,,,,,,<<nobr>>
<<if $state is "examine">>[[Radiance|radiance_x]]<<elseif $state is "read">>[[Radiance|radiance_read]]<<else>>Radiance<</if>> washes through the windows, biting away the dust and shadows. There is no <<if $state is "read">>[[vern|vern_read]]<<else>>vern<</if>> here. The <<if $state is "examine">>[[windows|windows_x]]<<elseif $state is "read">>[[windows|windows_read]]<<else>>windows<</if>> are open, four feet by two each, providing outlook in all four directions.
<br><br>Through the <<if $state is "examine">>[[northmost opening|northwindow_x]]<<else>>northmost opening<</if>>, <<if $state is "examine">>[[the sun|sun_x1]]<<elseif $state is "read">>[[the sun|sun_read]]<<else>>the sun<</if>> sprawls in the sky, magnificent. Beyond the <<if $state is "examine">>[[southernmost opening|southwindow_x]]<<else>>southernmost opening<</if>> a crooked flagpole wilts, ashamed with rust. Through the <<if $state is "examine">>[[eastmost opening|eastwindow_x]]<<else>>eastmost opening<</if>>, you may see the ocean, and what swims lustrously within. Through the <<if $state is "examine">>[[westmost opening|westwindow_x]]<<else>>westmost opening<</if>>, desert.
<br><br><<if $state is "move">>[[Stairs|midwaytower_basic]]<<else>>Stairs<</if>> descend from the bare stone floor.
<br><br>A <<if $state is "examine">>[[model landscape|model_x]]<<else>>model landscape<</if>> may have been encased on the pedestal beneath the east window, once. No more. The glass is blackened and silent. You’ll get no help from there, not this time.
<br><br>Sleep gradually departs from your eyes. <<if $state is "examine">>[[You|you_x]]<<elseif $state is "speak">>[[You|you_speak]]<<else>>You<</if>> stand gently in the middle of it all.
<<if $hateworm is "taken">><br><br>A <<if $state is "examine">>[[hateworm|hateworm_x1]]<<elseif $state is "speak">>[[hateworm|hateworm_speak1]]<<elseif $state is "drop">>[[hateworm|hateworm_drop]]<<elseif $state is "read">>[[hateworm|hateworm_read]]<<else>>hateworm<</if>> is tethered furiously to your arm. <<if $refraction is "taken">>Armed with a refraction, you may [[cut it loose.|hateworm_sever]]<<else>><</if>><<else>><</if>>
<<if $guidebook is "observatory">><br><br>At your feet there is a <<if $state is "examine">>[[guidebook|guidebook_x1]]<<elseif $state is "take">>[[guidebook|guidebook_take]]<<else>>guidebook<</if>>.<<else>><</if>>
<br>
<<if $refraction is "observatory">><br>A <<if $state is "take">>[[refraction|observatory_take][$refraction to "taken"]]<<else>>refraction<</if>> is here.<<else>><</if>>
<<if $rainchime is "observatory">><br>A <<if $state is "take">>[[rainchime|observatory_take][$rainchime to "taken"]]<<else>>rainchime<</if>> is here.<<else>><</if>>
<<if $truthsayer is "observatory">><br>A <<if $state is "take">>[[truthsayer|observatory_take][$truthsayer to "taken"]]<<else>>truthsayer<</if>> is here.<<else>><</if>>
<<if $truth is "observatory">><br>A <<if $state is "take">>[[truth|observatory_take][$truth to "taken"]]<<else>>truth<</if>> is here.<<else>><</if>>
<<if $lightbox is "observatory">><br>A <<if $state is "take">>[[lightbox|observatory_take][$lightbox to "taken"]]<<else>>lightbox<</if>> is here.<<else>><</if>>
<<if $darkbox is "observatory">><br>A <<if $state is "take">>[[darkbox|observatory_take][$darkbox to "taken"]]<<else>>darkbox<</if>> is here.<<else>><</if>>
<<if $boat is "observatory">><br>A <<if $state is "take">>[[boat|observatory_take][$boat to "taken"]]<<else>>boat<</if>> is here.<<else>><</if>>
<<if $notions is "led">><br><br>A great crowd of <<if $state is $read>>[[notions|notions_read]]<<else>>notions<</if>> follow noisily in your wake, led by the song of the rainchimes.<<else>><</if>>
<</nobr>>
[[Examine|observationroom_basic][$state to "examine"]] | [[Speak|observationroom_basic][$state to "speak"]] <<if $guidebook is "taken">>| [[Read|observationroom_basic][$state to "read"]] <<else>><</if>> | [[Take|observationroom_basic][$state to "take"]] | [[Move|observationroom_basic][$state to "move"]] | [[Inventory|observationroom_invcheck][$state to "inv"]]
<<nobr>>
Four stories above the ground and four stories from the top of <<if $state is "read">>[[the tower|tower_read]]<<else>>the tower<</if>>, <<if $state is "examine">>[[you|you_x2]]<<elseif $state is "speak">>[[you|you_speak2]]<<else>>you<</if>> are balanced perfectly between <<if $state is "read">>[[the sky|sky_read]] and [[sea|ocean_read]]<<else>>the sky and sea<</if>>. The stairs twist thoughtfully through the empty space they occupy, and break through the stone ceiling <<if $state is "move">>[[to the observatory above|observationroom_basic]]<<else>>to the observatory above<</if>>. Below, <<if $state is "move">>[[the ground is steady|towerbase_basic]]<<else>>the ground is steady<</if>>. <<if $state is "read">>[[Dust|dust_read]] and [[radiance|radiance_read]]<<elseif $state is "examine">>[[Dust|dust_x]] and [[radiance|radiance_x2]]<<else>>Dust and radiance<</if>> are your companions.
<<if $hateworm is "taken">><br><br><<if $hateworm is "taken">>The <<if $state is "examine">>[[hateworm|hateworm_x2]]<<elseif $state is "speak">>[[hateworm|hateworm_speak2]]<<elseif $state is "read">>[[hateworm|hateworm_read]]<<else>>hateworm<</if>> twirls angrily in your unwilling grip. <<if $refraction is "taken">>Armed with a refraction, you may [[cut it loose.|hateworm_sever]]<<else>><</if>><<else>><</if>><<else>><</if>>
<br>
<<if $guidebook is "midwaytower">><br>A <<if $state is "take">>[[guidebook|midwaytower_take][$guidebook to "taken"]]<<else>>guidebook<</if>> is here.<<else>><</if>>
<<if $refraction is "midwaytower">><br>A <<if $state is "take">>[[refraction|midwaytower_take][$refraction to "taken"]]<<else>>refraction<</if>> is here.<<else>><</if>>
<<if $rainchime is "midwaytower">><br>A <<if $state is "take">>[[rainchime|midwaytower_take][$rainchime to "taken"]]<<else>>rainchime<</if>> is here.<<else>><</if>>
<<if $truthsayer is "midwaytower">><br>A <<if $state is "take">>[[truthsayer|midwaytower_take][$truthsayer to "taken"]]<<else>>truthsayer<</if>> is here.<<else>><</if>>
<<if $truth is "midwaytower">><br>A <<if $state is "take">>[[truth|midwaytower_take][$truth to "taken"]]<<else>>truth<</if>> is here.<<else>><</if>>
<<if $lightbox is "midwaytower">><br>A <<if $state is "take">>[[lightbox|midwaytower_take][$lightbox to "taken"]]<<else>>lightbox<</if>> is here.<<else>><</if>>
<<if $darkbox is "midwaytower">><br>A <<if $state is "take">>[[darkbox|midwaytower_take][$darkbox to "taken"]]<<else>>darkbox<</if>> is here.<<else>><</if>>
<<if $boat is "midwaytower">><br>A <<if $state is "take">>[[boat|midwaytower_take][$boat to "taken"]]<<else>>boat<</if>> is here.<<else>><</if>>
<<if $notions is "led">><br><br>A great crowd of <<if $state is $read>>[[notions|notions_read]]<<else>>notions<</if>> follow noisily in your wake, led by the song of the rainchimes.<<else>><</if>>
<</nobr>>
[[Examine|midwaytower_basic][$state to "examine"]] | [[Speak|midwaytower_basic][$state to "speak"]] <<if $guidebook is "taken">>| [[Read|midwaytower_basic][$state to "read"]] <<else>><</if>> | [[Take|midwaytower_basic][$state to "take"]] | [[Move|midwaytower_basic][$state to "move"]] | [[Inventory|midwaytower_invcheck][$state to "inv"]]<<nobr>>
<<if $state is "read">>[[Radiance|radiance_read]]<<else>>Radiance<</if>> is distant here, but there is no <<if $state is "read">>[[shade|shade_read]] and still no [[vern|vern_read]]<<else>>shade and still no vern<</if>>. <<if $state is "examine">>[[You|you_x3]]<<elseif $state is "speak">>[[You|you_speak3]]<<else>>You<</if>> loiter. Nothing remains but <<if $state is "move">>[[the stairs|midwaytower_basic]]<<else>>the stairs<</if>>, continuing up for a good eight stories before trailing off into the ceiling. <<if $state is "move">>[[To the east|beforetower_basic]]<<else>>To the east<</if>>, the plain awaits and <<if $state is "read">>[[mobiles|mobiles_read]]<<else>>mobiles<</if>> beckon.
<<if $hateworm is "taken">><br><br>Your <<if $state is "examine">>[[hateworm|hateworm_x3]]<<elseif $state is "speak">>[[hateworm|hateworm_speak3]]<<elseif $state is "read">>[[hateworm|hateworm_read]]<<else>>hateworm<</if>> quietly detests you. <<if $refraction is "taken">>Armed with a refraction, you may [[cut it loose.|hateworm_sever]]<<else>><</if>><<else>><</if>>
<br>
<<if $guidebook is "towerbase">><br>A <<if $state is "take">>[[guidebook|towerbase_take][$guidebook to "taken"]]<<else>>guidebook<</if>> is here.<<else>><</if>>
<<if $refraction is "towerbase">><br>A <<if $state is "take">>[[refraction|towerbase_take][$refraction to "taken"]]<<else>>refraction<</if>> is here.<<else>><</if>>
<<if $rainchime is "towerbase">><br>A <<if $state is "take">>[[rainchime|towerbase_take][$rainchime to "taken"]]<<else>>rainchime<</if>> is here.<<else>><</if>>
<<if $truthsayer is "towerbase">><br>A <<if $state is "take">>[[truthsayer|towerbase_take][$truthsayer to "taken"]]<<else>>truthsayer<</if>> is here.<<else>><</if>>
<<if $truth is "towerbase">><br>A <<if $state is "take">>[[truth|towerbase_take][$truth to "taken"]]<<else>>truth<</if>> is here.<<else>><</if>>
<<if $lightbox is "towerbase">><br>A <<if $state is "take">>[[lightbox|towerbase_take][$lightbox to "taken"]]<<else>>lightbox<</if>> is here.<<else>><</if>>
<<if $darkbox is "towerbase">><br>A <<if $state is "take">>[[darkbox|towerbase_take][$darkbox to "taken"]]<<else>>darkbox<</if>> is here.<<else>><</if>>
<<if $boat is "towerbase">><br>A <<if $state is "take">>[[boat|towerbase_take][$boat to "taken"]]<<else>>boat<</if>> is here.<<else>><</if>>
<<if $notions is "led">><br><br>A great crowd of <<if $state is $read>>[[notions|notions_read]]<<else>>notions<</if>> follow noisily in your wake, led by the song of the rainchimes.<<else>><</if>>
<</nobr>>
[[Examine|towerbase_basic][$state to "examine"]] | [[Speak|towerbase_basic][$state to "speak"]] <<if $guidebook is "taken">>| [[Read|towerbase_basic][$state to "read"]] <<else>><</if>> | [[Take|towerbase_basic][$state to "take"]] | [[Move|towerbase_basic][$state to "move"]] | [[Inventory|towerbase_invcheck][$state to "inv"]]
<<nobr>>
The stone <<if $state is "read">>[[tower|tower_read]]<<elseif $state is "examine">>[[tower|tower_x]]<<else>>tower<</if>> <<if $state is "examine">>[[you|you_x4]]<<elseif $state is "speak">>[[you|you_speak4]]<<else>>you<</if>> arrived in rises high and west above you from a nest of flattening <<if $state is "examine">>[[fod|fod_x4]]<<elseif $state is "read">>[[fod|fod_read]]<<else>>fod<</if>>. <<if $state is "move">>[[To enter|towerbase_basic]]<<else>>To enter<</if>>, you must cram yourself gently through an archway too small to otherwise transcend. Above the archway, a <<if $state is "examine">>[[plaque|plaque_x]]<<else>>plaque<</if>> resides, approaching its size. <<if $state is "move">>[[Eastwards|crossroads_basic]]<<else>>Eastwards<</if>>, more <<if $state is "read">>[[mobiles|mobiles_read]]<<else>>mobiles<</if>> implore you towards the hills and the ocean.
<<if $hateworm is "taken">><br><br>Your <<if $state is "examine">>[[hateworm|hateworm_x4]]<<elseif $state is "speak">>[[hateworm|hateworm_speak4]]<<elseif $state is "read">>[[hateworm|hateworm_read]]<<else>>hateworm<</if>> traces sullen loops about your wrist. <<if $refraction is "taken">>Armed with a refraction, you may [[cut it loose.|hateworm_sever]]<<else>><</if>><<else>><</if>>
<br>
<<if $guidebook is "beforetower">><br>A <<if $state is "take">>[[guidebook|beforetower_take][$guidebook to "taken"]]<<else>>guidebook<</if>> is here.<<else>><</if>>
<<if $refraction is "beforetower">><br>A <<if $state is "take">>[[refraction|beforetower_take][$refraction to "taken"]]<<else>>refraction<</if>> is here.<<else>><</if>>
<<if $rainchime is "beforetower">><br>A <<if $state is "take">>[[rainchime|beforetower_take][$rainchime to "taken"]]<<else>>rainchime<</if>> is here.<<else>><</if>>
<<if $truthsayer is "beforetower">><br>A <<if $state is "take">>[[truthsayer|beforetower_take][$truthsayer to "taken"]]<<else>>truthsayer<</if>> is here.<<else>><</if>>
<<if $truth is "beforetower">><br>A <<if $state is "take">>[[truth|beforetower_take][$truth to "taken"]]<<else>>truth<</if>> is here.<<else>><</if>>
<<if $lightbox is "beforetower">><br>A <<if $state is "take">>[[lightbox|beforetower_take][$lightbox to "taken"]]<<else>>lightbox<</if>> is here.<<else>><</if>>
<<if $darkbox is "beforetower">><br>A <<if $state is "take">>[[darkbox|beforetower_take][$darkbox to "taken"]]<<else>>darkbox<</if>> is here.<<else>><</if>>
<<if $boat is "beforetower">><br>A <<if $state is "take">>[[boat|beforetower_take][$boat to "taken"]]<<else>>boat<</if>> is here.<<else>><</if>>
<<if $notions is "led">><br><br>A great crowd of <<if $state is $read>>[[notions|notions_read]]<<else>>notions<</if>> follow noisily in your wake, led by the song of the rainchimes.<<else>><</if>>
<</nobr>>
[[Examine|beforetower_basic][$state to "examine"]] | [[Speak|beforetower_basic][$state to "speak"]] <<if $guidebook is "taken">>| [[Read|beforetower_basic][$state to "read"]] <<else>><</if>> | [[Take|beforetower_basic][$state to "take"]] | [[Move|beforetower_basic][$state to "move"]] | [[Inventory|beforetower_invcheck][$state to "inv"]]
<<nobr>>
<<if $state is "examine">>[[You|you_x5]]<<elseif $state is "speak">>[[You|you_speak5]]<<else>>You<</if>> stand at a crossroads. The land increases towards your head <<if $state is "move">>[[to the south|caveoutside_basic]]<<else>>to the south<</if>>, and decreases away from your feet, following the trail of a rushing stream all the way <<if $state is "move">>[[to the north|hole_basic]]<<else>>to the north<</if>>. <<if $state is "read">>[[Mobiles|mobiles_read]]<<elseif $state is "examine">>[[Mobiles|mobiles_x5]]<<else>>Mobiles<</if>> lead accordingly in both directions. A long walk <<if $state is "move">>[[to your west|beforetower_basic]]<<else>>to your west<</if>> would have you encounter a tower, and the scent of <<if $state is "read">>[[vern|vern_read]]<<else>>vern<</if>> <<if $state is "move">>[[to your east|shoreside_basic]]<<else>>to your east<</if>> stirs to mind the roiling of the ocean.
<br><br>Long furrows of trailing <<if $state is "examine">>[[fod|fod_x5]]<<elseif $state is "read">>[[fod|fod_read]]<<else>>fod<</if>> mark all the places where a <<if $state is "examine">>[[High Wall is not|highwall_x]]<<else>>High Wall is not<</if>>.
<br><br>Entreated upon the ground are the crumbling remains of a <<if $state is "examine">>[[toolman|toolman_x]]<<elseif $state is "read">>[[toolman|toolman_read]]<<else>>toolman<</if>>. Besides it, <<if $state is "examine">>[[a vector|vector_x]]<<elseif $state is "read">>[[a vector|vector_read]]<<elseif $state is "speak">>[[a vector|vector_speak]]<<else>>a vector<</if>> wallows.
<<if $hateworm is "taken">><br><br>Your <<if $state is "examine">>[[hateworm|hateworm_x5]]<<elseif $state is "speak">>[[hateworm|hateworm_speak5]]<<elseif $state is "read">>[[hateworm|hateworm_read]]<<else>>hateworm<</if>> keeps a careful distance from the vector. <<if $refraction is "taken">>Armed with a refraction, you may [[cut it loose.|hateworm_sever]]<<else>><</if>><<else>><</if>>
<br>
<<if $guidebook is "crossroads">><br>A <<if $state is "take">>[[guidebook|crossroads_take][$guidebook to "taken"]]<<else>>guidebook<</if>> is here.<<else>><</if>>
<<if $refraction is "crossroads">><br>A <<if $state is "take">>[[refraction|crossroads_take][$refraction to "taken"]]<<else>>refraction<</if>> is here.<<else>><</if>>
<<if $rainchime is "crossroads">><br>A <<if $state is "take">>[[rainchime|crossroads_take][$rainchime to "taken"]]<<else>>rainchime<</if>> is here.<<else>><</if>>
<<if $truthsayer is "crossroads">><br>A <<if $state is "take">>[[truthsayer|crossroads_take][$truthsayer to "taken"]]<<else>>truthsayer<</if>> is here.<<else>><</if>>
<<if $truth is "crossroads">><br>A <<if $state is "take">>[[truth|crossroads_take][$truth to "taken"]]<<else>>truth<</if>> is here.<<else>><</if>>
<<if $lightbox is "crossroads">><br>A <<if $state is "take">>[[lightbox|crossroads_take][$lightbox to "taken"]]<<else>>lightbox<</if>> is here.<<else>><</if>>
<<if $darkbox is "crossroads">><br>A <<if $state is "take">>[[darkbox|crossroads_take][$darkbox to "taken"]]<<else>>darkbox<</if>> is here.<<else>><</if>>
<<if $boat is "crossroads">><br>A <<if $state is "take">>[[boat|crossroads_take][$boat to "taken"]]<<else>>boat<</if>> is here.<<else>><</if>>
<<if $notions is "led">><br><br>A great crowd of <<if $state is $read>>[[notions|notions_read]]<<else>>notions<</if>> follow noisily in your wake, led by the song of the rainchimes.<<else>><</if>>
<</nobr>>
[[Examine|crossroads_basic][$state to "examine"]] | [[Speak|crossroads_basic][$state to "speak"]] <<if $guidebook is "taken">>| [[Read|crossroads_basic][$state to "read"]] <<else>><</if>> | [[Take|crossroads_basic][$state to "take"]] | [[Move|crossroads_basic][$state to "move"]] | [[Inventory|crossroads_invcheck][$state to "inv"]]
<<nobr>>
<<if $hole is "full">>By the mobile south, a rounded <<if $state is "examine">>[[hole|hole_x]]<<else>>hole<</if>>, five times as wide as <<if $state is "examine">>[[you|you_x6]]<<elseif $state is "speak">>[[you|you_speak6]]<<else>>you<</if>> are tall, deepens through the earth, cradling unthinkable amounts of water in its depths. The surface is roiling, bubbling.
<br><br>A stream of water straggles in <<if $state is "move">>[[from the south|crossroads_basic]]<<else>>from the south<</if>>, promising the hole will always overflow.
<br><br>You may pass onwards <<if $state is "move">>[[to the east|shatterfields_basic]]<<else>>to the east<</if>> from here.
<br><br>At the bottom of the pool, you can see a distant <<if $state is "examine">>[[truth|truth_x]]<<elseif $state is "read">>[[truth|truth_read]]<<elseif $state is "take">>[[truth|truth_take1]]<<else>>truth<</if>>.
<<if $hateworm is "taken">><br><br>Your <<if $state is "examine">>[[hateworm|hateworm_x6]]<<elseif $state is "speak">>[[hateworm|hateworm_speak6]]<<elseif $state is "read">>[[hateworm|hateworm_read]]<<else>>hateworm<</if>> observes the hole with passive disdain. <<if $refraction is "taken">>Armed with a refraction, you may [[cut it loose.|hateworm_sever]]<<else>><</if>><<else>><</if>>
<<if $notions is "led">><br><br>A great crowd of <<if $state is $read>>[[notions|notions_read]]<<else>>notions<</if>> follow noisily in your wake, led by the song of the rainchimes. You may be able to convince them to [[enter the hole|notions_drown]], provided you're willing to lose the rainchime in the process.<<else>><</if>>
<<elseif $hole is "drained">>
By the mobile south, a rounded <<if $state is "examine">>[[hole|hole_x2]]<<else>>hole<</if>>, five times as wide as <<if $state is "examine">>[[you|you_x6]]<<elseif $state is "speak">>[[you|you_speak6]]<<else>>you<</if>> are tall, deepens through the earth.
<br><br>A stream of water straggles in <<if $state is "move">>[[from the south|crossroads_basic]]<<else>>from the south<</if>>, stopping just short of the hole itself.
<br><br>You may pass onwards <<if $state is "move">>[[to the east|shatterfields_basic]]<<else>>to the east<</if>> from here.
<<if $holequest is "done">><<else>><<if $truth is "taken">><<else>><br><br>At the bottom of the hole, you can see a distant <<if $state is "examine">>[[truth|truth_x2]]<<elseif $state is "read">>[[truth|truth_read]]<<elseif $state is "take">>[[truth|truth_take2]]<<else>>truth<</if>>. <<if $truthsayer is "taken">>You could use [[your truthsayer on it|truth_crack]].<<else>><</if>><</if>>
<</if>>
<</if>>
<br>
<<if $guidebook is "hole">><br>A <<if $state is "take">>[[guidebook|hole_take][$guidebook to "taken"]]<<else>>guidebook<</if>> is here.<<else>><</if>>
<<if $refraction is "hole">><br>A <<if $state is "take">>[[refraction|hole_take][$refraction to "taken"]]<<else>>refraction<</if>> is here.<<else>><</if>>
<<if $rainchime is "hole">><br>A <<if $state is "take">>[[rainchime|hole_take][$rainchime to "taken"]]<<else>>rainchime<</if>> is here.<<else>><</if>>
<<if $truthsayer is "hole">><br>A <<if $state is "take">>[[truthsayer|hole_take][$truthsayer to "taken"]]<<else>>truthsayer<</if>> is here.<<else>><</if>>
<<if $lightbox is "hole">><br>A <<if $state is "take">>[[lightbox|hole_take][$lightbox to "taken"]]<<else>>lightbox<</if>> is here.<<else>><</if>>
<<if $darkbox is "hole">><br>A <<if $state is "take">>[[darkbox|hole_take][$darkbox to "taken"]]<<else>>darkbox<</if>> is here.<<else>><</if>>
<<if $boat is "hole">><br>A <<if $state is "take">>[[boat|hole_take][$boat to "taken"]]<<else>>boat<</if>> is here.<<else>><</if>>
<</nobr>>
[[Examine|hole_basic][$state to "examine"]] | [[Speak|hole_basic][$state to "speak"]] <<if $guidebook is "taken">>| [[Read|hole_basic][$state to "read"]] <<else>><</if>> | [[Take|hole_basic][$state to "take"]] | [[Move|hole_basic][$state to "move"]] | [[Inventory|hole_invcheck][$state to "inv"]]
<<nobr>>
Here, the <<if $state is "examine">>[[vern|vern_x8]]<<elseif $state is "read">>[[vern|vern_read]]<<else>>vern<</if>> is most pleasing. The <<if $state is "examine">>[[sun|sun_x8]]<<elseif $state is "read">>[[sun|sun_read]]<<else>>sun<</if>> scorches your head with gentle fingers.
<<if $notions is "shoreside">>
<br><br>A great congregation of <<if $state is "examine">>[[notions|notions_x8]]<<elseif $state is "speak">>[[notions|notions_speak]]<<elseif $state is $read>>[[notions|notions_read]]<<elseif $state is "take">>[[notions|notions_take]]<<else>>notions<</if>> is evident here. Their chitterments and argustance rise from the messy conglomeration like steam dissipating in chilly air. They are gradually hostile towards <<if $state is "examine">>[[you|you_x8]]<<elseif $state is "speak">>[[you|you_speak8]]<<else>>you<</if>> as you present yourself.
<<if $rainchime is "taken">><br><br>It looks as if you might be able to use the rainchime to [[convince the notions to follow you|notions_convince]].<<else>><</if>>
<<elseif $notions is "led">><br><br>A great crowd of <<if $state is $read>>[[notions|notions_read]]<<else>>notions<</if>> follow noisily in your wake, led by the song of the rainchimes.
<<else>><</if>>
<br><br>A <<if $state is "read">>[[mobile|mobiles_read]]<<else>>mobile<</if>> releases mildly <<if $state is "move">>[[to the west|crossroads_basic]]<<else>>to the west<</if>>; far in that direction a tower proudly plants itself, while the ground rises more slowly <<if $state is "move">>[[to the south|hillside_basic]]<<else>>to the south<</if>> and relaxes <<if $state is "move">>[[to the north|shatterfields_basic]]<<else>>to the north<</if>>.
<br><br>The <<if $state is "examine">>[[ocean|ocean_x8]]<<elseif $state is "read">>[[ocean|ocean_read]]<<else>>ocean<</if>> seems to stretch out forever. There is <<if $state is "move">>[[a small pier|pier_basic]]<<else>>a small pier<</if>>, if you wish to examine it more closely.
<<if $hateworm is "taken">><br><br>Your <<if $state is "examine">>[[hateworm|hateworm_x8]]<<elseif $state is "speak">>[[hateworm|hateworm_speak8]]<<elseif $state is "read">>[[hateworm|hateworm_read]]<<else>>hateworm<</if>> gradually resents the notions of this area. <<if $refraction is "taken">>Armed with a refraction, you may [[cut it loose.|hateworm_sever]]<<else>><</if>><<else>><</if>>
<br>
<<if $guidebook is "shoreside">><br>A <<if $state is "take">>[[guidebook|shoreside_take][$guidebook to "taken"]]<<else>>guidebook<</if>> is here.<<else>><</if>>
<<if $refraction is "shoreside">><br>A <<if $state is "take">>[[refraction|shoreside_take][$refraction to "taken"]]<<else>>refraction<</if>> is here.<<else>><</if>>
<<if $rainchime is "shoreside">><br>A <<if $state is "take">>[[rainchime|shoreside_take][$rainchime to "taken"]]<<else>>rainchime<</if>> is here.<<else>><</if>>
<<if $truthsayer is "shoreside">><br>A <<if $state is "take">>[[truthsayer|shoreside_take][$truthsayer to "taken"]]<<else>>truthsayer<</if>> is here.<<else>><</if>>
<<if $truth is "shoreside">><br>A <<if $state is "take">>[[truth|shoreside_take][$truth to "taken"]]<<else>>truth<</if>> is here.<<else>><</if>>
<<if $lightbox is "shoreside">><br>A <<if $state is "take">>[[lightbox|shoreside_take][$lightbox to "taken"]]<<else>>lightbox<</if>> is here.<<else>><</if>>
<<if $darkbox is "shoreside">><br>A <<if $state is "take">>[[darkbox|shoreside_take][$darkbox to "taken"]]<<else>>darkbox<</if>> is here.<<else>><</if>>
<<if $boat is "shoreside">><br>A <<if $state is "take">>[[boat|shoreside_take][$boat to "taken"]]<<else>>boat<</if>> is here.<<else>><</if>>
<</nobr>>
[[Examine|shoreside_basic][$state to "examine"]] | [[Speak|shoreside_basic][$state to "speak"]] <<if $guidebook is "taken">>| [[Read|shoreside_basic][$state to "read"]] <<else>><</if>> | [[Take|shoreside_basic][$state to "take"]] | [[Move|shoreside_basic][$state to "move"]] | [[Inventory|shoreside_invcheck][$state to "inv"]]
<<nobr>>
<<if $state is "examine">>[[You|you_x11]]<<elseif $state is "speak">>[[You|you_speak11]]<<else>>You<</if>> stand before a <<if $state is "examine">>[[cave|cave_x11]]<<else>>cave<</if>>. The <<if $state is "read">>[[mobile|mobiles_read]]<<else>>mobile<</if>> <<if $state is "move">>[[from the north|crossroads_basic]]<<else>>from the north<</if>> ends as the land's slope increases too greatly. Dirt glistens pink in the <<if $state is "read">>[[radiance|radiance_read]]<<else>>radiance<</if>>. <<if $state is "move">>[[To the south|caveinside_basic]]<<else>>To the south<</if>>, amid the land, a way opens into darkness, while more ground lies <<if $state is "move">>[[to the east|hillside_basic]]<<else>>to the east<</if>>.
<<if $hateworm is "taken">><br><br>Your <<if $state is "examine">>[[hateworm|hateworm_x11]]<<elseif $state is "speak">>[[hateworm|hateworm_speak11]]<<elseif $state is "read">>[[hateworm|hateworm_read]]<<else>>hateworm<</if>> coils towards the distant shade. <<if $refraction is "taken">>Armed with a refraction, you may [[cut it loose.|hateworm_sever]]<<else>><</if>><<else>><</if>>
<br>
<<if $guidebook is "outsidecave">><br>A <<if $state is "take">>[[guidebook|outsidecave_take][$guidebook to "taken"]]<<else>>guidebook<</if>> is here.<<else>><</if>>
<<if $refraction is "outsidecave">><br>A <<if $state is "take">>[[refraction|outsidecave_take][$refraction to "taken"]]<<else>>refraction<</if>> is here.<<else>><</if>>
<<if $rainchime is "outsidecave">><br>A <<if $state is "take">>[[rainchime|outsidecave_take][$rainchime to "taken"]]<<else>>rainchime<</if>> is here.<<else>><</if>>
<<if $truthsayer is "outsidecave">><br>A <<if $state is "take">>[[truthsayer|outsidecave_take][$truthsayer to "taken"]]<<else>>truthsayer<</if>> is here.<<else>><</if>>
<<if $truth is "outsidecave">><br>A <<if $state is "take">>[[truth|outsidecave_take][$truth to "taken"]]<<else>>truth<</if>> is here.<<else>><</if>>
<<if $lightbox is "outsidecave">><br>A <<if $state is "take">>[[lightbox|outsidecave_take][$lightbox to "taken"]]<<else>>lightbox<</if>> is here.<<else>><</if>>
<<if $darkbox is "outsidecave">><br>A <<if $state is "take">>[[darkbox|outsidecave_take][$darkbox to "taken"]]<<else>>darkbox<</if>> is here.<<else>><</if>>
<<if $boat is "outsidecave">><br>A <<if $state is "take">>[[boat|outsidecave_take][$boat to "taken"]]<<else>>boat<</if>> is here.<<else>><</if>>
<<if $notions is "led">><br><br>A great crowd of <<if $state is $read>>[[notions|notions_read]]<<else>>notions<</if>> follow noisily in your wake, led by the song of the rainchimes.<<else>><</if>>
<</nobr>>
[[Examine|caveoutside_basic][$state to "examine"]] | [[Speak|caveoutside_basic][$state to "speak"]] <<if $guidebook is "taken">>| [[Read|caveoutside_basic][$state to "read"]] <<else>><</if>> | [[Take|caveoutside_basic][$state to "take"]] | [[Move|caveoutside_basic][$state to "move"]] | [[Inventory|caveoutside_invcheck][$state to "inv"]]
<<nobr>>
The ground here is covered with <<if $state is "examine">>[[a jagged garden|garden_x]]<<else>>a jagged garden<</if>> of glass flowers and razor-grassblades, threatening your footing with every step <<if $state is "examine">>[[you|you_x7]]<<elseif $state is "speak">>[[you|you_speak7]]<<else>>you<</if>> take through them.
<br><br>The glassy-mossy remains of what was once <<if $state is "examine">>[[a great boulder|rock_x]]<<else>>a great boulder<</if>> occupy much of this field’s attention. <<if $state is "examine">>[[Refractions|refractions_x]]<<elseif $state is "read">>[[Refractions|refractions_read]]<<elseif $state is "take">>[[Refractions|refractions_take]]<<else>>Refractions<</if>> are scattered everywhere.
<br><br><<if $state is "move">>[[To your west|hole_basic]]<<else>>To your west<</if>>, an overflowing hole. <<if $state is "move">>[[To your south|shoreside_basic]]<<else>>To your south<</if>>, the ocean sings.
<<if $hateworm is "taken">><br><br>Your <<if $state is "examine">>[[hateworm|hateworm_x7]]<<elseif $state is "speak">>[[hateworm|hateworm_speak7]]<<elseif $state is "read">>[[hateworm|hateworm_read]]<<else>>hateworm<</if>> avoids the shattering, neatly suspended by you as it is. <<if $refraction is "taken">>Armed with a refraction, you may [[cut it loose.|hateworm_sever]]<<else>><</if>><<else>><</if>>
<br>
<<if $guidebook is "shatterfields">><br>A <<if $state is "take">>[[guidebook|shatterfields_take][$guidebook to "taken"]]<<else>>guidebook<</if>> is here.<<else>><</if>>
<<if $rainchime is "shatterfields">><br>A <<if $state is "take">>[[rainchime|shatterfields_take][$rainchime to "taken"]]<<else>>rainchime<</if>> is here.<<else>><</if>>
<<if $truthsayer is "shatterfields">><br>A <<if $state is "take">>[[truthsayer|shatterfields_take][$truthsayer to "taken"]]<<else>>truthsayer<</if>> is here.<<else>><</if>>
<<if $truth is "shatterfields">><br>A <<if $state is "take">>[[truth|shatterfields_take][$truth to "taken"]]<<else>>truth<</if>> is here.<<else>><</if>>
<<if $lightbox is "shatterfields">><br>A <<if $state is "take">>[[lightbox|shatterfields_take][$lightbox to "taken"]]<<else>>lightbox<</if>> is here.<<else>><</if>>
<<if $darkbox is "shatterfields">><br>A <<if $state is "take">>[[darkbox|shatterfields_take][$darkbox to "taken"]]<<else>>darkbox<</if>> is here.<<else>><</if>>
<<if $boat is "shatterfields">><br>A <<if $state is "take">>[[boat|shatterfields_take][$boat to "taken"]]<<else>>boat<</if>> is here.<<else>><</if>>
<<if $notions is "led">><br><br>A great crowd of <<if $state is $read>>[[notions|notions_read]]<<else>>notions<</if>> follow noisily in your wake, led by the song of the rainchimes.<<else>><</if>>
<</nobr>>
[[Examine|shatterfields_basic][$state to "examine"]] | [[Speak|shatterfields_basic][$state to "speak"]] <<if $guidebook is "taken">>| [[Read|shatterfields_basic][$state to "read"]] <<else>><</if>> | [[Take|shatterfields_basic][$state to "take"]] | [[Move|shatterfields_basic][$state to "move"]] | [[Inventory|shatterfields_invcheck][$state to "inv"]]
<<nobr>>
<<if $state is "examine">>[[Dun|dun_x10]]<<elseif $state is "read">>[[Dun|dun_read]]<<else>>Dun<</if>> tumbles down the hills as <<if $state is "examine">>[[you|you_x10]]<<elseif $state is "speak">>[[you|you_speak10]]<<else>>you<</if>> pause to ponder the <<if $state is "examine">>[[sunlight|sunlight_x10]]<<else>>sunlight<</if>> and curious <<if $state is "examine">>[[stillness|stillness_x10]]<<else>>stillness<</if>>.
<br><br>A <<if $state is "examine">>[[firman|firman_x]]<<elseif $state is "speak">>[[firman|firman_speak]]<<elseif $state is "read">>[[firman|firman_read]]<<else>>firman<</if>> is here.
<<if $firmanwant is "0">>He stares at you with unparalleled interest.<<elseif $firmanwant is "1">>He continues to stare at you with unparalleled interest.<<elseif $firmanwant is "2">>His gaze lingers fiercely upon you.<<else>><</if>>
<br><br><<if $state is "move">>[[To the north|shoreside_basic]]<<else>>To the north<</if>>, the ocean sings. <<if $state is "move">>[[Westwards|caveoutside_basic]]<<else>>Westwards<</if>>, shade curls out of an opening in the earth.
<<if $hateworm is "taken">>
<br><br>Your <<if $state is "examine">>[[hateworm|hateworm_x10]]<<elseif $state is "speak">>[[hateworm|hateworm_speak10]]<<elseif $state is "read">>[[hateworm|hateworm_read]]<<else>>hateworm<</if>> makes its natural state known quite clearly to you. <<if $refraction is "taken">>Armed with a refraction, you may [[cut it loose.|hateworm_sever]]<<else>><</if>><<else>><</if>>
<br>
<<if $guidebook is "hillside">><br>A <<if $state is "take">>[[guidebook|hillside_take][$guidebook to "taken"]]<<else>>guidebook<</if>> is here.<<else>><</if>>
<<if $refraction is "hillside">><br>A <<if $state is "take">>[[refraction|hillside_take][$refraction to "taken"]]<<else>>refraction<</if>> is here.<<else>><</if>>
<<if $rainchime is "hillside">><br>A <<if $state is "take">>[[rainchime|hillside_take][$rainchime to "taken"]]<<else>>rainchime<</if>> is here.<<else>><</if>>
<<if $truthsayer is "hillside">><br>A <<if $state is "take">>[[truthsayer|hillside_take][$truthsayer to "taken"]]<<else>>truthsayer<</if>> is here.<<else>><</if>>
<<if $truth is "hillside">><br>A <<if $state is "take">>[[truth|hillside_take][$truth to "taken"]]<<else>>truth<</if>> is here.<<else>><</if>>
<<if $lightbox is "hillside">><br>A <<if $state is "take">>[[lightbox|hillside_take][$lightbox to "taken"]]<<else>>lightbox<</if>> is here.<<else>><</if>>
<<if $darkbox is "hillside">><br>A <<if $state is "take">>[[darkbox|hillside_take][$darkbox to "taken"]]<<else>>darkbox<</if>> is here.<<else>><</if>>
<<if $boat is "hillside">><br>A <<if $state is "take">>[[boat|hillside_take][$boat to "taken"]]<<else>>boat<</if>> is here.<<else>><</if>>
<<if $notions is "led">><br><br>A great crowd of <<if $state is $read>>[[notions|notions_read]]<<else>>notions<</if>> follow noisily in your wake, led by the song of the rainchimes.<<else>><</if>>
<</nobr>>
[[Examine|hillside_basic][$state to "examine"]] | [[Speak|hillside_basic][$state to "speak"]] <<if $guidebook is "taken">>| [[Read|hillside_basic][$state to "read"]] <<else>><</if>> | [[Take|hillside_basic][$state to "take"]] | [[Move|hillside_basic][$state to "move"]] | [[Inventory|hillside_invcheck][$state to "inv"]]
<<nobr>>
Marred by time and the weight of bearing too much <<if $state is "read">>[[shade|shade_read]]<<else>>shade<</if>>, this cave is not what or how it used to be. The walls are crumbled, the way onwards thoroughly and permanently blocked. <<if $state is "move">>[[The only way out is back.|caveoutside_basic]]<<else>>The only way out is back.<</if>>
<br><br>The air is nearly <<if $state is "read">>[[vern|vern_read]]<<else>>vern<</if>> in taste, but mostly sweetness. <<if $state is "examine">>[[You|you_x12]]<<elseif $state is "speak">>[[You|you_speak12]]<<else>>You<</if>> lick your lips.
<<if $truthsayer is "taken">><<else>><br><br>Nestled at the centre of the blissful shade, an incongruous <<if $state is "examine">>[[truthsayer|truthsayer_x12]]<<elseif $state is "read">>[[truthsayer|truthsayer_read]]<<elseif $state is "take">>[[truthsayer|truthsayer_take]]<<else>>truthsayer<</if>> waits for a wielder to arrive.<</if>>
<<if $hateworm is "taken">><br><br>Your <<if $state is "examine">>[[hateworm|hateworm_x12]]<<elseif $state is "speak">>[[hateworm|hateworm_speak12]]<<elseif $state is "read">>[[hateworm|hateworm_read]]<<else>>hateworm<</if>> luxuriates in the shade. <<if $refraction is "taken">>Armed with a refraction, you may [[cut it loose.|hateworm_sever]]<<else>><</if>><<else>><</if>>
<br>
<<if $guidebook is "insidecave">><br>A <<if $state is "take">>[[guidebook|insidecave_take][$guidebook to "taken"]]<<else>>guidebook<</if>> is here.<<else>><</if>>
<<if $refraction is "insidecave">><br>A <<if $state is "take">>[[refraction|insidecave_take][$refraction to "taken"]]<<else>>refraction<</if>> is here.<<else>><</if>>
<<if $rainchime is "insidecave">><br>A <<if $state is "take">>[[rainchime|insidecave_take][$rainchime to "taken"]]<<else>>rainchime<</if>> is here.<<else>><</if>>
<<if $truth is "insidecave">><br>A <<if $state is "take">>[[truth|insidecave_take][$truth to "taken"]]<<else>>truth<</if>> is here.<<else>><</if>>
<<if $lightbox is "insidecave">><br>A <<if $state is "take">>[[lightbox|insidecave_take][$lightbox to "taken"]]<<else>>lightbox<</if>> is here.<<else>><</if>>
<<if $darkbox is "insidecave">><br>A <<if $state is "take">>[[darkbox|insidecave_take][$darkbox to "taken"]]<<else>>darkbox<</if>> is here.<<else>><</if>>
<<if $boat is "insidecave">><br>A <<if $state is "take">>[[boat|insidecave_take][$boat to "taken"]]<<else>>boat<</if>> is here.<<else>><</if>>
<<if $notions is "led">><br><br>A great crowd of <<if $state is $read>>[[notions|notions_read]]<<else>>notions<</if>> follow noisily in your wake, led by the song of the rainchimes.<<else>><</if>>
<</nobr>>
[[Examine|caveinside_basic][$state to "examine"]] | [[Speak|caveinside_basic][$state to "speak"]] <<if $guidebook is "taken">>| [[Read|caveinside_basic][$state to "read"]] <<else>><</if>> | [[Take|caveinside_basic][$state to "take"]] | [[Move|caveinside_basic][$state to "move"]] | [[Inventory|caveinside_invcheck][$state to "inv"]]
*/ This is a passage that loads all of the side dialogue. */
<<nobr>>
/*all dialogue goes between these two tags */
<<if $gamestart is "1">><<append "#right-ui-bar-body">> <div class="container"> <div> <div class="inner">
<<timed 5s>>
<span class="person1"><br><br>Hi. I’m not sure when you’ll get this message, so let me know when you’re online. Talk to you soon! ♥️</span>
<<next>>
<span class="person2"><br><br>hello yes i’m online! sorry i'm late</span>
<<next>><span class="person2"><br><br>...i think i lost the link you sent me. was it in this chat or another one?</span>
<<next>><span class="person2"><br><br>hang on i'll go back and find it</span>
<<next>><span class="person1"><br><br>No, don't worry</span>
<<next>><span class="person1"><br><br>I was thinking it might be easier if I just streamed it live to you anyway. You can watch me play and tell me what I'm doing wrong.</span>
<<next>><span class="person2"><br><br>but don't you know the game already? it's no fun if you know how to solve the puzzles</span>
<<next>><span class="person1"><br><br>Well, yes, but the last time I played it was twenty years ago. My memory's good but it's not THAT good.</span>
<<next>><span class="person2"><br><br>ohhh right haha</span>
<<next>><span class="person1"><br><br>I wonder if it's still as good as I remember</span>
<<next>><span class="person2"><br><br>nothing's ever like you remember, let's be real</span>
<<next>><span class="person2"><br><br>whenever I go back to play a game from aaaages ago it always feels really different</span>
<<next>><span class="person2"><br><br>sometimes it's like a completely different game</span>
<<next>><span class="person1"><br><br>Here's [[the link|Storystart]] for the livestream</span>
<<next>><span class="person2"><br><br>oh cool thanks</span>
<</timed>></div> </div></div>
<</append>><<else>><</if>>
<</nobr>>
<<if !tags().includes("tbar")>>\
<div id="topbar"><div id="bbblock"><div id="bbtext"><<if tags().includes("ObservationRoom")>>The Observation Room<<elseif tags().includes("HalfwayTower")>>Halfway Up Tower<<elseif tags().includes("TowerBase")>>Base of Tower<<elseif tags().includes("BeforeTower")>>Before the Tower<<elseif tags().includes("Crossroads")>>A Crossroads<<elseif tags().includes("Hole")>><<if $hole is "full">>The Hole, Overflowing<<else>>The Hole, Suitably Drained<</if>><<elseif tags().includes("Shatterfields")>>The Shatterfields<<elseif tags().includes("Shoreside")>>The Shoreside<<elseif tags().includes("Pier")>>A Small Pier<<elseif tags().includes("Hillside")>>The Hillside<<elseif tags().includes("OutsideCave")>>Outside the Cave<<elseif tags().includes("InsideCave")>>Inside the Cave<<elseif tags().includes("Guidebook")>>Your Guidebook<<elseif tags().includes("Inv")>>Your Inventory<<elseif tags().includes("Severance")>>A Severance...<<elseif tags().includes("Ocean")>>Over the Moon<<elseif tags().includes("Island")>>An Island<<elseif tags().includes("Ending")>>A Raising...<<else>>Nowhere<</if>></div></div></div><</if>>
<<script>>
$(document).one(":passagedisplay", function (event) {
if ($("#topbar").length) {
$("#passages").css("margin-top", $("#topbar").outerHeight() + 10);
} else {
$("#passages").css("margin-top", 0);
}
});
<</script>>\
<<nobr>>
<span class="title">The sun is here.</span>
<br><br><span class="title">The moon must rise.</span>
<br><br><span class="title">Your hands are weary.</span>
<br><br><span class="title">[[Begin.|observationroom_basic]]</span>
<<set $hateworm to "taken">>
<<set $guidebook to "observatory">>
<<set $refraction to "shatterfields">>
<<set $rainchime to "vector">>
<<set $truthsayer to "cave">>
<<set $truth to "hole">>
<<set $lightbox to "firman">>
<<set $darkbox to "firman">>
<<set $boat to "firman">>
<<set $state to "blank">>
<<set $hole to "full">>
<<set $notions to "shoreside">>
<<set $vectortrade to "incomplete">>
<<set $firmantrade to "incomplete">>
<<set $firmanwant to "0">>
<<set $holequest to "not done">>
<<set $moveaction to "neutral">>
<<set $title to "off">>
<<audio "otm01" stop>>
<<audio "otm02" loop play>>
<</nobr>><<if !tags().includes("bbar")>>
<div id="bottombar"><div id="bbblock"><div id="bbtext"><<if $state is "examine">>You are examining...<<elseif $state is "speak">>You are speaking to...<<elseif $state is "use">>You are using...<<elseif $state is "read">>You are looking in your guidebook for...<<elseif $state is "take">>You are taking...<<elseif $state is "drop">>You are dropping...<<elseif $state is "move">>You are proceeding...<<elseif $state is "inv">>You are perusing your belongings.<<elseif $state is "trade">>You are trading...<<elseif $state is "MOON">>The moon is rising.<<else>>You are passively observing.<</if>>
</div></div></div><</if>>
It creeps closer, nudging gently at your toes.
<span class="choice"><<return ">">></span>'RADIANCE is what remains when all shadows are eaten away.'
<span class="choice"><<return ">">></span>In hand:
<<nobr>>
<<if $hateworm is "taken" or $hateworm is "severed" or $guidebook is "taken" or $refraction is "taken" or $rainchime is "taken" or $truthsayer is "taken" or $truth is "taken" or $lightbox is "taken" or $darkbox is "taken" or $boat is "taken">>
<<if $hateworm is "taken">>
<br><<if $state is "examine">>[[a hateworm|hateworm_xinv]]<<elseif $state is "speak">>[[a hateworm|hateworm_speakinv]]<<elseif $state is "read">>[[a hateworm|hateworm_read]]<<elseif $state is "drop">>[[hateworm|hateworm_drop]]<<else>>a hateworm<</if>>
(wriggling and frenetic) <<elseif $hateworm is "severed">>
<br><<if $state is "examine">>[[a hateworm|hateworm_xinv]]<<elseif $state is "speak">>[[a hateworm|hateworm_speakinv]]<<elseif $state is "read">>[[a hateworm|hateworm_read]]<<elseif $state is "drop">>[[hateworm|hateworm_drop]]<<else>>a hateworm<</if>>
(silent and still)<<else>><</if>>
<<if $guidebook is "taken">>
<br><<if $state is "examine">>[[a guidebook|guidebook_xinv]]<<elseif $state is "read">>[[a guidebook|guidebook_read]]<<elseif $state is "drop">>[[a guidebook|guidebook_drop1]]<<else>>a guidebook<</if>>
(loquacious and proud)<<else>><</if>>
<<if $refraction is "taken">><br>
<<if $state is "examine">>[[a refraction|refraction_xinv]]<<elseif $state is "read">>[[a refraction|refractions_read]]<<elseif $state is "drop">>[[a refraction|refraction_drop1]]<<else>>a refraction<</if>> (jagged and envious)<<else>><</if>>
<<if $rainchime is "taken">><br>
<<if $state is "examine">>[[a rainchime|rainchime_xinv]]<<elseif $state is "read">>[[a rainchime|rainchime_read]]<<elseif $state is "drop">>[[a rainchime|rainchime_drop1]]<<else>>a rainchime<</if>> (songful and sly)<<else>><</if>>
<<if $truthsayer is "taken">><br>
<<if $state is "examine">>[[a truthsayer|truthsayer_xinv]]<<elseif $state is "read">>[[a truthsayer|truthsayer_read]]<<elseif $state is "drop">>[[a truthsayer|truthsayer_drop1]]<<else>>a truthsayer<</if>> (somber and lethargic)<<else>><</if>>
<<if $truth is "taken">>
<br><<if $state is "examine">>[[a truth|truth_xinv]]<<elseif $state is "read">>[[a truth|truth_read]]<<elseif $state is "drop">>[[a truth|truth_drop1]]<<else>>a truth<</if>> (simple and soft)<<else>><</if>>
<<if $lightbox is "taken">><br>
<<if $state is "examine">>[[a lightbox|lightbox_xinv]]<<elseif $state is "read">>[[a lightbox|lightbox_read]]<<elseif $state is "drop">>[[a lightbox|lightbox_drop1]]<<else>>a lightbox<</if>> (radiant and right)<<else>><</if>>
<<if $darkbox is "taken">><br>
<<if $state is "examine">>[[a darkbox|darkbox_xinv]]<<elseif $state is "read">>[[a darkbox|darkbox_read]]<<elseif $state is "drop">>[[a darkbox|darkbox_drop1]]<<else>>a darkbox<</if>> (shadeful and shy)<<else>><</if>>
<<if $boat is "taken">><br>
<<if $state is "examine">>[[a boat|boat_xinv]]<<elseif $state is "read">>[[a boat|boat_read]]<<elseif $state is "drop">>[[a boat|boat_drop1]]<<else>>a boat<</if>> (bold and forgiving)<<else>><</if>>
<<else>>
<br>Nothing whatsoever.
<</if>>
<</nobr>>
[[Examine|observationroom_invcheck][$state to "examine"]] | [[Speak|observationroom_invcheck][$state to "speak"]] <<if $guidebook is "taken">>| [[Read|observationroom_invcheck][$state to "read"]] <<else>><</if>> | [[Drop|observationroom_invcheck][$state to "drop"]]
You may turn your attention back to [[the Observation Room.|observationroom_basic][$state to "blank"]] 'VERN is the stuff of seas and silt.'
<span class="choice"><<return ">">></span>They are wide and open to the sun, mindful of the land and sea beneath.
<span class="choice"><<return ">">></span>'WINDOWS could not be possibly made of glass.'
<span class="choice"><<return ">">></span>The window describes the wilds to the north, free of mobile and structure. Over it all, the sun shines madly on.
<span class="choice"><<return ">">></span>From its vantage point in the sky, the sun beams with unparalleled warmth and glory.
<span class="choice"><<return ">">></span>'The fabled SUN has risen to bring us brightness and warmth at last. There is no point in appreciating it now, since it has long since become a point of consistency.'
<span class="choice"><<return ">">></span>The window describes the hills of the south. Pink with radiance and time, they straddle the ground where they once sought the sky. Just below the window, a flagpole extends from the tower. It is aged, it will not hold you.
<span class="choice"><<return ">">></span>The window describes the ocean stretching and yawning forever, kicking up silt and foam as it goes. Beneath the soupy mass of water, pearlescent lunarescence shines upwards, a sign from beneath. The moon waits for you there.
<span class="choice"><<return ">">></span>The window describes the desert to the west. The brown is honey-bright to the edge of your sight, covered to all directions by the radiance that extends without cease.
<span class="choice"><<return ">">></span>It is the size of a small desk, glassed-over and dark within.
<span class="choice"><<return ">">></span>You are solitary and strange.
<span class="choice"><<return ">">></span>You speak to yourself for a brief time, and are grateful for the company.
<span class="choice"><<return ">">></span>A nasty piece of work. It gnaws at you, vociferous.
<span class="choice"><<return ">">></span>
Your hateworm does not seem to particularly care what you have to say to it.
<span class="choice"><<return ">">></span><<if $hateworm is "taken">>You could not dispose of your erstwhile companion, even if you wanted to. The binds that tie you are too thick to snap with your hands alone.<<elseif $hateworm is "severed">>You couldn't just leave a hateworm lying around like that. It would be downright irresponsible of you.<<else>><</if>>
<span class="choice"><<return ">">></span>'HATEWORMS will only bother you if you let them.'
<span class="choice"><<return ">">></span>This tattered book describes itself quietly but firmly as an indispensable guide to the plain.
<span class="choice"><<return ">">></span>Taken.
<span class="choice"><<return ">">></span>
<<set $guidebook to "taken">>'This GUIDEBOOK explicates the statements of the plain. It may be consulted and carried. No finer guidebook can be found within reach.'
<span class="choice"><<return ">">></span>Dropped.
<span class="choice"><<return ">">></span>
<<set $guidebook to "observatory">><<nobr>>
<<if $boat is "afloat">>
<<if $state is "examine">>[[You|you_x9]]<<elseif $state is "speak">>[[You|you_speak9]]<<else>>You<</if>> stand on shimmering silt-clad wood, warped and wasting beneath your feet. <<if $state is "move">>[[The shore|shoreside_basic]]<<else>>The shore<</if>> is only steps away, but worlds apart nonetheless. The pier extends like a finger, pointing directly out to the ocean. The <<if $state is "examine">>[[vern|vern_x9]]<<elseif $state is "read">>[[vern|vern_read]]<<else>>vern<</if>> overpowers. The <<if $state is "examine">>[[moon|moon_x9]]<<elseif $state is "speak">>[[moon|moon_speak9]]<<elseif $state is "take">>[[moon|moon_take9]]<<elseif $state is "read">>[[moon|moon_read]]<<else>>moon<</if>>’s light glimmers from beneath the surface of the waves, reaching out but never quite touching the surface.
<br><br>There is <<if $state is "examine">>[[an island|island_x9]]<<else>>an island<</if>> in the distance.
<<if $hateworm is "taken" or $hateworm is "severed" or $guidebook is "taken" or $refraction is "taken" or $rainchime is "taken" or $truthsayer is "taken" or $truth is "taken" or $lightbox is "taken" or $darkbox is "taken" or $boat is "taken">><br><br>A boat drifts gently at the edge of the pier, with room enough for a single person. You are too heavy to board it.<<else>><br><br>A boat drifts gently at the edge of the pier, with room enough for a single person. [[You may now board it.|ocean_basic]]<</if>>
<<else>>
<<if $state is "examine">>[[You|you_x9]]<<elseif $state is "speak">>[[You|you_speak9]]<<else>>You<</if>> stand on shimmering silt-clad wood, warped and wasting beneath your feet. <<if $state is "move">>[[The shore|shoreside_basic]]<<else>>The shore<</if>> is only steps away, but worlds apart nonetheless. The pier extends like a finger, pointing directly out to the ocean. The <<if $state is "examine">>[[vern|vern_x9]]<<elseif $state is "read">>[[vern|vern_read]]<<else>>vern<</if>> overpowers. The <<if $state is "examine">>[[moon|moon_x9]]<<elseif $state is "speak">>[[moon|moon_speak9]]<<elseif $state is "take">>[[moon|moon_take9]]<<elseif $state is "read">>[[moon|moon_read]]<<else>>moon<</if>>’s light glimmers from beneath the surface of the waves, reaching out but never quite touching the surface.
<br><br>A <<if $state is "examine">>[[rope|rope_x9]]<<else>>rope<</if>> sways limply from the very end of the pier, lost without a <<if $state is "read">>[[boat|boat_read]]<<else>>boat<</if>> to tether it.
<<if $boat is "taken">><br><br>Your boat may be [[deployed at will|boat_place]], now that you are here.<<else>><</if>>
<br><br>There is <<if $state is "examine">>[[an island|island_x9]]<<else>>an island<</if>> in the distance.
<<if $hateworm is "taken">>
<br><br>Your <<if $state is "examine">>[[hateworm|hateworm_x9]]<<elseif $state is "speak">>[[hateworm|hateworm_speak9]]<<elseif $state is "read">>[[hateworm|hateworm_read]]<<else>>hateworm<</if>> drifts silently amidst the vern. <<if $refraction is "taken">>Armed with a refraction, you may [[cut it loose.|hateworm_sever]]<<else>><</if>><<else>><</if>><</if>>
<br>
<<if $guidebook is "pier">><br>A <<if $state is "take">>[[guidebook|pier_take][$guidebook to "taken"]]<<else>>guidebook<</if>> is here.<<else>><</if>>
<<if $refraction is "pier">><br>A <<if $state is "take">>[[refraction|pier_take][$refraction to "taken"]]<<else>>refraction<</if>> is here.<<else>><</if>>
<<if $rainchime is "pier">><br>A <<if $state is "take">>[[rainchime|pier_take][$rainchime to "taken"]]<<else>>rainchime<</if>> is here.<<else>><</if>>
<<if $truthsayer is "pier">><br>A <<if $state is "take">>[[truthsayer|pier_take][$truthsayer to "taken"]]<<else>>truthsayer<</if>> is here.<<else>><</if>>
<<if $truth is "pier">><br>A <<if $state is "take">>[[truth|pier_take][$truth to "taken"]]<<else>>truth<</if>> is here.<<else>><</if>>
<<if $lightbox is "pier">><br>A <<if $state is "take">>[[lightbox|pier_take][$lightbox to "taken"]]<<else>>lightbox<</if>> is here.<<else>><</if>>
<<if $darkbox is "pier">><br>A <<if $state is "take">>[[darkbox|pier_take][$darkbox to "taken"]]<<else>>darkbox<</if>> is here.<<else>><</if>>
<<if $boat is "pier">><br>A <<if $state is "take">>[[boat|pier_take][$boat to "taken"]]<<else>>boat<</if>> is here.<<else>><</if>>
<<if $notions is "led">><br><br>A great crowd of <<if $state is $read>>[[notions|notions_read]]<<else>>notions<</if>> follow noisily in your wake, led by the song of the rainchimes.<<else>><</if>>
<</nobr>>
[[Examine|pier_basic][$state to "examine"]] | [[Speak|pier_basic][$state to "speak"]] <<if $guidebook is "taken">>| [[Read|pier_basic][$state to "read"]] <<else>><</if>> | [[Take|pier_basic][$state to "take"]] | [[Move|pier_basic][$state to "move"]] | [[Inventory|pier_invcheck][$state to "inv"]]
In hand:
<<nobr>>
<<if $hateworm is "taken" or $hateworm is "severed" or $guidebook is "taken" or $refraction is "taken" or $rainchime is "taken" or $truthsayer is "taken" or $truth is "taken" or $lightbox is "taken" or $darkbox is "taken" or $boat is "taken">>
<<if $hateworm is "taken">>
<br><<if $state is "examine">>[[a hateworm|hateworm_xinv]]<<elseif $state is "speak">>[[a hateworm|hateworm_speakinv]]<<elseif $state is "read">>[[a hateworm|hateworm_read]]<<elseif $state is "drop">>[[hateworm|hateworm_drop]]<<else>>a hateworm<</if>>
(wriggling and frenetic) <<elseif $hateworm is "severed">><br><<if $state is "examine">>[[a hateworm|hateworm_xinv]]<<elseif $state is "speak">>[[a hateworm|hateworm_speakinv]]<<elseif $state is "read">>[[a hateworm|hateworm_read]]<<elseif $state is "drop">>[[hateworm|hateworm_drop]]<<else>>a hateworm<</if>> (silent and still)<<else>><</if>>
<<if $guidebook is "taken">>
<br><<if $state is "examine">>[[a guidebook|guidebook_xinv]]<<elseif $state is "read">>[[a guidebook|guidebook_read]]<<elseif $state is "drop">>[[a guidebook|guidebook_drop2]]<<else>>a guidebook<</if>>
(loquacious and proud)<<else>><</if>>
<<if $refraction is "taken">><br>
<<if $state is "examine">>[[a refraction|refraction_xinv]]<<elseif $state is "read">>[[a refraction|refractions_read]]<<elseif $state is "drop">>[[a refraction|refraction_drop2]]<<else>>a refraction<</if>> (jagged and envious)<<else>><</if>>
<<if $rainchime is "taken">><br>
<<if $state is "examine">>[[a rainchime|rainchime_xinv]]<<elseif $state is "read">>[[a rainchime|rainchime_read]]<<elseif $state is "drop">>[[a rainchime|rainchime_drop2]]<<else>>a rainchime<</if>> (songful and sly)<<else>><</if>>
<<if $truthsayer is "taken">><br>
<<if $state is "examine">>[[a truthsayer|truthsayer_xinv]]<<elseif $state is "read">>[[a truthsayer|truthsayer_read]]<<elseif $state is "drop">>[[a truthsayer|truthsayer_drop2]]<<else>>a truthsayer<</if>> (somber and lethargic)<<else>><</if>>
<<if $truth is "taken">>
<br><<if $state is "examine">>[[a truth|truth_xinv]]<<elseif $state is "read">>[[a truth|truth_read]]<<elseif $state is "drop">>[[a truth|truth_drop2]]<<else>>a truth<</if>> (simple and soft)<<else>><</if>>
<<if $lightbox is "taken">><br>
<<if $state is "examine">>[[a lightbox|lightbox_xinv]]<<elseif $state is "read">>[[a lightbox|lightbox_read]]<<elseif $state is "drop">>[[a lightbox|lightbox_drop2]]<<else>>a lightbox<</if>> (radiant and right)<<else>><</if>>
<<if $darkbox is "taken">><br>
<<if $state is "examine">>[[a darkbox|darkbox_xinv]]<<elseif $state is "read">>[[a darkbox|darkbox_read]]<<elseif $state is "drop">>[[a darkbox|darkbox_drop2]]<<else>>a darkbox<</if>> (shadeful and shy)<<else>><</if>>
<<if $boat is "taken">><br>
<<if $state is "examine">>[[a boat|boat_xinv]]<<elseif $state is "read">>[[a boat|boat_read]]<<elseif $state is "drop">>[[a boat|boat_drop2]]<<else>>a boat<</if>> (bold and forgiving)<<else>><</if>>
<<else>>
<br>Nothing whatsoever.
<</if>>
<</nobr>>
[[Examine|midwaytower_invcheck][$state to "examine"]] | [[Speak|midwaytower_invcheck][$state to "speak"]] <<if $guidebook is "taken">>| [[Read|midwaytower_invcheck][$state to "read"]] <<else>><</if>> | [[Drop|midwaytower_invcheck][$state to "drop"]]
You may turn your attention back to [[the Tower.|midwaytower_basic][$state to "blank"]] In hand:
<<nobr>>
<<if $hateworm is "taken" or $hateworm is "severed" or $guidebook is "taken" or $refraction is "taken" or $rainchime is "taken" or $truthsayer is "taken" or $truth is "taken" or $lightbox is "taken" or $darkbox is "taken" or $boat is "taken">>
<<if $hateworm is "taken">>
<br><<if $state is "examine">>[[a hateworm|hateworm_xinv]]<<elseif $state is "speak">>[[a hateworm|hateworm_speakinv]]<<elseif $state is "read">>[[a hateworm|hateworm_read]]<<elseif $state is "drop">>[[hateworm|hateworm_drop]]<<else>>a hateworm<</if>>
(wriggling and frenetic) <<elseif $hateworm is "severed">><br><<if $state is "examine">>[[a hateworm|hateworm_xinv]]<<elseif $state is "speak">>[[a hateworm|hateworm_speakinv]]<<elseif $state is "read">>[[a hateworm|hateworm_read]]<<elseif $state is "drop">>[[hateworm|hateworm_drop]]<<else>>a hateworm<</if>> (silent and still)<<else>><</if>>
<<if $guidebook is "taken">>
<br><<if $state is "examine">>[[a guidebook|guidebook_xinv]]<<elseif $state is "read">>[[a guidebook|guidebook_read]]<<elseif $state is "drop">>[[a guidebook|guidebook_drop3]]<<else>>a guidebook<</if>>
(loquacious and proud)<<else>><</if>>
<<if $refraction is "taken">><br>
<<if $state is "examine">>[[a refraction|refraction_xinv]]<<elseif $state is "read">>[[a refraction|refractions_read]]<<elseif $state is "drop">>[[a refraction|refraction_drop3]]<<else>>a refraction<</if>> (jagged and envious)<<else>><</if>>
<<if $rainchime is "taken">><br>
<<if $state is "examine">>[[a rainchime|rainchime_xinv]]<<elseif $state is "read">>[[a rainchime|rainchime_read]]<<elseif $state is "drop">>[[a rainchime|rainchime_drop3]]<<else>>a rainchime<</if>> (songful and sly)<<else>><</if>>
<<if $truthsayer is "taken">><br>
<<if $state is "examine">>[[a truthsayer|truthsayer_xinv]]<<elseif $state is "read">>[[a truthsayer|truthsayer_read]]<<elseif $state is "drop">>[[a truthsayer|truthsayer_drop3]]<<else>>a truthsayer<</if>> (somber and lethargic)<<else>><</if>>
<<if $truth is "taken">>
<br><<if $state is "examine">>[[a truth|truth_xinv]]<<elseif $state is "read">>[[a truth|truth_read]]<<elseif $state is "drop">>[[a truth|truth_drop3]]<<else>>a truth<</if>> (simple and soft)<<else>><</if>>
<<if $lightbox is "taken">><br>
<<if $state is "examine">>[[a lightbox|lightbox_xinv]]<<elseif $state is "read">>[[a lightbox|lightbox_read]]<<elseif $state is "drop">>[[a lightbox|lightbox_drop3]]<<else>>a lightbox<</if>> (radiant and right)<<else>><</if>>
<<if $darkbox is "taken">><br>
<<if $state is "examine">>[[a darkbox|darkbox_xinv]]<<elseif $state is "read">>[[a darkbox|darkbox_read]]<<elseif $state is "drop">>[[a darkbox|darkbox_drop3]]<<else>>a darkbox<</if>> (shadeful and shy)<<else>><</if>>
<<if $boat is "taken">><br>
<<if $state is "examine">>[[a boat|boat_xinv]]<<elseif $state is "read">>[[a boat|boat_read]]<<elseif $state is "drop">>[[a boat|boat_drop3]]<<else>>a boat<</if>> (bold and forgiving)<<else>><</if>>
<<else>>
<br>Nothing whatsoever.
<</if>>
<</nobr>>
[[Examine|towerbase_invcheck][$state to "examine"]] | [[Speak|towerbase_invcheck][$state to "speak"]] <<if $guidebook is "taken">>| [[Read|towerbase_invcheck][$state to "read"]] <<else>><</if>> | [[Drop|towerbase_invcheck][$state to "drop"]]
You may turn your attention back to [[the Tower.|towerbase_basic][$state to "blank"]] In hand:
<<nobr>>
<<if $hateworm is "taken" or $hateworm is "severed" or $guidebook is "taken" or $refraction is "taken" or $rainchime is "taken" or $truthsayer is "taken" or $truth is "taken" or $lightbox is "taken" or $darkbox is "taken" or $boat is "taken">>
<<if $hateworm is "taken">>
<br><<if $state is "examine">>[[a hateworm|hateworm_xinv]]<<elseif $state is "speak">>[[a hateworm|hateworm_speakinv]]<<elseif $state is "read">>[[a hateworm|hateworm_read]]<<elseif $state is "drop">>[[hateworm|hateworm_drop]]<<else>>a hateworm<</if>>
(wriggling and frenetic) <<elseif $hateworm is "severed">><br><<if $state is "examine">>[[a hateworm|hateworm_xinv]]<<elseif $state is "speak">>[[a hateworm|hateworm_speakinv]]<<elseif $state is "read">>[[a hateworm|hateworm_read]]<<elseif $state is "drop">>[[hateworm|hateworm_drop]]<<else>>a hateworm<</if>> (silent and still)<<else>><</if>>
<<if $guidebook is "taken">>
<br><<if $state is "examine">>[[a guidebook|guidebook_xinv]]<<elseif $state is "read">>[[a guidebook|guidebook_read]]<<elseif $state is "drop">>[[a guidebook|guidebook_drop4]]<<else>>a guidebook<</if>>
(loquacious and proud)<<else>><</if>>
<<if $refraction is "taken">><br>
<<if $state is "examine">>[[a refraction|refraction_xinv]]<<elseif $state is "read">>[[a refraction|refractions_read]]<<elseif $state is "drop">>[[a refraction|refraction_drop4]]<<else>>a refraction<</if>> (jagged and envious)<<else>><</if>>
<<if $rainchime is "taken">><br>
<<if $state is "examine">>[[a rainchime|rainchime_xinv]]<<elseif $state is "read">>[[a rainchime|rainchime_read]]<<elseif $state is "drop">>[[a rainchime|rainchime_drop4]]<<else>>a rainchime<</if>> (songful and sly)<<else>><</if>>
<<if $truthsayer is "taken">><br>
<<if $state is "examine">>[[a truthsayer|truthsayer_xinv]]<<elseif $state is "read">>[[a truthsayer|truthsayer_read]]<<elseif $state is "drop">>[[a truthsayer|truthsayer_drop4]]<<else>>a truthsayer<</if>> (somber and lethargic)<<else>><</if>>
<<if $truth is "taken">>
<br><<if $state is "examine">>[[a truth|truth_xinv]]<<elseif $state is "read">>[[a truth|truth_read]]<<elseif $state is "drop">>[[a truth|truth_drop4]]<<else>>a truth<</if>> (simple and soft)<<else>><</if>>
<<if $lightbox is "taken">><br>
<<if $state is "examine">>[[a lightbox|lightbox_xinv]]<<elseif $state is "read">>[[a lightbox|lightbox_read]]<<elseif $state is "drop">>[[a lightbox|lightbox_drop4]]<<else>>a lightbox<</if>> (radiant and right)<<else>><</if>>
<<if $darkbox is "taken">><br>
<<if $state is "examine">>[[a darkbox|darkbox_xinv]]<<elseif $state is "read">>[[a darkbox|darkbox_read]]<<elseif $state is "drop">>[[a darkbox|darkbox_drop4]]<<else>>a darkbox<</if>> (shadeful and shy)<<else>><</if>>
<<if $boat is "taken">><br>
<<if $state is "examine">>[[a boat|boat_xinv]]<<elseif $state is "read">>[[a boat|boat_read]]<<elseif $state is "drop">>[[a boat|boat_drop4]]<<else>>a boat<</if>> (bold and forgiving)<<else>><</if>>
<<else>>
<br>Nothing whatsoever.
<</if>>
<</nobr>>
[[Examine|beforetower_invcheck][$state to "examine"]] | [[Speak|beforetower_invcheck][$state to "speak"]] <<if $guidebook is "taken">>| [[Read|beforetower_invcheck][$state to "read"]] <<else>><</if>> | [[Drop|beforetower_invcheck][$state to "drop"]]
You may turn your attention back to [[the world.|beforetower_basic][$state to "blank"]] In hand:
<<nobr>>
<<if $hateworm is "taken" or $hateworm is "severed" or $guidebook is "taken" or $refraction is "taken" or $rainchime is "taken" or $truthsayer is "taken" or $truth is "taken" or $lightbox is "taken" or $darkbox is "taken" or $boat is "taken">>
<<if $hateworm is "taken">>
<br><<if $state is "examine">>[[a hateworm|hateworm_xinv]]<<elseif $state is "speak">>[[a hateworm|hateworm_speakinv]]<<elseif $state is "read">>[[a hateworm|hateworm_read]]<<elseif $state is "drop">>[[hateworm|hateworm_drop]]<<else>>a hateworm<</if>>
(wriggling and frenetic) <<elseif $hateworm is "severed">><br><<if $state is "examine">>[[a hateworm|hateworm_xinv]]<<elseif $state is "speak">>[[a hateworm|hateworm_speakinv]]<<elseif $state is "read">>[[a hateworm|hateworm_read]]<<elseif $state is "drop">>[[hateworm|hateworm_drop]]<<else>>a hateworm<</if>> (silent and still)<<else>><</if>>
<<if $guidebook is "taken">>
<br><<if $state is "examine">>[[a guidebook|guidebook_xinv]]<<elseif $state is "read">>[[a guidebook|guidebook_read]]<<elseif $state is "drop">>[[a guidebook|guidebook_drop5]]<<else>>a guidebook<</if>>
(loquacious and proud)<<else>><</if>>
<<if $refraction is "taken">><br>
<<if $state is "examine">>[[a refraction|refraction_xinv]]<<elseif $state is "read">>[[a refraction|refractions_read]]<<elseif $state is "drop">>[[a refraction|refraction_drop5]]<<else>>a refraction<</if>> (jagged and envious)<<else>><</if>>
<<if $rainchime is "taken">><br>
<<if $state is "examine">>[[a rainchime|rainchime_xinv]]<<elseif $state is "read">>[[a rainchime|rainchime_read]]<<elseif $state is "drop">>[[a rainchime|rainchime_drop5]]<<else>>a rainchime<</if>> (songful and sly)<<else>><</if>>
<<if $truthsayer is "taken">><br>
<<if $state is "examine">>[[a truthsayer|truthsayer_xinv]]<<elseif $state is "read">>[[a truthsayer|truthsayer_read]]<<elseif $state is "drop">>[[a truthsayer|truthsayer_drop5]]<<else>>a truthsayer<</if>> (somber and lethargic)<<else>><</if>>
<<if $truth is "taken">>
<br><<if $state is "examine">>[[a truth|truth_xinv]]<<elseif $state is "read">>[[a truth|truth_read]]<<elseif $state is "drop">>[[a truth|truth_drop5]]<<else>>a truth<</if>> (simple and soft)<<else>><</if>>
<<if $lightbox is "taken">><br>
<<if $state is "examine">>[[a lightbox|lightbox_xinv]]<<elseif $state is "read">>[[a lightbox|lightbox_read]]<<elseif $state is "drop">>[[a lightbox|lightbox_drop5]]<<else>>a lightbox<</if>> (radiant and right)<<else>><</if>>
<<if $darkbox is "taken">><br>
<<if $state is "examine">>[[a darkbox|darkbox_xinv]]<<elseif $state is "read">>[[a darkbox|darkbox_read]]<<elseif $state is "drop">>[[a darkbox|darkbox_drop5]]<<else>>a darkbox<</if>> (shadeful and shy)<<else>><</if>>
<<if $boat is "taken">><br>
<<if $state is "examine">>[[a boat|boat_xinv]]<<elseif $state is "read">>[[a boat|boat_read]]<<elseif $state is "drop">>[[a boat|boat_drop5]]<<else>>a boat<</if>> (bold and forgiving)<<else>><</if>>
<<else>>
<br>Nothing whatsoever.
<</if>>
<</nobr>>
[[Examine|crossroads_invcheck][$state to "examine"]] | [[Speak|crossroads_invcheck][$state to "speak"]] <<if $guidebook is "taken">>| [[Read|crossroads_invcheck][$state to "read"]] <<else>><</if>> | [[Drop|crossroads_invcheck][$state to "drop"]]
You may turn your attention back to [[the Crossroads.|crossroads_basic][$state to "blank"]] In hand:
<<nobr>>
<<if $hateworm is "taken" or $hateworm is "severed" or $guidebook is "taken" or $refraction is "taken" or $rainchime is "taken" or $truthsayer is "taken" or $truth is "taken" or $lightbox is "taken" or $darkbox is "taken" or $boat is "taken">>
<<if $hateworm is "taken">>
<br><<if $state is "examine">>[[a hateworm|hateworm_xinv]]<<elseif $state is "speak">>[[a hateworm|hateworm_speakinv]]<<elseif $state is "read">>[[a hateworm|hateworm_read]]<<elseif $state is "drop">>[[hateworm|hateworm_drop]]<<else>>a hateworm<</if>>
(wriggling and frenetic) <<elseif $hateworm is "severed">><br><<if $state is "examine">>[[a hateworm|hateworm_xinv]]<<elseif $state is "speak">>[[a hateworm|hateworm_speakinv]]<<elseif $state is "read">>[[a hateworm|hateworm_read]]<<elseif $state is "drop">>[[hateworm|hateworm_drop]]<<else>>a hateworm<</if>> (silent and still)<<else>><</if>>
<<if $guidebook is "taken">>
<br><<if $state is "examine">>[[a guidebook|guidebook_xinv]]<<elseif $state is "read">>[[a guidebook|guidebook_read]]<<elseif $state is "drop">>[[a guidebook|guidebook_drop6]]<<else>>a guidebook<</if>>
(loquacious and proud)<<else>><</if>>
<<if $refraction is "taken">><br>
<<if $state is "examine">>[[a refraction|refraction_xinv]]<<elseif $state is "read">>[[a refraction|refractions_read]]<<elseif $state is "drop">>[[a refraction|refraction_drop6]]<<else>>a refraction<</if>> (jagged and envious)<<else>><</if>>
<<if $rainchime is "taken">><br>
<<if $state is "examine">>[[a rainchime|rainchime_xinv]]<<elseif $state is "read">>[[a rainchime|rainchime_read]]<<elseif $state is "drop">>[[a rainchime|rainchime_drop6]]<<else>>a rainchime<</if>> (songful and sly)<<else>><</if>>
<<if $truthsayer is "taken">><br>
<<if $state is "examine">>[[a truthsayer|truthsayer_xinv]]<<elseif $state is "read">>[[a truthsayer|truthsayer_read]]<<elseif $state is "drop">>[[a truthsayer|truthsayer_drop6]]<<else>>a truthsayer<</if>> (somber and lethargic)<<else>><</if>>
<<if $truth is "taken">>
<br><<if $state is "examine">>[[a truth|truth_xinv]]<<elseif $state is "read">>[[a truth|truth_read]]<<elseif $state is "drop">>[[a truth|truth_drop6]]<<else>>a truth<</if>> (simple and soft)<<else>><</if>>
<<if $lightbox is "taken">><br>
<<if $state is "examine">>[[a lightbox|lightbox_xinv]]<<elseif $state is "read">>[[a lightbox|lightbox_read]]<<elseif $state is "drop">>[[a lightbox|lightbox_drop6]]<<else>>a lightbox<</if>> (radiant and right)<<else>><</if>>
<<if $darkbox is "taken">><br>
<<if $state is "examine">>[[a darkbox|darkbox_xinv]]<<elseif $state is "read">>[[a darkbox|darkbox_read]]<<elseif $state is "drop">>[[a darkbox|darkbox_drop6]]<<else>>a darkbox<</if>> (shadeful and shy)<<else>><</if>>
<<if $boat is "taken">><br>
<<if $state is "examine">>[[a boat|boat_xinv]]<<elseif $state is "read">>[[a boat|boat_read]]<<elseif $state is "drop">>[[a boat|boat_drop6]]<<else>>a boat<</if>> (bold and forgiving)<<else>><</if>>
<<else>>
<br>Nothing whatsoever.
<</if>>
<</nobr>>
[[Examine|hole_invcheck][$state to "examine"]] | [[Speak|hole_invcheck][$state to "speak"]] <<if $guidebook is "taken">>| [[Read|hole_invcheck][$state to "read"]] <<else>><</if>> | [[Drop|hole_invcheck][$state to "drop"]]
You may turn your attention back to [[the Hole.|hole_basic][$state to "blank"]] In hand:
<<nobr>>
<<if $hateworm is "taken" or $hateworm is "severed" or $guidebook is "taken" or $refraction is "taken" or $rainchime is "taken" or $truthsayer is "taken" or $truth is "taken" or $lightbox is "taken" or $darkbox is "taken" or $boat is "taken">>
<<if $hateworm is "taken">>
<br><<if $state is "examine">>[[a hateworm|hateworm_xinv]]<<elseif $state is "speak">>[[a hateworm|hateworm_speakinv]]<<elseif $state is "read">>[[a hateworm|hateworm_read]]<<elseif $state is "drop">>[[hateworm|hateworm_drop]]<<else>>a hateworm<</if>>
(wriggling and frenetic) <<elseif $hateworm is "severed">><br><<if $state is "examine">>[[a hateworm|hateworm_xinv]]<<elseif $state is "speak">>[[a hateworm|hateworm_speakinv]]<<elseif $state is "read">>[[a hateworm|hateworm_read]]<<elseif $state is "drop">>[[hateworm|hateworm_drop]]<<else>>a hateworm<</if>> (silent and still)<<else>><</if>>
<<if $guidebook is "taken">>
<br><<if $state is "examine">>[[a guidebook|guidebook_xinv]]<<elseif $state is "read">>[[a guidebook|guidebook_read]]<<elseif $state is "drop">>[[a guidebook|guidebook_drop7]]<<else>>a guidebook<</if>>
(loquacious and proud)<<else>><</if>>
<<if $refraction is "taken">><br>
<<if $state is "examine">>[[a refraction|refraction_xinv]]<<elseif $state is "read">>[[a refraction|refractions_read]]<<elseif $state is "drop">>[[a refraction|refraction_drop7]]<<else>>a refraction<</if>> (jagged and envious)<<else>><</if>>
<<if $rainchime is "taken">><br>
<<if $state is "examine">>[[a rainchime|rainchime_xinv]]<<elseif $state is "read">>[[a rainchime|rainchime_read]]<<elseif $state is "drop">>[[a rainchime|rainchime_drop7]]<<else>>a rainchime<</if>> (songful and sly)<<else>><</if>>
<<if $truthsayer is "taken">><br>
<<if $state is "examine">>[[a truthsayer|truthsayer_xinv]]<<elseif $state is "read">>[[a truthsayer|truthsayer_read]]<<elseif $state is "drop">>[[a truthsayer|truthsayer_drop7]]<<else>>a truthsayer<</if>> (somber and lethargic)<<else>><</if>>
<<if $truth is "taken">>
<br><<if $state is "examine">>[[a truth|truth_xinv]]<<elseif $state is "read">>[[a truth|truth_read]]<<elseif $state is "drop">>[[a truth|truth_drop7]]<<else>>a truth<</if>> (simple and soft)<<else>><</if>>
<<if $lightbox is "taken">><br>
<<if $state is "examine">>[[a lightbox|lightbox_xinv]]<<elseif $state is "read">>[[a lightbox|lightbox_read]]<<elseif $state is "drop">>[[a lightbox|lightbox_drop7]]<<else>>a lightbox<</if>> (radiant and right)<<else>><</if>>
<<if $darkbox is "taken">><br>
<<if $state is "examine">>[[a darkbox|darkbox_xinv]]<<elseif $state is "read">>[[a darkbox|darkbox_read]]<<elseif $state is "drop">>[[a darkbox|darkbox_drop7]]<<else>>a darkbox<</if>> (shadeful and shy)<<else>><</if>>
<<if $boat is "taken">><br>
<<if $state is "examine">>[[a boat|boat_xinv]]<<elseif $state is "read">>[[a boat|boat_read]]<<elseif $state is "drop">>[[a boat|boat_drop7]]<<else>>a boat<</if>> (bold and forgiving)<<else>><</if>>
<<else>>
<br>Nothing whatsoever.
<</if>>
<</nobr>>
[[Examine|shatterfields_invcheck][$state to "examine"]] | [[Speak|shatterfields_invcheck][$state to "speak"]] <<if $guidebook is "taken">>| [[Read|shatterfields_invcheck][$state to "read"]] <<else>><</if>> | [[Drop|shatterfields_invcheck][$state to "drop"]]
You may turn your attention back to [[the Shatterfields.|shatterfields_basic][$state to "blank"]] In hand:
<<nobr>>
<<if $hateworm is "taken" or $hateworm is "severed" or $guidebook is "taken" or $refraction is "taken" or $rainchime is "taken" or $truthsayer is "taken" or $truth is "taken" or $lightbox is "taken" or $darkbox is "taken" or $boat is "taken">>
<<if $hateworm is "taken">>
<br><<if $state is "examine">>[[a hateworm|hateworm_xinv]]<<elseif $state is "speak">>[[a hateworm|hateworm_speakinv]]<<elseif $state is "read">>[[a hateworm|hateworm_read]]<<elseif $state is "drop">>[[hateworm|hateworm_drop]]<<else>>a hateworm<</if>>
(wriggling and frenetic) <<elseif $hateworm is "severed">><br><<if $state is "examine">>[[a hateworm|hateworm_xinv]]<<elseif $state is "speak">>[[a hateworm|hateworm_speakinv]]<<elseif $state is "read">>[[a hateworm|hateworm_read]]<<elseif $state is "drop">>[[hateworm|hateworm_drop]]<<else>>a hateworm<</if>> (silent and still)<<else>><</if>>
<<if $guidebook is "taken">>
<br><<if $state is "examine">>[[a guidebook|guidebook_xinv]]<<elseif $state is "read">>[[a guidebook|guidebook_read]]<<elseif $state is "drop">>[[a guidebook|guidebook_drop8]]<<else>>a guidebook<</if>>
(loquacious and proud)<<else>><</if>>
<<if $refraction is "taken">><br>
<<if $state is "examine">>[[a refraction|refraction_xinv]]<<elseif $state is "read">>[[a refraction|refractions_read]]<<elseif $state is "drop">>[[a refraction|refraction_drop8]]<<else>>a refraction<</if>> (jagged and envious)<<else>><</if>>
<<if $rainchime is "taken">><br>
<<if $state is "examine">>[[a rainchime|rainchime_xinv]]<<elseif $state is "read">>[[a rainchime|rainchime_read]]<<elseif $state is "drop">>[[a rainchime|rainchime_drop8]]<<else>>a rainchime<</if>> (songful and sly)<<else>><</if>>
<<if $truthsayer is "taken">><br>
<<if $state is "examine">>[[a truthsayer|truthsayer_xinv]]<<elseif $state is "read">>[[a truthsayer|truthsayer_read]]<<elseif $state is "drop">>[[a truthsayer|truthsayer_drop8]]<<else>>a truthsayer<</if>> (somber and lethargic)<<else>><</if>>
<<if $truth is "taken">>
<br><<if $state is "examine">>[[a truth|truth_xinv]]<<elseif $state is "read">>[[a truth|truth_read]]<<elseif $state is "drop">>[[a truth|truth_drop8]]<<else>>a truth<</if>> (simple and soft)<<else>><</if>>
<<if $lightbox is "taken">><br>
<<if $state is "examine">>[[a lightbox|lightbox_xinv]]<<elseif $state is "read">>[[a lightbox|lightbox_read]]<<elseif $state is "drop">>[[a lightbox|lightbox_drop8]]<<else>>a lightbox<</if>> (radiant and right)<<else>><</if>>
<<if $darkbox is "taken">><br>
<<if $state is "examine">>[[a darkbox|darkbox_xinv]]<<elseif $state is "read">>[[a darkbox|darkbox_read]]<<elseif $state is "drop">>[[a darkbox|darkbox_drop8]]<<else>>a darkbox<</if>> (shadeful and shy)<<else>><</if>>
<<if $boat is "taken">><br>
<<if $state is "examine">>[[a boat|boat_xinv]]<<elseif $state is "read">>[[a boat|boat_read]]<<elseif $state is "drop">>[[a boat|boat_drop8]]<<else>>a boat<</if>> (bold and forgiving)<<else>><</if>>
<<else>>
<br>Nothing whatsoever.
<</if>>
<</nobr>>
[[Examine|shoreside_invcheck][$state to "examine"]] | [[Speak|shoreside_invcheck][$state to "speak"]] <<if $guidebook is "taken">>| [[Read|shoreside_invcheck][$state to "read"]] <<else>><</if>> | [[Drop|shoreside_invcheck][$state to "drop"]]
You may turn your attention back to [[the Shoreside.|shoreside_basic][$state to "blank"]] In hand:
<<nobr>>
<<if $hateworm is "taken" or $hateworm is "severed" or $guidebook is "taken" or $refraction is "taken" or $rainchime is "taken" or $truthsayer is "taken" or $truth is "taken" or $lightbox is "taken" or $darkbox is "taken" or $boat is "taken">>
<<if $hateworm is "taken">>
<br><<if $state is "examine">>[[a hateworm|hateworm_xinv]]<<elseif $state is "speak">>[[a hateworm|hateworm_speakinv]]<<elseif $state is "read">>[[a hateworm|hateworm_read]]<<elseif $state is "drop">>[[hateworm|hateworm_drop]]<<else>>a hateworm<</if>>
(wriggling and frenetic) <<elseif $hateworm is "severed">><br><<if $state is "examine">>[[a hateworm|hateworm_xinv]]<<elseif $state is "speak">>[[a hateworm|hateworm_speakinv]]<<elseif $state is "read">>[[a hateworm|hateworm_read]]<<elseif $state is "drop">>[[hateworm|hateworm_drop]]<<else>>a hateworm<</if>> (silent and still)<<else>><</if>>
<<if $guidebook is "taken">>
<br><<if $state is "examine">>[[a guidebook|guidebook_xinv]]<<elseif $state is "read">>[[a guidebook|guidebook_read]]<<elseif $state is "drop">>[[a guidebook|guidebook_drop9]]<<else>>a guidebook<</if>>
(loquacious and proud)<<else>><</if>>
<<if $refraction is "taken">><br>
<<if $state is "examine">>[[a refraction|refraction_xinv]]<<elseif $state is "read">>[[a refraction|refractions_read]]<<elseif $state is "drop">>[[a refraction|refraction_drop9]]<<else>>a refraction<</if>> (jagged and envious)<<else>><</if>>
<<if $rainchime is "taken">><br>
<<if $state is "examine">>[[a rainchime|rainchime_xinv]]<<elseif $state is "read">>[[a rainchime|rainchime_read]]<<elseif $state is "drop">>[[a rainchime|rainchime_drop9]]<<else>>a rainchime<</if>> (songful and sly)<<else>><</if>>
<<if $truthsayer is "taken">><br>
<<if $state is "examine">>[[a truthsayer|truthsayer_xinv]]<<elseif $state is "read">>[[a truthsayer|truthsayer_read]]<<elseif $state is "drop">>[[a truthsayer|truthsayer_drop9]]<<else>>a truthsayer<</if>> (somber and lethargic)<<else>><</if>>
<<if $truth is "taken">>
<br><<if $state is "examine">>[[a truth|truth_xinv]]<<elseif $state is "read">>[[a truth|truth_read]]<<elseif $state is "drop">>[[a truth|truth_drop9]]<<else>>a truth<</if>> (simple and soft)<<else>><</if>>
<<if $lightbox is "taken">><br>
<<if $state is "examine">>[[a lightbox|lightbox_xinv]]<<elseif $state is "read">>[[a lightbox|lightbox_read]]<<elseif $state is "drop">>[[a lightbox|lightbox_drop9]]<<else>>a lightbox<</if>> (radiant and right)<<else>><</if>>
<<if $darkbox is "taken">><br>
<<if $state is "examine">>[[a darkbox|darkbox_xinv]]<<elseif $state is "read">>[[a darkbox|darkbox_read]]<<elseif $state is "drop">>[[a darkbox|darkbox_drop9]]<<else>>a darkbox<</if>> (shadeful and shy)<<else>><</if>>
<<if $boat is "taken">><br>
<<if $state is "examine">>[[a boat|boat_xinv]]<<elseif $state is "read">>[[a boat|boat_read]]<<elseif $state is "drop">>[[a boat|boat_drop9]]<<else>>a boat<</if>> (bold and forgiving)<<else>><</if>>
<<else>>
<br>Nothing whatsoever.
<</if>>
<</nobr>>
[[Examine|pier_invcheck][$state to "examine"]] | [[Speak|pier_invcheck][$state to "speak"]] <<if $guidebook is "taken">>| [[Read|pier_invcheck][$state to "read"]] <<else>><</if>> | [[Drop|pier_invcheck][$state to "drop"]]
You may turn your attention back to [[the Pier.|pier_basic][$state to "blank"]]In hand:
<<nobr>>
<<if $hateworm is "taken" or $hateworm is "severed" or $guidebook is "taken" or $refraction is "taken" or $rainchime is "taken" or $truthsayer is "taken" or $truth is "taken" or $lightbox is "taken" or $darkbox is "taken" or $boat is "taken">>
<<if $hateworm is "taken">>
<br><<if $state is "examine">>[[a hateworm|hateworm_xinv]]<<elseif $state is "speak">>[[a hateworm|hateworm_speakinv]]<<elseif $state is "read">>[[a hateworm|hateworm_read]]<<elseif $state is "drop">>[[hateworm|hateworm_drop]]<<else>>a hateworm<</if>>
(wriggling and frenetic) <<elseif $hateworm is "severed">><br><<if $state is "examine">>[[a hateworm|hateworm_xinv]]<<elseif $state is "speak">>[[a hateworm|hateworm_speakinv]]<<elseif $state is "read">>[[a hateworm|hateworm_read]]<<elseif $state is "drop">>[[hateworm|hateworm_drop]]<<else>>a hateworm<</if>> (silent and still)<<else>><</if>>
<<if $guidebook is "taken">>
<br><<if $state is "examine">>[[a guidebook|guidebook_xinv]]<<elseif $state is "read">>[[a guidebook|guidebook_read]]<<elseif $state is "drop">>[[a guidebook|guidebook_drop10]]<<else>>a guidebook<</if>>
(loquacious and proud)<<else>><</if>>
<<if $refraction is "taken">><br>
<<if $state is "examine">>[[a refraction|refraction_xinv]]<<elseif $state is "read">>[[a refraction|refractions_read]]<<elseif $state is "drop">>[[a refraction|refraction_drop10]]<<else>>a refraction<</if>> (jagged and envious)<<else>><</if>>
<<if $rainchime is "taken">><br>
<<if $state is "examine">>[[a rainchime|rainchime_xinv]]<<elseif $state is "read">>[[a rainchime|rainchime_read]]<<elseif $state is "drop">>[[a rainchime|rainchime_drop10]]<<else>>a rainchime<</if>> (songful and sly)<<else>><</if>>
<<if $truthsayer is "taken">><br>
<<if $state is "examine">>[[a truthsayer|truthsayer_xinv]]<<elseif $state is "read">>[[a truthsayer|truthsayer_read]]<<elseif $state is "drop">>[[a truthsayer|truthsayer_drop10]]<<else>>a truthsayer<</if>> (somber and lethargic)<<else>><</if>>
<<if $truth is "taken">>
<br><<if $state is "examine">>[[a truth|truth_xinv]]<<elseif $state is "read">>[[a truth|truth_read]]<<elseif $state is "drop">>[[a truth|truth_drop10]]<<else>>a truth<</if>> (simple and soft)<<else>><</if>>
<<if $lightbox is "taken">><br>
<<if $state is "examine">>[[a lightbox|lightbox_xinv]]<<elseif $state is "read">>[[a lightbox|lightbox_read]]<<elseif $state is "drop">>[[a lightbox|lightbox_drop10]]<<else>>a lightbox<</if>> (radiant and right)<<else>><</if>>
<<if $darkbox is "taken">><br>
<<if $state is "examine">>[[a darkbox|darkbox_xinv]]<<elseif $state is "read">>[[a darkbox|darkbox_read]]<<elseif $state is "drop">>[[a darkbox|darkbox_drop10]]<<else>>a darkbox<</if>> (shadeful and shy)<<else>><</if>>
<<if $boat is "taken">><br>
<<if $state is "examine">>[[a boat|boat_xinv]]<<elseif $state is "read">>[[a boat|boat_read]]<<elseif $state is "drop">>[[a boat|boat_drop10]]<<else>>a boat<</if>> (bold and forgiving)<<else>><</if>>
<<else>>
<br>Nothing whatsoever.
<</if>>
<</nobr>>
[[Examine|hillside_invcheck][$state to "examine"]] | [[Speak|hillside_invcheck][$state to "speak"]] <<if $guidebook is "taken">>| [[Read|hillside_invcheck][$state to "read"]] <<else>><</if>> | [[Drop|hillside_invcheck][$state to "drop"]]
You may turn your attention back to [[the hillside.|hillside_basic][$state to "blank"]] In hand:
<<nobr>>
<<if $hateworm is "taken" or $hateworm is "severed" or $guidebook is "taken" or $refraction is "taken" or $rainchime is "taken" or $truthsayer is "taken" or $truth is "taken" or $lightbox is "taken" or $darkbox is "taken" or $boat is "taken">>
<<if $hateworm is "taken">>
<br><<if $state is "examine">>[[a hateworm|hateworm_xinv]]<<elseif $state is "speak">>[[a hateworm|hateworm_speakinv]]<<elseif $state is "read">>[[a hateworm|hateworm_read]]<<elseif $state is "drop">>[[hateworm|hateworm_drop]]<<else>>a hateworm<</if>>
(wriggling and frenetic) <<elseif $hateworm is "severed">><br><<if $state is "examine">>[[a hateworm|hateworm_xinv]]<<elseif $state is "speak">>[[a hateworm|hateworm_speakinv]]<<elseif $state is "read">>[[a hateworm|hateworm_read]]<<elseif $state is "drop">>[[hateworm|hateworm_drop]]<<else>>a hateworm<</if>> (silent and still)<<else>><</if>>
<<if $guidebook is "taken">>
<br><<if $state is "examine">>[[a guidebook|guidebook_xinv]]<<elseif $state is "read">>[[a guidebook|guidebook_read]]<<elseif $state is "drop">>[[a guidebook|guidebook_drop11]]<<else>>a guidebook<</if>>
(loquacious and proud)<<else>><</if>>
<<if $refraction is "taken">><br>
<<if $state is "examine">>[[a refraction|refraction_xinv]]<<elseif $state is "read">>[[a refraction|refractions_read]]<<elseif $state is "drop">>[[a refraction|refraction_drop11]]<<else>>a refraction<</if>> (jagged and envious)<<else>><</if>>
<<if $rainchime is "taken">><br>
<<if $state is "examine">>[[a rainchime|rainchime_xinv]]<<elseif $state is "read">>[[a rainchime|rainchime_read]]<<elseif $state is "drop">>[[a rainchime|rainchime_drop11]]<<else>>a rainchime<</if>> (songful and sly)<<else>><</if>>
<<if $truthsayer is "taken">><br>
<<if $state is "examine">>[[a truthsayer|truthsayer_xinv]]<<elseif $state is "read">>[[a truthsayer|truthsayer_read]]<<elseif $state is "drop">>[[a truthsayer|truthsayer_drop11]]<<else>>a truthsayer<</if>> (somber and lethargic)<<else>><</if>>
<<if $truth is "taken">>
<br><<if $state is "examine">>[[a truth|truth_xinv]]<<elseif $state is "read">>[[a truth|truth_read]]<<elseif $state is "drop">>[[a truth|truth_drop11]]<<else>>a truth<</if>> (simple and soft)<<else>><</if>>
<<if $lightbox is "taken">><br>
<<if $state is "examine">>[[a lightbox|lightbox_xinv]]<<elseif $state is "read">>[[a lightbox|lightbox_read]]<<elseif $state is "drop">>[[a lightbox|lightbox_drop11]]<<else>>a lightbox<</if>> (radiant and right)<<else>><</if>>
<<if $darkbox is "taken">><br>
<<if $state is "examine">>[[a darkbox|darkbox_xinv]]<<elseif $state is "read">>[[a darkbox|darkbox_read]]<<elseif $state is "drop">>[[a darkbox|darkbox_drop11]]<<else>>a darkbox<</if>> (shadeful and shy)<<else>><</if>>
<<if $boat is "taken">><br>
<<if $state is "examine">>[[a boat|boat_xinv]]<<elseif $state is "read">>[[a boat|boat_read]]<<elseif $state is "drop">>[[a boat|boat_drop11]]<<else>>a boat<</if>> (bold and forgiving)<<else>><</if>>
<<else>>
<br>Nothing whatsoever.
<</if>>
<</nobr>>
[[Examine|caveoutside_invcheck][$state to "examine"]] | [[Speak|caveoutside_invcheck][$state to "speak"]] <<if $guidebook is "taken">>| [[Read|caveoutside_invcheck][$state to "read"]] <<else>><</if>> | [[Drop|caveoutside_invcheck][$state to "drop"]]
You may turn your attention back to [[the outside of the cave.|caveoutside_basic][$state to "blank"]] In hand:
<<nobr>>
<<if $hateworm is "taken" or $hateworm is "severed" or $guidebook is "taken" or $refraction is "taken" or $rainchime is "taken" or $truthsayer is "taken" or $truth is "taken" or $lightbox is "taken" or $darkbox is "taken" or $boat is "taken">>
<<if $hateworm is "taken">>
<br><<if $state is "examine">>[[a hateworm|hateworm_xinv]]<<elseif $state is "speak">>[[a hateworm|hateworm_speakinv]]<<elseif $state is "read">>[[a hateworm|hateworm_read]]<<elseif $state is "drop">>[[hateworm|hateworm_drop]]<<else>>a hateworm<</if>>
(wriggling and frenetic) <<elseif $hateworm is "severed">><br><<if $state is "examine">>[[a hateworm|hateworm_xinv]]<<elseif $state is "speak">>[[a hateworm|hateworm_speakinv]]<<elseif $state is "read">>[[a hateworm|hateworm_read]]<<elseif $state is "drop">>[[hateworm|hateworm_drop]]<<else>>a hateworm<</if>> (silent and still)<<else>><</if>>
<<if $guidebook is "taken">>
<br><<if $state is "examine">>[[a guidebook|guidebook_xinv]]<<elseif $state is "read">>[[a guidebook|guidebook_read]]<<elseif $state is "drop">>[[a guidebook|guidebook_drop12]]<<else>>a guidebook<</if>>
(loquacious and proud)<<else>><</if>>
<<if $refraction is "taken">><br>
<<if $state is "examine">>[[a refraction|refraction_xinv]]<<elseif $state is "read">>[[a refraction|refractions_read]]<<elseif $state is "drop">>[[a refraction|refraction_drop12]]<<else>>a refraction<</if>> (jagged and envious)<<else>><</if>>
<<if $rainchime is "taken">><br>
<<if $state is "examine">>[[a rainchime|rainchime_xinv]]<<elseif $state is "read">>[[a rainchime|rainchime_read]]<<elseif $state is "drop">>[[a rainchime|rainchime_drop12]]<<else>>a rainchime<</if>> (songful and sly)<<else>><</if>>
<<if $truthsayer is "taken">><br>
<<if $state is "examine">>[[a truthsayer|truthsayer_xinv]]<<elseif $state is "read">>[[a truthsayer|truthsayer_read]]<<elseif $state is "drop">>[[a truthsayer|truthsayer_drop12]]<<else>>a truthsayer<</if>> (somber and lethargic)<<else>><</if>>
<<if $truth is "taken">>
<br><<if $state is "examine">>[[a truth|truth_xinv]]<<elseif $state is "read">>[[a truth|truth_read]]<<elseif $state is "drop">>[[a truth|truth_drop12]]<<else>>a truth<</if>> (simple and soft)<<else>><</if>>
<<if $lightbox is "taken">><br>
<<if $state is "examine">>[[a lightbox|lightbox_xinv]]<<elseif $state is "read">>[[a lightbox|lightbox_read]]<<elseif $state is "drop">>[[a lightbox|lightbox_drop12]]<<else>>a lightbox<</if>> (radiant and right)<<else>><</if>>
<<if $darkbox is "taken">><br>
<<if $state is "examine">>[[a darkbox|darkbox_xinv]]<<elseif $state is "read">>[[a darkbox|darkbox_read]]<<elseif $state is "drop">>[[a darkbox|darkbox_drop12]]<<else>>a darkbox<</if>> (shadeful and shy)<<else>><</if>>
<<if $boat is "taken">><br>
<<if $state is "examine">>[[a boat|boat_xinv]]<<elseif $state is "read">>[[a boat|boat_read]]<<elseif $state is "drop">>[[a boat|boat_drop12]]<<else>>a boat<</if>> (bold and forgiving)<<else>><</if>>
<<else>>
<br>Nothing whatsoever.
<</if>>
<</nobr>>
[[Examine|caveinside_invcheck][$state to "examine"]] | [[Speak|caveinside_invcheck][$state to "speak"]] <<if $guidebook is "taken">>| [[Read|caveinside_invcheck][$state to "read"]] <<else>><</if>> | [[Drop|caveinside_invcheck][$state to "drop"]]
You may turn your attention back to [[the cave.|caveinside_basic][$state to "blank"]]'The TOWER of the plain admits a view of all that may be seen. Our standard flies proudly from its height.'
<span class="choice"><<return ">">></span>'The SKY covers the land, housing the sun. It is said that long ago, it once paid host to the MOON.'
<span class="choice"><<return ">">></span>'The OCEAN houses all that the SKY and LAND do not. More often than not, it is slick and sick with VERN.'
<span class="choice"><<return ">">></span>'DUST is all that is left of those who came before.'
<span class="choice"><<return ">">></span>It filters sunningly.
<span class="choice"><<return ">">></span>It slinks up-and-down the stairs, gentle in your wake.
<span class="choice"><<return ">">></span>Never before has a part of you detested you with such vehemence.
<span class="choice"><<return ">">></span>'SHADE was once our eternal state.'
<span class="choice"><<return ">">></span>'The MOBILE is laid for the provision of movement with additional ease.'
<span class="choice"><<return ">">></span>Oh, how it writhes! Oh, how it seethes!
<span class="choice"><<return ">">></span>The fod swirls and swallows, lifelike with the radiance that infuses it.
<span class="choice"><<return ">">></span>
'FOD is the substance of earth.'
<span class="choice"><<return ">">></span>Faded and crumbling, the words ‘TO SERVE’ remain.
<span class="choice"><<return ">">></span>Crumbling and mossing. It has seen better days.
<span class="choice"><<return ">">></span>Your hateworm does not seem to particularly care what you have to say to it.
<span class="choice"><<return ">">></span>You are solitary and strange.
<span class="choice"><<return ">">></span>You speak to yourself for a brief time, and are grateful for the company.
<span class="choice"><<return ">">></span>You are solitary and strange.
<span class="choice"><<return ">">></span>You speak to yourself for a brief time, and are grateful for the company.
<span class="choice"><<return ">">></span>Your hateworm does not seem to particularly care what you have to say to it.
<span class="choice"><<return ">">></span>What a creature it is. Its eyes, they glower.
<span class="choice"><<return ">">></span>Your hateworm does not seem to particularly care what you have to say to it.
<span class="choice"><<return ">">></span>You are solitary and strange.
<span class="choice"><<return ">">></span>You speak to yourself for a brief time, and are grateful for the company.
<span class="choice"><<return ">">></span>They swing mildly in the radiance.
<span class="choice"><<return ">">></span>The fod swirls and swallows, lifelike with the radiance that infuses it.
<span class="choice"><<return ">">></span>
Brought low by time and tides, the High Wall is High no more.
<span class="choice"><<return ">">></span>The toolman is crumbled and smoky. The remains of thoughts spill from his being like sand.
<span class="choice"><<return ">">></span>
'The TOOLMAN was the grower and keeper of tools. He took with a hand and likewise provided.'
<span class="choice"><<return ">">></span>
They smile saliently at you<<if $vectortrade is "complete">>.<<else>>, examining your hateworm with a keen eye.<</if>>
<span class="choice"><<return ">">></span>'Your VECTOR is a stalwart purveyor of melody and merriment. They wish only to assist, but occasionally their hunger for hatred gets the best of them. Feed them accordingly, for best results.'
<span class="choice"><<return ">">></span>
<<if $vectortrade is "complete">>The vector is content with your former hateworm, and has nothing more to trade.<<else>><<nobr>>The vector spreads their hands, and invites you to a trade.<<set $state to "trade">> You may attempt to trade...<br>
<<if $hateworm is "severed">><br>[[Your hateworm.|trade_hatewormTRUE]]<<elseif $hateworm is "taken">><br>[[Your hateworm.|trade_hatewormFALSE]]<<else>><</if>>
<<if $guidebook is "taken">><br>[[Your guidebook.|trade_guidebook]]<<else>><</if>>
<<if $refraction is "taken">><br>[[Your refraction.|trade_refraction]]<<else>><</if>>
<<if $truthsayer is "taken">><br>[[Your truthsayer.|trade_truthsayer]]<<else>><</if>><</nobr>>
<</if>>
You may turn your attention back to [[the Crossroads.|crossroads_basic][$state to "blank"]] You are solitary and strange.
<span class="choice"><<return ">">></span>You speak to yourself for a brief time, and are grateful for the company.
<span class="choice"><<return ">">></span>Your hateworm seems uneasy of the vector.
<span class="choice"><<return ">">></span>Your hateworm does not seem to particularly care what you have to say to it.
<span class="choice"><<return ">">></span>The vector accepts your severed hateworm with enthusiasm, and promptly impresses upon you the shining sharpness of a rainchime.
You may turn your attention back to [[the Crossroads.|crossroads_basic][$state to "blank"]]
<<set $hateworm to "vector">>
<<set $rainchime to "taken">>
<<set $vectortrade to "complete">>
<<audio "otm03" stop>>
<<audio "otm04" loop play>>You cannot trade your hateworm with the vector, although they look upon it with longing. It is too firmly tethered to your good self.
In a series of slants and smiles, the vector suggests you cut it loose.
<span class="choice"><<return ">">></span>The vector has no need for your guidebook.
<span class="choice"><<return ">">></span>The vector has no need for your refraction, but draws a curious line of sight between it and your hateworm.
<span class="choice"><<return ">">></span>The vector has no need for your truthsayer. Hate has no impact on truth.
<span class="choice"><<return ">">></span>The hole funnels thinly. Water rushes in, thick and delightful, unlikely to stop at any time without sufficient absorbency. Distantly, the truth glimmers.
<span class="choice"><<return ">">></span>It's very bright and very far away. It might be helpful to grasp.
<span class="choice"><<return ">">></span>'That which is true is self-evidently so.'
<span class="choice"><<return ">">></span>The truth is too deeply submerged to reach, and the water too deep and treacherous to dive for it.
<span class="choice"><<return ">">></span>You are solitary and strange.
<span class="choice"><<return ">">></span>You speak to yourself for a brief time, and are grateful for the company.
<span class="choice"><<return ">">></span>Your hateworm is indifferent to the distant truth drowning in the hole's depths.
<span class="choice"><<return ">">></span>Your hateworm does not seem to particularly care what you have to say to it.
<span class="choice"><<return ">">></span>How shining and how strange it all is.
<span class="choice"><<return ">">></span>You are solitary and strange.
<span class="choice"><<return ">">></span>You speak to yourself for a brief time, and are grateful for the company.
<span class="choice"><<return ">">></span>As with much of this world, the boulder is gradually disassembling itself into the dirt. It was once twice your height, now it is nearly half that.
<span class="choice"><<return ">">></span>Terribly sharp. Possibly useful. You may carry one at a time, at your own risk.
<span class="choice"><<return ">">></span>'A REFRACTION will cut the lines through reason and reality, so long as the user is careful not to cut their good self.'
<span class="choice"><<return ">">></span><<if $refraction is "taken">>You may only hold one refraction at a time, for your own safety.<<else>>Taken.<<set $refraction to "taken">><</if>>
<span class="choice"><<return ">">></span>Look, it has many small-and-sharp teeth.
<span class="choice"><<return ">">></span>Your hateworm does not seem to particularly care what you have to say to it.
<span class="choice"><<return ">">></span>You inhale, and the salty-sweetness infuses your lungs like a prayer. Your mood lifts at the sensation.
<span class="choice"><<return ">">></span>The sun beams with unparalleled warmth and glory, of course.
<span class="choice"><<return ">">></span>What suspicious, vociferous creatures they all are. And so absorbent, too.
<span class="choice"><<return ">">></span>The notions do not wish to converse and do not wish to engage. You cannot hope to keep their attention longer than a moment or two on your lonesome own. You may need assistance.
<span class="choice"><<return ">">></span>'NOTIONS may be fought off, or occasionally led onwards to the sound of rain. They are exceptionally absorbent.
See also: ASSUMPTIONS.'
<span class="choice"><<return ">">></span>The notions flatly decline to be taken, scattering before your outstretched grasping.
<span class="choice"><<return ">">></span>You are solitary and strange.
<span class="choice"><<return ">">></span>You speak to yourself for a brief time, and are grateful for the company.
<span class="choice"><<return ">">></span>Hate and notions do not mingle well, you observe. Your hateworm keeps a haughty distance from the shoreside inhabitants.
<span class="choice"><<return ">">></span>Your hateworm does not seem to particularly care what you have to say to it.
<span class="choice"><<return ">">></span>The ocean is pleasingly endless. The moon is contained within its depths. You may be able to see more from the dock.
<span class="choice"><<return ">">></span>You are solitary and strange.
<span class="choice"><<return ">">></span>It thickens in your blood, quickens your heart. The sea calls to you, a drowning drone.
<span class="choice"><<return ">">></span>So close, yet so far away. Trails of moonlight drift upwards from the gloomy drowning, dissipating into liquid smoke as they brush the surface. The moon itself is a watery orb, far too deep and too treacherously sunken to reach.
<span class="choice"><<return ">">></span>The moon is too far drowned to hear you.
<span class="choice"><<return ">">></span>The moon is too far away to take. Its distance allows it to evade your grasping hands.
<span class="choice"><<return ">">></span>'The mythical MOON, it is said, resides deep beneath the waves for its own safety and peace of mind. One day it will rise to relieve the Sun and bring its glorious shade, but to date it has remained submerged.'
<span class="choice"><<return ">">></span>Frayed and forgotten. A boat could easily be fixed here.
<span class="choice"><<return ">">></span>'The humble BOAT is a conveyance of convinience, and as such may require some trading to track down.'
<span class="choice"><<return ">">></span>You gently eject the boat to the end of the rope. It drifts airily upon the wavy crests, unaffected by the drowning.
<span class="choice"><<return ">">></span>
<<set $boat to "afloat">>
<<audio "otm06" stop>>
<<audio "otm07" loop play>>Yes, you can just about make it out from here. There is a vast something waiting for you there. It's impossible to reach by swimming or walking, of course. You'll need another way to get there.
<span class="choice"><<return ">">></span>Here, so near to the sea, it almost seems peaceful. Almost.
<span class="choice"><<return ">">></span>Your hateworm does not seem to particularly care what you have to say to it.
<span class="choice"><<return ">">></span>You speak to yourself for a brief time, and are grateful for the company.
<span class="choice"><<return ">">></span>It rises to the sky.
<span class="choice"><<return ">">></span>'DUN: loose fod.'
<span class="choice"><<return ">">></span>You are solitary and strange.
<span class="choice"><<return ">">></span>You speak to yourself for a brief time, and are grateful for the company.
<span class="choice"><<return ">">></span>It drapes over you like liquid gold, delighting in its own radiance.
<span class="choice"><<return ">">></span>It seeps over you like a warm drowning.
<span class="choice"><<return ">">></span>The firman rustles with a frown, observing with a keenly arboral eye what you have and what you have not. <<if $truth is "taken">>He seems particularly fascinated by your truth.<<else>><</if>><<if $lightbox is "taken">>He seems particularly fascinated by your lightbox.<<else>><</if>><<if $darkbox is "taken">>He seems particularly fascinated by your darkbox.<<else>><</if>>
<span class="choice"><<return ">">></span><<nobr>><<if $firmantrade is "complete">>The firman has nothing left to give you, and you have nothing left to take.<<else>>The firman flouts gently at you, and checks through his possessons. He has much to give, if you'll only give him the right things in return.<br><br>Give him...<br>
<<if $hateworm is "taken">><br>[[Your hateworm.|give_hateworm]]<<elseif $hateworm is "severed">>[[Your hateworm.|give_hateworm]]<<else>><</if>>
<<if $guidebook is "taken">><br>[[Your guidebook.|give_guidebook]]<<else>><</if>>
<<if $refraction is "taken">><br>[[Your refraction.|give_refraction]]<<else>><</if>>
<<if $rainchime is "taken">><br>[[Your rainchime.|give_rainchime]]<<else>><</if>>
<<if $truthsayer is "taken">><br>[[Your truthsayer.|give_truthsayer]]<<else>><</if>>
<<if $truth is "taken">><br>[[Your truth|give_truth]], which he eyes with distinct glee.<<else>><</if>>
<<if $lightbox is "taken">><br>[[Your lightbox.|give_lightbox]], which he eyes with a certain wanting.<<else>><</if>>
<<if $darkbox is "taken">><br>[[Your darkbox.|give_darkbox]], which he seems to covet.<<else>><</if>>
<<if $boat is "talen">><br>[[Your boat.|give_boat]]<<else>><</if>>
<</if>>
<br><br>You may turn your attention back to [[the hillside.|hillside_basic][$state to "blank"]]
<</nobr>>
<<set $state to "trade">><<nobr>>
'A FIRMAN desires nothing more to trade, but will trade nothing more than he desires. A fondness for <<if $firmanwant is "0">>the truth<<elseif $firmanwant is "1">>the light<<elseif $firmanwant is "2">>the dark<<else>>solitude<</if>> may be found, rooted within his veins.'
<</nobr>>
<span class="choice"><<return ">">></span>It does not seem nearly as concerned by the firman as it had by the vector. This does not make much sense to you.
<span class="choice"><<return ">">></span>Your hateworm does not seem to particularly care what you have to say to it.
<span class="choice"><<return ">">></span>The firman gently but firmly pushes your hateworm back to you, with a shake of his head.
<span class="choice"><<return ">">></span>The firman gently but firmly pushes your guidebook back to you, with a shake of his head.
<span class="choice"><<return ">">></span>The firman gently but firmly pushes your refraction back to you, with a shake of his head. There are plenty more where that one came from.
<span class="choice"><<return ">">></span>The firman gently but firmly pushes your rainchime back to you, with a shake of his head.
<span class="choice"><<return ">">></span>The firman gently but firmly pushes your truthsayer back to you, with a shake of his head. He politely suggests you use it to obtain something more delightful to his tastes.
<span class="choice"><<return ">">></span>The firman accepts the truth with succulent glee. A moment passes, and he presents you with a lightbox.
You may turn your attention back to [[the hillside.|hillside_basic][$state to "blank"]]
<<set $truth to "firman">>
<<set $lightbox to "taken">>
<<set $firmanwant to "1">>
<<set $holequest to "done">>The firman accepts the lightbox with avid interest and endless fascination. A moment passes, and he presents you with a darkbox.
You may turn your attention back to [[the hillside.|hillside_basic][$state to "blank"]]
<<set $lightbox to "firman">>
<<set $darkbox to "taken">>
<<set $firmanwant to "2">>The firman accepts the darkbox with idle lightness. A moment passes, and he presents you with a boat.
You may turn your attention back to [[the hillside.|hillside_basic][$state to "blank"]]
<<set $darkbox to "firman">>
<<set $boat to "taken">>
<<set $firmantrade to "complete">>
<<set $firmanwant to "3">>
The firman gently but firmly pushes your guidebook back to you, with a shake of his head.
<span class="choice"><<return ">">></span>Shade creeps tenderly out of its entrance, vainly battling the glorious radiance from above.
<span class="choice"><<return ">">></span>It seems to enjoy the shade, as much as it can enjoy anything.
<span class="choice"><<return ">">></span>Your hateworm does not seem to particularly care what you have to say to it.
<span class="choice"><<return ">">></span>You are solitary and strange.
<span class="choice"><<return ">">></span>You speak to yourself for a brief time, and are grateful for the company.
<span class="choice"><<return ">">></span>It bears remarkable resemblance to a nutcracker.
<span class="choice"><<return ">">></span>'The TRUTHSAYER is an item which, when cracked, will spill the plain truth of any matter.'
<span class="choice"><<return ">">></span>Taken.
<span class="choice"><<return ">">></span>
<<set $truthsayer to "taken">>It's almost kind, here in the shade.
<span class="choice"><<return ">">></span>Your hateworm does not seem to particularly care what you have to say to it.
<span class="choice"><<return ">">></span>You are solitary and strange.
<span class="choice"><<return ">">></span>You speak to yourself for a brief time, and are grateful for the company.
<span class="choice"><<return ">">></span>Dropped.
<span class="choice"><<return ">">></span>
<<set $refraction to "observatory">>'A RAINCHIME will catch potential and likewise distribute it as melody for all to hear.'
<span class="choice"><<return ">">></span>
Dropped.
<span class="choice"><<return ">">></span>
<<set $rainchime to "observatory">>Dropped.
<span class="choice"><<return ">">></span>
<<set $truthsayer to "observatory">>Dropped.
<span class="choice"><<return ">">></span>
<<set $truth to "observatory">>It is carefully fragile in your hands.
<span class="choice"><<return ">">></span>
'The LIGHTBOX may be used to transport radiance one way and one way only.'
<span class="choice"><<return ">">></span>
Dropped.
<span class="choice"><<return ">">></span>
<<set $lightbox to "observatory">>It is curiously solid in your hands.
<span class="choice"><<return ">">></span>'The DARKBOX may be used to transport shade one way and one way only.'
<span class="choice"><<return ">">></span>
Dropped.
<span class="choice"><<return ">">></span>
<<set $darkbox to "observatory">>Room enough for one within.
<span class="choice"><<return ">">></span>
Dropped.
<span class="choice"><<return ">">></span>
<<set $boat to "observatory">>It bears remarkable resemblance to a nutcracker.
<span class="choice"><<return ">">></span>Terribly sharp. Possibly useful. You may carry one at a time, at your own risk.
<span class="choice"><<return ">">></span>May be used to fascinate and entertain.
<span class="choice"><<return ">">></span>Bright and strange, as many truths are. You may cup it in the palms of your hands.
<span class="choice"><<return ">">></span>
<<if $hateworm is "taken">>Your constant companion in dissatisfaction.<<elseif $hateworm is "severed">>Unmoving.<</if>>
<span class="choice"><<return ">">></span>
<<if $hateworm is "taken">>Your hateworm does not seem to particularly care what you have to say to it.<<elseif $hateworm is "severed">>Your hateworm cannot reply to you, still and silent as it is.<</if>>
<span class="choice"><<return ">">></span>Dropped.
<span class="choice"><<return ">">></span>
<<set $guidebook to "midwaytower">>Dropped.
<span class="choice"><<return ">">></span>
<<set $refraction to "midwaytower">>Dropped.
<span class="choice"><<return ">">></span>
<<set $rainchime to "midwaytower">>Dropped.
<span class="choice"><<return ">">></span>
<<set $rainchime to "midwaytower">>Dropped.
<span class="choice"><<return ">">></span>
<<set $truthsayer to "midwaytower">>Dropped.
<span class="choice"><<return ">">></span>
<<set $truth to "midwaytower">>Dropped.
<span class="choice"><<return ">">></span>
<<set $lightbox to "midwaytower">>Dropped.
<span class="choice"><<return ">">></span>
<<set $darkbox to "midwaytower">>Dropped.
<span class="choice"><<return ">">></span>
<<set $boat to "midwaytower">>This tattered book describes itself quietly but firmly as an indispensable guide to the plain.
<span class="choice"><<return ">">></span>Dropped.
<span class="choice"><<return ">">></span>
<<set $guidebook to "towerbase">>Dropped.
<span class="choice"><<return ">">></span>
<<set $refraction to "towerbase">>Dropped.
<span class="choice"><<return ">">></span>
<<set $rainchime to "towerbase">>Dropped.
<span class="choice"><<return ">">></span>
<<set $truthsayer to "towerbase">>Dropped.
<span class="choice"><<return ">">></span>
<<set $truth to "towerbase">>Dropped.
<span class="choice"><<return ">">></span>
<<set $lightbox to "towerbase">>Dropped.
<span class="choice"><<return ">">></span>
<<set $darkbox to "towerbase">>Dropped.
<span class="choice"><<return ">">></span>
<<set $boat to "towerbase">>Dropped.
<span class="choice"><<return ">">></span>
<<set $guidebook to "beforetower">>Dropped.
<span class="choice"><<return ">">></span>
<<set $refraction to "beforetower">>Dropped.
<span class="choice"><<return ">">></span>
<<set $rainchime to "beforetower">>Dropped.
<span class="choice"><<return ">">></span>
<<set $truthsayer to "beforetower">>Dropped.
<span class="choice"><<return ">">></span>
<<set $truth to "beforetower">>Dropped.
<span class="choice"><<return ">">></span>
<<set $lightbox to "beforetower">>Dropped.
<span class="choice"><<return ">">></span>
<<set $darkbox to "beforetower">>Dropped.
<span class="choice"><<return ">">></span>
<<set $boat to "beforetower">>Dropped.
<span class="choice"><<return ">">></span>
<<set $guidebook to "crossroads">>Dropped.
<span class="choice"><<return ">">></span>
<<set $refraction to "crossroads">>Dropped.
<span class="choice"><<return ">">></span>
<<set $rainchime to "crossroads">>Dropped.
<span class="choice"><<return ">">></span>
<<set $truthsayer to "crossroads">>Dropped.
<span class="choice"><<return ">">></span>
<<set $truth to "crossroads">>Dropped.
<span class="choice"><<return ">">></span>
<<set $lightbox to "crossroads">>Dropped.
<span class="choice"><<return ">">></span>
<<set $darkbox to "crossroads">>Dropped.
<span class="choice"><<return ">">></span>
<<set $boat to "crossroads">>Dropped.
<span class="choice"><<return ">">></span>
<<set $guidebook to "hole">>Dropped.
<span class="choice"><<return ">">></span>
<<set $refraction to "hole">>Dropped.
<span class="choice"><<return ">">></span>
<<set $rainchime to "hole">>Dropped.
<span class="choice"><<return ">">></span>
<<set $truthsayer to "hole">>Dropped.
<span class="choice"><<return ">">></span>
<<set $truth to "hole">>Dropped.
<span class="choice"><<return ">">></span>
<<set $lightbox to "hole">>Dropped.
<span class="choice"><<return ">">></span>
<<set $darkbox to "hole">>Dropped.
<span class="choice"><<return ">">></span>
<<set $boat to "hole">>Dropped.
<span class="choice"><<return ">">></span>
<<set $guidebook to "shatterfields">>It clatters to the ground to join the rest of them.
<span class="choice"><<return ">">></span>
<<set $refraction to "shatterfields">>Dropped.
<span class="choice"><<return ">">></span>
<<set $rainchime to "shatterfields">>Dropped.
<span class="choice"><<return ">">></span>
<<set $truthsayer to "shatterfields">>Dropped.
<span class="choice"><<return ">">></span>
<<set $truth to "shatterfields">>Dropped.
<span class="choice"><<return ">">></span>
<<set $lightbox to "shatterfields">>Dropped.
<span class="choice"><<return ">">></span>
<<set $darkbox to "shatterfields">>Dropped.
<span class="choice"><<return ">">></span>
<<set $boat to "shatterfields">>Dropped.
<span class="choice"><<return ">">></span>
<<set $guidebook to "shoreside">>Dropped.
<span class="choice"><<return ">">></span>
<<set $refraction to "shoreside">>Dropped.
<span class="choice"><<return ">">></span>
<<set $rainchime to "shoreside">>Dropped.
<span class="choice"><<return ">">></span>
<<set $truthsayer to "shoreside">>Dropped.
<span class="choice"><<return ">">></span>
<<set $truth to "shoreside">>Dropped.
<span class="choice"><<return ">">></span>
<<set $lightbox to "shoreside">>Dropped.
<span class="choice"><<return ">">></span>
<<set $darkbox to "shoreside">>Dropped.
<span class="choice"><<return ">">></span>
<<set $boat to "shoreside">>Dropped.
<span class="choice"><<return ">">></span>
<<set $guidebook to "pier">>Dropped.
<span class="choice"><<return ">">></span>
<<set $refraction to "pier">>Dropped.
<span class="choice"><<return ">">></span>
<<set $rainchime to "pier">>Dropped.
<span class="choice"><<return ">">></span>
<<set $truthsayer to "pier">>Dropped.
<span class="choice"><<return ">">></span>
<<set $truth to "pier">>Dropped.
<span class="choice"><<return ">">></span>
<<set $lightbox to "pier">>Dropped.
<span class="choice"><<return ">">></span>
<<set $darkbox to "pier">>Dropping the boat here won't do you any good.
<span class="choice"><<return ">">></span>
Dropped.
<span class="choice"><<return ">">></span>
<<set $guidebook to "hillside">>Dropped.
<span class="choice"><<return ">">></span>
<<set $refraction to "hillside">>Dropped.
<span class="choice"><<return ">">></span>
<<set $rainchime to "hillside">>Dropped.
<span class="choice"><<return ">">></span>
<<set $truthsayer to "hillside">>Dropped.
<span class="choice"><<return ">">></span>
<<set $truth to "hillside">>Dropped.
<span class="choice"><<return ">">></span>
<<set $lightbox to "hillside">>Dropped.
<span class="choice"><<return ">">></span>
<<set $darkbox to "hillside">>Dropped.
<span class="choice"><<return ">">></span>
<<set $boat to "hillside">>Dropped.
<span class="choice"><<return ">">></span>
<<set $guidebook to "outsidecave">>Dropped.
<span class="choice"><<return ">">></span>
<<set $refraction to "outsidecave">>Dropped.
<span class="choice"><<return ">">></span>
<<set $rainchime to "outsidecave">>Dropped.
<span class="choice"><<return ">">></span>
<<set $truthsayer to "outsidecave">>Dropped.
<span class="choice"><<return ">">></span>
<<set $truth to "outsidecave">>Dropped.
<span class="choice"><<return ">">></span>
<<set $lightbox to "outsidecave">>Dropped.
<span class="choice"><<return ">">></span>
<<set $darkbox to "outsidecave">>Dropped.
<span class="choice"><<return ">">></span>
<<set $boat to "outsidecave">>Dropped.
<span class="choice"><<return ">">></span>
<<set $guidebook to "insidecave">>Dropped.
<span class="choice"><<return ">">></span>
<<set $refraction to "insidecave">>Dropped.
<span class="choice"><<return ">">></span>
<<set $rainchime to "insidecave">>Right back to where you found it.
<span class="choice"><<return ">">></span>
<<set $truthsaver to "insidecave">>Dropped.
<span class="choice"><<return ">">></span>
<<set $truth to "insidecave">>Dropped.
<span class="choice"><<return ">">></span>
<<set $lightbox to "insidecave">>Dropped.
<span class="choice"><<return ">">></span>
<<set $darkbox to "insidecave">>Dropped.
<span class="choice"><<return ">">></span>
<<set $boat to "insidecave">>You seize your hateworm in one hand and the sly sharpness of a refraction in the other. Surprisingly, the severing is smooth. It only squeaks slightly, only twitches briefly as it is part of you no longer. It is still and silent in your selfsame grasp. You stow it away for later, knowing it may be needed.
<span class="choice"><<return ">">></span>
<<set $hateworm to "severed">>
<<audio "otm02" stop>>
<<audio "otm03" loop play>>Taken.
<span class="choice"><<return ">">></span>Taken.
<span class="choice"><<return ">">></span>Taken.
<span class="choice"><<return ">">></span>Taken.
<span class="choice"><<return ">">></span>Taken.
<span class="choice"><<return ">">></span>Taken.
<span class="choice"><<return ">">></span>Taken.
<span class="choice"><<return ">">></span>Taken.
<span class="choice"><<return ">">></span>Taken.
<span class="choice"><<return ">">></span>Taken.
<span class="choice"><<return ">">></span>Taken.
<span class="choice"><<return ">">></span>Taken.
<span class="choice"><<return ">">></span>With careful fingers, you set the windchimes sparkling in the radiance. At once, the notions starnd to careful attention, captivated. They are no less clamorous, but far more willing to follow you to wherever you may lead.
<span class="choice"><<return ">">></span>
<<set $notions to "led">>
<<audio "otm04" stop>>
<<audio "otm05" loop play>>With a firm eye and a firmer arm, you cast the still-trilling rainchime high above the water-rich hole. It hangs there briefly, suspended in sunlight, then takes the plunge down to the depths. The notions cry out, then follow all at once. It is a bright flood of them that consumes the integrity of the pit, all in search of the music and melody that leads them.
The water is too much for them, and they for it. They cannot last. The notions swell, drowned as they are, and shrivel away to nothing, taking the water and rainchime with them.
The stream is dry, the hole is too. The truth glints at you, fully visible at last.
<span class="choice"><<return ">">></span>
<<set $notions to "gone">>
<<set $rainchime to "gone">>
<<set $hole to "drained">>
<<audio "otm05" stop>>
<<audio "otm06" loop play>>The hole funnels thinly. Within it, the truth glimmers - brighter than before, without the water to stop it. You could climb down to pull it out.
<span class="choice"><<return ">">></span>It's very bright and very far away, but at least now it's accessible. It might be helpful to grasp.
<span class="choice"><<return ">">></span>It's lodged firmly in place, and no matter how hard you tug, you can't seem to shift it. You might need a tool to draw it loose.
<span class="choice"><<return ">">></span>You press the truthsayer to the immobile truth, and with an almighty <i>crack</i>, it falls away from the walls of the hole. It fits perfectly within your hands, an immeasurable sort of comfort brought forth from its existence.
<span class="choice"><<return ">">></span>
<<set $truth to "taken">>The water skims pleasingly beneath the passage of <<if $state is "examine">>[[your boat|boat_x13]]<<else>>your boat<</if>> as you drift towards the island. <<if $state is "examine">>[[The sun|sun_x13]]<<elseif $state is "speak">>[[The sun|sun_speak13]]<<else>>The sun<</if>> sings beamishly from above, and <<if $state is "examine">>[[the moon|moon_x13]]<<elseif $state is "speak">>[[the moon|moon_speak13]]<<else>>the moon<</if>> echoes its light back from far below. The <<if $state is "examine">>[[breeze|breeze_x13]]<<else>>breeze<</if>> is mild, the <<if $state is "examine">>[[vern|vern_x13]]<<else>>vern<</if>> is sweet on your tongue.
Behind, <<if $state is "examine">>[[the shore|shore_x13]]<<else>>the shore<</if>> retreats accordingly.
Ahead, <<if $state is "examine">>[[the island|island_x13]]<<else>>the island<</if>> grows and expands to greet <<if $state is "examine">>[[you|you_x13]]<<elseif $state is "speak">>[[you|you_speak13]]<<else>>you<</if>>. [[You rush to meet it.|boat_collide]]
[[Examine|ocean_basic][$state to "examine"]] | [[Speak|ocean_basic][$state to "speak"]] | [[Take|ocean_basic][$state to "take"]]The <<if $state is "examine">>[[island|island_x14]]<<else>>island<</if>> is set almost-flush with the <<if $state is "examine">>[[sea|sea_x14]]<<else>>sea<</if>>, barely rising above the waves and drowning. <<if $state is "examine">>[[Your boat|boat_x14]]<<elseif $state is "take">>[[Your boat|boat_take14]]<<else>>Your boat<</if>> is docked at its very edge. It is a small island that is quite thoroughly occupied.
Behind <<if $state is "examine">>[[you|you_x14]]<<elseif $state is "speak">>[[you|you_speak14]]<<else>>you<</if>>, in front of you, all around you, ocean reigns. In the ocean, <<if $state is "examine">>[[the moon|moon_x14]]<<elseif $state is "take">>[[the moon|moon_take14]]<<elseif $state is "speak">>[[the moon|moon_speak14]]<<else>>the moon<</if>> continues to shine.
There is a great expanse of <<if $state is "examine">>[[assumption|assumption_x]]<<elseif $state is "speak">>[[assumption|assumption_speak]]<<elseif $state is "take">>[[assumption|assumption_take]]<<elseif $state is "move">>[[assumption|ending-1][$state to "MOON"]]<<else>>assumption<</if>> regarding you from the island’s centrepiece.
[[Examine|island_basic][$state to "examine"]] | [[Speak|island_basic][$state to "speak"]] | [[Take|island_basic][$state to "take"]] <<if $moveaction is "regained">>| [[Move|island_basic][$state to "move"]]<<else>><</if>>At your urging, the assumption heaves itself to its full girth and height, stretching laboriously. In slow shifty shuffles, it prods itself in the direction of the briny depths. Its pads sweep the earth, one two three four five, and in no time at all, it is ducking itself and lining itself with vern. It sinks sweetly to the ocean floor, and proceeds onwards with a charming lack of haste.
<span class="choice">[[>|ending-2]]</span>
<<audio "otm07" stop>>
<<audio "otm08" loop play>>It doesn’t proceed towards the moon, but it doesn’t need to. Assumptions draw water like notions do, and in far greater quantities. Under your watchful eye, it coils itself up into a satisfied ball and gently rests itself to sleep. Water seeps out of the world and into its ever-shrinking self.
<span class="choice">[[>|ending-3]]</span>And freed of the crushing weight of the sea, the moon rises. The waterless tide drags in its wake.
Lifting your chin to the sky, you watch the sun retreat in gentle surrender.
<span class="choice">[[>|ending-4]]</span>You sit on the shoreline of a lonely island, resting in the tember and wryness of a newly-lit land.
<b>[[You have succeeded.|TITLESCREEN]]</b>It wallows solidly in its own company, allowing you little room to skirt around its edges.
<span class="choice"><<return ">">></span>Assumptions are careless creatures who are rarely moved by speech. No exception can be found here.
<span class="choice"><<return ">">></span>The assumption dourly remains where it is, heedless of your attempts to snatch it.
<span class="choice"><<return ">">></span>A small and slight sort of island. Just large enough for two, both of which it heartily contains: you and the assumption.
<span class="choice"><<return ">">></span>Rippling in the radiance. The moon is beneath.
<span class="choice"><<return ">">></span>Room enough for one within. Sturdy and solid. You feel no need to enter it at this point in time.
<span class="choice"><<return ">">></span>
The boat remains where it is, and you remain where you are too.
<span class="choice"><<return ">">></span>You are solitary and strange.
You may not be able to move yourself, but you may move something else.
<span class="choice"><<return ">">></span>
<<set $moveaction to "regained">>You speak to yourself for a brief time, and are grateful for the company.
<span class="choice"><<return ">">></span>You cast your gaze and attention to the edge of the tide and beyond, where the moon drifts in the depths. The moon is sunken so far below you that you have no hope whatsoever in raising it on your own.
You shall need assistance in this endeavor.
<span class="choice"><<return ">">></span>The moon is too far drowned for you to take. It is entirely possible that you were never meant to take it to begin with. Maybe it can free itself, given opportunity.
<span class="choice"><<return ">">></span>The moon is too far drowned to hear you.
<span class="choice"><<return ">">></span>Room enough for one within. Sturdy and solid. It carries you along with willing grace.
<span class="choice"><<return ">">></span>
The sun beams with unparalleled warmth and glory, of course.
<span class="choice"><<return ">">></span>It beams at you, uncaring of your earnest attempts to engage it in conversation.
<span class="choice"><<return ">">></span>You trail your hand over the edge of the boat, letting your fingertips catch the very edges of moonlight. The moon is sunken so far below you that you have no hope whatsoever in raising it on your own.
You shall need assistance in this endeavor.
<span class="choice"><<return ">">></span>The moon is too far drowned to hear you.
<span class="choice"><<return ">">></span>It snatches conversationally at your hair, the scamp!
<span class="choice"><<return ">">></span>It's all around you. Quite lovely, really.
<span class="choice"><<return ">">></span>Far behind you, it retreats. There's no going back now.
<span class="choice"><<return ">">></span>It approaches, or you approach it, or some combination. It's a very small island. There is something waiting on the shore for you.
<span class="choice"><<return ">">></span>You are solitary and strange.
<span class="choice"><<return ">">></span>You speak to yourself for a brief time, and are grateful for the company.
<span class="choice"><<return ">">></span>Your boat collides gently with the shore, spilling you outwards-forwards onto cool silver land. You sprawl in the suddenness, languid with exertion.
<span class="choice">[[>|island_basic]]</span><<nobr>>
<h1>OVER THE MOON</h1><h5>v1.0.7</h5>
<br>
<span class="titlesections">[[New Game|Storystart]]</span><br>
<span class="titlesections">[[Hints/Walkthrough|HintsPage]]</span><br>
<span class="titlesections">[[Credits|CreditsPage]]</span>
<<set $gamestart to "0">>
<<if $title is "on">><<else>><<stopallaudio>> <<audio "otm01" loop play>><<set $title to "on">><</if>>
<p></p>
<div class="mooncontainer">
<div class="moon">
</div>
</div>
<div>
<svg
class="waves"
xmlns="http://www.w3.org/2000/svg"
xmlns:xlink="http://www.w3.org/1999/xlink"
viewBox="0 24 150 28"
preserveAspectRatio="none"
shape-rendering="auto"
>
<defs>
<path
id="gentle-wave"
d="M-160 44c30 0 58-18 88-18s 58 18 88 18 58-18 88-18 58 18 88 18 v44h-352z"
/>
</defs>
<g class="parallax">
<use
xlink:href="#gentle-wave"
fill="rgba(255,255,255,0.7"
/>
<use
xlink:href="#gentle-wave"
fill="rgba(255,255,255,0.5)"
/>
<use
xlink:href="#gentle-wave"
fill="rgba(255,255,255,0.3)"
/>
<use xlink:href="#gentle-wave" fill="#fff" />
</g>
</svg>
</div>
<</nobr>>
<<removeclass '#right-ui-bar' 'hidden'>>
<<if tags().includes('hide-right')>>
<<addclass '#right-ui-bar' 'hidden'>>
<</if>>
<<cacheaudio "otm01" "format:mp3;https://drive.google.com/uc?export=download&id=1ym8ck4MaInA6kveDYm2mQoCR8xn7OqXe">>;
<<cacheaudio "otm02" "format:mp3;https://drive.google.com/uc?export=download&id=10LiWUczABJvdUjXGFx36kqHq6vLfl9di">>;
<<cacheaudio "otm03" "format:mp3;https://drive.google.com/uc?export=download&id=10_zOP37CS9X4fOWMO6I3A5W5ZHPrCihb">>;
<<cacheaudio "otm04" "format:mp3;https://drive.google.com/uc?export=download&id=1sfTEKdwpyDzOV3Gbl-utz719wJtxKXrC">>;
<<cacheaudio "otm05" "format:mp3;https://drive.google.com/uc?export=download&id=18sB7Vha6VVNroIkli2FT0r8cXX98-vcR">>;
<<cacheaudio "otm06" "format:mp3;https://drive.google.com/uc?export=download&id=18-mveqaDeiR9nhCg_zu2XpAR_qLPsbKL">>;
<<cacheaudio "otm07" "format:mp3;https://drive.google.com/uc?export=download&id=1BPxoW3ZCdENGCeq3Cd1qcXxFXssrWgD9">>;
<<cacheaudio "otm08" "format:mp3;https://drive.google.com/uc?export=download&id=1yeYJbVF42WUPBwDR9IThQmWDN-rhZIDm">>; <span class="titlesections">[[Full Walkthrough|FullWalkthrough]]</span>
<span class="titlesections">[[Hints|SmallHints]]</span>
<span class="titlesections">[[Back|TITLESCREEN]]</span>Written for etothey for Yuletide 2022 by TheBigCat/anadvora (<a href="https://archiveofourown.org/works/43374457">AO3</a>, <a href="https://strange-destinations.tumblr.com">Tumblr</a>, <a href="https://twitter.com/anadvora_">Twitter</a>). Over the Moon is a fanwork of For A Change by Dan Schmidt (1999), which can be <a href="https://ifdb.org/viewgame?id=t61i5akczyblx2zd">found and played here</a>. It was written on Twine v2.2.1, in SugarCube 2.36.1.
Thanks to Annie, Aiden, and Niamh for playtesting and bug fixing.
All music original, and can be <a href="https://anadvora.bandcamp.com/album/over-the-moon">streamed/downloaded here for free</a>.
Happy Yuletide.
[[Back|TITLESCREEN]]* Go down through the tower, past the crossroads, and up to the Shatterfields. Take a refraction, and use it to detach your hateworm from yourself.
* Go to the crossroads, and speak to the vector to trade your severed hateworm for a rainchime.
* Go to the cave, and acquire the truthsayer.
* Go to the shoreside, and use the rainchime to convince the notions to follow you.
* Lead the notions to the hole, and make them enter, absorbing the water.
* You can now use the truthcracker to extract the truth.
* At the hillside, the firman will now be willing to engage in a series of trades. You can trade the truth for a darkbox, the darkbox for a lightbox, and finally, the lightbox for a boat.
* Take the boat to the docks beyond the shoreside, place it in the water, drop all of your items, and set sail towards the island.
* Convince the assumption to enter the water, and you may raise the moon and end the game.
[[Back|TITLESCREEN]]* The hateworm must be removed to end the game.
* Both the vector and the firman want items from you. The vector can be pleased with a single item in a specific state. The firman is fickle and picky, and wants several items, some of which he may already have.
* Notions are easily led, and very observant.
* You will need the truthsayer.
* The end of the game can be found at the island in the ocean. Getting there will require a boat.
[[Back|TITLESCREEN]]Written for etothey for Yuletide 2022 by TheBigCat/anadvora (<a href="https://archiveofourown.org/works/43374457">AO3</a>, <a href="https://strange-destinations.tumblr.com">Tumblr</a>, <a href="https://twitter.com/anadvora_">Twitter</a>). Over the Moon is a fanwork of For A Change by Dan Schmidt (1999), which can be <a href="https://ifdb.org/viewgame?id=t61i5akczyblx2zd">found and played here</a>. It was written on Twine v2.2.1, in SugarCube 2.36.1.
Thanks to Annie, Aiden, and Niamh for playtesting and bug fixing.
All music original, and can be <a href="https://anadvora.bandcamp.com/album/over-the-moon">streamed/downloaded here for free</a>.
Happy Yuletide.
[[Back|TITLESCREEN]]