<div class="introduction " style="position:absolute;;z-index=1;top:-10%;">
<div class="col_left25" >
[[start adventure->prologo]]
[[instructions->instructions]]
[[characters list->characters]]
[[walkthrough->walkthrough]]
[[credits->credits]]
[[read the letter written by Scott Adams for us adventurers->ScottAdams]]
</div>
<div class="col_right75">
<img src="return.jpg" style="filter:brightness(75%); border-radius: 25px;position:relative;top:1%;left:1%;width:95%;height:95%;z-index=1;">
</div>
</div>
<<include "graphHideShow">>
<<set window.active_room to window.room_num_courtyard>>
<<set window.active_room_name to window.rooms[window.room_num_courtyard].name>>
<<set window.rooms[window.room_num_courtyard].isDiscovered to 1>>
<<set window.active_turn to window.active_turn + 1>>
<<set window.players[3].room = window.active_room>>
<<silently>>
<<if window.followMe==1>>
<<set window.players[0].room = window.active_room>>
<<set window.players[1].room = window.active_room>>
<<set window.players[2].room = window.active_room>>
<</if>>
<</silently>>
<div id="mainAll" style="border-style: solid;border-radius: 25px;position:absolute;top:1%;left:3%;width:95%;height:95%">
<img src="courtyard.jpg" style="filter:brightness(var(--filtro)); border-radius: 25px;position:absolute;top:1%;left:1%;width:80%;width:99%;height:99%;z-index=-1;">
<div id="mainText" style="position:relative;z-index=1;text-align:justify;position:absolute;top:2%;width:63%;height:78%;left:17%;overflow-y: auto;padding:20px 20px 20px 20px;" >
You walk towards the courtyard, where a <<click "fountain">> <<silently>>
<<if window.active_verb == "use">>
<<set window.active_useWith to "fountain">>
<<else>>
<<if window.active_verb == "put">>
<<set window.active_putIn to "fountain">>
<<else>>
<<set window.active_object to "fountain">>
<</if>>
<</if>>
<<set $temp to window.active_room_name>><<goto $temp>>
<</silently>><</click>> stands in the middle. The water is still and murky, and the statues are covered with moss and cracks. You see a <<click "grate">> <<silently>>
<<if window.active_verb == "use">>
<<set window.active_useWith to "grate">>
<<else>>
<<if window.active_verb == "put">>
<<set window.active_putIn to "grate">>
<<else>>
<<set window.active_object to "grate">>
<</if>>
<</if>>
<<set $temp to window.active_room_name>><<goto $temp>>
<</silently>><</click>> on the ground, leading to a dark and damp dungeon. You shiver and look away, wondering who was imprisoned there and what horrors they faced. You are in the center of the castle, surrounded by large towers on the sides. The manor is spooky, with weed and debris everywhere. It looks like no one has lived here for centuries, and time has frozen. You feel like you are in a different era, a medieval world full of mystery and adventure. You are fascinated by the history and the stories of this place, but also wary of the dangers that might lurk in the shadows.
<<if window.quests[window.quest_courtyard_kitchen].isResolved == 0>> There is also a building to the North probably used as the castle's kitchen but the entrance door is locked from the inside, so we couldn't get in. <<else>> There is also a building to the North probably used as the castle’s kitchen and now the entrance door is open from the inside, so we could get in. <</if>>
<<include "dialoghiGenerali">>
you can go :
<<click "- east">><<set window.active_room_name to window.rooms[window.room_num_hall].name>><<set window.active_room to window.room_num_hall>><<set window.players[window.Me].room to window.room_num_hall>> <<include "CommandToZero">> <<goto "hall" >><</click>>
<<click "- west">><<set window.active_room_name to window.rooms[window.room_num_entrance].name>><<set window.active_room to window.room_num_entrance>><<set window.players[window.Me].room to window.room_num_entrance>> <<include "CommandToZero">> <<goto "entrance" >><</click>>
<<click "- south">><<set window.active_room_name to window.rooms[window.room_num_library].name>><<set window.active_room to window.room_num_library>><<set window.players[window.Me].room to window.room_num_library>> <<include "CommandToZero">> <<goto "library" >><</click>>
<<if window.quests[window.quest_courtyard_kitchen].isResolved == 1>><<click "- north">><<set window.active_room_name to window.rooms[window.room_num_kitchen].name>><<set window.active_room to window.room_num_kitchen>><<set window.players[window.Me].room to window.room_num_kitchen>> <<include "CommandToZero">> <<goto "kitchen" >><</click>> <</if>>
<<silently>>
<<click "- EASTER EGG ">><<set window.active_room_name to window.rooms[window.room_num_top_tower].name>><<set window.active_room to window.room_num_top_tower>><<set window.players[window.Me].room to window.room_num_top_tower>><<include "CommandToZero">><<goto "top tower" >><</click>>
<<click "- middle twoer ">><<set window.active_room_name to window.rooms[window.room_num_east_wall].name>><<set window.active_room to window.room_num_east_wall>><<set window.players[window.Me].room to window.room_num_east_wall>><<include "CommandToZero">><<goto "middle tower" >><</click>>
<<click "- kitchen ">><<set window.active_room_name to window.rooms[window.room_num_kitchen].name>><<set window.active_room to window.room_num_kitchen>><<set window.players[window.Me].room to window.room_num_kitchen>><<include "CommandToZero">><<goto "kitchen" >><</click>>
<<click "- moat west ">><<set window.active_room_name to window.rooms[window.room_num_kitchen].name>><<set window.active_room to window.room_num_kitchen>><<set window.players[window.Me].room to window.room_num_kitchen>><<include "CommandToZero">><<goto "moat west" >><</click>>
<<click "- grotto ">><<set window.active_room_name to window.rooms[window.room_num_grotto].name>><<set window.active_room to window.room_num_grotto>><<set window.players[window.Me].room to window.room_num_grotto>><<include "CommandToZero">><<goto "grotto" >><</click>>
<<click "- VAN ">><<set window.active_room_name to window.rooms[window.room_num_castle].name>><<set window.active_room to window.room_num_castle>><<set window.players[window.Me].room to window.room_num_castle>><<include "CommandToZero">><<goto "castle" >><</click>>
<</silently>>
</div>
<div id="mainLeft" style="border-style: solid;border-radius: 25px;position:absolute;top:1%;left:1%;width:15%;height:97%">
<<include "inventory">>
</div>
<div id="mainRight" style="border-style: solid;border-radius: 25px;position:absolute;top:1%;left:84%;width:15%;height:97%">
<<include "verb">>
<<include "map">>
</div>
<<include "command">>
</div>
<div style="position:absolute;top:5%;width:80%;height:90%;left:15%;overflow-y: auto;" >
player(s) :
<<for _p to 0; _p < window.playersLen; _p++>><<capture _p>><<set $tempName to " " + window.emoji[_p] + " [ " + window.players[_p].name + " ] ">>
<<if window.players[_p].room is window.active_room>><<click $tempName >><<set window.active_object to "object">><<set window.active_verb to "verb">> <<set window.active_player to window.players[_p].name>><<script>>state.display(state.active.title, null, "back")<</script>><</click>> <br>Inventory:
<<for _o to 0; _o < window.objectsLen; _o++>><<capture _o>><<if window.objects[_o].room is window.players[_p].name>><<set $tempObject to window.objects[_o].name>>
- <<click $tempObject >><<set window.active_object to window.objects[_o].name>><<script>>state.display(state.active.title, null, "back")<</script>> <</click>> <</if>><</capture>><</for>>
<</if>> <</capture>><</for>>
object(s) in room:
<<for _o to 0; _o < window.objectsLen; _o++>><<capture _o>><<if window.objects[_o].room is window.active_room>><<set $tempObject to window.objects[_o].name>>
- <<click $tempObject >><<set window.active_object to window.objects[_o].name>><<script>>state.display(state.active.title, null, "back")<</script>> <</click>> <</if>><</capture>> <</for>>
</div>
<<script>>UIBar.stow()<</script>>
<div id="mainAll" style=" text-align: justify; text-justify: inter-word;border-style: solid;border-radius: 25px;position:absolute;top:1%;left:3%;width:95%;height:95%; overflow-y:scroll">
<div style="box-sizing: border-box; padding: 1%;" >A shroud of icy fog clung to the ancient castle, obscuring its craggy silhouette against the bruise-purple twilight. The wind, a mournful wail, seemed to whisper secrets through the skeletal remains of the trees that clawed at the mist. We, a motley crew bound by a thirst for adventure (and a hefty paycheck courtesy of a cryptic client), had arrived.
There was Jack, our fearless leader, his eyes sparkling with the glint of a historian itching to unearth the past. Lisa, our resident tech whiz, a whirlwind of nervous energy and enough gadgets strapped to her thigh holster to rival Batman’s utility belt. Tom, our gentle giant, muscles that belied a surprisingly nimble mind, and yours truly, the narrator, a chronicler of forgotten tales, notebook clutched in sweaty hands.
Our trusty van, affectionately christened "Fantasticmobile" for its uncanny ability to navigate even the most treacherous paths, rumbled to a halt before the imposing iron gates. The air crackled with a tangible sense of anticipation, broken only by the rasp of the wind and the occasional screech of an unseen owl. The ancient stone wall that encircled the castle loomed oppressively, each moss-covered brick whispering forgotten stories.
The rusty lock on the gate yielded easily to Lisa’s deft fingers dancing across the keypad. A low groan echoed through the courtyard as the gate swung open, revealing a scene straight out of a gothic nightmare. Weeds, like grasping claws, choked the life from the overgrown grounds, while crumbling towers cast jagged shadows under the bruised moonlight. The castle itself, a skeletal giant with empty sockets for windows, seemed to watch us with an unnerving stillness.A shiver traced a cold path down my spine. This was no ordinary ruin; it was a place where time itself had stagnated, leaving an unsettling aura in its wake. With a silent nod, our little band split up. Jack, ever the scholar, and Lisa, his tech-savvy shadow, took the right flank, drawn towards a cavernous hall where a lone fireplace flickered defiantly against the encroaching darkness.
I ventured deeper into the courtyard, the crunch of gravel underfoot the only sound that dared to pierce the oppressive silence. Tom, ever the pragmatist, remained with the van, a necessary precaution in this unsettling locale. We agreed to reconvene in an hour, a knot of unease tightening in my gut with every passing second. The adventure had begun, and the foreboding atmosphere promised a night unlike any other.
<div style="text-align:right">[[start adventure->courtyard]]</div>
</div>
</div><div style="position:absolute;top:5%;width:80%;height:70%;left:15%;overflow-y:auto;padding-left:1%" >
<<click "take">><<set window.active_verb to "take">><<script>>state.display(state.active.title, null, "back")<</script>><</click>>
<<click "drop">><<set window.active_verb to "drop">><<script>>state.display(state.active.title, null, "back")<</script>><</click>>
<<click "examine">><<set window.active_verb to "examine">><<script>>state.display(state.active.title, null, "back")<</script>><</click>>
<<click "go to">><<set window.active_verb to window.verb_goto>><<script>>state.display(state.active.title, null, "back")<</script>><</click>>
<<click "wait">>
<<set window.active_verb to"wait">>
<<script>>
Dialog.setup("Wait");
Dialog.wiki( "Time passes" );
Dialog.open();
<</script>>
<<set window.active_player to "player">>
<<set window.active_verb to "verb">>
<<set window.active_object to "object">>
<<set window.active_room to "room">>
<<set window.active_giveTo to "giveTo">>
<<set window.active_useWith to "useWith">>
<<set window.active_talkTo to "talkTo">>
<<script>>state.display(state.active.title, null, "back")<</script>>
<</click>>
<<click "give to">><<set window.active_verb to"give">><<script>>state.display(state.active.title, null, "back")<</script>><</click>>
<<click "use with">><<set window.active_verb to "use">><<script>>state.display(state.active.title, null, "back")<</script>><</click>>
<<click "talk to">><<set window.active_verb to"talk">><<script>>state.display(state.active.title, null, "back")<</script>><</click>>
<<click "put in">><<set window.active_verb to"put">><<script>>state.display(state.active.title, null, "back")<</script>><</click>>
<<click "open">><<set window.active_verb to"open">><<script>>state.display(state.active.title, null, "back")<</script>><</click>>
<<click "close">><<set window.active_verb to"close">><<script>>state.display(state.active.title, null, "back")<</script>><</click>>
<<click "pull">><<set window.active_verb to"pull">><<script>>state.display(state.active.title, null, "back")<</script>><</click>>
<<click "push">><<set window.active_verb to"push">><<script>>state.display(state.active.title, null, "back")<</script>><</click>>
<<click "read">><<set window.active_verb to"read">><<script>>state.display(state.active.title, null, "back")<</script>><</click>>
<<if window.followMe==0>><<click "follow Me">> <<set window.followMe=1>> <<script>>state.display(state.active.title, null, "back")<</script>><</click>><</if>><<if window.followMe==1>><<click "do not follow Me">><<set window.followMe=0>> <<script>>state.display(state.active.title, null, "back")<</script>><</click>><</if>>
<<click "dig">><<set window.active_verb to"dig">><<script>>state.display(state.active.title, null, "back")<</script>><</click>>
<<click "help">>
<<script>>
window.riddleRnd = Math.floor(Math.random() * 12 ) ; // 0-11 riddles
if (window.riddleRnd<=0 ) window.riddleRnd=0;
if (window.riddleRnd>=11) window.riddleRnd=11;
Dialog.setup("Riddle");
window.information = window.riddles[window.riddleRnd] ;
Dialog.wiki( window.information );
Dialog.open();
<</script>>
<<script>>state.display(state.active.title, null, "back");
<</script>>
<</click>>
<hr style="width:90%">
[[ instructions->instructions]]
[[ characters->characters]]
[[ walkthrough->walkthrough]]
[[ credits->credits]]
<<nobr>>
<<if window.graphOnOff == 1>>
<a id="HS" class="link-internal" tabindex=0 onclick="window.command_graphOnOff()">hide graphics</a>
<<else>>
<a id="HS" class="link-internal" tabindex=0 onclick="window.command_graphOnOff()">show graphics</a>
<</if>>
<<endnobr>>
<p></p>
<hr style="width:90%">
</div>
<div id="mainX1" onmouseover="command_onmouseover1(this)" onmouseout="command_onmouseout1(this)" style="border-style: solid;border-radius: 25px;position:absolute;top:88%;left:17%;width:12%;height:10%; text-align: center;"> <<print window.active_player>> </div>
<div id="mainX2" onmouseover="command_onmouseover2(this)" onmouseout="command_onmouseout2(this)" style="border-style: solid;border-radius: 25px;position:absolute;top:88%;left:31%;width:12%;height:10%; text-align: center;"> <<print window.active_verb>> </div>
<<if window.active_verb is not "talk">>
<div id="mainX3" onmouseover="command_onmouseover3(this)" onmouseout="command_onmouseout3(this)" style="border-style: solid;border-radius: 25px;position:absolute;top:88%;left:45%;width:12%;height:10%; text-align: center;"> <<print window.active_object>> </div>
<</if>>
<<if window.active_verb is "give">>
<<if window.active_giveTo is "giveTo">>
<<set window.doCommandZero to 0>>
<div id="mainX" style="border-style: solid;border-radius: 25px;position:absolute;top:88%;left:59%;width:5%;height:10%; text-align: center;">To</div>
<div id="mainX" style="border-style: solid;border-radius: 25px;position:absolute;top:88%;left:66%;width:8%;height:10%; text-align: center;">
<<if window.players[window.Lisa].room == window.active_room>> <<if window.players[window.Lisa].name != window.active_player>>
<div style="position:absolute;top:10%;width:45;height:45%;left:10%;" > <<click "Lisa">><<set window.active_giveTo to "Lisa">><<set $temp to window.active_room_name>><<goto $temp>> <</click>></div>
<</if>><</if>>
<<if window.players[window.Jack].room == window.active_room>><<if window.players[window.Jack].name != window.active_player>>
<div style="position:absolute;top:10%;width:45;height:45%;left:60%;" > <<click "Jack">><<set window.active_giveTo to "Jack">><<set $temp to window.active_room_name>><<goto $temp>> <</click>></div>
<</if>><</if>>
<<if window.players[window.Tom].room == window.active_room>><<if window.players[window.Tom].name != window.active_player>>
<div style="position:absolute;top:50%;width:45;height:45%;left:10%;" > <<click "Tom">><<set window.active_giveTo to "Tom">><<set $temp to window.active_room_name>><<goto $temp>><</click>></div>
<</if>><</if>>
<<if window.players[window.Me].room == window.active_room>><<if window.players[window.Me].name != window.active_player>>
<div style="position:absolute;top:50%;width:45;height:45%;left:60%;" > <<click "Me">><<set window.active_giveTo to "Me">><<set $temp to window.active_room_name>><<goto $temp>> <</click>></div>
<</if>><</if>>
</div>
<</if>>
<</if>>
<<if window.active_verb is "talk">>
<<if window.active_talkTo is "talkTo">>
<<set window.doCommandZero to 0>>
<div id="mainX" style="border-style: solid;border-radius: 25px;position:absolute;top:88%;left:59%;width:5%;height:10%; text-align: center;">To</div>
<div id="mainX" style="border-style: solid;border-radius: 25px;position:absolute;top:88%;left:66%;width:8%;height:10%; text-align: center;">
<<if window.players[window.Lisa].room == window.active_room>><<if window.players[window.Lisa].name != window.active_player>>
<div style="position:absolute;top:10%;width:45;height:45%;left:10%;" > <<click "Lisa">><<set window.active_talkTo to "Lisa">><<set $temp to window.active_room_name>><<goto $temp>> <</click>></div>
<</if>><</if>>
<<if window.players[window.Jack].room == window.active_room>><<if window.players[window.Jack].name != window.active_player>>
<div style="position:absolute;top:10%;width:45;height:45%;left:60%;" > <<click "Jack">><<set window.active_talkTo to "Jack">><<set $temp to window.active_room_name>><<goto $temp>> <</click>></div>
<</if>><</if>>
<<if window.players[window.Tom].room == window.active_room>><<if window.players[window.Tom].name != window.active_player>>
<div style="position:absolute;top:50%;width:45;height:45%;left:10%;" > <<click "Tom">><<set window.active_talkTo to "Tom">><<set $temp to window.active_room_name>><<goto $temp>><</click>></div>
<</if>><</if>>
<<if window.players[window.Me].room == window.active_room>><<if window.players[window.Me].name != window.active_player>>
<div style="position:absolute;top:50%;width:45;height:45%;left:60%;" > <<click "Me">><<set window.active_talkTo to "Me">><<set $temp to window.active_room_name>><<goto $temp>> <</click>></div>
<</if>><</if>>
</div>
<</if>>
<</if>>
<<if window.active_verb is "give">>
<<if window.active_giveTo != "giveTo">>
<div id="mainX" style="border-style: solid;border-radius: 25px;position:absolute;top:88%;left:59%;width:5%;height:10%; text-align: center;">to</div>
<div id="mainX" style="border-style: solid;border-radius: 25px;position:absolute;top:88%;left:66%;width:8%;height:10%; text-align: center;"><<print window.active_giveTo>></div>
<</if>>
<</if>>
<<if window.active_verb is "talk">>
<<if window.active_talkTo != "talkTo">>
<div id="mainX" style="border-style: solid;border-radius: 25px;position:absolute;top:88%;left:59%;width:5%;height:10%; text-align: center;">to</div>
<div id="mainX" style="border-style: solid;border-radius: 25px;position:absolute;top:88%;left:66%;width:8%;height:10%; text-align: center;"><<print window.active_talkTo>></div>
<</if>>
<</if>>
<<if window.active_verb is "use">>
<div id="mainX4" style="border-style: solid;border-radius: 25px;position:absolute;top:88%;left:58%;width:5%;height:10%; text-align: center;">with</div>
<div id="mainX5" onmouseover="command_onmouseover5(this)" onmouseout="command_onmouseout5(this)"
style="border-style: solid;border-radius: 25px;position:absolute;top:88%;left:64%;width:10%;height:10%; text-align: center;"> <<print window.active_useWith>> </div>
<</if>>
<<if window.active_verb is "put">>
<div id="mainX6" style="border-style: solid;border-radius: 25px;position:absolute;top:88%;left:58%;width:5%;height:10%; text-align: center;">in</div>
<div id="mainX7" onmouseover="command_onmouseover7(this)" onmouseout="command_onmouseout7(this)"
style="border-style: solid;border-radius: 25px;position:absolute;top:88%;left:64%;width:10%;height:10%; text-align: center;"> <<print window.active_putIn>> </div>
<</if>>
<!-- #------------------------------------------------------------- per tutte le azioni -->
<<if window.active_verb is not "talk">>
<<if window.active_verb is not "verb">>
<<if window.active_object is not "object">>
<<if window.active_player is not "player">>
<div id="mainX" style="border-style: solid;border-radius: 25px;position:absolute;top:88%;left:75%;width:5%;height:10%; text-align: center;"> [[=> ->run]] </div>
<</if>>
<</if>>
<</if>>
<</if>>
<!-- #------------------------------------------------------------- specifico per talk non tiene conto di oggetto -->
<<if window.active_verb is "talk">>
<<if window.active_player is not "player">>
<<if window.active_talkTo is not "talkTo">>
<div id="mainX" style="border-style: solid;border-radius: 25px;position:absolute;top:88%;left:75%;width:5%;height:10%; text-align: center;"> [[=> ->run]] </div>
<</if>>
<</if>>
<</if>>
<!-- ################################ return -->
nothing to do
<<return>>
<!-- ----------------------------------------------------------------------------- action to 1 messaggio finale "nothing to do" -->
<<set $action to 1>>
<!-- ################################ -->
<!-- INFO -->
<!-- ################################ -->
<<set $info to "">>
<<set $thePlayer to window.active_player>>
<<if window.active_player is "Me">><<set $thePlayer to "I ">><</if>>
<!-- ################################ -->
<!-- SATISFACTION -->
<!-- ################################ -->
<<if window.active_player is "Lisa">>
<<script>>window.Lisa_satisfaction++<</script>>
<</if>>
<<if window.active_player is "Tom">>
<<script>>window.Tom_satisfaction++<</script>>
<</if>>
<<if window.active_player is "Jack">>
<<script>>window.Jack_satisfaction++<</script>>
<</if>>
<<if window.active_player is "Me">>
<<script>>window.Me_satisfaction++<</script>>
<</if>>
<!-- ----------------------------------------------------------------------------- in the / on the -->
<!-- ----------------------------------------------------------------------------- drawbridge=2 -->
<<set $info to window.rooms[window.active_room].name + "." >>
<<set $article to "in">>
<<if window.rooms[window.active_room].name == "drawbridge">><<set $article to "to">><</if>>
<<if window.rooms[window.active_room].name == "east wall">><<set $article to "to">><</if>>
<<if window.rooms[window.active_room].name == "staircase">><<set $article to "to">><</if>>
<<set $info to $article + " the " + $info>>
<!-- ----------------------------------------------------------------------------- 3^a persona -->
<<if window.active_player == "Me">>
<<set window.active_verbX to window.active_verb>>
<<else>>
<<set window.active_verbX to window.active_verb+'s' >>
<</if>>
<!-- ----------------------------------------------------------------------------- INFO -->
<<set $info to $info + " " + $thePlayer + " " + window.active_verbX + " the " + window.active_object>>
<<if window.active_giveTo is not "giveTo">>
<<set $info to $info + " to " +window.active_giveTo>>
<</if>>
<<if window.active_useWith is not "useWith">>
<<set $info to $info + " with " +window.active_useWith >>
<</if>>
<<set window.information to $info>>
<!-- -->
<!-- -->
<!-- -->
<!-- ### examine the diary, discover star, ok dig moat -->
<<if window.active_room == window.room_num_top_tower && window.active_verb is "read" && window.active_object is "diary">>
<<script>>window.quests[window.quest_diary].isResolved = 1<</script>>
<<set window.information to window.quests[window.quest_diary].desc>>
<<script>>
Dialog.setup("Read");
Dialog.wiki( window.information );
Dialog.open();
<</script>>
<<set $action to 0>>
<<set $temp to window.active_room_name>><<goto $temp>>
<</if>>
<<if window.active_room == window.room_num_moat_west && window.active_verb is "dig" && window.active_object is "shovel" && window.quests[window.quest_diary].isResolved==1 && window.quests[window.quest_star].isResolved==0>>
<<script>>window.quests[window.quest_star].isResolved = 1<</script>>
<<set window.objects[window.object_star_num].room = window.room_num_moat_west>>
<<set window.information to window.quests[window.quest_star].desc>>
<<if window.active_player == "Tom">>
<<script>>window.Tom_satisfaction+=3<</script>>
<</if>>
<<script>>
Dialog.setup("Dig");
Dialog.wiki( window.information );
Dialog.open();
<</script>>
<<set $action to 0>>
<<set $temp to window.active_room_name>><<goto $temp>>
<</if>>
<!-- ################################ RUN SPECIFIC player BEGIN TO INCLUDE -->
<!-- ################################ RUN SPECIFIC player BEGIN TO INCLUDE -->
<!-- ################################ RUN SPECIFIC player BEGIN TO INCLUDE -->
<!-- ########## -->
<!-- ### Jack ### -->
<!-- ########## -->
<<if window.active_verb is "read" && window.active_object is "parchment">>
<<script>>
window.information = window.ScottAdams ;
Dialog.setup("Read");
Dialog.wiki( window.information );
Dialog.open();
<</script>>
<<set $action to 0>>
<<set $temp to window.active_room_name>><<goto $temp>>
<</if>>
<<if window.active_player is "Jack">>
<!-- ......................................................................................................................... window.quest_library_examine_wall_west -->
<<if window.active_room == window.room_num_library && window.active_verb is "examine" && window.active_object is "western wall" && window.quests[ window.quest_library_examine_wall_west].isResolved == 0 >>
<<script>>window.quests[ window.quest_library_examine_wall_west].isResolved = 1<</script>>
<<set window.information to window.quests[window.quest_library_examine_wall_west].desc>>
<<script>>
Dialog.setup("Examine");
Dialog.wiki( window.information );
Dialog.open();
<</script>>
<<set $action to 0>>
<<set $temp to window.active_room_name>><<goto $temp>>
<</if>>
<<if window.active_room == window.room_num_grotto && window.active_verb is "examine" && window.active_object is "runes" >>
<<set window.information to window.item_rune_jack_desc>>
<<script>>window.Jack_satisfaction+=2<</script>>
<<script>>
Dialog.setup("Examine");
Dialog.wiki( window.information );
Dialog.open();
<</script>>
<<set $action to 0>>
<<set $temp to window.active_room_name>><<goto $temp>>
<</if>>
<!-- ################################ -->
<!-- READ -->
<!-- ################################ -->
<<if window.active_verb is "read" && (window.active_object is "Ancient Manuscripts" || window.active_object is "Genealogy Books")>>
<<script>>window.quests[window.quest_read_books].isResolved = 1<</script>>
<<set window.information to window.quests[window.quest_read_books].desc>>
<<script>>window.Jack_satisfaction+=3<</script>>
<<script>>
Dialog.setup("Read");
Dialog.wiki( window.information );
Dialog.open();
<</script>>
<<set $action to 0>>
<<set $temp to window.active_room_name>><<goto $temp>>
<</if>>
<<if window.active_verb is "read" && (window.active_object is "Books on Magic and Alchemy") >>
<<script>>window.quests[window.quest_read_books].isResolved = 1<</script>>
<<set window.information to "This book is a rare e valuable treasure for anyone who seeks to master the art of alchemy and magic.">>
<<script>>window.Jack_satisfaction+=3<</script>>
<<script>>
Dialog.setup("Read");
Dialog.wiki( window.information );
Dialog.open();
<</script>>
<<set $action to 0>>
<<set $temp to window.active_room_name>><<goto $temp>>
<</if>>
<</if>>
<!-- ########## -->
<!-- ### Tom ### -->
<!-- ########## -->
<<if window.active_player is "Tom">>
<!-- ........................................................................................................................ .window.quest_library_push_wall_west -->
<<if window.active_room == window.room_num_library && window.active_verb is "push" && window.active_object is "western wall" && window.quests[window.quest_library_examine_wall_west].isResolved == 1 >>
<<script>>window.quests[window.quest_library_push_wall_west].isResolved = 1<</script>>
<<set window.information to window.quests[window.quest_library_push_wall_west].desc>>
<<script>>
Dialog.setup("Push");
Dialog.wiki( window.information );
Dialog.open();
<</script>>
<<set $action to 0>>
<<set $temp to window.active_room_name>><<goto $temp>>
<</if>>
<</if>>
<!-- ################################ RUN SPECIFIC END -->
<!-- ################################ RUN SPECIFIC END -->
<!-- ################################ RUN SPECIFIC END -->
<!-- ################################ -->
<!-- ################ -->
<!-- ####### -->
<!-- ### -->
<!-- ################################ -->
<!-- GIVE -->
<!-- ################################ -->
<<if window.active_verb is "give">>
<<for _i to 0; _i < window.objectsLen ; _i++>>
<<capture _i>>
<<if window.objects[_i].name is window.active_object>>
<<set window.objects[_i].room to window.active_giveTo>>
<<script>>
Dialog.setup("Give");
Dialog.wiki(window.information);
Dialog.open();
<</script>>
<<set $action to 0>>
<<set $temp to window.active_room_name>><<goto $temp>>
<</if>>
<</capture>>
<</for>>
<<set $temp to window.active_room_name>><<goto $temp>>
<</if>>
<!-- ################################ -->
<!-- OPEN -->
<!-- ################################ -->
<!-- .........................................................................................................................window.quest_kitchen_cabinet_knife -->
<<if window.active_room == window.room_num_kitchen && window.active_verb is "open" && window.active_object is "cabinet" && window.quests[window.quest_kitchen_cabinet_knife].isResolved == 0 >>
<<script>>window.quests[window.quest_kitchen_cabinet_knife].isResolved = 1<</script>>
<<set window.information to window.quests[window.quest_kitchen_cabinet_knife].desc>>
<<set window.objects[window.object_knife_num].room = window.room_num_kitchen>>
<<script>>
Dialog.setup("Open");
Dialog.wiki( window.information );
Dialog.open();
<</script>>
<<set $action to 0>>
<<set $temp to window.active_room_name>><<goto $temp>>
<</if>>
<!-- ################################ -->
<!-- TAKE -->
<!-- ################################ -->
<!-- ......................................................................................................................... objects != active room -->
<<if window.active_verb is "take">>
<<for _i to 0; _i < window.objectsLen ; _i++>>
<<capture _i>>
<<if window.objects[_i].room != window.active_room>>
<<if window.objects[_i].name== window.active_object and window.objects[_i].room != 0>>
<<set window.msg to "The " + window.objects[_i].name +" has already been taken by " + window.objects[_i].room>>
<<script>>
Dialog.setup("Take");
Dialog.wiki(window.msg );
Dialog.open();
<</script>>
<<set $action to 0>>
<<set $temp to window.active_room_name>><<goto $temp>>
<</if>>
<<if window.active_player == "Me" and window.objects[_i].name== window.active_object and window.objects[_i].room == 0>>
<<set window.msg to "You can't take it ">>
<<script>>
Dialog.setup("Take");
Dialog.wiki(window.msg );
Dialog.open();
<</script>>
<<set $action to 0>>
<<set $temp to window.active_room_name>><<goto $temp>>
<</if>>
<<if window.active_player == "Lisa" and window.objects[_i].name== window.active_object and window.objects[_i].room == 0>>
<<set window.msg to "She can't take it ">>
<<script>>
Dialog.setup("Take");
Dialog.wiki(window.msg );
Dialog.open();
<</script>>
<<set $action to 0>>
<<set $temp to window.active_room_name>><<goto $temp>>
<</if>>
<<if window.active_player == "Tom" and window.objects[_i].name== window.active_object and window.objects[_i].room == 0>>
<<set window.msg to "He can't take it ">>
<<script>>
Dialog.setup("Take");
Dialog.wiki(window.msg );
Dialog.open();
<</script>>
<<set $action to 0>>
<<set $temp to window.active_room_name>><<goto $temp>>
<</if>>
<<if window.active_player == "Jack" and window.objects[_i].name== window.active_object and window.objects[_i].room == 0>>
<<set window.msg to "He can't take it ">>
<<script>>
Dialog.setup("Take");
Dialog.wiki(window.msg );
Dialog.open();
<</script>>
<<set $action to 0>>
<<set $temp to window.active_room_name>><<goto $temp>>
<</if>>
<</if>>
<</capture>>
<</for>>
<<script>>
<<set $temp to window.active_room_name>><<goto $temp>>
<</if>>
<!-- ......................................................................................................................... object == active room -->
<<if window.active_verb is "take">>
<<for _i to 0; _i < window.objectsLen ; _i++>>
<<capture _i>>
<<if window.objects[_i].room is window.active_room>>
<<if window.objects[_i].name== window.active_object>>
<<set window.objects[_i].room to window.active_player>>
<<script>>
Dialog.setup("Take");
Dialog.wiki(window.information);
Dialog.open();
<</script>>
<<set $action to 0>>
<<set $temp to window.active_room_name>><<goto $temp>>
<</if>>
<</if>>
<</capture>>
<</for>>
<<script>>
<<set $temp to window.active_room_name>><<goto $temp>>
<</if>>
<!-- ################################ -->
<!-- DROP -->
<!-- ################################ -->
<<if window.active_verb is "drop">>
<<for _i to 0; _i < window.objectsLen ; _i++>>
<<capture _i>>
<<if window.objects[_i].name is window.active_object>>
<<if window.objects[_i].room == window.active_player>>
<<set window.objects[_i].room to window.active_room>>
<<script>>
Dialog.setup("Drop");
Dialog.wiki(window.information);
Dialog.open();
<</script>>
<<set $action to 0>>
<<set $temp to window.active_room_name>><<goto $temp>>
<<else>>
<<if window.active_player == "Me">>
<<set window._temp to "I am not carrying the : ">>
<</if>>
<<if window.active_player != "Me">>
<<set window._temp to window.active_player + " is not carrying the : ">>
<</if>>
<<script>>
Dialog.setup("Drop");
Dialog.wiki(window._temp + window.active_object);
Dialog.open();
<</script>>
<<set $action to 0>>
<<set $temp to window.active_room_name>><<goto $temp>>
<</if>>
<</if>>
<</capture>>
<</for>>
<<set $temp to window.active_room_name>><<goto $temp>>
<</if>>
<!-- ################################ -->
<!-- USE WITH -->
<!-- ################################ -->
<<if window.active_room == window.room_num_grotto
&& window.quests[window.window.quest_main].isResolved==0
&& window.active_verb is "use" && window.active_object is "sphere"
&& window.active_useWith is "chest" >>
<<set window.quests[window.window.quest_main].isResolved = 1 >>
<<set window.objects[window.object_star_num].room = window.room_num_secret>>
<<set window.information to window.quests[window.window.quest_main].desc>>
<<script>>
Dialog.setup("Use With");
Dialog.wiki( window.information );
Dialog.open();
<</script>>
<<set $action to 0>>
<<set $temp to window.active_room_name>><<goto $temp>>
<</if>>
<<if window.active_room == window.room_num_hall && window.quests[ window.quest_hall_half_size_door ].isResolved==0 && window.active_verb is "use" && window.active_object is "skull key" && window.active_useWith is "human-sized door" >>
<<set window.quests[ window.quest_hall_half_size_door ].isResolved = 1 >>
<<set window.objects[ window.object_skull_key_num ].room = window.room_num_secret>>
<<set window.objects[ window.object_broken_skull_key_num ].room = window.room_num_hall>>
<<set window.information to window.quests[window.quest_hall_half_size_door ].desc>>
<<script>>
Dialog.setup("Use With");
Dialog.wiki( window.information );
Dialog.open();
<</script>>
<<set $action to 0>>
<<set $temp to window.active_room_name>><<goto $temp>>
<</if>>
<<if window.active_player is "Lisa" && window.active_room == window.room_num_top_tower && window.quests[window.quest_password ].isResolved==0 && window.active_verb is "use" && window.active_object is "phone" && window.active_useWith is "password" && window.quests[ window.quest_phone_recharged ].isResolved == 0>>
<<script>>window.Lisa_satisfaction+=3<</script>>
<<set window.information to "The phone has the battery exhausted and is unusable for now...">>
<<script>>
Dialog.setup("Use With");
Dialog.wiki( window.information );
Dialog.open();
<</script>>
<<set $action to 0>>
<<set $temp to window.active_room_name>><<goto $temp>>
<</if>>
<<if window.active_player is "Lisa" && window.active_room == window.room_num_top_tower && window.quests[window.quest_password ].isResolved==0 && window.active_verb is "use" && window.active_object is "phone" && window.active_useWith is "password" && window.quests[ window.quest_phone_recharged ].isResolved == 1>>
<<set window.quests[window.quest_password ].isResolved = 1>>
<<set window.information to "Lisa with the tools from hacker on the\n phone manages to bypass the password,\n a secret drawer appears under the desk\n revealing inside a strange little key\n with a skull signature.">>
<<set window.objects[window.object_skull_key_num].room = window.room_num_top_tower>>
<<script>>
Dialog.setup("Use With");
Dialog.wiki( window.information );
Dialog.open();
<</script>>
<<set $action to 0>>
<<set $temp to window.active_room_name>><<goto $temp>>
<</if>>
<<if window.active_player is "Lisa" && window.active_room == window.room_num_top_tower && window.quests[window.quest_password ].isResolved==0 && window.active_verb is "use" && window.active_object is "keyboard" && window.active_useWith is "password" >>
<<set window.information to "Wrong Password ?!">>
<<script>>
Dialog.setup("Use With");
Dialog.wiki( window.information );
Dialog.open();
<</script>>
<<set $action to 0>>
<<set $temp to window.active_room_name>><<goto $temp>>
<</if>>
<<if window.active_player is "Lisa" && window.active_room == window.room_num_top_tower && window.quests[window.quest_computer_usb_cable ].isResolved==1 && window.active_verb is "use" && window.active_object is "phone" && window.active_useWith is "usb cable" && window.quests[ window.quest_phone_recharged ].isResolved == 0>>
<<script>>window.quests[ window.quest_phone_recharged ].isResolved = 1<</script>>
<<set window.information to window.quests[ window.quest_phone_recharged ].desc>>
<<set window.objects[ window.object_phone_num ].desc = "a modern fully functional mobile phone." >>
<<script>>
Dialog.setup("Use With");
Dialog.wiki( window.information );
Dialog.open();
<</script>>
<<set $action to 0>>
<<set $temp to window.active_room_name>><<goto $temp>>
<</if>>
<<if window.active_room == window.room_num_ball && window.active_verb is "use" && window.active_object is "knife" && window.active_useWith is "rope" && window.quests[ window.quest_ball_step1].isResolved == 0 >>
<<script>>window.quests[ window.quest_ball_step0].isResolved = 1<</script>>
<<script>>window.quests[ window.quest_ball_step1].isResolved = 1<</script>>
<<script>> window.objects[ window.object_rope_num ].room= window.room_num_ball<</script>>
<<set window.information to window.quests[window.quest_ball_step1].desc>>
<<script>>
Dialog.setup("Use With");
Dialog.wiki( window.information );
Dialog.open();
<</script>>
<<set $action to 0>>
<<set $temp to window.active_room_name>><<goto $temp>>
<</if>>
<<if window.active_room == window.room_num_ball && window.active_verb is "use" && window.active_object is "rope" && window.active_useWith is "hook" && window.quests[ window.quest_ball_step2].isResolved == 0 >>
<<script>>window.quests[ window.quest_ball_step0].isResolved = 1<</script>>
<<script>>window.quests[ window.quest_ball_step1].isResolved = 2<</script>>
<<script>>window.quests[ window.quest_ball_step2].isResolved = 1<</script>>
<<script>> window.objects[ window.object_rope_num ].room = window.room_num_secret<</script>>
<<script>> window.objects[ window.object_grappling_hook_num ].room = window.room_num_ball<</script>>
<<set window.information to window.quests[window.quest_ball_step2].desc>>
<<script>>
Dialog.setup("Use With");
Dialog.wiki( window.information );
Dialog.open();
<</script>>
<<set $action to 0>>
<<set $temp to window.active_room_name>><<goto $temp>>
<</if>>
<<if window.active_player is "Tom">>
<<if window.active_room == window.room_num_ball && window.active_verb is "use" && window.active_object is "grappling hook" && window.active_useWith is "railing" && window.quests[ window.quest_ball_step3].isResolved == 0 >>
<<script>>window.quests[ window.quest_ball_step0].isResolved = 1<</script>>
<<script>>window.quests[ window.quest_ball_step1].isResolved = 2<</script>>
<<script>>window.quests[ window.quest_ball_step2].isResolved = 1<</script>>
<<script>>window.quests[ window.quest_ball_step3].isResolved = 1<</script>>
<<script>> window.objects[ window.object_grappling_hook_num ].room = window.room_num_secret<</script>>
<<set window.information to window.quests[window.quest_ball_step3].desc>>
<<script>>
Dialog.setup("Use With");
Dialog.wiki( window.information );
Dialog.open();
<</script>>
<<set $action to 0>>
<<set $temp to window.active_room_name>><<goto $temp>>
<</if>>
<</if>>
<!-- ################################ -->
<!-- EXAMINE -->
<!-- ################################ -->
<!-- ........................................................................................................................ window.quest_computer_usb_cable -->
<<if window.active_player is "Lisa" && window.active_room == window.room_num_top_tower && window.active_verb is "examine" && window.active_object is "computer" && window.quests[window.quest_computer_usb_cable ].isResolved == 0 >>
<<script>>window.quests[window.quest_computer_usb_cable ].isResolved = 1<</script>>
<<script>>
window.information = "Lisa looks carefully and notice a USB cable attached to the computer"
Dialog.setup("Examine");
Dialog.wiki( window.information );
Dialog.open();
<</script>>
<<set $action to 0>>
<<set $temp to window.active_room_name>><<goto $temp>>
<</if>>
<!--........................................................................................................................ examine chandelier step0 -->
<<if window.active_room == window.room_num_ball && window.active_verb is "examine" && window.active_object is "chandelier" && window.quests[window.room_num_ball].isResolved==0 >>
<<set window.information to window.quest_ball_step0_chandelier >>
<<script>>
Dialog.setup("Examine");
Dialog.wiki( window.information );
Dialog.open();
<</script>>
<<set $action to 0>>
<<set $temp to window.active_room_name>><<goto $temp>>
<</if>>
<!--........................................................................................................................ window.quest_library_shelves -->
<<if window.active_room == window.room_num_library && window.active_verb is "examine" && window.active_object is "shelves" && window.quests[window.quest_library_shelves].isResolved ==0 >>
<<set window.information to window.quests[window.quest_library_shelves].desc>>
<<set window.quests[window.quest_library_shelves].isResolved = 1>>
<<set window.objects[window.object_book_Ancient_Manuscripts ].room = window.room_num_library>>
<<set window.objects[window.object_book_History_Books ].room = window.room_num_library>>
<<set window.objects[window.object_book_Gothic_Novels ].room = window.room_num_library>>
<<set window.objects[window.object_book_Genealogy_Books ].room = window.room_num_library>>
<<set window.objects[window.object_book_Books_on_Mythology_and_Folklore ].room = window.room_num_library>>
<<if window.active_player is "Jack">>
<<set window.information = window.information + window.quests[window.quest_library_shelvesJack].desc>>
<<set window.quests[window.quest_library_shelvesJack].isResolved = 1>>
<<set window.Jack_satisfaction = window.Jack_satisfaction + 3>>
<<set window.quests[window.quest_library_jack_talk1].isResolved = 1>>
<</if>>
<<script>>
Dialog.setup("Examine");
Dialog.wiki( window.information );
Dialog.open();
<</script>>
<<set $action to 0>>
<<set $temp to window.active_room_name>><<goto $temp>>
<</if>>
<<if window.active_room == window.room_num_moat_north && window.active_verb is "examine" && window.active_object is "weeds" && window.quests[window.quest_moat_north].isResolved <2 >>
<<script>>window.quests[window.quest_moat_north].isResolved++<</script>>
<</if>>
<<if window.active_room == window.room_num_moat_north && window.active_verb is "examine" && window.active_object is "weeds" && window.quests[window.quest_moat_north].isResolved>=2 >>
<<set window.information to window.quests[window.quest_moat_north].desc>>
<<script>>
Dialog.setup("Examine");
Dialog.wiki( window.information );
Dialog.open();
<</script>>
<<set $action to 0>>
<<set $temp to window.active_room_name>><<goto $temp>>
<</if>>
<!-- ################################ ########################################################### window.quest_moat_north end -->
<<if window.active_verb is "examine">>
<<for _i to 0; _i < window.objectsLen ; _i++>>
<<capture _i>>
<<set window.temp to window.objects[_i].desc>>
<<if window.objects[_i].name is window.active_object>>
<<set window.information to window.information + "; <br><br><br> inspect : " + window.temp>>
<<script>>
Dialog.setup("Examine");
Dialog.wiki(window.information);
Dialog.open();
<</script>>
<<set $action to 0>>
<<set $temp to window.active_room_name>><<goto $temp>>
<</if>>
<</capture>>
<</for>>
<</if>>
<<if window.active_verb is "examine">>
<<for _i to 0; _i < window.roomsLen ; _i++>>
<<capture _i>>
<<if window.active_object == window.rooms[_i].name>>
<<if window.active_room == _i>>
<<set window.temp to window.rooms[_i].desc>>
<<if window.rooms[_i].name is window.active_object>>
<<set window.information to window.information + "; <br><br><br> inspect : " + window.temp>>
<<script>>
Dialog.setup("Examine");
Dialog.wiki(window.information);
Dialog.open();
<</script>>
<<set $action to 0>>
<<set $temp to window.active_room_name>><<goto $temp>>
<</if>>
<<else>>
<<if window.active_player == "Me">>
<<script>>
Dialog.setup("Examine");
Dialog.wiki("you're not there");
Dialog.open();
<</script>>
<<set $temp to window.active_room_name>><<goto $temp>>
<<else>>
<<script>>
Dialog.setup("Examine");
Dialog.wiki( window.active_player + " isn't there");
Dialog.open();
<</script>>
<<set $action to 0>>
<<set $temp to window.active_room_name>><<goto $temp>>
<</if>>
<</if>>
<</if>>
<</capture>>
<</for>>
<</if>>
<<if window.active_verb is "examine">>
<<for _i to 0; _i < window.itemsLen ; _i++>>
<<capture _i>>
<<set window.temp to window.items[_i].desc>>
<<if window.items[_i].name is window.active_object>>
<<set window.information to window.information + "; <br><br><br> inspect : " + window.temp>>
<<script>>
Dialog.setup("Examine");
Dialog.wiki(window.information);
Dialog.open();
<</script>>
<<set $action to 0>>
<<set $temp to window.active_room_name>><<goto $temp>>
<</if>>
<</capture>>
<</for>>
<</if>>
<!-- ################################ -->
<!-- GO TO -->
<!-- ################################ -->
<!-- ...................................................... i player usano GOTO , invece Me ci va a piedi -->
<<if window.active_verb is window.verb_goto>>
<<if window.active_player == "Me">>
<<script>>
Dialog.setup("go to");
Dialog.wiki( "In the adventure,\n characters typically use the ‘go to’ command \nto move from one location to another. \nHowever, the main character must manually move using :\n‘north’, ‘south’, ‘east’, … verbs \nto move from one room to another. );
Dialog.open();
<</script>>
<<set $temp to window.active_room_name>><<goto $temp>>
<</if>>
<</if>>
<<if window.active_verb is window.verb_goto>>
<<for _i to 0; _i < window.roomsLen ; _i++>>
<<capture _i>>
<<if window.active_object == window.rooms[_i].name>>
<<if window.rooms[_i].isDiscovered == 1>>
<<if window.active_player == "Lisa">><<set window.players[window.Lisa].room to _i>><</if>>
<<if window.active_player == "Jack">><<set window.players[window.Jack].room to _i>><</if>>
<<if window.active_player == "Tom">><<set window.players[window.Tom].room to _i>><</if>>
<<if window.active_player == "Me">>
<<script>>
Dialog.setup("go to");
Dialog.wiki( "In the adventure,\n characters typically use the ‘go to’ command \nto move from one location to another. \nHowever, the main character must manually move using :\n‘north’, ‘south’, ‘east’, … verbs \nto move from one room to another." );
Dialog.open();
<</script>>
<<set $action to 0>>
<<set $temp to window.active_room_name>><<goto $temp>>
<<break>>
<</if>>
<<script>>
Dialog.setup("go to");
Dialog.wiki( window.active_player + " goes to the "+window.active_object );
Dialog.open();
<</script>>
<<set $action to 0>>
<<set $temp to window.active_room_name>><<goto $temp>>
<</if>>
<</if>>
<</capture>>
<</for>>
<</if>>
<!-- ################################ -->
<!-- PULL -->
<!-- ################################ -->
<!-- ..................................................... quest #2 couryard kitchen -->
<<if window.active_room == window.room_num_kitchen && window.active_verb is "pull" && window.active_object is "bolt" && window.quests[window.quest_courtyard_kitchen].isResolved == 0 >>
<<script>>window.quests[window.quest_courtyard_kitchen].isResolved = 1<</script>>
<<set window.information to window.quests[window.quest_courtyard_kitchen].desc>>
<<script>>
Dialog.setup("Pull");
Dialog.wiki( window.information );
Dialog.open();
<</script>>
<<set $action to 0>>
<<set $temp to window.active_room_name>><<goto $temp>>
<</if>>
<!-- ################################ -->
<!-- PUSH -->
<!-- ################################ -->
<!-- ..................................................... quest #2 couryard kitchen -->
<<if window.active_room == window.room_num_kitchen && window.active_verb is "push" && window.active_object is "bolt" && window.quests[window.quest_courtyard_kitchen].isResolved == 1 >>
<<script>>window.quests[window.quest_courtyard_kitchen].isResolved = 0<</script>>
<<set window.information to "Close the wooden door with the bolt, a bit harshly">>
<<script>>
Dialog.setup("Push");
Dialog.wiki( window.information );
Dialog.open();
<</script>>
<<set $action to 0>>
<<set $temp to window.active_room_name>><<goto $temp>>
<</if>>
<!-- ################################ -->
<!-- TALK -->
<!-- ################################ -->
<!-- ### ..................................................... talk to jack about ghost -->
<<if window.active_room == window.room_num_cellar && window.active_verb is "talk" && window.active_talkTo is "Jack" && window.quests[window.quest_read_books].isResolved == 1 >>
<<set window.information to window.quest_JackTalkAboutGhost >>
<<script>>
Dialog.setup("Talk");
Dialog.wiki( window.information );
Dialog.open();
<</script>>
<<set $action to 0>>
<<set $temp to window.active_room_name>><<goto $temp>>
<</if>>
<!-- ### ..................................................... after examine shelves :window.quest_library_jack_talk1 -->
<<if window.active_room == window.room_num_library && window.active_verb is "talk" && window.active_talkTo is "Jack" && window.quests[window.quest_library_jack_talk1].isResolved == 1 >>
<<script>> window.quests[window.quest_library_jack_talk1].isResolved = 2<</script>>
<<set window.information to window.quests[window.quest_library_jack_talk1].desc + " Jack says.">>
<<script>>
Dialog.setup("Talk");
Dialog.wiki( window.information );
Dialog.open();
<</script>>
<<set $action to 0>>
<<set $temp to window.active_room_name>><<goto $temp>>
<</if>>
<!-- ### ..................................................... before throw rope : window.quest_ball_step3 -->
<<if window.active_room == window.room_num_ball && window.active_verb is "talk" && window.active_talkTo is "Tom" && window.quests[window.quest_ball_step3].isResolved == 0 && window.quests[window.quest_ball_tom_talk1].isResolved==0>>
<<set window.information to window.quests[window.quest_ball_tom_talk1].isResolved =1>>
<<set window.information to window.quests[window.quest_ball_tom_talk1].desc + " Tom says.">>
<<script>>
Dialog.setup("Talk");
Dialog.wiki( window.information );
Dialog.open();
<</script>>
<<set $action to 0>>
<<set $temp to window.active_room_name>><<goto $temp>>
<</if>>
<!-- ################################ -->
<!-- TALK SPECIAL -->
<!-- ################################ -->
<<if window.active_verb is "talk" && window.active_talkTo != "talkTo" >>
<<script>>
window.TalkToSpecialFrom = window.active_player ;
window.TalkToSpecialTo = window.active_talkTo;
window.TalkToSpecialRnd = Math.floor(Math.random() * 5 ) ; // 0-4 dialoghi
window.TalkToSpecialNDX = window.TalkToSpecialFrom+window.TalkToSpecialTo+window.TalkToSpecialRnd.toString();
if ( window.TalkToSpecialNDX<0) window.TalkToSpecialNDX=0;
if ( window.TalkToSpecialNDX>4) window.TalkToSpecialNDX=4;
window.information = window.aTalkToSpec[ window.TalkToSpecialNDX ] ;
<</script>>
<<script>>
Dialog.setup("Talk To");
Dialog.wiki( window.information );
Dialog.open();
<</script>>
<<set $action to 0>>
<<set $temp to window.active_room_name>><<goto $temp>>
<</if>>
<!-- ################################ -->
<!-- SET -->
<!-- ################################ -->
<<if $action == 1>>
<<script>>
window.Temp = Math.round(Math.random() * window.nothingToDosLen );
Dialog.setup("Action ");
Dialog.wiki( window.nothingToDos[window.Temp ] );
Dialog.open();
<</script>>
<<set $temp to window.active_room_name>><<goto $temp>>
<</if>>
<<set window.active_player to "player">>
<<set window.active_verb to "verb">>
<<set window.active_object to "object">>
<<set window.active_room to "room">>
<<set window.active_giveTo to "giveTo">>
<<set window.active_useWith to "useWith">>
<<set window.active_talkTo to "talkTo">>
<div id="mainMap" style="text-align:center;border-style: solid;border-radius: 25px;position;position:absolute;top:82%;width:90%;height:15%;left:5%;" >
<<set $temp to window.castleMap>>[[$temp->CLAYMOURGUE]]
</div> <<include "graphHideShow">>
<<set window.active_room to window.room_num_drawbridge>>
<<set window.active_room_name to window.rooms[window.room_num_drawbridge].name>>
<<set window.rooms[window.room_num_drawbridge].isDiscovered to 1>>
<<set window.active_turn to window.active_turn + 1>>
<<set window.players[3].room = window.active_room>>
<<silently>>
<<if window.followMe==1>>
<<set window.players[0].room = window.active_room>>
<<set window.players[1].room = window.active_room>>
<<set window.players[2].room = window.active_room>>
<</if>>
<</silently>>
<div id="mainAll" style="border-style: solid;border-radius: 25px;position:absolute;top:1%;left:3%;width:95%;height:95%">
<img src="drawbridge.jpg" style="filter:brightness(var(--filtro)); border-radius: 25px;position:absolute;top:1%;left:1%;width:80%;width:99%;height:99%;z-index=-1;">
<div id="mainText" style="position:relative;z-index=1;text-align:justify;position:absolute;top:2%;width:63%;height:78%;left:17%;overflow-y: auto;padding:20px 20px 20px 20px;" >
I see the drawbridge that connects the field and the castle. It is lowered, but I don’t know if it is safe to cross. The drawbridge is old and rusty, with wooden planks that creak and crack. The chains that hold it are thick and heavy, but also worn and corroded. The drawbridge spans over the moat, which is deep and murky. The water is stagnant and foul, with patches of algae and slime. I can’t see the bottom of the moat, but I imagine it is full of bones and debris. The moat surrounds the castle, which is imposing and gloomy. The walls are high and thick, with towers and battlements. The entrance is a large archway, with a portcullis and a gate. The entrance is dark and ominous, with no signs of welcome or warmth. The entrance leads to the unknown, to the secrets and mysteries of the castle. I wonder what I will find there, what dangers and wonders await me. I hesitate, but I have no choice. I must cross the drawbridge and enter the castle. I hope I will not regret it. Is there a <<click "keypad">> <<silently>>
<<if window.active_verb == "use">>
<<set window.active_useWith to "keypad">>
<<else>>
<<if window.active_verb == "put">>
<<set window.active_putIn to "keypad">>
<<else>>
<<set window.active_object to "keypad">>
<</if>>
<</if>>
<<set $temp to window.active_room_name>><<goto $temp>>
<</silently>><</click>> .
<<include "dialoghiGenerali">>
you can go :
<<click "- east">><<set window.active_room_name to window.rooms[window.room_num_entrance].name>><<set window.active_room to window.room_num_entrance>><<set window.players[window.Me].room to window.room_num_entrance>><<include "CommandToZero">><<goto "entrance" >><</click>>
<<click "- west">><<set window.active_room_name to window.rooms[window.room_num_castle].name>><<set window.active_room to window.room_num_castle>><<set window.players[window.Me].room to window.room_num_castle>><<include "CommandToZero">><<goto "castle" >><</click>>
</div>
<div id="mainLeft" style="border-style: solid;border-radius: 25px;position:absolute;top:1%;left:1%;width:15%;height:97%">
<<include "inventory">>
</div>
<div id="mainRight" style="border-style: solid;border-radius: 25px;position:absolute;top:1%;left:84%;width:15%;height:97%">
<<include "verb">>
<<include "map">>
</div>
<<include "command">>
</div>
<<include "graphHideShow">>
<<set window.active_room to window.room_num_castle>>
<<set window.active_room_name to window.rooms[window.room_num_castle].name>>
<<set window.rooms[window.room_num_castle].isDiscovered to 1>>
<<set window.active_turn to window.active_turn + 1>>
<<set window.players[3].room = window.active_room>>
<<silently>>
<<if window.followMe==1>>
<<set window.players[0].room = window.active_room>>
<<set window.players[1].room = window.active_room>>
<<set window.players[2].room = window.active_room>>
<</if>>
<</silently>>
<<set window.random_forest_flag to 1>>
<div id="mainAll" style="border-style: solid;border-radius: 25px;position:absolute;top:1%;left:3%;width:95%;height:95%">
<img src="castle.jpg" style="filter:brightness(var(--filtro)); border-radius: 25px;position:absolute;top:1%;left:1%;width:80%;width:99%;height:99%;z-index=-1;">
<div id="mainText" style="position:relative;z-index=1;text-align:justify;position:absolute;top:2%;width:63%;height:78%;left:17%;overflow-y: auto;padding:20px 20px 20px 20px;" >
I am in a field near a castle with a moat and a lowered drawbridge. The moat is quite deep, a few meters, and has stagnant pools of water here and there that make it impossible to estimate its bottom. The air that seeps from the old ruins is mysterious and strange. All around is silence, a slight mist around the veil hiding part of the walls. All around is a forest even more strange and disturbing. This place seems to belong to another time, another world. I feel a mix of curiosity and fear as I approach the castle. In the soft glow of twilight, the van, our trusty steed from our journey, stood parked. Its silhouette, a stark contrast against the majestic backdrop of the ancient castle. This was the very vehicle that had borne us across miles, and now it rested, as if to tell tales of past adventures.
What secrets does it hold? What stories does it tell? I wonder if anyone lives there, or if it is haunted by ghosts of the past.
<<include "dialoghiGenerali">>
you can go :
<<click "- east">><<set window.active_room_name to window.rooms[window.room_num_drawbridge].name>><<set window.active_room to window.room_num_drawbridge>><<set window.players[window.Me].room to window.room_num_drawbridge>><<include "CommandToZero">><<goto "drawbridge" >><</click>>
<<click "- west">><<set window.active_room_name to window.rooms[window.room_num_forest].name>><<set window.active_room to window.room_num_forest>><<set window.players[window.Me].room to window.room_num_forest>><<include "CommandToZero">><<goto "forest" >><</click>>
<<click "- van">><<set window.active_room_name to window.rooms[window.room_num_van].name>><<set window.active_room to window.room_num_van>><<set window.players[window.Me].room to window.room_num_van>><<include "CommandToZero">><<goto "van" >><</click>>
</div>
<div id="mainLeft" style="border-style: solid;border-radius: 25px;position:absolute;top:1%;left:1%;width:15%;height:97%">
<<include "inventory">>
</div>
<div id="mainRight" style="border-style: solid;border-radius: 25px;position:absolute;top:1%;left:84%;width:15%;height:97%">
<<include "verb">>
<<include "map">>
</div>
<<include "command">>
</div>
<<if window.doCommandZero == 1>>
<<set window.active_player to "player">>
<<set window.active_verb to "verb">>
<<set window.active_object to "object">>
<<set window.active_room to "room">>
<<set window.active_giveTo to "giveTo">>
<<set window.active_useWith to "useWith">>
<<set window.active_talkTo to "talkTo">>
<<else>>
<<set window.doCommandZero to 0>>
<</if>>
<<if window.active_player is "Lisa">>
<</if>><<if window.active_player is "Tom">>
<</if>><<if window.active_player is "Me">>
<</if>><<if window.active_verb is "Talk">>
<</if>><<print window.active_player>>
<<print window.active_verb>>
<<print window.active_object>>
<<print window.active_giveTo>>
<<print window.active_player>>
<<print window.active_verb>>
<<print window.active_object>>
<<print window.active_giveTo>>
<hr>
<div style="text-align:center">How to play</div>
<hr>
<div style="text-align:left"><<return>></div><div style="text-align:justify">
The adventure displays three main panels, plus a fourth which is the map of the castle that is automatically drawn as the rooms are discovered. The first panel displays the characters with their inventories, the central panel describes the room and the events, and the last one indicates the verbs to be used. You can issue various commands to different players if they are present in the room by <u>clicking on the player's name, the yellow elements in the left panel</u> . The elements in the user interface in <b style="color: yellow;">yellow</b> are those selectable in the context,<b style="color: yellow;"> click on them</b>. When the player, verb, and object have been selected, the arrow box <b style="color: yellow;">‘=>’</b> (appear) and will become clickable to execute the action.
<div class="rowI"><div class="columnI"><img src="example10-min.jpg" style="width:95%; border-radius: 10px;"></div> <div class="columnI"><img src="example11-min.jpg" style="width:95%;border-radius: 10px;"></div></div> Each action takes place from the <u>character’s name <b>(Left Panel)</b> , to the verb <b>(Right Panel)</b> , and then to the object <b>(in Inventory / in Room)</b></u> in the inventory or to the object present in the room.
Example #1 : <b>Me Examine Leaflet </b> :
<img src="example1.jpg" style="width:95%;filter:brightness(95%); border-radius: 25px;;z-index=-1;">
There are also combined verb/preposition combinations such as ‘give to’, ‘use with’, or ‘talk to’, where it is necessary to use the object in the inventory and the one present in the room. In some situations, the characters do not repeat the phrase said, so maximum attention must be paid!
Example #2 : <b>Lisa Give Phone to Jack</b> :
<img src="example2.jpg" style="width:95%;filter:brightness(95%); border-radius: 25px;;z-index=-1;">
Exampe #3 : <b>Lisa Talk to Me</b> :
<img src="example3.jpg" style="width:95%;filter:brightness(95%); border-radius: 25px;;z-index=-1;">
<img src="example4.jpg" style="width:95%;filter:brightness(95%); border-radius: 25px;;z-index=-1;">
<u>The arrow <b style="color: yellow;">'=>'</b> indicates to execute the command</u>. The action must be complete with the player’s name, necessary action, or object from the inventory or room :
Exampe #4 :<b> Me take stone </b>
<img src="example6.jpg" style="width:95%;filter:brightness(95%); border-radius: 25px;;z-index=-1;">
You can also ask the characters to go to other rooms. <u>First, select the character, then the verb ‘go to’, and then access the map. </u> If the room has been discovered, select it. Then, executing the command will do the rest. Later, we will find the character in that room.
Example #5 : Lisa Go to (object) <u>click on Claymorgue's Castle Map and select ( room )</u> :
<img src="example5.jpg" style="width:95%;filter:brightness(95%); border-radius: 25px;;z-index=-1;">
During the game, there will also be events or other things. You can also ask for help, but riddles will be proposed. The adventure begins outside the castle just as we have left the van, and inside the van it will end if we do not decide whether we have solved it or not, but this is the adventure itself. If you are stuck and can’t proceed, you can ask for help in the form of a riddle, or you can also go and peek at the walkthrough section.
In the left panel, related to the verbs that can be used, a submenu appears that allows you to access the adventure opening phase again with the possibility of also showing or hiding the graphics : <b>instructions, characters, walkthrough, credits, hide / show graphics .</b>
The purpose of the adventure is the adventure itself! It’s about exploring the castle, interacting with characters, solving riddles, and experiencing events. Is there something more than just friendship between Lisa and the narrator, apart from the dialogues? The journey begins outside the castle and ends inside the van, whether you’ve solved the adventure or not. This is a real adventure, you will not be able to save your progress, solve it or give up!
</div>
<div style="text-align:center">Good luck on your quest!</div>
<div style="text-align:left">
P.S.
All characters must be played, of course, otherwise there will be complaints at the end of the adventure!</div>
<div style="text-align:right"><<return>></div>
<<include "graphHideShow">><<set window.active_room to window.room_num_forest>>
<<set window.active_room_name to window.rooms[window.room_num_forest].name>>
<<set window.rooms[window.room_num_forest].isDiscovered to 1>>
<<set window.active_turn to window.active_turn + 1>>
<<set window.players[3].room = window.active_room>>
<<silently>>
<<if window.followMe==1>>
<<set window.players[0].room = window.active_room>>
<<set window.players[1].room = window.active_room>>
<<set window.players[2].room = window.active_room>>
<</if>>
<</silently>>
<div id="mainAll" style="border-style: solid;border-radius: 25px;position:absolute;top:1%;left:3%;width:95%;height:95%">
<img src="forest.jpg" style="filter:brightness(var(--filtro)); border-radius: 25px;position:absolute;top:1%;left:1%;width:80%;width:99%;height:99%;z-index=-1;">
<div id="mainText" style="position:relative;z-index=1;text-align:justify;position:absolute;top:2%;width:63%;height:78%;left:17%;overflow-y: auto;padding:20px 20px 20px 20px;" >
The forest is enchanted, strange, with directions that seem all the same. It is dense and dark, a sense of mystery surrounds it. I walk through the trees, but I don’t know where I am going. I feel like I am in a maze, a labyrinth of green and brown. The branches twist and turn, the leaves rustle and whisper. The light is dim, the shadows are long. I hear strange noises, animals or something else. I see flashes of color, flowers or fairies. I smell sweet and sour, honey and rot. The forest is alive, but not friendly. It is hiding something, something old and powerful. I am curious, but also afraid. I wonder if I will ever find a way out, or if I will be lost forever. I wish I had a map, a compass, a guide. But I am alone in this place. I hope I can survive.
<<silently>>
<<if window.random_forest_flag == 1>>
<<script>>window.random_forest1 = Math.floor( (Math.random()*2) +1)<</script>><<script>>window.random_forest2 = Math.floor( (Math.random()*2) +1)<</script>><<script>>window.random_forest3 = Math.floor( (Math.random()*2) +1)<</script>><<script>>window.random_forest4 = Math.floor( (Math.random()*2) +1)<</script>><<script>>window.random_forest5 = Math.floor( (Math.random()*2) +1)<</script>><script>>window.random_forest6 = Math.floor( (Math.random()*2) +1)<</script>><</if>><<set window.random_forest_flag to 0>><</silently>><<if window.random_forest6 == 1>>you see a <<click "tree">> <<silently>><<if window.active_verb == "use">><<set window.active_useWith to "tree">> <<else>><<if window.active_verb == "put">><<set window.active_putIn to "tree">><<else>><<set window.active_object to "tree">><</if>><</if>><<set $temp to window.active_room_name>><<goto $temp>>
<</silently>><</click>> <</if>>
<<include "dialoghiGenerali">>
you can go :
<<nobr>>
<<if window.random_forest1 == 1>><<click "- north-east">><<set window.active_room_name to window.rooms[window.room_num_clearing].name>><<set window.active_room to window.room_num_clearing>><<set window.players[window.Me].room to window.room_num_clearing>><<include "CommandToZero">><<goto "clearing" >><</click>><</if>>
<<if window.random_forest2 == 1>><<click "- south-east">><<set window.active_room_name to window.rooms[window.room_num_castle].name>><<set window.active_room to window.room_num_castle>><<set window.players[window.Me].room to window.room_num_castle>><<include "CommandToZero">><<goto "castle" >><</click>><</if>>
<<if window.random_forest3 == 1>><<click "- west">><<set window.active_room_name to window.rooms[window.room_num_forest].name>><<set window.active_room to window.room_num_forest>><<set window.players[window.Me].room to window.room_num_forest>><<include "CommandToZero">><<set window.random_forest_flag to 1>><<goto "forest" >><</click>><<else>>
<<click "- east">><<set window.active_room_name to window.rooms[window.room_num_forest].name>><<set window.active_room to window.room_num_forest>><<set window.players[window.Me].room to window.room_num_forest>><<include "CommandToZero">><<set window.random_forest_flag to 1>><<goto "forest" >><</click>><</if>>
<<if window.random_forest4 == 1>><<click "- south">><<set window.active_room_name to window.rooms[window.room_num_forest].name>><<set window.active_room to window.room_num_forest>><<set window.players[window.Me].room to window.room_num_forest>><<include "CommandToZero">><<set window.random_forest_flag to 1>><<goto "forest" >><</click>><<else>><<click "- north">><<set window.active_room_name to window.rooms[window.room_num_forest].name>><<set window.active_room to window.room_num_forest>><<set window.players[window.Me].room to window.room_num_forest>><<include "CommandToZero">><<set window.random_forest_flag to 1>><<goto "forest" >><</click>><</if>>
<<if window.random_forest5 == 1>><<click "- north-west">><<set window.active_room_name to window.rooms[window.room_num_forest].name>><<set window.active_room to window.room_num_forest>><<set window.players[window.Me].room to window.room_num_forest>><<include "CommandToZero">><<set window.random_forest_flag to 1>><<goto "forest" >><</click>><<else>>
<<click "- south-west">><<set window.active_room_name to window.rooms[window.room_num_forest].name>><<set window.active_room to window.room_num_forest>><<set window.players[window.Me].room to window.room_num_forest>><<include "CommandToZero">><<set window.random_forest_flag to 1>><<goto "forest" >><</click>><</if>>
<</nobr>>
</div>
<div id="mainLeft" style="border-style: solid;border-radius: 25px;position:absolute;top:1%;left:1%;width:15%;height:97%">
<<include "inventory">>
</div>
<div id="mainRight" style="border-style: solid;border-radius: 25px;position:absolute;top:1%;left:84%;width:15%;height:97%">
<<include "verb">>
<<include "map">>
</div>
<<include "command">>
</div>
<<include "graphHideShow">>
<<set window.active_room to window.room_num_entrance>>
<<set window.active_room_name to window.rooms[window.room_num_entrance].name>>
<<set window.rooms[window.room_num_entrance].isDiscovered to 1>>
<<set window.active_turn to window.active_turn + 1>>
<<set window.players[3].room = window.active_room>>
<<silently>>
<<if window.followMe==1>>
<<set window.players[0].room = window.active_room>>
<<set window.players[1].room = window.active_room>>
<<set window.players[2].room = window.active_room>>
<</if>>
<</silently>>
<div id="mainAll" style="border-style: solid;border-radius: 25px;position:absolute;top:1%;left:3%;width:95%;height:95%">
<img src="entrance.jpg" style="filter:brightness(var(--filtro)); border-radius: 25px;position:absolute;top:1%;left:1%;width:80%;width:99%;height:99%;z-index=-1;">
<div id="mainText" style="position:relative;z-index=1;text-align:justify;position:absolute;top:2%;width:63%;height:78%;left:17%;overflow-y: auto;padding:20px 20px 20px 20px;" >
You have crossed the drawbridge and entered the castle, a strange and mysterious place that seems to hide many secrets. The entrance is dark and gloomy, with crumbling walls and cobwebs hanging from the ceiling. You feel a chill in the air, as if the castle was haunted by the ghosts of its past. You look around and see a large courtyard, where once there might have been gardens and fountains, but now there is only dust and weeds. You wonder what happened to this castle, who lived here, and what stories it could tell. You are curious and intrigued, but also a little scared.
<<include "dialoghiGenerali">>
you can go :
<<click "- east">> <<set window.active_room_name to window.rooms[window.room_num_courtyard].name>> <<set window.active_room to window.room_num_courtyard>> <<set window.players[window.Me].room to window.room_num_courtyard>> <<include "CommandToZero">> <<goto "courtyard" >><</click>>
<<click "- west">> <<set window.active_room_name to window.rooms[window.room_num_drawbridge].name>> <<set window.active_room to window.room_num_drawbridge>> <<set window.players[window.Me].room to window.room_num_drawbridge>> <<include "CommandToZero">> <<goto "drawbridge" >><</click>>
</div>
<div id="mainLeft" style="border-style: solid;border-radius: 25px;position:absolute;top:1%;left:1%;width:15%;height:97%">
<<include "inventory">>
</div>
<div id="mainRight" style="border-style: solid;border-radius: 25px;position:absolute;top:1%;left:84%;width:15%;height:97%">
<<include "verb">>
<<include "map">>
</div>
<<include "command">>
</div>
<<include "graphHideShow">>
<<set window.active_room to window.room_num_hall>>
<<set window.active_room_name to window.rooms[window.room_num_hall].name>>
<<set window.rooms[window.room_num_hall].isDiscovered to 1>>
<<set window.active_turn to window.active_turn + 1>>
<<set window.players[3].room = window.active_room>>
<<silently>>
<<if window.followMe==1>>
<<set window.players[0].room = window.active_room>>
<<set window.players[1].room = window.active_room>>
<<set window.players[2].room = window.active_room>>
<</if>>
<</silently>>
<<silently>>
<<if window.active_turn > 10 >>
<<set window.quests [ window.quest_hall_fire_off ].isResolved = 1>>
<<script>>
window.items[ window.item_fireplace_num ].desc = window.quests [ window.quest_hall_fire_off ].desc
<</script>>
<</if>>
<</silently>>
<div id="mainAll" style="border-style: solid;border-radius: 25px;position:absolute;top:1%;left:3%;width:95%;height:95%">
<img src="hall.jpg" style="filter:brightness(var(--filtro)); border-radius: 25px;position:absolute;top:1%;left:1%;width:80%;width:99%;height:99%;z-index=-1;">
<div id="mainText" style="position:relative;z-index=1;text-align:justify;position:absolute;top:2%;width:63%;height:78%;left:17%;overflow-y: auto;padding:20px 20px 20px 20px;" >
You enter a hall that looks like it belongs to another era. The walls are made of rough stone, covered with tapestries and paintings of grim-looking knights and ladies. The floor is wooden, creaking under the weight of your feet. The ceiling is high and vaulted, with wooden beams and iron chandeliers. The only source of light is a large <<click "fireplace">> <<silently>>
<<if window.active_verb == "use">>
<<set window.active_useWith to "fireplace">>
<<else>>
<<if window.active_verb == "put">>
<<set window.active_putIn to "fireplace">>
<<else>>
<<set window.active_object to "fireplace">>
<</if>>
<</if>>
<<set $temp to window.active_room_name>><<goto $temp>>
<</silently>><</click>> at the end of the hall, <<if window.quests [ window.quest_hall_fire_off ].isResolved == 0 >>where a fire is crackling and casting shadows on the walls.<</if>> You feel a chill in the air, as if the fire is not enough to warm the place. You wonder what secrets and mysteries this hall holds, and what kind of people used to live here. <<if window.quests [ window.quest_hall_fire_off ].isResolved==1>>A <<click "human-sized door">> <<silently>> <<if window.active_verb == "use">>
<<set window.active_useWith to "human-sized door">>
<<else>>
<<if window.active_verb == "put">>
<<set window.active_putIn to "human-sized door">>
<<else>>
<<set window.active_object to "human-sized door">>
<</if>>
<</if>>
<<set $temp to window.active_room_name>><<goto $temp>>
<</silently>><</click>><<if window.quests[ window.quest_hall_half_size_door ].isResolved == 0>> located at the back, locked securely. <<else>> the door is now opened.<</if>> The fireplace itself, while serving its traditional purpose, also serves as a clever disguise for this hidden access.<</if>>
<<include "dialoghiGenerali">>
you can go :
<<click "- east">><<set window.active_room_name to window.rooms[window.room_num_ball].name>><<set window.active_room to window.room_num_ball>><<set window.players[window.Me].room to window.room_num_ball>> <<include "CommandToZero">> <<goto "ball" >><</click>>
<<click "- west">><<set window.active_room_name to window.rooms[window.room_num_courtyard].name>><<set window.active_room to window.room_num_courtyard>><<set window.players[window.Me].room to window.room_num_courtyard>> <<include "CommandToZero">> <<goto "courtyard" >><</click>>
<<if window.quests[ window.quest_hall_half_size_door ].isResolved == 1>> <<click "- down ">><<set window.active_room_name to window.rooms[window.room_num_staircase].name>><<set window.active_room to window.room_num_staircase>><<set window.players[window.Me].room to window.room_num_staircase>><<include "CommandToZero">><<goto "staircase" >><</click>>
<</if>>
</div>
<div id="mainLeft" style="border-style: solid;border-radius: 25px;position:absolute;top:1%;left:1%;width:15%;height:97%">
<<include "inventory">>
</div>
<div id="mainRight" style="border-style: solid;border-radius: 25px;position:absolute;top:1%;left:84%;width:15%;height:97%">
<<include "verb">>
<<include "map">>
</div>
<<include "command">>
</div>
<<include "graphHideShow">>
<<set window.active_room to window.room_num_ball>>
<<set window.active_room_name to window.rooms[window.room_num_ball].name>>
<<set window.rooms[window.room_num_ball].isDiscovered to 1>>
<<set window.active_turn to window.active_turn + 1>>
<<set window.players[3].room = window.active_room>>
<<silently>>
<<if window.followMe==1>>
<<set window.players[0].room = window.active_room>>
<<set window.players[1].room = window.active_room>>
<<set window.players[2].room = window.active_room>>
<</if>>
<</silently>>
<div id="mainAll" style="border-style: solid;border-radius: 25px;position:absolute;top:1%;left:3%;width:95%;height:95%">
<img src="ball.jpg" style="filter:brightness(var(--filtro)); border-radius: 25px;position:absolute;top:1%;left:1%;width:80%;width:99%;height:99%;z-index=-1;">
<div id="mainText" style="position:relative;z-index=1;text-align:justify;position:absolute;top:2%;width:63%;height:78%;left:17%;overflow-y: auto;padding:20px 20px 20px 20px;" >
You walk into a large ballroom. It seems to see a crowd of people dressed in medieval costumes, dancing and laughing. The music is lively and cheerful, played by a band of minstrels on the stage. You smell the aroma of wine and food, and hear the clinking of glasses and plates. You feel a sense of joy and wonder, as if you have traveled back in time. You look up and notice a loft that overlooks the ballroom.
<<if window.quests[ window.quest_ball_step3].isResolved==0>> But you can't reach it <</if>> ,as a <<click "railing">> <<silently>>
<<if window.active_verb == "use">>
<<set window.active_useWith to "railing">>
<<else>>
<<if window.active_verb == "put">>
<<set window.active_putIn to "railing">>
<<else>>
<<set window.active_object to "railing">>
<</if>>
<</if>>
<<set $temp to window.active_room_name>><<goto $temp>>
<</silently>><</click>> separates you from it, placed high above. You sigh and wonder how you could get to the loft from here, hoping to find a way.<<if window.quests[window.quest_ball_step0].isResolved==0>>Casting your gaze upwards, you espy a singular, resplendent <<click "chandelier">> <<silently>>
<<if window.active_verb == "use">>
<<set window.active_useWith to "chandelier">>
<<else>>
<<if window.active_verb == "put">>
<<set window.active_putIn to "chandelier">>
<<else>>
<<set window.active_object to "chandelier">>
<</if>>
<</if>>
<<set $temp to window.active_room_name>><<goto $temp>>
<</silently>><</click>> of crystal, suspended from a long <<click "rope">> <<silently>>
<<if window.active_verb == "use">>
<<set window.active_useWith to "rope">>
<<else>>
<<if window.active_verb == "put">>
<<set window.active_putIn to "rope">>
<<else>>
<<set window.active_object to "rope">>
<</if>>
<</if>>
<<set $temp to window.active_room_name>><<goto $temp>>
<</silently>><</click>>.
<</if>><<if window.quests[window.quest_ball_step1].isResolved==1>>Now, however, the chandelier lies in pieces on the floor. Its once majestic parts are scattered around, broken and twisted. A <<click "hook">> <<silently>> <<if window.active_verb == "use">>
<<set window.active_useWith to "hook">>
<<else>>
<<if window.active_verb == "put">>
<<set window.active_putIn to "hook">>
<<else>>
<<set window.active_object to "hook">>
<</if>>
<</if>>
<<set $temp to window.active_room_name>><<goto $temp>>
<</silently>><</click>>, derived from the breaking of an arm that supported the chandelier, hangs menacingly. Despite its fall, its beauty is not completely lost. Even in ruin, it remains a memory of its past splendor.
<</if>><<if window.quests[window.quest_ball_step2].isResolved==1>>The chandelier, once a symbol of grandeur and elegance, now lies in a state of disarray on the floor. Its intricate design, which once held an array of gleaming crystals, is now a mere skeleton of its former self. The crystals, which once caught the light to create a mesmerizing spectacle, are now scattered across the floor, their brilliance dulled by the impact. The candles, which once illuminated the room with a warm, inviting glow, are now extinguished, their light snuffed out in an instant.<</if>>
<<include "dialoghiGenerali">>
you can go :
<<click "- west">><<set window.active_room_name to window.rooms[window.room_num_hall].name>><<set window.active_room to window.room_num_hall>><<set window.players[window.Me].room to window.room_num_hall>> <<include "CommandToZero">> <<goto "hall" >><</click>>
<<if window.quests[ window.quest_ball_step3].isResolved==1>> Now we can reach the loft thanks to the grappling hook lodged in the railing.
<<click "- up">><<set window.active_room_name to window.rooms[window.room_num_loft].name>><<set window.active_room to window.room_num_loft>><<set window.players[window.Me].room to window.room_num_loft>> <<include "CommandToZero">> <<goto "loft" >><</click>>
<</if>>
</div>
<div id="mainLeft" style="border-style: solid;border-radius: 25px;position:absolute;top:1%;left:1%;width:15%;height:97%">
<<include "inventory">>
</div>
<div id="mainRight" style="border-style: solid;border-radius: 25px;position:absolute;top:1%;left:84%;width:15%;height:97%">
<<include "verb">>
<<include "map">>
</div>
<<include "command">>
</div>
<<include "graphHideShow">>
<<set window.active_room to window.room_num_clearing>>
<<set window.active_room_name to window.rooms[window.room_num_clearing].name>>
<<set window.rooms[window.room_num_clearing].isDiscovered to 1>>
<<set window.active_turn to window.active_turn + 1>>
<<set window.players[3].room = window.active_room>>
<<silently>>
<<if window.followMe==1>>
<<set window.players[0].room = window.active_room>>
<<set window.players[1].room = window.active_room>>
<<set window.players[2].room = window.active_room>>
<</if>>
<</silently>>
<<set window.random_forest_flag to 1>>
<div id="mainAll" style="border-style: solid;border-radius: 25px;position:absolute;top:1%;left:3%;width:95%;height:95%">
<img src="clearing.jpg" style="position:relative;z-index=1;filter:brightness(var(--filtro)); border-radius: 25px;position:absolute;top:1%;left:1%;width:80%;width:99%;height:99%;z-index=-1;">
<div id="mainText" style="text-align:justify;position:absolute;top:2%;width:63%;height:78%;left:17%;overflow-y: auto;padding:20px 20px 20px 20px;" >
I reach a clearing that lets me glimpse the castle. It is a desolate place, silent, with no signs of life. The grass is dry and yellow, the trees are bare and twisted. The castle looms over me, dark and menacing. The sky is gloomy, with clouds that threaten rain. I feel a chill in the air, a sense of dread in my heart. I wonder what lies beyond the castle walls, what horrors await me there. I wish I could turn back, but I have no choice. I must go on, and face my destiny.
<<include "dialoghiGenerali">>
you can go :
<<click "- south-west">><<set window.active_room_name to window.rooms[window.room_num_forest].name>><<set window.active_room to window.room_num_forest>><<set window.players[window.Me].room to window.room_num_forest>><<include "CommandToZero">><<goto "forest" >><</click>>
<<click "- down">><<set window.active_room_name to window.rooms[window.room_num_moat_north].name>><<set window.active_room to window.room_num_moat_north>><<set window.players[window.Me].room to window.room_num_moat_north>><<include "CommandToZero">><<goto "moat north" >><</click>>
</div>
<div id="mainLeft" style="border-style: solid;border-radius: 25px;position:absolute;top:1%;left:1%;width:15%;height:97%">
<<include "inventory">>
</div>
<div id="mainRight" style="border-style: solid;border-radius: 25px;position:absolute;top:1%;left:84%;width:15%;height:97%">
<<include "verb">>
<<include "map">>
</div>
<<include "command">>
</div>
<<include "graphHideShow">>
<<set window.active_room to window.room_num_moat_north>>
<<set window.active_room_name to window.rooms[window.room_num_moat_north].name>>
<<set window.rooms[window.room_num_moat_north].isDiscovered to 1>>
<<set window.active_turn to window.active_turn + 1>>
<<set window.players[3].room = window.active_room>>
<<silently>>
<<if window.followMe==1>>
<<set window.players[0].room = window.active_room>>
<<set window.players[1].room = window.active_room>>
<<set window.players[2].room = window.active_room>>
<</if>>
<</silently>>
<div id="mainAll" style="border-style: solid;border-radius: 25px;position:absolute;top:1%;left:3%;width:95%;height:95%">
<img src="moatnorth.jpg" style="position:relative;z-index=1;filter:brightness(var(--filtro)); border-radius: 25px;position:absolute;top:1%;left:1%;width:80%;width:99%;height:99%;z-index=-1;">
<div id="mainText" style="position:relative;z-index=1;text-align:justify;position:absolute;top:2%;width:63%;height:78%;left:17%;overflow-y: auto;padding:20px 20px 20px 20px;" >
I find myself in the <<click "moat">> <<silently>>
<<if window.active_verb == "use">>
<<set window.active_useWith to "moat">>
<<else>>
<<if window.active_verb == "put">>
<<set window.active_putIn to "moat">>
<<else>>
<<set window.active_object to "moat">>
<</if>>
<</if>>
<<set $temp to window.active_room_name>><<goto $temp>>
<</silently>><</click>> of an ancient castle, where water is but a memory, replaced by scattered puddles here and there. The once mighty <<click "walls">> <<silently>>
<<if window.active_verb == "use">>
<<set window.active_useWith to "walls">>
<<else>>
<<if window.active_verb == "put">>
<<set window.active_putIn to "walls">>
<<else>>
<<set window.active_object to "walls">>
<</if>>
<</if>>
<<set $temp to window.active_room_name>><<goto $temp>>
<</silently>><</click>>, now in ruins, bear the scars of time, their strength surrendered to the relentless march of years. The mortar, once the binding force of this fortress, lies scattered, a testament to the castle’s forgotten glory.
The tall and dense <<click "weeds">> <<silently>>
<<if window.active_verb == "use">>
<<set window.active_useWith to "weeds">>
<<else>>
<<if window.active_verb == "put">>
<<set window.active_putIn to "weeds">>
<<else>>
<<set window.active_object to "weeds">>
<</if>>
<</if>>
<<set $temp to window.active_room_name>><<goto $temp>>
<</silently>><</click>>, have invaded the castle’s surroundings, reclaiming nature, wrapping the ruins in a shroud of green. The air is heavy with the spectral echoes of the past, whispering tales of medieval times. The castle, once a symbol of power and grandeur, now stands as a spectral monument, a haunting reminder of the impermanence of man’s creations.
This place, steeped in history and shrouded in mystery, is a silent witness to the passage of time, its spectral presence a haunting echo of a bygone era. It is a place where the past lingers on, its spectral whispers carried on the wind, a chilling reminder of the castle’s former glory and the transience of human endeavour.
<<include "dialoghiGenerali">>
you can go :
<<click "- up">><<set window.active_room_name to window.rooms[window.room_num_clearing].name>><<set window.active_room to window.room_num_clearing>><<set window.players[window.Me].room to window.room_num_clearing>><<include "CommandToZero">><<goto "clearing" >><</click>>
<<click "- west ">><<set window.active_room_name to window.rooms[window.room_num_moat_west].name>><<set window.active_room to window.room_num_moat_west>><<set window.players[window.Me].room to window.room_num_moat_west>><<include "CommandToZero">><<goto "moat west" >><</click>>
<<if window.quests[window.quest_moat_north].isResolved>=2 >>
<<click "- south ">><<set window.active_room_name to window.rooms[window.room_num_kitchen].name>><<set window.active_room to window.room_num_kitchen>><<set window.players[window.Me].room to window.room_num_kitchen>><<include "CommandToZero">><<goto "kitchen" >><</click>> you see a small opening at the bottom towards that allows entry into castle from the walls.
<</if>>
</div>
<div id="mainLeft" style="border-style: solid;border-radius: 25px;position:absolute;top:1%;left:1%;width:15%;height:97%">
<<include "inventory">>
</div>
<div id="mainRight" style="border-style: solid;border-radius: 25px;position:absolute;top:1%;left:84%;width:15%;height:97%">
<<include "verb">>
<<include "map">>
</div>
<<include "command">>
</div>
<<include "graphHideShow">>
<<set window.active_room to window.room_num_moat_west>>
<<set window.active_room_name to window.rooms[window.room_num_moat_west].name>>
<<set window.rooms[window.room_num_moat_west].isDiscovered to 1>>
<<set window.active_turn to window.active_turn + 1>>
<<set window.players[3].room = window.active_room>>
<<silently>>
<<if window.followMe==1>>
<<set window.players[0].room = window.active_room>>
<<set window.players[1].room = window.active_room>>
<<set window.players[2].room = window.active_room>>
<</if>>
<</silently>>
<div id="mainAll" style="border-style: solid;border-radius: 25px;position:absolute;top:1%;left:3%;width:95%;height:95%">
<img src="moatwest.jpg" style="position:relative;z-index=1;filter:brightness(var(--filtro)); border-radius: 25px;position:absolute;top:1%;left:1%;width:80%;width:99%;height:99%;z-index=-1;">
<div id="mainText" style="position:relative;z-index=1;text-align:justify;position:absolute;top:2%;width:63%;height:78%;left:17%;overflow-y: auto;padding:20px 20px 20px 20px;" >
Moat West is a place of solitude and silence, an ancient abandoned castle that bears the marks of time. The stone walls, once imposing, are now eroded and covered in moss, a testament to a distant past.The moat that surrounds the castle is full of stagnant puddles of water, reflecting the grayness of the sky above. The water is murky and dark, a perfect reflection of the gloomy atmosphere that pervades the place. Mud is everywhere, a slimy and humid carpet that makes every step difficult. Every now and then, you can see tufts of grass poking out here and there, a dull green that contrasts with the dominant gray. Stones are scattered everywhere, remains of what was once a majestic castle. Some are large and square, others small and smoothed by water and wind. Each stone tells a story, a piece of history that has been lost in time. Throughout it all, Moat West retains a mysterious and fascinating charm, a place that seems suspended between past and present, between history and legend. Despite the abandonment and desolation, it remains a fascinating place, capable of evoking emotions and distant memories.
<<include "dialoghiGenerali">>
you can go :
<<click "- east">><<set window.active_room_name to window.rooms[window.room_num_moat_north].name>><<set window.active_room to window.room_num_moat_north>><<set window.players[window.Me].room to window.room_num_moat_north>><<include "CommandToZero">><<goto "moat north" >><</click>>
</div>
<div id="mainLeft" style="border-style: solid;border-radius: 25px;position:absolute;top:1%;left:1%;width:15%;height:97%">
<<include "inventory">>
</div>
<div id="mainRight" style="border-style: solid;border-radius: 25px;position:absolute;top:1%;left:84%;width:15%;height:97%">
<<include "verb">>
<<include "map">>
</div>
<<include "command">>
</div>
<<include "graphHideShow">>
<<set window.active_room to window.room_num_kitchen>>
<<set window.active_room_name to window.rooms[window.room_num_kitchen].name>>
<<set window.rooms[window.room_num_kitchen].isDiscovered to 1>>
<<set window.active_turn to window.active_turn + 1>>
<<set window.players[3].room = window.active_room>>
<<silently>>
<<if window.followMe==1>>
<<set window.players[0].room = window.active_room>>
<<set window.players[1].room = window.active_room>>
<<set window.players[2].room = window.active_room>>
<</if>>
<</silently>>
<div id="mainAll" style="border-style: solid;border-radius: 25px;position:absolute;top:1%;left:3%;width:95%;height:95%">
<img src="kitchen.jpg" style="position:relative;z-index=1;filter:brightness(var(--filtro)); border-radius: 25px;position:absolute;top:1%;left:1%;width:80%;width:99%;height:99%;z-index=-1;">
<div id="mainText" style="position:relative;z-index=1;text-align:justify;position:absolute;top:2%;width:63%;height:78%;left:17%;overflow-y: auto;padding:20px 20px 20px 20px;" >
In the heart of an age-old, spectral castle, you stand within its kitchen. The room is a treasure trove of relics from yesteryears: <<click "windows">> <<silently>>
<<if window.active_verb == "use">>
<<set window.active_useWith to "windows">>
<<else>>
<<if window.active_verb == "put">>
<<set window.active_putIn to "windows">>
<<else>>
<<set window.active_object to "windows">>
<</if>>
<</if>>
<<set $temp to window.active_room_name>><<goto $temp>>
<</silently>><</click>> that have silently observed the passage of centuries, a <<click "cabinet">> <<silently>>
<<if window.active_verb == "use">>
<<set window.active_useWith to "cabinet">>
<<else>>
<<if window.active_verb == "put">>
<<set window.active_putIn to "cabinet">>
<<else>>
<<set window.active_object to "cabinet">>
<</if>>
<</if>>
<<set $temp to window.active_room_name>><<goto $temp>>
<</silently>><</click>> <<if window.quests[window.quest_kitchen_cabinet_knife].isResolved == 1>> broken <<else>> that safeguards forgotten secrets<</if>> , and a <<click "stove">> <<silently>>
<<if window.active_verb == "use">>
<<set window.active_useWith to "stove">>
<<else>>
<<if window.active_verb == "put">>
<<set window.active_putIn to "stove">>
<<else>>
<<set window.active_object to "stove">>
<</if>>
<</if>>
<<set $temp to window.active_room_name>><<goto $temp>>
<</silently>><</click>> that has borne witness to innumerable feasts. An enigmatic opening in the floor piques your curiosity, descending into hidden depths beneath, serving as a clandestine gateway to the northern moat . A sturdy wooden door, its entrance barred by a hefty bolt, conceals untold enigmas. This ancient milieu, rich with history, murmurs the chronicles of eras past. The wooden <<click "door">> <<silently>>
<<if window.active_verb == "use">>
<<set window.active_useWith to "door">>
<<else>>
<<if window.active_verb == "put">>
<<set window.active_putIn to "door">>
<<else>>
<<set window.active_object to "door">>
<</if>>
<</if>>
<<set $temp to window.active_room_name>><<goto $temp>>
<</silently>><</click>>, its secrets kept by the heavy <<click "bolt">> <<silently>>
<<if window.active_verb == "use">>
<<set window.active_useWith to "bolt">>
<<else>>
<<if window.active_verb == "put">>
<<set window.active_putIn to "bolt">>
<<else>>
<<set window.active_object to "bolt">>
<</if>>
<</if>>
<<set $temp to window.active_room_name>><<goto $temp>>
<</silently>><</click>>. <<if window.quests[window.quest_courtyard_kitchen].isResolved == 0>>The door is closed <<else>>The door is opened <</if>>
<<include "dialoghiGenerali">>
you can go :
<<click "- down">><<set window.active_room_name to window.rooms[window.room_num_moat_north].name>><<set window.active_room to window.room_num_moat_north>><<set window.players[window.Me].room to window.room_num_moat_north>><<include "CommandToZero">><<goto "moat north" >><</click>>
<<if window.quests[window.quest_courtyard_kitchen].isResolved == 1>>
<<click "- south">><<set window.active_room_name to window.rooms[window.room_num_courtyard].name>><<set window.active_room to window.room_num_courtyard>><<set window.players[window.Me].room to window.room_num_courtyard>> <<include "CommandToZero">> <<goto "courtyard" >><</click>>
<</if>>
</div>
<div id="mainLeft" style="border-style: solid;border-radius: 25px;position:absolute;top:1%;left:1%;width:15%;height:97%">
<<include "inventory">>
</div>
<div id="mainRight" style="border-style: solid;border-radius: 25px;position:absolute;top:1%;left:84%;width:15%;height:97%">
<<include "verb">>
<<include "map">>
</div>
<<include "command">>
</div>
<center><hr><b> Walkthrough </b><hr></center>
<<return>>
<div class="flexbox-container" style="display:flex;">
<div class="left" style="flex:1;padding: 1% 1% 1% 1%;text-align:justify">
The adventure begins in the castle, more precisely in the courtyard where there is a fountain, and a building that is likely the kitchens but with barred doors that cannot be entered. At the moment we can’t do anything here except to examine.
First, we examine some rooms of the castle, in particular the hall, ball room and return to the starting point. By exploring the castle, we will be able to give more precise directions to our companions.
EAST => ( Hall )
<center><hr><b> Hall </b><hr></center>
Take a moment to examine the fireplace. You will find it lit, as you can also see from the descriptions. It will slowly turn off. We will return here later.
ME EXAMINE FIREPLACE
EAST => ( Ball )
WEST => ( Hall )
WEST => ( Courtyard )
It is necessary to leave the castle, cross the bridge, and enter the forest.
WEST => ( Entrance )
WEST => ( DrawBridge )
WEST => ( Castle )
Heading west from the castle, you encounter Tom busy with maintenance work on his van. After a brief conversation, you suggest that he should visit the library.
TOM GO TO LIBRARY
WEST => ( Forest )
<center><hr><b> Forest </b><hr></center>
Here, the forest is quite dense with intricate paths, it almost seems enchanted, the directions always change, you need to go towards one of them until NORTH EAST appears to go to another part of the forest ( Clearing ) or SOUTH EAST to return in front of the castle.
(random direction ... )
NORT-EAST => ( Clearing )
<center><hr><b> Clearing </b><hr></center>
From the clearing, you can see the castle and here the moat is lower and can be crossed.
DOWN -> ( Moat North )
The castle’s walls have crumbled, and towering weeds have taken hold. These vigorous plants have encroached upon the castle’s perimeter, marking nature’s reclaim. A thorough inspection is required to discover a fissure in the wall, serving as a secret pathway into the castle’s heart.
ME EXAMINE WEEDS
ME EXAMINE WEEDS
Upon closer inspection of the overgrown weeds, a hidden passage within the castle wall is revealed.
SOUTH -> ( Kitchen )
<center><hr><b> Kitchen </b><hr></center>
In the kitchen, there are a couple of things to do before opening the cabinet. Given that it’s old and rotten wood, it breaks, causing a large knife to fall. Then, we have to pull the bolt of the wooden door to open it and return to the courtyard. The second step is not essential, but it saves time.
ME OPEN CABINET
ME TAKE KNIFE
ME PULL BOLT
SOUTH => ( Courtyard )
Before we go into the library, we need the help of a historian. So, go east to the hall room and tell Jack to come to the library.
EAST => ( Hall )
JACK GOTO LIBRARY
WEST => ( Courtyard )
SOUTH => ( Library )
<center><hr><b> Library </b><hr></center>
Here, Jack is indispensable as he will allow us to find a secret passage by examining the walls. He will also be helpful later in reading a book.
JACK EXAMINE WESTERN
Obvioulsly, it is discovered that a wall can be moved, but it requires Tom’s strength to do it!
TOM PUSH WESTERN
So, we go to an internal room used as a warehouse and take the shovel, then return to the library. For now, that’s all.
WEST => ( Warehouse )
<center><hr><b> Warehouse </b><hr></center>
ME TAKE SHOWEL
EAST => ( Library )
<center><hr><b> Library </b><hr></center>
Right now Tom doesn’t have to do anything else, so we’ll tell him to wait for us in the ball room.
ME GIVE KNIFE TO TOM
TOM GO TO BALL ROOM
Now let’s examine the shelves and we will find other books to consult. Only the historian will be able to understand that a book is missing.
JACK EXAMINE SHELVES
ME TALK TO JACK
(optional : to say in particular about the missing book)
JACK READ ANCIENT MANUSCRIPTS , ...
There are others books that Jack can read that will help him understand the adventure the mistery. Then ...
NORTH => ( Courtyard )
EAST => ( Hall )
<center><hr><b> Hall </b><hr></center>
Returning to the east wing of the castle, at this point the fireplace should be extinguished, revealing a locked door within the fireplace.
Here we find Lisa again, but she will have a more important role later on. In the meantime, we need to figure out how to climb onto the railing in the ballroom.
EAST => ( Ball Room )
<center><hr><b> Ball </b><hr></center>
Here we can see a candlestick tied with a rope. We use the knife to cut the rope and drop the candlestick. We take the rope. From the remnants of the shattered chandelier, a series of hook-like forms emerge. These will be essential in crafting a grappling hook, which we can subsequently secure to the railing.
TOM USE KNIFE WITH ROPE
ME TALK TO TOM
(optional : to say ability about lasso)
TOM TAKE ROPE
TOM USE ROPE WITH HOOK
TOM TAKE GRAPPLING HOOK
Although everyone can perform these actions, only Tom has the ability to use the grappling hook to its fullest potential to hook it onto the railing.
TOM USE GRAPPLING HOOK WITH RAILING
</div>
<!-- ################################################################### -->
<div class="right" style="flex:1;padding: 1% 1% 1% 1%;text-align:justify">
Before continuing, it is necessary to gather the whole gang and tell them to be careful at every step
FOllOW ME
UP => ( Loft )
Now we are heading towards the tall tower
NORTH
NORTH
UP
ME EXAMINE DIARY
JACK READ DIARY
Jack, reading the diary, manages to get an idea of what happened and will refer to a strange object that fell from the sky and the place where it hit the ground.
ME READ PARCHMENT
In this part of the adventure, an ancient parchment stands out on the table. It’s a parchment by ... , dedicated to ...
<center><hr><b> Laboratory </b><hr></center>
It’s Lisa’s turn, we are in the wizard’s magical laboratory,
here as it emerges something went wrong. Here Lisa rules, being a hacker.
ME EXAMINE COMPUTER
It’s additional information as it will tell us that it is indeed turned on, but by whom.
LISA EXAMINE PHONE
Lisa’s cell phone batteryis discharged
LISA EXAMINE COMPUTER
She will find that behind the cables there is a USB cable, perfect for a quick charge.
LISA USE PHONE WITH USB CABLE
And the cell phone will be quickly recharged
LISA USE KEYBOARD WITH PASSWORD
Alas, there is nothing to be done, no password can be used with this computer
LISA USE PHONE WITH PASSWORD
However, Lisa is a hacker and she can use the tools on her phone to hack the computer.
She will reveal within the files 1, 2, 3.
Also, a small drawer containing a small skull-shaped key will open under the desk.
ME TAKE SKULL KEY
I will need it to unlock the fireplace now, which is surely off. Will allow us to discover the so-called last will of the writer and will give us a clue about what happened. Now let’s proceed to the west moat, but first, we’ll take a leap into the cellars or the prisons of the time!
( top tower ) DOWN
( middle tower ) DOWN
( bottom tower ) WEST
<center><hr><b> Cellar </b><hr></center>
Here there is a random event, it could appear immediately or we might have to wait a few turns.
In the meantime, we can: WAIT or EXAMINE the room.
Event: A ghost will appear for a brief moment, but will effectively disappear into thin air,
leaving those present in awe. Now if we asked Jack to read some books found in the library, he probably,
if here with us in the room, will be able to provide more clues about the evanescent figure.
From here on, we continue.
( cellar ) EAST
( bottom tower ) UP
( middle tower ) SOUTH
( east wall ) SOUTH
( loft ) DOWN
( ball room ) WEST
( hall room ) WEST
( courtyard ) NORTH
( kitchen ) DOWN
( moat north ) WEST
<center><hr><b> West Moat </b><hr></center>
TOM DIG SHOVEL
and you will find the object indicated by Solon. You couldn’t do it before,
as there were no clues on where to dig and why to dig.
Thanks to the diary, we have made a very precious discovery
( moar east ) EAST
( kitchen ) SOUTH
( courtyard ) EAST
( hall room )
<center><hr><b> Hall room </b><hr></center>
USE SKULL KEY WITH HUMAN SIZED DOOR
DOWN
<center><hr><b> Staircase </b><hr></center>
DOWN
<center><hr><b> Damp Cavern </b><hr></center>
EAST
<center><hr><b> Grotto </b><hr></center>
JACK EXAMNINE RUNES
ME USE SPHERE WITH CHEST
<center><hr><b> Gran finale </b><hr></center>
As the sphere of power touches the chest, an overwhelming energy is released, illuminating the cave with blinding light.
A human figure emerges from the glow, his features evoking the image of a powerful sorcerer. His piercing eyes stare at the adventurers,
one last challenge, one last mystery to decipher.
Then, just as he appeared, the being dissolves into the air, leaving behind only an echo of power and a sense of wonder.
The adventurers stand there, stunned, their hearts beating in unison with the rhythm of the ancient cave.
This is the <b>grand finale</b> of their adventure, a moment they will carry with them forever. They have faced the unknown,
deciphered ancient mysteries, and now, with the treasure in hand, they are ready for the return journey.
But they know that the real wealth is not in the chest, but in the experiences lived and the lessons learned.
With a last look at the cave, they head for the exit.
The daylight welcomes them, a reminder that every end is just a new beginning.
And so, with hearts full of gratitude and eyes full of determination, our adventurers set off towards the next adventure.
WEST ( damp cavern )
UP ( Staircase )
UP ( hall room )
WEST ( courtyard )
WEST ( entrance )
west ( drawbridge )
west ( castle )
enter VAN
The End
<center><hr><b> but an unexpected event... </b><hr></center>
And so, the adventurers, enriched by their own adventure, were about to return home,
but an unexpected event...
</div>
</div>
<hr>
<div style="text-align:center">But… Will everything truly be over at the end of the adventure?! Will there be an event in these places that will occur on a specific date at a specific location in a few years? The adventure is yours to discover ...</div>
<div style="text-align:right"><<return>></div>
<<include "graphHideShow">>
<<set window.active_room to window.room_num_van>>
<<set window.active_room_name to window.rooms[window.room_num_van].name>>
<<set window.rooms[window.room_num_van].isDiscovered to 1>>
<<set window.active_turn to window.active_turn + 1>>
<<set window.players[3].room = window.active_room>>
<<silently>>
<<if window.followMe==1>>
<<set window.players[0].room = window.active_room>>
<<set window.players[1].room = window.active_room>>
<<set window.players[2].room = window.active_room>>
<</if>>
<</silently>>
<div id="mainAll" style="border-style: solid;border-radius: 25px;position:absolute;top:1%;left:3%;width:95%;height:95%">
<img src="van.jpg" style="filter:brightness(var(--filtro)); border-radius: 25px;position:absolute;top:1%;left:1%;width:80%;width:99%;height:99%;z-index=-1;">
<div id="mainText" style="position:relative;z-index=1;text-align:justify;position:absolute;top:2%;width:63%;height:78%;left:17%;overflow-y: auto;padding:20px 20px 20px 20px;" >
The van is painted in a vibrant color scheme: the bottom is bright blue, while the top is lime green. An orange horizontal stripe separates the two sections. On the side of the van, there is a large psychedelic logo that says <u><b>"Fantasticmobile"</b></u> in stylized and colored letters. It has a retro design, with a rounded shape and a large panoramic windshield.
<b>Interior:</b> The cockpit has two seats wrapped in a colorful striped fabric. The steering wheel and dashboard have a vintage design, with analog gauges and a large chrome steering wheel. Behind the cockpit, there is a large space that can be used to transport people or equipment. This space is often filled with everything the team might need to solve mysteries, including a map, a flashlight, a camera, and even some tools. The floor of the van is covered with a thick and comfortable carpet.
<b>Features:</b> The roof of the van is openable, creating an ideal observation point for scanning the surrounding landscape. The side of the van has a retractable panel that reveals a laboratory complete with tools and accessories for solving mysteries. The rear bumper of the van is equipped with a tow hitch, which can be used to tow a trailer with additional equipment.
<b>Curiosities:</b> The Fantasticmobile was designed and built by a member of the team, who is an expert in mechanics and engineering. The van is powered by a silent and high-efficiency electric motor, making it ideal for following suspects without being detected. The Fantasticmobile is a true symbol of the team, representing their spirit of adventure and their commitment to solving mysteries.
<div align ="center">You are now ready to finish your adventure, wait for others player !</div>
you can go :
<<if window.quests[ window.quest_main ].isResolved==0>>[[Give Up->GiveUp]]
<<else>>[[The End->TheEnd]]<</if>>
[[Return to Castle->castle]]
</div>
<div id="mainLeft" style="border-style: solid;border-radius: 25px;position:absolute;top:1%;left:1%;width:15%;height:97%">
<<include "inventory">>
</div>
<div id="mainRight" style="border-style: solid;border-radius: 25px;position:absolute;top:1%;left:84%;width:15%;height:97%">
<<include "verb">>
<<include "map">>
</div>
<<include "command">>
</div>
<<script>>UIBar.stow()<</script>>
<div id="mainAll" style="border-style: solid;border-radius: 25px;position:absolute;top:1%;left:3%;width:95%;height:95%;overflow-y: auto">
<div style="box-sizing: border-box; padding: 1%" >
<<silently>>
<<set $temp to window.Lisa_satisfaction>>
Lisa $temp
<<set $temp to window.Jack_satisfaction>>
Jack $temp
<<set $temp to window.Tom_satisfaction>>
Tom $temp
<<set $temp to window.Me_satisfaction>>
Me $temp
<<set $tempMaxSat = window.Lisa_satisfaction + window.Jack_satisfaction + window.Tom_satisfaction + window.Me_satisfaction>>
<<set $tempLISA = (window.Lisa_satisfaction*100/$tempMaxSat )>>
Lisa % $tempLISA
<<set $tempJACK = (window.Jack_satisfaction*100/$tempMaxSat )>>
Jack % $tempJACK
<<set $tempTOM = (window.Tom_satisfaction*100/$tempMaxSat )>>
Tom % $tempTOM
<<set $tempME = (window.Me_satisfaction*100/$tempMaxSat )>>
Me% $tempME
<<set $notSatifyMin =0 >> <<set $notSatifyMax =9>>
<<set $SatifyMin =10>> <<set $SatifyMax =24>>
<<set $SuperSatifyMin =25>> <<set $SuperSatifyMax=100>>
<<set $tempLISA = 50>>
<<set $tempJACK = 50>>
<<set $tempTOM = 50>>
<<set $tempME = 50>>
<</silently>>
The sun lazily set on the horizon, painting the sky in warm hues of pink and orange as we crossed the threshold of the castle now behind us. Our mission had been accomplished, the mystery that enveloped it finally unveiled. A sense of triumph and satisfaction permeated our weary souls, yet we were filled with pride at the result we had achieved.
Each of us had contributed our unique skills and unwavering courage to reach the common goal. Jack, with his profound knowledge of history, had deciphered the ancient scriptures that guided us towards the resolution of the mystery. Lisa, with her unmatched computer skills and ingenuity, had disabled the security systems and unlocked the sealed doors that guarded the secrets within. Tom, with his unparalleled strength and pragmatism, had overcome insurmountable obstacles, paving the way for the unravelling of the enigma. And I, with my pen, had chronicled our deeds, forever immortalizing the memory of this unforgettable adventure.
As we walked away from the castle, its towering walls shrinking behind us, it felt like a symbolic end to a chapter. This adventure had united us and made us stronger, forging an unbreakable bond of friendship and trust.
Yet, we were well aware that this was merely the end of a beginning. New challenges awaited us on the horizon, hidden treasures waiting to be discovered, and enigmatic puzzles begging to be solved. The world was brimming with mysteries just waiting to be unveiled. And we were ready, more united and stronger than ever before, to face whatever adventure fate had in store for us.
<<if $tempLISA >= $notSatifyMin && $tempLISA <= $notSatifyMax >><b>Not Satisfied</b>: Lisa might have solved the adventure, but not in the way she had hoped. Perhaps she had to compromise her ethical principles, or maybe the solution did not yield the results she had hoped for. It could also be that the challenge was not up to her expectations, and thus she did not find it rewarding.<</if>><<if $tempLISA >= $SatifyMin && $tempLISA <= $SatifyMax >><b>Satisfied</b>: Lisa is generally pleased with how she solved the adventure. She was able to use her skills and knowledge effectively, and the challenge was stimulating and interesting. However, there might have been some obstacles or difficulties along the way that prevented Lisa from achieving complete satisfaction.<</if>><<if $tempLISA >= $SuperSatifyMin && $tempLISA <= $SuperSatifyMax >><b>Very Satisfied</b>: Here, Lisa is extremely pleased with how she solved the adventure. Not only did she successfully overcome the challenge, but she also learned something new along the way, or was able to make particularly creative or innovative use of her skills. This scenario represents the highest level of satisfaction for Lisa, where she feels accomplished and proud of her work.<</if>>
<<if $tempJACK >= $notSatifyMin && $tempJACK <= $notSatifyMax >><b>Not Satisfied</b>: Jack might have completed his historical exploration, but not as he had anticipated. Perhaps he had to compromise his academic principles, or maybe the exploration did not yield the insights he had hoped for. It could also be that the historical period or civilization was not as fascinating as he expected, and thus he did not find it rewarding.<</if>><<if $tempJACK >= $SatifyMin && $tempJACK <= $SatifyMax >><b>Satisfied</b>: Jack is generally gratified with how he conducted his historical exploration. He was able to use his knowledge and skills effectively, and the exploration was stimulating and interesting. However, there might have been some obstacles or difficulties along the way that prevented Jack from achieving complete satisfaction.<</if>><<if $tempJACK >= $SuperSatifyMin && $tempJACK <= $SuperSatifyMax >><b>Very Satisfied</b>: Here, Jack is extremely happy with how he conducted his historical exploration. Not only did he successfully overcome the challenge, but he also learned something new along the way, or was able to make particularly insightful or innovative interpretations of historical events. This scenario represents the highest level of satisfaction for Jack, where he feels accomplished and proud of his work.<</if>>
<<if $tempTOM >= $notSatifyMin && $tempTOM <= $notSatifyMax >><b>Satisfied</b>: Tom might have completed his adventure, but not in the manner he had envisaged. Perhaps he had to compromise his principles, or maybe the adventure did not yield the excitement he had hoped for. It could also be that the challenge was not as thrilling as he expected, and thus he did not find it rewarding.<</if>><<if $tempTOM >= $SatifyMin && $tempTOM <= $SatifyMax >><b>Satisfied</b>: Tom is generally content with how he conducted his adventure. He was able to use his skills and knowledge effectively, and the adventure was stimulating and interesting. However, there might have been some obstacles or difficulties along the way that prevented Tom from achieving complete satisfaction.<</if>><<if $tempTOM >= $SuperSatifyMin && $tempTOM <= $SuperSatifyMax >><b>Very Satisfied</b>: Here, Tom is extremely delighted with how he conducted his adventure. Not only did he successfully overcome the challenge, but he also learned something new along the way, or was able to make particularly creative or innovative use of his skills. This scenario represents the highest level of satisfaction for Tom, where he feels accomplished and proud of his work. <</if>>
<<if $tempME >= $notSatifyMin && $tempME <= $notSatifyMax >><b>Satisfied</b>: You might have completed your story or article, but not in the direction you had foreseen. Perhaps you had to compromise your journalistic principles, or maybe the story did not yield the impact you had hoped for. It could also be that the topic was not as engaging as you expected, and thus you did not find it rewarding.<</if>><<if $tempME >= $SatifyMin && $tempME <= $SatifyMax >><b>Satisfied</b>: You are generally delighted with how you conducted your storytelling or journalism. You were able to use your skills and knowledge effectively, and the story was stimulating and interesting. However, there might have been some obstacles or difficulties along the way that prevented you from achieving complete satisfaction.<</if>><<if $tempME >= $SuperSatifyMin && $tempME <= $SuperSatifyMax >><b>Very Satisfied</b>: Here, you are extremely overjoyed with how you conducted your storytelling or journalism. Not only did you successfully overcome the challenge, but you also learned something new along the way, or was able to make particularly insightful or innovative interpretations of the events. This scenario represents the highest level of satisfaction for you, where you feel accomplished and proud of your work.<</if>>
A final detail, however, captures our attention. Tom, at the wheel of the van, slows down his pace. Through the swirling mists, we glimpse a tall and imposing figure, wrapped in a cloak and wearing a hat that conceals their face. By their side, a smaller figure, almost a child, accompanies them. The man holds a staff, while the child clutches a small glowing sphere in their hand.
A shiver of excitement runs down our spines. Who are these mysterious characters? What do they represent? Are they perhaps messengers of a new enigma, of an adventure even greater than the one we have just completed?
Questions crowd our minds, but we have no time to find the answers. The mist quickly envelops them, swallowing them in a vortex of mystery. We drive away from the castle, our hearts pounding in our chests and our imaginations racing towards new horizons.An epic finale, leaving room for interpretation and the fascination of mystery. Our heroes, united and strong, launch themselves into the future, ready to face new challenges and uncover the secrets that destiny has in store for them.The story doesn't end here. The adventures of Lisa, Jack, Tom, and the narrator will continue, taking them to unexplored places and confronting them with even more complex enigmas. The mystery of the tall figure and the child in the mist will remain an enigma to be solved, a guiding thread that will lead them to new challenges and unexpected revelations.
The epilogue is just a starting point. The saga of our heroes is ready to be written, chapter after chapter, adventure after adventure.
<hr>
<div align="right">The END</div>
</div>
</div>
<<include "graphHideShow">>
<<set window.active_room to window.room_num_library>>
<<set window.active_room_name to window.rooms[window.room_num_library].name>>
<<set window.rooms[window.room_num_library].isDiscovered to 1>>
<<set window.active_turn to window.active_turn + 1>>
<<set window.players[3].room = window.active_room>>
<<silently>>
<<if window.followMe==1>>
<<set window.players[0].room = window.active_room>>
<<set window.players[1].room = window.active_room>>
<<set window.players[2].room = window.active_room>>
<</if>>
<</silently>>
<div id="mainAll" style="border-style: solid;border-radius: 25px;position:absolute;top:1%;left:3%;width:95%;height:95%">
<img src="library.jpg" style="position:relative;z-index=1;filter:brightness(var(--filtro)); border-radius: 25px;position:absolute;top:1%;left:1%;width:80%;width:99%;height:99%;z-index=-1;">
<div id="mainText" style="position:relative;z-index=1;text-align:justify;position:absolute;top:2%;width:63%;height:78%;left:17%;overflow-y: auto;padding:20px 20px 20px 20px;" >
You are immersed in the silent whispers of a library full of knowledge. The room is a symphony of learning, with three tall <<click "shelves">> <<silently>>
<<if window.active_verb == "use">>
<<set window.active_useWith to "shelves">>
<<else>>
<<if window.active_verb == "put">>
<<set window.active_putIn to "shelves">>
<<else>>
<<set window.active_object to "shelves">>
<</if>>
<</if>>
<<set $temp to window.active_room_name>><<goto $temp>>
<</silently>><</click>> towering in the center. Each shelf is a monument to the alphabet, with books arranged from A to Z, their covers a colorful mosaic of wisdom.
The western, southern, and eastern walls host other shelves, each with a unique collection of books. The <<click "western wall">> <<silently>>
<<if window.active_verb == "use">>
<<set window.active_useWith to "western wall">>
<<else>>
<<if window.active_verb == "put">>
<<set window.active_putIn to "western wall">>
<<else>>
<<set window.active_object to "western wall">>
<</if>>
<</if>>
<<set $temp to window.active_room_name>><<goto $temp>>
<</silently>><</click>>, lit by the soft light of the sunset, tells stories of history and adventure. The <<click "southern wall">> <<silently>>
<<if window.active_verb == "use">>
<<set window.active_useWith to "southern wall">>
<<else>>
<<if window.active_verb == "put">>
<<set window.active_putIn to "southern wall">>
<<else>>
<<set window.active_object to "southern wall">>
<</if>>
<</if>>
<<set $temp to window.active_room_name>><<goto $temp>>
<</silently>><</click>>, the largest, witnesses the sciences and the arts, reflecting the golden rays of the noon sun. The <<click "eastern wall">> <<silently>>
<<if window.active_verb == "use">>
<<set window.active_useWith to "eastern wall">>
<<else>>
<<if window.active_verb == "put">>
<<set window.active_putIn to "eastern wall">>
<<else>>
<<set window.active_object to "eastern wall">>
<</if>>
<</if>>
<<set $temp to window.active_room_name>><<goto $temp>>
<</silently>><</click>>
, kissed by the gentle light of the dawn, guards maps and scrolls, each a key to a different world.
Above, the ceiling is a marvel of medieval architecture, with wooden beams carved with care, supporting the weight of the centuries. Cobwebs dance in the corners, their delicate threads sparkle in the dim light that filters through the stained glass windows.
Under your feet, the floor is a carpet of wooden terracotta tiles, cool and smooth, worn by the passage of time. The tiles are arranged in a complex pattern, their earthy tones add to the ancient charm of the room.
This library, with its scent of parchment and ink, is a sanctuary of silence and learning, a timeless testimony of the quest for knowledge in the heart of the library.
<<include "dialoghiGenerali">>
you can go :
<<click "- north">><<set window.active_room_name to window.rooms[window.room_num_courtyard].name>><<set window.active_room to window.room_num_courtyard>><<set window.players[window.Me].room to window.room_num_courtyard>> <<include "CommandToZero">> <<goto "courtyard" >><</click>>
<<if window.quests[window.quest_library_push_wall_west].isResolved == 1>> <<click "- west">><<set window.active_room_name to window.rooms[window.room_num_warehouse].name>><<set window.active_room to window.room_num_warehouse>><<set window.players[window.Me].room to window.room_num_warehouse>> <<include "CommandToZero">> <<goto "warehouse" >><</click>> <</if>>
</div>
<div id="mainLeft" style="border-style: solid;border-radius: 25px;position:absolute;top:1%;left:1%;width:15%;height:97%">
<<include "inventory">>
</div>
<div id="mainRight" style="border-style: solid;border-radius: 25px;position:absolute;top:1%;left:84%;width:15%;height:97%">
<<include "verb">>
<<include "map">>
</div>
<<include "command">>
</div>
<<include "graphHideShow">>
<<set window.active_room to window.room_num_warehouse>>
<<set window.active_room_name to window.rooms[window.room_num_warehouse].name>>
<<set window.rooms[window.room_num_warehouse].isDiscovered to 1>>
<<set window.active_turn to window.active_turn + 1>>
<<set window.players[3].room = window.active_room>>
<<silently>>
<<if window.followMe==1>>
<<set window.players[0].room = window.active_room>>
<<set window.players[1].room = window.active_room>>
<<set window.players[2].room = window.active_room>>
<</if>>
<</silently>>
<div id="mainAll" style="border-style: solid;border-radius: 25px;position:absolute;top:1%;left:3%;width:95%;height:95%">
<img src="warehouse.jpg" style="position:relative;z-index=1;filter:brightness(var(--filtro)); border-radius: 25px;position:absolute;top:1%;left:1%;width:80%;width:99%;height:99%;z-index=-1;">
<div id="mainText" style="position:relative;z-index=1;text-align:justify;position:absolute;top:2%;width:63%;height:78%;left:17%;overflow-y: auto;padding:20px 20px 20px 20px;" >
The room used as a warehouse in the castle is a place full of charm. It is a large space with high ceilings and sturdy wooden beams. The stone walls are damp and cold to the touch.
Along the walls are rows of rough wooden <<click "racks">> <<silently>>
<<if window.active_verb == "use">>
<<set window.active_useWith to "racks">>
<<else>>
<<if window.active_verb == "put">>
<<set window.active_putIn to "racks">>
<<else>>
<<set window.active_object to "racks">>
<</if>>
<</if>>
<<set $temp to window.active_room_name>><<goto $temp>>
<</silently>><</click>>, laden with objects of all kinds: old dusty books, rusty tools, boxes full of fabrics and ancient clothes. Each object seems to have a story to tell.
In the middle of the room, large wooden crates are stacked in a disorderly fashion, some sealed, others half-open revealing their contents: ceramics, silverware, ancient documents. The air is thick with the smell of old wood and yellowed pages.
<<include "dialoghiGenerali">>
you can go :
<<click "- east">><<set window.active_room_name to window.rooms[window.room_num_library].name>><<set window.active_room to window.room_num_library>><<set window.players[window.Me].room to window.room_num_library>> <<include "CommandToZero">> <<goto "library" >><</click>>
</div>
<div id="mainLeft" style="border-style: solid;border-radius: 25px;position:absolute;top:1%;left:1%;width:15%;height:97%">
<<include "inventory">>
</div>
<div id="mainRight" style="border-style: solid;border-radius: 25px;position:absolute;top:1%;left:84%;width:15%;height:97%">
<<include "verb">>
<<include "map">>
</div>
<<include "command">>
</div>
<<include "graphHideShow">>
<<set window.active_room to window.room_num_loft>>
<<set window.active_room_name to window.rooms[window.room_num_loft].name>>
<<set window.rooms[window.room_num_loft].isDiscovered to 1>>
<<set window.active_turn to window.active_turn + 1>>
<<set window.players[3].room = window.active_room>>
<<silently>>
<<if window.followMe==1>>
<<set window.players[0].room = window.active_room>>
<<set window.players[1].room = window.active_room>>
<<set window.players[2].room = window.active_room>>
<</if>>
<</silently>>
<div id="mainAll" style="border-style: solid;border-radius: 25px;position:absolute;top:1%;left:3%;width:95%;height:95%">
<img src="loft.jpg" style="filter:brightness(var(--filtro)); border-radius: 25px;position:absolute;top:1%;left:1%;width:80%;width:99%;height:99%;z-index=-1;">
<div id="mainText" style="position:relative;z-index=1;text-align:justify;position:absolute;top:2%;width:63%;height:78%;left:17%;overflow-y: auto;padding:20px 20px 20px 20px;" >
The castle loft is a fascinating place, perfectly combining ancient and modern elements. The raw stone walls, a testament to the ancient construction, blend seamlessly with contemporary design features.
The high ceiling, with exposed dark wooden beams, adds a rustic touch. Large arched windows offer breathtaking views of the surrounding countryside, flooding the room with natural light during the day.
The furniture is minimalist but comfortable, with a large brown leather <<click "sofa">> <<silently>>
<<if window.active_verb == "use">>
<<set window.active_useWith to "sofa">>
<<else>>
<<if window.active_verb == "put">>
<<set window.active_putIn to "sofa">>
<<else>>
<<set window.active_object to "sofa">>
<</if>>
<</if>>
<<set $temp to window.active_room_name>><<goto $temp>>
<</silently>><</click>> inviting you to relax. On the floor, antique <<click "carpets">> <<silently>>
<<if window.active_verb == "use">>
<<set window.active_useWith to "carpets">>
<<else>>
<<if window.active_verb == "put">>
<<set window.active_putIn to "carpets">>
<<else>>
<<set window.active_object to "carpets">>
<</if>>
<</if>>
<<set $temp to window.active_room_name>><<goto $temp>>
<</silently>><</click>> with intricate patterns add a touch of warmth and color. A large solid wood <<click "table">> <<silently>>
<<if window.active_verb == "use">>
<<set window.active_useWith to "table">>
<<else>>
<<if window.active_verb == "put">>
<<set window.active_putIn to "table">>
<<else>>
<<set window.active_object to "table">>
<</if>>
<</if>>
<<set $temp to window.active_room_name>><<goto $temp>>
<</silently>><</click>> with modern chairs is ideal for convivial dinners or work meetings. Despite its modern function as a loft, the room retains a spectral atmosphere, with echoes of the past resonating within its ancient walls. It is a place that enchants and fascinates, a perfect balance between the past and the present.
<<include "dialoghiGenerali">>
you can go :
<<click "- north ">><<set window.active_room_name to window.rooms[window.room_num_east_wall].name>><<set window.active_room to window.room_num_east_wall>><<set window.players[window.Me].room to window.room_num_east_wall>><<include "CommandToZero">><<goto "east wall" >><</click>>
<<click "- down">><<set window.active_room_name to window.rooms[window.room_num_ball].name>><<set window.active_room to window.room_num_ball>><<set window.players[window.Me].room to window.room_num_ball>> <<include "CommandToZero">> <<goto "ball" >><</click>>
</div>
<div id="mainLeft" style="border-style: solid;border-radius: 25px;position:absolute;top:1%;left:1%;width:15%;height:97%">
<<include "inventory">>
</div>
<div id="mainRight" style="border-style: solid;border-radius: 25px;position:absolute;top:1%;left:84%;width:15%;height:97%">
<<include "verb">>
<<include "map">>
</div>
<<include "command">>
</div>
<<include "graphHideShow">>
<<set window.active_room to window.room_num_east_wall>>
<<set window.active_room_name to window.rooms[window.room_num_east_wall].name>>
<<set window.rooms[window.room_num_east_wall].isDiscovered to 1>>
<<set window.active_turn to window.active_turn + 1>>
<<set window.players[3].room = window.active_room>>
<<silently>>
<<if window.followMe==1>>
<<set window.players[0].room = window.active_room>>
<<set window.players[1].room = window.active_room>>
<<set window.players[2].room = window.active_room>>
<</if>>
<</silently>>
<div id="mainAll" style="border-style: solid;border-radius: 25px;position:absolute;top:1%;left:3%;width:95%;height:95%">
<img src="easternwall.jpg" style="position:relative;z-index=1;filter:brightness(var(--filtro)); border-radius: 25px;position:absolute;top:1%;left:1%;width:80%;width:99%;height:99%;z-index=-1;">
<div id="mainText" style="position:relative;z-index=1;text-align:justify;position:absolute;top:2%;width:63%;height:78%;left:17%;overflow-y: auto;padding:20px 20px 20px 20px;" >
The eastern walls of an ancient manor rise majestically, shrouded in the mystery of time. They are made of robust stone, eroded by wind and rain, but still standing, witnesses of a distant era. The cracks on the surfaces tell stories of past battles and forgotten heroes.
Beyond the walls, a dark and strange forest stretches out. The tall and twisted trees seem to whisper ancient secrets to the wind. The shadows dance between the trunks, creating a labyrinth of light and darkness. The undergrowth is a carpet of dead leaves and moss, a silent and mysterious world that seems to belong to another time.
This is a place that speaks of ancient stories, legends, and mysteries yet to be unraveled. A place where the past and the present merge, creating a unique and fascinating atmosphere. A place that invites exploration, discovery, and reflection. A place that, despite everything, continues to live and tell its story.
<<include "dialoghiGenerali">>
you can go :
<<click "- north ">><<set window.active_room_name to window.rooms[window.room_num_middle_tower].name>><<set window.active_room to window.room_num_middle_tower>><<set window.players[window.Me].room to window.room_num_middle_tower>><<include "CommandToZero">><<goto "middle tower" >><</click>>
<<click "- south ">><<set window.active_room_name to window.rooms[window.room_num_loft].name>><<set window.active_room to window.room_num_loft>><<set window.players[window.Me].room to window.room_num_loft>><<include "CommandToZero">><<goto "loft" >><</click>>
</div>
<div id="mainLeft" style="border-style: solid;border-radius: 25px;position:absolute;top:1%;left:1%;width:15%;height:97%">
<<include "inventory">>
</div>
<div id="mainRight" style="border-style: solid;border-radius: 25px;position:absolute;top:1%;left:84%;width:15%;height:97%">
<<include "verb">>
<<include "map">>
</div>
<<include "command">>
</div>
<<include "graphHideShow">>
<<set window.active_room to window.room_num_middle_tower>>
<<set window.active_room_name to window.rooms[window.room_num_middle_tower].name>>
<<set window.rooms[window.room_num_middle_tower].isDiscovered to 1>>
<<set window.active_turn to window.active_turn + 1>>
<<set window.players[3].room = window.active_room>>
<<silently>>
<<if window.followMe==1>>
<<set window.players[0].room = window.active_room>>
<<set window.players[1].room = window.active_room>>
<<set window.players[2].room = window.active_room>>
<</if>>
<</silently>>
<div id="mainAll" style="border-style: solid;border-radius: 25px;position:absolute;top:1%;left:3%;width:95%;height:95%">
<img src="middletower.jpg" style="position:relative;z-index=1;filter:brightness(var(--filtro)); border-radius: 25px;position:absolute;top:1%;left:1%;width:80%;width:99%;height:99%;z-index=-1;">
<div id="mainText" style="position:relative;z-index=1;text-align:justify;position:absolute;top:2%;width:63%;height:78%;left:17%;overflow-y: auto;padding:20px 20px 20px 20px;" >
The room is a place suspended in time, where the ancient and the mysterious blend together. The damp and cold stone walls, the narrow windows and the dim light create a magical and evocative atmosphere.
Above, you can feel the pulsating energy of the wizard's laboratory, with sparkling vials, ancient books and boiling cauldrons. Below, the tower narrows towards the dungeons, with echoes of chains and a cold and desolate air.
The room is a place of transition between the old and the new, magic and mortality. A place of silence and reflection, where you can almost hear the heartbeat of the castle.
<<include "dialoghiGenerali">>
you can go :
<<click "- up ">><<set window.active_room_name to window.rooms[window.room_num_top_tower].name>><<set window.active_room to window.room_num_top_tower>><<set window.players[window.Me].room to window.room_num_top_tower>><<include "CommandToZero">><<goto "top tower" >><</click>>
<<click "- down ">><<set window.active_room_name to window.rooms[window.room_num_bottom_tower].name>><<set window.active_room to window.room_num_bottom_tower>><<set window.players[window.Me].room to window.room_num_bottom_tower>><<include "CommandToZero">><<goto "bottom tower" >><</click>>
<<click "- south ">><<set window.active_room_name to window.rooms[window.room_num_east_wall].name>><<set window.active_room to window.room_num_east_wall>><<set window.players[window.Me].room to window.room_num_east_wall>><<include "CommandToZero">><<goto "east wall" >><</click>>
</div>
<div id="mainLeft" style="border-style: solid;border-radius: 25px;position:absolute;top:1%;left:1%;width:15%;height:97%">
<<include "inventory">>
</div>
<div id="mainRight" style="border-style: solid;border-radius: 25px;position:absolute;top:1%;left:84%;width:15%;height:97%">
<<include "verb">>
<<include "map">>
</div>
<<include "command">>
</div>
<<include "graphHideShow">>
<<set window.active_room to window.room_num_bottom_tower>>
<<set window.active_room_name to window.rooms[window.room_num_bottom_tower].name>>
<<set window.rooms[window.room_num_bottom_tower].isDiscovered to 1>>
<<set window.active_turn to window.active_turn + 1>>
<<set window.players[3].room = window.active_room>>
<<silently>>
<<if window.followMe==1>>
<<set window.players[0].room = window.active_room>>
<<set window.players[1].room = window.active_room>>
<<set window.players[2].room = window.active_room>>
<</if>>
<</silently>>
<div id="mainAll" style="border-style: solid;border-radius: 25px;position:absolute;top:1%;left:3%;width:95%;height:95%">
<img src="bottomtower.jpg" style="position:relative;z-index=1;filter:brightness(var(--filtro)); border-radius: 25px;position:absolute;top:1%;left:1%;width:80%;width:99%;height:99%;z-index=-1;">
<div id="mainText" style="position:relative;z-index=1;text-align:justify;position:absolute;top:2%;width:63%;height:78%;left:17%;overflow-y: auto;padding:20px 20px 20px 20px;" >
You now find yourself deep within the castle, in a room shrouded in almost total darkness, broken only by a few faint rays of light that filter through the small slits. The air here is cold and humid, and the smell of ancient stone and mold fills your senses. The <<click "stone">> <<silently>>
<<if window.active_verb == "use">>
<<set window.active_useWith to "stone">>
<<else>>
<<if window.active_verb == "put">>
<<set window.active_putIn to "stone">>
<<else>>
<<set window.active_object to "stone">>
<</if>>
<</if>>
<<set $temp to window.active_room_name>><<goto $temp>>
<</silently>><</click>> walls are rough to the touch, marked by time and wear. Every now and then, you can hear the dripping of water from somewhere in the depths of the tower. At the far end of the room, you see old rusty <<click "chains">> <<silently>>
<<if window.active_verb == "use">>
<<set window.active_useWith to "chains">>
<<else>>
<<if window.active_verb == "put">>
<<set window.active_putIn to "chains">>
<<else>>
<<set window.active_object to "chains">>
<</if>>
<</if>>
<<set $temp to window.active_room_name>><<goto $temp>>
<</silently>><</click>> attached to the walls, a sinister reminder of the dungeons that once occupied this place. You feel a sense of unease pervading the air. It is a place that tells stories of a distant past, stories of kings and queens, of heroes and traitors, of magic and mystery. And as you stand there, in the silence, you can't help but feel uneasy.
<<include "dialoghiGenerali">>
you can go :
<<click "- up ">><<set window.active_room_name to window.rooms[window.room_num_middle_tower].name>><<set window.active_room to window.room_num_middle_tower>><<set window.players[window.Me].room to window.room_num_middle_tower>><<include "CommandToZero">><<goto "middle tower" >><</click>>
<<click "- west ">><<set window.active_room_name to window.rooms[window.room_num_cellar].name>><<set window.active_room to window.room_num_cellar>><<set window.players[window.Me].room to window.room_num_cellar>><<include "CommandToZero">><<goto "cellar" >><</click>>
</div>
<div id="mainLeft" style="border-style: solid;border-radius: 25px;position:absolute;top:1%;left:1%;width:15%;height:97%">
<<include "inventory">>
</div>
<div id="mainRight" style="border-style: solid;border-radius: 25px;position:absolute;top:1%;left:84%;width:15%;height:97%">
<<include "verb">>
<<include "map">>
</div>
<<include "command">>
</div>
<<include "graphHideShow">>
<<set window.active_room to window.room_num_top_tower>>
<<set window.active_room_name to window.rooms[window.room_num_top_tower].name>>
<<set window.rooms[window.room_num_top_tower].isDiscovered to 1>>
<<set window.active_turn to window.active_turn + 1>>
<<set window.players[3].room = window.active_room>>
<<silently>>
<<if window.followMe==1>>
<<set window.players[0].room = window.active_room>>
<<set window.players[1].room = window.active_room>>
<<set window.players[2].room = window.active_room>>
<</if>>
<</silently>>
<div id="mainAll" style="border-style: solid;border-radius: 25px;position:absolute;top:1%;left:3%;width:95%;height:95%">
<img src="toptower.jpg" style="position:relative;z-index=1;filter:brightness(var(--filtro)); border-radius: 25px;position:absolute;top:1%;left:1%;width:80%;width:99%;height:99%;z-index=-1;">
<div id="mainText" style="position:relative;z-index=1;text-align:justify;position:absolute;top:2%;width:63%;height:78%;left:17%;overflow-y: auto;padding:20px 20px 20px 20px;" >
The room is a fascinating blend of old and new, tucked away in the northeast tower of a castle. The decor appears to be from another era, yet a modern <<click "computer">> <<silently>>
<<if window.active_verb == "use">>
<<set window.active_useWith to "computer">>
<<else>>
<<if window.active_verb == "put">>
<<set window.active_putIn to "computer">>
<<else>>
<<set window.active_object to "computer">>
<</if>>
<</if>>
<<set $temp to window.active_room_name>><<goto $temp>>
<</silently>><</click>> sits on an antique <<click "desk">> <<silently>>
<<if window.active_verb == "use">>
<<set window.active_useWith to "desk">>
<<else>>
<<if window.active_verb == "put">>
<<set window.active_putIn to "desk">>
<<else>>
<<set window.active_object to "desk">>
<</if>>
<</if>>
<<set $temp to window.active_room_name>><<goto $temp>>
<</silently>><</click>> , creating an intriguing contrast between past and present.
Next to the computer, ancient <<click "alembics">> <<silently>>
<<if window.active_verb == "use">>
<<set window.active_useWith to "alembics">>
<<else>>
<<if window.active_verb == "put">>
<<set window.active_putIn to "alembics">>
<<else>>
<<set window.active_object to "alembics">>
<</if>>
<</if>>
<<set $temp to window.active_room_name>><<goto $temp>>
<</silently>><</click>> are arranged in a precise order, reminiscent of a time when science was almost considered magic. On the table, an open <<click "diary">> <<silently>>
<<if window.active_verb == "use">>
<<set window.active_useWith to "diary">>
<<else>>
<<if window.active_verb == "put">>
<<set window.active_putIn to "diary">>
<<else>>
<<set window.active_object to "diary">>
<</if>>
<</if>>
<<set $temp to window.active_room_name>><<goto $temp>>
<</silently>><</click>> and a <<click "parchment">> <<silently>>
<<if window.active_verb == "use">>
<<set window.active_useWith to "parchment">>
<<else>>
<<if window.active_verb == "put">>
<<set window.active_putIn to "parchment">>
<<else>>
<<set window.active_object to "parchment">>
<</if>>
<</if>>
<<set $temp to window.active_room_name>><<goto $temp>>
<</silently>><</click>> lie, as if their last reader had just left them. They rest atop a locked drawer, promising further secrets to be discovered.
The room is in a state of disarray, with <<click "papers">> <<silently>>
<<if window.active_verb == "use">>
<<set window.active_useWith to "papers">>
<<else>>
<<if window.active_verb == "put">>
<<set window.active_putIn to "papers">>
<<else>>
<<set window.active_object to "papers">>
<</if>>
<</if>>
<<set $temp to window.active_room_name>><<goto $temp>>
<</silently>><</click>> strewn about the floor and shards of <<click "glass">> <<silently>>
<<if window.active_verb == "use">>
<<set window.active_useWith to "glass">>
<<else>>
<<if window.active_verb == "put">>
<<set window.active_putIn to "glass">>
<<else>>
<<set window.active_object to "glass">>
<</if>>
<</if>>
<<set $temp to window.active_room_name>><<goto $temp>>
<</silently>><</click>> scattered around, as if there had been an explosion. The single window in the room offers a breathtaking view of the forest to the east and north, and the courtyard to the west. Daylight filters through the window, casting dancing shadows on the stone floor and the antique furnishings, adding an extra touch of intrigue to this captivating and anachronistic room. <<if window.quests[window.quest_computer_usb_cable ].isResolved==1>> A <<click "usb cable">> <<silently>>
<<if window.active_verb == "use">>
<<set window.active_useWith to "usb cable">>
<<else>>
<<if window.active_verb == "put">>
<<set window.active_putIn to "usb cable">>
<<else>>
<<set window.active_object to "usb cable">>
<</if>>
<</if>>
<<set $temp to window.active_room_name>><<goto $temp>>
<</silently>><</click>> attached to a dekstop computer.<</if>>
<<if window.quests[ window.quest_password ].isResolved == 0>> <<click "password">> <<silently>>
<<if window.active_verb == "use">>
<<set window.active_useWith to "password">>
<<else>>
<<if window.active_verb == "put">>
<<set window.active_putIn to "password">>
<<else>>
<<set window.active_object to "password">>
<</if>>
<</if>>
<<set $temp to window.active_room_name>><<goto $temp>>
<</silently>><</click>> : [<<textbox "_input" "" autofocus>>]
<<else>>
Inside computer : <<click "file001.doc">> <<silently>>
<<if window.active_verb == "use">>
<<set window.active_useWith to "file001.doc">>
<<else>>
<<if window.active_verb == "put">>
<<set window.active_putIn to "file001.doc">>
<<else>>
<<set window.active_object to "file001.doc">>
<</if>>
<</if>>
<<set $temp to window.active_room_name>><<goto $temp>>
<</silently>><</click>> , <<click "file002.doc">> <<silently>>
<<if window.active_verb == "use">>
<<set window.active_useWith to "file002.doc">>
<<else>>
<<if window.active_verb == "put">>
<<set window.active_putIn to "file002.doc">>
<<else>>
<<set window.active_object to "file002.doc">>
<</if>>
<</if>>
<<set $temp to window.active_room_name>><<goto $temp>>
<</silently>><</click>> , <<click "file003.doc">> <<silently>>
<<if window.active_verb == "use">>
<<set window.active_useWith to "file003.doc">>
<<else>>
<<if window.active_verb == "put">>
<<set window.active_putIn to "file003.doc">>
<<else>>
<<set window.active_object to "file003.doc">>
<</if>>
<</if>>
<<set $temp to window.active_room_name>><<goto $temp>>
<</silently>><</click>>
<</if>>
<<include "dialoghiGenerali">>
you can go :
<<click "- down ">><<set window.active_room_name to window.rooms[window.room_num_middle_tower].name>><<set window.active_room to window.room_num_middle_tower>><<set window.players[window.Me].room to window.room_num_middle_tower>><<include "CommandToZero">><<goto "middle tower" >><</click>>
<<if window.quests[ window.quest_easter_egg ].isResolved==1>><<click "- up ">><<set window.active_room_name to window.rooms[window.room_num_over_the_top].name>><<set window.active_room to window.room_num_over_the_top>><<set window.players[window.Me].room to window.room_num_over_the_top>><<include "CommandToZero">><<goto "over the top" >><</click>>On the ceiling, there is now an open small hatch, accessible from the desk, which leads to a small terrace. <</if>>
</div>
<div id="mainLeft" style="border-style: solid;border-radius: 25px;position:absolute;top:1%;left:1%;width:15%;height:97%">
<<include "inventory">>
</div>
<div id="mainRight" style="border-style: solid;border-radius: 25px;position:absolute;top:1%;left:84%;width:15%;height:97%">
<<include "verb">>
<<include "map">>
</div>
<<include "command">>
</div>
<<include "graphHideShow">>
<<set window.active_room to window.room_num_cellar>>
<<set window.active_room_name to window.rooms[window.room_num_cellar].name>>
<<set window.rooms[window.room_num_cellar].isDiscovered to 1>>
<<set window.active_turn to window.active_turn + 1>>
<<set window.players[3].room = window.active_room>>
<<silently>>
<<if window.followMe==1>>
<<set window.players[0].room = window.active_room>>
<<set window.players[1].room = window.active_room>>
<<set window.players[2].room = window.active_room>>
<</if>>
<</silently>>
<div id="mainAll" style="border-style: solid;border-radius: 25px;position:absolute;top:1%;left:3%;width:95%;height:95%">
<img src="cellar.jpg" style="position:relative;z-index=1;filter:brightness(var(--filtro)); border-radius: 25px;position:absolute;top:1%;left:1%;width:80%;width:99%;height:99%;z-index=-1;">
<div id="mainText" style="position:relative;z-index=1;text-align:justify;position:absolute;top:2%;width:63%;height:78%;left:17%;overflow-y: auto;padding:20px 20px 20px 20px;" >
You find yourself in the <<click "cellar">> <<silently>>
<<if window.active_verb == "use">>
<<set window.active_useWith to "cellar">>
<<else>>
<<if window.active_verb == "put">>
<<set window.active_putIn to "cellar">>
<<else>>
<<set window.active_object to "cellar">>
<</if>>
<</if>>
<<set $temp to window.active_room_name>><<goto $temp>>
<</silently>><</click>> of an ancient castle, a place shrouded in an aura of mystery and history. The rough stone walls are damp and cold to the touch, and the air is thick with an almost suffocating silence. Only the dripping of water from somewhere in the distance breaks the stillness. The atmosphere in the cellar is dark, damp, and oppressive. It is possible that the cellar was once used as a prison, as there are several small cells located along one wall.
<<if window.quests[ window.quest_cellar_ghost ].isResolved == 0>>
<<if random(1,4) == 3>>
<<set window.quests[ window.quest_cellar_ghost ].isResolved = 1>>
<<set window.information to window.quests[ window.quest_cellar_ghost ].desc>>
<<script>>
Dialog.setup("Ghost");
Dialog.wiki( window.information );
Dialog.open();
<</script>>
<</if>>
<</if>>
<<include "dialoghiGenerali">>
you can go :
<<click "- east ">><<set window.active_room_name to window.rooms[window.room_num_bottom_tower].name>><<set window.active_room to window.room_num_bottom_tower>><<set window.players[window.Me].room to window.room_num_bottom_tower>><<include "CommandToZero">><<goto "bottom tower" >><</click>>
</div>
<div id="mainLeft" style="border-style: solid;border-radius: 25px;position:absolute;top:1%;left:1%;width:15%;height:97%">
<<include "inventory">>
</div>
<div id="mainRight" style="border-style: solid;border-radius: 25px;position:absolute;top:1%;left:84%;width:15%;height:97%">
<<include "verb">>
<<include "map">>
</div>
<<include "command">>
</div>
<<include "graphHideShow">>
<<set window.active_room to window.room_num_staircase>>
<<set window.active_room_name to window.rooms[window.room_num_staircase].name>>
<<set window.rooms[window.room_num_staircase].isDiscovered to 1>>
<<set window.active_turn to window.active_turn + 1>>
<<set window.players[3].room = window.active_room>>
<<silently>>
<<if window.followMe==1>>
<<set window.players[0].room = window.active_room>>
<<set window.players[1].room = window.active_room>>
<<set window.players[2].room = window.active_room>>
<</if>>
<</silently>>
<div id="mainAll" style="border-style: solid;border-radius: 25px;position:absolute;top:1%;left:3%;width:95%;height:95%">
<img src="staircase.jpg" style="position:relative;z-index=1;filter:brightness(var(--filtro)); border-radius: 25px;position:absolute;top:1%;left:1%;width:80%;width:99%;height:99%;z-index=-1;">
<div id="mainText" style="position:relative;z-index=1;text-align:justify;position:absolute;top:2%;width:63%;height:78%;left:17%;overflow-y: auto;padding:20px 20px 20px 20px;" >
We now stand at a staircase leading towards a deeper cavern. Everything is dim, scarcely lit, yet the steps can be faintly discerned. The atmosphere is thick with mystery and the echoes of the past. The stone underfoot is cold and worn, whispering tales of ages long gone. The air is heavy, filled with the scent of damp earth and the faint, metallic hint of minerals. The only sound is the distant drip of water, a rhythmic reminder of the castle’s age and the secrets it holds. As we descend, each step takes us further into the heart of the castle, deeper into its spectral embrace. The light grows dimmer, the shadows longer, yet we press on, drawn by the allure of the unknown. The castle, spectral and ancient, watches in silence as we delve into its depths, its secrets waiting to be discovered.
<<include "dialoghiGenerali">>
you can go :
<<click "- up ">><<set window.active_room_name to window.rooms[window.room_num_hall].name>><<set window.active_room to window.room_num_hall>><<set window.players[window.Me].room to window.room_num_hall>><<include "CommandToZero">><<goto "hall" >><</click>>
<<click "- down ">><<set window.active_room_name to window.rooms[window.room_num_cavern].name>><<set window.active_room to window.room_num_cavern>><<set window.players[window.Me].room to window.room_num_cavern>><<include "CommandToZero">><<goto "cavern" >><</click>>
</div>
<div id="mainLeft" style="border-style: solid;border-radius: 25px;position:absolute;top:1%;left:1%;width:15%;height:97%">
<<include "inventory">>
</div>
<div id="mainRight" style="border-style: solid;border-radius: 25px;position:absolute;top:1%;left:84%;width:15%;height:97%">
<<include "verb">>
<<include "map">>
</div>
<<include "command">>
</div>
<<include "graphHideShow">>
<<set window.active_room to window.room_num_cavern>>
<<set window.active_room_name to window.rooms[window.room_num_cavern].name>>
<<set window.rooms[window.room_num_cavern].isDiscovered to 1>>
<<set window.active_turn to window.active_turn + 1>>
<<set window.players[3].room = window.active_room>>
<<silently>>
<<if window.followMe==1>>
<<set window.players[0].room = window.active_room>>
<<set window.players[1].room = window.active_room>>
<<set window.players[2].room = window.active_room>>
<</if>>
<</silently>>
<div id="mainAll" style="border-style: solid;border-radius: 25px;position:absolute;top:1%;left:3%;width:95%;height:95%">
<img src="cavern.jpg" style="position:relative;z-index=1;filter:brightness(var(--filtro)); border-radius: 25px;position:absolute;top:1%;left:1%;width:80%;width:99%;height:99%;z-index=-1;">
<div id="mainText" style="position:relative;z-index=1;text-align:justify;position:absolute;top:2%;width:63%;height:78%;left:17%;overflow-y: auto;padding:20px 20px 20px 20px;" >
We stand at the entrance of a vast and damp cavern, its enormity swallowing the feeble light that dares to penetrate its depths. The remnants of an ancient lava river trace a path through the cavern floor, its dry, cracked earth a testament to the passage of time. The air is cool and damp, carrying with it the scent of ancient stone and the faint, metallic tang of minerals.
A strange luminescence permeates the cavern, casting an ethereal glow on the jagged walls. It’s a light unlike any other, born not of sun or flame, but of the earth itself. It dances across the cavern, painting shadows that twist and writhe in the dim light, their forms as elusive as the source of the glow. In the distance, a smaller grotto beckons, its entrance a mere pinprick of darkness against the luminescent backdrop. It stands as a silent sentinel, a gateway to the unknown, its secrets shrouded in shadow and mystery.
The cavern is a world unto itself, a place where time seems to stand still and the outside world is but a distant memory. It is a place of silence and solitude, of darkness and light, of secrets waiting to be discovered. And so, we venture forth, drawn by the allure of the unknown, guided by the ethereal glow of the cavern’s luminescence. The journey is long and the path treacherous, but the promise of discovery spurs us on. The cavern awaits. Its secrets are ours to uncover. Its story is ours to tell. And so, we press on, deeper into the heart of the earth, into the heart of the mystery.
<<include "dialoghiGenerali">>
you can go :
<<click "- up ">><<set window.active_room_name to window.rooms[window.room_num_staircase].name>><<set window.active_room to window.room_num_staircase>><<set window.players[window.Me].room to window.room_num_staircase>><<include "CommandToZero">><<goto "staircase" >><</click>>
<<click "- east ">><<set window.active_room_name to window.rooms[window.room_num_grotto].name>><<set window.active_room to window.room_num_grotto>><<set window.players[window.Me].room to window.room_num_grotto>><<include "CommandToZero">><<goto "grotto" >><</click>>
</div>
<div id="mainLeft" style="border-style: solid;border-radius: 25px;position:absolute;top:1%;left:1%;width:15%;height:97%">
<<include "inventory">>
</div>
<div id="mainRight" style="border-style: solid;border-radius: 25px;position:absolute;top:1%;left:84%;width:15%;height:97%">
<<include "verb">>
<<include "map">>
</div>
<<include "command">>
</div>
<<include "graphHideShow">>
<<set window.active_room to window.room_num_grotto>>
<<set window.active_room_name to window.rooms[window.room_num_grotto].name>>
<<set window.rooms[window.room_num_grotto].isDiscovered to 1>>
<<set window.active_turn to window.active_turn + 1>>
<<set window.players[3].room = window.active_room>>
<<silently>>
<<if window.followMe==1>>
<<set window.players[0].room = window.active_room>>
<<set window.players[1].room = window.active_room>>
<<set window.players[2].room = window.active_room>>
<</if>>
<</silently>>
<div id="mainAll" style="border-style: solid;border-radius: 25px;position:absolute;top:1%;left:3%;width:95%;height:95%">
<img src="grotto.jpg" style="position:relative;z-index=1;filter:brightness(var(--filtro)); border-radius: 25px;position:absolute;top:1%;left:1%;width:80%;width:99%;height:99%;z-index=-1;">
<div id="mainText" style="position:relative;z-index=1;text-align:justify;position:absolute;top:2%;width:63%;height:78%;left:17%;overflow-y: auto;padding:20px 20px 20px 20px;" >
We find ourselves in the heart of the adventure, a small inner grotto. This place is imbued with magic, charm and mystery. The walls of the grotto are covered with ancient runes, mysterious symbols carved into the stone by hands forgotten by time. These <<click "runes">> <<silently>>
<<if window.active_verb == "use">>
<<set window.active_useWith to "runes">>
<<else>>
<<if window.active_verb == "put">>
<<set window.active_putIn to "runes">>
<<else>>
<<set window.active_object to "runes">>
<</if>>
<</if>>
<<set $temp to window.active_room_name>><<goto $temp>>
<</silently>><</click>> emit a palpable energy, as if they told stories of a distant past and a lost knowledge.
The luminescent light of the cavern reflects on the runes, making their intricate designs shine. Each symbol seems to have a life of its own, pulsing with an ancient and incomprehensible power. Despite the darkness that envelops the grotto, the runes glow with a light of their own, a beacon of knowledge in the midst of the darkness.
The air here is charged with mystery. Every corner of the grotto seems to hide a secret, every shadow could conceal a clue. Despite the oppressive silence, one can almost hear the whisper of the ancient stories that these runes have to tell. The grotto is a place of wonder and awe, a place where time seems to have stopped. As we go deeper, we can’t help but feel humble in front of the greatness of what these ancient runes represent. This is a place of discovery and learning, a place where the past and the present merge into a single, fascinating mystery. And so, with respect and curiosity, we continue our adventure in the heart of the grotto, ready to discover the secrets that it holds.
<<if window.quests[window.window.quest_main].isResolved==0>> Within the heart of the cave lies an ancient <<click "chest">> <<silently>>
<<if window.active_verb == "use">>
<<set window.active_useWith to "chest">>
<<else>>
<<if window.active_verb == "put">>
<<set window.active_putIn to "chest">>
<<else>>
<<set window.active_object to "chest">>
<</if>>
<</if>>
<<set $temp to window.active_room_name>><<goto $temp>>
<</silently>><</click>> , radiating a soft luminescence.
<<else>> In the grotto now is an old and broken wooden chest.<</if>>
<<include "dialoghiGenerali">>
you can go :
<<click "- west ">><<set window.active_room_name to window.rooms[window.room_num_cavern].name>><<set window.active_room to window.room_num_cavern>><<set window.players[window.Me].room to window.room_num_cavern>><<include "CommandToZero">><<goto "cavern" >><</click>>
</div>
<div id="mainLeft" style="border-style: solid;border-radius: 25px;position:absolute;top:1%;left:1%;width:15%;height:97%">
<<include "inventory">>
</div>
<div id="mainRight" style="border-style: solid;border-radius: 25px;position:absolute;top:1%;left:84%;width:15%;height:97%">
<<include "verb">>
<<include "map">>
</div>
<<include "command">>
</div>
<<include "graphHideShow">>
<div id="mainAll" style="border-style: solid;border-radius: 25px;position:absolute;top:1%;left:3%;width:90%;height:90%;padding:20px 20px 20px 20px;">
<img src="map.jpg" style="filter:brightness(var(--filtro));border-radius: 5%;position:absolute;top:0.5%;left:0.5%;width:80%;width:99%;height:99%;z-index=-1;">
<div style="position:relative;z-index=1;border-style: dashed;border-radius: 25px;position:absolute;top:05%;left:23%;width:70%;height:90%;"></div>
<div style="border-style: dashed;border-radius: 25px;position:absolute;top:14%;left:31%;width:55%;height:75%;"></div>
<div style="position:absolute;z-index=2;top:5%;left:5%;"><<return>>
<<set $temp to window.castleMap>> <<print $temp>></div>
<div style="border-style: solid; border-radius: 25px;position:absolute;top:18%;left:33%;width:50%;height:67%;"></div>
<div style="position:absolute;top:70%;left:7%;">North</div>
<div style="position:absolute;top:90%;left:7%;">South</div>
<div style="position:absolute;top:80%;left:12%;">East</div>
<div style="position:absolute;top:80%;left:2%;">West</div>
<<if window.rooms[window.room_num_clearing].isDiscovered is 1>>
<div style="position:absolute;top:-2.5%;left:55%;width:5%;height:5%;">
<<set _temp to window.rooms[window.room_num_clearing].name>><<click _temp >><<script>>window.active_object=window.rooms[window.room_num_clearing].name<</script>><<set _temp to window.active_room_name>><<goto _temp>><</click>>
</div>
<</if>>
<<if window.rooms[window.room_num_moat_north].isDiscovered is 1>>
<div style="position:absolute;top:5%;left:55%;width:10%;height:5%;">
<<set _temp to window.rooms[window.room_num_moat_north].name>><<click _temp >><<script>>window.active_object=window.rooms[window.room_num_moat_north].name<</script>><<set _temp to window.active_room_name>><<goto _temp>><</click>>
</div>
<</if>>
<<if window.rooms[window.room_num_top_tower].isDiscovered is 1>>
<div style="position:absolute;top:15%;left:80%;width:5%;height:5%;">
<<set _temp to window.rooms[window.room_num_top_tower].name>><<click _temp >><<script>>window.active_object=window.rooms[window.room_num_top_tower].name<</script>><<set _temp to window.active_room_name>><<goto _temp>><</click>>
</div>
<</if>>
<<if window.rooms[window.room_num_over_the_top].isDiscovered is 1>>
<div style="position:absolute;top:5%;left:90%;width:5%;height:5%;">
<<set _temp to window.rooms[window.room_num_over_the_top].name>><<click _temp >><<script>>window.active_object=window.rooms[window.room_num_over_the_top].name<</script>><<set _temp to window.active_room_name>><<goto _temp>><</click>>
</div>
<</if>>
<<if window.rooms[window.room_num_middle_tower].isDiscovered is 1>>
<div style="position:absolute;top:25%;left:75%;width:5%;height:5%;">
<<set _temp to window.rooms[window.room_num_middle_tower].name>><<click _temp >><<script>>window.active_object=window.rooms[window.room_num_middle_tower].name<</script>><<set _temp to window.active_room_name>><<goto _temp>><</click>>
</div>
<</if>>
<<if window.rooms[window.room_num_bottom_tower].isDiscovered is 1>>
<div style="position:absolute;top:35%;left:65%;width:5%;height:5%;">
<<set _temp to window.rooms[window.room_num_bottom_tower].name>><<click _temp >><<script>>window.active_object=window.rooms[window.room_num_bottom_tower].name<</script>><<set _temp to window.active_room_name>><<goto _temp>><</click>>
</div>
<</if>>
<<if window.rooms[window.room_num_cellar].isDiscovered is 1>>
<div style="position:absolute;top:35%;left:55%;width:5%;height:5%;">
<<set _temp to window.rooms[window.room_num_cellar].name>><<click _temp >><<script>>window.active_object=window.rooms[window.room_num_cellar].name<</script>><<set _temp to window.active_room_name>><<goto _temp>><</click>>
</div>
<</if>>
<<if window.rooms[window.room_num_kitchen].isDiscovered is 1>>
<div style="position:absolute;top:25%;left:55%;width:5%;height:5%;">
<<set _temp to window.rooms[window.room_num_kitchen].name>><<click _temp >><<script>>window.active_object=window.rooms[window.room_num_kitchen].name<</script>><<set _temp to window.active_room_name>><<goto _temp>><</click>>
</div>
<</if>>
<<if window.rooms[window.room_num_courtyard].isDiscovered is 1>>
<div style="position:absolute;top:45%;left:55%;width:5%;height:5%;">
<<set _temp to window.rooms[window.room_num_courtyard].name>><<click _temp >><<script>>window.active_object=window.rooms[window.room_num_courtyard].name<</script>><<set _temp to window.active_room_name>><<goto _temp>><</click>>
</div>
<</if>>
<<if window.rooms[window.room_num_library].isDiscovered is 1>>
<div style="position:absolute;top:55%;left:55%;width:5%;height:5%;">
<<set _temp to window.rooms[window.room_num_library].name>><<click _temp >><<script>>window.active_object=window.rooms[window.room_num_library].name<</script>><<set _temp to window.active_room_name>><<goto _temp>><</click>>
</div>
<</if>>
<<if window.rooms[window.room_num_warehouse].isDiscovered is 1>>
<div style="position:absolute;top:55%;left:45%;width:5%;height:5%;">
<<set _temp to window.rooms[window.room_num_warehouse].name>><<click _temp >><<script>>window.active_object=window.rooms[window.room_num_warehouse].name<</script>><<set _temp to window.active_room_name>><<goto _temp>><</click>>
</div>
<</if>>
<<if window.rooms[window.room_num_entrance].isDiscovered is 1>>
<div style="position:absolute;top:45%;left:35%;width:5%;height:5%;">
<<set _temp to window.rooms[window.room_num_entrance].name>><<click _temp >><<script>>window.active_object=window.rooms[window.room_num_entrance].name<</script>><<set _temp to window.active_room_name>><<goto _temp>><</click>>
</div>
<</if>>
<<if window.rooms[window.room_num_moat_west].isDiscovered is 1>>
<div style="position:absolute;top:25%;left:24%;width:10%;height:5%;">
<<set _temp to window.rooms[window.room_num_moat_west].name>><<click _temp >><<script>>window.active_object=window.rooms[window.room_num_moat_west].name<</script>><<set _temp to window.active_room_name>><<goto _temp>><</click>>
</div>
<</if>>
<<if window.rooms[window.room_num_drawbridge].isDiscovered is 1>>
<div style="position:absolute;top:45%;left:24%;width:5%;height:5%;">
<<set _temp to window.rooms[window.room_num_drawbridge].name>><<click _temp >><<script>>window.active_object=window.rooms[window.room_num_drawbridge].name<</script>><<set _temp to window.active_room_name>><<goto _temp>><</click>>
</div>
<</if>>
<<if window.rooms[window.room_num_castle].isDiscovered is 1>>
<div style="position:absolute;top:45%;left:15%;width:5%;height:5%;">
<<set _temp to window.rooms[window.room_num_castle].name>><<click _temp >><<script>>window.active_object=window.rooms[window.room_num_castle].name<</script>><<set _temp to window.active_room_name>><<goto _temp>><</click>>
</div>
<</if>>
<<if window.rooms[window.room_num_forest].isDiscovered is 1>>
<div style="position:absolute;top:25%;left:5%;width:5%;height:5%;">
<<set _temp to window.rooms[window.room_num_forest].name>><<click _temp >><<script>>window.active_object=window.rooms[window.room_num_forest].name<</script>><<set _temp to window.active_room_name>><<goto _temp>><</click>>
</div>
<</if>>
<<if window.rooms[window.room_num_hall].isDiscovered is 1>>
<div style="position:absolute;top:45%;left:65%;width:5%;height:5%;">
<<set _temp to window.rooms[window.room_num_hall].name>><<click _temp >><<script>>window.active_object=window.rooms[window.room_num_hall].name<</script>><<set _temp to window.active_room_name>><<goto _temp>><</click>>
</div>
<</if>>
<<if window.rooms[window.room_num_ball].isDiscovered is 1>>
<div style="position:absolute;top:45%;left:75%;width:5%;height:5%;">
<<set _temp to window.rooms[window.room_num_ball].name>><<click _temp >><<script>>window.active_object=window.rooms[window.room_num_ball].name<</script>><<set _temp to window.active_room_name>><<goto _temp>><</click>>
</div>
<</if>>
<<if window.rooms[window.room_num_east_wall].isDiscovered is 1>>
<div style="position:absolute;top:35%;left:80%;width:5%;height:5%;">
<<set _temp to window.rooms[window.room_num_east_wall].name>><<click _temp >><<script>>window.active_object=window.rooms[window.room_num_east_wall].name<</script>><<set _temp to window.active_room_name>><<goto _temp>><</click>>
</div>
<</if>>
<<if window.rooms[window.room_num_loft].isDiscovered is 1>>
<div style="position:absolute;top:45%;left:80%;width:5%;height:5%;">
<<set _temp to window.rooms[window.room_num_loft].name>><<click _temp >><<script>>window.active_object=window.rooms[window.room_num_loft].name<</script>><<set _temp to window.active_room_name>><<goto _temp>><</click>>
</div>
<</if>>
<<if window.rooms[window.room_num_van].isDiscovered is 1>>
<div style="position:absolute;top:45%;left:5%;width:5%;height:5%;">
<<set _temp to window.rooms[window.room_num_van].name>><<click _temp >><<script>>window.active_object=window.rooms[window.room_num_van].name<</script>><<set _temp to window.active_room_name>><<goto _temp>><</click>>
</div>
<</if>>
<<if window.rooms[window.room_num_staircase].isDiscovered is 1>>
<div style="position:absolute;top:55%;left:70%;width:5%;height:5%;">
<<set _temp to window.rooms[window.room_num_staircase].name>><<click _temp >><<script>>window.active_object=window.rooms[window.room_num_staircase].name<</script>><<set _temp to window.active_room_name>><<goto _temp>><</click>>
</div>
<</if>>
<<if window.rooms[window.room_num_cavern].isDiscovered is 1>>
<div style="position:absolute;top:65%;left:80%;width:5%;height:5%;">
<<set _temp to window.rooms[window.room_num_cavern].name>><<click _temp >><<script>>window.active_object=window.rooms[window.room_num_cavern].name<</script>><<set _temp to window.active_room_name>><<goto _temp>><</click>>
</div>
<</if>>
<<if window.rooms[window.room_num_grotto].isDiscovered is 1>>
<div style="position:absolute;top:75%;left:90%;width:5%;height:5%;">
<<set _temp to window.rooms[window.room_num_grotto].name>><<click _temp >><<script>>window.active_object=window.rooms[window.room_num_grotto].name<</script>><<set _temp to window.active_room_name>><<goto _temp>><</click>>
</div>
<</if>>
</div>
<<script>>UIBar.stow()<</script>>
<div id="mainAll" style="border-style: solid;border-radius: 25px;position:absolute;top:1%;left:3%;width:95%;height:95%;overflow-y: auto">
<div style="box-sizing: border-box; padding: 1%" >
<b>Lisa</b> is a bright and curious girl, passionate about technology and challenges. Despite her skills and passion, she was unable to solve the last adventure she set for herself. This makes her feel frustrated and disappointed. Lisa is used to overcoming obstacles with intelligence and creativity, so failing at something she loves so much is hard to accept. Despite everything, Lisa does not let herself be knocked down. She knows that hacking, like any other skill, requires practice and perseverance. Even if she is frustrated, she is determined to continue learning and improving. She knows that every failure is an opportunity to grow and become stronger. So, even if she is disappointed, Lisa is ready to roll up her sleeves and dive into her next adventure. She can’t wait to see what the future holds for her. Despite the disappointment, Lisa remains a true modern-day heroine, who lives her adventures with courage, intelligence, and imagination.
<b>Jack</b> is used to overcoming challenges with intelligence and determination, so failing at something he loves so much is hard to accept. He feels as if he has lost a great opportunity to discover and tell the stories that have made history. Despite his disappointment, Jack knows that every failure is an opportunity to learn and improve. He is determined not to be knocked down by this setback and to continue pursuing his passion for ancient history. He knows that there will be other adventures and challenges to face in the future, and he looks forward to tackling them with the same enthusiasm and determination as always.
Despite his disappointment, <b>Tom</b> knows that every failure is an opportunity to learn and improve. He is determined not to be knocked down by this setback and to continue pursuing his passion for adventures. He knows that there will be other challenges to face in the future, and he looks forward to tackling them with the same enthusiasm and determination as always. Even though he is disappointed, Tom remains a true modern-day hero, who lives his adventures with passion, energy, and imagination. Despite the disappointment, Tom remains a faithful friend, a skilled lasso user, and an expert driver. He can’t wait to see what the future holds for him.
And finally <b>Me</b>. You are used to overcoming challenges with intelligence and determination, so failing at something you love so much is hard to accept. You feel as if you have lost a great opportunity to tell an exciting and engaging story. Even though you are disappointed, you remain a true modern-day hero, who lives his adventures with passion, energy, and imagination. Despite the disappointment, you remain a faithful friend, a skilled narrator, and an expert journalist. You can’t wait to see what the future holds for you.
Despite our efforts, the secrets of Claymourgue Castle remained hidden. But we knew that every adventure has its ups and downs, and despite the challenges, we were determined to unravel the mysteries that the castle hid. And so, with the light of the moon guiding us, we continued our search, ready for whatever the adventure would bring.
<<set $POS = window.objects[window.object_star_num].room>><<if $POS=="Lisa" || $POS=="Me" || $POS=="Jack"|| $POS =="Tom">>The sphere of power, once bright and vibrant, begins its slow decline. The light that once shone strongly now falters, like the flicker of a candle in the night breeze. Its surface, once smooth and reflective, becomes dull, taking on the roughness of coal. The change is gradual but relentless, like the unstoppable flow of time. The sphere, a symbol of power and majesty, transforms into an earthly object, reminding us that even the greatest of powers is subject to the cycle of nature, destined to transform and be reborn in a new form.<</if>>
<hr>
<div align="right">The END</div>
</div>
</div>
<<silently>><<set $LisaDice="">><<set $JackDice="">><<set $TomDice="">><<set $MeDice="">>
<<if Math.floor(Math.random() * 2)==1>><<if window.players[0].room == window.active_room>><<set $LisaDice = " <b>Lisa : </b> " + window.LisaSays[Math.floor(Math.random() * 10)].say>><</if>><</if>>
<<if Math.floor(Math.random() * 3)==1>><<if window.players[1].room == window.active_room>><<set $JackDice = "<b> Jack : </b>" + window.JackSays[Math.floor(Math.random() * 10)].say>><</if>><</if>>
<<if Math.floor(Math.random() * 4)==1>><<if window.players[2].room == window.active_room>><<set $TomDice = "<b> Tom : </b>" + window.TomSays[Math.floor(Math.random() * 10)].say>><</if>><</if>>
<<if Math.floor(Math.random() * 4)==1>><<if window.players[3].room == window.active_room>><<set $MeDice = "<b> Me : </b>" + window.MeSays[Math.floor(Math.random() * 10)].say>><</if>><</if>>
<</silently>><<print $LisaDice>><<print $JackDice>><<print $TomDice>><<print $MeDice>> <<include "graphHideShow">>
<<set window.active_room to window.room_num_over_the_top>>
<<set window.active_room_name to window.rooms[window.room_num_over_the_top].name>>
<<set window.rooms[window.room_num_over_the_top].isDiscovered to 1>>
<<set window.active_turn to window.active_turn + 1>>
<<set window.players[3].room = window.active_room>>
<<silently>>
<<if window.followMe==1>>
<<set window.players[0].room = window.active_room>>
<<set window.players[1].room = window.active_room>>
<<set window.players[2].room = window.active_room>>
<</if>>
<</silently>>
<div id="mainAll" style="border-style: solid;border-radius: 25px;position:absolute;top:1%;left:3%;width:95%;height:95%">
<img src="stardust.jpg" style="position:relative;z-index=1;filter:brightness(var(--filtro)); border-radius: 25px;position:absolute;top:1%;left:1%;width:80%;width:99%;height:99%;z-index=-1;">
<div id="mainText" style="position:relative;z-index=1;text-align:justify;position:absolute;top:2%;width:63%;height:78%;left:17%;overflow-y: auto;padding:20px 20px 20px 20px;" >
Atop the ancient tower's peak, the sky unfurled like a velvet cloak, adorned with stars that twinkled like diamonds. A gentle breeze whispered among the centuries-old stones, carrying with it the scent of a slumbering world. Up there, far from the hustle and bustle of everyday life, time seemed to suspend itself, granting a moment of eternal peace.
It was then that she appeared, the comet, a fiery and elusive visitor. Her tail, a brush dipped in light, painted the night sky with a trail of <b>stardust</b>. She was a beacon of hope, a celestial messenger traversing the infinite expanse to share her fleeting beauty with the world below.
The tower, a silent witness to centuries past, stood proudly beneath the firmament, as if it too yearned to touch the wandering star. And in that moment, between the solemnity of the earth and the majesty of the heavens, all seemed possible. The comet, with its ephemeral light, promised hidden dreams and desires, whispering to the hearts of men that even the smallest of stars can illuminate the darkest night.
<<include "dialoghiGenerali">>
you can go :
<<click "- down ">><<set window.active_room_name to window.rooms[window.room_num_top_tower].name>><<set window.active_room to window.room_num_top_tower>><<set window.players[window.Me].room to window.room_num_top_tower>><<include "CommandToZero">><<goto "top tower" >><</click>>
</div>
<div id="mainLeft" style="border-style: solid;border-radius: 25px;position:absolute;top:1%;left:1%;width:15%;height:97%">
<<include "inventory">>
</div>
<div id="mainRight" style="border-style: solid;border-radius: 25px;position:absolute;top:1%;left:84%;width:15%;height:97%">
<<include "verb">>
<<include "map">>
</div>
<<include "command">>
</div>
<hr>
<div style="text-align:center">Characters</div>
<hr>
<div style="text-align:left"><<return>></div><div style="text-align:justify">
<b style="color: yellow;">Lisa:</b>
<hr>
Lisa is a tech-savvy girl with a passion for hacking and modifying electronic devices. She’s part of an online community where she shares her knowledge with other hackers. Lisa uses her skills ethically, fighting against injustices and privacy violations. She’s not afraid to break rules when they’re unfair, but always does so responsibly and with respect for others. Lisa is a modern-day heroine, living her adventures with courage, intelligence, and imagination.
<b style="color: yellow;">Jack:</b>
<hr>
Jack is a passionate scholar of ancient history, particularly civilizations like the Greeks, Romans, Egyptians, and Persians. He is a University Expert in Ancient and Universal Medieval History and actively shares his knowledge through articles, reviews, and essays. He also participates in trips and tours to historical sites and collaborates with associations that disseminate ancient history. Jack identifies himself as a Hellenist, a scholar of Ancient Greece.
<b style="color: yellow;">Tom:</b>
<hr>
Tom is an adventurous and athletic individual with a passion for driving and using his lasso. He takes pride in his van, which he keeps in perfect condition and equips with all necessary comforts and equipment for his missions. His lasso skills, learned from his grandfather, allow him to capture, immobilize, or drag anything or anyone. He is loyal and courageous, always ready to face challenges with determination and initiative. Tom also has a romantic and sensitive side that he only reveals to those he trusts. He is a modern-day hero who lives his adventures with passion, energy, and imagination. He is an expert driver, a skilled lasso user, and a faithful friend.
<b style="color: yellow;">Me:</b>
<hr>
You are a storyteller and a journalist, known for your communication skills, creativity, and curiosity. You have a passion for information and writing, and you excel at using words to convey emotions, ideas, and facts. You are always exploring new topics to share with your audience and enjoy engaging with various sources. As a professional in narrative journalism, you combine the objectivity and accuracy of news with the power of storytelling. You captivate your readers by immersing them in the heart of the events or topics you cover, providing depth, context, characters, and perspectives. You are open and sociable, enjoying dialogue and listening to others. With a positive and optimistic character, you face challenges with determination and initiative. You are not just a storyteller and a journalist, but an artist of information and narration.
</div>
<div style="text-align:right"><<return>></div>
<hr>
<div style="text-align:center">Credits</div>
<hr>
<div style="text-align:justify">
<b>Pioneer in Gaming</b>: <u>Scott Adams</u> is recognized as a pioneer in the video game industry, particularly for creating the first adventure-style game for personal computers in 1978.
<b>Adventure International</b>: He co-founded Adventure International with his then-wife Alexis, which became known for its Adventure series of text adventures.
<b>Innovative Contributions</b>: Adams’ early games were influential, introducing elements like graphics and natural language processing in later titles.
<b>Entrepreneurial Ventures</b>: Beyond game design, Adams and Alexis organized conventions and opened a chain of computer stores, contributing significantly to the gaming and computing industry.
</div>
link : https://en.wikipedia.org/wiki/Scott_Adams_(game_designer)
link : https://www.clopas.net/home/about-us/team-clopas/
link : https://www.youtube.com/@clopasllc
link : https://www.ifwiki.org/Sorcerer_of_Claymorgue_Castle
<hr>
<div style="text-align:right">Christian Raffinetti
<a href="mailto:christianraffinetti@hotmail.co.uk">christianraffinetti@hotmail.co.uk </a>
<div style="text-align:right">Lorenzo Daffra
<a href="mailto:lorenzodaffra@gmail.com">lorenzodaffra@gmail.com </a>
</div>
Images taken from Wikipedia, Wikimedia Commons subject to Creative Commons<a href="https://commons.wikimedia.org/wiki/Commons:Licensing"></a>
<i>The adventure "The Sorcerer of Claymorgue's Castle" originated in the 1980s with pixel art,
and I have decided to maintain it in pixel art even today.</i>
<hr><div style="text-align:right"><<return>></div>
<div class="flexbox-container" style="display:flex;"><div class="left" style="flex:1;padding: 1% 1% 1% 1%;text-align:left">HI All Adventurers!</div>
<div class="right" style="flex:1;padding: 1% 1% 1% 1%;text-align:right">Thursday June 27, 2024
Potosi Wisconsin , USA</div></div><div style="text-align:justify"><br><i>This is Scott Adams, and I am very happy to see my classic games are still remembered in to the 21st century. I had a lot of fun writing them originally. It was quite the technical challenge to get them to run in the tiny (16k of 8-bit bytes) of memory space available then. Today I write emails that are bigger! Speaking of emails, I do respond to all my emails, if you don’t get a response, you can either assume I didn’t get it, and in which case please resend it, or I am no longer able to use a computer. In case of the later then time marches on, and I am looking forward to spending it in eternity with Jesus and all the myriads of friends who choose to be there as well. I hope you can make it as well so we can meet in person!<br>This game you are playing is a re-imagining of one my last standard 12 games, “Sorcerer of Claymorgue Castle”. Claudio Daffra has been given my blessings on this endeavor. I hope you enjoy playing it! He has poured a lot of creative juices into making it special.</i>
God Bless and Happy Adventuring,
Scott Adams
<div style="text-align:center"><a href="mailto:msadams@msadams.com">msadams@msadams.com </a>
<a href="https://www.msadams.com/index.htm">www.msadams.com</a>
</div><hr><div style="text-align:right"><<return>></div>
<<nobr>>
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let elemento = document.querySelector("body");
elemento.style.setProperty("--filtro", "75%")
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