**The Void**
(set: _Text to "")\
(if: $Rebirth is 2)[(set: _Text to "ground appears to be shaking")](else-if: $Rebirth is 1)[(set: _Text to "ominous red light")](else:)[(set: _Text to "blinding flash of light")]\
The world is dark...
You see nothing, hear nothing, feel nothing...
Your senses remain missing for what feels like eons, and though their absence initially filled you with panic, those feelings of dread eventually turn into comfort.
You find yourself enjoying the peace and tranquility found within this endless void, away from the bustling streets and rowdy customers.
Then suddenly, (if: $Rebirth is 0)[you hear loud rapid steps approaching your room, followed by some rustling sounds before your world is violently illuminated by a ](else-if: $Rebirth is 1)[you see an ](else-if: $Rebirth is 2)[you're awoken by the rocking of your bed. The ] (link: _Text)[\
<!-- Reseting Variables setup -->
<!-- Receptionist Variables -->
(set: $RMet to false)
(set: $RFlavor to false)
(set: $RGuests to false)
(set: $RNoise to false)
(set: $RSilver to false)
<!-- Bartender Variables -->
(set: $BMet to false)
(set: $BFlavor to 0)
(set: $BGuests to false)
(set: $BNoise to false)
(set: $BSilver to false)
<!-- Exploration -->
(set: $BTAttic to false)
(set: $AtticM to false)
(set: $AtticCM to false)
(set: $Desk to false)
(set: $BTUpperHall to false)
(set: $UpperHallM to false)
(set: $UpperHallCM to false)
(set: $BTMainHall to false)
(set: $MainHallM to false)
(set: $MainHallCM to false)
(set: $WallM to false)
(if: $Rebirth < 2)[\
(go-to: "Awakening")
](else:)[\
(go-to: "AwakeningAlt")
]\
](if: $Rebirth is 1)[ creeping into the darkness around you.](else:)[!]
(if: $Arrow is true)[[Awakening]]
(if: $Arrow is true)[[AwakeningAlt]]List of global variables used throughout the game.
Duplicates are marked with ('name'), where 'name' is replaced with where it was first stated.
Technical Constants
(set: $NewLine to "\n") new line macro
(set: $Rebirth to 0) Counts how many times the player has died.
(set: $ReturnPassage to 0) Determines where def boxes will return to
(set: $Scene to 0) Helps a passage manage multiple scenes.
(set: $ToggledItem to "") used in free-roam to toggle item states
Game States (Does not reset upon rebirth)
(set: $UnlockedJournal to false) Obtained the journal.
(set: $RConcerned to false) Completed Special Receptionist Event.
(set: $BMonocle to false) Completed Special Bartender Event.
(set: $BForgotten to false) Completed Special Bartender event.
(set: $ReadNote to false) If the player has read the note.
(set: $ExcessiveDrinker to false) Completed booze special event.
(set: $SeenSilver to false) Bumped into the silver haired girl.
(set: $UsedMonocle to false) Seen first monocle event.
(set: $UsingMonocle to false) toggles if player is using monocle.
Key Items (Does not reset upon rebirth)
(set: $MomonsNote to "Desk")
(set: $DragonScale to "Pocket")
(set: $Monocle to "Pocket")
(set: $Journal to "Pocket")
Receptionist Status=======================================
(Resets upon rebirth)
(set: $RMet to false) if has been talked to this iteration
(set: $RFlavor to false) if dialogue has been chosen
(set: $RGuests to false) if dialogue has been chosen
(set: $RNoise to false) if dialogue has been chosen
(set: $RSilver to false) if dialogue has been chosen
(Does not reset upon rebirth)
(set: $ReceptionistMet to 0) Counter for times encountered
(set: $ReceptionistFlavor to 0) Counter for dialogue choice
(set: $ReceptionistGuests to 0) Counter for dialogue choice
(set: $ReceptionistNoise to 0) Counter for dialogue choice
(set: $TotalCustomers to 0) Counter for number of customers
(set: $RConcerned to false) if concerned dialogue was triggered (Game)
(set: $RForgotten to false) if player saw the event
(set: $RBlueClothes to false) if special interaction was triggered
(set: $Ruffled to false) if special interaction was triggered
====================================================================
Bartender status=======================================
(Resets upon rebirth)
(set: $BMet to false) Toggles if bartender was met.
(set: $BFlavor to 0) Counts glasses the player drank.
(set: $BGuests to false) Toggles if dialogue has been chosen.
(set: $BNoise to false) Toggles if dialogue has been chosen.
(set: $BSilver to false) Toggles if dialogue has been chosen.
(Does not reset upon rebirth)
(set: $BartenderMet to 0) Counts number of times interacted.
(set: $BartenderFlavor to 0) Counts dialogue choice.
(set: $BartenderGuests to 0) Counts dialogue choice.
(set: $BartenderNoise to 0) Counts dialogue choice.
(set: $BBlueClothes to false) if special interaction was triggered.
(set: $BMonocle to false) Toggles if player has experienced event. (Game)
(set: $ExcessiveDrinker to false) Completed booze special event. (Game)
====================================================================
Rebirth 0 Tavern Search (Does not reset upon rebirth)
(set: $GlassShard to false) If player located dragonscale.
(set: $Origins to false) if player checked origin
(set: $Riot to false) if player checked riot outside
(set: $Hallways to false) if player check hallways.
Free-Roam Search (Resets upon rebirth.)==============================
Attic
(set: $BTAttic to false) if player has visited attic before.
(set: $AtticM to false) if player searched attic with monocle.
(set: $AtticCM to false) if player completed monocle search.
Upper Hall
(set: $BTUpperHall to false) if player has visited upper hall.
(set: $UpperHallM to false) if player searched upper hall with monocle.
(set: $UpperHallCM to false) if player completed monocle search.
Main Hall
(set: $BTMainHall to false) if player has visited main hall.
(set: $MainHallM to false) if player searched main hall with monocle.
(set: $MainHallCM to false) if player completed monocle search.
====================================================================
Free-Roam Search (Does not change upon rebirth.)=====================
Attic
(set: $AtticMC to 0) monocle search count.
(set: $Window to true) if player has the window open or closed
(set: $Lantern to false) if player has the lantern on or off
Upper Hall
(set: $UpperHallMC to 0) monocle search count.
Main Hall
(set: $MainHallMC to 0) monocle search count.
Free-Roam Search (Does change upon rebirth.)=====================
Attic
(set: $BTAttic to false)
(set: $AtticM to false)
(set: $AtticCM to false)
(set: $Desk to false)
Upper Hall
(set: $BTUpperHall to false)
(set: $UpperHallM to false)
(set: $UpperHallCM to false)
Main Hall
(set: $BTMainHall to false)
(set: $MainHallM to false)
(set: $MainHallCM to false)
(set: $WallM to false)
====================================================================**The Lore of Windervale**
[[//Wintervale//->WinterVale1]] has always been a bustling city. As a city of commerce, [[//its people//->PeopleDesc]] have always been provided a steady stream riches thanks to its wide assortment of goods and [[//sightseeing views//->SightsDesc]]. Food and shelter have never been an issue, and the city has always retained a friendly relationship with its [[//neighbors//->NeighborsDesc]].
As a tavern owner in Wintervale, you have always been thankful of these facts.
(link: "Begin Your Story")[\
<!-- Setting up variables -->
<!-- Technical -->
(set: $NewLine to "\n")
(set: $Rebirth to 0)
(set: $ReturnPassage to 0)
(set: $Scene to 0)
<!-- Game States -->
(set: $UnlockedJournal to false)
(set: $RConcerned to false)
(set: $BMonocle to false)
(set: $BForgotten to false)
(set: $ReadNote to false)
(set: $ExcessiveDrinker to false)
(set: $SeenSilver to false)
(set: $UsedMonocle to false)
(set: $UsingMonocle to false)
<!-- Key Items -->
(set: $DragonScale to "Pocket")
(set: $MomonsNote to "Desk")
<!-- Rebirth 0 Tavern -->
(set: $GlassShard to false)
(set: $Origins to false)
(set: $Riot to false)
(set: $Hallways to false)
<!-- Receptionist Variables -->
(set: $ReceptionistMet to 0)
(set: $ReceptionistFlavor to 0)
(set: $ReceptionistGuests to 0)
(set: $ReceptionistNoise to 0)
(set: $TotalCustomers to 0)
(set: $RConcerned to false)
(set: $RForgotten to false)
(set: $RBlueClothes to false)
(set: $Ruffled to false)
<!-- Bartender Variables -->
(set: $BartenderMet to 0)
(set: $BartenderFlavor to 0)
(set: $BartenderGuests to 0)
(set: $BartenderNoise to 0)
(set: $BBlueClothes to false)
(set: $BMonocle to false)
(set: $ExcessiveDrinker to false)
<!-- Exploration -->
(set: $AtticMC to 0)
(set: $DeskC to 0)
(set: $Window to true)
(set: $Lantern to false)
(set: $UpperHallMC to 0)
(set: $MainHallMC to 0)
(go-to: "Darkness")
]\
(if: $Arrow is true)[[Darkness]]Before inheriting its name from a mighty adventurer it was merely known as the the frozen wastelands. Wintervale's original inhabitants consisted of beasts, reptiles and other creatures which have adapted themselves to survive in the cold and harsh enviornments of the north.
[[Go on...->WinterVale2]]
[[I've heard enough.->Introduction]]The people of Wintervale hail from a diverse selection of roots. [[Goblins->Goblins]], [[dwarves->Dwarves]], [[orcs->Orcs]], [[elves->Elves]], [[humans->Humans]], and even [[lizards->Lizards]] have made their home here. It is thanks to their contributions that Wintervale has become how it is today.
[[Good to know.->Introduction]]After the death of the Winter dragon, the bitter cold gradually began to fade away. Though the domain of snow began to shrink, the area around where the Winter dragon fell never rose above freezing temperatures. Many artisans took this opportunity to construct magnificent ice sculptures and architecture.
As the snow began to melt, the nature landscape began to reveal itself. A massive waterfall formed at the base of a nearby mountain due to the melting snow and swiftly became a popular tourist destination, though people are becoming increasingly concerned about potential flooding hazards.
A ring of ice has formed around the the city due to water freezing right as it enters its radius.
[[Facinating...->Introduction]]Wintervale was formed thanks to the collective efforts of races which inhabit the surrounding mountainrange. However, before its establishment the races all lived seperately from each other, and maintained a very tense relationship between one another. It was only when a dire circumstance arose that they came together to face it.
With that said, the leaders of their respective race are still hesitant about allowing outsiders in to their lands. Wintervale is in fact, the only city which currently houses more than a single species at once.
[[Interesting.->Introduction]]Above all these creatures stands Silverhorn, a mighty dragon who ruled over the vast plains of snow, and frozen peaks which rose above the clouds. Had it not been for its existance, the creatures which existed in the frozen wastelands would never have evolved to how they are today. Its very presence was what kept the creatures of surrounding areas at bay.
[[Facinating...->WinterVale3]]
[[I've heard enough.->Introduction]]One day, for unknown reasons, the skies turned red and a terrible roar was heard throughout the region. Survivors claimed the sun was overshadowed by the wings of the mighty dragon, who with bloodthristy eyes descended the mountain with its legion of frozen creatures. Houses were uprooted by the beats of its wings, while fields were burried under meters of snow.
[[Then what happened?!->WinterVale4]]
[[I've heard enough.->Introduction]]With its bloodlust satiated the dragon returned to its burrow as the bloodsoaked skies faded away, but it left the people with a ray of hope. Among the ruins of of the towns it razed lied a dragonscale of unparallel might. It shined as bright as the sun, and stood as firm as the mountain from wence it came.
Several weeks later, a swordsmith created their finest work yet, refining the scale day and night to what is now know as the Stormbreaker.
[[The Stormbreaker...->WinterVale5]]With the sword in hand, a brave adventurer ventured to the dragon's burrow, where after a long fought battle finally brought the ruler of winter to its knees. Wintervale was their name, a renounced adventurer of noble birth. Then from the remains of the dragon gave root to a town, where visitors from around the world would come to see where the dragon was slain.
Then soon this town would grow into a city, artisans would come to build everlasting structures of ice, and houses of wood that could withstand even the coldest of nights. Fisherman and craftman would come to sell their goods, while those who seeked work would come help with what they can.
That, is how Wintervale has come to be.
[[What a tale!->Introduction]]Goblins originated from the surrounding grassland and were attracted by the rapid growth of Wintervale. Though they have no distinguishable features, their ability to swiftly adapt to their surroundings and coordination played a key role in the town's early progression towards a city.
In present times, most goblins are working as assistants of the various shops within Wintervale, and have even opened up some of their own.
[[I see.->PeopleDesc]]Dwarves were among the first band of adventurers that were dispatched to construct the first iteration of Wintervale. Their ability to swift craft high quality tools and houses and their knowledge on minerals played a vital part in establishing an efficient method of mining and construction.
In present times, they have recently established a trade agreement with a neighboring city for materials and tools.
[[I see.->PeopleDesc]]Orcs were one of the later races to arrive at Wintervale, but without their renowned strength it would have been impossible to gather enough labor to supply largescale construction projects. Many structures we see today were only made possible because of their pressence.
In current times, the orcs are still contributing labor to help with the construction of roads and houses.
[[I see.->PeopleDesc]]Elves were among the first band of adventurers that were dispatched to construct the first iteration of Wintervale. Their knowledge on bows and sorcery provided a swift and efficient way of gathering food before Wintervale became the trading center it is today.
In current times, some elves have begun cooperating with the lizards in hopes of improving the city's agricultural output.
[[I see.->PeopleDesc]]We humans were among the first band of adventurers that were dispatched to construct the first iteration of Wintervale. I believe you already know what we have contributed to our city.
[[Fair enough.->PeopleDesc]]Lizards are a bipedal reptile creature and are the latest addition to the inhabitants of Wintervale, though because of its history have been frowned upon by the other inhabitants. Lizards are known for their distaste for cold enviornments, but their delegates claim their race wishes to learn why one of their kin would go on a mindless rampage. The information uncovered from their research, as well as their military tactics have proven invaluable to the future of Wintervale.
[[I see.->PeopleDesc]]**Awakening**
(if: $Rebirth is 0)[\
Soon afterwards you hear a young man's voice. He speaks with both urgency and panic, and his breathing is unstable.
"Hey tavernmaster, wake up! Wake up! I'm sorry about interrupting your nap but there's [[something going on outside->WakingUp]]!"
](else:)[\
Soon afterwards, you hear someone rummaging through your desk. You cautiously roll yourself to inspect the culprit, but a mattress spring pops as you shift yourself.
The individual gasps, then fumbles around before turning to face you. Judging from their facial features, they appear to be a young man. He smiles at you in a futile attempt to hide what they were doing before.
---------------------------------------------------------------
(link: "\"What are you hiding?\"")[
(go-to: "WakingUp")
]
]**The Attic**
As you ponder upon what adjustments you can make to your abode, a gust of cold wind brings your mind back to earth. Had you been able to afford such luxuries you would have remodeled this place a long time ago.
Satisfied with the fact that you've awoken, (if: $Rebirth > 0)[the individual bids you farewell](else:)[the individual hands you a note before bidding you farewell], then swiftly departs from your room to attend your guests. You're once again alone with your (link: "thoughts")[(if: $Rebirth is 0)[(go-to: "Thoughts")](else:)[(go-to: "ThoughtsAlt")]].
(if: $Arrow is true)[[Thoughts]]
(if: $Arrow is true)[[ThoughtsAlt]]**The Attic**
You can hear the unruly roars of the [[//crowd//->Crowd]] outside your window even over the bustling noise of your tavern. Leaving the warmth of your sheets, you're greeted by the city's frozen atmosphere as you store the note in your desk to inspect at a later time.
The cold propels you to seak warmth, though as you close your window curtains you remember that as the tavern owner you shouldn't greet your guests in simply any outfit. Your joints pop as you exit the warm embrace of your blanket.
As you begin searching for something suitable to wear, a [[loud crash->Pride]] is heard from beneath your tavern floors.**The Attic**
You can hear the unruly roars of the [[//crowd//->Crowd]] outside your window even over the bustling noise of your tavern. Leaving the warmth of your sheets, you're greeted by the city's frozen atmosphere as you store the note in your desk to inspect at a later time.
The cold propels you to seak warmth, though as you close your window curtains you remember that as the tavern owner you shouldn't greet your guests in simply any outfit.
Scanning your room, you settle on some clothes appropriate for a proper barkeeper. Though it takes awhile for you to get fully dressed, you feel much more comfortable now that you have some protection against the weather. However... you can't help but notice that (link: "something seems off")[(set: $Scene to 1)(go-to: "Realization")].
(if: $Arrow is true)[[Realization]]**The Attic**
(if: $Rebirth is 1)[\
The young man laughs nervously, but is not even trying to hide the fact he was searching through your things anymore.
"Guess you found out huh?"
He hands you a folded piece of paper. You open it, then hold it up to the light outside to get a better look. It lists the expenses for this month, though the total spendings appear to be greater than usual. Seems like he broke a few plates or something.
You sigh, then \
]\
(if: $Rebirth is 0)[W](else:)[w]ith great effort, you heave yourself out of bed, the springs squeaking beneath your mattress as you slowly sit up. Your vision is still recovering from sunlight shining brightly through your window.
The cold, dust filled air makes you painfully aware of how much the attic needs a good (if: $Rebirth is 0)[(link: "refurbishing")[(go-to: "Poor")]](else:)[refurbishing, but (link: "you knew that already")[(go-to: "Poor")]].**Greetings Traveler!**
Welcome to "Where Time Converges", a text-based story game where you can uncover the secrets of the world one iteration at a time.
Before starting your adventure there's a few things you should make note of:
[[//Buttons//->Tutorial]] in italics link to a more in-depth description of what is being referenced. They will not progress the story or move to another scene under ordinary circumstances.
[[Buttons->Tutorial]] without italics transition to a new scene or progress the dialogue.
[[Understood.->Introduction]]
[[Alright I get it already!->Introduction]]**Awakening**
(set: $Lantern to true)\
The bed squeaks wildly as you flail in bed, unable to properly find your balance. A few moments later the shaking subsides. Your hair rests messily on your face, and your blanks lying in various parts of your room.
As the inital panic subsides, so sets in the cold from outside. You quickly cover yourself with the nearest blank you can find, though it doesn't very much. You promise yourself that if you ever make it out of this predicament alive, the firsr thing you'll do is give your sleeping quarters a proper makeover.
Looking over at your desk, you see the (link: "receptionist's journal")[(set: $Scene to 1)(go-to: "Journal")] sitting besides the lantern. You decide to finally put the old desk to good use, and after donning your proper attire you turn on the lantern and begin overlooking its contents.
(if: $Arrow is true)[[Journal]]
**Mezzanine**
A mezzanine is basically an interior balcony.
Think of it as a second floor that doesn't completely cover the first floor, and has some sort of railing that encompasses the area it doesn't cover.
(link: "Interesting...")[(go-to: $ReturnPassage)]**The Attic**
Having ran a tavern for several years prior to ariving in Wintervale, you're aware that an occasional tavern brawl is nothing out of the ordinary. Though it may become a concern later on, you dismiss the idea in favor of picking out a suitable outfit.
After promptly picking out clothes appropriate for a proper barkeeper, you hurry your way down towards the (link: "//mezzanine//")[(set: $ReturnPassage to "Pride")(go-to: "mezzanine")] while combing your hair back into a neat ponytail to see what all the [[commotion's->EnterTheTavern]] about.**Upper Hallways**
As you approach the tavern's main hall, you can its liveliness gnawing away the cold you felt earlier.
Adventurers, making toasts to one another,
Bards, singing tales of heros of old,
Receptionists skillfully fulfilling the requests of your clients.
Joy and laughter fills the air.
As you lean over the railings and relish your domain you're greeted with great cheers and demands for free drinks, prompting you to chuckle in delight.
After the commotion dies you scan the room in search of the noise's [[source->BrokenGlass]]. (link: "**//Mezzanine//**")[(set: $ReturnPassage to "BrokenGlass")(go-to: "mezzanine")]
You immediately notice several workers sweeping shards of glass around the room. Looking about, you notice from corners of your eyes an impressive [[//pile of glass//->PileOfGlass]] tucked away from sight. Its without a doubt the cause of that sound you heard earlier, though the culprit is still at large.
You figure the best way to uncover more information is to enter the scene and (link: "ask around")[(set: $Scene to 1)(go-to: "Interrogation")]. The floorboards creak under your weight as you make your way towards the stairs. Fortunately you've always been strict with your diet, though it was never an optional [[//decision//->Decision]].
(if: $Arrow is true)[[Interrogation]]**The Crowd Outside**
Peering outside your window, you see a large crowd of individuals waving signs of various colors. (if $Rebirth > 0)[The world seems to be covered in a red hue. ]The chants they shout are drowned among the voices of others, from an outside perspective all you could hear is noise. It's difficult to make out what they're going on about from here.
(link: "<-Return")[\
(if: $Rebirth is 0)[
(go-to: "Thoughts")
](else:)[
(go-to: "ThoughtsAlt")
]
]
(if: $Arrow is true)[[Thoughts]]
(if: $Arrow is true)[[ThoughtsAlt]]**Pile of Glass**
From a distance it's not too significant, though after comparing it to a nearby broom its probably a good 2-3 inches tall.
It's difficult guess what that pile could have been before it shattered to pieces....
[[<-Return->BrokenGlass]]**Main Hall**
(if: $Scene is 1)[Having made your way down to the main hall, you notice the pungent scent of beer that fills the air. Taking your usual seat at the bar, you think about the best way to approach this situation.
Eventually, you narrow down a list of individuals who may provide some immediate insight.]\
(else-if: $Scene is 2)\
[Taking your seat once again, you think about what your next move should be.]
---------------------------------------------------------------
(if: ($RGuests is true) and ($RNoise is true) and ($RFlavor is true))\
[The receptionist works ever so diligently, though it seems that she has nothing more to offer at the moment.]\
(else:)[\
The \
(link: "receptionist")[\
(if: $RMet is true)[(set: $Scene to 2)](else:)[(set: $Scene to 1)]\
(go-to: "Receptionist")\
]\
works ever so diligently. Perhaps she can give some insight on who entered your establishment.]\
(if: ($BGuests is true) and ($BNoise is true) and ($BFlavor is > 0))[\
The bartender is busy at work. You should probably keep an eye out for those cloaked figures he spoke of.\
](else:)[\
The \
(link: "bartender")[\
(if: $BMet is true)[(set: $Scene to 2)](else:)[(set $Scene to 1)]\
(go-to: "Bartender")
]\
is hard at work. Perhaps he can give some insight on any missing glassware.]\
(if: $Drunkard is true)[Seems like investigating the drunkard was a waste of time...](else:)[The [[drunkard->Drunkard]] sitting near the pile might have seen the original item.]
(if: ($RGuests is true) and ($RNoise is true) and ($RFlavor is true) and ($BGuests is true) and ($BNoise is true) and ($BFlavor > 0) and ($Drunkard is true))[Seems like theres nothing left to do other than ](else:)[Then again, you can always just] (link: "search around")[(go-to: "Search")].
(if: $Arrow is true)[[Search]]
(if: $Arrow is true)[[Receptionist]]
(if: $Arrow is true)[[Bartender]]**Decision**
Sometimes you wonder if your dedication and generous pricing was a mistake. While other business owners indulge themselves in luxuries, you've spent every time towards assuring the enjoyment of your customers.
Of course, such thoughts melt away after seeing the look on your customer's faces. After all, it was thanks to your efforts that the working class have a sanctuary to let lose after a day's work.
[[<-Return->BrokenGlass]]**Main Hall**
(if: $Scene is 1)[You stand from your seat, and decide that perhaps some hands-on exploration is in order. $NewLine]\
Looking about the room, you try to identify some points of interest.
---------------------------------------------------------------
(if: $GlassShard is true)[You found an oddly shaped shard of glass. You feel... attracted to it for unknown reasons... That said, your finger really hurts...](else:)[Perhaps further inspecting the (link: "pile of glass")[(set: $Scene to 1)(go-to: "GlassShard")] is appropriate.]
(if: $Origins is false and $GlassShard is false)[Then again, maybe it would be easier to to look for [[potential origins->Origins]] for where the object came from.](else-if: $Origins is false)[Maybe it would be wise to search for where the glass might have [[originated->Origins]] from.](else-if: $Hallways is false)[The [[hallways->Hallways]] may require some thorough inspection...](else:)[Someone either broke into, or out of your tavern through that hole. Considering the havoc outside, it must have took place before your afternoon nap.]
(if: $Riot is true)[(link: "//Silverhorn//...")[(set: $ReturnPassage to "Search")(go-to: "Silverhorn")]](else:)[That said, it's awfully difficult to think when the [[crowd->Riot]] outside is making such a racket.]
(if: $Hallways is true and $GlassShard is true and $Riot is true)[Asides from the concerns regarding that hole in your storage, it seems your premise is generally secure. Asking about that (link: "mysterious women")[(set: $Scene to 1)(go-to: "Interrogation2")] might be in order.]
(if: $Arrow is true)[[Interrogation2]]**Receptionist**
(if: $RMet is false)[\
(set: $ReceptionistMet to $ReceptionistMet + 1)\
(set: $RMet to true)\
]\
(if: $Scene is 1 or $Scene is 2)[\
As you approach the receptionist, you see her (if: $Scene is 2)[still] (if: $RConcerned is false)[diligently reading from her journal](else:)[struggling with some paperwork]. Noticing your presence, she smiles, (if: $RConcerned is false)[then nods at you](else:)[then waves her arms are she greets you bombasticly].
(if: $RConcerned)\
[$NewLine Did she always have this much energy? $NewLine]\
] (else-if: $Scene is 3)[\
She marks down a guest's name on to (if: $RConcerned is false)[her journal](else:)[the attendance sheet] before turning back to you. $NewLine]\
(else-if: $Scene is 4)[\
Her shoulders relax.
](else-if: $Scene is 5)[\
She finally settles down after confusing more than half a dozen guests with her sudden burst of energy.
](else-if: $Scene is 6)[\
After bribing her with some cake she returns to working order.
](else-if: $Scene is 7)[\
After storing the journal away, she quickly snaps out of her trance. Seems like something is naturally drawing her to the journal.
](else-if: $Scene is 8)[\
As you approach the receptionist, her eyes seem to be pacing back and forth, though her body remains as it normally would. Noticing your presence, she smiles.
]\
(if: $Scene is 1)\
["How can I help you, Tavernmaster?"]\
(else-if: $Scene is 2)\
["Hello again, Tavernmaster. What can I do for you?"]\
(else:)\
["Anything else I can help you with?"]
---------------------------------------------------------------
<!-- Flavor text interactions -->\
(if: $RFlavor is false and $RConcerned is false)[\
(link: "\"Seems like you have your work cut out for you.\"")[\
(set: $Scene to 1)(go-to: "RFlavor")\
]\
] (else-if: $RFlavor is false)[\
(link: "\"Everything alright?\"")[\
(set: $Scene to 2)(go-to: "RFlavor")\
]\
] (else-if: $RConcerned)\
[Seems like the journal's absence has cheered her up abit.]\
(else:)\
[Seems like she's in good spirits today(if: $Rebirth > 0)[, as per usual].]\
<!-- Guests text interactions -->\
(if: $RGuests is false)[\
(link: "\"How are our guests handling themselves today?\"")[\
(go-to: "RGuests")\
]\
](else:)\
[Typical day at the office.(if: $RBlueClothes is true)[ Well... that's what I'd like to say anyways.]]\
<!-- Loud Crash interactions -->\
(if: $RNoise is false and $ReceptionistNoise > 2)[\
(set: $RNoise to true)\
You're already aware of the fact that she didn't see where the glass came from.\
](else-if: $RNoise is false)[\
(link: "\"Any idea what caused that crash earlier?\"")[\
(go-to: "RNoise")\
]\
](else-if: $ReceptionistNoise > 1)[\
[Seems like the fact that she didn't witness the event hasn't changed...]\
](else:)\
[So she didn't see how the glass shattered...]
<!-- -->\
<!-- Silver Haired Girl Dialogue -->\
(if: $SeenSilver is true)[\
(if: $RSilver is false and $Rebirth < 3)[\
(link: "\"Did you see a women with silver hair pass by?\"")[\
(go-to: "RSilver")
] $NewLine\
(else-if: $Rebirth > 2)[\
(set: $RSilver to true)\
I already know the fate of that women.]\
](else-if: $Rebirth is 2)[\
(if: $BSilver is false)[\
She's actually present this time?! Not to mention actively seeking my audience...
](else:)[\
The receptionist said the silver haired women was sent to the attic, but the bartender didn't see her...
]\
](else-if: $Rebirth is 0)\
[Was the front door not her objective then?... $NewLine]\
(else:)\
[Still missing...$NewLine]\
]\
<!-- Forgotten notebook event -->\
(if: $RConcerned is true and $RForgotten is false)[\
(link: "\"Have you seen this journal before?\"")[\
(go-to: "RForgotten")\
]$NewLine\
]\
<!-- Blue Clothes interaction -->\
(if: $Rebirth > 0 and $RBlueClothes is false)[\
(link: "\"Were any of our guests wearing blue today?\"")[\
(set: $Scene to 1)\
(go-to: "RBlueClothes")\
]\
$NewLine \
](else-if: $Rebirth > 0)\
[Perhaps I shouldn't bring up the blue clothes anymore... $NewLine]\
<!-- Exit conversation interaction -->\
(link: "\"I'm good for now, thank you.\"")[\
(if: ($Rebirth is 1) and ($RBlueClothes is true) and ($RConcerned is false) and ($BForgotten is true))[\
(set: $Scene to 1)/
(go-to: "RConcernedEvent")\
](else:)[\
(if: $Rebirth is 0)[
(if: $SeenSilver is true)[\
(go-to: "Interrogation2")
](else:)[
(set: $Scene to 2)\
(go-to: "Interrogation")\
]
](else:)[
(set: $Scene to 1)\
(go-to: "MainHall")
]
]\
]\
(if: $Arrow is true)[[RFlavor]]\
(if: $Arrow is true)[[RGuests]]\
(if: $Arrow is true)[[RNoise]]\
(if: $Arrow is true)[[RSilver]]\
(if: $Arrow is true)[[RBlueClothes]]\
(if: $Arrow is true)[[RConcernedEvent]]**Drunkard**
(set: $Drunkard to true)
The drunkard, slumped with an empty mug of wine in hand, fails to notice you approaching him.
There seems to be nothing of significance on them, though it was probably expected.
[[<-Return->Interrogation]](if: $BMet is false)[\
(set: $BartenderMet to $BartenderMet + 1)\
(set: $BMet to true)\
]\
**Bartender**
(if: $Scene is 1 or $Scene is 2)\
[You raise your voice and beckon the Bartender over(if: $Scene is 2)[ once more]. He walks over to you in an elegant fashion, diligently wiping down a wine glass as he addresses your presence.]\
(else-if: $Scene is 3)\
[He places the now sparkling wine glass onto a shelf, then picks up another and begins wiping it.]\
(else-if: $Scene is 4)\
[The Bartender laughs a hearty laugh, striking poses that his suit physically shouldn't be able to withstand. As the commotion dies down, so returns his composure.]\
(else-if: $Scene is 5)\
[The Bartender, though still confused, decides to drop the subject.]\
(else-if: $Scene is 6)\
[He bows at your praise. After finishing your drink, the bartender moves your glass to a place for later cleaning.]\
(else-if: $Scene is 7)\
[He picks up the glass he set down earlier, and continues wiping it.]
(if: $Scene is 1)\
["Greetings master. What can I get for you?"]\
(else-if: $Scene is 2)\
["Was there something else on your mind, master?"]\
(else:)\
["Anything else?"]\
---------------------------------------------------------------
<!-- Flavor Conversation Dialogue -->\
(if: $BFlavor is 0)[\
(link: "Bring me the usual.")[\
(set: $Scene to 1)
(go-to: "BFlavor")\
]
](else-if: $BFlavor is < 4)[\
It's moments that these that keep you going sometimes...
](else:)[\
Was that all... a dream?...
]\
<!-- Guests Conversation Dialogue -->\
(if: $Rebirth > 0 and $BGuests is true)[\
You've already confirmed the presence of the cloaked individuals.\
](else-if: $BGuests is false)[\
(link: "\"How have the guests been conducting themselves today?\"")[\
(set: $Scene to 1)
(go-to: "BGuests")
]\
](else:)[\
It appears we may have a party of thieves roaming the premise...\
]\
<!-- Noise Conversation Dialogue -->\
(if: $BNoise is false and $BartenderNoise > 2)[\
(set: $BNoise to true)\
You're already aware of the fact that the glass came from outside your tavern.\
](else-if: $BNoise is false)[\
(link: "\"Is there any missing glassware?\"")[\
(go-to: "BNoise")\
]\
](else-if: $BartenderNoise > 1)[\
[Seems like the details of the event haven't changed...]\
](else:)\
[The glass object seems to have originated came from outside...]\
<!-- Blue Clothes Dialogue -->\
(if: $BBlueClothes is false and $Rebirth > 0)[\
(link: "\"What else can you tell me about those cloaked figures?\"")[\
(go-to: "BBlueClothes"))
]\
](else-if: $Rebirth > 0)[\
Your killer was armed, but you already knew that...\
]\
<!-- Silver Haired Girl Dialogue -->\
(if: $SeenSilver is true)[\
(if: $Rebirth > 0)[$NewLine]\
(if: $BSilver is false and $Rebirth < 3)[\
(link: "\"Has a women with silver hair been by here?\"")[\
(go-to: "BSilver")
]
(else-if: $Rebirth > 2)[\
(set: $BSilver to true)\
I already know the fate of that women.]\
](else-if: $Rebirth is 0 or $Rebirth is 2)[\
Seems like she hasn't gone up the stairs. \
(if: $Rebirth is 2 and $RSilver is true)[\
However, according to the receptionist she was suppose to meet me in the attic...
]$NewLine\
](else:)\
[Still missing...$NewLine]\
]\
(link: "\"That's all for now.\"")[\
<!-- Checking for event trigger -->\
(if: $SeenSilver is true and $BMonocle is false and $Rebirth is 0)[\
(set: $Scene to 1)
(go-to: "BMonocleEvent")
](else:)[\
<!-- Returning to interaction area. -->\
(if: $SeenSilver and $Rebirth is 0)[\
(go-to: "Interrogation2")
](else-if: $Rebirth is 0)[\
(set: $Scene to 2)
(go-to: "Interrogation")
](else:)[\
(set: $Scene to 1)
(go-to: "MainHall")
]
]\
]
(if: $Arrow is true)[[BFlavor]]**Pile of Glass**
(if: $Scene is 1)[\
(set: $GlassShard to true)\
(set: $SeenSilver to true)\
Snaking your way through the heavy flow of people, you bump into a hooded figure. Having knocked her down, you see that it's a women with horns. You apoligize and promptly reach out a hand in hopes of offering assistance, but she simply ignores it.
Letting out a grunt as pushes herself up, she dusts herself off before heading towards the main doors. You trail her with your eyes until she's hidden behind the crowd, and can't help but notice her snow colored hair and crimson eyes. Of all the species you've met she might be the first to have such distinct features. A sub-species of lizards perhaps? No... she was much more humanoid.
Setting that aside for now, you turn your attention towards the (link: "pile of glass")[(set: $Scene to 2)(go-to: "GlassShard")] once more.
](else-if: $Scene is 2)[\
Even upon closer inspection, it's still far too difficult to make out the pile's original form. All you've managed deduced is that most shards feature some sort of curvature.
In the midst of picking out shards you feel a sharp stinging sensation on your pointer finger. (link: "Blood")[(set: $Scene to 3)(go-to: "GlassShard")] drips onto the shards as you try to stop the bleeding. You must have cut a vein or something.
](else-if: $Scene is 3)[\
Reaching into your pockets you pull out a small roll of bandages. The treaturous wilds of your (link: "//homeland//")[(set: $ReturnPassage to "GlassShard")(go-to: "Homeland")] was both a curse, and a blessing. Due to experiencing near-death scenerios on a daily basis, you've learned prepare yourself for almost any situation.
After a short session of reminiscence you finally finish tending to your wound. Returning the bandages to your pockets, your finger grazes the fabric of your outfit, sending a jolt of pain down your arm. Cursing your clumsiness, you notice the sudden absence of blood, as well as a (link: "faint silver light")[(set: $Scene to 4)(go-to: "GlassShard")], coming from within the pile of glass.
](else-if: $Scene is 4)[\
You grab a nearby broom and gently dig for the light's source. You get several odd stares from the people around you, but you're far too mesmerized by the glow. After a digging for a few seconds you find a shard that appears to be glowing.
Reaching to out grab it, you notice it's cold to the touch. It's also suprisingly dense for how thin it is. Unlike the other shards which sported sudden cuts and uneven edges, this shard seems to feature some sort of uniformity.
(link: "Keep it?...")[\
(set: $Scene to 5)
(go-to: "GlassShard")
]
(link: "Nothing good can come of this. Put it back.")[
(set: $Scene to 6)
(go-to: "GlassShard")
]
](else-if: $Scene is 5 or $Scene is 6)[\
(if: $Scene is 6)[\
For some odd reason, you can't seem to bring yourself to put it back. The chilly sensation from its touch is... familar.
]\
You slip the stone into the pockets of your jacket. Somehow, it just feels right to have it, like it belongs.
Taking one final look at the pile, or rather, mess of glass shards, (link: "there seems to be nothing left of significance")[(set: $Scene to 2)(go-to: "Search")].
]
**Origins**
(set: $Origins to true)
You make you way to the center of the main room and try to avoid disrupting your worker's duties to the best of your abilities.
Looking about, the only way an object could have fallen from a high place is if it came from the (link: "//mezzanine//")[(set: $ReturnPassage to "Origins")(go-to: "mezzanine")], but that seems implausible at best.
Perhaps it would be best to survey the lower [[hallways->Hallways]] as well.
[[<-Return->Search]]**Riot**
(set: $Riot to true)
You wade through tables and customers before arriving at the tavern's main entrance.
Peering through the doors' glass windows, you see species of every kind marching in the direction of the city square. They're carrying signs and torches, and seem to be protesting about something. Weapons and tools can also be seen getting thrust into the air.
They appear to be speaking in a language unfamiliar to you, but amongst those words a name stands out with frightening recognition, (link: "//Silverhorn//")[(set: $ReturnPassage to "Riot")(go-to: "Silverhorn")].
[[This can't be good...->Search]]**Silverhorn**
Silverhorn is a mighty winter dragon that once ruled over the the frozen wastelands, that Wintervale currently resides.
Its wings are capable of blocking out the sun itself.
The beats of its wings summoned winds capable of ripping up trees from their roots, and its roar summoned terrible blizzards.
It laid siege to the lands around its domain a long time ago, but was slain by a valient adventurer who we named this city after.
(link: "Interesting...")[(go-to: $ReturnPassage)]**Hallways**
(set: $Hallways to true)
You heard the wind howling outside as you traverse the empty corridors of your tavern. Seems like a blizzard is brewing. You feel a cold breeze from around a corner, and immediately take a defensive stance. Faint footsteps can be heard from the end of the hall.
The lower levels of your tavern should be completely insulated as well, and there should be no windows outside of the upper levels and main hall, so where could this (link: "breeze")[(set: $Scene to 1)(go-to: "Storage")] be coming from...
(if: $Arrow is true)[[Storage]]**The mysterious breeze**
(if: $Scene is 1)\
[Turning a corner you notice this hallway being much more cold than the others. As you progress towards the (link: "storage door")[(set: $Scene to 2)(go-to: "Storage")] at the end of the hall you find yourself shivering. You can see your own breath with every exhale. Faint shouting can be heard from this side of the door.]\
(else-if: $Scene is 2)\
[You cautiously feel the door handle, violently retracting your hand afterwards. It's (link: "frozen solid...")[(set: $Scene to 3)(go-to: "Storage")]]\
(else-if: $Scene is 3)\
[You slowly open the door, its hinges squeaking from their lacking of proper maintenance. You dive behind some barrels, but to your surprise the room is empty. Peeking your head out, you see some light coming from behind a (link: "crate")[(set: $Scene to 4)(go-to: "Storage")] towards the back of the storage.]\
(else-if: $Scene is 4)\
[As you approach the crate, the temperature only drops even further. Pushing the crate away with great effort, you finally discover what let in the blizzard. (link: "A hole")[(set: $Scene to 5)(go-to: "Storage")], roughly big enough to fit a small person, was dug through the walls of your tavern with what seems to be a hacking tool.]\
(else-if: $Scene is 5)\
[Deciding to further investigate the hole, you lower yourself to a crawl to uncover where the it leads.
Looking out, you can see the shoes and claws of angery protesters marching with great ferocity. What you could only assume to be posters, magazines, fruits and anything else that stood in their path were trampled beyond recognition.
It seems that using this hole to traverse in and out of the tavern is no longer a viable option.
(link: "How long has this been here?!")[(set: $Scene to 0)(go-to: "Search")]]\
(if: $Arrow is true)[[Search]]**Main Hall**
You walk to your bartender and ask for him to continue the search, then tighten the security around the premise.
As you exit the main room and head for the attic, you fail to notice the noise within the tavern die down. It's as though the entire tavern has slowed down. It seems you're not the only one who's experiencing this fatigue.
Closing the door behind you, you lower your stance and stumble your way towards the stairs. As you climb towards the attic you trip over yourself several times... (link: "Something is off...")[(set: $Scene to 1)(go-to: "Assassination")]
(if: $Arrow is true)[[Assassination]]**Upper Hallways**
(if: $Scene is 1)\
[Your vision starts to blurr, it becomes progressively difficult to breath. Living in the cold attic for so long must have taken its toll on your body. You pick up your pace, yearning for the soft mattress of your (link: "bed")[(set: $Scene to $Scene + 1)(go-to: "Assassination")].]\
(else-if: $Scene is 2)\
[Suddenly, the base of your torso feels warm. Your legs give out and you slump forward toward, barely catching yourself with your shivering arms. You bring a hand to your stomach, its wet. You bring it up to your face, (link: "red...")[(set: $Scene to $Scene + 1)(go-to: "Assassination")]]\
(else-if: $Scene is 3)\
[Then the pain sets in. You fall forward, but someone forces you on to your back. You feel a seething sensation of cold in your pocket, but its drowned out by the pain from your stomach. Your head is heavy, but you raise it with the last of your strength. You can barely see, but before you is a figure dressed in blue. Your hearing has given away, but their lips are moving. (link: "They're saying something...")[(set: $Scene to $Scene + 1)(go-to: "Assassination")]]\
(else-if: $Scene is 4)\
[Then... (link: "everything goes black...")[(set: $Rebirth to $Rebirth + 1)(set: $Scene to 0)(go-to: "Darkness")]]This passage is just for the developer to keep track of which scenes are which (main passage only), and which passages are linked to the receptionist dialogue.
Some related variables are also included.
SCENES (6)
1: Initial Greeting. (Meeting)
2: Hello again. (Meeting Alt)
3: Anything else I can help with. (General)
4: Right after asking for blue outfits. (Guests)
5: Much Excitement. (Guests)
6: The pain of no customers. (Guests)
7: Forgotten notebook. (forgotten)
PASSAGES ()
RFlavor: Passage that displays flavor text.
RGuests: Passage that displays concerns to guests.
RNoise: Passage that displays answer to large noise.
RBlueClothes: Passage that provides insight on blue clothed characters.
RConcernEvent: Passage that plays concerned event.
RSilver: Passage that plays silverhair girl event.
VARIABLES (12)
RConcerned: Toggles if player's seen concerned event.
RMet: Toggles if receptionist was met this round.
RFlavor: Toggles if dialogue was chosen.
RGuests: Toggles if dialogue was chosen.
RNoise: Toggles if dialogue was chosen.
RSilver: Toggles if dialogue was chosen.
RForgotten: Toggles if players have seen the event.
RBlueClothes: Toggles if players selected the dialogue.
ReceptionistMet: Counter for times met.
ReceptionistFlavor: Counter for dialogue choice
ReceptionistGuests: Counter for dialogue choice
ReceptionistNoise Counter for dialogue choice
TotalCustomers Counter for number of customers
CONCERNED EVENT
The event triggers when you ask the receptionist about people wearing blue.
SCENE SEQUENCE:
1 Initialization.
2 Pull your arm away.
3 Turn around.
4 Turn around but pulled away first.
5 If you were grabbed by a monster--
6 Sorry I'm busy--
7 The journal
8 Good luck
(set: $RFlavor to true)\
(set: $ReceptionistFlavor to $ReceptionistFlavor + 1)\
(if: $Scene is 1)
[**"Seems like you have your work cut out for you."**]\
(else:)\
[**"Everything alright?"**]
(if: $Scene is 1)\
[While chuckling, she brings a hand up to her lips to covers her smile with the tips of her fingers.
Slightly raising her head, she takes a deep breath, then sighs.
"I suppose so, but somebody has to do it."
Seems like she's doing alright.]\
(else-if: $Scene is 2)\
[She nods, though her posture puts forth an obvious sense of fatigue.
Suddenly an idea makes itself present.
You extend your arm towards her chin, prompting her to eye you suspiciously, but displays no signs of resistance. Her cheeks begin to blush, and she closes her eyes while slowly leaning towards you.
However, you had other plans for her.
(if: $Ruffled is false)[\
(set: $Ruffled to true)\
Just before your hand makes contact you elegantly bring it above her head and ruffle her hair. Flustered and clearly confused, she quickly bats your arm away and looks at you, puzzled.
"Wha-what was that about?!"
You give a hearty laugh, and she joins you after a momentary pause.
]\
(else:)\
[Just before your hand makes contant you elegantly bring it above her head to ruffle her hair. Yet suddenly it was your turn to be confused, as just before you touched her hair she ducked away as if by reflex!
Looking up at you, she seems to be as surprised as you are.
She shrugs, "Women's intuition I guess."
You give a nervous chuckle as she laughs in the face of your discomfort.
]\
]
(link: "\"By the way...\"")[(set: $Scene to 3)(go-to: "Receptionist")](set: $RGuests to true)\
(set: $ReceptionistGuests to $ReceptionistGuests + 1)\
**"How are our guests handling themselves today?"**
(set: _Count to (Random: 20, 60))\
(set: $TotalCustomers to $TotalCustomers + _Count)\
She looks through (if: $RConcerned is false)[her notebook](else:)[several documents] while scribbling something on a seperate sheet of paper. Once she finishes,\
(if: _Count > 50)[\
(set: $Scene to 5)\
she turns towards you, beaming with pride. She speaks with far too much excitement, even for her.
"Guess what?! I've done a super good job today!"
She then turns towards the next guest in line and shakes their hands with both of her's, far too dramatically.
](else-if: _Count > 30)[\
(set: $Scene to 3)\
she turns towards you in a very casual manner. She smiles and speaks in a very professional tone.
"Painfully average sir."
She then turns towards the next guest and addressess them in a similar manner.
](else:)[\
(set: $Scene to 6)\
she slumps down on her desk with a dramatic sigh. You ask her whats wrong, but she doesn't respond. Is she... alright?
As the next guest approaches she's still just... lying there.
They ask if they can get a table, and she responds by tossing a random table marker at them, which bounces off their face.
You hold them back and profusely apoligize for her attitude as they rant about how their their nose will never be the same. Laughter fills the tavern walls.
]\
Catching a glimpse of (if: $RConcerned is true)[the paper she wrote on](else:)[her notebook], you see "**Customers: (if: $RConcerned is true)[$TotalCustomers](else:)[_Count]**" on it.
(link: "So she was doing... Math?...")[(go-to: "Receptionist")](set: $RNoise to true)\
(set: $ReceptionistNoise to $ReceptionistNoise + 1)\
**"Any idea what caused that crash earlier?"**
She looks behind you.
"I don't think you need me to tell you that the noise was caused by glass shattering."
She laughs, then gently shakes her head.
"Sorry, I'm joking of course. I didn't see where that glass came from, nor its original shape. I was getting something from beneath the desk when I heard it shatter."
(link: "\"I see...\"")[(set: $Scene to 3)(go-to: "Receptionist")]**EVENT**
(if: $Scene is 1)[\
(set: $RConcerned to true)\
As you turn and move towards the bar you feel a hand on your wrist. It's cold... and slightly damp...
(link: "Pull your arm away.")[\
(set: $Scene to 2)\
(go-to: "RConcernedEvent")\
]
(link: "Turn Around")[\
(set: $Scene to 3)\
(go-to: "RConcernedEvent")\
]\
](else-if: $Scene is 2)[\
You try to pull your arm away, but the grip just tightens itself. You feel hand's owner hug your arm, and while their body is warm their hands are cold as ice.
(link: "Turn around.")[\
(set: $Scene to 4)\
(go-to: "RConcernedEvent")\
]\
](else-if: $Scene is 3 or $Scene is 4)[\
Turning back, you see your receptionist looking up at you with worried eyes, her cheerful demeanor nowhere to be seen.
(if: $Scene is 4)[\
Her cheeks are puffed and her brows are somewhat furrowed.
"Why'd you try to pull away?"
(link: "\"S-sorry..\"")[\
(set: $Scene to 7)\
(go-to: "RConcernedEvent")\
]
(link: "\"If a cold and wet mystery hand suddenly grabbed you out of nowhere you'd also want to flee.\"")[\
(set: $Scene to 5)\
(go-to: "RConcernedEvent")\
]
](else:)[\
"Hold on, there's something I need to tell you."
(link: "Sure.")[\
(set: $Scene to 7)\
(go-to: "RConcernedEvent")\
]
(link: "Sorry, but I'm preoccupied with another situation, maybe later.")[\
(set: $Scene to 6)\
(go-to: "RConcernedEvent")\
]
]\
](else-if: $Scene is 5 or $Scene is 6)[\
Her grip on your (if: $Scene is 5)[arm](else:)[wrist] tightens, but then she lets go with a heavy sigh. She speaks quietly and unsteadily.
"Please..."
Considering the desperation behind her voice, you decide it's probably best to \
(link: "hear her out.")[\
(set: $Scene to 7)\
(go-to: "RConcernedEvent")\
]\
](else-if: $Scene is 7)[\
She looks around before leaning towards your ear. She voice is soft, but concise.
"I know what's going on, but there's nothing I can do about it. I try to forget, but the journal always reminds me.
It always reminds me of the past, pain you've felt, the times you died.
It shows me the future, but I'm helpless against its words. It's as if the future has already been written in stone.
But since you seemed to have also retained your memories from before, perhaps... perhaps this (link: "journal")[(set: $Scene to 8)(go-to: "RConcernedEvent")] will learn to serve you better than it did me."
](else-if: $Scene is 8)[\
Your eyes lock with her's as she slips her notebook into your hands. The gleam you saw before is replaced by an emptiness you've never seen before.
Then, you feel a familiar warmth at the base of your torso. You cough impulsively, splattering her face with bits of red paint.
As the ground grows closer you hear screams all around you, though the world grows quiet with every passing second. One again, you feel that seething sensation of cold in your pocket.
Before your senses fade you hear one last line from the receptionist,
(link: "\"Good luck...\"")[(set: $Rebirth to $Rebirth + 1)(go-to: "Darkness")]
]
This passage is just for the developer to keep track of which scenes are which (main passage only), and which passages are linked to the barkeeper dialogue.
Some related variables are also included.
SCENES:
1: Initial Greeting. (Meeting)
2: Hello again. (Meeting Alt)
3: Anything else I can help with. (General)
4: A good drink.
5: Far too drunk.
6: 0 Rebirth drink
7: Noise
PASSAGES
BFlavor: Passage that displays flavor text.
BGuests: Passage that displays concerns to guests.
BNoise: Passage that displays answer to large noise.
BBlueClothes: Passage that displays information regarding suspects.
BBMonocleEvent: Passage that displays curiosity about dragonscale.
VARIABLES
BMet: Toggles if bartender was met this round.
BFlavor: Counts how many glasses the player drank.
BGuests: Toggles if dialogue has been chosen.
BNoise: Toggles if dialogue has been chosen.
BSilver: Toggles if dialogue has been chosen.
BMonocle: Toggles if player has experienced event.
BBlueClothes: Toggles if players have selected the dialogue.
BartenderMet: Counts number of times interacted.
BartenderFlavor: Counts dialogue choice.
BartenderGuests: Counts dialogue choice.
BartenderNoise: Counts dialogue choice.
ExcessiveDrinker: Toggles if player completed booze event.
He claims to have had his back turned before the crash happened and didn't see where the object came from, and the glassware is all accounted for.
However, he then informs you that earlier in the day a large group of hooded individuals approached the entrance of the tavern.
As the bar is parallel to the main entrance, he was able to catch a glimpes of their faces. They seem to be a party of middle aged humans.
You shrug them off as thieves who're simply taking advantage of the commotion outside.
(if: $Scene is 1)[\
(set: $RBlueClothes to true)\
**"Were any of our guests wearing blue today?"**\
](else-if: $Scene is 2)\
[**There were a few...**]
(if: $Scene is 1)[\
She looks at you as if there was something stuck on your face. Although she didn't comment on it, it's obvious that she found the question to be rather peculiar.
Nevertheless, she makes a visible effort of recollecting the people she saw entering the tavern today.
"(link: "There were a few...")[(set: $Scene to 2)(go-to: "RBlueClothes")] although I didn't make note of their names since I didn't find it important at the time."
](else-if: $Scene is 2)[\
Although pushing her any further will only raise her levels of suspicion, it was paramount for you to uncover as much information about those individuals you saw earlier as efficiently as possible.
You ask her for any details she could remember about them, emphasizing the importance of even the smallest details. You can see her cheerful demeanor slowly, but ever so slightly, fading to concern.
"W-well... they all entered one at a time. I didn't get to see their faces since they were wearing cloaks, but I just assumed that they were just non-humans who wanted to conceal their faces. Their cloaks were blue with violet linings, and had a sigil sown onto them, although I didn't get a good look at it..."
She begins shifting uncomfortably. It's clear that she wants to change the subject.
(link: "\"Thank you for your insight.\"")[\
(set: $Scene to 4)\
(go-to: "Receptionist")\
]\
]Set the conditions then go to the passage you wish to test.
(set: $NewLine to "\n")\
(set: $Scene to 1)\
(set: $Rebirth to 0)\
(link: "Begin Test!")[(go-to: "Outside")]
<!-- Reseting Variables setup -->
<!-- Receptionist Variables -->
(set: $RMet to false)
(set: $RFlavor to false)
(set: $RGuests to false)
(set: $RNoise to false)
(set: $RSilver to false)
<!-- Bartender Variables -->
(set: $BMet to false)
(set: $BFlavor to 0)
(set: $BGuests to false)
(set: $BNoise to false)
(set: $BSilver to false)
<!-- Exploration -->
(set: $BTAttic to false)
(set: $AtticM to false)
(set: $AtticCM to false)
(set: $Desk to false)
(set: $BTUpperHall to false)
(set: $UpperHallM to false)
(set: $UpperHallCM to false)
(set: $BTMainHall to false)
(set: $MainHallM to false)
(set: $MainHallCM to false)
(set: $WallM to false)
===DEFAULTS DONT CHANGE====================================
<!-- Setting up variables -->
<!-- Game States -->
(set: $UnlockedJournal to false)
(set: $RConcerned to false)
(set: $BMonocle to false)
(set: $BForgotten to false)
(set: $ReadNote to false)
(set: $ExcessiveDrinker to false)
(set: $SeenSilver to false)
(set: $UsedMonocle to false)
(set: $UsingMonocle to false)
<!-- Key Items -->
(set: $DragonScale to "Pocket")
(set: $MomonsNote to "Desk")
<!-- Rebirth 0 Tavern -->
(set: $GlassShard to false)
(set: $Origins to false)
(set: $Riot to false)
(set: $Hallways to false)
<!-- Receptionist Variables -->
(set: $ReceptionistMet to 0)
(set: $ReceptionistFlavor to 0)
(set: $ReceptionistGuests to 0)
(set: $ReceptionistNoise to 0)
(set: $TotalCustomers to 0)
(set: $RConcerned to false)
(set: $RForgotten to false)
(set: $RBlueClothes to false)
(set: $Ruffled to false)
<!-- Bartender Variables -->
(set: $BartenderMet to 0)
(set: $BartenderFlavor to 0)
(set: $BartenderGuests to 0)
(set: $BartenderNoise to 0)
(set: $BBlueClothes to false)
(set: $BMonocle to false)
(set: $ExcessiveDrinker to false)
<!-- Exploration -->
(set: $AtticMC to 0)
(set: $DeskC to 0)
(set: $Window to true)
(set: $Lantern to false)
(set: $UpperHallMC to 0)
(set: $MainHallMC to 0)(if: $Scene is not 2)[(set: $BFlavor to $BFlavor + 1)]\
(if: $BFlavor is 1)[(set: $BartenderFlavor to $BartenderFlavor + 1)]\
(if: $Rebirth is 0)[\
**Bring me the usual**
The bartender gives a short bow, bringing his hand to his chest, then sets the glass cup in his hand aside. He straightens out his collar then adjusts his (link: "//monocle//")[(set: $ReturnPassage to "BFlavor")(go-to: "Monocle")].
"As you command."
After a brief delay he returns with a drink that you've savored since the very first tavern you opened.
"Your order, master."
(link: "\"Excellent, as always.\"")[\
(set: $Scene to 6)
(go-to: "Bartender")
]
](else-if: $Scene is 1)[\
(set: $BartenderFlavor to $BartenderFlavor + 1)\
**"Bring me the usual."**
The bartender gives a short bow, bringing his hand to his chest, then sets the glass cup in his hand aside. He straightens out his collar then adjusts his jacket.
"As you command."
Stepping out the room for a second, he returns with a brown, leather suitcase. You immediately understand what's about to unfold, and the two of you smirk as your eyes meet. He turns towards your guests then announces with confidence,
"Today will be the day where we settle our (link: "//rivalry//")[(set: $ReturnPassage to "BFlavor")(go-to: "Rivalry")] once and for all."
(link: "\"A bold claim old friend!\"")[\
(set: $Scene to 2)
(go-to: "BFlavor")
]\
](else-if: $Scene is 2)[\
**The Challenge Begins!**
You lean forward, propping yourself against the table with an arm, resting your other on your thighs, as he prepares your drink with mastery rivaled by only your own. Your guests all gather 'round to witness the spectacle, his skill being something that you can't help but recognize.
"Your order, master."
Your guests applaude as the bartender bows once more, then fall silent, waiting for your reprisal. Not one to keep an audience waiting, down the drink in one heafty gulp. The crowd roars.
(if: $ExcessiveDrinker is true)[\
No! Bad! You've already drank far too much!
](else:)[\
(link: "\"Another!\"")[\
(set: $Scene to 3)
(go-to: "BFlavor")
]\
]\
(link: "Perhaps now's not the time to indulge yourself too much.")[
(set: $Scene to 4)
(go-to: "Bartender")
]
](else-if: $BFlavor is 2)[\
**Another!**
The bartender slides another drink to you from across the room, which you catch by the handle then chug like the last. You slam the wooden mug on the table, and the crowd goes wild!
(link: "\"Another!\"")[
(go-to: "BFlavor")
]
(link: "Maybe it's time to get return to the search?")[
(set: $Scene to 4)
(go-to: "Bartender")
]
](else-if: $BFlavor is 3)[\
**Another!**
The bartender slides another drink to you, but this time in a foot tall mug. The foam is leaking down its sides. You grab the mug with both hands, and empty its contents over your head. You drink all you can while the rest spills all over the cold stone pavements of your tavern floors. You wipe the foam off your face with great ferocity.
(link: "\"Another!\"")[
(go-to: "BFlavor")
]
(link: "Good gods perhaps that's taking it abit too far?")[
(set: $Scene to 4)
(go-to: "Bartender")
]
](else-if: $BFlavor is 4)[\
**Haven't you had enough?**
The bartender slams a crate onto the bar table before you. He takes a crowbar and pries its lid off, revealing to you its treasures. Bottles of beer fills the crate to the brim. You wield a bottle in each hand, and drink to your heart's content as the crowd hands you opened bottles.
(link: "\"Another!\"")[
(go-to: "BFlavor")
]
No.
](else-if: $BFlavor is 5)[\
**This isn't a safe practice of alchohol consumption!**
The bartender rolls a whole keg down the counter top. Your audience helps prop it up as you break off the tap and empty its contents mug by mug. The receptionist seems awfully concerned about your safety...
(link: "\"Keep 'em comin!\"")[
(go-to: "BFlavor")
]
*Disclaimer: the developer of this game does not endorse excessive drinking.*
](else-if: $BFlavor is 6)[\
**Stop! This has gone too far!**
You hear a huge explosion from outside, but you're far too busy chugging the oceans of booze that's streaming your way. Seeing no other option, your audience carries you over towards the source of the explosion. A meteor fell from the sky, creating a massive hole in the middle of the city that's somehow filled with booze!
(link: "YES!")[
(go-to: "BFlavor")
]
](else-if: $BFlavor is 7)[\
**What the hell where did a meteor come from?! What's happening to this story?!**
Your audience hurls you into the lake of booze! You try to inhale all you can, but are swallowed by the sea. You slowly (link: "sink")[(go-to: "BFlavor")] to the bottom of the lake...
](else-if: $BFlavor is 8)[\
**...**
The world is dark...
You see nothing, hear nothing, feel nothing...
Your senses remain missing for what feels like eons, and though their absence initially filled you with panic, those feelings of dread eventually turn into dizziness.
You find yourself enjoying the peace and tranquility found within this fizzy void, away from the endless booze and roaring guests.
Then suddenly, you're met with a slap to the face! Your eyes shoot open as you launch yourself up. Looking around, you find yourself sitting in on the floor of your tavern.
(link: "What in the...")[(go-to:"BFlavor")]
](else-if: $BFlavor is 9)[\
**In conclusion, don't drink like a madman.**
You see the bartender looking down on you, and as you try to explain what had happened he looks at you as though you've gone mad.
"What? Oceans of booze? Meteors? The hell are you talking about? Come on lets get you all cleaned up and ready to roll. The Tavernmaster shouldn't be rolling around on the floor after all."
After a helping hand you return to your seat at the bar. What in the world just happened?...
(link: "Satisfied?")[
(set: $ExcessiveDrinker to true)
(set: $Scene to 5)
(go-to: "Bartender")
]
*You've unlocked the "Excessive Drinker" Achievement!*
]**"How have the guests been conducting themselves today?"**
(if: $Scene is 1)[\
(set: $BGuests to true)\
The bartender shrugs, then speaks as he continues wiping the glass in hand.
"It's just like any other day really. The guests pass out from drinking too much, so our workers move them to the outer benches to get some fresh air."
He stops wiping momentarily.
"Well... considering the nonsense happening outside we've been forced to adapt other measures. To be more specific, we've been providing an old wake-up slap to the drunkards, before sending them off."
(link: "\"Are they going to be alright out there?...\"")[\
(set: $Scene to 2)
(go-to: "BGuests")
]
](else-if: $Scene is 2)[\
He laughs.
"Well... one can only hope can't we?"
Suddenly, he leans across the table, and speaks in a low voice.
"Setting that aside, I'm sure you'd like to know that several hooded individuals have made their way into our establishent today. Their cloaks were blue, so they were easy to spot."
He continues after a quick scan of the room.
"However, what concerns me isn't the fact that the were hiding their faces, but the sounds that were emanating from beneath their cloaks. The sound of metal. They're most likely armed."
He stands back up, finishing up the glass in his hands.
"Anyways, we don't exactly have anything of much value here, but it's best to be cautious during these times."
(link: "\"Indeed.\"")[\
(set: $Scene to 3)
(go-to: "Bartender")
]
]**"Is there any missing glassware?"**
(set: $BNoise to true)\
(set: $BartenderNoise to $BartenderNoise + 1)\
The bartender's hands stop moving.
"This must be regarding the shattering sound correct? I've already made a thorough recount of our glassware, and every seems to be accounted for."
He sets his cup down, then bows, putting one hand behind his waist and the other infront of his chest.
"However, I'm sorry to inform you that I have been unable to search for the item's source, due to our abundance of customers today."
(link: "\"Don't worry about it.\"")[
(set: $Scene to 7)
(go-to: "Bartender")
]**"What else can you tell me about those cloaked figures?"**
(set: $BBlueClothes to true)\
The bartender stops wiping his glass, then looks at you with open eyes. He appears to be... smiling?
"I don't recall ever telling you about them in the first place, though I'm glad to see that your intelligence gathering skills have remained sharp."
He leans across the table, and speaks in a low voice.
"Regarding those hooded individuals who have made their way into our establishent today, their cloaks were blue, and sounds of metal clanking were emanating from beneath their them. They're most likely armed."
He stands back up, finishing up the glass in his hands.
"Well... we don't exactly have anything of much value here, but it's best to be cautious during these times."
(link: "\"Indeed...\"")[\
(set: $Scene to 3)
(go-to: "Bartender")
]**Monocle**
You know those 1 lense glasses things that really fancy people used in those old movies?
The ones that they store in a chest pocket of their jacket or something.
The ones that they hold up to their faces then say 'yeees yeees' afterwards.
The ones that tend to have a chain of sorts attached to them.
That's a monocle.
(link: "Errr... alright?")[(go-to: $ReturnPassage)]**Old Rivals**
Ever since the two of you met you've had regular clashes against one another.
The first battle took place in a dwarven bar, back when you were traveling in search of bettering the drinks you served at your small tavern. This was of course, before the rise of Wintervale.
You traveled there following tales of a barkeeper boasting of never failing to knock a drinker out, and seeing how you were born with an obscene level of alchohol tolerance you simple couldn't pass by the challenge.
Of course, you won spectacularly. The barkeeper decided to stick with you until he finally bested you in battle, though even after doing so he still stuck around. This spectacle eventually became a tradition that your regulars in Wintervale simply cannot miss.
(link: "Cheers!")[(go-to: $ReturnPassage)]**Uncharted Island**
Your people hail from a once tropical island. However, due to a sudden rise in sea level it now rests several miles below the ocean surface.
Perhaps the thawing of the Barren Wastelands played a part in it. Perhaps it wasn't related at all. All you know is that your home is now in Wintervale.
(link: "Interesting...")[(go-to: $ReturnPassage)]**Did you see a women with silver hair pass by?**
(set: $RSilver to true)\
(if: $Rebirth is 2)[\
"Ah!" She stands abruptly, then grabs your shoulders.
"Actually, earlier today a silver haired girl told me that she came following your request. She said it was urgent so I told her to look for you in the attic. Did you not see her?!"
The mysterious girl wants to meet you in person? If anything, you thought that she was trying to avoid you this whole time...
You remove her hands from your shoulders and reassure her with her hands in yours,
(link: "\"Worry not. I'll go take a look.\"")[\
(go-to: "Receptionist")
]
](else:)[\
(if: $Rebirth is 0)[She stiffens at the question, but only briefly. ]After flipping through a few pages of her notebook, she shakes her head. She speaks without taking her eyes off her notebook.
"Sorry, if I saw someone with silver hair I would have noticed them immediately."
(link: "\"Well that's unfortunate...\"")[\
(go-to: "Receptionist")
]
]This passage helps the developer keep track of how the story progresses.
Rebirth 0: Linear exploration.
Locate the dragonscale.
Obtain the bartender's monocle.
Death: Assassination
Rebirth 1: Semi-free exploration.
The sky is red.
Obtain the receptionist's journal.
Death: RConcernedEvent
Rebirth 2: Semi-free exploration.
A minor earthquake.
Read the journal and learn the truth (blue cloaked figures).
Learn how to use the journal.
Locate the silver haired girl (she's dead in the storage).
Death: Frozen
Rebirth 3: Linear progression.
The end is nigh.
Death: WinterIncarnate
Rebirth 4: Linear progression.
Wake up no more.
**Main Hall**
Taking your usual seat at the bar, you think about the best way to approach this situation.
(if: $RSilver is true and $BSilver is true)[It seems that you're out of leads... $NewLine]\
---------------------------------------------------------------
(if: $RSilver is true)[\
Seems like the silver haired women didn't pass by the the front gates. Is she still inside?...
](else:)[\
You've still yet to ask the (link: "receptionist")[(set: $Scene to 2)(go-to: "Receptionist")] about the women...]\
(if: $BSilver is true)[\
(if: $RSilver is false)[$NewLine]The monocle feels warm against your chest. Seems like the women didn't pass by the bar either. Seeing how you can't reach the second floor without passying by the bar, does that mean she's still down here somewhere?...
](else:)[\
You've still yet to ask the (link: "bartender")[(set: $Scene to 2)(go-to: "Bartender")] about the women...]\
The drunkard... appears to be still sleeping...
(if: $RSilver is true and $BSilver is true)[\
You feel as though your head is heavier than usual. Perhaps all this searching has taken its toll on you. Maybe some [[rest->Fatigue]] is in order...]
(if: $Arrow is true)[[Receptionist]]\
(if: $Arrow is true)[[Bartender]]**"Has a women with silver hair been by here?"**
(set: $BSilver to true)\
He strokes his beard and remains silent for awhile. He then bows, putting one hand behind his waist and the other infront of his chest.
"My apoligies, but I do not recall seeing such a women."
(link: "\"Don't worry about it.\"")[
(set: $Scene to 2)
(go-to: "Bartender")
]**EVENT**
(if: $Scene is 1)[\
(set: $BMonocle to 1)\
As you begin returning to your thoughts, the bartender brings a fist before their lips then clears their throat. After opening your eyes you turn to face him, and see him fiddling with his (link: "//monocle//")[(set: $ReturnPassage to "BMonocleEvent")(go-to: "Monocle")] as he looks towards your pocket.
"Pardon my intrusion upon your thoughts old friend, but there's a bit of a concern I wish to address."
(link: "\"What's wrong?\"")[\
(set: $Scene to 2)
(go-to: "BMonocleEvent")
]
](else-if: $Scene is 2)[\
He takes off his monocle, the contraption gives off a satisfying //clink// as he folds it. He stores it in an inner pocket towards the upper part of his jacket before looking at you to speak his mind.
"You see, this monocle of mine is not just any old monocle. It's actually an heirloom from my father, given to me after I mastered our family's signature wine recipe, just as my father recieved his from my grandfather."
He turns to look at your pocket again.
"This monocle was imbued with the ability to detect changes temperature. It's not necessarily heat vision per say, but it does highlight the sources of change. The greater the source's strength the brighter it shines."
(link: "\"I think I know where this is going...\"")[\
(set: $Scene to 3)
(go-to: "BMonocleEvent")
]
](else-if: $Scene is 3)[\
He tilts his head ever so slighty towards the floor, and closes his eyes. He puts both arms behind his waist, then pauses as if deep in thought.
"In that case, I can be much more direct about my approach."
He takes a deep breath, then exhales. Without raising his head, he looks you straight in the eyes. You sense a faint aura of aggression behind his words.
"Tavernmaster, for the safety of both you and those around you I humbly request to inspect the object inside your pocket."
(link: "Very well, I'll allow it.")[
(set: $Scene to 5)
(go-to: "BMonocleEvent")
]
(link: "Absolutely not.")[
(set: $Scene to 4)
(go-to: "BMonocleEvent")
]
](else-if: $Scene is 4 or $Scene is 5)[\
(if: $Scene is 4)[\
As if he were able to sense your intentions, his expression darkens before your let out a word. His brows furrow, and you're certain that he may pop a vein on his head if you outright deny him.
You decide that it's probably better to just play along for the moment... $NewLine
]\
You reach into your pockets and search for the shard, which wasn't too difficult considering how it absorbed the heat around it. Your fingers are soon met with a familar sensation. Wrapping your hand around it, the shard feels cold against your palm.
You present the shard to the bartender, who holds it up towards the light, and inspects it with one eye shut.
You feel an (link: "odd sense of longing")[(set: $Scene to 6)(go-to: "BMonocleEvent")] due to the shard's absense.
](else-if: $Scene is 6)[\
After turning the shard around in his palm a few times he returns it to you. The sense of longing fades when you make contact with the shard. After you store the shard in your pocket, the bartender speaks.
"Just as I thought, I was unable to learn anything other than its chilly aura."
As you stand to retort he raises a hand, keeping the other behind his waist. You lower yourself to listen to what he has to say.
"That said, there is something I need to ask you. Did you feel any sense of... lets say... absence, while I was inspecting the object."
(link: "\"How did you...\"")[
(set: $Scene to 8)
(go-to: "BMonocleEvent")
]
(link: "\"Not particularly, no.\"")[
(set: $Scene to 7)
(go-to: "BMonocleEvent")
]
](else-if: $Scene is 7 or $Scene is 8)[\
He rubs his beard with the hand he used to signal.
"I see..."(if: $Scene is 7)[$NewLine It's obvious that he doesn't believe you, but he chooses to overlook it for some reason.]
He reaches into his upper pocket to retrieve the monocle from before. You see his grip tighten for a moment, then loosen after another deep breath. He extends his free hand towards you, palm up.
"Give me your hand."
You rest the back of your hand on his palm. He gently rests the monocle into it, then holds your hand with both of his. He speaks with a quiet tone, bringing great emphasis to every word.
"I don't know if this is the correct choice, but I sense that you're about to involve yourself in something far big than you. I should stop you while you can... take the shard away from you... but something tells me that isn't a decision for me to make."
(link: "\"What's the meaning of this?\"")[
(set: $Scene to 9)
(go-to: "BMonocleEvent")
]
](else-if: $Scene is 9)[\
He pushes your hand away, the monocle feeling warm in its embrace.
"Take the monocle, and return it to me when you've finished what you are doing. That will be enough to prove to me I've made the right decision today, old friend."
(link: "\"You have my gratitude...\"")[
(go-to: "Interrogation2")
]
]
**"Have you seen this journal before?"**
(set: $RForgotten to true)\
She shakes her head.
"Sorry, I've never seen that journal before. Did someone lose it?"
Seems like she's experiencing what the bartender went through. Her memories regarding this book have disappeared completely...
You notice her wantingly looking at the journal.
"That said... the journal has such a unique design..."
Her reaction leaves you both uncomfortable, and concerned.
(link: "\"I-I think I'll hold onto it for now.\"")[
(set: $Scene to 7)
(go-to: "Receptionist")
]**The Attic**
(if: $Scene is 1)[\
You bend your arm towards you, and stare at your hand without moving an inch. Enjoying the darkness's embrace, the abrupt awakening, meeting the cold, everything has a sense of reminiscence.
In the midst of thought, you realize that you're slightly shivering despite being fully clothes. A (link: "cold sensation")[(set: $Scene to 2)(go-to: "Realization")] appears to be emanating not from outside, but within.
](else-if: $Scene is 2)[\
Reaching into your pockets, you're met with a familiar sensation. Your fingers meet with a cold, hard object. A drop of sweat rolls down your face, the familiarity filling you with both questions and distress. You're unsure about how to handle this situation, but recognize that the problem isn't going to solve itself.
You retrieve (link: "the shard")[(set: $Scene to 3)(go-to: "Realization")] from your pocket, although with great hesitance. The room grows colder it exits its encasing.
](else-if: $Scene is 3)[\
With your hand before you, the shard rests in your palm. You bring it close to your face for closer inspection. Its thin, yet dense. Its shape has a uniform pattern, and is cold to the touch. The shard you hold is without a doubt the same shard from before, yet it wasn't the only item in your pocket.
You (link: "reach into your pocket")[(set: $Scene to 4)(go-to: "Realization")] once more.
](else-if: $Scene is 4)[\
Your hand wraps around a circular object. Though not as cold as the last item you retrieved, its metal surface is still cool to the touch. You set down the glass shard then inspect the new object. To your surprise, it appears to be the bartender's monocle, its purple casing shining under the sunlight.
Your head aches as memories of a previous lifetime flow back at incredible speeds. The riot outside, the people in blue, there are many mysteries that need to be dealt with, and you were never one to waste an oppertunity. You return the two items to your pocket, then get ready to work. (link: "It's time to find some answers")[(set: $Scene to 1)(go-to: "Attic")].
]
(if: $Arrow is true)[[Attic]]**The Attic**
(if: $UsingMonocle is true)[\
(set: $UsingMonocle to false)\
Considering the fact that you were attacked before, it's probably best to travel discretely. You store the monocle in your pocket as you travel to your next destination.
]\
(if: $Scene is 1)[\
(set: $BTAttic to true)\
The attic, the place where you spend your down time, the place where you can seclude yourself from the bussling environment around you and find some peace. A steel lantern sits on your wooden desk.
](else-if: $Scene is 2)[\
As you enter the attic, you're (if: $Window is true)[blasted by](else:)[met with] a familiar wave of coldness. You really have to work on that insulation problem soon if you want your joints to start improving.\
](else-if: $Scene is 3)[\
You unequip the monocle, then fold it back together as before storing it in your pocket. Color returns to your vision.
]\
(if: $Window is true)[ $NewLine You can see the mist caused by your every exhale.]\
(if: ($Rebirth is 2) and ($RSilver is true))[\
$NewLine Seems like the silver haired women isn't here(if: $BSilver is true)[, matching what the bartender said].
]\
(if: $ToggledItem is "Lantern")[\
(set: $ToggledItem to "")
(if: $Lantern is true)[\
The lantern's light illuminates the room.\
](else:)[\
Darkness fills the void left by the lantern's light.\
]\
](else-if: $ToggledItem is "Window")[\
(set: $ToggledItem to "")\
(if: $Window is false)[\
$NewLine You can almost hear your joints thanking you.\
](else:)[\
$NewLine The cold floods into your room.\
]\
](else-if: $ToggledItem is "Note")[\
(set: $ToggledItem to "")\
]\
---------------------------------------------------------------
<!-- Desk Interaction -->\
(if: $Desk is false)[\
$NewLine The (link: "desk")[\
(set: $ReturnPassage to "Attic")\
(set: $Scene to 1)\
(go-to: "Desk")\
]\
stands by your chair in its corner of the room.\
](else-if: $ReadNote is false)[\
$NewLine You need some more light to read the (link: "note")[\
(set: $ReturnPassage to "Attic")\
(set: $Scene to 3)\
(go-to: "Desk")\
].\
](else-if: $DeskC > 1)[\
$NewLine The desk appears to be empty.\
](else-if: $ToggleItem is "Note")[\
(set: $ToggleItem to "")
$NewLine What items might the note be talking about?...\
]
<!-- Window Interaction -->\
(set: _Window to "")\
(if: $Window is true)[\
(set: _Window to "Close the window.")\
](else:)[\
(set: _Window to "Open the window.")\
]\
(link: _Window)[\
(set: $Scene to 1)
(set: $ToggledItem to "Window")\
(set: $Window to not $Window)\
(go-to: "Attic")\
]\
<!-- Lantern Interaction -->\
(set: _Lantern to "")\
(if: $Lantern is true)[\
(set: _Lantern to "Turn off the lantern.")\
](else:)[\
(set: _Lantern to "Turn on the lantern.")\
]\
(link: _Lantern)[\
(set: $Scene to 1)
(set: $ToggledItem to "Lantern")
(set: $Lantern to not $Lantern)
(go-to: "Attic")
]\
<!-- Monocle Interaction -->\
(if: $AtticCM is false and $Rebirth < 3)[\
(link: "Look through the monocle.")[\
(set: $Scene to 1)
(set: $UsingMonocle to true)
(if: $UsedMonocle is false)[\
(go-to: "MonocleFirst")
](else:)[\
(go-to: "MonocleAttic")
]\
]
](else-if: $Rebirth is 3)[\
The monocle is missing.
](else-if: $AtticMC > 1)[\
Seems like there hasn't been any significant changes.
](else:)[\
Seems like there's nothing left to check with the monocle.
]\
<!--Moving to different locations-->\
(link: "Enter the upper hallways.")[\
(if: $BTUpperHall is true)[\
(set: $Scene to 2)\
](else:)[\
(set: $Scene to 1)\
]\
(go-to: "UpperHall")\
]
(if: $Arrow is true)[[MonocleFirst]]\
(if: $Arrow is true)[[MonocleAttic]]\
(if: $Arrow is true)[[UpperHall]]\
(if: $Arrow is true)[[Desk]]
**Main Hall**
(if: $UsingMonocle is true)[\
(set: $UsingMonocle to false)\
Considering the fact that you were attacked before, it's probably best to travel discretely. You store the monocle in your pocket as you travel to your next destination.
]\
(if: $Scene is 1)[\
(set: $BTMainHall to true)\
Inside the main hall, you feel as though you've entered a new world. You guests cheer and singly along with the bard, as if they're unaware of the danger which lurks nearby. Then again, you knowing it beforehand is probably the anomaly here. The smell of food fills the air.
](else-if: $Scene is 2)[\
As you enter the main hall, you're reminded of its lively atmosphere, and the pungent smell of beer.
](else-if: $Scene is 3)[\
You unequip the monocle, then fold it back together as before storing it in your pocket. Color returns to your vision. (if: $Rebirth is 1)[The strange, transparent wall appears solid when looked at without the monocle.](else-if: $Rebirth is 2)[The hole is no longer visible.]
](else-if: $Scene is 4)[\
It appears that the bartender has no recollection of ever owning the monocle. In fact, its history seems to have been removed from family altogether...
]\
Seems like your friends are hard at work.
---------------------------------------------------------------
<!-- Receptionist -->\
(if: ($BForgotten is true) and ($Rebirth is 1) and ($RConcerned is false))[\
Something seems off about the \
(link: "receptionist")[\
(set: $Scene to 8)\
(go-to: "Receptionist")\
].\
](else-if: ($RGuests is true) and ($RNoise is true) and ($RFlavor is true) and ($RSilver is true) and ($RBlueClothes))\
[The receptionist works ever so diligently, though it seems that she has nothing more to offer at the moment.]\
(else:)[\
The \
(link: "receptionist")[\
(if: $RMet is true)[(set: $Scene to 2)](else:)[(set: $Scene to 1)]\
(go-to: "Receptionist")\
]\
seems to be handling herself quite well.]\
<!-- Bartender -->\
(if: ($BGuests is true) and ($BNoise is true) and ($BFlavor is > 0) and($BSilver) and ($BBlueClothes))[\
The bartender is busy at work. Seems like he has nothing significant to share at the moment.\
](else:)[\
The \
(link: "bartender")[\
(if: $BMet is true)[(set: $Scene to 2)](else:)[(set $Scene to 1)]\
(go-to: "Bartender")
]\
is seen conversing with some guests.]
<!-- Note -->\
(if: $ReadNote is false and $Desk is true)[\
You need some more light to read the (link: "note")[\
(set: $ReturnPassage to "UpperHall")
(set: $Scene to 3)\
(go-to: "Desk")\
]. $NewLine
](else-if: $ToggledItem is "Note")[\
(set: $ToggledItem to "")
What items could the note be talking about?... $NewLine\
]\
<!-- Monocle -->\
(if: $MainHallCM is false and $Rebirth < 3)[\
(link: "Look through the monocle.")[\
(set: $Scene to 3)
(set: $UsingMonocle to true)
(if: $UsedMonocle is false)[\
(go-to: "MonocleFirst")
](else:)[\
(go-to: "MonocleMainHall")
]
]
](else-if: $Rebirth is 3)[\
The monocle is missing. $NewLine\
](else-if: $MainHallMC > 1)[\
Seems like there hasn't been any significant changes. $NewLine\
](else:)[\
Seems like there's nothing left to check with the monocle. $NewLine\
]\
<!-- Traveling between locations -->\
(link: "Enter the upper hallways.")[\
(if: $BTUpperHall is true)[\
(set: $Scene to 2)
](else:)[\
(set: $Scene to 1)
]\
(go-to: "UpperHall")
]
<!-- Going outside -->\
(if: $Rebirth is 3)[\
With the commotion having died down, it seems \
(link: "exploring outside")[\
(set: $Scene to 1)\
(go-to: "Outside")\
]\
is now a valid option.\
]\
(if: $Arrow is true)[[MonocleFirst]]
(if: $Arrow is true)[[MonocleMainHall]]
(if: $Arrow is true)[[UpperHall]]
(if: $Arrow is true)[[Receptionist]]
(if: $Arrow is true)[[Bartender]]
(if: $Arrow is true)[[Outside]]
**Upper Hall**
(if: $UsingMonocle is true)[\
(set: $UsingMonocle to false)\
Considering the fact that you were attacked before, it's probably best to travel discretely. You store the monocle in your pocket as you travel to your next destination.
]\
(if: $Scene is 1)[\
(set: $BTUpperHall to true)\
While in the upper halls, you're bathed in the upper floor's lights. Though without windows, the chandeliers provide more than enough illumination.
](else-if: $Scene is 2)[\
Entering the upper halls once more, you're reminded of just how empty they are. The chandeliers' chains tremble with the floor as you traverse your building.
](else-if: $Scene is 3)[\
You unequip the monocle, then fold it back together as before storing it in your pocket. Color returns to your vision.
]\
Looking down your hallways, there seems to be nothing of great interest.
---------------------------------------------------------------
<!-- Note -->\
(if: $ReadNote is false and $Desk is true)[\
You need some more light to read the (link: "note")[\
(set: $ReturnPassage to "UpperHall")\
(set: $Scene to 3)\
(go-to: "Desk")\
]. $NewLine\
](else-if: $ToggledItem is "Note")[\
(set: $ToggledItem to "")\
What items could the note be talking about?... $NewLine\
]\
<!-- Monocle -->\
(if: $UpperHallCM is false and $Rebirth < 3)[\
(link: "Look through the monocle.")[\
(set: $Scene to 2)
(set: $UsingMonocle to true)
(if: $UsedMonocle is false)[\
(go-to: "MonocleFirst")
](else:)[\
(go-to: "MonocleUpperHall")
]
]
](else-if: $Rebirth is 3)[\
The monocle is missing.
](else-if: $UpperHallMC > 1)[\
Seems like there hasn't been any significant changes.
](else:)[\
Seems like there's nothing left to check with the monocle.
]\
<!-- Traveling between locations -->\
(link: "Enter the attic.")[\
(if: $BTAttic is true)[\
(set: $Scene to 2)
](else:)[\
(set: $Scene to 1)
]\
(go-to: "Attic")
]
(link: "Enter the main hall.")[\
(if: $BTMainHall is true)[\
(set: $Scene to 2)
](else:)[\
(set: $Scene to 1)
]\
(go-to: "MainHall")
]\
(if: $Arrow is true)[[MonocleFirst]]
(if: $Arrow is true)[[MonocleUpperHall]]
(if: $Arrow is true)[[Attic]]
(if: $Arrow is true)[[MainHall]]**Attic**
(set: $AtticM to true)\
(set: $AtticCM to true)\
(set: $AtticMC to $AtticMC + 1)\
Peering through the monocle, your perspective of the world changes (if: $UpperHallM is true or $MainHallM is true)[once more](else:)[drastically]. What you see is a world devoid of color, a world painted in monochrome dotted with patches of red and blue.
The window(if: $Window is true)[ radiates a blue aura. The monocle only makes cold's presense more obvious](else:)['s frame emits a faint blue aura. Seems like some some heat is still able to escape between the window's cracks].
Looking around, it seems that there's nothing much to see in this room.
---------------------------------------------------------------
<!--Removing the monocle-->\
(link: "Remove the monocle.")[\
(set: $UsingMonocle to false)
(set: $Scene to 3)
(go-to: "Attic")
]\
<!--Moving to different locations-->\
(link: "Exit the attic.")[\
(if: $BTUpperHall is true)[\
(set: $Scene to 2)\
](else:)[\
(set: $Scene to 1)\
]\
(go-to: "UpperHall")\
]
(if: $Arrow is true)[[Attic]]
(if: $Arrow is true)[[UpperHall]]
**Upper Hall**
(set: $UpperHallM to true)\
(set: $UpperHallCM to true)\
(set: $UpperHallMC to $UpperHallMC + 1)\
Peering through the monocle, your perspective of the world changes (if: $AtticM is true or $MainHallM is true)[once more](else:)[drastically]. What you see is a world devoid of color, a world painted in monochrome dotted with patches of red and blue.
Looking around, you see the chandeliers giving off a faint orange aura. It appears to be shrinking with every passing moment, though at a rate so slow that you feel no difference in room temperature.
Looking about, there appears to be nothing of great interest here.
---------------------------------------------------------------
<!--Removing the monocle-->\
(link: "Remove the monocle.")[\
(set: $UsingMonocle to false)
(set: $Scene to 3)
(go-to: "UpperHall")
]\
<!-- Traveling between locations -->\
(link: "Enter the attic.")[\
(if: $BTAttic is true)[\
(set: $Scene to 2)
](else:)[\
(set: $Scene to 1)
]\
(go-to: "Attic")
]
(link: "Enter the main hall.")[\
(if: $BTMainHall is true)[\
(set: $Scene to 2)
](else:)[\
(set: $Scene to 1)
]\
(go-to: "MainHall")
]\
(if: $Arrow is true)[[UpperHall]]
(if: $Arrow is true)[[Attic]]
(if: $Arrow is true)[[MainHall]]
**Main Hall**
(if: $WallM is true)[(set: $MainHallCM to true)]\
Peering through the monocle, your perspective of the world changes (if: $UpperHallM is true or $AtticM is true)[once more](else:)[drastically]. What you see is a world devoid of color, a world painted in monochrome dotted with patches of red and blue.
(if: $MainHallM is false)[\
(set: $MainHallMC to $MainHallMC + 1)\
$NewLine The floor of your main hall is covered by a layer of blue mist, and the soles of your guest's shoes appear to be highlighted in blue. You see the doors of your main entrance outlined in navy blue, then fill itself everytime the doors are open. $NewLine]
(set: $MainHallM to true)\
(if: $WallM is false)[You see an oddly transparent wall blocking where the storage hallway would normally be.(if: $Rebirth is 2)[ There's a large hole in it, with ice blue spikes jutting out from all around it. It looks as though something tore its way out from there.]]\
(else:)[Seems like theres nothing else to really look at.]
---------------------------------------------------------------
<!--The Wall-->\
(if: ($Rebirth is 1 and $WallM is false) or ($Rebirth is 2))[\
Inspect the (link: "wall")[\
(set: $Scene to 1)\
(if: $Rebirth is 1)[\
(go-to: "WallM")\
](else-if: $Rebirth is 2)[\
(go-to: "StorageAlt")\
]\
]. $NewLine
](else-if: $Rebirth is 1)[\
Seems like theres nothing you can do about the wall at the moment. $NewLine $NewLine \
]\
<!--Removing the monocle-->\
(link: "Remove the monocle.")[\
(set: $UsingMonocle to false)\
(if: $BForgotten is false)[\
(set: $Scene to 1)
(set: $ReturnPassage to "MainHall")
(go-to: "BForgottenEvent")
](else:)[\
(set: $Scene to 3)\
(go-to: "MainHall")\
]
]
<!-- Traveling between locations -->\
(link: "Enter the upper hallways.")[\
(if: $BForgotten is false)[\
(set: $Scene to 1)
(set: $ReturnPassage to "UpperHall")
(go-to: "BForgottenEvent")
](else-if: $BTUpperHall is true)[\
(set: $Scene to 2)\
(go-to: "UpperHall")\
](else:)[\
(set: $Scene to 1)\
(go-to: "UpperHall")\
]\
]
(if: $Arrow is true)[[WallM]]\
(if: $Arrow is true)[[BForgottenEvent]]\
(if: $Arrow is true)[[StorageAlt]]
(if: $Arrow is true)[[MainHall]]
(if: $Arrow is true)[[UpperHall]]
**A Previous Life**
(set: $UsedMonocle to true)\
You take the purple, metallic object out your pockets, then look at it with reminiscence. It all feels far too surreal. The pain you've felt as you hit the floors of your tavern, the conversations you've held with your workers, it feels like all a dream. Yet the monocle resting in your hand is undeniable proof that everything is real.
You remember the words of your bartender, "This monocle was imbued with the ability to detect changes temperature. It's not necessarily heat vision per say, but it does highlight the sources of change."
You'll have to remember to return it to him later, but it'll be awhile before that happens. You plan on putting it to good use for the sake of your (link: "investigation")[\
(if: $Scene is 1)[
(go-to: "MonocleAttic")
](else-if: $Scene is 2)[
(go-to: "MonocleUpperHall")
](else-if: $Scene is 3)[
(go-to: "MonocleMainHall")
]
].
(if: $Arrow is true)[[MonocleAttic]]
(if: $Arrow is true)[[MonocleUpperHall]]
(if: $Arrow is true)[[MonocleMainHall]]This passage is just for the developer to keep track of which scenes are which (main passage only), and which passages are linked to the receptionist dialogue.
Some related variables are also included.
All locations have the following format, unique actions have different values but never overwrite the following values. They always hold.
SCENES (3)
1: General location description
2: Second time time entering location
3: Exiting monocle view.
VARIABLES - Reset ()
ToggledItem used in free-roam to toggle item states
BT*Location*: if player has visited the location before.
*Location*M: if player searched the location with monocle.
*Location*CM if player completed monocle search for that location.
*Location*MC monocle search count for that location
UsingMonocle if player is currently using monocle
ATTIC INTERACTIONS
Desk (var) if player has inspected the desk for items.
ReadNote (var) if player has successfully read the note. (Game)
DeskC (var) number of times the player has inspected their desk.
Window (var) if player has the window open (true) or closed (false).
WindowM (var) if player has checked window with monocle.
Lantern (var) if player has the lantern on (true) or off (false).
BForgotten if player has seen the event.
ReadNote if player has read the desk note
Move to upper hallway.
This passage is just for the developer to keep track of which scenes are which (main passage only), and which passages are linked to the receptionist dialogue.
Some related variables are also included.
All monocle searches have the following format, unique actions have different values but never overwrite the following values. They always hold.
SCENES (3)
1: Putting on monocle / Entering monocle mode.
2: Continuing search.
3: Out of things to search for.
VARIABLES ()
*Location*M: if player searched the location with monocle.
*Location*CM if player completed monocle search for that location.
*Location*MC monocle search count for that location
BForgotten: Toggles if player has experiened event.
WallM Toggles if player has explored the wall.**Desk**
(if: $Scene is 1)[\
(set: $Desk to true)\
(set: $DeskC to $DeskC + 1)\
The desk lies dormant in your room. You brought it over from your previous tavern as a memento of the time you've spent there, but you never really found a proper use for it. Not wanting to toss it out, you simply left it there.
You rummage through the books and documents resting on your desk, not exactly sure of what you're searching for. The papers have developed a yellow hue due to a lacking of proper maintenance. Perhaps you'll find what you're looking for in the (link: "drawer")[(set: $Scene to 2)(go-to: "Desk")].
](else-if: $Scene is 2)[\
(if: $ReadNote is true)[\
Resting your hand on the drawer's handle, you note its cold and metallic surface. Pulling it back, you feel far less resistance than you did before. To your shock, it appears that the contents within have been removed. The drawer is empty, not a single document remains.
You close the drawer, then sigh as you proceed to (link: "look around")[(set: $Scene to 1)(go-to: "Attic")] some more.
](else:)[\
As you open the drawer, you're greeted with a stash of documents. You immediately realize that there is no need to look beyond what you already see, for above them lies a neatly folded piece of paper.
You pick up the paper, then prompty unfold it assess its contents. \
(if: $Lantern is true)[\
(set: $ReadNote to true)\
(set: $ToggledItem to "Note")\
You see 3 words scribbled on it with what appear so be maroon paint, "COLLECT THE ITEMS". Upon closer inspection, you notice that the top part of the note is slighty fuzzier than the other edges. It appears to have been torn off.
You return the note to the desk, then proceed to (link: "look around")[(set: $Scene to 1)(go-to: "Attic")] some more after closing the drawer.
](else:)[\
You see some sort of writing on it, but its difficult to make out what it is. You decide to store the note in your pocket to read at a later time, then proceed to (link: "look around")[(set: $Scene to 1)(go-to: "Attic")] some more.
]\
]
](else-if: $Scene is 3)[\
You retrieve the note from your pockets. \
(if: $Lantern is true or $ReturnPassage is "UpperHall" or $ReturnPassage is "MainHall")[\
(set: $ReadNote to true)\
(set: $ToggledItem to "Note")\
(if: $ReturnPassage is "Attic")[With the lantern on](else:)[With the chandeliers], it's much more easier to read the note's contents.
You see 3 words scribbled on it with what appear so be maroon paint, "COLLECT THE ITEMS". Upon closer inspection, you notice that the top part of the note is slighty fuzzier than the other edges. It appears to have been torn off.
You store the note in your pockets for future reference, then proceed to (link: "look around")[(set: $Scene to 1)(go-to: $ReturnPassage)] some more after closing the drawer.
](else:)[\
You squint your eyes in a vain attempt to decipher its contents. Its still too dark to read what it says.
You return the note to your pockets, then (link: "look around")[(set: $Scene to 1)(go-to: $ReturnPassage)] some more.
]\
]
**EVENT**
(if: $Scene is 1)[\
(set: $BForgotten to true)\
As you remove the monocle, you hear a set of footsteps approaching. You quickly store the monocle in your pocket, then clear your throat while turning to face the individual.
The bartender appears to have came to greet you in person, an unusual sight as he's always engrossed in refining his wine recipe. He speaks in a casual, but professional tone.
"Greetings master, I trust that you're handling yourself well?"
(link: "\"Indeed, old friend.\"")[
(set: $Scene to 2)
(go-to: "BForgottenEvent")
]
(link: "\"More or less.\"")[
(set: $Scene to 3)
(go-to: "BForgottenEvent")
]
](else-if: $Scene is 2 or $Scene is 3)[\
(if: $Scene is 2)\
[He smiles, though you can tell there lies a sprinkle of scepticism behind it.
"It is good to see yourself in good shape, considering the situation we find ourselves in today."
](else:)\
[He frowns slighty, and as he speaks you can tell he only means half of what he says.
"If there's anything you need, don't be afraid to ask."]\
He then holds out his hand, and speaks in an eager tone.
"I see that you've aquired an interesting piece of technology. Might I take a look?"
(link: "Hand over the monocle.")[
(set: $Scene to 7)
(go-to: "BForgottenEvent")
]
(link: "Hesitate.")[
(set: $Scene to 5)
(go-to: "BForgottenEvent")
]
](else-if: $Scene is 4 or $Scene is 5)[\
(if: $Scene is 5)[\
You hesitate, taking his unusual actions and strange demenour into accound. The bartender takes note of this. Keeping his arm extended, he assures that he only wishes to take a look. $NewLine]\
Reaching into your pocket you feel the cold surfaces of the items occupying it.
(link: "Show him the shard.")[
(set: $Scene to 6)
(go-to: "BForgottenEvent")
]
(link: "Show him the monocle.")[
(set: $Scene to 7)
(go-to: "BForgottenEvent")
]
](else-if: $Scene is 6)[\
You place the shard into his hand. He then raises it up towards the light. Although he appears facinated by its features, it clearly wasn't what he was looking for.
"This is quite a facinating object. It's as thin as paper, yet as heavy as an ingot of gold. Its shape is also very satisfying to the eye, almost as if it were a scale of sorts."
He returns the shard to you, and you return it to your pocket.
"That said, I was refering to the other item in your pocket, if you wouldn't mind."
(link: "Show him the monocle.")[
(set: $Scene to 7)
(go-to: "BForgottenEvent")
]
](else-if: $Scene is 7)[\
You place the monocle into his hand, and he immediately begins tinkering with it. Considering how he's the item's original owner, it only seems natural for him to know so much about it. He brings it up to the eye, and his smile only grows wider. He speaks excitedly, though keeps his head down as he continues tinkering with it.
"This monocle is a state of the art! Not only is it durable and light, it detects sources ot temperature alterations!"
He returns the monocle to you.
"You must tell me where you obtained such an item! I would love to procure one for myself!"
(link: "This was yours...")[
(set: $Scene to 8)
(go-to: "BForgottenEvent")
]
(link: "Actually...")[
(set: $Scene to 8)
(go-to: "BForgottenEvent")
]
(link: "How should I put this...")[
(set: $Scene to 8)
(go-to: "BForgottenEvent")
]
](else-if: $Scene is 8)[\
He looks at you, confused, then laughs.
"Goodness me master! If this is your way of giving me a present you're awfully indirect about it!"
He places a hand on your shoulder.
"However, I accept such a valuable item from you. Considering how little you spend on yourself, I'm sure this was a keepsake from someone important to you."
Satisfied with his investigation, he gives a light bow.
"You have my gratitude for entertaining my request, old friend. I'll have to find a different method of acquiring this item."
As he heads back to his station, you look down at the monocle, then store it away in your pocket before (link: "returning to your search")[(set: $Scene to 4)(go-to: $ReturnPassage)].
]
(if: $Scene is 1)[\
**WARNING**
(set: $UsingMonocle to false)\
As you approach the hole, you feel something drawing you in. Your thoughts are no longer your own, and you prepare to traverse through it.
As your hand touches its border, the world freezes around you. You can't feel your body, your vision goes blank, and all sound is ceased by this phenomonon.
Then, you hear a voice speak to you.
"Traveler, know that beyond this door lies a place of no return. If you have something you've forgotten to do, I suggest you turn back, then return once you've completed your business."
(link: "\"I'm ready...\"")[
(set: $Scene to 3)
(go-to: "StorageAlt")
]
(link: "Step back.")[
(set: $Scene to 2)
(go-to: "StorageAlt")
]
](else-if: $Scene is 2)[\
**Return**
As soon as the thought comes to mind your body is returned to you. You feel yourself falling. After what felt like an eon, your vision returns to you, and you find yourself standing in the main hall.
You reach into your pockets to confirm that the monocle and scale are accounted for. To both your relief and dismay, they are. Taking your seat at the bar, you prepare to (link: "finish your remaining tasks")[(set: $Scene to 1)(go-to: "MainHall")].
](else-if: $Scene is 3)[\
**Entering the Fray**
(set: $ChadCounter to 0)\
You steel yourself, holding the journal close to you, then dive towards the hole. Your body phases through the layer of blue. Unhindered by the transparent wall, your shoulder slams into the opposing wall. Pain courses through your body.
The force from the impact knocks the monocle off of you, causing it to shatter as it hits the floor. Its shards crumbling to powder. Looking back, where the hole once resided stands a solid wooden wall. It seems that the only way is forward.
As you recover from your hard landing, you feel the pull on your soul even strong than before. Turning to face the halls, you notice icicles forming on the ceiling, and frost on the railings. You imediately notice the blue light emminating from the ice.
(link: "Best proceed with caution.")[
(set: $Scene to 4)
(go-to: "StorageAlt")
]
(link: "Assert your dominance.")[
(set: $Scene to 5)
(go-to: "StorageAlt")
]
](else-if: $Scene is 4)[\
**Proceed with Caution**
Your heart begins racing as you steel yourself for what lies before you. You walk with quiet steps, and try to steady your breathing in an attempt to shrink your presence as much as possible. What you see before you is obviously caused by more than an open window left unchecked.
You notice frost forming in your hair, and the air growing colder the further you (link: "proceed down the hall")[(set: $Scene to 6)(go-to: "StorageAlt")]. It appears the unnatural wall formation from before acted as a barrier for keeping this weather in check.
](else-if: $Scene is 5)[\
**Assert your Dominance**
(set: $ChadCounter to $ChadCounter + 1)\
Your heart begins racing as you steel yourself for what lies before you. You take a deep breath, then straighten your posture and puff out your chest. Clenching your fists, you march down the halls with great ferocity. Your steps shatter the frost around you, and the icicles melt when faced with your aura.
Of course, that isn't how things actually played out. Your mind returns to reality, and you smile in response to the plan you've laid out for yourself. Unfortunately, as you take your breath you're hit with a strong gust of wind. You feel the sub-zero temperature invade your lungs and give several coughs in response.
As you recover from your failed attempt, you swear you can hear a subtle laugher echoing through the halls. You (link: "proceed down the halls")[(set: $Scene to 6)(go-to: "StorageAlt")], greatly disappointed with how this decision turned out...
](else-if: $Scene is 6)[\
**Winter's Gate**
As you traverse the frozen passages of what was once an ordinary tavern hallway, you notice the ice structures gradually increasing in size. The walls around you, as well as the floor you walk on, are almost completely encased in ice. You try your best to push past the numbness spreading through your body, and hop from one unfrozen platform to the next.
At the end of the hallway stands the door to your storage. Although it has yet to be encased in ice, the icicles hanging from its frozen handle tell you there isn't much time left before it joins the other doors of this hallway.
(link: "Kick the door down.")[
(set: $Scene to 7)
(go-to: "StorageAlt")
]
(link: "Pry the handle free.")[
(set: $Scene to 9)
(go-to: "StorageAlt")
]
](else-if: $Scene is 7)[\
**Kick the Door Down**
(set: $ChadCounter to $ChadCounter + 1)\
You close your eyes, then take a step back. Taking a deep breath, you thrust the base of your foot against the door with the force of a thousand elephants, while letting out a roar only rivaled by Silverhorn itself!
The impact causes a shockwave of pure power, prompting icicles to fall from the ceiling. The sound of ice shattering echoes through the frozen halls. Then, a wave of (link: "pain")[(set: $Scene to 8)(go-to: "StorageAlt")] enters through the base of your foot and out the strands of your hair.
](else-if: $Scene is 8)[\
**Pain**
You fall backwards, then close your eyes as you hold your shin and roll around the frozen floors. The door remains unfazed by your futile efforts. (if: $CharCounter is 1)[You hear someone laughing, seemingly having trouble with catching their breath.](else:)[You swear you can hear a subtle laugher echoing through the halls.]
The hinges squeak, as the door slowly opens as you begin recovering from your stunt. Opening your eyes, you see a torrent of snow rushing out from it. As the snow envelops your body you finally begin succumbing to the cold, but then it subsides, leaving as quickly as it appeared. The room which lies beyond the door is too dark to get a good look inside. With the mountain of snow behind you, theres no other way to go but (link: "forward")[(set: $Scene to 11)(go-to: "StorageAlt")].
](else-if: $Scene is 9)[\
**Pry the handle free**
You bring a cold hand to your pocket, and pull out the shard of glass. The sound of glass banging against ice travels down the frozen halls with every swing of your arm. Eventually, the icicles fall from the handle, shattering against the frozen floors.
You return the shard back to your pocket, then pull the handle down. The handle fails to budge as the cold saps your strength, so you decide to try again, this time with your bodyweight. To your surprise, the handle snaps off instead of turning, and your face slams into (link: "the door")[(set: $Scene to 10)(go-to: "StorageAlt")] as it slowly creeks open.
](else-if: $Scene is 10)[\
**The Door**
You reflexively bring both hands to your face, but then realize you feel no pain. In fact, it appears you don't feel much at all. Looking down at your hands, you notice they've developed a light blue hue. You can only assume the same is true for the rest of your body.
Looking up, you see a torrent of snow rushing out from the door. As the snow envelops your body you finally begin succumbing to the cold, but then it subsides, leaving as quickly as it appeared. The room which lies beyond the door is too dark to get a good look inside. With the mountain of snow behind you, theres no other way to go but (link: "forward")[(set: $Scene to 11)(go-to: "StorageAlt")]
](else-if: $Scene is 11)[\
**What Lies Beyond**
You peer into the darkness that occupies the storage room, but fail to see anything of significance. With no way of going back, you begrudgingly trudge through the frozen frames of the storage door. As you enter the room, you notice the floors covered by a thick layer of snow.
As you drag your last leg through the door, you hear its hinges squeaking once more. Looking back, you see the door close behind you. Once fully shut, ice portrudes from its base, then grow upwards until fully encasing the door.
You turn to face the fate which lies before you, but decided to make use of the time you have left before resting among the snow. You (link: "begin searching")[(set: $Scene to 1)(go-to: "Frozen")] for potentially something of use nearby.
]
(if: $Arrow is true)[[MainHall]]
(if: $Arrow is true)[[Frozen]]**The Wall**
(if: $Scene is 1)[\
(set: $WallM to true)\
Approaching the wall, you notice a faint aura of cold emmiating from it. Well to be more precise, you see a thin layer of blue hovering above its surface. Without the monocle, it would have been impossible to notice with the constant opening and closing of your main doors.
Placing a hand against the wall, you make note of its cold surface as the blue mist flows around your hand. Its definitely solid, but you can faintly see the hallway to your (link: "storage")[(set: $Scene to 2)(go-to: "WallM")] behind its transparency.
](else-if: $Scene is 2)[\
You place your forehead against the wall, then cover the sides of your face in hopes of getting a better look. You hear a few customers laughing at you from across the room, but you know better than to indulge their behavior. Seems like they aren't aware of its sudden appearance.
You see a mess of glass shards scatter across the ground. Turning your head in hopes of getting a look down the hallway, you fail to get a proper reading. The blue, transparent wall before you contaminates the colors behind it.
You stand back, then proceed to (link: "look around")[(go-to: "MonocleMainHall")] some more.
](else-if: $Scene is 3)[\
]
**The Journal**
(if: $Scene is 1)[\
Althought it feels morally wrong to investigate another's private journal, you feel like you owe the receptionist at least this much. Flipping through its pages, you find that most of them are actually empty. In fact, the ones that aren't feature what you would typically expect inside a diary, the recording of one's daily events.
The amount of detail however, begins to make you feel wary. The later pages of the notebook feature only events regarding your lige in the past few days. It appears as if nothing you do is privy to the receptionist. (link: "Every last detail")[(set: $Scene to 2)(go-to: "Journal")] is recorded on these pages.
](else-if: $Scene is 2)[\
Your heart races as you flip the journals pages, its beats echoing through your skull. The recordings cause a sweat to drip between your brows and onto the page.
REBIRTH: $Rebirth.
Receptionist Met: $ReceptionistMet times.
Guests: (if: $ReceptionistGuest > 0)[True](else:)[False].
Noise: (if: $ReceptionistNoise > 0)[True](else:)[False].
Blue Clothes: True
Total Customers: $TotalCustomers.
Bartender Met: $BartenderMet times.
Guests: (if: $BartenderGuest > 0)[True](else:)[False].
Noise: (if: $BartenderNoise > 0)[True](else:)[False].
Blue Clothes: (if: $BBlueClothes is true)[True](else:)[False].
Excessive Drinker: (if: $ExcessiveDrinker is true)[True](else:)[False].
(link: "Flip the page.")[
(set: $Scene to 3)
(go-to: "Journal")
]
](else-if: $Scene is 3)[\
Your hesitant about flipping the page, but you head to know. Why, or rather, HOW, was she recording all this?... As you flip the page you're met with more statistics.
REBIRTH 1:
Wake up, and meet the young man.
Get dressed and head downstairs.
Investigate the crash.
Meet the silver haired women.
Obtain the dragonscale.
Search for the silver haired women (fail).
Obtain the monocle.
DEATH: Assassination
(link: "Flip the page.")[
(set: $Scene to 4)
(go-to: "Journal")
]
](else-if: $Scene is 4)[\
You flip the page.
REBIRTH 2:
Wake up, and meet the young man.
Get dressed.
Notice something is off.
Investigate your surroundings.
Learn the effects of your last encounter.
Speak with the receptionist.
Obtain the journal.
DEATH: Receptionist
(link: "Flip the page.")[
(set: $Scene to 5)
(go-to: "Journal")
]
](else-if: $Scene is 5)[\
You flip the page.
REBIRTH 3:
Wake up, and experience a minor earthquake.
Read the journal.
(link: "Flip the page.")[
(set: $Scene to 6)
(go-to: "Journal")
]
](else-if: $Scene is 30)[
You flip the page, its empty. You've also reached the last page of the book, thus (link: "close the journal")[(set: $Scene to 1)(go-to: "Resolution")] in dissappointment.
*You've Obtained the "Aggressive Flipper" Achievement!*
](else-if: $Scene > 5)[
You flip the page, its empty.
(link: "Flip the page.")[
(set: $Scene to $Scene + 1)
(go-to: "Journal")
]
(link: "Close the journal.")[
(set: $Scene to 1)
(go-to: "Resolution")
]
]
**The Journal**
After closing the journal, you hear it give off a clicking sound. You notice a golden band holding the book shut. Attempting to open it once more, you learn that there appears to be no way to access its contents any further. You decide to carry the journal around in hopes of getting some answers. Its time to (link: "finish this mystery")[(set: $Scene to 1)(go-to: "Attic")] once and for all...
(if: $Arrow is true)[[Attic]]**The Void**
The world is dark...
You see nothing, hear nothing, feel nothing...
Your senses remain missing for what feels like eons, and though their absence initially filled you with panic, those feelings of dread eventually turn into comfort.
You find yourself enjoying the peace and tranquility found within this endless void, away from the bustling streets and rowdy customers.
What you'd give to remain in its comfort, but something keeps bringing you back. Something believes you still have a role to play in this story, and you're powerless to resist it. You remain in bed for a few more moments before the world starts shaking once more. With great hesitance, (link: "you rise once more")[\
<!-- Reseting Variables setup -->
<!-- Receptionist Variables -->
(set: $RMet to false)
(set: $RFlavor to false)
(set: $RGuests to false)
(set: $RNoise to false)
(set: $RSilver to false)
<!-- Bartender Variables -->
(set: $BMet to false)
(set: $BFlavor to 0)
(set: $BGuests to false)
(set: $BNoise to false)
(set: $BSilver to false)
<!-- Exploration -->
(set: $BTAttic to false)
(set: $AtticM to false)
(set: $AtticCM to false)
(set: $Desk to false)
(set: $BTUpperHall to false)
(set: $UpperHallM to false)
(set: $UpperHallCM to false)
(set: $BTMainHall to false)
(set: $MainHallM to false)
(set: $MainHallCM to false)
(set: $WallM to false)
(go-to: "JournalAlt")
].
(if: $Arrow is true)[[JournalAlt]]**Frozen Storage Room**
(if: $Scene is 1)[\
(set: $SearchSnow to false)\
(set: $SearchCrate to false)\
(set: $SearchHole to false)\
(set: $SearchDoor to false)\
(set: $FreezeCounter to 0)\
You feel the cold slowly draining the last of your energy. The wind outside stops howling, the blizzard outside seems have subsided. As the clouds part, the room is illuminated by a red light. Looking up, you notice a new hole has appeared in the storage's ceiling. The splinters of wood that make up its border appear to be jutting upwards.
](else:)[\
(if: $FreezeCounter is 1)[\
You can barely feel your body, but you must continue to search...
](else-if: $FreezeCounter is 2)[\
You struggle to continue breathing, but can't give up now...
](else-if: $FreezeCounter is 3)[\
You vision begins to fade, but...
](else:)[\
]\
]\
---------------------------------------------------------------
(if: $FreezeCounter < 3)[\
<!-- Hole Interaction -->\
(if: $SearchHole is false)[\
(link: "Search for the previous hole.")[
(set: $Scene to 1)
(go-to: "FrozenHole")
]\
](else:)[\
The hole is covered by a layer of ice.\
]\
<!-- Crate Interaction -->\
(if: $SearchCrate is false)[\
(link: "Search through the crates.")[
(set: $Scene to 1)
(go-to: "FrozenCrate")
]\
](else:)[\
The crates hold nothing of value.\
]\
<!-- Snow Interaction -->\
(if: $SearchSnow is false)[\
(link: "Search through the snow.")[
(set: $Scene to 1)
(go-to: "FrozenSnow")
]\
](else:)[\
So that's where she was...\
]\
<!-- Door Interaction -->\
(if: $SearchDoor is false)[\
(link: "Inspect the door.")[
(set: $Scene to 1)
(go-to: "FrozenDoor")
]\
](else:)[\
There seems to be no way out...\
]\
](else:)[\
(link: "Succumb to the cold.")[
(set: $scene to 1)
(go-to: "Succumb")
]\
]\
(if: $Arrow is true)[[FrozenDoor]]
(if: $Arrow is true)[[FrozenHole]]
(if: $Arrow is true)[[FrozenCrate]]
(if: $Arrow is true)[[FrozenSnow]]
(if: $Arrow is true)[[Succumb]]Double-click this passage to edit it.**Frozen Snow**
(set: $FreezeCounter to $FreezeCounter + 1)\
(set: $SearchSnow to true)\
(set: $Scene to 2)\
You ignore what little pain you can feel while sifting through the snow. After some time has passed, you eventually come across a torn piece of cloth. Your shadow makes it difficult to inspect its details, so you turn to rest it in the red moonlight. Its purple in color. You set it aside for now, the cold making it difficult to think properly.
After some more sifting, your hand meets what you believe to be a finger. Parting the snow as you trace its origin, you're met with a hand. Its cold, hard, and without a pulse. You continue tracing along the arm until you eventually reach the owner's face.
A droplet of ice falls from the side of your face. You see a women with silver hair. You'd open her eyes to confirm their color, but they're frozen shut. Falling back, you remain shocked from disbelief at the events unfolding before you. Your body feels weak, but you force yourself to a crawl to continue the (link: "search")[(go-to: "Frozen")].
**Frozen Door**
(set: $SearchDoor to true)\
(set: $Scene to 2)\
The cocoon of ice is dyed red by the light shining through the hole in the ceiling. You figure that it's probably best to stay away from it, lest you wish to lose what little strength you have.
(link: "Return to the search.")[(go-to: "Frozen")]**Frozen Hole**
(set: $FreezeCounter to $FreezeCounter + 1)\
(set: $SearchHole to true)\
(set: $Scene to 2)\
You remember the presence of a hole which leads outside. Considering silence around you, you assume that the rioters are no longer a threat to you. You claw desperately through the snow, dying the snow red with your frozen hands. A spark of hope appears inside you as you see the splinters surrounding the hole emerging from beneath the snow.
But then that hope flickers away. The hole is covered by a thick layer of ice. You slump forward. What happened here?...
After a moment's pause, you resolve to (link: "return to your search")[(go-to: "Frozen")].**Frozen Crates**
(set: $FreezeCounter to $FreezeCounter + 1)\
(set: $SearchCrate to true)\
(set: $Scene to 2)\
As you near the first crate, you realize that most of them are still nailed shut. You spot a crowbar nearby, but the cold rendered you too weak to apply enough force on the crate's lid. You realize its impossible to check the content inside. To your dismay, it seems that the other crates are either sealed by nail or another crate ontop of them.
Unable to access the crates' content, you decide to (link: "search somewhere else")[(go-to: "Frozen")].**Winter's Embrance**
Despite your best efforts, it seems that there's no other way forward from here. You fall forward, the snow cushioning your fall. Looking to your side, you see the silver haired women resting besides you. Snowflakes, sparkling in the red light, gently settle on her lifeless body.
Closing your eyes, you give your aching body a well deserved rest as last, as your (link: "conciousness slowly fades away")[(set: $Rebirth to $Rebirth + 1)(set: $Scene to 1)(go-to: "FinalDarkness")].**Awakening**
As you open your eyes, you're met with the famliar red glow. It seems the commotion outside has finally died down. Looking over to your desk, you see the journal resting besides the lantern once again. Its contents remain locked behind a golden strap.
As you don your barkeeper's outfit once more, you notice a subtle decrease in its weight. Placing your hand into its pockets, you notice the monocle is missing. You sigh, then prepare to (link: "search the area")[(set: $Scene to 1)(go-to: "Attic")] one more time.
(if: $Arrow is true)[[Attic]](if: $Scene is 1)[\
**WARNING**
As you approach the main doors, you take a moment to reflect on your life for the past couple of hours. Although you've lived through several lifetimes, the day's just starting for your workers and guests.
As your foot is about to exit the building, the world freezes around you. You can't feel your body, your vision goes blank, and all sound is ceased by this phenomonon.
Then, you hear a voice speak to you.
"Traveler, know that beyond this door lies the true ending of your journey. It is a place of no return, a place of no continues. If you have something you've forgotten to do, I suggest you turn back, then return once you've completed your business."
(link: "\"I'm ready...\"")[
(set: $Scene to 3)
(go-to: "Outside")
]
(link: "Step back.")[
(set: $Scene to 2)
(go-to: "Outside")
]
](else-if: $Scene is 2)[\
**Return**
As soon as the thought comes to mind your body is returned to you. You feel yourself falling. After what felt like an eon, your vision returns to you, and you find yourself standing in the main hall.
Taking your seat at the bar, you prepare to (link: "finish what tasks you have remaining")[(set: $Scene to 1)(go-to: "MainHall")].
](else-if: $Scene is 3)[\
**The World Beyond Your Domain**
For the first time in what felt like eons, you prepare to exit the tavern. Remnants from your experience before makes you hesitant about stepping outside the warm tavern walls, but there isn't much else to do without the monocle in hand.
As you walk through the doors, you're bathed by the ominous red light. You immediately notice that it isn't the sun or moon that's giving off that glow. Rather, the sky itself seems to be dyed red.
Then, you're drawn to another point of concern. The streets of Wintervale have grown silent. What was once filled with a crowd of rioting people has become devoid of life. Stepping into the middle of the street, no merchant, traveler, or even animal can be seen roaming the scene before you.
(link: "Turn around.")[
(set: $Scene to 4)
(go-to: "Outside")
]
](else-if: $Scene is 4)[\
**The Tavern**
You turn to face your tavern. Its magnificence looms over you, icicles hanging from the window frames, and smoke flowing out from the chimney. The (link: "snow")[(set: $Scene to 5)(go-to: "Outside")] twinkles as it falls from the clouds above, shimmering in the red light as if they were stars falling from the heavens.
Closing your eyes, you're brought back to the tavern on the day its construction was completed. The sunlight shining through the dome of ice above Wintervale bathed the city in a subtle shade of blue. You remember the excited face of customers flooding into the halls of your tavern, and their cheers when the first bard appeared at your doorsteps.
](else-if: $Scene is 5)[\
**The Anomaly**
Your eyes shoot open as the situation sets in. You rest your head on your hand as you assess the facts around you. Wintervale is a city found in the burrows of an ice dragon. Although light can pass through the ice above, the city has never had any records of snowfall within its walls.
Although reluctant, you're aware of the fact that the truth of the matter rests above you. As you raise your head to look up, you brace yourself for the worst. To your dismay, (link: "you were not disappointed")[(set: $Scene to 6)(go-to: "Outside")].
](else-if: $Scene is 6)[\
**Shattered Domain**
Above you rests the bloodstained skies, dotted with clouds of a similar shade. What was once a beautiful dome of ice, has been reduced to what one can only call a crown. A hole of unbelieveable size has been punctured through the shell of ice. A layer of snow can be seen building up around its jagged borders.
Focusing your gaze back onto your tavern, your guests appear to be oblivious to this affair. You try to ask what's going on, but your voice fails you. You attempt to enter the tavern, but your legs are frozen in place. As the last guest outside passes through the main entrance, the tavern doors close with a heavy thud. Control of your body then returns to you.
(link: "Run into the tavern.")[
(set: $Scene to 1)
(go-to: "WinterIncarnate")
]
(link: "Search around.")[
(set: $Scene to 1)
(go-to: "WinterIncarnate")
]
]
(if: $Arrow is true)[[WinterIncarnate]]
**Winter Incarnate**
(if: $Scene is 1)[\
Before you're able to move, you hear a mighty roar resonate through the sky. The sheer volume of the roar forces you on all fours while covering your ears with your hands. You feel your head spinning in all directions, and the ground itself reverberating from the terrible noise.
After a few agonizing moments, the roaring ceases. Actually, you soon realize all sound has come to a halt. You feel a familiar warmth on the palm of your hands. The air smells of iron. You sigh, then bring your hand before you as the warmth flows down your ears. Sure enough, it's coated with red. Without warning, (link: "darkness")[(set: $Scene to 2)(go-to: "WinterIncarnate")] engulfs the world you reside in.
](else-if: $Scene is 2)[\
You attempt to turn towards the sky, but a strong gust of wind makes you lose your balance. The wind continues blow, pinning you to the ground as its force grows stronger with every wave. A few seconds after you find yourself yourself unable to lift a single finger off the ground, your body crushed between the cobblestone roads and torrent of wind.
The ground shakes violently as the last gust of wind is blown. You not longer feel the floor glued to your face, but now you're faced with ever-growing waves of quakes. The shard in your pocket begins to vibrate profusely. Something appears to be approaching you, something big...
(link: "Turn to face it.")[
(set: $Scene to 3)
(go-to: "WinterIncarnate")
]
(link: "Run away.")[
(set: $Scene to 4)
(go-to: "WinterIncarnate")
]
(link: "Play dead.")[
(set: $Scene to 5)
(go-to: "WinterIncarnate")
]
](else-if: $Scene is 3 or $Scene is 4 or $Scene is 5)[\
(if: $Scene is 3)[\
With the wind no longer pinning you down, you push yourself up, then turn towards the beast responcible for the tremors. However, as you open your eyes you're blinded by the creature before you, the red light reflecting off of its metallic body.
](else-if: $Scene is 4)[\
With the wind no longer pinning you down, you push yourself up with your arms, then forward with your legs. With the tremors still increasing you attempt to make a mad dash inside your tavern, but fall short after a few steps as something grabs your angle.
](else-if: $Scene is 5)[\
Though the wind no longer pins you down, you figure that perhaps the creature will leave you be if it believes you've already passed. You remain on the ground, remaining as still as possible. A wave of cold air brushes against your back, causing you to shiver, before realizing the error of your ways.
]
You feel a cold, metallic material grasp on your waist, pinning your arms to your sides before being lifted off the ground. Your vision blurrs as the wind rushes past you while ascending at great speeds.
When the movement comes to a halt, the world around you begins to realign itself, though you wish it didn't. Before you is a massive reptilian face, its silver scales shimmering under the sunlight. It exhales heavily, the air from its nostrils freezing your legs. You notice a thin layer of mist surrounding the claw it holds you with, as if the very air around it freezes when too close in its presence. Its wings span across miles on end.
(link: "Struggle.")[
(set: $Scene to 6)
(go-to: "WinterIncarnate")
]
(link: "Give up.")[
(set: $Scene to 7)
(go-to: "WinterIncarnate")
]
](else-if: $Scene is 6 or $Scene is 7)[\
(if: $Scene is 6)[\
You struggle helplessly in the dragon's grasp. Its grip tightens around you, seeming displeased with your decision. However, it notices you having difficulties with breathing, thus releases its grip only enough to prevent any further squirming.
](else-if: $Scene is 7)[\
You lay limp in the dragon's grasp. Its eyes widen before slightly releasing its grip, as if concerned about your health.
]\
You feel a cold object traveling from your pocket up towards your chest. The ice cold scale bursts out from between your jacket, absorbing some of the mist around it before soaring off towards the dragon to join the rest of its kind. The dragon grows drastically in size, its head now towering above your tavern roof.
Seemingly satisfied with the sequence of events, it releases its grasp before taking to the skies once more. Having been held meters above the ground, you begin to fall back towards the planet. Overwhelmed by the the events that unfolded before, you take no action to prevent the fate that awaits you a few moments later. You (link: "close your eyes")[(set: $Scene to 1)(go-to: "Ending")], and brace for impact.
]
(if: $Arrow is true)[[Ending]]**The Void**
The world is dark...
You see nothing, hear nothing, feel nothing...
Your senses remain missing for what feels like eons, and though their absence initially filled you with panic, those feelings of dread eventually turn into comfort.
You find yourself enjoying the peace and tranquility found within this endless void, away from the bustling streets and rowdy customers.
Though the impact never came, you realize you're finally at piece. Embracing the void's warmth, you slowly drift into oblivion.
END