IllogiGames:Sinkhole/Sinkhole 2.source

From Illogicopedia
Jump to navigation Jump to search

This is the source to Part II of The Sinkhole


<!-- **************************************************************** -->
<!-- General defs -->
<!-- **************************************************************** -->

#define .TITLE The Sinkhole  <small>''(You'll Never Get it Up the Steps)''</small>

<!-- #define .RESTART_PATH   User:Snarglefoop/Games/Sinkhole/Sinkhole -->
<!-- #define .LINK_RESTART(&a)   {{Goto|page=.RESTART_PATH|0|&a}} -->
#define .RESTART_PATH IllogiGames:Sinkhole/Sinkhole
#define .LINK_RESTART(&a) {{Goto|page=.RESTART_PATH|0|&a}}

<!-- #define .PART_PREFIX User:Snarglefoop/Games/Sinkhole_2/Sinkhole_2 -->
#define .PART_PREFIX IllogiGames:Sinkhole/Sinkhole_2

<!-- **************************************************************** -->

#defbegin .DUMMY
''You have fallen through a hole in the air.''

''This room does not exist.''

''There are no exits from the room.''

* [[Special:Random|Go through a wall]]
<!--* {{Goto|page=User:Snarglefoop/Games/Sinkhole/Sinkhole|0|Start over}} -->
* {{Goto|page=IllogiGames:Sinkhole/Sinkhole|0|Start over}}
<!-- * .LINK_RESTART(Start over) -->


<small>''Version 1.0''</small>
[[Category:Ah crumbs]]
#defend

<!-- **************************************************************** -->

#defbegin .INVEN(&a)
[[../01-Inventory-.ILIST(&a)|''Take Inventory'']]
[[Category:Ah crumbs]]
#defend

<!-- **************************************************************** -->

#define .NOINVENTORY    [[Category:Ah crumbs]]

<!-- **************************************************************** -->

#defbegin .LOSE
'''''You have died.'''''

What would you like to do now?

* .LINK_RESTART(Start over)
* '''Take that last turn over''' -- That's what the 'back' button is for
* [[Special:Random|Go someplace else, this is boring]]
* [[Illogigames|Check to see if there are any (other?) worthwhile games on this site]]

[[Category:Ah crumbs]]
#defend

<!--
****************************************************************
State definitions
****************************************************************
 -->

<!-- Our link state and its friends.  This is how we get here from Part 1. -->
#state (%Start)
  h:You have no idea what you're doing here.

You are dressed in clothing of some sort.  You're wearing coarse canvas pants, and a kind of heavy weird shirt with a bunch of buckles and funny straps attached to it.  The buckles are all unbuckled, and the straps are just kind of hanging loose.  The combo is kind of dirty looking.  There's a slogan of some sort on the shirt -- it says "If found return to..." and you can't seem to read the rest of it, it kind of blurs every time you look at it.  You wonder where you got it -- Salvation Army?  Hard to say.

You are also carrying:
   +:Phone     |* [[../02-Inven-phone|A cell phone]]
   +:Elephant  |* [[../02-Inven-elephant|An elephant]]
   +:Backpack  |* [[../02-Inven-backpack|A backpack]]
   +:Antenna   |* [[../02-Inven-antenna|Some kind of TV antenna or something]]
   +:Rock      |* [[../02-Inven-rock|A rock (or boulder).  Big.  Heavy.]]
   +:Bandaid   |* [[../02-Inven-bandages|A box of bandages]]
   +:Newsp     |* [[../02-Inven-newsp|A rolled up newspaper]]
   +:Toothbrush|* [[../02-Inven-toothbrush|A toothbrush]]
   +:Skis      |* [[../02-Inven-skis|A pair of skis]]
   +:SkiPoles  |* [[../02-Inven-skipoles|A set of ski poles]]
  +a:Hole      |The sinkhole has been opened
  +a:Linkstate |This state is used to link with part 1
#endstate

#state (%Start_W_D,%Start)
   +:Wienerdogs|* [[../02-Inven-Wienerdogs|A package of Oscar Meyer wienerdogs]]
   +:Donuts    |* [[../02-Inven-donuts|A box of donuts]]
#endstate

#state (%Start_W,%Start)
   +:Wienerdogs|* [[../02-Inven-Wienerdogs|A package of Oscar Meyer wienerdogs]]
#endstate

#state (%Start_D,%Start)
   +:Donuts    |* [[../02-Inven-donuts|A box of donuts]]
#endstate

<!-- The main state for the first level below ground.  Like start state but it's not marked as a link state
     Note that it's ALSO not marked as "started".  That tag is added when we build all its derived
     states.  They follow the other constraints, including that the panel must be either locked
     or unlocked; the base state doesn't.
  -->

#state (%Underground, %Start)
   -a:Linkstate |
   +a:Started   |No longer in link state
#endstate

#attributes (%Underground)
   +:Wienerdogs|* [[../02-Inven-Wienerdogs|A package of Oscar Meyer wienerdogs]]
   +:Donuts    |* [[../02-Inven-donuts|A box of donuts]]
   +:Bone      |* [[../02-Inven-bone|A small oddly shaped bone you found in a sausage]]
   +:Dollar    |* [[../02-Inven-dollar|A dollar bill]]
   +:BurnedDollar|* [[../02-Inven-burned-dollar|A dollar bill with one end burned off]]
   +:Beer      |* [[../02-Inven-beer|A bottle of Grue Brew beer]]
   +:Gruedogs  |* [[../02-Inven-grue-dogs|A package of Grue Brew hotdogs]]
   +:Coins     |* [[../02-Inven-coins|A few old coins]]
   +:Pistol    |* [[../02-Inven-pistol|An old fashioned single shot pistol]]
   +:Flashlight |* [[../02-Inven-flashlight|A tiny keychain flashlight]]
  +a:Underground|You are at least one level below the surface
  +a:Unlocked  |--
  +a:Locked    | -
  +a:Threwbone |You tossed the bone to read your fortune
  +a:Trash1    |You've dug through the dumpster at least once
  +a:Cerberus  |You have gotten past Cerberus
  +a:Won       |You have won
<!-- Relations -->
<!--   r: Underground = Started -->
   r: Pistol = Coins
   r: Unlocked ! Locked
   r: Unlocked + Locked
   r: Dollar ! BurnedDollar
   r: Dollar -> Bone + Threwbone
   r: Beer -> Trash1
   r: Gruedogs -> Beer
   r: Bone ! Threwbone
   r: Flashlight -> Coins
   r: Cerberus ! Underground
   r: Cerberus + Underground
   r: Cerberus -> Flashlight & Bone & Unlocked
   r: Won -> Cerberus
#endattributes

#instantiate (%Underground)

<!-- And now we need to manually create one state which doesn't get instantiated due to a bug
     in the '=' relation:  Attributes that are just set via '=' are treated as though they
     don't exist when we instantiate all attributes, and so the state(s) which *JUST* have
     new attributes which are equivalenced to old ones don't get created, either.
  -->
<!-- We only need this if we allow the state with NO attributes other than Started to be created.
     The constraint that the panel be either locked OR unlocked avoids that.
  -->
<!--
#state (%Underground_Started, %Underground)
  +a:Started|
#endstate
-->

<!--
****************************************************************
Inventory descriptions.  Copy these over from part one as they get written.
****************************************************************
-->
================================================================
02-Inven-Wienerdogs
''A Package of Wienerdogs''

It's a plastic wrapped package of Oscar Meyer wienerdogs.  There's the familiar logo, and there's an ingredients list.  You try to read the ingredients, but all you can make out is that it contains red dye #17, #37, and #4062, blue dye number #239-a, sodium nitrate, sodium nitrite, sodium acetate, sodium bitartrate, sodium hypercalcitate, and then your mind wanders and you never find out what else might be written there.

It strikes you as maybe a little odd that the package is wiggling, and you can hear muffled barking noises coming from it.  But then again, you've never read the ingredients list on a package of wiener dogs before, so maybe that's normal.

.NOINVENTORY
================================================================
02-Inven-antenna
''An Antenna''

It's an object about 4 inches long ... or maybe it's nine inches long, or even a yard long.  You're not sure.  It seems to vary depending on whether you're looking at it.  And it has a sort of flat blade thing on one end.

And it's bright pink.

And it's emitting a continuous low buzzing noise.  You find the sound rather comforting -- it's a nice antidote to that abominable squeaking.

.NOINVENTORY
================================================================
02-Inven-bandages
''A box of bandages''

You have a box of Ace bandages.  They're the stretchy kind, where they're just four inches long when you take them out of the box, but after they've been exposed to the air, you can stretch up to six feet.

You never know -- these might be really useful for something.

.NOINVENTORY
================================================================
02-Inven-donuts
''A box of donuts''

You have a box of yummy looking frosted sugar coated donuts!

In a moment of ambition, you read the ingredients -- or try to.

The first ten ingredients all seem to be sugar, and then the label seems to blur and you stop reading.

The donuts themselves seem to be white with blue and pink stripes running around and around them in a spiral pattern.  If you look too long at the stripes, you know your head will start spinning, so you don't.

.NOINVENTORY
================================================================
02-Inven-newsp
''A newspaper''

You examine the newspaper very carefully.

There seems to be something odd about it, something you can't ''quite'' put your finger on.  At first glance it seems to be a completely normal newspaper, but then ... something ... ah, maybe you're just imagining it.  Maybe it ''is'' just a normal newspaper.

But then you look to see ''which'' paper it is. (You know, is it the Fnurdlian Times, or the Fee Fie Foe Fum News, or the Smaug Action Report, or what?)  And you realize you ''can't tell'', because it's printed entirely in ''white ink on white paper.''

.NOINVENTORY
================================================================
02-Inven-phone
''A cell phone''

It's a phone, but it's made entirely of cells.

It's a light pink color, somewhat blobby, and kind of floppy and a bit sticky.

You try to navigate through the menus to find the phone number, but it squeaks so piteously each time you poke it that you give up the effort.

You never saw the phone before today.  You have no idea where it came from.

.NOINVENTORY
================================================================
02-Inven-rock
''A rock''

It's a rock.  What can you say about a rock?

If you had a group of them, you'd have a rock group, and then you could go deaf.  Or get rich.  Or something.

But you don't.  You just have one.

.NOINVENTORY
================================================================
02-Inven-skis
''A pair of skis''

You have a pair of skis.

You know they're skis, because you skied down the side of a mountain with them.

When you look at them closely, though, you notice that each one has a large engine, a big exhaust port in the back, and a seat on top.  They look like they'd be more at home on the water than on the snow.  In fact, as you look at them, you can't even figure out how you ever got them on your feet.

Are these the same skis you skied in so skiishly when you where skiing on the ski slope?

Your brain skis off onto another hill before you can find an answer.

.NOINVENTORY
================================================================
02-Inven-skipoles
''A pair of ski poles''

You have a pair of ski poles to go with your pair of skis.

You used them when you skied down the mountain, and they worked very well indeed.  They seem to be the finest carbon fiber racing ski poles you've ever seen.

Yet, as you look at them more closely, you realize that they don't really look much like carbon fiber.  They're silvery, and very thin, and they feel kind of floppy.  Their points don't look quite right, either -- they have three tines, like strange pitchforks.  And strangest of all, when you try to measure one of them, it only seems to be about three feet long.  Or was it ... when you try to measure it a second time it seems to be closer to four feet long.  How confusing!

And the more you try to think about it, the more your brain wiggles around and thinks about something else.

Maybe they're really just fine.

.NOINVENTORY
================================================================
02-Inven-toothbrush
''A toothbrush''

The brush head is about an inch wide, and about five inches long.  The handle adds another six inches in length.  The bristles are about an inch long, and very stiff, with sharp ends.  Some of them seem to be rusted.

You try to picture yourself brushing your teeth with it, and fail.

.NOINVENTORY
================================================================
02-Inven-elephant
''An elephant''

You have an elephant.

It fits very neatly in the backpack.

Who knows, maybe you'll find a use for it...  I'm sure I don't know what, though.

.NOINVENTORY
================================================================
02-Inven-backpack
''A backpack''

You have a packpack.  It's blue with red stripes (flashy!).  It looks very normal on the outside.  When you look inside it, though, you have a hard time seeing the bottom.  There seems to be something funny about it.  When you reach into it, you can't seem to ''reach'' the bottom, either.

Other than that it seems like a rather ordinary backpack.

.NOINVENTORY
================================================================
02-Inven-bone
''A strange bit of bone''

[[file:Bone-key.png|right|250px]]
You have a strangely shaped bit of bone which you found in a hotdog which was left on the grill in the grue's picnic area.

.NOINVENTORY
================================================================
02-Inven-dollar
''A dollar bill''

You found a dollar bill rolled up inside a hotdog in the grue's picnic area.  It looks like this:

[[file:Tagged-bill-1.jpg|500px]]

.NOINVENTORY
================================================================
02-Inven-burned-dollar
''A dollar bill with one end burned off''

You found a dollar bill rolled up inside a hotdog in the grue's picnic area.  It looks like this:

[[file:Burned-bill-1.jpg|500px]]

.NOINVENTORY
================================================================
02-Inven-beer
''A bottle of Grue Brew Beer''

It's a bottle of Grue Brew Ale, with the company's rather incoherent slogan blazoned across the front: "The most GRUEsome BREW you'll Ever DO!"

And beneath the slogan, there's an image of what can only be grue drinking a beer.

Their advertising tag line is written across the back of the bottle in a shaky-looking scrawl:  "Lets DO a GRUE!"

It's a little hard to tell through the green glass, but the stuff in the bottle might be brown, with what look like black and green streaks running through it.  As you watch the beer, it seems like the black streaks may be ''squirming''.

.NOINVENTORY
================================================================
02-Inven-grue-dogs
''A package of Grue Brew brand hotdogs''

The label says it's a package of "Grue Brew Brand Doggies -- Like Nothing you've Ever Eaten!  Yummy Wow!"

There's also an ingredients list, but the first three ingredients are "Reprocessed Fat", "Animal Byproduct", and "Emollient" and after that you stop reading.

.NOINVENTORY
================================================================
02-Inven-coins
''Some old Spanish coins''

[[file:Doubloons-1.png|thumb|250px|Gold doubloons and pieces of eight found on the ship in the bathtub]]
You have several coins which you found in a chest on the ship in the bathtub at the end of the hall.  Some appear to be gold doubloons, and the rest look to you like pieces of eight (but, on the other hand, you're not exactly a numismatist so you could be wrong).

.NOINVENTORY
================================================================
02-Inven-pistol
''A single shot pistol''

[[file:Super-soaker.jpg|thumb|300px|''Antique single shot pistol]]
It's an old single shot pistol you found in the hold of the ship in the bathtub.

As you look at it more closely, however, it seems less like the pictures you've seen of guns carried by pirates in the last century, and more like the guns carried by the crew of the USS Enterprise.  Strange.

.NOINVENTORY
================================================================
02-Inven-flashlight
''Flashlight''

It's a tiny keychain flashlight of the sort you might get from a gumball dispenser.

It has an on/off switch, and that's about it.

.NOINVENTORY
<!--
****************************************************************
Rooms
****************************************************************
-->
================================================================
.KEEP
000-Start-00

This is the second file in The Sinkhole.  The game has been divided into multiple files to keep from bogging down the server, the compiler, and the developer's brain.

However, you didn't get here by a socially acceptable method; you apparently crashed in through a wall rather than using the front door.

This is not a stand alone entity.  If you complete the sequence in The Sinkhole part 1 ''(BWahahahahahahaha  '''IF!''' yeah good luck with that!)'', you'll find your way into the sinkhole ''legally'' and get into this file in an orderly fashion and end up somewhere more useful than this annoying message.

What would you like to do next?

* .LINK_RESTART(Start at the beginning of The Sinkhole)
* [[Special:Random|Go someplace else, this is boring]]
* [[Illogigames|Check to see if there are any (other?) worthwhile games on this site]]

.NOINVENTORY
================================================================
.KEEP
X=[%Start,%Start_D,%Start_W,%Start_W_D] ; Q=[%replace(*,Linkstate : Underground,Started,Locked)]
001-Enter-hole-X
''(In the Sinkhole)''

You slide feet-first down into the hole in the yard....

'''''CONGRATULATIONS!''''' You've made it to ''first base!''

Didn't think anybody would ever get this far.

Unfortunately it's about as dark as the inside of a cow here, aside from one tiny patch of light, far above you, which is the hole by which you came in.  I'm really not sure what you're going to be able to do next (aside from maybe get eaten).

* [[../Hole-use-elephant-Q|Ask the elephant for help]]
* [[../Hole-turn-on-lights-Q|Turn on the lights]]
* [[../Hole-find-grue-1-Q|Wander aimlessly in circles, and see what happens]]

.INVEN(Q)
================================================================
X=[%with(Started,Underground)]
Hole-find-grue-1-X
''(In the Sinkhole)''

You wander aimlessly in the dark.  You have no idea where you're going.

You feel something soft under your foot -- OMG you just stepped on somebody's ''tail!''

There's a bellow of pain -- it's an unforgettable sound, it can only be one thing:  ''It's a grue!''

"''Whadja do that for??''" says a voice that sounds like a trash compactor gargling boulders.

You're trying to stammer an apology, and wondering what it feels like to be eaten by a grue, when the elephant (you know, the one in your backpack), which is totally terrified of grues, trumpets in fear -- and a cloud of pink mice squirts out the end of its trunk.

They fly around your head, but for once their abominable ''squeaking'' doesn't bother you, because they're also glowing brightly.  So brightly, in fact, that you can see the grue scurrying away, back into the shadows.

What next, brave adventurer?

* [[../Hole-north-end-X|Run!  Go north.]]
* [[../Hole-south-end-X|Run!  Go south.]]
* [[../Hole-follow-grue-X|Follow the grue into the shadows]]
* [[../Hole-climb-fall-T|Climb back up to the sinkhole]]

.INVEN(X)
================================================================
X=[%with(Started,Underground)]
Hole-follow-grue-X
[[file:Garbage-chute-1.jpg|thumb|200px|''Wheeeee!!'']]
''(In the trash)''

You hurry after the grue's retreating back.  It's heading into what appears to be a narrow corner of the cave.  The shadows get deeper and darker as you follow it (which is rather surprising, since the only source of light is the pink mice flying around your head, and they come with you into the shadows, squeaking happily all the while.  They're apparently not in the least bit afraid of grues.)

As you pursue the grue into ever darker patches of inky blackness, you find yourself stepping into the darkest shadow yet.  You can't see ''anything'' in it.  And as you step into it, you find out why -- there ''isn't'' anything in it.  Your foot meets nothing, and you plunge forward down a long, slimy, smelly chute of some sort.

To judge by the smell, it appears to be a garbage chute.

In a moment, you land in a large dumpster, filled with slimy and slightly moldy plastic wrappers of some sort.  They might be empty hot dog packages.

It smells ''awful'' here.

What would you like to do?

* [[../Trash-climb-out-X|Climb out!]]
* [[../Trash-dig-X|Dive down under the trash, just 'cause]]
* [[../Trash-read-wrapper-X|Read one of the wrappers]]
<!--
* [[../Trash-get-bone-X|SHORT CIRCUIT to the bone]]
-->

.INVEN(X)
================================================================
X=[%with(Underground)]
Trash-read-wrapper-X
''(In the trash)''

You pick up one of the wrappers (''gingerly'' -- they're pretty repulsive) and read the label.

It says it's a (now empty) package of "Grue Brew Brand Doggies -- Like Nothing you've Ever Eaten!  Yummy Wow!"

There's also an ingredients list, but the first three ingredients are "Reprocessed Fat", "Animal Byproduct", and "Emollient" and after that you stop reading.

What would you like to do next?

* [[../Trash-climb-out-X|Climb out!]]
* [[../Trash-lick-wrapper-T|Lick the wrapper, just to see what it tastes like]]
* [[../Trash-dig-X|Dive down under the trash, just 'cause]]

.INVEN(X)
================================================================
X=[%with(Underground) & %without(Trash1)] ; Q=[%add(*,Trash1)]
Trash-dig-X
''(In the trash)''

You dive under the trash (''OMG it is just sooooo UGH!'') and feel around, but all you find are more empty doggie wrappers.

What would you like to do next?

* [[../Trash-climb-out-Q|Climb out!]]
* [[../Trash-lick-wrapper-T|Lick a wrapper, just to see what it tastes like]]
* [[../Trash-read-wrapper-Q|Read one of the wrappers]]
* [[../Trash-dig-Q|Dive down under the trash again, just 'cause]]

.INVEN(Q)
================================================================
X=[%with(Underground,Trash1) & %without(Beer)] ; Q=[%add(*,Beer)]
Trash-dig-X
''(In the trash)''

You dive under the trash for a second time.  Your head starts to spin -- the air under these disgusting wrappers hardly merits being called "air".  And you feel around the bottom of the dumpster.

''And you find something!''

It's a bottle of Grue Brew Ale, with the company's rather incoherent slogan blazoned across the front: "The most GRUEsome BREW you'll Ever DO!"

And there's an image of what can only be grue drinking a beer.

Their advertising tag line is written across the back of the bottle in what looks like a shaky scrawl:  "Lets DO a GRUE!"

It's a little hard to tell through the green glass, but the stuff in the bottle might be brown, with what look like black and green streaks running through it.

What would you like to do next?

* [[../Trash-climb-out-Q|Climb out!]]
* [[../Trash-drink-beer-T|Drink the Grue Brew (or at least sample it)]]
* [[../Trash-lick-wrapper-T|Lick a wrapper, just to see what it tastes like]]
* [[../Trash-dig-Q|Dive down under the trash again, just 'cause]]

.INVEN(Q)
================================================================
Trash-lick-wrapper-T

You ''lick'' a slimy old wrapper from the Grue Brew hotdogs.

OMG how could you even consider such a thing??  That is ''beyond gross''.

.LOSE
================================================================
X=[%with(Underground,Beer) & %without(Gruedogs)] ; Q=[%add(*,Gruedogs)]
Trash-dig-X
''(In the trash)''

You dive under the trash for a third time.  The horrible smell is just about to make you barf, when....

''You find something else!''

It's an ''unopened'' package of Grue Brew Dogs!

What would you like to do next?

* [[../Trash-climb-out-Q|Climb out!]]
* [[../Trash-drink-beer-T|Drink the Grue Brew (or at least sample it)]]
* [[../Trash-eat-grue-dogs-T|Eat the fresh hot dogs]]
* [[../Trash-dig-Q|Dive down under the trash again, just 'cause]]

.INVEN(Q)
================================================================
X=[%with(Gruedogs)]
Trash-dig-X
''(In the trash)''

You dive under the trash yet again.

And this time it's really too much.  The air is so thick with stench that you just can't get it to slide in through your nose.

And that's never good.

.LOSE
================================================================
Trash-drink-beer-T

Unfortunately, you have no bottle opener.

Intrepid adventurer that you are, you don't let a little thing like that deter you; you crack off the neck of the bottle against the side of the dumpster.

Being careful not to touch the sharp edges, you open your mouth wide and pour in the Grue Brew.

As it gushes out of the bottle you realize that the black streaks in the beer are worms -- ''live'' worms -- and they're laughing at you, in their tiny, evil worm voices, as they slide down your throat.

Your last thought is, ''Grues must have strong stomachs!''

.LOSE
================================================================
X=[%with(Underground)]
Enter-dumpster-X
''(In the trash)''

You climb into the dumpster.

Now you're in a huge dumpster, which is filled with slimy and slightly moldy plastic wrappers of some sort.  They might be empty hot dog packages.

It smells ''awful'' here, and you're getting covered with slime from the old hotdog wrappers.

Great, what fun.

What would you like to do?

* [[../Trash-climb-out-X|Ugh!  Climb out again!]]
* [[../Trash-dig-X|Dive down under the trash, 'cause that sounds like so much fun, what could be better!]]
* [[../Trash-read-wrapper-X|Read one of the wrappers]]

.INVEN(X)
================================================================
Trash-eat-grue-dogs-T

You rip open the package of fresh Grue Brew hotdogs.

There's a hiss, and the smell which greets you leads you to wonder if these really are exactly "''fresh''".

But you're not going to stop now!  You bite the end off the first hotdog and start chewing.

The flavor can't be described with mere words.  It's like nothing you've ever tasted, and it sure doesn't taste like "food".

You persist, though, despite the black specks that start to swim before your eyes as you swallow the first mouthful.

A few minutes later, you've finished the first dog, and you start on the second one -- but it's getting hard to see anything, with the black clouds swirling in front of your eyes, and it's hard to tell what you're really doing, as all your fingertips have gone numb.

But you soldier on bravely, chew, swallow, bite, chew, swallow...

.LOSE
================================================================
X=[%with(Underground)]
Trash-climb-out-X
''(Grue picnic area)''

#if (X=[%with(Gruedogs,Wienerdogs) & %without(Donuts)])
There's a happy-sounding bark from somewhere as you climb out of the dumpster with the package of Gruedogs in your pack.
#else
You clamber out of the dumpster.
#endif

The grues seem to have left in a hurry, perhaps when you and your little cloud of glowing mice arrived.

There's a grill here, with a few hotdogs still cooking on it.   Actually, they look more like fat brown cigars than like hotdogs.  They certainly don't look like anything you'd want to ''eat''.

There's a doorway to the south, and a dumpster at the north end of the room.

What would you like to do?

#if (X=[%without(Dollar) & %without(BurnedDollar)])
* [[../Smoke-hot-dog-X|Try smoking one of the things.  They look like cigars, after all.]]
#endif
* [[../Eat-hot-dog-X|Try eating one of the things.  They ''might'' be edible.]]
* [[../Enter-dumpster-X|Get back into the dumpster.]]
* [[../Corridor-4-X|Go through the doorway]]

.INVEN(X)
================================================================
X=[%with(Underground)]
Grue-picnic-X
''(Grue picnic area)''

The grues seem to have left in a hurry, perhaps when you and your little cloud of glowing mice arrived.

There's a grill here, with a few hotdogs still cooking on it.   Actually, they look more like fat brown cigars than like hotdogs.  They certainly don't look like anything you'd want to ''eat''.

There's a doorway to the south, and a dumpster at the north end of the room.

What would you like to do?

#if (X=[%without(Dollar) & %without(BurnedDollar)])
* [[../Smoke-hot-dog-X|Try smoking one of the things on the grill.  They look like cigars, after all.]]
#endif
* [[../Eat-hot-dog-X|Try eating one of the things on the grill.  They ''might'' be edible.]]
* [[../Enter-dumpster-X|Climb into the dumpster.]]
* [[../Corridor-4-X|Go through the doorway]]

.INVEN(X)
================================================================
X=[%with(Underground) & %without(Dollar) & %without(BurnedDollar)] ; Q=[%add(*,BurnedDollar)]
Smoke-hot-dog-X
''(Grue picnic area)''

You pick one of the things that look like cigars off the grill, hold one end to a glowing coal, and puff on it to get it going.

It draws -- I guess it ''is'' a cigar -- but it draws kind of weirdly, and the taste is more like burning paper than tobacco.  Suddenly the end of it burst into flame -- this doesn't seem right!

You blow out the flaming end and take a good look at it.  It looks like there's some kind of paper in the middle.

After unrolling the thing<ref>A cigar is just a rolled up leaf of tobacco, and I guess that's what these things are....  Why the grues were grilling cigars is beyond me, frankly.</ref> you find a tightly rolled bit of paper in the middle.  You unroll it, in turn ... and you find that it's a dollar bill, with one end burned off.

Weird.

What would you like to do now?

* [[../Eat-hot-dog-Q|Try eating one of the things on the grill.  They ''might'' be edible.]]
* [[../Enter-dumpster-Q|Climb into the dumpster.]]
* [[../Corridor-4-Q|Go through the doorway]]

.INVEN(Q)


<hr>
{{reflist}}
================================================================
X=[(%with(Bone) | %with(Threwbone)) & %without(Dollar) & %without(BurnedDollar)] ; Q=[%add(*,Dollar)]
Eat-hot-dog-X
''(Grue picnic area)''

You pick another one of the hotdog/cigar/sausage things off the grill and, holding your nose, you bite into the end of it.

Pfaugh, it tastes awful!  Just as bad as the first one!

But you have trouble biting all the way through it -- there's something in the middle.

You look at it closely, and find that there seems to be a rolled up piece of paper in the middle of the thing.  You pull it out, wipe some of the grease and unidentifiable other gooky ingredients off it, and unroll it.

It's a dollar bill.

Weird.

What would you like to do now?

* [[../Eat-hot-dog-Q|Try eating one of the things on the grill.  They ''might'' be edible.]]
* [[../Enter-dumpster-Q|Climb into the dumpster.]]
* [[../Corridor-4-Q|Go through the doorway]]

.INVEN(Q)
================================================================
X=[%with(Underground) & %without(Bone) & %without(Threwbone) & %without(Dollar)] ; Q=[%add(*,Bone)]
Eat-hot-dog-X
''(Grue picnic area)''

You pick one of the hotdog/cigar/sausage things off the grill and, holding your nose, you bite into the end of it.

Pfaugh, it's horrible!  Like a combination of long-dead rat and essence of skunk (which might actually be what it is, come to think of it).

You start to chew it, when there's a horrible crunching noise from your mouth.  You've bitten down on something that seems to be about as hard as a quartz pebble.

You spit out the mouthful of glop, along with several fragments of tooth (yours, I'm afraid), and a strange looking object.  It's a light brown color, smells awful, and appears to be a bone of some sort.

Well, ''this'' hotdog sure was a loss.

What would you like to do now?

* [[../Throw-bone-Q|Toss the bone, and see if the way it lands can tell you anything]]
#if (X=[%without(Dollar) & %without(BurnedDollar)])
* [[../Smoke-hot-dog-Q|Stick the bone in your pack, and try smoking one of the other hot dogs.]]  They look like cigars, after all.
#endif
* [[../Eat-hot-dog-Q|Stick the bone in your pack, and try eating another one of the things on the grill.]]  It ''might'' prove edible, if you don't break another tooth.
* [[../Enter-dumpster-Q|Climb into the dumpster.]]
* [[../Corridor-4-Q|Go through the doorway]]

.INVEN(Q)
================================================================
X=[%with(Underground,Bone)] ; Q=[%replace(*,Bone : Threwbone)]
Throw-bone-X
''(Grue picnic area)''

You toss the bone onto the floor, and then get out your copy of the I Ching (''oops -- did we forget to mention you have one of those?  Sorry!'') and look up the pattern it forms.

You find it on page 432, second paragraph.  It says,

   '''"There's a grue sneaking up behind you!"'''

You glance over your shoulder, and sure enough there ''is'' a grue sneaking up behind you!

Abandoning the bone, you run and hide behind the dumpster until the grue leaves.

What would you like to do now?

#if (X=[%without(Dollar) & %without(BurnedDollar)])
* [[../Smoke-hot-dog-Q|Try smoking one of the other hot dogs.]]  They look like cigars, after all.
#endif
* [[../Eat-hot-dog-Q|Try eating another one of the things on the grill.]]  It ''might'' prove edible, if you don't break another tooth.
* [[../Enter-dumpster-Q|Climb into the dumpster.]]
* [[../Corridor-4-Q|Go through the doorway]]

.INVEN(Q)
================================================================
X=[(%with(Bone) | %with(Threwbone)) & (%with(Dollar) | %with(BurnedDollar))]
Eat-hot-dog-X
''(Grue picnic area)''

You pick another one of the hotdog/cigar/sausage things off the grill and, holding your nose, you bite into the end of it.

Pfaugh, it tastes awful!  Just as bad as the other ones -- no, even worse!  It's hard and stringy on the outside and has some kind off gooshy juicy stuff in the middle, which squirts into your mouth.  It tastes like decayed blood mixed with asphalt.

You swallow convulsively.

Ooooooooo big mistake!

.LOSE
================================================================
X=[%with(Underground)]
Corridor-4-X
''(In a corridor, somewhere)''
<!-- This is corridor 4 -->

You find yourself in a dark, cavernous corridor which curves off to the west, with a doorway opening to the north.

There's not a lot here except rock.

What would you like to do?

* [[../Corridor-3-X|Follow the corridor to the west]]
* [[../Grue-picnic-X|Go through the doorway to the north]]

.INVEN(X)
================================================================
X=[%with(Underground)]
Corridor-3-X
''(In a corridor, somewhere)''
<!-- This is corridor 3, by the north side room -->

You're in a dark, dank, crudely carved stone corridor leading off to the east and the west.

There's not a lot here except rock.

There is a dark doorway opening into a side passage leading north.

What would you like to do?

* [[../Corridor-2-X|Follow the corridor to the west]]
* [[../Corridor-4-X|Follow the corridor to the east]]
* [[../Corridor-room-1-X|Go through the north doorway]]

.INVEN(X)
================================================================
X=[%with(Underground)]
Corridor-room-1-X
''(In a room, somewhere in the first subbasement)''

You are in a small, rather square room.  The floor and ceiling are crudely chiseled from the rock.  The only light comes from the pink, glowing mice which continue to fly around your head.

There is a doorway to the south.

The walls are paneled in cheap imitation plywood from Ikea.

What would you like to do?

* [[../Floor-2-S-X|Go through the doorway.]]
* [[../Room-1-search-panels-X|Knock on the walls, look for secret panels]]

.INVEN(X)
================================================================
X=[%with(Underground)]
Room-1-search-panels-X
''(In a room, somewhere in the first subbasement)''

You walk around the room knocking on the walls, to see if any of them sound hollow.

Unfortunately, they ''all'' sound hollow -- the paneling job is terrible, and the panels don't seem to be stuck to the walls very well.  (They look like cheap plywood until you look more closely, but then you realize they're actually the rather cheaper substance whose technical name is ''"pressed crud"''.)

Knocking didn't get you anywhere, so you go around the room again pressing on all the panels, and wiggling them, and yelling at them.  And you find something!  On the back wall of the room, over in the corner, when you lean really hard on the panel, it slides back, revealing a small cupboard.

{{RandomChoose|5
|And in the cupboard, sitting on a chair, you find a GRUE!

Oh, whoops!

.LOSE
<!-- **************** -->
|And in the cupboard, you find a sack.  It appears to be an ordinary sack of potatoes (why someone would conceal such a thing behind a hidden panel in a secret basement room far below the sinkhole is rather beyond me, to tell the truth).

You open the sack and reach in to take out a potato.

OMG it's got ''fangs!''

.LOSE
<!-- **************** -->
|And in the cupboard, on a shelf, you find a watermelon.  It appears to be an ordinary watermelon.

You pick it up, thinking it might make a nice snack.

OMG it's got ''fangs!''  It thinks ''you'' would make a nice snack!

.LOSE
<!-- **************** -->
|And in the cupboard, on a shelf, you find a small treasure chest.

You open it up -- it's filled with gold coins!  You're rich!

As you pick up the chest, though, you stumble, spilling the coins everywhere -- and as they hit the cold stone floor, they vanish with little popping sounds.

Oh, fooey, it was just fairy gold.

I guess you might as well give up on this room.

* [[../Floor-2-S-X|Go through the doorway.]]

.INVEN(X)
<!-- **************** -->
|And in the cupboard, on a shelf, hidden by spiderwebs, you see -- a spider which is three feet across!

Such a thing must be too slow to move, you think.

Ooops, wrong, it's faster than a scared cockroach, and it's been sitting in that closet ever since it was accidentally locked in, a long long time ago, and it's '''hungry'''.

.LOSE
<!-- **************** -->
}}
================================================================
X=[%with(Underground)]
Corridor-2-X
''(In a corridor, somewhere)''
<!-- This is corridor 2, by the elevator -->

You're in a dark, dank, crudely carved stone corridor leading off to the east and the west.

There's not a lot here except rock.

There is what appears to be an elevator door set into the wall here, with a single call button next to it.

On the panel with the button, a small plaque says "''Floor 1''".

What would you like to do?

* [[../Corridor-1-X|Follow the corridor to the west]]
* [[../Corridor-3-X|Follow the corridor to the east]]
* [[../Elevator-X|Press the call button]]

.INVEN(X)
================================================================
X=[%with(Underground)]
Floor-2-X
''(In a corridor, somewhere)''
<!-- This is corridor 2, by the elevator -->

The elevator hums and clicks and shudders and groans, and after a while the doors open, and then close again as you step out.

You're in a dark, dank, crudely carved stone corridor leading off to the east and the west.

There's not a lot here except rock.

The elevator door is set into the wall here, with a single call button next to it.

On the panel with the button, a small plaque says "''Floor 1''".

What would you like to do?

* [[../Corridor-1-X|Follow the corridor to the west]]
* [[../Corridor-3-X|Follow the corridor to the east]]
* [[../Elevator-X|Press the call button]]

.INVEN(X)
================================================================
X=[%with(Underground)]
Floor-2-S-X
''(In a corridor, somewhere)''
<!-- This is corridor 2, by the elevator -->

You're in a dark, dank, crudely carved stone corridor leading off to the east and the west.

There's not a lot here except rock.

There are elevator doors set into the wall here, with a single call button next to it.

On the panel with the button, a small plaque says "''Floor 1''".

What would you like to do?

* [[../Corridor-1-X|Follow the corridor to the west]]
* [[../Corridor-3-X|Follow the corridor to the east]]
* [[../Elevator-X|Press the call button]]

.INVEN(X)
================================================================
X=[%with(Underground) & %without(Coins)]
Corridor-1-X
''(In a corridor, somewhere)''
<!-- This is corridor 1, by the bathtub -->

The corridor opens out into a large room, dimly lit by a skylight far above.

It appears to be some sort of bathroom.

There's a bathtub here, half filled with murky dark gray water.  Floating in the water is a model ship.

What would you like to do?

* [[../Get-ship-T|Pick up the ship model]]
* [[../Ship-1-X|Board the ship]]
* [[../Corridor-2-X|Go out through the doorway]]

.INVEN(X)
================================================================
Get-ship-T

You bend over to pick up the ship model floating in the bathtub.

Unfortunately, the floor's wet here, and as you lift it from the tub, your feet slip out from under you.

You fall headfirst into the bathtub.

OMG it's nine feet deep in this tub!

How you think you're going to swim wearing full plate mail is beyond me.  (What's that? You don't remember putting on any plate mail?  Well really I'm not here to help you with your memory problems, I'm just the GM.  I'd advise you to take a look in a mirror some time, though, and you'll see what I mean ... oh, sorry, I guess you really can't do that, since you just drowned.)

.LOSE
================================================================
X=[%with(Underground,Coins)]
Corridor-1-X
''(In a corridor, somewhere)''
<!-- This is corridor 1, by the bathtub -->

The corridor opens out into a large room, dimly lit by a skylight far above.

It appears to be some sort of bathroom.

There's a bathtub here, half filled with murky dark gray water.  Floating in the water is some debris.

What would you like to do?

* [[../Corridor-2-X|Go out through the doorway]]

.INVEN(X)
================================================================
X=[%with(Underground)]
Elevator-X
''(In the elevator)''

You press the call button, and after a short time, the elevator doors open.

You enter the elevator, and the doors close behind you.

It appears to be a perfectly ordinary elevator, paneled in fake plastic sheets which look like they were salvaged from a demolished building somewhere, if you can judge by the rips and scratches.

The floor is covered in peeling linoleum.  There's a peculiar brown stain on it, which looks like a human face.  It bears a disturbingly strong resemblance to Karl Marx -- or, rather, to how Karl Marx would have looked, if the lower half of his face had been replaced with tentacles.

There is a panel here, with four buttons on it, labeled:

* [[../Floor-1-X|Rez de Chaussee]]
* [[../Floor-2-X|1]]
* [[../Floor-3-X|2]]
* [[../Floor-4-X|Ugh]]  ... ''"Ugh?"'', you think.  ''"Why would anyone name a floor 'ugh'?"''

.INVEN(X)
================================================================
X=[%with(Underground)]
Floor-4-X
''(Bottom floor, by the elevator)''

The elevator hums and clicks and shudders and groans, and after a while the doors open, and then close again as you step out.

You're in a dark cavern.  The elevator doors are behind you.  There's a call button next to them, and on the plaque with the call button is a small inscription, which says "''Ugh''".

There's a dark doorway to the north.

Over top of the dark doorway, there's a bit of drapery, or maybe a sort of valence.  It appears to be made of moldy pasta.

What would you like to do?

* [[../Hall-flying-spaghetti-monster-T|Go through the doorway]]
* [[../Elevator-X|Press the call button]]

.INVEN(X)
================================================================
Hall-flying-spaghetti-monster-T

[[file:Floating-eye.jpg|thumb|200px|''It's up by the ceiling and it's looking at '''you''''']]
As you step through the doorway you hear hollow, mocking laughter from all directions.

You appear to be in a large hall with a high, vaulted ceiling.  (At least you suspect it's been vaulted, but it's not totally clear, and you don't have much time to think about it.)

Close to the ceiling, there is something floating in the air that looks like a huge, glowing eyeball.  It's staring at ''you''.

Dangling from the ceiling on all sides are long, thick strands of spaghetti.

Something with tentacles seems to be flying around the edges of the room.

Pasta is falling on you in a slow but constant (and rather sticky) rain.

You hear evil laughter again, and then the flying tentacley thing comes toward you, spewing pre-cooked Kraft instant macaroni and cheese dinners in all directions.

You duck, but it does no good; you are about to get ''cheesed!''

.LOSE
================================================================
X=[%with(Underground)]
Floor-1-X
''(By the elevator)''

The elevator hums and clicks and shudders and groans, and after a while the doors open, and then close again as you step out.

You're in a dark cavern.  The elevator doors are behind you.  There's a call button next to them, and on the plaque with the call button is a small inscription, which says "Rez de Chaussee".

There's a dark doorway to the north.

What would you like to do?

* [[../Hole-south-end-S-X|Go through the doorway]]
* [[../Elevator-X|Press the call button]]

.INVEN(X)
================================================================
X=[%with(Underground)]
Floor-1-S-X
''(By the elevator)''

You're in a dark cavern, by a set of elevator doors which are set in the wall.  There's a call button next to them, and on the plaque with the call button is a small inscription, which says "Rez de Chaussee".

There's a dark doorway to the north.

What would you like to do?

* [[../Hole-south-end-S-X|Go through the doorway]]
* [[../Elevator-X|Press the call button]]

.INVEN(X)
================================================================
X=[%with(Underground)]
Floor-3-X
''(By the elevator)''

The elevator hums and clicks and shudders and groans, and after a while the doors open, and then close again as you step out.

You're in a dark cavern.  The elevator doors are behind you.  There's a call button next to them, and on the plaque with the call button is a small inscription, which says "Floor 2".

There's a dark doorway to the north.

What would you like to do?

* [[../Corridor-room-2-X|Go through the doorway]]
* [[../Elevator-X|Press the call button]]

.INVEN(X)
================================================================
X=[%with(Underground)]
Floor-3-S-X
''(By the elevator)''

You're in a dark cavern.  The elevator doors are behind you.  There's a call button next to them, and on the plaque with the call button is a small inscription, which says "Floor 2".

There's a dark doorway to the north.

What would you like to do?

* [[../Corridor-room-2-X|Go through the doorway]]
* [[../Elevator-X|Press the call button]]

.INVEN(X)
================================================================
X=[%with(Underground)]
Ship-1-X
''(On the ship)''

You're on the deck of a square rigged ship.  There's a moderate breeze blowing, and the ship is making perhaps 3 knots over rough, gray seas.  The sky is strangely dark, with a peculiar dim light coming through what seem to be low lying clouds.

In the distance you can see shiny white cliffs which rise straight up out of the water.

As you look around, there's a terrible ''squeaking'' sound, and hoards of giant mice suddenly appear on deck.  They look angry.

What would you like to do?

* [[../Ship-jump-overboard-T|Jump overboard]]
* [[../Ship-go-below-X|Run down the companionway stairs]]
* [[../Ship-climb-mast-T|Climb the mast]]
* [[../Ship-shout-mice-T|Shout at the mice]]

.INVEN(X)
================================================================
Ship-shout-mice-T

You shout at the mice, hoping to scare them off.

Unfortunately, they shout back.

In chorus.

Coordinated squeaks ... coordinated ''abominable'' squeaks, louder than you've ever heard such things ... you can't stand it.  You just can't ''stand'' it!!

.LOSE
================================================================
Ship-jump-overboard-T

Geronimo! Over you go!

Splash!

OMG there's a great white shark in this bathtub!  Who would ever have guessed?

.LOSE
================================================================
Ship-climb-mast-T

You climb the mast, scurrying easily up hand over hand.

For some reason, the mob of mice seems reluctant to chase you up there.

When you get to the top, you see their apparent cowardice, and you turn around, thumb your nose at them, and shout "PHHHTTTHHBTBTBT! CHICKENS -- Buck buck buck!"

That turns out to have been a less than ideal thing to do.  The mice, now totally enraged, overcome their apparent fear of heights, and come swarming up the mast after you.

A few seconds later, you find out why they were so reluctant to climb the mast.  The ship has no ballast!  As the mice join you at the to of the mast, it ''capsizes!''

Still holding onto the mast, you find yourself immersed in gray, greasy water far under the ship.  What's worse, there are mice holding onto your feet, so you can't try to swim for the surface (even if you ''could'' swim while wearing those iron-soled orc boots you got on sale last summer).

Breathing's tough under these conditions.

.LOSE
================================================================
X=[%with(Underground)] ; Q=[%add(*,Coins,Pistol)]
Ship-go-below-X
''(Below decks)''

There's an old chest here, and several barrels.  You wonder what's in the barrels.  There's something stenciled on the side of them, but you can't ''quite'' make it out in the dim light here -- it looks like it might say "DANGER".

You lift the lid of the chest, and ... it's filled with what look like Spanish dubloons, or maybe pieces of eight (whatever ''those'' are) or anyhow some kind of coins.  On top of the coins in the chest, there's an old single shot pistol.

You grab the pistol and a handful of the coins.

And at that moment the first of the mice make it down the stairs, so there's no time for anything more.

What are you going to do about it?

* [[../Ship-shoot-mice-T|Shoot at the mice]]
* [[../Ship-shoot-barrel-Q|Shoot at the "DANGER" barrel]]
* [[../Ship-hide-in-chest-T|Climb into the treasure chest and slam the lid -- the mice will never find you there]]

.INVEN(Q)
================================================================
Ship-shoot-mice-T

You fire your pistol directly at the lead mouse, hoping the rest of the mice will run away when their leader falls.

Unfortunately it turns out to be a water pistol.  The lead mouse gets wet.

The mice are totally outraged.  Their abominable ''squeaking'' rises to an utterly intolerable crescendo.

.LOSE
================================================================
Ship-hide-in-chest-T

You jump into the chest and close the lid behind you.

Just in time!  The mice were almost upon you!

Faintly, through the closed lid, you hear their angry squeaking ... but then the squeaking seems to change to laughter.  And you hear an ominous ''click'' of a lock being locked.

You try the lid -- very tentatively -- and discover that, indeed, the mice have locked you in.

And now you also realize that there are no air holes in the chest.  Uh, oh...

.LOSE
================================================================
X=[%with(Underground)]
Ship-shoot-barrel-X

You point your pistol directly at the word "DANGER" on the nearest barrel, and fire.

There's a roar of a gun going off in a confined space, and then a much bigger roar from the barrel, which was apparently a powder keg. 

The whole world seems to go up in flames, and you can see nothing through the clouds of smoke.

As the smoke clears, you find yourself standing in the bathroom next to the bathtub.  The ship model has been reduced to kindling floating on the gray, scummy water.  There's no sign of the mice (save for the usual flock of pink mice flying around your head).

I guess you don't have a lot of options at this point, do you?

* [[../Corridor-2-X|Go out through the doorway]]

.INVEN(X)
================================================================
X=[%with(Underground)]
Corridor-room-2-X
''(In a room, somewhere in the second subbasement)''

You are in a small, rather square room.  The floor and ceiling are crudely chiseled from the rock.  The only light comes from the pink, glowing mice which continue to fly around your head.

There is a doorway to the south.

The walls are paneled in cheap imitation plywood from Ikea.

What would you like to do?

* [[../Floor-3-S-X|Go through the doorway.]]
* [[../Room-2-search-panels-X|Knock on the walls, look for secret panels]]

.INVEN(X)
================================================================
X=[%with(Underground) & %without(Unlocked)]
Room-2-search-panels-X
''(In a room, somewhere in the second subbasement)''

You walk around the room knocking on the walls, to see if any of them sound hollow.

Unfortunately, they ''all'' sound hollow -- the paneling job is terrible, and the panels don't seem to be stuck to the walls very well.  (They look like cheap plywood until you look more closely, but then you realize they're actually the rather cheaper substance whose technical name is ''"pressed crud"''.)

Knocking didn't get you anywhere, so you go around the room again pressing on all the panels, and wiggling them, and yelling at them.

That doesn't work either.

Looks like there aren't any secret panels in this room, nor anything else, for that matter.  It's just a small, bare room with no particular function nor reason for existing.<ref>Bwa ha ha hahahahaaaaah!  So you think!</ref>
#if (X=[%without(Unlocked)])
<ref>Would you like a '''[[../Room-2-hint-a-T|hint]]'''?</ref>
#endif

So what would you like to do next?  (Like you've got a lot of choices here ... not.)

* [[../Floor-3-S-X|Go through the doorway.]]

.INVEN(X)


<hr>
{{reflist}}
================================================================
Room-2-hint-a-T

For uninteresting technical reasons I can't tell if you're really stuck at this point.  If you aren't, you should just hit BACK and go about your business, because the hint is pretty explicit.

If you are stuck, however, click through for the '''[[../Room-2-hint-b-T|hint]]'''.

.NOINVENTORY
================================================================
Room-2-hint-b-T

Have you considered the possibility that there might be a secret panel in this room, but that the panel is currently ''locked?''

Hmmmm ... if that still didn't do it, click through for an additional '''[[../Room-2-hint-c-T|hint]]'''.

.NOINVENTORY
================================================================
Room-2-hint-c-T

OK, one more, but this is it for this room:

The controls for the lock might be located somewhere ''outside this room''.

.NOINVENTORY
================================================================
X=[%with(Underground,Unlocked)]
Room-2-search-panels-X

You walk around the room knocking on the walls, to see if any of them sound hollow.

Unfortunately, they ''all'' sound hollow -- the paneling job is terrible, and the panels don't seem to be stuck to the walls very well.  (They look like cheap plywood until you look more closely, but then you realize they're actually the rather cheaper substance whose technical name is ''"pressed crud"''.)

Knocking didn't get you anywhere, so you go around the room again pressing on all the panels, and wiggling them, and yelling at them.

And one panel, on the side of the room, in a corner, ''moves!''  You push harder, and it swings back, revealing a tunnel.

Intrepid adventurer that you are, you start to stroll confidently down the tunnel ... but it grows steeper.

It's not a tunnel, it's a chute!

You slide down the chute, only to be deposited ''somewhere'', in a room carved from the rock.

Before you can so much as glance around, there's a terrible three-fold ''barking'' from the other end of the room, and your pink mice, that have come with you all this time, panic and fly back up the chute.

It is now completely dark, and you are likely to be eaten by <s>a grue</s> <s>a giant spider</s> Cerberus.
#if (X=[%without(Flashlight)])
<ref>Do you feel like a '''[[../Cerberus-dark-hint-T|hint]]''' might be useful?</ref>
#endif

What would you like to do?

* [[../Cerberus-climb-chute-T|Follow the mice -- Climb back up the chute]]
* [[../Cerberus-kick-dark-T|Kick at Cerberus -- perhaps you'll connect]]
#if (X=[%with(Flashlight)])
* [[../Cerberus-turn-on-light-X|Turn on your keychain flashlight]]
#endif

.INVEN(X)
================================================================
Cerberus-dark-hint-T

Gosh it would have been great if you'd thought to bring along a flashlight, don't you think?

Maybe, with a little more effort, you could have found one somewhere.  Hmmmm.....

Too late now.

* .LINK_RESTART(Start over)
* '''Take that last turn over''' -- That's what the 'back' button is for
* [[Special:Random|Go someplace else, this is boring]]
* [[Illogigames|Check to see if there are any (other?) worthwhile games on this site]]

[[Category:Ah crumbs]]
================================================================
Cerberus-climb-chute-T

You turn and, with muscles fueled by panic, you walk straight up the slick side of the chute down which you slid moments ago.

All is well until you get to the bend in the chute, where the ceiling is comes much lower as it joins the horizontal passage.  You run full tilt into the bend, and smash your head a mighty lick on the ceiling.

.LOSE
================================================================
Cerberus-kick-dark-T

In total darkness, you swing a vicious kick in what you hope might be the right direction.

It's not.

You kick yourself in the head.

You knock yourself unconscious.

I don't know what happens after that, but it's certainly nothing good.

.LOSE
================================================================
X=[%with(Underground,Flashlight)]
Cerberus-turn-on-light-X
''(Cerberus)''

You fish out your tiny keychain flashlight, and turn it on.  Wow!  It's bright!  It lights the whole room brilliantly!

What you see, however, isn't quite so "wow".

At the opposite end of the room, there's a dark doorway.  Over it, chiseled into the rock, is the inscription "ABANDON ALL HOPE, YE WHO ENTER THE '''ENDGAME'''".

Next to the door, on the wall, there's a biohazard symbol.

And directly in front of the door, ''and'' coming toward you, there's a huge, angry looking dog ''with three heads''.

This doesn't look good.
#if (X=[%without(Wienerdogs)])
<ref>I mean, it ''really'' doesn't loook good.  Perhaps you need a '''[[../Cerberus-no-wienerdogs-hint-T|hint]]'''.</ref>
#endif

Got any ideas?

* [[../Cerberus-kick-T|Kick Cerberus]]
#if (X=[%with(Pistol)])
* [[../Cerberus-shoot-T|Shoot Cerberus with your pistol]]
#endif
* [[../Cerberus-flame-T|Shoot Cerberus with your flame thrower]]
#if (X=[%with(Wienerdogs,Gruedogs) & %without(Donuts)])
* [[../Cerberus-throw-wieners-X|Throw the wienerdogs at Cerberus]]
#elseif (X=[%with(Wienerdogs,Donuts)])
* [[../Cerberus-throw-wieners-fat-T|Throw the wienerdogs at Cerberus]]
#elseif (X=[%with(Wienerdogs) & %without(Gruedogs)])
* [[../Cerberus-throw-wieners-skinny-T|Throw the wienerdogs at Cerberus]]
#endif

.INVEN(X)
================================================================
Cerberus-no-wienerdogs-hint-T

Sigh...  You made it so far...  I can't imagine how much time you've spent on this to get here.  (Or how much cleverness you've used, if you cheated to do it.)

''Unfortunately'' there was something back in Part I that you didn't pick up, and it was something that you really need right now.  Maybe you overlooked it, or maybe you didn't explore absolutely ''everything''.  One way or another, you didn't bring it along.

And, for uninteresting technical reasons, there's no way to go back from here to Part I.  Sorry!

.NOINVENTORY
================================================================
Cerberus-shoot-T

Your pistol has apparently decided it would rather be a laser cannon than an antique single shot pistol.  At any rate, when you pull the trigger, instead of a bullet, a five megawatt beam of infrared energy comes barreling out the end of the gun.

This would be fabulous, if only you'd actually managed to ''hit'' Cerberus with the beam.  Unfortunately, you're a lousy shot, and you miss by a country mile.

Even more unfortunately, the walls turn out to behave like mirrors at the frequencies used by your laser pistol, and beam goes...

  ''Bounce bounce bounce bounce bounce bounce bounce bounce bounce...!''

and guess who finally stops it, by getting in its way as it passes by?

(Not Cerberus.)

.LOSE
================================================================
Cerberus-flame-T

OK, now yer talkin'!  Blast Cerberus to ashes with your flame thrower!

Unfortunately for the success of the plan, you haven't got a flame thrower.

Oops.

.LOSE
================================================================
Cerberus-kick-T

You aim a vicious kick at the middle head of Cerberus.

You put all your weight into it; you aim to kick that head clean off!

This is the most powerful kick you've ever kicked, at ''anything!''

Unfortunately, it's also the least accurate.  You miss Cerberus, you miss the ground, you miss the ceiling, you practically miss the air.  The only thing you actually hit, ''extra'' unfortunately, is yourself.  You kick yourself on the chin so hard that your head flies off and ... well, you don't know what happened after that, do you...?

.LOSE
================================================================
X=[%with(Underground,Wienerdogs,Gruedogs,Bone,Unlocked,Flashlight)] ; Q=[%replace(*,Wienerdogs,Gruedogs,Underground : Cerberus)]
Cerberus-throw-wieners-X

You fish the package of wienerdogs out of your pack.

Omigosh!  It's broken open!  You've got a bunch of ''loose'' wienerdogs in your pack, and they seem to have eaten your package of Grue Brew hotdogs!  I guess the hotdogs were good for them, because they seem really healthy.

You tip the pack, and the wienerdogs charge out.  They race across the floor at Cerberus, barking furiously.

Cerberus (with wienerdogs in hot pursuit) vanishes through the doorway.  The barks and howls fade off into the distance, and finally there is silence.

What would you like to do?

* [[../Cerberus-through-doorway-Q|Go through the doorway]]

.INVEN(Q)
================================================================
Cerberus-throw-wieners-fat-T

You fish the package of wienerdogs out of your pack.

Omigosh!  It's broken open!  You've got a bunch of ''loose'' wienerdogs in your pack, and they seem to have eaten all the donuts you got on the ski slope!

You tip the pack, and the wienerdogs waddle out.  Jeeze those donuts were fattening!  The dogs look like a lot like a pack of barrels.  They give a few half hearted yips and then curl up in a corner and fall asleep.

Cerberus ignores them and comes straight for you.<ref>Would you like a '''[[../Cerberus-fat-dogs-hint-T|hint]]'''?</ref>

.LOSE


<hr>
{{reflist}}
================================================================
Cerberus-fat-dogs-hint-T

OK, this is, like, totally obvious.  I shouldn't even need to say it.

But here it is, anyway.

''How do you avoid porking out on donuts?''

Obviously:  ''You don't keep donuts in the house.''

Just because they're ''offered'' doesn't mean you need to ''take'' them!  ;-)

(And by the way, if you were looking for something nutritious to feed the wienerdogs ... well, I'm afraid donuts aren't it.)

And I'm sorry to report that, due to uninteresting technical issues, there is no way to get back from here to Part I, short of starting over.

(Ooooo oooo oooo that ''really'' wasn't a nice thing to call the game designer!)

.NOINVENTORY
================================================================
Cerberus-throw-wieners-skinny-T

You fish the package of wienerdogs out of your pack.

Omigosh!  It's broken open!  You've got a bunch of ''loose'' wienerdogs in your pack!

You tip the pack, and the wienerdogs stumble out.  They haven't had much to eat in there, though.  They look really skinny -- I mean, like ''really'' skinny, like strands of spaghetti with legs.

They try to attack Cerberus but they're not nearly strong enough to even slow it down as it comes across the floor toward you.
<ref>Would you like a '''[[../Cerberus-thin-dogs-hint-T|hint]]'''?</ref>

.LOSE


<hr>
{{reflist}}
================================================================
Cerberus-thin-dogs-hint-T

If you want your wienerdogs to grow big and strong, you're going to have to feed them.

Just find something they might like to eat (doesn't have to be something ''you'' would like to eat) and leave it in the pack; they'll find it, I'm sure.

Of course, it's too late for that now; Cerberus has already got you.   Maybe next time!

.NOINVENTORY
================================================================
X=[%with(Cerberus)]
Cerberus-through-doorway-X
''(In front of the door)''

You step through the doorway and find yourself sliding down yet another chute.  Whoopsie!

You land at the bottom in a heap and look around.

There's a mirror on one wall, and a door in front of you.

The door has a large sign on it, which says "AUTHORIZED PERSONNEL ONLY!"

Under that it says "Beware!  Your ..." and you can't read the rest of it.  It gets all blurry whenever you try to focus on it, and you can't seem to concentrate.

You'd wonder what was going on, but you can't seem to focus enough to do that, either.

What would you like to do?

* [[../Cerberus-look-in-mirror-1-X|Look in the mirror]]
* [[../Cerberus-go-through-door-X|Go through the door]]
* [[../Cerberus-head-stand-T|Stand on your head]]

.INVEN(X)
================================================================
Cerberus-head-stand-T

You pop off your head, set it on the floor, and stand on it.

Ouch!!!

.LOSE
================================================================
X=[%with(Cerberus)]
Cerberus-look-in-mirror-1-X
''(In front of the door)''

You look in the mirror.

You see someone you don't recognize looking back at you.  It's the same outfit you remember, with the weird straps hanging from it here and there.  It still says "If found return to..." on the front, and you ''still'' can't focus well enough to read the rest of what it says.

But the face looks strange -- there's something odd about it.  And when you look at the top of the head -- actually, you ''can't'' look at the top of the head of the person in the mirror.  Every time you try, you look some other way instead.

Odd.

I guess there's not much left to do, except...

* [[../Cerberus-go-through-door-X|Go through the door]]

.INVEN(X)
================================================================
X=[%with(Cerberus)]
Cerberus-go-through-door-X
''(In the back room)''

You try the knob.  It seems to be locked.  You twist harder.  There's a sort of crunching sound from inside the lock, and the door opens (wow, what a flimsy lock).

You enter the room.

For the first time since you entered the sinkhole you're in a well lit room -- a well lit ''laboratory'', actually.  There's a table against the wall, with a large jar on it, and a smaller jar next to it.

In the smaller jar, there's what appears to be the top of someone's head.

In the larger jar ... there's a brain.

There's a small hole in the lid of the jar holding the brain.

There's a sign over the ensemble, which says, in large letters, "BEWARE! UNDER NO CIRCUMSTANCES..." and you can't make out the rest, the print keeps blurring.

And there's a large mirror on the wall opposite the table.

What would you like to do?

* [[../Get-brain-T|Get the brain]]
* [[../Get-head-top-X|Get the top of the head]]

.INVEN(X)
================================================================
Get-brain-T

You lift the lid on the brain, and carefully lift the rather floppy lump of gray matter out of its jar.

''Butterfingers!''

It slips out of your hand and falls to the floor with a wet squelching sound.

You attempt to pick it up again, but you trip over your untied shoelace, and step directly on the brain.

''Squuuuiiiiiisssshhhhh!''

(Guess whose brain that was?)

.LOSE
================================================================
X=[%with(Cerberus)]
Get-head-top-X
''(In the back room)''

You lift the top off the jar with the top of someone's head in it.

You reach in, and lift out the piece of skull and scalp.

Then, mechanically, unable to stop yourself, you place it ''on top of your own head''.

It fits perfectly.  There's a sort of a click, which you can feel more than you can see, and at once you feel more complete.

But something is still missing.
#if (X=[%without(Dollar) & %without(BurnedDollar)])
<ref>Do you feel the need of a '''[[../Endgame-dollar-hint-T|hint]]'''?</ref>
#endif

What next?

* [[../Get-brain-T|Get the brain]]
#if (X=[%with(Dollar) | %with(BurnedDollar)])
* [[../Snort-brain-X|Snort the brain with the dollar bill]]
#endif

.INVEN(X)


<hr>
{{reflist}}
================================================================
Endgame-dollar-hint-T

I don't know how you got this far without it, but there's a very important piece of paper which you seem to be missing.  It might be really useful to have it at this point in the game.

As to what it is, or where to find it, you're on your own.   (You got this far, so it's a good guess you've already seen it in an earlier game.)

.NOINVENTORY
================================================================
X=[%with(Cerberus) & (%with(Dollar) | %with(BurnedDollar))] ; Q=[%add(*,Won)]
Snort-brain-X
''(Won)''

You roll up the dollar bill and insert one end of it through the hole in the top of the jar holding the brain.

Putting your nose on the other end of the rolled bill, you ''snort the brain!''

The brain in the jar vanishes, and there's a strange slurpy feeling inside your head ... and your mind clears.  '''''You remember!'''''

You glance in the mirror, and your familiar face looks back, once again complete from the top of your head to the tips of the lush growth of lovely, wiggly tentacles.

And you see the writing on your shirt -- the insulting, sneering writing:  "If found, return to Botany Bay Sanitarium, and notify the Washington office of the Department of Invasive Species of the NSA immediately".

And now you also can read the sign over the table:  "UNDER NO CIRCUMSTANCES ALLOW CTHULHU TO APPROACH ITS BRAIN!!"

But it's too late for them now, and there is nothing more they can do.  They certainly will never again catch you lying in eternal slumber.

The straps under your clothes burst and the insulting straight jacket falls away in shreds as you spread your wings.  With the merest fraction of your will, you command the ground above you to leave, and it does so, leaving you standing on the top of a newly formed mountain.

And the final Darkness begins, as you take control of the world which should rightfully be yours.

<table style="border:2px solid blue; padding:4px; border-collapse:collapse;">
<tr>
<td>
<center>
'''Congratulations!'''<br>
'''''YOU HAVE WON!!'''''
</center>
</td>
</tr>
</table>

And now...

* .LINK_RESTART(Play again)
* [[Special:Random|Blow this joint]]
* [[Illogigames|Check to see if there are any (other?) worthwhile games on this site]]

.INVEN(Q)
================================================================
X=[%with(Underground,Underground)]
Hole-turn-on-lights-X
''(In the Sinkhole)''

As far as you know, there's no light switch anywhere around here, so how do you propose turning on the lights?

Why don't you try something else?

* [[../Hole-use-elephant-X|Ask the elephant for help]]
* [[../Hole-climb-fall-T|Climb back up to the sinkhole]]
* [[../Hole-find-grue-1-X|Wander aimlessly in circles, and see what happens]]

.INVEN(X)
================================================================
Hole-climb-fall-T

You do a Dracula, and climb straight up the sheer stone wall of the cavern.  You dig your fingers and toes into minute cracks in the rock, with fear of the dark spurring you on to greater and greater heights.

This works pretty well until you start to climb, ''upside down'', across the ceiling.  You may imitate Dracula pretty well but for this, you'd need to be the Human Fly ... and you're not.

.LOSE
================================================================
X=[%with(Underground,Underground)]
Hole-use-elephant-X
''(In the Sinkhole)''

You ask the elephant for help.

The elephant, who is terrified of the dark, is cowering in the bottom of your backpack.  It whimpers faintly but otherwise does nothing helpful.

Well, that didn't seem to get you very far!  What else would you like to try?

* [[../Hole-climb-fall-T|Climb back up to the sinkhole]]
* [[../Hole-turn-on-lights-X|Turn on the lights]]
* [[../Hole-find-grue-1-X|Wander aimlessly in circles, and see what happens]]

.INVEN(X)
================================================================
X=[%with(Underground,Underground)]
Hole-south-end-X
''(At the south end of the Sinkhole)''

You come up against a wall. (Thump!)  It's hard to tell in the dark (with just the pink glow of the mice to see by) but there appears to be a low doorway leading into darkness off to your right.

Directly in front of you there's a metal panel set into the wall.  It looks like a fuse box, or perhaps a small telephone wiring cabinet.  It's locked.
#if (X=[%with(Threwbone)])
<ref>There's a certain small challenge here.  Would you like a '''[[../Hole-south-threw-bone-hint-T|hint]]'''?</ref>
#elseif (X=[%without(Bone)])
<ref>Would you like a '''[[../Hole-south-no-bone-hint-T|hint]]'''?</ref>
#else
<ref>Would you like a '''[[../Hole-south-have-bone-hint-T|hint]]'''?</ref>
#endif

What would you like to do?

* [[../Hole-north-end-X|Walk back toward the other end of the cave]]
* [[../Floor-1-S-X|Go through the doorway]]
* [[../Hole-smash-door-T|Smash the lock with the rock (which is still in your pack)]]
* [[../Hole-pry-door-shovel-T|Pry open the door with the TV antenna (or shovel? -- whatever it is)]]
#if (X=[%with(Bone)])
* [[../Hole-open-wiring-panel-X|Pick the lock on the panel with the bone from the sausage]]
#endif

.INVEN(X)


<hr>
{{reflist}}
================================================================
Hole-south-threw-bone-hint-T

Err ... unfortunately, you seem to have tossed away something that might have been very helpful here.

Without it I really don't see how you're going to be able to finish the game.

And, ''most'' unfortunately, it's too late to go back and get it, now.  Sorry for the bad news...

.NOINVENTORY
================================================================
Hole-south-no-bone-hint-T

You need something you haven't found yet.  Keep exploring.

.NOINVENTORY
================================================================
Hole-south-have-bone-hint-T

Why are you asking for a hint?  You don't seem to need one.

.NOINVENTORY
================================================================
Hole-pry-door-shovel-T

You jam the pink end of the blade of the ... um ... shovel (or whatever it is) under the edge of the door right next to the lock.  By hammering on the handle with your hand you force about an inch of the blade into the crack.

You then lean your full weight on the handle.

''Skronk!'' The lock breaks!  You did it!

The door, now free, comes flying open, and '''''whacks you right on the nose!'''''

.LOSE
================================================================
X=[%with(Underground)]
Hole-north-end-X
''(At the north end of the Sinkhole)''

You're at the north end of the cave under the Sinkhole.

There's a vending machine here.  It appears to be stocked with little keychain trinkets.

What would you like to do?
#if (X=[%without(Coins)])
<ref>Would you like a '''[[../Hole-north-end-hint-T|hint]]'''?</ref>
#endif

* [[../Hole-south-end-S-X|Go back to the south]]
<!--* [[../Hole-at-ladder-X|Go somewhere else in the cave]]-->
* [[../Shake-vending-machine-T|Shake the machine, maybe it'll give you something for free]]
#if (X=[%with(Coins) & %without(Flashlight)])
* [[../Buy-flashlight-X|Put one of the old Spanish coins into the vending machine]]
#endif

.INVEN(X)


<hr>
{{reflist}}
================================================================
Hole-north-end-hint-T

This is pretty obvious, really.

To get something from a vending machine, you need money.

We should also note that this vending machine will ''not'' accept bills, credit cards, or Fairy gold.  Real, hard cash that goes "clink" in your pocket is what it wants.

So you should go find some.

.NOINVENTORY
================================================================
Shake-vending-machine-T

You grab the sides of the vending machine and rock it back and forth.  (This is a known technique for shaking loose some "''product''" as the manufacturers so tackily refer to it.)

Luckily for this endeaver, this machine, unlike so many of them, is ''not'' bolted to the wall.

Not so luckily, it has an advanced ''product retention'' system (as the manufacturers call it) installed in it.

The PR system triggers, and the machine starts bellowing "STOP THIEF! STOP STOP! MACHINE SMASH!"

It then makes several short hops out from the wall, and, while you're still staring at it in amazement, it leaps three feet in the air and does a belly-flop directly on top of you.

Like most modern vending machines, it weighs about half again as much as a minivan.

.LOSE
================================================================
X=[%with(Underground,Coins)] ; Q=[%add(*,Flashlight)]
Buy-flashlight-X
''(At the north end of the Sinkhole)''

You put a coin into the vending machine.

Rattle! Rattle! Groan! Clank!

A tiny flashlight on a keychain drops into the slot.

Cute!  And maybe it'll be useful for something.  You put it in your backpack.

What now?

* [[../Hole-south-end-S-Q|Go back to the south]]
<!--* [[../Hole-north-end-Q|Go somewhere else in the cave]]-->

.INVEN(Q)
================================================================
X=[%with(Underground)]
Hole-south-end-S-X
''(At the south end of the Sinkhole)''

There appears to be a low doorway nearby, opening to the south, and leading into darkness.

Next to where you're standing, there's a metal panel set into the wall.  It looks like a fuse box, or perhaps a small telephone wiring cabinet.  It's locked.

There's also a large cavern extending to the north.
#if (X=[%with(Threwbone)])
<ref>There's a certain small challenge here.  Would you like a '''[[../Hole-south-threw-bone-hint-T|hint]]'''?</ref>
#elseif (X=[%without(Bone)])
<ref>Would you like a '''[[../Hole-south-no-bone-hint-T|hint]]'''?</ref>
#else
<ref>Would you like a '''[[../Hole-south-have-bone-hint-T|hint]]'''?</ref>
#endif

What would you like to do?

* [[../Hole-north-end-X|Walk toward the other end of the cave]]
* [[../Floor-1-S-X|Go through the doorway]]
* [[../Hole-smash-door-T|Smash the lock with the rock (which is still in your pack)]]
* [[../Hole-pry-door-shovel-T|Pry open the door with the TV antenna (or shovel? -- whatever it is)]]
#if (X=[%with(Bone)])
* [[../Hole-open-wiring-panel-X|Pick the lock on the panel with the bone from the sausage]]
#endif

.INVEN(X)


<hr>
{{reflist}}
================================================================
Hole-smash-door-T

You're mad now.  This obnoxious, unthinking ''door'' is blocking all attempts at making progress.

Getting the rock from your pack, you bellow, '''ROCK SMASH!''' and smash the rock into the door.

The door caves in, and in fact the rock goes clear through the panel and vanishes into the wall.

Unfortunately, you're still holding onto the rock, and your whole arm goes into the wall along with it.

Even more unfortunately, there's a colony of Direwolf spiders living in the wall, and they are not amused by this invasion of their home.  In the space of a few seconds you accumulate enough spider bites to kill an entire platoon of United States Marines.

.LOSE
================================================================
X=[%with(Underground,Underground)]
Hole-open-wiring-panel-X
''(At the lock)''

Using the whatsit bone, you successfully unlock and open the panel.  Congratulations!

It is, indeed, a small phone wiring closet.  (No lightswitches here, sorry; you're still wandering around in the dark.)  There are a number of cables running here and there inside.

Besides the cables, there is a keypad set into the middle of the panel.  It looks like one of those simple push-button combination door locks.  There appears to be a small lightbulb on the panel next to the keypad.

The pad has four buttons, labeled "1" through "4".

What would you like to do?

* [[../Floor-1-S-X|Give up on this; go through the doorway next to the wiring panel]]
* [[../Hole-north-end-X|Go somewhere else in the cave]]
* [[../Lock-enter-combination-X|Enter a combination]]

.INVEN(X)
<!--
****************************************************************
Macros to set up the room associated with a single combination of the lock
****************************************************************
-->
#defbegin .COMBO_ROOM_LOCK_BODY(&c)
''(At the lock)''

You press the keys in the order '''&c'''.

A small blue light next to the pad flashes briefly.  However,
no door opens, no alarm sounds, there's no 'click' ... In short, as far as you can see, nothing else happens.

What would you like to do?

* [[../Floor-1-S-Q|Give up on this; go through the doorway next to the wiring panel]]
* [[../Hole-north-end-Q|Go somewhere else in the cave]]
* [[../Lock-enter-combination-Q|Enter a different combination]]

.INVEN(Q)
#defend
<!--
****************************************************************
 -->
#defbegin .COMBO_ROOM_LOCK(&c)
X=[%with(Underground)] ; Q=[%replace (*, Unlocked : Locked)]
Lock-Combo-&c-X
.COMBO_ROOM_LOCK_BODY(&c)
#defend
<!--
****************************************************************
-->
#defbegin .COMBO_ROOM_UNLOCK(&c)
X=[%with(Underground)] ; Q=[%replace (*, Locked : Unlocked)]
Lock-Combo-&c-X
.COMBO_ROOM_LOCK_BODY(&c)
#defend
<!--
  ***********************************************************************
  *  Macro to put one combination entry in the table			*
  ***********************************************************************
 -->
#defbegin .COMBO_ENTRY(&c,&state)
<td style="border:1px solid #00a;padding:4px 8px">
[[../Lock-Combo-&c-&state|'''&c''']]
</td>
#defend
================================================================
X=[%with(Underground)]
Lock-enter-combination-X
''(Entering a combination)''

What would you like to type into the keypad?<ref>You don't need to cheat to get past this, and you don't need to try all the combinations, either.  (Trust me.)</ref>
#if (X=[%with(Unlocked)])
<ref>Do you feel stuck? Do you think you may need a '''[[../Lock-unlocked-hint-T|hint]]'''?</ref>
#elseif (X=[%with(BurnedDollar)])
<ref>The dungeonmaster takes pity on you.  I think you may need a '''[[../Lock-burned-dollar-hint-T|hint]]'''.</ref>
#elseif (X=[%without(Dollar)])
<ref>Don't you trust me?  Do you feel stuck?  Would you like a '''[[../Lock-no-dollar-hint-T|hint]]'''?</ref>
#else
<ref>Are you stuck?  You shouldn't be.  Would you like a '''[[../Lock-have-dollar-hint-T|hint]]''' anyway?</ref>
#endif

<table>
<tr>
<td>
<table style="border:2px solid blue; padding:4px; border-collapse:collapse;">

<tr>
.COMBO_ENTRY (1234,X)
.COMBO_ENTRY (1243,X)
.COMBO_ENTRY (1324,X)
.COMBO_ENTRY (1342,X)
.COMBO_ENTRY (1423,X)
.COMBO_ENTRY (1432,X)
</tr>

<tr>
.COMBO_ENTRY (2134,X)
.COMBO_ENTRY (2143,X)
.COMBO_ENTRY (2314,X)
.COMBO_ENTRY (2341,X)
.COMBO_ENTRY (2413,X)
.COMBO_ENTRY (2431,X)
</tr>

<tr>
.COMBO_ENTRY (3124,X)
.COMBO_ENTRY (3142,X)
.COMBO_ENTRY (3214,X)
.COMBO_ENTRY (3241,X)
.COMBO_ENTRY (3412,X)
.COMBO_ENTRY (3421,X)
</tr>

<tr>
.COMBO_ENTRY (4123,X)
.COMBO_ENTRY (4132,X)
.COMBO_ENTRY (4213,X)
.COMBO_ENTRY (4231,X)
.COMBO_ENTRY (4312,X)
.COMBO_ENTRY (4321,X)
</tr>

</table>
</td>
</tr>
</table>

.INVEN(X)

<hr>
{{reflist}}
================================================================
Lock-unlocked-hint-T

You really don't need a hint.  You're already done.

Time to move on.

If you still feel confused, and you really want it, I'll give you one more '''[[../Lock-unlocked-hint-b-T|hint]]'''.

.NOINVENTORY
================================================================
Lock-unlocked-hint-b-T

Look, just because nothing happens ''here'', what makes you think nothing happens ''anywhere?''

Action at a distance and all that.

Remember:  This dungeon is governed by the laws of Illogic.  Just because it wouldn't make sense to put a combination lock ''here'' that controls something 15 rooms away doesn't mean we didn't do it.

.NOINVENTORY
================================================================
Lock-burned-dollar-hint-T

You did something earlier that may make it very hard to finish the game.

There was something very important, something which you needed to see ... ''and you burned it.''

.NOINVENTORY
================================================================
Lock-no-dollar-hint-T

You really ''don't'' need to <u>guess</u> the combination.  But you're missing something you need, so unless you've played this game before (or you found some way to cheat), you're totally in the dark as to what the combination might be.

Explore some more.  You can come back here later (no need to start over).

.NOINVENTORY
================================================================
Lock-have-dollar-hint-T

''You've got everything you need.''

However, unless you clicked the 'hint' link just to be complete, you're stuck, because you don't ''know'' that you've got everything.

Maybe you need to take a closer look at the things you've already got with you.  (Blah blah blah inventory blah blah blah.)

.NOINVENTORY
================================================================
.COMBO_ROOM_LOCK(1234)
================================================================
.COMBO_ROOM_LOCK(1243)
================================================================
.COMBO_ROOM_LOCK(1324)
================================================================
.COMBO_ROOM_LOCK(1342)
================================================================
.COMBO_ROOM_LOCK(1423)
================================================================
.COMBO_ROOM_LOCK(1432)
================================================================
.COMBO_ROOM_LOCK(2134)
================================================================
.COMBO_ROOM_LOCK(2143)
================================================================
.COMBO_ROOM_LOCK(2314)
================================================================
.COMBO_ROOM_LOCK(2341)
================================================================
.COMBO_ROOM_LOCK(2413)
================================================================
.COMBO_ROOM_LOCK(2431)
================================================================
.COMBO_ROOM_LOCK(3124)
================================================================
.COMBO_ROOM_LOCK(3142)
================================================================
.COMBO_ROOM_LOCK(3214)
================================================================
.COMBO_ROOM_UNLOCK(3241)
================================================================
.COMBO_ROOM_LOCK(3412)
================================================================
.COMBO_ROOM_LOCK(3421)
================================================================
.COMBO_ROOM_LOCK(4123)
================================================================
.COMBO_ROOM_LOCK(4132)
================================================================
.COMBO_ROOM_LOCK(4213)
================================================================
.COMBO_ROOM_LOCK(4231)
================================================================
.COMBO_ROOM_LOCK(4312)
================================================================
.COMBO_ROOM_LOCK(4321)