{
(text-colour:green)[[[Terrace ->S1TER]] ]
(if: $terrace is "")[(align:"=><=")+(box:"======XXXXX==============")[(text-colour:orange)[[[Handler ->S1 HANDLER]]]]]
==|=
<br>
(text-colour:orange)[[[Peacock mask ->S1 PEACOCK MASK]]]
=||||||||=
(align:"=><=")+(box:"=XXXXXXXXXXXXXXXXXX=")[This is where the story begins. The stage objective is identifying the target and accessing the antechamber, where the target and their advisors are holed up. After conversing with the target, the player is prompted to move onto Stage 2.
<br>
The objective is "acquired" once the player speaks with their handler. A couple of party goers will subtly point you to the handler if you talk to them first. There will be other ways to "pick up" motivation to kill the target -- it's also possible to get through this stage without ever being aware that you're an assassin, although it will lead to an alternate ending and the player will not be able to move onto stage 2.
<br>
There are multiple possible "keys" to the antechamber that the player can acquire by talking to other party goers or just by poking around.
<br>
[[The banquet table ->S1TAB]]
]
=|=
<br><br><br><br><br><br>
(text-colour:orange)[[[A rival assassin ->S1 ASSASSIN]]]
==|=
(text-colour:green)[[[Antechamber->ANTECHAMBER LOCKED]]]
<br>
(text-colour:orange)[[A guard ->S1GUARD]]
|==|
(align:"=><=")+(box:"================XXXXX====")[(text-colour:orange)[[[Star-nosed mole mask ->S1 STAR NOSED MOLE MASK]]]
<br>
(if: (history:) contains "S1SNM TALK1" and $schmoozeguard is "")[ (live: 5s)[(either: "No one even wants to bring me a drink.", "What a rude crowd.", "Siiiiiiiiiigh.")]] ] (text-colour:green)[[[Bathroom ->S1BTR]]]
}{
(text-size:1.5)[(text-rotate-z:350)[these are the stairs to the antechamber]]<br>
(if: $antechamber is "action")[(click:"these are the stairs to the antechamber")[(go-to: "S1ANTE")]]
(else:)[
(click:"these are the stairs to the antechamber")[
(dialog: [Hey! The VIP room is off limits. ], "Oops, sorry.")]]
(print:$stairviz)
Rooms:
[[Return to the ballroom ->S1BLR]]
}This room has an alternate path to the antechamber and a possible weapon.
Characters:
[[S1 CHEF]]
Items of Interest:
[[RAT POISON]]{
=||||||||||=
(align:"=><=")+(box:"===XXXXXXXXXXXXXX===")[This room has a conversation puzzle. Two characters will give a third advice; on a timer, the player must agree with one or the other's interjections.
<br>
The possible outcomes are:
1. Player receives "keys" to antechamber (if they agree with conciliatory advice)
2. Player receives a weapon (if they agree with violent/paranoid advice)
<br>
You can also poke around in the bathroom stalls -- one will have an identifying signet ring in it.
<br><br><br>
===|=
(text-colour:orange)[[[Character A ->girlpuzzle]]]
<br>(click: "any of you")[
"Nope."]
=|=
(text-colour:orange)[[[Crying Character->girlpuzzle]]]
=|===
(text-colour:orange)[[[Character B->girlpuzzle]]]
<br>(click: "any of you")[
"Not mine!"]
|==|
<br><br><br>
Outcome is done through cross-branching -- the player's outcome depends on whoever's advice they take last -- creating an illusion of choice. Pretty simple!
]
=|=
Stall One
(if: $signet is "")[(click: "Stall One")[(replace: "Stall One")[ [Some objectionable content, but you also find a signet ring that someone lost.]<stall1a|]
<br>(click: "signet ring")[(replace: ?stall1a)[- "Did any of you lose this?"
<br>- Pocket it.]
(click: "Pocket it.")[(replace: "- Pocket it.")[Finders, keepers.](set: $signet to "inventory")]
]]]
(else:)[(click: "Stall One")[(replace: "Stall One")[A non-interactable description.]]]
<br><br><br><br><br>
Stall Two
|==|
(text-colour:green)[[[Return to the ballroom ->S1BLR]]]
}
{
=|
(b4r:"double","dotted")+(b4r-size:5)+(b4r-colour:orange,yellow)[
Your handler will, after a fun secret handshake, brief you on your reason for being here -- you're a super cool assassin whose specialty is killing people at opulent masquerade balls, and well... look where you are.
<br>
Character mannerisms/actions go here. ]
=||=
(align:"=><=")+(box:"===XXXXXXXXXXXXXX===")[
The handler will ask if you want to [[move to a more discreet location. ->S1 HANDLER B]]
]
|==|
(text-colour:green)[[[Return to the ballroom ->S1BLR]]]
}
{
=|
(b4r:"double","dotted")+(b4r-size:5)+(b4r-colour:orange,yellow)[
If the player does not decide to warn the target and isn't informed that there's another assassin at the party, this character will stay innocuous throughout the game and mostly provide idle/flavor dialog.
<br>
Character mannerisms/actions go here. ]
=||=
(align:"=><=")+(box:"===XXXXXXXXXXXXXX===")[
Hey, I'm talking here.
]
|==|
(text-colour:green)[[[Return to the ballroom ->S1BLR]]]
}STAGE 2:
This is the 'penultimate' stage. There are more possible endings/game overs here. The player proceeds to 1/3 'stage 3' ballrooms, where the climactic events will take place, based on how they choose to isolate and dispatch the target.
Some of the rooms in the final ballrooms will be locked/non interactable, because I'm tired and it adds an element of variation between the endings..
PROCEEDING TO STAGE 3:
- Identifying the assassin, if you choose to WARN the target, and deciding to stop them will bring you to [[STAGE 3 BALLROOM B]].
- Recruiting the band (in the antechamber) to play something SHOCKING AND SEDITIOUS!! or just plain bad will bring you to [[STAGE 3 BALLROOM C]]
- Identifying
ENDGAME TREES/GAME OVERS:
There will be more of these than in Stage 1, but they're less elaborate than the Stage 3 endings.
ROOMS:
[[S2 VOMITORIUM]] - the two advice-giving girlies are here.
[[S2 KITCHEN]] -- talking to the chef reveals a clue. You can also try to swipe the rat poison if you didn't the first time.
[[S2 DOWNSTAIRS TERRACE]] -- if you have the TERRACEKEY, you can head out here to talk to the head honchette of the sisterhood of bathroom drunks. she's got clues!
[[S2 ANTECHAMBER]]-- target and your two turncoat suspects are here. You can also get to the balcony, where a band of bards are preparing to play, through here.
characters:
[[S2 ASSASSIN]] -- If you have the WARN condition & proper clues in your inventory, you can analyze them Holmes-style and determine that they are the assassin. Deciding to thwart them without engaging on the spot will lead you to [[STAGE 3 BALLROOM B]].
[[S2 HANDLER]] -- Has vanished.
[[S2 HM]]
[[S2 PM]]
[[S2 SNMM]]
{
=|
(b4r:"double","dotted")+(b4r-size:5)+(b4r-colour:orange,yellow)[
Character description goes here.
<br>
Character mannerisms/actions go here. ]
=||=
(align:"=><=")+(box:"===XXXXXXXXXXXXXX===")[
You have a conversation with your handler. They debrief you on the target, give a clue as to their identity and location, and wish you luck. <br>
After this conversation, the player will 'know' about the assassination, unlocking relevant dialog/actions for the rest of the story. The terrace will also be unlocked for the rest of the game. <br>
1. You don't agree with this... someone should warn the target! (click: "warn")[(set: $warn to "knowledge")
The player can now choose to warn the target of the plot against them. ] <br>
2. Attempting to kill your handler (live text hook that is only briefly clickable, representing an impulse). This will net you some sort of [[game over. ->GO2]]
]
|==|
(text-colour:green)[[[Return to the ballroom ->S1BLR]]<br>
[[Look around the terrace ->S1TER]]]
(set: $terrace to "action")
(set: $assassination to "knowledge")
}The two advice-giving ladies are still hanging out in here. Depending on the item you received from stage one, your interaction will either be:
1. [[S2VOM KEY]]
2. [[S2VOM WEAPON]]
3. [[S2VOM NEUTRAL]] (if player did not receive an item)
This is all mostly idle conversation/roleplaying information. But maybe there's a clue or something hidden in here. Who knows. The live text 'chatter' when you walk in will also reflect your inventory. [[S2 ANTECHAMBER]]
Characters:
[[S2 CHEF]] [[S2 DG1]]
TIMED:
Hear the band preforming on the [[S2 BALCONY]].
CHARACTERS:
[[S2 TURNCOAT]] {
(if: $terrace is "action")[
Now that you have access to the terrace, you'll get to poke around. A general description goes here.
<br>
Characters:
[[Your handler ->S1HANDLER OUTSIDE]]
]
(else:)[(print: $terracedoorviz)]
[[Return to the ballroom ->S1BLR]]
}
Any clue you possess will turn into a choice in the character's description -- for instance, the chef thinks the assassin stole their _____, so you can comment on a lump in the assassin's clothing.
After identifying the assassin, you can move onto [[STAGE 3 BALLROOM B]] You get here by identifying & recruiting the turncoat.
ROOMS:
[[S3 KITCHEN]]
[[S3 VOMITORIUM]]
[[S3 DOWNSTAIRS TERRACE]]
[[S3 ANTECHAMBER]]
ENDGAME TREES:
[[GIVE SIGNAL]] {
=|
(b4r:"double","dotted")+(b4r-size:5)+(b4r-colour:orange,yellow)[
Speaking with the target will establish their character & give the player information that might influence whether or not they choose to "go through" with the plot.
<br>
Character mannerisms/actions go here. ]
=||=
(align:"=><=")+(box:"===XXXXXXXXXXXXXX===")[
Special Actions (depends on variables acquired up until this point):
<br> - Warn the target: <br>(if: $warn is "knowledge")[- [[WARN]] the target of the plot.]
<br> - Show the target the letter from the bathroom: <br> (if: $loveletter is "inventory")[ -[[Show them the letter. ->SHOWLETTER]]]
<br> - Propose a toast: <br>(if: $drink is "inventory")[ -[[Propose a toast. ->TOAST]]]<br>
]
|==|
(text-colour:green)[[[Return to the antechamber ->S1ANTE]]]
}
{
=|
(b4r:"double","dotted")+(b4r-size:5)+(b4r-colour:orange,yellow)[
This character can eventually help you take out the target (and is the man on the inside your handler will mention) but for now is just cryptic. The Stage 2 puzzle will involve distinguishing them from the decoy.
<br>
Character mannerisms/actions go here. ]
=||=
(align:"=><=")+(box:"===XXXXXXXXXXXXXX===")[
Hey, I'm talking here.
]
|==|
(text-colour:green)[[[Return to the antechamber ->S1ANTE]]]
}{
=||=
(b4r:"double","dotted")+(b4r-size:3,2.8)+(b4r-colour:blue,lime)
[This character's wearing an entire fake peacock on their face, one wing splayed across their eyes. <br><br>
[This is some action/mannerism text -- ambient stuff that PM will do during the conversation.]<peacockmanners|
<br>]
===|||||||=
(align:"=><=")+(box:"===XXXXXXXXXXXXXX===")[
(if: $blackmailparty is "knowledge")[Enjoying the party, dear?]
(else:)[
How can you see in that thing?
<br>
(click:"see")[
I can't. Why do you think I'm still standing here?
<br>- Why don't you take it off?
(click:"off")[
(replace: ?peacockmanners)[They draw themsef to full, indignant height. The feathers on their stole seem to bristle.]
<br> "Screw you, too!"
<br>You won't find this out except for in a few niche endgame trees, but the masks are rigged to explode if you take them off. Turns out this corrupt court takes its party games pretty seriously.]
<br>
- You really don't want to be recognized, huh? <br>
(click:"recognized")[
(replace: ?peacockmanners)[They look at you oddly.]
"Well, that's the point."
<br>
[[==> ->recognized]]
]]]]
|==|
(text-colour:green)[[[Return to the ballroom ->S1BLR]]]
}{
=|
(b4r:"double","dotted")+(b4r-size:5)+(b4r-colour:orange,yellow)[
A shameless gossip. <br>
Engaging them will begin a prologued, limited dialogue tree wherein they expound at length about various scandals and the player can either opt out, nod in assent, or ask for specific information. If the player reaches the end of the tree, they will offer to help you get into the antechamber. <br>
If the player nopes out, SNM will get offended and refuse to speak with you unless you offer them a drink.
<br>
[Here are the mole's mannerisms.]<molemanners|
]
(if: (history:) contains "S1SNM TALK1" and $schmoozeguard is "")[(replace: ?molemanners)[They are clearly annoyed with you.]]
=||=
(b4r:"double","dotted")+(b4r-size:5)+(b4r-colour:orange,yellow)[ (align:"=><=")+(box:"===XXXXXXXXXXXXXX===")[
(if: (history:) contains "S1SNM TALK1" and $schmoozeguard is "")[ I have nothing to say to you.
[This is my special text box! ]<moledialog1| <br>
1. [[Ok. ->S1BLR]] <br>
(if: $drink is "inventory")[2. [[Here, I brought you a drink. ->GIVE DRINK]]]
]
(else:)[
1. [[Let's talk! ->S1SNM TALK1]]<br>
2. [[Nevermind. ->S1BLR]] ]
]]
|==|
(text-colour:green)[[[Return to the ballroom ->S1BLR]]]
}
You can recruit them to cause a diversion by... leading to [[STAGE 3 BALLROOM C]]
Also, the descriptions of each band mate will be arranged in narrow, evenly-spaced columns in the worlds dumbest Weezer joke.
=|=
BARD1
=|=
BARD2
=|=
BARD3
=|=
BARD4
|==|{
(align:"=><=")+(box:"=XX=")[=
(b4r:"groove")+(b4r-size:7)+(b4r-colour:orange)[
==|=
Here's a beautiful feast. Lots of description to come. Also some interactable items...
<br>
A <br> tiered tray, <br> stacked tall with <br>flutes of <br> liqueur. <br>
(click: "liqueur")[You can now:
(if: $drink is "")[
- Add this drink to your inventory.
(click: "Add")[(set: $drink to "inventory")]
- [[Sit and drink awhile. ->DRINK AWHILE]] ]
(else:)[Another one so soon?]
|=|
]]
<br>
(text-colour:green)[[[Return to the ballroom ->S1BLR]]]
}TIMED -- when the chef looks around, you can pocket this. THEY'RE GONE!!!
If WARN:
(if: $warn is "investigate")[Are you the assassin?] CLUE:
If WARN:
Are you the assassin?
If WARN:
Are you the assassin? {
=|
(b4r:"double","dotted")+(b4r-size:5)+(b4r-colour:orange,yellow)[
In Stage 2, distinguishing between this character and the possible traitor will be a puzzle leading into Stage 3. They're good at the masquerade game -- hopefully they won't realize you're an uninvited guest.
<br>
Character mannerisms/actions go here. ]
=||=
(align:"=><=")+(box:"===XXXXXXXXXXXXXX===")[
Hey, I'm talking here.
]
|==|
(text-colour:green)[[[Return to the antechamber ->S1ANTE]]]
}
{
=|
(b4r:"double","dotted")+(b4r-size:5)+(b4r-colour:orange,yellow)[
Character description goes here. (TARGET)
<br>
Character mannerisms/actions go here. ]
=||=
(align:"=><=")+(box:"===XXXXXXXXXXXXXX===")[
If you warn the TARGET that there's an assassin after them, they'll tell you that they know. Turns out you have competition; one of the party-goers is also an assassin! This choice will be added to your inventory, and will let you ask the other partygoers.
<br>
If you don't warn the Target, your goal(s) for stage 2 will be to find an opportunity for the murder (identifying the turncoat is one way to do this).
]
|==|
(text-colour:green)[[[Return to the ballroom ->S1BLR]]]
}
{
(set:$peoplewatching to 0)
(text-colour:green)[Terrace
(click:"Terrace")[(replace:"Terrace")[Your handler is leaning on the door.]]]
<br>
(text-colour:orange)[Handler
(click:"Handler")[(set: $peoplewatching to it + 1)(replace: "Handler")[
Some chatter about what they're doing. ]]]
==|||=
<br>
(text-colour:orange)[Peacock mask
(click:"Peacock mask")[(set: $peoplewatching to it + 1)(replace: "Peacock mask")[
Some chatter about what they're doing. ]]]
=|||||||=
(align:"=><=")+(box:"=XXXXXXXXXXXXXXXXXX=")[
(b4r:"double")+(b4r-colour:orange)[
Here's some flavor text about what a great time you're having. You can do some people-watching from afar -- clicking everyone will unlock a "timed event" where you can sneak into the antechamber.
(event: when $peoplewatching is 5) [
(set: $counter to 100)
You have |amount>[$counter] seconds left!
<br>
The guard leaves their post! You can sneak up the staircase if you're quick.
(click: "Antechamber")[(set:$sneakin to "action")(go-to:"S1ANTE")]
<br>
- I'd better not.
(click: "not")[(set: $sneakin to "")(go-to: "S1ANTE")]
<br>
- I'll think it through first. <br>
(click:"think it through")[Hurry up!]
(live: 1s)[
(set: $counter to it - 1)
(if: $counter is 0)[(go-to: "SNEAKFAILED")]
(replace: ?amount)[$counter]
]]]]
=|=
<br><br><br><br><br><br>
(text-colour:orange)[A rival assassin]
(click:"A rival assassin")[(set: $peoplewatching to it + 1)(replace: "A rival assassin")[
<br> Some chatter about what they're doing.]]
==|=
(text-colour:green)[Antechamber] <br>
(text-colour:orange)[Guard
(click:"Guard")[(set: $peoplewatching to it + 1)(replace:"Guard")[They look agitated.]]]
|==|
(align:"=><=")+(box:"===XXXXX=================")[
(text-colour:orange)[Star-nosed mole mask (click:"Star-nosed mole mask")[(set: $peoplewatching to it + 1)(replace: "Star-nosed mole mask")[ Some chatter about what they're doing.]]]
<br>
(text-colour:green)[Bathroom
(click: "Bathroom")[(replace: "Bathroom")[What's going on here?]]]]
}
IF WARN:
- Chef's favorite ____ was stolen earlier. The sad drunk girl from the S1 vomitorium is taking a smoke break.
If you have the weapon she gave you, you can *start* to talk her into wanting to kill the TARGET herself. This gives you a secret variable that won't mean anything unless you pursue a specific route in [[STAGE 3 BALLROOM B]].
Clue:
if WARN:
She thinks someone other than the assassin is the assassin. Interrogating *that* partygoer will give you a necessary clue.
Her motive is...
You get here by identifying the assassin and *not* immediately dispatching them.
The gimmick here is waiting for the assassin to act. It can happen in any dialogue tree, so be careful.
ROOMS:
[[S3 KITCHEN B]]
[[S3 VOMITORIUM B]]
[[S3 DOWNSTAIRS TERRACE B]]
TIMED:
[[S3 ANTECHAMBER B]] -- You want to stay where you can see the target, but you might get drawn to the antechamber through some distraction (a muffled scream, for instance).
characters:
[[S3B ASSASSIN]]
[[S3B HM]]
[[S3B PM]]
[[S3B SNMM]]
[[S3B TARGET]]This is a pretty goofy endgame.
[[S3 KITCHEN C]]
[[S3 VOMITORIUM C]]
[[S3 DOWNSTAIRS TERRACE C]]
[[S3 ANTECHAMBER C]]
TIMED:
You have the length of Weezer's set to carry out your plan. This is like, the only time you'll need to obey a timer to finish the game. If I can't figure out a simple way to have an ongoing timer across the endgame tree, then you'll have the time of each individual song to do what you need to do.
Endgame tree:
[[BEGIN CONCERT]] Locked. Someone frew up. [[S3 DG1 B]] [[S3B TURNCOAT]]
[[S3B DECOY]] Proceed to [[STAGE 3 BALLROOM A]] Locked.Locked cause I don't wanna deal with it anymore. You have the length of Weezer's set to carry out your plan. This is like, the only time you'll need to obey a timer to finish the game. If I can't figure out a simple way to have an ongoing timer across the endgame tree, then you'll have the time of each individual song to do what you need to do.
Lots of "chatter" live text will appear on the pages here. This puts your joint plan w/ the turncoat into action. You can also trap the assassin in the spider's web of decorum by asking them for [[A DANCE]] At some point in this conversation tree, you'll notice the assassin move to [[STRIKE A]] ENDINGS:
[[FEMME FATALE]]: You can lead them to (a version of) the terrace to converse with the drunk girl (she needs a more dignified title). If you picked up the appropriate variable in stage 2, you can leave them for her to kill. UNCONSCIOUS!!! DEAD!!! Idle chatter. You *can* back out of this one... but after the point of no return, you will be asked to leave, and the girl will kill the target.
[[LEAN IN]] for a kiss... [[RIDE OFF INTO THE SUNSET]] -- nice ending, no one dies
[[TAKE OFF THEIR MASK]] -- oh, if you take off your mask, your head explodes. Would've been nice to know earlier.
[[HOLD ON, NO ONE TOLD ME THAT]] fine, then you get a redo: [[A DANCE]] {
(set: $loveletter to "")
(set: $roster to "")
(set: $drink to "")
(set: $signet to "")
(set: $dagger to "")
(set: $schmoozeguard to "")
(set: $sneakin to "possible")
(set: $terrace to "")
(set: $antechamber to "")
(set: $warn to "")
(set: $assassination to "")
(set: $blackmailparty to "")
(set: $counter to "")
(set: $girlpuzzle to 0)
(set:$terracedoorviz to (passage: "terrace door")'s source)
(set:$stairviz to (passage: "stairs")'s source)
}
variables:
- "inventory": stores items and weapons
- "action": stores significant choices
- "knowledge": you know things
- "drop": you no longer have an item You will have to be quick so you don't get caught snooping. This desk has some items, for example...
1. A list of partygoer names, with pertinent clues.
(click: "list")[(set: $roster to "inventory")[You slide the list into your coat. This might help you figure out who's who.]]
(set: $counter to 200)
You have |amount>[$counter] seconds left!
(live: 1s)[
(set: $counter to it - 1)
(if: $counter is 0)[(go-to: "S1 ANTECHAMBER")]
(replace: ?amount)[$counter]
]
Rooms:
[[Return to the antechamber. ->S1ANTE]] this is where everything WIP/snippy goes
[[S1 KITCHEN]]If you decided to sneak in, you may have to justify your intrusion. Giving an unsatisfactory answer, or attacking the target, can lead to a game over. Resolving [[this conversation->SNUCKIN RESOLVED]] -- through any method other than warning the target -- sticks you back at the antechamber & removes the 'snuck in" variable from your actions.
Example solution:
(set: $warn to "knowledge")(set: $sneakin to "")[- [[Warn ->WARN]] the target of the plot to save your own skin.]
Example Game Over:
- Lunge at the target with [[murderous intent ->GO1]]Oh dear, it looks like something horrible has happened to you. The player will be sent back to a specific point in the story, and the 'sneak in' action will be removed.
[[What's the last bad decision you made? ->DRINK AWHILE]]
(set: $sneakin to "")(set: $sneakin to "")
(go-to: "S1ANTE")
{
=|
(b4r:"double","dotted")+(b4r-size:5)+(b4r-colour:orange,yellow)[
Character description goes here.
<br>
Character mannerisms/actions go here. ]
=||=
(align:"=><=")+(box:"===XXXXXXXXXXXXXX===")[
Idle chatter. We're just two normal partygoers.
]
|==|
(text-colour:green)[[[Return to the ballroom ->S1BLR]] <br>
[[Return to the terrace ->S1TER]]]
}
(set: $drink to "drop")
You're alright. [[What do you want to know? ->S1SNM TALK1]] Oh dear, it looks like something horrible has happened to you. The player will be sent back to a specific point in the story.
[[What's the last bad decision you made? ->S1 HANDLER]]
(set: $sneakin to "")(set: $sneakin to "")
The guard has returned to his post.
- [[Oh well. ->S1BLR]]
{
=|
(b4r:"double","dotted")+(b4r-size:5)+(b4r-colour:orange,yellow)[
Character description goes here.
<br>
Character mannerisms/actions go here. ]
=||=
(align:"=><=")+(box:"===XXXXXXXXXXXXXX===")[
[[Let's talk about something else. ->S1 TARGET]]
]
|==|
(text-colour:green)[[[Return to the ballroom ->S1BLR]]]
}What shall you toast to?
- [[Um... never mind. ->S1 TARGET]]The door to the balcony is locked.
Rooms:
-[[Return to antechamber. ->S1ANTE]] {
(align:"=><=")+(box:"==XXXXXXXXXXXXXXXXXXXX===")[
(b4r:"groove","double")+(b4r-size:6)+(b4r-colour:white)[(text-size:3)[▣]]
<br>
=|=
(b4r:"groove","double")+(b4r-size:6)+(b4r-colour:white)[(text-size:3)[▣]]
=|=
(b4r:"groove","double")+(b4r-size:6)+(b4r-colour:white)[(text-size:3)[▣]]
|==|
<br>
=|||=
(b4r:"groove","double")+(b4r-size:6)+(b4r-colour:white)[
(text-size:3)[▣]]
=|||=
(text-size:3)[THE]
=|||=
(b4r:"groove","double")+(b4r-size:6)+(b4r-colour:white)[
(text-size:3)[▣]]
|==|
<br>
=||||=
(b4r:"groove","double")+(b4r-size:6)+(b4r-colour:white)[
(text-size:3)[▣]]
=||||=
(text-size:1.5)[TERRACE]
==||||==
(text-size:1.5)[DOOR]
=||||=
(b4r:"groove","double")+(b4r-size:6)+(b4r-colour:white)[
(text-size:3)[▣]]
|==|
<br>
=|||||=
(b4r:"groove","double")+(b4r-size:6)+(b4r-colour:white)[
(text-size:4)[▣]]
=|||||=
(b4r:"groove","double")+(b4r-size:6)+(b4r-colour:white)[
(text-size:4)[▣]]
=|||||=
(text-size:4)[IS]
=|||||=
(b4r:"groove","double")+(b4r-size:6)+(b4r-colour:white)[
(text-size:4)[▣]]
=|||||=
(b4r:"groove","double")+(b4r-size:6)+(b4r-colour:white)[
(text-size:4)[▣]]
|==|
<br>
=|||||=
(b4r:"groove","double")+(b4r-size:6)+(b4r-colour:white)[
(text-size:4)[▣]]
=|||||=
(b4r:"groove","double")+(b4r-size:6)+(b4r-colour:white)[
(text-size:4)[▣]]
=|||||=
<br>
(text-size:3)[LOCKED]
=====|||||=
(b4r:"groove","double")+(b4r-size:6)+(b4r-colour:white)[
(text-size:4)[▣]]
=|||||=
(b4r:"groove","double")+(b4r-size:6)+(b4r-colour:white)[
(text-size:4)[▣]]
|==|
]
}{
=|=
(text-color:black)[GUARDS]
=|=
(text-color:black)[LIKE]
=|=
(text-color:black)[PARTIES]
=|=
(text-color:black)[TOO]
=|=
(b4r:"ridge")+(b4r-size:5)+(b4r-colour:white)[(text-size:4)[ ▩ ] ]
|==|
<br>
=|=
(text-color:black)[GIVE]
=|=
(text-color:black)[KIND]
=|=
(text-color:black)[ADVICE]
=|=
(b4r:"ridge")+(b4r-size:5)+(b4r-colour:white)[(text-size:4)[ ▩ ] ]
=|=
(b4r:"ridge")+(b4r-size:5)+(b4r-colour:white)[ (text-size:4)[ ▩ ] ]
|==|
<br>
=|=
(text-color:black)[SEARCH]
=|=
(text-color:black)[EVERYTHING]
=|=
(b4r:"ridge")+(b4r-size:5)+(b4r-colour:white)[ (text-size:4)[ ▩ ] ]
=|=
(b4r:"ridge")+(b4r-size:5)+(b4r-colour:white)[ (text-size:4)[ ▩ ] ]
=|=
(b4r:"ridge")+(b4r-size:5)+(b4r-colour:white)[(text-size:4)[ ▩ ] ]
|==|
<br>
=|=
(text-color:black)[LISTEN]
=|=
(b4r:"ridge")+(b4r-size:5)+(b4r-colour:white)[ (text-size:4)[ ▩ ] ]
=|=
(b4r:"ridge")+(b4r-size:5)+(b4r-colour:white)[ (text-size:4)[ ▩ ] ]
=|=
(b4r:"ridge")+(b4r-size:5)+(b4r-colour:white)[(text-size:4)[ ▩ ] ]
=|=
(b4r:"ridge")+(b4r-size:5)+(b4r-colour:white)[ (text-size:4)[ ▩ ] ]
|==|
<br>
|=
(b4r:"ridge")+(b4r-size:5)+(b4r-colour:white)[ (text-size:4)[ ▩ ] ]
=|=
(b4r:"ridge")+(b4r-size:5)+(b4r-colour:white)[(text-size:4)[ ▩ ] ]
=|=
(b4r:"ridge")+(b4r-size:5)+(b4r-colour:white)[ (text-size:4)[ ▩ ] ]
=|=
(b4r:"ridge")+(b4r-size:5)+(b4r-colour:white)[(text-size:4)[ ▩ ] ]
=|=
(b4r:"ridge")+(b4r-size:5)+(b4r-colour:white)[(text-size:4)[ ▩ ] ]
|==|
}{
=||=
(b4r:"double","dotted")+(b4r-size:3,2.8)+(b4r-colour:blue,lime)[This character's wearing an entire fake peacock on their face, one wing splayed across their eyes. <br><br>
[This is some action/mannerism text -- ambient stuff that PM will do during the conversation.]<peacockmanners| ]<br>
===|||||||=
(align:"=><=")+(box:"===XXXXXXXXXXXXXX===")[
<br>Peacock will then describe the nature of the party -- it's a blackmail masquerade, a tradition based on an old folktale in which socialites and politicians *play* at stabbing each other in the back. If you can identify a partygoer correctly, they owe you an "incriminating" (silly and facetious) secret.
<br>They'll also tell you that one of the target's advisors/friends/lackeys is *really* good at this game.
]
|==|
(set: $blackmailparty to "knowledge")
(text-colour:green)[[[Return to the ballroom ->S1BLR]]]
}{
=|
(b4r:"double","dotted")+(b4r-size:5)+(b4r-colour:orange,yellow)[
Character description goes here.
<br>
Character mannerisms/actions go here. ]
=||=
(align:"=><=")+(box:"===XXXXXXXXXXXXXX===")[
Hey, I'm talking here.
]
|==|
(text-colour:green)[[[Return to the ballroom ->S1BLR]]]
}(if: $girlpuzzle > 0)[You can now show a letter to the guard/target.
(set: $loveletter to "inventory")]
(if: $girlpuzzle < 0)[You get a dagger. What do you with it is up to you!
(set: $dagger to "inventory")]
(text-colour:green)[[[Return to the ballroom ->S1BLR]]]The balcony is locked. [[Return to antechamber. ->S1ANTE]] {
=|
(b4r:"double","dotted")+(b4r-size:5)+(b4r-colour:orange,yellow)[
You'll have to get past the guard if you want to get up those stairs.
<br>
Character mannerisms/actions go here. ]
=||=
(align:"=><=")+(box:"===XXXXXXXXXXXXXX===")[
- How do I get in?
(click: "How do I get in")[<br>
"Lots of ways! You can find a signet ring that shows you're a VIP, convince me you're a celebrity, or prove that you have an urgent reason to see TARGET. Or sneak in, I guess."]
<br>
- Hey, I think I found a way in! <br><br>
(click: "a way in")[
If you found a 'key' to the antechamber, this is where you'd make your case to the guard. <br><br>
(if:$schmoozeguard is "action")[- I found someone to vouch for me! <br>]
(click: "vouch")[ (set:$antechamber to "action") "Cool! [[Go right ahead. ->ANTECHAMBER LOCKED]]" <br><br> ]
(if:$loveletter is "inventory")[ - I have an urgent message. <br>]
(click: "message")[ (set:$antechamber to "action") "Cool! [[Go right ahead. ->ANTECHAMBER LOCKED]]" <br><br>]
(if:$signet is "inventory")[- Look! I'm important!<br>]
(click: "important")[ (set:$antechamber to "action") "Cool! [[Go right ahead. ->ANTECHAMBER LOCKED]]" <br><br> ]
- Actually, I just wanted to talk. <br><br>
(click: "wanted to talk")[Sometimes I get bored, too.]
]]
|==|
(text-colour:green)[[[Return to the ballroom ->S1BLR]]]
}{
(align:"=><=")+(box:"===XXXXXXXXXXXXXX===")[=
(if: $sneakin is "action")[
[[You'd better have a damn good excuse for being here!->SNUCKIN]]
]
(else:)[After conversing with the target, the player can move onto Stage 2. <br>
=|=
Sliding
=|=
glass
=|=
door
=|=
to
=|=
the
=|=
[[balcony ->S1BALCONY]]
|==|
<br>
=|=
=|=
[[An advisor. ->S1 TURNCOAT]]
=|=
=|=
=|=
=|=
|==|
<br>
=|=
=|=
[[Your target. ->S1 TARGET]]
=|=
[[Another advisor. ->S1 DECOY]]
=|=
=|=
=|=
|==|
<br>
=|=
A guard.
=|=
=|=
=|=
=|=
=|=
|==|
=|=
<br><br>
A guard.
=|=
=|=
=|=
=|=
=|=
(text-rotate-z:89)[[[A desk. ->INVESTIGATE DESK]]]
|==|
]}{
(align:"=><=")+(box:"===XXXXXXXXXXXXXX===")[=
<!--round 1-->
=|=
<br> <br><br>
["It's a long story, but..."]<GPL1|
<br><br><br>
=|||=
The crying partygoer begins to explain their problem, but is having trouble. The two friends chime in with different responses -- one is angrier about the issue, whereas the other is more diplomatic.
=|=
<br> <br><br>
["That bastard!"]<GPW1|
|=|
<br>
<!--round 2-->
(click: "long story")[
(set: $girlpuzzle to it + 1)
=|=
["Let's be nice!"]<GPL2|
=|||=
(replace: ?GPW1)[This character disapproves.]
Here's a reaction!
=|=
["Let's be mean!"]<GPW2|
|=|
]
<br>
(click: "bastard")[
=|=
["Let's be mean!"]<GPW2|
=|||=
(set: $girlpuzzle to it - 1)
(replace: ?GPL1)[This character disapproves. ]
Here's a reaction!
=|=
["Let's be nice!"]<GPL2|
|=|
]
<!--round 3-->
<br>
(click: "nice")[
(set: $girlpuzzle to it + 1)
=|=
["Let's be cool!"]<GPL3|
=|||=
(replace: ?GPW2)[This character disapproves.]
Here's a reaction!
=|=
["Let's get aggressive!"]<GPW3|
|=|
]
(click: "mean")[
=|=
["Let's get aggressive!"]<GPW3|
=|||=
(set: $girlpuzzle to it - 1)
(replace: ?GPL2)[This character disapproves. ]
Here's a reaction!
=|=
["Let's be cool!"]<GPL3|
|=|
]
<!--round 4-->
<br>
(click: "cool")[
(set: $girlpuzzle to it + 1)
=|=
["Let's make up!"]<GPL4|
=|||=
(replace: ?GPW3)[This character disapproves.]
Here's a reaction!
=|=
["Let's commit murder!"]<GPW4|
|=|
]
(click: "aggressive")[
=|=
["Let's make up!"]<GPW4|
=|||=
(set: $girlpuzzle to it - 1)
(replace: ?GPL3)[This character disapproves. ]
Here's a reaction!
=|=
["Let's commit murder!"]<GPL4|
|=|
]
<!--round 5-->
<br>
(click: "make up")[
(set: $girlpuzzle to it + 1)
=|=
["How about a weapon?]<GPW5|
=|||=
(replace: ?GPW3)[This character disapproves.]
Here's a reaction!
=|=
["Write a letter!"]<GPL5|
|=|
]
(click: "murder")[
=|=
[""How about a weapon?"]<GPW5|
=|||=
(set: $girlpuzzle to it - 1)
(replace: ?GPL3)[This character disapproves. ]
Here's a reaction!
=|=
["Write a letter!"]<GPL5|
|=|
]
<!--final-->
<br>
(click: "letter")[
(set: $girlpuzzle to it + 1)
=|=
Approving response.
=|||=
(replace: ?GPW5)[This character disapproves.]
I've made a [[decision -> GPOUTCOME]]
=|=
Not approving response.
|=|
]
(click: "weapon")[
=|=
Not approving response.
=|||=
(set: $girlpuzzle to it - 1)
(replace: ?GPL5)[This character disapproves. ]
I've made a [[decision -> GPOUTCOME]]
=|=
Approving response.
|=|
]
}
{
=|
(b4r:"double","dotted")+(b4r-size:5)+(b4r-colour:orange,yellow)[
Character description goes here.
<br>
Character mannerisms/actions go here. ]
=||=
(align:"=><=")+(box:"===XXXXXXXXXXXXXX===")[
Exposition time!
<br>
"Sounds fascinating. Tell me more." <br><br>
"I have... [[somewhere to be ->S1BLR]]" <br><br>
(click: "Tell me more")[
<br>
1. No way! <br><br>
2. I have... [[somewhere to be ->S1BLR]] <br>
(click: "No way!")[
More Exposition <br><br>
1. Mhm... <br><br>
2. I have... [[somewhere to be ->S1BLR]] <br><br>
(click: "Mhm")[
You've built up enough of a rapport with SNM that they will offer to help you get into the antechamber by talking up the guards.
(set: $schmoozeguard to "action")
<br><br>
"Let me know when you're ready to go upstairs!" <br>
1. [[I will. ->S1BLR]] <br><br>
2. [[Let's go now. ->S1ANTE]] <br><br>
]]]
]
|==|
(text-colour:green)[[[Return to the ballroom ->S1BLR]]]
}