"The Game That Never Ends" by Earth Traveler [This is a lie. The game does end... but not in any way obvious to the player at first (hopefully)] Include Basic Screen Effects by Emily Short. Include Locksmith by Emily Short. The print obituary headline rule is not listed in any rulebook. The standard report opening rule does nothing when opening the steel door. When play begins: now Activatee is a random number from 1 to 4; now Furniture is a random number from 1 to 2; add switching on right switch to the light-sequence; add switching on right switch to the light-sequence; add switching on right switch to the light-sequence; add switching on left switch to the light-sequence; add switching on left switch to the light-sequence; add switching on left switch to the light-sequence; add switching on right switch to the light-sequence; add switching on right switch to the light-sequence; add switching on right switch to the light-sequence; say "You wake up in a room...[paragraph break]"; wait for any key; say "You climb to your feet, your vision fuzzy, unable to make out anything distinctive...[paragraph break]"; wait for any key; say "The white light from above seems to pierce you... you rub your eyes...[paragraph break]"; wait for any key; say "You blink a few times, and the world comes into focus.[paragraph break]"; wait for any key; if Activatee is 1: now the strange machine is in the Mysterious Room; if Activatee is 2: now the electronic keypad is in the Mysterious Room; now Code is a random number from 1000 to 9999; if Activatee is 3: now a pair of lights is in the Mysterious Room; if Activatee is 4: now the block of ice is in the Mysterious Room; [the complicated process of ensuring that the puzzle can be solved] if Furniture is 1: now the desk is in the Mysterious Room; if Furniture is 2: now the table is in the Mysterious Room; if the strange machine is in the Mysterious Room or the electronic keypad is in the Mysterious Room: now Cont is a random number from 1 to 2; if the desk is in the Mysterious Room: if Cont is 1: now the slide puzzle box is on the desk; now the hammer is in the drawer; if Cont is 2: now the wooden box is on the desk; now the screwdriver is in the drawer; if the table is in the Mysterious Room: if Cont is 1: now the slide puzzle box is on the table; now the hammer is on the table; if Cont is 2: now the wooden box is on the table; now the screwdriver is on the table; if a pair of lights is in the Mysterious Room: if the desk is in the Mysterious Room: now the lockbox is on the desk; if the table is in the Mysterious Room: now the lockbox is on the table; if the block of ice is in the Mysterious Room: now Cont is a random number from 1 to 3; if the desk is in the Mysterious Room: if Cont is 1: now the slide puzzle box is on the desk; now the hammer is in the drawer; if Cont is 2: now the lockbox is on the desk; now an orange berry is in the drawer; if Cont is 3: now the wooden box is on the desk; now the screwdriver is in the drawer; if the table is in the Mysterious Room: if Cont is 1: now the slide puzzle box is on the table; now the hammer is on the table; if Cont is 2: now the lockbox is on the table; now an orange berry is on the table; if Cont is 3: now the wooden box is on the table; now the screwdriver is on the table. Mystery is a scene. Mystery begins when play begins. Mystery ends when the player is in the Testing Area. Mysterious Room is a room. "The room is practically barren, with a pure white halogen lamp set in the ceiling and four utterly undecorated walls. Apart from the strange gizmos sharing the room with you, it's empty." Every turn when the player is in the Mysterious Room: if a random chance of 1 in 10 succeeds: say "[one of]You wonder how you got here.[or]You struggle to remember how you got here.[or]You try to remember what happened before you wound up here, but to no avail.[or]A memory flits through your mind, but disappears before you can grasp anything concrete.[or]You can't even remember your own name right now.[or]You wonder who kidnapped you and put you here.[or]You wonder what kind of person would force strangers through puzzle rooms.[or]You vaguely feel like you're being watched.[or]You panic for a moment as you try to remember if you left the oven on.[as decreasingly likely outcomes]"; if a random chance of 1 in 15 succeeds: say "[one of]You think you hear a faraway rumble.[or][stopping]". [Meant to clue the player in that more is going on] Instead of listening to the Mysterious Room, say "You hear a faint hum of machinery somewhere." Instead of smelling the Mysterious Room, say "The room smells vaguely of cleaning agents." [Just a blank wall...] Solved is a number that varies. Solved is 0. Instead of going south: if Solved is 1 and the player is in the Mysterious Room: say "[one of]You stare, then blink rapidly for a few seconds. The door you just came through is gone. In its place is another blank wall, with no sign anything else was ever there.[or]Just a blank wall... probably.[stopping]"; otherwise: say "Just a blank wall in that direction." Instead of going east in the Mysterious Room, say "Just a blank wall in that direction." Instead of going west in the Mysterious Room, say "Just a blank wall in that direction." Instead of exiting in the Mysterious Room, say "There's only blank walls in every direction." Instead of going up in the Mysterious Room, say "The ceiling would probably block you." Instead of going down in the Mysterious Room, say "The floor feels pretty solid." [Resetting the room every time the player solves it] Carry out going north: now the beige door is closed; now the beige door is locked; now Solved is 1; now SOS is 0; now Screwed is 0; increase Rooms Cleared by 1; now the velvet compartment is open; now the strange machine is nowhere; now the keypad is nowhere; now a pair of lights is nowhere; now the block of ice is nowhere; now the printed name of the block of ice is "block of ice"; now an orange berry is nowhere; now a printed slip is nowhere; now a thin key is nowhere; now the wide key is nowhere; now the desk is nowhere; now the drawer is closed; now the table is nowhere; now the slide puzzle box is closed; now the slide puzzle box is nowhere; now the lockbox is closed; now the lockbox is locked; now the lockbox is nowhere; now the wooden box is closed; now the wooden box is nowhere; if a random chance of 3 in 4 succeeds: now Clues is a random number from 1 to 10; if Clues is 1: if the note is not handled: now the note is in the Mysterious Room; if Clues is 2: if the paper is not handled: now the paper is in the Mysterious Room; if Clues is 3: if the journal is not handled: now the journal is in the Mysterious Room; if Clues is 4: if the diagram is not handled: now the diagram is in the Mysterious Room; if Clues is 5: if the book is not handled: now the book is in the Mysterious Room; if Clues is 6: if the torn report is not handled: now the torn report is in the Mysterious Room; if Clues is 7: if the letter is not handled: now the letter is in the Mysterious Room; if Clues is 8: if the scroll is not handled: now the scroll is in the Mysterious Room; if Clues is 9: if the memo is not handled: now the memo is in the Mysterious Room; if Clues is 10: if the note is handled or the paper is handled or the journal is handled or the diagram is handled or the book is handled or the torn report is handled or the letter is handled or the scroll is handled or the memo is handled: if the footnote is not handled: now the footnote is in the Mysterious Room; now Activatee is a random number from 1 to 4; now Furniture is a random number from 1 to 2; if Activatee is 1: now the strange machine is in the Mysterious Room; if Activatee is 2: now the electronic keypad is in the Mysterious Room; now Code is a random number from 1000 to 9999; if Activatee is 3: now a pair of lights is in the Mysterious Room; now SOS is 0; if Activatee is 4: now the block of ice is in the Mysterious Room; [the complicated process of ensuring that the puzzle can be solved] if Furniture is 1: now the desk is in the Mysterious Room; if Furniture is 2: now the table is in the Mysterious Room; if the strange machine is in the Mysterious Room or the electronic keypad is in the Mysterious Room: if the desk is in the Mysterious Room: if a random chance of 1 in 2 succeeds: now the slide puzzle box is on the desk; now the hammer is in the drawer; otherwise: now the wooden box is on the desk; now the screwdriver is in the drawer; if the table is in the Mysterious Room: if a random chance of 1 in 2 succeeds: now the slide puzzle box is on the table; now the hammer is on the table; otherwise: now the wooden box is on the table; now the screwdriver is on the table; if a pair of lights is in the Mysterious Room: now Cont is a random number from 1 to 3; if the desk is in the Mysterious Room: if Cont is 1: now the slide puzzle box is on the desk; if Cont is 2: now the lockbox is on the desk; if Cont is 3: now the wooden box is on the desk; if the table is in the Mysterious Room: if Cont is 1: now the slide puzzle box is on the table; if Cont is 2: now the lockbox is on the table; if Cont is 3: now the wooden box is on the table; if the block of ice is in the Mysterious Room: now Cont is a random number from 1 to 3; if the desk is in the Mysterious Room: if Cont is 1: now the slide puzzle box is on the desk; now the hammer is in the drawer; if Cont is 2: now the lockbox is on the desk; now orange berry is in the drawer; if Cont is 3: now the wooden box is on the desk; now the screwdriver is in the drawer; if the table is in the Mysterious Room: if Cont is 1: now the slide puzzle box is on the table; now the hammer is on the table; if Cont is 2: now the lockbox is on the table; now orange berry is on the table; if Cont is 3: now the wooden box is on the table; now the screwdriver is on the table. Instead of entering the door: try going north. [the lamp] The halogen lamp is scenery in the Mysterious Room. The description of the lamp is "[one of]Simply emitting a constant white light, unsympathetic to your situation.[or]Simply emitting a constant white light, unsympathetic to your situation.[paragraph break]Something looks wrong about the light, but you can't quite put your finger on it.[stopping]". Instead of taking the lamp, say "You can't reach it." [The door in every iteration of the room] The beige door is a door. It is north of Mysterious Room. Through it is Mysterious Room. The description of the beige door is "A plain beige door, set into the north wall of the room." The beige door is locked and lockable. The matching key of the beige door is the thin key. The description of the the thin key is "A normal-looking key." After unlocking the beige door with the thin key: say "[one of]The thin key snaps in two right as you finish turning it.[or]The thin key sticks in the lock, and you cannot pull it out no matter how hard you try.[purely at random]"; now the thin key is nowhere. [random notes the player can find lying around, that are subtle clues on how to end the game] Clues is a number that varies. Clues is 0. A note is a thing that is nowhere. The description of the note is "It reads as follows: [line break][italic type]Pick up the receiver, I'll make you a believer[line break]Reach out and touch faith[roman type]". A paper is a thing that is nowhere. The description of the paper is "It reads as follows: [line break][italic type]Hey you[line break]Out there all alone[line break]Standing naked by the phone[line break]Can you touch me?[roman type]". A journal is a thing that is nowhere. The description of the journal is "You flip through it quickly, and find writing only on the last page:[paragraph break][italic type]It could be just a membrane. Just a millimeter thick. Something I can poke with a finger and pop like a balloon. It might even be nothing more than an illusion. But my instinct, my fear, the feeling in the pit of my stomach, tells me I'm looking at a wall. No illusion, no curtain, but a wall.[roman type]". Instead of opening the journal, try examining the journal. A diagram is a thing that is nowhere. The description of the diagram is "The diagram has a detailed drawing of a bell on it, with some text scribbled off to the side:[line break][italic type]NEVER ring it. If you hear it, he can touch you.[roman type]". A book is a thing that is nowhere. The description of the book is "The book is very short, and most of it is either blank or incomprehensible, except for one sentence in the middle:[line break][fixed letter spacing]Love the archons. If you hate them, they can touch you.[roman type]". A torn report is a thing that is nowhere. The description of the torn report is "It reads as follows:[line break][italic type]'Mr. Gorbachev, tear down this wall!'[roman type]". A letter is a thing that is nowhere. The description of the letter is "It reads as follows:[line break][italic type]I talk to shadows from a lonely candle[line break]Reciting phrases from the wall[line break]I can't explain...[roman type]". A scroll is a thing that is nowhere. The description of the scroll is "It reads as follows:[line break][italic type]If you believe you are free, no escape is possible.[roman type]". A memo is a thing that is nowhere. The description of the memo is "It reads as follows:[paragraph break][italic type]Some people believe that at the edge of the physical universe is a big blank wall, surrounding the whole place. Others believe that those people are crazy.[roman type]". A footnote is a thing that is nowhere. The description of the footnote is "It reads as follows:[paragraph break][italic type]These notes sure are weird, aren't they? Maybe read them anyway. Sometimes the strangest things can be the difference between life and death.[roman type]". [gag reel command] Understand "escape" as escaping. Escaping is an action applying to nothing. Instead of escaping, say "Sadly, it's not quite that easy." [now the meat of the game: various machines, containers, and other objects can appear in the room as the player "progresses"] [the code below defines the various objects.] [the strange machine, used to copy the thin key when necessary. Concept cribbed from "Clean Air" by Lennard McGraw.] The strange machine is a thing that is nowhere. The description of the strange machine is "It's a mechanical beast, a mess of gears and wires, part of it covered by a layer of glass and the rest by more opaque steel. There's a button on the side, a slot just below that, and a velvet compartment below the section of visible gears." The strange machine is fixed in place. A thing called the button is part of the strange machine. The description of the button is "A small black button, set into the side of the machine." A container called the velvet compartment is part of the strange machine. The description of the compartment is "A small velvet compartment. It looks like it could just barely fit, say, a key within." The compartment is transparent, open, unopenable, and fixed in place. The compartment has a carrying capacity 1. Instead of opening the compartment: if the compartment is closed: say "It's shut tight."; otherwise: say "It's already open.". A thing called the slot is part of the strange machine. The description of the slot is "A narrow slit in this steel contraption." [the wide key] The wide key is a thing. The description of a wide key is "A strangely thick key, too wide for the door's lock." After unlocking the lockbox with the wide key: say "The wide key snaps as you finish turning it, and you pull out only one half of the key. You throw it away."; now the wide key is nowhere. [pressing the button might make something happen] Check pushing the button: if the compartment holds a wide key and the player is not carrying a thin key: say "The compartment firmly snaps shut, the machine whirrs for a moment, and then a thin key falls out of the slot and onto the floor. You stoop down and pick it up."; now the compartment is closed; now the player is carrying a thin key; stop the action. [The electronic keypad, which the player may have to use to open the door] The electronic keypad is a thing that is nowhere. The description of the keypad is "It's made of white plastic, with black keys having every number 0 through 9 on them, and it looks like it's meant to take a four-digit code. It's set in the wall next to the door.". The keypad is fixed in place. A printed slip is a thing that is nowhere. The description of a printed slip is "A small, printed slip of paper. Written on it is:[line break][italic type]Keypad code: [Code][roman type]". [creating the means to enter the code] Understand "type [number]" as typing. Typing is an action applying to a number. [if the player tries to enter the code one number at a time] Report typing number less than 1000: if the keypad is in the Mysterious Room: say "Enter the whole code at once, please."; stop the action; otherwise: say "There's nothing to type on."; stop the action. [if they try to guess randomly] Report typing: if the keypad is in the Mysterious Room: if the beige door is locked: say "The keypad beeps unhappily at you twice, and clears the screen. Guessing randomly is probably not going to work here."; otherwise: say "Why are you still typing into the keypad? The door's unlocked already!"; otherwise: say "There's nothing to type on.". [When they succeed!] After typing Code: if the electronic keypad is in the Mysterious Room: say "The keypad emits a pleasant beep, and you hear the door's lock click open."; now the beige door is unlocked; stop the action; otherwise: say "There's nothing to type on.". [various mistakes] Understand "type" as a mistake ("Try to type a number next time."). Understand "type [number] [text]" as a mistake ("You just need to TYPE a number, no need to specify on what."). Understand "enter [number]" as a mistake ("Try to TYPE the number instead."). Understand "enter [number] [text]" as a mistake ("You just need to TYPE a number, and there's no need to specify on what."). Understand "press [number]" as a mistake ("Try to TYPE the number instead."). Understand "press [number] [text]" as a mistake ("You just need to TYPE a number, and there's no need to specify on what."). Understand "push [number]" as a mistake ("Try to TYPE the number instead."). Understand "push [number] [text]" as a mistake ("You just need to TYPE a number, and there's no need to specify on what."). [the pair of lights and their switches] A thing called a pair of lights is nowhere. The description of a pair of lights is "There's two tall, tubular, fluorescent type light bulbs set up next to each other on one of the walls, both of them turned off. Beneath each one is a switch. In between the bulbs, nailed into the wall is a small label, unreadable from a distance.". A pair of lights is fixed in place. Understand "bulbs" as a pair of lights. Understand "bulb" as a pair of lights. [the parts of the lights] A thing called the left switch is part of a pair of lights. The description of the left switch is "An ordinary-looking light switch, positioned below the left bulb." A thing called the right switch is part of a pair of lights. The description of the right switch is "An ordinary-looking light switch, positioned below the right bulb." A thing called a label is part of a pair of lights. The description of a label is "You squint and make out the single word written on the label: 'HELP'". Understand "flip [something]" as switching on. [long dash] Check switching on the left switch: say "The bulb above it comes on for a few seconds, then goes dark again."; stop the action. Instead of pushing the left switch, try switching on the left switch. [short dash] Check switching on the right switch: say "The bulb above it blinks on for just a moment before turning off again."; stop the action. Instead of pushing the right switch, try switching on the right switch. [the SOS sequence] The light-sequence is a list of stored actions that varies. The attempted-sequence is a list of stored actions that varies. SOS is a number that varies. SOS is 0. Every turn when the player is in the Mysterious Room and SOS is 0: truncate the attempted-sequence to the last eight entries; add the current action to the attempted-sequence; if the attempted-sequence is the light-sequence: if the lockbox is on the desk or the lockbox is on the table: say "Abruptly, a slot opens up in the wall and a key flies out. You manage to catch it as the slot disappears into the wall."; now the player is carrying the wide key; now SOS is 1; if the slide puzzle box is on the desk or the slide puzzle box is on the table: say "Abruptly, a slot opens up in the wall and a hammer falls out. It drops onto the floor with a thunk, and the slot immediately disappears."; now the hammer is in the Mysterious Room; now SOS is 1; if the wooden box is on the desk or the wooden box is on the table: say "Abruptly, a slot opens up in the wall and a screwdriver falls out. It drops onto the floor with a plink, and the slot immediately disappears."; now the screwdriver is in the Mysterious Room; now SOS is 1. [the block of ice] A thing called the block of ice is nowhere. The description of a block of ice is "[if a thin key is nowhere and a wide key is nowhere]A block of ice sitting on a metal stool, with some gadgetry below the stool leading around to two vents blasting cold air at the ice. You can see a key frozen inside the block of ice.[otherwise]A small puddle on the stool is all that remains of the ice. The key formerly imprisoned within is now available." The block of ice is fixed in place. The block of ice is a supporter. Understand "puddle" as the block of ice. [the parts of the block] A thing called vents is part of the block of ice. The description of vents is "Two AC vents, keeping the ice from melting on its own. You don't see any way of turning them off." A thing called the stool is part of the block of ice. The description of stool is "A four-legged metal stool. Standing on it is the block of ice. Attached to the underside of its seat is some gadgetry, that presumably powers the vents." A thing called gadgetry is part of the block of ice. The description of gadgetry is "It is entirely encased in metal, with no exposed parts to damage to let the ice melt." Understand "machinery" as gadgetry. [the solution] [stolen from "Dreamhold" by Andrew Plotkin] A thing called an orange berry is nowhere. The description of an orange berry is "A strange orange berry that radiates heat." Understand "berries" as an orange berry. After putting orange berry on the block of ice: if the lockbox is on the table or the lockbox is on the desk: say "The block of ice, in spite of the cold air being blasted at it, begins to steam and melt away. After about a minute, it's nothing but a puddle. A wide key is ripe for the taking now."; now the wide key is on the block of ice; otherwise: say "The block of ice, in spite of the cold air being blasted at it, begins to steam and melt away. After about a minute, it's nothing but a puddle. A thin key is ripe for the taking now."; now the thin key is on the block of ice; now the printed name of the block of ice is "puddle". [now for the various pieces of furniture that can end up in the room] [the desk] A thing called the desk is nowhere. The description of the desk is "A solid-looking wooden desk, with a single drawer attached.". The desk is a supporter. A thing called the drawer is part of the desk. The description of the drawer is "A wooden drawer, below the right end of the desk.". The drawer is a container. The drawer is closed and openable. [the table] A thing called the table is nowhere. The description of the table is "A functional metal table.". The table is a supporter. [slide puzzle box] A thing called the slide puzzle box is nowhere. The description of the slide puzzle box is "[if slide puzzle box is closed]A large wooden slide puzzle, guarding the way into the box. It's a 10x10 puzzle, with numbers 1 through 99 printed on it and mixed around and...[paragraph break]Yeah, you're not gonna try and solve this. There had better be some way to break this thing open.[otherwise]The top of the box has a nice hole punched in it, allowing you to see and remove the contents, along with slide puzzle pieces scattered across the desk and floor.". The slide puzzle box is fixed in place. The slide puzzle box is a container. The slide puzzle box is closed, unopenable, and opaque. [the hammer] A thing called the hammer is nowhere. The description of the hammer is "A rusted, cheap-looking hammer.". Instead of attacking the slide puzzle box: if the hammer is carried by the player: say "You line the hammer up carefully, and give the strongest blow you can deliver to the box. The box does indeed smash open... and the hammer's head comes off, leaving you holding the useless handle. Oh well."; now the hammer is nowhere; now the slide puzzle box is open; if the strange machine is in the Mysterious Room: now the wide key is in the slide puzzle box; if the electronic keypad is in the Mysterious Room: now a printed slip is in the slide puzzle box; if the block of ice is in the Mysterious Room: now an orange berry is in the slide puzzle box; if the pair of lights is in the Mysterious Room: now a thin key is in the slide puzzle box; otherwise: say "You pound on the box with your fist, but it does little. You're going to need something more solid to break this thing open.". [good thinking, but...] Instead of attacking the block of ice: if the hammer is carried by the player: say "Good thinking, but you're not confident that the ice will give before the hammer."; otherwise: say "You highly doubt your fists are going to crack that block.". [the lockbox] A thing called the lockbox is nowhere. The description of the lockbox is "A sturdy metal box, about the size of a shoebox. It has a large lock on the lid.". The lockbox is fixed in place. The lockbox is a container. The lockbox is closed, opaque, locked, and lockable. The matching key of the lockbox is the wide key. Understand "box" as the lockbox. Carry out unlocking the lockbox with the wide key: now a thin key is in the lockbox. [the wooden box] A thing called the wooden box is nowhere. The description of the wooden box is "[if Screwed is less than 3]A solid wooden box with four screws set into the corners of the lid. You can guess how you might get this open.[otherwise]A solid wooden box that used to have four screws set into the corners of the lid, but you've got it open.". The wooden box is a container. The wooden box is opaque, closed, and unopenable. Instead of taking the wooden box: say "It's fixed in place."; stop the action. [the screwdriver] A thing called the screwdriver is nowhere. The description of the screwdriver is "A mostly dulled Phillips-head screwdriver.". [unscrewing the screws] Understand nothing as turning. Unscrewing is an action applying to one visible thing. Understand "unscrew [something]" as unscrewing. Understand "lid" as the wooden box. Understand "screw" as the wooden box. Understand "screws" as the wooden box. Check unscrewing the wooden box: if Screwed is less than 3: increase Screwed by 1; say "You unscrew a screw from the lid."; stop the action; if Screwed is 3: now the wooden box is open; if the strange machine is in the Mysterious Room: now the wide key is in the wooden box; if the electronic keypad is in the Mysterious Room: now a printed slip is in the wooden box; if the block of ice is in the Mysterious Room: now an orange berry is in the wooden box; if the pair of lights is in the Mysterious Room: now a thin key is in the wooden box; increase Screwed by 1; say "You unscrew the last screw, remove the lid, and reveal the [list of things in the wooden box] within.[paragraph break]And in the process, your screwdriver has completely dulled. You toss it aside."; now the screwdriver is nowhere; stop the action; if Screwed is greater than 3: say "No need to mess with the screws anymore now that the box is open."; stop the action. [This number controls which machine gets placed in the room] Activatee is a number that varies. Activatee is 0. [This number controls which piece of furniture ends up in the room] Furniture is a number that varies. Furniture is 0. [sets the keypad code] Code is a number that varies. [for the screwdriver to see if it's dulled yet] Screwed is a number that varies. Screwed is 0. [random number for if the block of ice is in the Mysterious Room] Cont is a number that varies. Cont is 0. [cataloging the number of rooms cleared, which will change some of the text near the end] Rooms Cleared is a number that varies. Rooms Cleared is 0. [And now... for the reveal: The room isn't real. The player is, in fact, a hapless camper kidnapped by the government to test alien holodeck/hologram/illusion technology. The player can most directly discover that the room is illusory by TOUCH WALL(S), or put it together from the notes and other strange facets of the room. Anyway... The walls] The wall is scenery in the Mysterious Room. The description of the wall is "Barren, white.". Understand "walls" as wall. Understand "knock on [something]" as attacking. Understand "knock [something]" as attacking. Instead of attacking the wall: say "You doubt whoever put you in here is interested in your noisemaking, or that the walls will give in to your blows.". [And now the big moment] Instead of touching the wall: say "With some hesitation, you put a hand on the wall. But not on the wall... your hand is in the wall, but you feel nothing in that space, nothing but some warmth, some warmth like under a spotlight... you put your arm through, then both arms, then you plunge through the wall...[paragraph break]"; now the player is in the Testing Area; stop the action. Discovery is a scene. Discovery begins when the player is in the Testing Area. When Discovery begins: repeat with item running through things had by the player: move the item to the Mysterious Room. [the testing area] The Testing Area is outside from the Mysterious Room. "[one of]You find yourself standing in a very large, very dark area. The only light in the room comes from a bunch of spotlights set high up, maybe 50 feet off the floor. The floor is concrete, with yellow tape marking off the floor. High up, maybe 20 or 30 feet off the floor, you can see a room with a large window. There's light coming from behind the window, but you can't see who might be in it. [paragraph break]Shifting your gaze away, you see there's a staircase leading down from the room to the floor.[paragraph break]Behind you is the mysterious room you were just in. Above the 'room' is a bunch of complicated looking equipment and projectors, and a big white light several feet above the room. It must've been nothing more than a hologram... somehow...[or]This area seems to be designated for the hologram room, and is taped off from the stairwell accordingly.[stopping]". Instead of going in the Testing Area, say "No way you're going back in that fake room. You're getting to the bottom of what's going on here.". [the tape] The tape is scenery in the Testing Area. The description of the tape is "Yellow-and-black tape has been laid out around the floor, and it seems to stretch around the whole concrete area, in a line that extends from where the stairs end. There's a large square of tape around the 'room' you were in too.[paragraph break]The tape at the bottom of the stairs has a warning printed on it: 'DO NOT ENTER - TESTING IN PROGRESS'. Which was what you were doing, apparently.". [the spotlights] The spotlights are scenery in the Testing Area. The description of the spotlights is "Giant lights dangling from the faraway ceiling, providing some pools of light on the floor below. Only the ones hanging in the airspace around the room are lit though." Understand "lights" as spotlights. [the equipment] The equipment is scenery in the Testing Area. The description of the equipment is "You can't even begin to understand what this equipment was doing. Well, you understand what it's FOR - creating illusory rooms and objects - but you have no idea how that's possible. Holograms aren't solid, after all. It's like something out of Star Trek... [paragraph break]Well, you don't need to understand why or how, you just need to get out of here.". Understand "projector" as equipment. Understand "projectors" as equipment. Understand "light" as equipment. Instead of taking the equipment, say "You can't grasp it in any sense of the word.". [the window] The windowed room is scenery in the Testing Area. The description of the windowed room is "A wide, plate glass window overlooking the floor and the fake room. No doubt whoever's in there was watching you." Understand "window" as windowed room. [the fake room] The fake room is scenery in the Testing Area. The description of the fake room is "Just an illusion." Instead of taking the fake room, say "You couldn't even if it was real, and wouldn't even if you could." [the staircase] The first staircase is a door in the Testing Area. The description of the first staircase is "A black, skeletal, metal staircase, leading up to a landing. At the bottom of one of the railings is a pole with a red light glowing on it, probably to tell others to stay away from the floor.". The printed name of the first staircase is "staircase". The first staircase is open, unopenable, and unlocked. The first staircase is up from the Testing Area. Understand "stairs" as the first staircase. The red light is scenery in the Testing Area. The description of the red light is "A tubular red light, simply glowing." [only one way to leave] Instead of going north in the Testing Area, say "You would be walking into a wall of inky blackness if you went that way. Better to stay in the light, you think.". Instead of going east in the Testing Area, say "You would be walking into a wall of inky blackness if you went that way. Better to stay in the light, you think." Instead of going south in the Testing Area, say "You would be walking into a wall of inky blackness if you went that way. Better to stay in the light, you think." Instead of going west in the Testing Area, say "The only visible thing at floor level in that direction is the staircase, leading up." Instead of going up in the Testing Area: say "You trudge up the stairs, towards the windowed room..."; now the player is in the Lower Landing; stop the action. Instead of entering the first staircase, try going up. Instead of climbing the first staircase, try going up. Instead of going down in the Testing Area, say "You don't think you're getting through the floor.". [the lower landing] The Lower Landing is a room. "A small platform separating the two staircases as they lead up toward the windowed room.[first time] The only light here comes from a yellow light pole, similar to the red-lit one lower down.[only]". The yellow light is scenery in the Lower Landing. The description of the yellow light is "A tubular yellow light, simply glowing, perhaps to warn people coming down... or people coming up." Instead of going down in the Lower Landing, say "There's nowhere to go but up." The second staircase is a door in the Lower Landing. The description of the second staircase is "A black, skeletal, metal staircase, leading up to a landing just outside the windowed room." The second staircase is open, unopenable, and unlocked. The second staircase is up from the Lower Landing and down from the Upper Landing. The printed name of the second staircase is "staircase". Understand "stairs" as the second staircase. Instead of entering the second staircase, try going up. Instead of climbing the second staircase, try going up. Instead of going up in the Lower Landing: say "You trudge up the stairs, a creeping sense of dread weighing you down..."; now the player is in the Upper Landing; stop the action. [the upper landing] The Upper Landing is a room. "A small platform, on the south side of the door to the windowed room. [first time]This is it. Now you'll find out whatever's going on here, who kidnapped you, why they kidnapped you, and how you'll escape from this place.[only]". Instead of going down in the Upper Landing, say "Nowhere to go but through the door.". The steel door is a door in the Upper Landing. The description of the steel door is "A charcoal gray steel door, the only thing standing between you and solving this mystery. You hope it isn't locked." The steel door is closed and unlocked. The steel door is north of the Upper Landing. Carry out opening the door: if the player is in the Upper Landing: say "To your surprise, the door is unlocked and the handle turns easily. You slam the door open, determined to face whatever's on the other side with bravery."; wait for any key; say "[paragraph break]"; now the player is in the Observation Room; stop the action. [the observation room] The Observation Room is a room. "You burst into a green-carpeted, wood-paneled room. There's a door on the western wall, and the window does indeed overlook the fake room, but what immediately catches your attention are the two people in the middle of the room, next to a crummy white plastic table.". [the government agent] The agent is a man in the Observation room. "There's a man here, looks like he's in his forties or fifties, already most of the way to bald with gray hair. He wears a gray shirt, black slacks, and a black vest, and has a United States Air Force patch sewn onto the latter. He's standing up, but half-leaning, half-sitting on the table, with his arms crossed, looking right at you with an impassive expression.". Understand "man" as agent. [the alien] The astronaut is a man in the Observation room. "The other man looks like some kind of astronaut. He's decked out is some kind of gray spacesuit or hazmat looking thing for some reason, with the faceplate entirely opaque from your side. You can't see where he's looking, but you get the feeling it's right at you.[paragraph break]Then it hits you. Neither of these guys are at all surprised to see you in here. Well of course they aren't, they probably just watched you burst out of the hologram and come up the stairs, probably even unlocked the door for you. God, it was stupid of you to think you could get out of here that easily with a [italic type]windowed room[roman type] right above you." Understand "alien" as astronaut. [the room's other door] The wooden door is a door in the Observation Room. "Although it may not be as hopeless as you thought; there's another door across the room, along the western wall. You'll have to be quick, but you might make it." The wooden door is west of the Observation Room. The description of the wooden door is "Slightly off-shade from the surrounding paneling, and your only hope to get out of this room." [the various things in the room] The carpet is scenery in the Observation Room. The description of the carpet is "It feels stiff and bristly.". The wooden paneling walls are scenery in the Observation Room. The description of the wooden paneling walls is "Rather tasteful, considering the rest of the room's shape." Understand "wood" as wooden paneling walls. Understand "panels" as wooden paneling walls. The crummy white plastic table is scenery in the Observation Room. The description of the crummy white plastic table is "A cheap, off-white plastic table. Must've been the best price they could find for a table that could stand." The window is scenery in the Observation Room. The description of the window is "It provides a surprisingly good view into the fake room, you can even see all the stuff in there from this angle." Instead of attacking the window, say "That would be useless, you just came from that way and it's a 20 foot drop at best. The only viable exit is on the other side of the room." Instead of taking the table, say "That would not be a constructive action right now." The description of the agent is "His expression is impossible to read." The description of the astronaut is "Impossible to make out anything besides the hazmat suit he's wearing." Instead of opening the wooden door, say "As you move for the door, the man stands up and reaches for his waist, and for the first time you notice the holstered gun on his hip. You freeze, thinking frantically about how you can get past the man." Instead of going south in the Observation Room, say "Useless. It'll just put you back where you started." [the man and the alien converse] Conversation is a number that varies. Conversation is 0. After reading a command: if the player is in the Observation Room: now Conversation is 1. Every turn: if Conversation is 1: if Rooms Cleared is 0: say "The man examines you impassively for a moment, then manages a faint smile. 'Well, well, well,' he says. 'You saw right through the illusion. Fine job, [italic type]damn[roman type] fine job.'[paragraph break]'You see how our technology works, General,' says a voice that sounds like Darth Vader. With a jolt, you realize the astronaut must've spoken. And then you realize what he just said must mean...[paragraph break]'Oh yes, yes,' replies the man, turning to the astronaut. 'Your technology is extremely impressive, and I think we can put it to excellent use.'[paragraph break]'That is well,' says the astronaut. 'But there is still the matter of compensation for the delivery of our technology. We wish to have more test subjects of your species. For our own scientific knowledge.' 'You've had plenty of subjects,' says the man coolly. 'That is true,' replies the astronaut. 'But we have not yet had a female subject,' he says nodding in your direction.[paragraph break]Your eyes widen in horror as it all comes together. This is a government facility, that kidnapped you, to test alien technology on you, and now they're going to give you to the aliens to stick needles in you or God knows what.[paragraph break]The man turns back to look at you, and you stare at him, as if pleading for mercy, as if this bastard has any mercy.[paragraph break]'I'll have to think about it, Commander,' he says unhappily. Maybe he won't give you to the aliens, but you somehow doubt he'll just let you waltz on out of here. You need to get out of here, [italic type]NOW[roman type]. [paragraph break]>"; otherwise if Rooms Cleared is greater than 0 and Rooms Cleared is less than 4: say "The man examines you impassively for a moment, then manages a faint smile. 'Well, well, well,' he says. 'You did pretty well. Just needed a little nudge to see through the illusion. Damn fine job.'[paragraph break]'You see how our technology works, General,' says a voice that sounds like Darth Vader. With a jolt, you realize the astronaut must've spoken. And then you realize what he just said must mean...[paragraph break]'Oh yes, yes,' replies the man, turning to the astronaut. 'Your technology is extremely impressive, and I think we can put it to excellent use.'[paragraph break]'That is well,' says the astronaut. 'But there is still the matter of compensation for the delivery of our technology. We wish to have more test subjects of your species. For our own scientific knowledge.' 'You've had plenty of subjects,' says the man coolly. 'That is true,' replies the astronaut. 'But we have not yet had a female subject,' he says nodding in your direction.[paragraph break]Your eyes widen in horror as it all comes together. This is a government facility, that kidnapped you, to test alien technology on you, and now they're going to give you to the aliens to stick needles in you or God knows what.[paragraph break]The man turns back to look at you, and you stare at him, as if pleading for mercy, as if this bastard has any mercy.[paragraph break]'I'll have to sleep on it, Commander,' he says unhappily. Maybe he won't give you to the aliens, but you somehow doubt he'll just let you waltz on out of here. You need to get out of here, [italic type]NOW[roman type]. [paragraph break]>"; otherwise if Rooms Cleared is greater than 3 and Rooms Cleared is less than 8: say "The man examines you impassively for a moment, then nods. 'Well,' he says, 'You didn't do too bad. You needed a little help, but you figured things out eventually. Decent enough, I suppose.'[paragraph break]'You see how our technology works, General,' says a voice that sounds like Darth Vader. With a jolt, you realize the astronaut must've spoken. And then you realize what he just said must mean...[paragraph break]'Oh yes, yes,' replies the man, turning to the astronaut. 'Your technology is extremely impressive, and I think we can put it to excellent use.'[paragraph break]'That is well,' says the astronaut. 'But there is still the matter of compensation for the delivery of our technology. We wish to have more test subjects of your species. For our own scientific knowledge.' 'You've had plenty of subjects,' says the man coolly. 'That is true,' replies the astronaut. 'But we have not yet had a female subject,' he says nodding in your direction.[paragraph break]Your eyes widen in horror as it all comes together. This is a government facility, that kidnapped you, to test alien technology on you, and now they're going to give you to the aliens to stick needles in you or God knows what.[paragraph break]The man turns back to look at you, and you stare at him, as if pleading for mercy, as if this bastard has any mercy.[paragraph break]'I'll have to sleep on it, Commander,' he says unhappily. Maybe he won't give you to the aliens, but you somehow doubt he'll just let you waltz on out of here. You need to get out of here, [italic type]NOW[roman type]. [paragraph break]>"; otherwise if Rooms Cleared is greater than 7 and Rooms Cleared is less than 13: say "The man examines you for a moment, then says, 'Not the worst we've seen. Needed a lot of help, a lot of time to think... certainly not the best either,' he finishes with a mutter, turning his gaze to the floor.[paragraph break]'You see how our technology works, General,' says a voice that sounds like Darth Vader. With a jolt, you realize the astronaut must've spoken. And then you realize what he just said must mean...[paragraph break]'Oh yes, yes,' replies the man, turning to the astronaut. 'Your technology is extremely impressive, and I think we can put it to excellent use.'[paragraph break]'That is well,' says the astronaut. 'But there is still the matter of compensation for the delivery of our technology. We wish to have more test subjects of your species. For our own scientific knowledge.' 'You've had plenty of subjects,' says the man coolly. 'That is true,' replies the astronaut. 'But we have not yet had a female subject,' he says nodding in your direction.[paragraph break]Your eyes widen in horror as it all comes together. This is a government facility, that kidnapped you, to test alien technology on you, and now they're going to give you to the aliens to stick needles in you or God knows what.[paragraph break]The man turns back to look at you, and you stare at him, as if pleading for mercy, as if this bastard has any mercy.[paragraph break]'She'll be all yours as soon as you're ready for her, Commander,' he says indifferently.[paragraph break]Dammit, this bastard's going to let the aliens shove needles into you. You need to get out of here, [italic type]NOW[roman type]. [paragraph break]>"; otherwise if Rooms Cleared is greater than 12 and Rooms Cleared is less than 21: say "The man looks over you with something close to contempt on his face. 'Pathetic,' he says, almost spitting the word. 'Practically needed to walk in there and tell you what was up. Took you forever to figure out what was going on. I can only remember seeing a couple people do it as slow as you.' He sits down, shaking his head.[paragraph break]'You see how our technology works, General,' says a voice that sounds like Darth Vader. With a jolt, you realize the astronaut must've spoken. And then you realize what he just said must mean...[paragraph break]'Oh yes, yes,' replies the man, turning to the astronaut. 'Your technology is extremely impressive, and I think we can put it to excellent use.'[paragraph break]'That is well,' says the astronaut. 'But there is still the matter of compensation for the delivery of our technology. We wish to have more test subjects of your species. For our own scientific knowledge.' 'You've had plenty of subjects,' says the man coolly. 'That is true,' replies the astronaut. 'But we have not yet had a female subject,' he says nodding in your direction.[paragraph break]Your eyes widen in horror as it all comes together. This is a government facility, that kidnapped you, to test alien technology on you, and now they're going to give you to the aliens to stick needles in you or God knows what.[paragraph break]The man turns back to look at you, and you stare at him, as if pleading for mercy, as if this bastard has any mercy.[paragraph break]'She's all yours, Commander, just as soon as you say the word,' he says. [paragraph break]Dammit, this bastard's going to let the aliens shove needles into you. You need to get out of here, [italic type]NOW[roman type]. [paragraph break]>"; otherwise: say "The man glances at you for a moment with disgust on his face, then looks away. 'Pathetic,' he says, shaking his head. 'Practically needed to walk in there and tell you what was up. Can't remember anyone taking so long to figure it out.' He sits down.[paragraph break]'You see how our technology works, General,' says a voice that sounds like Darth Vader. With a jolt, you realize the astronaut must've spoken. And then you realize what he just said must mean...[paragraph break]'Oh yes, yes,' replies the man, turning to the astronaut. 'Your technology is extremely impressive, and I think we can put it to excellent use.'[paragraph break]'That is well,' says the astronaut. 'But there is still the matter of compensation for the delivery of our technology. We wish to have more test subjects of your species. For our own scientific knowledge.' 'You've had plenty of subjects,' says the man coolly. 'That is true,' replies the astronaut. 'But we have not yet had a female subject,' he says nodding in your direction.[paragraph break]Your eyes widen in horror as it all comes together. This is a government facility, that kidnapped you, to test alien technology on you, and now they're going to give you to the aliens to stick needles in you or God knows what.[paragraph break]The man turns back to look at you, and you stare at him, as if pleading for mercy, as if this bastard has any mercy.[paragraph break]'Please, take her,' says the man, waving dismissively. 'I doubt she'll be any loss to Earth.'[paragraph break]Dammit, this bastard's going to let the aliens shove needles into you. And for what, just because you couldn't figure out someone had invented a holodeck? You need to get out of here, [italic type]NOW[roman type]. [paragraph break]>"; wait for any key; [the ending sequence] say "[paragraph break]Before you can even think of what to do next, the wooden door bursts open and a group of men in clad in riot gear and wielding batons rush into the room and grab you, manhandling you like you were nothing more than a sack of potatoes. You try to fight back, but it’s no use at all. You never had any chance to escape at all, you realize. The thought almost makes you want to cry.[paragraph break]One of the soldiers produces a syringe with a clear fluid. You flail desperately to keep him from injecting what must be poison, but the other men hold you in place and the soldier pricks you with the needle.[paragraph break]The sting of the needle feels familiar…[paragraph break]”; wait for any key; say “Suddenly all your memories come flooding back...”; wait for any key; clear the screen; now the left hand status line is “”; say “[line break][bold type]Your Apartment[roman type][line break]You’ve finished packing all your stuff for the camping trip. A few days of food, a chair, a backpack, a bunch of water bottles, some sunscreen, bug spray, a sleeping bag. Although with your boyfriend coming along, you’re not sure how much sleep you’ll be getting in.[paragraph break]Even without that, you’d be looking forward to this trip. Spending four days with your three best friends, enjoying the fresh air and the great outdoors…[paragraph break]You hear the door open behind you. Your boyfriend, Matt, enters the room.[paragraph break]You smile, and you approach each other, and share a brief kiss.[paragraph break]>”; wait for any key; say “Talk to Matt[paragraph break]‘Are you all packed, babe?’ you ask him. He smiles and replies, ‘Yep. Only thing left is you.’[paragraph break]You giggle in reply, feeling kinda silly but also kinda free, free to share affection with the person you love most in the world.[paragraph break]>”; wait for any key; say “Leave apartment[paragraph break]You gather your things, make sure the oven’s off, close the door, lock it, and set off on your trip, hand in hand with Matt.”; wait for any key; clear the screen; say “[line break][bold type]Car[roman type][line break]You’re in the backseat of Bryan’s car, cuddling in the back with Matt. You love his smile, and you love smiling back. This is definitely going to be the best trip ever.[paragraph break]Bryan is up front driving, with his girlfriend Selena riding shotgun.[paragraph break]The view of the forest cruises by.[paragraph break]>”; wait for any key; say “Look at window[paragraph break]You look out the window, taking in the majesty of the mountains, the beauty of the trees, the mystery of the underbrush. You wonder if you’ll get lucky and see a deer, maybe even a big buck.[paragraph break]‘Man, it’s a good thing I brought along some allergy spray,’ you hear Matt mutter as he looks out the other window. You look back at him. ‘Why?’ you ask.[paragraph break]He points at the window. ‘Look at these windows, they’re covered in pollen,’ he says. You look closely at the window, and you can see it does have a very fine layer of yellow dust. ‘That’s the kind of thing I love about you,’ you say to him, almost laughing in delight at having found someone so sharp, so observant to spend your life with. Because that’s something you have no doubt about, can’t have any doubt about when you look in his eyes…[paragraph break]‘Hey, can you two wait til we pitch a tent before you start making out?’ calls Bryan from the front seat. You and Matt laugh, and Selene looks back at you with a hint of a smile...”; wait for any key; clear the screen; say “[line break][bold type]Campsite, Day[roman type][line break]You and your friends spent the afternoon hiking up, and found this awesome spot with plenty of room for your tents and a fire and a great view of the mountains. It even overlooks the city, looking very far away.[paragraph break]You set up your tents, got all your gear out, but by then the sun was getting low in the sky and you were all kind of tired, so you decided not to do any exploring.[paragraph break]You did manage to light a fire though, and that’s what you and Matt were sitting together, staring into as the stars came out.[paragraph break]Matt stands up with a yawn. ‘I’m going to bed, honey,’ he says. ‘Don’t know how long you wanna stay up.’[paragraph break]‘I’ll join you soon, baby,’ you reply, giving his hand a kiss before he turns in.[paragraph break]You go back to staring at the fire, letting your mind unwind a little.[paragraph break]>”; wait for any key; say “Enter tent[paragraph break]After a few minutes, you get up and join Matt in the tent. You’re both pretty tired, so there’s no fooling around. After another few minutes you’re both asleep.[paragraph break](...)”; wait for any key; clear the screen; say “[line break][bold type]Campsite, Night[roman type][line break]You’re jolted awake by a sudden roar, a roar that sounds like something out of a nightmare. But you’re certain immediately that this nightmare is taking place in reality.[paragraph break]You hear something – whatever made that roar, probably – begin trashing Bryan and Selene’s tent, and you hear both of them scream.[paragraph break]Matt is already getting up, and crawls out of the tent.[paragraph break]You hear another scream. It sounds like it was Selene.[paragraph break]>”; wait for any key; say “Exit tent[paragraph break]With a feeling of dread weighing you down, you get up and leave the tent.[paragraph break]And you wish you hadn’t.[paragraph break]You push the flap open just in time to see some kind of monster grab Selene from behind and smash her in the head several times. When it throws her to the ground, the shape of her head resembles a split watermelon.[paragraph break]Bryan screamed at the creature as it grabbed Selene, then ran into the forest as it killed her, sobbing the entire way.[paragraph break]Matt looks frozen in fear, an understandable reaction because it’s the same one you’re having right now.[paragraph break]>”; wait for any key; say “Look at monster[paragraph break]You can’t make its features out very well, but you can very clearly see that it’s tall, taller than Matt, probably seven feet, and that it’s big, with big muscles, and it’s walking upright and it’s got some VERY long and sharp-looking claws.[paragraph break]It turns to face you and Matt and roars again, a horrible metallic roar.[paragraph break]>”; wait for any key; say “RUN[paragraph break]You feel sluggish, slow to react, slowed by fear.[paragraph break]The roar seems to snap Matt out of his fear, though. He reaches down and hauls you out of the tent to your feet as the monster runs toward you. He pushes you ahead of him into the woods as the two of you stumble to a start toward the cover of the forest but it’s already far too late, the monster reaches Matt almost immediately. It knocks him down with one of its massive paws, then picks him back up, and slashes its giant claws across with throat. Blood sprays from the jugular like a fountain as the beast throws Matt back to the ground.[paragraph break]‘NOOO!’ you yell with a sob. Tears of sadness, of anger, come to your eyes. You look at Matt’s dying form, then leap at the monster, putting your hands around its throat. The monster seems surprised at first, but easily wrestles you off of him and contemptuously casts you to the ground. You guess this is the end.[paragraph break]>”; wait for any key; say “Look at Matt[paragraph break]Oh god, Matt. Staring forever at the sky with glassy eyes. You should’ve had a life together… snatched away by some monster that shouldn’t even exist…[paragraph break]The monster glowers down at you, and you wait for the fatal blow.[paragraph break]Suddenly the monster seems to tear off one of its own paws, and in its place is a hand. Before you can even process this, that hand reaches down and you feel a sting, the sting of a needle sliding into your flesh. You try to stand, to flee, to something, but the strength ebbs from your body within seconds. But you don’t go unconscious.[paragraph break]So you get to see the monster tear off its other paw, take off its head, and finally shed its hairy torso and legs. In its place is a human, but you’re quite sure he’s no less of a monster than the one portrayed by his suit.[paragraph break]He sticks the paws and head into a backpack that was under his suit, then rolls up the body and manages to stuff it in as well. He turns his attention to you, saying, ‘The lieutenant colonel wanted one of you alive, and it looks like you get to be the lucky one.’[paragraph break]Some luck, you think as he hoists you over his shoulder and carries you away, handling you like one might a dead body…[paragraph break](...)”; wait for any key; clear the screen; say “[line break][bold type]Infirmary[roman type][line break]The monster dragged you to some kind of military base. The drug he gave you has worn off now, but you still can’t really move, because you’ve been strapped into some kind of dentist’s chair. The monster left as soon as you were strapped in, but that was somewhere between several minutes and several hours ago, and nobody else has come in here since.[paragraph break]You can see a pushcart with a scalpel that might cut through the bindings from here.[paragraph break]>”; wait for any key; say “Get scalpel[paragraph break]Yeah, that’s not going to be happening. You can’t reach all the way over there.[paragraph break]Just looking at the scalpel, at its sharp edge, reminds you of what happened to Matt, reminds you of the blood, of it playing out over and over and over and over and[paragraph break]You open your eyes. You feel like focusing might be important.[paragraph break]>”; wait for any key; say “Escape[paragraph break]Sadly, it’s not quite as easy as that.[paragraph break]>”; wait for any key; say “Wait[paragraph break]With nothing else to do, you wait.[paragraph break]Time passes.[paragraph break]At last you hear the door open. Two men come into view. The first is dressed like a doctor, replete with a surgical mask, although you wonder what kind of doctor would agree to be part of something like this.[paragraph break]The second is a man who looks like he's in his forties or fifties, already most of the way to bald with gray hair. He wears a gray shirt, black slacks, and a black vest, and has a United States Air Force patch sewn onto the latter.[paragraph break]He looks you over for a minute, then turns to the doctor and says, ‘Do it.’ The doctor reveals a needle, rolls up your sleeve, dabs your skin with an antiseptic cloth, and injects you. You slip into unconsciousness within thirty seconds, left only with the sting, the sting, the sting of the needle…[paragraph break](...)”; wait for any key; clear the screen; say “The soldiers haul you deeper into the facility, into some kind of cell block, dumping you into the cot of an empty cell with no more ceremony than a group of mobsters dumping a snitch into a shallow grave. You can’t move yet, of course, having been injected with the same drug the monster gave you.[paragraph break][bold type]Cell[roman type][line break]The room is practically barren, with a dim yellow bulb in the ceiling and four utterly undecorated walls. Apart from your bunk, it's empty.[paragraph break]But now, you remember everything.”; end the story finally; When play ends: say "[bold type]***You have uncovered the awful truth...***[roman type]". [bibliographic data and release stuff] The story title is "The Game That Never Ends". The story author is "Earth Traveler". The story headline is "An Interactive Fiction". The story genre is "Surreal". The release number is 1. The story description is "Welcome back my friends, to The Game That Never Ends! Or does it?". The story creation year is 2020. Release along with cover art ("A plain door set into a blank wall."), a website, and an interpreter. [small help menu] Helping is an action applying to nothing. Understand "help" as helping. Understand "about" as helping. Understand "guide" as helping. Understand "info" as helping. Carry out helping: if the player is in the Mysterious Room: say "Hi! I'm Earth Traveler, and welcome to my first work of IF, The Game That Never Ends![paragraph break]This is a rather bizarre work of IF, starring the featureless amnesiac protagonist being run through an endless gauntlet of puzzle rooms. On second thought, that isn't really that bizarre, except for the fact that the series of rooms is truly endless, and the puzzles aren't particularly challenging - except for possibly that one with the lights.[paragraph break]In spite of the title, this game does have an ending, but you might have to think outside the box to find it. If you feel stuck, type HINT to display one of a list of hints.[paragraph break]Thank you for playing![paragraph break]If you have any questions about the game or any bugs you would like to report, feel free to email me at earthtraveler413@outlook.com."; otherwise: say "Hi! I'm Earth Traveler, and welcome to my first work of IF, The Game That Never Ends![paragraph break]This is a rather bizarre work of IF, starring the featureless amnesiac protagonist being run through an endless gauntlet of rooms. Or not, as it looks like you've figured out the game's twist. Nothing left to do but run through the final sequence of actions now. Thanks for playing![paragraph break]If you have any questions about the game or any bugs you would like to report, feel free to email me at earthtraveler413@outlook.com.". [hint system] Hinting is an action applying to nothing. Understand "hint" as hinting. Understand "hints" as hinting. Carry out hinting for the first time: say "Hi! Welcome to the hint system for The Game That Never Ends![paragraph break]First hint: Have you looked at the halogen lamp yet? Look at it. Then look at it again.". Carry out hinting for the second time: say "Second hint: Weird, huh? Well, whatever, you have bigger problems right now. Solve the puzzle in the room and go through the door.[if a pair of lights is in the Mysterious Room][paragraph break]By the way, if the pair of lights is giving you trouble, the sequence is:[paragraph break]R, R, R, L, L, L, R, R, R, or SOS.". Carry out hinting for the third time: say "Third hint: Now that you've gone through the door, you're in another puzzle room. Rats. Go back the way you came.". Carry out hinting for the fourth time: say "Fourth hint: Oops. The door going back has disappeared. Weird. Don't look at the next hint until you've found one of notes laying around.". Carry out hinting for the fifth time: say "Fifth hint: So, you've found one of the notes and, presumably, read it, and found some weird nonsequiter. Perhaps it will make more sense once you've found more of them.". Carry out hinting for the sixth time: say "Sixth hint: You should've now found a few of the notes scattered across the rooms. Sure are weird, huh? Have you noticed any themes they seem to have in common? Maybe that could give you an idea of how to end the game.". Carry out hinting for the seventh time: say "Seventh hint: The themes the notes share seem to have to do with walls and touching.". After hinting more than seven times: say "Final hint: The solution is: TOUCH WALL. The rest will be obvious."