Please enter your name:
<<textbox "$name" "">>
When you're ready, click [[here|Office]]
<<set $score to 0>>
<<set $health to 100>>
<<set $morale to 50>>
<<set $office to 0>>
<<set $window to 0>>
<<set $bee to 0>>
<<set $name to "Stranger">>
<<set $bin to 0>>
<<set $smell to 0>>
<<set $binopen to 0>>
<<set $cupboarddoor to 0>>
<<set $biscuits to 0>>
<<set $chocolate to 0>>
<<set $beans to 0>>
<<set $soup to 0>>
<<set $kitchen to 0>>
<<set $fridgedoor to 0>>
<<set $milk to 0>>
<<set $cheese to 0>>
<<set $kettlewater to 0>>
<<set $kettlepower to 0>>
<<set $taps to 0>>
<<set $coldtap to 0>>
<<set $hottap to 0>>
<<set $kettleboil to 0>>
<<set $teabags to 0>>
<<set $sugar to 0>>
<<set $cup to 0>>
<<set $dinner to 0>>
<<set $teabagsnumber to 50>>
<<set $trigger to 0>>
<<set $triggerend to 0>>
<<set $reply to 0>>
<<set $bottomdrawer to 0>>
<<set $box to 0>>
<<set $defib to 0>>
<<set $aristotle to 0>>
<<set $locke to 0>>
<<set $kant to 0>>
<<set $nietzsche to 0>>
<<set $read to 0>>
<<set $readall to 0>>
<<set $brandy to 0>>
<<set $glass to 0>>
<<set $ring to 0>>
<<set $options to 0>>
<<set $lamp to 0>>
<<if $office is 0>> Welcome $name. You are sitting in your office twiddling you thumbs. You have little to do. <</if>>
<<set $office to 1>><<set $kitchen to 0>><<set $trigger = $trigger + 1>>
In the office is a desk, a bookcase and a filing cabinet. There is also a door leading to a small kitchen area.
<<if ($trigger gt 3 and $triggerend is 0)>><<goto "Intruder">><</if>>
[[Look at Desk|Desk]]
[[Look at Bookcase|Bookcase]]
[[Look at Filing Cabinet|Filing Cabinet]]
<<set $ring to 0>><<set $ring to random(1, 6)>><<if $ring is 3>><span style="color:red">The telephone is ringing. You need to answer it.</span><</if>>
[[Open Door to Kitchen Area|Kitchen]]
The desk is made of oak and is quite old. On it are a lamp, a telephone and a book.<<if $lamp is 1>>The lamp casts a warm glow across the surface of the desk.<</if>>
<<if $ring is 3>>[[Answer The Telephone|Telephone]]<</if>>
[[Look at Lamp|Lamp]]
[[Look at Book|Book]]
[[Look Around Office|Office]]
The desk has two drawers.
[[Open Top Drawer|Top Drawer]]
[[Open Bottom Drawer|Bottom Drawer]]
[[Close Bottom Drawer|Bottom Drawer Close]]The book case is tall and narrow with four shelves.<<if $read == 4 and $readall is 1>>You are well read $name.<</if>>
<<if $read lt 4 and $readall is 0>>On one of the shelves are four books by: Aristotle, Locke, Kant and Nietzsche. Take down and read the book by:
[[Aristotle]]
[[Kant]]
[[Nietzsche]]
[[Locke]]
<</if>>
<<if $read == 4 and $readall is 0>>You are well read $name.<<set $morale = $morale + 5>><<set $score = $score + 1>><<set $readall to 1>><</if>>
[[Look Around Office|Office]]The filing cabinet is quite small, with two drawers. It is made of metal.
[[Open the Top Drawer|Top Drawer Open]]
[[Open the Bottom Drawer|Bottom Drawer Open]]
[[Look Around Office|Office]]The lamp has a brass stand with a green shade.
<<if $lamp is 0>>[[Switch Lamp On|Lamp On]]<</if>>
<<if $lamp is 1>>[[Switch Lamp Off|Lamp Off]]<</if>>
[[Look At Desk|Desk]]You pick up the receiver.<<set $options to 0>><<set $options to random(1, 3)>>
<<if $options is 1>><span style="color:green"> An important work call.</span><<set $score = $score + 1>><</if>>
<<if $options is 2>><span style="color:red"> Wong Number!</span><</if>>
<<if $options is 3>><span style="color:red"> Cold Call About Double Glazing!</span><</if>>
[[Look Around Office|Office]]The book is the latest Anthony Horowitz novel that you are reading.
<<if $lamp is 0>> It is too dark to read at the moment!<</if>>
<<if $lamp is 1>> With the lamp on you have plenty of light to read.<</if>>
Anyway, you are too busy to read at the present time.
[[Look At Desk|Desk]]The top drawer only has some pens and stationery in it. You close the top drawer.
[[Look At Desk|Desk]]<<if $bottomdrawer is 1>>The bottom drawer is already open.<</if>>
<<if $bottomdrawer is 0>>You open the bottom drawer.<<set $bottomdrawer to 1>><</if>>
<<if $box is 0>>Inside is a metal box.
[[Open the Box|Box]]<</if>>
[[Look Around Office|Office]]
The kitchen area has a microwave oven and a kettle on a shelf, a sink, a bin, a fridge and a large cupboard fitted to a wall.
<<set $kitchen to 1>>
<<if $bee is 1>>An annoying <span style="color:yellow">bee</span> is flying around and <span class="blink">buzzing</span>!<</if>>
<<if $smell is 1>>The smell from the bin is awful!<<set $health = $health - 10>><<set $morale = $morale - 5>><</if>>
<<if $fridgedoor is 1>><span class="emboss">The fridge door is open and its light spills out onto the kitchen floor.</span><</if>>
<<if $coldtap is 1>>The <span style="color:blue">cold</span> water tap is still <span class="blink">running</span>.<</if>>
[[Look at the Microwave Oven|Oven]]
[[Look at the Kettle|Kettle]]
[[Look at the Sink|Sink]]
[[Look at the Bin|Bin]]
[[Look at Fridge|Fridge]]
[[Look at the Cupboard|Cupboard]]
<<if $bee is 1>>[[Catch The Bee|Bee]]<</if>>
<<if $kettleboil is 1>>[[Make Tea|Make Tea]]<</if>>
Above the sink is a small window.
[[Look at the Window]]
[[Open Door To Office|Office]]
<<if $health lt 1>><<set $health to 1>><<elseif $health gt 100>><<set $health to 100>><<endif>>
<<if $morale lt 1>><<set $morale to 1>><<elseif $morale gt 100>><<set $morale to 100>><<endif>>
The microwave is modern and quite basic.
[[Use the Microwave|Use Oven]]
[[Look Around Kitchen|Kitchen]]The kettle is of modern design. It is electric with a glass body that lights blue when switched on and shows the bubbles as the water boils.<<if $kettlewater is 0>>It is empty.<</if>><<if $kettlepower is 0>>It is switched off.<</if>>
<<if $kettlepower is 0>>[[Switch Kettle On|Kettle On]]<</if>>
<<if $kettlewater is 0>>[[Fill Kettle|Fill Kettle]]<</if>>
[[Look Around Kitchen|Kitchen]]The sink is made of china with a deep bowl. It has a hot and a cold water brass tap.
[[Look At Taps|Taps]]
[[Look Around Kitchen|Kitchen]]The bin is of metal construction with a lid that can be flipped open.
<<if $bin is 0>>[[Open The Bin|Bin Open]]<</if>>
<<if $bin is 1>>[[Close The Bin|Bin Close]]<</if>>
[[Look Around Kitchen|Kitchen]]The cupboard is a 1950s style wooden cupboard with a large wooden door.
<<if $cupboarddoor is 0>>[[Open The Cupboard Door|Cupboard Open]]<</if>>
<<if $cupboarddoor is 1>>[[Close The Cupboard Door|Cupboard Closed]]<</if>>
[[Look Around Kitchen|Kitchen]]The window has a single plane of glass in a wooden frame. The wood is old and the putty holding the glass is cracked and worn. A metal catch keeps the window shut.
<<if $window is 0>>[[Open The Window|Window Open]]<</if>>
<<if $window is 1>>[[Close The Window|Window Close]]<</if>>
[[Look Around Kitchen|Kitchen]]
''HELP FILES''
<span class="greenish">
This is a very small demonstration of how an interactive story could be developed using Twine Sugarcube.
//Sidebar//
The Sidebar on the left contains information about the character's health, morale, location and score. These will change depending upon choices made etc.
You can access this page from anywhere in the game by clicking on the "Help Files" button.
You can Save from the sidebar option. You can also Restart game, but then all scores etc will be lost.
You can access the inventory by clicking the "Inventory" button.
Note: The buttons only appear after you sign in.
//General Points//
If you click //here// before entering your name you will be known as "Stranger". If you then wish to enter your name you will need to Restart game and enter your name before clicking //here//. However, all data will then be lost.
Choices are made by selecting the appropriate link, these will branch off to a series of related links. Usually you start by looking at an object and this then leads to a series of options relating to use of the object.
</span>
<<return>>
[[Office]]
[[Kitchen]]Name: $name
Health: $health %
Morale: $morale %
Score: $score
<<print "Turns:" + turns()>>
<<nobr>>
<<if $office is 1 and $kitchen is 0>>Location: Office<</if>>
<<if $office is 1 and $kitchen is 1>>Location: Kitchen<</if>>
<</nobr>>
<<if $office is 1>><<button "Inventory" "Inventory">><</button>><</if>>
<<if $office is 1>><<button "Help Files" "Help">><</button>><</if>>
The window is now open and some fresh air enters the kitchen from the yard outside. <<if $bee is 0>>Unfortunately, so does a <span style="color:yellow">bee.</span><<set $health = $health - 10>><<set $morale = $morale - 5>><<set $bee to 1>><</if>>
<<set $window to 1>>
<<if $bee is 3>><<set $health = $health + 10>><<set $bee to 4>><</if>>
[[Look Around Kitchen|Kitchen]]
<<if $health lt 1>><<set $health to 1>><<elseif $health gt 100>><<set $health to 100>><<endif>>
<<if $morale lt 1>><<set $morale to 1>><<elseif $morale gt 100>><<set $morale to 100>><<endif>>
You close the window.
<<set $window to 0>>
[[Look Around Kitchen|Kitchen]]<<if $window is 1>>You manage to trap the <span style="color:yellow">bee</span> under a cup and put it out of the window. You then close window.<<set $bee to 3>><<set $window to 0>><<set $score = $score + 1>><<set $morale = $morale + 10>><</if>>
<<if $window is 0 and $bee is 1>>You need to open the window first.<</if>>
[[Look Around Kitchen|Kitchen]]
<<if $health lt 1>><<set $health to 1>><<elseif $health gt 100>><<set $health to 100>><<endif>>
<<if $morale lt 1>><<set $morale to 1>><<elseif $morale gt 100>><<set $morale to 100>><<endif>>
<<if $binopen is 1>>You know better than to open it again!<</if>>
<<if $binopen is 0>>The bin is open. It is full of rubbish such as: old fish and chip papers and empty salmon tins.
<<set $bin to 1>><<set $smell to 1>><<set $binopen to 1>><</if>>
[[Look Around Kitchen|Kitchen]]You close the bin.<<if $smell is 1>><<set $smell to 0>><<set $morale = $morale + 10>><<set $health to $health + 10>><<set $score = $score + 1>>The smell goes away.<</if>>
<<set $bin to 0>>
[[Look Around Kitchen|Kitchen]]''INVENTORY''
//Note:// If you click on Drop that item will be returned and will not show in the Inventory the next time you view it.
In your inventory at the moment:
<span class="yellowish">
<<if $biscuits is 1>>Pack of Hobnob Biscuits. <<linkreplace "Drop".>><<set $biscuits to 0>><</linkreplace>><</if>>
<<if $chocolate is 1>>Bar of Dairy Milk Chocolate. <<linkreplace "Drop".>><<set $chocolate to 0>><</linkreplace>><</if>>
<<if $beans is 1>>Tin of Baked Beans. <<linkreplace "Drop".>><<set $beans to 0>><</linkreplace>>.<</if>>
<<if $soup is 1>>Packet of Instant Chicken Soup. <<linkreplace "Drop".>><<set $soup to 0>><</linkreplace>><</if>>
<<if $milk is 1>>Litre of Full Fat Milk. <<linkreplace "Drop".>><<set $milk to 0>><</linkreplace>><</if>>
<<if $cheese is 1>>Packet of Cheddar Cheese. <<linkreplace "Drop".>><<set $cheese to 0>><</linkreplace>><</if>>
<<if $teabags is 1>>Packet of $teabagsnumber Teabags. <<linkreplace "Drop".>><<set $teabags to 0>><</linkreplace>><</if>>
<<if $sugar is 1>>Bag of Sugar. <<linkreplace "Drop".>><<set $sugar to 0>><</linkreplace>><</if>>
<<if $cup is 1>>Willow Pattern Teacup. <<linkreplace "Drop".>><<set $cup to 0>><</linkreplace>><</if>>
<<if $dinner is 1>>Lamb and Dumpling Dinner for One. <<linkreplace "Drop".>><<set $dinner to 0>><</linkreplace>><</if>>
<<if $defib is 1>>Defibrillator (Defib) Unit. <<linkreplace "Drop".>><<set $defib to 0>><</linkreplace>><</if>>
<<if $brandy is 1>>Bottle Of Cockburn's Brandy. <<linkreplace "Drop".>><<set $brandy to 0>><</linkreplace>><</if>>
<<if $glass is 1>>Glass Tumbler. <<linkreplace "Drop".>><<set $glass to 0>><</linkreplace>><</if>>
</span>
<<return>>Inside the cupboard are four wooden shelves. On the shelves are the following items:
<<if $biscuits is 0>>A packet of biscuits.<</if>>
<<if $chocolate is 0>>A bar of chocolate.<</if>>
<<if $beans is 0>>A tin of baked beans.<</if>>
<<if $soup is 0>>A packet of instant soup.<</if>>
<<if $teabags is 0 and $teabagsnumber gt 0>>A packet of $teabagsnumber tea bags.<</if>>
<<if $sugar is 0>>A bag of sugar.<</if>>
<<if $cup is 0>>A teacup.<</if>>
<<set $cupboarddoor to 1>>
<<if $biscuits is 0>>[[Look At Biscuits|Biscuits]]<</if>>
<<if $chocolate is 0>>[[Look At Chocolate|Chocolate]]<</if>>
<<if $beans is 0>>[[Look At Beans|Beans]]<</if>>
<<if $soup is 0>>[[Look At Soup|Soup]]<</if>>
<<if $teabags is 0 and $teabagsnumber gt 0>>[[Look At Teabags|Teabags]]<</if>>
<<if $sugar is 0>>[[Look At Sugar|Sugar]]<</if>>
<<if $cup is 0>>[[Look At Teacup|Cup]]<</if>>
[[Look at the Cupboard|Cupboard]]
You close the cupboard door. <<set $cupboarddoor to 0>>
[[Look Around Kitchen|Kitchen]]<<if $biscuits is 0>>The biscuits are a full packet of hobnobs.<</if>>
<<if $biscuits is 0>>[[Pick Up Biscuits|Biscuits Pick]]<</if>>
[[Look Inside Cupboard|Cupboard Open]]<<if $chocolate is 0>>The chocolate is a large bar of Dairy Milk.<</if>>
<<if $chocolate is 0>>[[Pick Up Chocolate|Chocolate Pick]]<</if>>
[[Look Inside Cupboard|Cupboard Open]]<<if $beans is 0>>The tin of baked beans is fairly new and not dented.<</if>>
<<if $beans is 0>>[[Pick Up Tin Of Baked Beans|Beans Pick]]<</if>>
[[Look Inside Cupboard|Cupboard Open]]<<if $soup is 0>>The pack of instant chicken soup has three sachets left.<</if>>
<<if $soup is 0>>[[Pick Up Soup Packet|Soup Pick]]<</if>>
[[Look Inside Cupboard|Cupboard Open]]You pick up the biscuits. <<set $biscuits to 1>>
[[Look Inside Cupboard|Cupboard Open]]You pick up the chocolate. <<set $chocolate to 1>>
[[Look Inside Cupboard|Cupboard Open]]You pick up the tin of baked beans. <<set $beans to 1>>
[[Look Inside Cupboard|Cupboard Open]]You pick up the packet of chicken soup. <<set $soup to 1>>
[[Look Inside Cupboard|Cupboard Open]]The fridge is fairly small and located under the sink unit. It is humming quietly to itself.
<<if $fridgedoor is 0>>[[Open The Fridge Door|Fridge Door Open]]<</if>>
<<if $fridgedoor is 1>>[[Close The Fridge Door]]<</if>>
[[Look Around Kitchen|Kitchen]]Inside the fridge are the following items:
<<if $milk is 0>>A litre container of milk.<</if>>
<<if $cheese is 0>>A pack of Cheddar cheese.<</if>>
<<if $dinner is 0>>A microwave dinner for one<</if>>
<<set $fridgedoor to 1>>
<<if $milk is 0>>[[Look At Milk|Milk]]<</if>>
<<if $cheese is 0>>[[Look At Cheese|Cheese]]<</if>>
<<if $dinner is 0>>[[Look At Dinner For One|Diner]]<</if>>
[[Look Around Kitchen|Kitchen]]You close the fridge door. <<set $fridgedoor to 0>>
[[Look Around Kitchen|Kitchen]]<<if $milk is 0>>The milk is full fat and within its date for use.<</if>>
<<if $milk is 0>>[[Pick Up Milk|Milk Pick]]<</if>>
[[Look Inside Fridge|Fridge Door Open]]<<if $cheese is 0>>The cheese pack is unbroken and within its date for use.<</if>>
<<if $cheese is 0>>[[Pick Up Cheese|Cheese Pick]]<</if>>
[[Look Inside Fridge|Fridge Door Open]]You pick up the milk. <<set $milk to 1>>
[[Look Inside Fridge|Fridge Door Open]]You pick up the cheese. <<set $cheese to 1>>
[[Look Inside Fridge|Fridge Door Open]]<<if $kettlewater is 0>>You need to fill it first![[Look Around Kitchen|Kitchen]]<</if>>
<<if $kettlewater is 1 and $kettleboil is 0>>You switch the kettle on.<<set $kettlepower to 1>><</if>>
<<if $kettlewater is 1 and $kettleboil is 0>>[[Boil]]<</if>>
<<if $kettleboil is 1>>You have already boiled the kettle!<</if>>
<<if $coldtap is 0>>You need to turn on the cold water tap to fill the kettle.<</if>>
<<if $coldtap is 1>>You fill the kettle under the cold water tap.<<set $kettlewater to 1>><</if>>
[[Look Around Kitchen|Kitchen]]The brass taps sparkle.<<if $coldtap is 0>>The cold water tap is turned off.<</if>>
<<if $coldtap is 0>>[[Turn On Cold Water Tap|Cold Tap On]]<</if>>
<<if $coldtap is 1>>[[Turn Off Cold Water Tap|Cold Tap Off]]<</if>>
[[Look Around Kitchen|Kitchen]]
You turn on the cold water tap.<<set $coldtap to 1>>
[[Look Around Kitchen|Kitchen]]You turn off the cold water tap.<<set $coldtap to 0>>
[[Look Around Kitchen|Kitchen]]The kettle is boiling.
<<countdownTimer 20 "Kettle Boiled">>/* <<countdownTimer>> Widget - Start */
<<widget "countdownTimer">>
<<set _seconds = $args[0]>>
<<set _minutes = Math.floor(_seconds / 60)>>
<<set _replacementPassage = $args[1]>>
<div id="timer" class="timergreen">Time remaining _minutes:<<= (_seconds - (_minutes * 60)).toString().padStart(2, '0')>></div><<script>>
if (!recall("countdown", undefined)) {
setup.countdown = { startTime: new Date(), lastStr: "", passage: passage() };
memorize("countdown", setup.countdown);
} else {
setup.countdown = recall("countdown");
if (setup.countdown.passage !== passage()) {
setup.countdown = { startTime: new Date(), lastStr: "", passage: passage() };
memorize("countdown", setup.countdown);
}
}
setup.countdown.intervalID = setInterval(function () {
if (setup.countdown.passage !== passage()) {
clearInterval(setup.countdown.intervalID);
forget("countdown");
setup.countdown.passage = "";
} else {
var curtime = new Date(), str, seconds = State.temporary.seconds;
var diff = Math.floor(seconds - ((curtime - setup.countdown.startTime) / 1000)), min = Math.floor(diff / 60);
if ((diff >= 0) && (diff < seconds)) {
if ($("#timer").length) {
str = "Time remaining " + min + ":" + (diff - (min * 60)).toString().padStart(2, '0');
if (str != setup.countdown.lastStr) {
$("#timer").empty().wiki(str);
setup.countdown.lastStr = str;
}
if (diff <= 10) {
if (!$("#timer").hasClass("timerred")) {
$("#timer").removeClass("timeramber").addClass("timerred");
}
} else if (diff <= 20) {
if (!$("#timer").hasClass("timeramber")) {
$("#timer").removeClass("timergreen").addClass("timeramber");
}
} else {
if (!$("#timer").hasClass("timergreen")) {
$("#timer").removeClass("timeramber timerred").addClass("timergreen");
}
}
}
}
if (diff < 0) {
clearInterval(setup.countdown.intervalID);
forget("countdown");
$("#passages div.passage").empty().wiki('<<include "' + State.temporary.replacementPassage + '">>');
delete setup.countdown.passage;
}
}
}, 200);
<</script>>
<</widget>>
/* <<countdownTimer>> Widget - End */Congratulations $name, you have boiled the kettle. <<set $kettleboil to 1>>
<<set $score = $score + 1>><<set $morale = $morale + 5>><<set $health + $health + 10>>
[[Look Around Kitchen|Kitchen]]
<<if $health lt 1>><<set $health to 1>><<elseif $health gt 100>><<set $health to 100>><<endif>>
<<if $morale lt 1>><<set $morale to 1>><<elseif $morale gt 100>><<set $morale to 100>><<endif>>In order to make tea you require some milk, a teabag, some sugar and a teacup.
<<if $milk is 1 and $teabags is 1 and $sugar is 1 and $cup is 1>>You have all the ingredients and make the tea in your cup.[[Drink The Tea|Drink Tea]]<<else>>You do not have all the ingredients.[[Look Around Kitchen|Kitchen]]<</if>>
<<if $teabags is 0 and $teabagsnumber gt 0>>The packet contains $teabagsnumber teabags<</if>>
<<if $teabags is 0 and $teabagsnumber gt 0>>[[Pick Up Packet Of Teabags|Teabags Pick]]<</if>>
[[Look Inside Cupboard|Cupboard Open]]<<if $sugar is 0>>The bag of sugar is full.<</if>>
<<if $sugar is 0>>[[Pick Up Bag of Sugar|Sugar Pick]]<</if>>
[[Look Inside Cupboard|Cupboard Open]]You pick up the teabags. <<set $teabags to 1>>
[[Look Inside Cupboard|Cupboard Open]]You pick up the sugar. <<set $sugar to 1>>
[[Look Inside Cupboard|Cupboard Open]]The tea is refreshing and raises your morale.<<set $morale to $morale + 5>>
<<set $score to $score +1>><<set $teabagsnumber = $teabagsnumber - 1>><<set $health to $health + 10>><<set $kettlewater to 0>><<set $kettleboil to 0>><<set $kettlepower to 0>>
[[Look Around The Kitchen|Kitchen]]
<<if $health lt 1>><<set $health to 1>><<elseif $health gt 100>><<set $health to 100>><<endif>>
<<if $morale lt 1>><<set $morale to 1>><<elseif $morale gt 100>><<set $morale to 100>><<endif>><<if $cup is 0>>The teacup is china with the willow pattern on it in dark blue.<</if>>
<<if $cup is 0>>[[Pick Up Teacup|Cup Pick]]<</if>>
[[Look Inside Cupboard|Cupboard Open]]You pick up the teacup. <<set $cup to 1>>
[[Look Inside Cupboard|Cupboard Open]]<<if $dinner is 0>>The dinner for one is Lamb and Dumplings.<</if>>
<<if $dinner is 0>>[[Pick Up Dinner For One|Dinner Pick]]<</if>>
[[Look Inside Fridge|Fridge Door Open]]You pick up the dinner for one. <<set $dinner to 1>>
[[Look Inside Fridge|Fridge Door Open]]<<if $dinner is 1>>You place the dinner for one in the microwave and switch it on.<<countdownTimer 20 "Dinner Ready">><<else>>You need a meal to cook in the microwave.[[Look Around Kitchen|Kitchen]]<</if>>Congratulations $name, you have cooked and eaten your dinner.<<set $score = $score + 1>><<set $morale = $morale + 5>><<set $dinner to 3>><<set $health = $health + 10>>
[[Look Around Kitchen|Kitchen]]
<<if $health lt 1>><<set $health to 1>><<elseif $health gt 100>><<set $health to 100>><<endif>>
<<if $morale lt 1>><<set $morale to 1>><<elseif $morale gt 100>><<set $morale to 100>><<endif>>An old client of yours stumbles through the office's outer door. He is obviously in a bad way. He manages to utter a few feeble words:
<div class="txtborder txtdarkbkg">
<span class="bbwt">Hi $name, just passing. I need help.</span>
</div>
Before crashing to the floor. He is obviously suffering from a heart attack. You reply: <<linkreplace "Continue" t8n>>\
<<set $reply to 1>>
<<goto "Office">>
<</linkreplace>>\
<<if $reply is 1>>
<div class="txtborder txtdarkbkg">
<span class="bbwt">Don't worry Jonathan. I've got a defib.</span>
</div>
<<if $defib is 0>>Now you just have to remember where you put it!<</if>>
<<if $defib is 1>>You use the defib on Jonathan.... He revives. Just then his friend, who was waiting outside, comes in to see what all the fuss is about. He thanks you and helps Jonathan outside and takes him in his car to the hospital.
You feel pleased with yourself.<<set $morale to $morale + 5>><<set $score to $score + 1>><<set $triggerend to 1>><</if>>
<<if $defib is 0>>[[Look at Desk|Desk]]
[[Look at Bookcase|Bookcase]]
[[Look at Filing Cabinet|Filing Cabinet]]<</if>>
[[Look Around Office|Office]]
<</if>>
<<if $health lt 1>><<set $health to 1>><<elseif $health gt 100>><<set $health to 100>><<endif>>
<<if $morale lt 1>><<set $morale to 1>><<elseif $morale gt 100>><<set $morale to 100>><<endif>>
<<if $defib is 0>>Inside the box is a defibrillator (defib) for reviving people who have suffered from a heart attack.<</if>>
<<if $defib is 1>>The box is empty.<</if>>
<<if $defib is 0>>[[Pick Up Defib|Defib Pick]]<</if>>
[[Look Around Office|Office]]
You pick up the defib, close the box and close the bottom drawer.<<set $bottomdrawer to 0>><<set $box to 0>><<set $defib to 1>>
[[Look Around Office|Office]]<<if $bottomdrawer is 0>>The bottom drawer is already closed!<</if>>
<<if $bottomdrawer is 1>>You close the bottom drawer.<<set $bottomdrawer to 0>><</if>>
[[Look Around Office|Office]]Kant:
<span class="greenish">
<<if $kant is 1>>You have already read this!<<else>>
The definition of taste here relied upon is that it is the
faculty of estimating the beautiful. But the discovery of what is
required for calling an object beautiful must be reserved for the
analysis of judgements of taste. In my search for the moments to which
attention is paid by this judgement in its reflection, I have followed
the guidance of the logical functions of judging (for a judgement of
taste always involves a reference to understanding). I have brought
the moment of quality first under review, because this is what the
aesthetic judgement on the beautiful looks to in the first instance.
If we wish to discern whether anything is beautiful or not, we do
not refer the representation of it to the object by means of
understanding with a view to cognition, but by means of the
imagination (acting perhaps in conjunction with understanding) we
refer the representation to the subject and its feeling of pleasure or
displeasure. The judgement of taste, therefore, is not a cognitive
judgement, and so not logical, but is aesthetic-which means that it is
one whose determining ground cannot be other than subjective. Every
reference of representations is capable of being objective, even
that of sensations (in which case it signifies the real in an
empirical representation). The one exception to this is the feeling of
pleasure or displeasure. This denotes nothing in the object, but is
a feeling which the subject has of itself and of the manner in which
it is affected by the representation.
To apprehend a regular and appropriate building with one's cognitive
faculties, be the mode of representation clear or confused, is quite a
different thing from being conscious of this representation with an
accompanying sensation of delight. Here the representation is referred
wholly to the subject, and what is more to its feeling of life-under
the name of the feeling of pleasure or displeasure-and this forms
the basis of a quite separate faculty of discriminating and
estimating, that contributes nothing to knowledge. All it does is to
compare the given representation in the subject with the entire
faculty of representations of which the mind is conscious in the
feeling of its state. Given representations in a judgement may be
empirical, and so aesthetic; but the judgement which is pronounced
by their means is logical, provided it refers them to the object.
Conversely, be the given representations even rational, but referred
in a judgement solely to the subject (to its feeling), they are always
to that extent aesthetic.
<<set $kant to 1>><<set $read = $read + 1>>
<</if>>
</span>
[[Look At Bookcase|Bookcase]]Nietzsche
<span class="greenish">
<<if $nietzsche is 1>>You have already read this!<<else>>
When Zarathustra was thirty years old, he left his home and the lake
of his home, and went into the mountains. There he enjoyed his
spirit and his solitude, and for ten years did not weary of it. But at
last his heart changed,- and rising one morning with the rosy dawn, he
went before the sun, and spake thus unto it:
Thou great star! What would be thy happiness if thou hadst not those
for whom thou shinest!
For ten years hast thou climbed hither unto my cave: thou wouldst
have wearied of thy light and of the journey, had it not been for
me, mine eagle, and my serpent.
But we awaited thee every morning, took from thee thine overflow,
and blessed thee for it.
Lo! I am weary of my wisdom, like the bee that hath gathered too
much honey; I need hands outstretched to take it.
I would fain bestow and distribute, until the wise have once more
become joyous in their folly, and the poor happy in their riches.
Therefore must I descend into the deep: as thou doest in the
evening, when thou goest behind the sea, and givest light also to
the nether-world, thou exuberant star!
Like thee must I go down, as men say, to whom I shall descend.
Bless me, then, thou tranquil eye, that canst behold even the
greatest happiness without envy!
Bless the cup that is about to overflow, that the water may flow
golden out of it, and carry everywhere the reflection of thy bliss!
Lo! This cup is again going to empty itself, and Zarathustra is
again going to be a man.
Thus began Zarathustra's down-going.
<<set $nietzsche to 1>><<set $read = $read + 1>>
<</if>>
</span>
[[Look At Bookcase|Bookcase]]Aristotle:
<span class="greenish">
<<if $aristotle is 1>>You have already read this!<<else>>
ALL men by nature desire to know. An indication of this is the
delight we take in our senses; for even apart from their usefulness
they are loved for themselves; and above all others the sense of
sight. For not only with a view to action, but even when we are not
going to do anything, we prefer seeing (one might say) to everything
else. The reason is that this, most of all the senses, makes us know
and brings to light many differences between things.
By nature animals are born with the faculty of sensation, and from
sensation memory is produced in some of them, though not in others.
And therefore the former are more intelligent and apt at learning than
those which cannot remember; those which are incapable of hearing
sounds are intelligent though they cannot be taught, e.g. the bee, and
any other race of animals that may be like it; and those which besides
memory have this sense of hearing can be taught.
The animals other than man live by appearances and memories, and
have but little of connected experience; but the human race lives also
by art and reasonings. Now from memory experience is produced in
men; for the several memories of the same thing produce finally the
capacity for a single experience. And experience seems pretty much
like science and art, but really science and art come to men through
experience; for 'experience made art', as Polus says, 'but
inexperience luck.' Now art arises when from many notions gained by
experience one universal judgement about a class of objects is
produced. For to have a judgement that when Callias was ill of this
disease this did him good, and similarly in the case of Socrates and
in many individual cases, is a matter of experience; but to judge that
it has done good to all persons of a certain constitution, marked
off in one class, when they were ill of this disease, e.g. to
phlegmatic or bilious people when burning with fevers-this is a matter
of art.
<<set $aristotle to 1>><<set $read = $read + 1>>
<</if>>
</span>
[[Look At Bookcase|Bookcase]]Locke:
<span class="greenish">
<<if $locke is 1>>You have already read this!<<else>>
The way shown how we come by any knowledge, sufficient to prove
it not innate. It is an established opinion amongst some men, that
there are in the understanding certain innate principles; some primary
notions, koinai ennoiai, characters, as it were stamped upon the
mind of man; which the soul receives in its very first being, and
brings into the world with it. It would be sufficient to convince
unprejudiced readers of the falseness of this supposition, if I should
only show (as I hope I shall in the following parts of this Discourse)
how men, barely by the use of their natural faculties, may attain to
all the knowledge they have, without the help of any innate
impressions; and may arrive at certainty, without any such original
notions or principles. For I imagine any one will easily grant that it
would be impertinent to suppose the ideas of colours innate in a
creature to whom God hath given sight, and a power to receive them
by the eyes from external objects: and no less unreasonable would it
be to attribute several truths to the impressions of nature, and
innate characters, when we may observe in ourselves faculties fit to
attain as easy and certain knowledge of them as if they were
originally imprinted on the mind.
But because a man is not permitted without censure to follow his own
thoughts in the search of truth, when they lead him ever so little out
of the common road, I shall set down the reasons that made me doubt of
the truth of that opinion, as an excuse for my mistake, if I be in
one; which I leave to be considered by those who, with me, dispose
themselves to embrace truth wherever they find it.
General assent the great argument. There is nothing more commonly
taken for granted than that there are certain principles, both
speculative and practical, (for they speak of both), universally
agreed upon by all mankind: which therefore, they argue, must needs be
the constant impressions which the souls of men receive in their first
beings, and which they bring into the world with them, as
necessarily and really as they do any of their inherent faculties.
Universal consent proves nothing innate. This argument, drawn
from universal consent, has this misfortune in it, that if it were
true in matter of fact, that there were certain truths wherein all
mankind agreed, it would not prove them innate, if there can be any
other way shown how men may come to that universal agreement, in the
things they do consent in, which I presume may be done.
<<set $locke to 1>><<set $read = $read + 1>>
<</if>>
</span>
[[Look At Bookcase|Bookcase]]<<if $brandy is 0 and $glass is 0>>Inside the top drawer is a brandy bottle and a glass.<</if>>
<<if $brandy is 1 and $glass is 0>>Inside the top drawer is a glass.<</if>>
<<if $brandy is 0 and $glass is 1>>Inside the top drawer is a brandy bottle.<</if>>
<<if $brandy is 1 and $glass is 1>>The top drawer is empty.<</if>>
<<if $brandy is 0>>[[Pick Up Brandy|Brandy]]<</if>>
<<if $glass is 0>>[[Pick Up Glass|Glass]]<</if>>
[[Look Around Office|Office]]
Do you want to drink the brandy, keep it with you or put it back?<<set $brandy to 1>>
[[Drink Brandy]]
[[Keep It With You]]
[[Put It Back]]You pick up the glass.<<set $glass to 1>> Do you want to:
[[Keep Glass With You]]
[[Put Glass Back]]
[[Drink Brandy]]<<if $glass is 0>>You need a glass. [[Look In Top Drawer|Top Drawer Open]]<</if>>
<<if $brandy is 0>>You need the bottle of brandy. [[Look In Top Drawer|Top Drawer Open]]<</if>>
<<if $glass is 1 and $brandy is 1>>You pour the brandy into the glass and take a drink. You put the brandy and glass back and close the filing cabinet top drawer.<<set $morale = $morale + 5>><<set $health = $health - 10>><<set $brandy to 0>><<set $glass to 0>><</if>>
[[Look Around The Office|Office]]You keep the brandy with you.
[[Look Inside Top Drawer|Top Drawer Open]]You put the brandy back and close the filing cabinet's top drawer.
<<set $brandy to 0>>
[[Look Around The Office|Office]]You put the brandy and glass back and close the filing cabinet top drawer.<<set $brandy to 0>><<set $glass to 0>>
[[Look Around The Office|Office]]You keep the glass with you.
[[Look Inside Top Drawer|Top Drawer Open]]You put the glass back and close the filing cabinet's top drawer.
<<set $glass to 0>>
[[Look Around The Office|Office]]The bottom drawer slides open. It only has some outdated files. You close the bottom drawer.
[[Look At Filing Cabinet|Filing Cabinet]]You turn the lamp on. It casts a pleasant glow across the top of the desk.<<set $lamp to 1>>
[[Look At Desk|Desk]]You turn the lamp off.<<set $lamp to 0>>
[[Look At Desk|Desk]]