This feels like home base. You're next to a small but robust fire. You're cozy in your sleeping bag lying next to it. The warmth of the fire radiates comfortably. The night sky remains clear and full of stars, as if someone threw glitter upward and it all stuck. To the left, there's a forest. A light powdering of snow blankets almost everything around you. You'll have to keep this fire stoked. It might affect the quality of your dreams. (if: $checkpoint is 0)[(if: not (visited:"Tunnel00"))[[[Dream->Tunnel00]]](else:)[[Dream->area01Intro]]] (else-if: $checkpoint is 1)[ [[Dream->area02Intro]]] (else-if: $checkpoint is 2)[ [[Dream->area03Intro]]](else-if: $checkpoint is 3)[ [[Dream->area04Intro]]] [[Add wood to the fire]] (if: $checkpoint is 2)[ [[Walk into the woods]]]{You're careful moving through the woods, so you go as slowly and quietly as possible. Unfamiliar sounds and smells already abound, and it's eerily peaceful. Any sound you make might affect an entire ecosystem.} [[Return to the fire->fireStart]] [[Wait in the darkness->owlTime]]You've arrived at a large, expansive area. A 30-foot tall, bearded man stands guarding a massive arched gate, the height of a skyscraper. Nearby, a white tree stands tall and looming, like a willow tree that might provide shade on a sunny day. A large but friendly dog bounds across the open pathways. A truck-sized model of the solar system has moving parts that whirl around in all the ways they should. [[Approach the giant->Area01-A-Giant]] [[Explore by the white tree->Area01-B-Tree of Bones]] [[Walk over to the dog->Area01-C-Lizard Dog]] [[Inspect the mechanical solar model->Area01-D-Broken Orrery]](set: $fireHealth to it - 1) (if: $fireHealth is 0)[You feel odd. [[Wake up->fireDeath]]]{ }(else-if: $fireHealth > 4 and $pickupMoonRing is False)[As you near the giant, you notice that he is focused on the (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//icy drink in his left hand. The straw is the size of a palm tree. The ice cubes are as big as a boulder.//]](else-if: $playerDeaths >$thresholdB)[//icy drink in his left hand. The straw is the size of a palm tree. The ice cubes are as big as a boulder.//](else:)[icy drink in his left hand. The straw is the size of a palm tree. The ice cubes are as big as a boulder.] He rhythmically taps his ring finger against the cup as if waiting for a sound that does not materialize. He blocks an iron meshed gate with holes too small for you to slip through. [[Wake up->fireStart]] [[Squeeze past the giant->Giant DefaultAction]] [[Explore by the white tree->Area01-B-Tree of Bones]] [[Approach the dog->Area01-C-Lizard Dog]] [[Inspect the mechanical solar model->Area01-D-Broken Orrery]]]{ }(else-if: $fireHealth > 4 and $pickupMoonRing is True)[As you near the giant, you notice that he is focused on the (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//icy drink in his left hand. The straw is the size of a palm tree. The ice cubes are as big as a boulder.//]](else-if: $playerDeaths >$thresholdB)[//icy drink in his left hand. The straw is the size of a palm tree. The ice cubes are as big as a boulder.//](else:)[icy drink in his left hand. The straw is the size of a palm tree. The ice cubes are as big as a boulder.] He rhythmically taps his ring finger against the cup as if waiting for a sound that does not materialize. He blocks an iron meshed gate with holes too small for you to slip through. [[Wake up->fireStart]] [[Give the ring to the giant->Giant PuzzleAction]] [[Explore by the white tree->Area01-B-Tree of Bones]] [[Approach the dog->Area01-C-Lizard Dog]] [[Inspect the mechanical solar model->Area01-D-Broken Orrery]]]{ }(else-if: $fireHealth > 2 and $pickupMoonRing is False)[As you reach the giant, you notice his (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//ecclectic and colourful patchwork sweater that in no way suits him//]](else-if: $playerDeaths >$thresholdB)[//ecclectic and colourful patchwork sweater that in no way suits him//](else:)[ecclectic and colourful patchwork sweater that in no way suits him], but realize that perhaps knitting a sweater that size would require a small country's supply of wool. He keeps rubbing the ring finger of his left hand. He blocks an iron meshed gate with holes too small for you to slip through. [[Wake up->fireStart]] [[Squeeze past the giant->Giant DefaultAction]] [[Explore by the white tree->Area01-B-Tree of Bones]] [[Approach the dog->Area01-C-Lizard Dog]] [[Inspect the mechanical solar model->Area01-D-Broken Orrery]]]{ }(else-if: $fireHealth > 2 and $pickupMoonRing is True)[As you reach the giant, you notice his (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//ecclectic and colourful patchwork sweater that in no way suits him//]](else-if: $playerDeaths >$thresholdB)[//ecclectic and colourful patchwork sweater that in no way suits him//](else:)[ecclectic and colourful patchwork sweater that in no way suits him], but realize that perhaps knitting a sweater that size would require a small country's supply of wool. He keeps rubbing the ring finger of his left hand. He blocks an iron meshed gate with holes too small for you to slip through. [[Wake up->fireStart]] [[Give the ring to the giant->Giant PuzzleAction]] [[Explore by the white tree->Area01-B-Tree of Bones]] [[Approach the dog->Area01-C-Lizard Dog]] [[Inspect the mechanical solar model->Area01-D-Broken Orrery]]]{ }(else-if: $fireHealth > 0 and $pickupMoonRing is False)[As you come closer to the giant, you notice the (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//steaming hot mug that he holds in both hands with patchworked, fingerless gloves. He must be cold//]](else-if: $playerDeaths >$thresholdB)[//steaming hot mug that he holds in both hands with patchworked, fingerless gloves. He must be cold//](else:)[steaming hot mug that he holds in both hands with patchworked, fingerless gloves. He must be cold] - you can see his breath. The mug reminds you of a hot tub because it is that large. He has a habit of lifting and dropping his left ring finger on the mug, staring into the distance while deep in thought. He blocks an iron meshed gate with holes too small for you to slip through. [[Wake up->fireStart]] [[Squeeze past the giant->Giant DefaultAction]] [[Explore by the white tree->Area01-B-Tree of Bones]] [[Approach the dog->Area01-C-Lizard Dog]] [[Inspect the mechanical solar model->Area01-D-Broken Orrery]]]{ }(else-if: $fireHealth > 0 and $pickupMoonRing is True)[As you come closer to the giant, you notice the (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//steaming hot mug that he holds in both hands with patchworked, fingerless gloves. He must be cold//]](else-if: $playerDeaths >$thresholdB)[//steaming hot mug that he holds in both hands with patchworked, fingerless gloves. He must be cold//](else:)[steaming hot mug that he holds in both hands with patchworked, fingerless gloves. He must be cold] - you can see his breath. The mug reminds you of a hot tub because it is that large. He has a habit of lifting and dropping his left ring finger on the mug, staring into the distance while deep in thought. He blocks an iron meshed gate with holes too small for you to slip through. [[Wake up->fireStart]] [[Give the ring to the giant->Giant PuzzleAction]] [[Explore by the white tree->Area01-B-Tree of Bones]] [[Approach the dog->Area01-C-Lizard Dog]] [[Inspect the mechanical solar model->Area01-D-Broken Orrery]]]{(set: $fireHealth to it - 1) (if: $fireHealth is 0)[You feel odd. [[Wake up->fireDeath]]]}{ }(else-if: $fireHealth > 4)[As you near the tree, you notice that it's made entirely of bones stacked up into the structure of a willow tree. The bone tree smells weird, as it would on a (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//hot summer's day, rotting in the sun.//]](else-if: $playerDeaths >$thresholdB)[//hot summer's day, rotting in the sun.//](else:)[hot summer's day, rotting in the sun.] Thankfully, there's a cool breeze that helps carry the smell away, but it makes the bones rattle with an unsettling sound. [[Wake up->fireStart]] [[Take a bone from the tree]] [[Approach the giant->Area01-A-Giant]] [[Walk over to the dog->Area01-C-Lizard Dog]] [[Inspect the mechanical solar model->Area01-D-Broken Orrery]]]{ }(else-if: $fireHealth > 2)[Upon closer examination, this willow tree is made entirely of bones, as if it's a tree skeleton. The canopy dangles with skeleton-structured leaves. (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//As the leaves fall, they change colour from white to brown//]](else-if: $playerDeaths >$thresholdB)[//As the leaves fall, they change colour from white to brown//](else:)[As the leaves fall, they change colour from white to brown], smashing into soil when they hit the ground. Every now and then, there's a gust of wind that blows through the bony tree and makes strange whistling and rattling noises. [[Wake up->fireStart]] [[Take a bone from the tree]] [[Approach the giant->Area01-A-Giant]] [[Walk over to the dog->Area01-C-Lizard Dog]] [[Inspect the mechanical solar model->Area01-D-Broken Orrery]]]{ }(else-if: $fireHealth > 0)[Now that you can see the tree up close, it's clear that it looks like a skeleton of a tree with interconnected bones. They seem strangely natural in structure. And as if a (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//snowstorm had just blown through//]](else-if: $playerDeaths >$thresholdB)[//snowstorm had just blown through//](else:)[snowstorm had just blown through], the bony tree is covered in a creepily mesmerizing layer of ice over each intricate part. [[Wake up->fireStart]] [[Take a bone from the tree]] [[Approach the giant->Area01-A-Giant]] [[Walk over to the dog->Area01-C-Lizard Dog]] [[Inspect the mechanical solar model->Area01-D-Broken Orrery]]]{(set: $fireHealth to it - 1) (if: $fireHealth is 0)[You feel odd. [[Wake up->fireDeath]]]}{ }(else-if: $fireHealth > 4 and $hasBone is false)[As the dog comes closer to you, you can see that this is a blend of dog and lizard. You're not quite sure what to call this species so you try some on for size. The reptilian canine's eyes are orange and slitted like a reptile's. The lizardog's tail is half lizard and half dog. The lizoggo rolls over to reveal a scaly underbelly that resembles a lizard's. As the creature rolls back over, the jingling of a collar catches your attention. The collar says, "Pumpkin". The creature pants heavily and looks at you as if awaiting your next move, which is to name its species. With only a moment's notice, the lizardog (final answer) burps out a (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//breath of fire.//]](else-if: $playerDeaths >$thresholdB)[//breath of fire.//](else:)[breath of fire.] [[Wake up->fireStart]] [[Pet the dog]] [[Approach the giant->Area01-A-Giant]] [[Explore by the white tree->Area01-B-Tree of Bones]] [[Inspect the mechanical solar model->Area01-D-Broken Orrery]]]{ }(else-if: $fireHealth > 4 and $hasBone is true)[As the dog comes closer to you, you can see that this is a blend of dog and lizard. You're not quite sure what to call this species so you try some on for size. The reptilian canine's eyes are orange and slitted like a reptile's. The lizardog's tail is half lizard and half dog. The lizoggo rolls over to reveal a scaly underbelly that resembles a lizard's. As the creature rolls back over, the jingling of a collar catches your attention. The collar says, "Pumpkin". The creature pants heavily and looks at you as if awaiting your next move, which is to name its species. With only a moment's notice, the lizardog (final answer) burps out a (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//breath of fire.//]](else-if: $playerDeaths >$thresholdB)[//breath of fire.//](else:)[breath of fire.] [[Wake up->fireStart]] [[Give bone to the dog]] [[Approach the giant->Area01-A-Giant]] [[Explore by the white tree->Area01-B-Tree of Bones]] [[Inspect the mechanical solar model->Area01-D-Broken Orrery]]]{ }(else-if: $fireHealth > 2 and $hasBone is false)[As the dog comes closer to you, you can see that this is a blend of dog and lizard. You're not quite sure what to call this species so you try some on for size. The reptilian canine's eyes are orange and slitted like a reptile's. The lizardog's tail is half lizard and half dog. The lizoggo rolls over to reveal a scaly underbelly that resembles a lizard's. As the creature rolls back over, the jingling of a collar catches your attention. The collar says, "Pumpkin". The creature pants heavily and looks at you as if awaiting your next move, which is to name its species. With only a moment's notice, the lizardog (final answer) burps out a (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//very stinky green cloud.//]](else-if: $playerDeaths >$thresholdB)[//very stinky green cloud.//](else:)[very stinky green cloud.] [[Wake up->fireStart]] [[Pet the dog]] [[Approach the giant->Area01-A-Giant]] [[Explore by the white tree->Area01-B-Tree of Bones]] [[Inspect the mechanical solar model->Area01-D-Broken Orrery]]]{ }(else-if: $fireHealth > 2 and $hasBone is true)[As the dog comes closer to you, you can see that this is a blend of dog and lizard. You're not quite sure what to call this species so you try some on for size. The reptilian canine's eyes are orange and slitted like a reptile's. The lizardog's tail is half lizard and half dog. The lizoggo rolls over to reveal a scaly underbelly that resembles a lizard's. As the creature rolls back over, the jingling of a collar catches your attention. The collar says, "Pumpkin". The creature pants heavily and looks at you as if awaiting your next move, which is to name its species. With only a moment's notice, the lizardog (final answer) burps out a (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//very stinky green cloud.//]](else-if: $playerDeaths >$thresholdB)[//very stinky green cloud.//](else:)[very stinky green cloud.] [[Wake up->fireStart]] [[Give bone to the dog]] [[Approach the giant->Area01-A-Giant]] [[Explore by the white tree->Area01-B-Tree of Bones]] [[Inspect the mechanical solar model->Area01-D-Broken Orrery]]]{ }(else-if: $fireHealth > 0 and $hasBone is false)[As the dog comes closer to you, you can see that this is a blend of dog and lizard. You're not quite sure what to call this species so you try some on for size. The reptilian canine's eyes are orange and slitted like a reptile's. The lizardog's tail is half lizard and half dog. The lizoggo rolls over to reveal a scaly underbelly that resembles a lizard's. As the creature rolls back over, the jingling of a collar catches your attention. The collar says, "Pumpkin". The creature pants heavily and looks at you as if awaiting your next move, which is to name its species. With only a moment's notice, the lizardog (final answer) burps out a (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//steamy cloud that instantly freezes in mid-air and shatters upon hitting the ground.//]](else-if: $playerDeaths >$thresholdB)[//steamy cloud that instantly freezes in mid-air and shatters upon hitting the ground.//](else:)[steamy cloud that instantly freezes in mid-air and shatters upon hitting the ground.] [[Wake up->fireStart]] [[Pet the dog]] [[Approach the giant->Area01-A-Giant]] [[Explore by the white tree->Area01-B-Tree of Bones]] [[Inspect the mechanical solar model->Area01-D-Broken Orrery]]]{ }(else-if: $fireHealth > 0 and $hasBone is true)[As the dog comes closer to you, you can see that this is a blend of dog and lizard. You're not quite sure what to call this species so you try some on for size. The reptilian canine's eyes are orange and slitted like a reptile's. The lizardog's tail is half lizard and half dog. The lizoggo rolls over to reveal a scaly underbelly that resembles a lizard's. As the creature rolls back over, the jingling of a collar catches your attention. The collar says, "Pumpkin". The creature pants heavily and looks at you as if awaiting your next move, which is to name its species. With only a moment's notice, the lizardog (final answer) burps out a (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//steamy cloud that instantly freezes in mid-air and shatters upon hitting the ground.//]](else-if: $playerDeaths >$thresholdB)[//steamy cloud that instantly freezes in mid-air and shatters upon hitting the ground.//](else:)[steamy cloud that instantly freezes in mid-air and shatters upon hitting the ground.] [[Wake up->fireStart]] [[Give bone to the dog]] [[Approach the giant->Area01-A-Giant]] [[Explore by the white tree->Area01-B-Tree of Bones]] [[Inspect the mechanical solar model->Area01-D-Broken Orrery]]]{(set: $fireHealth to it - 1) (if: $fireHealth is 0)[You feel odd. [[Wake up->fireDeath]]]} (else-if: $fireHealth > 4 and$haveMoonRing is true)[You examine the moon ring now in your possession from the same truck-sized model of the solar system. There are rings and arches of metal, connecting planets with pieces interwoven. You can see that some pieces appear to be (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//melting in the hot sun.//]](else-if: $playerDeaths >$thresholdB)[//melting in the hot sun.//](else:)[melting in the hot sun.] You stand and admire this overwhelmingly beautiful installation that would easily welcome visitors to an art gallery. [[Wake up->fireStart]] [[Approach the giant->Area01-A-Giant]] [[Explore by the white tree->Area01-B-Tree of Bones]] [[Walk over to the dog->Area01-C-Lizard Dog]]]{ }(else-if: $fireHealth > 2 and$haveMoonRing is true)[You examine the moon ring now in your possession from the same truck-sized model of the solar system. There are rings and arches of metal, connecting planets with pieces interwoven. It clangs and whirs as you suppose it should (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//with this gentle breeze.//]](else-if: $playerDeaths >$thresholdB)[//with this gentle breeze.//](else:)[with this gentle breeze.] You stand and admire this overwhelmingly beautiful installation that would easily welcome visitors to an art gallery. [[Wake up->fireStart]] [[Approach the giant->Area01-A-Giant]] [[Explore by the white tree->Area01-B-Tree of Bones]] [[Walk over to the dog->Area01-C-Lizard Dog]]]{ }(else-if: $fireHealth > 0 and$haveMoonRing is true)[You examine the moon ring now in your possession from the same truck-sized model of the solar system. There are rings and arches of metal, connecting planets with pieces interwoven. You notice that some of the pieces might be powered by water flowing sideways, but (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//the water has turned to ice.//]](else-if: $playerDeaths >$thresholdB)[//the water has turned to ice.//](else:)[the water has turned to ice.] You stand and admire this overwhelmingly beautiful installation that would easily welcome visitors to an art gallery. [[Wake up->fireStart]] [[Approach the giant->Area01-A-Giant]] [[Explore by the white tree->Area01-B-Tree of Bones]] [[Walk over to the dog->Area01-C-Lizard Dog]]]{ }(else-if: $fireHealth > 4 and $droppedMoonRing is False)[You see a truck-sized model of the solar system, or something like it, at least. There are rings and arches of metal, connecting planets with pieces interwoven. You can see that some pieces appear to be (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//melting in the hot sun.//]](else-if: $playerDeaths >$thresholdB)[//melting in the hot sun.//](else:)[melting in the hot sun.] It's an overwhelmingly beautiful installation that would easily welcome visitors to an art gallery. But it doesn't adhere to the laws of gravity - things are spinning in mid-air, unattached, and floating, as if made by outerworldly creatures of the heavens. You see that the planets are indeed lined up in the way that they're supposed to be ... except that the moon seems to be out of place - hanging awkwardly at a lopsided angle for how its orbit should supposedly be. [[Wake up->fireStart]] [[Try and reach the center of the solar model->Broken Orrery DefaultAction]] [[Approach the giant->Area01-A-Giant]] [[Explore by the white tree->Area01-B-Tree of Bones]] [[Walk over to the dog->Area01-C-Lizard Dog]]]{ }(else-if: $fireHealth > 4 and $droppedMoonRing is True)[You approach a truck-sized model of a majestic solar system. You see (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//heat waves above metallic arches of metal that seem to be bending and melting.//]](else-if: $playerDeaths >$thresholdB)[//heat waves above metallic arches of metal that seem to be bending and melting.//](else:)[heat waves above metallic arches of metal that seem to be bending and melting.] You can't explain how, but you sense that there's a giant space where something that was once there is now absent. A reflection from some unknown light source shines in your eye, causing you to look down where there is a giant metal ring. [[Wake up->fireStart]] [[Pick up the metal ring->Broken Orrery PuzzleAction]] [[Approach the giant->Area01-A-Giant]] [[Explore by the white tree->Area01-B-Tree of Bones]] [[Walk over to the dog->Area01-C-Lizard Dog]]]{ }(else-if: $fireHealth > 2 and $droppedMoonRing is False)[You see a truck-sized model of the solar system, or something like it, at least. There are rings and arches of metal, connecting planets with pieces interwoven. It clangs and whirs as you suppose it should (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//with this gentle breeze.//]](else-if: $playerDeaths >$thresholdB)[//with this gentle breeze.//](else:)[with this gentle breeze.] It's an overwhelmingly beautiful installation that would easily welcome visitors to an art gallery. But it doesn't adhere to the laws of gravity - things are spinning in mid-air, unattached, and floating, as if made by outerworldly creatures of the heavens. You see that the planets are indeed lined up in the way that they're supposed to be ... except that the moon seems to be out of place - hanging awkwardly at a lopsided angle for how its orbit should supposedly be. [[Wake up->fireStart]] [[Try and reach the center of the solar model->Broken Orrery DefaultAction]] [[Approach the giant->Area01-A-Giant]] [[Explore by the white tree->Area01-B-Tree of Bones]] [[Walk over to the dog->Area01-C-Lizard Dog]]]{ }(else-if: $fireHealth > 2 and $droppedMoonRing is True)[You approach a truck-sized model of a majestic solar system. A (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//gentle wind blows through the model, setting off moving parts like a delicate circus act of plate spinners.//]](else-if: $playerDeaths >$thresholdB)[//gentle wind blows through the model, setting off moving parts like a delicate circus act of plate spinners.//](else:)[gentle wind blows through the model, setting off moving parts like a delicate circus act of plate spinners.] You can't explain how, but you sense that there's a giant space where something that was once there is now absent. A reflection from some unknown light source shines in your eye, causing you to look down where there is a giant metal ring. [[Wake up->fireStart]] [[Pick up the metal ring->Broken Orrery PuzzleAction]] [[Approach the giant->Area01-A-Giant]] [[Explore by the white tree->Area01-B-Tree of Bones]] [[Walk over to the dog->Area01-C-Lizard Dog]]]{ }(else-if: $fireHealth > 0 and $droppedMoonRing is False)[You see a truck-sized model of the solar system, or something like it, at least, covered in a layer of frost. There are rings and arches of metal, connecting planets with pieces interwoven. It's an overwhelmingly beautiful installation that would easily welcome visitors to an art gallery. But it doesn't adhere to the laws of gravity - things are spinning in mid-air, unattached, and floating, as if made by outerworldly creatures of the heavens. You notice that some of it looks like it might be powered by water flowing sideways, but (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//the water has turned to ice.//]](else-if: $playerDeaths >$thresholdB)[//the water has turned to ice.//](else:)[the water has turned to ice.] You see that the planets are indeed lined up in the way that they're supposed to be ... except that the moon seems to be out of place - hanging awkwardly at a lopsided angle for how its orbit should supposedly be. [[Wake up->fireStart]] [[Try and reach the center of the solar model->Broken Orrery DefaultAction]] [[Approach the giant->Area01-A-Giant]] [[Explore by the white tree->Area01-B-Tree of Bones]] [[Walk over to the dog->Area01-C-Lizard Dog]]]{ }(else-if: $fireHealth > 0 and $droppedMoonRing is True)[You approach a truck-sized model of a majestic solar system. Freezing rain seems to have left a delicate layer of ice over everything, crystallizing all the parts so that it glistens in the light with a magically peaceful stillness. It seems as though a stream of water, now (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//frozen mid-air as an icy waterfall//]](else-if: $playerDeaths >$thresholdB)[//frozen mid-air as an icy waterfall//](else:)[frozen mid-air as an icy waterfall] stuck in time, is perfectly shaped around a ring-shaped gap. You look to where a logical gravity pull might have landed a ring, and you find it on the ground, shining beautifully atop the snow. [[Wake up->fireStart]] [[Pick up the metal ring->Broken Orrery PuzzleAction]] [[Approach the giant->Area01-A-Giant]] [[Explore by the white tree->Area01-B-Tree of Bones]] [[Walk over to the dog->Area01-C-Lizard Dog]]]{(set: $playerDeaths to it + 1)(set: $fireHealth = 6)(set: $owlFeather = false)(set: $hasBone = false)(set: $droppedMoonRing = false)(set: $pickupMoonRing = false)(set: $haveMoonRing = false)(set: $driedPaint = false)(set: $haveGem = false)(set: $wetPaint = false)(set: $flowerDance = false)(set: $towerKey = false)(set: $haveKnife = false)(set: $haveBoots = false)(set: $haveScarf = false)(set: $haveOvenmitts = false)(set: $haveToque= false)} You awake from your dream losing everything you gained. Your eyes flutter open to see the last embers of the fire petering out. You move toward restarting the fire but you can't. Your body is just too heavy. You feel your head and eyelids becoming heavier and heavier, forcing your eyes closed for the last time. As the fire dies, so do you. Perhaps paying more attention to the fire's strength could have prevented your untimely demise. [[Try again->fireStart]]{(set: $fireHealth = 6) Carefully, you add a log to the base of the fire and it takes a few seconds, but the fire catches and comes roaring back to life. Just for a little bit.} [[Return to fire->fireStart]]It's freezing cold out here, but there's a roaring fire with a large pile of wooden logs neatly stacked up nearby. Stoking the fire will not be a problem. The fire gives off a warm glow as the flames seem to dance. It instantly comforts the chill you've felt in getting here. Someone has prepared this site nicely indeed. There's a dark green camping mattress, inflated and ready for use, as well as a cozy, brown sleeping bag with a flannel interior. Ah, I see why it's brown - so you'll look like a sleeping bear and not be disturbed. [[Lie down next to the fire->fireStart]](set: $fireHealth to it - 1) (if: $fireHealth is 0)[You feel odd. [[Wake up->fireDeath]]] (else-if: $fireHealth > 4)[The lizardog seems to really like you and sits in front of you as if waiting to be petted. So you do. The dog reacts as a regular dog would, full of love and admiration. You notice the lizardog (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//panting.//]](else-if: $playerDeaths >$thresholdB)[//panting.//](else:)[panting.] [[Wake up->fireStart]] [[Pet the dog]] [[Approach the giant->Area01-A-Giant]] [[Explore by the white tree->Area01-B-Tree of Bones]] [[Inspect the mechanical solar model->Area01-D-Broken Orrery]]]{ }(else-if: $fireHealth > 2)[The lizardog seems to really like you and sits in front of you as if waiting to be petted. So you do. The dog reacts as a regular dog would, full of love and admiration. You notice the lizardog (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//is full of energy.//]](else-if: $playerDeaths >$thresholdB)[//is full of energy.//](else:)[is full of energy.] [[Wake up->fireStart]] [[Pet the dog]] [[Approach the giant->Area01-A-Giant]] [[Explore by the white tree->Area01-B-Tree of Bones]] [[Inspect the mechanical solar model->Area01-D-Broken Orrery]]]{ }(else-if: $fireHealth > 0)[The lizardog seems to really like you and sits in front of you as if waiting to be petted. So you do. The dog reacts as a regular dog would, full of love and admiration. But you also notice the lizardog (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//is shivering.//]](else-if: $playerDeaths >$thresholdB)[//is shivering.//](else:)[is shivering.] [[Wake up->fireStart]] [[Pet the dog]] [[Approach the giant->Area01-A-Giant]] [[Explore by the white tree->Area01-B-Tree of Bones]] [[Inspect the mechanical solar model->Area01-D-Broken Orrery]]]{(set: $droppedMoonRing = true) (set: $hasBone = false) (set: $fireHealth to it - 1) (if: $fireHealth is 0)[You feel odd. [[Wake up->fireDeath]]]}{ }(else-if: $fireHealth > 4)[The lizardog is so excited by the bone that he is uncontainable. He races around the whirring solar system and knocks the ring off the moon. The sound shatters the otherwise calm and peaceful landscape, but then all is well when it stops spinning and lands with a quiet whirr. You notice (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//heat waves coming off the solar system.//]](else-if: $playerDeaths >$thresholdB)[//heat waves coming off the solar system.//](else:)[heat waves coming off the solar system.] [[Wake up->fireStart]] [[Approach the giant->Area01-A-Giant]] [[Explore by the white tree->Area01-B-Tree of Bones]] [[Inspect the mechanical solar model->Area01-D-Broken Orrery]]]{ }(else-if: $fireHealth > 2)[The lizardog is so excited by the bone that he is uncontainable. He races around the whirring solar system and knocks the ring off the moon. The sound shatters the otherwise calm and peaceful landscape, but then all is well when it stops spinning and lands with a quiet whirr. You notice the (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//cool breeze setting off moving parts through the solar system.//]](else-if: $playerDeaths >$thresholdB)[//cool breeze setting off moving parts through the solar system.//](else:)[cool breeze setting off moving parts through the solar system.] [[Wake up->fireStart]] [[Approach the giant->Area01-A-Giant]] [[Explore by the white tree->Area01-B-Tree of Bones]] [[Inspect the mechanical solar model->Area01-D-Broken Orrery]]]{ }(else-if: $fireHealth > 0)[The lizardog is so excited by the bone that he is uncontainable. He races around the whirring solar system and knocks the ring off the moon. The sound shatters the otherwise calm and peaceful landscape, but then all is well when it stops spinning and lands with a quiet whirr (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//atop an icy patch.//]](else-if: $playerDeaths >$thresholdB)[//atop an icy patch.//](else:)[atop an icy patch.] [[Wake up->fireStart]] [[Approach the giant->Area01-A-Giant]] [[Explore by the white tree->Area01-B-Tree of Bones]] [[Inspect the mechanical solar model->Area01-D-Broken Orrery]]]{(set: $fireHealth to it - 1) (set: $hasBone = true) (if: $fireHealth is 0)[You feel odd. [[Wake up->fireDeath]]]} (else-if: $fireHealth > 4)[You manage to find a loose bone hanging low enough that it's like plucking a leaf off. It feels strange in your hands and (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//smells like garbage stewing in summer heat.//]](else-if: $playerDeaths >$thresholdB)[//smells like garbage stewing in summer heat.//](else:)[smells like garbage stewing in summer heat.] [[Wake up->fireStart]] [[Approach the giant->Area01-A-Giant]] [[Walk over to the dog->Area01-C-Lizard Dog]] [[Inspect the mechanical solar model->Area01-D-Broken Orrery]]]{ }(else-if: $fireHealth > 2)[You manage to find a loose bone hanging low enough that it's like plucking a leaf off. It feels (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//smooth and cool in your hands//]](else-if: $playerDeaths >$thresholdB)[//smooth and cool in your hands//](else:)[smooth and cool in your hands], almost as if metallic. [[Wake up->fireStart]] [[Approach the giant->Area01-A-Giant]] [[Walk over to the dog->Area01-C-Lizard Dog]] [[Inspect the mechanical solar model->Area01-D-Broken Orrery]]]{ }(else-if: $fireHealth > 0)[You manage to find a loose bone hanging low enough that it's like plucking a leaf off. It feels strange and (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//cold in your hands//]](else-if: $playerDeaths >$thresholdB)[//cold in your hands//](else:)[cold in your hands], like the remains of a small frozen fish. [[Wake up->fireStart]] [[Approach the giant->Area01-A-Giant]] [[Walk over to the dog->Area01-C-Lizard Dog]] [[Inspect the mechanical solar model->Area01-D-Broken Orrery]]]{(set: $name to (prompt: [What is your name?],"Titania","Use Default","I'm done typing")) Nice to meet you, $name.} [[I have another question.->Q2Partner]] Do you have a partner or partners? [[No->Q2No]] [[Yes, one->Q2YesOne]] [[Yes, multiple->Q2YesMulti]]{(set: $hasPartner = false) There's a real joy in not having to answer to anyone.} [[I have another question for you.->Q3Kids]]{(set: $hasPartner = true) (set: $partnerName to (prompt: [What is your partner's name?],"Oberon","Use Default","I'm done typing")) That's a nice name.} [[I have another question for you.->Q3Kids]]{(set: $hasPartner = true) (set: $partnerName to (prompt: [What is the name of your partner that sleeps the soundest?],"Oberon","Use Default","I'm done typing")) I hope that means you sleep soundly too.} [[I have another question for you.->Q3Kids]]{Do you have kids?} [[No->Q3No]] [[Yes->Q3Yes]]{(set: $hasKids = false) Your time is entirely your own.} [[One final question ...->Q4Death]]{(set: $hasKids = true) (set: $kidName to (prompt: [What is your loudest kid's name?],"Calvin","Use Default","I'm done typing")) I'm sure $kidName keeps you busy.} [[One final question ...->Q4Death]]Are you afraid of death? [[No->Q4DeathNo]] [[Yes->Q4DeathYes]]{(set: $fearDeath = true) Sometimes it's not fearing death itself, but the unfinished business.} [[Let us begin ...->Intro]]{(set: $fearDeath = false) I admire that. Sounds like you live a fulfilled life.} [[Let us begin ...->Intro]]{(set: $owlFeather = true) You hear the quiet hoot of what you recognize as an owl and something soft and delicate falls to the ground, lit ever so sparsely by moonlight, but you know it's safe to look more closely. It's a feather.} [[Pick up feather and return to the fire->fireStart]]Welcome, $name. Don't worry, the land shaping in front of you like a shifting kaleidoscope is normal here. The dreamland is fantastical and doesn't always make sense. After all, dreams are all about our subconscious processing the events of our conscious lives. If only we could have more control over our dreams ... would they make us feel better overall? [[Ponder these thoughts ...->area01Intro]]{(set: $fireHealth to it - 1) (if: $fireHealth is 0)[You feel odd. [[Wake up->fireDeath]]]}{ }(else-if: $fireHealth > 4)[You reach and try to fix the askew moon, but you can't. It's too awkward an angle and too high up for you to be able to do anything. Besides, the (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//heat waves radiating from the metal//]](else-if: $playerDeaths >$thresholdB)[//heat waves radiating from the metal//](else:)[heat waves radiating from the metal] are putting you off this task. [[Wake up->fireStart]] [[Approach the giant->Area01-A-Giant]] [[Explore by the white tree->Area01-B-Tree of Bones]] [[Walk over to the dog->Area01-C-Lizard Dog]]]{ }(else-if: $fireHealth > 2)[You reach and try to fix the askew moon, but you can't. It's too awkward an angle and too high up for you to be able to do anything. You wonder if the (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//cool breeze might knock something toward you//]](else-if: $playerDeaths >$thresholdB)[//cool breeze might knock something toward you//](else:)[cool breeze might knock something toward you] if it were just a bit stronger. [[Wake up->fireStart]] [[Approach the giant->Area01-A-Giant]] [[Explore by the white tree->Area01-B-Tree of Bones]] [[Walk over to the dog->Area01-C-Lizard Dog]]]{ }(else-if: $fireHealth > 0)[You reach and try to fix the askew moon, but you can't. It's too awkward an angle and too high up for you to be able to do anything. You wonder if you could roll a (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//snowball from nearby snow//]](else-if: $playerDeaths >$thresholdB)[//snowball from nearby snow//](else:)[snowball from nearby snow] to stand on. [[Wake up->fireStart]] [[Approach the giant->Area01-A-Giant]] [[Explore by the white tree->Area01-B-Tree of Bones]] [[Walk over to the dog->Area01-C-Lizard Dog]]]{(set: $pickupMoonRing = true) (set: $haveMoonRing = true) (set: $fireHealth to it - 1) (if: $fireHealth is 0)[You feel odd. [[Wake up->fireDeath]]]}{ }(else-if: $fireHealth > 4)[You reach to pick up the metal ring and realize that it was probably the part that belonged to the moon. It feels bulky like a hula hoop, but is strangely light. (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//It's also hot to the touch.//]](else-if: $playerDeaths >$thresholdB)[//It's also hot to the touch.//](else:)[It's also hot to the touch.] [[Wake up->fireStart]] [[Approach the giant->Area01-A-Giant]] [[Explore by the white tree->Area01-B-Tree of Bones]] [[Walk over to the dog->Area01-C-Lizard Dog]]]{ }(else-if: $fireHealth > 2)[You reach to pick up the metal ring and realize that it was probably the part that belonged to the moon. It feels bulky like a hula hoop, but is strangely light. (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//It's also cool to the touch.//]](else-if: $playerDeaths >$thresholdB)[//It's also cool to the touch.//](else:)[It's also cool to the touch.] [[Wake up->fireStart]] [[Approach the giant->Area01-A-Giant]] [[Explore by the white tree->Area01-B-Tree of Bones]] [[Walk over to the dog->Area01-C-Lizard Dog]]]{ }(else-if: $fireHealth > 0)[You reach to pick up the metal ring and realize that it was probably the part that belonged to the moon. It feels bulky like a hula hoop but is strangely light. (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//It's also icy cold to the touch.//]](else-if: $playerDeaths >$thresholdB)[//It's also icy cold to the touch.//](else:)[It's also icy cold to the touch.] [[Wake up->fireStart]] [[Approach the giant->Area01-A-Giant]] [[Explore by the white tree->Area01-B-Tree of Bones]] [[Walk over to the dog->Area01-C-Lizard Dog]]](set: $fireHealth to it - 1) (if: $fireHealth is 0)[You feel odd. [[Wake up->fireDeath]]] (else-if: $fireHealth > 4)[You try to squeeze past the giant to see if his foot might be blocking a smaller entrance perfect for your size. Your motion draws his attention and he gently pushes you back. "I'm sorry, this area is off-limits until I've found what I lost." His hands are (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//kind of clammy, leaving your clothes a bit damp.//]](else-if: $playerDeaths >$thresholdB)[//kind of clammy, leaving your clothes a bit damp.//](else:)[kind of clammy, leaving your clothes a bit damp.] [[Wake Up->fireStart]] [[Explore by the white tree->Area01-B-Tree of Bones]] [[Approach the dog->Area01-C-Lizard Dog]] [[Inspect the mechanical solar model->Area01-D-Broken Orrery]]]{ }(else-if: $fireHealth >2)[You try to squeeze past the giant to see if his foot might be blocking a smaller entrance perfect for your size. Your motion draws his attention and he gently pushes you back. "I'm sorry, this area is off-limits until I've found what I lost." His hands are (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//cool to the touch.//]](else-if: $playerDeaths >$thresholdB)[//cool to the touch.//](else:)[cool to the touch.] [[Wake Up->fireStart]] [[Explore by the white tree->Area01-B-Tree of Bones]] [[Approach the dog->Area01-C-Lizard Dog]] [[Inspect the mechanical solar model->Area01-D-Broken Orrery]]]{ }(else-if: $fireHealth > 0)[You try to squeeze past the giant to see if his foot might be blocking a smaller entrance perfect for your size. Your motion draws his attention and he gently pushes you back. "I'm sorry, this area is off-limits until I've found what I lost." His hands are (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//freezing cold, making you shiver.//]](else-if: $playerDeaths >$thresholdB)[//freezing cold, making you shiver.//](else:)[freezing cold, making you shiver.] [[Wake Up->fireStart]] [[Explore by the white tree->Area01-B-Tree of Bones]] [[Approach the dog->Area01-C-Lizard Dog]] [[Inspect the mechanical solar model->Area01-D-Broken Orrery]]]You approach the bearded giant holding the moon ring high above your head with two hands. His face lights up and his belly laugh makes the earth shake. He joyously exclaims, "You found it! I thought I'd never see this again! My wife has been so angry with me for losing it." He laughs again and the gate opens, as if triggered by his happy thoughts. He steps aside and gestures for you to enter. He's too busy laughing merrily to say anything else. [[Continue on your journey->Tunnel01]](if: $hasPartner is False)[As the world falls away behind you and a new one comes together like sand falling into //exactly// the right places, you think about how you're braver than you've given yourself credit for. Independence is a beautiful thing to be celebrated. If the right opportunity presents itself, you could go wherever you like. As long as you can sustain yourself, the world is your oyster.](else-if: $hasPartner is True)[As the world falls away behind you and a new one comes together like sand falling into //exactly// the right places, you have a brief pang of missing $partnerName. Sometimes exploring a new place together can be one of life's greatest joys. Occasionally, these experiences become our most cherished memories. But this just means there's more to talk about later.] [[Joyfully proceed ...->area02Intro]](set: $checkpoint to 1) (if: $fireHealth is 1)[(set: $fireHealth to 2)]{ }You find yourself at a riverside. The opposite bank is shrouded in mist. A sole, black, 1800s-style lamp post seems out of place on a casually formed pathway that you suspect is from foot traffic. But there is no one else but you here right now. In contrast, a beautifully tall sunflower stands beside the lamp post, searching for sunlight. You notice a black and white gramophone sitting atop a tree stump surrounded by mushrooms. It is not that it is black and white in colour, but strangely devoid of colour as if stripped to being physically grayscale. To one side is a cartoonishly puffy cloud. A woman sits atop a piece of the cloud fashioned into a stool. She is painting on an easel. [[Inspect the gramophone]] [[Investigate the lamppost]] [[Approach the woman and easel]] [[Look at the flower]]{<!--Area00 Variables--> (set: $checkpoint to 0)(set: $fireHealth = 6)(set: $playerDeaths to 0)(set: $thresholdA to 3)(set: $thresholdB to 1) <!--Area01 Variables--> (set: $hasBone = false)(set: $droppedMoonRing = false)(set: $pickupMoonRing = false)(set: $haveMoonRing = false) <!--Area02 Variables--> (set: $driedPaint = false)(set: $haveGem = false)(set: $wetPaint = false)(set: $flowerDance = false) <!--Area03 Variables--> (set: $owlFeather = false)(set: $towerKey = false)(set: $haveKnife = false) <!--Area04 Variables--> (set: $haveBoots = false)(set: $haveScarf = false)(set: $haveOvenmitts = false)(set: $haveToque= false)}{(set: $fireHealth to it - 1) (if: $fireHealth is 0)[You feel odd. [[Wake up->fireDeath]]]}{ }(else-if: $fireHealth > 4 and $flowerDance is true)[Upon closer examination, you see that the now colourful gramophone is surrounded by similarly vibrant mushrooms that bop up and down with music. The mushrooms are somewhat (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//shriveled and dry.//]](else-if: $playerDeaths >$thresholdB)[//shriveled and dry.//](else:)[shriveled and dry.] [[Wake up->fireStart]] [[Investigate the lamppost]] [[Approach the woman and easel]] [[Look at the flower]]]{ }(else-if: $fireHealth > 2 and $flowerDance is true)[Upon closer examination, you see that the now colourful gramophone is surrounded by similarly vibrant mushrooms that bop up and down with music. The mushrooms turn slightly brown when they bounce down, as if being (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//cooked on one side.//]](else-if: $playerDeaths >$thresholdB)[//cooked on one side.//](else:)[cooked on one side.] [[Wake up->fireStart]] [[Investigate the lamppost]] [[Approach the woman and easel]] [[Look at the flower]]]{ }(else-if: $fireHealth > 0 and $flowerDance is true)[Upon closer examination, you see that the now colourful gramophone is surrounded by similarly vibrant mushrooms that bop up and down with music. The mushrooms seem strained when they move though, as if they're (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//partially frozen.//]](else-if: $playerDeaths >$thresholdB)[//partially frozen.//](else:)[partially frozen.] [[Wake up->fireStart]] [[Investigate the lamppost]] [[Approach the woman and easel]] [[Look at the flower]]]{ }(else-if: $fireHealth > 4 and $wetPaint is False)[Upon closer examination, you see that the black and white gramophone is surrounded by similarly grayscale mushrooms that bop up and down with music. The mushrooms are somewhat (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//shriveled and dry.//]](else-if: $playerDeaths >$thresholdB)[//shriveled and dry.//](else:)[shriveled and dry.] [[Wake up->fireStart]] [[Play the gramophone->A02-DefaultAction]] [[Investigate the lamppost]] [[Approach the woman and easel]] [[Look at the flower]]]{ }(else-if: $fireHealth > 4 and $wetPaint is True)[Upon closer examination, you see that the black and white gramophone is surrounded by similarly grayscale mushrooms that bop up and down with music. The mushrooms are somewhat (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//shriveled and dry.//]](else-if: $playerDeaths >$thresholdB)[//shriveled and dry.//](else:)[shriveled and dry.] [[Wake up->fireStart]] [[Pour paint on the gramophone->A02-PuzzleAction]] [[Investigate the lamppost]] [[Approach the woman and easel]] [[Look at the flower]]]{ }(else-if: $fireHealth > 2 and $wetPaint is False)[Upon closer examination, you see that the black and white gramophone is surrounded by similarly grayscale mushrooms that bop up and down with music. The mushrooms turn slightly brown when they bounce down, as if (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//being cooked on one side.//]](else-if: $playerDeaths >$thresholdB)[//being cooked on one side.//](else:)[being cooked on one side.] [[Wake up->fireStart]] [[Play the gramophone->A02-DefaultAction]] [[Investigate the lamppost]] [[Approach the woman and easel]] [[Look at the flower]]]{ }(else-if: $fireHealth > 2 and $wetPaint is True)[Upon closer examination, you see that the black and white gramophone is surrounded by similarly grayscale mushrooms that bop up and down with music. The mushrooms turn slightly brown when they bounce down, as if (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//being cooked on one side.//]](else-if: $playerDeaths >$thresholdB)[//being cooked on one side.//](else:)[being cooked on one side.] [[Wake up->fireStart]] [[Pour paint on the gramophone->A02-PuzzleAction]] [[Investigate the lamppost]] [[Approach the woman and easel]] [[Look at the flower]]]{ }(else-if: $fireHealth > 0 and $wetPaint is False)[Upon closer examination, you see that the black and white gramophone is surrounded by similarly grayscale mushrooms that bop up and down with music. The mushrooms seem strained when they move though, as if they're (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//partially frozen.//]](else-if: $playerDeaths >$thresholdB)[//partially frozen.//](else:)[partially frozen.] [[Wake up->fireStart]] [[Play the gramophone->A02-DefaultAction]] [[Investigate the lamppost]] [[Approach the woman and easel]] [[Look at the flower]]]{ }(else-if: $fireHealth > 0 and $wetPaint is True)[Upon closer examination, you see that the black and white gramophone is surrounded by similarly grayscale mushrooms that bop up and down with music. The mushrooms seem strained when they move though, as if they're (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//partially frozen.//]](else-if: $playerDeaths >$thresholdB)[//partially frozen.//](else:)[partially frozen.] [[Wake up->fireStart]] [[Pour paint on the gramophone->A02-PuzzleAction]] [[Investigate the lamppost]] [[Approach the woman and easel]] [[Look at the flower]]]{(set: $fireHealth to it - 1) (if: $fireHealth is 0)[You feel odd. [[Wake up->fireDeath]]]}{ }(else-if: $fireHealth > 4 and $wetPaint is true)[The tiny beluga whale continues to swim and splash about in the oil of the lamp post. It's wearing a (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//tiny pair of sunglasses//]](else-if: $playerDeaths >$thresholdB)[//tiny pair of sunglasses//](else:)[tiny pair of sunglasses] that seem to stay on perfectly despite lacking anything to hold them on. The spigot has disappeared so the oil is contained. [[Wake up->fireStart]] [[Inspect the gramophone]] [[Approach the woman and easel]] [[Look at the flower]]]{ }(else-if: $fireHealth > 2 and $wetPaint is true)[The tiny beluga whale continues to swim and splash about in the oil of the lamp post. It's wearing a (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//sash of flowers//]](else-if: $playerDeaths >$thresholdB)[//sash of flowers//](else:)[sash of flowers] that seem to stay perfectly intact. The spigot has disappeared so the oil is contained. [[Wake up->fireStart]] [[Inspect the gramophone]] [[Approach the woman and easel]] [[Look at the flower]]]{ }(else-if: $fireHealth > 0 and $wetPaint is true)[The tiny beluga whale continues to swim and splash about in the oil of the lamp post. It's wearing a (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//woollen scarf//]](else-if: $playerDeaths >$thresholdB)[//woollen scarf//](else:)[woollen scarf] that seems perfectly waterproof. The spigot has disappeared so the oil is contained. [[Wake up->fireStart]] [[Inspect the gramophone]] [[Approach the woman and easel]] [[Look at the flower]]]{ }(else-if: $fireHealth > 4 and $driedPaint is False)[Glittery light from the lamp post draws you closer to inspect it. You see that it's sufficiently filled with oil, such that there's a tiny beluga whale swimming and splashing about in it. It's wearing a (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//tiny pair of sunglasses//]](else-if: $playerDeaths >$thresholdB)[//tiny pair of sunglasses//](else:)[tiny pair of sunglasses] that seem to stay on perfectly despite lacking anything to hold them on. Every time the whale splashes, some of the oil spills out. [[Wake up->fireStart]] [[Tap on the glass->C02-DefaultAction]] [[Inspect the gramophone]] [[Approach the woman and easel]] [[Look at the flower]]]{ }(else-if: $fireHealth > 4 and $driedPaint is True)[Glittery light from the lamp post draws you closer to inspect it. You see that it's sufficiently filled with oil, such that there's a tiny beluga whale swimming and splashing about in it. It's wearing a (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//tiny pair of sunglasses//]](else-if: $playerDeaths >$thresholdB)[//tiny pair of sunglasses//](else:)[tiny pair of sunglasses] that seem to stay on perfectly despite lacking anything to hold them on. Every time the whale splashes, some of the oil spills out. [[Wake up->fireStart]] [[Fill cup with oil->C02-PuzzleAction]] [[Inspect the gramophone]] [[Approach the woman and easel]] [[Look at the flower]]]{ }(else-if: $fireHealth > 2 and $driedPaint is False)[Glittery light from the lamp post draws you closer to inspect it. You see that it's sufficiently filled with oil, such that there's a tiny beluga whale swimming and splashing about in it. It's wearing a (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//sash of flowers//]](else-if: $playerDeaths >$thresholdB)[//sash of flowers//](else:)[sash of flowers] that seem to stay perfectly intact. Every time the whale splashes, some of the oil spills out. [[Wake up->fireStart]] [[Tap on the glass->C02-DefaultAction]] [[Inspect the gramophone]] [[Approach the woman and easel]] [[Look at the flower]]]{ }(else-if: $fireHealth > 2 and $driedPaint is True)[Glittery light from the lamp post draws you closer to inspect it. You see that it's sufficiently filled with oil, such that there's a tiny beluga whale swimming and splashing about in it. It's wearing a (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//sash of flowers//]](else-if: $playerDeaths >$thresholdB)[//sash of flowers//](else:)[sash of flowers] that seem to stay perfectly intact. Every time the whale splashes, some of the oil spills out. [[Wake up->fireStart]] [[Fill cup with oil->C02-PuzzleAction]] [[Inspect the gramophone]] [[Approach the woman and easel]] [[Look at the flower]]]{ }(else-if: $fireHealth > 0 and $driedPaint is False)[Glittery light from the lamp post draws you closer to inspect it. You see that it's sufficiently filled with oil, such that there's a tiny beluga whale swimming and splashing about in it. It's wearing a (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//woollen scarf//]](else-if: $playerDeaths >$thresholdB)[//woollen scarf//](else:)[woollen scarf] that seems perfectly waterproof. Every time the whale splashes, some of the oil spills out. [[Wake up->fireStart]] [[Tap on the glass->C02-DefaultAction]] [[Inspect the gramophone]] [[Approach the woman and easel]] [[Look at the flower]]]{ }(else-if: $fireHealth > 0 and $driedPaint is True)[Glittery light from the lamp post draws you closer to inspect it. You see that it's sufficiently filled with oil, such that there's a tiny beluga whale swimming and splashing about in it. It's wearing a (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//woollen scarf//]](else-if: $playerDeaths >$thresholdB)[//woollen scarf//](else:)[woollen scarf] that seems perfectly waterproof. Every time the whale splashes, some of the oil spills out. [[Wake up->fireStart]] [[Fill cup with oil->C02-PuzzleAction]] [[Inspect the gramophone]] [[Approach the woman and easel]] [[Look at the flower]]]{(set: $fireHealth to it - 1) (if: $fireHealth is 0)[You feel odd. [[Wake up->fireDeath]]]}{ }(else-if: $fireHealth > 4 and $haveGem is False)[As you near the lady and her painting, you see that she is wearing a (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//Victorian-style swimsuit and a floppy beach hat.//]](else-if: $playerDeaths >$thresholdB)[//Victorian-style swimsuit and a floppy beach hat.//](else:)[Victorian-style swimsuit and a floppy beach hat.] She seems as though she is frozen in time. Her painting is a mesmerizing landscape of the river. Lightning has struck her easel. Her cloud stool is tipped as if she reflexively jumped backward from a seated position. A cup of paint hangs frozen in mid-air. [[Wake up->fireStart]] [[Take the cup->B02-PuzzleAction1]] [[Inspect the gramophone]] [[Investigate the lamppost]] [[Look at the flower]]]{ }(else-if: $fireHealth > 4 and $haveGem is True)[As you near the lady and her painting, you see that she is wearing a (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//Victorian-style swimsuit and a floppy beach hat.//]](else-if: $playerDeaths >$thresholdB)[//Victorian-style swimsuit and a floppy beach hat.//](else:)[Victorian-style swimsuit and a floppy beach hat.] Her painting is a mesmerizing landscape of the river. Lightning has struck her easel. You wish there was something you could use to soften the impact of the lightning bolt. [[Wake up->fireStart]] [[Place gem in lightning bolt->B02-PuzzleAction2]] [[Inspect the gramophone]] [[Investigate the lamppost]] [[Look at the flower]]]{ }(else-if: $fireHealth > 2 and $haveGem is False)[As you near the lady and her painting, you see that she is wearing a (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//Victorian-style dress and matching hat.//]](else-if: $playerDeaths >$thresholdB)[//Victorian-style dress and matching hat.//](else:)[Victorian-style dress and matching hat.] She seems as though she is frozen in time. Her painting is a mesmerizing landscape of the river. Lightning has struck her easel. Her cloud stool is tipped as if she reflexively jumped backward from a seated position. A cup of paint hangs frozen in mid-air. [[Wake up->fireStart]] [[Take the cup->B02-PuzzleAction1]] [[Inspect the gramophone]] [[Investigate the lamppost]] [[Look at the flower]]]{ }(else-if: $fireHealth > 2 and $haveGem is True)[As you near the lady and her painting, you see that she is wearing a (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//Victorian-style dress and matching hat.//]](else-if: $playerDeaths >$thresholdB)[//Victorian-style dress and matching hat.//](else:)[Victorian-style dress and matching hat.] Her painting is a mesmerizing landscape of the river. Lightning is about to strike her easel. You wish there was something you could use to soften the impact of the lightning bolt. [[Wake up->fireStart]] [[Place gem in lightning bolt->B02-PuzzleAction2]] [[Inspect the gramophone]] [[Investigate the lamppost]] [[Look at the flower]]]{ }(else-if: $fireHealth > 0 and $haveGem is False)[As you near the lady and her painting, you see that she is wearing a Victorian-style dress and matching hat, with a (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//thick shawl and gloves.//]](else-if: $playerDeaths >$thresholdB)[//thick shawl and gloves.//](else:)[thick shawl and gloves.] She seems as though she is frozen in time. Her painting is a mesmerizing landscape of the river. Lightning has struck her easel. Her cloud stool is tipped as if she reflexively jumped backward from a seated position. A cup of paint hangs frozen in mid-air. [[Wake up->fireStart]] [[Take the cup->B02-PuzzleAction1]] [[Inspect the gramophone]] [[Investigate the lamppost]] [[Look at the flower]]]{ }(else-if: $fireHealth > 0 and $haveGem is True)[As you near the lady and her painting, you see that she is wearing a Victorian-style dress and matching hat, with a (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//thick shawl and gloves.//]](else-if: $playerDeaths >$thresholdB)[//thick shawl and gloves.//](else:)[thick shawl and gloves.] Her painting is a mesmerizing landscape of the river. Lightning is about to strike her easel. You wish there was something you could use to soften the impact of the lightning bolt. [[Wake up->fireStart]] [[Place gem in lightning bolt->B02-PuzzleAction2]] [[Inspect the gramophone]] [[Investigate the lamppost]] [[Look at the flower]]]{(set: $fireHealth to it - 1) (if: $fireHealth is 0)[You feel odd. [[Wake up->fireDeath]]]}{ }(else-if: $fireHealth > 4 and $haveGem is true)[Standing underneath this beautiful, tall sunflower, you admire the gemstone petals that shimmer in the sunlight and are (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//warm//]](else-if: $playerDeaths >$thresholdB)[//warm//](else:)[warm] to the touch. The gem in your pocket is a bit heavy. You wonder if there is a good place you could put it down [[Wake up->fireStart]] [[Inspect the gramophone]] [[Investigate the lamppost]] [[Approach the woman and easel]]]{ }(else-if: $fireHealth > 2 and $haveGem is true)[Standing underneath this beautiful, tall sunflower, you admire the gemstone petals that shimmer in the sunlight and are (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//lukewarm//]](else-if: $playerDeaths >$thresholdB)[//lukewarm//](else:)[lukewarm] to the touch. The gem in your pocket is a bit heavy. You wonder if there is a good place you could put it down [[Wake up->fireStart]] [[Inspect the gramophone]] [[Investigate the lamppost]] [[Approach the woman and easel]]]{ }(else-if: $fireHealth > 0 and $haveGem is true)[Standing underneath this beautiful, tall sunflower, you admire the gemstone petals that shimmer in the sunlight and are (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//freezing//]](else-if: $playerDeaths >$thresholdB)[//freezing//](else:)[freezing] to the touch. The gem in your pocket is a bit heavy. You wonder if there is a good place you could put it down [[Wake up->fireStart]] [[Inspect the gramophone]] [[Investigate the lamppost]] [[Approach the woman and easel]]]{ }(else-if: $fireHealth > 4 and $flowerDance is False)[Standing underneath this beautiful, tall sunflower, you notice that the petals are actually gemstones that shimmer in the sunlight. The gem petals are (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//warm//]](else-if: $playerDeaths >$thresholdB)[//warm//](else:)[warm] to the touch. [[Wake up->fireStart]] [[Take a gem petal->D02-DefaultAction]] [[Inspect the gramophone]] [[Investigate the lamppost]] [[Approach the woman and easel]]]{ }(else-if: $fireHealth > 4 and $flowerDance is True)[Standing underneath this beautiful, tall sunflower, you notice that the petals are actually gemstones that shimmer in the sunlight. The gem petals are (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//warm//]](else-if: $playerDeaths >$thresholdB)[//warm//](else:)[warm] to the touch. [[Wake up->fireStart]] [[Pick up fallen gem->D02-PuzzleAction]] [[Inspect the gramophone]] [[Investigate the lamppost]] [[Approach the woman and easel]]]{ }(else-if: $fireHealth > 2 and $flowerDance is False)[Standing underneath this beautiful, tall sunflower, you notice that the petals are actually gemstones that shimmer in the sunlight. The gem petals are (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//lukewarm//]](else-if: $playerDeaths >$thresholdB)[//lukewarm//](else:)[lukewarm] to the touch. [[Wake up->fireStart]] [[Take a gem petal->D02-DefaultAction]] [[Inspect the gramophone]] [[Investigate the lamppost]] [[Approach the woman and easel]]]{ }(else-if: $fireHealth > 2 and $flowerDance is True)[Standing underneath this beautiful, tall sunflower, you notice that the petals are actually gemstones that shimmer in the sunlight. The gem petals are (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//lukewarm//]](else-if: $playerDeaths >$thresholdB)[//lukewarm//](else:)[lukewarm] to the touch. [[Wake up->fireStart]] [[Pick up fallen gem->D02-PuzzleAction]] [[Inspect the gramophone]] [[Investigate the lamppost]] [[Approach the woman and easel]]]{ }(else-if: $fireHealth > 0 and $flowerDance is False)[Standing underneath this beautiful, tall sunflower, you notice that the petals are actually gemstones that shimmer in the sunlight. The gem petals are (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//freezing//]](else-if: $playerDeaths >$thresholdB)[//freezing//](else:)[freezing] to the touch. [[Wake up->fireStart]] [[Take a gem petal->D02-DefaultAction]] [[Inspect the gramophone]] [[Investigate the lamppost]] [[Approach the woman and easel]]]{ }(else-if: $fireHealth > 0 and $flowerDance is True)[Standing underneath this beautiful, tall sunflower, you notice that the petals are actually gemstones that shimmer in the sunlight. The gem petals are (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//freezing//]](else-if: $playerDeaths >$thresholdB)[//freezing//](else:)[freezing] to the touch. [[Wake up->fireStart]] [[Pick up fallen gem->D02-PuzzleAction]] [[Inspect the gramophone]] [[Investigate the lamppost]] [[Approach the woman and easel]]]{(set: $driedPaint =true) (if: $fireHealth is 0)[You feel odd. [[Wake up->fireDeath]]]}{ }(else-if: $fireHealth > 4)[You're able to take the woman's painting cup, which feels (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//hot.//]](else-if: $playerDeaths >$thresholdB)[//hot.//](else:)[hot.] You notice that the paint inside has actually dried out. [[Wake up->fireStart]] [[Inspect the gramophone]] [[Investigate the lamppost]] [[Look at the flower]]]{ }(else-if: $fireHealth > 2)[You're able to take the woman's painting cup, which feels (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//warm.//]](else-if: $playerDeaths >$thresholdB)[//warm.//](else:)[warm.] You notice that the paint inside has actually dried out. [[Wake up->fireStart]] [[Inspect the gramophone]] [[Investigate the lamppost]] [[Look at the flower]]]{ }(else-if: $fireHealth > 0)[You're able to take the woman's painting cup, which feels (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//very cold.//]](else-if: $playerDeaths >$thresholdB)[//very cold.//](else:)[very cold.] You notice that the paint inside has actually dried out. [[Wake up->fireStart]] [[Inspect the gramophone]] [[Investigate the lamppost]] [[Look at the flower]]]{(set: $fireHealth to it - 1) (if: $fireHealth is 0)[You feel odd. [[Wake up->fireDeath]]]}{ }(else-if: $fireHealth > 4)[You tap on the glass of the lamppost trying to get the attention of the whale. The whale seems to smile at you and does a backflip. It looks cool wearing a (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//little pair of sunglasses.//]](else-if: $playerDeaths >$thresholdB)[//little pair of sunglasses.//](else:)[little pair of sunglasses.] [[Wake up->fireStart]] [[Inspect the gramophone]] [[Approach the woman and easel]] [[Look at the flower]]]{ }(else-if: $fireHealth > 2)[You tap on the glass of the lamppost trying to get the attention of the whale. The whale seems to smile at you and does a backflip. It looks calm and relaxed with its (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//sash of flowers.//]](else-if: $playerDeaths >$thresholdB)[//sash of flowers.//](else:)[sash of flowers.] [[Wake up->fireStart]] [[Inspect the gramophone]] [[Approach the woman and easel]] [[Look at the flower]]]{ }(else-if: $fireHealth > 0)[You tap on the glass of the lamppost trying to get the attention of the whale. The whale seems to smile at you and does a backflip. It looks a little cold with that waterproof (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//woollen scarf.//]](else-if: $playerDeaths >$thresholdB)[//woollen scarf.//](else:)[woollen scarf.] [[Wake up->fireStart]] [[Inspect the gramophone]] [[Approach the woman and easel]] [[Look at the flower]]]{(set: $wetPaint =true) (if: $fireHealth is 0)[You feel odd. [[Wake up->fireDeath]]]}{ }(else-if: $fireHealth > 4)[You hold the cup of dried up paint to the lamp's spigot. Eventually, the whale splashes and oil runs out into the cup, rejuvenating the paint to its probably original state. The paint is (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//warm.//]](else-if: $playerDeaths >$thresholdB)[//warm.//](else:)[warm.] [[Wake up->fireStart]] [[Inspect the gramophone]] [[Approach the woman and easel]] [[Look at the flower]]]{ }(else-if: $fireHealth > 2)[You hold the cup of dried up paint to the lamp's spigot. Eventually, the whale splashes and oil runs out into the cup, rejuvenating the paint to its probably original state. The paint is (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//lukewarm.//]](else-if: $playerDeaths >$thresholdB)[//lukewarm.//](else:)[lukewarm.] [[Wake up->fireStart]] [[Inspect the gramophone]] [[Approach the woman and easel]] [[Look at the flower]]]{ }(else-if: $fireHealth > 0)[You hold the cup of dried up paint to the lamp's spigot. Eventually, the whale splashes and oil runs out into the cup, rejuvenating the paint to its probably original state. The paint feels (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//cold//]](else-if: $playerDeaths >$thresholdB)[//cold//](else:)[cold], like someone just took it out of the fridge. [[Wake up->fireStart]] [[Inspect the gramophone]] [[Approach the woman and easel]] [[Look at the flower]]]{(set: $fireHealth to it - 1) (if: $fireHealth is 0)[You feel odd. [[Wake up->fireDeath]]]} (else-if: $fireHealth > 4)[The gramophone seems to have reached the end of the record and the needle is stuck with an awful sound best described as "tinny". You successfully reset the needle to the beginning, but the "music" is still as sad, and the sound is now worse, like a whining cat. You hope the record doesn't (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//warp in this heat.//]](else-if: $playerDeaths >$thresholdB)[//warp in this heat.//](else:)[warp in this heat.] [[Wake up->fireStart]] [[Investigate the lamppost]] [[Approach the woman and easel]] [[Look at the flower]]]{ }(else-if: $fireHealth > 2)[The gramophone seems to have reached the end of the record and the needle is stuck with an awful sound best described as "tinny". You successfully reset the needle to the beginning, but the "music" is still as sad, and the sound is now worse, like a whining cat. You wonder if that (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//warm breeze //]](else-if: $playerDeaths >$thresholdB)[//warm breeze //](else:)[warm breeze ]is blowing so hard that the needle can't move. [[Wake up->fireStart]] [[Investigate the lamppost]] [[Approach the woman and easel]] [[Look at the flower]]]{ }(else-if: $fireHealth > 0)[The gramophone seems to have reached the end of the record and the needle is stuck with an awful sound best described as "tinny". You successfully reset the needle to the beginning, but the "music" is still as sad, and the sound is now worse, like a whining cat. You wonder if the gramophone is just (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//frozen.//]](else-if: $playerDeaths >$thresholdB)[//frozen.//](else:)[frozen.] It's chilly out here after all. [[Wake up->fireStart]] [[Investigate the lamppost]] [[Approach the woman and easel]] [[Look at the flower]]]{(set: $flowerDance = true) (if: $fireHealth is 0)[You feel odd. [[Wake up->fireDeath]]]}{ }(else-if: $fireHealth > 4)[For some odd reason, you feel compelled to pour the paint on the gramophone, which seems to rejuvenate it. Now vibrant in colour, the music becomes a rich audio tapestry of the most beautiful instruments and voices you've ever heard. The mushrooms also take on a colourful new appearance. They dance to the beat of the music which makes you feel like you're in a (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//tropical paradise.//]](else-if: $playerDeaths >$thresholdB)[//tropical paradise.//](else:)[tropical paradise.] The sunflower also bops along, seemingly flourishing and growing leaves that are greener and grander, looking as if it's playing a guitar. The sunflower rocks out so hard that a spectacularly dazzling gem flies out from its centre, skyrocketing into the air and landing neatly at the base of the sunflower. [[Wake up->fireStart]] [[Investigate the lamppost]] [[Approach the woman and easel]] [[Look at the flower]]]{ }(else-if: $fireHealth > 2)[For some odd reason, you feel compelled to pour the paint on the gramophone, which seems to rejuvenate it. Now vibrant in colour, the music becomes a rich audio tapestry of the most beautiful instruments and voices you've ever heard. The mushrooms also take on a colourful new appearance. They dance to the beat of the music. It's the kind of polka music you'd hear at (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//Oktoberfest.//]](else-if: $playerDeaths >$thresholdB)[//Oktoberfest.//](else:)[Oktoberfest.] The sunflower also bops along, seemingly flourishing and growing leaves that are greener and grander, looking as if it's playing a guitar. The sunflower rocks out so hard that a spectacularly dazzling gem flies out from its centre, skyrocketing into the air and landing neatly at the base of the sunflower. [[Wake up->fireStart]] [[Investigate the lamppost]] [[Approach the woman and easel]] [[Look at the flower]]]{ }(else-if: $fireHealth > 0)[For some odd reason, you feel compelled to pour the paint on the gramophone, which seems to rejuvenate it. Now vibrant in colour, the music becomes a rich audio tapestry of the most beautiful instruments and voices you've ever heard. The mushrooms also take on a colourful new appearance. They dance to the beat of the music. It's the kind of (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//Christmas and holiday music//]](else-if: $playerDeaths >$thresholdB)[//Christmas and holiday music//](else:)[Christmas and holiday music] you'd hear in December. The sunflower also bops along, seemingly flourishing and growing leaves that are greener and grander, looking as if it's playing a guitar. The sunflower rocks out so hard that a spectacularly dazzling gem flies out from its centre, skyrocketing into the air and landing neatly at the base of the sunflower. [[Wake up->fireStart]] [[Investigate the lamppost]] [[Approach the woman and easel]] [[Look at the flower]]]{(set: $fireHealth to it - 1) (if: $fireHealth is 0)[You feel odd. [[Wake up->fireDeath]]]}{ }(else-if: $fireHealth > 4)[You try to pull a hand-sized gem off but it's not coming out and firmly stuck in there. In fact, the bottom might have (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//melted.//]](else-if: $playerDeaths >$thresholdB)[//melted.//](else:)[melted.] You wipe a bead of sweat from your brow. [[Wake up->fireStart]] [[Inspect the gramophone]] [[Investigate the lamppost]] [[Approach the woman and easel]]]{ }(else-if: $fireHealth > 2)[You try to pull a hand-sized gem off but it's not coming out and firmly stuck in there. You take a break, resting on the (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//cool, hard, and uncomfortable ground.//]](else-if: $playerDeaths >$thresholdB)[//cool, hard, and uncomfortable ground.//](else:)[cool, hard, and uncomfortable ground.] [[Wake up->fireStart]] [[Inspect the gramophone]] [[Investigate the lamppost]] [[Approach the woman and easel]]]{ }(else-if: $fireHealth > 0)[You try to pull a hand-sized gem off but it's not coming out and firmly stuck in there. Maybe it's (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//frozen.//]](else-if: $playerDeaths >$thresholdB)[//frozen.//](else:)[frozen.] [[Wake up->fireStart]] [[Inspect the gramophone]] [[Investigate the lamppost]] [[Approach the woman and easel]]]{(set: $haveGem =true) (if: $fireHealth is 0)[You feel odd. [[Wake up->fireDeath]]]}{ }(else-if: $fireHealth > 4)[Since this gem doesn't seem attached to anything, you can freely reach to pick it up and admire it, deciding to take it with you on your journey. It feels (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//warm//]](else-if: $playerDeaths >$thresholdB)[//warm//](else:)[warm] in your hand. [[Wake up->fireStart]] [[Inspect the gramophone]] [[Investigate the lamppost]] [[Approach the woman and easel]]]{ }(else-if: $fireHealth > 2)[Since this gem doesn't seem attached to anything, you can freely reach to pick it up and admire it, deciding to take it with you on your journey. It feels (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//cool//]](else-if: $playerDeaths >$thresholdB)[//cool//](else:)[cool] in your hand. [[Wake up->fireStart]] [[Inspect the gramophone]] [[Investigate the lamppost]] [[Approach the woman and easel]]]{ }(else-if: $fireHealth > 0)[Since this gem doesn't seem attached to anything, you can freely reach to pick it up and admire it, deciding to take it with you on your journey. It feels like a (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//freezing chunk of ice//]](else-if: $playerDeaths >$thresholdB)[//freezing chunk of ice//](else:)[freezing chunk of ice] in your hand. [[Wake up->fireStart]] [[Inspect the gramophone]] [[Investigate the lamppost]] [[Approach the woman and easel]]]You place the sunflower's gem in a crevice at the top of the easel, just in line with the tip of the lightning bolt. Light disburses, creating a strikingly beautiful and solid-looking rainbow bridge. You cautiously step on to it and see a path welcoming you into an inviting new land. [[Continue on your journey->Tunnel02]](if: $hasKids is False)[There's something about this dazzling scene that reminds you of a children's play place. For a moment, you revel in it as if you were a child. Without a care in the world, you bound forward on the rainbow as if it were a giant slide, perfectly customized to your desired thrill level and speed.](else-if: $hasKids is True)[The scene is so beautiful that you wish you could share it with $kidName, who would undoubtedly run abashedly across the rainbow. In the meantime, you tap into $kidName's curiosity and imagine yourself telling the story of the fantastic land of your dreams. The rainbow turns into a giant slide, perfectly customized to your desired thrill level and speed.] [[Wheeeeeeeee!->area03Intro]]{(set: $checkpoint to 2) (if: $fireHealth is 1)[(set: $fireHealth to 2)]}{ }This feels like a scene from a fairytale. At the end of a winding path filled with people lined up, there is a tall ivory bricked tower, complete with a turret, that reaches high into the sky, To your right, there's a large greenhouse full of raised beds. To your left, there is what you recognize as a structurally old-fashioned yet futuristic-looking well. It has a turret-like roof to it, and a crank to lower a bucket, but instead of being made of stone or wood, it almost looks aluminum. There's a small metal bucket tied to a side of the well. [[Approach the tower]] [[Enter the greenhouse]] [[Follow your nose to the well]] [[Join the lineup]]{(set: $fireHealth to it - 1) (if: $fireHealth is 0)[You feel odd. [[Wake up->fireDeath]]]}{ }(else-if: $fireHealth > 4 and $owlFeather is False)[In the middle of the field, there's a stunningly beautiful ivory brick tower that reaches high into the sky. (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//Flowers made of fire//]](else-if: $playerDeaths >$thresholdB)[//Flowers made of fire//](else:)[Flowers made of fire] adorn the outside in a decorative spiral. [[Wake up->fireStart]] [[Run toward the tower->A03-DefaultAction]] [[Enter the greenhouse]] [[Follow your nose to the well]] [[Join the lineup]]]{ }(else-if: $fireHealth > 4 and $owlFeather is True)[As you approach the tower, the feather in your pocket rustles and jiggles, trying to free itself. It's uncomfortable for you, so of course, you help get it out. A delicate sparkle of golden glitter starts to form around the feather and gradually, the feather turns into a gorgeous pair of wings, flapping gently. The wings angle themselves so that you see there are straps like a backpack. You try on the wings and the straps become like a vest so that you're safe and secure. The wings feel like a (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//warm and cozy blanket.//]](else-if: $playerDeaths >$thresholdB)[//warm and cozy blanket.//](else:)[warm and cozy blanket.] [[Wake up->fireStart]] [[Spread your wings->TowerSummit]] [[Enter the greenhouse]] [[Follow your nose to the well]] [[Join the lineup]]]{ }(else-if: $fireHealth > 2 and $owlFeather is False)[In the middle of the field, there's a stunningly beautiful ivory brick tower that reaches high into the sky. (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//Flowers//]](else-if: $playerDeaths >$thresholdB)[//Flowers//](else:)[Flowers] adorn the outside in a decorative spiral. [[Wake up->fireStart]] [[Run toward the tower->A03-DefaultAction]] [[Enter the greenhouse]] [[Follow your nose to the well]] [[Join the lineup]]]{ }(else-if: $fireHealth > 2 and $owlFeather is True)[As you approach the tower, the feather in your pocket rustles and jiggles, trying to free itself. It's uncomfortable for you, so of course, you help get it out. A delicate sparkle of golden glitter starts to form around the feather and gradually, the feather turns into a gorgeous pair of wings, flapping gently. The wings angle themselves so that you see there are straps like a backpack. You try on the wings and the straps become like a vest so that you're safe and secure. The wings feel (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//cool to the touch.//]](else-if: $playerDeaths >$thresholdB)[//cool to the touch.//](else:)[cool to the touch.] [[Wake up->fireStart]] [[Spread your wings->TowerSummit]] [[Enter the greenhouse]] [[Follow your nose to the well]] [[Join the lineup]]]{ }(else-if: $fireHealth > 0 and $owlFeather is False)[In the middle of the field, there's a stunningly beautiful ivory brick tower that reaches high into the sky. (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//Flowers made of ice//]](else-if: $playerDeaths >$thresholdB)[//Flowers made of ice//](else:)[Flowers made of ice] adorn the outside in a decorative spiral. [[Wake up->fireStart]] [[Run toward the tower->A03-DefaultAction]] [[Enter the greenhouse]] [[Follow your nose to the well]] [[Join the lineup]]]{ }(else-if: $fireHealth > 0 and $owlFeather is True)[As you approach the tower, the feather in your pocket rustles and jiggles, trying to free itself. It's uncomfortable for you, so of course, you help get it out. A delicate sparkle of golden glitter starts to form around the feather and gradually, the feather turns into a gorgeous pair of wings, flapping gently. The wings angle themselves so that you see there are straps like a backpack. You try on the wings and the straps become like a vest so that you're safe and secure. The wings feel (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//icy.//]](else-if: $playerDeaths >$thresholdB)[//icy.//](else:)[icy.] It's a gross feeling to have what feels like an ice pack on you. [[Wake up->fireStart]] [[Spread your wings->TowerSummit]] [[Enter the greenhouse]] [[Follow your nose to the well]] [[Join the lineup]]]{(set: $fireHealth to it - 1) (if: $fireHealth is 0)[You feel odd. [[Wake up->fireDeath]]]}{ }(else-if: $fireHealth > 4)[Inside the greenhouse, the greenery is (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//flourishing.//]](else-if: $playerDeaths >$thresholdB)[//flourishing.//](else:)[flourishing.] The plants are ... interesting. Instead of flowers, they yield cutlery: knives, forks, spoons, and chopsticks. [[Wake up->fireStart]] [[Take a knife->B03-Default-PuzzleAction]] [[Approach the tower]] [[Follow your nose to the well]] [[Join the lineup]]]{ }(else-if: $fireHealth > 2)[Inside the greenhouse, the greenery looks (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//minimally maintained.//]](else-if: $playerDeaths >$thresholdB)[//minimally maintained.//](else:)[minimally maintained.] The plants are ... interesting. Instead of flowers, they yield cutlery: knives, forks, spoons, and chopsticks. [[Wake up->fireStart]] [[Take a knife->B03-Default-PuzzleAction]] [[Approach the tower]] [[Follow your nose to the well]] [[Join the lineup]]]{ }(else-if: $fireHealth > 0)[Inside the greenhouse, the greenery looks (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//wilted and icy.//]](else-if: $playerDeaths >$thresholdB)[//wilted and icy.//](else:)[wilted and icy.] The plants are ... interesting. Instead of flowers, they yield cutlery: knives, forks, spoons, and chopsticks. [[Wake up->fireStart]] [[Take a knife->B03-Default-PuzzleAction]] [[Approach the tower]] [[Follow your nose to the well]] [[Join the lineup]]]{(set: $fireHealth to it - 1) (if: $fireHealth is 0)[You feel odd. [[Wake up->fireDeath]]]}{ }(else-if: $fireHealth > 4 and $towerKey is true)[Even though you already took the key, you can't resist a well full of ramen. It's (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//piping hot with the steam rising//]](else-if: $playerDeaths >$thresholdB)[//piping hot with the steam rising//](else:)[piping hot with the steam rising], and now that you have a small bucket to use as a bowl, you eat as much as you can. [[Wake up->fireStart]] [[Approach the tower]] [[Enter the greenhouse]] [[Join the lineup]]]{ }(else-if: $fireHealth > 2 and $towerKey is true)[Even though you already took the key, you can't resist a well full of ramen. It's (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//cooling down//]](else-if: $playerDeaths >$thresholdB)[//cooling down//](else:)[cooling down], and now that you have a small bucket to use as a bowl, you eat as much as you can. [[Wake up->fireStart]] [[Approach the tower]] [[Enter the greenhouse]] [[Join the lineup]]]{ }(else-if: $fireHealth > 0 and $towerKey is true)[Even though you already took the key, you can't resist a well full of ramen. It's (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//almost frozen//]](else-if: $playerDeaths >$thresholdB)[//almost frozen//](else:)[almost frozen], and now that you have a small bucket to use as a bowl, you eat as much as you can. Frankly, it isn't much. It may have smelled delicious but a ramen slushy is weird. [[Wake up->fireStart]] [[Approach the tower]] [[Enter the greenhouse]] [[Join the lineup]]]{ }(else-if: $fireHealth > 4 and $haveKnife is False)[You can't resist the enticing smells coming from the well, and upon closer inspection, you are delighted to find that it is a well full of (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//piping hot ramen with the steam rising.//]](else-if: $playerDeaths >$thresholdB)[//piping hot ramen with the steam rising.//](else:)[piping hot ramen with the steam rising.] You waft the steam toward you and quite possibly, this may be the most delicious thing you have ever smelled in your entire life. And then you notice this inedible horror floating to the surface. It looks like a key. [[Wake up->fireStart]] [[Reach for the key->C03-DefaultAction]] [[Approach the tower]] [[Enter the greenhouse]] [[Join the lineup]]]{ }(else-if: $fireHealth > 4 and $haveKnife is True)[You can't resist the enticing smells coming from the well, and upon closer inspection, you are delighted to find that it is a well full of (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//piping hot ramen with the steam rising.//]](else-if: $playerDeaths >$thresholdB)[//piping hot ramen with the steam rising.//](else:)[piping hot ramen with the steam rising.] You waft the steam toward you and quite possibly, this may be the most delicious thing you have ever smelled in your entire life. And then you notice this inedible horror floating to the surface. It looks like a key. Perhaps there is something in your possession that might help in fishing that out. [[Wake up->fireStart]] [[Cut rope with bucket attached->C03-PuzzleAction]] [[Approach the tower]] [[Enter the greenhouse]] [[Join the lineup]]]{ }(else-if: $fireHealth > 2 and $haveKnife is False)[You can't resist the enticing smells coming from the well, and upon closer inspection, you are delighted to find that it is a well full of ramen. It seems to be (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//cooling down//]](else-if: $playerDeaths >$thresholdB)[//cooling down//](else:)[cooling down], but even so, this may be the most delicious thing you have ever smelled in your entire life. And then you notice this inedible horror floating to the surface. It looks like a key. [[Wake up->fireStart]] [[Reach for the key->C03-DefaultAction]] [[Approach the tower]] [[Enter the greenhouse]] [[Join the lineup]]]{ }(else-if: $fireHealth > 2 and $haveKnife is True)[You can't resist the enticing smells coming from the well, and upon closer inspection, you are delighted to find that it is a (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//well full of ramen. It seems to be cooling down//]](else-if: $playerDeaths >$thresholdB)[//well full of ramen. It seems to be cooling down//](else:)[well full of ramen. It seems to be cooling down], but even so, this may be the most delicious thing you have ever smelled in your entire life. And then you notice this inedible horror floating to the surface. It looks like a key. Perhaps there is something in your possession that might help in fishing that out. [[Wake up->fireStart]] [[Cut rope with bucket attached->C03-PuzzleAction]] [[Approach the tower]] [[Enter the greenhouse]] [[Join the lineup]]]{ }(else-if: $fireHealth > 0 and $haveKnife is False)[You can't resist the enticing smells coming from the well, and upon closer inspection, you are delighted to find that it is a well full of ramen. It's (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//so cold that ice cubes seem to be forming//]](else-if: $playerDeaths >$thresholdB)[//so cold that ice cubes seem to be forming//](else:)[so cold that ice cubes seem to be forming] as you watch it, but even so, this may be the most delicious thing you have ever smelled in your entire life. And then you notice this inedible horror floating to the surface. It looks like a key. [[Wake up->fireStart]] [[Reach for the key->C03-DefaultAction]] [[Approach the tower]] [[Enter the greenhouse]] [[Join the lineup]]]{ }(else-if: $fireHealth > 0 and $haveKnife is True)[You can't resist the enticing smells coming from the well, and upon closer inspection, you are delighted to find that it is a (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//well full of ramen. It's so cold that ice cubes seem to be forming//]](else-if: $playerDeaths >$thresholdB)[//well full of ramen. It's so cold that ice cubes seem to be forming//](else:)[well full of ramen. It's so cold that ice cubes seem to be forming] as you watch it, but even so, this may be the most delicious thing you have ever smelled in your entire life. And then you notice this inedible horror floating to the surface. It looks like a key. Perhaps there is something in your possession that might help in fishing that out. [[Wake up->fireStart]] [[Cut rope with bucket attached->C03-PuzzleAction]] [[Approach the tower]] [[Enter the greenhouse]] [[Join the lineup]]]{(set: $fireHealth to it - 1) (if: $fireHealth is 0)[You feel odd. [[Wake up->fireDeath]]]}{ }(else-if: $fireHealth > 4)[You join the important-looking lineup. Surely if this many people have lined up, something big must be happening. Maybe it's a party, because everyone but you is dressed in (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//swimsuits and beachwear.//]](else-if: $playerDeaths >$thresholdB)[//swimsuits and beachwear.//](else:)[swimsuits and beachwear.] [[Wake up->fireStart]] [[Wait in the lineup->D03-DefaultAction]] [[Approach the tower]] [[Enter the greenhouse]] [[Follow your nose to the well]]]{ }(else-if: $fireHealth > 2)[You join the important-looking lineup. Surely if this many people have lined up, something big must be happening. Maybe it's a book signing or a crochet store opening, because everyone but you is dressed in (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//cozy sweaters.//]](else-if: $playerDeaths >$thresholdB)[//cozy sweaters.//](else:)[cozy sweaters.] [[Wake up->fireStart]] [[Wait in the lineup->D03-DefaultAction]] [[Approach the tower]] [[Enter the greenhouse]] [[Follow your nose to the well]]]{ }(else-if: $fireHealth > 0)[You join the important-looking lineup. Surely if this many people have lined up, something big must be happening. Maybe it's for outdoor expeditions like ATVing or snowmobiling, because everyone but you is dressed in (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//thick parkas.//]](else-if: $playerDeaths >$thresholdB)[//thick parkas.//](else:)[thick parkas.] [[Wake up->fireStart]] [[Wait in the lineup->D03-DefaultAction]] [[Approach the tower]] [[Enter the greenhouse]] [[Follow your nose to the well]]]{(set: $fireHealth to it - 1) (if: $fireHealth is 0)[You feel odd. [[Wake up->fireDeath]]]}{ }(else-if: $fireHealth > 4 and $towerKey is False)[You fly up to the top of the tower to find a turret with a locked door. On the front of the door, there's an ornate and rather spellbinding carving of a (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//palm tree.//]](else-if: $playerDeaths >$thresholdB)[//palm tree.//](else:)[palm tree.] [[Wake up->fireStart]] [[Push on door->E03-DefaultAction]] [[Enter the greenhouse]] [[Follow your nose to the well]] [[Join the lineup]]]{ }(else-if: $fireHealth > 4 and $towerKey is True)[You fly up to the top of the tower to find a turret with a locked door. The key from the well digs into your thigh as you land. On the front of the door, there's an ornate and rather spellbinding carving of a (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//palm tree.//]](else-if: $playerDeaths >$thresholdB)[//palm tree.//](else:)[palm tree.] [[Wake up->fireStart]] [[Unlock door->E03-PuzzleAction]] [[Enter the greenhouse]] [[Follow your nose to the well]] [[Join the lineup]]]{ }(else-if: $fireHealth > 2 and $towerKey is False)[You fly up to the top of the tower to find a turret with a locked door. On the front of the door, there's an ornate and rather spellbinding carving of a (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//maple tree.//]](else-if: $playerDeaths >$thresholdB)[//maple tree.//](else:)[maple tree.] [[Wake up->fireStart]] [[Push on door->E03-DefaultAction]] [[Enter the greenhouse]] [[Follow your nose to the well]] [[Join the lineup]]]{ }(else-if: $fireHealth > 2 and $towerKey is True)[You fly up to the top of the tower to find a turret with a locked door. The key from the well digs into your thigh as you land. On the front of the door, there's an ornate and rather spellbinding carving of a (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//maple tree.//]](else-if: $playerDeaths >$thresholdB)[//maple tree.//](else:)[maple tree.] [[Wake up->fireStart]] [[Unlock door->E03-PuzzleAction]] [[Enter the greenhouse]] [[Follow your nose to the well]] [[Join the lineup]]]{ }(else-if: $fireHealth > 0 and $towerKey is False)[You fly up to the top of the tower to find a turret with a locked door. On the front of the door, there's an ornate and rather spellbinding carving of a (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//snowy pine tree.//]](else-if: $playerDeaths >$thresholdB)[//snowy pine tree.//](else:)[snowy pine tree.] [[Wake up->fireStart]] [[Push on door->E03-DefaultAction]] [[Enter the greenhouse]] [[Follow your nose to the well]] [[Join the lineup]]]{ }(else-if: $fireHealth > 0 and $towerKey is True)[You fly up to the top of the tower to find a turret with a locked door. The key from the well digs into your thigh as you land. On the front of the door, there's an ornate and rather spellbinding carving of a (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//snowy pine tree.//]](else-if: $playerDeaths >$thresholdB)[//snowy pine tree.//](else:)[snowy pine tree.] [[Wake up->fireStart]] [[Unlock door->E03-PuzzleAction]] [[Enter the greenhouse]] [[Follow your nose to the well]] [[Join the lineup]]]{(set: $haveKnife = true) (if: $fireHealth is 0)[You feel odd. [[Wake up->fireDeath]]]}{ }(else-if: $fireHealth > 4)[You reach to pick off a knife growing in the greenery. As it comes apart from the plant, a sheath made of leaves forms around the blade, which has turned silver. The knife handle feels (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//hot//]](else-if: $playerDeaths >$thresholdB)[//hot//](else:)[hot], like a handwarmer. [[Wake up->fireStart]] [[Approach the tower]] [[Follow your nose to the well]] [[Join the lineup]]]{ }(else-if: $fireHealth > 2)[You reach to pick off a knife growing in the greenery. As it comes apart from the plant, a sheath made of leaves forms around the blade, which has turned silver. The knife handle feels (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//cool.//]](else-if: $playerDeaths >$thresholdB)[//cool.//](else:)[cool.] [[Wake up->fireStart]] [[Approach the tower]] [[Follow your nose to the well]] [[Join the lineup]]]{ }(else-if: $fireHealth > 0)[You reach to pick off a knife growing in the greenery. As it comes apart from the plant, a sheath made of leaves forms around the blade, which has turned silver. The knife handle feels like it is made of (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//ice.//]](else-if: $playerDeaths >$thresholdB)[//ice.//](else:)[ice.] [[Wake up->fireStart]] [[Approach the tower]] [[Follow your nose to the well]] [[Join the lineup]]]{(set: $fireHealth to it - 1) (if: $fireHealth is 0)[You feel odd. [[Wake up->fireDeath]]]}{ }(else-if: $fireHealth > 4)[People seem (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//hot and uncomfortable.//]](else-if: $playerDeaths >$thresholdB)[//hot and uncomfortable.//](else:)[hot and uncomfortable.] The line inches forward but slower than a snail's pace. You wait for a while, making small talk with the people around you. Some happier people produce icy cold bottles of water to combat the heat. Angrier people start to moan and complain, fanning themselves. Unfortunately, some of the angrier people are more "pungent" than others. [[Wake up->fireStart]] [[Keep waiting->D03-DefaultAction]] [[Approach the tower]] [[Enter the greenhouse]] [[Follow your nose to the well]]]{ }(else-if: $fireHealth > 2)[People seem (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//oddly complacent.//]](else-if: $playerDeaths >$thresholdB)[//oddly complacent.//](else:)[oddly complacent.] The line inches forward but slower than a snail's pace. You wait for a while, making small talk with the people around you. Some happier people produce beverages and share an assortment of snacks like chocolate bars, honey butter chips, and dried mango. Some of the angrier people start to moan and complain, but are soon quieted as they munch on snacks. [[Wake up->fireStart]] [[Keep waiting->D03-DefaultAction]] [[Approach the tower]] [[Enter the greenhouse]] [[Follow your nose to the well]]]{ }(else-if: $fireHealth > 0)[People bob up and down, dancing around to (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//try and keep warm.//]](else-if: $playerDeaths >$thresholdB)[//try and keep warm.//](else:)[try and keep warm.] The line inches forward but slower than a snail's pace. You wait for a while, making small talk with the people around you. Some happier people produce thermal mugs of hot chocolate and coffee to keep warm. Angrier people start to moan and complain, their frosty breath creating clouds of vapor which comically freeze in mid-air like speech bubbles. For fun, they start smashing each other's bubbles. [[Wake up->fireStart]] [[Keep waiting->D03-DefaultAction]] [[Approach the tower]] [[Enter the greenhouse]] [[Follow your nose to the well]]]{(set: $fireHealth to it - 1) (if: $fireHealth is 0)[You feel odd. [[Wake up->fireDeath]]]}{ }(else-if: $fireHealth > 4)[Nearing the tower, the pathway leading to the tower suddenly becomes a long moat with (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//lava//]](else-if: $playerDeaths >$thresholdB)[//lava//](else:)[lava] beneath. With each step you take, the moat seems to get infinitely longer. [[Wake up->fireStart]] [[Enter the greenhouse]] [[Follow your nose to the well]] [[Join the lineup]]]{ }(else-if: $fireHealth > 2)[Nearing the tower, the pathway leading to the tower suddenly becomes a long moat with (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//perilous waters//]](else-if: $playerDeaths >$thresholdB)[//perilous waters//](else:)[perilous waters] beneath. With each step you take, the moat seems to get infinitely longer. [[Wake up->fireStart]] [[Enter the greenhouse]] [[Follow your nose to the well]] [[Join the lineup]]]{ }(else-if: $fireHealth > 0)[Nearing the tower, the pathway leading to the tower suddenly becomes a long moat with (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//icy spikes//]](else-if: $playerDeaths >$thresholdB)[//icy spikes//](else:)[icy spikes] beneath. With each step you take, the moat seems to get infinitely longer. [[Wake up->fireStart]] [[Enter the greenhouse]] [[Follow your nose to the well]] [[Join the lineup]]]You use the key from the ramen well, inserting it firmly into the door lock. You hear a distinctive click as you turn the key. As soon as the door opens, the key seems to melt into the door, then disappears. As the door swings open, you see a spiral staircase only descending downward. Though you can't see the bottom of the staircase, you proceed anyway since there's nowhere else to go. [[Descend->Tunnel03]](if: $fearDeath is False)[As you descend the staircase, the light above seems to disappear, leaving you in darkness. As you hang on to the railing, you edge a foot forward ever so slightly. To your relief, faint lights illuminate a dark tunnel. When you eventually reach the light at the end, you see your best portrait, enlarged and framed. Looking past it, you notice a gathering of your loved ones and realize they are lined up and one after another, telling stories of their greatest memories with you. And to top it all off, a massive table with all of your favourite desserts appears. You fill a giant plate to enjoy on the way out after everyone has spoken.](else-if: $fearDeath is True)[As you descend the staircase, the light above seems to disappear, leaving you in darkness. As you hang on to the railing, you edge a foot forward ever so slightly. To your relief, faint lights illuminate a dark tunnel. When you eventually reach the light at the end, you see your best portrait, enlarged and framed. Looking past it, you notice a gathering of your loved ones and realize they are eerily silent. This is because a massive table with all of your favourite desserts has appeared out of nowhere. You take one of everything and leave before it becomes too awkward with only the sounds of people chewing.] [[Cakewalk your way forward ...->area04Intro]]{(set: $fireHealth to it - 1) (if: $fireHealth is 0)[You feel odd. [[Wake up->fireDeath]]]}{ }(else-if: $fireHealth > 4)[You try to push open the door but it's firmly locked. The ostentatious copper doorknob is (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//hot.//]](else-if: $playerDeaths >$thresholdB)[//hot.//](else:)[hot.] [[Wake up->fireStart]] [[Enter the greenhouse]] [[Follow your nose to the well]] [[Join the lineup]]]{ }(else-if: $fireHealth > 2)[You try to push open the door but it's firmly locked. The ostentatious copper doorknob is (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//warm.//]](else-if: $playerDeaths >$thresholdB)[//warm.//](else:)[warm.] [[Wake up->fireStart]] [[Enter the greenhouse]] [[Follow your nose to the well]] [[Join the lineup]]]{ }(else-if: $fireHealth > 0)[You try to push open the door but it's firmly locked. The ostentatious copper doorknob is (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//ice cold.//]](else-if: $playerDeaths >$thresholdB)[//ice cold.//](else:)[ice cold.] [[Wake up->fireStart]] [[Enter the greenhouse]] [[Follow your nose to the well]] [[Join the lineup]]]{(set: $towerKey = true) (if: $fireHealth is 0)[You feel odd. [[Wake up->fireDeath]]]}{ }(else-if: $fireHealth > 4)[You unsheath your knife from the greenhouse and cut the knotted rope holding a bucket to the side of the well. You use the bucket to scoop out the key. You try some of the ramen. It's as amazing as you thought, and keeps its (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//piping hot temperature//]](else-if: $playerDeaths >$thresholdB)[//piping hot temperature//](else:)[piping hot temperature] even outside the well. [[Wake up->fireStart]] [[Approach the tower]] [[Enter the greenhouse]] [[Join the lineup]]]{ }(else-if: $fireHealth > 2)[You unsheath your knife from the greenhouse and cut the knotted rope holding a bucket to the side of the well. You use the bucket to scoop out the key. You try some of the ramen. It's as amazing as you thought, and even though it was piping hot in the well, it's now a (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//perfect temperature//]](else-if: $playerDeaths >$thresholdB)[//perfect temperature//](else:)[perfect temperature] to eat. [[Wake up->fireStart]] [[Approach the tower]] [[Enter the greenhouse]] [[Join the lineup]]]{ }(else-if: $fireHealth > 0)[You unsheath your knife from the greenhouse and cut the knotted rope holding a bucket to the side of the well. You use the bucket to scoop out the key. You try some of the ramen, even though it's admittedly (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//a bit ... icy and slushy-like.//]](else-if: $playerDeaths >$thresholdB)[//a bit ... icy and slushy-like.//](else:)[a bit ... icy and slushy-like.] Despite this, it's delicious. This is a dream after all. [[Wake up->fireStart]] [[Approach the tower]] [[Enter the greenhouse]] [[Join the lineup]]]{(set: $fireHealth to it - 1) (if: $fireHealth is 0)[You feel odd. [[Wake up->fireDeath]]]}{ }(else-if: $fireHealth > 4)[You reach for the key but you can't get it. The smell and steam are making you a bit dizzy. It's also (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//really hot.//]](else-if: $playerDeaths >$thresholdB)[//really hot.//](else:)[really hot.] [[Wake up->fireStart]] [[Approach the tower]] [[Enter the greenhouse]] [[Join the lineup]]]{ }(else-if: $fireHealth > 2)[You reach for the key but you can't get it. The key just (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//bobs away//]](else-if: $playerDeaths >$thresholdB)[//bobs away//](else:)[bobs away] from you. [[Wake up->fireStart]] [[Approach the tower]] [[Enter the greenhouse]] [[Join the lineup]]]{ }(else-if: $fireHealth > 0)[You reach for the key but you can't get it. The key keeps (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//freezing//]](else-if: $playerDeaths >$thresholdB)[//freezing//](else:)[freezing] in the centre of the ramen. [[Wake up->fireStart]] [[Approach the tower]] [[Enter the greenhouse]] [[Join the lineup]]]{(set: $checkpoint to 3) (if: $fireHealth is 1)[(set: $fireHealth to 2)]}{ }This seems like a campground but unusually glamorous. A "glampground", if you will. There is an outdoor standalone bathroom, an ice fort, a log cabin, a structure that looks like a snow globe made for humans, and a sled ready for takeoff across a frozen lake. There is a subtle difference to this place. You will need to approach the fire differently. [[Check out the outdoor bathroom]] [[Peruse the ice fort]] [[Approach the snow globe]] [[Enter the log cabin]] [[Go over to the sled]]{(set: $fireHealth to it - 1) (if: $fireHealth is 0)[You feel odd. [[Wake up->fireDeath]]]}{ }(else-if: $fireHealth > 4 and $haveBoots is False)[Straight ahead, there's a majestic outdoor standalone bathroom with a toilet icon on a mahogany door. The smell of flowers permeates the air even from where you stand - which is quite a distance away. (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//Built-in waterfall features cascade around the perimeter falling onto beds of coal. The steam powers a model train that floats around the track.//]](else-if: $playerDeaths >$thresholdB)[//Built-in waterfall features cascade around the perimeter falling onto beds of coal. The steam powers a model train that floats around the track.//](else:)[Built-in waterfall features cascade around the perimeter falling onto beds of coal. The steam powers a model train that floats around the track.] You can only assume it is to mask any user sounds. Classical music adds an air of elegance. As you enter, you instantly notice that it's toasty warm inside and the floor is heated. Against a blank space on the wall, you notice the blasted shadow of a person beside a lonely pair of boots, as if a terrible wizard has just vaporized the area of all living things. [[Wake up->fireStart]] [[Take boots->A04-DefaultPuzzleAction]] [[Peruse the ice fort]] [[Approach the snow globe]] [[Enter the log cabin]] [[Go over to the sled]]]{ }(else-if: $fireHealth > 4 and $haveBoots is True)[You already took the boots but you choose to return anyway. Straight ahead, there's a majestic outdoor standalone bathroom with a toilet icon on a mahogany door. The smell of flowers permeates the air even from where you stand - which is quite a distance away. (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//Built-in waterfall features cascade around the perimeter falling onto beds of coal. The steam powers a model train that floats around the track.//]](else-if: $playerDeaths >$thresholdB)[//Built-in waterfall features cascade around the perimeter falling onto beds of coal. The steam powers a model train that floats around the track.//](else:)[Built-in waterfall features cascade around the perimeter falling onto beds of coal. The steam powers a model train that floats around the track.] You can only assume it is to mask any user sounds. Classical music adds an air of elegance. As you enter, you instantly notice that it's toasty warm inside and the floor is heated. Against a blank space on the wall, you notice the blasted shadow of a person, as if a terrible wizard has just vaporized the area of all living things. [[Wake up->fireStart]] [[Peruse the ice fort]] [[Approach the snow globe]] [[Enter the log cabin]] [[Go over to the sled]]]{ }(else-if: $fireHealth > 2 and $haveBoots is False)[Straight ahead, there's a majestic outdoor standalone bathroom with a toilet icon on a mahogany door. The smell of flowers permeates the air even from where you stand - which is quite a distance away. (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//Built-in waterfall features cascade around the perimeter in an elaborate scheme of clear pipes and fixtures that look like an art installation.//]](else-if: $playerDeaths >$thresholdB)[//Built-in waterfall features cascade around the perimeter in an elaborate scheme of clear pipes and fixtures that look like an art installation.//](else:)[Built-in waterfall features cascade around the perimeter in an elaborate scheme of clear pipes and fixtures that look like an art installation.] You can only assume it is to mask any user sounds. Classical music adds an air of elegance. Against a blank space on the wall, you notice the blasted shadow of a person beside a lonely pair of boots, as if a terrible wizard has just vaporized the area of all living things. [[Wake up->fireStart]] [[Take boots->A04-DefaultPuzzleAction]] [[Peruse the ice fort]] [[Approach the snow globe]] [[Enter the log cabin]] [[Go over to the sled]]]{ }(else-if: $fireHealth > 2 and $haveBoots is True)[You already took the boots but you choose to return anyway. Straight ahead, there's a majestic outdoor standalone bathroom with a toilet icon on a mahogany door. The smell of flowers permeates the air even from where you stand - which is quite a distance away. (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//Built-in waterfall features cascade around the perimeter in an elaborate scheme of clear pipes and fixtures that look like an art installation.//]](else-if: $playerDeaths >$thresholdB)[//Built-in waterfall features cascade around the perimeter in an elaborate scheme of clear pipes and fixtures that look like an art installation.//](else:)[Built-in waterfall features cascade around the perimeter in an elaborate scheme of clear pipes and fixtures that look like an art installation.] You can only assume it is to mask any user sounds. Classical music adds an air of elegance. Against a blank space on the wall, you notice the blasted shadow of a person, as if a terrible wizard has just vaporized the area of all living things. [[Wake up->fireStart]] [[Peruse the ice fort]] [[Approach the snow globe]] [[Enter the log cabin]] [[Go over to the sled]]]{ }(else-if: $fireHealth > 0 and $haveBoots is False)[Straight ahead, there's a majestic outdoor standalone bathroom with a toilet icon on a mahogany door. The smell of flowers permeates the air even from where you stand - which is quite a distance away. (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//Built-in waterfall features cascade around the perimeter but the water seems to freeze and melt with intricate shapes as if choreographed.//]](else-if: $playerDeaths >$thresholdB)[//Built-in waterfall features cascade around the perimeter but the water seems to freeze and melt with intricate shapes as if choreographed.//](else:)[Built-in waterfall features cascade around the perimeter but the water seems to freeze and melt with intricate shapes as if choreographed.] You can only assume it is to mask any user sounds. Classical music adds an air of elegance. Against a blank space on the wall, you notice the blasted shadow of a person beside a lonely pair of boots, as if a terrible wizard has just vaporized the area of all living things. [[Wake up->fireStart]] [[Take boots->A04-DefaultPuzzleAction]] [[Peruse the ice fort]] [[Approach the snow globe]] [[Enter the log cabin]] [[Go over to the sled]]]{ }(else-if: $fireHealth > 0 and $haveBoots is True)[You already took the boots but you choose to return anyway. Straight ahead, there's a majestic outdoor standalone bathroom with a toilet icon on a mahogany door. The smell of flowers permeates the air even from where you stand - which is quite a distance away. (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//Built-in waterfall features cascade around the perimeter but the water seems to freeze and melt with intricate shapes as if choreographed.//]](else-if: $playerDeaths >$thresholdB)[//Built-in waterfall features cascade around the perimeter but the water seems to freeze and melt with intricate shapes as if choreographed.//](else:)[Built-in waterfall features cascade around the perimeter but the water seems to freeze and melt with intricate shapes as if choreographed.] You can only assume it is to mask any user sounds. Classical music adds an air of elegance. Against a blank space on the wall, you notice the blasted shadow of a person, as if a terrible wizard has just vaporized the area of all living things. [[Wake up->fireStart]] [[Peruse the ice fort]] [[Approach the snow globe]] [[Enter the log cabin]] [[Go over to the sled]]]{(set: $fireHealth to it - 1) (if: $fireHealth is 0)[You feel odd. [[Wake up->fireDeath]]]}{ }(else-if: $fireHealth > 4 and $haveOvenmitts is true)[The snow globe tunnel seems to be blocked off. The gingerbread oven mitts keep your hands toasty warm but your head still feels cold, despite the (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//bright sunshine.//]](else-if: $playerDeaths >$thresholdB)[//bright sunshine.//](else:)[bright sunshine.] [[Wake up->fireStart]] [[Check out the outdoor bathroom]] [[Peruse the ice fort]] [[Enter the log cabin]] [[Go over to the sled]]]{ }(else-if: $fireHealth > 2 and $haveOvenmitts is true)[The snow globe tunnel seems to be blocked off. The gingerbread oven mitts keep your hands toasty warm but your head still feels cold. It's not so bad until the (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//cool breeze//]](else-if: $playerDeaths >$thresholdB)[//cool breeze//](else:)[cool breeze] makes you realize you'd do better if your ears were covered. [[Wake up->fireStart]] [[Check out the outdoor bathroom]] [[Peruse the ice fort]] [[Enter the log cabin]] [[Go over to the sled]]]{ }(else-if: $fireHealth > 0 and $haveOvenmitts is true)[The snow globe tunnel seems to be blocked off. The gingerbread oven mitts keep your hands toasty warm but your head still feels cold. The temperature seems to have dropped sharply as it (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//starts to snow.//]](else-if: $playerDeaths >$thresholdB)[//starts to snow.//](else:)[starts to snow.] [[Wake up->fireStart]] [[Check out the outdoor bathroom]] [[Peruse the ice fort]] [[Enter the log cabin]] [[Go over to the sled]]]{ }(else-if: $fireHealth > 4 and $haveScarf is False)[As you enter the snow globe through a short tunnel, you quickly realize that this is more like a biodome. In the middle of an open area is a shiny-looking colourful kitchen, but it is surrounded by a lethal pit of candy canes fashioned into sharpened sticks, cheerfully ready to stab you to death. The candy canes seem to (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//rise like phoenixes from a pool of melted liquid. //]](else-if: $playerDeaths >$thresholdB)[//rise like phoenixes from a pool of melted liquid. //](else:)[rise like phoenixes from a pool of melted liquid. ] [[Wake up->fireStart]] [[Jump over the pit->C04-DefaultAction]] [[Check out the outdoor bathroom]] [[Peruse the ice fort]] [[Enter the log cabin]] [[Go over to the sled]]]{ }(else-if: $fireHealth > 4 and $haveScarf is True)[As you enter the snow globe through a short tunnel, you quickly realize that this is more like a biodome. In the middle of an open area is a shiny-looking colourful kitchen, but it is surrounded by a lethal pit of candy canes fashioned into sharpened sticks, cheerfully ready to stab you to death. The candy canes seem to (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//rise like phoenixes from a pool of melted liquid.//]](else-if: $playerDeaths >$thresholdB)[//rise like phoenixes from a pool of melted liquid.//](else:)[rise like phoenixes from a pool of melted liquid.] [[Wake up->fireStart]] [[Swing over the pit->C04-PuzzleAction]] [[Check out the outdoor bathroom]] [[Peruse the ice fort]] [[Enter the log cabin]] [[Go over to the sled]]]{ }(else-if: $fireHealth > 2 and $haveScarf is False)[As you enter the snow globe through a short tunnel, you quickly realize that this is more like a biodome. In the middle of an open area is a shiny-looking colourful kitchen, but it is surrounded by a lethal pit of candy canes fashioned into sharpened sticks, cheerfully ready to stab you to death. The candy canes seem to (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//drip with sugary malice.//]](else-if: $playerDeaths >$thresholdB)[//drip with sugary malice.//](else:)[drip with sugary malice.] [[Wake up->fireStart]] [[Jump over the pit->C04-DefaultAction]] [[Check out the outdoor bathroom]] [[Peruse the ice fort]] [[Enter the log cabin]] [[Go over to the sled]]]{ }(else-if: $fireHealth > 2 and $haveScarf is True)[As you enter the snow globe through a short tunnel, you quickly realize that this is more like a biodome. In the middle of an open area is a shiny-looking colourful kitchen, but it is surrounded by a lethal pit of candy canes fashioned into sharpened sticks, cheerfully ready to stab you to death. The candy canes seem to (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//drip with sugary malice.//]](else-if: $playerDeaths >$thresholdB)[//drip with sugary malice.//](else:)[drip with sugary malice.] [[Swing over the pit->C04-PuzzleAction]] [[Check out the outdoor bathroom]] [[Peruse the ice fort]] [[Enter the log cabin]] [[Go over to the sled]]]{ }(else-if: $fireHealth > 0 and $haveScarf is False)[As you enter the snow globe through a short tunnel, you quickly realize that this is more like a biodome. In the middle of an open area is a shiny-looking colourful kitchen, but it is surrounded by a lethal pit of candy canes fashioned into sharpened sticks, cheerfully ready to stab you to death. The candy canes seem to (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//form then freeze.//]](else-if: $playerDeaths >$thresholdB)[//form then freeze.//](else:)[form then freeze.] [[Wake up->fireStart]] [[Jump over the pit->C04-DefaultAction]] [[Check out the outdoor bathroom]] [[Peruse the ice fort]] [[Enter the log cabin]] [[Go over to the sled]]]{ }(else-if: $fireHealth > 0 and $haveScarf is True)[As you enter the snow globe through a short tunnel, you quickly realize that this is more like a biodome. In the middle of an open area is a shiny-looking colourful kitchen, but it is surrounded by a lethal pit of candy canes fashioned into sharpened sticks, cheerfully ready to stab you to death. The candy canes seem to (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//form then freeze.//]](else-if: $playerDeaths >$thresholdB)[//form then freeze.//](else:)[form then freeze.] [[Wake up->fireStart]] [[Swing over the pit->C04-PuzzleAction]] [[Check out the outdoor bathroom]] [[Peruse the ice fort]] [[Enter the log cabin]] [[Go over to the sled]]]{(set: $fireHealth to it - 1) (if: $fireHealth is 0)[You feel odd. [[Wake up->fireDeath]]]}{ }(else-if: $fireHealth > 4 and $haveToque is true)[Your head is kept perfectly warm with the knitted toque. You're adequately prepared for harsh weather. In fact, you're perhaps (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//overheating//]](else-if: $playerDeaths >$thresholdB)[//overheating//](else:)[overheating] a little. [[Wake up->fireStart]] [[Check out the outdoor bathroom]] [[Peruse the ice fort]] [[Approach the snow globe]] [[Go over to the sled]]]{ }(else-if: $fireHealth > 2 and $haveToque is true)[Your head is kept perfectly warm with the knitted toque. You're adequately prepared for harsh weather. You feel (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//just fine.//]](else-if: $playerDeaths >$thresholdB)[//just fine.//](else:)[just fine.] [[Wake up->fireStart]] [[Check out the outdoor bathroom]] [[Peruse the ice fort]] [[Approach the snow globe]] [[Go over to the sled]]]{ }(else-if: $fireHealth > 0 and $haveToque is true)[Your head is kept perfectly warm with the knitted toque. You're adequately prepared for harsh weather. You're still a bit (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//cold//]](else-if: $playerDeaths >$thresholdB)[//cold//](else:)[cold], best to keep moving. [[Wake up->fireStart]] [[Check out the outdoor bathroom]] [[Peruse the ice fort]] [[Approach the snow globe]] [[Go over to the sled]]]{ }(else-if: $fireHealth > 4)[You enter the log cabin to find that it's deceptively small from the outside. It's actually a log mansion. You immediately notice an ornate wooden stove with steam pipes that crisscross all over a grand room, disappearing into the walls and reappearing. The (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//wooden stove is blazing, creating a toasty warm feel in this massive space.//]](else-if: $playerDeaths >$thresholdB)[//wooden stove is blazing, creating a toasty warm feel in this massive space.//](else:)[wooden stove is blazing, creating a toasty warm feel in this massive space.] A dumbwaiter sits across from the wooden stove. It's a contraption that's like a small elevator and used for transporting food and dishes from one level to another. [[Wake up->fireStart]] [[Investigate the dumbwaiter->D04-PuzzleProgress1]] [[Check out the outdoor bathroom]] [[Peruse the ice fort]] [[Approach the snow globe]] [[Go over to the sled]]]{ }(else-if: $fireHealth > 2)[You enter the log cabin to find that it's deceptively small from the outside. It's actually a log mansion. You immediately notice an ornate wooden stove with steam pipes that crisscross all over a grand room, disappearing into the walls and reappearing. The (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//wooden stove is crackling, but you fear that this massive space may grow cold soon.//]](else-if: $playerDeaths >$thresholdB)[//wooden stove is crackling, but you fear that this massive space may grow cold soon.//](else:)[wooden stove is crackling, but you fear that this massive space may grow cold soon.] A dumbwaiter sits across from the wooden stove. It's a contraption that's like a small elevator and used for transporting food and dishes from one level to another. [[Wake up->fireStart]] [[Investigate the dumbwaiter->D04-PuzzleFailA]] [[Check out the outdoor bathroom]] [[Peruse the ice fort]] [[Approach the snow globe]] [[Go over to the sled]]]{ }(else-if: $fireHealth > 0)[You enter the log cabin to find that it's deceptively small from the outside. It's actually a log mansion. You immediately notice an ornate wooden stove with steam pipes that crisscross all over a grand room, disappearing into the walls and reappearing. The (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//wooden stove is smoldering and with a lack of fire and a proper heat source, this grand room is freezing.//]](else-if: $playerDeaths >$thresholdB)[//wooden stove is smoldering and with a lack of fire and a proper heat source, this grand room is freezing.//](else:)[wooden stove is smoldering and with a lack of fire and a proper heat source, this grand room is freezing.] A dumbwaiter sits across from the wooden stove. It's a contraption that's like a small elevator and used for transporting food and dishes from one level to another. [[Wake up->fireStart]] [[Investigate the dumbwaiter->D04-PuzzleFailB]] [[Check out the outdoor bathroom]] [[Peruse the ice fort]] [[Approach the snow globe]] [[Go over to the sled]]]{(set: $fireHealth to it - 1) (if: $fireHealth is 0)[You feel odd. [[Wake up->fireDeath]]]}{ }(else-if: $fireHealth > 4 and $haveScarf is true)[The scarf keeps your neck warm as you stare in awe at the tallest ice fort you've ever encountered. The flagpole now has a pair of pants flying comically in the wind. It resembles someone hanging on for dear life, trying desperately not to be blown away. The pants are also full of holes so it's not worth the effort to try and retrieve them. Besides, the ice is (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//melting rapidly.//]](else-if: $playerDeaths >$thresholdB)[//melting rapidly.//](else:)[melting rapidly.] [[Wake up->fireStart]] [[Check out the outdoor bathroom]] [[Approach the snow globe]] [[Enter the log cabin]] [[Go over to the sled]]]{ }(else-if: $fireHealth > 2 and $haveScarf is true)[The scarf keeps your neck warm as you stare in awe at the tallest ice fort you've ever encountered. The flagpole now has a pair of pants flying comically in the wind. It resembles someone hanging on for dear life, trying desperately not to be blown away. The pants are also full of holes so it's not worth the effort to try and retrieve them. Besides, the ice is (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//starting to melt.//]](else-if: $playerDeaths >$thresholdB)[//starting to melt.//](else:)[starting to melt.] [[Wake up->fireStart]] [[Check out the outdoor bathroom]] [[Approach the snow globe]] [[Enter the log cabin]] [[Go over to the sled]]]{ }(else-if: $fireHealth > 0 and $haveScarf is true)[The scarf keeps your neck warm as you stare in awe at the tallest ice fort you've ever encountered. The flagpole now has a pair of pants flying comically in the wind. It resembles someone hanging on for dear life, trying desperately not to be blown away. The pants are also full of holes so it's not worth the effort to try and retrieve them. Besides, (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//it's freezing out here.//]](else-if: $playerDeaths >$thresholdB)[//it's freezing out here.//](else:)[it's freezing out here.] [[Wake up->fireStart]] [[Check out the outdoor bathroom]] [[Approach the snow globe]] [[Enter the log cabin]] [[Go over to the sled]]]{ }(else-if: $fireHealth > 4 and $haveBoots is False)[This is the tallest ice fort you've ever seen, built like a children's bounce house but made of snow. At the peak, there's something on the flagpole that's not a flag - it's actually a scarf. A sign simply says, "Winner takes scarf". To get to it, you move quickly since the (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//ice is melting rapidly.//]](else-if: $playerDeaths >$thresholdB)[//ice is melting rapidly.//](else:)[ice is melting rapidly.] [[Wake up->fireStart]] [[Ascend the ice fort->B04-DefaultAction]] [[Check out the outdoor bathroom]] [[Approach the snow globe]] [[Enter the log cabin]] [[Go over to the sled]]]{ }(else-if: $fireHealth > 4 and $haveBoots is True)[This is the tallest ice fort you've ever seen, built like a children's bounce house but made of snow. At the peak, there's something on the flagpole that's not a flag - it's actually a scarf. A sign simply says, "Winner takes scarf". To get to it, you move quickly since the (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//ice is melting rapidly.//]](else-if: $playerDeaths >$thresholdB)[//ice is melting rapidly.//](else:)[ice is melting rapidly.] Your sturdy boots are just the thing for this ascent. [[Wake up->fireStart]] [[Ascend with proper footwear->B04-PuzzleAction]] [[Check out the outdoor bathroom]] [[Approach the snow globe]] [[Enter the log cabin]] [[Go over to the sled]]]{ }(else-if: $fireHealth > 2 and $haveBoots is False)[This is the tallest ice fort you've ever seen, built like a children's bounce house but made of snow. At the peak, there's something on the flagpole that's not a flag - it's actually a scarf. A sign simply says, "Winner takes scarf". To get to it, you move quickly since the (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//ice is starting to melt.//]](else-if: $playerDeaths >$thresholdB)[//ice is starting to melt.//](else:)[ice is starting to melt.] [[Wake up->fireStart]] [[Ascend the ice fort->B04-DefaultAction]] [[Check out the outdoor bathroom]] [[Approach the snow globe]] [[Enter the log cabin]] [[Go over to the sled]]]{ }(else-if: $fireHealth > 2 and $haveBoots is True)[This is the tallest ice fort you've ever seen, built like a children's bounce house but made of snow. At the peak, there's something on the flagpole that's not a flag - it's actually a scarf. A sign simply says, "Winner takes scarf". To get to it, you move quickly since the (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//ice is starting to melt.//]](else-if: $playerDeaths >$thresholdB)[//ice is starting to melt.//](else:)[ice is starting to melt.] Your sturdy boots are just the thing for this ascent. [[Wake up->fireStart]] [[Ascend with proper footwear->B04-PuzzleAction]] [[Check out the outdoor bathroom]] [[Approach the snow globe]] [[Enter the log cabin]] [[Go over to the sled]]]{ }(else-if: $fireHealth > 0 and $haveBoots is False)[This is the tallest ice fort you've ever seen, built like a children's bounce house but made of snow. At the peak, there's something on the flagpole that's not a flag - it's actually a scarf. A sign simply says, "Winner takes scarf". To get to it, you can move as slowly as you like since the (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//bitter cold will keep the ice fort as frozen as you feel.//]](else-if: $playerDeaths >$thresholdB)[//bitter cold will keep the ice fort as frozen as you feel.//](else:)[bitter cold will keep the ice fort as frozen as you feel.] [[Wake up->fireStart]] [[Ascend the ice fort->B04-DefaultAction]] [[Check out the outdoor bathroom]] [[Approach the snow globe]] [[Enter the log cabin]] [[Go over to the sled]]]{ }(else-if: $fireHealth > 0 and $haveBoots is True)[This is the tallest ice fort you've ever seen, built like a children's bounce house but made of snow. At the peak, there's something on the flagpole that's not a flag - it's actually a scarf. A sign simply says, "Winner takes scarf." To get to it, you can move as slowly as you like since the (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//bitter cold will keep the ice fort as frozen as you feel.//]](else-if: $playerDeaths >$thresholdB)[//bitter cold will keep the ice fort as frozen as you feel.//](else:)[bitter cold will keep the ice fort as frozen as you feel.] Your sturdy boots are just the thing for this ascent. [[Wake up->fireStart]] [[Ascend with proper footwear->B04-PuzzleAction]] [[Check out the outdoor bathroom]] [[Approach the snow globe]] [[Enter the log cabin]] [[Go over to the sled]]]{(set: $fireHealth to it - 1) (if: $fireHealth is 0)[You feel odd. [[Wake up->fireDeath]]]}{ }(else-if: $fireHealth > 4 and $haveToque is False)[As you approach the sled, you see a huddle of small black figures that collectively turn toward you. To your delight, you realize they're penguins! The tallest penguin waddles forward, (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//the sun glinting//]](else-if: $playerDeaths >$thresholdB)[//the sun glinting//](else:)[the sun glinting] across a pair of half-moon spectacles. It waggles its their flippers expectantly at you. [[Wake up->fireStart]] [[Line up next to the sled->E04-DefaultAction]] [[Check out the outdoor bathroom]] [[Peruse the ice fort]] [[Approach the snow globe]] [[Enter the log cabin]]]{ }(else-if: $fireHealth > 4 and $haveToque is True)[As you approach the sled, you see a huddle of small black figures that collectively turn toward you. To your delight, you realize they're penguins! The tallest penguin waddles forward, (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//the sun glinting//]](else-if: $playerDeaths >$thresholdB)[//the sun glinting//](else:)[the sun glinting] across a pair of half-moon spectacles. It waggles its their flippers expectantly at you. [[Wake up->fireStart]] [[Line up next to the sled->E04-PuzzleAction]] [[Check out the outdoor bathroom]] [[Peruse the ice fort]] [[Approach the snow globe]] [[Enter the log cabin]]]{ }(else-if: $fireHealth > 2 and $haveToque is False)[As you approach the sled, you see a huddle of small black figures that collectively turn toward you. To your delight, you realize they're penguins! The tallest penguin waddles forward, (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//the snow lightly crunching//]](else-if: $playerDeaths >$thresholdB)[//the snow lightly crunching//](else:)[the snow lightly crunching] under its feet. This regal bird wears a pair of half-moon spectacles. It waggles its flippers expectantly at you. [[Wake up->fireStart]] [[Line up next to the sled->E04-DefaultAction]] [[Check out the outdoor bathroom]] [[Peruse the ice fort]] [[Approach the snow globe]] [[Enter the log cabin]]]{ }(else-if: $fireHealth > 2 and $haveToque is True)[As you approach the sled, you see a huddle of small black figures that collectively turn toward you. To your delight, you realize they're penguins! The tallest penguin waddles forward, (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//the snow lightly crunching//]](else-if: $playerDeaths >$thresholdB)[//the snow lightly crunching//](else:)[the snow lightly crunching] under its feet. This regal bird wears a pair of half-moon spectacles. It waggles its flippers expectantly at you. [[Wake up->fireStart]] [[Line up next to the sled->E04-PuzzleAction]] [[Check out the outdoor bathroom]] [[Peruse the ice fort]] [[Approach the snow globe]] [[Enter the log cabin]]]{ }(else-if: $fireHealth > 0 and $haveToque is False)[As you approach the sled, you see a huddle of small black figures that collectively turn toward you. To your delight, you realize they're penguins! The tallest penguin waddles forward, sliding across (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//the frozen ground.//]](else-if: $playerDeaths >$thresholdB)[//the frozen ground.//](else:)[the frozen ground.] This regal bird wears a pair of half-moon spectacles. It waggles its their flippers expectantly at you. [[Wake up->fireStart]] [[Line up next to the sled->E04-DefaultAction]] [[Check out the outdoor bathroom]] [[Peruse the ice fort]] [[Approach the snow globe]] [[Enter the log cabin]]]{ }(else-if: $fireHealth > 0 and $droppedMoonRing is True)[As you approach the sled, you see a huddle of small black figures that collectively turn toward you. To your delight, you realize they're penguins! The tallest penguin waddles forward, sliding across (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//the frozen ground.//]](else-if: $playerDeaths >$thresholdB)[//the frozen ground.//](else:)[the frozen ground.] This regal bird wears a pair of half-moon spectacles. It waggles its their flippers expectantly at you. [[Wake up->fireStart]] [[Line up next to the sled->E04-PuzzleAction]] [[Check out the outdoor bathroom]] [[Peruse the ice fort]] [[Approach the snow globe]] [[Enter the log cabin]]]{(set: $haveBoots = true) (if: $fireHealth is 0)[You feel odd. [[Wake up->fireDeath]]]}{ }(else-if: $fireHealth > 4)[You take the heavy winter boots despite (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//sweating in this summer weather.//]](else-if: $playerDeaths >$thresholdB)[//sweating in this summer weather.//](else:)[sweating in this summer weather.] [[Wake up->fireStart]] [[Peruse the ice fort]] [[Approach the snow globe]] [[Enter the log cabin]] [[Go over to the sled]]]{ }(else-if: $fireHealth > 2)[You take the heavy winter boots as they're your size and could be good for (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//all seasons.//]](else-if: $playerDeaths >$thresholdB)[//all seasons.//](else:)[all seasons.] [[Wake up->fireStart]] [[Peruse the ice fort]] [[Approach the snow globe]] [[Enter the log cabin]] [[Go over to the sled]]]{ }(else-if: $fireHealth > 0)[You take the heavy winter boots because they might come in handy given the (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//harsh drop in temperature.//]](else-if: $playerDeaths >$thresholdB)[//harsh drop in temperature.//](else:)[harsh drop in temperature.] [[Wake up->fireStart]] [[Peruse the ice fort]] [[Approach the snow globe]] [[Enter the log cabin]] [[Go over to the sled]]]{(set: $fireHealth to it - 1) (if: $fireHealth is 0)[You feel odd. [[Wake up->fireDeath]]]}{ }(else-if: $fireHealth > 4)[The ice fort is quickly turning into a (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//melted pile of mush//]](else-if: $playerDeaths >$thresholdB)[//melted pile of mush//](else:)[melted pile of mush] that pools around your feet. You're unable to make much progress. Maybe better footwear would help. [[Wake up->fireStart]] [[Check out the outdoor bathroom]] [[Approach the snow globe]] [[Enter the log cabin]] [[Go over to the sled]]]{ }(else-if: $fireHealth > 2)[Your feet sink into the ice fort which is (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//melting steadily.//]](else-if: $playerDeaths >$thresholdB)[//melting steadily.//](else:)[melting steadily.] You're unable to make much progress. Maybe better footwear would help. [[Wake up->fireStart]] [[Check out the outdoor bathroom]] [[Approach the snow globe]] [[Enter the log cabin]] [[Go over to the sled]]]{ }(else-if: $fireHealth > 0)[Your feet slip and slide on the (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//solid ice fort.//]](else-if: $playerDeaths >$thresholdB)[//solid ice fort.//](else:)[solid ice fort.] You're unable to make much progress. Maybe better footwear would help. [[Wake up->fireStart]] [[Check out the outdoor bathroom]] [[Approach the snow globe]] [[Enter the log cabin]] [[Go over to the sled]]]{(set: $fireHealth to it - 1) (if: $fireHealth is 0)[You feel odd. [[Wake up->fireDeath]]]}{ }(else-if: $fireHealth > 4)[You begin the climb up the ice fort. Your feet push deep into the (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//slushy snow.//]](else-if: $playerDeaths >$thresholdB)[//slushy snow.//](else:)[slushy snow.] You pause for a moment and wonder if this is the best time to attempt scaling this fort. [[Wake up->fireStart]] [[Wait for colder weather->B04-PuzzleAction]] [[Continue ascent->B04-PuzzleFailA]]]{ }(else-if: $fireHealth > 2)[You begin the climb up the ice fort. Your feet leave imprints in the (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//melting snow.//]](else-if: $playerDeaths >$thresholdB)[//melting snow.//](else:)[melting snow.] You pause for a moment and wonder if this is the best time to attempt scaling this fort. [[Wake up->fireStart]] [[Wait for colder weather->B04-PuzzleAction]] [[Continue ascent->B04-PuzzleFailA]]]{ }(else-if: $fireHealth > 0)[You begin the climb up the ice fort. Your footfalls steady against the (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//solid packed snow.//]](else-if: $playerDeaths >$thresholdB)[//solid packed snow.//](else:)[solid packed snow.] You pause for a moment and wonder if this is the best time to attempt scaling this fort. [[Wake up->fireStart]] [[Wait for colder weather->B04-PuzzleAction]] [[Continue ascent->B04-PuzzleSolve]]]{(set: $haveScarf = true) (if: $fireHealth is 1)[(set: $fireHealth to 2)]}{ }You triumphantly grab the scarf and gleefully slide back down to the bottom of the ice fort. [[Wake up->fireStart]] [[Check out the outdoor bathroom]] [[Approach the snow globe]] [[Enter the log cabin]] [[Go over to the sled]]{(set: $fireHealth to it - 1) (if: $fireHealth is 0)[You feel odd. [[Wake up->fireDeath]]]}{ }(else-if: $fireHealth > 4)[You muster up all your courage but realize just in time that this is a terrible idea. You sheepishly turn around, the (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//bright sun behind you//]](else-if: $playerDeaths >$thresholdB)[//bright sun behind you//](else:)[bright sun behind you] as you look for a better way to cross the pit. [[Wake up->fireStart]] [[Check out the outdoor bathroom]] [[Peruse the ice fort]] [[Enter the log cabin]] [[Go over to the sled]]]{ }(else-if: $fireHealth > 2)[You muster up all your courage but realize just in time that this is a terrible idea. You sheepishly turn around, the (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//slushy ground beneath your feet//]](else-if: $playerDeaths >$thresholdB)[//slushy ground beneath your feet//](else:)[slushy ground beneath your feet] ushering you away to look for a better way to cross the pit. [[Wake up->fireStart]] [[Check out the outdoor bathroom]] [[Peruse the ice fort]] [[Enter the log cabin]] [[Go over to the sled]]]{ }(else-if: $fireHealth > 0)[You muster up all your courage but realize just in time that this is a terrible idea. You sheepishly turn around, the (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//frozen ground underfoot//]](else-if: $playerDeaths >$thresholdB)[//frozen ground underfoot//](else:)[frozen ground underfoot] sliding you away to look for a better way to cross the pit. [[Wake up->fireStart]] [[Check out the outdoor bathroom]] [[Peruse the ice fort]] [[Enter the log cabin]] [[Go over to the sled]]](if: $fireHealth is 0)[You feel odd. [[Wake up->fireDeath]]]{ }(else-if: $fireHealth > 4)[Your quick-thinking and previous video game experience make you instinctively throw the scarf onto a rail that comes down from the ceiling. You bravely swing over the pit to safety. Looking around, you see a chic kitchen. (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//Warmth radiates//]](else-if: $playerDeaths >$thresholdB)[//Warmth radiates//](else:)[Warmth radiates] around the boxy oven. [[Wake up->fireStart]] [[Inspect the oven->C04-PuzzleProgress1]]]{ }(else-if: $fireHealth > 2)[Your quick-thinking and previous video game experience make you instinctively throw the scarf onto a rail that comes down from the ceiling. You bravely swing over the pit to safety. Looking around, you see a chic kitchen. (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//A warm and gentle breeze//]](else-if: $playerDeaths >$thresholdB)[//A warm and gentle breeze//](else:)[A warm and gentle breeze] blows around the boxy oven. [[Wake up->fireStart]] [[Inspect the oven->C04-PuzzleProgress1]]]{ }(else-if: $fireHealth > 0)[Your quick-thinking and previous video game experience make you instinctively throw the scarf onto a rail that comes down from the ceiling. You bravely swing over the pit to safety. Looking around, you see a chic kitchen. (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//A frosty chill//]](else-if: $playerDeaths >$thresholdB)[//A frosty chill//](else:)[A frosty chill] blows around the boxy oven. [[Wake up->fireStart]] [[Inspect the oven->C04-PuzzleProgress1]]]{(set: $fireHealth to it - 1) (if: $fireHealth is 0)[You feel odd. [[Wake up->fireDeath]]]}{ }(else-if: $fireHealth > 4)[You are at the oven at the center of the snow globe. Upon closer inspection, you notice that a conveyor belt winds out of the back of the oven to an area outside of the biodome, tended to by a pair of raccoons. A pair of unbaked gingerbread cookies in the shape of oven mitts rests on a tray nearby. The oven seems (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//blisteringly hot.//]](else-if: $playerDeaths >$thresholdB)[//blisteringly hot.//](else:)[blisteringly hot.] Looking at the oven, you can't see a way to control the temperature. [[Wake up->fireStart]] [[Wait->C04-PuzzleProgress1]] [[Bake gingerbread->C04PuzzleFailA]]]{ }(else-if: $fireHealth > 2)[You are at the oven at the center of the snow globe. Upon closer inspection, you notice that a conveyor belt winds out of the back of the oven to an area outside of the biodome, tended to by a pair of raccoons. A pair of unbaked gingerbread cookies in the shape of oven mitts rests on a tray nearby. The oven seems (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//toasty warm.//]](else-if: $playerDeaths >$thresholdB)[//toasty warm.//](else:)[toasty warm.] Looking at the oven, you can't see a way to control the temperature. [[Wake up->fireStart]] [[Wait->C04-PuzzleProgress1]] [[Bake gingerbread->C04PuzzleSolve]]]{ }(else-if: $fireHealth > 0)[You are at the oven at the center of the snow globe. Upon closer inspection, you notice that a conveyor belt winds out of the back of the oven to an area outside of the biodome, tended to by a pair of raccoons. A pair of unbaked gingerbread cookies in the shape of oven mitts rests on a tray nearby. The oven seems only (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//slightly warm.//]](else-if: $playerDeaths >$thresholdB)[//slightly warm.//](else:)[slightly warm.] Looking at the oven, you can't see a way to control the temperature. [[Wake up->fireStart]] [[Wait->C04-PuzzleProgress1]] [[Bake gingerbread->C04PuzzleFailB]]]{(set: $haveOvenmitts = true) (if: $fireHealth is 1)[(set: $fireHealth to 2)] (if: $fireHealth is 0)[You feel odd. [[Wake up->fireDeath]]]}{ }(else-if: $fireHealth > 4)[You place the gingerbread in the oven and push the large button labelled BAKE. After an indeterminate amount of time, a cheerful ding announces the gingerbread oven mitts are ready. You open the oven, but to your horror, the cookies have been whisked away on a conveyor belt out of the back of the oven. You race after them out of the snow globe, following the twisting belt. Once you catch up, you tentatively pick up the gingerbread oven mitts and are delighted to find that they are baked to perfection. You taste test with a small nibble and they are spiced just right. Your curiosity gets the better of you and you slide your hands inside. A warmth spreads from the tips of your fingers through your entire body in a wave. Regular mittens could never do this! It would be a crime to eat these perfect hand warmers. You turn your toasty fingers toward your next challenge. [[Wake up->fireStart]] [[Check out the outdoor bathroom]] [[Peruse the ice fort]] [[Enter the log cabin]] [[Go over to the sled]]]{ }(else-if: $fireHealth > 2)[You place the gingerbread in the oven and push the large button labelled BAKE. After an indeterminate amount of time, a cheerful ding announces the gingerbread oven mitts are ready. You open the oven, but to your horror, the cookies have been whisked away on a conveyor belt out of the back of the oven. You race after them out of the snow globe, following the twisting belt. Once you catch up, you tentatively pick up the gingerbread oven mitts and are delighted to find that they are baked to perfection. You taste test with a small nibble and they are spiced just right. Your curiosity gets the better of you and you slide your hands inside. A warmth spreads from the tips of your fingers through your entire body in a wave. Regular mittens could never do this! It would be a crime to eat these perfect hand warmers. You turn your toasty fingers toward your next challenge. [[Wake up->fireStart]] [[Check out the outdoor bathroom]] [[Peruse the ice fort]] [[Enter the log cabin]] [[Go over to the sled]]]{ }(else-if: $fireHealth > 0)[You place the gingerbread in the oven and push the large button labelled BAKE. After an indeterminate amount of time, a cheerful ding announces the gingerbread oven mitts are ready. You open the oven, but to your horror, the cookies have been whisked away on a conveyor belt out of the back of the oven. You race after them out of the snow globe, following the twisting belt. Once you catch up, you tentatively pick up the gingerbread oven mitts and are delighted to find that they are baked to perfection. You taste test with a small nibble and they are spiced just right. Your curiosity gets the better of you and you slide your hands inside. A warmth spreads from the tips of your fingers through your entire body in a wave. Regular mittens could never do this! It would be a crime to eat these perfect hand warmers. You turn your toasty fingers toward your next challenge. [[Wake up->fireStart]] [[Check out the outdoor bathroom]] [[Peruse the ice fort]] [[Enter the log cabin]] [[Go over to the sled]]]{(if: $fireHealth is 0)[You feel odd. [[Wake up->fireDeath]]]}{ }(else-if: $fireHealth > 4)[You place the gingerbread in the oven and push the large button labeled BAKE. After an indeterminate amount of time, a cheerful ding announces the gingerbread oven mitts are ready. You open the oven, but to your horror, the cookies have been whisked away on the conveyor belt. You race after them, following the twisting belt out of the snow globe. Once you catch up, you tentatively pick up the gingerbread oven mitts, but they promptly break apart into crumbs too small, even for a mouse. Perhaps you need less heat next time. [[Wake up->fireStart]] [[Check out the outdoor bathroom]] [[Peruse the ice fort]] [[Approach the snow globe]] [[Enter the log cabin]] [[Go over to the sled]]]{ }(else-if: $fireHealth > 2)[You place the gingerbread in the oven and push the large button labeled BAKE. After an indeterminate amount of time, a cheerful ding announces the gingerbread oven mitts are ready. You open the oven, but to your horror, the cookies have been whisked away on the conveyor belt. You race after them, following the twisting belt out of the snow globe. Once you catch up, you tentatively pick up the gingerbread oven mitts, but they promptly break apart into crumbs too small, even for a mouse. Perhaps you need less heat next time. [[Wake up->fireStart]] [[Check out the outdoor bathroom]] [[Peruse the ice fort]] [[Approach the snow globe]] [[Enter the log cabin]] [[Go over to the sled]]]{ }(else-if: $fireHealth > 0)[You place the gingerbread in the oven and push the large button labeled BAKE. After an indeterminate amount of time, a cheerful ding announces the gingerbread oven mitts are ready. You open the oven, but to your horror, the cookies have been whisked away on the conveyor belt. You race after them, following the twisting belt out of the snow globe. Once you catch up, you tentatively pick up the gingerbread oven mitts, but they promptly break apart into crumbs too small, even for a mouse. Perhaps you need less heat next time. [[Wake up->fireStart]] [[Check out the outdoor bathroom]] [[Peruse the ice fort]] [[Approach the snow globe]] [[Enter the log cabin]] [[Go over to the sled]]](if: $fireHealth is 0)[You feel odd. [[Wake up->fireDeath]]]{ }(else-if: $fireHealth > 4)[You place the gingerbread in the oven and push the large button labelled BAKE. After an indeterminate amount of time, a cheerful ding announces the gingerbread oven mitts are ready. You open the oven, but to your horror, the cookies have been whisked away on the conveyor belt. You race after them out of the snow globe, following the twisting belt across the (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//sun-dabbled ground.//]](else-if: $playerDeaths >$thresholdB)[//sun-dabbled ground.//](else:)[sun-dabbled ground.] Once you catch up, you tentatively pick up the gingerbread oven mitts. They sag and squelch disappointingly, turning into a mushy dough ball. Perhaps you need more heat next time. [[Wake up->fireStart]] [[Check out the outdoor bathroom]] [[Peruse the ice fort]] [[Approach the snow globe]] [[Enter the log cabin]] [[Go over to the sled]]]{ }(else-if: $fireHealth > 2)[You place the gingerbread in the oven and push the large button labelled BAKE. After an indeterminate amount of time, a cheerful ding announces the gingerbread oven mitts are ready. You open the oven, but to your horror, the cookies have been whisked away on a conveyor belt out of the back of the oven. You race after them out of the snow globe, following the twisting belt seemingly propelled by the (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//cool breeze.//]](else-if: $playerDeaths >$thresholdB)[//cool breeze.//](else:)[cool breeze.] Once you catch up, you tentatively pick up the gingerbread oven mitts. They sag and squelch disappointingly, turning into a mushy dough ball. Perhaps you need more heat next time. [[Wake up->fireStart]] [[Check out the outdoor bathroom]] [[Peruse the ice fort]] [[Approach the snow globe]] [[Enter the log cabin]] [[Go over to the sled]]]{ }(else-if: $fireHealth > 0)[You place the gingerbread in the oven and push the large button labelled BAKE. After an indeterminate amount of time, a cheerful ding announces the gingerbread oven mitts are ready. You open the oven, but to your horror, the cookies have been whisked away on the conveyor belt. You race after them out of the snow globe, following the twisting belt across the (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//frozen ground.//]](else-if: $playerDeaths >$thresholdB)[//frozen ground.//](else:)[frozen ground.] Once you catch up, you tentatively pick up the gingerbread oven mitts. They sag and squelch disappointingly, turning into a mushy dough ball. Perhaps you need more heat next time. [[Wake up->fireStart]] [[Check out the outdoor bathroom]] [[Peruse the ice fort]] [[Approach the snow globe]] [[Enter the log cabin]] [[Go over to the sled]]]{(set: $fireHealth to it - 1) (if: $fireHealth is 0)[You feel odd. [[Wake up->fireDeath]]]}{ }(else-if: $fireHealth > 4)[Your feet punch through the (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//melting snow like wet toilet paper.//]](else-if: $playerDeaths >$thresholdB)[//melting snow like wet toilet paper.//](else:)[melting snow like wet toilet paper.] The ice fort is too unstable to reach the scarf. You slide all the way back down to the begining. Perhaps you need to wait for colder weather. [[Wake up->fireStart]] [[Check out the outdoor bathroom]] [[Peruse the ice fort]] [[Approach the snow globe]] [[Enter the log cabin]] [[Go over to the sled]]]{ }(else-if: $fireHealth > 2)[Your feet can't find a (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//solid footing in the slush.//]](else-if: $playerDeaths >$thresholdB)[//solid footing in the slush.//](else:)[solid footing in the slush.] The ice fort is too unstable to reach the scarf. You slide all the way back down to the begining. Perhaps you need to wait for colder weather. [[Wake up->fireStart]] [[Check out the outdoor bathroom]] [[Peruse the ice fort]] [[Approach the snow globe]] [[Enter the log cabin]] [[Go over to the sled]]]{ }(else-if: $fireHealth > 0)[Your feet slide out from under you and you fall to your knees. The (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//slippery ice//]](else-if: $playerDeaths >$thresholdB)[//slippery ice//](else:)[slippery ice] is far too unstable to reach the scarf. You slide all the way back down to the begining. Perhaps you need to wait for colder weather. [[Wake up->fireStart]] [[Check out the outdoor bathroom]] [[Peruse the ice fort]] [[Approach the snow globe]] [[Enter the log cabin]] [[Go over to the sled]]]{(set: $fireHealth to it - 1) (if: $fireHealth is 0)[You feel odd. [[Wake up->fireDeath]]]}{ }(else-if: $fireHealth > 4 and $haveOvenmitts is False)[(if: $playerDeaths > $thresholdA)[(text-colour:orange)[//You slide open the outer door covering the dumbwaiter and see the makings of afternoon tea,//]](else-if: $playerDeaths >$thresholdB)[//You slide open the outer door covering the dumbwaiter and see the makings of afternoon tea,//](else:)[You slide open the outer door covering the dumbwaiter and see the makings of afternoon tea,] with a tea set and teapot covered with a matching tea cozy at a weird angle. When you look closer, you realize why - the tea cozy is a toque! It's one of those that has a hole for a ponytail and in this case, that hole is used for the teapot spout. [[Wake up->fireStart]] [[Pick up toque->D04-PuzzleFailC]]]{ }(else-if: $fireHealth > 4 and $haveOvenmitts is True)[You slide open the outer door covering the dumbwaiter and see the makings of afternoon tea, with a tea set and teapot covered with a matching tea cozy at a weird angle. When you look closer, you realize why - the tea cozy is a toque! It's one of those that has a hole for a ponytail and in this case, that hole is used for the teapot spout. (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//You could take the toque if you wanted to. It'll be nice and toasty warm too!//]](else-if: $playerDeaths >$thresholdB)[//You could take the toque if you wanted to. It'll be nice and toasty warm too!//](else:)[You could take the toque if you wanted to. It'll be nice and toasty warm too!] [[Wake up->fireStart]] [[Pick up toque->D04-PuzzleSolve]]]{ }(else-if: $fireHealth > 2 and $haveOvenmitts is False)[You slide open the outer door covering the dumbwaiter and see that it's exactly (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//like a small elevator stuck halfway between floors.//]](else-if: $playerDeaths >$thresholdB)[//like a small elevator stuck halfway between floors.//](else:)[like a small elevator stuck halfway between floors.] There's a light switch on the wall which allows you to see better. When the light turns on, you can see that the dumbwaiter is carrying the makings of afternoon tea, with a tea set and teapot covered with a matching tea cozy at a weird angle. When you look closer, you realize why - the tea cozy is a toque! It's one of those that has a hole for a ponytail and in this case, that hole is used for the teapot spout. [[Wake up->fireStart]] [[Stretch for the toque->D04-PuzzleFailC]]]{ }(else-if: $fireHealth > 2 and $haveOvenmitts is True)[You slide open the outer door covering the dumbwaiter and see that it's exactly like a small elevator stuck halfway between floors. There's a light switch on the wall that you flick. The light allows you to see better. The dumbwaiter is carrying the makings of afternoon tea, with a tea set and teapot covered with a matching tea cozy at a weird angle. When you look closer, you realize why - the tea cozy is a toque! It's one of those that has a hole for a ponytail and in this case, that hole is used for the teapot spout. (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//If you wanted to take the toque, it might be just in reach that you could.//]](else-if: $playerDeaths >$thresholdB)[//If you wanted to take the toque, it might be just in reach that you could.//](else:)[If you wanted to take the toque, it might be just in reach that you could.] [[Wake up->fireStart]] [[Stretch for the toque->D04-PuzzleSolve]]]{ }(else-if: $fireHealth > 0 and $haveOvenmitts is False)[You slide open the outer door covering the dumbwaiter and see that it's exactly (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//like a small elevator stuck between floors.//]](else-if: $playerDeaths >$thresholdB)[//like a small elevator stuck between floors.//](else:)[like a small elevator stuck between floors.] Only a tiny portion of the actual shelf is visible. There's a light switch on the wall that you flick. The light allows you to see better, even though you strain to see inside. The dumbwaiter is carrying the makings of afternoon tea, with a tea set and teapot covered with a matching tea cozy at a weird angle. When you look closer, you realize why - the tea cozy is a toque! It's one of those that has a hole for a ponytail and in this case, that hole is used for the teapot spout. [[Wake up->fireStart]] [[Stretch for the toque->D04-PuzzleFailC]]]{ }(else-if: $fireHealth > 0 and $haveOvenmitts is True)[You slide open the outer door covering the dumbwaiter and see that it's exactly like a small elevator stuck halfway between floors. There's a light switch on the wall that you flick. The light allows you to see better. The dumbwaiter is carrying the makings of afternoon tea, with a tea set and teapot covered with a matching tea cozy at a weird angle. When you look closer, you realize why - the tea cozy is a toque! It's one of those that has a hole for a ponytail and in this case, that hole is used for the teapot spout. (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//Even if you wanted to take the toque, there's no way of reaching that with the current state of things.//]](else-if: $playerDeaths >$thresholdB)[//Even if you wanted to take the toque, there's no way of reaching that with the current state of things.//](else:)[Even if you wanted to take the toque, there's no way of reaching that with the current state of things.] [[Wake up->fireStart]] [[Stretch for the toque->D04-PuzzleSolve]]]{(set: $fireHealth to it - 1) (if: $fireHealth is 0)[You feel odd. [[Wake up->fireDeath]]]}{ }(else-if: $fireHealth > 4)[The dumbwaiter is at stuck at a point where you can't reach anything inside. You can see that the dumbwaiter is fuelled by the steam in the pipes from the wooden stove. You look around the log mansion for a way to fuel the wooden stove but alas, there's no wood or other needed supplies. You wander back outside where the (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//sun is shining brightly//]](else-if: $playerDeaths >$thresholdB)[//sun is shining brightly//](else:)[sun is shining brightly] to look for something that would help. [[Wake up->fireStart]] [[Check out the outdoor bathroom]] [[Peruse the ice fort]] [[Approach the snow globe]] [[Go over to the sled]]]{ }(else-if: $fireHealth > 2)[The dumbwaiter is at stuck at a point where you can't reach anything inside. You can see that the dumbwaiter is fuelled by the steam in the pipes from the wooden stove. You look around the log mansion for a way to fuel the wooden stove but there's no wood or other needed supplies. You wander back outside where the (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//sky is cloudy//]](else-if: $playerDeaths >$thresholdB)[//sky is cloudy//](else:)[sky is cloudy] to look for something that would help. [[Wake up->fireStart]] [[Check out the outdoor bathroom]] [[Peruse the ice fort]] [[Approach the snow globe]] [[Go over to the sled]]]{ }(else-if: $fireHealth > 0)[The dumbwaiter is at stuck at a point where you can't reach anything inside. You can see that the dumbwaiter is fuelled by the steam in the pipes from the wooden stove. You look around the log mansion for a way to fuel the wooden stove but there's no wood or other needed supplies. You wander back outside where (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//it's snowing//]](else-if: $playerDeaths >$thresholdB)[//it's snowing//](else:)[it's snowing] to look for something that would help. [[Wake up->fireStart]] [[Check out the outdoor bathroom]] [[Peruse the ice fort]] [[Approach the snow globe]] [[Go over to the sled]]]{(set: $fireHealth to it - 1) (if: $fireHealth is 0)[You feel odd. [[Wake up->fireDeath]]]}{ }(else-if: $fireHealth > 4)[The dumbwaiter is at stuck at a point where you can't reach anything inside. You can see that the dumbwaiter is fuelled by the steam in the pipes from the wooden stove. You look around the log mansion for a way to fuel the wooden stove but alas, there's no wood or other needed supplies. You wander back outside where the (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//sun is shining//]](else-if: $playerDeaths >$thresholdB)[//sun is shining//](else:)[sun is shining] brightly to look for something that would help. [[Wake up->fireStart]] [[Check out the outdoor bathroom]] [[Peruse the ice fort]] [[Approach the snow globe]] [[Go over to the sled]]]{ }(else-if: $fireHealth > 2)[The dumbwaiter is at stuck at a point where you can't reach anything inside. You can see that the dumbwaiter is fuelled by the steam in the pipes from the wooden stove. You look around the log mansion for a way to fuel the wooden stove but there's no wood or other needed supplies. You wander back outside where the (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//sky is cloudy//]](else-if: $playerDeaths >$thresholdB)[//sky is cloudy//](else:)[sky is cloudy] to look for something that would help. [[Wake up->fireStart]] [[Check out the outdoor bathroom]] [[Peruse the ice fort]] [[Approach the snow globe]] [[Go over to the sled]]]{ }(else-if: $fireHealth > 0)[The dumbwaiter is at stuck at a point where you can't reach anything inside. You can see that the dumbwaiter is fuelled by the steam in the pipes from the wooden stove. You look around the log mansion for a way to fuel the wooden stove but there's no wood or other needed supplies. You wander back outside where (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//it's snowing//]](else-if: $playerDeaths >$thresholdB)[//it's snowing//](else:)[it's snowing] to look for something that would help. [[Wake up->fireStart]] [[Check out the outdoor bathroom]] [[Peruse the ice fort]] [[Approach the snow globe]] [[Go over to the sled]]]{(set: $haveToque= true) (if: $fireHealth is 0)[You feel odd. [[Wake up->fireDeath]]]}{ }(else-if: $fireHealth > 4)[You can see the steam escaping from the teapot spout, so you "prudently" use the gingerbread oven mitts to remove the toque. Huzzah! You drink all the tea and eat all the food. It's decidedly the most delicious afternoon tea you've ever had. There's nothing else for you to do in this log mansion, so it's a good time to leave. [[Wake up->fireStart]] [[Check out the outdoor bathroom]] [[Peruse the ice fort]] [[Approach the snow globe]] [[Go over to the sled]]]{ }(else-if: $fireHealth > 2)[You can see the steam escaping from the teapot spout, so you "prudently" use the gingerbread oven mitts to remove the toque. Huzzah! You drink all the tea and eat all the food. It's decidedly the most delicious afternoon tea you've ever had. There's nothing else for you to do in this log mansion, so it's a good time to leave. [[Wake up->fireStart]] [[Check out the outdoor bathroom]] [[Peruse the ice fort]] [[Approach the snow globe]] [[Go over to the sled]]]{ }(else-if: $fireHealth > 0)[You can see the steam escaping from the teapot spout, so you "prudently" use the gingerbread oven mitts to remove the toque. Huzzah! You drink all the tea and eat all the food. It's decidedly the most delicious afternoon tea you've ever had. There's nothing else for you to do in this log mansion, so it's a good time to leave. [[Wake up->fireStart]] [[Check out the outdoor bathroom]] [[Peruse the ice fort]] [[Approach the snow globe]] [[Go over to the sled]]]{(set: $fireHealth to it - 1) (if: $fireHealth is 0)[You feel odd. [[Wake up->fireDeath]]]}{ }(else-if: $fireHealth > 4)[Despite seeing the steam escaping from the teapot spout, you take your chances and try to remove the toque. OW! That's way too hot to handle without any sort of protective gear for your hands. You wander outside where the (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//sun is shining brightly//]](else-if: $playerDeaths >$thresholdB)[//sun is shining brightly//](else:)[sun is shining brightly] in search of something to protect your precious digits. [[Wake up->fireStart]] [[Check out the outdoor bathroom]] [[Peruse the ice fort]] [[Approach the snow globe]] [[Go over to the sled]]]{ }(else-if: $fireHealth > 2)[Despite seeing the steam escaping from the teapot spout, you take your chances and try to remove the toque. OW! That's way too hot to handle without any sort of protective gear for your hands. You wander outside where the (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//sky is cloudy//]](else-if: $playerDeaths >$thresholdB)[//sky is cloudy//](else:)[sky is cloudy] in search of something to protect your precious digits. [[Wake up->fireStart]] [[Check out the outdoor bathroom]] [[Peruse the ice fort]] [[Approach the snow globe]] [[Go over to the sled]]]{ }(else-if: $fireHealth > 0)[Despite seeing the steam escaping from the teapot spout, you take your chances and try to remove the toque. OW! That's way too hot to handle without any sort of protective gear for your hands. You wander outside where (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//it's snowing//]](else-if: $playerDeaths >$thresholdB)[//it's snowing//](else:)[it's snowing] in search of something to protect your precious digits. [[Wake up->fireStart]] [[Check out the outdoor bathroom]] [[Peruse the ice fort]] [[Approach the snow globe]] [[Go over to the sled]]]{(set: $fireHealth to it - 1) (if: $fireHealth is 0)[You feel odd. [[Wake up->fireDeath]]]}{ }(else-if: $fireHealth > 4)[The bespectacled penguin looks you up and down, then definitively shakes its head in disapproval. You seem to have not met the dress code for crossing the (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//cracking ice.//]](else-if: $playerDeaths >$thresholdB)[//cracking ice.//](else:)[cracking ice.] You had better find better travelling clothes before venturing out. [[Wake up->fireStart]] [[Check out the outdoor bathroom]] [[Peruse the ice fort]] [[Approach the snow globe]] [[Enter the log cabin]]]{ }(else-if: $fireHealth > 2)[The bespectacled penguin looks you up and down, then definitively shakes its head in disapproval. You seem to have not met the dress code for crossing the (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//smooth ice.//]](else-if: $playerDeaths >$thresholdB)[//smooth ice.//](else:)[smooth ice.] You had better find better travelling clothes before venturing out. [[Wake up->fireStart]] [[Check out the outdoor bathroom]] [[Peruse the ice fort]] [[Approach the snow globe]] [[Enter the log cabin]]]{ }(else-if: $fireHealth > 0)[The bespectacled penguin looks you up and down, then definitively shakes its head in disapproval. You seem to have not met the dress code for crossing the (if: $playerDeaths > $thresholdA)[(text-colour:orange)[//solid ice.//]](else-if: $playerDeaths >$thresholdB)[//solid ice.//](else:)[solid ice.] You had better find better travelling clothes before venturing out. [[Wake up->fireStart]] [[Check out the outdoor bathroom]] [[Peruse the ice fort]] [[Approach the snow globe]] [[Enter the log cabin]]]The bespectacled penguin looks you up and down, then nods its head in satisfaction. Clearly, you have passed muster with your hodgepodge set of clothes. The penguins crowd around you, gently herding you onto the sled. You sit down with a thump, bewildered. You watch as the penguins waddle to the front of the sled before harnessing themselves to leads buried in the snow. The penguin with glasses leans over you and squawks, clearly needing your attention. You look down at your hands to see that a passport has appeared in them. The lead penguin diligently stamps your passport before joining the team. Together, the penguins launch themselves onto the ice, sliding on their bellies while pulling the sled, and you, forward. [[Onward->Finale01]]You journey across the ice eventually arriving at the edge of the lake. You get out of the penguins' sled, waving goodbye and saying your thanks. [[Continue->Finale02]]You walk past trees that quickly begin to thicken into a forest. [[Forge ahead->Finale03]]Snow starts to fall. The sky quickly darkens and suddenly, //everything// goes dark. For a moment, all is still and quiet. [[Wait->Finale04]](align:"=><=")+(box:"X=")[(size:2)[The End] Thank you for playing! You let the fire die $playerDeaths times. As the Fire Dies was created by Deborah Chantson & Alex Carey](align:"=><=")+(box:"X=")[(size:2)[As the Fire Dies] Deborah Chantson & Alex Carey [[Play->Q1name]]]As quickly as the sky darkened, it brightens with the warm sun rising. [[Enjoy the sunrise]]As you press on through these unknown lands, you eventually stumple across a familiar brown sleeping bag and a small fire. [[Lie down]]Exhausted from an eventful night, you snuggle into the sleeping bag. [[Relax]]As you drift off to sleep, you can't help but notice the smell of gingerbread in the air. [[Dream ...->Credits]]