,,,,,,,,,,(if: (history:) contains "Outside")[(display: "Outside-sub")](else:)[(display: "Outside-1st")]{(set: _outpass to 0)
(set: _st1 to (either: ...$palina))
(set: _st2 to (either: ...$palinb))
The second time you come to these halls, it still feels like you've drowned. In your dream, you know that somewhere in this place is a key to your memory.}
Ever since you'd woken up from your long sleep, started to live, you've found that you don't really remember what came before. You're still relearning how to move, to talk, to remember.
Each night you dream. You've dreamed of the fire, of the love between you and your parents, you and your pet. The version of your pet in this dream is Red, though the real one you named Reddy, after the fox in the stories. You know you only had him a short time before he was taken away.
You find peace in the fact that you remember him completely now, at least.
You've dreamed of the forest, of how love and fire burnt out the darkness that surrounded your memories of the love of your life. You still don't know what happened to them, but you know that you and they had happy times.
And this time around, you are comfortable with your magic, and know where you need to go to regain what you once had. It's frustrating, yes, to have to regain ice just as you frustratingly had to regain fire, but you are confident that since you did it once, you can do it again.
Red sighs, and you scratch his head. "Let's go," you tell him. Here, you can be with him, and you treasure that.
The entrance to the halls is only a few steps away from where you stand, Greek or Roman columns frame the entrance, and two statues with crossed spears blocking your way.
You concentrate your magic and the words form above the statues, (link: _st1)[(t8n: "pulse")[_st1] (set:_outpass to it + 1)] and (link: _st2)[(t8n: "pulse")[_st2](set:_outpass to it + 1)].
(event: when _outpass is 2)[The statues raise their spears. They know they cannot stop you. <p> [[You walk into the Drowning Halls once more.|Room1]]]You are outside the Drowning Halls, gazing at the semi-submerged buildings. At the entrance, the statues have their spears raised; at least you don't have to get them to lift the spears again.
The Halls are confusing, and it's good to take a step back and figure out where you're supposed to be. It's easy to get confused in the place and sometimes you need to get your bearings.
This watery place somehow reminds you of a day spent in a grassy park surrounded by buildings. You'd been sitting alone with a book in your hand and another book in your lap and just gazing at the sky as if it would solve all your problems for you. You aren't sure it did.
[[Go back into the Drowning Halls.|Room1]](if: (history:) contains "Room1")[(display: "Room1-sub")](else:)[(display: "Room1-1st")]
*You can return outside or go onwards through the door. Do you:*
[[Return outside|Outside]]
[[Go onwards!|Room2]]
(link: "Turn on magic")[(link: "Turn off magic")[(replace: ?sowsow)[]]<br>(show: ?sowsow)]
|sowsow)[You turn on your magic. No words appear.]
<center>(css: "font-size:1.25em")[(css: "line-height:1.3em")[**Let The Struggles Fall Away<br> by<br> Anonymous**<br><br> for lirin<br> Yuletide 2020</strong>]]</center>
<center>(css: "font-size:1.1em")[(css: "line-height:1.2em")[[[START|Outside]]]]</center>
You suppose that these had been halls of wisdom, once. Though what kind of wisdom they imparted, you don't know. Just like outside, the sea has caused the walls to peel and the pillars to fall. Halls of wisdom, you'd called them on your first trip, though no library or school you'd ever been to had been in this state.
You look to either side. Had students sat here, once? Or at least would they have if this was not a dream? Would this place have made you wiser if you had not hurried through it?
At least you are inside. A step closer to who you were and could be again. These halls will make sense, you know, once you find the chests of memories that are probably hidden in the most obscure and out of the way locations.
Opening the door is simple at least. You just walk over the three dark blue squares so they light up, and it swings open with nary a complaint.You arrive back into this room. It's the same as you left it - the fraying walls, the places where students might have sat, the entrance to the outside.
But still, it pulls at you. It feels like it should give you a clue about what you are doing here and what this place has to do with your life. You eye the steps and wonder if you could get up on them, but you know that you are just too small. You would be like a child sitting in a place where you don't belong.
Sighing, you look at your options. You can go back outside or go in further.{(set: _vase1 to (either: ...$vort5c)) (set: _vase2 to (either: ...$vort5d)) (set: _vase3 to (either: ...$vort5a)) (set: _total to $vae's 1st + $vae's 2nd + $vae's 3rd) (set: _tota to 3 - _total)
(if: (history:) contains "Room2")[(display: "Room2-sub")](else:)[(display: "Room2-1st")]}
*You can go back to the previous room with the raised sections or go onwards to the next room. Do you:*
[[Go back to the previous room|Room1]]
[[Go onwards|Room3]]
(link:"Turn on magic")[(show: ?soso)(link: "Turn off magic")[(replace: ?soso)[]]]
|soso)[(if: _total is 3)[You turn on your magic. No words appear.] (else:)[You turn on your magic. You see _tota word(if: _tota > 1)[s] above (if: _tota > 1)[piles](else:)[a pile] of pottery: (if: $vae's 1st is 0)[(link: _vase1)[(t8n: "pulse")[_vase1](set: $insp to $insp + 1)(set: $vae's 1st to 1)](if: $vae's 2nd is 0 or $vae's 3rd is 0)[, ]] (if: $vae's 2nd is 0)[(link: _vase2)[(t8n: "pulse")[_vase2](set: $insp to $insp + 1)(set: $vae's 2nd to 1)](if: $vae's 3rd is 0)[, ]] (if: $vae's 3rd is 0)[(link: _vase3)[(t8n: "pulse")[_vase3](set: $insp to $insp + 1) (set: $vae's 3rd to 1)]]]]
The puzzles, you remember, start getting harder.
You stare at the raised area with five dark blue lights in a cross shape, at the tiny lake that's formed on one side where the floor has fallen out. It makes you wonder if you're on land or if you're floating on water. Fallen pillars and random bits of pottery dot the room.
The door beyond is closed, but this is not a hard puzzle compared to some of the ones you know you'll encounter later. You walk up the steps in front of you, carefully step on the first light once. You walk to the left hand side, step on three of the squares, turn one off on the way to the last square, and turn it on again.
That's the way these kinds of puzzles work. If you step on a square once, it goes on. If you step on it twice, it goes off. If you light all the squares, you don't have to worry about it anymore.
When the door opens, the snake-eel monsters come through. But they're not hard. You bring up your fire and burn each of them and their words to ashes.
You wander back into this room as if it will give you all the answers. Red sniffles slightly, looking down at the water collected below the broken floor.
Were you religious? Was this a key to something? No, probably not. The lit blue tiles are more of a plus than anything else.
A plus what, you have to wonder.
(if: (history:) contains "Room3")[(display: "Room3-sub")](else:)[(display: "Room3-1st")]
(set: _statue1 to (either: ...$palina))(set: _statue2 to (either: ...$palinb))(set: _tot to 0)You walk through the door and look around. There's a set of statues, but this time they're not blocking your way. You maneuver around a broken pillar and the base of the statues to figure out where to go.
On two sides, there is water with thin bits of ice, and you know that you won't be able to go past them until you get your ice magic back.
You know that across the ice on one side - the one to the right, if you're facing the statues - there should be the number puzzle, that one huge, weird ice puzzle, and the room with two doors where you need both doors open to proceed.
The echo of past-you resonates in your memory. <q>*I can't do this! I just can't!*</q>
Back then, did you feel limited? Like the world was coming down on you and there was no way that you could ever succeed?
You remind yourself that no matter what happened, you must have succeeded. You must have. You'll solve these puzzles, get this memory back, and move on.
Looking to your left, you can see that first true ice puzzle, guarded by another pair of statues with spears that need to be lifted, and a room almost outside your line of sight to the left of it. There is a set of closed doors near the entrance to the ice puzzle. You remember that solving it opened them.
*Do you go back to where you were, (if: $5spear is 1)[slide over to the puzzle room,] or slide over to the room you can barely see?*
[[Go back to the room where the floor collapsed|Room2]](event: when $5spear is 1)[<br>[[Head into the ice puzzle room|Room5]]]
(if: (history:) contains "Room4")[[[Slide over to the question mark room|Room4]]](else:)[[[Slide over to the room you can barely see|Room4]]]
(link: "Turn on magic")[(link: "Turn off magic")[(replace: ?soso)[]]<br>(show: ?soso)]
|soso)[(if: $5spear is 1)[You turn on your magic. No words appear.] (else:)[Words appear above the statues with spears: (link: _statue1)[(t8n: "pulse")[_statue1](set: _tot to it + 1)] and (link: _statue2)[(t8n: "pulse")[_statue2](set: _tot to it + 1)] (event: when _tot is 2)[<br>*The statues raise their spears in salute, and you can now go into the ice puzzle room.*(set: $5spear to 1)(set: $insp to it + 2)]]](if: (history:) contains "Room9")[(set: _statue1 to (either: ...$palina))(set: _statue2 to (either: ...$palinb))(set: _tot to 0)You come to the crossroads area again. Any water that could be frozen is now frozen and you now have more places you can go. It's like you're becoming more sure of things and your horizons are expanding.
Along with the rooms you could get to before on the other side (the ice puzzle room, the barely-visible room next to it, and the hallway leading to the 2nd ice puzzle), you have three other places. There's what looks like another ice puzzle guarded with two statues with spears(if: $17spear is 0)[ (that will, of course, need to be raised)], a corridor of some kind with two doors, and another that you can't quite see that probably mirrors the one on the other side, along with a flooded hallway between the two sides.
You can go to one of the areas that you had access to before:
(if: (history:) contains "Room4")[[[Slide over to the question mark room|Room4]]](else:)[[[Slide over to the room you can barely see|Room4]]]
[[The ice puzzle room|Room5]]
[[The hallway leading to the 2nd puzzle|Room6]]
You can go into one of the areas you couldn't access before:
[[The flooded hallway|Room15]](event: when $17spear is 1)[<br>[[The 3rd ice puzzle room|Room17]]]
[[The corridor|Room16]]
(if: (history:) contains "Room18")[[[The letter puzzle room|Room18]]](else:)[[[The room you can't quite see|Room18]]]
(link: "Turn on magic")[(link: "Turn off magic")[(replace: ?soso)[]]<br>(show: ?soso)]
|soso)[(if: $17spear is 1)[You turn on your magic. No words appear.] (else:)[Words appear above the statues with spears: (link: _statue1)[(t8n: "pulse")[_statue1](set: _tot to it + 1)] and (link: _statue2)[(t8n: "pulse")[_statue2](set: _tot to it + 1)] (event: when _tot is 2)[<br>*The statues raise their spears in salute, and you can now go into the ice puzzle room.*(set: $17spear to 1)(set: $insp to $insp+2)]]]]
(else:)[(set: _statue1 to (either: ...$palina))(set: _statue2 to (either: ...$palinb))(set: _tot to 0)You come to the crossroads - you've decided to dub it that because you eventually end up here anyway, no matter where you were planning on going.
Maybe this memory is a crossroads in your life and that's why you're here. Or maybe your mind just likes crossroads. Maybe if you persist, your pathways will open up, just like they will when you get your ice magic back.
{(if: (history:) contains "Room5")[In any case, you have a choice to make. Facing the statue, you know that there are three rooms off to your left - the one with the ice puzzle, the one behind the door that opened when you solved the ice puzzle, and the one that you can't really see.<br><br>
*Do you go back to the room where the floor had collapsed, slide over to the puzzle room, slide into the room you can't really see, or into the room that opened when you solved the puzzle?*]
(else:)[In any case, you have a choice to make. Facing the statue, you know that there are three rooms off to your left - the one with (if: $5spear is not 1)[the statues blocking the way to] the ice puzzle, the room whose door is closed, and the one that you can't really see.<br><br>
*Do you go back to the room where the floor had collapsed, (event: when $5spear is 1)[slide over to the puzzle room,] or slide into the room you can't really see?*]}
[[Go back to the room with the collapsed floor|Room2]](event: when $5spear is 1)[<br>[[Slide over to the puzzle room|Room5]]]
(if: (history:) contains "Room4")[[[Slide over to the question mark room|Room4]]](else:)[[[Slide over to the room you can barely see|Room4]]](if: (history:) contains "Room5")[<br>[[Slide over to the room that was opened when you solved the puzzle|Room6]]]
(link: "Turn on magic")[(link: "Turn off magic")[(replace: ?soso)[]]<br>(show: ?soso)]
|soso)[(if: $5spear is 1)[You turn on your magic. No words appear.] (else:)[Words appear above the statues with spears: (link: _statue1)[(t8n: "pulse")[_statue1](set: _tot to it + 1)] and (link: _statue2)[(t8n: "pulse")[_statue2](set: _tot to it + 1)] (event: when _tot is 2)[<br>*The statues raise their spears in salute, and you can now go into the ice puzzle room.*(set: $5spear to 1)(set: $insp to $insp + 2)]]]]
(set: _statue1 to (either: ...$palina))(set: _statue2 to (either: ...$palinb))(set: _tot to 0)(if: (history:) contains "Room4")[(display: "Room4-sub")](else:)[(display: "Room4-1st")]
*You can:*
[[Go to the crossroads area|Room3]](event: when $5spear is 1)[<br>[[Go to the ice puzzle|Room5]]](if: (history:) contains "Room5")[<br>[[Go through the opposite door|Room6]]]
(link: "Turn on magic")[(link: "Turn off magic")[(replace: ?soso)[]]<br>(show: ?soso)]
|soso)[(if: $5spear is 1)[You turn on your magic. No words appear.] (else:)[Words appear above the statues nearby with spears: (link: _statue1)[(t8n: "pulse")[_statue1](set: _tot to it + 1)] and (link: _statue2)[(t8n: "pulse")[_statue2](set: _tot to it + 1)] (event: when _tot is 2)[<br>*The statues raise their spears in salute, and you can now go into the ice puzzle room.*(set: $5spear to 1)(set: $insp to it + 2)]]]{(if: (history:) contains "Room9") [This room has been half-flooded by icy water, which you quickly freeze so you can reach the other half of the room. On the other side is one of those weird little pads from the forest - the ones almost like a piece of origami, with the edges pointing up and a circle containing a symbol at the center, the ones that nicely fold up when you've solved the problem. It has a question mark on it, just like it did the first time you came to this place.<br><br>
The last time you visited, you walked over it and it folded up. You take a chance, slide against the ice, and to your relief, it folds up again. You faintly hear a door rumble someplace else.<br><br>
Sometimes you have to take a chance, you guess, to figure out the real questions. At least that's what you'd like to think here. (set: $4ice to 1) (set: $4door to 1)]
(else:) [This room has been half-flooded by icy water, which prevents you from going further into the room. On the other side of the water is one of those weird little pads from the forest - the ones almost like a piece of origami, with the edges pointing up and a circle containing a symbol at the center. It seems to have a question mark on it.<br><br>
You know that you're going to have to get your magic back before you can go any farther.]}{(if: (history:) contains "Room9" and $4ice is 1)[You step into the room, though not enough to slip on the ice. The question mark origami piece is still there, folded up. You're not sure what you can do here - maybe once you start asking questions, you can't come back.]
(elseif: (history:) contains "Room9" and $4ice is 0)[You've come to this half-flooded room before. You quickly freeze the water so you can get across. The origami square with that question mark folds up as soon as you step on and off it, just like the ones in the forest did, and you can hear something click in the distance. (set: $4ice to 1) (set: $4door to 1)]
(elseif: visits > 1)[You check just in case something has happened to this room since you left it. Nothing really has - the icy water is still there, blocking your way to the origami square with the question mark. It's just waiting for you to be able to cross.<br><br>
Maybe sometimes you have to get over one obstacle to be able to solve another, you think.]
(else:)[This room has been half-flooded by icy water, which prevents you from going further into the room. On the other side of the water is one of those weird little pads from the forest - the ones almost like a piece of origami, with the edges pointing up and a circle containing a symbol at the center. It seems to have a question mark on it.<br><br>
You know that you're going to have to get your magic back before you can go any farther.]}{(set: _vase1 to (either: ...$vort5b)) (set: _vase2 to (either: ...$vort5c)) (set: _vase3 to (either: ...$vort5d)) (set: _vase4 to (either: ...$vort5a)) (set: _vase5 to (either: ...$vort5e)) (set: _total to $vae's 4th + $vae's 5th + $vae's 6th + $vae's 7th + $vae's 8th) (set: _tota to 5 - _total)
(if: (history:) contains "Room5")[(display: "Room5-sub")](else:)[(display: "Room5-1st")]}
*Do you want to go back to the crossroads, head to the room between the puzzle and the crossroads, or head to the door you opened?*
[[Slide back into the crossroads|Room3]]
(if: (history:) contains "Room4")[[[Head into the question mark room|Room4]]](else:)[[[Head into the room between|Room4]]]
[[Go through the door that opened|Room6]]
(link:"Turn on magic")[(show: ?soso)(link: "Turn off magic")[(replace: ?soso)[]]]
|soso)[(if: _total is 5)[You turn on your magic. No words appear.] (else:)[You turn on your magic. You see _tota word(if: _tota > 1)[s] appear above (if: _tota is 1)[a pile](else:)[piles] of pottery: (if: $vae's 4th is 0)[(link: _vase1)[(t8n: "pulse")[_vase1](set: $insp to $insp + 1)(set: $vae's 4th to 1)](if: $vae's 5th is 0 or $vae's 6th is 0 or $vae's 7th is 0 or $vae's 8th is 0)[, ]] (if: $vae's 5th is 0)[(link: _vase2)[(t8n: "pulse")[_vase2](set: $insp to $insp + 1)(set: $vae's 5th to 1)](if: $vae's 6th is 0 or $vae's 7th is 0 or $vae's 8th is 0)[, ]] (if: $vae's 6th is 0)[(link: _vase3)[(t8n: "pulse")[_vase3](set: $insp to $insp + 1)(set: $vae's 6th to 1)](if: $vae's 7th is 0 or $vae's 8th is 0)[, ]] (if: $vae's 7th is 0)[(link: _vase4)[(t8n: "pulse")[_vase4](set: $insp to $insp + 1)(set: $vae's 7th to 1)](if: $vae's 8th is 0)[, ]] (if: $vae's 8th is 0)[(link: _vase5)[(t8n: "pulse")[_vase5](set: $insp to $insp + 1)(set: $vae's 8th to 1)]]]]
{(set: _vase1 to (either: ...$vort5b)) (set: _vase2 to (either: ...$vort5c)) (set: _total to $vae's 9th + $vae's 10th) (set: _tota to 2 - _total)
(if: (history:) contains "Room6")[(display: "Room6-sub")](else:)[(display: "Room6-1st")]}
*You have a few choices. You can either:*
[[Go to the crossroads area|Room3]]
(if: (history:) contains "Room4")[[[Go to the question mark room|Room4]]](else:)[[[Go to the room that is opposite from here|Room4]]]
[[Go to the ice puzzle room behind you|Room5]]
[[Go to the 2nd ice room puzzle|Room7]](if: (history:) contains "Room7")[<br>[[Go through the door that opened|Room8]]]
(link:"Turn on magic")[(show: ?soso)(link: "Turn off magic")[(replace: ?soso)[]]]
|soso)[(if: _total is 2)[You turn on your magic. No words appear.] (else:)[You turn on your magic. You see _tota word(if: _total is 0)[s] form over piles of pottery: (if: $vae's 9th is 0)[(link: _vase1)[(t8n: "pulse")[_vase1](set: $insp to $insp + 1)(set: $vae's 9th to 1)](if: $vae's 10th is 0)[, ]] (if: $vae's 10th is 0)[(link: _vase2)[(t8n: "pulse")[_vase2](set: $insp to $insp + 1)(set: $vae's 10th to 1)]]]]You step into the room. It looks like on the back wall the stairs had gone both upstairs and downstairs once - but that was before the waves crashed in. Now they lead to nowhere, the next floor down gone, the next floor up gone.
The water has hit this room hard. Bits of stairs and columns and pottery are scattered around the edges of the room.
It's not hard to remember the solution to this puzzle. You just skate towards each dark blue square in sequence, missing the red ones as they'll reset your progress. Red is about as happy as ever to be sliding across ice, but you have no choice.
With this puzzle, of course, you have to do just that. You have to almost light them all up, reset, light up the last square, and redo the whole puzzle again before all the squares light up and you hear the next door open.
You're pretty sure that's how creating art works. And writing, though you know you are no author. Get most of the way done, mess up, get a new idea, try again and make your work stronger.
At least the reason behind this room makes sense. If only the rest of the place did as well.
You mutter sympathetic words to Red and rub his fur. It's time to go on.
All the squares still glow their slight blue light as you examine this room. You think about seeing if you could go up or down, find out if there is something you missed, but you rather doubt it.
Whatever was here is not here anymore, and Red looks like he'd really appreciate it if you didn't make him skid over ice any more than you have to.
There's not much to do, so you sigh and make sure you haven't missed anything before you leave.
You come through the door into the hallway. It's wide, at least, with bits of pottery and bits of paper-like stone littering the ground in places. You glance at the open doorway to your left and recognize where you are.
Before, you didn't know where you were going. This time, you know that you have to solve another puzzle. Have to have Red skitter across the ice again in order to open the door. You don't want to do it, really, ice puzzles are only slightly more fun for you than they are for Red and you know what will be in the passage beyond. But if you don't do it, you cannot progress further. You can't get out of here, much less discover what was lost.
The other doorway is submerged in icy water you can't cross right now. All you can tell is that the area beyond was hard-hit by the waves, with collapsed walls and a shattered doorway across the way.
You must press on.{(set: _twisty to (random: 1,3))
(if: _twisty is 3)[*You are in a maze of twisty little passages, all alike.*<br>
...No, that's not quite right. Where did you get that from? Anyway....<br>]
}
You stand in the hallway. Well, to be specific, Red is standing in the hallway and you're sitting on him, but it doesn't matter. The walls are still peeling and there are still bits of pottery and other fragments on the floor. There is an open doorway to one side that contains a puzzle.
In the end, in itself this hallway will get you nowhere except where you need to go next. The puzzle in the next room is (if: (history:) contains "Room7")[solved](else:)[unsolved] and the door that does not lead to the crossroads is (if: (history:) contains "Room7")[open.](else:)[closed.] There is another doorway that (if: (history:) contains "Room13")[you can go through](else:)[is submerged in icy water].You can see that the area beyond was hard-hit by the waves, with collapsed walls and a shattered doorway across the way.
(if: (history:) contains "Room7")[(display: "Room7-sub")](else:)[(display: "Room7-1st")]
*You can:*
[[Go back to the hallway|Room6]]
(link: "Turn on magic")[(link: "Turn off magic")[(replace: ?sowsow)[]]<br>(show: ?sowsow)]
|sowsow)[You turn on your magic. No words appear.](if: (history:) contains "Room8")[(display: "Room8-sub")](else:)[(display: "Room8-1st")]
Of course it's another ice puzzle room. There's the same blue and red pads, a statue in the center, and some columns leaning to one side. They must have decorated something, once.
The spacing of the squares reminds you of the game Chip's Challenge. How your mother had loved that game and, unlike you, she had managed to beat it. This one is not as straightforward as the last puzzle and you can tell that the two of you are going to skid into walls a lot. At least unlike that game the walls don't bounce you back to where you slid from.
Yeah, this part of the dream definitely came from your memories of that game. It has to have.
"Let's do this," you tell Red. Red is still not happy about coasting around on ice, but you solve the puzzle together and hear the rumble of a door opening.{(set: _chip to (random: 1,3))
(if: _chip is 3)[You stare at the puzzle that you solved, and remember a moment with your mom, growing up.<br><br>
<blockquote>*"What's wrong, sweetie?" your mom asks.<br><br>
"I hate pushing dirt blocks through mazes," you reply, turning your attention back to the level that you're on of Chip's Challenge.<br><br>
Your mom smiles. "Level 18, huh? Here's a hint. One of the blocks has a useful item under it."<br><br>
You wander around and find the flippers under one of the blocks. You almost whoop in joy.*</blockquote>]
(else:)[You aren't sure why you've come back to the room. It's not like Red wants to slide all over again, right? <br><br>
Maybe it's to remember your mother and the joy on her face when she helped you through difficult levels on Chip's Challenge.<br><br>
Yeah, it's that.]}The door slams shut behind you. You find yourself in a hallway full of ice and statues, rubble and ruined walls, and you tense. There's no time to stare or even think, because you know what's coming next.
As if sensing your fear, the striders appear out of nowhere. You know from your visit last time that these particular ones can only be hurt by ice. Without your ice magic, you cannot defeat them. You know that there are several ways out of this hall, but by experience you know only one led to safety.
Red scrambles along the ice, slipping and sliding and bouncing into statues and rubble as you try to escape.
[[Run towards the door at the end of the hall! Run! RUN!|Room9]]
[[Maybe one of the other doors will lead you to safety this time...|vimortis]]
[[Turn on magic|vimortis]]
This room is much more peaceful now.
You and Red still find yourselves sliding into walls and statues on the way from one place to another, but at least you don't have to run for your lives.
The door to the area with the two ice puzzles is open again, but the door back to the ice magic area seems to be permanently shut, and you're not sure why. Was it because once you'd found your footing - your ice magic - you didn't feel the need to run anymore?
You hope so.
*It looks like you can head into the room where you battled all the bugs, into the other part of the flooded hallway, back into the area where the two ice puzzles were, or into what might be an outside area. Where do you go?*
[[To the hallway next to the 2nd ice puzzle|Room6]]
[[To the flooded hallway|Room15]]
[[To the insect battle area|Room12]]
[[To the maybe outside area|Room14]]
(link: "Turn on magic")[(link: "Turn off magic")[(replace: ?sowsow)[]]<br>(show: ?sowsow)]
|sowsow)[You turn on your magic. No words appear.](set: _total to $vae's 18th + $vae's 19th + $vae's 20th) (set: _tota to $vae's 18th + $vae's 19th) (set: _vase1 to (either: ...$vort5c)) (set: _vase2 to (either: ...$vort5d))(if: (history:) contains "Room13")[(display: "Room13-sub")](else:)[(display: "Room13-1st")]
(if: _total is 3)[There was once a chest and two piles of pottery in the room, but no more.](elseif: _tota is 2)[A small chest sits in the middle of the room.](elseif: _tota is 1 and $vae's 20th is 0)[A small chest sits in the middle of the room, a pile of pottery nearby](else:)[A small chest sits in the middle of the room, with two piles of pottery nearby.]
*There is only one exit to this room.*
[[Go back to the previous room|Room12]]
(link:"Turn on magic")[(show: ?soso)(link: "Turn off magic")[(replace: ?soso)[]]]
|soso)[(if: _total is 3)[You turn on your magic. No words appear.] (if: _tota is 0)[You see words float above the two piles of pottery. (link: _vase1)[(t8n: "pulse")[_vase1](set: $insp to it + 1)(set: $vae's 18th to 1)] is one, (link: _vase2)[(t8n: "pulse")[_vase2](set: $insp to it + 1) (set: $vae's 19th to 1)] is the other.](elseif: $vae's 18th is 0)[A word forms above the pile of pottery: (link: _vase1)[(t8n: "pulse")[_vase1](set: $insp to it + 1) (set: $vae's 18th to 1)](else:)[A word forms above the pile of pottery: (link: _vase2)[(t8n: "pulse")[_vase2](set: $insp to it + 1) (set: $vae's 19th to 1)]]](if: $vae's 20th is 0)[<br>Something forms above the chest: (event: when $chestb's 7th is 0)[(link: $chest131)[(t8n: "pulse")[$chest131](set: $chestb's 7th to 1)]] (event: when $chestb's 7th is 1 and $chestb's 8th is 0)[(link: $chest132)[(t8n: "pulse")[$chest132](set: $chestb's 8th to 1)]] (event: when $chestb's 8th is 1 and $chestb's 9th is 0)[(link: $chest131)[(t8n: "pulse")[$chest131](set: $chestb's 9th to 1)]] (event: when $chestb's 9th is 1 and $chestb's 10th is 0)[(link: $chest132)[(t8n: "pulse")[$chest132](set: $chestb's 10th to 1)]] (event: when $chestb's 10th is 1 and $chestb's 11th is 0)[(link: $chest131)[(t8n: "pulse")[$chest131](set: $chestb's 11th to 1)]] (event: when $chestb's 11th is 1 and $chestb's 12th is 0)[(link: $chest132)[(t8n: "pulse")[$chest132](set: $chestb's 6th to 1) (set: $vae's 20th to 1) (set: $insp to it + 3) (set: $memoro to it + 1) ...the letters go on and on until they're done, and the chest unfolds out of existence to reveal a floating book.
(event: when $vae's 20th is 1)[(display: "Memories")]]]]]
(if: (history:) contains "Room9")[(display: "Room9-sub")](else:)[(display: "Room9-1st")]
*There are two ways to go across some ice. There's a narrow passage to your left and a wider area if you go forward. Do you:*
[[Head into the wider area|Room11]]
[[Head into the narrow passage|Room10]]
(link: "Turn on magic")[(link: "Turn off magic")[(replace: ?sowsow)[]]<br>(show: ?sowsow)]
|sowsow)[You turn on your magic. No words appear.]The door behind you clangs reassuringly shut and both you and Red stop to rest. Even though this isn't your first time through the area, not being able to fight back terrifies you.
You suspect your enemies in this place are your own doubts and fears made manifest in a kind of slinking, terrible sort of papercraft.
<q>*I don't know who I am anymore!*</q> your past self had cried as you and Red had scrambled the last few feet into the door.
The light beckoning you back to the magic of ice is reassuringly near. From a distance, the platform it's on looks metallic, but you know that it's not.
"Let's do this," you tell Red, and Red seems to nod.
The two of you make your way across the ice. It's still not any easier having to slip-slide over, but this time it's purposeful.
You walk onto the platform, and with a rush, the ice becomes part of you once more.
Red feels better for it, you can tell. You do, too. You can fight back now, and maybe the ice will be better for both of you. (Though you still wish you had the ice shoes from Chip's Challenge, to be honest.)
Joyfully, you freeze all the water around you and then move on. It's almost unconscious now. See ice water, freeze it into ice. So that's what you do.(set: _lingvo to (random: 1,6))
You take a moment to relax, looking out from the place where the ice magic was out at the sea. The mountains protect you, give you steadiness.
You take a breath of fresh clean air and gaze at the ruins and the plants in what might have been a garden once before the whole thing flooded. A memory comes to you as you relax.
{<blockquote>(if: _lingvo is 1)[*uno, dos, tres, quatro, cinco, ses, sietre, ocho, nueve, diez. I did it!*]
(if: _lingvo is 2)[*eins, zwei, drei, vier, fünf, sechs, sieben, acht, neun, zehn. I did it!*]
(if: _lingvo is 3)[*ichi, ni, san, yon, go, roku, nana, hachi, kyu, jyu. I did it!*]
(if: _lingvo is 4)[*ett, två, tre, fyra, fem, sex, sju, åtta, nio, tio. I did it!*]
(if: _lingvo is 5)[*yī, èr, sān, sì, wǔ, liù, qī, bā, jiǔ, shí. I did it!*]
(if: _lingvo is 6)[*unu, du, tri, kvar, kvin, ses, sep, ok, naŭ, dek. I did it!*]</blockquote>}
Some would say that being able to count to ten in another language is trivial, but to the you-that-was, and the you-that is, it's a victory.
Looking over, you see the door that closed when you fled through it is still closed. You're okay with that.{(set: _mort to (random: 1,11))
The creatures reach you, and you and Red crumble to the ground.}
***[[(cond: _mort is 1, "Ok, wait, maybe I should try that again.", _mort is 2, "Wait, that's not how it's supposed to go.", _mort is 3, "Let me try that again.", _mort is 4, "No, no, that's not right.", _mort is 5, "This isn't working - how about this...", _mort is 6, "Let's try something else.", _mort is 7, "What was I even thinking?", _mort is 8, "Ok, maybe I'll just start over.", _mort is 9, "Seriously? That's the best I can do?", _mort is 10, "That... that's not right.", _mort is 11, "Hold on, I can do better than this...")|Room8-1st]]***
(set: _total to $vae's 22nd + $vae's 23rd) (set: _tota to 2 - _total)(set: _vase1 to (either: ...$vort5a))(set: _vase2 to (either: ...$vort5b))(if: (history:) contains "Room15")[(display: "Room15-sub")](else:)[(display: "Room15-1st")]
*You can go to:*
[[The icy passage area where you were chased before|Room8]]
[[The area where you fought the insects|Room12]]
[[The crossroads area|Room3]]
(link:"Turn on magic")[(show: ?soso)(link: "Turn off magic")[(replace: ?soso)[]]]
|soso)[(if: _total is 2)[You turn on your magic. No words appear.] (else:)[You turn on your magic. You see (if: _tota is 1)[a word](else:)[2 words] appear above (if: _tota is 1)[a pile](else:)[piles] of pottery: (if: $vae's 22nd is 0)[(link: _vase1)[(t8n: "pulse")[_vase1](set: $insp to $insp + 1)(set: $vae's 22nd to 1)](if: $vae's 23rd is 0)[, ]] (if: $vae's 23rd is 0)[(link: _vase2)[(t8n: "pulse")[_vase2](set: $insp to $insp + 1)(set: $vae's 23rd to 1)]]]]
(set: _statue1 to (either: ...$palina))(set: _statue2 to (either: ...$palinb))(set: _tot to 0)(set: _vase1 to (either: ...$vort5a)) (if: (history:) contains "Room12")[(display: "Room12-sub")](else:)[(display: "Room12-1st")]
*Do you:*
[[Go to the ice passage where you were chased before?|Room8]](event: when $13spear is 1)[<br>[[Head into the room that borders this hallway?|Room13]]]
[[Go further down the flooded hallway?|Room15]]
[[Go back to the area that you entered this place from the first time?|Room11]]
(link: "Turn on magic")[(link: "Turn off magic")[(replace: ?soso)[]]<br>(show: ?soso)]
|soso)[(if: $vae's 17th is 1)[You turn on your magic. No words appear.] (else:)[You turn on your magic. One word forms above a pile of pottery: (link: _vase1)[(t8n: "pulse")[_vase1](set: $insp to it + 1)(set: $vae's 17th to 1)]]
(if: $13spear is 0)[Words appear above the statues with spears: (link: _statue1)[(t8n: "pulse")[_statue1](set: _tot to it + 1)] and (link: _statue2)[(t8n: "pulse")[_statue2](set: _tot to it + 1)] (event: when _tot is 2)[<br>*The statues raise their spears in salute, and you can now go into the room.*(set: $13spear to 1)(set: $insp to $insp+2)]]](if: (history:) contains "Room14")[(display: "Room14-sub")](else:)[(display: "Room14-1st")]
[[Return to the ice hallway|Room8]]
(link:"Turn on magic")[(show: ?soso)(link: "Turn off magic")[(replace: ?soso)[]]]
|soso)[(if: $vae's 21st is 1)[You turn on your magic. No words appear.](else:)[You see something form above the chest: (event: when $chestb's 13th is 0)[(link: $chest141)[(t8n: "pulse")[$chest141](set: $chestb's 13th to 1)]] (event: when $chestb's 13th is 1 and $chestb's 14th is 0)[(link: $chest142)[(t8n: "pulse")[$chest142](set: $chestb's 14th to 1)]] (event: when $chestb's 14th is 1 and $chestb's 15th is 0)[(link: $chest143)[(t8n: "pulse")[$chest143](set: $chestb's 15th to 1) (set: $memoro to it + 1) (set: $vae's 21st to 1) <br><br>The chest folds out and a floating book appears. You step forward to claim it.]]
(event: when $vae's 21st is 1)[(display: "Memories")]]](set: _count to $vae's 13th + $vae's 14th + $vae's 15th + $vae's 16th) (set: _rocks to $vae's 13th + $vae's 14th) (set: _lava to $vae's 15th + $vae's 16th) (set: _rock1 to (either: ...$stono)) (set: _rock2 to (either: ...$stono)) (set: _lava1 to (either: ...$fyra)) (set: _lava2 to (either: ...$fyra))(if: _lava1 is _lava2)[(set: _lava2 to (either: ...$fyra))](if: _rock1 is _rock2)[(set: _rock2 to (either: ...$stono))]
(if: (history:) contains "Room11")[(display: "Room11-sub")](else:)[(display: "Room11-1st")]
(if: _count is 4)[There were entrances once. Now they lead nowhere, no matter how many times you loop around them hoping things have changed.] (elseif: _count is 1)[There is (if: _rocks is 2)[a lava bramble](else:)[a rock] sitting in the curved area that you know leads to nowhere.] (elseif: _count is 2)[There are two things sitting in the curved area you know leads to nowhere: (if: _rocks is 0)[two rocks, in fact.] (elseif: _lava is 0)[two lava brambles, in fact.](else:)[a rock and a lava bramble.]](elseif: _count is 0)[There are two rocks and two lava brambles sitting in the curved area you know leads to nowhere.](else:)[There are three things sitting in the curved area you know leads to nowhere: (if: _rocks is 1 and _lava is 0)[a rock and two lava brambles.](else:)[a lava bramble and two rocks.]]
*You can slide onwards, go to the narrow passage, or go back to where you got your magic.*
[[Slide onwards|Room12]]
[[Go back to the magic room|Room9]]
[[Go to the narrow passage|Room10]]
(link: "Turn on magic")[(link: "Turn off magic")[(replace: ?soso)[]]<br>(show: ?soso)]
|soso)[(if: _count is 4)[You turn on your magic. No words appear.] (else:)[You turn on your magic. You see (if: _count is < 3)[words](else:)[a word] appear. (if: $vae's 13th is 0)[Over a rock, <span class='grey'>(link: _rock1)[(t8n: "pulse")[_rock1](set: $insp to it + 1)(set: $vae's 13th to 1)]</span>.] (if: $vae's 14th is 0)[Over (if: $vae's 13th is 0)[another](else:)[a] rock, <span class='grey'>(link: _rock2)[(t8n: "pulse")[_rock2](set: $insp to it + 1)(set: $vae's 14th to 1)]</span>.] (if: $vae's 15th is 0)[Over a lava bramble, <span class='red'>(link: _lava1)[(t8n: "pulse")[_lava1](set: $insp to it + 1)(set: $vae's 15th to 1)]</span>.]] (if: $vae's 16th is 0)[Over (if: $vae's 15th is 0)[another](else:)[a] lava bramble, <span class='red'>(link: _lava2)[(t8n: "pulse")[_lava2](set: $insp to it + 1)(set: $vae's 16th to 1)]</span>.]]
(set: _total to $vae's 11th + $vae's 12th) (set: _bramble1 to (either: ...$fyra))
(if: (history:) contains "Room10")[(display: "Room10-sub")](else:)[(display: "Room10-1st")]
{(if: (history:) contains "Room11") [(if: $vae's 11th is 0 and $vae's 12th is 0)[There is a firey bramble blocking your way to a small chest.] (if: $vae's 11th is 1 and $vae's 12th is 0)[There is a small chest sitting in one corner.] (if: $vae's 11th is 0 and $vae's 12th is 1)[There is a lava bramble in the path of a floating book.] (if: $vae's 11th is 1 and $vae's 12th is 1)[Nothing but the scenery remains.]]
(else:)[(if: $vae's 11th is 0 and $vae's 12th is 0)[One of those lava brambles - that's the way you can best describe them, lava semi-frozen into the form of a bramble - blocks your way to a small chest.] (if: $vae's 11th is 1 and $vae's 12nd is 0)[A small chest sits in one corner.] (if: $vae's 11th is 0 and $vae's 12th is 1)[There is a lava bramble in the path of a floating book.] (if: $vae's 11th is 1 and $vae's 12th is 1) [Nothing but the scenery remains.]]
}
Do you want to:
[[Head back to the area where you got your magic|Room9]]
[[Head to the wider area|Room11]]
(link:"Turn on magic")[(show: ?soso)(link: "Turn off magic")[(replace: ?soso)[]]]
|soso)[(if: _total is 2)[You turn on your magic. No words appear.](if: $vae's 11th is 0)[You see the word <span class='red'>(link: _bramble1)[(t8n: "pulse")[_bramble1](set: $vae's 11th to 1)]</span> floating above the lava bramble.<br>](if: $vae's 12th is 0)[And floating over the chest is (event: when $chestb's 1st is 0)[(link: $chest101)[(t8n: "pulse")[$chest101](set: $chestb's 1st to 1)]] (event: when $chestb's 1st is 1 and $chestb's 2nd is 0)[(link: $chest102)[(t8n: "pulse")[$chest102](set: $chestb's 2nd to 1)]] (event: when $chestb's 2nd is 1 and $chestb's 3rd is 0)[(link: $chest101)[(t8n: "pulse")[$chest101](set: $chestb's 3rd to 1)]] (event: when $chestb's 3rd is 1 and $chestb's 4th is 0)[(link: $chest102)[(t8n: "pulse")[$chest102](set: $chestb's 4th to 1)]] (event: when $chestb's 4th is 1 and $chestb's 5th is 0)[(link: $chest101)[(t8n: "pulse")[$chest101](set: $chestb's 5th to 1)]] (event: when $chestb's 5th is 1 and $chestb's 6th is 0)[(link: $chest102)[(t8n: "pulse")[$chest102](set: $chestb's 6th to 1) (set: $vae's 12th to 1) (set: $insp to it + 3) (set: $memoro to it + 1) ...over and over until you're tired of letters, but the chest unfolds out of existence to reveal a floating book. (if: $vae's 11th is 0)[You'll have to get the brambles out of the way to reach it.] <br><br>(event: when $vae's 11th is 1 and $vae's 12th is 1)[(display: "Memories")]]]]]
(set: _total to $vae's 27th + $vae's 28th + $vae's 29th) (set: _tota to 3 - _total) (set: _tot to $vae's 27th + $vae's 28th)(set: _vase1 to (either: ...$vort5b))(set: _vase2 to (either: ...$vort5c))(if: (history:) contains "Room17")[(display: "Room17-sub")](else:)[(display: "Room17-1st")]
*You can:*
(if: (history:) contains "Room18")[[[Go to the puzzle room to your left as you exit|Room18]]](else:)[[[Go to the room to your left as you exit|Room18]]]
[[Go to the corridor to your right as you exit|Room16]]
(link:"Turn on magic")[(show: ?soso)(link: "Turn off magic")[(replace: ?soso)[]]]
|soso)[(if: _total is 3)[You turn on your magic. No words appear.](elseif: _tot is 0)[You turn on your magic. You see words appear above two piles of pottery you didn't notice at first:](else:)[You turn on your magic. You see a word appear above a pile of pottery:] (if: $vae's 27th is 0)[(link: _vase1)[(t8n: "pulse")[_vase1](set: $insp to it + 1)(set: $vae's 27th to 1)](if: $vae's 28th is 0)[, ]](if: $vae's 28th is 0)[(link: _vase2)[(t8n: "pulse")[_vase2](set: $insp to it + 1)(set: $vae's 28th to 1)]](if: $vae's 29th is 0)[<br>You see something form above the chest:] (event: when $chestb's 16th is 0)[(link: $chest171)[(t8n: "pulse")[$chest171](set: $chestb's 16th to 1)]] (event: when $chestb's 16th is 1 and $chestb's 17th is 0)[(link: $chest172)[(t8n: "pulse")[$chest172](set: $chestb's 17th to 1)]] (event: when $chestb's 17th is 1 and $chestb's 18th is 0)[(link: $chest173)[(t8n: "pulse")[$chest173](set: $chestb's 18th to 1) (set: $memoro to it + 1) (set: $vae's 29th to 1) <br><br>A light shines briefly, and while there are no new memories from this chest, you feel a burst of inspiration.]]]
(set: _statue1 to (either: ...$palina))(set: _statue2 to (either: ...$palinb))(set: _tot to 0)(set: _total to $vae's 25th + $vae's 26th + $17spear)(set: _totala to $vae's 25th + $vae's 26th) (set: _tota to 2 - $totala)(set: _vase1 to (either: ...$vort5d))(set: _vase2 to (either: ...$vort5a))(if: (history:) contains "Room16")[(display: "Room16-sub")](else:)[(display: "Room16-1st")]
*You can:*
[[Go back to the crossroads|Room3]](event: when $17spear is 1)[<br>[[Go to the 3rd ice puzzle|Room17]]]
(if: (history:) contains "Room18")[[[Head to the puzzle room opposite this corridor|Room18]]](else:)[[Head to the room opposite this corridor|Room18]](if: $4door is 1)[<br>[[Head into the door with question marks on both sides|Room19a]]](if: $18door is 1)[<br>[[Head into the door with (print: $greek's 6th) on both sides|Room19b]]]
(link:"Turn on magic")[(show: ?soso)(link: "Turn off magic")[(replace: ?soso)[]]]
|soso)[(if: _total is 3)[You turn on your magic. No words appear.] (else:)[You turn on your magic. You see _tota word(if: _totala is 0)[s] form over piles of pottery: (if: $vae's 25th is 0)[(link: _vase1)[(t8n: "pulse")[_vase1](set: $insp to $insp + 1)(set: $vae's 25th to 1)]](if: $vae's 26th is 0)[, ] (if: $vae's 26th is 0)[(link: _vase2)[(t8n: "pulse")[_vase2](set: $insp to $insp + 1)(set: $vae's 26th to 1)]]
(if: $17spear is 0)[Words appear above the statues with spears: (link: _statue1)[(t8n: "pulse")[_statue1](set: _tot to it + 1)] and (link: _statue2)[(t8n: "pulse")[_statue2](set: _tot to it + 1)] (event: when _tot is 2)[<br>*The statues raise their spears in salute, and you can now go into the ice puzzle room.*(set: $17spear to 1)(set: $insp to $insp+2)]]]]{(set: _statue1 to (either: ...$palina))(set: _statue2 to (either: ...$palinb))(set: _tot to 0)(set: _totala to $vae's 30th + $vae's 31st + $17spear)(set: _totalb to $vae's 30th + $vae's 31st)(set: _tota to 2 - _totalb)(set: _vase1 to (either: ...$vort5d))(set: _vase2 to (either: ...$vort5a))(set: _total to $greekl's 1st + $greekl's 2nd + $greekl's 3rd + $greekl's 4th + $greekl's 5th + $greekl's 6th) (if: (history:) contains "Room18")[(if: $18door is 1)[You stand at the entryway to this room. The puzzle that was once in it is solved, the origami squares neatly folded up, as if at peace.](elseif: _total > 0)[You stand at the threshhold of a room. There is frozen ice in the middle, with a set of six stylized greek letters on origami squares, just waiting for you to solve them. Assuming you know which way to go, solving this should be easy. It looks like (print: _total) of them (if: _total is 1)[is](else:)[are] lit up.](else:)[You stand at the threshold of a room. There is frozen ice in the middle, with a set of six stylized greek letters on origami squares, just waiting for you to solve them. Assuming you know which way to go, solving this should be easy.]](else:)
[You stand on the threshold of this room, and think, ***this is new***. <br><br>This room used to contain the numbers one through seven on origami-like squares, the numbers contained in circles and the corners pointed up. Now, there are stylized greek letters instead, the same kind that were in the forest. Freezing the icy water in the middle, you contemplate the layout. The floor patterns, the big terracotta-like tiles seen throughout the building, form a neat grid for you to use. <br><br>
Did your mind think you were bored with the last puzzle and therefore decided to be more confounding? At least it's not that puzzle where you had to run to each point of light in time, you think, but it's still annoying. (if: _total < 2)[<br><br> You see _tota pile(if: _tota is 2)[s] of pottery in the room.]]}
(display: "Headsup")
You can:
(if: $18door is 1)[[[Step onto the square with a folded-up origami|Square2]]](else:)[[[Step onto the square with the (print: $greek's 1st) origami|Square2]]]
[[Go back to the crossroads|Room3]]
[[Head into the corridor across from you|Room16]](event: when $17spear is 1)[<br>[[Go to the 3rd ice puzzle room|Room17]]]
(link:"Turn on magic")[(show: ?soso)(link: "Turn off magic")[(replace: ?soso)[]]]
|soso)[(if: _totala is 3)[You turn on your magic. No words appear.] (else:)[You turn on your magic. You see _tota word(if: _totalb is 0)[s] form over piles of pottery: (if: $vae's 30th is 0)[(link: _vase1)[(t8n: "pulse")[_vase1](set: $insp to $insp + 1)(set: $vae's 30th to 1)]](if: $vae's 31st is 0)[, ] (if: $vae's 31st is 0)[(link: _vase2)[(t8n: "pulse")[_vase2](set: $insp to $insp + 1)(set: $vae's 31st to 1)]]
(if: $17spear is 0)[Words appear above the statues with spears: (link: _statue1)[(t8n: "pulse")[_statue1](set: _tot to it + 1)] and (link: _statue2)[(t8n: "pulse")[_statue2](set: _tot to it + 1)] (event: when _tot is 2)[<br>*The statues raise their spears in salute, and you can now go into the ice puzzle room.*(set: $17spear to 1)(set: $insp to $insp+2)]]]]You slide down the ice into the narrow area, coming to a stop just before you fall into some water. This is a tiny area, a hidden watering hole maybe, a place to hide. Yeah. Definitely a place to hide, you think, hide away from what terrified you before while you recover.This tiny area hasn't changed much since you first came. There's still the water at the edge of the ice, water you can't freeze and is just there in the crevasse you find yourself in.
This safe place isn't going anywhere, and you can always come back if you need to.
You hope you don't have to.{(if: $memoro is 1)[<blockquote>*You touch the floating book and a picture flashes into your mind. It's a building - not this one, to be sure, but a building of something resembling Greek architecture. It has a circular window - where have you seen that before? Not here, so far.<br><br>
You're not sure what part of your life this is from - though you suspect at this point that you were an adult when this memory was made - but it means something. You must keep looking.*</blockquote>]
(if: $memoro is 2)[<blockquote>*You touch the floating book and you see that in front of the building you saw before is a crowd of people in silhouette, all standing close to one another for some reason, either celebration or protest. You don't know what they're doing or what they're there for, but you can tell that most of them seem to be reaching their hands towards the sky.<br><br>
It doesn't make any sense, you think. There is something you're definitely missing.*</blockquote>]
(if: $memoro is 3)[<blockquote>*You touch the floating book and the picture you had before becomes clearer. The people in the image are graduating - presumably from college - and they're throwing their hats up in the air. The building in the background must be some grand academic hall, some picturesque university chapel, maybe. It's cheerful, but you don't know why you're remembering it. You think there might be one more piece to this puzzle.*</blockquote>]
(if: $memoro is 4)[<blockquote>*You remember everything now. This was your graduation! You struggled a lot, trying to figure out who the adult you should be, where you wanted to go in life, whether you wanted to take the boring path or the exciting path. Your parents had urged you to do something that would make money. You wanted to be an artist.<br><br>
You lost yourself for a while in the process of figuring out who you were and what you wanted to be, but you think you came out the stronger for it. You are no longer drowning in a sea of confusion, and that feels so good.*</blockquote>]}It definitely feels good to have your magic back, you think, as a pack of ice-based insects comes at you as soon as you arrive in this room. You defeat them easily. Almost without thinking you freeze a stretch of icy water and then quickly switch to fire to destroy the (if: (history:) contains "Room10")[lava bramble blocking your way to the next room.] (else:) [lava bramble - that's the way you can best describe them, lava semi-frozen into the form of a bramble - blocking your way to the next room.] (set: $insp to it + 1)
There's rock on one side of you and a half-collapsed wall where you can peek into some sort of chamber. It tells you that things will return to relative normal, soon.
Still, you are tense. You don't want to go to the next room. It's not as terrifying as being chased by things you can't defeat, but it's still something you don't look forward to. Even if you're fighting for your past, scared self. Even if you're fighting to figure out how to become a better you. This has always been a room of going nowhere and everywhere, depending on what direction you want to take. There are pillars and former entrances sitting in an area that once was probably an open space, but no more.
On the other side, you can barely see into a room through half-collapsed walls.
(if: (history:) contains "Room12")[The first time you'd come through, you'd been tense, because you knew a battle was going to happen as soon as you slid down the icy passage. This time you're here, searching just in case you find something that you haven't found before.](else:)[The next room is a test, a hard one, and you know you have to face it. You hate tests. You hate fights. But you've survived this one before and you tell yourself you will survive it again.](if: (history:) contains "Room19a")[(display: "Room19a-sub")](else:)[(display: "Room19a-1st")]
*You can:*
[[Go back to the corridor|Room16]](if: (history:) contains "Room19b")[<br>[[Head out to the hallway before the garden area|Room20]]]
(link: "Turn on magic")[(link: "Turn off magic")[(replace: ?sowsow)[]]<br>(show: ?sowsow)]
|sowsow)[You turn on your magic. No words appear.](set: _statue1 to (either: ...$palina))(set: _statue2 to (either: ...$palinb))(set: _tot to 0)(if: (history:) contains "Room20")[(display: "Room20-sub")](else:)[(display: "Room20-1st")]
*You can:*
[[Go back to the room with the two doors|Room19b]](event: when $20spear is 1)[<br>[[Go to the inside section that was guarded by the statues|Room22]]]
[[Go outside|Room21]]
(link:"Turn on magic")[(show: ?soso)(link: "Turn off magic")[(replace: ?soso)[]]]
|soso)[(if: $20spear is 0)[Words appear above the statues with spears: (link: _statue1)[(t8n: "pulse")[_statue1](set: _tot to it + 1)] and (link: _statue2)[(t8n: "pulse")[_statue2](set: _tot to it + 1)] (event: when _tot is 2)[<br>*The statues raise their spears in salute, and you can now go into the room.*(set: $20spear to 1)(set: $insp to $insp+2)]] (else:)[You turn on your magic. No words appear.]](if: (history:) contains "Room21")[(display: "Room21-sub")](else:)[(display: "Room21-1st")]
*You can:*
[[Go to the other side of the garden|Room23]]
[[Head back inside|Room20]]
(link:"Turn on magic")[(show: ?soso)(link: "Turn off magic")[(replace: ?soso)[]]]
|soso)[(if: $vae's 32nd is 1)[You turn on your magic. No words appear.](else:)[You see something form above the chest: (event: when $chestb's 19th is 0)[(link: $chest211)[(t8n: "pulse")[$chest211](set: $chestb's 19th to 1)]] (event: when $chestb's 19th is 1 and $chestb's 20th is 0)[(link: $chest212)[(t8n: "pulse")[$chest212](set: $chestb's 20th to 1)]] (event: when $chestb's 20th is 1 and $chestb's 21st is 0)[(link: $chest213)[(t8n: "pulse")[$chest213](set: $chestb's 21st to 1) (set: $memoro to it + 1) (set: $vae's 32nd to 1) <br><br>The chest folds out and a floating book appears. You step forward to claim it. (if: $memoro > 4)[(set: $memoro to 4)]]]
(event: when $vae's 32nd is 1)[(display: "Memories")]]](set: _total to $vae's 33rd + $vae's 34th)(set: _tota to 2 - _total)(set: _vase1 to (either: ...$vort5c)) (set: _vase2 to (either: ...$vort5d))(if: (history:) contains "Room22")[(display: "Room22-sub")](else:)[(display: "Room22-1st")](if: $20spear is 0)[You can see a room through a doorway - the hallway you used to get to the other side of the garden - but the statues' crossed spears make it impossible to pass.]
*You can:*
[[Head out to the garden|Room23]](if: $20spear is 1)[<br>[[Head back to the hallway|Room20]]]
(link:"Turn on magic")[(show: ?soso)(link: "Turn off magic")[(replace: ?soso)[]]]
|soso)[(if: _total is 2)[You turn on your magic. No words appear.](else:)[You turn on your magic. You see _tota word(if: _total is 0)[s] form over piles of pottery: (if: $vae's 33rd is 0)[(link: _vase1)[(t8n: "pulse")[_vase1](set: $insp to $insp + 1)(set: $vae's 33rd to 1)]](if: $vae's 34th is 0)[, ] (if: $vae's 34th is 0)[(link: _vase2)[(t8n: "pulse")[_vase2](set: $insp to $insp + 1)(set: $vae's 34th to 1)]]]](if: (history:) contains "Room23")[(display: "Room23-sub")](else:)[(display: "Room23-1st")]
*You can:*
[[Go back inside|Room22]]
[[Head to the other part of the garden|Room21]](if: (history:) contains "FinaBatalo")[<br>[[Step onto the teleporter?|LaPonto]]](else:)[<br>[[Step onto the summoning disc|FinaBatalo]]]
(link: "Turn on magic")[(link: "Turn off magic")[(replace: ?sowsow)[]]<br>(show: ?sowsow)]
|sowsow)[You turn on your magic. No words appear.](set: _em to (random: 1,4))You step onto the teleporter, ready to be away from this place once more.
You think of what you've learned from these halls this second time around. Have you learned more?
{(if: $memoro is 0)[Not really. You don't know why you're here. You've recovered none of the memories you hoped to get, nothing to give you a clue as to what this place was supposed to represent. Well, this has been an utter failure.]
(if: $memoro is 1)[You get a sense that this building is the key to what you were trying to remember, but not more than that. You console yourself that this has been a good try, though.]
(if: $memoro is 2)[This place represents somewhere people gathered, you know from the fragments of memory you've been able to piece together. You're not quite sure why. Maybe it's something you'll recover some other night.]
(if: $memoro is 3)[You come out of this with a more complete picture of what you've lost. This place not only represents learning, but a celebration of some kind, a graduation. A sign that others have made it and that maybe you can, too, if you work hard.]
(if: $memoro is 4)[The school you went to was not quite like this one. There were no bugs, no snake-eels, no weird monsters with ten letter words for you to blast. But you know it was a struggle that you had to work through and you know you triumphed despite your fear and that you graduated. You feel proud of your accomplishments and know that you can go on in your dreams to find the rest of your memories.]}
(if: $memoro < 4)[(link: (cond: _em is 1, "Let me try that again.", _em is 2, "Ok, maybe I'll just start over.", _em is 3, "One more for the scrap pile.", _em is 4, "Hold on, I can do better than this..."))[(reload:)]](else:)[(link: "Play again?")[(reload:)]]
*Score: you accumulated $insp inspiration points from using your magic on things and found $memoro of the 4 memories.*
(set: _bug1 to (either: ...$vort5a)) (set: _bug2 to (either: ...$vort5b)) (set: _bug3 to (either: ...$vort5c)) (set: _bug4 to (either: ...$vort5d)) (set: _bug5 to (either: ...$terol)) (set: _bug6 to (either: ...$teror)) (set: _bug7 to (either: ...$trioa)) (set: _bug8 to (either: ...$triob)) (set: _bug9 to (either: ...$trioa)) (set: _bug10 to (either: ...$triob)) (set: _bug11 to (either: ...$longa)) (set: _bug12 to (either: ...$longa)) After a moment of hesitation, you slide right into what you've come to call the summoning disc. It's the signal for a whole host of ground and flying insects to come after you, trying to beat you and overcome you with despair. At least with water filling most of the passageway, there's only a limited way some of them can get to you.
They come at you, some that can only be blasted with fire, and others only with ice. You see, among the crowd, (color: #00BFFF)[***_bug1***] and (color: #e85231)[***_bug2***], ***_bug7*** and ***_bug8***, ***_bug5*** and ***_bug6*** and (color: #e85231)[***_bug9***] and (color: #00BFFF)[***_bug10***], and finally ***_bug11*** and ***_bug12*** before the attacks cease.
(cond: $insp < 10, "You manage to fight them off, but it is hard. You have to restart the battle a few times before you finally defeat them all. But you do, and you slump a little, tired from your victory.", $insp <= 16, "You nearly have to restart a few times, but you manage to get all of them before they reach you and Red. It is stressful, but you are victorious, at last.", $insp >= 17, "It's a hard battle, but your confidence kept your enemies from getting near and you celebrate your victory with a fist pump.")
Afterwards, you freeze the ice in the area, and take care of the stray striders that you couldn't handle earlier. All is good.
You look around, and see several places where you can go, including the ice area you were in before, the area you came from, a corridor with dry patches and icy spots, and one room right off this area that is guarded by statues with spears.You're always grateful that once a battle is finished, you never have to fight it again. You're not sure if that works that well in the awake world, but here once you dispel the evil, it is gone.
Which is just as well. You can finally get back to where you were before and progress on to where you need to be. (if: $memoro < 4)[You are on your way to finding your memories, but you haven't explored everywhere, and there are still some memories that seem hazy.]
You look around, and see several places where you can go, including the ice area you were in before, the area you came from, a corridor with dry patches and icy spots, and one room right off this area that is (if: $13spear is 0)[guarded by statues with spears](else:)[flanked by statues with their spears raised].You are standing on a blank square.
*Go to the:*
(if: $18door is 1)[[[Square south of you with a folded origami|Square5]]](else:)[[[Square south of you with the (print: $greek's 4th) origami|Square5]]]
(if: $18door is 1)[[[Square east of you with a folded up origami|Square2]]](else:)[[[Square east of you with the (print: $greek's 1st) origami|Square2]]]
[[Diagonal square that is blank|Square12]]
(display: "Headsup")(if: $18door is 1)[You are standing on a folded-up origami.](else:)[You are standing on a square with the (print: $greek's 1st) origami on it. It lit up as soon as you'd stepped on it. (set: $greekl's 1st to 1)]
*Go to the:*
[[Entryway|Room18]]
[[Blank square to the west of you|Square1]]
[[Blank square to the east of you|Square3]]
[[Blank square across from you|Square10]]
(if: $18door is 1)[[[Square at an angle with a folded up origami|Square11]]](else:)[[[Square at an angle with the (print: $greek's 2nd) origami|Square11]]]
(display: "Headsup")You are on a blank square.
*Go to the*
(if: $18door is 1)[[[Square to the west of you with a folded up origami|Square2]]](else:)[[Square to the west of you with the (print: $greek's 1st) origami|Square2]]
[[Blank square to the east of you|Square4]]
(if: $18door is 1)[[[Square across from you with a folded up origami|Square11]]](else:)[[[Square across from you with the (print: $greek's 2nd) origami|Square11]]]
[[Blank square at an angle|Square10]]
(display: "Headsup")You are standing on a blank square with no letter on it.
*Go to the*
[[Blank square west of you|Square3]]
(if: $18door is 1)[[[Square south of you with a folded up origami|Square6]]](else:)[[Square south of you with the (print: $greek's 3rd) origami|Square6]]
(if: $18door is 1)[[[Diagonal square with a folded up origami|Square9]]](else:)[[[Diagonal square with the (print: $greek's 6th) origami|Square9]]]
(display: "Headsup")(set: _gtot to $greekl's 1st + $greekl's 2nd + $greekl's 3rd + $greekl's 4th + $greekl's 5th + $greekl's 6th)(if: $18door is 1)[You are standing on a folded-up origami.](else:)[You are standing on a square with the (print: $greek's 4th) symbol on it. (if: $greekl's 3rd is 1 and $greekl's 4th is 0)[It cheerfully lights up under your feet. (set: $greekl's 4th to 1)](elseif: $greekl's 4th is 1)[It stays bright and does not turn dark.](elseif: _gtot is 0)[The origami does not light up.] (else:)[All the origami that had been lit go dark. (set: $greekl to (a: 0,0,0,0,0,0))]]
*Go to the:*
[[Blank square to the north of you|Square1]]
[[Blank square to the south of you|Square7]]
(if: $18door is 1)[[[Square across from you with a folded up origami|Square6]]](else:)[[[Square across from you with the (print: $greek's 3rd) origami|Square6]]]
(if: $18door is 1)[[[Square at an angle from you with a folded up origami |Square8]]](else:)[[[Square at an angle from you with the (print: $greek's 5th) origami |Square8]]]
(display: "Headsup")(set: _puztotal to $greekl's 1st + $greekl's 2nd + $greekl's 3rd + $greekl's 4th + $greekl's 5th + $greekl's 6th)(if: $18door is 1)[You are standing on a folded-up origami.](else:)[You are standing on a square with the (print: $greek's 3rd) symbol on it. (if: $greekl's 2nd is 1 and $greekl's 3rd is 0)[It cheerfully lights up under your feet. (set: $greekl's 3rd to 1)](elseif: $greekl's 3rd is 1)[It stays bright and does not turn dark.](elseif: _puztotal is 0)[The origami does not light up.](else:)[All the origami that had been lit go dark. (set: $greekl to (a: 0,0,0,0,0,0))]]
*Go to the:*
[[Blank square to the north of you|Square4]]
(if: $18door is 1)[[[Square to the south of you with a folded up origami|Square8]]](else:)[[Square to the south of you with the (print: $greek's 5th)|Square8]]
(if: $18door is 1)[[[Square across from you with a folded up origami|Square5]]](else:)[[[Square across from you with the (print: $greek's 4th) origami|Square5]]]
[[Blank square at an angle|Square7]]
(display: "Headsup")You are standing on a blank square.
*Go to the:*
(if: $18door is 1)[[[Square to the north of you, which has a folded up origami|Square5]]](else:)[[Square to the north of you, which has the (print: $greek's 4th) origami|Square5]]
(if: $18door is 1)[[[Square to the south of you, which has a folded up origami|Square9]]](else:)[[[Square to the south of you, which has the (print: $greek's 6th) origami|Square9]]]
(if: $18door is 1)[[[Square across from you, which has a folded up origami|Square8]]](else:)[[Square across from you, which has the (print: $greek's 5th) origami|Square8]]
(if: $18door is 1)[[[Square at an angle from you, which has a folded up origami|Square6]]](else:)[[[Square at an angle from you, which has the (print: $greek's 3rd) origami|Square6]]]
(display: "Headsup")(set: _gtot to $greekl's 1st + $greekl's 2nd + $greekl's 3rd + $greekl's 4th + $greekl's 5th + $greekl's 6th)(if: $18door is 1)[You are standing on a folded-up origami.](else:)[You are standing on a square with the (print: $greek's 5th) symbol on it. (if: $greekl's 4th is 1 and $greekl's 5th is 0)[It cheerfully lights up under your feet. (set: $greekl's 5th to 1)](elseif: $greekl's 5th is 1)[It stays bright and does not turn dark.](elseif: _gtot is 0)[The origami does not light up.](else:)[All the origami that had been lit go dark. (set: $greekl to (a: 0,0,0,0,0,0))]]
*Go to the:*
(if: $18door is 1)[[[Square to the north with the folded up origami|Square6]]](else:)[[Square to the north with the (print: $greek's 3rd) origami|Square6]]
[[Blank square to the south of you|Square12]]
[[Blank square across from you|Square7]]
(if: $18door is 1)[[[Square at an angle with a folded origami|Square4]]](else:)[[[Square at an angle with the (print: $greek's 4th) origami|Square4]]]
(display: "Headsup")(set: _puztotal to $greekl's 1st + $greekl's 2nd + $greekl's 3rd + $greekl's 4th + $greekl's 5th + $greekl's 6th)(if: $18door is 1)[You are standing on a folded-up origami.](else:)[You are standing on a square with the (print: $greek's 6th) symbol on it. (if: $greekl's 5th is 1 and $greekl's 6th is 0)[It cheerfully lights up under your feet and then all the origami fold up so their corners are in the middle. You hear something shudder nearby. *You did it. YOU DID IT! You solved the puzzle!!!* (set: $greekl's 6th to 1) (set: $18door to 1)](elseif: _puztotal is 0)[The origami does not light up.](elseif: _puztotal is 0)[The origami stays dark.](else:)[All the origami that had been lit go dark. (set: $greekl to (a: 0,0,0,0,0,0))]]
*Go to the:*
[[Blank square north of you|Square7]]
[[Blank square east of you|Square10]]
[[Blank square diagonal to you|Square4]]
(display: "Headsup")You are standing on a blank square.
*Go to the:*
(if: $18door is 1)[[[Square to the west of you with a folded up origami|Square9]]](else:)[[Square to the west of you with the (print: $greek's 6th) origami|Square9]]
(if: $18door is 1)[[[Square to the east of you with a folded up origami|Square11]]](else:)[[[Square to the east of you with the (print: $greek's 2nd) origami|Square11]]]
(if: $18door is 1)[[[Square to the north of you with a folded up origami|Square2]]](else:)[[[Square to the north of you with the (print: $greek's 1st) origami|Square2]]]
[[Blank square at an angle|Square3]]
(display: "Headsup")(set: _puztotal to $greekl's 1st + $greekl's 2nd + $greekl's 3rd + $greekl's 4th + $greekl's 5th + $greekl's 6th)(if: $18door is 1)[You are standing on a folded-up origami.](else:)[You are standing on a square with the (print: $greek's 2nd) origami on it. (if: $greekl's 1st is 1 and $greekl's 2nd is 0)[It cheerfully lights up under your feet. (set: $greekl's 2nd to 1)](elseif: $greekl's 2nd is 1)[It stays bright and does not turn dark.](elseif: _puztotal is 0)[The origami does not light up.](else:)[All the origami that had been lit go dark. (set: $greekl to (a: 0,0,0,0,0,0))]]
*Go to the:*
[[Blank square to the east of you|Square12]]
[[Blank square to the west of you|Square10]]
[[Blank square across from you|Square3]]
(if: $18door is 1)[[[Square at an angle with a folded up origami|Square2]]](else:)[[[Square at an angle with the (print: $greek's 1st)|Square2]]]
(display: "Headsup")You are standing on a blank square.
*Go to the:*
(if: $18door is 1)[[[Square west of you with a folded up origami |Square11]]](else:)[[[Square west of you with the (print: $greek's 2nd) origami|Square11]]]
(if: $18door is 1)[[[Square north of you with a folded up origami|Square8]]](else:)[[[Square north of you with the (print: $greek's 5th) origami|Square8]]]
[[Blank square diagonal to you|Square1]]
(display: "Headsup")(if: $18door is 1)[<table>
<tr><td></td><td>|*Exit*(if: (passage:)'s name is "Room18")[ ^]|</td><td></td><td></td>
<tr><td>Blank(if: (passage:)'s name is "Square1")[^]</td> <td>(if: $greekl's 1st is 1)[(colour: Yellow) + (text-style: "bold")[origami]](else:)[origami](if: (passage:)'s name is "Square2")[^]</td> <td>Blank(if: (passage:)'s name is "Square3")[^]</td> <td>Blank(if: (passage:)'s name is "Square4")[^]</td></tr>
<tr><td>(if: $greekl's 4th is 1)[(colour: Yellow) + (text-style: "bold")[origami]](else:)[origami](if: (passage:)'s name is "Square5")[^]</td> <td>*ice*</td> <td>*ice*</td> <td>(if: $greekl's 3rd is 1)[(colour: Yellow) + (text-style: "bold")[origami]](else:)[origami](if: (passage:)'s name is "Square6")[^]</td></tr>
<td>Blank(if: (passage:)'s name is "Square7")[^]</td> <td>*ice*</td> <td>*ice*</td> <td>(if: $greekl's 5th is 1)[(colour: Yellow) + (text-style: "bold")[origami]](else:)[origami](if: (passage:)'s name is "Square8")[^]</td></tr>
<tr><td>(if: $greekl's 6th is 1)[(colour: Yellow) + (text-style: "bold")[origami]](else:)[origami](if: (passage:)'s name is "Square9")[^]</td> <td>Blank(if: (passage:)'s name is "Square10")[^]</td> <td>(if: $greekl's 2nd is 1)[(colour: Yellow) + (text-style: "bold")[origami]](else:)[(print: $greek's 2nd)](if: (passage:)'s name is "Square11")[^]</td> <td>Blank(if: (passage:)'s name is "Square12")[^]</td></tr></table><br>**^** *You are here*]
(else:)[<table>
<tr><td></td><td>|*Exit*(if: (passage:)'s name is "Room18")[ ^]|</td><td></td><td></td>
<tr><td>Blank(if: (passage:)'s name is "Square1")[^]</td> <td>(if: $greekl's 1st is 1)[(colour: Yellow) + (text-style: "bold")[(print: $greek's 1st)]](else:)[(print: $greek's 1st)](if: (passage:)'s name is "Square2")[^]</td> <td>Blank(if: (passage:)'s name is "Square3")[^]</td> <td>Blank(if: (passage:)'s name is "Square4")[^]</td></tr>
<tr><td>(if: $greekl's 4th is 1)[(colour: Yellow) + (text-style: "bold")[(print: $greek's 4th)]](else:)[(print: $greek's 4th)](if: (passage:)'s name is "Square5")[^]</td> <td>*ice*</td> <td>*ice*</td> <td>(if: $greekl's 3rd is 1)[(colour: Yellow) + (text-style: "bold")[(print: $greek's 3rd)]](else:)[(print: $greek's 3rd)](if: (passage:)'s name is "Square6")[^]</td></tr>
<td>Blank(if: (passage:)'s name is "Square7")[^]</td> <td>*ice*</td> <td>*ice*</td> <td>(if: $greekl's 5th is 1)[(colour: Yellow) + (text-style: "bold")[(print: $greek's 5th)]](else:)[(print: $greek's 5th)](if: (passage:)'s name is "Square8")[^]</td></tr>
<tr><td>(if: $greekl's 6th is 1)[(colour: Yellow) + (text-style: "bold")[(print: $greek's 6th)]](else:)[(print: $greek's 6th)](if: (passage:)'s name is "Square9")[^]</td> <td>Blank(if: (passage:)'s name is "Square10")[^]</td> <td>(if: $greekl's 2nd is 1)[(colour: Yellow) + (text-style: "bold")[(print: $greek's 2nd)]](else:)[(print: $greek's 2nd)](if: (passage:)'s name is "Square11")[^]</td> <td>Blank(if: (passage:)'s name is "Square12")[^]</td></tr></table><br>**^** *You are here*](if: (history:) contains "Room16" and $18door is 0)[<br><br>(link-reveal: "Oh! I remember something!")[ The sequence is: (print: $greek's 1st), (print: $greek's 2nd), (print: $greek's 3rd), (print:$greek's 4th), (print:$greek's 5th), (print: $greek's 6th)!]]
You use your magic to have the statues raise their spears and then travel into the room.
It's not too terribly ruined. Yes, there's debris in the room, including columns, but you can see through partially-collapsed walls into the area just before you went to fight the insects. The fact that this is untouched by them - considering how close one of the nests was - is remarkable and it lightens your spirits.
With the ledge surrounding the area you stand in, you can imagine students sitting on them, legs dangling down, listening to a teacher as the teacher speaks. This room has remained mostly whole. Nothing has fallen down since the last time you came here.
You think about this room. It'd been a classroom, it had to be, and this building had to be a school. It makes sense now.(if: (history:) contains "Room19b")[(display: "Room19b-sub")](else:)[(display: "Room19b-1st")]
*You can:*
[[Go back to the corridor|Room16]](if: (history:) contains "Room19a")[<br>[[Head out to the hallway before the garden area|Room20]]]
(link: "Turn on magic")[(link: "Turn off magic")[(replace: ?sowsow)[]]<br>(show: ?sowsow)]
|sowsow)[You turn on your magic. No words appear.]You and Red halt fast enough to prevent yourselves from going over the edge here. Looking around, you see that this had been a side entrance of some sort, or maybe a main one, but you're not sure of that. The columns lining the entryway tell you it's important.
Unfortunately, only the patio or the masonry or whatever was here now borders a cliff. The edge of the cliff is not bordered by the water, which seemed to float in squarish sections. Instead, you only see clouds and sky. You can't tell if it's water or sky, if you'd fallen off the cliff you'd fall forever or just into water.
There is a chest here. It's got a lid of black and gold and is beautiful in its own way. Maybe it's a representation of the treasure this place was, or maybe a representation of what treasures you may find here.
For all you know, it's your subconscious rewarding you for getting this far, taking challenges, taking risks. You don't know.(set: _keran to (random: 1,4))You step outdoors onto the cliff area again.
You know it goes nowhere, but that doesn't matter at the moment. It just matters that you need to be outside again. The area seems to be safe, at least for the moment. You wonder if the bugs, the insects, would march their way to their deaths if they tried to come at you here.(if: $vae's 21st is 0)[<br> You look over, and realize that the black and gold chest is still here.]
(if: _keran is 1)[*Keran turns to you and smiles. "I told you you could do it," she says.*](if: _keran is 2)[*Keran turns to you, poking your cheek. "I told you that you could do it," she says with a grin.*](if: _keran is 3)[*"See, I told you that you could do it," Keran says, smiling, and her smile means the world to you.*](if: _keran is 4)[*Keran gives you a quick, tight hug. "I told you that you could do it," she says, before you head inside.*]
...Oh yes. You can't remember where you'd met your friend, but you remember that she had always been there for you during tough times. Like Red has been here. You could do it - whatever "it" was - then, and you can do it now.This room is littered with small sections of land surrounded by both icy and non-icy water. You freeze all the icy water you see and continue doing so as you move around the many fallen columns and piles of pottery among the scattered debris that blocks your path.
You really didn't think about this part of the building as you were going through it the first time. It was a means to an end, nothing more. It got you back to the crossroads so that you could solve the rest of the areas.
Maybe, in your mind's eye, you can see students shuffling along these halls, talking loudly or quietly about both school and fun, worries and hopes. Making their way to where they belonged, just as you're figuring out who you were and where you belong. {(set: _p1 to (random: 1,3))
(if: _p1 is 1)[You hurry with some annoyance through this section. It's rather six of one half a dozen of the other, you realize, because the other way to get to where you're going depends on slipping across ice, too. But you could have done without the extra distance.]
(if: _p1 is 2)[A bug flies at you but it's only got one word attached, so you blast it easily. You have to wonder if that was just a stray from the fight or if there is something you have to worry about. In any case, you need to keep moving.]
(if: _p1 is 3)[You and Red decide to take a rest. Or at least you can tell Red wants to rest, and if Red wants to rest, you're both resting. This is a fairly peaceful area, you think. It's not a bad place to be. And maybe someday this place will transform in your dreams into a hall of learning once more. You never know.]}You're finally able to get into this room, even if it means sliding over the ice into it, nearly colliding with some piles of pottery. From your memory, it'd been the passageway to the final puzzle before the garden and the final battle.
In other words, it had gone somewhere, but not by itself.
Do the doors have a memory behind them or are they just a product of your confused mind? You're not sure. You're not even sure of their purpose. After all, they're two doors into the same room, and a small room at that.
And then you look at the doors again. One has a question mark on each side of the doorway, one has a (print: $greek's 6th) on each side of its doorway instead of the 7 it had before. The former's door is (if: $4door is 1)[open](else:)[closed], and the latter's is (if: $18door is 1)[open (if: $4door is 1)[as well].](else:)[closed.]
*This is new.*
You look over to the other side and spot a set of those weird, stylized greek letters that were in the forest. "**(print: $greek's 1st), (print: $greek's 2nd), (print: $greek's 3rd), (print:$greek's 4th), (print:$greek's 5th), (print: $greek's 6th)**," you read out loud. Red looks at the letters inquisitively, like he's trying to find something in them. Maybe there is. Or maybe there's not. Sometimes, try as you might, this place does not make sense.(set: _total to $vae's 25th + $vae's 26th)You return to this little odd hallway with the two doors. The walls are still peeling, and you notice - maybe not for the first time - the remains of an entryway nearby.
You start to wonder if the doors are two halves of a memory, and if that's why you must find both "keys" to get inside. You definitely have to get them open in order to move on.
You look at the doors again. One has a question mark on each side of the doorway, one has a (print: $greek's 6th) on each side of the doorway. The former's door is (if: $4door is 1)[open](else:)[closed], and the latter's is (if: $18door is 1)[open (if: $4door is 1)[as well.]](else:)[closed.]
{Over on the other side are those stylized Greek letters. "**(print: $greek's 1st), (print: $greek's 2nd), (print: $greek's 3rd), (print:$greek's 4th), (print:$greek's 5th), (print: $greek's 6th)**". You must remember them, for they seem important.<br><br>
(if: _total < 2)[You pad around carefully, trying to avoid knocking over the (if: _total is 1)[one pile](else:)[two piles] of pottery in the middle of the room.]}You quickly use your magic and the statues guarding this room raise their spears in tribute. Or at least that's what you'd like to think they're doing.
If you remember correctly, this room won't get you further in your quest. This is a puzzle, but not a puzzle you have to solve to progress. But still, you'd spent a lot of time in this room last time, and you seem to remember that no matter how tough it'd been, it'd given you the energy to move on.
Which was a welcome effect, you think, as you move diagonally from square to square. It's easier this time, you think. And it taught you to look at things from a diffent light, a different perspective, in order to solve it.
Maybe that's what had pushed you to explore further and figure out where you belonged.
So much had happened here, you thought. But what had been lost?
As you step on the last square, they all turn that bright blue and a chest appears near the exit.You step into this room as if it will hold the secrets of the universe for you, but it really doesn't.
As you gaze at the solved ice puzzle, the surprisingly neat room, the little bits of wall hanging down(if: $vae's 29th is 1) [and tiny bits of debris](else:)[, huge gold chest and tiny bits of debris], you're struck by a memory.
<blockquote>"A stack works like these plates," your cousin Esther tells you as you help her put dishes away. "You know how you usually put plates at the top of the stack when you're putting them away and pick them up from the top of the stack when you're about to use them?"
"Yeah?" you ask, out of politeness.
"Data stacks work like that too. You *push* a piece of information you want onto the stack, so you can *pop* it out later." She looks at you like it makes sense. It doesn't. You have no use for data stacks.</blockquote>You step through the door with the question mark and right onto a blue square that lights right up. It's a familiar puzzle, at least. A set of blue squares to light up on each side of three red reset squares to prevent you from completing the puzzle before you have access to both sides. (if: $18door is 1)[Luckily, the other door with the (print: $greek's 6th) on each side is open.](else:)[You still have to unlock the other door.] Stepping on each tile, you carefully make your way through the pattern on this side.
(if: (history:) contains "Room19b")[As you step on the last of the tiles, the three red tiles in the middle shimmer to blue. You can now walk to the other side of the room without resetting the puzzle. The door on the opposite side of the room swings open, inviting you to head out towards what you know is the outside garden.](else:)[You walk back to the entrance, turning the first tile dark and then stepping on it carefully to turn it bright again before retreating to the threshold.]
"I wonder if this represents the two of us?" you ask out loud. It's meant to be just a vocalized thought, an inquiry out to the universe, but Red responds with a sound that might be an agreement. Or not. You're not sure. He never gets any say as to where you go, you realize, and you wish you could talk so that you didn't feel like you were taking advantage of him.(if: (history:) contains "Room19b")[The shining blue squares remain shining, no matter how much you step on them. The door towards the outside sits open for you to move on.](else:)[You carefully stand at the threshold, trying not to step on the blue square in front of you so this side of the puzzle remains solved. You stare at the other side, the unsolved puzzle, the closed door that leads to the outside. You should do something about that.]
There isn't much more to do here, you realize. There's nothing to burn, nothing to freeze. Nothing that you can fix other than what you have fixed. You sigh, and Red looks up as if to say that everything will be okay.You step through the door. This side of the room has a H-shaped set of blue squares for you to step on, and you carefully do so, being careful not to step onto the row of red reset squares blocking the other side of the room.(if: (history:) contains "Room19a")[When you stepped on the last unlit square, all the squares shimmered and the red reset squares turned blue. The door across from the door you opened swings open, and you can see a corridor beyond it.](else:)[ There's still the other side to solve before the next door swings open. (if: $4door is 1)[The door's open on that side. Maybe you should go and do the puzzle.](else:)[Maybe you should figure out how to open the other door.]]
"I wish so much that you could talk," you tell Red, feeling so guilty about how much ice sliding you've put him through. He's been kind enough to do it, almost never complaining about what you do to him. "I wish...."
And then an emotion pulses at you, and you're lost for a moment before realizing that it comes from Red: *I love you, no matter what,* he seems to tell you without words. He gazes at you steadily, as if wanting you to understand that.(if: (history:) contains "Room19a")[The shining blue squares remain shining, no matter how much you step on them. The door towards the outside sits open, ready for you to move on.](else:)[This side of the room is solved, at least. The other side across from a line of red reset squares is like this one, except for a different pattern of blue squares to step on. You know you'll have to light those up too before the door towards the outside will open. (if: $4door is 1)[The door with the question marks on each side is open, at least.](else:)[As soon as you open that door, that is.]]
You give Red a good scratch. You're getting closer and closer to the end, which gives you some relief.After some adventuring, you finally find yourself in the hallway that leads outside. There are a pair of statues with spears here, but you hit them with your magic and their spears lift upwards.
You take a moment to rest. You know you'll encounter bugs outside. A lot of bugs, in the final battle, but there are a few that like to wander around. This is a little break, a little acknowledgement that shortly you'll be in a tough battle with tough foes, foes that can only be burst by words that you've never seen before.
At least it'll be easier on Red's feet, you think. He might even enjoy being on grass again.This hallway is... well, it's not much. Like all the hallways and corridors of this place, it's a way to get from point a to point b. Or was that point b to point a? In any case, it's less a destination than a journey.
You realize this place is making your head hurt.You step out into this part of the garden. You can tell it'd been tended, once. Maybe these growths had once been herbs and vegetables, but now the plants are all trees, bushes, and reedy plants that you can't quite identify. You were never good with plants, you think, and maybe that's why this dream world has nothing that isn't the same repeating varieties.
A bug tries to come your way, but you quickly dispatch it.
You see a stone in your way, and lava brambles. you dispatch both quickly, and look around. In a small building - or remains of the same - there is a small chest, with a black and gold lid. (set: $insp to it + 2)
This small section of garden leads to the remains of a small building (or maybe garden decoration? You're not sure what your dreams mean sometimes or what things are meant to be). (if: $vae32 is 0)[There is a chest sitting in the ruins.]
You shake your head. Are you just stalling here because you know what happens next? Are you afraid to go on, face your enemies, save this world again?
Gah. *Stop thinking, self, and let's go!*{(set: _bug1 to (either: ...$vort5c))(set: _bug2 to (either: ...$vort5b))(set: _bug3 to (either: ...$trioa))(set: _bug4 to (either: ...$triob))(set: _bug5 to (either: ...$terol))(set: _bug6 to (either: ...$teror))(set: _bug7 to (either: ...$terol))(set: _bug8 to (either: ...$teror))(set: _bug9 to (either: ...$longa))(set: _bug10 to (either: ...$trelonga))(set: _bug11 to (either: ...$triob))(set: _bug12 to (either: ...$trioa))(set: _bug13 to (either: ...$longa))(set: _bug14 to (either: ...$trelonga))(set: _bug15 to (either: ...$tretrelonga))(if: _bug10 is _bug14)[(set: _bug14 to (either: ...$trelonga))]
You step tensely onto the summoning disc, ready for battle. Below you, Red looks around as if to forwarn you of the dangers you are both about to face. You're not happy to do this, but for the sake of this place and your memory, it must be done.}
As your memory reminds you from the first time you came here, it's *one last test, one final chance to stop the flood*.
They swarm upon you. ***_bug1*** and ***_bug2***, (color: #00BFFF)[***_bug3***] and (color: #e85231)[***_bug4***], ***_bug5*** and ***_bug6*** and ***_bug7*** and ***_bug8***, (color: #e85231)[***_bug9***] and (color: #00BFFF)[***_bug10***], all coming in waves, one after the other. There are brief moments to breathe, but not many, and the battle seems to be going on forever until you dispatch a final ***_bug11*** and ***_bug12*** before the last monsters come: ***_bug13***, ***_bug14***, and ***_bug15***.
Finally, you beat them back. (if: $insp < 17)[It's a long battle and you fail many times, but you win in the end. You know that you must keep fighting no matter how long it takes. This part of who you are is at stake.](elseif: $insp < 32)[It's a long battle with so many close calls, but you keep your cool (no pun intended) and keep fighting. Finally, the battle ceases and you can rest.](else:)[You have built up so much confidence in yourself that even though sometimes it seems like your enemies come close, you can still handle yourself easily. Coming to this place again has changed you and you feel like you can handle anything.]
A teleporter shines into existence in front of one of the buildings. But do you take it?
*Do you:*
[[Take the teleporter|LaPonto]]
[[Step off and head into the garden?|Room23]]
This part of the buildings was obviously part of the same large room as the flooded hallways, for you can see a set of stairs between the two sections, now submerged under water. Pillars stand tall and there are two piles of pottery sitting as if waiting for someone to do something with them.
Like you were feeling like you wanted someone to do something with you. Not in the nasty sense, but to see that you were struggling. Give you guidance, give you a helping hand when you needed it even if you didn't want it. Your family tried to help, your friends did too, but there's still a sort of chasm, and not just in your memories.(set: _dial to (random: 1,6))You return to this lonely island of sorts and gaze out at the water, amazed at how far you've come. You can see so much from here. The place where you slid right into a fight, the flooded hallways, entryways to rooms that you've been to before but hopefully never need to again.
(if: _dial is 4)[A memory darts into your mind. *"I've got it!" Marco yells, forgetting that this is a quiet floor in the library. Several people glare.*](if: _dial is 5)[A memory darts into your mind.<br>*"Happy birthday, kiddo." Your mother hands you a wrapped present. Opening it, your eyes go wide. It's the drawing tablet you wanted! Leaning over, you hug your mom. She didn't have to buy you this, but she did.*](elseif: _dial is 6)[A memory darts into your mind.<br>*"So, in most cases credits are credits and debits are debits, but sometimes credits are debits and debits are credits." Selma looks at you tiredly over her pile of Accounting textbooks. "Mom made this look so easy...."*](else:)[Maybe you should move on. Get this adventure over. Wake up from your dream.]This is the main part of this overgrown garden between the building and the edge. You explore the edges, see that the really weird green squares of water have gone away to be replaced with sky. You explore the ruined structures, wondering what they're for and thinking that maybe once they had been protection from rain. Or maybey they were for parades. You can't decide. Maybe teachers lectured here on sunny days; maybe ceremonies had been held here.
You quickly zap a set of lava brambles and a stone that is in your way. (set: $insp to it + 2)
In the middle is the circle that you loathe but know you have to get on to at some point. Unlike the last battle, you aren't practically forced into it by ice.
There is no ice here, for which both you and Red are grateful. There are no bugs - they are waiting hungrily for you but they don't dare come out yet.
You feel battered, but hopeful. Stressed and worried, but strong. You made it through here once, you can make it through here again.
The summoning disc in the middle of the garden glows gently with wisps of purple malevolence spinning about just above ground level. It's ready for you. Are you ready for it?The relatively warm air of this section comforts you. You realize it's good to see the sun again, good to feel a breeze, good to be warm where you were freezing inside.
And then you realize. The you of your broken memories was frozen in place, lost, trapped, not knowing where to go. It's fitting that the final place you go before the end is in the warmth of the sun. The sun gives both you and Red energy that you didn't have before.
(if: (history:) contains "FinaBatalo")[You have emerged tired but victorious from your battle with your insect foes. The summoning disc is quiet and will not activate again. You can leave... if you want.](else:)[The summoning disc that is the place of the final battle sits there, humming with cool malignance, ready to summon your foes and defeat you. But you know you are strong. You know you can do this.]**December 29 2020 21:17 changes**
* Room 11: Just for fun, made the stones have grey text instead of brown.
**December 29 2020 12:18 changes**
* Room 18: Fixed a typo in the first visit passage.
**December 28 2020 18:47 changes**
* Room 22: Left a quote mark off of one of the random passages. Oops.
**December 24 2020 18:26 changes**
* Room 6: fixed coding for comma
* Word lists: "D" was duplicated in terol and teror, the single letter chests/insects lists.
**December 24 2020 16:07 changes**
* Changed the coding for the commas when multiple burstables appear.
**December 20 2020 21:39 changes**
* Changed wording in room 2's magic to fit with the rest of the rooms.
* Attempted to fix room 5's magic to work properly. May need more testing.
**December 19 2020 18:54 changes**
* Fixed the sizing/spacing on the entire adventure.
* Room 5: Fixed a spacing issue with a comma.
**December 10 2020 17:18 changes**
* Various cosmetic fixes (places that were missing "Turn on your magic", 1 line break, three bold italic sections that didn't need bold, and fixing a space on a conditional sentence).
* Room 11 and Finabatalo: Did the same check as the chests to mitigate duplicate words on the lava brambles, stones, and the two bugs with trelonga.
**December 9 2020 20:10 changes:**
* More words added to word lists. This should help mitigate the repeating words issue for chests, lava brambles, stones, and insects.
* There's a small amount of checking that now goes on at initialization that checks for duplicate words on the chests and chooses a new random word, since that's where it happened most often. This, with the extra words in the wordlists, should mitigate the duplicate word issues.
* Various rooms had their line breaks on the magic text removed for consistency.
* Room 2: Changed wording on the magic a little to accomodate the text above.
* Room 3: Upon being able to access the second half of the room, added a conditional so that if the spears have been raised in front of room 17, it will no longer mention that the spears need to be raised.
* Room 4: The magic getting you into room 5 was not working properly. I accidentally wrote an if statment instead of an event statement. Fixed a missing line break.
* Room 8: Changed my mind from the last change and shortened "water strider" to just "strider". They're striding across ice.
* Room 10: Added "You turn on your magic". Corrected room 11's description from "passage" to "area".
* Room 12: Same change as room 8 regarding the striders.
* Room 15: Now specifies how many words there are left.
* Room 21: Caught a stray bold italic in the return visit. Now fixed to straight italic. Set a check on the memoro variable to fix a possible glitch with a value of more than 4. This might fix a rare condition where memoro goes higher than 4.
**December 8 2020 21:19 changes:**
* The variable initializations are now in a different passage than the title page (apparently Harlowe has a way to create what's essentially an initilization passage). This will declutter the title page and make it easier to fix the word lists.
* Room 4: Changed up 1st visit room text to not confuse people. Created a slight fix that will hopefully patch the "subsequent visit text appears on first visit" issue that I can't reproduce.
* Room 8: I was watching someone else's playthrough and noticed that the monsters in this room are not the snake-eels but the water striders. Fixed that and clarified why the player blasted the snake-eels in room 2 but didn't even try with the striders here.
* Room 12: Changed the snake-eels text to water striders to match with room 8 first visit.
* Room 14: Added some text about your friend (2nd visit).
* Room 15: Applied a fix to the magic so that it doesn't produce erroneous text. (I was pointing to the wrong positions in the array).
* Room 17: All sections now sport the the "you turn on your magic" text.
* Room 20: The magic in room 20 now functions properly so that if you lift the statue spears, leave the room, and return, you get a "no words appear" message. (It was missing an else statement.)
**December 6, 2020 11:42 changes:**
* Fixed two rooms (18 and 22) where I forgot to put a line break in.
**December 6, 2020 10:30 changes:**
* Clicked words (both statues and vases/other items) now show an effect after being clicked. It's bouncy!
* The statues guarding rooms 5, 13, 17, and 20 now prevent you from going into the rooms if you haven't used magic to open them. (This is the same mechanism as the entrance, but you have to turn on magic to do it.)
* Thoughts are now in standard italic and not bold italic. Longer memories (like some of the random text in room 7) now use blocktext to display.
* Memories are slightly longer, especially the 4th one.
* Entrance: Added text to clarify why the player character doesn't have ice magic at the beginning despite this being their second visit to the world. (People not familiar with Epistory wouldn't notice, but my Epistory-specific tester did.)
* Room 1: Word fix because wrong tense.
* Room 3: Fixed the wording so that when you turn off magic you don't have half a sentence. Added a conditional so that after you visit room 4, the text changes to "question mark room" and the same for room 18 ("word puzzle room"). Also added magic to open the statues for rooms 5 and 17 and conditionals to make sure players couldn't get in before they did.
* Room 4: Added magic like the magic in room 3 to open room 5.
* Room 5: Added the same conditional for room 4 (show question mark room instead of generic text) as room 3.
* Room 6: Word fix. Also added the same room 4 conditional.
* Room 7: Return room text (both the regular and random versions) now clarifies that the levels in question are from Chip's Challenge.
* Room 9: Return visit text makes it clear that you can't return to room 8.
* Room 10: the message after you clear everything and return now appears correctly. Also, the lava bramble now has red clickable text instead of the default brown.
* Room 11: The lava brambles now have red clickable text! Also, the recurring lava bramble is no longer recurring.
* Room 12: Added magic to open the statues in front of room 13, and a check to make sure you couldn't get in before you did.
* Room 13: The correct wording appears after you've cleared the vases and chest and returned.
* Room 14: When returning to the area, the chest was still showing up in flavor text even if you'd used magic to clear it. It no longer does. Turning on magic no longer causes a memory to appear if you've cleared the chest.
* Room 17: If you clicked on the chest, left the room, and came back, there was a hanging bit of text. That's fixed now. Also, made it clearer that the chest in room 17 did not give you any new memories.
* Room 18: Magic text is fixed so that you don't get "you have 0 vases" anymore.
* Room 18 puzzle: The map is enclosed in a nice border now and is now always visible. Also, if you've visited room 16, you now can click a link that shows you the sequence that you need to use. This is an anti-frustration feature.
* Several squares now go to the correct other squares.
** Square 8: The link to square 6 actually says "square to the north", and the conditionals should spit out the right text when you first arrive.
** Square 9: It's now more obvious that you've solved the puzzle.
* Room 19a: Typo fix.
* Room 20: Added code for magic (the statues). Also a conditional to not allow players to visit room 22 from here if they haven't raised the statues' spears.
* Room 21: Memory no longer redisplays upon a return visit.
* Room 22: Added text and code to prevent players from going into room 20 if the spears had not been lifted in that room.
* Room 23: Fixed missing line break.
* Finabatalo: You can now see how many memories you got (out of 4) and how many "inspiration points" you got.
{(set: $palina to (a: "drawer", "deliver", "redraw", "snoops", "tinker", "reined", "laced", "revel")) (set: $palinb to (a: "reward", "reviled", "warder", "spoons", "reknit", "denier", "decal", "lever"))
(set: $vort5a to (a: "study", "learn", "aloha", "polka", "prima", "arena", "cocoa", "crowd", "isle", "name", "tide", "cane", "asahi", "crush", "wrath", "worth", "decaf", "world", "again", "pizza", "light", "power", "purple", "memory", "joyful", "future"))
(set: $vort5b to (a: "tutor", "latin", "alpha", "villa", "gamma", "lemon", "tiara", "algae", "rule", "same", "come", "lane", "asoko", "faith", "tenth", "forth", "denim", "sixty", "board", "month", "today", "candy", "banana", "office", "twenty", "potato"))
(set: $vort5c to (a: "scroll", "media", "drama", "comma", "china", "opera", "bribe", "fame", "lime", "home", "sane", "ashita", "birth", "depth", "north", "knits", "puppy", "three", "apple", "dream", "forty", "poetry", "dragon", "beaver", "secret", "mormor"))
(set: $vort5d to (a: "halls", "sepia", "sigma", "aroma", "fauna", "rakali", "tribe", "game", "rime", "some", "gene", "ohayo", "loath", "earth", "ranch", "parts", "magic", "cycle", "zebra", "mango", "anime", "pirate", "ninety", "bridge", "tomato", "lecture", "gakui"))
(set: $vort5e to (a: "stitch", "facade", "excuse", "weigh", "voice", "chair", "fatal", "frame"))
(set: $fyra to (a: "blaze", "braze", "torch", "ember", "steam", "match", "roast", "spark", "firey", "alight", "magma", "forge", "smoke"))
(set: $stono to (a: "mineral", "boulder", "rubble", "shale", "sediment", "debris", "menhir", "monolith", "slate", "granite", "flint", "basalt", "chalk", "marble"))
(set: $chestsm to (a: "profit", "eureka", "rarity", "worthy", "silver", "wonder", "fragile", "trinket", "fortune", "miracle", "astound", "extra", "magic", "relic", "award", "price", "spice", "trade", "rupee", "three", "badge", "genie"))
(set: $chestbg to (a: "cornucopia", "wonderland", "affordable", "recyclable", "incredible", "receptacle", "mercantile", "sextillion", "perfection", "dividend", "password", "opulence", "resource", "handmade", "prestige", "tangible", "valuable"))
(set: $greek to (shuffled: "ε", "Μ", "Ω", "Ο", "Δ", "Ζ"))
(set: $trioa to (a: "ban", "bat", "cut", "cry", "dim", "dry", "end", "err", "fee", "few"))
(set: $triob to (a: "foe", "fog", "fry", "ilk", "hat", "jaw", "mud", "nab", "pry", "oaf"))
(set: $longa to (a: "protozoa", "penumbra", "anaphora", "plethora", "calyptra", "operetta", "credenza", "ammoniac", "syllabic", "microbic", "ascorbic", "colorful", "distinct", "envelope", "familiar", "firewall", "guardian", "historic", "interior", "probable", "sympathy", "wildlife"))
(set: $trelonga to (a: "schizophrenia", "stratigraphic", "bibliographic", "cryptographic", "monochromatic", "idiosyncratic", "transatlantic", "sophisticated", "jurisprudence", "circumference", "irreplaceable", "baccalaureate", "comprehensive", "documentation", "participation", "significantly", "understanding", "administrator", "corresponding", "institiutional", "psychological"))
(set: $tretrelonga to (a: "electrocardiograph", "oversimplification", "transmogrification", "intercommunication", "multicellularities", "microarchitectures", "telecommunications", "conceptualizations", "controversionalist", "chromophotographic", "homopolymerization", "mechanotheraputic"))
(set: $terol to (a: "q", "w", "e", "r", "t", "a", "s", "d", "f", "g", "z", "x", "c", "v"))
(set: $teror to (a: "y", "u", "i", "o", "p", "h", "j", "k", "l", "b", "m"))}
{(set: $chestb to (a: 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0))
(set: $greekl to (a: 0,0,0,0,0,0,0,0,0))
(set: $vae to (a: 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0))
(set: $insp to 0) (set: $4door to 0) (set: $18door to 0) (set: $memoro to 0) (set: $solved19a to 0) (set: $solved19b to 0) (set: $chest101 to (either: ...$terol)) (set: $chest102 to (either: ...$teror)) (set: $chest141 to (either: ...$chestsm))(set: $chest142 to (either: ...$chestsm))(set: $chest143 to (either: ...$chestsm)) (set: $chest131 to (either: ...$teror)) (set: $chest132 to (either: ...$terol)) (set: $chest171 to (either: ...$chestbg)) (set: $chest172 to (either: ...$chestbg)) (set: $chest173 to (either: ...$chestbg)) (set: $chest211 to (either: ...$chestsm)) (set: $chest212 to (either: ...$chestsm))(set: $chest213 to (either: ...$chestsm))(set: $5spear to 0)(set: $13spear to 0)(set: $17spear to 0)(set: $20spear to 0)
(if: $chest142 is $chest141)[(set: $chest142 to (either: ...$chestsm))]
(if: $chest143 is $chest142)[(set: $chest143 to (either: ...$chestsm))]
(if: $chest143 is $chest141)[(set: $chest143 to (either: ...$chestsm))]
(if: $chest212 is $chest211)[(set: $chest212 to (either: ...$chestsm))]
(if: $chest213 is $chest212)[(set: $chest213 to (either: ...$chestsm))]
(if: $chest213 is $chest211)[(set: $chest213 to (either: ...$chestsm))]
(if: $chest172 is $chest171)[(set: $chest172 to (either: ...$chestbg))]
(if: $chest173 is $chest172)[(set: $chest173 to (either: ...$chestbg))]
(if: $chest173 is $chest171)[(set: $chest173 to (either: ...$chestbg))]}