed. The Red Door is locked. The description is "The door appears to be locked." The Red Key unlocks the Red Door.
    	
    The Cryo Lab is a room. The description is "After unlocking the door, you enter a large chamber. The door behind you shuts quickly and you realize that there's no way to open it from this side.[paragraph break]The lights flicker on the moment you take your first steps into the room. There are numerous ominous items strewn about the room such as empty bottles of chemicals, large containment units suitable enough for holding a human being, and a strange looking rock locked in a display case."
    
    Instead of unlocking the Red Door with the Red Key:
    	now the Red Door is unlocked;
    	now the Red Door is open;
    	now the player is in the Cryo Lab;
    
    Section 3 - Cryo Lab
    
    The Blue Door is a door. The Blue Door is north of the Cryo Lab. The Blue Door is undescribed. The Blue Door can be partially unlocked, mostly unlocked, and unlocked. The Blue Door is locked. The description is "Unlike others, this door seems to need some kind of power in order to open. There are three power lines extending from the top of the door towards three of the containment units. Three bright red lights shine above the door as well."
    
    The Power Lines are scenery in the Cryo Lab. The description is "The power lines intercept with the top of three of the containment units. The units must produce power somehow."
    
    The Containment Units are scenery things in the Cryo Lab. The description is "There are six large containment units standing tall against the wall. One of them is destroyed with no glass, but the other five have some kind of blue-ish liquid sludge flowing through them. Each of the units also has a mysterious dark button below them."
    
    Some Blue Sludge is scenery in the Cryo Lab. The description is "The liquid looks thick and sludgy." Understand "liquid" as some Blue Sludge.
    
    Some Empty Bottles are scenery in the Cryo Lab. The description is "You inspect the empty bottles but see nothing of importance." Understand "bottles", "bottle", and "chemicals" as Empty Bottles.
    
    The Strange Rock is a thing in the Cryo Lab. The Strange Rock is undescribed. The description is "The rock is locked in a clear, glass display case. It glows an eery shade of purple and emits electrical sparks. The more you gaze at it, the more you wish to reach towards the glass..." Understand "rock" as the Strange Rock. 
    
    Pressing is an action applying to one visible things. Understand "press [button]" or "push [button]" as pressing.
    
    
    A button is a kind of thing. A button can be clicked or unpressed. The description is "Each button is labeled with a number 1-6, however the sixth one is destroyed along with the rest of containment unit six." Understand "button" as Buttons.
    
    
    Button One is a button in the Cryo Lab. Button One is unpressed. Button One is undescribed. The description is "A red button with the label of 'one' above it."
    
    Button Two is a button in the Cryo Lab. Button Two is unpressed. Button Two is undescribed. The description is "A red button with the label of 'two' above it."
    
    Button Three is a button in the Cryo Lab. Button Three is unpressed. Button Three is undescribed. The description is "A red button with the label of 'three' above it."
    
    Button Four is a button in the Cryo Lab. Button Four is unpressed. Button Four is undescribed. The description is "A red button with the label of 'four' above it."
    
    Button Five is a button in the Cryo Lab. Button Five is unpressed. Button Five is undescribed. The description is "A red button with the label of 'five' above it."
    
    Button Six is a button in the Cryo Lab. Button Six is undescribed. The description is "Unlike the others, this button is destroyed along with the rest of apparent containment unit six. Still though, the label above it reads a number six."
    
    
    		
    
    			
    
    Instead of pressing Button One:
    	if Button One is unpressed:
    		say "A green light appears above the Blue Door.";
    		now Button One is clicked;
    	otherwise if Button One is clicked:
    		say "You've already pressed this button. Pressing it again would do nothing useful.";
    
    Instead of pressing Button Two:
    	if Button Two is unpressed:
    		say "Nothing peculiar happens after pressing this button.";
    		now Button Two is clicked;
    	otherwise if Button Two is clicked:
    		say "You've already pressed this button and nothing happened the first time. Why press it again?" 
    
    Instead of pressing Button Three:
    	if Button Three is unpressed:
    		say "A green light appears above the Blue Door.";
    		now Button Three is clicked;
    	otherwise if Button Three is clicked:
    		say "You've already pressed this button. Pressing it again would be counter-productive."
    		
    Instead of pressing Button Four:
    	if Button Four is unpressed:
    		say "Nothing happens after pressing this button.";
    		now Button Four is clicked;
    	otherwise if Button Four is clicked:
    		say "Pressing this button again would prove to be a waste of time."
    		
    Instead of pressing Button Five:
    	if Button Five is unpressed:
    		say "A green light appears above the Blue Door.";
    		now Button Five is clicked;
    	otherwise if Button Five is clicked:
    		say "You've already pressed this button and doing so again would not do anything productive."
    		
    Instead of opening the Blue Door:
    	say "You pull on the door's metal handles and it simply doesn't budge."
    		
    Instead of pressing Button Six:
    	say "This button is broken."
    	
    Include Basic Screen Effects by Emily Short
    
    Instead of touching the Strange Rock:
    	clear the screen;
    	say "[line break][line break][line break]";
    	say "You reach your palm up towards the glass of the display case. Purple sparks begin to envelope your vision. The rock seems to react to your movements. It hums and snaps with electric current. Suddenly, you feel yourself begin to lose... bala- [line break][line break][line break]Later...[line break][line break]";
    	move the player to Lunar Lab 1;
    	stop the action. 
    	
    
    
    Chapter 3 - Lunar Base
    
    
    
    Lunar Lab 1 is a room. Lunar Lab 1 is south of Lunar Living Quarters. The printed name of Lunar Lab 1 is "Unknown Location". The description is "You open your eyes and find yourself in another kind of laboratory. Everything around you - from the walls to the ceiling - is painted bright white. The lab tables are empty and you can't spot anything of particular interest for you to explore. There's only one exit to the north - probably best to start there and try and learn how you ended up here."
    
    Lab tables is scenery in Lunar Lab 1. The description is "Just blank, white-painted, laboratory room tables."
    
    Lunar Living Quarters is a room north of Lunar Lab 1 and east of The Outdoors. The description is "You walk north into some kind of living quarters. There is a single bed with white sheets as well as a framed picture on a night stand next to it. Once again, everything in the room - literally everything - is painted bright white. Another object sticks out - a spacesuit hung on a hook in the corner of the room. There's an exit behind you to the south leading you back to where you started, or another exit to the west that looks to lead to some kind of outdoor environment." The printed name of Lunar Living Quarters is "Some kind of Living Quarters"
    
    The Bed is scenery in Lunar Living Quarters. The description is "A plain, white bed. Perfectly made as though it's never been touched."
    
    The Sheets are scenery in Lunar Living Quarters. The description is "Plain, white sheets to match the plain, white bed. Nothing much to them."
    
    
    
    The Night Stand is a scenery supporter in Lunar Living Quarters. The description is "Just a simple night stand with four white-wooden legs. Some kind of framed picture is placed on top of it."
    
    The Framed Picture of Mrs Wellington is a Clue on the Night Stand in Lunar Living Quarters. The Framed Picture of Mrs Wellington is undescribed. The description is "You analyze the photo more closely and notice it is a woman standing under a White-painted gazebo with flowers planted around it.[line break]When you flip the picture over, you see the name 'Mrs. Wellington'."
    
    The Spacesuit is wearable thing in the Lunar Living Quarters. The Spacesuit is undescribed. The description is "Upon closer inspection, you notice the name Mrs. Wellington on the nameplate above the hook. You begin to realize that this must be Mrs. Wellington's bedroom. But how? You question how you were transported here, where HERE is... Your mind races."
    
    
    Instead of wearing The Spacesuit:
    	say "You put on Mrs. Wellington's spacesuit. Perhaps now you can exit the room to the west safely.";
    	now the player is wearing the spacesuit.
    	
    
    Instead of going west to the Outdoors:
    	if the player is wearing the spacesuit:
    		continue the action;
    	otherwise:
    		say "You exit the living quarters going west through the clunky metal doors only to find that you cannot breath. Your throat constricts to the airless environment as though you are drowning. You run through the doors again back into the Living Quarters.";
    		stop the action. 
    	
    
    The Outdoors is a room west of Lunar Living Quarters and south of The Lunar Gazebo. The Outdoors is east of Lunar Lab 2. The description is "You exit the door to the west taking you to some outdoor area. The ground is made up of artifical turf and there are a couple of picnic tables strewn around the area. The sky is completely dark and devoid of any kind of light, however there is still sunlight shining down on you from overhead. You notice a gazebo similar to that of the one in Cottonwood Park to the north, as well as a path going further west. You can also head back inside by entering the doors behind you to the east." 
    
    The Picnic Tables are scenery in the Outdoors. The description is "You take note that the tables are decorated for perhaps a barbeque of some kind with red and white checkered table clothes. Doesn't seem like there's any evidence strewn about them."
    
    The Sky is scenery in the Outdoors. The description is "You look up at the sky and take in the vast blackness that overcomes you. It is very unlike the blue sky you're used to and it makes you wonder even more about where in the world you could be..."
    
    The Sunlight is scenery in the Outdoors. The description is "You notice that the sunlight that is touching your skin comes from the same sun you're used to."
    
    The Lunar Gazebo is a room north of the Outdoors. The description is "Standing under the gazebo, you notice it is painted the same as the one in Cottonwood Park - even down to the bench as well as the flowers on the sides. You look out over the side of the gazebo and see that the structure overlooks a massive crater. The land is grey and dark with the land beyond the crater seeming to be rough and untouched." The printed name of Lunar Gazebo is "The Gazebo".
    
    The Lunar Bench is a scenery supporter in the Lunar Gazebo. The description is "The bench ahead of you is just that - a bench. Nothing much to it aside from that." Understand "bench" as Lunar Bench.
    
    Instead of looking under Lunar Bench:
    	say "You look under the bench and find nothing of interest."
    	
    Land is scenery in the Lunar Gazebo. The description is "The land is bare and empty with spotty crates somewhat resembling cheese."
    
    The Crater is scenery in the Lunar Gazebo. The description is "There's nothing in the crater, but it sure is massive."
    
    Lunar Lab 2 is a room west of The Outdoors. The description is "You follow the path through the Outdoors and find yourself back inside another laboratory. This lab seems a bit more lively with items such as mysterious chemicals, a lab coat, and another glowing rock... [line break][line break] There's an exit across the room to the north or the exit behind you to the east takes you back outside." The printed name of Lunar Lab 2 is "Another Lab" 
    
    Mysterious Chemicals are scenery in Lunar Lab 2. The description is "There are numerous bottles filled with colorful concoctions of foaming liquids." Understand "chemicals" as Mysterious Chemicals.
    
    The Glowing Rock is scenery in Lunar Lab 2. "Similar to the rock from before, this one also emits a kind of eery, purple energy."
    
    Instead of touching the Glowing Rock:
    	say "You probably shouldn't touch this kind of rock again..."
    
    Instead of drinking the Mysterious Chemicals:
    	say "You probably shouldn't drink those - as colorful and fun as they are."
    	
    Lab Coat is a scenery clue in Lunar Lab 2. The description is "Just a regular-looking lab coat." Understand "coat" or " jacket" as Lab Coat.
     
    DeFoe is a man. DeFoe is in Placeholder room. DeFoe is undescribed. The description is "Dr. DeFoe is a tall man dressed in a lab coat. His skin is pale and old." Understand "the man" or "person" as DeFoe.
    
    Instead of going north to Placeholder Room:
    	if DeFoe is in Placeholder room:
    		now DeFoe is in Lunar Lab 2;
    		say "You go across the room and begin to turn the doorknob to take you out of the lab. However, suddenly, the door swings open in front of you and a man appears. You stumble backwards in confusion, scratching your forehead where the door hit you. The man is dressed in a white lab coat and has a shiny, bald head. He begins to speak to you.[line break][line break]'Why, hello Dr. Wellington.'";
    
    
    
    		
    Placeholder room is a room north of Lunar Lab 2.
    
    Instead of asking DeFoe about "himself":
    	say "You ask the man who he is.[line break][line break]He rubs his forehead at the question then says, 'God damnit, Doctor. We've tried everything. You know me. I am Dr. DeFoe. We have worked together for several years.' He replies with clear frustration in his voice towards you.[line break]You have no idea what he's speaking of."
    	
    Instead of asking DeFoe about "where you are":
    	say "DeFoe looks at you this time with disappointment rather than frustration. You can tell your questions are not good enough for him or that he's expecting something more from you.[line break][line break]'Why must we do this, Eleanor?' That name is recognizable to you. The way he says it, how he addresses you, the gentle rhythm in his voice as the name's tone vibrates the air. Yes. It is familiar, but why? 'Why must we go through this every single time. It's been months, El.' He sighs then offers an explanation. 'You are the lead scientist on Project Jameson. We are in the same lab that you helped construct over three years ago.'"
    	
    Instead of asking DeFoe about "working together":
    	say "'Doctor, we've worked together for years.' He sighs. 'You are one of the most brilliant scientists the world has ever known. You're responsible for the saving of the planet for God's sake! How can you not remember!' He snaps."
    	
    Instead of asking DeFoe about "Project Jameson":
    	clear the screen;
    	say "He comes closer to you and puts his hand on your shoulder as he prepares to speak.[paragraph break]'I'm sorry to do this to you, El.' [paragraph break]With his other hand, he grabs a syringe out of his lab coat pocket and quickly stabs it into your neck.[paragraph break]Your sight fades to blackness as your body slams to the ground. You watch DeFoe tower above you as a swarm of other people in lab coats begin to pick you up and place you on a medical bed. You hear DeFoe speak one last time:[paragraph break]'Take her to the Memory Tank.'";
    	move player to Memory Tank;
    	move DeFoe to Memory Tank.
    	
    The Memory Tank is a room. The Memory Tank can be undescribed. The Memory Tank is undescribed. The description is "You are floating in a blue liquid gel. There is some kind of mask on your face which you are breathing out of and beyond the glass you can see a group of scientists mingling at a panel littered with flashing lights. Among them is DeFoe."
    
    Scientists are scenery in Memory Tank. The description is "Dressed in similar attire to DeFoe, the scientists mingle among themselves as they gather around the panel of lights."
    
    Panel is scenery in Memory Tank. The description is "A simple metal panel filled with peculiar flashing lights form what you can tell."
    
    Flashing Lights is scenery in Memory Tank. The description is "You can't exactly tell what the flashing lights or what they do." Understand "lights" as Flashing Lights.
    
    Instead of talking to DeFoe:
    	if the player is in Memory Tank:
    		say "You reach your hands to the glass and gather the attention of Doctor DeFoe.[paragraph break]'Oh, good. You're awake.' He walks towards the glass. You struggle to keep your eyes open, still recovering from whatever drug you were given. 'I'm sorry, Doctor Wellington, but you leave none of us any choice. We have been trying with you for months to recover your memory and yet, despite all of our efforts, you have not shown any progress.' He paces across the floor behind the other scientists before walking back to the glass. 'What is going to happen now is we are sending into a kind of cryo sleep - a technology that you, yourself, developed all that time ago. It is a way of restarting your brain - giving it a jumpstart, if you will. Don't worry, it's plenty painless. However, we will be monitoring your brain activity - we can use the readings we gather to see if any memories from your life have returned. If they have, we will wake you up and return to monitoring your progress in the real world. If no progress is seen, then... well... let's just hope there's progress.'[paragraph break]You try to speak, but no words come out of your mouth. He notices.[paragraph break]'No, no. I'm afraid you cannot speak, as there is nothing left to be said. I hope to see you very soon, El. You were the best of us.'[paragraph break]DeFoe nods to a fellow scientist sitting in front of the flashing lights. You begin to feel the tank you're in move and shake. Suddenly you watch the faces of the scientists in front of you disappear slowly as the tank presumably lowers into the floor.[paragraph break]Your eyes close quietly.";
    		move the player to Memory Tank 2;
    	otherwise:
    		continue the action.
    	
    The Memory Tank 2 is a room. The printed name of The Memory Tank 2 is "Memory Tank". 
    
    Every turn:
    	if the player is in Memory Tank 2:
    		end the story saying "You slip calmly into a deep sleep as dreams of Cottonwood drift into your subconscious again."
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