An Escape To RememberAn interactive fiction by the IF Whispers Team (2006) - the Inform 7 source text | ||||||||||||||||||||
Home page Contents Previous Next Complete text | Section 3 - Second half of Dague's part
North of Depot is a tracked room called Great Underground Desert. When whisper 9 begins: say "([bold type]Hint[roman type]: the goal of this segment is to go north from this room.)" Depot has description "A large concrete platform with a few metal benches separates two sets of train tracks. One set leads from the northwest to the south and the other from the north, ending at this spot. A little utility shed is at one end of the platform." Depot can be cart east. The west set of train tracks and east set of train tracks are scenery in depot. Before entering something when the noun is the west set or the east set: say "Walking on train tracks is dangerous. You might get squished." instead. The metal benches are scenery enterable supporter in depot. the large concrete platform is scenery enterable supporter in depot. The little utility shed is scenery in depot. Before entering little utility shed, move player to Inside Utility Shed instead. Instead of putting something on the large concrete platform, try dropping the noun. Instead of entering the large concrete platform while the player is in the location, say "You are already on the platform." Instead of entering the large concrete platform, try exiting. Instead of searching or examining the large concrete platform, try looking. Rule for writing a paragraph about the push-cart when in depot: say "A push-cart is on the [if depot is cart east]east[otherwise]west[end if] set of tracks." The old gnome man is a man in depot. The gnome can be awake. "On a bench, an old gnome man [gnome state]." The gnome is transparent. To say gnome state: if gnome carries the newspaper, say "is reading a newspaper"; if gnome is awake and gnome does not carry newspaper, say "is giving you a dirty look"; if gnome is not awake, say "dozes, his head bobbing slightly as he breathes". The gnome has description "The man is probably retired and sits out here for want of anything else to do[if gnome carries something]. He carries [list of things carried by gnome][end if]." Instead of waking gnome when player is in push-cart, say "You can't read reach him from the cart." Instead of waking gnome when gnome is awake: say "That has already been done." Instead of waking gnome: now gnome is awake; say "He jerks awake [if newspaper is carried]and glances at the newspaper you hold [end if]growling, 'Huh? What is it?'" Before giving or showing something to gnome when gnome is not awake, try asking gnome about "foo" instead. Before asking gnome about something when gnome is not awake: say "He is asleep and does not respond to this." instead. Report giving something to gnome: say "'What do I want with that?' he asks crankily." instead. Report asking gnome about something: say "'Well, what about it?' he barks." instead. The replies of the gnome is Table of Gnome Replies. Table of Gnome Replies
Instead of giving or showing miniature to gnome when generator is not in Inside Utility Shed, say "The gnome shakes his head, 'That won't be of any use without a generator powering this place. And I believe there is no generator in the utility shed.'" To say describe lights: if generator is not switched on, say "Both lights are off"; if generator is switched on, say "The light on the [bold type][if depot is cart east]east[otherwise]west[end if][roman type] is on". Depot is outside of Inside Utility Shed. Inside Utility Shed has description "A large detailed map of the system of train tracks hangs here. You notice two small lights in it which seem to correspond to both sides of the platform. [describe lights]. A red button is by the map and a big lever and a power cord are attached to one wall." Some small lights and the large map and the big lever and the power cord and a red button and the crude drawing are scenery in Inside Utility Shed. The big lever has description "Instructions printed beside it read 'Attach cord to generator before turning lever.' A crude drawing that might a guy sitting on a bench is scrawled next to that." Instead of turning the big lever, say "It won't budge!" The power cord has description "[if generator is in location]It is attached to the generator[otherwise]It would attach to a generator, you suppose[end if]." It can be switched on. Every turn when the power cord is switched off and the generator is in Inside Utility Shed: now the power cord is switched on; say "You attach the power cord to the generator!" Before taking the generator when in Inside Utility Shed: say "There's no need to move the generator now." instead. Every turn when the miniature is switched off and the generator is switched off during whisper 9: now the generator is switched on. Instead of pushing the red button when generator is switched on: if depot is cart east, now depot is not cart east; otherwise now depot is cart east; say "As you push it, a [bold type]flicker[roman type] occurs outside the shed, like a flash bulb going off. The small map lights change." Instead of pushing the red button, say "Nothing happens. Guess that isn't the on button." Instead of giving newspaper to gnome: move newspaper to gnome; move grocery to player; say "'Why thank you. I would like to read something,' the gnome says, accepting the paper. Then he looks you up and down and puts the grocery bag in your hands, 'And here is something in return. It's no use to me and obviously it would be of use to you!'" Every turn when the gnome had been awake for 3 turns and gnome does not carry newspaper: now gnome is not awake; if gnome is visible, say "The gnome man sighs and closes his eyes, going back to sleep." The grocery bag is an open unopenable container. It is carried by gnome. Before searching the grocery bag when the grocery bag is carried by the gnome: say "You can't look inside the bag since the gnome has it." instead. The pink polyester suit is wearable in the grocery bag. It has description "It [if suit is worn]makes you look[otherwise]looks[end if] so [bold type]cool[roman type]!". After wearing the suit for the first time: say "Hah! You feel great wearing the cool pink polyester suit! You feel like a [bold type]middle school principal[roman type]! And to think you've been going around buff all this time." instead. The candy bar is in repository. It has description "Yay chocolate! Boo the expiration date is a year ago." Before eating candy bar: say "You start to unwrap it and then notice the expiration date is a year ago. Sigh." instead. Instead of searching the pink polyester suit for the first time: if candy bar is in repository begin; move candy bar to player; say "Hey, you found a [bold type]candy bar[roman type]!"; otherwise; continue the action; end if. The newspaper is in Warehouse. It has description "You scan the headlines... investigation of bank scandal... troll labor leaders calling for pay hike... princess recovered after falling in well... It's the same old news you always hear." Understand "news/paper" as newspaper. Instead of reading the newspaper, try examining the newspaper. Instead of going a direction by the push-cart when in depot and depot is not cart east: if noun is north, say "The east set of tracks goes in that direction. But the push-cart is on the west set."; otherwise continue the action. Instead of going a direction by the push-cart when in depot and depot is cart east: if noun is northwest or south, say "The west set of tracks goes in those directions. But the push-cart is on the east set."; otherwise continue the action. South of Depot is a tracked room called Narrow Passage. It has description "You trundle along the tracks through the caverns." South of Passage is a tracked room called Over a Bridge. It has description "The tracks cross a stone bridge which was built over a creek bed. A small path heads east." Beneath the Bridge is a room. "Taking shelter here is a grimy troll woman. She putters around a pile of mechanical equipment, taking some unidentifiable things apart and latching others together. A path is southeast." The pile of mechanical equipment is scenery in Beneath the Bridge. A troll woman is a transparent woman in Beneath the Bridge. "The troll scratches her head with a wrench and mutters quietly." A wrench is carried by troll. The replies of the troll is Table of Troll Replies. Table of Troll Replies
She shows you her dirty hands, which are missing a few fingers." "gnome/man" or "gnome man" or "old gnome man" "She curls her nose, saying 'Aww that crotchety old fart ain't worth nothin anymore. He just sits there reading the newspaper.'" "generator" "She nods, 'Yep, that's the kind of thing I can repair.'" Before giving or showing the candy bar to the troll: remove candy bar from play; move note to player; say "She grabs the candy from your hand! '*munch* Now this is my kind of food! *munch*' she says while eating. 'Here. You might want this note!'" instead. Every turn when three heavy cases are in Beneath the Bridge: repeat with x running from 1 to 3 begin; move a random heavy case in location to repository; end repeat; move generator to location; say "The troll woman laughs at your efforts. 'That's a lot of work for one such as yourself, innit? But you did well to haul these over here. I'll give you a hand putting the generator together!' The woman is immediately consumed by the task, and you are fascinated by how deft she is with her tools and how easy she makes it all look. In about half an hour she declares the device completed. She claps you on the shoulder, waving away your profuse thanks. 'This kind of job is a lot of fun,' she says." A small path is a scenery open unopenable door. A small path is southeast of Beneath the Bridge and east of Over a Bridge. After going through small path from Over a Bridge: say "You follow the path as it goes east and winds back and down northwest."; continue the action. After going through small path from Beneath the Bridge: say "The path climbs southeast and up and winds back west."; continue the action. Bridge Area is a region. Over a Bridge and Beneath the Bridge are in Bridge Area. The stone bridge and the creek bed are backdrop in bridge area. South of Over a Bridge is a tracked room called End of Tracks. It has description "The tracks end at stucco building that might be a warehouse. The door south is [if warehouse door is open]open[otherwise]closed[end if]." The cases found flag is a number variable. The cases found flag is 0. Warehouse is a room. "Nondescript boxes are stacked high everywhere here. The door is north." [LS DEBUG: Arrrgh! Somehow, I7 knows what 'boxes' are, and if the player is holding a box, it messes up everything. Grm grm grm.] Some nondescript boxes are scenery in the warehouse. The description is "[if the cases found flag is 0]You wander around looking at boxes for a bit, but have no idea what you're looking for[otherwise]You've already found what you were after[end if]." Instead of examining the nondescript boxes: if the cases found flag is 0 begin; if the note is handled, say "Hmm. Some of the numbers here might correspond to the numbers on that note."; otherwise say "You wander around looking at boxes for a bit, but have no idea what you're looking for."; otherwise; say "You've already found what you were after."; end if; rule succeeds; The warehouse door is a scenery locked lockable door. It is south of End of Tracks and north of Warehouse. The matching key of the warehouse door is the bronze key. The bronze key is a thing in depot. The note is carried by troll. It has description "It's a list titled 'generator parts' and has three number codes." Understand "number/code/codes" or "number code/codes" as the note. Instead of reading the note, try examining the noun. A heavy case is a kind of heavy item. A heavy case has printed name "heavy case". Rule for printing the plural name of a heavy case: say "heavy cases". Three heavy cases are in repository. After examining the note when in the warehouse: if the cases found flag is 0 begin; change the cases found flag to 1; repeat with x running from 1 to 3 begin; move a random heavy case in repository to warehouse; end repeat; say "Searching the stacks of cases for a while, you identify the ones corresponding to the number codes." instead; end if. The generator is a heavy item. "The generator, a big red metal device is here, [if generator is switched on]humming [bold type]noisily[roman type][otherwise]silent, which must mean it's not on[end if]." It can be switched on. After dropping the generator: now the generator is not handled. |