<<audio "hb1" play>><center><img src="https://yourmonsters.co.uk/images/cake.jpg" alt="CAKE"></center>
Your family are all gathered around.
''UNCLE JACK'' has come over to celebrate too.
A huge chocolate cake is in front of you.
Happy birthday to <span class="path">[[YOU->one]]</span>.
<<audio "hb1" stop>><<audio "hb2" play>><center><img src="https://yourmonsters.co.uk/images/cake.jpg" alt="CAKE"></center>
Happy birthday to you.
<span class="path">[[GIVE EVERYONE A BIG SMILE->smile]]</span><<audio "hb2" stop>><<audio "hb3" play>><center><img src="https://yourmonsters.co.uk/images/cake.jpg" alt="CAKE"></center>
Happy birthday dear ''$name''.
<span class="path">[[TAKE A DEEP BREATH->two]]</span><<audio "hb3" stop>><<audio "hb4" play>><center><img src="https://yourmonsters.co.uk/images/cake.jpg" alt="CAKE"></center>
Happy birthday to you!
<span class="path">[[MAKE A WISH]]</span>
<span class="path">[[JUST BLOW THE CANDLES OUT->BLOW CANDLES]]</span>
<<set $wish1 to "FOR ALL THE BEST PRESENTS!">>
<<set $wish2 to "A BETTER WORLD FOR EVERYONE!">>
<<set $openpresent1 to false>>
<<set $openpresent2 to false>>
<<set $openpresent3 to false>>A wish, eh? What does your heart desire?
<<set $wish to true>>
<span class="path">[[$wish1->wish1]]
[[$wish2->wish2]]</span>
<<set $wish to false>>
You're too old for wishes, you think.
Just let me open my <span class="path">[[PRESENTS]]</span>!Once upon a time there was a
<span class="path">[[BOY]]</span>
<span class="path">[[GIRL]]</span>
<span class="path">[[CHILD]]</span> (non-binary)<<set $location to "THE INTRODUCTION">><<set $gender to "boy">><<set $genderpro to "his">><<set $playersibling to "brother">><<set $heshe to "he">><<set $heshecap to "He">><<set $sondaughter to "son">>What is your name?
<<textbox "$name" "">>
<span class="path"><<link "CONTINUE">>
<<if $name is "">>
<<replace "#input-error">>Please enter a name<</replace>>
<<else>>
/* Set the name to uppercase */
<<set $name = $name.toUpperCase()>>
<<goto "HERE">>
<</if>>
<</link>>
@@#input-error;@@</span>
<<set $gender to "girl">><<set $genderpro to "her">><<set $playersibling to "sister">><<set $heshe to "she">><<set $heshecap to "She">><<set $sondaughter to "daughter">>What is your name?
<<textbox "$name" "">>
<span class="path"><<link "CONTINUE">>
<<if $name is "">>
<<replace "#input-error">>Please enter a name<</replace>>
<<else>>
/* Set the name to uppercase */
<<set $name = $name.toUpperCase()>>
<<goto "HERE">>
<</if>>
<</link>>
@@#input-error;@@</span>You also have
A fabulous <span class="path">[[CAT]]</span>
A wooftastic <span class="path">[[DOG]]</span><<set $pet to "cat">>And what is your $pet's name?
<<textbox "$petname" "">>
<span class="path"><<link "CONTINUE">>
<<if $petname is "">>
<<replace "#input-error">>Please enter a name<</replace>>
<<else>>
/* Set the name to uppercase */
<<set $petname = $petname.toUpperCase()>>
<<goto "next">>
<</if>>
<</link>>
@@#input-error;@@</span>
<<set $pet to "dog">>And what is your $pet 's name?
<<textbox "$petname" "">>
<span class="path"><<link "CONTINUE">>
<<if $petname is "">>
<<replace "#input-error">>Please enter a name<</replace>>
<<else>>
/* Set the name to uppercase */
<<set $petname = $petname.toUpperCase()>>
<<goto "next">>
<</if>>
<</link>></span>
@@#input-error;@@
$name, welcome to
<span class="path"><p style="font-family:Righteous;color:#65a4a4;font-size: 48px; margin: 0px;">[[YOUR MONSTERS->sibling]]</p></span>Aawwww!
''$petname'' is such an adorable name!
Now then...
Shall we <span class="path">[[BEGIN]]?</span><<set $location to "YOUR BEDROOM">><<set $goal to "Go to sleep">><center><img src="https://yourmonsters.co.uk/images/bedroomdusk.jpg" alt="bedroomdusk"></center>
It's 9pm. ''MUM'' takes the ''NINTENDO'' controller off you and puts it next to the TV in the LIVING ROOM. Promptly, you are marched off to the bathroom to get ready for bed.
After you've washed your face and brushed your teeth she tucks you into bed.
"Did you have a nice birthday, ''$name''?"
"Yes, I did," you reply.
"Well nighty-night, my love."
<span class="path">[[GO TO SLEEP->sleep]]</span>
<<set $item2 to "NODDY BOOK">>
<<set $item3 to "PENCIL CASE">>
<<set $item6 to "STEP LADDERS">>
<<set $throwitem2 to false>><<set $checkdrawer to false>>
You drift off to sleep.
You dream of candy canes, unicorns, and rainbows.
<<playerEnergy 40>>
Everything is <span class="path">[[PERFECT.]]</span><<audio "tread" play loop>><<set $goal to "Wake up">>You wake suddenly in the night.
What's that noise?
<span class="path">[[IGNORE]]</span>
<span class="path">[[WAKE UP]]</span>
There it is again. It sounds odd, like an eel squirming over sandpaper.
<span class="path">[[WAKE UP]]</span><center><img src="https://yourmonsters.co.uk/images/bedroomdark.jpg" alt="bedroomdark"></center>
It's the dead of night. Your eyes slowly become used to the murky gloom.
There is a dark shape by the chair. What is it?
<<set $speakmonster1 to false>><<set $outtatime to false>><span class="path">[[TURN ON LAMP]]</span><<set $goal to "Get to ''MUM'' & ''DAD''!">><center><img src="https://yourmonsters.co.uk/images/bedroomlight.jpg" alt="bedroomlight"></center>
The ''MONSTER'' squirms in the light, drooling at the end of your bed. You look around. On your table is your ''LAMP'' and also your ''$item1.'' <<set $BedDoorOpen to false>><<set $turn to "4">>
<<include "monstercombat1">>
<<set $location to "THE DARKNESS">><<audio ":playing" fadeoverto 4 0>><<playerEnergy 20>>''OH NO. It has you.''
<<if $pet eq "cat">><<removeCompanion "cat">><</if>><<if $pet eq "dog">><<removeCompanion "dog">><</if>>As your vison fades you see ''$petname'' scrambling at your door, finally forcing it open and fleeing.
You don't sleep well at all that night.
<p style="color:#f9f993">''Your ENERGY for the next day is $playerenergy''</p><<set $caught1 to true>>
<span class="doom">[[YOU WERE CAUGHT->Chapter 2]] </span>
Not a chance.
By the time you've thrown back your sheets and swung yourself out of bed the ''MONSTER'' has pounced. It leaps on you pushing you back down onto the bed, it's wet drool drips onto your face. You try to cry out but it's too late, a goopy hand covers your mouth and the world fades to black.
<span class="doom">[[BLACKNESS->CAUGHT]]</span>"Er, hey," you splutter. "W-what do you want?"
The ''MONSTER'' smirks. A sickly, leering grin splits its face as it opens its dripping maw to speak.
<p style="font-family:Righteous;font-size: 36px;">"I want to eat you!"</p> <<set $turn = $turn - 1>><<set $speakmonster1 to true>>
<<include "monstercombat1">>You look around your room.
<<if $hasrubiks eq false>>On your bedside table is the ''$item1'' you got from your UNCLE. <span class="item"><<click [[PICK IT UP?|Attack]]>><<set $hasrubiks to true>><<get "rubiks">><</click>></span><</if>>
On top of the table is your ''LAMP''. <span class="action">[[THROW IT?->lamp]]</span>
You could also look in the bedside table <span class="examine">[[DRAWER]]</span>.<<set $turn = $turn - 1>>
<<if $hasrubiks eq true and $hasitem2>>''You feel prepared now. You are <span class="path">[[READY TO BATTLE->newbedbattle1]]</span><</if>>
That is the only source of light in the room.
Are you sure about that?
<span class="path">[[YES! THROW THE LAMP AT IT->idiot]]</span>
<span class="path">[[ACTUALLY... I'VE CHANGED MY MIND->Attack]]</span><<set $checkdrawer to true>>You yank open your DRAWER. <<if $hasitem2 and $hasitem3>>There is nothing left in here. <</if>><<if $hasitem2 eq false or $hasitem3 eq false>>Inside is a clutter of stuff:<</if>>
<<if not $hasitem3>>There is a ''$item3'' in here. <span class="item"><<click [[TAKE IT?|DRAWER]]>><<set $hasitem3 to true>><<get "pencilcase">><</click>></span><</if>>
<<if not $hasitem2>>There is <<if not $hasitem3>>also<</if>> a ''$item2''. <span class="item"><<click [[TAKE IT?|DRAWER]]>><<set $hasitem2 to true>><<get "noddybook">><</click>></span><</if>>
<span class="path">[[CLOSE THE DRAWER->Attack]]</span>
Surrounded in darkness all you can do is wait for the inevitable end.
Sure enough the ''MONSTER'' pounces, leaping on you and pushing you back down onto the bed. It's wet drool drips down onto your face. You try to cry out but it's too late, a goopy hand covers your mouth and the world fades to black.
<span class="doom">[[CAUGHT]] </span>
You launch yourself out of bed and out the bedroom <span class="path">[[DOOR.->Upstairs]]</span>
<<set $BedDoorOpen to true>><<if !has("rubiks")>><<set $cubebroken to true>><</if>><<set $item2lost to true>><<set $Escape1Time to 3>><<set $outtatime to false>><<set $Monster1here to false>>
<<if has("pencilcase")>><<set $hasitem3 to true>><</if>>
<<if $pet eq "cat">><<removeCompanion "cat">><</if>><<if $pet eq "dog">><<removeCompanion "dog">><</if>>''$petname'' bolts ahead of you down the hallway to MUM & DAD'S ROOM.<<set $BedDoorOpen to false>><p style="color:#f9f993">''Good idea. You slam your bedroom door closed.''</p><<set $Escape1Time to $Escape1Time + 1>>
<<include "Upstairs">><<if not $TryUncle>>Your parents mentioned that ''UNCLE JACK'' was staying over so he will be in the GUEST BEDROOM. You don't know him very well but ''MUM'' has mentioned he has a short temper.
Are you sure you want to disturb him?
<span class="path">[[YES->UncleRoomY]]</span>
<span class="path">[[NO->Upstairs]]</span>
<<else>>The GUEST ROOM is locked and you can't get in.
<<set $Escape1Time = $Escape1Time - 1>><<include "Upstairs">><</if>><<set $location to "$siblingname'S ROOM">><<if $wardrobe1 eq false and $checkbed eq false>><<set $Escape1Time to 10>><center><img src="https://yourmonsters.co.uk/images/siblingroomlump.jpg" alt="sibling"></center>
<<if $siblingvisit eq false>>Without knocking you dive into your $uppersibling'S ROOM.<</if>>
You frantically look around - $siblingpro stuff is here but you can't see them anywhere. The WARDROBE is closed and there is also a lump in the BED, perhaps they are just curled up under the covers?
What are you going to do...?
<span class="action"><<click [[PULL BACK COVERS ON BED|SIBLINGBED]]>><<set $siblingvisit to true>><</click>></span>
<span class="examine"><<click [[LOOK IN WARDROBE|SIBLINGWARDROBE]]>><<set $siblingvisit to true>><</click>></span><</if>>\
<<if $wardrobe1 eq false and $checkbed eq true>><center><img src="https://yourmonsters.co.uk/images/siblingroom.jpg" alt="sibling"></center>
You step back and look around - $siblingpro stuff is here but you can't see them anywhere. The WARDROBE is closed and the GUITAR now lies on the BED.
What are you going to do...?
<span class="examine"><<click [[LOOK IN WARDROBE|SIBLINGWARDROBE]]>><<set $siblingvisit to true>><</click>></span><</if>>\
<<if $wardrobe1 eq true and $checkbed eq false>><center><img src="https://yourmonsters.co.uk/images/siblingroomlump.jpg" alt="sibling"></center>
You turn away from the WARDROBE and look again at the room - $siblingpro stuff is here but you can't see them anywhere. The WARDROBE is open and there is also a lump in the BED, perhaps they are just curled up under the covers?
What are you going to do...?
<span class="action"><<click [[PULL BACK COVERS ON BED|SIBLINGBED]]>><<set $siblingvisit to true>><</click>></span><</if>>\
<<if $wardrobe1 eq true and $checkbed eq true>><center><img src="https://yourmonsters.co.uk/images/siblingroommonster.jpg" alt="sibling"></center><<set $siblingout to true>>
Before you have time to think, the door to your $sibling's room creaks open. The ''MONSTER'' enters and calmly squelches towards you.
Horrified, you take a step back.
There's only one thing for it.
<span class="action"><<click [[ATTACK IT WITH THE GUITAR|GUITAR]]>></span><</click>><</if>><<set $location to "the UPSTAIRS HALLWAY">><<if $been2hallway eq true>>You're back in the UPSTAIRS HALLWAY.<</if>>
<<if $guitarhurt eq true>><span class="path">[[RUN TO MUM & DAD'S ROOM->M&D]]</span><</if>>
<<if $Escape1Time eq 0>><p style="color:#f9f993">''The MONSTER springs out of your room, sees you and in a flash is upon you. You try to scream but its wet fingers smother your mouth.''
Your vision fades to black. </p>
<span class="doom">[[BLACKNESS->CAUGHT]]</span> <<set $outtatime to true>>
<<elseif $Escape1Time eq 1>><<set $Monster1here to true>><center><img src="https://yourmonsters.co.uk/images/upstairs4.jpg" alt="upstairs2"></center>
<p style="color:#f9f993">''The MONSTER is opening your bedroom door. You don't have much time left!''</p><<elseif $Escape1Time eq 2>><center><img src="https://yourmonsters.co.uk/images/upstairs4.jpg" alt="upstairs2"></center>
<p style="color:#f9f993">''The MONSTER must have recovered as you can hear it trying to get out of your room.'' </p>
You're outside your bedroom in the upstairs HALLWAY. There is the GUEST BEDROOM directly across from you, your $uppersibling'S ROOM to the left, the ATTIC is above and the UPSTAIRS LANDING to where MUM & DAD'S ROOM and the BATHROOM is.
<<if $guitarhurt eq false>>What are you going to do?<</if>>
<<elseif $Escape1Time gt 2>><center><img src="https://yourmonsters.co.uk/images/upstairs4.jpg" alt="upstairs2"></center>
You're outside your bedroom on the hallway landing. There is the GUEST BEDROOM directly across from you, your $uppersibling'S ROOM to the left, the ATTIC is above and the UPSTAIRS LANDING to where MUM & DAD'S ROOM and the BATHROOM is.
<<if $guitarhurt eq false>>What are you going to do?<</if>><</if>>
<<if not $outtatime>><<if $BedDoorOpen>><span class="action">[[CLOSE DOOR BEHIND YOU]]</span><</if>><</if>>
<<if not $outtatime>><span class="path">[[GO TO GUEST BEDROOM->Uncle]]</span><</if>>
<<if not $outtatime>><span class="path">[[GO TO UPSTAIRS LANDING->Landing]]</span><</if>>
<<if not $outtatime>><span class="path"><<link "GO TO $uppersibling'S ROOM" "SiblingRoom">><</link>></span><</if>>
<<if not $TryAttic>><<if not $outtatime>><span class="path">[[CLIMB UP TO THE ATTIC->Attic]]</span><</if>><</if>><<set $location to "the UPSTAIRS LANDING">><<set $been2hallway to true>><<if $Escape1Time eq 0>><p style="color:#f9f993">''The MONSTER sees you and in a flash it is upon you. You try to scream but its wet fingers smother your mouth.
Your vision fades to black.'' </p>
<span class="doom">[[BLACKNESS->CAUGHT]]</span> <<set $outtatime to true>><</if>>
<<if $Escape1Time eq 1>><<set $Monster1here to true>><center><img src="https://yourmonsters.co.uk/images/upstairs3.jpg" alt="upstairs2"></center>
<p style="color:#f9f993">''The MONSTER is out of your room and has caught up with you. You don't have much time left!''</p><</if>>
<<if $Escape1Time eq 2>><center><img src="https://yourmonsters.co.uk/images/upstairs3.jpg" alt="upstairs2"></center>
<p style="color:#f9f993">''The MONSTER must have recovered now as you can hear it trying to get out of your room.'' </p>
You're on the UPSTAIRS LANDING. On your right is MUM & DAD'S ROOM, the staircase leads DOWNSTAIRS, and on your left is the BATHROOM.
What are you going to do?<</if>>
<<if $Escape1Time gt 2>><center><img src="https://yourmonsters.co.uk/images/upstairs3.jpg" alt="upstairs2"></center>
You're on the UPSTAIRS LANDING. The streetlamps outside cast an eerie glow through the windows. On your right is MUM & DAD'S ROOM, the staircase leads DOWNSTAIRS, and on your left is the BATHROOM.
What are you going to do?<</if>>
<<if not $outtatime>><span class="path">[[GO TO BATHROOM->bathroom]]</span><</if>>
<<if not $outtatime>><span class="path">[[GO DOWNSTAIRS->downstairs]]</span><</if>>
<<if not $outtatime>><span class="path">[[GO TO MUM & DAD'S ROOM->M&D]]</span><</if>>
<<if not $outtatime>><span class="path">[[GO BACK TO HALLWAY->Upstairs]]</span><<set $Escape1Time = $Escape1Time - 1>><</if>><<if not $TryAttic>>Not only is the ATTIC locked but you can't reach it. You'll need the $item6 that are in the SHED.
You should also consider that the ATTIC is a scary place, full of spiders, cobwebs and spooky lighting. At this time it's probably not the best place to hide from ''MONSTERS''.<<else>>I know you're not thinking straight at the moment but you just tried this. You can't get into the ATTIC now!<</if>><<set $TryAttic to true>><<set $Escape1Time = $Escape1Time - 1>>
<<include "Upstairs">>
You also have a
<span class="path">[[BROTHER]]
[[SISTER]]
[[SIBLING]] (non-binary)</span><<set $sibling to "brother">><<set $uppersibling to "BROTHER">><<set $siblinggender to "He">><<set $siblingpro to "his">><<set $siblinggenderlow to "he">><<set $siblinggenderpro to "him">>And what is your $sibling's name?
<<textbox "$siblingname" "">>
<span class="path"><<link "CONTINUE">>
<<if $siblingname is "">>
<<replace "#input-error">>Please enter a name<</replace>>
<<else>>
/* Set the name to uppercase */
<<set $siblingname = $siblingname.toUpperCase()>>
<<goto "pet">>
<</if>>
<</link>>
@@#input-error;@@</span>
<<set $sibling to "sister">><<set $uppersibling to "SISTER">><<set $siblinggender to "She">><<set $siblingpro to "her">><<set $siblinggenderlow to "she">><<set $siblinggenderpro to "her">>And what is your $sibling's name?
<<textbox "$siblingname" "">>
<span class="path"><<link "CONTINUE">>
<<if $siblingname is "">>
<<replace "#input-error">>Please enter a name<</replace>>
<<else>>
/* Set the name to uppercase */
<<set $siblingname = $siblingname.toUpperCase()>>
<<goto "pet">>
<</if>>
<</link>>
@@#input-error;@@</span>
Once upon a time there was a $gender called ''$name'' who lived with $genderpro ''MUM'', ''DAD'', their older $uppersibling ''$siblingname'', and ''$petname'' the $pet.
''That little $gender was YOU.''
You live in a nice house in the middle of town.
The year is 1987.
Today is a good day because it's your 13th <span class="path">[[BIRTHDAY]]</span>.<<set $location to "the LIVING ROOM">>"Please don't hurt me," you whimper. "I'm just a little $gender."
<p style="font-family:Righteous;font-size: 36px;">"All the better to munch you up! Nice, crunchy bones!" </p><<set $turn = $turn - 1>>
<<include "monstercombat1">><<if $turn lt 0>><span style="color:#f9f993">''The MONSTER pounces finally, your vision fades to black.''</span> <span class="doom">[[BLACKNESS->CAUGHT]]</span> <<set $outtatime to true>>
<<elseif $turn lt 1>><span style="color:#f9f993">''The MONSTER reaches the end of your bed. You don't have much time left!''</span><<else>>
<p style="color:#f9f993">''The MONSTER takes a step closer. What are you going to do?''</p><</if>>
<<if not $outtatime>><<if $speakmonster1>><span class="path">[[REASON WITH MONSTER->REASON]]</span><<else>><span class="path">[[SPEAK TO MONSTER->Speak]]</span><</if>>
<<if not $checkdrawer>><span class="examine">[[LOOK FOR WEAPONS->Attack]]</span><</if>>
<span class="path">[[MAKE A RUN FOR IT!->Run]]</span><</if>>
<<set $goal to "Open your BIRTHDAY CARD (via Backpack)">><<if !has("fiver") and $hasitem31 eq false>><<get "bdcard">><<set $hasitem31 to true>><</if>>
<<if !has("fiver")>>Your presents are all piled up on the table.
You can't wait to OPEN them!
"Hold on," ''DAD'' says. "You've got a card from your Gran. Cards first. Those are the birthday rules!"
You nod. <i>Yep, boring cards first,</i> you think and pick up the card.
''[TUTORIAL: In order to open your BIRTHDAY CARD click on your BACKPACK to the left (or the 3 horizontal lines if you're playing on a mobile phone). Then examine the card.]''<</if>>
<<if has("fiver")>>"What a lovely card from GRANDMA," ''MUM'' says. "Let's put that on the mantlepiece."
"Okay! <i>NOW</i> you can open your <span class="path">[[PRESENTS!->Post-Card]]"</span><</if>>You blow out your candles, eyes closed, hands clenched into fists, wishing as hard as you can for the all the best presents in the world.
A slightly sour feeling runs through you. Maybe that was a little selfish?<<playerSmarts -1>>
<p style="color:#f9f993">''Your SMARTS have DECREASED''</p>
<span class="path">[[OH WELL, LET'S GET ON WITH OPENING YOUR PRESENTS...->PRESENTS]] </span><<playerSmarts 1>>You look at the thirteen birthday candles on your cake and exhale. Determined, you blow out each one in a single breath. Inside you feel a sense of calm spread through you.
You feel even better. Your family cheer and ''DAD'' takes a picture of you on the Polaroid. A bright flash, then the whirring of electrical parts as the camera spits out the picture.
<p style="color:#b1e6b1">''Your SMARTS have INCREASED.''</p>
IT'S TIME TO OPEN YOUR <span class="path">[[PRESENTS]] </span>
<<set $openpresent1 to true>><<set $item4 to "NINTENDO ENTERTAINMENT SYSTEM">><<set $game1 to "SPY VS. SPY">><<set $game2 to "LEGEND OF ZELDA">><<set $playswitch to false>>You pull off the shiny red wrapping paper and underneath is the familiar red of the Nintendo logo. It's a ''$item4''. You are overjoyed. This was what you wanted the most! There are two games ''$game1'' and ''$game2''.
"Yay! Thank you ''MUM'' and ''DAD''! I love it! I can't wait to play ''$game2''."
"You're welcome sweetie," says ''MUM''. "Just remember to take a rest every now and again."
"I will," you reply.
"And when you're ready to get beaten at ''$game1'' just let me know!" chips in your $sibling.
"Haha, you wish ''$siblingname''."
<<include "Post-Card">>
<<set $openpresent2 to true>><<set $item1 to "RUBIK'S CUBE">><<set $playcube to false>><<set $hasitem1 to true>>You tentatively unwrap the present. It's a ''$item1''. While not exactly something you particularly wanted you fake a smile to your uncle.
"Thanks ''UNCLE JACK''"
"Do you like it? Worth giving it a go. Puzzles keep the mind sharp!"
"Oh cool. Yeah, I'll play with it later."
You put the ''$item1'', still in its packaging, down amongst the paper wrappings.
<<include "Post-Card">><<set $openpresent3 to true>><<set $item5 to "CRICKET BAT">><<set $playbat to false>>"Whoa, this one is heavy", you remark as you pick it up.
"Is this going to be an appropriate present, ''$siblingname''?" ''DAD'' enquires.
"Just wait and see," your $sibling replies.
You tear off the wrapping and in your hands is...
<<if $gender is "girl">>"A ''$item5?!''" exclaims ''UNCLE JACK''. "That's not a suitable present for a little $gender!"
"Don't be daft," says your $sibling "Girl's can do anything boys can. Just you watch!"
"Yeah!" you respond. "I love cricket!"
''UNCLE JACK'' crinkles his face, clearly in disagreement. You ignore him.
<<else>>"A ''$item5''? Very nice," says ''UNCLE JACK''. <</if>>
"Just say the word when you want to practice outside," says ''$siblingname''.
"We'll just keep that in the SHED if you don't mind," says ''MUM''. "Don't want you breaking things in here."
"Haha, okay ''MUM''. We'll be careful."
<<include "Post-Card">>Oh yeah. Chocolate cake is your favourite. You dig in.
The cake is still warm from the oven and it is glorious. Sticky icing clings to the roof of your mouth and you swallow it down with a big glass of milk.
<<set $playtime1 to "4">>
<<include "playtime1">><<set $athome to true>><<set $goal to "Play with your presents">><<if $playtime1 gte "1">>What now?<</if>>
<<if $playtime1 lte "0">>"It's late," ''DAD'' says. "<span class="path">[[TIME FOR BED->Chapter 1]]</span>"<</if>>
<<if not $playcube>><<if not $playswitch>><span class="path">[[PLAY WITH RUBIK'S CUBE->playcube]]</span><</if>><</if>>
<<if not $playbat>><<if not $playswitch>><span class="path">[[PLAY CRICKET OUTSIDE->cricketno]]</span><</if>><</if>>
<<if not $playswitch>><span class="path">[[PLAY YOUR NINTENDO->playnes]]</span><</if>>
<<set $playswitch to true>>What game do you play?
<span class="path">[[$game1 ->playspy]]
[[$game2 ->playzelda]]</span>"Can we go play cricket?" you ask.
Your $sibling shakes his head. "Sorry. I'd really like to but it's getting late. We need good light."
Disappointment marks your face.
"First thing tomorrow though ''$name''," says your $sibling. "I promise!"<<set $playbat to true>><<set $playtime1 to $playtime1 -1>>
<<include "playtime1">>You play with the ''RUBIK'S CUBE''. It looks pretty as it is and you are unsure that if you mess about with the colours you'll ever manage to get them back in the right order.
You give it a go as ''UNCLE JACK'' looks on.
There is something unsatisfying about the ''$item1''.
"How do I get the colours back together?" you ask after several minutes.
"Well, that's the puzzle!" says your uncle. "There is a pattern to it all. You just need to figure it out."
Feeling a little dispirited inside, you nod. "Oh. Okay."
<<set $playtime1 to $playtime1 -1>><<playerEnergy -10>><<set $playcube to true>>
<span class="path">[[GIVE UP->EndCube]]</span>
<span class="path">[[KEEP TRYING->TryCube]]</span>You give up on the ''$item1''.
"That's kinda hard," you say to your uncle as you put it down. "I'll try later."
''UNCLE JACK'' nods. "Practice makes perfect remember. We don't learn anything if we give up too easily."
"I'm not giving up! I just want to play with my other presents," you snap.
<<include "playtime1">><<set $playtime1 to $playtime1 -1>><<playerSmarts 1>>You give it another go.
Yeah, some of it seems to make a bit more sense to you now. You're still not sure if you're doing it right or if the colours are starting to line up again by sheer coincidence.
<p style="color:#b1e6b1">''Your SMARTS have INCREASED!''</p>
<<include "playtime1">>
<<set $playtime1 to "0">>You settle down in front of the TV in the LIVING ROOM and pop ''$game1'' into the ''$item4''.
"Oh yes!" your $sibling cries. "Time to beat you at ''$game1''!"
"Hey now," ''DAD'' says. "You better let ''$name'' win a couple.."
"Win a couple?!" you interrupt. "''$siblingname'' will be lucky to beat me once!"
''DAD'' laughs while your $sibling gleefully picks up a controller. "Bring it on!"
Time flies and you both get so engrossed that you spend the next hour playing together. You win the majority of battles which only annoys your $sibling further - much to your delight!
During a particularly tense battle your $pet strolls over and curls up next to you. Lovingly you stroke ''$petname'' who rolls around underneath your hand.
<<if not $playcube>><p style="color:#f9f993">''You are both so engrossed in the $game1 that you don't have time to play with your $item1.''</p><<playerEnergy -10>><</if>>\
<<if not $playbat>><p style="color:#f9f993">''It's now too late to play cricket so you'll save that for tomorrow.''</p><</if>><<playerEnergy -10>>\
<<include "playtime1">><<set $playtime1 to "0">>"Ah," ''$siblingname'' says. "Picking ''$game2'' as you're not ready for me to beat you at ''$game1'' I see!"
"I'll beat you at that tomorrow!" you laugh. "I feel like some Zelda first."
You settle down in front of the TV in the LIVING ROOM and load up ''$game2''. You get so engrossed that you spend the next hour playing on your ''$item4''.
During a particularly difficult bit your $pet strolls over and curls up next to you. Lovingly you stroke ''$petname'' who rolls around underneath your hand.
<<if not $playcube>><p style="color:#f9f993">''You are so excited playing your new game with $petname that you don't have time to play with your $item1''.</p><<playerEnergy -10>><</if>>
<<if not $playbat>><p style="color:#f9f993">''It's now too late to play cricket so you'll save that for tomorrow.''</p><</if>><<playerEnergy -10>>
<<include "playtime1">><<set $location to "the KITCHEN">><<set $goal to "Have breakfast">><<audio ":playing" fadeoverto 3 0>><<audio "remember" play loop>><center><img src="https://yourmonsters.co.uk/images/morning1.jpg" alt="morning"></center>
It's a glorious <span class="path">[[NEW DAY ->Chapter 2a]]</span><<if not $TryUncle>>The GUEST ROOM is locked. Or at least, the door seems to be stuck. You can't get in and don't have time to try to force it open.
You'll need to try somewhere else.<<else>>The GUEST ROOM is locked and you can't get in.<<set $Escape1Time = $Escape1Time - 1>><</if>>
<<include "Upstairs">><<set $TryUncle to true>><<set $outtatime to true>><<set $Monster1Hurt to true>><<set $guitarhurt to true>>You pick up the guitar and in a single fluid sweeping motion swing the GUITAR directly at the ''MONSTER'''s head. A loud crack coupled with an out of key powerchord rings out.
The ''MONSTER'' collapses onto the ground by your $sibling's bed.
''You have to get to MUM & DAD'S ROOM.''
<span class="path">[[GET OUT OF HERE->Escape1]] </span><<set $location to "MUM & DAD'S ROOM">>You barge into MUM & DAD'S ROOM startling them both.
"What on earth is going on?!" ''MUM'' cries.
"''$name'', what's the matter?" says ''DAD''.
Relief rushes through you. They're here. They can protect you. You leap onto the bed, where they both put their arms around you.
"There was... there was something in my room!"
"Oh, ''$name'', don't be silly."
"But-"
"No, no, quiet now," ''MUM'' lifts up the blanket to cover you as you nestle in between them both in their big soft bed.
"It's okay now," says ''DAD''. "Just a bad dream. Too much chocolate cake maybe."
''MUM'' & ''DAD'' stroke your hair and the panic you've felt fades. The house is silent. Everything is calm again.
You <span class="path">[[DREAM->Chapter 2]]</span> <<playerEnergy 40>>
<p style="color:#b1e6b1">''Your ENERGY for the next day is $playerenergy''</p>
<<audio ":playing" fadeoverto 5 0>><p style="color:#f9f993">There's no time to go to the bathroom!</p>
<span class="path"><<click [[GO BACK TO LANDING|Landing]]>><<set $Escape1Time = $Escape1Time - 1>><</click>></span><</if>>\<<if $beenstairs eq false>>You put your first foot down on the top stair and pause.
<i>No, there's no time to do that, </i>you think.<i> Where would I even go?
I need to get to MUM & DAD'S ROOM. They can protect me!</i>
<span class="path"><<click [[GO BACK TO LANDING|Landing]]>><<set $beenstairs to true>><<set $Escape1Time = $Escape1Time - 1>><</click>></span><</if>>\
<<if $beenstairs eq true>><p style="color:#f9f993">You have already tried that. You need to get to MUM & DAD'S ROOM. Who knows what could be downstairs!</p>
<span class="path"><<click [[GO BACK TO LANDING|Landing]]>><<set $Escape1Time = $Escape1Time - 1>><</click>></span><</if>>\
You race out of your $sibling's room.
<<include "Upstairs">><<if $newday1 is true>><<include "newday1">><<endif>><<if $dinnerbreak1 is true>><<include breakfast1>><<endif>><<if $dinnerbreak1 is true>><<include breakfastchat1>><<endif>>
<<if $chatout1 gt 1>>''Who do you want to speak to?''<<endif>>
<<if $talksibling1 eq false>><span class="path"><<link "TALK TO $uppersibling" "talksibling1">><</link>></span><</if>>
<<if $talkmum1 is false>><span class="path">[[TALK TO MUM->talkmum1]]</span><</if>>
<<if $talkdad1 is false>><span class="path">[[TALK TO DAD->talkdad1]]</span><</if>>
<<if $caught1 eq true and $talkuncle1 eq false>><span class="path">[[TALK TO UNCLE->talkuncle1]]</span><</if>>
<<if $chatout1 lt 1>><<include "endbreakfast1">><<endif>><center><img src="https://yourmonsters.co.uk/images/morning1.jpg" alt="morning"></center>
<<set $newday1 to false>><<if $siblingout eq true>><<set $chatout1 to $chatout1 +1>><</if>>
<<if $caught1 eq true>><<set $chatout1 to $chatout1 +1>><</if>>You're at the breakfast table with ''MUM'', ''DAD'', <<if $caught1 eq true>>''UNCLE JACK'', <</if>>and ''$siblingname''. Sunshine beams through the window.
Your $pet ''$petname'' is nowhere to be seen.
<<if $caught1 eq false>>"How are you feeling?" ''DAD'' asks you. "You gave us a bit of a scare last night!"
''$siblingname'' stops eating $siblingpro cereal, and glances up from the computer magazine they are reading. "What happened?"
"Oh, $heshe just had a bad nightmare. That's all."
''DAD'' ruffles your hair and a warm shiver of embarrassment runs through you. In the bright sunshine of the morning the events of last night seem less real. Less plausible.
Perhaps it was just a nightmare.<<set $dinnerbreak1 to false>><</if>>
<<if $caught1 eq true>>"Morning!" ''UNCLE JACK'' says. "How you doing today?"
"I'm good, thanks," you lie.
What else can you say? You don't want to bring up last night in front of your uncle.
''DAD'' ruffles your hair and a warm shiver of embarrassment runs through you. In the bright sunshine of the morning the events of last night seem less real. Less plausible.
Perhaps it was just a nightmare.<<set $dinnerbreak1 to false>><</if>>
<<set $chatout1 = $chatout1 - 1>>You check everyone else in the room is not listening then nervously whisper "So ''$siblingname''... Where were you last night?"
Your $sibling looks at you. "What do you mean? Last night? Wait, did you go in my room!"
You pause, remembering the guitar. Had you broken it?
"Is that why my guitar was on my bed? Were you playing it?"
"Er..." you manage.
Your $sibling looks at you. "Well?"
You lean over and lower your voice. "Okay, I went in your room cos I was scared."
''$siblingname'' pulls a face.
"Look, it doesn't matter. I got scared and just wanted to see you but you weren't there."
Your $sibling relaxes and gives you a pat on the shoulder. "Nah, it's all good." ''$siblingname'' drops their voice down to a whisper. "But don't tell ''MUM'' and ''DAD'' I was out or I'll get in trouble!"
<<set $siblingtrust to $siblingtrust +1>>
<<include "Breakfast Day One">><<set $chatout1 = $chatout1 - 1>>
Your $sibling has their head down and is munching away at their cereal. In one hand they have a spoon, diving into their bowl, and with the other they continue to flick through their magazine.
<span class="path">[["SO THEN, WHAT ARE YOU UP TO TODAY?"->siblingplans]] </span>
<<set $talkmum1 to true>><<set $chatout1 = $chatout1 - 1>><<include "BREAKFAST CHOICE">>
"Have you seen ''$petname''?" you ask.
"No," ''MUM '' says. "We put food out but not seen them at all."
<<if $caught1 eq true>>From the corner of your eye you notice ''UNCLE JACK'' stop eating to listen. You glance at him.
"That silly $pet was making a right racket this morning" He says finally. "Has it scratching on my door for hours trying to get in. You should keep it outside at night."<</if>>
''MUM'' finishes washing up at the sink, and turns to look at you. "What do you fancy for breakfast then?" $breakfast1 or $breakfast2?"
<span class="path"><<link "$breakfast1" "puffs">></span><</link>>
<span class="path"><<link "$breakfast2" "hoops">></span><</link>>
<<set $talkdad1 to true>><<set $chatout1 = $chatout1 - 1>><<if $caught1 eq false>>\"Where is ''UNCLE JACK'', ''DAD''?" you ask.
"Oh, you know my brother. He's a lazy git. Won't be up for hours!"
"Hey, watch your language in front of ''$name'', you." ''MUM'' teases, softly batting ''DAD'S'' chest with the back of her hand.
"I'm thirteen now, ''MUM''!" You protest. "I hear worse than that at school."
"Besides," ''$siblingname'' chips in, "''UNCLE JACK'' <i>is</i> a lazy git!"
All of you burst into laughter.
As the laughter fades your <</if>>\
<<if $caught1 eq true>>\"''DAD'', have you seen my ''NINTENDO''?"
"Oh yes," ''DAD'' replies. "I put it in the LIVING ROOM next to the TV."
<</if>>''DAD'' finishes off his coffee in a confident gulp and puts the mug down into the washing up bowl in the sink. He kisses your ''MUM'' on the forehead and starts to dig into his jacket pocket. He pulls his hand out empty.
"Right. Gotta finish some things off at work so I'll be back later this afternoon. Oh, nearly forgot to say, I put your ''$item5'' in the SHED last night. I think I left the ''SHED KEY'' in the KITCHEN. If you want to play together today just grab it from there."
"Sure thing, ''DAD''," you respond.
<<set $dadout1 to true>><<include "Breakfast Day One">><<set $turn = $turn - 1>><<set $yourlampbroke to true>>
Well, okay. You throw the lamp, which is still plugged into the wall, it reaches the end of the bed before the cord stops its trajectory.
The lamp bounces off the bed and hits the floor where the bulb promptly breaks and tips you back into darkness.
<span class="doom">[[OH NO]]</span>"Well, I did promise that we'd give your new ''$item5'' a go yesterday, didn't I?"
You grin. "Wicked, yes, I would love that."
"Cool," ''$siblingname'' says, "I have to head over to Darren's in the afternoon but we can play all morning. Let's get out there after breakfast."
<<set $talksibling1 to true>><<if $siblingout eq false>><<include "Breakfast Day One">><</if>>
<<if $siblingout eq true>>You realise you want to ask them about last night.
<span class="path"><<link "WHERE WERE YOU LAST NIGHT, ''$siblingname''?" "asksibling1">><</link>></span>
<<if $siblingout eq true>><span class="path"><<link "LEAVE IT AND DON'T ASK THEM WHERE THEY WERE" "leaveit">><</link>></span>
<</if>><</if>><<set $breakfast1 to "SUGAR PUFFS">><<set $breakfast2 to "MULTIGRAIN HOOPS">>
<<playerEnergy 10>>''MUM'' does a double take.
"Urgh! Multigrain Hoops!" bursts ''$siblingname'', mockingly. "Now you're thirteen you need to be healthy, eh?"
"If that's what ''$name'' wants, that's what $heshe gets!" ''MUM'' snaps and opens the cupboard and pulls out the beige box of cereal. Tipping it into a bowl and, after lacing it with a huge splash of milk, she sets it down in front of you.
Your $uppersibling looks on as you dig in with your spoon.
<p style="color:#b1e6b1">''Your ENERGY has INCREASED''</p>
<<include "Breakfast Day One">>
<<playerEnergy -10>><<set $puffs to true>>"I should have guessed," ''MUM'' says, "nothing like a big bowl of sugar to start the day!"
"Hell yeah!" your $uppersibling cheers. "The best way to start the day!"
''MUM'' opens the cupboard and pulls out the bright box of cereal. Tipping it into a bowl, and splashing a huge wave of milk into it before setting it down in front of you.
You dig in, fully aware that once past the initial buzz you will have a sugar crash.
<p style="color:#f9f993">''Your ENERGY has DECREASED''</p>
<<include "Breakfast Day One">><span class="path">[[FINISH BREAKFAST->Post Breakfast]]</span>[[Backpack]]
[[Quests]]
[[Map]]
<<if $victory eq true>>[[Feedback]]<</if>><<hideHeader>><p style="font-family:Righteous; color:#white">YOUR BACKPACK</p>
<<inventory>>
<span class="path"><<link "BACK">>
<<goto $currentPassage>>
<</link>></span>
/*<<initInv>>*/
<<display "Monsters">>
<<display "Player">>
<<display "Companions">>
<<display "Images">>
<<display "Items">>
<<display "Statuses">>
<<display "Timers">>
// TEST PLAYER SETTINGS
<<set $gender to "child">><<set $genderpro to "his">><<set $playersibling to "brother">><<set $name to "NAME">><<set $sibling to "sibling">><<set $siblingname to "SIBLING NAME">><<set $siblinggender to "He">><<set $uppersibling to "SIBLING">><<set $pet to "pet">><<set $petname to "PET NAME">><<set $heshe to "he">><<set $siblinggenderpro to "him">><<set $siblingpro to "his">><<set $siblinggenderlow to "he">><<set $heshecap to "He">><<set $fem to "">>
// NONTEST SETTINGS
<<set $playersmarts to 4>><<set $playerenergy to 30>>
<<set $siblingtrust to 6>><<set $mumdadtrust to 9>><<set $uncletrust to 5>><<set $pettrust to 6>>
<<set $goal to "Complete the introduction">><<set $goal1 to "">><<set $goal2 to "">><<set $goal3 to "">><<set $goal4 to "">>
// NONTEST ITEMS
<<set $item1 to "''RUBIK'S CUBE''">><<set $item2 to "NODDY BOOK">><<set $item3 to "PENCIL CASE">><<set $item4 to "NINTENDO SWITCH">><<set $item5 to "CRICKET BAT">><<set $item6 to "STEPLADDERS">><<set $game1 to "MARIO KART">><<set $game2 to "ZELDA: BREATH OF THE WILD">><<set $item7 to "SHED KEY">><<set $item8 to "KITCHEN KNIFE">><<set $item9 to "EMPTY BOTTLE">><<set $item10 to "BOTTLE OF TINKLE">><<set $item11 to "POTASSIUM NITRATE">><<set $item12 to "SUGAR">><<set $item13 to "LIGHTER">><<set $item14 to "SMOKE BOMB">><<set $item15 to "MEDICINE CODE">><<set $item16 to "SLEEPING PILLS">><<set $item17 to "DART BOARD">><<set $item18 to "DARTS">><<set $item19 to "MARBLES">><<set $item20 to "FLASHLIGHT">><<set $item21 to "HAMMER">><<set $item22 to "CAR KEYS">><<set $item23 to "SPARE BULB">><<set $item24 to "CREEPY BIRTHDAY CARD">><<set $item25 to "CHEMISTRY SET">><<set $item26 to "RUBBER DUCKY">><<set $item27 to "AIR FRESHNER">><<set $item28 to "STEAK">><<set $item29 to "DRUGGED STEAK">><<set $item30 to "PET TREATS">><<set $item32 to "PLATES">><<set $item31 to "ACTIVE SMOKE BOMB">><<set $item33 to "SPARE KEYS">>
// NONTEST ACTIONS PART 1
<<set $shedlocked to true>><<set $garagelocked to true>><<set $kitchendraw1 to false>><<set $kitchendraw2 to false>><<set $opendishwasher to false>><<set $frontdoorlocked to true>><<set $bgreset to false>><<set $dinnerbreak1 to false>><<set $newday1 to true>><<set $asksibling1 to false>><<set $talkmum1 to false>><<set $talkdad1 to false>><<set $talksibling1 to false>><<set $playbat to false>><<set $TryUncle to false>><<set $TryAttic to false>><<set $been2hallway to false>><<set $guitarhurt to false>><<set $monsterhurt1 to false>><<set $siblingout to false>><<set $hit1 to false>><<set $hit2 to false>><<set $miss1 to false>><<set $miss2 to false>><<set $batinroom to false>><<set $Monster3here to false>><<set $truth1 to "none">><<set $puffs to false>><<set $dadout1 to false>><<set $mumout1 to false>><<set $siblingout1 to false>><<set $inbedroom to false>><<set $help1 to false>><<set $help2 to false>><<set $hadlunch to false>><<set $checksibbed to false>><<set $opensiblingward to false>><<set $playcomputer to false>><<set $playguitar to false>><<set $siblingoutd1 to false>><<set $usetoiletd1 to false>><<set $usesinkd1 to false>><<set $handclean to false>><<set $medcablock to true>><<set $medcabopen to false>><<set $medcode1 to "6423">><<set $attempt1 to false>><<set $sofarest to false>><<set $caught1 to false>><<set $talkuncle1 to false>><<set $yourlampbroke to false>><<set $dadhere1 to false>><<set $mumhere1 to true>><<set $pethere1 to true>><<set $talkmum2 to false>><<set $talkmum3 to false>><<set $mumhere2 to false>><<set $talkdad2 to false>><<set $mumtruth1 to false>><<set $dadtruth1 to false>><<set $opendrawers to false>><<set $opendrawers2 to false>><<set $opencupboard to false>><<set $openglasscabinet to false>><<set $opensideboard to false>><<set $hiderubik to false>><<set $unclehere1 to false>><<set $milestone1 to false>><<set $addcheese to "none">><<set $eatdinner to 0>><<set $mumtruth1 to "none">><<set $beenincar to false>><<set $endofday1 to false>><<set $usetoilet2 to false>><<set $petcompanion to false>><<set $battle3 to "none">><<set $battle2 to "none">><<set $battle1 to "none">><<set $petstroked1 to false>><<set $petfed1 to false>><<set $leftrubik to false>><<set $mumhere3 to false>><<set $playswitch2 to false>><<set $hassiblingadvice to false>><<set $hasmumadvice to false>><<set $beenhere1 to false>><<set $dishattempt1 to false>><<set $petjoin to false>><<set $checkbath to false>><<set $hornyes to false>><<set $openhamper to false>><<set $bullytruth to true>><<set $athome to false>><<set $petmissing to false>><<set $mumpettold to false>><<set $sibpettold to false>><<set $dadpettold to false>><<set $playcricket to false>><<set $petchat to false>><<set $smokebombactive to false>><<set $guestlocked to true>><<set $slurp to false>><<set $guestonce to false>><<set $victory to false>><<set $ending to "">><<set $beenstairs to false>><<set $siblingvisit to false>><<set $checkbed to false>><<set $wardrobe1 to false>><<set $reflection to false>>
// NONTEST HAS ITEMS
<<set $hasshedkey to false>><<set $hasknife to false>><<set $hasbottle to false>><<set $hasweebottle to false>><<set $hasstepladders to false>><<set $hascricket to false>><<set $hasitem20 to false>><<set $hasitem21 to false>><<set $hasitem24 to false>><<set $hasitem25 to false>><<set $hasitem26 to false>><<set $hasitem27 to false>><<set $hasitem28 to false>><<set $hasitem29 to false>><<set $hasitem30 to false>><<set $haschemset to false>><<set $hascard to false>><<set $hasitem11 to false>><<set $hasitem12 to false>><<set $hasitem2 to false>><<set $hasitem3 to false>><<set $hasitem14 to false>><<set $hasitem13 to false>><<set $hasducky to false>><<set $hasitem15 to false>><<set $hasitem16 to false>><<set $hasitem17 to false>><<set $hasitem18 to false>><<set $hasitem19 to false>><<set $hasitem22 to false>><<set $hasitem23 to false>><<set $hasrubiks to false>><<set $hasitem31 to false>><<set $hasitem32 to false>><<set $hasitem33 to false>>
// NONTEST LOST ITEMS
<<set $cubebroken to false>><<set $item3lost to false>><<set $item2lost to false>><<set $lostchemset to false>>
//ROOM LOOK AROUNDS
<<set $looklr to false>><<set $lookeh to false>><<set $lookpantry to false>><<set $garage to false>><<set $lookstudy to false>><<set $lookdr to false>><<set $lookfd to false>>
// NON TEST DAY & TIME SETTINGS
<<set $day to "SATURDAY">><<set $time to "Evening">>
// NON TEST MUSIC
<<cacheaudio "hb1" "https://yourmonsters.co.uk/music/hb1.mp3">>
<<cacheaudio "hb2" "https://yourmonsters.co.uk/music/hb2.mp3">>
<<cacheaudio "hb3" "https://yourmonsters.co.uk/music/hb3.mp3">>
<<cacheaudio "hb4" "https://yourmonsters.co.uk/music/hb4.mp3">>
<<cacheaudio "lonely" "https://yourmonsters.co.uk/music/Loneliness.mp3">>
<<cacheaudio "sonata" "https://yourmonsters.co.uk/music/TheBlackestSonata.mp3">>
<<cacheaudio "remember" "https://yourmonsters.co.uk/music/YouDon'tEvenRememberMe.mp3">>
<<cacheaudio "beneath" "https://yourmonsters.co.uk/music/BeneathItAll.mp3">>
<<cacheaudio "fight" "https://yourmonsters.co.uk/music/FightItOff.mp3">>
<<cacheaudio "tread" "https://yourmonsters.co.uk/music/TreadingNewGround.mp3">>
<<cacheaudio "doorbell" "https://yourmonsters.co.uk/music/doorbell1.mp3">>
<<cacheaudio "disjoin" "https://yourmonsters.co.uk/music/Disjoin.mp3">>
//CRICKET GAME
<<set $hasswing1 to false>><<set $hasswing2 to false>><<set $hasswing3 to false>><<set $batted to false>><<set $bowled to false>><<set $hasbowl1 to false>><<set $hasbowl2 to false>><<set $hasbowl3 to false>>
//GAME TESTING ONLY
/*<<set $playcricket to true>><<set $coaton to true>><<set $hasstepladders to true>><<set $hasitem20 to true>><<set $battle1 to "won">><<set $pethere1 to true>>*/You finish breakfast and no sooner have you put your spoon down ''MUM'' has swooped past and swept all the dishes and cutlery into the sink.
<<if $caught1 eq true>>''UNCLE JACK'' gets up first. "Well then, guess I better get off to work..."
"Hmm. By WORK do you mean PUB?" ''MUM'' quips.
''UNCLE JACK ignores her and heads into the HALLWAY.<</if>>\
"Come on, let's go." Your $sibling says and you both go through to the LIVING ROOM. ''$siblingname'' opens up the PATIO DOORS and looks out into the sun.
"Oh, wait a minute. I don't have the key for the SHED. Can you go and grab it from the KITCHEN? I'll meet you outside."
<span class="path">[[MISSION ACCEPTED->EXPLORE]]</span><<set $goal to "Play cricket with $sibling">><<set $goal1 to "Get SHED KEY">>
<<set $location to "the LIVING ROOM">><center><img src="https://yourmonsters.co.uk/images/living.jpg" alt="living"></center>
You're standing in your LIVING ROOM. Directly ahead are the PATIO DOORS that lead to the BACK GARDEN. The only other door leads to the DOWNSTAIRS HALLWAY.
<<if not $looklr>><span class="examine"><<click [[LOOK AROUND?|Living Room]]>><<set $looklr to true>><</click>></span><</if>><<if $looklr is true>>The LIVING ROOM looks like it was ordered from a Littlewoods catalogue. The walls are a warm yellow with a cream coloured SOFA and matching armchairs. The TV is in the corner with your ''$item4'' plugged in underneath.<</if>>
<<if $looklr eq true and $playcricket eq false>><p style="color:#f9f993">''You can also see your $sibling outside getting things ready for your game of cricket.''</p><</if>>
<<if $looklr eq true>><span class="path">[[CHILL ON SOFA->Sofa]]</span><</if>>
<span class="path">[[GO TO HALLWAY->Downstairs Hallway]]</span>
<span class="path">[[GO INTO GARDEN VIA THE PATIO DOORS->Back Garden]]</span><<set $location to "the DINING ROOM">><<if $playcricket eq false>>There is no time to look around in the DINING ROOM! You are supposed to be playing cricket in the back garden!
<span class="path">[[GO BACK TO HALLWAY->Downstairs Hallway]]</span>
<</if>>\
<<if $playcricket eq true>><center><img src="https://yourmonsters.co.uk/images/dining.jpg" alt="Dining"></center>
You like to think your DINING ROOM is quite swish. A long mahogany dining table with matching chairs takes pride of place in the centre of the room.
Around the edges of the room are a:
<span class="examine">[[GLASS CABINET]]</span>, <span class="examine">[[SIDEBOARD]]</span> and some <span class="examine">[[DRAWERS]]</span>
<span class="path">[[GO TO HALLWAY->Downstairs Hallway]]</span><</if>><<set $location to "the STUDY">><<if $dadhere1 eq false>>''DAD'S'' study is locked.
<span class="path">[[GO TO HALLWAY->Downstairs Hallway]]</span><</if>>\
<<if $dadhere1 eq true and $hasitem22 eq false and $hornyes eq false>>
<center><img src="https://yourmonsters.co.uk/images/study.jpg" alt="study"></center>
''DAD'S'' study is unlocked and you go in.
''DAD'' has his back to you and is sitting at his desk. His JACKET is hung up on the rack by the door. <</if>>
<<if $dadhere1 eq true and $hasitem22 eq false and $hornyes eq false>>He has not seen you yet. You see his ''CAR KEYS'' hanging out of his JACKET pocket. <span class="item"><<click [[GRAB THEM?|Study]]>><<set $hasitem22 to true>><<set $goal1 to "Use CAR KEYS to get into CAR.">><<get "carkeys">><</click>></span><</if>>\
<<if $hasitem22 eq true and $talkdad2 eq false>>
''DAD'' turns around and sees you just after you've put the ''CAR KEYS'' into your pocket.
"Hey ''DAD''," you say, slightly sheepishly. "How was work?"
"Oh you know. Same old, same old. Just finishing some reports off then I'll be helping mum make the dinner. How's spaghetti bolognaise sound?"
<span class="path">"[[YUM]]!"</span> you say enthusiastically. <</if>>\
<<if $hasitem22 eq true and $dadhere1 eq true and $mumhere2 eq false or $hornyes eq true>><center><img src="https://yourmonsters.co.uk/images/study.jpg" alt="study"></center>
''DAD has his head back down and is typing away on his typewriter.''<</if>>
<<if $dadhere1 eq true and $mumhere2 eq false>><span class="path">[[GO TO HALLWAY->Downstairs Hallway]]</span><</if>>
<<if $dadhere1 eq true and $mumhere2 eq true>><span class="path">[[GO TO HALLWAY->Downstairs Hallway]]</span><</if>>
<<set $location to "the KITCHEN">><center><img src="https://yourmonsters.co.uk/images/kitchen.jpg" alt="kitchen"></center>
The KITCHEN is a large oblong shape with the cupboards and appliances all against one wall. There is a door to the GARAGE at the far end and the PANTRY is on the left. Large windows are on the right mostly used for ''MUM'' to keep an eye on you both in the garden while she does chores.
<<if $mumhere1 eq true>>''MUM is in the KITCHEN.''<</if>>
<span class="examine">[[LOOK IN PANTRY->Pantry]]</span>
<span class="examine">[[LOOK IN DISHWASHER->Dishwasher]]</span>
<<if not $kitchendraw2>><span class="path"><<click [[OPEN FRIDGE? |Kitchen]]>><<set $kitchendraw2 to true>><</click>></span><</if>><<if $kitchendraw2 is true>><<if not $hasitem28>>There is a ''$item28'' is the FRIDGE. <<if not $hasitem28 and $mumhere1 eq true>>
"Leave that ''$item28'' alone, ''$name''," warns ''MUM''.
<span class="path"><<click [[YOU SHOULD CLOSE THE FRIDGE|Kitchen]]>><<set $kitchendraw2 to false>><</click>></span><</if>><</if>><</if>>\
<<if $kitchendraw2 eq true and $hasitem28>><span class="path"><<click [[YOU SHOULD CLOSE THE FRIDGE|Kitchen]]>><<set $kitchendraw2 to false>><</click>></span><</if>>\
<<if not $hasitem28 and $kitchendraw2 eq true and $playcricket eq true and $time eq "Afternoon" and $mumhere1 eq false>>''<span class="item"><<click [[TAKE IT?|Kitchen]]>><<set $hasitem28 to true>><<get "meat">><<set $kitchendraw2 to false>><</click>></span>''<</if>>
<<if not $kitchendraw1>><span class="path"><<click [[OPEN WORKTOP DRAWER?|Kitchen]]>><<set $kitchendraw1 to true>><</click>></span><</if>><<if $kitchendraw1 is true>><<if not $hasshedkey and $shedlocked eq true>>The ''$item7'' is in the WORKTOP drawer. ''<span class="item"><<click [[TAKE IT?|Kitchen]]>><<set $hasshedkey to true>><<set $goal1 to "Get into SHED">><<get "shedkey">><</click>></span>''<</if>><</if>>
<<if $mumhere1 eq true and $talkmum2 is false>><span class="path">[[CHAT TO MUM->KitchenMum]]</span><</if>>\
<<if $mumhere1 eq true and $talkmum2 is true>><span class="path">[[CHAT TO MUM AGAIN->KitchenMum]]</span><</if>>
<<if $mumtruth1 isnot "none" and $slurp eq false and $playerenergy lte "70">>There is <span class="item">[[COFFEE->SLURP]]</span> on the counter.<</if>>
<span class="path">[[GO TO GARAGE->Garage]]</span>
<<if $kitchendraw2 eq true and $mumhere1 eq true>>"Where do you think you're going?" ''MUM'' says. "Close the FRIDGE please."<</if>>\
<<if $kitchendraw2 eq true and $mumhere1 eq false>>''You should close the FRIDGE before you leave the KITCHEN.<</if>>\
<<if $kitchendraw2 eq false>><span class="path">[[GO TO HALLWAY->Downstairs Hallway]]</span><</if>><<set $location to "the PANTRY">><<if $playcricket eq false>>You don't need to go into the PANTRY, do you?
No, of course not. You're supposed to be playing cricket in the back garden.
<span class="path">[[GO TO KITCHEN->Kitchen]]</span><</if>>\
<<if $playcricket eq true>>The PANTRY is stocked with all manner of tasty goods. There are jars and tins of all sorts of stuff on the shelves.
<<if !has("sugar")>><<if !has("pettreats")>>Useful things in the pantry:<</if>><</if>>
<<if $hasitem12 is false and $hasitem14 is false>>''SUGAR'' <span class="item"><<click [[TAKE IT?|Pantry]]>><<set $hasitem12 to true>><<get "sugar">><<if $goal2 eq "Find SUGAR">><<set $goal2 to "Give SUGAR & POTTASSIUM NITRATE to $sibling">><</if>><</click>></span><</if>>
<<if has("sugar")>><<if has("pettreats")>>There is nothing else of importance in here.<</if>><</if>>
<span class="path">[[GO TO KITCHEN->Kitchen]]</span><</if>><<set $location to "the BACK GARDEN">><center><img src="https://yourmonsters.co.uk/images/gardenshed.jpg" alt="garden"></center>
You're in your BACK GARDEN. There is a lot of space for you to play. On the left half of the house there is a patio and on the right side is a SHED. The rest of the garden is a wonderful green lawn surrounded by a golden wooden fence with some trees at the back.
<<if $playcricket eq false and $hascricket eq false>>"Come on ''$name''. Open up the SHED and let's get this game going!"<</if>>
<<if $playcricket eq false and $hascricket eq true and $bgreset is false>>"Now we're talking!" your $sibling cries. "Time to see if you can hit anything with that nice new bat of yours!"
<span class="action">[[PLAY CRICKET->Cricket game]]</span><</if>>
<<if $shedlocked is true and $hasshedkey eq false>><span class="path">[[OPEN SHED->Shed]]</span><</if>>\
<<if $shedlocked eq true and $hasshedkey eq true>><span class="path"><<click [[UNLOCK SHED|Shed]]>><<set $shedlocked to false>><<drop "shedkey">><<set $hasshedkey to false>><</click>></span><</if>>\
<<if $shedlocked eq false>><span class="path">[[GO IN THE SHED->Shed]]</span><</if>>
<<if has("smokebomb") and has("lighter")>><span class="action">[[SET OFF SMOKE BOMB!->SMOKEGARDEN]]</span><</if>>
<span class="path">[[GO TO LIVING ROOM->Living Room]]</span><<if $shedlocked is true>><p style="color:#f9f993">''The SHED is locked. DAD and your $uppersibling said the keys were in the KITCHEN, remember?''</p>
<span class="path">[[RETURN->Back Garden]]</span><</if>>
<<if $shedlocked is false>>
<<include "Inside shed">><</if>>
<<set $location to "the ENTRANCE HALL">><center><img src="https://yourmonsters.co.uk/images/frontdoor.jpg" alt="frontdoor"></center><<if $frontdoorlocked is true>>
The FRONT DOOR is locked.
<<if $playcricket eq true and $lookfd eq false>><span class="examine"><<click [[LOOK IN LETTERBOX?|Front Door]]>><<set $lookfd to true>><</click>></span><</if>><</if>><<if $lookfd eq true and $hascard eq false>>Hang on... The letterbox has something wedged in it!
<span class="item"><<click [[YANK IT FREE?|Card]]>><</click>></span><</if>><<if $lookfd eq true and $hascard eq true>>There is nothing else in the letterbox.<</if>>
<span class="path">[[GO TO HALLWAY->Downstairs Hallway]]</span>
<<set $location to "the GARAGE">><<if $garagelocked eq true>>The GARAGE is locked.<</if>>
<<if $garagelocked eq false and $dadhere1 eq false>><center><img src="https://yourmonsters.co.uk/images/garage.jpg" alt="garage"></center>
The door to the GARAGE is wide open and you can go in.
Sunlight pours through the back window in sharp shards, highlighting the swirling dust in the air. Inside, the garage you can see ''DAD'S'' workout bench, <span class="examine">[[SHELVES]]</span> with loads of different stuff on them and the <span class="examine">[[TUMBLE DRYER]]</span>.
The CAR is not here as ''DAD'' has taken it off to work with him.<</if>>\
<<if $garagelocked eq false and $dadhere1 eq true>><center><img src="https://yourmonsters.co.uk/images/garagecar.jpg" alt="garage and car"></center>
The sunlight is fading as the evening closes in. Inside, the garage you can see ''DAD'S'' workout bench, <span class="examine">[[SHELVES]]</span> with loads of different stuff on them and the <span class="examine">[[TUMBLE DRYER]]</span>.
''The <span class="examine">[[CAR]]</span> is parked here and you can try and get in.''<</if>>\
<<if $garagelocked eq false and $mumhere2 eq true>>
''MUM is tidying up the shelves in the GARAGE. You decide to leave her alone''<</if>>
<span class="path">[[GO TO KITCHEN->Kitchen]]</span><<set $location to "the DOWNSTAIRS HALLWAY">><center><img src="https://yourmonsters.co.uk/images/downstairshallway.jpg" alt="downstairshallway"></center>
The downstairs hallway is a wide corridor that leads through to the rest of the house. From here you can go UPSTAIRS or continue through the rooms on the ground floor.
<span class="path">[[GO TO KITCHEN->Kitchen]]
[[GO TO STAIRCASE->Stairs]]
[[GO TO LIVING ROOM->Living Room]]
[[GO TO THE STUDY->Study]]
[[GO TO DINING ROOM->Dining Room]]
[[GO TO FRONT DOOR->Front Door]]</span>
<<if $playcricket eq false>> There's no time to go upstairs right now. You need to meet your $sibling in the BACK GARDEN to play!
<span class="path">[[RETURN->Downstairs Hallway]]</span><</if>>\
<<if $playcricket eq true>>Your STAIRCASE leads straight up, on the wall to your left as you head up are many framed pictures of you, ''$siblingname'', and ''MUM'' & ''DAD''. On your right is the railed bannister.
<span class="path">[[GO UPSTAIRS->D1 Landing]]
[[RETURN->Downstairs Hallway]]</span><</if>><font size="2">Version 1.2104</font><p style="font-family:Righteous; color:#a465a4">Your Monsters</p><p style="color:lightgrey">$day: $time</p> <p style="color:#ffc04c"><span id="energy">Energy: $playerenergy<span> Tired</span></span><br><span id="smarts">Smarts: $playersmarts<span> Slow</span></span></p><<if $playcricket is false and $time eq "Morning">><p style="color:#f9f993">''It's time to play with your $sibling and not chill out!''</p>
<<include "Living Room">><</if>><<if $playcricket eq true and $time eq "Afternoon">>You sit down and chill on the SOFA.
<<if $playcricket eq true and $time eq "Afternoon">>Your $item4 is sitting underneath the TV<</if>>
<<if $playcricket eq true and $time eq "Afternoon" and $sofarest eq false>><span class="path"><<click [[ZONE OUT FOR A BIT|Sofarest]]>><<set $sofarest to true>><</click>></span><</if>>
<<if $playcricket eq true and $time eq "Afternoon" and $playswitch2 eq false>><span class="path">[[PLAY YOUR NINTENDO->PlaySwitch2]]</span><</if>>
<span class="path">[[GET OFF SOFA|Living Room]]</span><</if>><<set $hascard to true>>You grip the piece of card firmly between your fingers and pull it free with a bit of force.
It's a ''BIRTHDAY CARD''.
Excited you tear the envelope open and look on in horror as you read the message inside:
<p style="font-family:Righteous;color:#65a4a4;font-size: 36px; margin: 0px;">wE HAvE $petname!
MEet uS IN thE AtTIc!</p><<get "birthdaycard">><<set $petmissing to true>>
You feel a rush of dread run through you and close the card quickly.
Poor ''$petname''! Shaking, you add it to your INVENTORY.<<set $goal to "Rescue ''$petname'' from the ATTIC">>
<span class="path">[[RETURN->Front Door]]</span><<set $bgreset to true>><<if $hasswing1 eq false and $hasswing2 eq false and $hasswing3 eq false>>You step up for your first hit.
Your $sibling takes a short run up before bowling overarm.
You see the ball coming at you.
<span class="path"><<click [[SWING AND HOPE FOR THE BEST|Cricket game]]>><<set $hasswing1 to true>><</click>></span><</if>>\
<<if $hasswing1 eq true and $hasswing2 eq false and $hasswing3 eq false>><<set $swing1 to random(1,3)>>\
<<if $swing1 is 2>>Lovely. Pretty good for your first swing. You get a light tap and the ball trundles across the lawn.
"Not bad, not bad," ''$siblingname'' says.<<set $hit1 to true>><</if>><<if $swing1 eq 1 or $swing1 eq 3>>You swing too early and the ball taps the stumps behind you, rattling the wickets.
"Come on, you can do better than that," ''$siblingname'' says. "Think where the ball is gonna end up next time."<</if>><</if>>\
<<if $hasswing1 eq true and $hasswing2 eq false and $hasswing3 eq false>>
You step up for your second go. Again, your $sibling takes that short run up before bowling straight down the line.
<span class="path"><<click [[CLOSE YOUR EYES AND SWING WILDLY|Cricket game]]>><<set $hasswing2 to true>><</click>></span><</if>>\
<<if $hasswing1 eq true and $hasswing2 eq true and $hasswing3 eq false>><<set $swing2 to random(1,3)>><<if $swing2 is 3>>Oh a <<if $hit1 eq true>>another <</if>>lovely hit there. Not a hard hit especially but enough contact to have the ball whizzing across the ground. They jog over to pick it up.
"Very good," ''$siblingname'' says. "A solid hit. Well, let's see if you can hit this last one."
<<set $hit2 to true>><</if>><<if $swing2 eq 1 or $swing2 eq 2>>Yowch. It's a howler of a miss! You go to hit it so hard that you nearly do a full circle when you fail to connect.
''$siblingname'' laughs out loud. "Stop trying to hit it like it's baseball!"<</if>><</if>>
<<if $hasswing1 eq true and $hasswing2 eq true and $hasswing3 eq false>>You step up for your third swing.
<span class="path"><<click [[FOCUS ON THE BALL AND CONCENTRATE BEFORE SWINGING|Cricket game]]>><<set $hasswing3 to true>><</click>></span><</if>>\
<<if $hasswing1 eq true and $hasswing2 eq true and $hasswing3 eq true>>Boom! You hit that one perfectly. There is a glorious thwack as the ball hits the wooden bat and sails into the hedge, flying past ''$siblingname'S'' outstretched hand as they dive for it. You cheer loudly as your $sibling tumbles into the grass.
"Fantastic hit there, ''$name''!" your $sibling says as they pull themselves up from the ground. "<<if $hit1 eq true and $hit2 eq true>>That's three for three! Really well done mate. <</if>>Right, let me go dig that out!"
''$siblingname'' heads over to the hedge and roots around.
"Ah, got it," they say finally. "Right then. My turn to bat!"
Which means it's your turn to <span class="path"><<click [[BOWL|UNCLEBAD]]>><<set $batted to true>><</click>></span><</if>><<if $hasbowl1 eq false and $hasbowl2 eq false and $hasbowl3 eq false>>You step up for your first throw. Your $sibling is prepping themselves with a few practice swings. You've seen ''$siblingname'' wallop them for miles when playing with $siblingpro friends so you're a little concerned with how this goes.
<span class="path"><<click [[TAKE A BREATH AND LOB IT|Bowling]]>><<set $hasbowl1 to true>><</click>></span><</if>>\
<<if $hasbowl1 eq true and $hasbowl2 eq false and $hasbowl3 eq false>><<set $bowl1 to random(1,3)>>\
<<if $bowl1 is 2>>Nicely played. It sails past your $sibling and hits the stumps, not knocking the bails off but a very good effort.<<set $miss1 to true>><</if>><<if $bowl1 eq 1 or $bowl1 eq 3>>An easy one for your $sibling. It hits the ground low in front of them and their swing catches it lightly on the edge of the bat. The ball veers off diagonally and across into the undergrowth near the trees at the back of the garden.
Dutifully you head over to retrieve it.
<</if>><</if>>\
<<if $hasbowl1 eq true and $hasbowl2 eq false and $hasbowl3 eq false>>
Having retrieved the ball you circle your arms, preparing yourself for your second throw.
<span class="path"><<click [[JUST FLING IT HARD|Bowling]]>><<set $hasbowl2 to true>><</click>></span><</if>>\
<<if $hasbowl1 eq true and $hasbowl2 eq true and $hasbowl3 eq false>><<set $bowl2 to random(1,3)>><<if $bowl2 is 3>>CRUNCH! Your ball bounces sweetly in front of them before smashing through the stumps.
"Howzat!" you shriek as your $sibling is forced to pick up the tumbled bails and pop them back on top of the stumps.
"Oh man, I did not see that one coming. Right, let me have one more go at this!"<<set $miss2 to true>><</if>><<if $bowl2 eq 1 or $bowl2 eq 2>>Oh jeez. Your throw is terrible. It bounces so hard off the ground that it's six feet in the air before it reaches them, allowing them to watch it fly over their head. ''$siblingname'' glares at you.
"Just as well I'm not a giant otherwise that one would have smashed me in the face! I think you can do better than that!"<</if>><</if>>
<<if $hasbowl1 eq true and $hasbowl2 eq true and $hasbowl3 eq false>>
<span class="path"><<click [[TRY AND ADD SOME SPIN TO YOUR THROW|Bowling]]>><<set $hasbowl3 to true>><</click>></span><</if>>\
<<if $hasbowl1 eq true and $hasbowl2 eq true and $hasbowl3 eq true>>Oh no. This was what you were afraid of. Instead of the spin you were going for it just lands perfectly for your $sibling, bouncing just at the right time for them as they swing. There is an almighty crack as the ball connects with the bat and flies off across and into your next door neighbour ''MR JENKINS''' garden. You both wince expecting the sound of broken glass but it never comes.
"You make it too easy for me!" ''$siblingname'' cries out, laughing.
"You didn't have to hit it that hard!"
"Sorry, it just landed so well for me. I was trying to be gentle!"
"I know, I know," you say. "Right then, give me a mo while I go get it back."
"Don't let him catch you," ''$siblingname'' says with a grin. "I heard he eats little girls and boys!"<<set $bowled to true>>
<<if $playerenergy lte 51>><<playerEnergy -20>><p style="color:#f9f993">''Playing cricket has been fun but used up a bit of your energy. Your ENERGY has DECREASED.''</p><<else>><<playerEnergy -50>><p style="color:#f9f993">''Playing cricket has been fun but used up a bit of your energy. Your ENERGY has DECREASED.''</p><<endif>>
<span class="path">[[GO AND GET YOUR BALL BACK|Bowlmonster]]</span><<set $goal to "Get your ball back">>
<</if>>\<<set $location to "MR JENKINS' GARDEN">><center><img src="https://yourmonsters.co.uk/images/jenkingarden.jpg" alt="jenkins"></center>
''MR JENKINS'' is never usually in so you take a quick glance through his downstairs windows to check he's not about before hopping over the fence.
Your ball is sat at the edge of his lawn where it meets his bushes that separate the grass from his POND. Crouching, you creep across his garden towards it. No sooner have your fingers touched the ball you hear a dry rasp from near the dark green bushes.
<span class="examine">[[CAUTIOUSLY, LOOK UP|Monster2]]</span><center><img src="https://yourmonsters.co.uk/images/monsters/gardenmonster1.jpg" alt="rose blood"></center>
<<set $goal to "ESCAPE or FIGHT the MONSTER">>\
You pull back in disbelief as your eyes meet with a ''MONSTER'' staring back at you from between the flower stalks. Its weird toothy mouth twists around into a wretched smile, its belly button oozing orange pus.
<p style="font-family:Righteous;font-size: 36px; margin: 0px;">"Thought you'd try to sneak in, did you little $gender? Why don't you come closer?!"</p>
"I just want my ball back..." you whimper.
<p style="font-family:Righteous;font-size: 36px; margin: 0px;">"I'm going to enjoy munching you up!"</p>
<span class="path">[[FIGHT->Pre-RoseBlood]]</span>
<span class="path">[[RUN->D1 run]]</span>
<<get "cricketbat">><<set $location to "the UPSTAIRS LANDING">><center><img src="https://yourmonsters.co.uk/images/upstairs3.jpg" alt="Landing"></center>
You're at the top of the STAIRS.
From here you can:
<span class="path">[[GO BACK DOWNSTAIRS->Downstairs Hallway]]</span>
<span class="path">[[GO INTO BATHROOM->D1 Bathroom]]</span>
<span class="path">[[GO INTO MUM & DAD'S ROOM->D1 M&D Room]]</span>
<span class="path">[[HEAD DOWN HALLWAY->D1 Upstairs Hallway]]</span><<if $hasitem33 eq false>><p style="color:#f9f993">''The GUEST ROOM is locked. Maybe there is a key somewhere?''</p>
<span class="path">[[LEAVE IT->D1 Upstairs Hallway]]</span><</if>>\
<<if $hasitem33 eq true>>
<<include "INSIDE GUEST">><</if>>
<<set $location to "MUM & DAD'S ROOM">><center><img src="https://yourmonsters.co.uk/images/mumanddad.jpg" alt="mum and dad"></center>
You creep into MUM & DAD's room making sure no one hears you. Inside is their double bed, a DRESSING TABLE, and DAD'S BEDSIDE CABINET
<span class="examine">[[EXAMINE BEDSIDE TABLE->BEDSIDECAB]]</span>
<span class="examine">[[EXAMINE DRESSING TABLE->DRESSINGTABLE]]</span>
<span class="path">[[LEAVE ROOM->D1 Landing]]</span><<set $location to "the BATHROOM">><center><img src="https://yourmonsters.co.uk/images/bathroom.jpg" alt="bathroom"></center>
Swirled light is cast through the distorted privacy glass in the BATHROOM. Inside is a BATH with SHOWER above it, TOILET, SINK and TALL CABINET. There is a wicker HAMPER for putting dirty clothes in.
<span class="examine">[[CHECK THE BATH ->BATH]]</span>
<span class="examine">[[CHECK HAMPER->HAMPER]]</span>
<span class="examine">[[EXAMINE TALL MEDICINE CABINET->CABINET]]</span>
<span class="path">[[USE THE TOILET->TOILET]]</span>
<span class="path">[[GO TO THE SINK->SINK]]</span>
<span class="path">[[LEAVE BATHROOM->D1 Landing]]</span><<set $location to "YOUR BEDROOM">><center><img src="https://yourmonsters.co.uk/images/bedroom.jpg" alt="yourroom"></center>
<<if has ("potassiumnitrate")>><<set $goal2 to "Ask $sibling about Potassium Nitrate">><</if>><<set $inbedroom to true>>Your room is awesome. Posters of your favourite bands and films cover the walls. Your BED is to the right of the room with a CLOSET across from that. Next to your BED is a BEDSIDE TABLE<<if $yourlampbroke eq false>> with a LAMP on it<</if>>.
<<if $yourlampbroke eq true>>Your LAMP lays on the floor at the end of the bed. The BULB is broken. <<if $hasitem23 eq true>><span class="path"><<click [[REPLACE THE BULB?|D1 Your Room]]>><<set $yourlampbroke to false>><<drop "sparebulb">><</click>></span><</if>>
<<if $hasitem23 eq false>><span class="item">You will need a ''SPARE BULB'' to fix it.</span><</if>><</if>>\
<<if $cubebroken eq true>>Your ''$item1'' lays in pieces on the floor from where it hit the ''MONSTER''.
<<if $hiderubik eq false and $leftrubik eq false>>You should probably hide your broken ''RUBIK'S CUBE''.
<span class="path"><<click [[HIDE IT / |D1 Your Room]]>><<set $hiderubik to true>><</click>><<click [[LEAVE IT|D1 Your Room]]>><<set $leftrubik to true>><</click>></span><</if>>\
<</if>>
<span class="examine">[[EXAMINE BEDSIDE DRAWER->D1 Your drawer]]</span>
<span class="path">[[OPEN CLOSET->D1 Closet]]</span>
<span class="path">[[LEAVE YOUR ROOM->D1 Upstairs Hallway]]</span>
<<set $location to "$siblingname'S ROOM">><<if $checksibbed eq true and $opensiblingward eq true and $playcomputer eq true and $playguitar eq true and $truth1 isnot "none" and $siblingoutd1 eq true>>Your $sibling's room is locked.
<span class="path">[[BACK->D1 Upstairs Hallway]]</span><</if>>\
<<if $checksibbed eq false and $opensiblingward eq false and $playcomputer eq false and $playguitar eq false and $siblingoutd1 eq false>>
<center><img src="https://yourmonsters.co.uk/images/siblingroom.jpg" alt="sibling"></center>
Your $uppersibling'S room is a kaleidoscope of colours and rock and gaming posters. The GUITAR is back on the BED. In the corner of the room is your $sibling's desk with $siblingpro SPECTRUM COMPUTER on it. In the other corner is a WARDROBE.<</if>>
<<if $siblingoutd1 eq false and $checksibbed eq false and $opensiblingward eq false and $playcomputer eq false and $playguitar eq false>>''Your $sibling $siblingname is on $siblingpro SPECTRUM COMPUTER.''
<<if $checksibbed eq false and $opensiblingward eq false and $playcomputer eq false and $playguitar eq false>><p style="color:#f9f993">''Now isn't a good time to snoop around in their room. You should wait for them to be out.''</p><</if>>\
<<if $hascard eq false and $siblingoutd1 eq false>><span class="path">[[TALK TO THEM->Siblingadvice]]</span><</if>>
<<if $truth1 eq "no" and $siblingoutd1 eq false>>Tell $uppersibling the truth about <span class="path"><<link "MONSTERS" "Truth1b">><</link>></span><</if>>
<<if $hasitem11 eq false and $help1 eq false and $truth1 isnot "none">>Ask for <span class="path">[[ADVICE->Help3]]</span><</if>>\
<<if $hasitem11 eq true and $help1 eq false>>Ask what <span class="path">[[POTASSIUM NITRATE IS->Help1]]</span><</if>>
<<if $hasitem11 eq true and $hasitem12 eq true and $help1 eq true>>Give $sibling <span class="item">[[SUGAR & POTASSIUM NITRATE->Help2]]</span><</if>>\<</if>>
<<if $siblingoutd1 eq true and $hasitem14 eq false>><center><img src="https://yourmonsters.co.uk/images/siblingroom.jpg" alt="sibling"></center>
<p style="color:#b1e6b1">''Your $uppersibling is out of the room. Now is a good time to snoop around!''</p><</if>>\
<<if $siblingoutd1 eq true>><<if $playguitar eq false>><span class="path">[[ATTEMPT TO PLAY GUITAR->siblingguitar]]</span><</if>>
<<if $playcomputer eq false>><span class="examine">[[EXAMINE SPECTRUM COMPUTER->computer]]</span><</if>>
<<if $checksibbed eq false>><span class="examine">[[LOOK UNDER BED->undersiblingbed]]</span><</if>>
<<if $opensiblingward eq false>><span class="path">[[OPEN WARDROBE]]</span><</if>><</if>>
<<if $checksibbed eq false and $opensiblingward eq false and $playcomputer eq false and $playguitar eq false and $siblingoutd1 eq false>><span class="path">[[LEAVE THE ROOM->D1 Upstairs Hallway]]</span><</if>><<set $location to "the ATTIC">><<if $day eq "SUNDAY">><<if $hasstepladders eq false>>You can't reach the ATTIC.<<set $goal3 to "Find something to help you reach the ATTIC.">>
<span class="path">[[OH WELL->D1 Upstairs Hallway]]</span><</if>>\
<<if $hasstepladders eq true and $hasitem20 eq false>><center><img src="https://yourmonsters.co.uk/images/placeholder.jpg" alt="placeholder"></center><<set $goal3 to "Find a ''FLASHLIGHT'' so you can explore the ATTIC.">>
You climb up the ''STEPLADDERS'' and open the hatch to the ATTIC. Inside it is PITCH BLACK.
You will need a ''FLASHLIGHT''.
<span class="path">[[OH WELL->D1 Upstairs Hallway]]</span><</if>>\
<<if $hasstepladders eq true and $hasitem20 eq true and $battle1 eq "none">><center><img src="https://yourmonsters.co.uk/images/attic.jpg" alt="attic"></center>
You turn on your ''FLASHLIGHT'' and climb up the ''STEPLADDERS'' and open the hatch to the [[ATTIC->D1A Attic]] <</if>><</if>>\
<<if $day eq "MONDAY">>Either ''MUM'' or ''DAD'' have moved the ''STEPLADDERS'' from where you left them.
You can no longer reach the ATTIC.
<span class="path">[[OH WELL->D1 Upstairs Hallway]]</span><</if>>
<<set $location to "the UPSTAIRS HALLWAY">><<set $checkbath to false>><<if has ("potassiumnitrate")>><<set $hasitem11 to true>><</if>><<set $inbedroom to false>><center><img src="https://yourmonsters.co.uk/images/upstairs4.jpg" alt="upstairs hallway"></center>
You're in the UPSTAIRS HALLWAY.
From here you can:
<span class="path">[[GO TO LANDING->D1 Landing]]</span>
<<if $hasitem33 eq false>><span class="examine">[[EXAMINE GUEST ROOM->D1 Guest Room]]</span><</if>>\
<<if $hasitem33 eq true and $guestonce eq false>><span class="action">[[UNLOCK GUEST ROOM->D1 Guest Room]]</span><</if>>\
<<if $hasitem33 eq true and $guestonce eq true>><span class="path">[[GO TO GUEST ROOM->D1 Guest Room]]</span><</if>>
<<if $hasstepladders eq true>><span class="path">[[USE STEPLADDERS TO GET INTO ATTIC->D1 Attic]]</span><</if>>
<<if $hasstepladders eq false>><span class="path">[[TRY AND GET INTO ATTIC->D1 Attic]]</span><</if>>
<span class="path"><<link "GO TO $uppersibling'S ROOM" "D1 Sibling Room">><</link>></span>
<span class="path">[[GO INTO YOUR ROOM->D1 Your Room]]</span>
<body style="background-color: darkred; color:white;">
You collapse to the ground and your vision fades to black as the ''MONSTER'' <span class="doom">[[LOOMS OVER YOU...->ravaged]]</span>
</body>
<<set $battle2 to "lost">><<audio ":playing" fadeoverto 3 0>>You're just too close at this point and the ''MONSTER'' is only a few steps from you when you turn your back to run.
Within seconds you feel its ragged breath on your neck and it's on you, grasping at you, smothering your mouth and dragging you down.
You try to swing an elbow as you toss and turn about but it's no good, each blow you throw doesn't hit hard <span class="doom">[[ENOUGH.->YOU COLLAPSE]]</span><<audio "fight" fadeoverto 3 0>><<set $truth1 to "yes">><<set $goal1 to "Consider telling ''MUM'' about ''MONSTERS''">>You just blurt it out.
"I saw a ''MONSTER'' in ''MR JENKINS''' garden!"
Your $sibling pulls a face.
"No, <i>really</i>!" You insist. "A ''MONSTER'', with claws and horrible teeth. I had to throw stuff at it and barely got away!"
The dubious look on your $sibling's face softens before $siblinggenderlow nods firmly. "Right. Let me go check it out."
"NO!" you shriek. "Let's just go inside!"
"I have to check it out," $siblinggenderlow says. "We don't want it coming in the house later."
You bite your tongue. Now is not the time to tell ''$siblingname'' about the incident last night.
''$siblingname'' cautiously creeps up to the fence and peeks over into the garden. Slowly, $siblinggenderlow turns $siblingpro head searching.
"Do you see it?" you whisper
$siblinggender shakes $siblingpro head. "Nothing."
You hold your breath before asking the all important question.
<span class="path">"[[DO YOU BELIEVE ME?->truth2]]"</span>
<<audio "beneath" play loop>><<audio "fight" fadeoverto 3 0>><<set $truth1 to "no">><<set $goal1 to "Consider telling ''$uppersibling'' about ''MONSTERS''">>"I.. I mean, there was, er..." your words stumble out pointlessly as you grasp for a lie. "Was it ''MR JENKINS''?" your $sibling prompts. "Did he see you?"
"Yes, that's it. I saw him at the window."
''$siblingname'' takes a sharp intake of breath. "Oh-oh. If he saw you he'll be popping over when ''DAD'' gets back from work to have a moan."
Your $sibling looks at your pale face.
"Don't worry about it though. The garden isn't big enough really for cricket - of course it was gonna land in someone else's at some point. They'll be fine about it."
''$siblingname'' pauses a moment, staring at you and noticing that you still look flustered and worried. It's clear $siblinggenderlow does not believe you.
<<set $siblingtrust to $siblingtrust -2>>
<span class="path">[[LET'S TRY AND MOVE ON->endcricket]]</span>
<<audio "beneath" play loop>>"Look, I've got to head to Darren's in a bit," your $sibling says. "Don't worry about the ball. I'll sneak back later when the old git is out and get it then! We can play again tomorrow."
You nod, your mind still racing from the events that have unfolded.
"How about we watch TV for a bit?"
Deflated your shrug your shoulders.
"Come on," $siblinggenderlow says. "Let's get you some <span class="path">[[LUNCH->lunch]]</span> first.""Yes, ''$name''," your $sibling says, "yes I do."
A huge wave of relief rushes over you, tempered only by the concerned look on ''$siblingname'S'' face.
"I think I should tell you about <span class="path"><<link "MY MONSTERS" "asiblingtale">><</link>></span>"<<set $siblingtrust to $siblingtrust +2>><<if $hadlunch eq false>>''$siblingname'' sits down with you on the SOFA in the LIVING ROOM.<</if>>
"Look, I've heard a lot of weird things going in this neighbourhood. I've certainly never seen any ''MONSTERS'' but I don't doubt they exist."
You stay silent and wait for them to continue.
"Tell me about this ''MONSTER'' What did it look like?" ''$siblingname'' asks finally.
"It was horrible. Kinda human-like but with a twisted face..."
"Yikes," exclaims your $sibling. "At least there aren't any in the house!"
You open your mouth to tell ''$siblingname'' that they are definitely already in the house but<<if $hadlunch eq false>> your $sibling stands up suddenly. "Right then. Let's get some <span class="path">[[LUNCH->lunch]]</span><</if>>\
<<if $hadlunch eq true>> your $sibling stands up suddenly.
"<span class="path">[[THANKS FOR TELLING ME->D1 Sibling Room]]</span>"<</if>>
<<set $goal to "Eat dinner with your family">>"Dinner time!" ''MUM'' shouts from the KITCHEN.
''DAD'' looks at you, concerned, as you struggle for an explanation. "We'll talk about this after dinner."
<span class="path">"[[COMING!->Dinner1]]"</span> you both shout to ''MUM''.<<set $goal to "">><<set $pethere1 to true>><<setBattle "AtticMonster" "You Won 1" "You Lost 1">>You open your bedside table's drawer.
<<if $hasitem3 eq true>>There is nothing left inside.<</if>>\
<<if $hasitem3 eq false and $item3lost eq false>>Your ''PENCIL CASE'' is here. <span class="item"><<click [[TAKE IT?|D1 Your drawer]]>><<set $hasitem3 to true>><<get "pencilcase">><</click>></span><</if>>
<span class="path">[[CLOSE DRAWER->D1 Your Room]]</span><<if has ("potassiumnitrate")>><<set $goal2 to "Ask $sibling about Potassium Nitrate">><</if>>
You open your CLOSET.
The shelves are stacked high with toys, games and stuff.
<<if $haschemset eq true and $lostchemset eq false>>There is nothing else of interest left.<</if>>\
<<if $haschemset eq false and $lostchemset eq false and $hasitem14 is false>>There is a ''CHEMISTRY SET'' poking out on one of the shelves. <span class="item"><<click [[TAKE IT?|D1 Closet]]>><<set $haschemset to true>><<get "chemistryset">><<set $goal2 to "Examine the ''CHEMISTRY SET''">><</click>></span><</if>>
<span class="path">[[SHUT CLOSET->D1 Your Room]]</span><<set $hadlunch to true>>Your $sibling heads off to the kitchen while you flick through the channels on Tv. As usual there is nothing good on a SUNDAY afternoon. You stumble across some old Warner Bros. cartoons and put the remote down to watch.
Your $uppersibling comes back through carrying a tray and places it down on the coffee table.
"Here we go then. ''MUM'' made us lunch. Everything a growing thirteen year old $gender needs!"
The tray has two plates of sandwiches, crisps and two Cokes on it. ''$siblingname'' divides it up between you and, although your appetite isn't great right now, you tuck in.
<<playerEnergy 20>><i>Mmm, peanut butter!</i> you think as you bite into your sandwich. Within moments you've guzzled them down with the crisps and glugged your way through the Coke. The shock of battling that ''MONSTER'' already starting to dim in your mind.
<p style="color:#b1e6b1">''Your ENERGY has INCREASED.''</p>
"All good?" your $sibling asks to which you fervently nod. "Okay then, I'll be back in my room."
''$siblingname'' heads back to $genderpro room. <<set $siblingoutd1 to false>>
<<set $goal to "Explore the house">>
<span class="path">[[FINISH LUNCH->Living Room]]</span><<if has ("sugar")>><<set $goal2 to "Give ''SUGAR'' & ''POTTASSIUM NITRATE'' to $sibling">><</if>><<if !has ("sugar")>><<set $goal2 to "Find SUGAR">><</if>><<set $help1 to true>><<if $truth1 eq "no">>"Potassium Nitrate?" your $sibling repeats.
"Yeah, it was in my ''CHEMISTRY SET''," you say. "Just wondering if we could make anything useful with it?"
"Well if you were looking for a distraction then you could cook it up with a bag of ''SUGAR'' and make a ''SMOKE BOMB''. Take a look!" $siblinggender opens a drawer and pulls out a booklet labelled "The Anarchist's Cookbook". He points to a section labelled Smoke Bomb.
"Whoa! Do you think - if I got you some ''SUGAR'' you could make one for me?"
''$siblingname'' raises their eyebrows. "Say you give me £5 and you've got yourself a deal."
<span class="path">[[DONE->BRIBE]]</span><</if>>\
<<if $truth1 eq "yes">>"Potassium Nitrate?" your $sibling repeats.
"Oh it was in the ''CHEMISTRY SET''," you say. "Just wondering if I could make anything, er, <i>fun</i> with it?"
"You sure can! If you were looking for a distraction then you could cook it up with a bag of ''SUGAR'' and make a ''SMOKE BOMB''. Take a look!" $siblinggender opens a drawer and pulls out a booklet labelled "The Anarchist's Cookbook". He points to a section labelled Smoke Bomb.
"Whoa! Do you think - if I gave you some ''SUGAR'' you could make one for me?"
''$siblingname'' smiles "Yeah, if you set this off in the garden you'll easily be able to get those ''STEP LADDERS'' upstairs without ''MUM'' seeing. You just get me the ''SUGAR'' and I'll make it before I head out."
<<include "D1 Sibling Room">><</if>><<set $goal2 to "">><<set $hasitem11 to false>><<set $hasitem12 to false>><<set $hasitem14 to true>><<drop "potassiumnitrate">><<drop "sugar">><<set $siblingoutd1 to true>>"Now we're talking!" ''$siblingname'' says. "This will definitely get you into the ATTIC."
$siblinggender takes the ''$item11'' and the ''$item12'' off you.
"Give me thirty mins. I just need to go cook it up downstairs. If ''MUM'' asks I'll just say I'm cooking cinder toffee! Just as well ''DAD'' isn't back yet. He'd figure it out immediately!"
Your $uppersibling leaves the room, leaving you to <span class="examine">[[LOOK AROUND->D1 Siblingoutroom]]</span><<if $checksibbed eq true and $opensiblingward eq true and $playcomputer eq true and $playguitar eq true>><<set $siblingoutd1 to false>><<get "smokebomb">><<set $hasitem14 to true>><p style="color:#f9f993">''Your $sibling bursts into the room just as you are finishing looking around.''</p>
"Ta dah!" $siblinggenderlow cries triumphantly. $siblinggender holds out a pale orange blob in $siblingpro hands. "A ''SMOKE BOMB''!"
"Wicked!" you exclaim. You take it off them and turn it over in your hands. "How do I use it?"
"Oh there's no fuse or anything. You just need to heat part of it and it'll go off. You'll need a ''LIGHTER''. Bound to be one somewhere around the house."
"Thanks," you say. "This is really great!"
Their face becomes stern all of a sudden. "Don't let ''MUM'' catch you setting this off. She'll kill us both."
"Okay," you agree.
"Just set it off in the BACK GARDEN when you're ready. Good luck!"<<set $goal2 to "Set off ''SMOKEBOMB'' in GARDEN">><</if>>
<<if $checksibbed eq true and $opensiblingward eq true and $playcomputer eq true and $playguitar eq true and $truth1 isnot "none" and $siblingoutd1 eq false>>
<p style="color:#f9f993">''You hear the sound of a car pulling up to driveway and the garage door opening. DAD is home!''</p>
"Right then," ''$siblingname'' says. "I'm getting the hell out of here so I can play innocent if you get caught! I'll be at <span class="path">[[DARREN'S HOUSE->Darren's house]]</span>".<</if>>
<<include "D1 Sibling Room">><<set $playguitar to true>><<if $guitarhurt1 eq false>>You tentatively pick up the guitar. It's your $sibling's pride and joy so you pick it up like it's a precious vase.<</if>>\
<<if $guitarhurt1 eq true>>You look down at the guitar. Considering you bashed a MONSTER with it last night it seems in pretty good shape. You check it for dents but fortunately can't see anything out of the ordinary.<</if>>
With the electric guitar in your hands you give it a few strums. It's not plugged in so there is only the smallish sound that comes from the strings.
Given you only have limited time left before your $sibling returns you quickly tire of the guitar and gently lay it back down on the bed.
<span class="path">[[KEEP EXPLORING->D1 Siblingoutroom]]</span><<set $playcomputer to true>>In truth you are terrified to touch ''$siblingname'S'' SPECTRUM. $siblinggenderlow will know you were messing around with it.
They are midway through some code on the screen which doesn't make any sense to you so you decide to leave it alone.
<span class="path">[[BACK->D1 Siblingoutroom]]</span><<set $checksibbed to true>>You check that your $sibling's door is closed and then get down on the floor to take a look under the bed. Holding your breath in case there is a ''MONSTER'' you are relieved when all you can see is piles of magazines, several pairs of trainers, and a few cardboard boxes.
<<if $hasitem19 eq false>>There is also a bag of ''$item19'' under here. <span class="item"><<click [[TAKE THEM?|undersiblingbed]]>><<set $hasitem19 to true>><<get "marbles">><</click>></span><</if>>
<span class="path">[[LEAVE THEM->D1 Siblingoutroom]]</span><<set $opensiblingward to true>>Carefully you open the wardrobe and look inside. It's mostly piles of clothes on shelves or on hangers but to the side are some boardgames.
<<if $hasitem18 eq false>>There is also a ''$item17'' in here. <span class="item"><<click [[TAKE THE DARTS FROM IT?|OPEN WARDROBE]]>><<set $hasitem18 to true>><<get "darts">><</click>></span><</if>>\
<<if $hasitem18 eq true>>There is also a ''$item17'' in here without any darts in it.<</if>>
<span class="path">[[BACK->D1 Siblingoutroom]]</span><<set $truth1 to "yes">><<set $goal1 to "Consider telling ''MUM'' about ''MONSTERS''">>You just blurt it out.
"I saw a ''MONSTER'' in ''MR JENKINS''' garden!"
Your $sibling pulls a face.
"No, <i>really</i>!" You insist. "A ''MONSTER'', with claws and horrible teeth. I had to throw stuff at it and barely got away!"
The dubious look on your $sibling's face softens before $siblinggenderlow nods firmly. "Right. Let me go check it out."
"NO!" you shriek. "I mean, it's probably gone now..."
Your $sibling pauses. "Okay, sure."
You hold your breath before asking the all important question:
<span class="path">"[[DO YOU BELIEVE ME?->truth2]]"</span>
<<if $checkbath eq false>>The BATH is a pale blue ceramic which matches the SINK and TOILET. An electric shower is above it. Underneath that is a shelf of bathing accessories such as shower gel, bubble bath, shampoo, etc.
<span class="path"><<click [[BACK->D1 Bathroom]]>><<set $checkbath to true>><</click>></span><</if>>\
<<if $checkbath eq true>>The BATH is a pale blue ceramic which matches the SINK and TOILET. An electric shower is above it. Underneath that is a shelf of bathing [[accessories->(hidden)]] such as shower gel, bubble bath, shampoo, etc.
<span class="path">[[BACK->D1 Bathroom]]</span><</if>>\<<if $usetoiletd1 is false>>You close the door to the BATHROOM and merrily whizz away.
Finished, you flush.
You should <span class="path">[[WASH YOUR HANDS->SINK]]</span><<set $usetoiletd1 to true>>
<<elseif $usetoiletd1 is true>>You don't need to use the toilet right now.
<span class="path">[[Back->D1 Bathroom]]</span><</if>>\
<<if $usetoiletd1 eq true and $handclean eq false>>You run the tap and thoroughy wash your hands with soap and water. All the dirt and mud from playing cricket washes away down the plug hole and you watch it swirl away.
Satisfied they are clean you dry them on the soft towel.<<set $handclean to true>><</if>>
The sink is the same light blue as the TOILET and BATH. Above it hangs a MIRROR and to the right is the MEDICINE CABINET.
<<if $usetoilet1 eq true>><span class="path"><<click [[WASH HANDS|SINK]]>><<set $handclean to true>><</click>></span><</if>>
<span class="examine">[[LOOK IN MIRROR->BATH MIRROR]]</span>
<span class="path">[[BACK->D1 Bathroom]]</span>
<<if $medcablock eq true and $medcabopen eq false and $attempt1 is false>>There is a numbered SAFETY LOCK on the MEDICINE CABINET.
Please enter the four digit code:
<<if has("medicode")>><p style="color:#f9f993">''The combination is $medcode1.''</p><</if>>\
<<textbox "$medcode" "">>
<span class="path">[[OK->UnlockCab]]</span>
<span class="path">[[GIVE UP->D1 Bathroom]]</span><</if>>\
<<if $medcablock eq true and $medcabopen eq false and $attempt1 is true>>
You consider another attempt at the numbered SAFETY LOCK on the MEDICINE CABINET.
Please try a different four digit code:
<<if has("medicode")>><p style="color:#f9f993">''The combination is $medcode1.''</p><</if>>\
<<textbox "$medcode" "">>
<span class="path">[[OK->UnlockCab]]</span>
<span class="path">[[GIVE UP->D1 Bathroom]]</span><</if>>\
<<if $medcablock eq false and $medcabopen eq true>><<include "UnlockCab">><</if>>
<<if $reflection eq true>>You see yourself.<</if>>\
<<if $reflection eq false>>You take a look at your face in the mirror.
There is a haunted glare in your eyes. For a second, you think you see something behind you, but when you turn there#s nothing.
You need to stop spooking yourself.<<set $reflection to true>><</if>>
<span class="path">[[BACK->SINK]]</span>You pull open the drawer in ''DAD'S'' bedside cabinet.
It's a mess inside.
There is a weird amount of bric a brac in here. Receipts, coins, pencils, novelty keyrings with no keys on...
<span class="examine">[[DIG DEEPER->code]]</span>
<span class="path">[[LEAVE IT->D1 M&D Room]]</span>The DRESSING TABLE is covered in perfumes, make up and nail varnish bottles. You move a few things around, searching for anything that could come in handy, but find nothing.
<span class="path">[[BACK->D1 M&D Room]]</span><<if $medcode1 eq $medcode and $medcabopen is false>>Ah, that's it.
<<playerSmarts +1>>
<p style="color:#b1e6b1">''Your SMARTS have INCREASED''</p>
The code lines up and the door to the MEDICINE CABINET <span class="path"><<click [[POPS OPEN.|UnlockCab]]>><<set $medcablock to false>><<set $medcabopen to true>><<drop "medicode">><</click>></span><</if>>
<<if $medcode1 is not $medcode>>That is not the correct combination.
You will need to find the code.
<span class="path">[[TRY AGAIN->CABINET]]</span><<set $attempt1 to true>><</if>>\
<<if $medcablock eq false and $medcabopen eq true>>You pull open the MEDICINE CABINET. <</if>>
<<if $medcablock eq false and $medcabopen eq true and $hasitem16 is false>>There are ''$item16'' in here. <span class="item"><<click [[TAKE THEM?|UnlockCab]]>><<set $hasitem16 to true>><<get "sleepingpills">><</click>></span>
<span class="path">[[BACK->D1 Bathroom]]</span> <</if>>\
<<if $medcablock eq false and $medcabopen eq true and $hasitem16 is true>>The MEDICINE CABINET is now empty.
<span class="path">[[BACK->D1 Bathroom]]</span> <</if>>\<<set $chatout1 = $chatout1 - 1>><<set $talkuncle1 to true>><<if $dadout1 is false>>
You are slightly surprised to see your ''UNCLE JACK'' at the breakfast table. Why did he not go home last night? What's he still doing here?
"Er, hey ''UNCLE JACK''," you begin.
"Alright ''$name?'' Me and your ''DAD'' had a few too many last night so I decided to stay over!"
"Ahem," ''DAD'' starts. "I most definitely <i>did</i> not have too many. But we all know who did."
"Well, it was a Saturday night-"
"And based on how empty the fridge is," your father interupts, "it looks like someone continued well into SUNDAY morning."
''UNCLE JACK'' bursts into laughter. "You know me!"
You catch ''MUM'' roll her eyes while ''DAD'' shakes his head.
"Yep, we all know you ''JACK''."<</if>>
<<if $dadout1 is true>>
You are slightly surprised to see your ''UNCLE JACK'' at the breakfast table. Why did he not go home last night? What's he still doing here?
"Er, hey ''UNCLE JACK''," you say.
"Morning, birthday $gender. Good to see you again. Me and your ''DAD'' had a few too many last night so I decided to stay over!"
"Ahem," ''MUM'' starts. "Your brother was in bed before midnight. So he most definitely did <i>not</i> have too many. I think we all know who did though..."
"Well, it was a Saturday night-"
"And based on how empty the fridge is," ''MUM'' interupts, "it looks like someone continued well into SUNDAY morning."
''UNCLE JACK'' bursts into laughter. "You know me!"
"Yes, ''JACK'', we all know you."<</if>>
<<if $TryUncle eq false>><<include "Breakfast Day One">><</if>>\
<<if $TryUncle eq true>>''UNCLE JACK'' goes quiet then looks back at you. <span class="path">[["HEY, DID YOU TRY AND GET INTO MY ROOM LAST NIGHT?"->unclequiz1]]</span><</if>>
"Er... I-" you begin before ''MUM'' jumps in.
"$heshecap had a nightmare didn't you, ''$name?'' Came running straight into our room last night. Gave us such a fright!"
"A nightmare?" ''UNCLE JACK'' gives you a concerned look. "You okay now?"
You nod firmly.
"That's right. We've got a brave one here. Too much chocolate before bedtime - that's what I reckon. Such a shame, I think I'll have to eat the rest of that leftover birthday cake!"
''UNCLE JACK'' nudges you and bursts out laughing again.
<<include "Breakfast Day One">><<if $sofarest eq true>>You close your eyes for a moment and drift away. <<playerEnergy 10>>
<p style="color:#b1e6b1">''Your ENERGY has INCREASED''</p>
<span class="path">[[GET OFF SOFA|Living Room]]</span><</if>><<widget setBattle>>
/* Check that there isn't a battle already going on */
<<if !$currentMonster>>
/*
Contents of the $args array
0 = monster name (required)
1 = what passage to go to if won
2 = what passage to go to if failed
3 = monster distance (0 if default) (optional)
4 = monster HP (0 if default) (optional)
*/
<<set $victoryPassage = $args[1]>>
<<set $failurePassage = $args[2]>>
<<set $action == ''>>
/*<<audio ":playing" stop>><<audio "revo" play>>*/
<<monsterSetup $args[0]>>
<<set $monster = $monsters[$args[0]]>>
/* We store the name of the current passage as it will need to reload every time an action is done */
<<set $passage = passage()>>
/* We loop through the current passage with each loop being a different person's "turn", the first is always the player, the last is always the monster, if there are companions involved then they will go inbetween, when we've looped through these we reset the current turn to 0 and start again. */
<<set $currentTurn = 0>>
<<set $totalTurns = (1 + $activeCompanions.length)>>
/* If distance is overriden */
<<if $args[1] > 0>>
<<set $monster['distance'] = $args[1]>>
<<endif>>
/* If HP is overriden */
<<if $args[2] > 0>>
<<set $monster['hp'] = $args[2]>>
<<endif>>
<<set $monster_name=$monster['name']>>
<<else>>
/* If the battle is ongoing, perform a battle round */
<<if $action != ''>>
<<battleAction>>
<<set _doneAction = 1>>
<<else>>
<<set _doneAction = 0>>
<</if>>
<</if>>
/* See if there is still a battle going on after that action */
<<if $currentMonster>>
<script>
$("#battle_holder").css("display","block");
$("#interface").css("display","block");
window.setMonsterInterface();
</script>
<<if !$deathImage>>
<script>window.disableOptions(true);</script>
<<else>>
<script>window.disableOptions(false);</script>
<</if>>
<<if !_doneAction>>
<<battleRound>>
<</if>>
<</if>>
<</widget>>
<<widget battleAction>>
/* If the action variable has been specified then do that */
<<if $action != ''>>
/* See who's turn it was */
<<if $currentTurn == 0>>
/* Stop the player defending */
<<set $playerDefend = false>>
<<set $companionDefend = false>>
<<set $lastActive = "player">>
/* It was the player's turn */
<<if $action == "attack">>
<<useItem $currentWeapon>>
<<elseif $action == "use">>
<<useItem $action_item>>
<<elseif $action == "defend">>
You defend yourself.
<<set $playerDefend = true>>
<</if>>
<br />
/* Continue to next round */
<<if $deathImage>>
<b><<link "CONTINUE" $passage>><</link>></b>
<<elseif $activeCompanions.length > 0>>
<b><<link "WHAT DOES YOUR COMPANION DO?" $passage>><</link>></b>
<<else>>
<b><<link "IT'S THE ''MONSTER'S'' TURN!" $passage>><</link>></b>
<</if>>
<<elseif $currentTurn == ($totalTurns)>>
/* It is the monster's turn */
<<set $lastActive = "monster">>
<<set $action = ''>>
<<goto $passage>>
<<elseif $activeCompanions.length > 0>>
/* Get the relevant companion */
<<set $currentCompanion to $companions[$activeCompanions[($currentTurn - 1)]]>>
<<set $lastActive = "companion">>
/* Get the relevant action from the list */
<<if $action != "defend">>
<<set _currentAction to $currentCompanion['actions'][($action - 1)]>>
<<else>>
<<set _currentAction to "defend">>
<</if>>
<<companionPerformAction $currentCompanion _currentAction>>
<br />
<<if $deathImage>>
<b><<link "CONTINUE" $passage>><</link>></b>
<<else>>
<b><<link "IT'S THE ''MONSTER'S'' TURN!" $passage>><</link>></b>
<</if>>
<</if>>
/* Increment the battle round */
<<if ($currentTurn) gte $totalTurns>>
<<set $currentTurn=0>>
<<else>>
<<set $currentTurn=($currentTurn + 1)>>
<</if>>
<br>
<<set $action = ''>>
<<monsterHealthBar>>
<</if>>
<</widget>>
<<widget battleRound>>
<<monsterHealthBar>>
/* See whether an end condition has been met */
<<if $playerenergy <= 0>>
<<endBattle>>
<<set $playerenergy=20>>
<script>refreshPlayer();disableOptions(false);</script>
<<goto $failurePassage>>
<<elseif !$currentMonster['current_hp']>>
<<endBattle>>
<<goto $victoryPassage>>
<<else>>
/* See whose turn it is to fight */
<<if $currentTurn == 0>>
/* It was the player's turn */
It's your turn to act! What will you do?<br>
<<if $currentMonster['current_distance'] < 2>>
<<for _i=0;_i<$inventory.length;_i++>>
<<set _item = $items[$inventory[_i]]>>
<<if _item['battlename']>>
<<set _item['name'] = _item['battlename']>>
<</if>>
<<if _item['close'] == true>>
<b><<print '[[USE THE ' + _item['name'] + '|' + $passage + '][$currentWeapon = "' + $inventory[_i] + '",$action = "attack"]]'>></b>
/*
<b><<link "USE THE _item['name']!" $passage>></b>
<<set $action to "attack">>
<<set $actionItem = $inventory[_i]>>
<</link>>
*/
<br>
<</if>>
<</for>>
<</if>>
<b><<link "DEFEND" $passage>></b>
<<set $action to "defend">>
<</link>><br><a href="javascript:throw_something();" class="javascript"><br><b>ATTACK</b></a><br>
<<elseif $currentTurn == ($totalTurns)>>
/* It is the monster's turn */
/*It's $currentMonster['name']'s turn! <br>*/
/* Work out what action the monster will perform */
<<monsterAction>>
<br>
<b><<link "CONTINUE" $passage>>
<<set $action = 'monster'>>
<</link>></b>
<<elseif $activeCompanions.length > 0 && $currentTurn > 0>>
/* Get the relevant companion */
<<set _companion to $companions[$activeCompanions[($currentTurn - 1)]]>>
It's _companion['name']'s turn!<br>
/* Do we want them to act automatically? */
<<if $companionManual != true>>
<<companionAutoAction ($currentTurn - 1)>>
<<else>>
<b> <<print '[[PROTECT|' + $passage + '][$action = "defend"]]'>></b><br>
/* List that companion's possible actions */
<<for _i=0; _i lt Object.keys(_companion['actions']).length; _i++>>
<b> <<print '[[USE ' + _companion['actions'][_i]['name'] + ' (' + _companion['actions'][_i]['accuracy'] + '% chance)|' + $passage + '][$action = ' + (_i + 1) + ']]'>></b>
/*
<b><<link "USE <<print _companion['actions'][_i]['name']>> (<<print _companion['actions'][_i]['accuracy']>>% chance)" $passage>>
<<set $action = <<print _i>>>>
<</link>></b>
*/
<br>
<</for>>
<</if>>
<<else>>
<</if>>
<</if>>
<</widget>>
<<widget endBattle>>
<<set $currentMonster=''>>
<<set _deathImage = ''>>
/*
<script>
window.disableOptions(false);
$("#battle_holder").css("display","none");
$("#interface").css("display","none");
</script>
*/
<</widget>>
<<widget setImage>>
$image = $args[0]
<img src="$image" width="400" height="300" class="room_image" />
<</widget>>
/* This section contains all the widgets and functions for dealing with companions */
/* Do we want companions to act automatically? */
<<set $companionManual = true>>
<<set $companions={
"brother":{
"hp":100,
"name":"$siblingname",
"actions":{
0:{
"name":"PUNCH",
"accuracy":70,
"damage":30,
"chance":80,
"message":" punches "
},
1:{
"name":"TAUNT",
"accuracy":100,
"damage":20,
"chance":20,
"message":" taunts "
}
}
},
"sister":{
"hp":80,
"name":"$siblingname",
"actions":{
0:{
"name":"KICK",
"accuracy":70,
"damage":30,
"chance":80,
"message":" kicks "
},
1:{
"name":"SCREAM",
"accuracy":50,
"damage":20,
"chance":20,
"status":"fright",
"message":" screams at "
}
}
},
"dog":{
"hp":50,
"name":"$petname",
"actions":{
0:{
"name":"BITE",
"accuracy":80,
"damage":25,
"chance":50,
"message":" bites "
},
1:{
"name":"BARK",
"accuracy":100,
"damage":0,
"chance":50,
"message":" barks at "
}
}
},
"cat":{
"hp":50,
"name":"$petname",
"actions":{
0:{
"name":"SCRATCH",
"accuracy":80,
"damage":25,
"chance":50,
"message":" scratches "
},
1:{
"name":"HISS",
"accuracy":100,
"damage":0,
"chance":50,
"status":"fright",
"message":" hisses at "
}
}
}
}>>
<<set $statuses={
"confuse":{
"message" : " is confused ",
"accuracy" : 20
},
"fright":{
"message" : " is frightened ",
"accuracy" : 40
},
"blind":{
"message" : " is blinded ",
"accuracy" : 100
}
}>>
<<set $activeCompanions=[]>>
/* Add a new companion to the party */
<<widget "addCompanion">>
<<set _companion = $args[0]>>
/* Try to add a companion to the party *
/* See if they are already in the party */
<<if $activeCompanions.includes(_companion)>>
<<else>>
<<run $activeCompanions.push(_companion)>>
<<set _currentCompanion=$companions[_companion]>><p style="color:#b1e6b1">''
_currentCompanion["name"] has joined you and will now fight alongside you in battle!''</p>
<</if>>
<</widget>>
/* Remove a companion from the party */
<<widget "removeCompanion">>
<<run $activeCompanions.delete($args[0])>>
<</widget>>
/* Check if a companion is in the party */
<<widget "checkCompanion">>
<<if $activeCompanions.includes($args[0]) >>
return true
<<else>>
return false
<<if>>
<</widget>>
/* Gets the companions to act in a battle */
<<widget "companionAutoAction">>
<<set _currentCompanion = $args[0]>>
<<if _currentCompanion gte 0>>
<<if $currentMonster != 0>>
/* See what action the companion performs */
<<set _roll = random(0,100)>>
/* Get the companion's data from the big array */
<<set _companion = $companions[$activeCompanions[_currentCompanion]]>>
<<set _chanceTotal=0>>
<<set _actionFound=false>>
<<set _companionActions = _companion['actions']>>
/* Loop through their actions */
<<for _i2=0; _i2 lt Object.keys(_companion['actions']).length; _i2++>>
/* If we have already found the action to perform then skip this */
<<if _actionFound == false>>
<<set _thisAction = _companion['actions'][_i2]>>
/* Is the roll out of 100 between the chance on this action AND the chance of the next action? */
/*<<set _nextAction = _companion['actions'][(_i2 + 1)]>>*/
<<if _roll gte _chanceTotal && _roll lt (_chanceTotal + _thisAction['chance'])>>
/* Do this action */
<<set _actionFound = true>>
<<companionPerformAction _companion _thisAction>>
<<else>>
<<set _chanceTotal = (_chanceTotal + _thisAction['chance'])>>
<</if>>
<</if>>
<</for>>
<br>
<</if>>
<</if>>
<</widget>>
/* Have a companion perform an action */
<<widget "companionPerformAction">>
<<set _companion = $args[0]>>
<<set _action = $args[1]>>
<<if _action == "defend">>
_companion['name'] is protecting you!
<<set $companionDefend = true>>
<<else>>
_companion['name'] _action['message'] $currentMonster['name']!
<<if !_action['accuracy']>>
<<set _action['accuracy'] = 0>>
<</if>>
/* See if the action actually hits */
<<set _hitroll = random(0,100)>>
<<if _hitroll lte _action['accuracy']>>
/* If a status effect was done */
<<if _action['status']>>
<<monsterSetStatus _action['status']>>
<</if>>
/* If actual damage was done */
<<if _action['damage'] > 0>>
It deals _action['damage'] damage!
<<monsterWound _action['damage']>>
<</if>>
<<else>>
Oh no. They miss!
<</if>>
<</if>>
<<monsterDeath>>
<</widget>>// MONSTER LIST
<<set $monsters={
"AtticMonster": {
"name": "ATTIC ATTACKER",
"hp":150,
"distance":5,
"level":4,
"image":"https://yourmonsters.co.uk/images/monsters/Atticmonster1.jpg",
"deathImage":"https://yourmonsters.co.uk/images/monsters/Atticmonsterdead.jpg",
"distanceimages":{
5:"https://yourmonsters.co.uk/images/monsters/Atticmonster1.jpg",
4:"https://yourmonsters.co.uk/images/monsters/Atticmonster2.jpg",
3:"https://yourmonsters.co.uk/images/monsters/Atticmonster3.jpg",
2:"https://yourmonsters.co.uk/images/monsters/Atticmonster4.jpg",
1:"https://yourmonsters.co.uk/images/monsters/Atticmonster5.jpg"
},
"deathText":"<b>ATTIC ATTACKER</b> dies. ",
"deathThrowableText":"As it leaves your hand you watch as it sails straight into the <b>MONSTER'S</b> face. <b>ATTIC ATTACKER</b> falls from the ceiling and crumples to the dusty floor. Clumps of purple slime splatter around it.
<b>ATTIC ATTACKER</b> has been defeated. It slowly desolves into a puddle that fades away. ",
"deathMeleeText":"You swing hard and smile in satisfaction as you hit it directly in the face. Clumps of purple slime splatter everywhere and <b>ATTIC ATTACKER</b> falls from the ceiling, crumpling to the dusty floor.
<b>ATTIC ATTACKER</b> has been defeated. It slowly desolves into a puddle that fades away.",
"deathOngoingText":"Drenched in ACID, <b>ATTIC ATTACKER</b> shrieks one last time before falling from the ceiling and crumpling to the dusty floor. Clumps of purple slime splatter around it.
<b>ATTIC ATTACKER</b> has been defeated. It slowly desolves into a puddle that fades away. ",
"actions":{
0:{
"name":"slash",
"ranged":false,
"accuracy":100,
"damage":100,
"chance":100,
"message":" slashes at "
},
1:{
"name":"howling shriek",
"ranged":true,
"accuracy":100,
"damage":0,
"chance":20,
"status":"fright",
"message":" let's out a howling shriek at "
},
2:{
"name":"spit acid",
"ranged":true,
"accuracy":60,
"damage":15,
"chance":40,
"message":" spits acid at "
}
}
},
"Jasper": {
"name": "BED BUG",
"hp":80,
"distance":3,
"level":1,
"image":"https://yourmonsters.co.uk/images/monsters/Bedroommonster1.jpg",
"deathImage":"https://yourmonsters.co.uk/images/monsters/Bedroommonsterdead.jpg",
"distanceimages":{
3:"https://yourmonsters.co.uk/images/monsters/Bedroommonster1.jpg",
2:"https://yourmonsters.co.uk/images/monsters/Bedroommonster2.jpg",
1:"https://yourmonsters.co.uk/images/monsters/Bedroommonster3.jpg"
},
"deathText":"<b>BED BUG</b> collapses, a huge bump rising impossibly out of its head. ",
"deathThrowableText":"For a second you think you've missed, having thrown it too high in the air. However, luck is on your side as it comes crashing down hard onto the <b>MONSTER'S</b> skull.
<b>BED BUG</b> collapses, a huge bump rising impossibly out of its head. ",
"deathCompanionText":"Clearly furious at being disturbed in the night <b>$petname</b> viciously attacks. The <b>MONSTER<b> was already badly bashed up and swaying slightly so this strike is the final blow.
<b>BED BUG</b> collapses, a huge bump rising impossibly out of its head. ",
"actions":{
0:{
"name":"devour",
"ranged":false,
"accuracy":100,
"damage":100,
"chance":50,
"message":" devours "
},
1:{
"name":"burble",
"ranged":true,
"accuracy":100,
"damage":0,
"chance":30,
"message":" burbles manically at "
}
}
},
"yack": {
"name": "MR SLOBBERS",
"hp":200,
"distance":5,
"level":6,
"image":"https://yourmonsters.co.uk/images/monsters/bathroommonster.jpg",
"deathImage":"https://yourmonsters.co.uk/images/monsters/bathroommonsterdead.jpg",
"distanceimages":{
5:"https://yourmonsters.co.uk/images/monsters/bathroommonster1.jpg",
4:"https://yourmonsters.co.uk/images/monsters/bathroommonster2.jpg",
3:"https://yourmonsters.co.uk/images/monsters/bathroommonster3.jpg",
2:"https://yourmonsters.co.uk/images/monsters/bathroommonster4.jpg",
1:"https://yourmonsters.co.uk/images/monsters/bathroommonster5.jpg"
},
"deathText":"<b>MR SLOBBERS</b> staggers in the HALLWAY for a moment before grinding to a halt.
You watch as his gigantic frame starts to unravel and fall away. There, in front of you, stands a small and vulnerable creature, unzipped from its spiked armour.
<b>MR SLOBBERS</b> has been defeated.",
"deathThrowableText":"<b>MR SLOBBERS</b> staggers in the HALLWAY for a moment before grinding to a halt.
It shrieks one last time and you watch its gigantic frame start to unravel and fall away. There, in front of you, stands a small and vulnerable creature, unzipped from its spiked armour.
<b>MR SLOBBERS</b> has been defeated.",
"deathOngoingText":"Drenched in ACID, <b>MR SLOBBERS</b> staggers in the HALLWAY for a moment.
It shrieks one last time and you watch its gigantic frame start to unravel and melt away. There, in front of you, stands a small and vulnerable creature, unzipped from its spiked armour.
<b>MR SLOBBERS</b> has been defeated.",
"deathMeleeText":"You smash <b>MR SLOBBERS</b> in the face making it stagger back into the HALLWAY.
It shrieks one last time and you watch its gigantic frame start to unravel and fall away. There, in front of you, stands a small and vulnerable creature, unzipped from its spiked armour.
<b>MR SLOBBERS</b> has been defeated.",
"deathCompanionText":"<b>$petname</b> appears to instinctively hate this creature and you stand aghast as your $pet savages it thoroughly.
It shrieks one last time and you watch its gigantic frame start to unravel and fall away. There, in front of you, stands a small and vulnerable creature, unzipped from its spiked armour.
<b>MR SLOBBERS</b> has been defeated.",
"actions":{
0:{
"name":"devour",
"ranged":false,
"accuracy":100,
"damage":100,
"chance":50,
"message":" devours you "
},
1:{
"name":"fling barbs",
"ranged":true,
"accuracy":40,
"damage":20,
"chance":25,
"message":" flings razor-sharp barbs at "
},
2:{
"name":"wail",
"ranged":true,
"accuracy":100,
"damage":0,
"chance":25,
"message":" lets out a banshee-type, ear-splitting wail at "
}
}
},
"thornz": {
"name": "ROSE BLOOD",
"hp":70,
"distance":3,
"level":6,
"image":"https://yourmonsters.co.uk/images/monsters/gardenmonster1.jpg",
"deathImage":"https://yourmonsters.co.uk/images/monsters/gardenmonsterdead.jpg",
"distanceimages":{
3:"https://yourmonsters.co.uk/images/monsters/gardenmonster1.jpg", 2:"https://yourmonsters.co.uk/images/monsters/gardenmonster2.jpg",
1:"https://yourmonsters.co.uk/images/monsters/gardenmonster3.jpg"
},
"deathText":"ROSE BLOOD dies. ",
"deathThrowableText":"The impact hits with such force <b>ROSE BLOOD</b> staggers back, catching its weird feet in the vines and undergrowth before tumbling over into <b>MR JENKINS'</b> pond!
<p></p>
<b>SPLOSH!</b><p></p>",
"deathMeleeText":"The impact hits with such force <b>ROSE BLOOD</b> staggers back, catching its weird feet in the vines and undergrowth before tumbling over into <b>MR JENKINS'</b> pond!
<b>SPLOSH!</b><p></p>",
"actions":{
0:{
"name":"bite",
"ranged":false,
"accuracy":80,
"damage":100,
"chance":80,
"message":" bites "
},
1:{
"name":"moan",
"ranged":true,
"accuracy":100,
"damage":0,
"chance":20,
"status":"fright",
"message":" moans at "
}
}
}
}>>
/* Take a monster name and set up the $currentMonster array with it */
<<widget monsterSetup>>
<<if $monsters[$args[0]]>>
<<set $currentMonster=$monsters[$args[0]]>>
/* Set it up a status ailments array */
<<set $currentMonster['skip'] = 0>>
<<set $currentMonster['accuracy_modifier'] = 0>>
<<set $currentMonster['statuses'] = []>>
<<set $currentMonster['current_hp'] = $currentMonster['hp']>>
<<set $currentMonster['current_distance'] = $currentMonster['distance']>>
<<set $deathImage = ''>>
<<monsterHealthBar>>
<</if>>
<</widget>>
<<widget monsterHealthBar>>
<<if $currentMonster['current_hp'] lte 0>>
<<set $currentMonster['current_hp'] = 0>>
<</if>>
<script>
window.setMonsterHealthbar();
</script>
<</widget>>
<<widget monsterSetStatus>>
<<set _status = $args[0]>>
<<set _defaultStatus = $statuses[_status]>>
<<if $currentMonster>>
/* Check if the monster is still alive */
<<if $currentMonster['current_hp'] > 0>>
/* See if the monster already has the status */
<<for _i2=0; _i2 lt Object.keys($currentMonster['statuses']).length; _i2++>>
<<set _currentStatus = $currentMonster['statuses'][_i2]>>
/* Do they already have this status? */
<<if _currentStatus>>
<<if _currentStatus['handle'] == _status>>
/* Reset the length to the default */
<<set $currentMonster['statuses'][_i2] = 0>>
<</if>>
<</if>>
<</for>>
/* Add the status */
<<run $currentMonster['statuses'].push(_defaultStatus)>>
/* If the status lowers accuracy... */
<<if _defaultStatus['accuracy'] > 0>>
<<set $currentMonster['accuracy_modifier'] = ($currentMonster['accuracy_modifier'] + _defaultStatus['accuracy'])>>
<</if>>
/* Does it change distance? */
<<if _defaultStatus['distance'] > 0 && $currentMonster>>
<<set $currentMonster['current_distance'] = ($currentMonster['current_distance'] + _defaultStatus['distance'])>>
<</if>>
/* Print a message if there is one */
<<if _defaultStatus['text']>>
<br />_defaultStatus['text']
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget monsterWound>>
<<set _damage = Math.trunc($args[0])>>
<<if $currentMonster>>
<<set $currentMonster['current_hp'] = ($currentMonster['current_hp'] - _damage)>>
/* Was that enough to set its hp below 0? */
<<if $currentMonster['current_hp'] lte 0>>
<<set $currentMonster['current_hp'] = 0>>
/* Is the monster's HP greater than its starting HP?*/
<<elseif $currentMonster['current_hp'] > $currentMonster['hp']>>
<<set $currentMonster['current_hp'] = $currentMonster['hp']>>
<</if>>
<<monsterHealthBar>>
<</if>>
<</widget>>
/*
<<widget monsterStatus>>
<<set _status = $args[0]>>
<<if $currentMonster>>
<<run $currentMonster['statuses'].push(_status)>>
<<set _currentStatus = $statuses[_status]>>
$currentMonster['name'] _currentStatus['message']
<<if _currentStatus['accuracy'] > 0>>
<<set $currentMonster['accuracy'] = ($currentMonster['accuracy'] - _currentStatus['accuracy'])>>
<</if>>
<</if>>
<</widget>>
*/
<<widget monsterDeath>>
/* Has the monster's health been reduced to 0 or less? */
<<if $currentMonster['current_hp'] <= 0>>
<br><br>
/* See if the monster has special death text depending on how it was killed */
<<if $currentMonster['deathCompanionText'] && $lastActive == "companion">>
<<set _deathText = $currentMonster['deathCompanionText']>>
<<elseif $currentMonster['deathMeleeText'] && $lastActive == "playerMelee">>
<<set _deathText = $currentMonster['deathMeleeText']>>
<<elseif $currentMonster['deathThrowableText'] && $lastActive == "playerThrow">>
<<set _deathText = $currentMonster['deathThrowableText']>>
<<elseif $currentMonster['deathOngoingText'] && $lastActive == "ongoing">>
<<set _deathText = $currentMonster['deathOngoingText']>>
<<else>>
<<set _deathText = $currentMonster['name'] + " collapses! You've WON!">>
<</if>>
_deathText
<<set $currentMonster['skip'] = 1>>
<<set $deathImage = $currentMonster['deathImage']>>
<script>
window.setMonsterDeathImage();
</script>
<</if>>
<</widget>>
<<widget monsterAction>>
<<set _chanceTotal=0>>
<<set _actionFound=false>>
/* See if the monster is affected by any status effects */
<<monsterCheckStatus>>
/* Does the monster miss a turn? */
<<if !$currentMonster['skip']>>
/* See what action the monster performs */
<<set _roll = random(0,100)>>
/* Loop through their actions */
<<for _i2=0; _i2 lt Object.keys($currentMonster['actions']).length; _i2++>>
/* If we have already found the action to perform then skip this */
<<if _actionFound == false>>
<<set _thisAction = $currentMonster['actions'][_i2]>>
/* Is the roll out of 100 between the chance on this action AND the chance of the next action? */
/*<<set _nextAction = $currentMonster['actions'][(_i2 + 1)]>>*/
/*Roll: _roll Chance: _chanceTotal<br>*/
<<if _roll gte _chanceTotal && _roll lt (_chanceTotal + _thisAction['chance'])>>
/* Do this action */
<<set _actionFound = true>>
<<monsterPerformAction _i2>>
<<else>>
<<set _chanceTotal = (_chanceTotal + _thisAction['chance'])>>
<</if>>
<</if>>
<</for>>
<<else>>
<</if>>
<</widget>>
<<widget monsterPerformAction>>
<<set _action = $currentMonster['actions'][$args[0]]>>
/* If the action isn't a ranged attack then instead of acting, the monster will just move closer, reducing its distance by 1 */
<<if _action['ranged'] == false && $currentMonster['current_distance'] gt 1>>
''The MONSTER takes a step closer...''
<<if $currentMonster['current_distance'] > 1>>
<<set $currentMonster['current_distance'] = ($currentMonster['current_distance'] - 1)>>
<</if>>
<<else>>
/* It either a ranged attack or the monster is too close! */
$currentMonster['name'] _action['message'] you!
/* See if the action actually hits */
<<set _hitroll = random(0,100)>>
<<if _hitroll lte (_action['accuracy'] - $currentMonster['accuracy_modifier'])>>
/* If a status effect was done */
<<if _action['status']>>
<<playerStatus _action['status']>>
<</if>>
/* If actual damage was done */
<<if _action['damage'] > 0>>
<<playerWound _action['damage']>>
<</if>>
<<else>>
''Phew! Thankfully it misses you!''
<</if>>
<</if>>
<</widget>>
<<widget monsterCheckStatus>>
<<set _asleep = false>>
<<if $currentMonster>>
/* Reset the monster skip */
<<set $currentMonster['skip'] = 0>>
/* Loop through statuses to check for missturn statuses */
<<for _i=0; _i lt 2; _i++>>
/* Check for a sleep status */
<<for _i2=0; _i2 lt Object.keys($currentMonster['statuses']).length; _i2++>>
<<set _currentStatus = $currentMonster['statuses'][_i2]>>
<<if _currentStatus != null>>
<<if _currentStatus['handle'] == "sleep">>
<<set _asleep = true>>
<</if>>
<</if>>
<</for>>
<<for _i2=0; _i2 lt Object.keys($currentMonster['statuses']).length; _i2++>>
<<set _currentStatus = $currentMonster['statuses'][_i2]>>
<<if _currentStatus != null>>
<<if _currentStatus && (!_asleep || (_asleep && _currentStatus['handle'] == "sleep"))>>
<<if _currentStatus['length'] === undefined>>
<<set _currentStatus['length'] = 0>>
<</if>>
/* Is the status active and an array? */
<<if _currentStatus['length'] > 0>>
/* If they're on the first loop check for missturn */
<<if !_i>>
/* Does it cause missturn? */
<<if _currentStatus['missturn'] > 0 && $currentMonster>>
/* Set the skip parameter for the monster so it skips the action phase later */
<<set $currentMonster['skip'] = 1>>
<<if _currentStatus['ongoingText']>>
_currentStatus['ongoingText']<br />
<</if>>
/* Reduce the remaining length of the status by one */
<<if _currentStatus['length'] > 0>>
<<set _currentStatus['length'] -= 1>>
<<set $currentMonster['statuses'][_i2] = _currentStatus>>
<</if>>
<</if>>
/* If they're in the second loop */
<<elseif _i && !_currentStatus['missturn'] && (!$currentMonster['skip'] || _currentStatus['damage'] > 0)>>
/* See what type of status it is, does it have a probability of occurring? */
/* See if it occurs */
<<set _roll = random(0,100)>>
<<if _roll lte _currentStatus['chance']>>
/* It occurs */
<<if _currentStatus['ongoingText']>>
_currentStatus['ongoingText']<br />
<</if>>
/* Does it cause damage? */
<<if _currentStatus['damage'] > 0>>
<<set $lastActive = "ongoing">>
<<monsterWound _currentStatus['damage']>>
<</if>>
/* Does it lower accuracy? */
<<if _currentStatus['accuracy'] > 0 && $currentMonster>>
/* The accuracy is lowered when the status is first applied, nothing needs to be done here */
<</if>>
<</if>>
/* Reduce the remaining length of the status by one */
<<if _currentStatus['length'] > 0>>
<<set _currentStatus['length'] -= 1>>
<<set $currentMonster['statuses'][_i2] = _currentStatus>>
<</if>>
<</if>>
<<else>>
<<if !_i>>
/* The status has ended, see if there is a message to show */
<<if _currentStatus['endText'] !== undefined>>
_currentStatus['endText']<br />
<</if>>
/* Undo any changes to accuracy */
<<if _currentStatus['accuracy'] > 0>>
<<set $currentMonster['accuracy'] = ($currentMonster['accuracy'] + _currentStatus['accuracy'])>>
<</if>>
/* Remove the status */
<<set $currentMonster['statuses'][_i2] = null>>
<</if>>
<</if>>
<</if>>
<</if>>
<</for>>
<</for>>
<</if>>
<<monsterDeath>>
<</widget>>
<<audio "beneath" fadeoverto 3 0>><<audio "lonely" play loop>><<set $siblingoutd1 to true>><<set $dadhere1 to true>>As you hear ''DAD'' lock up the car and enter the house via the now ''unlocked'' GARAGE, your $sibling saves what he was doing onto a cassette then switches off the SPECTRUM COMPUTER.
"Come on," $siblinggenderlow says. "You know I don't like you being in my room when I'm out."
"But-"
''$siblingname'' shuffles you out of the room and locks it.
"Heading out now!" $siblinggenderlow shouts to ''MUM'' & ''DAD'' while bouncing down the stairs and out the front door.
<p style="color:#f9f993">''DAD is now in the STUDY and the CAR is in the GARAGE.''</p>
You are now standing in the <span class="path">[[UPSTAIRS HALLWAY->D1 Upstairs Hallway]]</span>.<<if $petstroked1 eq true and $battle1 eq "lost">>''$petname'' lets you stroke them but is definitely expecting some ''$item30'' before they are likely to leave the ATTIC.
<span class="path">[[BACK->petoptions]]</span><</if>>\
<<if $petstroked1 eq false and $battle1 eq "lost">><<set $petstroked1 to true>><<if $pet eq "cat">>$petname purrs and rolls around as you rub their fur.<</if>>
<<if $pet eq "dog">>$petname's tail wags enthusiastically and licks your hand.<</if>>
''$petname seems a bit calmer now. Maybe if you were to feed them some $item30 they may trust you enough to leave the ATTIC?''<<set $goal to "Get $petname some treats">>
<span class="path">[[BACK->petoptions]]</span><</if>>\
<<if $petstroked1 eq false and $battle1 eq "won">><<set $pettrust to $pettrust +1>><<set $petstroked1 to true>><<if $pet eq "cat">>''$petname'' purrs and rolls around as you rub their fur.<</if>>\
<<if $pet eq "dog">>''$petname'S'' tail wags enthusiastically and licks your hand.<</if>>
''$petname'' gets up and begins nuzzling you. They seem really thrilled and thankful that you defeated that ''MONSTER''.<<set $petjoin to true>>
<p style="color:#b1e6b1">''Your $pet $petname's TRUST in you has INCREASED.''</p>
<<if $pet eq "cat">><<addCompanion "cat">><</if>><<if $pet eq "dog">><<addCompanion "dog">><</if>><<set $pethere1 to false>><<set $goal to "Leave the ATTIC">>
<span class="path"><<link "LEAVE THE ATTIC WITH $petname" "ATTIC RETURN">><</link>></span><</if>>
<<set $currentWeapon = ''>>
<<set $inventory = []>>
<<widget playerWound>>
<<set _damage = $args[0]>>
/* See if the player is defending themselves */
<<if $companionDefend && $playerDefend>>
<<set _damage = 0>>
You and your companion DEFEND against the attack!
<<elseif $playerDefend>>
<<set _damage = Math.floor(_damage / 2)>>
You DEFEND against the attack!
<<elseif $companionDefend>>
<<set _damage = Math.floor(_damage / 3)>>
Your companion protects you against the attack!
<</if>>
<<if _damage > 0>>
It deals _damage damage!
<</if>>
<<set $playerenergy=($playerenergy - _damage)>>
<<if $playerenergy <= 0>>
<<set $playerenergy = 0>>
You feel faint and pass out...
<<elseif $playerenergy > 100>>
<<set $playerenergy = 100>>
<</if>>
<<script>>
refreshPlayer();
<</script>>
<</widget>>
<<widget playerHeal>>
<<set _amount = $args[0]>>
<<set _message = $args[1]>>
<<set $playerenergy=$playerenergy + _amount>>
<<if $playerenergy > 100>>
<<set $playerenergy = 100>>
<</if>>
You're healed for _amount%!
<<script>>
refreshPlayer()
<</script>>
<</widget>>
<<widget playerSmarts>>
<<set _amount = $args[0]>>
<<set _message = "">>
<<if _amount >= 0>>
<<set _message = "You feel smarter! ">>
<<else>>
<<set _message = "You feel kinda dumb... ">>
<</if>>
<<set $playersmarts=($playersmarts + _amount)>>
<<if $playersmarts > 10>>
<<set $playersmarts = 10>>
<<elseif $playersmarts < 0>>
<<set $playersmarts = 1>>
<</if>>
/* If there is a current monster then show the message, otherwise create a popup */
<<if $currentMonster>>
_message
<<else>>
_message
<</if>>
<<script>>
refreshPlayer()
<</script>>
<</widget>>
<<widget playerEnergy>>
<<set _amount = $args[0]>>
<<set _message = "">>
<<set $playerenergy=($playerenergy + _amount)>>
<<script>>refreshPlayer();<</script>>
<</widget>>
<<widget playerStatus>>
<</widget>>
<<widget playerUpdateHealth>>
<</widget>>
<<widget honk>>
HONK
<</widget>>
<<widget get>>
<<set _item2 = $args[0]>>
<<if _item2 != ''>>
<<if $items[_item2] != ''>>
/* Have we already got this item from this location? */
<<if !$items[_item2]['passages']>>
<<set $items[_item2]['passages'] = []>>
<</if>>
<<if !$items[_item2]['passages'].contains(passage())>>
/* Is there a quantity of this item left? */
<<if $items[_item2]['quantity'] > 0>>
/* If we already have the item then add quantity to it */
<<if $inventory.contains(_item2)>>
<<set $items[_item2]['activequantity'] = ($items[_item2]['activequantity'] + $items[_item2]['quantity'])>>
<<else>>
/* Add the item to the inventory */
<<run $inventory.push(_item2)>>
<<run $items[_item2]['passages'].push(passage())>>
/* Set an active quantity for the item */
<<set $items[_item2]['activequantity'] = $items[_item2]['quantity']>>
/* If it is a melee weapon then equip it */
<<if $items[_item2]['throw'] != true>>
<<set $currentWeapon = _item2>>
<</if>>
<</if>>
<</if>>
<<else>>
/* We cannot duplicate an item from the same location */
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget drop>>
<<set _item = $args[0]>>
<<set _refresh = $args[1]>>
<<if _item != ''>>
<<if $items[_item] != '' && $inventory.includes(_item)>>
<<set $items[_item]['quantity'] = ($items[_item]['quantity'] - 1)>>
/* Is the item being dropped their current weapon? */
<<if $currentWeapon == _item>>
<<set $currentWeapon = ''>>
<</if>>
<<run $inventory.delete(_item)>>
/* Reduce the quantity of this item in the world by one */
/* Are they inside the backpack? */
<<if _refresh != false>>
<<if passage() == "Backpack">>
<<goto "Backpack">>
<</if>>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget check>>
<<set _item = $items[$args[0]]>>
<<set _description = ''>>
<<set _checkable = true>>
<<if _item != ''>>
<<if _item['checkable'] != undefined>>
<<if _item['checkable'].includes($currentPassage)>>
<<set _description = _item['description']>>
<<else>>
<<set _description = _item['checkableText']>>
<<set _checkable = false>>
<</if>>
<<else>>
<<set _description = _item['description']>>
<</if>>
/* Show a weapon type and any status effects if it is a weapon */
<<if _item['battle'] == true>>
<b>WEAPON TYPE: </b>
<<if _item['throw'] == true>>
THROWABLE
<<else>>
CLOSE COMBAT
<</if>><br />
/* Any status effects */
<<if _item['status']>>
<<if _item['status'].length > 0>>
<b>STATUS EFFECTS: </b>
<<for _i=0; _i lt _item['status'].length; _i++>>
<<set _i2 = _item['status'][_i]>>
$statuses[_i2].name
<</for>>
<br />
<br />
<</if>>
<</if>>
<</if>>
<<if _description>>
_description
<</if>>
/* See if there are any items contained in the current one */
<<if _item['contains'] != undefined && _checkable>>
<<if _item['contains'].length > 0>>
<br><br>
<span class="contain_question" @id="'contain_question_' + $args[0]">
<<if _item['containsText']>>
_item['containsText']
<<else>>
Inside are some items, will you take them?
<</if>>
<a @href="'javascript:inventory_take(\'' + $args[0] + '\',1);'" class="javascript"><b>YES</b></a> / <a @href="'javascript:inventory_take(\'' + $args[0] + '\',0);'" class="javascript"><b>NO</b></a></span>
<</if>>
<</if>>
/* Can this item be used? */
<<if _item['damage'] != undefined && _item['battle'] == false>>
<a @href="'javascript:inventory_use(\'' + $args[0] + '\',1);'" class="javascript"><b>USE?</b></a>
<</if>>
/* Can this item be combined with anything else in the inventory? */
<<if _item['combine'] != undefined>>
<<if Object.keys(_item['combine']).length > 0>>
<br><br>
<<for _i=0, _combinables to Object.keys(_item['combine']); _i lt _combinables.length; _i++>>
<<set _i2 = _item['combine'][_combinables[_i]]>>
/* See if the inventory contains the item */
<<if has(_combinables[_i])>>
<<if _i2['optionText']>>
<span class="combine_question" @id="'combine_question_' + _combinables[_i]">_i2['optionText'] <a @href="'javascript:inventory_combine(\'' + $args[0] + '\',\'' + _combinables[_i] + '\',1);'" class="javascript"><b>YES</b></a> / <a @href="'javascript:inventory_combine(\'' + $args[0] + '\',\'' + _combinables[_i] + '\',0);'" class="javascript"><b>NO</b></a></span>
<</if>>
<</if>>
<</for>>
<</if>>
<</if>>
<</if>>
<</widget>>
/* Take the items from the contains parameter of another item */
<<widget take>>
<<set _itemName = $args[0]>>
<<set _item = $items[$args[0]]>>
<<if _item['contains'] != undefined>>
<<if _item['contains'].length > 0>>
You put the
<<for _i=0;_i<_item['contains'].length;_i++>>
<<set _i2 = _item['contains'][_i]>>
$items[_i2]['name'],
<<get _i2>>
<</for>>
into your backpack!
<<run $("#contain_question_" + State.temporary.itemName).css('display','none')>>
/* Delete the original item */
<<if _item['destruct'] == true>>
<<drop $args[0] false>>
<<else>>
/* Don't destroy the item but empty it out of items */
<<set $items[$args[0]]['contains'] = ''>>
<</if>>
<</if>>
<</if>>
<</widget>>
/* Combine the items from the contains parameter of another item */
<<widget combine>>
<<set _item = $items
[$args[0]]>>
<<set _item2 = $args[1]>>
<<if has($args[0]) && has(_item2)>>
<<if _item['combine'] != undefined>>
<<if _item['combine'][_item2] != undefined>>
<<run $("#combine_question_" + State.temporary.item2).css('display','none')>>
<<set _combinable = _item['combine'][_item2]>>
<<set _result = _combinable['result']>>
/* Make sure that they can be combined here */
<<if _combinable['battle'] == undefined>>
<<set _combinable['battle']=false>>
<</if>>
<<if _combinable['battle']==true && !$currentMonster>>
Actually maybe it's not the right time to do this...
<<else>>
/* Destroy the component items */
<<drop _item2 false>>
<<drop $args[0] false>>
<<if _combinable['combineText'] != undefined>>
_combinable['combineText']
<<else>>
You combine them and receive $items[_result]['name']!
<</if>>
/* Get the resulting item */
<<get _combinable['result']>>
<</if>>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget inventory>>
<<if $inventory.length < 1>>
Your backpack is empty.
<<else>>
<table class="inventory_holder">
<tr><th colspan="3">You are carrying:</th></tr>
<tr class="inventory_examine" style="display:none;"><td colspan="3"></td></tr>
<<for _i=0;_i<$inventory.length;_i++>>
<<set _currentItem = $items[$inventory[_i]]>>
<tr>
<td>_currentItem['name']
<<if _currentItem['activequantity'] > 1 && (_currentItem['throw'] == true || _currentItem['battle'] == false)>>
(_currentItem['activequantity'])
<</if>></td>
<td><a @href="'javascript:inventory_check(\'' + $inventory[_i] + '\');'" class="javascript"><b>EXAMINE</b></a></td>
<td><a @href="'javascript:inventory_drop(\'' + $inventory[_i] + '\');'" class="javascript"><b>DROP</b></a></td>
</tr>
<</for>>
</table>
<</if>>
<</widget>>
<<widget useInventory>>
<<set _item = $items[$args[0]]>>
/* See if the item has a quantity or if we just drop it */
<<if _item['activequantity'] > 0>>
<<if _item['battletext'] != undefined>>
_item['battletext']
<</if>>
<<if _item['smarts'] != undefined>>
<<playerSmarts _item['smarts']>>
<</if>>
<<if _item['damage'] != undefined>>
<<if _item['damage'] >= 0>>
<<playerWound _item['damage']>>
<<else>>
<<set _healAmount = (_item['damage'] * -1)>>
<<playerHeal _healAmount>>
<</if>>
<</if>>
<</if>>
<<if _item['activequantity'] > 1>>
<<set _item['activequantity']-->>
<<else>>
/* See if the item has destroytext */
<<if _item['destroytext']>>
_item['destroytext']
<</if>>
<<drop $args[0] false>>
<</if>>
<</widget>>
<<widget use>>
<<set _item = $items[$args[0]]>>
<<if $currentMonster>>
<<set $action = "use">>
<<set $action_item = $args[0]>>
<<goto $passage>>
<<else>>
<<useInventory $args[0]>>
<</if>>
<</widget>>
<<widget useItem>>
<<set _useItem=$args[0]>>
<<set _item=$items[_useItem]>>
/* Amend the weapon name if need be */
<<if _useItem['battlename']>>
<<set _useItem['name'] = _useItem['battlename']>>
<</if>>
/* Is the item throwable or not? If not then it is equipped */
<<if _item['throw'] == true>>
<<set $lastActive = "playerThrow">>
<<set $lastWeapon = _item['name']>>
/* See if the action actually hits */
<<set _hitroll = random(0,100)>>
<<set _accuracy = ($playersmarts * 10)>>
/* Does the item have modifiers to accuracy? */
<<if _item['accuracy'] != undefined>>
<<set _accuracy = (_accuracy + _item['accuracy'])>>
<</if>>
<<if _hitroll lte _accuracy>>
<<if _item['battletext']>>
_item['battletext']
<<else>>
You throw the _item['name'] at $currentMonster['name']!
<</if>>
<<if _item['damage'] === undefined>>
<<elseif _item['damage']> 0>>
It causes _item['damage'] damage!
<<monsterWound _item['damage']>>
<<else>>
<<set _healValue = (_item['damage'] * -1)>>
It heals the <b>MONSTER</b> for _healValue!
<<monsterWound _item['damage']>>
<</if>>
/* Are there any status effects? */
<<if _item['status']>>
<<for _i=0;_i<_item['status'].length;_i++>>
<<set _currentStatus = _item['status'][_i]>>
<<monsterSetStatus _currentStatus>>
<</for>>
<</if>>
<<else>>
You miss!
<</if>>
<<else>>
<<set $currentWeapon = _useItem>>
<<set $lastActive = "playerMelee">>
<<set $lastWeapon = _item['name']>>
/* Is the enemy close enough to attack? */
<<if $currentMonster['current_distance'] <= 2>>
/* Is there unique battle text to show? */
<<if _item['battletext']>>
_item['battletext']
<<else>>
You hit $currentMonster['name'] with the _item['name']!
<</if>>
/* Does the item cause damage? */
<<if _item['damage'] > 0>>
It causes _item['damage'] damage!
<<monsterWound _item['damage']>>
<</if>>
/* Are there any status effects? */
<<if _item['status']>>
<<for _i=0;_i<_item['status'].length;_i++>>
<<set _currentStatus = _item['status'][_i]>>
<<monsterSetStatus _currentStatus>>
<</for>>
<</if>>
<<else>>
You ready yourself with the _item['name'], but $currentMonster['name'] just isn't close enough yet!
<</if>>
<</if>>
/* See if the item has a quantity or if we just drop it */
<<if _item['activequantity'] > 1>>
<<set _item['activequantity']-->>
<<else>>
/* See if the item has destroytext */
<<if _item['destroytext']>>
_item['destroytext']
<</if>>
<<drop _useItem>>
<</if>>
<<monsterDeath>>
<br>
<</widget>>
<<widget throwSomething>>
/* Go through the inventory and make a list of all the battle useable items */
<<if $currentMonster>>
<<set $battleInventory=[]>>
<<for _i=0;_i<$inventory.length;_i++>>
<<if $items[$inventory[_i]]['battle'] == true && $items[$inventory[_i]]['throw'] == true>>
<<set $battleInventory.push($inventory[_i])>>
<</if>>
<</for>>
<<if $battleInventory.length < 1>>
You're not carrying anything you can use! Oh dear! <b><<link "CONTINUE" $currentPassage>><</link>></b>
<<else>>
<table class="throw_holder">
<tr><th colspan="3">You are carrying:</th></tr>
<tr class="inventory_examine" style="display:none;"><td colspan="3"></td></tr>
<<for _i=0;_i<$battleInventory.length;_i++>>
<<set _currentItem = $items[$battleInventory[_i]]>>
<tr>
<td>_currentItem['name']
<<if _currentItem['activequantity'] > 1>>
(_currentItem['activequantity'])
<</if>>
</td>
<td><a @href="'javascript:inventory_check(\'' + $battleInventory[_i] + '\');'" class="javascript"><b>EXAMINE</b></a></td>
<td><a @href="'javascript:inventory_throw(\'' + $battleInventory[_i] + '\');'" class="javascript">
<<if !_currentItem['throw']>>
<b>EQUIP</b>
<<else>>
<b>THROW</b>
<</if>>
</a></td>
</tr>
<</for>>
</table>
<</if>>
<</if>>
<</widget>><<if $mumhere1 eq true and $talkmum2 is false and $playcricket is false>>
''MUM'' is washing up the last few bowls from breakfast. She is listening to the radio which is placed on the windowsill next to the sink.
<<if $hasshedkey eq false>>"Are you looking for the ''SHED KEY''?" MUM asks.
"Yeah."
"It's in one of the DRAWERS I think."<</if>>
She turns around to look at you. "Try not to break any windows with your $sibling when you're playing outside please."
"Don't worry ''MUM''. We'll be careful."
"Good, because I don't need ''MR JENKINS'' coming over here again to complain."
"Oh, I'm sure he'll complain regardless of what we do!"
''MUM'' laughs, "He certainly has form for that. I think seeing other people have fun hurts him. Either way, we don't need to give him any more provocation." <</if>>\
<<if $mumhere1 eq true and $talkmum2 eq true and $talkmum3 eq false and $playcricket is false>>''MUM'' nods but you can tell she's just listening to the radio rather than anything that you're saying.<</if>>\
<<if $mumhere1 eq true and $playcricket is true>>''MUM'' is pottering about the KITCHEN tidying things up and moving things around.<</if>>
<<if $mumhere1 eq true and $playcricket is true and $talkmum3 is false>>
''MUM'' looks over at you.
"So who won then?
<<if $hit1 eq true and $hit2 eq true>>"I did! I hit all three of ''$siblingname'S'' throws!"
<<else>>"It was a draw I guess."<</if>>
"Well, I didn't hear the sound of broken glass so that's good. Did you enjoy your lunch?"
"Yes, I did. Thanks ''MUM''." Then you pause for a moment. "Have you seen ''UNCLE JACK''?"
"Oh, he went out for a walk. Well, I say that but it was probably a walk to the pub."
"Is he staying over tonight?"
"You'll have to ask him when he's back but it's probably a fair bet."
<<set $talkmum3 to true>><</if>>
<<if $mumhere1 eq true and $playcricket is true and $truth1 isnot "none" and $mumpettold eq false and $hascard>><span class="path"><<click [[TELL MUM ABOUT THE MONSTERS->mumtruth]]>><<set $mumtruth1 to "yes">><</click>></span>
<span class="path"><<click [[HIDE THE TRUTH ABOUT THE MONSTERS->mumlie]]>><<set $mumtruth1 to "no">><<set $goal1 to "Consider telling ''MUM'' about ''MONSTERS''">><</click>></span><</if>>\
<<if $mumhere1 eq true and $playcricket is true and $truth1 eq "none">><p style="color:#f9f993">''You don't feel confident enough to tell MUM about your MONSTERS yet.''</p><</if>>\
<span class="path"><<link "LEAVE MUM ALONE" "Kitchen">><<set $talkmum2 to true>><</link>></span><<set $mumhere1 to false>><<set $mumhere2 to true>><<set $mumtruth1 to "yes">><<set $mumpettold to true>><<set $garagelocked to false>><<set $goal1 to "">>''MUM'' is making ''COFFEE'' and has just boiled the water to pour into the pot.
You open your mouth to speak and then abruptly close it again. You still think telling ''MUM'' too much about the ''MONSTERS'' will make you sound silly so you start off light.
"''MUM''," you begin, "last night and just before in ''MR JENKINS''' garden I saw something strange."
''MUM'' stops what she is doing.
"Strange? What do you mean darling?"
"I - I saw some weird creatures."
"Creatures? Like a spider or something?"
You are getting flustered. This isn't going right at all. "They were big with a scary face..."
''MUM'' puts her arms around you. "Oh darling. I'm sure last night was just a nightmare."
Deflated, you pause. Well you still need to tell her about $petname being missing.<<set $mumdadtrust to $mumdadtrust +2>>
"''MUM''", you begin. "<span class="path"><<link "HAVE YOU SEEN $petname?" "mumpet1">><</link>></span>"<center><img src="https://yourmonsters.co.uk/images/glasscabinet.jpg" alt="glass"></center><<if $openglasscabinet eq false>>
You carefully open the glass-fronted cabinet. Inside are ''MUM'S'' expensive-looking crystal glasses of various shapes and sizes: tumblers, wine glasses, sherry glasses, glass flutes, etc.
Although wonderful to look at, you know all it would take is a trip to reduce everything in here to dangerous broken shards of glass. With that in mind, you always think it's best to leave this cabinet alone as much as possible.<<set $openglasscabinet to true>><</if>>\
<<if $openglasscabinet eq true>>There is nothing in here that you are comfortable taking.<</if>>
<span class="path">[[CLOSE THE GLASS CABINET->Dining Room]]</span><<if $opensideboard eq false>>Inside the SIDEBOARD are boxes of expensive cutlery, placemats and neatly wrapped napkins. ''MUM'' & ''DAD'' usually set the table with this at Christmas.<<set $opensideboard to true>><</if>>\
<<if $hasitem23 eq false and $yourlampbroke eq true>>There are also some ''SPARE BULBS'' here. <span class="item"><<click [[TAKE ONE?|SIDEBOARD]]>><<set $hasitem23 to true>><<get "sparebulb">><</click>></span><</if>>\
<<if $opensideboard eq true and $hasitem23 eq true>>There is nothing else worth taking here.<</if>>
<<if $opensideboard eq true and $yourlampbroke eq false>>There is nothing worth taking here.<</if>>
<span class="path">[[CLOSE THE SIDEBOARD->Dining Room]]</span>There are two sets of drawers above a cupboard.
Which would you like to look in?
<<if $opendrawers eq false>><span class="examine">[[TOP DRAWER->drawer1]]</span><</if>><<if $opendrawers eq true>><span class="examine">[[THE BORING DRAWER->drawer1]]</span><</if>>
<span class="examine">[[BOTTOM DRAWER->drawer2]]</span>
<span class="examine">[[CUPBOARD->cupboard]] </span>
<span class="path">[[LEAVE THE DRAWERS->Dining Room]]</span>Aside from the paint cans, spray cans, and jam jars filled with paint brushes, you can see a <span class="examine">[[TOOLBOX]]</span>.
<span class="path">[[BACK->Garage]]</span>Unsurprisingly, inside the TUMBLE DRYER is absolutely nothing.
<span class="path">[[BACK->Garage]]</span><<if $hasitem22 eq false>><<set $goal1 to "Find the CAR KEYS.">>The CAR is locked<<if $mumhere2 eq true>> and ''MUM'' is here<</if>>.
<span class="path">[[LEAVE IT->Garage]]</span><</if>>\
<<if $hasitem22 eq true and $mumhere2 eq false>>Using ''DAD'S'' CAR KEYS you open the CAR door and climb inside.<<drop "carkeys">><<set $goal1 to "">>
The car smells of lemon thanks to a Jellybelly airfreshener attached to the mirror. Sitting in the driving seat is cool and makes you feel very grown up. You play around with the steering wheel for a moment pretending you are driving. You are careful to leave the <<if $hasitem20 eq false>>horn<</if>><<if $hasitem20 eq true>><span class="path">[[HORN]]</span><</if>> alone though as don't want to get into trouble.
To your left is the <span class="examine">[[GLOVEBOX]]</span>.<<set $beenincar to true>>
<span class="path">[[GET OUT OF THE CAR->Garage]]</span><</if>>\Of course. ''DAD'S'' TOOLBOX. You slowly open it up.
Inside the TOOLBOX is a load of wrenches, screwdrivers, sprit levels and many packets of screws and nails.
<<if $hasitem33 eq false>>There is also:<</if>>
<<if $hasitem33 eq false>>Some '' $item33'' are here. <span class="item"><<click [[TAKE THEM?|TOOLBOX]]>><<set $hasitem33 to true>><<get "sparekeys">><</click>></span><</if>>
<span class="path">[[CLOSE THE TOOLBOX->Garage]]</span><<set $hasitem22 to false>><<set $hornyes to true>>Well.
It actually appears that you <i>couldn't</i> help yourself and you press the HORN.
Immediately you regret this decision as the frightingly loud bark errupts from the CAR.
<p style="font-size: 36px;">''"$name!"''</p>
You hear ''DAD'' shout from the STUDY. Within moments he is in the GARAGE and hauling you out of the CAR.
"You could have hurt yourself ''$name''. That was very bad!"
<<set $mumdadtrust to $mumdadtrust -1>>
Scolded, you remain quiet as ''DAD'' takes the ''KEYS'' off you and locks up the <span class="path">[[CAR->Garage]]</span>. <<if $hasitem20 eq false>>When you open the GLOVEBOX, several things tumble out: Hankerchiefs, receipts, and a ...
''$item20''
<span class="item"><<click [[TAKE IT?|GLOVEBOX]]>><<set $hasitem20 to true>><<get "flashlight">><<set $goal3 to "">><</click>></span><</if>>\
<<if $hasitem20 eq true>>There isn't anything of use left in here.<</if>>
<span class="path">[[CLOSE THE GLOVEBOX->CAR]]</span><<hideHeader>>
<p style="font-family:Righteous; color:#white">Trust and Relationships</p>
<table style="width:100%">
<tr>
<th>''Mum & Dad''</th>
<th>''$siblingname''</th>
</tr>
<tr>
<td><<if $mumdadtrust eq 0>><img src="https://yourmonsters.co.uk/images/segments/00.jpg" class="relationship_icon" alt="zero">
<<elseif $mumdadtrust eq 1>><img src="https://yourmonsters.co.uk/images/segments/01.jpg" class="relationship_icon" alt="one">
<<elseif $mumdadtrust eq 2>><img src="https://yourmonsters.co.uk/images/segments/02.jpg" class="relationship_icon" alt="two">
<<elseif $mumdadtrust eq 3>><img src="https://yourmonsters.co.uk/images/segments/03.jpg" class="relationship_icon" alt="three">
<<elseif $mumdadtrust eq 4>><img src="https://yourmonsters.co.ukimages/segments/04.jpg" class="relationship_icon" alt="four">
<<elseif $mumdadtrust eq 5>><img src="https://yourmonsters.co.uk/images/segments/05.jpg" class="relationship_icon" alt="five">
<<elseif $mumdadtrust eq 6>><img src="https://yourmonsters.co.uk/images/segments/06.jpg" class="relationship_icon" alt="six">
<<elseif $mumdadtrust eq 7>><img src="https://yourmonsters.co.uk/images/segments/07.jpg" class="relationship_icon" alt="seven">
<<elseif $mumdadtrust eq 8>><img src="https://yourmonsters.co.uk/images/segments/08.jpg" class="relationship_icon" alt="eight">
<<elseif $mumdadtrust eq 9>><img src="https://yourmonsters.co.ukimages/segments/09.jpg" class="relationship_icon" alt="nine">
<<elseif $mumdadtrust eq 10>><img src="https://yourmonsters.co.uk/images/segments/10.jpg" class="relationship_icon" alt="ten"><</if>></td>
<td><<if $siblingtrust eq 0>><img src="https://yourmonsters.co.uk/images/segments/00.jpg" class="relationship_icon" alt="zero">
<<elseif $siblingtrust eq 1>><img src="https://yourmonsters.co.uk/images/segments/01.jpg" class="relationship_icon" alt="one">
<<elseif $siblingtrust eq 2>><img src="https://yourmonsters.co.uk/images/segments/02.jpg" class="relationship_icon" alt="two">
<<elseif $siblingtrust eq 3>><img src="https://yourmonsters.co.uk/images/segments/03.jpg" class="relationship_icon" alt="three">
<<elseif $siblingtrust eq 4>><img src="https://yourmonsters.co.uk/images/segments/04.jpg" class="relationship_icon" alt="four">
<<elseif $siblingtrust eq 5>><img src="https://yourmonsters.co.uk/images/segments/05.jpg" class="relationship_icon" alt="five">
<<elseif $siblingtrust eq 6>><img src="https://yourmonsters.co.uk/images/segments/06.jpg" class="relationship_icon" alt="six">
<<elseif $siblingtrust eq 7>><img src="https://yourmonsters.co.uk/images/segments/07.jpg" class="relationship_icon" alt="seven">
<<elseif $siblingtrust eq 8>><img src="https://yourmonsters.sco.uk/images/segments/08.jpg" class="relationship_icon" alt="eight">
<<elseif $siblingtrust eq 9>><img src="https://yourmonsters.co.uk/images/segments/09.jpg" class="relationship_icon" alt="nine">
<<elseif $siblingtrust eq 10>><img src="https://yourmonsters.co.uk/images/segments/10.jpg" class="relationship_icon" alt="ten"><</if>></td>
</tr>
</table>
<table style="width:100%">
<tr>
<th>''Uncle Jack''</th>
<th>''$petname''</th>
</tr>
<tr>
<td><<if $uncletrust eq 0>><img src="https://yourmonsters.co.uk/images/segments/00.jpg" class="relationship_icon" alt="zero">
<<elseif $uncletrust eq 1>><img src="https://yourmonsters.co.uk/images/segments/01.jpg" class="relationship_icon" alt="one">
<<elseif $uncletrust eq 2>><img src="https://yourmonsters.co.uk/images/segments/02.jpg" class="relationship_icon" alt="two">
<<elseif $uncletrust eq 3>><img src="https://yourmonsters.co.uk/images/segments/03.jpg" class="relationship_icon" alt="three">
<<elseif $uncletrust eq 4>><img src="https://yourmonsters.co.uk/images/segments/04.jpg" class="relationship_icon" alt="four">
<<elseif $uncletrust eq 5>><img src="https://yourmonsters.co.uk/images/segments/05.jpg" class="relationship_icon" alt="five">
<<elseif $uncletrust eq 6>><img src="https://yourmonsters.co.uk/images/segments/06.jpg" class="relationship_icon" alt="six">
<<elseif $uncletrust eq 7>><img src="https://yourmonsters.co.uk/images/segments/07.jpg" class="relationship_icon" alt="seven">
<<elseif $uncletrust eq 8>><img src="https://yourmonsters.co.uk/images/segments/08.jpg" class="relationship_icon" alt="eight">
<<elseif $uncletrust eq 9>><img src="https://yourmonsters.co.uk/images/segments/09.jpg" class="relationship_icon" alt="nine">
<<elseif $uncletrust eq 10>><img src="https://yourmonsters.co.uk/images/segments/10.jpg" class="relationship_icon" alt="ten"><</if>></td>
<td><<if $pettrust eq 0>><img src="https://yourmonsters.co.uk/images/segments/00.jpg" class="relationship_icon" alt="zero">
<<elseif $pettrust eq 1>><img src="https://yourmonsters.co.uk/images/segments/01.jpg" class="relationship_icon" alt="one">
<<elseif $pettrust eq 2>><img src="https://yourmonsters.co.uk/images/segments/02.jpg" class="relationship_icon" alt="two">
<<elseif $pettrust eq 3>><img src="https://yourmonsters.co.uk/images/segments/03.jpg" class="relationship_icon" alt="three">
<<elseif $pettrust eq 4>><img src="https://yourmonsters.co.uk/images/segments/04.jpg" class="relationship_icon" alt="four">
<<elseif $pettrust eq 5>><img src="https://yourmonsters.co.uk/images/segments/05.jpg" class="relationship_icon" alt="five">
<<elseif $pettrust eq 6>><img src="https://yourmonsters.co.uk/images/segments/06.jpg" class="relationship_icon" alt="six">
<<elseif $pettrust eq 7>><img src="https://yourmonsters.co.uk/images/segments/07.jpg" class="relationship_icon" alt="seven">
<<elseif $pettrust eq 8>><img src="https://yourmonsters.co.uk/images/segments/08.jpg" class="relationship_icon" alt="eight">
<<elseif $pettrust eq 9>><img src="https://yourmonsters.co.uk/images/segments/09.jpg" class="relationship_icon" alt="nine">
<<elseif $pettrust eq 10>><img src="https://yourmonsters.co.uk/images/segments/10.jpg" class="relationship_icon" alt="ten"><</if>></td>
</tr>
</table>
<span class="path"><<link "BACK">>
<<goto $currentPassage>>
<</link>></span>/ Create an array of all the room image widgets /
<<set $images = []>>
<<widget setHeader>>
<<set _image = $args[0]>>
<<set $useImage = ''>>
<<set $monster_name = ''>>
<<if $currentMonster>>
<<set _distances = $currentMonster['distanceimages']>>
<<if $currentMonster['current_hp'] < 1 && $currentMonster['deathImage']>>
<<set _image = $currentMonster['deathImage']>>
<<elseif _distances[$currentMonster['current_distance']]>>
<<set _image = _distances[$currentMonster['current_distance']]>>
<</if>>
<<if !_image>>
<<set _image = $currentMonster['image']>>
<</if>>
<<set $useImage = _image>>
<<else>>
<<if _image.includes('http')>>
<<set $useImage = _image>>
<<else>>
<<if $images[_image]>>
<<set $useImage = 'https://yourmonsters.co.uk/images/' + $images[_image]>>
<</if>>
<</if>>
<</if>>
<div id="interface">
<div id="battle_holder">
<div id="monster_holder">
<div id="monster_name">$monster_name</div>
<div id="monster_hp_holder">
<div id="monster_hp_bar"></div>
</div>
</div>
</div>
<img src="$useImage" class="monster_image" border="0" />
</div>
<<if $useImage != ''>>
<script>$("#interface").css("display","block");</script>
<</if>>
<</widget>>
<<widget hideHeader>>
<script>$("#interface").css("display","none");</script>
<</widget>>/* ITEM SYNTAX
name = The name of the items to show up in the inventory and other places when mentioned.
description = The block of text shown when the item is examined, if the 'checkable' parameter is used, then this description will only be shown if the player is in one of the predefined passages specified. If not then it will show the text in the 'checkableText' parameter.
battle = true / false. Can this item be used in battle (true) or is it a key item for use elsewhere (false)?
destruct = true / false. When used in battle, or checked and another item is found within, is this item destroyed?
throw = true / false. Is the item a throwable (one use) item in battle (true) or is it an equippable item that can be used multiple times (false)?
close = true / false. Is the item only useable in battle when the enemy is close to you (like a melee weapon)? If this is set to false, and throw is set to false then the item is useless in battle.
damage = When used in battle, how much damage does the weapon do per usage? (Possible improvement: Allow this to be an array of [minimum,maximum] where it will randomly generate an amount of damage between the minimum and maximum numbers to deal, if not an array then it will just do a flat amount).
battletext = When used in battle, this message will be shown to state what has happened, so should be something like "You throw the ___ at the monster and it strikes it in the head".
status = An array of status effects that this item causes when used, in battle, this will be applied to the monster, out of battle it will be applied to the player.
quantity = How many of these are you carrying? This can be increased over time, if reduced to 0 then the item is destroyed.
checkable = An array of what passages this item can be checked in, ie: ["Passage 1","Other Passage"], see the description section above for more details.
checkableText = The text shown if the item is examined outside of one of the checkable passages.
discardtext = When discarded, this text will be shown instead of a default message.
contains = An array of item handles inside of the current item. When examined, it will display the 'containsText' parameter and a yes/no option. If yes is specified, then the player will get all of the items specified in this array, if 'destruct' is set to true then this item will also be destroyed.
containsText = Text shown to describe items inside this item, ending in a "Will you take it?" style question.
combine = An array of items that this can be combined with to create another item. The index in the array should be the handle of the item with which this can be combined, and the value should be an array containing 'result' which is the handle for the item created when combined, 'optionText' which is the text stating that the item can be combined with this and whether they want to (this will always be followed by a yes/no option), and 'combineText' which is the message given when this combination is successfully made. Any items combined together that have 'destruct' set to true will be destroyed.
Example usage:
"combine" : {
"itemToCombineWith":{
"result":"resultingItem",
"optionText":"It looks like you can combine this with the itemToCombineWith, would you like to?",
"combineText":"You successfully combine the two items together and end up with a shiny new resultingItem!"
}
}
combinetext = When it is possible to combine this item with something else, this text will be shown at the bottom of the examine text. So something like "If only you had a LIGHTER you could light this smokebomb..."
*/
<<set $items={
"cricketbat": {
"name": "Cricket Bat",
"battlename": "CRICKET BAT",
"description":"A solid wood cricket bat. A present from your wonderful $sibling for your 13th birthday.
",
"battle":true,
"throw":false,
"close":true,
"damage":50,
"battletext":"As it approaches you swing the <b>CRICKET BAT</b> at the <b>MONSTER</b>. ",
"destroytext":"As you strike the monster the <b>CRICKET BAT</b> breaks in your hands! Unless you have another CLOSE COMBAT weapon you'll have to use LONG RANGE weapons to defeat it!",
"status":[
'knockback'
],
"quantity":3,
"destruct":false
},
"rubiks": {
"name": "Rubik's Cube",
"battlename": "RUBIK'S CUBE",
"description":"A stupid <b>RUBIK'S CUBE</b>.",
"battle":true,
"throw":true,
"close":false,
"accuracy":100,
"damage":20,
"battletext":"Finally you found a use for that stupid <b>RUBIK'S CUBE</b>!",
"status":'',
"quantity":1,
"destruct":true
},
"pencilcase": {
"name": "Pencil Case",
"battlename": "PENCIL CASE",
"description":"A soft Lego pencil case, filled with a couple of pens and pencils. ",
"battle":true,
"throw":true,
"accuracy":100,
"close":false,
"damage":5,
"quantity":1,
"battletext":"You dig out the <b>PENCIL CASE</b> from your backpack and throw it.
\"What an idiot I am\", you think as it bounces off the <b>MONSTER'S</b> shoulder harmlessly next to it.
The <b>MONSTER</b> growls and with a claw tears the <b>PENCIL CASE</b> apart.",
"destruct":true
},
"noddybook": {
"name": "Noddy Book",
"battlename": "NODDY BOOK",
"description":"The book is \"Noddy Goes to Toyland\". Even at your age there are somethings in this book that don't sit right with you.",
"battle":true,
"throw":true,
"close":false,
"accuracy":100,
"damage":10,
"battletext":"A good use for bigoted literature, you think as it flies at the <b>MONSTER</b> and cracks it clean between the eyes.",
"destruct":true,
"quantity":1
},
"cricketball": {
"name": "Cricket Ball",
"battlename": "CRICKET BALL",
"description":"Oh yes. A perfect thing for throwing!",
"battle":true,
"throw":true,
"accuracy":100,
"close":false,
"damage":25,
"battletext":"All that bowling with your $sibling has certainly paid off. Your throw is straight and true. In fact, as soon as the ball leaves your hand you know where it's heading. It hits the ground hard in front of the <b>MONSTER</b> and bounces up sharply and hard.
<p></p>
''THUMP!''<p></p>
<p></p>
The ball crunches into the centre of the <b>MONSTER'S</b> face between its mouth and nose. Ouch!",
"destruct":true,
"quantity":1
},
"meat": {
"name": "Steak",
"battlename": "STEAK",
"description":"A bloody slab of steak in a sealed bag.",
"battle":true,
"throw":true,
"close":false,
"damage":-15,
"accuracy":100,
"quantity":1,
"battletext":"The <b>MONSTER</b> sniffs the bloody <b>STEAK</b> and promptly gobbles it up, licking its lips. You think that might have healed it too. That was a dreadful move.",
"status":'',
"destruct":true,
"combine":{
"sleepingpills":{
"result":"druggedmeat",
"optionText":"Maybe you could drug this <b>STEAK</b> with the <b>SLEEPING PILLS</b>, would you like to try?",
"combineText":"You push the <b>SLEEPING PILLS</b> into the <b>STEAK</b>, whoever eats this is gonna have an early night!"
}
}
},
"sleepingpills": {
"name": "Sleeping Pills",
"battlename": "SLEEPING PILLS",
"description":"Some of <b>MUM'S SLEEPING PILLS</b>, they're pretty strong as they let her sleep through <b>DAD'S</b> terrible snoring! Maybe you could put these into something?",
"battle":false,
"destruct":true,
"accuracy":100,
"quantity":1,
"combine":{
"meat":{
"result":"druggedmeat",
"optionText":"Maybe you could push these into the STEAK you're carrying. Would you like to?",
"combineText":"You push the <b>SLEEPING PILLS</b> into the <b>STEAK</b>, whoever eats this is gonna have an early night!"
}
}
},
"druggedmeat": {
"name": "Drugged Meat",
"battlename": "DRUGGED MEAT",
"description":"You have heavily dosed the bloody <b>STEAK</b> with crushed <b>SLEEPING PILLS</b>.",
"battle":true,
"throw":true,
"close":false,
"destruct":true,
"accuracy":100,
"quantity":1,
"battletext":"The <b>MONSTER</b> sniffs the bloody steak and promptly gobbles it up, licking its lips.
Within seconds you see a change take place. The <b>MONSTER'S</b> eye lids start drooping and it begins to sway from side to side.",
"status":[
'sleep'
]
},
"ducky": {
"name": "Rubber Ducky",
"battlename": "RUBBER DUCKY",
"description":"Why you need to carry this <b>RUBBER DUCKY</b> around you're not sure.",
"battle":true,
"throw":true,
"close":false,
"damage":100,
"accuracy":100,
"quantity":1,
"battletext":"Almost as a last resort you throw the pointless rubber duck at the <b>MONSTER</b>.
To your absolute astonishment as it leaves your hand it lets out a mighty quack and explodes on contact.",
"destruct":true
},
"lighter": {
"name": "DAD'S Lighter",
"battlename": "DAD'S LIGHTER",
"description":"One of those clear plastic <b>LIGHTERS</b> that usually needs a few flicks to get the flame to come out.",
"battle":false,
"destruct":false,
"quantity":1
},
"bottle": {
"name": "Empty Bottle",
"battlename": "EMPTY BOTTLE",
"description":"An empty glass <b>BOTTLE</b> with a lid. Perfect for storing some kind of liquid in.",
"battle":true,
"throw":true,
"close":false,
"damage":5,
"accuracy":100,
"destruct":true,
"quantity":1,
"contains":['weebottle'],
"containsText":"While you are in the bathroom you consider filling up the empty <b>BOTTLE</b> with your own wee wee. You really are a naughty little $gender.
Will you do that?!",
"checkable":["D1 Bathroom"],
"checkableText":"An empty glass <b>BOTTLE</b> with a lid. Perfect for storing some kind of liquid in."
},
"weebottle": {
"name": "Bottle Filled with Wee-Wee",
"battlename": "BOTTLE FILLED WITH WEE-WEE",
"description":"You filthy little $gender.",
"battle":true,
"throw":true,
"close":false,
"damage":25,
"accuracy":100,
"destruct":true,
"status":[
'acid'
],
"quantity":1
},
"chemistryset": {
"name": "Chemistry Set",
"description":"Taking a look inside your <b>CHEMISTRY SET</b> you're disappointed to realise all the <i>fun</i> stuff has been used. ",
"battle":false,
"throw":false,
"close":false,
"destruct":true,
"quantity":1,
"contains":['potassiumnitrate'],
"containsText":"There is some <b>POTASSIUM NITRATE</b> left. Will you take it?",
"checkable":["D1 Your Room", "Help3"],
"checkableText":"You can't open this here, <b>MUM</b> said to only open it in your bedroom!"
},
"bdcard": {
"name": "Gran's Birthday Card",
"description":"You tear open the envelope and look at the card inside. It's a big bear eating a cake with the words HAPPY BIRTHDAY in big letters at the top. <p></p>
Inside, along with a <b>HAVE A GREAT DAY! LOTS OF LOVE FROM GRANDMA xx</b> message, is a FIVE POUND NOTE. <p></p>
<b>[TUTORIAL: Once you say yes to this you can close this message and click BACK to return to where you were]</b>",
"battle":false,
"throw":false,
"close":false,
"destruct":true,
"quantity":1,
"contains":['fiver'],
"containsText":"Will you take the FIVE POUND NOTE?",
"checkable":["PRESENTS"],
"checkableText":"ERROR"
},
"fiver": {
"name": "£5 note",
"description":"A crisp five pound note from <b>GRANDMA</b>.",
"battle":false,
"destruct":true,
"quantity":1
},
"knife": {
"name": "Sharp Knife",
"battlename": "SHARP KNIFE",
"description":"A nasty looking knife",
"battle":true,
"throw":false,
"close":true,
"damage":50,
"battletext":"You wait for the <b>MONSTER</b> to come into range before lashing out with the <b>KNIFE</b>. The <b>MONSTER</b> weaves left and right but you make decent contact with your first thrust. ",
"destroytext":"Unfortunately, the creature's skin is strong and the knife wedges in deep.
The <b>MONSTER</b> lets out a horrific scream and pulls away with the blade still lodged inside it.
Unless you have another CLOSE COMBAT weapon you'll have to use LONG RANGE weapons to defeat it!",
"status":[
'knockback'
],
"quantity":1,
"destruct":true
},
"hammer": {
"name": "Trusty Hammer",
"battlename": "TRUSTY HAMMER",
"description":"Your <b>DAD'S </b>trusty <b>HAMMER</b>. It's a weighty metal claw hammer with a wooden handle.",
"battle":true,
"throw":false,
"close":true,
"damage":30,
"battletext":"The <b>MONSTER</b> buckles under your vicious swing as it comes close to you. The impact of the hammer crunching down on its head would make you wince if you weren't so terrified.",
"destroytext":"Unfortunately the impact from the blow shatters the handle and the <b>HAMMER</b> breaks in half. It falls to the ground broken.
Unless you have another CLOSE COMBAT weapon you'll have to use LONG RANGE weapons to defeat the <b>MONSTER</b>!",
"status":[
'knockback'
],
"quantity":2,
"destruct":true
},
"sugar": {
"name": "Sugar",
"description":"A big bag of granulated sugar.",
"battle":false,
"destruct":true,
"quantity":1
},
"plates": {
"name": "Plates",
"battlename": "PLATES",
"description":"A nice selection of frisbee-sized dinner plates",
"battle":true,
"throw":true,
"close":false,
"damage":25,
"battletext":"You grip the plate firmly and fling it skillfully at the <b>MONSTER</b>.",
"destruct":true,
"quantity":6
},
"potassiumnitrate": {
"name": "Potassium Nitrate",
"description":"<b>POTASSIUM NITRATE</b> is a chemical compound that you really don't know too much about. Perhaps you could ask someone?",
"battle":false,
"destruct":true,
"quantity":1
},
"sparebulb": {
"name": "Spare Light Bulb",
"description":"A spare 60w bulb for your bedroom <b>LAMP</b>.",
"battle":false,
"destruct":true,
"quantity":1
},
"flashlight": {
"name": "Flashlight",
"description":"Thankfully the <b>FLASHLIGHT</b> has full batteries so they won't be running out any time soon.",
"battle":false,
"destruct":true,
"quantity":1
},
"smokebomb": {
"name": "Smoke Bomb",
"battlename": "SMOKE BOMB",
"description":"The <b>SMOKE BOMB</b> looks like a block of cinder toffee. There is no fuse. You will just need to use a <b>LIGHTER</b> to ignite it first!",
"battle":false,
"destruct":false,
"quantity":1
},
"activesmokebomb": {
"name": "A Smoking Smoke Bomb",
"battlename": "SMOKING SMOKE BOMB",
"description":"The <b>SMOKE BOMB</b> is now billowing smoke.",
"battle":true,
"accuracy":100,
"throw":true,
"close":false,
"damage":1,
"battletext":"You throw the <b>SMOKE BOMB</b> and the room immediately fills with smoke in front of the <b>MONSTER</b>. You can still see its shadow in the smoke but it can't see you.",
"destruct":true,
"status":[
'blind'
],
"quantity":1
},
"darts": {
"name": "Dart",
"battlename": "DART",
"description":"<b>DARTS</b> from your $sibling's dartboard. They look really sharp.",
"battle":true,
"throw":true,
"close":false,
"damage":40,
"battletext":"You skillfully throw the <b>DART</b> at the <b>MONSTER</b>.",
"destruct":true,
"quantity":3
},
"pettreats": {
"name": "Pet Treat",
"description":"Tasty meaty treats for your $pet.",
"battle":false,
"destruct":true,
"quantity":5
},
"marbles": {
"name": "Bag of Marbles",
"battlename": "BAG OF MARBLES",
"description":"A bag of <b>MARBLES</b>. They always remind you of tadpoles in frogspawn.",
"battle":true,
"throw":true,
"close":false,
"accuracy":100,
"damage":25,
"battletext":"You roll the <b>MARBLES</b> across the floor under the feet of the oncoming <b>MONSTER</b>. It takes one step closer, directly onto the glass spheres, and its legs shoot out from under it. the <b>MONSTER</b> flies backward and crashes to the floor.",
"destruct":true,
"status":[
'knockback'
],
"quantity":1
},
"birthdaycard": {
"name": "Creepy Birthday Card",
"description":"The <b>BIRTHDAY CARD</b> reads: wE HAvE $petname!<p></p>
MEet uS IN thE AtTIc!",
"battle":false,
"destruct":true,
"quantity":1
},
"medicode": {
"name": "Medicine Cabinet Code",
"description":"It's a piece of card the size of a credit card which simply says <b>MEDICINE: 6423</b>.",
"battle":false,
"destruct":true,
"quantity":1
},
"shedkey": {
"name": "Shed Key",
"description":"A boring key for the boring shed.",
"battle":false,
"destruct":true,
"quantity":1
},
"carkeys": {
"name": "Car Keys",
"description":"<b>DAD'S</b> car keys. You better not lose them!",
"battle":false,
"destruct":true,
"quantity":1
},
"sparekeys": {
"name": "Spare Keys",
"description":"A ring of thick metal keys. You are sure the GUEST ROOM can be opened with one of these.",
"battle":false,
"destruct":false,
"quantity":1
},
"lunchbox": {
"name": "Lunch Box",
"battlename": "LUNCH BOX",
"description":"A green plastic <b>LUNCH BOX</b>, full of tasty sandwiches, crisps and a can of cola. You can use this to recover some energy.
<b>+50 ENERGY</b>",
"battle":false,
"battletext":"You guzzle down the contents of the <b>LUNCHBOX</b>. ",
"damage":-50,
"destruct":true,
"quantity":3
},
"energydrink": {
"name": "Energy Drink",
"battlename": "ENERGY DRINK",
"description":"Full of sugar but will recover some energy.
<b>+25 ENERGY</b>",
"battle":false,
"damage":-25,
"destruct":true,
"quantity":1
}
}>><<if passage() != "Backpack" && passage() != "Relationships" && passage() != "Quests" && passage() != "Map" && passage() != "Feedback">>
<<set $currentPassage = passage()>>
<</if>>
<<checkTimers>>
<<setHeader $currentPassage>>
<div id="popup">
<div id="popup_inner">
<div id="popup_content"></div>
<input type="button" onclick="javascript:window.popup();" value="Close" class="popup_button" />
</div>
</div>
<div id="background_overlay"></div><<audio "fight" fadeoverto 3 0>><<audio "disjoin" play loop>><<set $battle1 to "lost">>
<<include "ATTIC NEW">>
<<audio "fight" fadeoverto 3 0>><<audio "disjoin" play loop>><<set $battle1 to "won">>
<<include "ATTIC NEW">><<set $time to "Evening">><<if $eatdinner eq 0>>You're sitting at the table with ''MUM'' and ''DAD''. Your $uppersibling is still out at their friend's house and no one has heard from ''UNCLE JACK'' since this morning. In front of you is a big plate of spaghetti bolognese<<if $addcheese eq "yes">> covered in Parmesan cheese<</if>>.
<<if $addcheese eq "none">><span class="path"><<click [[YUM! GRATE LOADS OF PARMESAN CHEESE OVER IT|Dinner1]]>><<set $addcheese to "yes">><</click>>
<<click [[YUCK! NO CHEESE FOR ME!|Dinner1]]>><<set $addcheese to "nope">><</click>></span><</if>>\
<<if $addcheese eq "yes" or $addcheese eq "nope" and $eatdinner eq 0>>
<span class="path"><<click [[EAT YOUR DINNER|Dinner1]]>><<set $eatdinner to $eatdinner + 1>><</click>></span><</if>>\<</if>>
<<if $eatdinner eq 1>>
''MUM'' watches you eat. "Your father says you were in the ATTIC. Did you find what you were looking for?"
"No, but it wasn't very important. I was just looking around really."
''$petname'' makes a noise next to you and you reach down and <span class="path">[[STROKE THEM->PETRETURN]]</span><</if>>
''DAD'' shakes his head. "No, it looks like something struck you."
"Did ''$siblingname'' hit you?" ''MUM'' asks.
"No! Of course not! I don't know how it happened."
"Does it hurt anywhere else?"
"No, just my head." You press on with the lie. Given you hurt everywhere, you feel it necessary to not divulge that to ''MUM'' & ''DAD''. It'll only upset them.
<<set $mumdadtrust to $mumdadtrust -1>>\
''MUM'' runs a cold cloth under the tap and soothingly presses it against your head till the bleeding stops. "Try and be more careful, okay?"
You get back to <span class="path">[[EATING->UNCLE RETURNS]]</span>"Something attacked me."
The bluntness of your words land with a heavy thud at the dining table.
<<if $mumtruth1 eq "yes">>"What do you mean?!" ''MUM'' blurts out. "Like the thing you mentioned this afternoon?"<</if>>
"Something?!" ''DAD'' exclaims. "What type of something?"
"It was a ''MONSTER''."
''DAD'' shakes his head. "Now come on ''$name''. You don't have to make stuff up. Was it someone from school?"
A shiver runs through you. <i>Of course, they are gonna think it's about those bullies at school...</i>
You hesitate too long.
"No-" you begin but are cut off immediately by your slightly panicked parents.
"We'll have to speak to your ''HEADMASTER'' about this on Monday." ''DAD'' is saying to ''MUM''. "This has gone far enough."
"Oh darling, I'm so sorry. We'll see what we can do at school tomorrow."
For a moment you regret saying anything. You'd been trying to put those bullies at school out of your mind over your birthday weekend but the dread of returning to school has flooded back in. All said and done though, the way your parents have reacted has made you feel so much better. You are glad you told them.
<<set $mumdadtrust to $mumdadtrust +2>><<set $bullytruth to true>>\
You get back to <span class="path">[[EATING->UNCLE RETURNS]].</span>As you continue munching through dinner you all hear the FRONT DOOR open and bash against the hallway wall.
''MUM'' sighs. "That'll be ''UNCLE JACK''."
There are further clattering noises from the hallway as a clearly drunk ''UNCLE JACK'' makes his way to the kitchen.
"Started without me, have you?" he confidently demands as he staggers in. "Where's mine?"
Ignoring his attitude, ''MUM'' stands up and heads over to the stove. "Dinner is at 7pm every night Jack. Not our fault if you can't tell the time."
''UNCLE JACK'' opens his mouth to grumble but ''MUM'' shuts him up. "Now sit down and I'll get you a plate."
''DAD'' eyes his brother warily while you try to avoid eye contact at all. You don't like ''UNCLE JACK'' when he is behaving this way. It's a little bit frightening.
''$petname'' <<if $pet eq "cat">>meows <</if>><<if $pet eq "dog">>woofs <</if>>gently from under the table. ''UNCLE JACK'' glances down, he seems shocked they are there. "Oh, I see, this stupid creature is back is it?"
''MUM'' pulls a questioning look. "''$petname'' lives here, ''JACK''"
"Well, it was pissing me off this morning, making a load of noise, so I stuck the stupid thing in the ATTIC."
"What?" the three of you gasp.
"Hell, I was gonna bring it down when I came back. Knew it would be fine. But seems like you got there first."
You feel your face reddening. How dare he? You clench your first and dig your nails into your palm.
<span class="path">[[TRY TO KEEP YOUR COOL->UNCLE CONFRONT]]</span>
<<if !has("smokebomb") && !has("activesmokebomb")>>
<<get "smokebomb">>
<</if>>
<<if !has("lighter")>>
<<get "lighter">>
<</if>>
<<if !has("knife")>>
<<get "knife">>
<</if>>
<<if !has("druggedmeat")>>
<<get "druggedmeat">>
<</if>>
<<if !has("cricketbat")>>
<<get "cricketbat">>
<</if>>
<<if !has("weebottle")>>
<<get "weebottle">>
<</if>><<if !has("marbles")>>
<<get "marbles">>
<</if>>
<<if !has("healthkit")>>
<<get "healthkit">>
<</if>>
<<if !has("energydrink")>>
<<get "energydrink">>
<</if>>
<<get "darts">>
<<get "plates">>
/*<<addCompanion "cat">>*/
<<setBattle "AtticMonster" "BOY" "GIRL">><<setBattle "Jasper" "run2" "CAUGHT">>You throw back the blanket and stand up on the bed. The ''MONSTER'' looks at you, slime dripping from the teeth in its wide open mouth. You confidently stare it down.
<<if $pet eq "cat">>''$petname'' hisses at the ''MONSTER''. It looks like they are going to help you fight this thing!
<<addCompanion "cat">>
You look down at your $pet who stands up, gives you a look then turns back to the ''MONSTER'' with a determined look on their face.<</if>>\
<<if $pet eq "dog">>''$petname'' growls at the ''MONSTER''. It looks like they are going to help you fight this thing!
<<addCompanion "dog">>
You look down at your $pet who stands up, gives you a look then turns back to the ''MONSTER'' with a determined look on their face.<</if>>
"Come on then," you say. <span class="path">"[[LET'S SEE WHAT YOU GOT!->firstbattle]]"</span>It's almost like you set a bomb off in the kitchen.
<<set $uncletrust to $uncletrust -4>>\
You hear a stunned gasp from your ''MUM'' in the beat before ''UNCLE JACK'' lunges for you out of his chair. It's an almost comical Homer Simpson attempt to grab you but ''DAD'' is already on his feet and slams his brother against the wall.
"That's for what you did to ''$petname!''" you shriek. "And for whatever horrible other things you've been up too!"
There is a spark of fear in ''UNCLE JACK''S eyes as he looks back at you while your parents take control of the situation.
"''$name'', come here." ''DAD'' commands. "Now you are gonna apologise to ''UNCLE JACK''. And then ''UNCLE JACK'' is going to get the hell out of our house."
<span class="path">[[APOLOGISE->Apologise]]</span>"You <i>dropped</i> it?" ''UNCLE JACK'' sneers.
"Settle down ''JACK''," ''DAD'' says, an edge to his tone. "$heshe has had a tough day."
"<i>A tough day!</i>" he laughs, mockingly and begins to stand up. "Just wait till you're my age and you've been thrown away like a piece of rubbish. Once you hit 25 no one wants you anymore. But what would a spoilt little brat like you know anything about that?"
''DAD'' is up like a shot. "What did you say about my $sondaughter?"
There is a spark of fear in ''UNCLE JACK'''s eyes and he looks back at you while your ''DAD'' towers over him. "Nothing." He finally whimpers.
"Get out ''JACK''. You will not talk to my family like that."
''UNCLE JACK'' hovers for a moment, considering his options. You shuffle in your seat and avoid his glare. He backs down, outnumbered now ''MUM'' has also stopped what's she's doing.
"Look-" he pleads.
"No, ''JACK''." ''MUM'' is firm but you can sense the anger swelling underneath. "Just <span class="path">[[LEAVE->leave]]</span>."
<<set $uncletrust to $uncletrust -2>>"I'm sorry ''UNCLE JACK''. I don't know what came over me. I really didn't mean to break it."
''UNCLE JACK'' doesn't say anything, ''DAD'' still has him pressed against the wall. "Thank you ''$name''. Now off to bed please. We'll talk about this tomorrow."
Without looking back you <span class="path">[[HEAD OFF TO YOUR ROOM->enddinner]]</span>"You too." ''DAD'' says, seeing your empty plate. "Go get ready for bed please. We'll talk about this tomorrow."
You head <span class="path">[[UPSTAIRS->enddinner]]</span> avoiding ''UNCLE JACK'S'' glare.
<<set $location to "the UPSTAIRS HALLWAY">><<set $goal to "Get ready for bed">>No sooner has your foot hit the upstairs hallway you hear voices start again in the kitchen.
"Get out ''JACK''." You hear ''DAD'' say in a low voice. "You're not welcome here when you're drunk."
''UNCLE JACK'' says something in response that you can't make out. Almost immediately there is movement as your uncle is steered out of the house. The front door opens and you stand statue still, holding your breath. There are muttered words before the door finally slams.
"''$name?''" ''DAD'' calls up. "Are you there?"
<span class="path">[["YES, I'M HERE."->"Yes, I'm here"]]</span>
<span class="path">[[SAY NOTHING->Stay quiet.]]</span>"Yes, I'm here," you shout back.
"We asked you to go get ready for bed not snoop around!" ''DAD'' snaps, clearly annoyed at having had their private conversation spied on.
"Get ready for bed, dear," ''MUM'' encourages warmly.
<<set $mumdadtrust to $mumdadtrust -1>>\
You hurry to the bathroom where you quickly brush your teeth and wash your face.
Do you need to use the TOILET?
<span class="path">[[YES->usetoilet]]
[[NO->notusetoilet]]</span>You stay quiet, and take some careful steps backwards into the shadows.
"Night dear," you hear them call up assuming you are in your room. You quickly take a few steps towards the bathroom, open the door and shout "night" back to them.
Satisfied they believed you weren't snooping you quickly brush your teeth and wash your face.
Do you need to use the bathroom?
<span class="path">[[YES->usetoilet]]
[[NO->notusetoilet]]</span><<set $location to "YOUR BEDROOM">><center><img src="https://yourmonsters.co.uk/images/bedroomdusk.jpg" alt="bedroomdusk"></center><<set $goal to "">><<if $endofday1 eq false>>
You hurry back to your room and turn on the light.<<set $endofday1 to true>><</if>>
Your BED is to the right of the room with a CLOSET across from that. Next to your BED is a BEDSIDE TABLE<<if $yourlampbroke eq false>> with a LAMP on it<</if>>.
<<if $yourlampbroke eq true>>Your LAMP lays on the floor at the end of the bed. The BULB is broken. <<if $hasitem23 eq true>><span class="item"><<click [[REPLACE THE BULB?|End of Day One]]>><<set $yourlampbroke to false>><<drop "sparebulb">><</click>></span><</if>>
<<if $hasitem23 eq false>>''You will need a ''SPARE BULB'' to fix it.''<</if>><</if>>\
<<if $cubebroken eq true and $hiderubik eq false>>Your ''$item1'' lays in pieces on the floor from where it hit the ''MONSTER''. <</if>>\
<<if $pettrust gt 5>><p style="color:#f9f993">''You hear your $pet scratch against the door and let them in.''</p>
<<if $pet eq "cat">><<addCompanion "cat">><</if>><<if $pet eq "dog">><<addCompanion "dog">><</if>>''<<set $petcompanion to true>><</if>>
<span class="path">[[GET INTO BED->Get into BED]]</span><<set $location to "the SHED">><center><img src="https://yourmonsters.co.uk/images/insideshed.jpg" alt="shed"></center>
The SHED smells musty and is filled with cobwebs and dead spiders. You don't like being in this small space.
<<if $shedlocked eq false and $hasstepladders eq false>><p style="color:#f9f993">''There are $item6 here. <<if $hasstepladders eq false and $mumhere1 eq true and $smokebombactive eq false>>But you can see ''MUM'' watching you from the KITCHEN window so you can't take them.''<</if>>
<<if $hasstepladders eq false and $mumhere2 eq true and $smokebombactive eq false>>But you can see ''MUM'' keeping an eye on you from the window in the GARAGE so you can't take them still.
Perhaps you need to find some sort of distraction so you can get them? Maybe your $sibling could help?''<</if>>
<<if $shedlocked eq false and $hasstepladders eq false and $smokebombactive eq true>><p style="color:#f9f993">With the BACK GARDEN full of smoke you could sneak the STEP LADDERS to somewhere else if you want? </p><span class="path"><<click [[TAKE THE STEP LADDERS UPSTAIRS|D1 Upstairs Hallway]]>><<set $hasstepladders to true>><<set $goal3 to "">><<set $goal2 to "">><</click>></span><</if>><</if>>
<<if $shedlocked is false>><<if $hascricket eq false and $playcricket eq false>> Your birthday ''$item5'' is lent against the shed wall. <span class="item"><<click [[TAKE IT?|Inside shed]]>><<set $hascricket to true>><<set $goal1 to "">><<get "cricketbat">><</click>></span><</if>><</if>>
<<if $shedlocked is false>><span class="path">[[LEAVE THE SHED->Back Garden]]</span><</if>>No sooner are you in bed then the door opens a crack and ''MUM'S'' face appears.
"Night love. Sorry about your uncle's behaviour tonight."
"That's okay," you say, even though it wasn't. "Is he coming back?"
''MUM'' pauses. "No. Good night, sleep tight."
"Night ''MUM''.<<if $petcompanion eq true>> Night ''$petname''.<</if>>"
With that she reaches in and flicks off the light switch.
You make yourself comfortable and go to <span class="path">[[SLEEP ->Night1]] </span>
<<set $location to "the BATHROOM">><<set $usetoilet2 to true>>Good idea. The last thing you want is to have to go to the bathroom in the middle of the night!
Finished, you wash your hands and head for your <span class="path">[[ROOM->End of Day One]] </span><<set $usetoilet2 to false>><i>Nah, you don't need to use the bathroom,</i> you think as you flick off the light and head for <span class="path">[[YOUR ROOM->End of Day One]].</span>A cold, creeping sensation sweeps over you in the dead of night, stirring you awake.
''You know what it means. Another MONSTER.''
You shake yourself awake and pick up your backpack. Your bedroom door is wide open and through the gap you see a pair of <span class="path">[[EYES]].</span><<audio ":playing" stop>><<audio "sonata" play loop>><<set $time to "Late Night">><<if $usetoilet2 eq false>>Your dream is suddenly interrupted.
You wake up bursting for the bathroom. You really should have gone before bedtime you realise.
There's nothing you can do. You need to leave your room and go.
You throw back the blankets, switch the light on, and gear up.
<<if $petcompanion eq true>>''Slightly annoyed to have been woken up, your $pet $petname gets up and follows you.''<</if>>\
<span class="path">[[YOU OPEN YOUR BEDROOM DOOR->Night Mirror]]</span><</if>>\
<<if $usetoilet2 eq true>>You are so glad you went to the bathroom before bed, <span class="path">[[YOUR SUBCONSCIOUS THINKS.->Night Terror]]</span><</if>>You <span class="path">[[SLEEP->Night2]]</span><<if $battle1 eq "won">>Fast asleep you dream of heroically defeating ''MONSTERS'' in combat. You save your $sibling and parents from an almost neverending wave of creatures until, covered in slime, you stand victorious.
You sleep with a smile on your <span class="path">[[FACE->Night River]].</span><</if>>\
<<if $battle1 eq "lost">>Your sleep is restless as you are plagued by nightmares of the horrors that overcame you today.
You sleep with a concerned frown on your <span class="path">[[FACE->Night River]].</span><</if>>
<<set $location to "the UPSTAIRS HALLWAY">>You cautiously make your way to the bathroom<<if $petcompanion eq true>> with ''$petname''<</if>>.
Thankfully you get there with no issues and hurriedly relieve yourself and flush.
Breathing a sigh of relief you wash your hands
No sooner have you opened the door and stepped back out into the HALLWAY you see the slobbering beast outside your room.
"That's it," you hiss. <<if $petcompanion eq true>>"You ready for this, ''$petname''?"
<<if $pet eq "cat">>"MEOW!" your brave CAT yells.<</if>>
<<if $pet eq "dog">>"WOOF!" your brave DOG barks.<</if>><</if>>\
<span class="path">[["LET'S DO THIS."->Battle3]]</span><<setBattle "yack" "You Won 2" "You Lost 2">><<set $location to "YOUR BEDROOM">><<set $battle3 to "won">>Beaten the ''MONSTER'' stands exposed in the HALLWAY. It's spiked fur around its feet.
Victorious, you tower over above it. As you approach, the ''MONSTER'' seems to grow smaller with each step. It is a pathetic creature, cowering and afraid.
"Get out," you hiss. "And never come back."
The ''MONSTER'' doesn't waste a second and bolts immediately down the stairs and out of the house.
You stagger your way back to <span class="path">[[BED->ENDINGDECIDE]]</span><<if $petcompanion eq true>> with ''$petname''<</if>>.<<set $location to "YOUR BEDROOM">><<set $battle3 to "lost">>Staggering, you collapse defeated, backwards into your room. Before passing out, as your eyes flitter closed, you see the ''MONSTER'' slobbering <span class="path">[[ABOVE YOU...->TO SLOB OR NOT TO SLOB]]</span>
<<if !has ("pettreats")>>You don't have any ''PET TREATS'' to give ''$petname''.
You are sure you saw some around somewhere?
<span class="path">[[RETURN->ATTIC RETURN]]</span><</if>>\
<<if has ("pettreats")>><<set $pettrust to $pettrust +1>><<set $petfed1 to true>>Oh that's it. ''$petname'' can't get enough as you hold out the treat. Your $pet clambers up, gobbles down the treat and continues to lick your fingers until all trace of it has gone.
''$petname'' slowly gets up and begins nuzzling you.<<set $petjoin to true>>
<p style="color:#b1e6b1">''Your $pet $petname's TRUST in you has INCREASED.''</p>
<<if $pet eq "cat">><<addCompanion "cat">><</if>><<if $pet eq "dog">><<addCompanion "dog">><</if>><<set $pethere1 to false>><<set $goal to "Leave the ATTIC">>
<span class="path"><<link "LEAVE THE ATTIC WITH $petname" "ATTIC RETURN">><</link>></span><</if>>
<<set $talkdad2 to true>><<set $mumhere2 to false>><<set $garagelocked to false>>''DAD'' laughs and your hear ''MUM'' leave the GARAGE.
"I'm gonna start dinner now!" she calls out. "Should be ready in about an hour."
"Oh, sounds like I dont' have much time at all," ''DAD'' says. "Let me just send this report and I'll go help your ''MUM''."
<<include "Study">><<set $playswitch2 to true>>What game do you play?
<span class="path">[[$game1 ->playkart2]]</span>
<span class="path">[[$game2 ->playzelda2]]</span>You spend the next hour playing your ''$game1'' on your ''$item4''.
<<if $petmissing eq true>>To be honest, it was more fun when you were playing your $sibling rather than a computer. In the back of your mind, your missing $pet overshadows much of the enjoyment.<</if>>
<<playerEnergy -20>><p style="color:#f9f993">''Your ENERGY has DECREASED''</p>
<<include "Sofa">>You spend the next hour playing your ''$game2'' on your ''$item4''.
<<if $petmissing eq true>>To be honest, you don't have that much fun playing. In the back of your mind, your missing $pet overshadows much of the enjoyment.<</if>>
<<playerEnergy -20>><p style="color:#f9f993">''Your ENERGY has DECREASED''</p>
<<include "Sofa">>In front of you are:
<<set $goal to "Open your presents">><<if not $openpresent1>>A big red present labelled "Love from ''MUM'' & ''DAD''".<<else>>A ''$item4''<</if>>
<<if not $openpresent2>>A small blue present from your ''UNCLE JACK''.<<else>>A ''$item1''<</if>>
<<if not $openpresent3>>A heavy-looking oblong-shaped green present from your $sibling.<<else>>A ''$item5''<</if>>
<<if not $openpresent1>><span class="path">[[OPEN THE RED PRESENT->red]]</span><</if>>
<<if not $openpresent2>><span class="path">[[OPEN THE BLUE PRESENT->blue]]</span><</if>>
<<if not $openpresent3>><span class="path">[[OPEN THE GREEN PRESENT->green]]</span><</if>>
<<if $openpresent1 & $openpresent2 & $openpresent3>>You've opened all your presents! Eat some <span class="path">[[CAKE]]</span><</if>> <<set $chatout1 to 3>><<set $dinnerbreak1 to true>><<set $newday1 to true>><<include "Breakfast Day One">><<set $day to "SUNDAY">><<set $time to "Morning">>// Status Effects throughout the game
<<set $statuses={
"blind": {
"handle": "blind",
"name": "BLIND",
"text": "You've blinded the <b>MONSTER</b>! ",
"ongoingText": "The <b>MONSTER</b> is struggling to see! ",
"endText": "The <b>MONSTER</b> can see again. ",
"length": 3,
"chance": 100,
"missturn": 0,
"damage": 0,
"distance": 0,
"accuracy": -30
},
"stun": {
"handle": "stun",
"name": "STUN",
"text": "The <b>MONSTER</b> is stunned and disorientated! ",
"ongoingText": "The </b>MONSTER</b> is momentarily stunned. ",
"endText": "The <b>MONSTER</b> seems to snap out of it. ",
"length": 1,
"chance": 30,
"missturn": 1,
"damage": 0,
"distance": 0,
"accuracy": 0
},
"sleep": {
"handle": "sleep",
"name": "SLEEP",
"text": "The <b>MONSTER</b> falls asleep! ",
"ongoingText": "The <b>MONSTER</b> is still asleep. ",
"endText": "The <b>MONSTER</b> wakes up! ",
"length": 5,
"chance": 100,
"missturn": 1,
"damage": 0,
"distance": 0,
"accuracy": 0
},
"knockback": {
"handle": "knockback",
"name": "KNOCKBACK",
"text": "The <b>MONSTER</b> stumbles backward! ",
"ongoingText": "",
"length": 0,
"chance": 100,
"missturn": 0,
"damage": 0,
"distance": 3,
"accuracy": 100
},
"fright": {
"handle": "fright",
"name": "FRIGHT",
"text": "The <b>MONSTER</b> appears to be frightened! ",
"ongoingText": "The <b>MONSTER</b> is still cowering in fear. ",
"endText": "The <b>MONSTER</b> is scared no more! ",
"length": 2,
"chance": 30,
"missturn": 1,
"damage": 0,
"distance": 0,
"accuracy": -30
},
"poison": {
"handle": "poison",
"name": "POISON",
"text": "You've poisoned the <b>MONSTER</b>! ",
"ongoingText": "The <b>MONSTER</b> is hurt from the poison! ",
"endText": "The <b>MONSTER</b> is no longer poisoned! ",
"length": 2,
"chance": 50,
"missturn": 0,
"damage": 5,
"distance": 0,
"accuracy": 0
},
"acid": {
"handle": "acid",
"name": "ACID",
"text": "The <b>MONSTER</b> is burned by ACID! ",
"ongoingText": "The <b>MONSTER</b> is burned by the ACID! ",
"endText": "The ACID has worn off. ",
"length": 2,
"chance": 100,
"missturn": 0,
"damage": 10,
"distance": 1,
"accuracy": 0
}
}>>
<<hideHeader>><p style="font-family:Righteous; color:#white">YOUR QUESTS</p>
<<if $goal isnot "">>○ <</if>>$goal
<<if $goal1 isnot "">>○ <</if>>$goal1
<<if $goal2 isnot "">>○ <</if>>$goal2
<<if $goal3 isnot "">>○ <</if>>$goal3
<span class="path"><<link "BACK">>
<<goto $currentPassage>>
<</link>></span><<setBattle "AtticMonster" "WINNER" "LOSER">><<addCompanion "cat">><<get "smokebomb">><<get "rubiks">><<get "meat">><<get "cricketbat">><<get "sleepingpills">><<get "darts">><<get "marbles">><<get "plates">><<get "weebottle">><<get "lighter">>
''[[START A TEST BATTLE->Test Battle]]''<<if $goal isnot "Rescue ''$petname'' from the ATTIC">><<set $goal to "Check LETTERBOX">><</if>>\
<<set $hassiblingadvice to true>><<if $beenhere1 eq true>>"I told you already." ''$siblingname'' says. "I heard the letterbox slam earlier so you should definitely go check it out."
<span class="path">[[BACK->D1 Sibling Room]]</span><</if>>\
<<if $beenhere1 eq false>>"I heard the letterbox slam earlier." ''$siblingname'' says. "You should definitely go check it out."<<set $beenhere1 to true>>
<span class="path">[[BACK->D1 Sibling Room]]</span><</if>>\
<<set $playcricket to true>><<set $day to "Sunday">><<set $time to "Morning">>
<<set $shedlocked to false>><<set $newday1 to true>><<set $asksibling1 to false>><<set $talkmum1 to false>><<set $talkdad1 to false>><<set $talksibling1 to false>><<set $truth1 to "none">>
<<include "Living Room">><<if $opendrawers eq false>>Upon opening it you remember:
<i>Oh yes, this is the BORING DRAWER. Only BORING things are in here.</i>
<span class="path"><<click [[CLOSE THE BORING DRAWER->DRAWERS]]>><<set $opendrawers to true>><</click>></span><</if>>\
<<if $opendrawers eq true>><i>WHY?</i> You think to yourself. <i>Why have I opened the boring drawer again? What a complete idiot I am. </i><<playerSmarts -1>>
<p style="color:#f9f993">''Your SMARTS have DECREASED''</p>
<span class="path">[[CLOSE THE BORING DRAWER YOU SILLY SAUSAGE->DRAWERS]]</span><</if>><<set $opencupboard to true>><<if $hasitem32 eq false>>You kneel down and sweep open the cupboard doors. Inside is ''MUM'S'' best crockery.
They look delightfully SMASHABLE.
<span class="item"><<click [[TAKE THE PLATES?|cupboard]]>><<set $hasitem32 to true>><<get "plates">><</click>></span><</if>>\
<<if $opencupboard eq true and $hasitem32 eq true>>The only thing left in the cupboard is the guilt you feel from taking those very breakable plates.<</if>>
<span class="path">[[CLOSE THE CUPBOARD->DRAWERS]]</span><<set $opendrawers2 to true>>You open the BOTTOM DRAWER and scour through it.
''You find:''
Nothing of interest.
<span class="path">[[CLOSE THE BOTTOM DRAWER->DRAWERS]]</span><<set $chatout1 = $chatout1 - 1>>You decide against bringing it up with your $sibling.
<<include "Breakfast Day One">><center><img src="https://yourmonsters.co.uk/images/placeholder.jpg" alt="placeholder"></center>
<<audio ":playing" fadeoverto 3 0>>
In the blackness you waver in and out of consciousness. You feel the ''MONSTERS''' hot breath on you and its claw fingers ravaging you.
<span class="doom">[[WAKE ME UP WHEN IT'S OVER->Over]]</span><<setBattle "thornz" "D1 Escape" "YOU COLLAPSE">><<set $battle2 to "won">><<audio ":playing" fadeoverto 3 0>><<set $goal to "">> <<set $goal1 to "Tell $sibling what happened">> <<set $location to "BACK GARDEN">>
<<set $playcricket to true>><<set $time to "Afternoon">>You race away from ''MR JENKINS''' flowerbeds, scrambling over the fence and tumbling back into your garden.
"Whoa, what is it?" Your $sibling asks.
<span class="path"><<link "TELL YOUR $uppersibling WHAT HAPPENED" "Truth1">><</link>></span>
<span class="path"><<link "DON'T TELL YOUR $uppersibling WHAT HAPPENED" "Lie1">><</link>></span><<set $location to "BACK GARDEN">><<set $playcricket to true>><<set $time to "Afternoon">>You come around to faint cries from your $sibling.
''"$name!" ''
You open your eyes to see your $sibling kneeling over you on the ground. You jolt up and quickly look around. There is no sign of the ''MONSTER'' thankfully.
Your body aches all over.
''$siblingname'' watches you concerned before asking: "''$name!'' What the heck happened?"
<span class="path"><<link "TELL YOUR $uppersibling WHAT HAPPENED." "Truth1">><</link>></span>
<span class="path"><<link "DON'T TELL YOUR $uppersibling WHAT HAPPENED." "Lie1">><</link>></span><<if $opendishwasher eq false and $playcricket eq false and $dishattempt1 eq false>>"What are you doing?" ''MUM'' cries as water starts jetting out from the crack in the open DISHWASHER. "It's still running!"
She rushes over, pushes you out the way, and slams the door closed.
"Sorry ''MUM''!"
"That's okay. No damage done. But go play outside and I'll tidy up here. This thing will have finished by the time you're done."
<span class="path"><<click [[RETURN->Kitchen]]>><<set $dishattempt1 to true>><</click>></span><</if>>\
<<if $opendishwasher eq false and $playcricket eq false and $dishattempt1 eq true>>You better not touch the DISHWASHER again until you've finished playing CRICKET. You don't want ''MUM'' to shout at you again.
<span class="path">[[RETURN->Kitchen]]</span><</if>>\
<<if not $opendishwasher and $playcricket eq true>>The DISHWASHER has finished running so you open it up and look inside.<<set $opendishwasher to true>><</if>>
<<if $opendishwasher is true>><<if not $hasbottle>>There is a clean empty ''$item9'' in the dishwasher. <span class="item"><<click [[TAKE IT?|Dishwasher]]>><<set $hasbottle to true>><<get "bottle">><</click>></span><</if>><</if>>\
<<if $hasbottle>>The dishwasher is empty.
<span class="path">[[RETURN->Kitchen]]</span><</if>><<set $gender to "child">><<set $genderpro to "they">><<set $heshe to "they">><<set $heshecap to "They">><<set $sondaughter to "kid">>What is your name?
<<textbox "$name" "">>
<span class="path"><<link "CONTINUE">>
<<if $name is "">>
<<replace "#input-error">>Please enter a name<</replace>>
<<else>>
/* Set the name to uppercase */
<<set $name = $name.toUpperCase()>>
<<goto "HERE">>
<</if>>
<</link>>
@@#input-error;@@</span>Boo-hoo.
You Lost. <<audio "fight" fadeoverto 3 0>>
[[TRY AGAIN?->TESTOPENING]] Woo-hoo!
YOU WON!<<audio "fight" fadeoverto 3 0>>
[[Battle again?->TESTOPENING]] <<set $sibling to "sibling">><<set $uppersibling to "SIBLING">><<set $siblinggender to "They">><<set $siblingpro to "they">><<set $siblinggenderlow to "they">><<set $siblinggenderpro to "their">>And what is your $sibling's name?
<<textbox "$siblingname" "">>
<span class="path"><<link "CONTINUE">>
<<if $siblingname is "">>
<<replace "#input-error">>Please enter a name<</replace>>
<<else>>
/* Set the name to uppercase */
<<set $siblingname = $siblingname.toUpperCase()>>
<<goto "pet">>
<</if>>
<</link>>
@@#input-error;@@</span>
<<if $hasducky is false>>Oh, and there is a <span class="item"><<click [[RUBBER DUCKY|BATH]]>><<set $hasducky to true>><<get "ducky">><</click>></span><</if>>\
<<if $hasducky is true>>There is nothing else of interest here.<</if>>\
<span class="path">[[Back->D1 Bathroom]]</span><script>
feedback()
</script>''URGH! ''
It absolutely reeks of smelly clothes.
<<if $openhamper eq true>>But you knew that already! Why did you open it again you fool?!<<playerSmarts -1>>
<p style="color:#f9f993">''Your SMARTS have DECREASED''</p>
You shut it <</if>>
<<if $openhamper eq false>>You shut it <<set $openhamper to true>><</if>><span class="path">[[IMMEDIATELY.->D1 Bathroom]]</span><<hideHeader>><p style="font-family:Righteous; color:#white">YOUR MAP</p>
You are in $location.
<<if $athome eq true>><center><img src="https://yourmonsters.co.uk/images/home_map.jpg" alt="HOME"></center><</if>>\
<<if $atschool eq true>><center><img src="https://yourmonsters.co.uk/images/school_map.jpg" alt="SCHOOL"></center><</if>>\
<<if has("timetable")>> <center><img src="https://yourmonsters.co.uk/images/timetable.jpg" alt="TIME TABLE"></center><</if>>
<span class="path"><<link "BACK">>
<<goto $currentPassage>>
<</link>></span>
<<set $timers = []>>
<<set $notimer = false>>
/*
Example usage:
<<setTimer 5 "monsterWake" "monsterCount" "monsterAwake">>
The above sets a timer for 5 passages called monsterWake, that when reached will set the value of a variable $monsterAwake to true, so you can use <<if $monsterAwake>> to check this. The remaining time is stored in a variable called $monsterCount
<<setTimer 2 "escape" "escapeCount" "escapeFail" "Blown Up">
The above sets a timer for 2 passages called escape that will set a variable called $escapeFail to true and takes you to the passage Blown Up.
In order to stop a timer then use
<<endTimer "escape">>
*/
<<widget setTimer>>
/*
0 = Length
1 = Name
2 = Count Variable
3 = Success Variable
4 = Success Passage
*/
<<set _timer = []>>
<<set _timer['count'] = $args[0]>>
<<set _timer['name'] = $args[1]>>
<<set _timer['remaining'] = $args[2]>>
<<set _timer['variable'] = $args[3]>>
<<set _timer['passage'] = $args[4]>>
/* Set the associated variable to false */
<<print '<<set $' + _timer['variable'] + ' to false>>'>>
<<print '<<set $' + _timer['remaining'] + ' to ' + _timer['count'] + '>>'>>
/* If the timer does not already exist */
<<if $timers[_timer['name']] != undefined>>
<<else>>
timer set
<<set $timers[_timer['name']] = _timer>>
<</if>>
<</widget>>
<<widget endTimer>>
<<set _timerName = $args[0]>>
Endiong Timer
<<if $timers[_timerName]>>
<<set _timer = $timers[_timerName]>>
<<set _timer['count'] = 0>>
<<set $timers[_timerName] = _timer>>
Timer Ended!
<</if>>
<</widget>>
<<widget checkTimer>>
<<set _timerName = $args[0]>>
<<if $timers[_timerName] != undefined>>
<<set _timer = $timers[_timerName]>>
<<if _timer['count'] > 0>>
/* Should the count be decremented? */
<<if !$currentMonster>>
<<if !$notimer>>
<<if passage() != "Backpack" && passage() != "Map" && passage() != "Quests" && passage() != "Relationships" && passage() != "Feedback">>
<<set _timer['count'] = (_timer['count'] - 1)>>
<<print '<<set $' + _timer['remaining'] + ' to ' + _timer['count'] + '>>'>>
<</if>>
<<else>>
/* NO TIMER! */
<</if>>
<</if>>
<<if _timer['count'] == 0>>
<<if _timer['variable']>>
<<print '<<set $' + _timer['variable'] + ' to true>>'>>
Value is <<print '$' + _timer['variable'] + ''>>
<</if>>
<<if _timer['passage']>>
<<goto _timer['passage']>>
<</if>>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget checkTimers>>
<<for _i = 0, _timerList = Object.keys($timers); _i lt _timerList.length; _i++>>
<<set _timerCurrent = _timerList[_i]>>
<<checkTimer _timerCurrent>>
<</for>>
<<set $notimer = false>>
<</widget>>
Okay, so for this BATTLE you don't have ''$petname'' with you. It's all down to you - but at least this time you've got a sturdy ''CRICKET BAT''!
''[TUTORIAL: This MONSTER is quite close and when they get close enough you'll be able to lash out with your CRICKET BAT.
CLOSE COMBAT weapons only have a limited amount of uses before they break so if you're able to defeat the MONSTER with THROWABLE items before it gets close enough you'll have a better chance of only needing to rely on your CLOSE COMBAT weapons when you're really desperate.]''
<<get "cricketball">>Thinking about it, you pick up the ''CRICKET BALL''.
<span class="path"><<click [[LET'S DO THIS->Monster2Battle]]>><<audio ":playing" stop>><<audio "fight" play loop>><</click>></span>
''[TUTORIAL: You are about to fight a MONSTER!
BATTLES are turn based and allow you to either ATTACK or DEFEND. You can ATTACK by throwing items you have picked up. If you DEFEND you will halve any damage you take.
Your chance to hit with throwable weapons is a percentage of how SMART you are. The smarter you are the better your chance to hit.
Each time you get hit your ENERGY goes down. When it hits zero you will collapse and lose the battle.
MONSTERS have different attacks but will do the most amount of damage if they get near. Do all you can to stop them getting too close.
Lastly, in this first battle your $pet companion has joined you and will fight by your side. They will have a turn of attacks too but cannot be hurt. The MONSTER is much more interested in YOU!]''
<span class="action">[[FIGHT->newBedroom Battle]]</span><<if $hasitem15 eq false>>As you continue to rummage through the drawer you stumble across something that you think initially is a receipt but turns out to be something useful.
It's a piece of card the size of a credit card which simply says "MEDICINE: 6423". <span class="item"><<click [[TAKE IT?|BEDSIDECAB]]>><<set $hasitem15 to true>><<get "medicode">><</click>></span><</if>>
<<if $hasitem15 eq true>>There isn't anything else useful in the drawer.<</if>>
<span class="path">[[CLOSE THE BEDSIDE CABINET DRAWER->D1 M&D Room]]</span><<if $battle1 eq "lost">>Your body jolts you awake and groggily you get to your feet. The cautiously look around but the ''MONSTER'' has gone for now.<</if>>\
<<if $battle1 eq "won">>Swaying slightly, you step over the defeated remains of the ''MONSTER''.<</if>>
<i>How much time has passed? </i>you wonder as you dust yourself down.
You look around. It's a mess up here. Is it possible ''MUM'' and ''DAD'' never heard any of what just happened?
<p style="color:#f9f993">''From the far corner of the ATTIC you hear a <<if $pet eq "dog">>WOOF<</if>><<if $pet eq "cat">>MEOW<</if>>.''</p>
<p style="font-size: 36px;">''IT'S $petname!''</p>
<span class="path"><<link "RUN TO $petname AND GIVE THEM A HUG!" "hugpet">><</link>></span>"No dear," I expect they are outside hiding in the garden if they're not sat on or under a bed inside."
You take a breath ready to plough into the detail; how you have a note that says your $pet has been taken, how you've seen ''MONSTERS'' inside and outside in broad daylight. You take that breath but then ''MUM'' says:
"Maybe it's just your big $sibling playing tricks on you?"
Shaken, the words you'd put together fail to find your lips. "No!" you insist, trying to pull away. "It wasn't ''$siblingname'' trying to scare me! ''$petname'' is missing!"
''MUM'' gives you another squeeze and lets you go. "They'll come back, dear. Right about dinner time I expect."
Defeated, you stand there thinking of something to say. By the time you've done so ''MUM'' has finished what she was doing.
''MUM'' puts the pot of ''COFFEE'' on the counter. "If you're feeling a bit sleepy have a cup. Anyway, that's me done in here. I'll be in the GARAGE."
<span class="path">[[WATCH MUM LEAVE THE KITCHEN.->Kitchen]]</span><<include "D1 Dinner Time">>You sweep your $pet into your arms.
''$petname'' <<if $pet eq "dog">>licks <</if>><<if $pet eq "cat">>nuzzles <</if>>your face, obviously pleased to see you.
"Come on," you say finally. "Let's get you out of here before any more ''MONSTERS'' show up!"
<<if $battle1 eq "lost">>$petname physically shudders and their claws dig into you.
You yelp and drop them to the ground, where they bolt back to the corner of the room and huddle down.
"Oh no, what's wrong? Are you still scared?"
It's clear your pet is not going to just come with you. You'll need to find something to calm them down.<</if>>
<<include "petoptions">>
<<if $pethere1 eq true>><span class="action"><<link "STROKE $petname" "petstroke1">><</link>></span><</if>>
<<if $pethere1 eq true and $petfed1 eq false and $battle1 eq "lost">><span class="action"><<link "GIVE $petname A TREAT" "pettreat1">><</link>></span><</if>><center><img src="https://yourmonsters.co.uk/images/attic.jpg" alt="attic"></center>
You are standing in your dark and dingy ATTIC.
<<if $pethere1 eq true>><<include "petoptions">>
<span class="path">[[GO BACK DOWN->D1 Upstairs Hallway]]</span><</if>>\
<<if $pethere1 eq false>><span class="path">[[LEAVE THE ATTIC->THE BELLS]]</span><</if>>
<<if $goal eq "Rescue ''$petname'' from the ATTIC" and !has ("potassiumnitrate")>>"How would I get into the ATTIC?" you ask.
Your $sibling turns around in their chair. "Why do you need to get into the ATTIC?"
You take a deep breath. You know you should tell ''$siblingname'' about your $pet being taken but you hold back. They would most probably help you but ''$petname'' is your pet and you know this is something you need to deal with on your own. No fear, you think to yourself before saying, "Oh, I just want to look around. See if there is anything cool up there."
Your $sibling looks at you suspiciously. "Oh-kay... well, you'll need the ''STEP LADDERS'' from the SHED."
"But ''MUM'' will see me and not let me take them!"
Your $sibling grins. "Well then. I guess you'll need some sort of distraction..."
"What type of distraction?"
"Up to you but it will have to be something surprising! You should take a look around the house and see what you can find. Maybe try your own room first? If you find anything useful bring it here and I'll see what I can do."
<<if has ("chemistryset") and !has ("potassiumnitrate")>>
"Hey! Wait a minute," your $sibling has noticed something you are carrying. "What is that?"
They are pointing at your ''$item25''. "Have you had a look in there? Gotta be something good inside that!"
"No, but I will now," you say, laying it down on the ground and beginning to lift the lid off the box.
"Not in here!" ''$siblingname'' barks. "Go open that in your own room. Don't want to get whatever crazy chemicals are in there spilt in here!"<</if>>
<span class="path">[[OKAY->D1 Sibling Room]]</span><</if>>\
<<if $goal isnot "Rescue ''$petname'' from the ATTIC" and !has ("chemistryset") and !has ("potassiumnitrate")>>You're not sure what to ask your $sibling about at the moment. You should check you ''QUESTS'' before asking again.
<span class="path">[[OKAY->D1 Sibling Room]]</span><</if>>\
<<if has ("potassiumnitrate")>>
"Say, do you know what potassium nitrate is?"
<<include "Help1">><</if>><<drop "smokebomb">><<drop "lighter">><<set $smokebombactive to true>>You wait for ''MUM'' to not be watching and carefully click the the ''LIGHTER'' and hold it against the ''SMOKEBOMB''. For a second nothing happens... until it sparks into life. Thick heavy smoke bellows out of the top and you drop it immediately onto the concrete patio.
Now is your time to get the ''STEP LADDERS'' from the SHED.
<span class="path">[[LET'S GO->Inside shed]]</span>
<<set $guestonce to true>><<if $hasitem13 eq false>>You open the WARDROBE and are slightly taken back by the bright coloured clothes hanging up. A puffy primary red shirt, a silk purple and pink jumper and a hoody in luminous green.
It is clear ''UNCLE JACK'' does not have good fashion taste!
After a bit of rummaging in the pockets your fingers find something useful. Something that probably should be locked away somewhere: a cigarette LIGHTER. <span class="item"><<click [[TAKE IT?|UNCLEWARD]]>><<set $hasitem13 to true>><<get "lighter">><</click>></span><</if>>\
<<if $hasitem13 eq true>>All that is left in the WARDROBE are those brightly coloured shirts in red, green and blue.<</if>>\
<span class="path">[[CLOSE WARDROBE->D1 Guest Room]]</span>
<<set $victory to true>><p style="font-size: 36px; color:#f9f993">''YOUR MONSTERS: FINAL SCORES''</p>
<p style="font-size: 26px;">''BATTLES''</p>
BED BUG: <b><<if $caught1 eq true>><p style="color:#fdc7d4">LOST</p><</if>><<if $caught1 eq false>><p style="color:#b1e6b1">WON</p><</if>></b>\
ROSE BLOOD: <b><<if $battle2 eq "lost">><p style="color:#fdc7d4">LOST</p><</if>><<if $battle2 eq "won">><p style="color:#b1e6b1">WON</p><</if>></b>\
ATTIC ATTACKER: <b><<if $battle1 eq "lost">><p style="color:#fdc7d4">LOST</p><</if>><<if $battle1 eq "won">><p style="color:#b1e6b1">WON</p><</if>></b>\
MR SLOBBERS: <b><<if $battle3 eq "lost">><p style="color:#fdc7d4">LOST</p><</if>><<if $battle3 eq "won">><p style="color:#b1e6b1">WON</p><</if>></b>\
<p style="font-size: 26px;">''RELATIONSHIPS''</p>
MUM & DAD: ''<<if $mumdadtrust lte 2>><p style="color:#fdc7d4">HATED</p>\<<elseif $mumdadtrust eq 3 or $mumdadtrust eq 4>><p style="color:#fdc7d4">DISLIKED</p><<elseif $mumdadtrust eq 5>><p style="color:#fdc7d4">INDIFFERENT</p><<elseif $mumdadtrust eq 6 or $mumdadtrust eq 7>><p style="color:#b1e6b1">LIKED</p><<elseif $mumdadtrust gte 8>><p style="color:#b1e6b1">LOVED</p><</if>>''\
$siblingname: ''<<if $siblingtrust lte 2>><p style="color:#fdc7d4">HATED</p>\<<elseif $siblingtrust eq 3 or $siblingtrust eq 4>><p style="color:#fdc7d4">DISLIKED</p><<elseif $siblingtrust eq 5>><p style="color:#fdc7d4">INDIFFERENT</p><<elseif $siblingtrust eq 6 or $siblingtrust eq 7>><p style="color:#b1e6b1">LIKED</p><<elseif $siblingtrust gte 8>><p style="color:#b1e6b1">LOVED</p><</if>>''\
$petname: ''<<if $pettrust lte 2>><p style="color:#fdc7d4">HATED</p>\<<elseif $pettrust eq 3 or $pettrust eq 4>><p style="color:#fdc7d4">DISLIKED</p><<elseif $pettrust eq 5>><p style="color:#fdc7d4">INDIFFERENT</p><<elseif $pettrust eq 6 or $pettrust eq 7>><p style="color:#b1e6b1">LIKED</p><<elseif $pettrust gte 8>><p style="color:#b1e6b1">LOVED</p><</if>>''\
UNCLE JACK: ''<<if $uncletrust lte 2>><p style="color:#fdc7d4">HATED</p>\<<elseif $uncletrust eq 3 or $uncletrust eq 4>><p style="color:#fdc7d4">DISLIKED</p><<elseif $uncletrust eq 5>><p style="color:#fdc7d4">INDIFFERENT</p><<elseif $uncletrust eq 6 or $uncletrust eq 7>><p style="color:#b1e6b1">LIKED</p><<elseif $uncletrust gte 8>><p style="color:#b1e6b1">LOVED</p><</if>>''\
Thank you again for playing ''YOUR MONSTERS.''
Please give us some <span class="action">[[FEEDBACK->FEEDBACK1]]</span>
<p style="font-family:Righteous;font-size: 36px; color: #9BCA9B">GHOSTNOIZWOO GAMES</p><center><img src="https://yourmonsters.co.uk/images/bad.jpg" alt="Bad Ending"></center><<set $ending to "bad">>
You gain consciousness midway through the night. It's still dark but the house is no longer quiet. You are surrounded by sounds. Gurglings under the bed, whispering from the closet, scratchings at the window, footsteps in the ATTIC above you.
You try to <span class="path">[[SLEEP->Bad1]]</span>.
<center><img src="https://yourmonsters.co.uk/images/good.jpg" alt="Good Ending"></center><<set $ending to "good">>
The house feels different now. There is total silence.
You feel safer. Older even.
You walk back to YOUR BEDROOM, switching off the HALLWAY light, and closing the door behind you.
You sense a change within yourself. You're confident that nothing that comes your way in the future is going to be a concern.
Your UNCLE is <span class="path">[[GONE->Good1]]</span>.
<<if $ending eq "good">>You did it! You beat ''YOUR MONSTERS''! You managed to defeat every MONSTER in the game. Well done! <</if>>\
<<if $ending eq "bad">>Oh dear. We're sorry that you got the bad ending to YOUR MONSTERS. You didn't manage to defeat any of the MONSTERS.<</if>>\
<<if $ending eq "meh">>And there ends ''YOUR MONSTERS.'' You did okay. You managed to defeat some, but not all, of the MONSTERS in the game.<</if>>\
We hope you enjoyed our game.
If you did or even if you <i>didn't</i> we'd really like to hear from you. Please take a moment to give us some feedback after you've checked out your <span class="path">[[FINAL SCORES]]</span>.
''Thank you for playing!''<script>
feedback()
</script><<set $location to "the GUEST ROOM">><<if $unclehere1 eq false>><center><img src="https://yourmonsters.co.uk/images/uncle.jpg" alt="uncle"></center>
<<if $guestonce eq false>>Tentatively, you unlock the door with the ''SPARE KEY'' and push the door open to the GUEST ROOM and take a peek inside. <<drop "sparekey">>
''You breathe a sigh of relief seeing that your UNCLE JACK is not there.'' <</if>>
Aside from the slightly garish decoration there isn't much in the room. When UNCLE JACK isn't using it the room functions as a spare room. The wardrobe is filled with all the clothes your parents no longer like but don't want to get rid of, the dressers are filled with spare bedsheets and towels.
<span class="path">[[OPEN THE WARDROBE->UNCLEWARD]]</span>
<span class="path">[[LEAVE GUEST ROOM->D1 Upstairs Hallway]]</span><</if>>\
<<if $unclehere1 eq true>>Your UNCLE JACK has locked the door to his room so you can't get in now.
<span class="path">[[LEAVE IT->D1 Upstairs Hallway]]</span><</if>>\<<set $slurp to true>><<playerEnergy 30>><i>Urgh! Coffee!</i> you think as the brown bitterness floods your mouth. You don't see why your whole family likes the stuff!
Even so, within moments of drinking it you feel more awake and alert than before.
<p style="color:#b1e6b1">''Your ENERGY has INCREASED.''</p>
<span class="path">[[FINISH COFFEE->Kitchen]]</span><<audio "doorbell" play>>As you are leaving you hear footsteps in the HALLWAY below you and ''DAD'S'' voice floats up through the hatchway. "Hey get down from the ATTIC you. What are you looking for up there?"
"Oh, I was just looking for one of my old toys..." you begin
"Well if you've not found it your mum has probably given it to a charity shop."
<p style="color:#f9f993">''Just then the BELL for the FRONT DOOR goes off.''</p>
"I wonder who that could be?" ''DAD'' mutters as you climb down from the ATTIC. "''JACK'' must have lost his keys again."
<<set $location to "UPSTAIRS LANDING">><<set $goal to "Listen in to who ''DAD'' is talking too">>
You wait on the LANDING and listen as ''DAD'' opens the door. From where you are you can't make out what is being said but you can tell that whoever is at the door is very angry. ''$petname'' senses concern from you and licks your hand.
After only maybe five minutes you hear the door close abruptly. You wait a moment and then start making your way down the stairs.
"<span class="path">[[WHO WAS IT DAD?->NEIGHBOUR]]</span>"
''DAD'' turns around and looks at you very seriously.
"That was ''MR JENKINS''." He says finally.
"Oh? What did he want?"
<<if $battle1 eq "won">>''DAD'' pauses before saying anything. Almost like he's waiting for you to say something first... When you don't he says: "well, ''MR JENKINS'' said you were in his garden today and pushed him into his pond."<</if>>\
<<if $battle1 eq "lost">>''DAD'' pauses before saying anything. Almost like he's waiting for you to say something first... When you don't say anything he says: "Well, ''MR JENKINS'' said you were in his garden today and threw things at him."<</if>>
You almost explode in outrage.
"I did not!" you exclaim.
"Okay. Then can you explain these items he brought back?"
<p style="color:#f9f993">''You look down and realisation dawns on you. In DAD'S hands are items you threw at the MONSTER in MR JENKINS' garden.''</p>
"But-" you begin as words <span class="path">[[FAIL TO COME->D1 Dinner Time]]</span>
<center><img src="https://yourmonsters.co.uk/images/meh.jpg" alt="Meh Ending"></center><<set $ending to "meh">>
The house feels different now.
While some of the MONSTERS have been defeated you hear the odd creak of floorboard, or strange gurgle, on your way back to your room. Maybe some <span class="path">[[MONSTERS REMAIN->Meh1]]</span>?<<if $battle1 eq "lost">>''MUM'' stops eating for a moment and you see her eyes lock onto something above your eyes. "Oh honey. You're bleeding!"
"What?" You reach up and touch your head and your hand comes away with a shock of red. Quickly you pull a napkin from the table and dab at your forehead with it.
''DAD'' has stopped eating too and is out of his chair and pulling your hand away. "Oh dear ''$name''. How have you done this?"
<span class="path"><<click [["I THINK I BASHED MY HEAD ON A BEAM, IN THE ATTIC." (lie)|dinnerlie]]>><<set $eatdinner to $eatdinner + 1>><</click>>
"<<click [[SOMETHING ATTACKED ME.|dinnertruth]]>><<set $eatdinner to $eatdinner + 1>><</click>>"</span><</if>>\
<<if $battle1 eq "won">>''MUM'' shivers. "Well you're braver than me! I'm too scared to go up there. Spiders and all sorts!"
"That's why she gets <i>me</i> to put all the stuff up there!" ''DAD'' says, nudging you with his elbow.
You put on a fake grin but the horror of your fight with the ''MONSTER'' keeps coming flooding back. You jerk involuntarily remembering its horrific shriek and the fork falls from your hands, clattering against the floor.
Both of your parents stop what they are doing and stare wide eyed at you.
"Darling? What's wrong?"
"<span class="path"><<click [[I THINK I MAYBE BASHED MY HEAD ON A BEAM IN THE ATTIC. (lie)|dinnerlie]]>><<set $eatdinner to $eatdinner + 1>><</click>>"
"<<click [[SOMETHING ATTACKED ME.|dinnertruth]]>><<set $eatdinner to $eatdinner + 1>><</click>>"</span><</if>>\''MUM'' looks down at your $pet.
"See? I told you ''$petname'' would come back! Bet they were just lounging around under a bed all day."
"<span class="path">[[YEAH.->PETAGREE]]</span>" you agree.
"<span class="path">[[NO.->PETDISAGREE]]</span>" you disagree."Yep. Probably was just under a bed." You give ''$petname'' another firm stroke who pulls away from you, almost sensing the fib you just told.
<<set $pettrust to $pettrust -1>><p style="color:#b1e6b1">''Your $pet $petname's TRUST in you has INCREASED.''</p>
<span class="path">[[GET BACK TO DINNER->INJURED]]</span>
"''$petname'' was in the ATTIC actually."
"The ATTIC?!" ''DAD'' gasps. "How on earth did they get up there?"
"I have been wondering that too."
"I think we'll ask your $sibling when they are back."
''$petname'' rubs against your legs, almost as if they could tell you were sticking up for them.
<<set $pettrust to $pettrust +1>><p style="color:#b1e6b1">''Your $pet $petname's TRUST in you has INCREASED.''</p>
<span class="path">[[GET BACK TO DINNER->INJURED]]</span><<set $mumhere1 to false>><<set $mumhere2 to true>><<set $mumtruth1 to "no">><<set $mumpettold to true>><<set $garagelocked to false>><<set $goal1 to "">><<set $mumdadtrust to $mumdadtrust -2>>
''MUM'' is making ''COFFEE'' and has just boiled the water to pour into the pot.
You know in your heart of hearts your parents just won't believe you so why bother telling them abut the ''MONSTERS''. Instead, your main concern has to be finding your $pet.
"''MUM''", you begin. "<span class="path"><<link "HAVE YOU SEEN $petname?" "mumpet1">><</link>></span>"''$siblingname'' pauses for a second before nodding. "You're on. Just don't burn down the house!"<<drop "fiver">>
You hand over the ''£5 NOTE'' which your $sibling gracefully accepts, folds and stuffs it into $siblingpro pocket.
"Okay then. You get me the ''SUGAR'' and I'll make it before I head out."
<<include "D1 Sibling Room">><<audio ":playing" fadeoverto 4 0>><<if $caught1 eq false and $battle1 eq "won" and $battle2 eq "won" and $battle3 eq "won">><<include "GOODENDING">>\
<<elseif $caught1 eq true and $battle1 eq "lost" and $battle2 eq "lost" and $battle3 eq "lost">><<include "BADENDING">>\
<<else>><<include "MEHENDING">> <<endif>>
<<audio ":playing" fadeoverto 4 0>><p style="color:#f9f993">You awake with a scream. ''MR SLOBBERS'' is gone and you're alone. </p>
<<include "ENDINGDECIDE">><p style="color:#f9f993">''$petname can sense the tension in the air. In a flash they've bolted out of the room''</p><<if $pet eq "cat">><<removeCompanion "cat">><</if>><<if $pet eq "dog">><<removeCompanion "dog">><</if>>
"And you," ''UNCLE JACK'' suddenly turns to look at you directly, slightly swaying, before plonking down into a chair. "I saw you've already broken the present I got you." He turns back to ''MUM'' and ''DAD'' revelling the attention. "Bet $heshe didn't tell you that did $heshe? Found it in $genderpro room in bits."
''MUM'' shakes her head. "''JACK'', I'm sure it was an accident."
"Oh yeah, I bet. What happened to it then, ''$name?''" ''UNCLE JACK'' sarcastically queries.
You look ''UNCLE JACK'' in the eye and say:
"<span class="path">[[I SMASHED IT, YOU DRUNK JERK.->smashed]]</span>"
"<span class="path">[[I DROPPED IT. I'M SORRY.->dropped]]</span>"\''[TUTORIAL: You are now free to explore the house.
You can check MAPS (or the Magnifying Glass with a + icon on mobile) to see a map of the house and where you are right now.
If you get stuck and aren't sure what to do next, you can check QUESTS (or the Question Mark icon on mobile) to see what objectives and goals you have.]''
<span class="path">[[GOT IT->Living Room]]</span><<set $checkbed to true>>You run up to their BED and pull back the covers.
There is a ''GUITAR'' under the covers!
Fear runs through you again. Your $sibling isn't here and can't help you.
<<include "SiblingRoom">>
<<set $wardrobe1 to true>>The wardrobe is rammed full of stuff. There is nowhere to hide and nothing that jumps out in the gloom to use as a weapon.
<<include "SiblingRoom">><center><img src="https://yourmonsters.co.uk/images/good.jpg" alt="Good Ending"></center>
The MONSTERS are <span class="path">[[GONE->Good2]]</span>.<center><img src="https://yourmonsters.co.uk/images/good.jpg" alt="Good Ending"></center>
Your fear has <span class="path">[[GONE->Good3]]</span>.
<center><img src="https://yourmonsters.co.uk/images/good.jpg" alt="Good Ending"></center>
You climb back into bed, with ''$petname'' snuggled up alongside you, and drift seemlessly to a deep, peaceful sleep.
<span class="path">[[YOUR MONSTERS ARE GONE FOREVER->THE END]]</span><center><img src="https://yourmonsters.co.uk/images/bad.jpg" alt="Bad Ending"></center>
It's no good. Your fear overwhelms <span class="path">[[YOU->Bad2]]</span>.<center><img src="https://yourmonsters.co.uk/images/bad.jpg" alt="Bad Ending"></center>
You have failed to protect yourself from <span class="doom">[[YOUR MONSTERS.->THE END]]</span><center><img src="https://yourmonsters.co.uk/images/bad.jpg" alt="Bad Ending"></center>
Terrified beyond measure, you pull the blankets up around your face, shielding yourself as the ''MONSTERS'' <span class="path">[[CLOSE IN->Bad3]]</span>.<center><img src="https://yourmonsters.co.uk/images/meh.jpg" alt="Meh Ending"></center>
You ready yourself for another attack but it never <span class="path">[[COMES->Meh2]]</span>.<center><img src="https://yourmonsters.co.uk/images/meh.jpg" alt="Meh Ending"></center>
You feel frustrated.
The house is still, save for some eerie ambient <span class="path">[[NOISES->Meh3]]</span>.<center><img src="https://yourmonsters.co.uk/images/meh.jpg" alt="Meh Ending"></center>
You slowly climb back into bed, jumping a little at each and every noise. After a while you fall into a <span class="path">[[HESITANT SLEEP.->THE END]]</span>As you swap positions with your $sibling and move to the far side of the GARDEN you stare back at the house. Downstairs, you see ''MUM'' through the KITCHEN window. Every now and again she looks up to check in on your both.
A sudden uneasy feeling sweeps over you. Hurriedly you look around, seeing nothing out of the ordinary. Then, out of the corner of you eye, you see it. ''UNCLE JACK'' is staring down at you both from the GUEST ROOM window on the second floor.
You've no idea why silly ''UNCLE JACK'' should make you uneasy. Maybe just the surprise of seeing him watching you unexpected. He smiles and raises a hand to wave.
You wave back <span class="path"><<click [[AND TURN YOUR ATTENTION BACK TO THE GAME.|Bowling]]>><</click>></span>
Are these ''MONSTERS'' real or are they something else? Horror formed by your subconscious maybe? How could that ''MONSTER'' have been ''MR JENKINS''?
Your patience snaps.
You've had enough.
It's'' <span class="path">[[TIME TO FIGHT->Battle3]]</span><p style="color:f9f993">''Inside, predictably, is a <span class="path"><<click [[MONSTER->Monster3hurt]]>><<audio ":playing" stop>><<audio "fight" play loop>><</click>></span>''</p>\
<<if $battle1 eq "lost" or $battle1 eq "won">>
You turn on your ''FLASHLIGHT'' and climb up the ''STEPLADDERS'' and open the hatch to the <span class="path">[[ATTIC->ATTIC RETURN]].</span><</if>>\