<br><i>...but such rumors are only rumors, repeated by wild-eyed sailors and fringe marmalade-makers. No creature that size could survive without the most prodigious diet. Nor has a sighting been made in recent memory. Any visitors to the valley, [[especially those with delicious flavors|Title Page]], may travel safely with the assurance that this 'guardian' is on a very, very long furlough indeed...</i><% $(document.body).removeClass('mapClass') %>
<b>MARMALADE MOUNTAINS</b>
<% if (story.goblinborn!=1) { %> dizzy heights rise into peaks, pinnacles, white snowcaps topped with [[red cherries]] like sundaes in glacial goblets. you <% } else { %> Dizzy heights rise into peaks, pinnacles, white snowcaps topped with [[red cherries]] like sundaes in glacial goblets. You <% } %> could <% if (story.mountainhike == "true") { %> [[climb a path|crystalglade]] <% } else { %> [[climb a path]] <% } %> that winds between the crags.
<% if (story.TwinPatternWillMeltYou == "true") { %> [[GO FOR A WALK|MountainPatternMelt]] <% } else { %> [[GO FOR A WALK|MountainMap]] <% } %>
<%= story.passage("inventory").render() %><% $(document.body).removeClass('mapClass') %>
<%
if (story.tutorialmelt!=1)
{ %>
<br>[[...and you finally melt.|reawakentutorial]]<br>
<% }
else
{ %>
<br>[[...and you finally melt.|reawaken]]<br>
<% }
%>
<i><% if (story.shell == "• shell" ) { %> <br>- shell <% } %><% if (story.eel == "• eel" ) { %> <br>- eel <% } %><% if (story.crystal == "• sugar" ) { %> <br>- sugar <% } %><% if (story.tadpole == "• tadpole" ) { %> <br>- tadpole <% } %><% if (story.splinter == "• biscuit" ) { %> <br>- biscuit <% } %><% if (story.goblinfruit == "• goblinfruit" ) { %> <br>- goblinfruit <% } %><% if (story.ash == "• ash" ) { %> <br>- ash <% } %>
<%
//reset map
s.loadMapStrings();
//reset paths walked
s.Jelly_Pits_MermaidWalked=false;
s.Jelly_Pits_MerchantWalked=false;
s.Jelly_Pits_ShipWalked=false;
s.Jelly_Pits_TreeWalked=false;
s.Jelly_Pits_EngineWalked=false;
s.Jelly_Pits_Frog_TempleWalked=false;
s.Jelly_Pits_MountainWalked=false;
s.Mermaid_MerchantWalked=false;
s.Mermaid_ShipWalked=false;
s.Mermaid_TreeWalked=false;
s.Mermaid_EngineWalked=false;
s.Mermaid_Frog_TempleWalked=false;
s.Mermaid_MountainWalked=false;
s.Merchant_ShipWalked=false;
s.Merchant_TreeWalked=false;
s.Merchant_EngineWalked=false;
s.Merchant_Frog_TempleWalked=false;
s.Merchant_MountainWalked=false;
s.Ship_TreeWalked=false;
s.Ship_EngineWalked=false;
s.Ship_Frog_TempleWalked=false;
s.Ship_MountainWalked=false;
s.Tree_EngineWalked=false;
s.Tree_Frog_TempleWalked=false;
s.Tree_MountainWalked=false;
s.Engine_Frog_TempleWalked=false;
s.Engine_MountainWalked=false;
s.Frog_Temple_MountainWalked=false;
//reset remaining walks
s.remainingWalks=5;
%><br><div align='center' style='font-size: 120%;'> <b>[[JELLY|BirthTitle]]</b> </div>
<div align='center'><br>[[pop|birth1]]</div>
<br>[[stretch your limbs.|stretch1]]
<br>[[you can only visit five landmarks before you melt.|tutorial2]]
<% story.player = "red" %>
<% story.crew = "unburied" %>
<!--
<span class="JP_link" onclick='story.state.gotoJellyPitsMap()' style="color:red" >Jelly Pits map</span>
-->
<%
s.mapStrings=[s.mapH];
for(var i=0;i<s.mapH;i++){s.mapStrings[i]="";}//line-by-line strings of map
s.oldMapStrings;
s.pathChar='.';
s.stepChar='o';
s.jellChar='O';
s.mapW=40;
s.mapH=32;
s.loadMapStrings=function(){
s.mapStrings[0]="...~~~.≡≡≡.≡≡....∆...∆.∆.∆...∆.∆...∆.∆.∆";
s.mapStrings[1]={firstHalf:"..",locationName:"Frog_Temple",secondHalf:".≡....∆.∆...∆......∆.∆.∆.∆."};
s.mapStrings[2]=".≡≡.~~.@.....................∆.∆.∆.∆.∆.∆";
s.mapStrings[3]={firstHalf:"≡≡≡.~~.................∆.∆....",locationName:"Mountains",secondHalf:"."};
s.mapStrings[4]="≡≡..~~~......◊............∆.......@∆.∆.∆";
s.mapStrings[5]="..≡..~~~~~~.........................∆.∆.";
s.mapStrings[6]="......~~~~~~~........................∆.∆";
s.mapStrings[7]="..........~~~~~~~~~.........◊.......∆.∆.";
s.mapStrings[8]="...¥........~~~~~~~~~..................∆";
s.mapStrings[9]="..¥.....¥.........~~~~~~................";
s.mapStrings[10]=".....¥....¥.¥.......~~~~~~~.............";
s.mapStrings[11]={firstHalf:".¥.¥.",locationName:"Hollow",secondHalf:"............~~~~~............"};
s.mapStrings[12]="...¥....¥@.................~~........◊..";
s.mapStrings[13]=".¥...¥.....¥................~~..........";
s.mapStrings[14]="..¥.........................~~~.........";
s.mapStrings[15]="....¥........................~~~........";
s.mapStrings[16]=".............................~~~........";
s.mapStrings[17]={firstHalf:"..........",locationName:"Picnic_Spot",secondHalf:".........~~~......."};
s.mapStrings[18]="...............@...............~~~~.....";
s.mapStrings[19]="^................................~~~~..~";
s.mapStrings[20]={firstHalf:".^.^...........................",locationName:"Shipwreck",secondHalf:""};
s.mapStrings[21]="^.^.^....^.........................@~~~~";
s.mapStrings[22]={firstHalf:".",locationName:"Burnt_Hill",secondHalf:".^..........◊............~~~~"};
s.mapStrings[23]="^.^.^.@^.^.^.^.......................~~~";
s.mapStrings[24]=".^.^....^.............................~~";
s.mapStrings[25]="^.^.^......................◊..........~~";
s.mapStrings[26]=".^.^.......◊........................~~~~";
s.mapStrings[27]={firstHalf:"^..........................",locationName:"Covert_Cove",secondHalf:"~~"};
s.mapStrings[28]="....¤¤¤.........................@~~~~~~~";
s.mapStrings[29]="...¤~~~¤.........................~~~~~~~";
s.mapStrings[30]={firstHalf:"...",locationName:"Jelly_Pits",secondHalf:".......◊...........~~~~~~~~"};
s.mapStrings[31]="....¤~~~@........................~~~~~~~";
s.oldMapStrings=s.mapStrings;
}
%>
<%
s.goblinborn=0;
story.chasedbycrew = "false";
story.treecomplete = "false";
//coords
s.jpX= 8; s.jpY=31;
s.mmX= 32; s.mmY=28;
s.mcX= 8; s.mcY=12;
s.spX= 35; s.spY=21;
s.ngX= 4; s.ngY=23;
s.trX= 15; s.trY=18;
s.ftX= 7; s.ftY=2;
s.mtX= 34; s.mtY=4;
//animation
s.isWalking=false;
s.animationDelta=false;
s.stepTime=83;
//walked paths
s.remainingWalks=5;
s.Jelly_Pits_MermaidWalked=false;
s.Jelly_Pits_MerchantWalked=false;
s.Jelly_Pits_ShipWalked=false;
s.Jelly_Pits_TreeWalked=false;
s.Jelly_Pits_EngineWalked=false;
s.Jelly_Pits_Frog_TempleWalked=false;
s.Jelly_Pits_MountainWalked=false;
s.Mermaid_MerchantWalked=false;
s.Mermaid_ShipWalked=false;
s.Mermaid_TreeWalked=false;
s.Mermaid_EngineWalked=false;
s.Mermaid_Frog_TempleWalked=false;
s.Mermaid_MountainWalked=false;
s.Merchant_ShipWalked=false;
s.Merchant_TreeWalked=false;
s.Merchant_EngineWalked=false;
s.Merchant_Frog_TempleWalked=false;
s.Merchant_MountainWalked=false;
s.Ship_TreeWalked=false;
s.Ship_EngineWalked=false;
s.Ship_Frog_TempleWalked=false;
s.Ship_MountainWalked=false;
s.Tree_EngineWalked=false;
s.Tree_Frog_TempleWalked=false;
s.Tree_MountainWalked=false;
s.Engine_Frog_TempleWalked=false;
s.Engine_MountainWalked=false;
s.Frog_Temple_MountainWalked=false;
s.debugMode=true;
story.state.gotomap=function(){
story.show('map');
}
//goto map location passages
story.state.gotoJellyPitsMap=function(){
story.show('Jelly_PitsMap');
}
story.state.gotoMermaidMap=function(){
story.show('MermaidMap');
}
story.state.gotoMerchantMap=function(){
story.show('MerchantMap');
}
story.state.gotoShipMap=function(){
story.show('ShipMap');
}
story.state.gotoTreeMap=function(){
story.show('TreeMap');
}
story.state.gotoEngineMap=function(){
story.show('EngineMap');
}
story.state.gotoFrog_TempleMap=function(){
story.show('Frog_TempleMap');
}
story.state.gotoMountainMap=function(){
story.show('MountainMap');
}
//goto location passages
// story.state.EnterJellyPits=function(){
// story.show('PitsLocation');
// }
// story.state.EnterEngine=function(){
// story.show('EngineLocation');
// }
// story.state.EnterFrog_Temple=function(){
// story.show('FrogTempleLocation');
// }
// story.state.EnterMountain=function(){
// story.show('MountainLocation');
// }
//load map strings into array
s.loadMapStrings();
%>
<%
s.printBeach=function(){
$( function(){
$('.beach0 ').text(".....~~~~~..........................~~~~");
});
$( function(){
$('.beach1 ').text(".....~~~~..............................~");
});
$( function(){
$('.beach1_1').text(".......................................~");
});
$( function(){
$('.beach2 ').text("....................................~~~~");
});
$( function(){
$('.beach3 ').text("..............................~~~~~~~~~~");
});
$( function(){
$('.beach4 ').text("............................~~~~~~~~~~~~");
});
$( function(){
$('.beach5 ').text("..............................~~~~~~~~~~");
});
$( function(){
$('.beach6 ').text("..............................~~~~~~~~~~");
});
$( function(){
$('.beach7 ').text("............................~~~~~~~~~~~~");
});
$( function(){
$('.beach8 ').text(".....................~~~~~~~~~~~~~~~~~~~");
});
$( function(){
$('.beach9 ').text("............~~~~~~~~~~~~~~~~~~~~~~~~~~~~");
});
$( function(){
$('.beach10').text("~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~");
});
$( function(){
$('.beach11').text("~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~");
});
$( function(){
$('.beach12').text("~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~");
});
$( function(){
$('.beach13').text("~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~");
});
$( function(){
$('.beach14').text("~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~");
});
$( function(){
$('.beach15').text("~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~");
});
$( function(){
$('.beach16').text("~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~");
});
}
s.printMapscreen=function(){
// console.log("printMapscreen()");
$( function(){
//print mapStrings onto screen
for(yy=0;yy<s.mapH;yy++){
if(yy==s.jpY-1 || yy==s.mtY-1 || yy==s.ngY-1 || yy==s.trY-1 || yy==s.mcY-1
|| yy==s.mmY-1 || yy==s.ftY-1 || yy==s.spY-1){//location name line
// console.log("location name line: "+s.mapStrings[yy].locationName);
// console.log("location name line FH: "+s.mapStrings[yy].firstHalf);
//display firstHalf
tempstring='.displayMap';
tempstring+=yy.toString();
tempstring+="_1";
$(tempstring).text(s.mapStrings[yy].firstHalf);
// console.log("first half"+s.mapStrings[yy].firstHalf);
// console.log(tempstring+"\n");
//display location name
// tempstring='.displayMap';
// tempstring+=yy.toString();
// tempstring+="location";
// $(tempstring).text(s.mapStrings[yy].locationName);
// console.log(tempstring+"\n");
//display secondHalf
tempstring='.displayMap';
tempstring+=yy.toString();
tempstring+="_2";
$(tempstring).text(s.mapStrings[yy].secondHalf);
// console.log("second half"+s.mapStrings[yy].secondHalf);
// console.log(tempstring+"\n");
}
else{//regular line
tempstring='.displayMap';
tempstring+=yy.toString();
$(tempstring).text(s.mapStrings[yy]);
}
}
//$('.blahblue').text("StringyBoi");
});
};
s.replaceAtIndex=function(character, word, index) {
var tempStr = "";
for (var n = 0; n < word.length; n++) {
if (n == index && (word[n]==s.pathChar || word[n]=='o' || word[n]=='O' ) ) {
tempStr += character;
} else {
tempStr += word[n];
}
}
return tempStr;
}
// s.sleep=function(milliseconds){
// var start = new Date().getTime();
// for (var i = 0; i < 1e7; i++) {
// if ((new Date().getTime() - start) > milliseconds){
// break;
// }
// }
// }
s.animateStep=function(_HtmlLineName, _mapString, _i, _animationDelta, _char){//, end, passageDestiny) {
setTimeout(
function() {
// console.log(_i+":");
$(_HtmlLineName).text(_mapString);
s.animationDelta=_animationDelta;
// //finish animation and go to destined passage
// if(end){
// story.show(passageDestiny);
// }
},
s.stepTime*_i
);
}
s.animateStep_linkLine=function(_x, _y, _i, _animationDelta, _char){//, end, passageDestiny) {
setTimeout(
function() {
// console.log(_i+":");
// console.log("i:"+_i+"x:"+_x+"<firstHalf of line "+_y);
if(_x<s.mapStrings[_y].firstHalf.length){//if animation goes in firstHalf
s.mapStrings[_y].firstHalf=//place the step in s.mapStrings[]
s.replaceAtIndex(
_char,
s.mapStrings[_y].firstHalf,
_x
);
HtmlLineNameTemp='.displayMap';//html line name
HtmlLineNameTemp+=_y.toString();
HtmlLineNameTemp+="_1";
$(HtmlLineNameTemp).text(s.mapStrings[_y].firstHalf);
}
if(_x>=s.mapStrings[_y].firstHalf.length+s.mapStrings[_y].locationName.length){//if animation goes in secondHalf
tempX=_x-(s.mapStrings[_y].firstHalf.length+s.mapStrings[_y].locationName.length);
// console.log("tempX: "+tempX);
// if(){}
s.mapStrings[_y].secondHalf=//place the step in s.mapStrings[]
s.replaceAtIndex(
_char,
s.mapStrings[_y].secondHalf,
tempX
);
HtmlLineNameTemp='.displayMap';//html line name
HtmlLineNameTemp+=_y.toString();
HtmlLineNameTemp+="_2";
$(HtmlLineNameTemp).text(s.mapStrings[_y].secondHalf);
}
s.animationDelta=_animationDelta;
// //finish animation and go to destined passage
// if(end){
// story.show(passageDestiny);
// }
},
s.stepTime*_i
);
}
/*
s.jpX=8; s.jpY=31;
s.mtX=51; s.mtY=4;
s.ngX=4; s.ngY=23;
s.trX=32; s.trY=18;
*/
//get the total number of characters between firstHalf, locationName, and secondHalf
s.placeStep=function(){
//
}
//pathwalking animation
s.pathWalk=function(pathArray,linkName, _char){//, passageDestiny){
var defer = $.Deferred();
s.isWalking=true;
$( function(){
var HtmlLineNameTemp='';
for(var i=0;i<pathArray.length;i++){//go down path
//if it's a line w/ a link
if(pathArray[i].y==s.jpY-1 || pathArray[i].y==s.mtY-1 || pathArray[i].y==s.ngY-1 || pathArray[i].y==s.trY-1
|| pathArray[i].y==s.spY-1 || pathArray[i].y==s.ftY-1 || pathArray[i].y==s.mcY-1 || pathArray[i].y==s.mmY-1 ){
s.animateStep_linkLine(pathArray[i].x, pathArray[i].y, i, i==pathArray.length-1, _char);//, i==pathArray.length-1,passageDestiny);
}
else{//line without a link
//console.log("old:"+s.mapStrings[pathArray[i].y]);
s.mapStrings[pathArray[i].y]=//place the step in s.mapStrings[]
s.replaceAtIndex(
_char,
s.mapStrings[pathArray[i].y],
pathArray[i].x
);
//console.log("i:"+i+","+"y:"+pathArray[i].y);
//console.log("new:"+s.mapStrings[pathArray[i].y]);
HtmlLineNameTemp='.displayMap';//html line name
HtmlLineNameTemp+=pathArray[i].y.toString();
//animation onscreen
s.animateStep(HtmlLineNameTemp, s.mapStrings[pathArray[i].y], i, i==pathArray.length-1, _char);//, i==pathArray.length-1,passageDestiny);
}
}
});
s.isWalking=false;
//tree pattern
// s.Jelly_Pits_TreeWalked==true &&s.Tree_MountainWalked==true && s.Ship_MountainWalked==true
// && s.Mermaid_ShipWalked==true && s.Mermaid_TreeWalked==true && story.chasedbycrew != "true"
// else if(story.treecomplete == "true"){
// story.show('TreePatternCompletion');
var timeout=function(){
setTimeout(//finish animation and go to destined passage
function(){//THIS IS THE END OF THE ANIMATION
if(s.animationDelta){//if the animation's done
s.animationDelta=false;
s.remainingWalks--;//either way, tick off remainingWalks
console.log("s.remainingWalks:"+s.remainingWalks);
//check for monolith pattern
if(s.Jelly_Pits_Frog_TempleWalked==true && s.Mermaid_Frog_TempleWalked==true && s.Mermaid_EngineWalked==true
&& s.Engine_MountainWalked==true && s.Jelly_Pits_MountainWalked==true && story.chasedbycrew != "true" ){
// && story.monolithcomplete != "true"){//check for complete monolith, if not chased by zombies
story.show('MonolithPatternCompletion');
}
//ginger pattern
else if(s.Jelly_Pits_EngineWalked==true && s.Mermaid_EngineWalked==true && s.Mermaid_MerchantWalked==true
&& s.Merchant_EngineWalked==true &&s.Engine_MountainWalked==true && story.chasedbycrew != "true"){
// && story.twincomplete != "true"){
story.show('TwinPatternCompletion');
}
//check for tree pattern
else if(s.Jelly_Pits_TreeWalked==true &&s.Tree_MountainWalked==true && s.Ship_MountainWalked==true
&& s.Mermaid_ShipWalked==true && s.Mermaid_TreeWalked==true && story.chasedbycrew != "true"){
// && story.treecomplete != "true"){
story.show('TreePatternCompletion');
}
//check for goblin pattern
else if(s.Jelly_Pits_ShipWalked==true && s.Ship_Frog_TempleWalked==true && s.Tree_Frog_TempleWalked==true
&& s.Tree_EngineWalked==true && s.Merchant_EngineWalked==true && story.chasedbycrew != "true" //){
&& (story.goblinfruit == "• goblinfruit") && (story.tadpole == "• tadpole") && story.ash == "• ash" ){
// && story.goblincomplete != "true"){
story.show('GoblinPatternCompletion');
}
else if(s.remainingWalks<1){//if you melt
// setTimeout(
// function(){
story.show('Melted');
// },
// s.stepTime*waySteps.length+1
// );
}
else{//go to map location
story.show(linkName);
}
}
else{
// console.log("waiting...")
timeout();
}
},
10
);
}
//go to the next page
timeout();
defer.resolve();
return defer.promise();
}
s.showshow=function(_linkName){
var defer = $.Deferred();
story.show(_linkName);
defer.resolve();
return defer.promise;
}
s.selectPath=function(isPathWalked, waySteps, linkName){
console.log("s.goblinborn:"+s.goblinborn);
if(story.goblinborn==1){//goblinborn
story.show(linkName);
}
//Jelly mode
else if(s.isWalking==false && s.animationDelta==false){//check to see if animnation is already happening
if(isPathWalked==false){//if the path wasn't walked yet
s.isWalking=true;//animation is now happening
//,'MountainMap');//do animation
s.pathWalk(waySteps, linkName, s.stepChar);//.done(s.showshow(linkName));
// setTimeout(
// function(){
// s.pathWalk(waySteps, linkName, s.stepChar);//.done(s.showshow(linkName));
// },
// s.stepTime
// );
// setTimeout(//finish animation and go to destined passage
// function(){
// if(s.isWalking){
// console.log("waiting...")
// timeout();
// }
// else{
// console.log("done!")
// //story.show(linkName);
// }
// },
// 10
// );
}
else{//otherwise, simply goto page
s.remainingWalks--;//either way, tick off remainingWalks
// console.log("s.remainingWalks:"+s.remainingWalks);
//doesn't check for complete pattern, because there should be no repeats
if(s.remainingWalks<1){//if melt
// setTimeout(
// function(){
story.show('Melted');
// },
// s.stepTime*waySteps.length+1
// );
}
else{
story.show(linkName);
}
}
}
//...otherwise, don't do anything
}
s.logPathsWalked=function(){
if(s.debugMode){
console.log("Jelly_Pits_MermaidWalked=="+s.Jellypits_MermaidWalked);
console.log("Jelly_Pits_MerchantWalked=="+s.Jellypits_MerchantWalked);
console.log("Jelly_Pits_ShipWalked=="+s.Jellypits_ShipWalked);
console.log("Jelly_Pits_TreeWalked=="+s.Jellypits_TreeWalked);
console.log("Jelly_Pits_EngineWalked=="+s.Jellypits_EngineWalked);
console.log("Jelly_Pits_Frog_TempleWalked=="+s.Jellypits_Frog_TempleWalked);
console.log("Jelly_Pits_MountainWalked=="+s.Jellypits_MountainWalked);
console.log("...");
console.log("Mermaid_MerchantWalked=="+s.Mermaid_MerchantWalked);
console.log("Mermaid_ShipWalked=="+s.Mermaid_ShipWalked);
console.log("Mermaid_TreeWalked=="+s.Mermaid_TreeWalked);
console.log("Mermaid_EngineWalked=="+s.Mermaid_EngineWalked);
console.log("Mermaid_Frog_TempleWalked=="+s.Mermaid_Frog_TempleWalked);
console.log("Mermaid_MountainWalked=="+s.Mermaid_MountainWalked);
console.log("...");
console.log("Merchant_ShipWalked=="+s.Merchant_ShipWalked);
console.log("Merchant_TreeWalked=="+s.Merchant_TreeWalked);
console.log("Merchant_EngineWalked=="+s.Merchant_EngineWalked);
console.log("Merchant_Frog_TempleWalked=="+s.Merchant_Frog_TempleWalked);
console.log("Merchant_MountainWalked=="+s.Merchant_MountainWalked);
console.log("...");
console.log("Ship_TreeWalked=="+s.Ship_TreeWalked);
console.log("Ship_EngineWalked=="+s.Ship_EngineWalked);
console.log("Ship_Frog_TempleWalked=="+s.Ship_Frog_TempleWalked);
console.log("Ship_MountainWalked=="+s.Ship_MountainWalked);
console.log("...");
console.log("Tree_EngineWalked=="+s.Tree_EngineWalked);
console.log("Tree_Frog_TempleWalked=="+s.Tree_Frog_TempleWalked);
console.log("Tree_MountainWalked=="+s.Tree_MountainWalked);
console.log("...");
console.log("Engine_Frog_TempleWalked=="+s.Engine_Frog_TempleWalked);
console.log("Engine_MountainWalked=="+s.Engine_MountainWalked);
console.log("...");
console.log("Frog_Temple_MountainWalked=="+s.Frog_Temple_MountainWalked);
console.log("...");
console.log("...");
console.log("...");
console.log("...");
console.log("...");
console.log("...");
console.log("...");
}
}
%>
<% $(document.body).removeClass('mapClass') %>
<b>JELLY PITS</b>
<%
if (story.goblinborn!=1)
{ %>
[[molten pools]] bubble and burp, splattering the rocks with fruit preserves. nearby, <% }
else
{ %>
[[Molten pools|goblinviewpools]] bubble and burp, splattering the rocks with fruit preserves. Nearby, <% } %> someone has hammered a wooden sign into the ground, with the words: [[Do Not Swim.]] <%
if (story.goblinborn!=1)
{
if (story.monolith == "summoned")
{ %> from the liquid, a <b>[[black monolith]]</b> has emerged. <% }
else
{ %> <% }
}
else
{
if (story.monolith == "summoned")
{ %> From the liquid, a <b>[[black monolith]]</b> has emerged. <% }
else
{ %> <% }
}
%>
[[GO FOR A WALK|Jelly_PitsMap]]
<%= story.passage("inventory").render() %><%
if (story.goblinborn!=1)
{ %>
<br>very considerate.
<br>anyone who isn't jelly, like yourself,
<br>would have a [[hot time|JellyPitsBase]] in these pools indeed!
<% }
else
{ %>
<br>Very considerate.
<br>You wouldn't want to burn your belly, after all,
<br>by stepping [[too close|JellyPitsBase]] to this simmering sauce!
<% }
%>
<br>citrus rinds and gelatin. you're too drippy to visit more than five landmarks without melting back into these pits. with each step across the valley, you'll leave more <i>you</i> behind. [[but bodily dissolution never stopped you before.|JellyPitsBase]]<% $(document.body).removeClass('mapClass') %>
<b>GOSSAMER HOLLOW</b>
<% if (story.goblinborn!=1)
{
if (story.gingertwin == "unfrozen" )
{ %> silver webs billow from trees whose branches entwine overhead. there's the [[merry droll-teller|crystalvagabond]], sitting upon a stump, but he's been crystallised. <% }
else
{ %> silver webs billow from trees whose branches entwine overhead. there's the [[merry droll-teller|vagabond]], sitting upon a stump, puffing a pipe. <% }
}
else
{
if (story.gingertwin == "unfrozen" )
{ %> Silver webs billow from trees whose branches entwine overhead. There's the [[merry droll-teller|crystalvagabond]], sitting upon a stump, but he's been crystallised. <% }
else
{ %> Silver webs billow from trees whose branches entwine overhead. There's the [[merry droll-teller|vagabondtalkstogoblin]], sitting upon a stump, puffing a pipe. <% }
}
%>
[[GO FOR A WALK|MerchantMap]]
<%= story.passage("inventory").render() %>
<br><%
if (story.goblinborn!=1)
{ %> bundled in silks, satins, brocades, tassels, swaddled too thickly to glimpse his features. only <% }
else
{ %> Bundled in silks, satins, brocades, tassels, swaddled too thickly to glimpse his features. Only <% }
%> smiling eyes beneath a plump turban. "I will tell you a tale, very droll, very nice, for a price."
<i><% if (story.shell == "• shell" ) { %> [[buy a short tale (shell)|shorttale]] <% } else { %> buy a short tale (shell) <% } %>
<br><% if ((story.shell == "• shell") && (story.ash =="• ash" )) { %> [[buy a medium tale (shell, ash)|mediumtale]] <% } else { %> buy a medium tale (shell, ash) <% } %>
<br><% if ((story.eel == "• eel") && (story.crystal == "• sugar") && (story.ash == "• ash" )) { %> [[buy a long tale (ash, eel, sugar)|longtale]] <% } else { %> buy a long tale (ash, eel, sugar) <% } %>
<br>[[buy nothing|HollowBase]]
<%= story.passage("inventory").render() %><br>"Once upon a time, two people fell in love. Well, one wasn't really a person, and the other was more like a fish. Anyway. It was summer love. Down at the beach. You know the kind. Doesn't last. There's always another season. In this case, the other season was a brigadier-general. But the thing about seasons is: they come back. [[What do you think?|vagabond]] Feels like summer to me."
<i>- shell
<% story.shell = "" %>
<br>"Once upon a time, someone imprisoned someone else. I'm talking about a love triangle. One jealous suitor imprisoned another, so that the jealous suitor could get the girl instead. But it didn't work out that way. Love never does. Besides, it wasn't even a girl. More like a fish. But I'm losing the thread here. [[What matters is that the imprisonment involved a ritual|mediumtale2]]."
<br>"Once upon a time, two brothers opened their eyes underground. They were buried, you see. Buried deep down beneath the valley. There are strange things beneath the valley. Roots and routes and other things that might or might not start with R. It matters, what things start with. Just one letter can make a difference. [[But what matters most are the channels|longtale2]]."<% $(document.body).removeClass('mapClass') %>
<b>COVERT COVE</b>
<% if (story.goblinborn!=1) { %> beneath <% } else { %> Beneath <% } %> a rocky ledge, beside the sea, a <% if (story.swallowed == "twice") { %> [[great mermaid|jellymermaid]] <% } else { %> [[great mermaid]] <% } %> has withdrawn her considerable bulk to comb her hair. <% if (story.goblinborn!=1) { %> white <% } else { %> White <% } %> <% if (story.shell == "• shell") { %> seashells <% } else { %> [[seashells]] <% } %> litter the beach.
[[GO FOR A WALK|MermaidMap]]
<%= story.passage("inventory").render() %><br><%
if (story.goblinborn!=1)
{ %> clammy with scales. pale, and massive enough to mistake for a whale. she moves her tail through the surf. her necklace: living eels. <% }
else
{ %> Clammy with scales. Pale, and massive enough to mistake for a whale. She moves her tail through the surf. Her necklace: living eels. <% }
%>
<%
if (story.goblinborn!=1)
{
if (story.swallowed == "once")
{ %> "What a nostalgic flavor. You almost remind me... oh, drat, now it's gone again. Why don't you be a dear, and [[give me another taste|mouthagain]]?" <% }
else
{ %> "Where did you come from? How adorable! You should [[climb into my mouth|mouthagain]]. It's been a long time since I tasted jelly." <% }
}
else
{
if (story.kiss == "• tender kiss")
{ %> "Let's meet at the old picnic spot. We'll have the most wonderful time! I'll bring myself, and you can bring everything else." <% }
else
{ %> "My, my, look who's here! You've got the same perfectly round potbelly that I remember. [[We should catch up.]] It's been ages and ages." <% }
}
%>
[[LEAVE HER ALONE|CoveBase]]
<%= story.passage("inventory").render() %><br><%
if (story.goblinborn!=1)
{ %> [[one sticks to your hand.|CoveBase]] <% }
else
{ %> [[One sticks to your hand.|CoveBase]] <% }
%>
<i>+ shell
<% story.shell = "• shell" %><i><%= story.shell %> <%= story.eel %> <%= story.crystal %> <%= story.petal %> <%= story.splinter %> <%= story.tadpole %> <%= story.ash %> <%= story.goblinfruit %> <%= story.kiss %>
<br>down the hatch you slide, over a tongue whose buds are barnacles, into a stomach whose acid whirlpools drag you into depths where blind fish glide, and squid battle, and treasures gleam in trenches that divers will never find. your jelly [[leaks into the land|Melted]] again.
<% story.swallowed = "once" %>
<br>you ooze into her mouth, seep through her pores, until her body glimmers and her scales shimmer, slick with aspic, burnished with sunlight as she reclines across the sand, licking the last dollops from her fingertips. your jelly [[leaks into the land|Melted]] again.
<% story.swallowed = "twice" %>
<br>your jelly runs under the valley,
<br>pooling back toward the pits.
<br>[[arise from your simmering sauce.|JellyPitsBase]]
<% story.player = "purple" %>
<% story.eel = "" %>
<% story.ash = "" %>
<% story.crystal = "" %>
<% story.shell = "" %>
<% story.tadpole = "" %>
<% story.goblinfruit = "" %>
<% story.splinter = "" %>
<% story.chasedbycrew = "false" %>
<%
//reset map
s.loadMapStrings();
//reset paths walked
s.Jelly_Pits_MermaidWalked=false;
s.Jelly_Pits_MerchantWalked=false;
s.Jelly_Pits_ShipWalked=false;
s.Jelly_Pits_TreeWalked=false;
s.Jelly_Pits_EngineWalked=false;
s.Jelly_Pits_Frog_TempleWalked=false;
s.Jelly_Pits_MountainWalked=false;
s.Mermaid_MerchantWalked=false;
s.Mermaid_ShipWalked=false;
s.Mermaid_TreeWalked=false;
s.Mermaid_EngineWalked=false;
s.Mermaid_Frog_TempleWalked=false;
s.Mermaid_MountainWalked=false;
s.Merchant_ShipWalked=false;
s.Merchant_TreeWalked=false;
s.Merchant_EngineWalked=false;
s.Merchant_Frog_TempleWalked=false;
s.Merchant_MountainWalked=false;
s.Ship_TreeWalked=false;
s.Ship_EngineWalked=false;
s.Ship_Frog_TempleWalked=false;
s.Ship_MountainWalked=false;
s.Tree_EngineWalked=false;
s.Tree_Frog_TempleWalked=false;
s.Tree_MountainWalked=false;
s.Engine_Frog_TempleWalked=false;
s.Engine_MountainWalked=false;
s.Frog_Temple_MountainWalked=false;
//reset remaining walks
s.remainingWalks=5;
%><br><%
if (story.goblinborn!=1)
{ %> pores oozing transluscent jelly. her necklace: <% }
else
{ %> Pores oozing transluscent jelly. Her necklace: <% }
%> <% if (story.eel == "• eel") { %> jellied eels <% } else { %> [[jellied eels]] <% } %> that slip and slather her collarbones with glistening sludge.
<%
if (story.goblinborn!=1)
{
if (story.swallowed == "once")
{ %> "Summertime. Now I remember how it tasted. [[We ought to have a chat.|mermaidchat]] I think I like you very, very much." <% }
else
{ %> "Summertime. Now I remember how it tasted. [[We ought to have a chat.|mermaidchat]] I think I like you very, very much." <% }
}
else
{
if (story.kiss == "• tender kiss")
{ %> "Let's meet at the old picnic spot. We'll have the most wonderful time! I'll bring myself, and you can bring everything else." <% }
else
{ %> "My, my, look who's here! You've got the same perfectly round potbelly that I remember. [[We should catch up.]] It's been ages and ages." <% }
}
%>
[[LEAVE HER ALONE|CoveBase]]
<%= story.passage("inventory").render() %><br><%
if (story.goblinborn!=1)
{ %> [[one wriggles loose and plops into your hand.|jellymermaid]] <% }
else
{
if (story.kiss=="• tender kiss")
{ %> [[One wriggles loose and plops into your hand.|jellymermaid]] <% }
else
{ %> One wriggles loose and plops into your hand.
"Go ahead," giggles the mermaid. [["Help yourself."|We should catch up.]] <% }
}
%>
<i>+ eel
<% story.eel = "• eel" %>
<% story.holding = "true" %><% $(document.body).removeClass('mapClass') %>
<b>BURNT HILL</b>
<% if (story.goblinborn!=1) { %> rusted rails run through the ground. the air ripples around a <% } else { %> Rusted rails run through the ground. The air ripples around a <% } %> [[half-buried engine|WithTheEngine]], which
<% if (story.enginerepaired == "true" )
{ %> purrs like a panther. an [[old conductor's recording|purringengine]] has begun to play from somewhere inside the machine. <% }
else
{ %> [[clatters and clanks|clatterengine]] like an old jalopy. <% } %>
[[GO FOR A WALK|EngineMap]]
<%= story.passage("inventory").render() %><br><% if (story.goblinborn!=1) { %> the engine thrums, some core deep inside still alive. the iron grille across its mouth is red, red-hot, red bars caging a furnace whose inferno is living redness. you <% } else { %> The engine thrums, some core deep inside still alive. The iron grille across its mouth is red, red-hot, red bars caging a furnace whose inferno is living redness. You <% } %> could toss something into that core, if you were so inclined.
<br><i><% if (story.shell == "• shell" ) { %> <br>[[toss shell]] <% } %><% if (story.eel == "• eel" ) { %> <br>[[toss eel]] <% } %>
<% if (story.splinter == "• biscuit" ) { %> <br>[[toss biscuit]] <% } %><% if (story.tadpole == "• tadpole" ) { %> <br>[[toss tadpole]] <% } %><% if (story.crystal == "• sugar" ) { %> <br>[[toss sugar]] <% } %><% if (story.ash == "• ash" ) { %> <br>[[toss ash]] <% } %><% if (story.goblinfruit == "• goblinfruit" ) { %> <br>[[toss goblinfruit]] <% } %><% if (story.kiss == "• tender kiss" ) { %> <br>[[toss tender kiss]] <% } %><br><% if (story.goblinborn==1) { %> [[toss yourself|tossgoblinengine]] <% } else { %> [[toss yourself]] <% } %><br>[[toss nothing|EngineBase]]
<%= story.passage("inventory").render() %>
<br><% if (story.goblinborn!=1) { %> [[higher, higher.]] <% } else { %> [[Higher, higher.|higher, higher.]] <% } %>
<br><% if (story.goblinborn!=1) { %> [[colder, colder.|crystalglade]] <% } else { %> [[Colder, colder.|crystalglade]] <% } %><br><%
if (story.goblinborn!=1)
{
if (story.crystal == "• sugar")
{ %> everything glitters in this hidden glade. sugar snowflakes fall. sitting upon a boulder, there's a <% }
else
{ %> everything glitters in this hidden glade. [[sugar snowflakes fall.|catchtongue]] sitting upon a boulder, there's a <% }
}
else
{
if (story.crystal == "• sugar")
{ %> Everything glitters in this hidden glade. Sugar snowflakes fall. Sitting upon a boulder, there's a <% }
else
{ %> Everything glitters in this hidden glade. [[Sugar snowflakes fall.|catchtongue]] Sitting upon a boulder, there's a <% }
}
if (story.goblinborn!=1)
{
if (story.gingertwin == "unfrozen")
{ %> [[merry ginger-root man]] playing a pipe. <% }
else
{ %> [[crystallised figure|frozentwin]]. <% }
}
else
{
if (story.gingertwin == "unfrozen")
{ %> [[merry ginger-root man|gingertwintalkingtogoblin]] playing a pipe. <% }
else
{ %> [[crystallised figure|frozentwin]]. <% }
}
%>
<% if (story.mountainhike == "true") { %> [[DESCEND AGAIN|MountainBase]] <% } else { %> [[DESCEND AGAIN|firstdescent]] <% } %>
<%= story.passage("inventory").render() %>
<br><% if (story.goblinborn!=1) { %> [[you catch one on your tongue.|crystalglade]] <% } else { %> [[You catch one on your tongue.|crystalglade]] <% } %>
<i>+ sugar
<% story.crystal = "• sugar" %>
<br><% if (story.goblinborn!=1) { %> [[red stars radiating just behind the peaks.|MountainBase]] <% } else { %> [[Red stars radiating just behind the peaks.|MountainBase]] <% } %>
<br><% if (story.goblinborn!=1) { %> [[lower, lower.]] <% } else { %> [[Lower, lower.|lower, lower.]] <% } %>
<br><% if (story.goblinborn!=1) { %> [[warmer, warmer.|MountainBase]] <% } else { %> [[Warmer, warmer.|MountainBase]] <% } %>
<% story.mountainhike = "true" %>
<br><% if (story.goblinborn!=1) { %> crystallised ginger, to be precise. its arms and legs are ginger-roots, imprisoned in sparkling frost. [[it cannot budge an inch.|crystalglade]] <% } else { %> Crystallised ginger, to be precise. Its arms and legs are ginger-roots, imprisoned in sparkling frost. [[It cannot budge an inch.|crystalglade]] <% } %>
<%= story.passage("inventory").render() %><% $(document.body).removeClass('mapClass') %>
<b>FROG TEMPLE</b>
<%
if (story.goblinborn!=1)
{
if (story.frogsfed=="true")
{ %> [[a flayed eel]] twists and drools above the [[temple door|entertemple]]. its walls are stone slabs, wet with slime. <% }
else
{ %> [[two guardian frogs|twofrogs]] squat beside the [[temple door|noentry]]. its walls are stone slabs, wet with slime. <% }
}
else
{
if (story.frogsfed=="true")
{ %> [[A flayed eel|a flayed eel]] twists and drools above the [[temple door|goblintempleentry]]. Its walls are stone slabs, wet with slime. <% }
else
{ %> [[Two guardian frogs|twofrogs]] squat beside the [[temple door|goblintempleentry]]. Its walls are stone slabs, wet with slime. <% }
}
%> <%
if (story.goblinborn!=1)
{
if (story.podsfilled!=1)
{ %> [[tadpoles|underpondtadpoles]] swim under placid ponds. <% }
else
{
if (story.tadpole == "• tadpole" )
{ %> white foam surges in the nearby ponds, and tadpoles leap into the air to escape. <% }
else
{ %> white foam surges in the nearby ponds, and [[tadpoles|tadpoleget]] leap into the air to escape. <% }
}
}
else
{
if (story.podsfilled!=1)
{ %> [[Tadpoles|underpondtadpoles]] swim under placid ponds, just beyond reach. <% }
else
{
if (story.tadpole == "• tadpole" )
{ %> White foam surges in the nearby ponds, and tadpoles leap into the air to escape. <% }
else
{ %> White foam surges in the nearby ponds, and [[tadpoles|tadpoleget]] leap into the air to escape. <% }
}
}
%>
[[GO FOR A WALK|Frog_TempleMap]]
<%= story.passage("inventory").render() %>
<br><%
if (story.goblinborn!=1)
{ %> orange, enormous, with yellow beards and fiery eyebrows. if lions were amphibians, these frogs would be lions. <% }
else
{ %> Orange, enormous, with yellow beards and fiery eyebrows. If lions were amphibians, these frogs would be lions. <% }
%> "Must have tribute," they croak. "Something slithery. Something salty. Something from the sea."
<i><% if (story.eel == "• eel" ) { %> [[give tribute (eel)|feedfrogs]] <% } else { %> give tribute (eel) <% } %>
<br>[[give nothing|TempleBase]]
<%= story.passage("inventory").render() %><br><%
if (story.goblinborn!=1)
{ %> [[one jumps into your body, swimming between your jelly organs as though it were a fish inside a bowl.|TempleBase]] <% }
else
{ %> [[One jumps onto your belly, where it flops like a fish that's been caught and tossed onto a dock.|TempleBase]] <% }
%>
<i>+ tadpole
<% story.tadpole = "• tadpole" %>
<% story.holding = "true" %>
<br>"No admittance," croaks one frog.
<br>"Tribute first," croaks the other.
[[STEP BACK|TempleBase]]
<br>nothing remains to block your path.
[[STEP INTO THE DARKNESS|InsideTemple]]
<br>[[STEP BACK OUTSIDE|TempleBase]]<% $(document.body).removeClass('mapClass') %>
<b>WRECK OF THE DAUNTLESS</b>
<%
if (story.goblinborn==1)
{ %> Talk about a rough landing. The ship is smashed on the rocks, left high and dry after the tide ran out. It's a galleon. You could [[reach inside]]. There's not one living soul. Only ripped sails and rotten wood. <% }
else
{ %> talk about a rough landing. the ship is smashed on the rocks, left high and dry after the tide ran out. it's a galleon. you could [[climb aboard]]. there's not one living soul. only ripped sails and rotten wood. <% }
%>
[[GO FOR A WALK|ShipMap]]
<%= story.passage("inventory").render() %><br><%
if (story.goblinborn!=1)
{ %> let the ritual commence. both frogs prepare their implements. their unguents and their astringents. the eel doesn't look thrilled by the table they set, nor the settings they lay, nor its place in the centre between those burning candles and that whirling contraption. what <i>is</i> that whirling contraption? it bounces and knocks all the silverware onto the floor. the frogs take no notice. their hands are clasped in prayer, and [[they begin to chant]]. <% }
else
{ %> Let the ritual commence. Both frogs prepare their implements. Their unguents and their astringents. The eel doesn't look thrilled by the table they set, nor the settings they lay, nor its place in the centre between those burning candles and that whirling contraption. What <i>is</i> that whirling contraption? It bounces and knocks all the silverware onto the floor. The frogs take no notice. Their hands are clasped in prayer, and [[they begin to chant]]. <% }
%>
<br>stretch your [[jelly|stretch22]] limbs.<br>you have places to go.
<br>you have people to meet.
<br>[[you have picnics to prepare.|stretch33]]
<br>you have places to go.
<br>you have people to meet.
<br>you have picnics to prepare.
of course! you were dreaming about a picnic! perhaps you can have one today. you know the perfect spot. you'll just have to gather the necessary things [[before you melt again|arise]].
<!--
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<%
//JELLY PITS TO MERMAID
s.jp_mmPath=[25];
s.jp_mmPath[0]={x : 8, y : 31}//0
s.jp_mmPath[1]={x : 9, y : 31}//1
s.jp_mmPath[2]={x : 10, y : 31}//2
s.jp_mmPath[3]={x : 11, y : 31}//3
s.jp_mmPath[4]={x : 12, y : 31}//4
s.jp_mmPath[5]={x : 13, y : 31}//5
s.jp_mmPath[6]={x : 14, y : 31}//6
s.jp_mmPath[7]={x : 15, y : 31}//7
s.jp_mmPath[8]={x : 16, y : 31}//8
s.jp_mmPath[9]={x : 17, y : 31}//9
s.jp_mmPath[10]={x : 18, y : 31}//10
s.jp_mmPath[11]={x : 19, y : 31}//11
s.jp_mmPath[12]={x : 20, y : 31}//12
s.jp_mmPath[13]={x : 21, y : 31}//13
s.jp_mmPath[14]={x : 22, y : 31}//14
s.jp_mmPath[15]={x : 23, y : 31}//15
s.jp_mmPath[16]={x : 24, y : 31}//16
s.jp_mmPath[17]={x : 25, y : 31}//17
s.jp_mmPath[18]={x : 26, y : 31}//18
s.jp_mmPath[19]={x : 27, y : 31}//19
s.jp_mmPath[20]={x : 28, y : 30}//20
s.jp_mmPath[21]={x : 29, y : 29}//21
s.jp_mmPath[22]={x : 30, y : 28}//22
s.jp_mmPath[23]={x : 31, y : 27}//23
s.jp_mmPath[24]={x : 32, y : 28}//24
s.mm_jpPath=s.jp_mmPath.slice();
s.mm_jpPath.reverse();
//JELLY PITS TO MERCHANT PATH
s.jp_mcPath=[20];
s.jp_mcPath[0]={x : 8, y : 31}//0
s.jp_mcPath[1]={x : 8, y : 30}//1
s.jp_mcPath[2]={x : 8, y : 29}//2
s.jp_mcPath[3]={x : 7, y : 28}//3
s.jp_mcPath[4]={x : 7, y : 27}//4
s.jp_mcPath[5]={x : 6, y : 26}//5
s.jp_mcPath[6]={x : 5, y : 25}//6
s.jp_mcPath[7]={x : 5, y : 24}//7
s.jp_mcPath[8]={x : 5, y : 23}//8
s.jp_mcPath[9]={x : 5, y : 22}//9
s.jp_mcPath[10]={x : 5, y : 21}//10
s.jp_mcPath[11]={x : 5, y : 20}//11
s.jp_mcPath[12]={x : 5, y : 19}//12
s.jp_mcPath[13]={x : 5, y : 18}//13
s.jp_mcPath[14]={x : 5, y : 17}//14
s.jp_mcPath[15]={x : 6, y : 16}//15
s.jp_mcPath[16]={x : 7, y : 15}//16
s.jp_mcPath[17]={x : 8, y : 14}//17
s.jp_mcPath[18]={x : 9, y : 13}//18
s.jp_mcPath[19]={x : 8, y : 12}//19
s.mc_jpPath=s.jp_mcPath.slice();
s.mc_jpPath.reverse();
//JELLY PITS TO SHIP PATH
s.jp_spPath=[29];
s.jp_spPath[0]={x : 8, y : 31}//0
s.jp_spPath[1]={x : 8, y : 30}//1
s.jp_spPath[2]={x : 9, y : 29}//2
s.jp_spPath[3]={x : 10, y : 29}//3
s.jp_spPath[4]={x : 11, y : 29}//4
s.jp_spPath[5]={x : 12, y : 29}//5
s.jp_spPath[6]={x : 13, y : 29}//6
s.jp_spPath[7]={x : 14, y : 29}//7
s.jp_spPath[8]={x : 15, y : 29}//8
s.jp_spPath[9]={x : 16, y : 29}//9
s.jp_spPath[10]={x : 17, y : 29}//10
s.jp_spPath[11]={x : 18, y : 29}//11
s.jp_spPath[12]={x : 19, y : 29}//12
s.jp_spPath[13]={x : 20, y : 29}//13
s.jp_spPath[14]={x : 21, y : 29}//14
s.jp_spPath[15]={x : 22, y : 29}//15
s.jp_spPath[16]={x : 23, y : 29}//16
s.jp_spPath[17]={x : 24, y : 29}//17
s.jp_spPath[18]={x : 25, y : 29}//18
s.jp_spPath[19]={x : 26, y : 28}//19
s.jp_spPath[20]={x : 27, y : 27}//20
s.jp_spPath[21]={x : 28, y : 26}//21
s.jp_spPath[22]={x : 29, y : 25}//22
s.jp_spPath[23]={x : 30, y : 24}//23
s.jp_spPath[24]={x : 31, y : 23}//24
s.jp_spPath[25]={x : 32, y : 22}//25
s.jp_spPath[26]={x : 33, y : 21}//26
s.jp_spPath[27]={x : 34, y : 20}//27
s.jp_spPath[28]={x : 35, y : 21}//28
s.sp_jpPath=s.jp_spPath.slice();
s.sp_jpPath.reverse();
//JELLY PITS TO TREE PATH
s.jp_trPath=[14];
s.jp_trPath[0]={x : 8, y : 31}//0
s.jp_trPath[1]={x : 9, y : 30}//1
s.jp_trPath[2]={x : 10, y : 29}//2
s.jp_trPath[3]={x : 11, y : 28}//3
s.jp_trPath[4]={x : 12, y : 27}//4
s.jp_trPath[5]={x : 13, y : 26}//5
s.jp_trPath[6]={x : 14, y : 25}//6
s.jp_trPath[7]={x : 15, y : 24}//7
s.jp_trPath[8]={x : 15, y : 23}//8
s.jp_trPath[9]={x : 15, y : 22}//9
s.jp_trPath[10]={x : 15, y : 21}//10
s.jp_trPath[11]={x : 15, y : 20}//11
s.jp_trPath[12]={x : 16, y : 19}//12
s.jp_trPath[13]={x : 15, y : 18}//13
s.tr_jpPath=s.jp_trPath.slice();
s.tr_jpPath.reverse();
//JELLY PITS TO ENGINE PATH
s.jp_ngPath=[9];
s.jp_ngPath[0]={x : 8, y : 31}//0
s.jp_ngPath[1]={x : 8, y : 30}//1
s.jp_ngPath[2]={x : 8, y : 29}//2
s.jp_ngPath[3]={x : 7, y : 28}//3
s.jp_ngPath[4]={x : 7, y : 27}//4
s.jp_ngPath[5]={x : 6, y : 26}//5
s.jp_ngPath[6]={x : 5, y : 25}//6
s.jp_ngPath[7]={x : 6, y : 24}//7
s.jp_ngPath[8]={x : 6, y : 23}//8
s.ng_jpPath=s.jp_ngPath.slice();
s.ng_jpPath.reverse();
//JELLY PITS TO FROG TEMPLE PATH
s.jp_ftPath=[30];
s.jp_ftPath[0]={x : 8, y : 31}//0
s.jp_ftPath[1]={x : 8, y : 30}//1
s.jp_ftPath[2]={x : 8, y : 29}//2
s.jp_ftPath[3]={x : 7, y : 28}//3
s.jp_ftPath[4]={x : 7, y : 27}//4
s.jp_ftPath[5]={x : 6, y : 26}//5
s.jp_ftPath[6]={x : 5, y : 25}//6
s.jp_ftPath[7]={x : 5, y : 24}//7
s.jp_ftPath[8]={x : 5, y : 23}//8
s.jp_ftPath[9]={x : 5, y : 22}//9
s.jp_ftPath[10]={x : 5, y : 21}//10
s.jp_ftPath[11]={x : 5, y : 20}//11
s.jp_ftPath[12]={x : 5, y : 19}//12
s.jp_ftPath[13]={x : 5, y : 18}//13
s.jp_ftPath[14]={x : 5, y : 17}//14
s.jp_ftPath[15]={x : 5, y : 16}//15
s.jp_ftPath[16]={x : 5, y : 15}//16
s.jp_ftPath[17]={x : 5, y : 14}//17
s.jp_ftPath[18]={x : 5, y : 13}//18
s.jp_ftPath[19]={x : 5, y : 12}//19
s.jp_ftPath[20]={x : 5, y : 11}//20
s.jp_ftPath[21]={x : 5, y : 10}//21
s.jp_ftPath[22]={x : 5, y : 9}//22
s.jp_ftPath[23]={x : 5, y : 8}//23
s.jp_ftPath[24]={x : 5, y : 7}//24
s.jp_ftPath[25]={x : 5, y : 6}//25
s.jp_ftPath[26]={x : 6, y : 5}//26
s.jp_ftPath[27]={x : 7, y : 4}//27
s.jp_ftPath[28]={x : 8, y : 3}//28
s.jp_ftPath[29]={x : 7, y : 2}//29
s.ft_jpPath=s.jp_ftPath.slice();
s.ft_jpPath.reverse();
//JELLY PITS TO MOUNTAIN
s.jp_mtPath=[28];
s.jp_mtPath[0]={x : 8, y : 31}//0
s.jp_mtPath[1]={x : 9, y : 30}//1
s.jp_mtPath[2]={x : 10, y : 29}//2
s.jp_mtPath[3]={x : 11, y : 28}//3
s.jp_mtPath[4]={x : 12, y : 27}//4
s.jp_mtPath[5]={x : 13, y : 26}//5
s.jp_mtPath[6]={x : 14, y : 25}//6
s.jp_mtPath[7]={x : 15, y : 24}//7
s.jp_mtPath[8]={x : 16, y : 23}//8
s.jp_mtPath[9]={x : 17, y : 22}//9
s.jp_mtPath[10]={x : 18, y : 21}//10
s.jp_mtPath[11]={x : 19, y : 20}//11
s.jp_mtPath[12]={x : 20, y : 19}//12
s.jp_mtPath[13]={x : 21, y : 18}//13
s.jp_mtPath[14]={x : 22, y : 17}//14
s.jp_mtPath[15]={x : 23, y : 16}//15
s.jp_mtPath[16]={x : 24, y : 15}//16
s.jp_mtPath[17]={x : 25, y : 14}//17
s.jp_mtPath[18]={x : 26, y : 13}//18
s.jp_mtPath[19]={x : 27, y : 12}//19
s.jp_mtPath[20]={x : 28, y : 11}//20
s.jp_mtPath[21]={x : 29, y : 10}//21
s.jp_mtPath[22]={x : 30, y : 9}//22
s.jp_mtPath[23]={x : 31, y : 8}//23
s.jp_mtPath[24]={x : 32, y : 7}//24
s.jp_mtPath[25]={x : 33, y : 6}//25
s.jp_mtPath[26]={x : 34, y : 5}//26
s.jp_mtPath[27]={x : 34, y : 4}//27
s.mt_jpPath=s.jp_mtPath.slice();
s.mt_jpPath.reverse();
//MERMAID TO MERCHANT PATH
s.mm_mcPath=[25];
s.mm_mcPath[0]={x : 32, y : 28}//0
s.mm_mcPath[1]={x : 31, y : 28}//1
s.mm_mcPath[2]={x : 30, y : 28}//2
s.mm_mcPath[3]={x : 29, y : 27}//3
s.mm_mcPath[4]={x : 28, y : 26}//4
s.mm_mcPath[5]={x : 27, y : 25}//5
s.mm_mcPath[6]={x : 26, y : 24}//6
s.mm_mcPath[7]={x : 25, y : 23}//7
s.mm_mcPath[8]={x : 24, y : 22}//8
s.mm_mcPath[9]={x : 23, y : 21}//9
s.mm_mcPath[10]={x : 22, y : 20}//10
s.mm_mcPath[11]={x : 21, y : 19}//11
s.mm_mcPath[12]={x : 20, y : 18}//12
s.mm_mcPath[13]={x : 19, y : 17}//13
s.mm_mcPath[14]={x : 18, y : 16}//14
s.mm_mcPath[15]={x : 17, y : 15}//15
s.mm_mcPath[16]={x : 16, y : 15}//16
s.mm_mcPath[17]={x : 15, y : 15}//17
s.mm_mcPath[18]={x : 14, y : 15}//18
s.mm_mcPath[19]={x : 13, y : 15}//19
s.mm_mcPath[20]={x : 12, y : 14}//20
s.mm_mcPath[21]={x : 11, y : 13}//21
s.mm_mcPath[22]={x : 10, y : 12}//22
s.mm_mcPath[23]={x : 9, y : 11}//23
s.mm_mcPath[24]={x : 8, y : 12}//24
s.mc_mmPath=s.mm_mcPath.slice();
s.mc_mmPath.reverse();
//MERMAID TO SHIP PATH
s.mm_spPath=[8];
s.mm_spPath[0]={x : 32, y : 28}//0
s.mm_spPath[1]={x : 32, y : 27}//1
s.mm_spPath[2]={x : 32, y : 26}//2
s.mm_spPath[3]={x : 33, y : 25}//3
s.mm_spPath[4]={x : 34, y : 24}//4
s.mm_spPath[5]={x : 35, y : 23}//5
s.mm_spPath[6]={x : 36, y : 22}//6
s.mm_spPath[7]={x : 35, y : 21}//7
s.sp_mmPath=s.mm_spPath.slice();
s.sp_mmPath.reverse();
//MERMAID TO TREE PATH
s.mm_trPath=[18];
s.mm_trPath[0]={x : 32, y : 28}//0
s.mm_trPath[1]={x : 31, y : 28}//1
s.mm_trPath[2]={x : 30, y : 28}//2
s.mm_trPath[3]={x : 29, y : 28}//3
s.mm_trPath[4]={x : 28, y : 28}//4
s.mm_trPath[5]={x : 27, y : 28}//5
s.mm_trPath[6]={x : 26, y : 27}//6
s.mm_trPath[7]={x : 25, y : 26}//7
s.mm_trPath[8]={x : 24, y : 25}//8
s.mm_trPath[9]={x : 23, y : 24}//9
s.mm_trPath[10]={x : 22, y : 23}//10
s.mm_trPath[11]={x : 21, y : 22}//11
s.mm_trPath[12]={x : 20, y : 21}//12
s.mm_trPath[13]={x : 19, y : 20}//13
s.mm_trPath[14]={x : 18, y : 19}//14
s.mm_trPath[15]={x : 17, y : 18}//15
s.mm_trPath[16]={x : 16, y : 17}//16
s.mm_trPath[17]={x : 15, y : 18}//17
s.tr_mmPath=s.mm_trPath.slice();
s.tr_mmPath.reverse();
//MERMAID TO ENGINE PATH
s.mm_ngPath=[27];
s.mm_ngPath[0]={x : 32, y : 28}//0
s.mm_ngPath[1]={x : 31, y : 28}//1
s.mm_ngPath[2]={x : 30, y : 28}//2
s.mm_ngPath[3]={x : 29, y : 28}//3
s.mm_ngPath[4]={x : 28, y : 28}//4
s.mm_ngPath[5]={x : 27, y : 28}//5
s.mm_ngPath[6]={x : 26, y : 28}//6
s.mm_ngPath[7]={x : 25, y : 28}//7
s.mm_ngPath[8]={x : 24, y : 28}//8
s.mm_ngPath[9]={x : 23, y : 28}//9
s.mm_ngPath[10]={x : 22, y : 28}//10
s.mm_ngPath[11]={x : 21, y : 28}//11
s.mm_ngPath[12]={x : 20, y : 28}//12
s.mm_ngPath[13]={x : 19, y : 28}//13
s.mm_ngPath[14]={x : 18, y : 28}//14
s.mm_ngPath[15]={x : 17, y : 28}//15
s.mm_ngPath[16]={x : 16, y : 28}//16
s.mm_ngPath[17]={x : 15, y : 28}//17
s.mm_ngPath[18]={x : 14, y : 28}//18
s.mm_ngPath[19]={x : 13, y : 27}//19
s.mm_ngPath[20]={x : 12, y : 26}//20
s.mm_ngPath[21]={x : 11, y : 25}//21
s.mm_ngPath[22]={x : 10, y : 24}//22
s.mm_ngPath[23]={x : 9, y : 24}//23
s.mm_ngPath[24]={x : 8, y : 23}//24
s.mm_ngPath[25]={x : 7, y : 22}//25
s.mm_ngPath[26]={x : 6, y : 23}//26
s.ng_mmPath=s.mm_ngPath.slice();
s.ng_mmPath.reverse();
//MERMAID TO FROG TEMPLE PATH
s.mm_ftPath=[27];
s.mm_ftPath[0]={x : 32, y : 28}//0
s.mm_ftPath[1]={x : 32, y : 27}//1
s.mm_ftPath[2]={x : 31, y : 26}//2
s.mm_ftPath[3]={x : 30, y : 25}//3
s.mm_ftPath[4]={x : 29, y : 24}//4
s.mm_ftPath[5]={x : 28, y : 23}//5
s.mm_ftPath[6]={x : 27, y : 22}//6
s.mm_ftPath[7]={x : 26, y : 21}//7
s.mm_ftPath[8]={x : 25, y : 20}//8
s.mm_ftPath[9]={x : 24, y : 19}//9
s.mm_ftPath[10]={x : 23, y : 18}//10
s.mm_ftPath[11]={x : 22, y : 17}//11
s.mm_ftPath[12]={x : 21, y : 16}//12
s.mm_ftPath[13]={x : 20, y : 15}//13
s.mm_ftPath[14]={x : 19, y : 14}//14
s.mm_ftPath[15]={x : 18, y : 13}//15
s.mm_ftPath[16]={x : 17, y : 12}//16
s.mm_ftPath[17]={x : 16, y : 11}//17
s.mm_ftPath[18]={x : 15, y : 10}//18
s.mm_ftPath[19]={x : 14, y : 9}//19
s.mm_ftPath[20]={x : 13, y : 8}//20
s.mm_ftPath[21]={x : 12, y : 7}//21
s.mm_ftPath[22]={x : 11, y : 6}//22
s.mm_ftPath[23]={x : 10, y : 5}//23
s.mm_ftPath[24]={x : 9, y : 4}//24
s.mm_ftPath[25]={x : 8, y : 3}//25
s.mm_ftPath[26]={x : 7, y : 2}//26
s.ft_mmPath=s.mm_ftPath.slice();
s.ft_mmPath.reverse();
//MERMAID TO MOUNTAIN
s.mm_mtPath=[25];
s.mm_mtPath[0]={x : 32, y : 28}//0
s.mm_mtPath[1]={x : 32, y : 27}//1
s.mm_mtPath[2]={x : 32, y : 26}//2
s.mm_mtPath[3]={x : 32, y : 25}//3
s.mm_mtPath[4]={x : 32, y : 24}//4
s.mm_mtPath[5]={x : 32, y : 23}//5
s.mm_mtPath[6]={x : 32, y : 22}//6
s.mm_mtPath[7]={x : 32, y : 21}//7
s.mm_mtPath[8]={x : 32, y : 20}//8
s.mm_mtPath[9]={x : 32, y : 19}//9
s.mm_mtPath[10]={x : 32, y : 18}//10
s.mm_mtPath[11]={x : 32, y : 17}//11
s.mm_mtPath[12]={x : 32, y : 16}//12
s.mm_mtPath[13]={x : 32, y : 15}//13
s.mm_mtPath[14]={x : 32, y : 14}//14
s.mm_mtPath[15]={x : 32, y : 13}//15
s.mm_mtPath[16]={x : 32, y : 12}//16
s.mm_mtPath[17]={x : 32, y : 11}//17
s.mm_mtPath[18]={x : 32, y : 10}//18
s.mm_mtPath[19]={x : 32, y : 9}//19
s.mm_mtPath[20]={x : 32, y : 8}//20
s.mm_mtPath[21]={x : 33, y : 7}//21
s.mm_mtPath[22]={x : 34, y : 6}//22
s.mm_mtPath[23]={x : 35, y : 5}//23
s.mm_mtPath[24]={x : 34, y : 4}//24
s.mt_mmPath=s.mm_mtPath.slice();
s.mt_mmPath.reverse();
//MERCHANT TO SHIP PATH
s.mc_spPath=[28];
s.mc_spPath[0]={x : 8, y : 12}//0
s.mc_spPath[1]={x : 9, y : 12}//1
s.mc_spPath[2]={x : 10, y : 12}//2
s.mc_spPath[3]={x : 11, y : 12}//3
s.mc_spPath[4]={x : 12, y : 12}//4
s.mc_spPath[5]={x : 13, y : 12}//5
s.mc_spPath[6]={x : 14, y : 12}//6
s.mc_spPath[7]={x : 15, y : 12}//7
s.mc_spPath[8]={x : 16, y : 12}//8
s.mc_spPath[9]={x : 17, y : 12}//9
s.mc_spPath[10]={x : 18, y : 12}//10
s.mc_spPath[11]={x : 19, y : 12}//11
s.mc_spPath[12]={x : 20, y : 12}//12
s.mc_spPath[13]={x : 21, y : 12}//13
s.mc_spPath[14]={x : 22, y : 12}//14
s.mc_spPath[15]={x : 23, y : 12}//15
s.mc_spPath[16]={x : 24, y : 12}//16
s.mc_spPath[17]={x : 25, y : 13}//17
s.mc_spPath[18]={x : 26, y : 14}//18
s.mc_spPath[19]={x : 27, y : 15}//19
s.mc_spPath[20]={x : 28, y : 16}//20
s.mc_spPath[21]={x : 29, y : 17}//21
s.mc_spPath[22]={x : 30, y : 18}//22
s.mc_spPath[23]={x : 31, y : 19}//23
s.mc_spPath[24]={x : 32, y : 20}//24
s.mc_spPath[25]={x : 33, y : 21}//25
s.mc_spPath[26]={x : 34, y : 22}//26
s.mc_spPath[27]={x : 35, y : 21}//27
s.sp_mcPath=s.mc_spPath.slice();
s.sp_mcPath.reverse();
//MERCHANT TO TREE PATH
s.mc_trPath=[8];
s.mc_trPath[0]={x : 8, y : 12}//0
s.mc_trPath[1]={x : 9, y : 13}//1
s.mc_trPath[2]={x : 10, y : 14}//2
s.mc_trPath[3]={x : 11, y : 15}//3
s.mc_trPath[4]={x : 12, y : 16}//4
s.mc_trPath[5]={x : 13, y : 17}//5
s.mc_trPath[6]={x : 14, y : 18}//6
s.mc_trPath[7]={x : 15, y : 18}//7
s.tr_mcPath=s.mc_trPath.slice();
s.tr_mcPath.reverse();
//MERCHANT TO ENGINE PATH
s.mc_ngPath=[12];
s.mc_ngPath[0]={x : 8, y : 12}//0
s.mc_ngPath[1]={x : 8, y : 13}//1
s.mc_ngPath[2]={x : 8, y : 14}//2
s.mc_ngPath[3]={x : 8, y : 15}//3
s.mc_ngPath[4]={x : 8, y : 16}//4
s.mc_ngPath[5]={x : 8, y : 17}//5
s.mc_ngPath[6]={x : 8, y : 18}//6
s.mc_ngPath[7]={x : 8, y : 19}//7
s.mc_ngPath[8]={x : 7, y : 20}//8
s.mc_ngPath[9]={x : 6, y : 21}//9
s.mc_ngPath[10]={x : 5, y : 22}//10
s.mc_ngPath[11]={x : 6, y : 23}//11
s.ng_mcPath=s.mc_ngPath.slice();
s.ng_mcPath.reverse();
//MERCHANT TO FROG TEMPLE PATH
s.mc_ftPath=[11];
s.mc_ftPath[0]={x : 8, y : 12}//0
s.mc_ftPath[1]={x : 8, y : 11}//1
s.mc_ftPath[2]={x : 8, y : 10}//2
s.mc_ftPath[3]={x : 8, y : 9}//3
s.mc_ftPath[4]={x : 8, y : 8}//4
s.mc_ftPath[5]={x : 8, y : 7}//5
s.mc_ftPath[6]={x : 8, y : 6}//6
s.mc_ftPath[7]={x : 8, y : 5}//7
s.mc_ftPath[8]={x : 8, y : 4}//8
s.mc_ftPath[9]={x : 8, y : 3}//9
s.mc_ftPath[10]={x : 7, y : 2}//10
s.ft_mcPath=s.mc_ftPath.slice();
s.ft_mcPath.reverse();
//MERCHANT TO MOUNTAIN
s.mc_mtPath=[27];
s.mc_mtPath[0]={x : 8, y : 12}//0
s.mc_mtPath[1]={x : 9, y : 12}//1
s.mc_mtPath[2]={x : 10, y : 12}//2
s.mc_mtPath[3]={x : 11, y : 12}//3
s.mc_mtPath[4]={x : 12, y : 12}//4
s.mc_mtPath[5]={x : 13, y : 12}//5
s.mc_mtPath[6]={x : 14, y : 12}//6
s.mc_mtPath[7]={x : 15, y : 12}//7
s.mc_mtPath[8]={x : 16, y : 12}//8
s.mc_mtPath[9]={x : 17, y : 12}//9
s.mc_mtPath[10]={x : 18, y : 12}//10
s.mc_mtPath[11]={x : 19, y : 12}//11
s.mc_mtPath[12]={x : 20, y : 11}//12
s.mc_mtPath[13]={x : 21, y : 10}//13
s.mc_mtPath[14]={x : 22, y : 9}//14
s.mc_mtPath[15]={x : 23, y : 8}//15
s.mc_mtPath[16]={x : 24, y : 7}//16
s.mc_mtPath[17]={x : 25, y : 6}//17
s.mc_mtPath[18]={x : 26, y : 5}//18
s.mc_mtPath[19]={x : 27, y : 4}//19
s.mc_mtPath[20]={x : 28, y : 3}//20
s.mc_mtPath[21]={x : 29, y : 3}//21
s.mc_mtPath[22]={x : 30, y : 3}//22
s.mc_mtPath[23]={x : 31, y : 3}//23
s.mc_mtPath[24]={x : 32, y : 4}//24
s.mc_mtPath[25]={x : 33, y : 5}//25
s.mc_mtPath[26]={x : 34, y : 4}//26
s.mt_mcPath=s.mc_mtPath.slice();
s.mt_mcPath.reverse();
//SHIP TO TREE PATH
s.sp_trPath=[21];
s.sp_trPath[0]={x : 35, y : 21}//0
s.sp_trPath[1]={x : 34, y : 21}//1
s.sp_trPath[2]={x : 33, y : 21}//2
s.sp_trPath[3]={x : 32, y : 21}//3
s.sp_trPath[4]={x : 31, y : 21}//4
s.sp_trPath[5]={x : 30, y : 21}//5
s.sp_trPath[6]={x : 29, y : 21}//6
s.sp_trPath[7]={x : 28, y : 21}//7
s.sp_trPath[8]={x : 27, y : 21}//8
s.sp_trPath[9]={x : 26, y : 21}//9
s.sp_trPath[10]={x : 25, y : 21}//10
s.sp_trPath[11]={x : 24, y : 21}//11
s.sp_trPath[12]={x : 23, y : 21}//12
s.sp_trPath[13]={x : 22, y : 21}//13
s.sp_trPath[14]={x : 21, y : 21}//14
s.sp_trPath[15]={x : 20, y : 21}//15
s.sp_trPath[16]={x : 19, y : 20}//16
s.sp_trPath[17]={x : 18, y : 19}//17
s.sp_trPath[18]={x : 17, y : 18}//18
s.sp_trPath[19]={x : 16, y : 17}//19
s.sp_trPath[20]={x : 15, y : 18}//20
s.tr_spPath=s.sp_trPath.slice();
s.tr_spPath.reverse();
//SHIP TO ENGINE PATH
s.sp_ngPath=[30];
s.sp_ngPath[0]={x : 35, y : 21}//0
s.sp_ngPath[1]={x : 34, y : 21}//1
s.sp_ngPath[2]={x : 33, y : 21}//2
s.sp_ngPath[3]={x : 32, y : 21}//3
s.sp_ngPath[4]={x : 31, y : 21}//4
s.sp_ngPath[5]={x : 30, y : 21}//5
s.sp_ngPath[6]={x : 29, y : 21}//6
s.sp_ngPath[7]={x : 28, y : 21}//7
s.sp_ngPath[8]={x : 27, y : 21}//8
s.sp_ngPath[9]={x : 26, y : 21}//9
s.sp_ngPath[10]={x : 25, y : 21}//10
s.sp_ngPath[11]={x : 24, y : 21}//11
s.sp_ngPath[12]={x : 23, y : 21}//12
s.sp_ngPath[13]={x : 22, y : 21}//13
s.sp_ngPath[14]={x : 21, y : 21}//14
s.sp_ngPath[15]={x : 20, y : 21}//15
s.sp_ngPath[16]={x : 19, y : 21}//16
s.sp_ngPath[17]={x : 18, y : 21}//17
s.sp_ngPath[18]={x : 17, y : 21}//18
s.sp_ngPath[19]={x : 16, y : 21}//19
s.sp_ngPath[20]={x : 15, y : 21}//20
s.sp_ngPath[21]={x : 14, y : 21}//21
s.sp_ngPath[22]={x : 13, y : 21}//22
s.sp_ngPath[23]={x : 12, y : 21}//23
s.sp_ngPath[24]={x : 11, y : 21}//24
s.sp_ngPath[25]={x : 10, y : 21}//25
s.sp_ngPath[26]={x : 9, y : 22}//26
s.sp_ngPath[27]={x : 8, y : 23}//27
s.sp_ngPath[28]={x : 7, y : 24}//28
s.sp_ngPath[29]={x : 6, y : 23}//29
s.ng_spPath=s.sp_ngPath.slice();
s.ng_spPath.reverse();
//SHIP TO FROG TEMPLE PATH
s.sp_ftPath=[29];
s.sp_ftPath[0]={x : 35, y : 21}//0
s.sp_ftPath[1]={x : 34, y : 21}//1
s.sp_ftPath[2]={x : 33, y : 21}//2
s.sp_ftPath[3]={x : 32, y : 21}//3
s.sp_ftPath[4]={x : 31, y : 21}//4
s.sp_ftPath[5]={x : 30, y : 21}//5
s.sp_ftPath[6]={x : 29, y : 21}//6
s.sp_ftPath[7]={x : 28, y : 21}//7
s.sp_ftPath[8]={x : 27, y : 20}//8
s.sp_ftPath[9]={x : 26, y : 19}//9
s.sp_ftPath[10]={x : 25, y : 18}//10
s.sp_ftPath[11]={x : 24, y : 17}//11
s.sp_ftPath[12]={x : 23, y : 16}//12
s.sp_ftPath[13]={x : 22, y : 15}//13
s.sp_ftPath[14]={x : 21, y : 14}//14
s.sp_ftPath[15]={x : 20, y : 13}//15
s.sp_ftPath[16]={x : 19, y : 12}//16
s.sp_ftPath[17]={x : 18, y : 11}//17
s.sp_ftPath[18]={x : 17, y : 10}//18
s.sp_ftPath[19]={x : 16, y : 9}//19
s.sp_ftPath[20]={x : 15, y : 8}//20
s.sp_ftPath[21]={x : 14, y : 7}//21
s.sp_ftPath[22]={x : 13, y : 6}//22
s.sp_ftPath[23]={x : 12, y : 5}//23
s.sp_ftPath[24]={x : 11, y : 4}//24
s.sp_ftPath[25]={x : 10, y : 3}//25
s.sp_ftPath[26]={x : 9, y : 2}//26
s.sp_ftPath[27]={x : 8, y : 1}//27
s.sp_ftPath[28]={x : 7, y : 2}//28
s.ft_spPath=s.sp_ftPath.slice();
s.ft_spPath.reverse();
//SHIP TO MOUNTAIN
s.sp_mtPath=[18];
s.sp_mtPath[0]={x : 35, y : 21}//0
s.sp_mtPath[1]={x : 35, y : 20}//1
s.sp_mtPath[2]={x : 35, y : 19}//2
s.sp_mtPath[3]={x : 35, y : 18}//3
s.sp_mtPath[4]={x : 35, y : 17}//4
s.sp_mtPath[5]={x : 35, y : 16}//5
s.sp_mtPath[6]={x : 35, y : 15}//6
s.sp_mtPath[7]={x : 35, y : 14}//7
s.sp_mtPath[8]={x : 35, y : 13}//8
s.sp_mtPath[9]={x : 35, y : 12}//9
s.sp_mtPath[10]={x : 35, y : 11}//10
s.sp_mtPath[11]={x : 35, y : 10}//11
s.sp_mtPath[12]={x : 35, y : 9}//12
s.sp_mtPath[13]={x : 35, y : 8}//13
s.sp_mtPath[14]={x : 35, y : 7}//14
s.sp_mtPath[15]={x : 34, y : 6}//15
s.sp_mtPath[16]={x : 33, y : 5}//16
s.sp_mtPath[17]={x : 34, y : 4}//17
s.mt_spPath=s.sp_mtPath.slice();
s.mt_spPath.reverse();
//TREE TO ENGINE PATH
s.tr_ngPath=[10];
s.tr_ngPath[0]={x : 15, y : 18}//0
s.tr_ngPath[1]={x : 14, y : 18}//1
s.tr_ngPath[2]={x : 13, y : 18}//2
s.tr_ngPath[3]={x : 12, y : 19}//3
s.tr_ngPath[4]={x : 11, y : 20}//4
s.tr_ngPath[5]={x : 10, y : 21}//5
s.tr_ngPath[6]={x : 9, y : 22}//6
s.tr_ngPath[7]={x : 8, y : 23}//7
s.tr_ngPath[8]={x : 7, y : 24}//8
s.tr_ngPath[9]={x : 6, y : 23}//9
s.ng_trPath=s.tr_ngPath.slice();
s.ng_trPath.reverse();
//TREE TO FROG TEMPLE PATH
s.tr_ftPath=[17];
s.tr_ftPath[0]={x : 15, y : 18}//0
s.tr_ftPath[1]={x : 14, y : 17}//1
s.tr_ftPath[2]={x : 13, y : 16}//2
s.tr_ftPath[3]={x : 13, y : 15}//3
s.tr_ftPath[4]={x : 13, y : 14}//4
s.tr_ftPath[5]={x : 13, y : 13}//5
s.tr_ftPath[6]={x : 13, y : 12}//6
s.tr_ftPath[7]={x : 13, y : 11}//7
s.tr_ftPath[8]={x : 13, y : 10}//8
s.tr_ftPath[9]={x : 13, y : 9}//9
s.tr_ftPath[10]={x : 13, y : 8}//10
s.tr_ftPath[11]={x : 12, y : 7}//11
s.tr_ftPath[12]={x : 11, y : 6}//12
s.tr_ftPath[13]={x : 10, y : 5}//13
s.tr_ftPath[14]={x : 9, y : 4}//14
s.tr_ftPath[15]={x : 8, y : 3}//15
s.tr_ftPath[16]={x : 7, y : 2}//16
s.ft_trPath=s.tr_ftPath.slice();
s.ft_trPath.reverse();
//TREE TO MOUNTAIN
s.tr_mtPath=[21];
s.tr_mtPath[0]={x : 15, y : 18}//0
s.tr_mtPath[1]={x : 16, y : 18}//1
s.tr_mtPath[2]={x : 17, y : 18}//2
s.tr_mtPath[3]={x : 18, y : 18}//3
s.tr_mtPath[4]={x : 19, y : 18}//4
s.tr_mtPath[5]={x : 20, y : 18}//5
s.tr_mtPath[6]={x : 21, y : 18}//6
s.tr_mtPath[7]={x : 22, y : 17}//7
s.tr_mtPath[8]={x : 23, y : 16}//8
s.tr_mtPath[9]={x : 24, y : 15}//9
s.tr_mtPath[10]={x : 25, y : 14}//10
s.tr_mtPath[11]={x : 26, y : 13}//11
s.tr_mtPath[12]={x : 27, y : 12}//12
s.tr_mtPath[13]={x : 28, y : 11}//13
s.tr_mtPath[14]={x : 29, y : 10}//14
s.tr_mtPath[15]={x : 30, y : 9}//15
s.tr_mtPath[16]={x : 31, y : 8}//16
s.tr_mtPath[17]={x : 32, y : 7}//17
s.tr_mtPath[18]={x : 33, y : 6}//18
s.tr_mtPath[19]={x : 34, y : 5}//19
s.tr_mtPath[20]={x : 34, y : 4}//20
s.mt_trPath=s.tr_mtPath.slice();
s.mt_trPath.reverse();
//ENGINE TO FROG TEMPLE PATH
s.ng_ftPath=[22];
s.ng_ftPath[0]={x : 6, y : 23}//0
s.ng_ftPath[1]={x : 6, y : 22}//1
s.ng_ftPath[2]={x : 6, y : 21}//2
s.ng_ftPath[3]={x : 6, y : 20}//3
s.ng_ftPath[4]={x : 6, y : 19}//4
s.ng_ftPath[5]={x : 6, y : 18}//5
s.ng_ftPath[6]={x : 6, y : 17}//6
s.ng_ftPath[7]={x : 6, y : 16}//7
s.ng_ftPath[8]={x : 6, y : 15}//8
s.ng_ftPath[9]={x : 6, y : 14}//9
s.ng_ftPath[10]={x : 6, y : 13}//10
s.ng_ftPath[11]={x : 6, y : 12}//11
s.ng_ftPath[12]={x : 6, y : 11}//12
s.ng_ftPath[13]={x : 6, y : 10}//13
s.ng_ftPath[14]={x : 6, y : 9}//14
s.ng_ftPath[15]={x : 6, y : 8}//15
s.ng_ftPath[16]={x : 6, y : 7}//16
s.ng_ftPath[17]={x : 6, y : 6}//17
s.ng_ftPath[18]={x : 6, y : 5}//18
s.ng_ftPath[19]={x : 7, y : 4}//19
s.ng_ftPath[20]={x : 8, y : 3}//20
s.ng_ftPath[21]={x : 7, y : 2}//21
s.ft_ngPath=s.ng_ftPath.slice();
s.ft_ngPath.reverse();
//ENGINE TO MOUNTAIN
s.ng_mtPath=[29];
s.ng_mtPath[0]={x : 6, y : 23}//0
s.ng_mtPath[1]={x : 7, y : 22}//1
s.ng_mtPath[2]={x : 8, y : 21}//2
s.ng_mtPath[3]={x : 9, y : 20}//3
s.ng_mtPath[4]={x : 10, y : 19}//4
s.ng_mtPath[5]={x : 11, y : 18}//5
s.ng_mtPath[6]={x : 12, y : 17}//6
s.ng_mtPath[7]={x : 13, y : 16}//7
s.ng_mtPath[8]={x : 14, y : 15}//8
s.ng_mtPath[9]={x : 15, y : 15}//9
s.ng_mtPath[10]={x : 16, y : 15}//10
s.ng_mtPath[11]={x : 17, y : 14}//11
s.ng_mtPath[12]={x : 18, y : 13}//12
s.ng_mtPath[13]={x : 19, y : 12}//13
s.ng_mtPath[14]={x : 20, y : 11}//14
s.ng_mtPath[15]={x : 21, y : 10}//15
s.ng_mtPath[16]={x : 22, y : 9}//16
s.ng_mtPath[17]={x : 23, y : 8}//17
s.ng_mtPath[18]={x : 24, y : 7}//18
s.ng_mtPath[19]={x : 25, y : 6}//19
s.ng_mtPath[20]={x : 26, y : 5}//20
s.ng_mtPath[21]={x : 27, y : 4}//21
s.ng_mtPath[22]={x : 28, y : 3}//22
s.ng_mtPath[23]={x : 29, y : 3}//23
s.ng_mtPath[24]={x : 30, y : 3}//24
s.ng_mtPath[25]={x : 31, y : 3}//25
s.ng_mtPath[26]={x : 32, y : 4}//26
s.ng_mtPath[27]={x : 33, y : 5}//27
s.ng_mtPath[28]={x : 34, y : 4}//28
s.mt_ngPath=s.ng_mtPath.slice();
s.mt_ngPath.reverse();
//FROG TEMPLE TO MOUNTAIN
s.ft_mtPath=[28];
s.ft_mtPath[0]={x : 7, y : 2}//0
s.ft_mtPath[1]={x : 8, y : 2}//1
s.ft_mtPath[2]={x : 9, y : 2}//2
s.ft_mtPath[3]={x : 10, y : 2}//3
s.ft_mtPath[4]={x : 11, y : 2}//4
s.ft_mtPath[5]={x : 12, y : 2}//5
s.ft_mtPath[6]={x : 13, y : 2}//6
s.ft_mtPath[7]={x : 14, y : 2}//7
s.ft_mtPath[8]={x : 15, y : 2}//8
s.ft_mtPath[9]={x : 16, y : 2}//9
s.ft_mtPath[10]={x : 17, y : 2}//10
s.ft_mtPath[11]={x : 18, y : 2}//11
s.ft_mtPath[12]={x : 19, y : 2}//12
s.ft_mtPath[13]={x : 20, y : 2}//13
s.ft_mtPath[14]={x : 21, y : 2}//14
s.ft_mtPath[15]={x : 22, y : 2}//15
s.ft_mtPath[16]={x : 23, y : 2}//16
s.ft_mtPath[17]={x : 24, y : 2}//17
s.ft_mtPath[18]={x : 25, y : 2}//18
s.ft_mtPath[19]={x : 26, y : 2}//19
s.ft_mtPath[20]={x : 27, y : 2}//20
s.ft_mtPath[21]={x : 28, y : 2}//21
s.ft_mtPath[22]={x : 29, y : 2}//22
s.ft_mtPath[23]={x : 30, y : 2}//23
s.ft_mtPath[24]={x : 31, y : 3}//24
s.ft_mtPath[25]={x : 32, y : 4}//25
s.ft_mtPath[26]={x : 33, y : 5}//26
s.ft_mtPath[27]={x : 34, y : 4}//27
s.mt_ftPath=s.ft_mtPath.slice();
s.mt_ftPath.reverse();
%><div align='center'><br>pop
<br>[[splatter|birth2]]</div><div align='center'><br>pop
<br>splatter
<br>[[bubble|birth3]]</div><div align='center'><br>pop
<br>splatter
<br>bubble
<br>[[yawn|strangedream]]</div><br>[[Jelly Pits|JellyPitsBase]]
<br>[[Gossamer Hollow|HollowBase]]
<br>[[Covert Cove|CoveBase]]
<br>[[Wreck of the Dauntless|ShipwreckBase]]
<br>[[Burnt Hill|EngineBase]]
<br>[[Frog Temple|TempleBase]]
<br>[[Marmalade Mountains|MountainBase]]
<br><% if (story.treegrown == "true" ) { %> [[Tree of Heaven|TreeBase]] <% } else { %> [[Picnic Spot|TreeBase]] <% } %>
[[MELT YOURSELF|Melted]]
<br>[[TEST FULL INVENTORY]]
<br>[[COMPLETE MONOLITH PATTERN|MonolithPatternCompletion]]
<br>[[COMPLETE GINGER TWIN PATTERN|TwinPatternCompletion]]
<br>[[COMPLETE TREE PATTERN|TreePatternCompletion]]
<br>[[COMPLETE GOBLIN PATTERN|Goblin14]]
<br>[[DO GOBLIN PATTERN FROM BEGINNING|GoblinPatternCompletion]]<% $(document.body).removeClass('mapClass') %>
<b><% if (story.treegrown == "true" ) { %> TREE OF HEAVEN <% } else { %> PICNIC SPOT <% } %></b>
<%
if (story.goblinborn!=1)
{
if (story.treegrown == "true")
{
if (story.goblinfruit == "• goblinfruit")
{ %> the perfect spot for a picnic. green grass. warm breezes. a colossal tree towering into the sky, whose canopy is blue midnight, whose leaves are constellations. goblinfruit dangles darkly from its branches. <% }
else
{ %> the perfect spot for a picnic. green grass. warm breezes. a colossal tree towering into the sky, whose canopy is blue midnight, whose leaves are constellations. [[goblinfruit|harvestgoblinfruit]] dangles darkly from its branches. <% }
}
else
{ %> the perfect spot for a picnic. green grass. warm breezes. <% }
}
else
{
if (story.treegrown == "true")
{ %> The perfect spot for a picnic. Green grass. Warm breezes. A colossal tree towering into the sky, whose canopy is blue midnight, whose leaves are constellations. Goblinfruit dangles darkly from its branches. <% }
else
{ %> The perfect spot for a picnic. Green grass. Warm breezes. <% }
}
%>
<%
if (story.picnicblanket!=1)
{
if (story.frogsfed=="true")
{
if (story.goblinborn!=1)
{ %> [[two frogs|frogspicnicwine]] are sipping wine on a red-and-white chequered blanket. <% }
else
{ %> [[Two frogs|frogspicnicwine]] are sipping wine on a red-and-white chequered blanket. <% }
}
else
{ %> <% }
}
else
{
if (story.goblinborn!=1)
{ %> a [[red-and-white chequered blanket|picnicprepare]] is quite inviting. <% }
else
{ %> A [[red-and-white chequered blanket|picnicprepare]] is quite inviting. <% }
}
%>
<% if (story.TreePatternWillMeltYou == "true") { %> [[GO FOR A WALK|TreePatternMelt]] <% } else { %> [[GO FOR A WALK|TreeMap]] <% } %>
<%= story.passage("inventory").render() %><br>there's the <% if (story.inkdelivered == "true" ) { %> [[captain's cabin]] <% } else { %> [[captain's cabin|captaincabinsquidless]] <% } %> dead-ahead. there's a <% if (story.podsfilled == "1" ) { %> [[hatch|hatchwithoutzombies]] <% } else { %> [[hatch]] <% } %> that leads down to the hold. <% if (story.notedestroyed == "true" ) { %> <% } else { %> and there's a [[warning note|biscuitmessage]] stabbed into the hatch door with a knife. <% } %> you could always take the [[gangplank|ShipwreckBase]] back to land.
<%= story.passage("inventory").render() %>
<br>Captain Bones is still here, sitting at [[his desk|captaindesk]]. he's scribbling a [[star-chart]], scratching his skull as he plots little paths with a pen, which he jabs into a [[bloated tadpole|small pale squid]] whenever he needs to refill the nib with ink.
[[LEAVE THE CABIN|climb aboard]]
<%= story.passage("inventory").render() %>
<br> nobody takes our biscuits nobody nobody we are so hungry we can smell you yes your jelly would go so well with our biscuits yes we'll follow you across the land until we're satisfied satisfied satisfied by a little lunch to quench our hunger in this horrid hold
[[COME CLOSER|eateninship]]
<br>[[RUN|runfromzombies]]
<% story.chasedbycrew = "true" %>
<br>[[squish, squish.|captain's cabin]]
<br>they grab you. they are not gentle. skeletal hands, which stem from skeletal arms, cram you to skeletal jaws, which chomp and chatter and chuckle as [[they devour you|Melted]] down in the dark, down in the hold, where even the last stowaway rodent died decades ago.
<br>zounds! they chase you from the ship: a shambling hungry horde, hot on your heels! [[but you can outrun them.|ShipMap]] just barely. for now.<% $(document.body).removeClass('mapClass') %>
<br>[[before you reach the pits again, they have you in their bony hands. snacking and smacking their bony jaws with your jelly squishing between their molars. they burp and shamble back to their shipwreck.|Melted]]<% $(document.body).removeClass('mapClass') %>
<br>[[you can't enter the hollow. they've followed you, and now they swallow you. scooping your luscious jelly into lipless mouths. they burp and shamble back to their shipwreck.|Melted]]<% $(document.body).removeClass('mapClass') %>
<br>[["Oh my," says the mermaid on the beach. "Would you look at that." she proceeds to deliver commentary as the undead horde swallows you whole, having successfully stalked you across the valley. they do not leave the slightest speck. "I knew those sailors were famished, but I never knew how much!" they burp and shamble back to their shipwreck.|Melted]]<% $(document.body).removeClass('mapClass') %>
<br>[[you never reach the hill. instead, the crew reaches you, drooling in your footsteps, clawing to gobble your merest morsel. they burp and shamble back to their shipwreck.|Melted]]<% $(document.body).removeClass('mapClass') %>
<br><% if (story.frogsfed == "true" )
{ %> they're still behind you! shambling sailors!
<br>[[quick! quick! through the temple door!|zombiesenterpods2]] <% }
else
{ %> [[you're trapped outside. you cannot get around the frogs who guard the temple door. sadly, the frogs don't guard you. your undead followers pounce. they pin you down beside the pond, devouring your jelly as mosquitoes buzz around your head. they burp and shamble back to their shipwreck.|Melted]] <% } %><% $(document.body).removeClass('mapClass') %>
<br>[[in the shadow of the mountains, your progress is arrested. you are surrounded by slavering, skinless sailors. they creep closer, their circle closing, until there is nowhere left to run but down their throats. which is just what your jelly does. they burp and shamble back to their shipwreck.|Melted]]<% $(document.body).removeClass('mapClass') %>
<br>[[here, in the valley's heart, you meet your end. you are captured, consumed by the ravenous crew. so long. farewell. auf wiedersehen. adieu. they burp and shamble back to their shipwreck.|Melted]]
<br><% if (story.goblinborn!=1) { %> [[red fractures spread, hotter, brighter, whiter, until the shell splinters into smoking shards.|WithTheEngine]] <% } else { %> [[Red fractures spread, hotter, brighter, whiter, until the shell splinters into smoking shards.|WithTheEngine]] <% } %>
<i>+ ash
<br>- shell
<% story.ash = "• ash" %>
<% story.shell = "" %><br><% if (story.goblinborn!=1) { %> [[it thrashes, sizzles, shrivels.|WithTheEngine]] <% } else { %> [[It thrashes, sizzles, shrivels.|WithTheEngine]] <% } %>
<i>+ ash
<br>- eel
<% story.ash = "• ash" %>
<% story.eel = "" %>
<br><% if (story.goblinborn!=1) { %> [[now it is black, acrid, very ill-suited for scones.|WithTheEngine]] <% } else { %> [[Now it is black, acrid, very ill-suited for scones.|WithTheEngine]] <% } %>
<i>+ ash
<br>- sugar
<% story.ash = "• ash" %>
<% story.crystal = "" %>
<br><% if (story.goblinborn!=1) { %> [[in the engine's heated pressure, legs sprout from the tadpole's body, flesh bubbling, as it balloons into a grown frog that pops just like a balloon.|WithTheEngine]] <% } else { %> [[In the engine's heated pressure, legs sprout from the tadpole's body, flesh bubbling, as it balloons into a grown frog that pops just like a balloon.|WithTheEngine]] <% } %>
<i>+ ash
<br>- tadpole
<% story.ash = "• ash" %>
<% story.tadpole = "" %>
<br>you stick to the iron bars, evaporating on the grille, smoke wafting from your jelly as you bake and burn inside the engine's mouth. until you are only a scorch-mark on the metal. [[until even your scorch-mark flakes away.|Melted]]
<br><% if (story.goblinborn!=1) { %> [[ash to ash, and dust to dust.|WithTheEngine]] <% } else { %> [[Ash to ash, and dust to dust.|WithTheEngine]] <% } %>
<i>- ash
<% story.ash = "" %><% story.ash = "• ash" %>
<% story.eel = "• eel" %>
<% story.shell = "• shell" %>
<% story.crystal = "• sugar" %>
<% story.kiss = "• tender kiss" %>
<% story.tadpole = "• tadpole" %>
<% story.splinter = "• biscuit" %>
<% story.goblinfruit = "• goblinfruit" %>
<% story.swallowed = "twice" %>
[[TEST MAP]]
<br><b>[[OM|chant1]]
<br><b>OM
<br><i>[[ribbit|chant2]]
<br><b>OM
<br><i>ribbit</i>
<br>[[OM|chant3]]<br><%
if (story.goblinborn!=1)
{ %> incense and screams drift into the blue sky. there is not a cloud anywhere. when the frogs are finished, they lean against the temple wall and smoke two cigarettes. they're discussing tomorrow's financial forecast. one glances at a wristwatch. oh my. what do you think? time for a drink? the other nods, and [[they hop away for a picnic|TempleBase]]. <% }
else
{ %> Incense and screams drift into the blue sky. There is not a cloud anywhere. When the frogs are finished, they lean against the temple wall and smoke two cigarettes. They're discussing tomorrow's financial forecast. One glances at a wristwatch. Oh my. What do you think? Time for a drink? The other nods, and [[they hop away for a picnic|TempleBase]]. <% }
%>
<i>- eel
<% story.eel = "" %>
<% story.frogsfed = "true" %>
<br>above and around the doorway, glyphs are chiseled: elaborate zigzags with hollow channels. and in these channels, the eel's flesh is embedded, stretched and spread until its still-twitching tissue has filled their patterns. [[one eyeball rolls in a skull that's no longer a skull.|TempleBase]]
<br>why, the darkness isn't dark at all. you see glyphs glow and pulse along the walls. they stretch down galleries. their flickering symbols brim with something liquid and alive. [[you could study them for hours|TempleGlyphs]].
[[stairs spiral deeper underground|DeeperTemple]]. and, back where you came from, there's still a rectangle filled with daylight: [[the temple door|entertemple]].
<%= story.passage("inventory").render() %>
<br>"Ribbit," says one frog, swirling the wine in its glass.
<br>"Ribbit," says the other, looking mournfully at some scones on the blanket. <% if (story.goblinborn!=1) { %> the scones are inadequately frosted. both frogs turn their bulbous eyes on you, with expressions somewhere between imploring and accusatory. <% } else { %> The scones are inadequately frosted. Both frogs turn their bulbous eyes on you, with expressions somewhere between imploring and accusatory. <% } %>
<i><% if (story.crystal == "• sugar") { %> [[provide frosting (sugar)|givesugartofrog]] <% } else { %> provide frosting (sugar) <% } %>
<br>[[provide nothing|TreeBase]]
<%= story.passage("inventory").render() %><% $(document.body).removeClass('mapClass') %>
<br><% if (story.treegrown!= "true" ) { %> beneath your feet, [[the ground shifts|TreeCreation2]] <% } else { %> above your head, [[stars begin to wink out|TreeDeath1]] <% } %>
<br>beneath your feet, the ground shifts
<br>[[and there is a shift in the sky|TreeCreation3]]
<br>beneath your feet, the ground shifts
<br>and there is a shift in the sky
<br>[[and in the hills and the mountains across the valley.|TreeCreation4]]
<br>loose soil rolls away, roots squirming through, climbing and entwining as long branches spread overhead, heavy with fruit, dripping with stars that glimmer in their boughs.
just what this spot needed: [[some shade!|TreeBase]]
<% story.treegrown = "true" %>
<% story.TreePatternWillMeltYou = "true" %>
<br>[[J|Goblin1]]ELLY
<br>[[B|Goblin2]]ELLY
<br>BELLY [[FILLED|Goblin3]]
<br>BELLY FILLED [[WITH|Goblin4]]
<br>BELLY FILLED WITH [[JELLY|GOBLIN44]].
<br>[[Your magnificent paunch is glorious with tangibility.|Goblin6]]
<br>Your magnificent paunch is glorious with tangibility. [[You are full.|Goblin7]]
<br>Your magnificent paunch is glorious with tangibility. You are full, [[fulsome with physicality|Goblin8]].<br>Your magnificent paunch is glorious with tangibility. You are full, fulsome with physicality. [[You smack your lips, and jelly continues to swell your belly, growing your girth with each gobbling gulp.|Goblin9]]<br>Your magnificent paunch is glorious with tangibility. You are full, fulsome with physicality. You smack your lips, and jelly continues to swell your belly, growing your girth with each gobbling gulp. [[Until you are enormous.|Goblin10]]<br>Your magnificent paunch is glorious with tangibility. You are full, fulsome with physicality. You smack your lips, and jelly continues to swell your belly, growing your girth with each gobbling gulp. Until you are enormous. [[Until you are yourself, again, at last.|Goblin11]]<br>Your magnificent paunch is glorious with tangibility. You are full, fulsome with physicality. You smack your lips, and jelly continues to swell your belly, growing your girth with each gobbling gulp. Until you are enormous. Until you are yourself, again, at last. [[Embodied in this body with its passions, hopes, dreams, hangnails, hooked nose, bulging yellow eyes.|Goblin12]]<br>Your magnificent paunch is glorious with tangibility. You are full, fulsome with physicality. You smack your lips, and jelly continues to swell your belly, growing your girth with each gobbling gulp. Until you are enormous. Until you are yourself, again, at last. Embodied in this body with its passions, hopes, dreams, hangnails, hooked nose, bulging yellow eyes. [[You arrange your corporeal manifestation as a tailor might fold a jacket, tucking this here, and that there, until you are properly outfitted as a creature with an existence.|Goblin13]]
<br>[[It has been such a long time since you had an existence.|Goblin14]]<br>It has been such a long time since you had an existence.
But your history is written in these very hills. You were here before there was a 'here', and you were there before there was a 'there'. You crack your knuckles, and the mountains rumble. You stretch your back, and the seas shiver. You scan the horizon, where they built that old railway lifetimes ago, and see the giant tree spangled with stars. It always <i>was</i> the [[perfect picnic spot|Goblin152]].
<br>[[Now it's time for another picnic.|MerchantMap]]
<%
story.goblinborn = 1
//reset map
s.loadMapStrings();
//reset paths walked
s.Jelly_Pits_MermaidWalked=false;
s.Jelly_Pits_MerchantWalked=false;
s.Jelly_Pits_ShipWalked=false;
s.Jelly_Pits_TreeWalked=false;
s.Jelly_Pits_EngineWalked=false;
s.Jelly_Pits_Frog_TempleWalked=false;
s.Jelly_Pits_MountainWalked=false;
s.Mermaid_MerchantWalked=false;
s.Mermaid_ShipWalked=false;
s.Mermaid_TreeWalked=false;
s.Mermaid_EngineWalked=false;
s.Mermaid_Frog_TempleWalked=false;
s.Mermaid_MountainWalked=false;
s.Merchant_ShipWalked=false;
s.Merchant_TreeWalked=false;
s.Merchant_EngineWalked=false;
s.Merchant_Frog_TempleWalked=false;
s.Merchant_MountainWalked=false;
s.Ship_TreeWalked=false;
s.Ship_EngineWalked=false;
s.Ship_Frog_TempleWalked=false;
s.Ship_MountainWalked=false;
s.Tree_EngineWalked=false;
s.Tree_Frog_TempleWalked=false;
s.Tree_MountainWalked=false;
s.Engine_Frog_TempleWalked=false;
s.Engine_MountainWalked=false;
s.Frog_Temple_MountainWalked=false;
//reset remaining walks
s.remainingWalks=999999;
%>
<br>"I know all about the Lonely Valley. It wasn't always this lonely. Do you have anything to discuss? A conversation-starter would be nice."<br><i><% if (story.shell == "• shell" ) { %> <br>[[discuss the shell]] <% } %><% if (story.eel == "• eel" ) { %> <br>[[discuss the eel]] <% } %>
<% if (story.splinter == "• biscuit" ) { %> <br>[[discuss the biscuit]] <% } %><% if (story.tadpole == "• tadpole" ) { %> <br>[[discuss the tadpole]] <% } %><% if (story.crystal == "• sugar" ) { %> <br>[[discuss the sugar]] <% } %><% if (story.ash == "• ash" ) { %> <br>[[discuss the ash]] <% } %><% if (story.goblinfruit == "• goblinfruit" ) { %> <br>[[discuss the goblinfruit]] <% } %><% if (story.kiss == "• tender kiss" ) { %> <br>[[discuss the tender kiss]] <% } %><br>[[discuss nothing|jellymermaid]]
<%= story.passage("inventory").render() %>
<br>She bats her eyelashes. They are long, wet, floppy sea-anemones, which smack her cheeks with each flutter. "I missed you," she says. "You missed me, didn't you? Tell me that you missed me. Tell me you did."
<i>• [["I missed you with all my heart."|Missed]]
<br>• [["I missed you with all my hunger."|Missed]]
<br>• [["I missed you more than 'missing' can convey."|Missed]]
<br>It takes effort to cram your considerable bulk into the engine, but you do it. Wheezing and huffing and puffing. You still have business on the other side. This engine <i>will</i> accomodate your needs. Smoke billows around your belly. You start to sizzle. [[Excellent.]]
<br>[[How did it go again?]]<br>How did it go again? Like this?
<br>[[Like this.|GoblinMelt2]]<br>How did it go again? Like this?
<br>Like this: [[symbols degrading, letters rearranged, nomenclature warping as essential meanings change. burnt and blasted back into diverse constituents. nothing more than jelly that drips through the red-hot grille, seeps through the hill, dissolves into <i>what was</i> before <i>you were</i>.|GoblinMelt3]]<br>jelly runs under the valley,
<br>pooling back into the pits.
<br>[[arise|JellyPitsBase]] from your simmering sauce.
<% story.player = "purple" %>
<% story.eel = "" %>
<% story.ash = "" %>
<% story.crystal = "" %>
<% story.shell = "" %>
<% story.tadpole = "" %>
<% story.petal = "" %>
<% story.holding = "" %>
<% story.goblinborn=0 %>
<% story.chasedbycrew = "false" %><br>How did it go again? [[Like this?|GoblinMelt1]]
<br>"Such a romantic," she says, twirling her hair. "You know, the brigadier-general spread the worst rumors while you were gone. But I didn't believe a word. I remember when you were a young appetite. When we played together in the sand. You took me to the dance. You pecked my cheek beneath the rising moon. I still have your picture in my locket." She unclasps a barnacle-encrusted locket, holding it out for you to [[look inside|locketpicture]].
<br>[[Ah yes, that's you, all right.]]
<br>"We're still planning a picnic, aren't we? I'll meet you at the old spot. The stars always shine brightest... when you're here."
She blushes, and [[blows you a kiss]].
<br>[[It sticks to your soul. How tender.|CoveBase]]
<i>+ tender kiss
<% story.kiss = "• tender kiss" %>
<br>This boat might as well be a toy. You'll never fit your whole body into its pint-sized cabins. <% if (story.podsfilled == "1" )
{
if (story.splinter == "• biscuit")
{ %> But you could still stick your arm into the hold and rummage around for some ancient biscuits. <% }
else
{ %> But you could still stick your arm into the hold and rummage around for some [[ancient biscuits|ancient biscuits]]. <% }
}
else
{ %> But you could stick your arm into the hold and [[rummage around]]. <% } %> Or you could also, you know, [[not do that|ShipwreckBase]].
<%= story.passage("inventory").render() %><br>Captain Bones is still here, sitting at [[his desk|deskunavailable]]. he's trying and failing to write something with a quill pen. "If only I had some more ink. Tadpoles are bursting with ink, aren't they? If only I had a tadpole."
<i><% if (story.tadpole == "• tadpole" ) { %> [[provide ink (tadpole)|provideink]] <% } else { %> provide ink (tadpole) <% } %>
<br>[[provide nothing|climb aboard]]
<%= story.passage("inventory").render() %>
<br>[["Now <i>that's</i> what I call bursting with ink!"|provideink2]]
<i>- tadpole
<% story.tadpole = "" %><br>"This is only the first half," explains Captain Bones. "[[You'll have to figure out the second half on your own to learn the full pattern.|captain's cabin]] Railway schedules might help."
<div align='center' style='font-size: 65%; line-height: 80%;'>
<br>........................................
<br>........................................
<br>.........<b>@</b>..............................
<br>.........<b>x</b><b>x</b>.............................
<br>.........<b>x</b>.<b>x</b>............................
<br>..........<b>x</b>.<b>x</b>.....................<b>@</b>.....
<br>...........<b>x</b>.<b>x</b>..........................
<br>............<b>x</b>.<b>x</b>.........................
<br>.............<b>x</b>.<b>x</b>........................
<br>.............<b>x</b>..<b>x</b>.......................
<br>......<b>@</b>......<b>x</b>...<b>x</b>......................
<br>.............<b>x</b>....<b>x</b>.....................
<br>.............<b>x</b>.....<b>x</b>....................
<br>.............<b>x</b>......<b>x</b>...................
<br>.............<b>x</b>.......<b>x</b>..................
<br>.............<b>x</b>........<b>x</b>.................
<br>.............<b>x</b>.........<b>x</b>................
<br>..............<b>x</b>.........<b>x</b>...............
<br>...............<b>@</b>.........<b>x</b>..............
<br>..........................<b>x</b>.............
<br>...........................<b>x</b>............
<br>............................<b>x</b><b>x</b><b>x</b><b>x</b><b>@</b>.......
<br>................................<b>x</b>.......
<br>...............................<b>x</b>........
<br>..............................<b>x</b>.........
<br>.........<b>@</b>...................<b>x</b>..........
<br>............................<b>x</b>...........
<br>...........................<b>x</b>............
<br>..........................<b>x</b>.............
<br>.........................<b>x</b>..............
<br>........................<b>x</b>...............
<br>........<b>@</b><b>x</b><b>x</b><b>x</b><b>x</b><b>x</b><b>x</b><b>x</b><b>x</b><b>x</b><b>x</b><b>x</b><b>x</b><b>x</b><b>x</b><b>x</b>..........@.....
<br>........................................
</div>
<br><% if (story.goblinborn!=1) { %> [[smack! right back, just like a boomerang.|WithTheEngine]] <% } else { %> [[Smack! Right back, just like a boomerang.|WithTheEngine]] <% } %>
<i>+ tender kiss
<br>- tender kiss<% $(document.body).removeClass('mapClass') %>
<br><% if (story.gingertwin!= "unfrozen" ) { %> [[you hear a <i>crack</i> high in the mountaintops|TwinPatternCompletion2]] <% } else { %> [[wind blows through the mountain pass|GingerFreeze1]] <% } %><br>you hear a <i>crack</i> high in the mountaintops
<br>[[such as a mirror would make when it breaks|TwinPatternCompletion3]]<br>you hear a <i>crack</i> high in the mountaintops
<br>such as a mirror would make when it breaks
<br>[[or an avalanche when it begins to topple.|TwinPatternCompletion4]]
<br>nothing else happens. you lift a hand to shield your eyes against the sun, and squint. what is that little silhouette, moving between the snowcapped peaks? is it waving at you? hard to say.
perhaps you ought to take [[a closer look|MountainBase]].
<% story.gingertwin = "unfrozen" %>
<% story.TwinPatternWillMeltYou = "true" %>
<br>his arms and legs are ginger-roots. his body is a ginger-root. his beard is a gnarled ginger-root, growing down to his waist. "It's good to move again. I've been frozen for I-don't-know-how-long."
<i>[[enquire about his circumstance]]<% if (story.gingerasknetworks == "true") { %> <br>[[enquire about his brother]]<br>[[enquire about networks]]<% } %><% if (story.gingeraskvalley == "true") { %> <br>[[enquire about the Lonely Valley]]<% } %>
<br>[[enquire about nothing|crystalglade]]
<%= story.passage("inventory").render() %>
<br>"You've probably met my brother. Wouldn't know he's a root. Always hides under his fancy clothes. Since I can move now, he must be frozen. It's this valley. How the channels work. For example, there's another network running down the coast. [[From here to the shipwreck, to the mermaid's cove, to the picnic spot.|merry ginger-root man]] But that's only the end. I don't know how it starts."
<% story.gingerasknetworks = "true" %>
<br><%
if (story.goblinborn!=1)
{ %> the fellow has been completely encased. his tassels, his turban, his silk robes are stiff behind crystals that cover his body from head to toe. [[your reflection flashes in the thousand facets that compose his frozen silhouette.|HollowBase]] <% }
else
{ %> The fellow has been completely encased. His tassels, his turban, his silk robes are stiff behind crystals that cover his body from head to toe. [[Your reflection flashes in the thousand facets that compose his frozen silhouette.|HollowBase]] <% }
%>
<%= story.passage("inventory").render() %><% $(document.body).removeClass('mapClass') %>
<br><% if (story.monolith!= "summoned" ) { %> [[waves begin to churn inside the jelly pits|monolithgrow2]] <% } else { %> [[did someone just pull a chain?|monolithsink2]] <% } %>
<%
//reset map
s.loadMapStrings();
//reset paths walked
s.Jelly_Pits_MermaidWalked=false;
s.Jelly_Pits_MerchantWalked=false;
s.Jelly_Pits_ShipWalked=false;
s.Jelly_Pits_TreeWalked=false;
s.Jelly_Pits_EngineWalked=false;
s.Jelly_Pits_Frog_TempleWalked=false;
s.Jelly_Pits_MountainWalked=false;
s.Mermaid_MerchantWalked=false;
s.Mermaid_ShipWalked=false;
s.Mermaid_TreeWalked=false;
s.Mermaid_EngineWalked=false;
s.Mermaid_Frog_TempleWalked=false;
s.Mermaid_MountainWalked=false;
s.Merchant_ShipWalked=false;
s.Merchant_TreeWalked=false;
s.Merchant_EngineWalked=false;
s.Merchant_Frog_TempleWalked=false;
s.Merchant_MountainWalked=false;
s.Ship_TreeWalked=false;
s.Ship_EngineWalked=false;
s.Ship_Frog_TempleWalked=false;
s.Ship_MountainWalked=false;
s.Tree_EngineWalked=false;
s.Tree_Frog_TempleWalked=false;
s.Tree_MountainWalked=false;
s.Engine_Frog_TempleWalked=false;
s.Engine_MountainWalked=false;
s.Frog_Temple_MountainWalked=false;
//reset remaining walks
s.remainingWalks=5;
%><br>waves begin to churn inside the jelly pits
<br>[[rushing faster, faster|monolithgrow3]]<br>waves begin to churn inside the jelly pits
<br>rushing faster, faster
<br>[[(as a chef might whisk batter)|monolithgrow4]]<br>waves begin to churn inside the jelly pits
<br>rushing faster, faster
<br>(as a chef might whisk batter)
<br>[[until a whirlpool swirls within the simmering liquid.|monolithgrow5]]
<br>behold! from deep beneath the pool, out rises a black monolith! what ancient and forgotten metallurgic art is this? that sheen! pristine! polished to an immaculate degree, with one gigantic eyeball twitching at the top.
you might admire it more, but [[you've stretched yourself rather thin|Melted]].
<% story.monolith = "summoned" %><br><%
if (story.goblinborn!=1)
{ %> its pillar crackles with electric runes. the great eyeball, which sprouts from its top, emits a sudden laser-beam that scans you where you stand.
<b>[[sentience leak detected. sentience leak detected.|jellymonolith]]</b>
<% }
else
{ %> Its pillar crackles with electric runes. The great eyeball, which sprouts from its top, emits a sudden laser-beam that scans you where you stand.
<b>[[containment breached. containment breached.|goblinmonolith]]</b> <% } %>
[[STEP BACK|JellyPitsBase]]
<%= story.passage("inventory").render() %>
<br>You've been lowercase for too long in these pools. Although, strictly speaking, <i>you</i> didn't mean <i>you</i> at the time. But now you are yourself again, even if <i>your</i> self has been congealed from <i>other</i> selves.
[[It's amazing what one can do with enough jelly.|JellyPitsBase]]
<br>wind blows through the mountain pass
<br>[[whipping your face with sugar flakes|GingerFreeze2]]<br>wind blows through the mountain pass
<br>whipping your face with sugar flakes
<br>[[that rush across the valley in a blast.|GingerFreeze3]]
<br>you wrap your arms around your sides, and shiver as the temperature plummets. clouds crystallise around the summits overhead. more snow begins to fall, cold as you please.
if anyone is on those mountaintops, [[they're frozen now|MountainBase]].
<% story.gingertwin = "" %>
<% story.TwinPatternWillMeltYou = "true" %>
<br>did someone just pull a chain?
<br>[[to flush a cosmic toilet?|monolithsink3]]
<br>did someone just pull a chain?
<br>to flush a cosmic toilet?
<br>[[you watch as the jelly begins to swirl again...|monolithsink4]]
<br>...around and around, with the black monolith sinking into the sauce. its giant eyeball rolls. its runes blink red and green, until the whole thing's swallowed with a <i>slurp</i> and the pits simmer gently again.
[[you're swallowed too, by the way.|Melted]]
<% story.monolith = "" %>
<br>beneath the valley, a network stretches for miles. there are things like pods, or coffins, or sarcophagi, stationed at intervals throughout the corridors. at their network's centre, a black monolith presides.
<% if (story.podsfilled == "1" ) { %> [[EXAMINE THE PODS|PodsWithZombiesInside]] <% } else { %> [[EXAMINE THE PODS]] <% } %>
<br>[[EXAMINE THE MONOLITH]]
<br>[[RETURN UPSTAIRS|InsideTemple]]
<%= story.passage("inventory").render() %><div style='font-size: 70%; line-height: 80%;'> ------------------------------------
<br>-------@----------------------------
<br>-------••---------------------------
<br>-------•-•-----••••••••••••••••@----
<br>-------•--•-•••----------------••---
<br>-----•••••••-------------------•----
<br>----•--•----•-----------------•-----
<br>---•---•-----•---------------•------
<br>--•----•------•-------------•-------
<br>-•-----•-------•-----------•--------
<br>-•-----•--------•---------•---------
<br>-•-----•---------•-------•----------
<br>-•-----•----------•-----•-----------
<br>-•--@--•-----------•---•------------
<br>-•-----•------------•-•-------------
<br>-•-----•-------------•--------------
<br>-•-----•------------•-•-------------
<br>-•-----•-----------•---•------------
<br>-•-----•------@---•-----•-----------
<br>-•-----•---------•------•-----------
<br>-•-----•--------•-------•-----------
<br>-•-----•-------•--------•-------@---
<br>--@----•------•----------•----------
<br>---•---•-----•------------•---------
<br>----•••••••••••••••--------•--------
<br>-------•---•-------•--------•-------
<br>-------•---•--------•--------•------
<br>-------•--•----------•••••••••@-----
<br>-------•-•--------------------------
<br>-------••---------------------------
<br>-------@----------------------------
</div>
[[STEP BACK|InsideTemple]]
<br>each pod (or coffin (or sarcophagus)) is hollowed in the middle, and each hollow is shaped in the precise outline of a human silhouette.
<i>[[try slipping yourself into a pod]]
<br>[[try absolutely nothing of the sort|DeeperTemple]]
<%= story.passage("inventory").render() %>
<br>Here Lies Brigadier-General Bones
<br>Cartographer Extraordinaire
<br>Linguist Par Excellence
<br>Whose Love Was Never Lowercase
<br>May His Bones Rest In Peace
[[STEP BACK|DeeperTemple]]
<br>you spread your jelly as well as you can. it's not enough. you're too small to fill even a single pod, let alone every pod in this massive network.
[[you'd need to bring an entire crew of corpses to do that.|DeeperTemple]]<% $(document.body).removeClass('mapClass') %>
<br>[[have you come back for seconds? they <i>will</i> have seconds, thank you very much! the undead horde dismantles you. their seconds come from your jelly. and their thirds, and fourths, and fifths, until nothing remains to eat. they burp and shamble back to their shipwreck.|Melted]]
<br>you dart into the darkness. they flood after you, mounds and mounds piling through the doorway. they clog it with their undead bones. they fight and bite amongst themselves, struggling to scramble free, until their clog explodes, [[crashing down into the deeper chambers|zombiesenterpods3]].
<br>one by one, they snap into the pods along the walls, like magnets clicking into place. their bodies are a perfect fit. [[they don't care about you at all anymore.]]
<br>[[they only want the pods.]]
<br>[[they are desperate to enter the pods.]]
<br>they smile, and lie back, and groan with pleasure. the pods envelop them. the pods close over them. they keep stepping into the pods, one by one, until they have all been contained. [[the temple is quiet.]]<br>they smile, and lie back, and groan with pleasure. the pods envelop them. the pods close over them. they keep stepping into the pods, one by one, until they have all been contained. the temple is quiet. [[you hear something drip in the dark, far away.]]<br>they smile, and lie back, and groan with pleasure. the pods envelop them. the pods close over them. they keep stepping into the pods, one by one, until they have all been contained. the temple is quiet. you hear something drip in the dark, far away. [[you smell something pungent, yet clean and pleasant, like soap-suds on laundry day.]]
<br>[[you are alone.|DeeperTemple]]
<% story.podsfilled = "1" %>
<% story.chasedbycrew = "false" %>
<br>only skeletal rodents remain in the hold, scampering over ancient barrels and nibbling <% if (story.splinter == "• biscuit") { %> ancient biscuits. <% } else { %> [[ancient biscuits]]. <% } %> you could [[take the hatch|climb aboard]] back to the deck.
<%= story.passage("inventory").render() %><br>each pod (or coffin (or sarcophagus)) holds a corpse. white foam overflows from their lids, leaking into channels in the floor, streaming into tubes inside the walls, whose pipes suck it somewhere to pump outside.
[[STEP BACK|DeeperTemple]]
<%= story.passage("inventory").render() %>
<br>This temple was clearly not built with your capacity in mind. You can't fit through the door. Not even an arm. Barely even a claw! That might have to do with the fact that it was built by the same parties (those parties shall remain ignominiously nameless) who worked to distribute your components across the valley in the first place. Whatever. [[You don't need to get inside.|TempleBase]]
<br><% if (story.goblinborn!=1) { %> no sooner have you frosted the scones, than two elastic tongues lash out to snatch them in one second flat. not even a 'thank you' or 'please'! [[you could give these frogs a mouthful, if you had a mind.|frogsmouthful]] <% } else { %> No sooner have you frosted the scones, than two elastic tongues lash out to snatch them in one second flat. Not even a 'thank you' or 'please'! [[You could give these frogs a mouthful, if you had a mind.|frogsmouthful]] <% } %>
<br><% if (story.goblinborn!=1) { %> the frogs blink slowly. one manages to lick its own eyeball. they hop away, leaving behind their chequered blanket. [[good riddance.|TreeBase]] <% } else { %> The frogs blink slowly. One manages to lick its own eyeball. They hop away, leaving behind their chequered blanket. [[Good riddance.|TreeBase]] <% } %>
<i>- sugar
<% story.picnicblanket = "1" %>
<% story.crystal = "" %><br><% if (story.goblinborn!=1) { %> how lovely. you settle down on the blanket. there's still a basket here, filled with delights, but you'll need a few more things. <% } else { %> How lovely. You settle down on the blanket. There's still a basket here, filled with delights, but you'll need a few more things. <% } %>
<i><% if ((story.shell == "• shell") && (story.eel == "• eel") && (story.crystal == "• sugar") && (story.splinter == "• biscuit") && (story.tadpole == "• tadpole") && (story.ash == "• ash" )) { %> [[have a picnic (shell, eel, sugar, biscuit, tadpole, ash)|FINALPICNIC]] <% } else { %> have a picnic (shell, eel, sugar, biscuit, tadpole, ash) <% } %>
<br>[[have a walk instead|TreeBase]]
<%= story.passage("inventory").render() %>
<br>Let's see [[what's in this basket|finale1]]:
<br>[[boughs bend to drop the fruit. it lands with a <i>splat</i>. it is wet. it is warm. it would be fully formed, if it weren't so small. it coos when you lift it. its belly grumbles. it would look like an infant, if infants looked like greasy imps.|TreeBase]]
<i>+ goblinfruit
<% story.goblinfruit = "• goblinfruit" %>
<br>[[now that's what we're talking about! toss that greasy goblinfruit right into that fiery core! the little imp gets straight to work. sliding over motors and pistons, calibrating the machinery. turntables begin to turn again. rust scatters as ancient parts stutter to life. just listen to that baby purr!|EngineBase]]
<i>+ ash
<br>- goblinfruit
<% story.ash = "• ash" %>
<% story.goblinfruit = "" %>
<% story.enginerepaired = "true" %><br><% if (story.goblinborn!=1) { %> no sooner have you frosted the scones, than two elastic tongues lash out to snatch them in one second flat. not even a 'thank you' or 'please'! you could give these frogs a mouthful, if you had a mind. <% } else { %> No sooner have you frosted the scones, than two elastic tongues lash out to snatch them in one second flat. Not even a 'thank you' or 'please'! You could give these frogs a mouthful, if you had a mind. <% } %>
<i>• [["You're welcome."|givesugartofrog2]] </i>(said sarcastically)
<i><br>• [["No trouble at all."|givesugartofrog2]] </i>(said passive-aggressively)
<i><br>• [["I've never seen such inconsiderate amphibians! Not even a 'thank you' or 'please'!"|givesugartofrog2]] </i>(said with the tiniest temper)
<i><br>• [[say nothing|givesugartofrog2]] </i>(be the bigger man —erm, person —erm, creature)
<br>"When the brothers opened their eyes, they wanted to go for a walk. Who wouldn't? They broke the ground. They left the earth. There was, however, one problem. [[They were still bound to the valley.|longtale3]] By the way, don't get the wrong idea. These brothers weren't zombies or anything. That's a different droll for someone else to tell. They were just two vagabonds."
<br>"So they walked. From the jelly pits to the burnt hill to the covert cove, to the gossamer hollow where we're standing here, back to the burnt hill again, and finally to the mountains. Are you following? That's a channel. When they finished the circuit, one brother could keep walking, and the other couldn't. Maybe you should try it for yourself. Go ahead. [[You're ready.|vagabond]] I believe in you."
<i>- ash
<br>- eel
<br>- sugar
<% story.eel = "" %>
<% story.ash = "" %>
<% story.crystal = "" %>
<br>this desk could be more organized. [[waterlogged diary pages]] are scrambled higgledy-piggledy with [[crumpled notes]]. bird droppings are spattered across [[tattered books]]. and there's the bird responsible: a [[dead parrot]] buried beneath a paper avalanche.
[[STEP BACK|captain's cabin]]
<br>Captain Bones takes the tadpole (which actually is rather bloated with some viscous internal fluid, now that you consider it) and places it snugly on his desk. then he [[jabs it|provideink3]]<br>Captain Bones takes the tadpole (which actually is rather bloated with some viscous internal fluid, now that you consider it) and places it snugly on his desk. then he jabs it [[and|provideink4]]<br>Captain Bones takes the tadpole (which actually is rather bloated with some viscous internal fluid, now that you consider it) and places it snugly on his desk. then he jabs it and [[jabs it|provideink5]]<br>Captain Bones takes the tadpole (which actually is rather bloated with some viscous internal fluid, now that you consider it) and places it snugly on his desk. then he jabs it and jabs it [[and|provideink6]]<br>Captain Bones takes the tadpole (which actually is rather bloated with some viscous internal fluid, now that you consider it) and places it snugly on his desk. then he jabs it and jabs it and [[jabs it|provideink7]]<br>Captain Bones takes the tadpole (which actually is rather bloated with some viscous internal fluid, now that you consider it) and places it snugly on his desk. then he jabs it and jabs it and jabs it [[with his quill pen.|provideink8]]
<br>"So hard to get ink around here. So hard to get anything done. Not like my brother. He was a brigadier-general. He could snap his fingers, and the stars would align. I'm just a lowly captain. Always living in his shadow. Except he's dead! [[Who's living in whose shadow now|provideink9]]?"<br>"So hard to get ink around here. So hard to get anything done. Not like my brother. He was a brigadier-general. He could snap his fingers, and the stars would align. I'm just a lowly captain. Always living in his shadow. Except he's dead! Who's living in whose shadow now? [[Not me|provideink10]]."<br>"So hard to get ink around here. So hard to get anything done. Not like my brother. He was a brigadier-general. He could snap his fingers, and the stars would align. I'm just a lowly captain. Always living in his shadow. Except he's dead! Who's living in whose shadow now? Not me. [[I'm dead too|permittedtobrowse]]."
<% story.inkdelivered = "true" %><br><%
if (story.goblinborn!=1)
{ %> [[someone could chip a tooth on these!|hatchwithoutzombies]] <% }
else
{ %> [[Someone could chip a tooth on these!|reach inside]] <% }
%>
<i>+ biscuit
<% story.splinter = "• biscuit" %>
<br>[[baking a rock might go something like this.|WithTheEngine]]
<i>+ ash
<br>- biscuit
<% story.ash = "• ash" %>
<% story.splinter = "" %><br><i>Ding! Ladies and gentlemen, this train is running to Gossamer Hollow. We repeat, this train is running to Gossamer Hollow. Before Gossamer Hollow, your stops will be Hydraulic Hill, the Tree of Heaven, the Brigadier-General's Mausoleum... scratch, scratch... [[white noise...|EngineBase]]</i>
<br>this thing clearly hasn't been greased in ages. <i>really</i> greased. the way an engine was born to be greased. [[such a shame.|EngineBase]]
<br>"If someone wanted to reverse that ritual — for kicks, let's say — they'd need a few things. Goblinfruit, definitely. Ash, absolutely. And a tadpole. Otherwise nothing would happen. Does this story make sense? I'm trying. But it's a complicated state of affairs. [[A captain might be able to provide some clarity.|vagabond]] After all, the jealous suitor I mentioned before? He was a captain's brother."
<i>- shell
<br>- ash
<% story.shell = "" %>
<% story.ash = "" %>
<br>Bundled in silks, satins, brocades, tassels, swaddled too thickly to glimpse his features. Only smiling eyes beneath a plump turban. "O Great One, I knew you would return. Allow me to supplicate myself."
<i>[[receive supplication]]
<br>[[receive nothing|HollowBase]]
<%= story.passage("inventory").render() %>
<br>"Some advice, O Great One, as I kneel to kiss your toes. Don't hold it against the brigadier-general. He's dead anyway. And love can do strange things to a person. Especially a person whose mind is warped by occult lexicography. And I think his brother dislikes him. And his mausoleum was overrun by frogs. Did I mention he's already dead? [[I know it's in your heart to forgive him|HollowBase]]."
<br>"Roots and routes. Same thing in the Lonely Valley. Spelling matters. Capitalisation matters too. How do you knock someone down? Knock their capitals down. [[But it's not just 'down'. It's also 'up'.|merry ginger-root man]] Don't ask me to explain it. I'm merely a merry ginger-root man."
<% story.gingeraskvalley = "true" %>
<br>"Did he tell you the tale? How we opened our eyes? Things changed in the Lonely Valley after the brigadier-general came to town. But that was a long time ago. [[My brother is sympathetic.|merry ginger-root man]] Because we wouldn't have opened our eyes otherwise. But my brother's a bit of a toff too. I'm talking to you for free, but he makes you pay, doesn't he? Yeah, thought so."
<% story.gingeraskvalley = "true" %>
<br>"It wasn't always called the Lonely Valley. That's what we started calling it after the summer dance. Then autumn came, then winter. Now it's spring. [[Soon it will be summer again.|merry ginger-root man]] I'm talking metaphorically, of course. The weather's always perfect here. Warm when it's supposed to be warm; cold when it's supposed to be cold. In these mountains, it's supposed to be cold!"
<br>His arms and legs are ginger-roots. His body is a ginger-root. His beard is a gnarled ginger-root, growing down to his waist. "O Great One, it's summer again! Please, permit me to play a little tune in your honor."
<i>[[listen to his tune]]
<br>[[listen to nothing|crystalglade]]
<%= story.passage("inventory").render() %>
<br>You remember, as you listen to his tune: the summer dance. When you gave her roses, and candied beetles, and her father warned you not to break curfew. You stepped on her tail accidentally during the dance, but it didn't matter, it didn't matter, you were together, and the cicadas were chirping in the jasmine-scented night, and the candied beetles were also chirping in their box, and you watched the stars and stayed out until ten o'clock (ten o'clock!) thoroughly breaking her father's curfew, but it didn't matter, it didn't matter: you were together. [[Now his tune is over.|crystalglade]]
<br>[[Ouch! Something in there has teeth!|reach inside]]
<br><b>[[lowercase is uppercase again. goblin grammar restored. lexigraphic failure. network failure. i am only an eyeball on a monolith. i have no stake in this system. leave me alone. love whomever you will.|JellyPitsBase]]
<br><b>[[scanning roots. calculating routes. initial trajectory: jelly pits to picnic spot to marmalade mountains. at marmalade mountains, further route information may be obtained. enquire with your local root.|JellyPitsBase]]
<br>"Oh, yes, the oyster shells along the beach. What can I say? I was hungry. I've been waiting a long time to have a picnic, but I had to eat <i>something</i> in the meantime. [[As you can attest, you delicious morsel|mermaidchat]]."
<br>"Do you like them? I wear them because you-know-who likes them. Or liked them. Or maybe you don't know. But you should. <i>You</i> should, especially. I still remember wearing them to the summer dance. [[One slipped loose and flopped right into the punch!|mermaidchat]] They're better than pearls, anyway."
<br>"What a disaster. Captain Bones shouldn't have come here. But he wanted to follow his brother's footsteps. He's a better man, in many ways, but he got in over his head. Over his skull, I should say. Nevertheless, he knows something about the celestial routes. [[How they map to the land.|mermaidchat]] It's too bad he only had biscuits to feed his crewmates."
<br>"So it's active again. That's the only way you'd catch a tadpole. It's not really a temple, you know. Or a mausoleum, despite what they used to announce on the train. It's more like a battery. He powered it with his own crew, back in the day. He built it to channel the stars. [[He wanted to turn everything lowercase.|mermaidchat]] That's how you imprison something that's too big otherwise. You simply shift the pattern, until language becomes too small for it to fit."
<br>"I don't visit the mountains. Too cold. But I do love sugar. Sugar-cakes. Sugar-buns. Sugar-scones. [[You're a little sugary yourself!|mermaidchat]] Even the stars, when they sparkle, look just like sugar crystals. Imagine that. Whole constellations, spilled across the nighttime sky, like sugar on a kitchen countertop."
<br>"I'd recognize that anywhere. Ash from Hydraulic Hill. They're calling it something else now, but the engine's still there. <i>He</i> had the idea that he was going to build a railway through the valley. [[Another scheme involving routes.|mermaidchat]] But he never finished it. Poor man. We might have had our differences, but I can't deny that he had vision."
<br>"Look at that handsome little greaseball. And it has such a perfect belly! My father never approved. He didn't understand. <i>Only puppy love</i>, he said. <i>From the wrong side of the tracks</i>, he said. He only cared about appearances. Now it feels like summertime again. [[Now I can smell the jelly in the air.|mermaidchat]] The tree has bloomed, the fruit has fallen, the landscape is alive, and I'm ready."
<br>"You've always been you. This proves it! [[Because you still have my kiss!|mermaidchat]] I can't blame the brigadier-general for being jealous. He couldn't compete. Even after he reduced your capitals. He pined away. A broken heart. That's what killed him, you see. He was such a strange man. I suppose that's what happens when you spend your life studying orthography." <% $(document.body).removeClass('mapClass') %>
<br>[[you are ready.|goblinritual]]
<%
s.goblinMode=true;
%>
<br>[[you were always the impetus moving this jelly.|goblinritual]]
<i>- ash
<% story.ash = "" %>
<% story.ashritual = "1" %><br>you have come with your tadpole and ash and goblinfruit. you have walked the routes that follow the roots that grow in conjunction with the stars.
<i><% if (story.ashritual!=1) { %> [[annoint yourself (ash)]] <% } else { %> annoint yourself (ash) <% } %>
<br><% if (story.tadpoleritual!=1) { %> [[arrange the space (tadpole)]] <% } else { %> arrange the space (tadpole) <% } %>
<br><% if (story.fruitritual!=1) { %> [[administer the offering (goblinfruit)]] <% } else { %> administer the offering (goblinfruit) <% } %>
<% if ((story.ashritual=="1") && (story.tadpoleritual=="1") && (story.fruitritual=="1")) { %> [[activate the channel]] <% } else { %> activate the channel <% } %>
<%= story.passage("inventory").render() %>
<br>[[stretch it. flay it. display it.|goblinritual]]
<i>- tadpole
<% story.tadpole = "" %>
<% story.tadpoleritual = "1" %>
<br>[[here you are. here you are. here you are.|goblinritual]]
<i>- goblinfruit
<% story.goblinfruit = "" %>
<% story.fruitritual = "1" %>
<br>[[you are here.|activation2]]
<br>[[here you are.|activation3]]
<br>[[YOU ARE HERE.|activation4]]
<% story.ashritual = "" %>
<% story.tadpoleritual = "" %>
<% story.fruitritual = "" %>
<br>Stars align. Roots align. Symbols twist like tadpoles, growing taller to accomodate your size. You were always the impetus moving this jelly. You were always reassembling yourself. You are the hunger they could not constrain with lowercase letters. [[You will not be constrained.]]
<br>[[You will change the spelling back.|adjustletter]]
<br>[[You devour yourself completely.|GOBLIN5]]
<br>[[You will not melt again.|Goblin15]]
<br><i>...and enough power, when mapped accordingly, to produce orthographic results. If my calculations are correct, then we could substitute a single character. [[It will be necessary to channel the channels.|captaindesk]] I never imagined my voyage would lead me to this. I never knew my smitten heart could ache...
<br><i>...in this hemisphere, even with the naked eye. The Monolith. The Rooted Twins. The Seed of Heaven. A keen observer might also spot, on a clear night, the celestial bodies whose arrangement has been known, since late antiquity, as the Demon's Fruit. [[Some ambiguity surrounds this translation.|captaindesk]] Rather than 'demon', we might equally well translate the name as...
<br><i>...a natural principle inherent in the landscape. More like a weather system than an animal, although it possesses an animal's characteristics. [[Above all, it has a belly.|captaindesk]] And yet it cannot be starved. Other measures must be taken to reduce its influence, perhaps by reducing its size...</i>
<br>"Leave him alone," says Captain Bones. [["He likes it there."|captaindesk]]<br>this desk could be more organized. [[waterlogged diary pages|ahemcaptain]] are scrambled higgledy-piggledy with [[crumpled notes|ahemcaptain]]. bird droppings are spattered across [[tattered books|ahemcaptain]]. and there's the bird responsible: a [[dead parrot|firstparrot]] buried beneath a paper avalanche.
[[STEP BACK|captaincabinsquidless]]
<br>"Ahem," says Captain Bones. "Those are my research materials. I might be persuaded to let you browse... [[if you give me some ink|deskunavailable]]."<br>"Leave him alone," says Captain Bones. [["He likes it there."|deskunavailable]]
<br>"If you want to browse my books, feel free. [[One good turn, etc.|captain's cabin]] They belonged to my brother. I can't make heads or tails of what he wrote."
<br>Let's see what's in this basket: [[sandwiches|finale2]]<br>Let's see what's in this basket: sandwiches, [[cheese|finale3]]
<br>Let's see what's in this basket: sandwiches, cheese, [[crackers|finale4]]<br>Let's see what's in this basket: sandwiches, cheese, crackers, [[roast chicken|finale5]]<br>Let's see what's in this basket: sandwiches, cheese, crackers, roast chicken, [[potato salad|finale6]]<br>Let's see what's in this basket: sandwiches, cheese, crackers, roast chicken, potato salad, [[pickles|finale7]]<br>Let's see what's in this basket: sandwiches, cheese, crackers, roast chicken, potato salad, pickles, [[watermelon wedges|finale8]]<br>Let's see what's in this basket: sandwiches, cheese, crackers, roast chicken, potato salad, pickles, watermelon wedges, [[wine|finale9]]<br>Let's see what's in this basket: sandwiches, cheese, crackers, roast chicken, potato salad, pickles, watermelon wedges, wine [[(red and white, with crystal glasses to serve it)|finale10]]<br>Let's see what's in this basket: sandwiches, cheese, crackers, roast chicken, potato salad, pickles, watermelon wedges, wine (red and white, with crystal glasses to serve it), [[mutton|finale11]]<br>Let's see what's in this basket: sandwiches, cheese, crackers, roast chicken, potato salad, pickles, watermelon wedges, wine (red and white, with crystal glasses to serve it), mutton [[(really?)|finale12]]<br>Let's see what's in this basket: sandwiches, cheese, crackers, roast chicken, potato salad, pickles, watermelon wedges, wine (red and white, with crystal glasses to serve it), mutton (really?), [[deviled eggs|finale13]]<br>Let's see what's in this basket: sandwiches, cheese, crackers, roast chicken, potato salad, pickles, watermelon wedges, wine (red and white, with crystal glasses to serve it), mutton (really?), deviled eggs, [[apple pie|finale14]]<br>Let's see what's in this basket: sandwiches, cheese, crackers, roast chicken, potato salad, pickles, watermelon wedges, wine (red and white, with crystal glasses to serve it), mutton (really?), deviled eggs, apple pie, [[pigs in blankets|finale15]]<br>Let's see what's in this basket: sandwiches, cheese, crackers, roast chicken, potato salad, pickles, watermelon wedges, wine (red and white, with crystal glasses to serve it), mutton (really?), deviled eggs, apple pie, pigs in blankets, [[salami|finale16]]<br>Let's see what's in this basket: sandwiches, cheese, crackers, roast chicken, potato salad, pickles, watermelon wedges, wine (red and white, with crystal glasses to serve it), mutton (really?), deviled eggs, apple pie, pigs in blankets, salami, [[artichokes|finale17]]<br>Let's see what's in this basket: sandwiches, cheese, crackers, roast chicken, potato salad, pickles, watermelon wedges, wine (red and white, with crystal glasses to serve it), mutton (really?), deviled eggs, apple pie, pigs in blankets, salami, artichokes, [[lemon meringue|finale18]]<br>Let's see what's in this basket: sandwiches, cheese, crackers, roast chicken, potato salad, pickles, watermelon wedges, wine (red and white, with crystal glasses to serve it), mutton (really?), deviled eggs, apple pie, pigs in blankets, salami, artichokes, lemon meringue, [[and a million other savoury and sweet selections|finale19]]<br>Let's see what's in this basket: sandwiches, cheese, crackers, roast chicken, potato salad, pickles, watermelon wedges, wine (red and white, with crystal glasses to serve it), mutton (really?), deviled eggs, apple pie, pigs in blankets, salami, artichokes, lemon meringue, and a million other savoury and sweet selections, [[which should make for a decent enough start.|finale20]]
<br>[[You sit cross-legged.|finale21]]<br>You sit cross-legged.
<br>[[You clasp your claws atop your belly.|finale22]]<br>You sit cross-legged.
<br>You clasp your claws atop your belly.
<br>[[You close your eyes, and you see the valley.|finale23]]<br>[[Constellations.|finalebase]]
<i><% if (story.endingshell!=1) { %> <br>[[• shell|endshell]] <% } %>
<% if (story.endingeel!=1) { %> <br>[[• eel|endeel]] <% } %><% if (story.endingsugar!=1) { %> <br>[[• sugar|endsugar]] <% } %><% if (story.endingbiscuit!=1) { %> <br>[[• biscuit|endbiscuit]] <% } %><% if (story.endingtadpole!=1) { %> <br>[[• tadpole|endtadpole]] <% } %><% if (story.endingash!=1) { %> <br>[[• ash|endash]] <% } %>
<% if ((story.endingshell=="1") && (story.endingeel=="1") && (story.endingsugar=="1") && (story.endingbiscuit=="1") && (story.endingtadpole=="1") && (story.endingash=="1")) { %> <br></i>"They're beautiful, aren't they?" she asks at your side. "Like we could just reach out — [[pluck, pluck|MermaidArrives]] — and pluck them down." <% } else { %> <% } %><br>[[The Mermaid.|finalebase]]
<% story.endingshell = "1" %><br>[[The Necklace.|finalebase]]
<% story.endingeel = "1" %><br>[[The Rooted Twins.|finalebase]]
<% story.endingsugar = "1" %><br>[[The Spurned Sailor.|finalebase]]
<% story.endingbiscuit = "1" %>
<br>[[The Frogs.|finalebase]]
<% story.endingtadpole = "1" %><br>[[The Monolith.|finalebase]]
<% story.endingash = "1" %>
<br>She's lounging on the blanket, moving her tail through the grass. She plucks some mutton (really?) from the basket, and [[takes a nibble|finale24]].
<br>[[You look into her eyes.|finale25]]<br>You look into her eyes. [[They quiver like raw oysters.|finale26]]<br>You look into her eyes. They quiver like raw oysters. [[You hold her hand.|finale27]]<br>You look into her eyes. They quiver like raw oysters. You hold her hand. [[She nibbles more mutton.|finale28]]<br>You look into her eyes. They quiver like raw oysters. You hold her hand. She nibbles more mutton. [[Waves crash on the shore, far away down the coast, and snow falls on the mountaintops, and algae floats across the temple pond, and trees bend and sigh about love in the warm evening breeze, and together you step into a purring locomotive, whose red paint glints with fresh newness, while the stars shimmer around you.|finale29]]<br>You look into her eyes. They quiver like raw oysters. You hold her hand. She nibbles more mutton. Waves crash on the shore, far away down the coast, and snow falls on the mountaintops, and algae floats across the temple pond, and trees bend and sigh about love in the warm evening breeze, and together you step into a purring locomotive, whose red paint glints with fresh newness, while the stars shimmer around you. [[Don't forget to bring the basket.|finale30]]
<br>"You know my father won't approve," she says, but she's smiling. "I don't care. You're the one that I want. But first, you still have something that belongs to me. Don't you think you ought to give it back?"
<i>[[give it back (tender kiss)|finalkiss]]
• tender kiss
<br>[["My goodness, what <i>have</i> you been eating lately?"|finalkiss2]]
<i>- tender kiss
<br>As the train rolls onward, through the valley (there's no difference), through the stars (there's no difference), you plunder the basket together. You lick your lips. [[You can still taste it.|credits1]]<br><div align='center' style='font-size: 120%;'> <b>[[JELLY|credits2]] </div><br><div align='center' style='font-size: 120%;'> <b>JELLY</b><br><i>[[a love story|credits3]] </div><br><div align='center' style='font-size: 120%;'> <b>JELLY</b><br><i>a love story</i> </div>
<br><div align='center' style='font-size: 100%;'> [[Tom Lento<br>Chandler Groover|credits4]] </div><br><div align='center' style='font-size: 120%;'> <b>JELLY</b><br><i>[[a love story|Birth]]</i> </div><br>above your head, stars begin to wink out,
<br>[[branches thrash, leaves fall|TreeDeath2]]<br>above your head, stars begin to wink out,
<br>branches thrash, leaves fall,
<br>[[and the great tree curls inward.|TreeDeath3]]
<br>inward, inward, back from whence it came, back into the squirming earth. you watch the whole tree close like an umbrella. snap! it's shut. it's gone. it's stashed away until another day.
you are standing in the sunlight [[without any shade|TreeBase]].
<% story.treegrown = "" %>
<% story.TreePatternWillMeltYou = "true" %>Jelly Pits
<% $(document.body).addClass('mapClass') %>
<!--Jelly_Pits Map-->
<span class="displayMap0" >. . .</span><br>
<span class="displayMap1_1" >. . .</span><a class="displayMap1location" hover="color:crimson;" active="color:darkred;" style="color:crimson" onclick='story.state.Jelly_Pits_Frog_Temple(); this.onclick=null; '>Frog_Temple</a><span class="displayMap1_2" >. . .</span><br>
<span class="displayMap2" >. . .</span><br>
<span class="displayMap3_1" >. . .</span><a class="displayMap3location" style="color:crimson" onclick='story.state.Jelly_Pits_Mountain(); this.onclick=null;'>Mountains</a><span class="displayMap3_2" >. . .</span><br>
<span class="displayMap4" >. . .</span><br>
<span class="displayMap5" >. . .</span><br>
<span class="displayMap6" >. . .</span><br>
<span class="displayMap7" >. . .</span><br>
<span class="displayMap8" >. . .</span><br>
<span class="displayMap9" >. . .</span><br>
<span class="displayMap10" >. . .</span><br>
<span class="displayMap11_1" >. . .</span><a class="displayMap11location" style="color:crimson" onclick='story.state.Jelly_Pits_Merchant(); this.onclick=null;'>Hollow</a><span class="displayMap11_2" >. . .</span><br>
<span class="displayMap12" >. . .</span><br>
<span class="displayMap13" >. . .</span><br>
<span class="displayMap14" >. . .</span><br>
<span class="displayMap15" >. . .</span><br>
<span class="displayMap16" >. . .</span><br>
<span class="displayMap17_1" >. . .</span><a class="displayMap17location" style="color:crimson" onclick='story.state.Jelly_Pits_Tree(); this.onclick=null;'>Picnic_Spot</a><span class="displayMap17_2" >. . .</span><br>
<span class="displayMap18" >. . .</span><br>
<span class="displayMap19" >. . .</span><br>
<span class="displayMap20_1" >. . .</span><a class="displayMap20location" style="color:crimson" onclick='story.state.Jelly_Pits_Ship(); this.onclick=null;'>Shipwreck</a><span class="displayMap20_2" >. . .</span><br>
<span class="displayMap21" >. . .</span><br>
<span class="displayMap22_1" >. . .</span><a class="displayMap22location" style="color:crimson" onclick='story.state.Jelly_Pits_Engine(); this.onclick=null;'>Burnt_Hill</a><span class="displayMap22_2" >. . .</span><br>
<span class="displayMap23" >. . .</span><br>
<span class="displayMap24" >. . .</span><br>
<span class="displayMap25" >. . .</span><br>
<span class="displayMap26" >. . .</span><br>
<span class="displayMap27_1" >. . .</span><a class="displayMap27location" style="color:crimson" onclick='story.state.Jelly_Pits_Mermaid(); this.onclick=null;'>Covert_Cove</a><span class="displayMap27_2" >. . .</span><br>
<span class="displayMap28" >. . .</span><br>
<span class="displayMap29" >. . .</span><br>
<span class="displayMap30_1" >. . .</span>..<a class="displayMap30location" style="color:crimson" onclick='story.state.Jelly_Pits_Jelly_Pits(); this.onclick=null;'>Enter</a>..<a></a>.<span class="displayMap30_2" >. . .</span><br>
<span class="displayMap31" >. . .</span><br>
<!--
<span class="beach0">...</span><br>
<span class="beach1">...</span><br>
<span class="beach1_1">...</span><br>
<span class="beach2">...</span><br>
<span class="beach3">...</span><br>
<span class="beach4">...</span><br>
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<span class="beach8">...</span><br>
<span class="beach9">...</span><br>
<span class="beach10">...</span><br>
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<span class="beach12">...</span><br>
<span class="beach13">...</span><br>
<span class="beach14">...</span><br>
<span class="beach15">...</span><br>
<span class="beach16">...</span><br>
-->
<%
/////
story.state.MapClicked=false;
s.isWalking=false;
s.mapChars=[s.mapW];for(var i=0;i<s.mapH;i++){s.mapChars[i]=[s.mapH];}//map characters
s.printMapscreen();
s.printBeach();
%>
<%
story.state.Jelly_Pits_Jelly_Pits = function () {
if(story.state.MapClicked==false){
story.state.MapClicked=true;
if (story.footsteps <1 ){
story.show('Melted');
}
else if (story.chasedbycrew == "true" )//enter zombies eat you
{
story.show('pitszombiedeath');
}
else if (story.monolithcomplete == "true" )//enter monolith
{
story.show('MonolithPatternCompletion');
}
else//enter jelly pits normally
{
story.show('JellyPitsBase');
}
}
}
story.state.Jelly_Pits_Mermaid = function () {
if(story.state.MapClicked==false){
story.state.MapClicked=true;
s.selectPath(s.Jelly_Pits_MermaidWalked, s.jp_mmPath, 'MermaidMap');
s.Jelly_Pits_MermaidWalked=true;
}
}
story.state.Jelly_Pits_Merchant = function () {
if(story.state.MapClicked==false){
story.state.MapClicked=true;
s.selectPath(s.Jelly_Pits_MerchantWalked, s.jp_mcPath, 'MerchantMap');
s.Jelly_Pits_MerchantWalked=true;
}
}
story.state.Jelly_Pits_Ship = function () {
if(story.state.MapClicked==false){
story.state.MapClicked=true;
s.selectPath(s.Jelly_Pits_ShipWalked, s.jp_spPath, 'ShipMap');
s.Jelly_Pits_ShipWalked=true;
}
}
story.state.Jelly_Pits_Tree = function () {
console.log("story.state.MapClicked"+story.state.MapClicked);
if(story.state.MapClicked==false){
story.state.MapClicked=true;
s.selectPath(s.Jelly_Pits_TreeWalked, s.jp_trPath, 'TreeMap');
s.Jelly_Pits_TreeWalked=true;
}
}
story.state.Jelly_Pits_Engine = function () {
if(story.state.MapClicked==false){
story.state.MapClicked=true;
s.selectPath(s.Jelly_Pits_EngineWalked, s.jp_ngPath, 'EngineMap');
s.Jelly_Pits_EngineWalked=true;
}
}
story.state.Jelly_Pits_Frog_Temple = function () {
if(story.state.MapClicked==false){
story.state.MapClicked=true;
s.selectPath(s.Jelly_Pits_Frog_TempleWalked, s.jp_ftPath, 'Frog_TempleMap');
s.Jelly_Pits_Frog_TempleWalked=true;
}
}
story.state.Jelly_Pits_Mountain = function () {
if(story.state.MapClicked==false){
story.state.MapClicked=true;
s.selectPath(s.Jelly_Pits_MountainWalked, s.jp_mtPath, 'MountainMap');
s.Jelly_Pits_MountainWalked=true;
}
}
%>
Covert Cove
<% $(document.body).addClass('mapClass') %>
<!--Mermaid Map-->
<span class="displayMap0" >. . .</span><br>
<span class="displayMap1_1" >. . .</span><a class="displayMap1location" style="color:crimson;" onclick='story.state.Mermaid_Frog_Temple(); this.onclick=null;'>Frog_Temple</a><span class="displayMap1_2" >. . .</span><br>
<span class="displayMap2" >. . .</span><br>
<span class="displayMap3_1" >. . .</span><a class="displayMap3location" style="color:crimson" onclick='story.state.Mermaid_Mountain(); this.onclick=null;'>Mountains</a><span class="displayMap3_2" >. . .</span><br>
<span class="displayMap4" >. . .</span><br>
<span class="displayMap5" >. . .</span><br>
<span class="displayMap6" >. . .</span><br>
<span class="displayMap7" >. . .</span><br>
<span class="displayMap8" >. . .</span><br>
<span class="displayMap9" >. . .</span><br>
<span class="displayMap10" >. . .</span><br>
<span class="displayMap11_1" >. . .</span><a class="displayMap11location" style="color:crimson" onclick='story.state.Mermaid_Merchant(); this.onclick=null;'>Hollow</a><span class="displayMap11_2" >. . .</span><br>
<span class="displayMap12" >. . .</span><br>
<span class="displayMap13" >. . .</span><br>
<span class="displayMap14" >. . .</span><br>
<span class="displayMap15" >. . .</span><br>
<span class="displayMap16" >. . .</span><br>
<span class="displayMap17_1" >. . .</span><a class="displayMap17location" style="color:crimson" onclick='story.state.Mermaid_Tree(); this.onclick=null;'>Picnic_Spot</a><span class="displayMap17_2" >. . .</span><br>
<span class="displayMap18" >. . .</span><br>
<span class="displayMap19" >. . .</span><br>
<span class="displayMap20_1" >. . .</span><a class="displayMap20location" style="color:crimson" onclick='story.state.Mermaid_Ship(); this.onclick=null;'>Shipwreck</a><span class="displayMap20_2" >. . .</span><br>
<span class="displayMap21" >. . .</span><br>
<span class="displayMap22_1" >. . .</span><a class="displayMap22location" style="color:crimson" onclick='story.state.Mermaid_Engine(); this.onclick=null;'>Burnt_Hill</a><span class="displayMap22_2" >. . .</span><br>
<span class="displayMap23" >. . .</span><br>
<span class="displayMap24" >. . .</span><br>
<span class="displayMap25" >. . .</span><br>
<span class="displayMap26" >. . .</span><br>
<span class="displayMap27_1" >. . .</span>..<a></a>..<a class="displayMap27location" style="color:crimson" onclick='story.state.Mermaid_Mermaid(); this.onclick=null;'>.Enter</a><span class="displayMap27_2" >. . .</span>~<br>
<span class="displayMap28" >. . .</span><br>
<span class="displayMap29" >. . .</span><br>
<span class="displayMap30_1" >. . .</span><a class="displayMap30location" style="color:crimson" onclick='story.state.Mermaid_Jelly_Pits(); this.onclick=null;'>Jelly_Pits</a><span class="displayMap30_2" >. . .</span><br>
<span class="displayMap31" >. . .</span><br>
<!--
<span class="beach0">...</span><br>
<span class="beach1">...</span><br>
<span class="beach1_1">...</span><br>
<span class="beach2">...</span><br>
<span class="beach3">...</span><br>
<span class="beach4">...</span><br>
<span class="beach5">...</span><br>
<span class="beach6">...</span><br>
<span class="beach7">...</span><br>
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<span class="beach11">...</span><br>
<span class="beach12">...</span><br>
<span class="beach13">...</span><br>
<span class="beach14">...</span><br>
<span class="beach15">...</span><br>
<span class="beach16">...</span><br>
-->
<%
////
story.state.MapClicked=false;
s.isWalking=false;
s.mapChars=[s.mapW];for(var i=0;i<s.mapH;i++){s.mapChars[i]=[s.mapH];}//map characters
s.printMapscreen();
s.printBeach();
%>
<%
story.state.Mermaid_Jelly_Pits = function () {
if(story.state.MapClicked==false){
story.state.MapClicked=true;
s.selectPath(s.Jelly_Pits_MermaidWalked, s.mm_jpPath, 'Jelly_PitsMap');
s.Jelly_Pits_MermaidWalked=true;
}
}
story.state.Mermaid_Mermaid = function () {
if(story.state.MapClicked==false){
story.state.MapClicked=true;
if (story.footsteps == 0 )
{
story.show('Melted');
}
else
{
if (story.chasedbycrew == "true" )
{
story.show('covezombiedeath');
}
else
{
story.show('CoveBase');
}
}
}
}
story.state.Mermaid_Merchant = function () {
if(story.state.MapClicked==false){
story.state.MapClicked=true;
s.selectPath(s.Mermaid_MerchantWalked, s.mm_mcPath, 'MerchantMap');
s.Mermaid_MerchantWalked=true;
}
}
story.state.Mermaid_Ship = function () {
if(story.state.MapClicked==false){
story.state.MapClicked=true;
s.selectPath(s.Mermaid_ShipWalked, s.mm_spPath, 'ShipMap');
s.Mermaid_ShipWalked=true;
}
}
story.state.Mermaid_Tree = function () {
if(story.state.MapClicked==false){
story.state.MapClicked=true;
s.selectPath(s.Mermaid_TreeWalked, s.mm_trPath, 'TreeMap');
s.Mermaid_TreeWalked=true;
}
}
story.state.Mermaid_Engine = function () {
if(story.state.MapClicked==false){
story.state.MapClicked=true;
s.selectPath(s.Mermaid_EngineWalked, s.mm_ngPath, 'EngineMap');
s.Mermaid_EngineWalked=true;
}
}
story.state.Mermaid_Frog_Temple = function () {
if(story.state.MapClicked==false){
story.state.MapClicked=true;
s.selectPath(s.Mermaid_Frog_TempleWalked, s.mm_ftPath, 'Frog_TempleMap');
s.Mermaid_Frog_TempleWalked=true;
}
}
story.state.Mermaid_Mountain = function () {
if(story.state.MapClicked==false){
story.state.MapClicked=true;
s.selectPath(s.Mermaid_MountainWalked, s.mm_mtPath, 'MountainMap');
s.Mermaid_MountainWalked=true;
}
}
%>
Gossamer Hollow
<% $(document.body).addClass('mapClass') %>
<!--Merchant Map-->
<span class="displayMap0" >. . .</span><br>
<span class="displayMap1_1" >. . .</span><a class="displayMap1location" style="color:crimson" onclick='story.state.Merchant_Frog_Temple(); this.onclick=null;'>Frog_Temple</a><span class="displayMap1_2" >. . .</span><br>
<span class="displayMap2" >. . .</span><br>
<span class="displayMap3_1" >. . .</span><a class="displayMap3location" style="color:crimson" onclick='story.state.Merchant_Mountain(); this.onclick=null;'>Mountains</a><span class="displayMap3_2" >. . .</span><br>
<span class="displayMap4" >. . .</span><br>
<span class="displayMap5" >. . .</span><br>
<span class="displayMap6" >. . .</span><br>
<span class="displayMap7" >. . .</span><br>
<span class="displayMap8" >. . .</span><br>
<span class="displayMap9" >. . .</span><br>
<span class="displayMap10" >. . .</span><br>
<span class="displayMap11_1" >. . .</span><a class="displayMap11location" style="color:crimson" onclick='story.state.Merchant_Merchant(); this.onclick=null;'>Enter</a>.<span class="displayMap11_2" >. . .</span><br>
<span class="displayMap12" >. . .</span><br>
<span class="displayMap13" >. . .</span><br>
<span class="displayMap14" >. . .</span><br>
<span class="displayMap15" >. . .</span><br>
<span class="displayMap16" >. . .</span><br>
<span class="displayMap17_1" >. . .</span><a class="displayMap17location" style="color:crimson" onclick='story.state.Merchant_Tree(); this.onclick=null;'>Picnic_Spot</a><span class="displayMap17_2" >. . .</span><br>
<span class="displayMap18" >. . .</span><br>
<span class="displayMap19" >. . .</span><br>
<span class="displayMap20_1" >. . .</span><a class="displayMap20location" style="color:crimson" onclick='story.state.Merchant_Ship(); this.onclick=null;'>Shipwreck</a><span class="displayMap20_2" >. . .</span><br>
<span class="displayMap21" >. . .</span><br>
<span class="displayMap22_1" >. . .</span><a class="displayMap22location" style="color:crimson" onclick='story.state.Merchant_Engine(); this.onclick=null;'>Burnt_Hill</a><span class="displayMap22_2" >. . .</span><br>
<span class="displayMap23" >. . .</span><br>
<span class="displayMap24" >. . .</span><br>
<span class="displayMap25" >. . .</span><br>
<span class="displayMap26" >. . .</span><br>
<span class="displayMap27_1" >. . .</span><a class="displayMap27location" style="color:crimson" onclick='story.state.Merchant_Mermaid(); this.onclick=null;'>Covert_Cove</a><span class="displayMap27_2" >. . .</span><br>
<span class="displayMap28" >. . .</span><br>
<span class="displayMap29" >. . .</span><br>
<span class="displayMap30_1" >. . .</span><a class="displayMap30location" style="color:crimson" onclick='story.state.Merchant_Jelly_Pits(); this.onclick=null;'>Jelly_Pits</a><span class="displayMap30_2" >. . .</span><br>
<span class="displayMap31" >. . .</span><br>
<!--
<span class="beach0">...</span><br>
<span class="beach1">...</span><br>
<span class="beach1_1">...</span><br>
<span class="beach2">...</span><br>
<span class="beach3">...</span><br>
<span class="beach4">...</span><br>
<span class="beach5">...</span><br>
<span class="beach6">...</span><br>
<span class="beach7">...</span><br>
<span class="beach8">...</span><br>
<span class="beach9">...</span><br>
<span class="beach10">...</span><br>
<span class="beach11">...</span><br>
<span class="beach12">...</span><br>
<span class="beach13">...</span><br>
<span class="beach14">...</span><br>
<span class="beach15">...</span><br>
<span class="beach16">...</span><br>
-->
<%
story.state.MapClicked=false;
s.isWalking=false;
s.mapChars=[s.mapW];for(var i=0;i<s.mapH;i++){s.mapChars[i]=[s.mapH];}//map characters
s.printMapscreen();
s.printBeach();
%>
<%
story.state.Merchant_Jelly_Pits = function () {
if(story.state.MapClicked==false){
story.state.MapClicked=true;
s.selectPath(s.Jelly_Pits_MerchantWalked, s.mc_jpPath, 'Jelly_PitsMap');
s.Jelly_Pits_MerchantWalked=true;
}
}
story.state.Merchant_Mermaid = function () {
if(story.state.MapClicked==false){
story.state.MapClicked=true;
s.selectPath(s.Mermaid_MerchantWalked, s.mc_mmPath, 'MermaidMap');
s.Mermaid_MerchantWalked=true;
}
}
story.state.Merchant_Merchant = function () {
if(story.state.MapClicked==false){
story.state.MapClicked=true;
if (story.footsteps == 0 )
{
story.show('Melted');
}
else if (story.chasedbycrew == "true" )
{
story.show('hollowzombiedeath');
}
else if ( (story.goblincomplete == "true" ) && (story.goblinfruit == "• goblinfruit") && (story.tadpole == "• tadpole") && (story.ash == "• ash" ) )
{
story.show('GoblinPatternCompletion');
}
else
{
story.show('HollowBase');
}
}
}
story.state.Merchant_Ship = function () {
if(story.state.MapClicked==false){
story.state.MapClicked=true;
s.selectPath(s.Merchant_ShipWalked, s.mc_spPath, 'ShipMap');
s.Merchant_ShipWalked=true;
}
}
story.state.Merchant_Tree = function () {
if(story.state.MapClicked==false){
story.state.MapClicked=true;
s.selectPath(s.Merchant_TreeWalked, s.mc_trPath, 'TreeMap');
s.Merchant_TreeWalked=true;
}
}
story.state.Merchant_Engine = function () {
if(story.state.MapClicked==false){
story.state.MapClicked=true;
s.selectPath(s.Merchant_EngineWalked, s.mc_ngPath, 'EngineMap');
s.Merchant_EngineWalked=true;
}
}
story.state.Merchant_Frog_Temple = function () {
if(story.state.MapClicked==false){
story.state.MapClicked=true;
s.selectPath(s.Merchant_Frog_TempleWalked, s.mc_ftPath, 'Frog_TempleMap');
s.Merchant_Frog_TempleWalked=true;
}
}
story.state.Merchant_Mountain = function () {
if(story.state.MapClicked==false){
story.state.MapClicked=true;
s.selectPath(s.Merchant_MountainWalked, s.mc_mtPath, 'MountainMap');
s.Merchant_MountainWalked=true;
}
}
%>
Wreck of the Dauntless
<% $(document.body).addClass('mapClass') %>
<!--Ship Map-->
<span class="displayMap0" >. . .</span><br>
<span class="displayMap1_1" >. . .</span><a class="displayMap1location" style="color:crimson" onclick='story.state.Ship_Frog_Temple(); this.onclick=null;'>Frog_Temple</a><span class="displayMap1_2" >. . .</span><br>
<span class="displayMap2" >. . .</span><br>
<span class="displayMap3_1" >. . .</span><a class="displayMap3location" style="color:crimson" onclick='story.state.Ship_Mountain(); this.onclick=null;'>Mountains</a><span class="displayMap3_2" >. . .</span><br>
<span class="displayMap4" >. . .</span><br>
<span class="displayMap5" >. . .</span><br>
<span class="displayMap6" >. . .</span><br>
<span class="displayMap7" >. . .</span><br>
<span class="displayMap8" >. . .</span><br>
<span class="displayMap9" >. . .</span><br>
<span class="displayMap10" >. . .</span><br>
<span class="displayMap11_1" >. . .</span><a class="displayMap11location" style="color:crimson" onclick='story.state.Ship_Merchant(); this.onclick=null;'>Hollow</a><span class="displayMap11_2" >. . .</span><br>
<span class="displayMap12" >. . .</span><br>
<span class="displayMap13" >. . .</span><br>
<span class="displayMap14" >. . .</span><br>
<span class="displayMap15" >. . .</span><br>
<span class="displayMap16" >. . .</span><br>
<span class="displayMap17_1" >. . .</span><a class="displayMap17location" style="color:crimson" onclick='story.state.Ship_Tree(); this.onclick=null;'>Picnic_Spot</a><span class="displayMap17_2" >. . .</span><br>
<span class="displayMap18" >. . .</span><br>
<span class="displayMap19" >. . .</span><br>
<span class="displayMap20_1" >. . .</span>..<a class="displayMap20location" style="color:crimson" onclick='story.state.Ship_Ship(); this.onclick=null;'>Enter</a>~~<span class="displayMap20_2" >. . .</span><br>
<span class="displayMap21" >. . .</span><br>
<span class="displayMap22_1" >. . .</span><a class="displayMap22location" style="color:crimson" onclick='story.state.Ship_Engine(); this.onclick=null;'>Burnt_Hill</a><span class="displayMap22_2" >. . .</span><br>
<span class="displayMap23" >. . .</span><br>
<span class="displayMap24" >. . .</span><br>
<span class="displayMap25" >. . .</span><br>
<span class="displayMap26" >. . .</span><br>
<span class="displayMap27_1" >. . .</span><a class="displayMap27location" style="color:crimson" onclick='story.state.Ship_Mermaid(); this.onclick=null;'>Covert_Cove</a><span class="displayMap27_2" >. . .</span><br>
<span class="displayMap28" >. . .</span><br>
<span class="displayMap29" >. . .</span><br>
<span class="displayMap30_1" >. . .</span><a class="displayMap30location" style="color:crimson" onclick='story.state.Ship_Jelly_Pits(); this.onclick=null;'>Jelly_Pits</a><span class="displayMap30_2" >. . .</span><br>
<span class="displayMap31" >. . .</span><br>
<!--
<span class="beach0">...</span><br>
<span class="beach1">...</span><br>
<span class="beach1_1">...</span><br>
<span class="beach2">...</span><br>
<span class="beach3">...</span><br>
<span class="beach4">...</span><br>
<span class="beach5">...</span><br>
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<span class="beach15">...</span><br>
<span class="beach16">...</span><br>
-->
<%
story.state.MapClicked=false;
s.isWalking=false;
s.mapChars=[s.mapW];for(var i=0;i<s.mapH;i++){s.mapChars[i]=[s.mapH];}//map characters
s.printMapscreen();
s.printBeach();
%>
<%
story.state.Ship_Jelly_Pits = function () {
if(story.state.MapClicked==false){
story.state.MapClicked=true;
s.selectPath(s.Jelly_Pits_ShipWalked, s.sp_jpPath, 'Jelly_PitsMap');
s.Jelly_Pits_ShipWalked=true;
}
}
story.state.Ship_Mermaid = function () {
if(story.state.MapClicked==false){
story.state.MapClicked=true;
s.selectPath(s.Mermaid_ShipWalked, s.sp_mmPath, 'MermaidMap');
s.Mermaid_ShipWalked=true;
}
}
story.state.Ship_Merchant = function () {
if(story.state.MapClicked==false){
story.state.MapClicked=true;
s.selectPath(s.Merchant_ShipWalked, s.sp_mcPath, 'MerchantMap');
s.Merchant_ShipWalked=true;
}
}
story.state.Ship_Ship = function () {
if(story.state.MapClicked==false){
story.state.MapClicked=true;
if (story.footsteps == 0 )
{
story.show('Melted');
}
else if (story.chasedbycrew == "true" )
{
story.show('shipwreckzombiedeath');
}
else
{
story.show('ShipwreckBase');
}
}
}
story.state.Ship_Tree = function () {
if(story.state.MapClicked==false){
story.state.MapClicked=true;
s.selectPath(s.Ship_TreeWalked, s.sp_trPath, 'TreeMap');
s.Ship_TreeWalked=true;
}
}
story.state.Ship_Engine = function () {
if(story.state.MapClicked==false){
story.state.MapClicked=true;
s.selectPath(s.Ship_EngineWalked, s.sp_ngPath, 'EngineMap');
s.Ship_EngineWalked=true;
}
}
story.state.Ship_Frog_Temple = function () {
if(story.state.MapClicked==false){
story.state.MapClicked=true;
s.selectPath(s.Ship_Frog_TempleWalked, s.sp_ftPath, 'Frog_TempleMap');
s.Ship_Frog_TempleWalked=true;
}
}
story.state.Ship_Mountain = function () {
if(story.state.MapClicked==false){
story.state.MapClicked=true;
s.selectPath(s.Ship_MountainWalked, s.sp_mtPath, 'MountainMap');
s.Ship_MountainWalked=true;
}
}
%>
Picnic Spot
<% $(document.body).addClass('mapClass') %>
<!--Tree Map-->
<span class="displayMap0" >. . .</span><br>
<span class="displayMap1_1" >. . .</span><a class="displayMap1location" style="color:crimson" onclick='story.state.Tree_Frog_Temple(); this.onclick=null;'>Frog_Temple</a><span class="displayMap1_2" >. . .</span><br>
<span class="displayMap2" >. . .</span><br>
<span class="displayMap3_1" >. . .</span><a class="displayMap3location" style="color:crimson" onclick='story.state.Tree_Mountain(); this.onclick=null;'>Mountains</a><span class="displayMap3_2" >. . .</span><br>
<span class="displayMap4" >. . .</span><br>
<span class="displayMap5" >. . .</span><br>
<span class="displayMap6" >. . .</span><br>
<span class="displayMap7" >. . .</span><br>
<span class="displayMap8" >. . .</span><br>
<span class="displayMap9" >. . .</span><br>
<span class="displayMap10" >. . .</span><br>
<span class="displayMap11_1" >. . .</span><a class="displayMap11location" style="color:crimson" onclick='story.state.Tree_Merchant(); this.onclick=null;'>Hollow</a><span class="displayMap11_2" >. . .</span><br>
<span class="displayMap12" >. . .</span><br>
<span class="displayMap13" >. . .</span><br>
<span class="displayMap14" >. . .</span><br>
<span class="displayMap15" >. . .</span><br>
<span class="displayMap16" >. . .</span><br>
<span class="displayMap17_1" >. . .</span>.<a></a>..<a class="displayMap17location" style="color:crimson" onclick='story.state.Tree_Tree(); this.onclick=null;'>Enter</a>.<a></a>..<span class="displayMap17_2" >. . .</span><br>
<span class="displayMap18" >. . .</span><br>
<span class="displayMap19" >. . .</span><br>
<span class="displayMap20_1" >. . .</span><a class="displayMap20location" style="color:crimson" onclick='story.state.Tree_Ship(); this.onclick=null;'>Shipwreck</a><span class="displayMap20_2" >. . .</span><br>
<span class="displayMap21" >. . .</span><br>
<span class="displayMap22_1" >. . .</span><a class="displayMap22location" style="color:crimson" onclick='story.state.Tree_Engine(); this.onclick=null;'>Burnt_Hill</a><span class="displayMap22_2" >. . .</span><br>
<span class="displayMap23" >. . .</span><br>
<span class="displayMap24" >. . .</span><br>
<span class="displayMap25" >. . .</span><br>
<span class="displayMap26" >. . .</span><br>
<span class="displayMap27_1" >. . .</span><a class="displayMap27location" style="color:crimson" onclick='story.state.Tree_Mermaid(); this.onclick=null;'>Covert_Cove</a><span class="displayMap27_2" >. . .</span><br>
<span class="displayMap28" >. . .</span><br>
<span class="displayMap29" >. . .</span><br>
<span class="displayMap30_1" >. . .</span><a class="displayMap30location" style="color:crimson" onclick='story.state.Tree_Jelly_Pits(); this.onclick=null;'>Jelly_Pits</a><span class="displayMap30_2" >. . .</span><br>
<span class="displayMap31" >. . .</span><br>
<!--
<span class="beach0">...</span><br>
<span class="beach1">...</span><br>
<span class="beach1_1">...</span><br>
<span class="beach2">...</span><br>
<span class="beach3">...</span><br>
<span class="beach4">...</span><br>
<span class="beach5">...</span><br>
<span class="beach6">...</span><br>
<span class="beach7">...</span><br>
<span class="beach8">...</span><br>
<span class="beach9">...</span><br>
<span class="beach10">...</span><br>
<span class="beach11">...</span><br>
<span class="beach12">...</span><br>
<span class="beach13">...</span><br>
<span class="beach14">...</span><br>
<span class="beach15">...</span><br>
<span class="beach16">...</span><br>
-->
<%
story.state.MapClicked=false;
s.isWalking=false;
s.mapChars=[s.mapW];for(var i=0;i<s.mapH;i++){s.mapChars[i]=[s.mapH];}//map characters
s.printMapscreen();
s.printBeach();
%>
<%
story.state.Tree_Jelly_Pits = function () {
if(story.state.MapClicked==false){
story.state.MapClicked=true;
s.selectPath(s.Jelly_Pits_TreeWalked, s.tr_jpPath, 'Jelly_PitsMap');
s.Jelly_Pits_TreeWalked=true;
}
}
story.state.Tree_Mermaid = function () {
if(story.state.MapClicked==false){
story.state.MapClicked=true;
s.selectPath(s.Mermaid_TreeWalked, s.tr_mmPath, 'MermaidMap');
s.Mermaid_TreeWalked=true;
}
}
story.state.Tree_Merchant = function () {
if(story.state.MapClicked==false){
story.state.MapClicked=true;
s.selectPath(s.Merchant_TreeWalked, s.tr_mcPath, 'MerchantMap');
s.Merchant_TreeWalked=true;
}
}
story.state.Tree_Ship = function () {
if(story.state.MapClicked==false){
story.state.MapClicked=true;
s.selectPath(s.Ship_TreeWalked, s.tr_spPath, 'ShipMap');
s.Ship_TreeWalked=true;
}
}
story.state.Tree_Tree = function () {
if(story.state.MapClicked==false){
story.state.MapClicked=true;
if (story.footsteps == 0 ){
story.show('Melted');
}
else if(story.chasedbycrew == "true" ){
story.show('treezombiedeath');
}
else if(story.treecomplete == "true"){
story.show('TreePatternCompletion');
}
else{
story.show('TreeBase');
}
}
}
story.state.Tree_Engine = function () {
if(story.state.MapClicked==false){
story.state.MapClicked=true;
s.selectPath(s.Tree_EngineWalked, s.tr_ngPath, 'EngineMap');
s.Tree_EngineWalked=true;
}
}
story.state.Tree_Frog_Temple = function () {
if(story.state.MapClicked==false){
story.state.MapClicked=true;
s.selectPath(s.Tree_Frog_TempleWalked, s.tr_ftPath, 'Frog_TempleMap');
s.Tree_Frog_TempleWalked=true;
}
}
story.state.Tree_Mountain = function () {
if(story.state.MapClicked==false){
story.state.MapClicked=true;
s.selectPath(s.Tree_MountainWalked, s.tr_mtPath, 'MountainMap');
s.Tree_MountainWalked=true;
}
}
%>
Burnt Hill
<% $(document.body).addClass('mapClass') %>
<!--Engine Map-->
<span class="displayMap0" >. . .</span><br>
<span class="displayMap1_1" >. . .</span><a class="displayMap1location" style="color:crimson" onclick='story.state.Engine_Frog_Temple(); this.onclick=null;'>Frog_Temple</a><span class="displayMap1_2" >. . .</span><br>
<span class="displayMap2" >. . .</span><br>
<span class="displayMap3_1" >. . .</span><a class="displayMap3location" style="color:crimson" onclick='story.state.Engine_Mountain(); this.onclick=null;'>Mountains</a><span class="displayMap3_2" >. . .</span><br>
<span class="displayMap4" >. . .</span><br>
<span class="displayMap5" >. . .</span><br>
<span class="displayMap6" >. . .</span><br>
<span class="displayMap7" >. . .</span><br>
<span class="displayMap8" >. . .</span><br>
<span class="displayMap9" >. . .</span><br>
<span class="displayMap10" >. . .</span><br>
<span class="displayMap11_1" >. . .</span><a class="displayMap11location" style="color:crimson" onclick='story.state.Engine_Merchant(); this.onclick=null;'>Hollow</a><span class="displayMap11_2" >. . .</span><br>
<span class="displayMap12" >. . .</span><br>
<span class="displayMap13" >. . .</span><br>
<span class="displayMap14" >. . .</span><br>
<span class="displayMap15" >. . .</span><br>
<span class="displayMap16" >. . .</span><br>
<span class="displayMap17_1" >. . .</span><a class="displayMap17location" style="color:crimson" onclick='story.state.Engine_Tree(); this.onclick=null;'>Picnic_Spot</a><span class="displayMap17_2" >. . .</span><br>
<span class="displayMap18" >. . .</span><br>
<span class="displayMap19" >. . .</span><br>
<span class="displayMap20_1" >. . .</span><a class="displayMap20location" style="color:crimson" onclick='story.state.Engine_Ship(); this.onclick=null;'>Shipwreck</a><span class="displayMap20_2" >. . .</span><br>
<span class="displayMap21" >. . .</span><br>
<span class="displayMap22_1" >. . .</span>..<a class="displayMap22location" style="color:crimson" onclick='story.state.Engine_Engine(); this.onclick=null;'>Enter</a>.<a></a>..<span class="displayMap22_2" >. . .</span><br>
<span class="displayMap23" >. . .</span><br>
<span class="displayMap24" >. . .</span><br>
<span class="displayMap25" >. . .</span><br>
<span class="displayMap26" >. . .</span><br>
<span class="displayMap27_1" >. . .</span><a class="displayMap27location" style="color:crimson" onclick='story.state.Engine_Mermaid(); this.onclick=null;'>Covert_Cove</a><span class="displayMap27_2" >. . .</span><br>
<span class="displayMap28" >. . .</span><br>
<span class="displayMap29" >. . .</span><br>
<span class="displayMap30_1" >. . .</span><a class="displayMap30location" style="color:crimson" onclick='story.state.Engine_Jelly_Pits(); this.onclick=null;'>Jelly_Pits</a><span class="displayMap30_2" >. . .</span><br>
<span class="displayMap31" >. . .</span><br>
<!--
<span class="beach0">...</span><br>
<span class="beach1">...</span><br>
<span class="beach1_1">...</span><br>
<span class="beach2">...</span><br>
<span class="beach3">...</span><br>
<span class="beach4">...</span><br>
<span class="beach5">...</span><br>
<span class="beach6">...</span><br>
<span class="beach7">...</span><br>
<span class="beach8">...</span><br>
<span class="beach9">...</span><br>
<span class="beach10">...</span><br>
<span class="beach11">...</span><br>
<span class="beach12">...</span><br>
<span class="beach13">...</span><br>
<span class="beach14">...</span><br>
<span class="beach15">...</span><br>
<span class="beach16">...</span><br>
-->
<%
////
story.state.MapClicked=false;
s.isWalking=false;
s.mapChars=[s.mapW];for(var i=0;i<s.mapH;i++){s.mapChars[i]=[s.mapH];}//map characters
s.printMapscreen();
s.printBeach();
%>
<%
story.state.Engine_Jelly_Pits = function () {
if(story.state.MapClicked==false){
story.state.MapClicked=true;
s.selectPath(s.Jelly_Pits_EngineWalked, s.ng_jpPath, 'Jelly_PitsMap');
s.Jelly_Pits_EngineWalked=true;
}
}
story.state.Engine_Mermaid = function () {
if(story.state.MapClicked==false){
story.state.MapClicked=true;
s.selectPath(s.Mermaid_EngineWalked, s.ng_mmPath, 'MermaidMap');
s.Mermaid_EngineWalked=true;
}
}
story.state.Engine_Merchant = function () {
if(story.state.MapClicked==false){
story.state.MapClicked=true;
s.selectPath(s.Merchant_EngineWalked, s.ng_mcPath, 'MerchantMap');
s.Merchant_EngineWalked=true;
}
}
story.state.Engine_Ship = function () {
if(story.state.MapClicked==false){
story.state.MapClicked=true;
s.selectPath(s.Ship_EngineWalked, s.ng_spPath, 'ShipMap');
s.Ship_EngineWalked=true;
}
}
story.state.Engine_Tree = function () {
if(story.state.MapClicked==false){
story.state.MapClicked=true;
s.selectPath(s.Tree_EngineWalked, s.ng_trPath, 'TreeMap');
s.Tree_EngineWalked=true;
}
}
story.state.Engine_Engine = function () {
if(story.state.MapClicked==false){
story.state.MapClicked=true;
if (story.footsteps == 0 ){
story.show('Melted');
}
else if(story.chasedbycrew == "true" ){
story.show('enginezombiedeath');
}
else{
story.show('EngineBase');
}
}
}
story.state.Engine_Frog_Temple = function () {
if(story.state.MapClicked==false){
story.state.MapClicked=true;
s.selectPath(s.Engine_Frog_TempleWalked, s.ng_ftPath, 'Frog_TempleMap');
s.Engine_Frog_TempleWalked=true;
}
}
story.state.Engine_Mountain = function () {
if(story.state.MapClicked==false){
story.state.MapClicked=true;
s.selectPath(s.Engine_MountainWalked, s.ng_mtPath, 'MountainMap');
s.Engine_MountainWalked=true;
}
}
%>
Frog Temple
<% $(document.body).addClass('mapClass') %>
<!--Frog_Temple Map-->
<span class="displayMap0" >. . .</span><br>
<span class="displayMap1_1" >. . .</span>..~~<a class="displayMap1location" style="color:crimson" onclick='story.state.Frog_Temple_Frog_Temple(); this.onclick=null;'>Enter</a>..<span class="displayMap1_2" >. . .</span><br>
<span class="displayMap2" >. . .</span><br>
<span class="displayMap3_1" >. . .</span><a class="displayMap3location" style="color:crimson" onclick='story.state.Frog_Temple_Mountain(); this.onclick=null;'>Mountains</a><span class="displayMap3_2" >. . .</span><br>
<span class="displayMap4" >. . .</span><br>
<span class="displayMap5" >. . .</span><br>
<span class="displayMap6" >. . .</span><br>
<span class="displayMap7" >. . .</span><br>
<span class="displayMap8" >. . .</span><br>
<span class="displayMap9" >. . .</span><br>
<span class="displayMap10" >. . .</span><br>
<span class="displayMap11_1" >. . .</span><a class="displayMap11location" style="color:crimson" onclick='story.state.Frog_Temple_Merchant(); this.onclick=null;'>Hollow</a><span class="displayMap11_2" >. . .</span><br>
<span class="displayMap12" >. . .</span><br>
<span class="displayMap13" >. . .</span><br>
<span class="displayMap14" >. . .</span><br>
<span class="displayMap15" >. . .</span><br>
<span class="displayMap16" >. . .</span><br>
<span class="displayMap17_1" >. . .</span><a class="displayMap17location" style="color:crimson" onclick='story.state.Frog_Temple_Tree(); this.onclick=null;'>Picnic_Spot</a><span class="displayMap17_2" >. . .</span><br>
<span class="displayMap18" >. . .</span><br>
<span class="displayMap19" >. . .</span><br>
<span class="displayMap20_1" >. . .</span><a class="displayMap20location" style="color:crimson" onclick='story.state.Frog_Temple_Ship(); this.onclick=null;'>Shipwreck</a><span class="displayMap20_2" >. . .</span><br>
<span class="displayMap21" >. . .</span><br>
<span class="displayMap22_1" >. . .</span><a class="displayMap22location" style="color:crimson" onclick='story.state.Frog_Temple_Engine(); this.onclick=null;'>Burnt_Hill</a><span class="displayMap22_2" >. . .</span><br>
<span class="displayMap23" >. . .</span><br>
<span class="displayMap24" >. . .</span><br>
<span class="displayMap25" >. . .</span><br>
<span class="displayMap26" >. . .</span><br>
<span class="displayMap27_1" >. . .</span><a class="displayMap27location" style="color:crimson" onclick='story.state.Frog_Temple_Mermaid(); this.onclick=null;'>Covert_Cove</a><span class="displayMap27_2" >. . .</span><br>
<span class="displayMap28" >. . .</span><br>
<span class="displayMap29" >. . .</span><br>
<span class="displayMap30_1" >. . .</span><a class="displayMap30location" style="color:crimson" onclick='story.state.Frog_Temple_Jelly_Pits(); this.onclick=null;'>Jelly_Pits</a><span class="displayMap30_2" >. . .</span><br>
<span class="displayMap31" >. . .</span><br>
<!--
<span class="beach0">...</span><br>
<span class="beach1">...</span><br>
<span class="beach1_1">...</span><br>
<span class="beach2">...</span><br>
<span class="beach3">...</span><br>
<span class="beach4">...</span><br>
<span class="beach5">...</span><br>
<span class="beach6">...</span><br>
<span class="beach7">...</span><br>
<span class="beach8">...</span><br>
<span class="beach9">...</span><br>
<span class="beach10">...</span><br>
<span class="beach11">...</span><br>
<span class="beach12">...</span><br>
<span class="beach13">...</span><br>
<span class="beach14">...</span><br>
<span class="beach15">...</span><br>
<span class="beach16">...</span><br>
-->
<%
story.state.MapClicked=false;
s.isWalking=false;
s.mapChars=[s.mapW];for(var i=0;i<s.mapH;i++){s.mapChars[i]=[s.mapH];}//map characters
s.printMapscreen();
s.printBeach();
%>
<%
story.state.Frog_Temple_Jelly_Pits = function () {
if(story.state.MapClicked==false){
story.state.MapClicked=true;
s.selectPath(s.Jelly_Pits_Frog_TempleWalked, s.ft_jpPath, 'Jelly_PitsMap');
s.Jelly_Pits_Frog_TempleWalked=true;
}
}
story.state.Frog_Temple_Mermaid = function () {//COVE
if(story.state.MapClicked==false){
story.state.MapClicked=true;
s.selectPath(s.Mermaid_Frog_TempleWalked, s.ft_mmPath, 'MermaidMap');
s.Mermaid_Frog_TempleWalked=true;
console.log("s.Ship_Frog_TempleWalked:"+s.Ship_Frog_TempleWalked);
}
}
story.state.Frog_Temple_Merchant = function () {
if(story.state.MapClicked==false){
story.state.MapClicked=true;
s.selectPath(s.Merchant_Frog_TempleWalked, s.ft_mcPath, 'MerchantMap');
s.Merchant_Frog_TempleWalked=true;
}
}
story.state.Frog_Temple_Ship = function () {
if(story.state.MapClicked==false){
story.state.MapClicked=true;
s.selectPath(s.Ship_Frog_TempleWalked, s.ft_spPath, 'ShipMap');
s.Ship_Frog_TempleWalked=true;
// console.log("s.Ship_Frog_TempleWalked:"+s.Ship_Frog_TempleWalked);
}
}
story.state.Frog_Temple_Tree = function () {
if(story.state.MapClicked==false){
story.state.MapClicked=true;
s.selectPath(s.Tree_Frog_TempleWalked, s.ft_trPath, 'TreeMap');
s.Tree_Frog_TempleWalked=true;
}
}
story.state.Frog_Temple_Engine = function () {
if(story.state.MapClicked==false){
story.state.MapClicked=true;
s.selectPath(s.Engine_Frog_TempleWalked, s.ft_ngPath, 'EngineMap');
s.Engine_Frog_TempleWalked=true;
}
}
story.state.Frog_Temple_Frog_Temple = function () {
if(story.state.MapClicked==false){
story.state.MapClicked=true;
if (story.footsteps == 0 ){
story.show('Melted');
}
else if(story.chasedbycrew == "true" ){
story.show('templezombiedeath');
}
else{
story.show('TempleBase');
}
}
}
story.state.Frog_Temple_Mountain = function () {
if(story.state.MapClicked==false){
story.state.MapClicked=true;
s.selectPath(s.Frog_Temple_MountainWalked, s.ft_mtPath, 'MountainMap');
s.Frog_Temple_MountainWalked=true;
}
}
%>
Marmalade Mountains
<% $(document.body).addClass('mapClass') %>
<!--Mountain Map-->
<span class="displayMap0" >. . .</span><br>
<span class="displayMap1_1" >. . .</span><a class="displayMap1location" style="color:crimson" onclick='story.state.Mountain_Frog_Temple(); this.onclick=null;'>Frog_Temple</a><span class="displayMap1_2" >. . .</span><br>
<span class="displayMap2" >. . .</span><br>
<span class="displayMap3_1" >. . .</span>..<a class="displayMap3location" style="color:crimson" onclick='story.state.Mountain_Mountain(); this.onclick=null;'>Enter</a>..<span class="displayMap3_2" >. . .</span><br>
<span class="displayMap4" >. . .</span><br>
<span class="displayMap5" >. . .</span><br>
<span class="displayMap6" >. . .</span><br>
<span class="displayMap7" >. . .</span><br>
<span class="displayMap8" >. . .</span><br>
<span class="displayMap9" >. . .</span><br>
<span class="displayMap10" >. . .</span><br>
<span class="displayMap11_1" >. . .</span><a class="displayMap11location" style="color:crimson" onclick='story.state.Mountain_Merchant(); this.onclick=null;'>Hollow</a><span class="displayMap11_2" >. . .</span><br>
<span class="displayMap12" >. . .</span><br>
<span class="displayMap13" >. . .</span><br>
<span class="displayMap14" >. . .</span><br>
<span class="displayMap15" >. . .</span><br>
<span class="displayMap16" >. . .</span><br>
<span class="displayMap17_1" >. . .</span><a class="displayMap17location" style="color:crimson" onclick='story.state.Mountain_Tree(); this.onclick=null;'>Picnic_Spot</a><span class="displayMap17_2" >. . .</span><br>
<span class="displayMap18" >. . .</span><br>
<span class="displayMap19" >. . .</span><br>
<span class="displayMap20_1" >. . .</span><a class="displayMap20location" style="color:crimson" onclick='story.state.Mountain_Ship(); this.onclick=null;'>Shipwreck</a><span class="displayMap20_2" >. . .</span><br>
<span class="displayMap21" >. . .</span><br>
<span class="displayMap22_1" >. . .</span><a class="displayMap22location" style="color:crimson" onclick='story.state.Mountain_Engine(); this.onclick=null;'>Burnt_Hill</a><span class="displayMap22_2" >. . .</span><br>
<span class="displayMap23" >. . .</span><br>
<span class="displayMap24" >. . .</span><br>
<span class="displayMap25" >. . .</span><br>
<span class="displayMap26" >. . .</span><br>
<span class="displayMap27_1" >. . .</span><a class="displayMap27location" style="color:crimson" onclick='story.state.Mountain_Mermaid(); this.onclick=null;'>Covert_Cove</a><span class="displayMap27_2" >. . .</span><br>
<span class="displayMap28" >. . .</span><br>
<span class="displayMap29" >. . .</span><br>
<span class="displayMap30_1" >. . .</span><a class="displayMap30location" style="color:crimson" onclick='story.state.Mountain_Jelly_Pits(); this.onclick=null;'>Jelly_Pits</a><span class="displayMap30_2" >. . .</span><br>
<span class="displayMap31" >. . .</span><br>
<!--
<span class="beach0">...</span><br>
<span class="beach1">...</span><br>
<span class="beach1_1">...</span><br>
<span class="beach2">...</span><br>
<span class="beach3">...</span><br>
<span class="beach4">...</span><br>
<span class="beach5">...</span><br>
<span class="beach6">...</span><br>
<span class="beach7">...</span><br>
<span class="beach8">...</span><br>
<span class="beach9">...</span><br>
<span class="beach10">...</span><br>
<span class="beach11">...</span><br>
<span class="beach12">...</span><br>
<span class="beach13">...</span><br>
<span class="beach14">...</span><br>
<span class="beach15">...</span><br>
<span class="beach16">...</span><br>
-->
<%
story.state.MapClicked=false;
s.isWalking=false;
s.mapChars=[s.mapW];for(var i=0;i<s.mapH;i++){s.mapChars[i]=[s.mapH];}//map characters
s.printMapscreen();
s.printBeach();
%>
<%
story.state.Mountain_Jelly_Pits = function () {
if(story.state.MapClicked==false){
story.state.MapClicked=true;
s.selectPath(s.Jelly_Pits_MountainWalked, s.mt_jpPath, 'Jelly_PitsMap');
s.Jelly_Pits_MountainWalked=true;
}
}
story.state.Mountain_Mermaid = function () {
if(story.state.MapClicked==false){
story.state.MapClicked=true;
s.selectPath(s.Mermaid_MountainWalked, s.mt_mmPath, 'MermaidMap');
s.Mermaid_MountainWalked=true;
}
}
story.state.Mountain_Merchant = function () {
if(story.state.MapClicked==false){
story.state.MapClicked=true;
s.selectPath(s.Merchant_MountainWalked, s.mt_mcPath, 'MerchantMap');
s.Merchant_MountainWalked=true;
}
}
story.state.Mountain_Ship = function () {
if(story.state.MapClicked==false){
story.state.MapClicked=true;
s.selectPath(s.Ship_MountainWalked, s.mt_spPath, 'ShipMap');
s.Ship_MountainWalked=true;
}
}
story.state.Mountain_Tree = function () {
if(story.state.MapClicked==false){
story.state.MapClicked=true;
s.selectPath(s.Tree_MountainWalked, s.mt_trPath, 'TreeMap');
s.Tree_MountainWalked=true;
}
}
story.state.Mountain_Engine = function () {
if(story.state.MapClicked==false){
story.state.MapClicked=true;
s.selectPath(s.Engine_MountainWalked, s.mt_ngPath, 'EngineMap');
s.Engine_MountainWalked=true;
}
}
story.state.Mountain_Frog_Temple = function () {
if(story.state.MapClicked==false){
story.state.MapClicked=true;
s.selectPath(s.Frog_Temple_MountainWalked, s.mt_ftPath, 'Frog_TempleMap');
s.Frog_Temple_MountainWalked=true;
}
}
story.state.Mountain_Mountain = function () {
if(story.state.MapClicked==false){
story.state.MapClicked=true;
if (story.footsteps == 0 ){
story.show('Melted');
}
else if(story.chasedbycrew == "true"){
story.show('mountainszombiedeath');
}
else if(story.twincomplete == "true"){
story.show('TwinPatternCompletion');
}
else{
story.show('MountainBase');
}
}
}
%>
Double-click this passage to edit it.<div align='center'><br>[[such a strange dream.|dream2]]</div><div align='center'><br>such a strange dream.<br>[[you were sitting on a chequered blanket.|dream3]]</div><div align='center'><br>such a strange dream.<br>you were sitting on a chequered blanket.<br>[[you were holding a terribly greasy fruit.|dream5]] </div><div align='center'><br>such a strange dream.<br>you were sitting on a chequered blanket.<br>you were holding a terribly greasy fruit.<br>[[now the morning sun is in your eyes.|yawn]] </div><br>stretch your <i>[[delicious|stretch23]]</i> jelly limbs.<br>stretch your <i>delicious</i> jelly limbs.
<br>[[rub your eyelids.|stretch24]]<br>stretch your <i>delicious</i> jelly limbs.
<br>rub [[the lemon zest|stretch25]] from your eyelids.<br>stretch your <i>delicious</i> jelly limbs.
<br>rub the lemon zest from your eyelids.
<br>[[another beautiful morning!|beautifulday]]<br>sunlight buttering the hills. seagulls wheeling over the beach. luscious citrus rinds simmering in your caldera. you are fresh. newborn! and the Lonely Valley is a [[lovely destination for a stroll|lovelyspot1]]. no ancient forces hungrily guarding the landscape or anything like that.<br>[[you have places to go.|lovelyspot2]]<br>you have places to go.
<br>[[you have people to meet.|stretch2]]<br>you have places to go.
<br>you have people to meet.
<br>you have picnics to prepare.
[[of course! you were dreaming about a picnic!|aboutpicnic]]<br>you have places to go.
<br>you have people to meet.
<br>you have picnics to prepare.
of course! you were dreaming about a picnic! perhaps you can have one today. [[you know the perfect spot.|stretch3]]<br>you cannot take another step. you are drawn sideways, like a bowling-ball into a gutter, [[into the channels you've tracked across the valley|Melted]].
<% story.TwinPatternWillMeltYou = "" %><br>as soon as you take one more step, your legs wobble, your knees jiggle, and your body wiggles as you [[slump down into a puddle|Melted]].
<% story.TreePatternWillMeltYou = "" %>1.00 This is the first appearance of the update tracker!
2.00 Added new variables to melt you after pattern completion.
3.00 bugfix1
4.00 bugfix2 mermaid 'Enter' text
5.00 CSS style update for font size/color & background
6.00 Added "SKIP INTRO" test button
7.00 fixed colors and hollow bug
8.00 made map links crimson
9.00 goblin attempt
10.00 Remove style classes when not on map. Edits to intro.
11.00 truncated map bottom, fixed wine link, new loadMapStrings
12.00 Edits to start text, fixed items removed during Melting
13.00 More clues for biscuits/tadpoles/zombies, mermaid only eats once, more explicit directions about 5 locations before melting, edited start again, cursor on the map is a pointing hand now, Captain Bones more direct clues
14.00 Added beta testers to credits
15.00 clarified glyph and star-chart
16.00 Courier should be the font now. Fixed "permit me to play" text<br><%
if (story.goblinborn!=1)
{ %> you peer into the water. they're congregating around a giant pipe at the bottom: something apparently connected to the temple's plumbing. [[if you could turn that plumbing on somewhere inside|TempleBase]], you'd blast these tadpoles right outta the ponds. into your grasp. <% }
else
{ %> You peer into the water. They're congregating around a giant pipe at the bottom: something apparently connected to the temple's plumbing. [[If you could turn that plumbing on somewhere inside|TempleBase]], you'd blast these tadpoles right outta the ponds. Into your grasp. <% }
%>
<br><i>Stay away!
<br>No trespassers in the hold!
<br><% if (story.podsfilled == "1" ) { %> [[These biscuits belong to us!|removenote]] <% } else { %> [[These biscuits belong to us!|climb aboard]] <% } %>
<br>You have been warned!
<br>well, this warning is outdated. and outdated warnings should not be left hanging about, stabbed into hatches.
<i>[[rip it into shreds|destroywarning]]
<br>[[crumple it into a ball and throw it away|destroywarning]]
<br>[[crumble it into a ball and eat it|destroywarning]]
<br>[[how very satisfying.|climb aboard]]
<% story.notedestroyed = "true" %><br>you can only visit five landmarks before you melt.
<br>but [[there's something wonderful about melting|tutorial]].<br>you can only visit five landmarks before you melt.
<br>but there's something wonderful about melting.
<br>[[no matter what, you always trickle home.|JellyPitsBase]]
<br>well, that's life when you're jelly. you melt, and the footsteps you tracked across the valley also melt. [[your liquid flows back underground toward the pits.|tutorialmelt2]]
<% story.tutorialmelt = 1 %>
<% story.player = "purple" %>
<% story.eel = "" %>
<% story.ash = "" %>
<% story.crystal = "" %>
<% story.shell = "" %>
<% story.tadpole = "" %>
<% story.goblinfruit = "" %>
<% story.splinter = "" %>
<% story.chasedbycrew = "false" %>
<%
//reset map
s.loadMapStrings();
//reset paths walked
s.Jelly_Pits_MermaidWalked=false;
s.Jelly_Pits_MerchantWalked=false;
s.Jelly_Pits_ShipWalked=false;
s.Jelly_Pits_TreeWalked=false;
s.Jelly_Pits_EngineWalked=false;
s.Jelly_Pits_Frog_TempleWalked=false;
s.Jelly_Pits_MountainWalked=false;
s.Mermaid_MerchantWalked=false;
s.Mermaid_ShipWalked=false;
s.Mermaid_TreeWalked=false;
s.Mermaid_EngineWalked=false;
s.Mermaid_Frog_TempleWalked=false;
s.Mermaid_MountainWalked=false;
s.Merchant_ShipWalked=false;
s.Merchant_TreeWalked=false;
s.Merchant_EngineWalked=false;
s.Merchant_Frog_TempleWalked=false;
s.Merchant_MountainWalked=false;
s.Ship_TreeWalked=false;
s.Ship_EngineWalked=false;
s.Ship_Frog_TempleWalked=false;
s.Ship_MountainWalked=false;
s.Tree_EngineWalked=false;
s.Tree_Frog_TempleWalked=false;
s.Tree_MountainWalked=false;
s.Engine_Frog_TempleWalked=false;
s.Engine_MountainWalked=false;
s.Frog_Temple_MountainWalked=false;
//reset remaining walks
s.remainingWalks=5;
%>
<br>but whatever you accomplished, [[you accomplished it|tutorialmelt3]].<br>but whatever you accomplished, you accomplished it.
<br>[[sometimes you might have to melt to succeed!|tutorialmelt4]]<br>but whatever you accomplished, you accomplished it.
<br>sometimes you might have to melt to succeed!
<br>[[and it's still a beautiful day.|tutorialmelt5]]<br>[[arise from your simmering sauce.|JellyPitsBase]]<br><div align='center' style='font-size: 120%;'> <b>JELLY</b><br><i>a love story</i> </div>
<br><div align='center' style='font-size: 100%;'> Tom Lento<br>Chandler Groover </div>
<div align='center' style='font-size: 100%;'> <br><u>Beta Testers</u><br>Taylor Bradshaw (first to complete)
<br>Kevin Reilly • Colleen Patricia • Mistik the Blue Dragoon
Special Thanks
<br>Connor Couetil </div>