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update_ways = (ways) ->
content = " "
for way in ways
if undum . game . situations [ way ] ?
content += way_to ( undum . game . situations [ way ] . title , way )
$ ( " # ways " ) . html ( content )
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# if the player enters the code prior to learning the birthday, the game responds accordingly
# when he wants to go, there's someone at rge door
# it's another thief (someone who is at ease with Ana's Instagram too) who took out Petya
# the Black Phone can deal with him
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situation " living-room " ,
title: " Living room "
before: () ->
if not $ ( " .ways h2 " ) . is ( ' :visible ' )
$ ( " .ways h2 " ) . fadeIn ( )
update_ways ( this . ways )
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ways: [ " bedroom " , " kitchen " , " balcony " ]
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content: """
Ronald is standing in a dark room with a big #{textlink("window.", "window")}
The walls are covered with a dingy rose wallpaper .
The room is very unnerving .
Was it actually her home ?
On a coffee table lies an opened envelope .
#{textlink("A book stand", "bookcase")} is hanging above #{textlink("a television set.", "tv")}
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Oh , and #{textlink("the door Ronald came into", "door")} the apartment is there, too.
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"""
writers:
window : " The moon is full today. It illuminates the flat, makes the things stand out in some weird angles. "
bookcase: """
Either Anastacia has a very conflicting taste in books , or she has no taste at all . Let ' s see...
#{textlink("“Master and Margarita”,", "bulgakov")}
#{textlink("“Breakfast at Tiffany's”,", "tiffanys")}
#{textlink("The Soviet Encyclopedic Dictionary,", "dictionary")}
#{textlink("“Grey”,", "grey")}
#{textlink("”Also sprach Zarathustra”,", "zaratustra")}
#{textlink("”Poker with sharks”,", "dontzova")}
#{textlink("”Classic sauce. Culinary collection”", "culinary")}
and #{textlink("The Bible.", "bible")}
"""
bulgakov: """
“ Master and Margarita ” by Mikhail Bulgakov .
A famous urban fantasy satire of Soviet nineteen - thirties .
This is a cheap paperback edition , she read this at least a couple of times .
The pages have dog ' s ears, and coffee stains too.
Ronald can even see a hint of lipstick smearing the episode of Satan ' s dark magic variety show performance.
"""
tiffanys: """
This book looks scrawny wedged between the fat dictionary and an epic novel .
It looks rather new , the pages are still white and straight .
Maybe she didn ' t catch the right moment to read this.. or maybe just forgot about it.
"""
dictionary: " A big fat dictionary of everything, issued in 1989. Nobody reads every page of these. Ronald doubts Anastacia got to read at least one page. "
grey: " Fifty Shades of Grey, an unnecessary remake. Now from a psychopath ' s point of view. And she actually read that. "
zaratustra: (character, system) ->
money ( character , system , 20000 )
"""
Nietsche ' s four-part novel about The Man, The Superman and everything in-between.
It ' s surprisingly worn down.
She took this book out a lot .
Was she secretly a philosophy nut ?
An Ü bermensch dreamer ?
No , of course not .
Ronald opens the book and finds a stash of money inside .
"""
dontzova: """
An " ironic detective " by Daria Dontzova about Evlampia Romanova , an amateur detective .
The heroine ( nicknamed as Lamp ) plays harp and solves murders .
It ' s a trash book filled with blatant product placement.
"""
culinary: " An old culinary book. Nothing about it. "
bible: " An Orthodox Christian Bible, Old Testament. A decent hardcover edition. Bookmarked at the Sodom episode. "
tv: " An expensive 40-something inch TV standing on a stylish black stand. The room looks kinda small for that monster. "
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door: (character, system) ->
if character . sandbox . box_opened == 0
" Ronald has a job here. It ' s still on. "
else
system . doLink ( " door " )
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situation " bedroom " ,
before: () ->
update_ways ( this . ways )
title: " Bedroom "
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ways: [ " living-room " , " kitchen " , " bathroom " ]
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content: (character, system) ->
return """
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The bedroom is spacious ; its walls are lavender green , almost white in the moonlight .
#{textlink("A massive wardrobe", "wardrobe")} occupies one of the walls.
On the wall across #{textlink("a big bed", "bed")} hangs #{textlink("a full sized mirror.", "mirror")}
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#{if character.sandbox.box_opened == 0
" On a small table near the bed is an ornate #{ way_to ( " wooden box. " , " box " ) } "
}
"""
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writers:
bed: """
A double bed with flower - embroidered sheets .
She left several days ago .
The sheets are still fresh .
"""
wardrobe: """
TODO [ This is about Ana ' s looks, her body.]
"""
mirror: """
The mirror looks directly at the bed .
Kinky , though not very much * Feng Shui * in it .
#{textlink("The frame","frame")} depicts various artists (all women) making sculptures of men.
It ' s a very *unusual* art.
"""
frame: """
On a close examination , the frame isn ' t attached to the wall.
There is #{textlink("a safe", "safe")} behind the mirror!
"""
safe: """
The safe is locked with a regular lock .
Ronald tries two keys .
The first of them opens the door .
There are #{textlink("money", "money")} inside, and #{textlink("a rough sketch.", "sketch")}
"""
money: (character, system) ->
money ( character , system , 50000 )
"""
It ' s a big cash.
Odd that she didn ' t take this when she left.
But someone ' s fault just makes Ronald ' s payday now .
"""
sketch: """
It ' s a portrait of Anastacia.
She bites her lower lip slightly .
Her eyes are sad , or maybe concerned with something .
The sketch is signed: * " L. Y. - 2017 " *
"""
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situation " kitchen " ,
before: () ->
update_ways ( this . ways )
title: " Kitchen "
ways: [ " living-room " , " bedroom " ]
content: """
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The white , perfectly clean kitchen could be called spartan: #{textlink("a fridge,", "fridge")} a microwave and #{textlink("a big table", "table")} where one can eat whatever she "cooked" that way.
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"""
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writers:
fridge: """
No magnets or stickers on the outside .
The door opens easily .
* If only the hinges on the apartment doors were as good as refrigerator ones . *
A hearty bunch of salad .
Some fruits , carrots , two beets .
Three eggs , one cracked .
A bottle of ketchup , bottle of whiskey , valerian vial .
A jar of raspberry preserve , half - finished .
And enough frozen pizzas to last a month .
"""
table: """
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TODO [ Here the player learns why Ana decided to bolt away . Also that the date notation is DD . MM . YYYY . I ' m still deciding on the object that would be here, though.]
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"""
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situation " bathroom " ,
before: (character,system) ->
writemd ( system , " Ronald doesn ' t want to search the bathroom. It ' s too private a room to enter. " )
index = undum . game . situations [ " bedroom " ] . ways . indexOf ( " bathroom " )
undum . game . situations [ " bedroom " ] . ways . splice ( index , 1 )
update_ways ( undum . game . situations [ " bedroom " ] . ways )
return false
title: " Bathroom "
ways: [ " bedroom " ]
situation " balcony " ,
before: () ->
update_ways ( this . ways )
title: " Balcony "
ways: [ " living-room " ]
content: """
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A small glazed - in empty balcony .
It ' s an amazing night.
The whole town is lit by moonlight , standing perfectly still .
On a short stand is #{textlink("an ashtray","ashtray")} with some ash in it.
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"""
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writers:
ashtray: (character) ->
character.sandbox.knows_the_code = 1
return """
She completely smoked out two cigarettes here .
There ' s also a # {textlink( " piece of paper nearby, " , " paper " )} half-burnt.
"""
paper: """
It ' s a letter, written by hand on a thick sheet of what must be an A4 paper.
The handwriting is wobbly and the first three quarters of the sheet is gone , but the ending is legible .
. . . ok at them , celebrating the New Year , think of our anniversary .
The day of White .
I will fly to you no matter what .
& nbsp ; & nbsp ; & nbsp ; * L . Y . *
"""
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situation " box " ,
before: () ->
update_ways ( this . ways )
ways: [ " bedroom " ]
choices: " # box "
content: (character, system) ->
return """
It ' s a red wood, very expensive.
And this box is locked with a digital code key .
#{if is_visited(this) == 0
"""
Ronald takes out a vial from his pocket . He coats the keys with a bright white powder .
Only 1 , 2 , 3 , 7 and 0 keys are fingerprinted .
He wipes the box clean until there is no trace of the powder .
"""
}
"""
# no need to call update_ways, it's the same location
situation " smash " ,
canView: (character) ->
character . sandbox . view_smash == 1
optionText: " Smash the box "
before: (character) ->
character.sandbox.view_smash = 0
choices: " # box "
tags: [ " box " ]
content: " Ronald still needs the phone in this box. A very high-tech fragile phone. Smashing isn ' t an option. "
situation " put1 " ,
choices: " # box "
tags: [ " box " ]
optionText: " Enter 1 "
before: (character) ->
code_input ( character , 1 )
canChoose: (character) ->
code_can_input ( character )
after: (character, system) ->
code_check ( character , system )
content: (character) -> """
Ronald presses button 1 . The display is #{character.sandbox.code} now.
"""
situation " put2 " ,
choices: " # box "
tags: [ " box " ]
optionText: " Enter 2 "
before: (character) ->
code_input ( character , 2 )
after: (character, system) ->
code_check ( character , system )
canChoose: (character) ->
code_can_input ( character )
content: (character) -> """
Ronald presses button 2 . The display is #{character.sandbox.code} now.
"""
situation " put3 " ,
choices: " # box "
tags: [ " box " ]
optionText: " Enter 3 "
before: (character) ->
code_input ( character , 3 )
after: (character, system) ->
code_check ( character , system )
canChoose: (character) ->
code_can_input ( character )
content: (character) -> """
Ronald presses button 3 . The display is #{character.sandbox.code} now.
"""
situation " put7 " ,
choices: " # box "
tags: [ " box " ]
optionText: " Enter 7 "
before: (character) ->
code_input ( character , 7 )
after: (character, system) ->
code_check ( character , system )
canChoose: (character) ->
code_can_input ( character )
content: (character) -> """
Ronald presses button 7 . The display is #{character.sandbox.code} now.
"""
situation " put0 " ,
choices: " # box "
tags: [ " box " ]
optionText: " Enter 0 "
before: (character) ->
code_input ( character , 0 )
after: (character, system) ->
code_check ( character , system )
canChoose: (character) ->
code_can_input ( character )
content: (character) -> """
Ronald presses button 0 . The display is #{character.sandbox.code} now.
"""
situation " reset " ,
choices: " # box "
tags: [ " box " ]
optionText: " Reset the display "
before: (character) ->
code_reset ( character )
content: """
You press Backspace until the display is empty .
"""
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situation " door " ,
before: () ->
update_ways ( this . ways )
ways: [ " living-room " ]
choices: " # door "
content: """
Ronald is ready to go .
Maybe he ' s satisfied with his explorations or just wants to finish this.
But then a new problem arrives .
Someone ' s shadow is under the doorframe.
"""
situation " finale " ,
before: () ->
update_ways ( this . ways )
optionText: " Use the Phone "
tags: [ " door " ]
ways: [ ]
content: (character, system) -> """
" LOADING... 100% "
Ronald opens the door and presses his finger to the phone screen .
# ## A CACOPHONY OF MONKEY SOUNDS
There stands a tall man in a grey jacket .
* Another Instagram follower , perhaps ? *
An older man in his pajamas and slippers lies motionless on the floor near him .
# ## A QUANTUM MAGICAL SMART PHONE FIESTA
The man in a grey jacket slumps as if struck by something .
Ronald taps the Phone again and quietly escapes the floor .
“ Well , that was a good night . ”
#{if character.qualities.money > 0
" The pocket is heavy with #{ character . qualities . money } rubles and the phone. "
else
" The phone is heavy in the pocket. "
}
The sun is coming up soon .
If you ' re not sleeping at night, you risk to learn something secret about your neighbors.
< center > < h3 > END < / h3 > < / center >
"""