{embed passage: 'Variables'}
<img src="TH_Haunted_House.jpg" width="600" height="350" alt="Picture of a haunted house.">
Standing in front of the broken down house at the end of an overgrown path you think, not for the first time, that this is probably a bad idea. But what the hey, [[Lets go treasure hunting!->Hallway]]lastLocation (kitchen === true): 'kitchen'
lastLocation (pantry === true): 'pantry'
lastLocation (hallway === true): 'hallway'
lastLocation (diningRoom === true): 'diningRoom'
kitchen: false
pantry: false
hallway: false
diningRoomCount (diningRoom === false): diningRoomCount + 1
diningRoom: true
config.header.center: 'Dining Room'
--
[if lastLocation === 'hallway']
You enter through the red door, closing it behind you.
[if lastLocation === 'pantry']
You close the pantry door.
[if lastLocation === 'kitchen']
You escape the dilapidated kitchen.
[continue]
You are in the dining room, a large table and chairs dominate the centre,
[if pantryCount > 0; append]
off to the side you can see a small door, leading to the pantry
[else; append]
off to the side you can see a small door
[continue; append]
and to the right of it a much larger door
[if kitchenCount > 0; append]
with a porthole in it, leading to the kitchen.
[else; append]
with a porthole in it.
[continue; append]
As well as the door leading back to the hallway.
[if pantryCount === 0 && kitchenCount === 0]
_So, what now?_
> [[Open the small door.->Pantry]]
> [[Open the porthole door.->Kitchen]]
> [[Or exit this area through the red door.->Hallway]]
[if pantryCount > 0 && kitchenCount === 0]
_So, what now?_
> [[Go to the pantry.->Pantry]]
> [[Open the porthole door.->Kitchen]]
> [[Or exit this area through the red door.->Hallway]]
[if pantryCount === 0 && kitchenCount > 0]
_So, what now?_
> [[Open the small door.->Pantry]]
> [[Enter the kitchen.->Kitchen]]
> [[Or exit this area through the red door.->Hallway]]
[if pantryCount > 0 && kitchenCount > 0]
_So, what now?_
> [[Go to the pantry.->Pantry]]
> [[Enter the kitchen.->Kitchen]]
> [[Or exit this area through the red door.->Hallway]]
[cont]
{embed passage: 'Inventory'}lastLocation (hallway === true): 'hallway'
lastLocation (bedroom === true): 'bedroom'
lastLocation (landing === true): 'landing'
hallway: false
bedroom: false
landingCount (landing === false): landingCount + 1
landing: true
config.header.center: 'Landing'
--
[if lastLocation === 'hallway']
You carefully go up the stairs.
[if lastLocation === 'bedroom']
You close the bedroom door behind you.
[continue]
On the landing you see
[if landingTable > 1; append]
the scattered remains of
[continue; append]
a side table, at the end of the hall there is a closed door.
[if goldKey === 2; append]
It's unlocked and the gold key is sitting in the lock.
[continue; append]
Behind you are the stairs back to the hallway.
_Slim pickings for choices._
[if goldKey < 2]
> [[Search the side table->Side Table]]
> [[Open the door->Bedroom Door]]
> [[Or go back down the stairs.->Hallway]]
[else]
> [[Search the side table->Side Table]]
> [[Open the door->Bedroom]]
> [[Or go back down the stairs.->Hallway]]
[continue]
{embed passage: 'Inventory'}lastLocation (diningRoom === true): 'diningRoom'
lastLocation (pantry === true): 'pantry'
diningRoom: false
pantryCount (pantry === false): pantryCount + 1
pantry: true
config.header.center: 'Pantry'
--
You enter the small door and find yourself in a small storeroom, the shelves are a mess but there is a small chest. Nothing else looks useful so maybe you should just go back to the dining room.
_Barely room in here to swing a cat._
> [[Search the chest?->Pantry Chest]]
> [[Or get out of here.->Dining room]]
{embed passage: 'Inventory'}lastLocation (diningRoom === true): 'diningRoom'
lastLocation (kitchen === true): 'kitchen'
diningRoom: false
kitchenCount (kitchen === false): kitchenCount + 1
kitchen: true
config.header.center: 'Kitchen'
--
You enter the large door and find yourself in, what is left of, a kitchen. The floor has partially collapsed and if you want to search this room, you'll have to [[jump over the hole in the floor.->Search Kitchen]] Or just go back to the [[dining room->Dining room]]
[continue]
{embed passage: 'Inventory'}lastLocation (intro === true): 'intro'
lastLocation (landing === true): 'landing'
lastLocation (diningRoom === true): 'diningRoom'
lastLocation (livingRoom === true): 'livingRoom'
lastLocation (hallway === true): 'hallway'
intro: false
landing: false
diningRoom: false
livingRoom: false
hallwayCount (hallway === false): hallwayCount + 1
hallway: true
config.header.center: 'Hallway'
--
[if lastLocation === 'intro']
The front door creaks as you push it open. Taking a deep breath, you step inside and shut the door behind you. This place looks rundown and spooky, but we're here for a reason... **treasure**.
The entrance way isn't as large as you thought it would be, rubbish litters the floor and a cold chill travels over your shoulder blades as shadows dance around the room from the trees blowing in the wind outside the window. There is a thick layer of dust everywhere.
[if lastLocation === 'landing']
You carefully go down the stairs,
[if lastLocation === 'landing' && landingCount < 2; append]
a few steps creak
[if lastLocation === 'landing' && landingCount === 2; append]
one of the steps makes a sharp cracking sound, you momentarily pause
[if lastLocation === 'landing' && landingCount > 2; append]
you hear a distant cackling sound
[if lastLocation === 'landing'; append]
but nothing untoward happens so you continue down.
[if lastLocation === 'livingRoom']
You close the black door behind you and contemplate what to do next.
[if lastLocation === 'diningRoom']
You close the red door behind you.
[if hallwayCount > 1 || lastLocation === 'hallway']
This is the main hallway, the light here is dim and it smells musty, cobwebs cover the walls along with mold.
[if hallwayCount > 4;append]
Your footprints criss cross the dusty floor.
[if livingRoomCount === 0 && diningRoomCount === 0]
_You have some options here:_
> [[A flight of stairs leading up to the second floor.->Landing]]
> [[To your left is a black door.->Living room]]
> [[To your right is a red door.->Dining room]]
> [[Or leave by the front door.->Exit]]
[if livingRoomCount > 0 && diningRoomCount === 0]
_You have some options here:_
> [[A flight of stairs leading up to the second floor.->Landing]]
> [[The black door to the living room.->Living room]]
> [[To your right is a red door.->Dining room]]
> [[Or leave by the front door.->Exit]]
[if livingRoomCount === 0 && diningRoomCount > 0]
_You have some options here:_
> [[A flight of stairs leading up to the second floor.->Landing]]
> [[To your left is a black door.->Living room]]
> [[The red door to the dining room.->Dining room]]
> [[Or leave by the front door.->Exit]]
[if livingRoomCount > 0 && diningRoomCount > 0]
_You have some options here:_
> [[A flight of stairs leading up to the second floor.->Landing]]
> [[The black door to the living room.->Living room]]
> [[The red door to the dining room.->Dining room]]
> [[Or leave by the front door.->Exit]]
[cont]
{embed passage: 'Inventory'}bedroomPit: bedroomPit + 1
--
[if paperScrap < 1]
You start to open the door and quickly realise there is no floor! Nothing for it but to [[close the door->Bedroom]] and get back to searching the bedroom.
[if paperScrap >= 1 && bedroomPit === 1 && map < 1]
You open the left door and being forwarned, you don't walk straight in. Looking down you can see there is no floor, just a pit far below with snakes writhing around sharpened spikes. That would have been fatal.
[if paperScrap > 0 && bedroomPit > 1 && map < 1]
You open the left door and avoid looking into the pit with snakes and deadly spikes.
[if paperScrap > 0 && map < 1 && magicBook > 0]
Looking across you can see a shelf with [[what looks like a phamplet on it.->Get Map]] Must be the 'reward' mentioned on the scrap of paper.
[if paperScrap > 0 && map < 1 && magicBook === 0]
Looking across you can see a shelf with [[what looks like a phamplet on it.->No Map]] Must be the 'reward' mentioned on the scrap of paper.
[if paperScrap > 0 && map < 1; append]
Perhaps you should just [[close the door->Bedroom]] before you fall in.
[if map > 0]
You contemplate opening the door but [[think better of it.->Bedroom]]
lastLocation (bedroom === true): 'bedroom'
lastLocation (ensuite === true): 'ensuite'
bedroom: false
ensuiteCount (ensuite === false): ensuiteCount + 1
ensuite: true
config.header.center: 'Bathroom'
--
[if ensuiteCount < 2]
You enter the right door and find yourself in a rather mucky bathroom. Nothing much is happening in here, it also smells, probably best to [[leave->Bedroom]] before the fumes overtake you.
[else]
The smell is terrible in this bathroom, [[stop coming in here!->Bedroom]]
[continue; if paperScrap === 0]
There's something [[sellotaped to the mirror->Bedroom Mirror]].
[continue]
{embed passage: 'Inventory'}lastLocation (bedroom === true): 'bedroom'
lastLocation (attic === true): 'attic'
bedroom: false
atticCount (attic === false): atticCount + 1
attic: true
config.header.center: 'Attic'
--
[if atticCount < 2]
As you open the panel, the ladder connected to the inside extends down to the bedroom floor, just in time as the levitation spell wears off, You climb the ladder the rest of the way into the attic.
[continue]
The attic is extensive and full of stuff, or rubbish to be unkind. Something must be useful up here. The panel leads back down to the bedroom below.
_It could take a while up here._
> [[Search the junk in the attic->Attic Search]]
> [[Exit down the ladder->Bedroom]]
{embed passage: 'Inventory'}lastLocation (tunnel === true): 'tunnel'
tunnel: false
fatalTunnelCount (fatalTunnel === false): fatalTunnelCount + 1
fatalTunnel: true
config.header.center: 'Dark Tunnel'
--
You walk into the gloom...
[after 1 second]
it's getting harder to see where you're going...
[after 2 second]
it's getting freakishly dark down here, maybe you [[should turn back->Tunnel]]? [[Or continue on.->FT2]]lastLocation (tunnel === true): 'tunnel'
tunnel: false
cryptCount (crypt === false): cryptCount + 1
crypt: true
config.header.center: 'Crypt'
--
You've found the **treasure!** You enter the brass door and see gold all over the floor. In a frenzy of treasure lust you start shoveling gold into your backpack, you hear growling noises and look up to see two ogres charging you with swords drawn.
You realise that you don't have any way to defend yourself...
[after 1 second]
except perhaps the ring in your pocket.
[after 2 second]
The ogres are almost upon you.
[cont]
_The last decision?_
> [[Wear the ring.->Crypt Ring]]
> [[Run for the door.->Crypt Door]]
{embed passage: 'Inventory'}lastLocation (landing === true): 'landing'
lastLocation (ensuite === true): 'ensuite'
lastLocation (attic === true): 'attic'
lastLocation (bedroom === true): 'bedroom'
landing: false
ensuite: false
attic: false
bedroomCount (bedroom === false): bedroomCount + 1
bedroom: true
config.header.center: 'Bedroom'
--
[if lastLocation === 'landing' && bedroomWardrobe < 2]
You enter into a rather bare bedroom.
[if lastLocation === 'landing' && bedroomWardrobe > 1]
You enter into the messy bedroom.
[if lastLocation === 'attic']
You climb down the ladder back into the musty bedroom.
[if lastLocation === 'ensuite']
You quickly close the door to the bathroom, gradually the smell dissipates.
[continue]
In the room is a dilapidated bed,
[if bedroomChest > 1; append]
buried under a pile of blankets, at the end of the bed is a sturdy chest, open and empty,
[else; append]
at the end of the bed is a sturdy chest,
[continue; append]
and sitting between two doors on the far wall is a dated looking wardrobe.
[if bedroomWardrobe > 1; append]
There are old clothes and empty shoe boxes littered all over the floor.
[continue; append]
Both doors look the same but you can feel a faint breeze coming through the one on the left.
[if atticCount < 1; append]
Looking up, there is an obvious panel in the ceiling, with a very short pull cord on it, well out of reach.
[else; append]
A ladder leads up into the attic above.
[continue; append]
The door behind you leads back to the landing.
[if atticCount < 1]
_No point standing around, what do you want to do now?_
> [[Search the chest.->Bedroom Chest]]
> [[Look in the wardrobe.->Wardrobe]]
> [[Check out the door on the left.->Pit]]
> [[Investigate the door on the right.->En Suite]]
> [[Open the panel in the ceiling->Attic Closed]]
> [[or leave the bedroom->Landing]]
[else]
_No point standing around, what do you want to do now?_
> [[Search the chest.->Bedroom Chest]]
> [[Look in the wardrobe.->Wardrobe]]
> [[Check out the door on the left.->Pit]]
> [[Investigate the door on the right.->En Suite]]
> [[Climb the ladder into the attic->Attic]]
> [[or leave the bedroom->Landing]]
[continue]
{embed passage: 'Inventory'}lastLocation (livingRoom === true): 'livingRoom'
lastLocation (basement === true): 'basement'
livingRoom: false
basementCount (basement === false): basementCount + 1
basement: true
config.header.center: 'Basement'
--
[if goldKey === 0]
You enter the basement and notice there's something [[shiny->Search Basement]] on the floor.
[if goldKey === 1 && lastLocation === 'livingRoom']
You enter the basement.
[continue; append]
The far wall is cracked but otherwise this room is empty, steps lead back up to the [[living room->Living room]].
[if map === 1]
You pull out the map and find that there's supposed to be a tunnel leading out where the cracked wall is.
[if map === 1 && shrink === 1 && ring === 0]
Since you have the shrinking potion, you should be able to go through one of the cracks in the wall to the tunnel beyond. But as you're about to put the potion to your lips, you get a horrible feeling that you've missed something upstairs...
[if map === 1 && shrink === 1 && ring === 1]
Since you have the shrinking potion, you should be able to go through one of the cracks in the wall to the [[tunnel beyond->Tunnel]].
[cont]
{embed passage: 'Inventory'}lastLocation (basement === true): 'basement'
lastLocation (treasureRoom === true): 'treasureRoom'
lastLocation (fatalTunnel === true): 'fatalTunnel'
basement: false
treasureRoom: false
fatalTunnel: false
tunnelCount (tunnel === false): tunnelCount + 1
tunnel: true
config.header.center: 'Tunnel'
--
[if lastLocation === 'fatalTunnel']
You stumble out of the dark tunnel.
[if lastLocation === 'basement']
{embed passage: 'Shrink'}
[if lastLocation === 'treasureRoom' && treasureRoomCount === 1]
Climbing out of that pit took longer than intended but you're out.
[if lastLocation === 'treasureRoom' && treasureRoomCount > 1]
You close the door to the fake treasure room.
[continue; append]
In front of you are 2 doors, one is gold and it says "The Treasure Chamber". The other door is brass and worn looking, a sign on it says "The Crypt". The tunnel continues on further into the darkness.
_Into the closing stretch now._
> [[Enter the treasure chamber.->Treasure room]]
> [[Enter the crypt.->Crypt]]
> [[Or continue down the tunnel.->Fatal tunnel]]
[cont]
{embed passage: 'Inventory'}lastLocation (hallway === true): 'hallway'
lastLocation (basement === true): 'basement'
lastLocation (livingRoom === true): 'livingRoom'
hallway: false
basement: false
livingRoomCount (livingRoom === false): livingRoomCount + 1
livingRoom: true
config.header.center: 'Living Room'
--
[if lastLocation === 'hallway']
You enter through the black door, closing it behind you.
[if lastLocation === 'basement']
Climbing back out of the coffin, not for the first time, you think you've gone nuts.
[continue; append]
You find yourself in a messy living room, chairs and boxes are strewn everywhere. Disturbingly there are two coffins here.
[if leftCoffin === 0 && rightCoffin === 0; append]
There is one coffin on the left and one on the right.
[if leftCoffin === 0 && rightCoffin > 0; append]
There is one coffin on the left.
[if leftCoffin > 0 && fakeGold === 0; append]
The coffin on the left is open and full of stuff, there is also fake looking gold inside.
[if leftCoffin > 0 && fakeGold > 0; append]
The coffin on the left is open and mostly empty.
[if leftCoffin > 0 && rightCoffin === 0; append]
There is a coffin on the right.
[if leftCoffin > 0 && rightCoffin > 0; append]
The coffin on the right is open and was hiding stairs leading down into the darkness.
[continue; append]
The black door behind you leads back to the entrance.
[if leftCoffin === 0 && rightCoffin === 0]
_A macabre choice to make._
> [[Open the left coffin?->Left Coffin]]
> [[Open the right coffin?->Right Coffin]]
> [[Or get out of here.->Hallway]]
[if leftCoffin === 0 && rightCoffin > 0]
_A macabre choice to make._
> [[Open the left coffin?->Left Coffin]]
> [[Descend the stairs in the right coffin.->Basement]]
> [[Or get out of here.->Hallway]]
[if leftCoffin > 0 && rightCoffin === 0]
_A macabre choice to make._
> [[Search the left Coffin.->Left Coffin]]
> [[Open the right Coffin?->Right Coffin]]
> [[Or get out of here.->Hallway]]
[if leftCoffin > 0 && rightCoffin > 0]
_What a relief, no dead bodies._
> [[Search the left Coffin.->Left Coffin]]
> [[Descend the stairs in the right coffin.->Basement]]
> [[Or get out of here.->Hallway]]
[cont]
{embed passage: 'Inventory'}lastLocation (tunnel === true): 'tunnel'
tunnel: false
treasureRoomCount (treasureRoom === false): treasureRoomCount + 1
treasureRoom: true
config.header.center: 'Treasure Room'
--
[if treasureRoomCount === 1]
You walk into the room and fall into a pit. Luckily it's not that deep due to the pile of skeletal remains here, it explains what happened to the previous adventurers. No treasure, what a rip, at least you can [[climb out->Tunnel]].
[if treasureRoomCount > 1]
Are you serious?!? I've just been in there and I'm not going back in. [[Close the door->Tunnel]]
[cont]
{embed passage: 'Inventory'}_pocketEmpty: random.d4
_backpackEmpty: random.d4
--
In your pocket:
[if brassKey === 1; append]
A brass key.
[if goldKey === 1; append]
A gold key.
[if paperScrap === 1; append]
A scrap of paper.
[if ring === 1; append]
A ring.
[if pocketEmpty === 0 && _pocketEmpty === 1; append]
_Just some lint._
[if pocketEmpty === 0 && _pocketEmpty === 2; append]
_Nothing._
[if pocketEmpty === 0 && _pocketEmpty === 3; append]
_Nothing._
[if pocketEmpty === 0 && _pocketEmpty === 4; append]
_Nada._
[continue]
In your backpack:
[if fakeGold === 1; append]
A pile of gold!
[if shrink === 1; append]
A shrinking potion.
[if magicBook === 1; append]
A book of magic.
[if map === 1; append]
A map of the house.
[if scrollGold === 1; append]
A scroll.
[if backpackEmpty === 0 && _backpackEmpty === 1; append]
_A fat lot of nothing._
[if backpackEmpty === 0 && _backpackEmpty === 2; append]
_Nothing._
[if backpackEmpty === 0 && _backpackEmpty === 3; append]
_Nothing._
[if backpackEmpty === 0 && _backpackEmpty === 4; append]
_Something smells in here._config.header.center: ''
--
Feeling cheerful, you head home and hide the treasure in your house. A few days later you read in the newspaper that the great adventurer "Von Ripwinkle" has found the great treasure. You pull out the gold but discover that it's fake! It looks like the scroll to make fake gold real instead just makes fake gold _look_ real and has since worn off. For you, this is **The End**.[note]
0 = not picked up
1 = in inventory
2 = used and gone
[cont]
brassKey: 0
goldKey: 0
paperScrap: 0
ring: 0
fakeGold: 0
shrink: 0
magicBook: 0
map: 0
scrollGold: 0
[note]
0 = show empty message, otherwise it counts number of items held.
[cont]
pocketEmpty: 0
backpackEmpty: 0
[note]
Records what room you came from.
[cont]
intro: true
hallway: false
diningRoom: false
livingRoom: false
landing: false
bedroom: false
ensuite: false
attic: false
kitchen: false
pantry: false
basement: false
tunnel: false
fatalTunnel: false
treasureRoom: false
crypt: false
[note]
Counts how often you go to a room.
[cont]
hallwayCount: 0
diningRoomCount: 0
livingRoomCount: 0
landingCount: 0
bedroomCount: 0
ensuiteCount: 0
atticCount: 0
kitchenCount: 0
pantryCount: 0
basementCount: 0
tunnelCount: 0
fatalTunnelCount: 0
treasureRoomCount: 0
cryptCount: 0
[note]
Counts how often an object is searched.
[cont]
landingTable: 0
landingBrassKey: 0
bedroomChest: 0
bedroomWardrobe: 0
bedroomPit: 0
atticSearch: 0
pantryChest: 0
kitchenSearch: 0
leftCoffin: 0
rightCoffin: 0
--[if fakeGold === 1]
You've already got a backpack full of gold, you could just [[leave->Bad Ending]] but you have a feeling there's more...
[else]
Although this place gives you the heebie-jeebies, you haven't found any gold yet... this is a **Treasure Hunt** after all.
[continue]
{back link, label: 'Stay'}brassKey (landingTable < 1): 1
pocketEmpty (landingTable < 1): pocketEmpty + 1
landingTable: landingTable + 1
--
[if landingTable < 2]
There's a small brass key sitting on top of the side table, you pick up the key and put it in your pocket.
[[There is nothing more of interest on the side table->Landing]], it looks surprisingly clean considering where you are.
[if landingTable === 2]
Determined to plumb the depths of the side table, you flip it over to see if anything has been taped underneath. Being riddled with woodworm, the table instead shatters when it hits the wall and scatters down the hall. A quick check reveals [[nothing but broken wood.->Landing]]
[if landingTable > 2]
There's nothing left of the side table to search. You really should be [[more careful next time.->Landing]]You try the door but it's locked.
[if brassKey === 1 && goldKey < 1]
You could try the [[brass key->Landing Brass Key]].
[if brassKey === 1 && goldKey === 1]
You could try the [[brass key->Landing Brass Key]] or the [[gold key->Landing Gold Key]].
[if brassKey !== 1 && goldKey === 1]
You could try the [[gold key->Landing Gold Key]].
[if brassKey !== 1 && goldKey !== 1]
{back link, label: 'Perhaps if you could find a key somewhere.'}
[else]
{back link, label: 'Or maybe just get back to exploring the house.'}landingBrassKey: landingBrassKey + 1
--
[if landingBrassKey < 2]
You try the brass key but it's clearly for something smaller than the door lock. [[You step back to contemplate your next move.->Landing]]
[if landingBrassKey > 1]
\...
Against the odds (and logic) you try the brass key again.
\...
[[It slowly dawns on you that it doesn't fit.->Landing]]goldKey: 2
pocketEmpty: pocketEmpty - 1
--
You try the gold key and it turns! Now you can go through the [[door.->Bedroom]] Or get back to [[thinking about your next move.->Landing]]bedroomChest: bedroomChest + 1
--
[if bedroomChest < 2]
You look in the chest and find it full of threadbare blankets, rumaging around you find [[nothing of interest.->Bedroom]] Worth a try I suppose.
[if bedroomChest === 2]
On the off-chance that you missed something the first time, you check the chest again, pulling out all the blankets and banging on the bottom of the chest to see if there is a false bottom. [[Not a sausage, so to speak.->Bedroom]]
[if bedroomChest > 2]
The chest is open and empty, there's [[nothing more to find.->Bedroom]]
[continue]
{embed passage: 'Inventory'}shrink (bedroomWardrobe < 1): 1
backpackEmpty (bedroomWardrobe < 1): backpackEmpty + 1
bedroomWardrobe: bedroomWardrobe + 1
--
[if bedroomWardrobe < 2]
This wardrobe is full of old clothes and shoe boxes. Rummaging through the wardrobe you find a bottle with "shrinking potion" scribbled on the label, thinking this could be useful (or a novelty at parties) you [[put it in your backpack.->Bedroom]]
[if bedroomWardrobe === 2]
You pull all the old clothes out of the wardrobe and empty out all the shoe boxes but don't find anything as useful as the [[potion you found earlier.->Bedroom]]
[if bedroomWardrobe > 2]
You briefly contemplate cleaning up the mess but [[think better of it.->Bedroom]]
[continue]
{embed passage: 'Inventory'}Getting on the bed you can't reach the panel in the ceiling. The wardrobe appears to be bolted to the wall and can't be moved into position either.
[if magicBook === 1]
As an afterthought, you get the magic book out of your backpack and flip through the pages until you find a spell for levitation, casting the spell you're surprised to find yourself floating up to the ceiling and can now reach the [[panel above.->Attic]]
[else]
[[You'll have to find some other way.->Bedroom]]paperScrap: 1
pocketEmpty: pocketEmpty + 1
--
A piece of paper is sellotaped to the mirror, it says:
[align center]
`Beware! The left room is a trap but also rewarding.`
[continue]
[[You stuff it in your pocket for future reference.->En Suite]]
ring (atticSearch < 1): 1
pocketEmpty (atticSearch < 1): pocketEmpty + 1
atticSearch: atticSearch + 1
--
[if atticSearch < 2]
After a short time of sifting through what is essentially crap, you find a ring at the back of a draw, it glows in the dim light. You're itching to try it and as soon as you put the ring on your finger, a blue light arcs out and singes your eyebrows. [[You quickly take off the ring and pocket it.->Attic]]
[if atticSearch === 2]
After an hour of searching through the mountain of trash, [[you find nothing useful.->Attic]]
[if atticSearch > 2]
The thought of sifting through this crap again gives you the chills, better to [[stop now->Attic]] then suffer through this again.map: 1
backpackEmpty: backpackEmpty + 1
--
You look in the magic book and find a spell of telekinesis, the pamphlet is light enough that it comes to you when you cast the spell. Now you're holding it, you can see it is, in fact, a map of the house. [[You put the map in your backpack.->Bedroom]]It's just too far away, if only there was a way to get the pamphlet to come to you. Looking thought your backpack, [[you don't find anything that can help you here.->Bedroom]]scrollGold (brassKey === 1): 1
backpackEmpty (brassKey === 1): backpackEmpty + 1
pocketEmpty (brassKey === 1): pocketEmpty - 1
pantryChest (brassKey === 1): 1
pantryChest (brassKey === 2): 2
brassKey (brassKey === 1): 2
--
[if pantryChest === 2]
The chest is open and empty, the brass key is still in the lock. [[Nothing more to see here.->Pantry]]
[else]
The chest appears to be locked.
[if pantryChest === 0 && goldKey === 1; append]
You try the gold key in the lock but it's too big.
[if pantryChest === 1; append]
You try the brass key and it fits! You open the chest and find a scroll inside, opening the scroll, you find it's for turning fake gold real. Sounds useful so you [[put it in your backpack.->Pantry]]
[if pantryChest === 0; append]
You need to find a [[key to open this.->Pantry]]
[continue]
{embed passage: 'Inventory'}magicBook (kitchenSearch < 1): 1
backpackEmpty (kitchenSearch < 1): backpackEmpty + 1
kitchenSearch: kitchenSearch + 1
--
[if kitchenSearch === 1]
You jump over the hole (it's not actually that large) and search the room, flipping through the recipe books on the shelf you find one that says it's a book of magic, thinking this could be useful, [[you put it in your backpack.->Kitchen]]
[else]
You spend an hour looking around, even looking in the oven, only to find a rotten chicken. Yuck. [[There is nothing of interest in here.->Kitchen]]
[continue]
{embed passage: 'Inventory'}scrollGold (scrollGold === 2): 3
scrollGold (scrollGold === 1): 2
leftCoffin: leftCoffin + 1
--
[if leftCoffin === 1]
You cautiously open the coffin and find, instead of a rotting corpse, gold!... although it doesn't _look_ right.
[if leftCoffin > 1 && scrollGold < 3]
The coffin is open and there is still odd looking gold in it.
[if leftCoffin > 3 && scrollGold === 0; append]
Perhaps there is something in this house that can change it?
[if leftCoffin > 1 && fakeGold > 0]
The coffin is open and mostly empty of gold coins, it just won't all fit in your backpack.
[if scrollGold === 2]
{embed passage: 'Fake Gold'}
[cont]
[[Check out the rest of the living room->Living room]].rightCoffin: rightCoffin + 1
--
You open the coffin and find [[stairs leading down->Basement]].
Or [[check out the rest of the living room->Living room]].goldKey: 1
pocketEmpty: pocketEmpty + 1
--
Bending down for a closer look, you realise it's a gold key, could be useful. [[You pick it up and put it in your pocket->Basement]].
{embed passage: 'Inventory'}shrink: 2
backpackEmpty: backpackEmpty - 1
--
Pulling the potion out of your backpack you take a swig. Nothing happens for a while, then suddenly everything seems to grow in size, including the potion bottle. Weirdly everything else you have shrinks with you. Now you are small you can see that there **is** a tunnel through the wall. Once through, you return to normal size. Oops, can't go back now!You walk into the gloom...
it's getting harder to see where you're going...
it's getting freakishly dark down here.
[after 1 second]
"What was that?"
[after 2 second]
It's now pitch black.
[after 3 second]
You stumble, the ground is getting really rocky now. I really think you [[should turn back->Tunnel]] before it's too late... or [[continue on.->FT3]]You walk into the gloom...
it's getting harder to see where you're going...
it's getting freakishly dark down here.
"What was that?"
It's now pitch black.
You stumble, the ground is getting really rocky now.
Without warning, the ground gives way and you plummet to your doom. For you this is ***The End***.You pull the ring out of your pocket and put it on, a blue light arcs out and hits both ogres, killing them instantly.
**Congratulations!** You've won the game!
<img src="TH_Treasure.jpg" width="500" height="300" alt="Treasure chest.">
[cont]
After stuffing what you can into your backpack, you leave out a small wooden door in the far wall. This leads to another tunnel that meanders but eventually goes up and exits out into the grounds surrounding the house. Clearly you could have saved some bother finding this in the first place!
With that, you now have access to a **massive treasure**! On the whole, you reflect that this was a successful **Treasure Hunt**.You realise, too late, that the door is now too far away to get to. The ogres reach you and skewer you with their swords, killing you instantly. For you, this is ***The End***.[note]
0 = not picked up
1 = in inventory
2 = used and gone
[cont]
brassKey: 0
goldKey: 0
paperScrap: 0
ring: 0
fakeGold: 0
shrink: 0
magicBook: 0
map: 0
scrollGold: 0
[note]
0 = show empty message, otherwise it counts number of items held.
[cont]
pocketEmpty: 0
backpackEmpty: 0
[note]
Records what room you came from.
[cont]
intro: true
hallway: false
diningRoom: false
livingRoom: true
landing: false
bedroom: false
ensuite: false
attic: false
kitchen: false
pantry: false
basement: false
tunnel: false
fatalTunnel: false
treasureRoom: false
crypt: false
[note]
Counts how often you go to a room.
[cont]
hallwayCount: 0
diningRoomCount: 0
livingRoomCount: 0
landingCount: 0
bedroomCount: 0
ensuiteCount: 0
atticCount: 0
kitchenCount: 0
pantryCount: 0
basementCount: 0
tunnelCount: 0
fatalTunnelCount: 0
treasureRoomCount: 0
cryptCount: 0
[note]
Counts how often an object is searched.
[cont]
landingTable: 0
landingBrassKey: 0
bedroomChest: 0
bedroomWardrobe: 0
bedroomPit: 0
atticSearch: 0
pantryChest: 0
kitchenSearch: 0
leftCoffin: 0
rightCoffin: 0
--
[[Click to continue->Basement]]fakeGold (fakeGold === 0): 1
--
You pull the scroll out of your backpack and chant over the gold, after a while the scroll bursts into flame and vanishes, the gold no longer looks fake so you stuff all you can into your backpack. Perhaps it's time to [[leave->Hallway]] and return home?