<<audio "oops" stop>> <<audio "betterlucknexttime" stop>> <<audio background loop play>>
<<if $reentering == 1>>
<<set $reentering to 0>> <<set $backwin to 1>> <<type 40ms start .5s>> Well...where will you go to next? Theres the [[dresser]], the [[window]], some [[shelves|pink star candy]], or if you've had enough, you can leave out the [[door|doorout]]. <</type>>
<<else>>
<<type 40ms start .5s>> <h2> Your eyes slowly drift open and adjust to the area around you. </h2> <</type>>
<<timed 4s>> <<type 40ms start .5s>> What… is this place? <</type>>
<<next 2s>> <<type 40ms start .5s>> It's a bedroom, but you certainly don't recognize it as your own...<</type>>
<<next 1s>> <<type 40ms start .5s>> You sit up and glance around the room. <</type>>
<<next 2s>> <<type 40ms start 3s>> It's eerily quiet, not even so much so as a birds chirp can be heard from outside. <</type>>
<<next 2s>> <<type 40ms start 1s>> Its your typical bedroom, theres a [[dresser]] with a mirror stand, a [[window]] that is currently covered by curtains, some [[shelves|pink star candy]] alligned with various trinkets, and the [[door|doorout]] to the left wall. <</type>>
<<next 1.5s>> <<type 40ms start .5s>> Where will you go first? <</type>>
<</timed>> <<endif>>
<<button "Open Inventory?" "Inventory">> <</button>>
<<silently>> <<timed 60s>> <<set $backtobed to "gameover">> <<goto "gameover">> <</timed>> <</silently>><<cacheaudio "background" "https://ia802201.us.archive.org/2/items/76-pl9bjx/DVD%E5%A4%A2%E3%81%AE%E6%9C%AA%E6%9D%A5%20-%20%E2%9D%84%20%E5%86%AC%20%EF%BD%97%EF%BD%89%EF%BD%8E%EF%BD%94%EF%BD%85%EF%BD%92%20%EF%BD%84%EF%BD%85%EF%BD%81%EF%BD%94%EF%BD%88%20%E6%AD%BB%20%E2%9D%84%20-%2001%20%EF%BD%8C%EF%BD%81%EF%BD%93%EF%BD%94%20%EF%BD%84%EF%BD%89%EF%BD%8E%EF%BD%8E%EF%BD%85%EF%BD%92.mp3">>
<<cacheaudio "oops" "https://ia904600.us.archive.org/1/items/the-dreamcore-collection/18%20-%20Nightmare%20Reality.mp3">>
<<cacheaudio "betterlucknexttime" "https://ia902201.us.archive.org/2/items/76-pl9bjx/DVD%E5%A4%A2%E3%81%AE%E6%9C%AA%E6%9D%A5%20-%20%E2%9D%84%20%E5%86%AC%20%EF%BD%97%EF%BD%89%EF%BD%8E%EF%BD%94%EF%BD%85%EF%BD%92%20%EF%BD%84%EF%BD%85%EF%BD%81%EF%BD%94%EF%BD%88%20%E6%AD%BB%20%E2%9D%84%20-%2004%20%EF%BD%85%EF%BD%8E%EF%BD%84%EF%BD%8C%EF%BD%85%EF%BD%93%EF%BD%93%20%EF%BD%83%EF%BD%89%EF%BD%87%EF%BD%81%EF%BD%92%EF%BD%85%EF%BD%94%EF%BD%94%EF%BD%85.mp3">><<audio oops stop>> <<audio background loop play>>
<<type 40ms start 1s>> You've entered into an empty hallway. There are no other doors, and nothing decorates the walls. <</type>>
<<type 40ms start .5s>>Its...completely barren.<</type>>
<<type 40ms start .5s>>The walls are simply painted a pastel pink, the same as the bedroom, with white trims to line the floor and ceiling. Your right is a complete dead end... seems that the only way to go is down the seemingly endless left hallway.<</type>>
<<type 60ms start 2s>> down... <</type>>
<<type 60ms start 2s>> down.. <</type>>
<<type 60ms start 2s>> and further down.<</type>>
<<type 60ms start 2s>> A door finaly comes into your line of view. You pick up your speed and stop right in front, noticing yet another door from where you are now stood.<</type>>
<<type 60ms start 1s>> The door before you is labeled with a [[star|blue star candy]], the other labeled with a [[square|purple star candy]].<</type>>
<<type 60ms start .5s>>Which will you choose?<</type>>
<<type 60ms start .5s>>Or do you need to [[return back?|wake up]] <</type>>
<<button "Open Inventory?" "Inventory">> <</button>>
<<include "foundyou">>
<<set $reentering to 1>>
<<if $backwin == 1>>
<<type 60ms start .5s>> . . . <</type>>
<<type 40ms start .5s>> Back again? Did you happen to forget something? You pull apart the two curtains to once again view outside of this bedroom <</type>>
<<type 60ms start 1s>> You prop open the windown and look outwards.<</type>>
<<type 60ms start 2s>> Still nothing. <</type>>
<<type 60ms start 2s>> Still no noise... <</type>>
<<type 60ms start 2s>> Still no wind.. <</type>>
<<type 60ms start 2s>> Just you. <</type>>
<<if $pinkbottle == 1>> <<type 40ms start .5s>> You've already taken the bottle that'd been here earlier… <</type>>
<<else>>
<<type 60ms start .5s>> The same bottle sits at the windowsill, [[will you take it with you this time?|pinkbottle]] <</type>>
<</if>>
<<type 60ms start 2s>> [[go back|wake up]]? <</type>>
<<else>>
<<type 40ms start .5s>> Walking up to the window, you pull apart the two curtains to the view outside of this bedroom, fresh air never hurt anyone right? <</type>>
<<type 60ms start 2s>> The sky is ... pink. <</type>>
<<if $pinkbottle == 1>> <<type 40ms start .5s>> You've already taken the bottle that'd been here earlier...<</type>>
<<else>>
<<type 60ms start 1s>> With the curtains pulled apart, there in the middle of the windowsill sits a small bottle... [[take it with you?|pinkbottle]] <</type>>
<</if>>
<<type 60ms start 2s>> You prop open the window and take a peek out. <</type>>
<<type 60ms start 2s>> Everything is still. <</type>>
<<type 60ms start 2s>> no noise... <</type>>
<<type 60ms start 2s>> no wind.. <</type>>
<<type 60ms start 2s>> nothing. <</type>>
<<type 60ms start 2s>> [[go back|wake up]]? <</type>>
<</if>>
<<button "Open Inventory?" "Inventory">> <</button>>
<<set $dressermirror to 1>>
<<type 40ms start .5s>> You walk over to the dresser, investigating it by opening acouple of the drawers and yet. <</type>>
<<timed 5.5s>> <<type 40ms start .5s>> They're all... <</type>>
<<next 2.5s>> <<type 40ms start .5s>> empty. <</type>>
<<next 2s>> <<type 40ms start .5s>> You shut the last drawer, and look up to view yourself in the reflection of the mirror. <</type>> <</timed>>
<<timed 17s>> <<goto "you.">> <</timed>>
<<set $reentering to 1>>
<<type 40ms start .5s>> Shelves hung on the wall are piled high with dolls.
[[Porcelain]]... [[Clowns]]... and [[Tiny Ceramics]].
[Drawing of the shelf] <</type>>
<<type 40ms start .5s>> How cute... but also <<linkreplace "kinda" t8n>>extremely<</linkreplace>> creepy. <</type>>
<<type 40ms start .5s>> [[go back?|wake up]] <</type>>
<<button "Open Inventory?" "Inventory">> <</button>>
You make an attempt to open the door to this next room but to your unfortunate luck...
Its locked.
<<if $heartkey == 1>>
Wait!
You bring out the heart shaped key you found at the bedroom window from earlier and give it a try. The door clicks open with ease, and you're now greeted with [[another area|white star candy]].
<<else>>
Doesn't seem like you have the key... lets try and find it [[in a earlier room|purple star candy]]
<</if>>
<<button "Open Inventory?" "Inventory">> <</button>>
Its a small bathroom... as equally covered in light pastel colors as the rest of the rooms thus far.
The [[bathtub]] is currently hidden behind shower curtains, a [[sink]] with a mirror sitting above and a cabinet sitting below.
Where to first?
Or if you're done here, you could [[return to the hallway|doorout]].
<<button "Open Inventory?" "Inventory">> <</button>>
<<include "foundyou">>Its a living room... the noise of static runs through the room. Seems as though someone had [[left the TV on]]...an [[empty chair]] cureently sits across from the ongoing TV cut ins.
A [[chimney]] catches your eye, with a line of ornaments that decorate it across the top.
A door labeled with a circle...[[the exit|key code]] without a doubt.
or do you need to [[turn back?|yellow star candy]]
<<button "Open Inventory?" "Inventory">> <</button>>
<<include "foundyou">><<if $reentering == 1>>
<<set $reentering to 0>> You're back in the kitchen.
You can either go to the [[the macaroons|small macaroons]], check out the [[fridge]], the overflwoing [[sink|check it out]], or move on throught the next [[door|yellow star candy]].
Or if you need to, you could [[return to the hallway|doorout]]
<<else>>
Choosing the door labeled with a square over the other on through, you've entered into a kitchen.
Taking a walk through you note that the stove is barren... not a pot or pan to found in sight. The counter to the left of the stove has a platter with [[small macaroons]] and a teaset neatly arranged to its side, a [[fridge]] sits to the right of the stove.
<<linkreplace "Looking up there are also some cabniets above you." t8n>>Scratch that...seems like you can't reach them wihtout some kind of stool.<</linkreplace>>
You also notice that the sink is full of... a black liquid...on the verge of overflowing and spilling on the floor.
[[check it out]]?
theres also [[a new door|yellow star candy]] labeled with a heart symbol...
If you need to, you could also [[return to the hallway|doorout]].
<</if>>
<<button "Open Inventory?" "Inventory">> <</button>>
<<include "foundyou">><<audio "oops" stop>> <<audio "background" stop>> <<audio "betterlucknexttime" play>>
<<if $dressergo>>
<<timed .5s>> <<type 60ms start 1s>> oh... <</type>> <<next 1s>> <<type 60ms start 1s>> she got to you. <</type>> <<next 1s>> <<type 75ms start 2.5s>> what a shame. <</type>>
<<next 1s>> <<link "<<type 60ms start 1s>> retry? <</type>>">><<run UI.restart()>><</link>>
<</timed>>
<<type 60ms start 1s>>
<h2> Credits </h2>
Story & Art:
Relic P. @doodlespalca
Music:
"LAST DINNER" & "ENDLESS CIGARETTE"
from audio❄ 冬 winter death 死 ❄ by DVD夢の未来
"Nightmare Reality"
from The Dreamcore Soundscape Collection by Humanfobia
Thank you for playing!
<</type>>
<</if>>
<<if $tooslow>>
<<timed .5s>> <<type 60ms start 1s>> Your body goes stiff. you feel something rest itself on your shoulders.<</type>>
<<next 2s>> <<type 75ms start 2s>> <h2>"Oh no.. oh no no no!"</h2> <p>it whispers.</p> <</type>>
<<next 2s>> <<type 75ms start 2s>> <h1> "Oh... can't you stay? Won't you stay?"</h1> <</type>>
<<next 2s>> <<type 75ms start 2s>> <h2>"Why not spend the night and get some rest? I insist."</h2> <</type>>
<<next 2s>> <<type 80ms start 2s>> <strong>"Goodnight :)"</strong> <</type>>
<<next 1s>> <<link "<<type 60ms start 1s>> retry? <</type>>">><<run UI.restart()>><</link>>
<<type 60ms start 1s>>
<h2> Credits </h2>
Story & Art:
Relic P. @doodlespalca
Music:
"LAST DINNER" & "ENDLESS CIGARETTE"
from audio❄ 冬 winter death 死 ❄ by DVD夢の未来
"Nightmare Reality"
from The Dreamcore Soundscape Collection by Humanfobia
Thank you for playing!
<</type>>
<</if>>
<<if $backtobed>>
<<timed .5s>> <<type 60ms start 1s>> Your body goes stiff. you feel something rest itself on your shoulders.<</type>>
<<next 2s>> <<type 75ms start 2s>> <h2>"Oh no.. oh no no no!"</h2> <p>it whispers.</p> <</type>>
<<next 2s>> <<type 75ms start 2s>> "You're not supposed to be up yet..."<</type>>
<<type 75ms start 2s>> <h1>"Goodnight."</h1> <</type>>
<<next 1s>> <<link "<<type 60ms start 1s>> retry? <</type>>">><<run UI.restart()>><</link>>
<</timed>>
<<type 60ms start 1s>>
<h2> Credits </h2>
Story & Art:
Relic P. @doodlespalca
Music:
"LAST DINNER" & "ENDLESS CIGARETTE"
from audio❄ 冬 winter death 死 ❄ by DVD夢の未来
"Nightmare Reality"
from The Dreamcore Soundscape Collection by Humanfobia
Thank you for playing!
<</type>>
<</if>>
<<if $deathbymacaron>>
<<type 60ms start 1s>> . . . <</type>>
<<type 60ms start 1s>> I mean.<</type>>
<<type 60ms start 1s>> I did warn you.<</type>>
<<link "<<type 60ms start 1s>> retry? <</type>>">><<run UI.restart()>><</link>>
<<type 60ms start 1s>>
<h2> Credits </h2>
Story & Art:
Relic P. @doodlespalca
Music:
"LAST DINNER" & "ENDLESS CIGARETTE"
from audio❄ 冬 winter death 死 ❄ by DVD夢の未来
"Nightmare Reality"
from The Dreamcore Soundscape Collection by Humanfobia
Thank you for playing!
<</type>>
<</if>>
<span id="countdown"> <<type 20ms start .2s>> [[run|doorout]] <</type>> </span>
<<silently>>
<<repeat 1s>>
<<set $seconds to $seconds - 1>>
<<if $seconds gt 0>>
<<replace "#countdown">> <<type 20ms start .2s>> <h2> [[run|doorout]] </h2> <</type>> <</replace>>
<<else>>
<<replace "#countdown">><</replace>>
<<goto "middle">>
<<stop>>
<</if>>
<</repeat>>
<</silently>>[another drawing/gif here]
<<set $seconds to 6>> <<include timer2>>
<<set $dressergo to "gameover">><span id="countdown"> <<type 20ms start .2s>> [[RUN|doorout]] <</type>> </span>
<<silently>>
<<repeat 1s>>
<<set $seconds to $seconds - 1>>
<<if $seconds gt 0>>
<<replace "#countdown">> <<type 20ms start .2s>> <h1>[[RUN|doorout]] </h1> <</type>> <</replace>>
<<else>>
<<replace "#countdown">><</replace>>
<<goto "gameover">>
<<stop>>
<</if>>
<</repeat>>
<</silently>><<audio "betterlucknexttime" play>>
The door unocks with a click. you close your eyes and let out a sigh of relief.
its over.
or at least, you thought it was.
once you reopen your eyes, the realization hits.
You're back right where you started.
Right back once again at the bedroom where you'd first woken up.
You feel two hands, rest themselves on your shoulders.
<h2>"Goodnight."</h2>
and the room goes <<link "[[dark|wake up]].">><<run Engine.restart()>><</link>>You pull aside the shower curtain, the bath tub has a seemily endless supply of various shampoos and showering comodities of the like.
Various was an understatement, it felt like almost a life times supply here within one bathroom.
All the bottles had varrying heights and widths...<<linkreplace "go through some?" t8n>>
<p>Small vials and bottles. Bigger bottles that seem like they'll never run out of soap.
Shampoo's...Conditioners...Body washes.
... </p>
<<set $bluebottle to 1>> A jarred starcandy.
<</linkreplace>>
[[go back?|blue star candy]]
<<button "Open Inventory?" "Inventory">> <</button>>
You walk up to the sink. Its neatly organized with all the everyday nececities you'd need to get your day startted.
Theres a <<link "mirror in front of you?">><<set $bathroommirror to 1>> <<goto "you.">><</link>> and some [[cabinets]] below the sink.
[[go back?|blue star candy]]
<<button "Open Inventory?" "Inventory">> <</button>>
The TV cuts in and out, while not a show being displayed on screen, its constantly playing out cut portions of whitennoise.
Across the screen it flashes
<h1> # </h>
<h2> A </h2>
<h3> B </h3>
<h4> C </h4>
[[go back?|white star candy]]
<<button "Open Inventory?" "Inventory">> <</button>>
<<include "foundyou">><<set $reentering to 1>>
The fridge is covered in magnets. An assortment of different drawings a shaped magnets are littered across both doors.
You make the decision to open the door.
Theres quite literally nothing inside. Bewildereed, you also open the freezer right above, expecting there to be even one item and yet.
Abosultely nothing.
A fully functional fridge that was still perfectly running just completely empty from any items.
[[go back?|purple star candy]]<<if $purplebottle>>
Recalling the feeling of the sludgy water... You'd rather not [[relive that again|purple star candy]]
<<else>>
The sink is practically over flowing with what ever this...liquid is... something must be clogging the drain.
@@#options;
<<nobr>>
<<link "Reach in for it?">>
<<replace "#options">>
You shove your hand in and immediately, its...unpleasant. <br><br>
Thick and slimmy, you try to swish your hand around and navigate it to the drain to grab what's clogged in the drain.
<<if $pinkbottle == 1 or $bluebottle == 1>>
<<set $purplebottle to 1>>
. . . another bottle? no matter. you take it with you and return to the [[kitchen|purple star candy]] <<set $reentering to 1>>
<<else>>
<<set $purplebottle to 1>>
...Its a bottle with a single candy inside of it. Why does this look [[familiar|purple star candy]]? <<set $reentering to 1>>
<</if>>
<</replace>>
<</link>>
or, is the feeling not worth it and you'd rather
<<link "turn back around?">> <<set $reentering to 1>>
<<replace "#options">>
<<silently>> <<goto "purple star candy">> <</silently>><br><br>
<</replace>>
<</link>>
<</nobr>>\
@@\
<</if>>
<<button "Open Inventory?" "Inventory">> <</button>>
<<include "foundyou">> You grab the door knob of the next door and give it a turn.
Nothing. Locked once again.
<<if $circlekey == 1>>
Remembering you'd found the key from earlier, you make an attempt to open the door. It unlocks with a click.
Before you is an entry way hallway. There is a [[pair of shoes]] at the entrance door, a small [[two by two cubby]] and the door out is right [[in front of you|keycodept2]].
<<else>>
You attempt to get in the the last room, but the door doesn't budge. Locked. [[Better find that key and fast|white star candy]].
<</if>>
<<button "Open Inventory?" "Inventory">> <</button>>
<<include "foundyou">><nobr>
<h1> Current Held Items </h1>
<<if $pinkbottle == 1>>
Pink Star Candy Bottle: Found
<<linkreplace "Item Description" t8n>>A small bottle with a singular Pink Star Candy inside. Attached to the bottle is a tag labled with a diamond.<</linkreplace>>
<<else>>
Pink Star Candy Bottle: Not Found
<</if>>
<<if $bluebottle == 1>>
Blue Star Candy Bottle: Found
<<linkreplace "Item Description" t8n>>A small bottle with a singular Blue Star Candy inside. Attached to the bottle is a tag labled with a Star.<</linkreplace>>
<<else>>
Blue Star Candy Bottle: Not Found
<</if>>
<<if $purplebottle == 1>>
Purple Star Candy Bottle: Found
<<linkreplace "Item Description" t8n>>A small bottle with a singular Purple Star Candy inside. Attached to the bottle is a tag labled with a Square.<</linkreplace>>
<<else>>
Purple Star Candy Bottle: Not Found
<</if>>
<<if $yellowbottle == 1>>
Yellow Star Candy Bottle: Found
<<linkreplace "Item Description" t8n>>A small bottle with a singular Yellow Star Candy inside. Attached to the bottle is a tag labled with a Heart.<</linkreplace>>
<<else>>
Yellow Star Candy Bottle: Not Found
<</if>>
<<if $whitebottle == 1>>
White Star Candy Bottle: Found
<<linkreplace "Item Description" t8n>>A small bottle with a singular White Star Candy inside. Attached to the bottle is a tag labled with a Circle.<</linkreplace>>
<<else>>
White Star Candy Bottle: Not Found
<</if>>
</nobr>
<nobr>
<<if $heartkey == 1>>
Heart Key: Found
<<linkreplace "Item Description" t8n>>A key whos end forms a heart alongside a thread tied to it, it was found around the neck of a Porcelain Doll. <</linkreplace>>
<<else>>
Heart Key: Not Found
<</if>>
<<if $circlekey == 1>>
Circle Key: Found
<<linkreplace "Item Description" t8n>>A key whos end forms a circle alongside a keychain tied to it, it was found inside of some cabniets underneath the bathroom sink.<</linkreplace>>
<<else>>
Cirlce Key: Not Found
<</if>>
<<if $starkey == 1>>
Star Key: Found
<<linkreplace "Item Description" t8n>>A key whos end forms a star, attached to nothing, it was found in the living room, underneath the couch.<</linkreplace>>
<<else>>
Star Key: Not Found
<</if>>
<<if $$combinationpass == 1>>
Combination: Star. Heart. Diamond. Circle. Square.
<<else>>
[N O T F O U N D]
<</if>>
</nobr>
<<return "Close?">>
<<timed 40s>> <<type 40ms start .5s>> Some floor boards creak loudly...someone else here, better hurry up and move to another room.<</type>> <</timed>>
<<timed 70s>> <<set $tooslow to "gameover">> <<goto "gameover">> <</timed>>
<<if $pinkbottle == 1>> You've already taken the bottle that'd been here earlier...
<<else>>
<<set $pinkbottle to 1>> You've picked up the small bottle and stored it away. [[back|window]] <<endif>>
<img src="https://relicsrelics.neocities.org/lifeline/You.gif" width="700" height="700">
<<if $dressermirror>>
<<timed 7s>> <<set $seconds to 10>> <<include timer>> <</timed>>
<<timed 7s>> <<audio background stop>> <<audio oops play>> <</timed>>
<</if>>
<<if $bathroommirror>>
<<timed 5s>> <<type 40ms start .5s>> <<return "I've had enough.">><</type>> <</timed>>
<</if>>You pick up the porcelain doll off the shelf and bring it closer to you.
Its face is pretty detail, with a beauty mark below its left eye. It wears a black laced dress with a key around its neck. <<linkreplace "take it?" t8n>>
<p> <<set $heartkey to 1>> You take the key off the dolls neck and set the doll back onto the shelf. </p> <</linkreplace>>
[[go back?|pink star candy]]Clown dolls.
As if these doll couldn't already get any creapier from just the infinette staring.
Suprise.
Theyre clowns now.
There's nothing else here worth taking
[[go back?|pink star candy]]
The tiny ceramic scultures scattered across the shelves alongside the surrounding larger dolls brings a smile to your face. Unforntunately, there doesn't seem to be anything worth taking with you in this case.
[[go back|pink star candy]]The shoes almost loook like they could easily fit your own foot. Simply Tempetted by the idea, you pick up the right shoe of the two to try on, before noticing that another star candy had been hidden alongside the shoes.
The bottle had been clevely hidden inside the sole of the shoe <<set $whitebottle to 1>>
[[go back?|key code]]There are no other shoes organized within this "organizer. Seems as if somebody had knocked them all down on to the floor once and never bothereed ti later pick them up.
Theres nothing else to note of here so lets [[turn back|key code]]<<textbox"_input" "" autofocus>>
<<button "enter the code">>
<<if ["46556"].includes(_input.toLowerCase())>>
<<goto "ending">>
<<else>>
<<replace "#output">><<= either (["<<type 40ms start .5s>> try again <</type>>"])>> <</replace>>
<</if>>
<</button>>
<span id="output"></span>
[[Need to go back?|key code]]
<<button "Open Inventory?" "Inventory">> <</button>><<if $starkey == 1>>
The cabniet opens up, its full of cleaning supplies and restockable shampoos and other comodities...though by the looks of it they wouldn't need to be restocking anytime soon.
Something seems to be wrapped within a piece of paper next to a shampoo bottle <<linkreplace "take it?" t8n>>
<p> <<set $circlekey to 1>> <<set $combinationpass to 1>> As you unravel the paper, out drops a key with a circular end to it. The piece of paper itself simply has a picture drawn onto it:
Star. Heart. Diamond. Circle. Square. </p> <</linkreplace>>
<<else>>
There is a padded lock on the cabniet preventing you from opening it right away...perhaps we can look for the key in the mean time and return later.
[[go back?|sink]]
<</if>>
<<set $reentering to 1>>
. . .
Its very tempting to eat one but should you just really eat something that was just lying around this place?
Dont say there wasn't a warning.
<<link "Eat One?">><<set $deathbymacaron to 1>> <<goto "gameover">><</link>> or [[ignore them?|purple star candy]]The empty recliner chair sits still, as the light produced from the onrunining TV hits the chair, providing just the faintest light source within the room.
<<linkreplace "sit down?" t8n>>
<p> You sit down in the chair, the reflective light of the TV now hitting you rather than the chair. You feel somthing jab against your lower side as you adjust yourself. Grabbing it and bringing the item to actually inspect that could have done this, it turns out being another bottled star candy joins your collection <<set $yellow bottle to 1>> <</linkreplace>>
[[go back?|white star candy]]
<<button "Open Inventory?" "Inventory">> <</button>>
The "random trinkets" becomes a quite literal description of what is piled onto the top of this chimeny.
One item after the other, they began to make even less and lesser sense.
An old letter.
A small toy.
A rubber band? and TV Remote conrol?
Your hand runs across something with a familiar shape. Grabbing onto it and taking it, you open your palm to a key, the end of this key is in the shape of a star. <set $starkey to 1>>
<<button "Open Inventory?" "Inventory">> <</button>>
[[go back|white star candy]]