(track: 'titleMusic', 'stop')<img class = "monkeyHead" src = "https://i.imgur.com/iDYIiG9.jpeg" alt = "A pixelated background image with purple, black, and blue colours. It has no visible shapes."><div class = "loadGame">{(if: (saved-games: ) contains "Slot A")[ (link: "Load game?")[(load-game:"Slot A")] ]}</div> <div class = "rightFloat">(text-style:"bold","underline")[Completely Unnecessary Author's Notes] <br>[[<img class = "elaineDesign" src = "https://i.imgur.com/1S4UO5I.jpeg" alt = "A clickable pixelated portrait of Elaine Marley.">->Elaine Design]] (if: $hourOne is true)[ [[<img class = "bigWhoop" src = "https://i.imgur.com/xbK9FqY.jpeg" alt = "A clickable pixelated image with red, yellow, and blue colours.">->Big Whoop]] ](if: $hourTwo is true) [ [[<img class = "map" src = "https://i.imgur.com/21q0PUc.jpeg" alt = "A clickable pixelated image with beige, gray, and red colours."> ->Map]] ]</div>(if: $design is true)[(text-style:"bold","underline")[Elaine's Journal ] [[Hour One]] (if: $reality is true)[ [[Hour Two]] ] (if: $tunnelQuest is true) [ [[Hour Three]]] ](else:) [(text-style:"bold","underline")[LOCKED CONTENT]](track: 'typing', 'play')(set: $typewriterText to "HOUR ONE") { <!-- Create a variable to track the position within the $typewriterText string --> (set: $typewriterPos to 1) <!-- Create a hook to hold the typed text --> <div class = "pixelfy">(bg:#363636)[(text-colour: (rgb: 220, 221, 1))[|typewriterOutput>[]]]</div> <!-- Set a delay of 20ms seconds per loop --> (live: 300ms)[ <!-- Add the next character to the hook --> (append: ?typewriterOutput)[(print: $typewriterText's $typewriterPos)] <!-- Update the position --> (set: $typewriterPos to it + 1) <!-- If it's gone past the end, stop --> (if: $typewriterPos is $typewriterText's length + 1)[ (stop:) ] ] } [...]<1|(click-replace: ?1)[You wake up. There is a [sort of smell]<2|(click-replace: ?2) [foul, rank smell(click-replace: ?2)[smell like barnacles, rust, seawater, and rotting in the air. Outside is the faint sound of [seagulls]<3|(click-replace: ?3) [seagulls, waves hitting wood,(click-replace: ?3)[seagulls, waves hitting wood, and the distant rhythmic thudding of feet touching the [floor.]<4|(click-replace: ?4)[floor. <br><br>[[Open your eyes.]]]]]]]](track: 'typing', 'play')(set: $typewriterText to "A NOTE ON CHARACTER DESIGN") { <!-- Create a variable to track the position within the $typewriterText string --> (set: $typewriterPos to 1) <!-- Create a hook to hold the typed text --> (bg:#363636)[(text-colour: (rgb: 220, 221, 1))[|typewriterOutput>[]]] <!-- Set a delay of 20ms seconds per loop --> (live: 100ms)[ <!-- Add the next character to the hook --> (append: ?typewriterOutput)[(print: $typewriterText's $typewriterPos)] <!-- Update the position --> (set: $typewriterPos to it + 1) <!-- If it's gone past the end, stop --> (if: $typewriterPos is $typewriterText's length + 1)[ (stop:) ] ] } (live: 5s)[(goto: "designStart")](track: 'typing', 'stop')<div class = "designDiv">[<img class = "design" src="https://i.imgur.com/0zwxhpq.png" alt = "A portrait of Elaine Marley where she has black hair, golden hoop earrings, a blue shirt, and a brown vest. She is glaring into the camera."> Here are some examples of Elaine's original character design, taken from SCUMM // source code // and the Secret of Monkey Island 1. ]<1|(click-replace: ?1)[<img class = "design" src="https://i.imgur.com/aujAdEz.png" alt = "A portrait of Elaine Marley where she has curly black hair, a purple bandana, large hoop earrings, a purple scarf around her neck, a white shirt, and a black vest. She is looking away from the camera and to the right."> This design is relatively consistent throughout the first two games,](click-replace: ?1)[<img class = "design" src = "https://i.imgur.com/q0gB04b.png" alt = "A higher-def portrait of Elaine Marley where she has red hair, a purple bandana, green eyes, a purple scarf around her neck, a white shirt, and a purple vest. A third of Guybrush's face is visible from a backwards angle where we can see his blonde hair and white shirt. They are speaking to each other."> with an exception of a close-up drawing that never made it to the final game, based on LucasArts artist [[Avril Harrison.]]] <div> <div class = "imgCredit">Images are taken from the <a href = "https://monkeyisland.fandom.com/wiki/Monkey_Island_Wiki" target = "_blank">The Video Game History Foundation</a> and <a href = "https://monkeyisland.fandom.com/wiki/Elaine_Marley" target = "_blank">Elaine Marley's Wiki</a> and are being used by the author for critique.</div>(set: $typewriterText to "So, in essence:") { <!-- Create a variable to track the position within the $typewriterText string --> (set: $typewriterPos to 1) <!-- Create a hook to hold the typed text --> (bg:#363636)[(text-colour: (rgb: 220, 221, 1))[|typewriterOutput>[]]] <!-- Set a delay of 20ms seconds per loop --> (live: 100ms)[ <!-- Add the next character to the hook --> (append: ?typewriterOutput)[(print: $typewriterText's $typewriterPos)] <!-- Update the position --> (set: $typewriterPos to it + 1) <!-- If it's gone past the end, stop --> (if: $typewriterPos is $typewriterText's length + 1)[ (stop:) ] ] } Elaine's original design has black hair, a purple bandana (sometimes), blue or black clothes, and dark skin. There was one iteration of her with red hair, pale skin, and green eyes, based on a real-life person that did // not // make it to the final game, as creator [[Ron Gilbert]] felt that the art style didn't fit the rest of the game. An important note is that the first two games (The Secret of Monkey Island and Monkey Island 2: LeChuck's Revenge) were published by LucasArts under a main development team: Ron Gilbert, Tim Schafer, and Dave Grossman. Ron Gilbert was the director and is credited with much of the story, narrative, and original character designs. [[Then, disaster:]](bg:#363636)[(text-colour: (rgb: 220, 221, 1))+(text-style: "rumble")[''CORPORATE WAFFLING''.]] Actually, I'm only half telling the truth. Basically, Ron Gilbert leaves LucasArts, for... (text-style:"blur")[reasons unclear]. The general consensus seems to be that he was facing issues receiving proper credit for his games; you'll notice that his name is only on the Monkey Island 2 poster, and not the first. There seems to be some sort of (text-style:"blurrier")[muddy IP issue] as well. Either way, Gilbert leaves the company, which leaves the technical IP of Monkey Island and the SCUMM engine in the hands of corporate and [[A New Team.]]<div class = "designDiv">[<img class = "design1" src="https://i.imgur.com/9IKM1N5.png" alt = "A drawing of Elaine Marley in a 2d, non-pixelated style, where she has red hair, a green bandana, hoop earrings, a white shirt, and a brown vest. The background has green trees and stars in a teal sky. She also has a large diamond ring on her left hand, and she's glaring behind the camera."> The New Team consists of Jonathan Ackley, Bill Tiller, and Larry Ahern, and they fundamentally change the storyline and character designs of the Monkey Island Franchise, most importantly Elaine's. ]<1|(click-replace: ?1)[<img class = "design1" src="https://i.imgur.com/WxvZsfj.png" alt = "A drawing of Elaine Marley. She has red hair, a green bandana, a white shirt and a brown vest. There's a large diamond ring on her left hand. She looks rather shocked."> Goodbye to Elaine's dark hair and purple bandana. She is now a redhead with green eyes and... a weird facial expression?](click-replace: ?1)[<img class = "design1" src = "https://i.imgur.com/JQlNwIS.png" alt = "A drawing of Elaine Marley. She has red hair and is wearing a wedding dress with puffy sleeves and white gloves. She's leaning on Guybrush's chest: Guybrush wears a tuxedo with a gray ascot and a large red belt." > It's kind of unfortunate. I really feel like we were robbed. I understand that the design is based on that original painting of Avril Harrison from way back when, but that wasn't what Elaine's final design was. They also make her much more of a helpless love interest — the plot of The Curse of Monkey Island is literally that she's turned into a // gold statue and stolen by [[pirates.]]// The game ends with them getting married.]</div> <div class = "imgCredit2">Images are taken from the <a href = "https://monkeyisland.fandom.com/wiki/Elaine_Marley" target = "_blank">Elaine Marley's Wiki</a> and are being used by the author for critique.</div><div class = "designDiv">(set: $design to true)<img class = "thisElaine" src="https://i.imgur.com/0zwxhpq.png" alt = "A portrait of Elaine Marley in a pixelated style where she has black hair, a blue shirt, a brown vest, and golden hoop earrings. She's glaring at the camera."></div>(bg:#363636)[(text-colour: (rgb: 220, 221, 1))[For the purposes of this game, this is Elaine. Yeah, I'm sticking with the original guns. I suppose it doesn't matter *that much*, considering you won't see her face during the game ever, but I think it's important. Governor Elaine Marley before she got sniped by LucasArts.]] [[Continue. ->designSave]] <div class = "imgCredit3">Images are taken from the <a href = "https://monkeyisland.fandom.com/wiki/Monkey_Island_Wiki" target = "_blank">The Video Game History Foundation</a> and are being used by the author for critique.</div>(track: 'titleMusic', 'play')<img class = "logo" src = "https://i.imgur.com/mcpsjTi.png" alt="The logo for the game. It reads 'Elaine Marley and the Ghost Ship', and is done with a pencil texture and a custom typeface with notches taken out of it to resemble ripped paper. The text has a yellow-orange gradient with some purple features."> <div style = "text-align: center">(bg: black)[ [[Play New Game ->start popup]]] (bg: black)[ [[Help and Options]]] (bg: black)[ [[Content Warnings]]] (bg: black)[ [[Credits]]] (bg: black)[ [[Artist Statement]]]</div> <!--VARIABLES--> (set: $inventory to (array: "Photo of a golden retriever with a pickle hat", "Ceramic plate", "Two halves of a... breakfast sandwich?", "Salted caramel chocolate", "Rubber band")) <!--FOR EACH CHAPTER--> (set: $design to false) (set: $hourOne to false) (set: $hourTwo to false) (set: $reality to false) (set: $tunnelQuest to false) <!--EXPLORING CELL--> (set: $injuries to false)(set: $satchel to false)(set: $backstory to false)(set: $whoAre to false)(set: $whereAm to false)(set: $hungry to false) <!--CELL PUZZLE--> (set: $guard to false)(set: $lasso to false) <!--SECOND 'How did you get here?' VISIT--> (set: $tunnel to false) <!--HERMAN CONVO--> (set: $water to false)(set: $tunnelQ to false) <!--RECIPE PUZZLE--> (set: $recipeList to (array: "Handful of dog fur", "Salt", "Green handbag", "Ten million rocks", "A piece of rubber", "A hair from your head")) (set: $playerPos to "null")(set: $rubber to false)(set: $fur to false)(set: $salt to false)(set: $rocks to false)(set: $roomOne to false)(set: $tunnel_item to false)(set: $roomTwo to false)(set: $roomThree to false)(set: $roomFour to false)(set: $satchel to false) <!--EXPLORING SHIP--> (set: $dog to false)(set: $survey to false)(set: $deckRoom to false)(set: $marble to false)(set: $paths to false)(set: $invisible to false)(set: $navigate to false)(set: $alive to false)(set: $basalt to false)(set: $crowbar to false)(set: $note to false)Monkey Island and its characters belong to the Walt Disney Company. All images are taken from the Video Game History Foundation's excellent page on Monkey Island's <a href="https://gamehistory.org/monkeyisland/" target="_blank">source code</a> and <a href = "https://monkeyisland.fandom.com/wiki/Monkey_Island_Wiki" target = "_blank">Monkey Island's wiki,</a> with the exception of the map images, the cover art, and the logo, which I created myself. All sound effects are from <a href = "https://opengameart.org" target = "_blank">Open Game Art,</a> and the title screen music is from <a href = "https://www.youtube.com/watch?v=2MLyxsrz-7o" target = "_blank">Vinny G Sax.</a> [[Back to menu.->elaine]]Oh, help? Sure! You play by clicking through links. That's really it — it's not that complicated, don't worry. Keep in mind that there can be clickable images too. Uh, there really aren't a lot of // options // around here... I can scrounge something up for you, though! (bg:#363636)[(text-colour: (rgb: 220, 221, 1))[Graphics card:]] {(set: $cards to (a: "9880 OWL-DOUBLE", "ZDE Rad-ical 820", "VIS1ONARY 900", "NightEYES-QZS-2.1", "GRAVITY-FORCE 200"))[(link-repeat: "[(print: $cards's 1st)]<type|")[(replace: ?type)[(set: $cards to (rotated: -1, ...$cards))(print: $cards's 1st)]]]} (bg:#363636)[(text-colour: (rgb: 220, 221, 1))[Graphics quality:]] {(set: $graphics to (a: "Atomic", "Molecular", "Elemental", "Mineral", "Crystal"))[(link-repeat: "[(print: $graphics's 1st)]<type1|")[(replace: ?type1)[(set: $graphics to (rotated: -1, ...$graphics))(print: $graphics's 1st)]]]} (bg:#363636)[(text-colour: (rgb: 220, 221, 1))[Audio quality:]] {(set: $audio to (a: "Hadal", "Abyssopelagic", "Bathypelagic", "Mesopelagic", "Epipelagic", "Photic"))[(link-repeat: "[(print: $audio's 1st)]<type2|")[(replace: ?type2)[(set: $audio to (rotated: -1, ...$audio))(print: $audio's 1st)]]]} (bg:#363636)[(text-colour: (rgb: 220, 221, 1))[Presence of three-headed monkeys:]] {(set: $monkeys to (a: "Yes", "No", "At least more than two", "Only if there are less than thirteen", "Only if they're extinct"))[(link-repeat: "[(print: $monkeys's 1st)]<type3|")[(replace: ?type3)[(set: $monkeys to (rotated: -1, ...$monkeys))(print: $monkeys's 1st)]]]} (bg:#363636)[(text-colour: (rgb: 220, 221, 1))[General flavour:]] {(set: $flavour to (a: "Sweet", "Salty", "Spicy", "Dill pickle", "Garlic and onions", "Like when you lick an electric outlet", "Paint", "Rats", "Gunpowder", "Pencil case", "Ocean"))[(link-repeat: "[(print: $flavour's 1st)]<type4|")[(replace: ?type4)[(set: $flavour to (rotated: -1, ...$flavour))(print: $flavour's 1st)]]]} (bg:#363636)[(text-colour: (rgb: 220, 221, 1))[Time zone:]] {(set: $time to (a: "Mountain", "Eastern", "Pacific", "Central", "Atlantic", "Greenwich", "the Moon", "Pirate (recommended)", "Military", "Ninja", "Marianas Trench", "Mars"))[(link-repeat: "[(print: $time's 1st)]<type5|")[(replace: ?type5)[(set: $time to (rotated: -1, ...$time))(print: $time's 1st)]]]} [[I'm happy with my settings. ->elaine]] Content warnings: kidnapping, forced marriage, cartoonish depictions of violence, depiction of a panic attack, brief self-harm (for solving a puzzle, I swear!) <br> <br> [[Back to menu.->elaine]][(dialog: "You have now unlocked Hour One.", "Keep playing!")] (live: 1ms)[(goto: "start menu")](track: 'typing', 'stop')<div class = "room"> |1>[Room?](click-replace:?1, (action:'mouseover'))[You are inside a small room about the size of a broom closet.] (css: "float: right; margin-left: 100px;") [|3>[Setting?<br><br><br>](click-replace:?3, (action:'mouseover'))[You're clearly on a ship of some sort. The walls and floor have a strange translucent blue tint to them, and when you wave your hand in front of your eyes, something // shimmers//.<br><br>]] |2>[Temperature? Air?](click-replace:?2, (action:'mouseover'))[<br>The room is cold — you have goosebumps along your arms and legs, and your breath fogs faintly in front of you. The air is salty.] |5>[Dressings?](click-replace:?5, (action:'mouseover'))[You're lying on a hard cot made out of four wooden planks. A thin blanket rests on your torso. There is a cell door to your right with three metal bars covering a small window; to your left is your satchel resting open on the floor. A window opens to the far left.] </div> [[You're done looking around.]](text-color: #f2a2e4)['Well done, Elaine,'] you mutter to yourself. (text-color: #f2a2e4)['Truly excellent looking-around skills.'] [[Check yourself for injuries.]] [[Open your satchel.]] [[Wait, how did you even get here?]](set: $injuries to true)You run your hands over your legs, arms, and torso, checking meticulously for any burns, cuts, scrapes, bruises, or Otherworldly Injuries you've somehow accumulated during your journey. You find: [Two small reddened circles around your wrists. ]<1|(click-replace: ?1)[They don't hurt too terribly, but they itch, and they remind you of the threat of chains around your arms.] [A large lump on the back of your head.]<2|(click-replace: ?2)[That's from when they knocked you out with a large metal pipe. Yeowch!] [A small burn along the side of your left arm.]<3|(click-replace: ?3)[You're... not actually too sure what that's from. It looks heat-induced.] <br> [[Open your satchel.]] [[Wait, how did you even get here?]] (if: $injuries is true and $backstory is true and $satchel is true)[ [[Look out the cell door.]] ]You walk slowly to the door, peering out of the cell window. You see [three metal bars]<0|(click-replace: ?0)[[a dark hallway]<1|(click-replace: ?1)[a dark hallway lined with wiggly, dark wooden planks, [a faint outline of — ]<2|(click-replace: ?2) [a row of tools hanging from the [wall,]<3|(click-replace: ?3)[wall, and a [person]<5|(click-replace: ?5)[ghost-guard] slumped against the door, picking his ghost-teeth with his [ghost-finger.]<4|(click-replace: ?4)[ghost-toothpick.]]]]] (text-color: #f2a2e4)['''Hello?'''] you [[call.]](track: 'inventory', 'play')(set: $satchel to true)There is, predictably, not much in it. They must've emptied it when bringing you onboard. Leftover is a piece of salted caramel chocolate, a rubber band, and a picture of a golden retriever puppy with a pickle-shaped hat on. You sling the satchel over your shoulder. [[Check yourself for injuries.]] [[Wait, how did you even get here?]] (if: $injuries is true and $backstory is true and $satchel is true)[ [[Look out the cell door.]] ](if: $tunnel is true)[(set: $typewriterText to "It was a dark and stormy n — ") { <!-- Create a variable to track the position within the $typewriterText string --> (set: $typewriterPos to 1) <!-- Create a hook to hold the typed text --> (bg:#363636)[(text-colour: (rgb: 220, 221, 1))[|typewriterOutput>[]]] <!-- Set a delay of 20ms seconds per loop --> (live: 100ms)[ <!-- Add the next character to the hook --> (append: ?typewriterOutput)[(print: $typewriterText's $typewriterPos)] <!-- Update the position --> (set: $typewriterPos to it + 1) <!-- If it's gone past the end, stop --> (if: $typewriterPos is $typewriterText's length + 1)[ (stop:) ] ] } (live: 4s)['' Wait. ''] (live: 7s)[You shouldn't be here [[again. ->Go ahead.]]] ](else-if: $panic is true)[(set: $typewriterText to "It was a dark and stormy night. When you got kidnapped.") { <!-- Create a variable to track the position within the $typewriterText string --> (set: $typewriterPos to 1) <!-- Create a hook to hold the typed text --> //(bg:#363636)[(text-colour: (rgb: 220, 221, 1))[|typewriterOutput>[]]]// <!-- Set a delay of 20ms seconds per loop --> (live: 100ms)[ <!-- Add the next character to the hook --> (append: ?typewriterOutput)[(print: $typewriterText's $typewriterPos)] <!-- Update the position --> (set: $typewriterPos to it + 1) <!-- If it's gone past the end, stop --> (if: $typewriterPos is $typewriterText's length + 1)[ (stop:) ] ] } (live: 8s)[(goto: "Go ahead.")]](else:)[(set: $backstory to true)(set: $typewriterText to "It was a dark and stormy night...") { <!-- Create a variable to track the position within the $typewriterText string --> (set: $typewriterPos to 1) <!-- Create a hook to hold the typed text --> //(bg:#363636)[(text-colour: (rgb: 220, 221, 1))[|typewriterOutput>[]]]// <!-- Set a delay of 20ms seconds per loop --> (live: 100ms)[ <!-- Add the next character to the hook --> (append: ?typewriterOutput)[(print: $typewriterText's $typewriterPos)] <!-- Update the position --> (set: $typewriterPos to it + 1) <!-- If it's gone past the end, stop --> (if: $typewriterPos is $typewriterText's length + 1)[ (stop:) ] ] } (live: 5s) [(t8n:"dissolve")[//[[Go ahead.]]//]](stop:)] (if: $tunnel is true)[(bg:#363636)[(text-colour: (rgb: 220, 221, 1))[It was just after Guybrush's last trial:]] {(set: $trials1 to (a: "The Trial of — ", "He's not here right now.", "Nobody is looking at you.", "You are out of view."))[(link-repeat: "[(print: $trials1's 1st)]<type1|")[(replace: ?type1)[(set: $trials1 to (rotated: -1, ...$trials1))(print: $trials1's 1st)]]]} You'd been keeping an eye on — he was keeping an eye on you. Is the conceit. Now no one can. (bg:#363636)[(text-colour: (rgb: 220, 221, 1))[You were]] {(set: $activity1 to (a: "walking in the tunnel,", "in a cell on the Ghost Ship,", "in the Ghost Ship,", "underneath of Monkey Island,", "away from..."))[(link-repeat: "[(print: $activity1's 1st)]<type2|")[(replace: ?type2)[(set: $activity1 to (rotated: -1, ...$activity1))(print: $activity1's 1st)]]]} A distracting activity, is the point: you weren't [[paying attention.->PA2]]](else-if: $panic is true)[//(bg:#363636)[(text-colour: (rgb: 220, 221, 1))[It was just after Guybrush's last trial:]] {(set: $trials to (a: "though you'd done the Trials yourself, you know.", "all three of them.", "even though you're not technically a pirate, you don't sail that much. you have other stuff to do.", "he didn't ask you about the trials at all. just assumed you wouldn't know, probably."))[(link-repeat: "[(print: $trials's 1st)]<type|")[(replace: ?type)[(set: $trials to (rotated: -1, ...$trials))(print: $trials's 1st)]]]}// //You'd been keeping an eye on him from the Mansion, even though that wasn't your job. It was concerning, how badly he seemed to leave a trail of destruction behind him — he'd nearly destroyed your house, for God's sake, and you'd been hearing from the shopkeeper that he'd stolen from him //and // Corina, and he'd stalked the shopkeeper to Carla's house, and who the hell knows what else. God.// //(bg:#363636)[(text-colour: (rgb: 220, 221, 1))[You were:]] {(set: $activity to (a: "it doesn't matter.", "you actually can't remember what you were doing.", "you lied.", "it was like...", "it was like you were there, watching Guybrush, and then", "you were here, facing off LeChuck,", "with nothing at all in between."))[(link-repeat: "[(print: $activity's 1st)]<type1|")[(replace: ?type1)[(set: $activity to (rotated: -1, ...$activity))(print: $activity's 1st)]]]}// //A distracting activity, is the point: you weren't [[paying attention.->School your face, because you don't get scared by ghosts, dammit.]]//](else:)[//(bg:#363636)[(text-colour: (rgb: 220, 221, 1))[It was just after Guybrush's last trial:]] {(set: $trials to (a: "The Trial of Thievery.", "The Trial of Swordplay.", "The Trial of Treasure Hunting."))[(link-repeat: "[(print: $trials's 1st)]<type|")[(replace: ?type)[(set: $trials to (rotated: -1, ...$trials))(print: $trials's 1st)]]]}// //You'd been keeping an eye on him from the Mansion. He was... quite stupid, even for a pirate, and you were worried that he'd run afoul of the sheriff or some of the rowdier *actual* pirates in town.// //(bg:#363636)[(text-colour: (rgb: 220, 221, 1))[You were]] {(set: $activity to (a: "reading in the library.", "trying to train your yak to do a backflip.", "cooking crab callaloo.", "practicing handstands.", "babysitting Carla's golden retriever."))[(link-repeat: "[(print: $activity's 1st)]<type1|")[(replace: ?type1)[(set: $activity to (rotated: -1, ...$activity))(print: $activity's 1st)]]]}// //A distracting activity, is the point: you weren't [[paying attention.]]//]//There wasn't much warning, was the thing. Ghosts have a habit of being non-corporeal and incredibly, freakily silent. You (text-style: "blink")[blinked] and he was there in front of you.// <!-- Hat --><div class = "hatTxt">[LeChuck's hat]<1|</div>(click: ?1)[<div class = "hat">//An ugly feather hat.//</div>] <!-- Head --><div class = "faceTxt">[LeChuck's face]<2|</div>(click: ?2)[<div class = "head">//LeChuck's gruesome face... translucent, hollow-eyed, with strips of yellowing teeth showing through in a self-satisfied grin.//</div>] <!-- Torso --><div class = "torsoTxt">[LeChuck's torso]<3|</div>(click: ?3)[<div class = "torso">//A ghostly torso complete with visible ghostly ribs, a ghostly stomach, a ghostly pancreas, and a ghostly intestine.//</div> ] <!-- Pockets --><div class ="pocketTxt">[LeChuck's pocket]<4|</div>(click: ?4)[<div class = "pocket">//Pockets full of evil. </div><br> <div class = "next">[[School your face, because you don't get scared by ghosts, dammit.]]//</div> ](if: $panic is true)[// (text-color: #f2a2e4)['''Hello, LeChuck,'''] you [said.]<1|(click-replace:?1) [~~said.~~ Actually, you didn't say anything. You lied. You were too scared to say anything. You were petrified and were having a hard time breathing.]// //(text-style:"smear")+(text-color: #0053c6) ['Governor Elaine Marley,'] he rasped, because it didn't matter what you said, he still had to deliver his lines.(text-style:"smear")+(text-color: #0053c6) ['I've come to ask you to be my wife. For the rest of this ghoulish eternity and then some afterwards... I actually don't know what happens after ghosts die, but I want you to be mine then too.'] // // {(set: $response to (a: "'...'"))(link-repeat: "[(print: $response's 1st)]<type|")[(replace: ?type)[(set: $response to (rotated: -1, ...$response))(print: $response's 1st)]]} you said, terrified into silence. Do you know how old you are?// <br> //[[And I bet you can guess how that went. ->office]]//](else:)[// (text-color: #f2a2e4)['''Hello, LeChuck,'''] you said. Your fists ached for some ghost face. Sadly, ghost face is non-solid.// //(text-style:"smear")+(text-color: #0053c6) ['Governor Elaine Marley,'] he rasped. His voice sounded like it was coming from the other end of a very long tunnel, or like he needed to blow his nose. (text-style:"smear")+(text-color: #0053c6) ['I've come to ask you to be my wife. For the rest of this ghoulish eternity and then some afterwards... I actually don't know what happens after ghosts die, but I want you to be mine then too.'] // // {(set: $response to (a: "'Drop dead,'", "'Eat shit,'", "'Dude, you smell like an actual graveyard, no,'", "'I have a girlfriend, no thanks,'", "'Um... I dunno if intercorporeal marriages are legal yet,'", "'Absolutely not,'"))(link-repeat: "[(print: $response's 1st)]<type|")[(replace: ?type)[(set: $response to (rotated: -1, ...$response))(print: $response's 1st)]]} you said.// <br> //[[And I bet you can guess how that went.]]//](text-style: "rumble")[(bg:#363636)[(text-colour: (rgb: 220, 221, 1))[Kidnapped.]]] Taken from your home by ghost pirates and forced onto a ghost ship to be a ghost's wife. Nevermind that you have people to look after and an island to run and a legacy to uphold and a dog to take care of and friends and a //life// — You grit your teeth and steady yourself. {(set: $voltas to (a: "'Chin up, Elaine,' your grandpa tells you in a steady voice in the back of your mind.", "Head in the game, Marley.", "At least it's not a three-headed monkey. Or more wannabe-pirates.", "Don't worry, you'll get out of this."))[(link-repeat: "[(print: $voltas's 1st)]<type|")[(replace: ?type)[(set: $voltas to (rotated: -1, ...$voltas))(print: $voltas's 1st)]]]} <br> [[Check yourself for injuries.]] [[Open your satchel.]] (if: $injuries is true and $backstory is true and $satchel is true)[ [[Look out the cell door.]] ]The ghost-guard startles and then immediately pretends like he hadn't. He stands up, brushing his ghost-pants of invisible dust, and clears his throat. (text-style: 'smear')+(text-color: #5fb8a2)['Governor,'] he says gruffly. He has an arrow sticking straight through his temples, but he doesn't look too bothered about it. (text-style: 'smear')+(text-color: #5fb8a2)['Good morning. Are you hungry?'] [['Who are you?']] [['Yeah, now that you mention it...']] [['Where am I?']](set: $whoAre to true)His chest puffs out slightly. (text-style: 'smear')+(text-color: #5fb8a2)['I'm Colby the Prisoner Guard,'] he answers. He has the key to your cell hanging on a chain from his waist. (text-style: 'smear')+(text-color: #5fb8a2)['But everyone calls me Blondie.'] Your brow furrows. (text-color: #f2a2e4)['Why do they call you Blondie? You don't have any hair.'] (text-style: 'smear')+(text-color: #5fb8a2)['I like to bake,'] he says proudly. (text-style: 'smear')+(text-color: #5fb8a2)['My ghost-blondies are famous in all six seas! My secret ingredient is a sprinkle of asbestos.'] (text-color: #f2a2e4)['That doesn't sound very healthy, Colby... and don't you mean all seven seas?'] (text-style: 'smear')+(text-color: #5fb8a2)['We're dead, Missus Governor. It doesn't matter that much. And there aren't any ghost-pirates in the Arctic Ocean, 'cause polar bears have a taste for plasm.'] (text-color: #f2a2e4)['Oh. I see.'] [['I am quite hungry, actually.' ->'Yeah, now that you mention it...']] [['Where am I?']] (if: $whoAre is true and $whereAm is true and $hungry is true)[ [[You need to get out of this cell.]] ] (track: 'inventory', 'play')(set: $hungry to true)(text-style: 'smear')+(text-color: #5fb8a2)['I made you some breakfast,'] the ghost-guard says, with a small smile. (text-style: 'smear')+(text-color: #5fb8a2)['I hope it's to your liking... I haven't made mortals food since I had to cook lasagna for Captain Kate Capsize.'] He hands you a small plate with what looks like a breakfast sandwich sitting on top. It's crawling with tiny ghost-larvae and the eggs look vaguely purple. {(set: $response to (a: "'Um, thank you,'", "'Looks... really good,'", "'Wow, are those Floridan eggs? Amazing,'", "'Perfect, just what I wanted,'"))(link-repeat: "[(print: $response's 1st)]<type|")[(replace: ?type)[(set: $response to (rotated: -1, ...$response))(print: $response's 1st)]]} you say. (text-style: 'smear')+(text-color: #5fb8a2)['You're welcome, Missus Governor.'] [['Who are you?']] [['Where am I?']] (if: $whoAre is true and $whereAm is true and $hungry is true)[ [[You need to get out of this cell.]] ] (set: $whereAm to true)(text-style: 'smear')+(text-color: #5fb8a2)['You're on LeChuck's Ghost Ship,'] he answers. (text-style: 'smear')+(text-color: #5fb8a2)['Underneath of Monkey Island. Make sure not to jump out of the window, since we're floating in lava.'] That must be where your burn is from, you realize, glancing down at your arm. You got too close to the edge, probably... (text-color: #f2a2e4)['How long have I been here?'] He waffles. (text-style: 'smear')+(text-color: #5fb8a2)['Well, it's been five days since LeChuck kidnapped you... But it takes four days to get here.'] (text-color: #f2a2e4)['From Mêlée?'] (text-style: 'smear')+(text-color: #5fb8a2)['Oh, from anywhere in the world, Missus Governor. That's why the whole ship smells like soup.'] (text-color: #f2a2e4)['I see.'] The navigation spell, of course. You sniff your shoulder: smells like monkey blood and breath mints. [['Who are you?']] [['I am quite hungry, actually.' ->'Yeah, now that you mention it...']] (if: $whoAre is true and $whereAm is true and $hungry is true)[ [[You need to get out of this cell.]] ] <div class = "inventory">(text-color: #f2a2e4)[INVENTORY] (if: $inventory's length > 0)[(for: each _inventory, ...$inventory)[_inventory<br>]]</div> <div class = "nonInventory">[[You'll need to knock the guard out.]] [[You'll need to build something to grab the key from his belt.]]</div> <div class = "inventory">(text-color: #f2a2e4)[INVENTORY] (if: $inventory's length > 0)[(for: each _inventory, ...$inventory)[_inventory<br>]]</div> <div class = "nonInventory">You glance between the so-called breakfast sandwich and Colby, who is leaning against the wall and fiddling with the arrow in the side of his head. <br> [['Hey, did you stock a lot of mortal supplies for me? When LeChuck kidnapped me?']] [[Throw the plate at his head.]] </div><div class = "inventory">(text-color: #f2a2e4)[INVENTORY] (if: $inventory's length > 0)[(for: each _inventory, ...$inventory)[_inventory<br>]]</div> <div class = "nonInventory">You glance at the rubber band and chew your lip. You can probably use that. <br> [[Attempt to use the elastic band.]] [[Look around first.]] </div><div class = "inventory">(text-color: #f2a2e4)[INVENTORY] (if: $inventory's length > 0)[(for: each _inventory, ...$inventory)[_inventory<br>]]</div> <div class = "nonInventory">Colby frowns. (text-style: 'smear')+(text-color: #5fb8a2)['I don't believe so, Missus Governor. We have food, though, if you're still hungry.'] Okay. So they don't have //mortal// first aid kits, but they surely have to have ghost-first aid kits... (Which come with ghost-drugs you can do some //knocking// with...) <br> [[You'll have to injure yourself somehow.]]</div><div class = "inventory">(text-color: #f2a2e4)[INVENTORY] (if: $inventory's length > 0)[(for: each _inventory, ...$inventory)[_inventory<br>]]</div> <div class = "nonInventory"> Okay, Elaine, don't be stupid. He's a ghost — that'll never work. <br> [['Hey, did you stock a lot of mortal supplies for me? When LeChuck kidnapped me?']]</div><div class = "inventory">(text-color: #f2a2e4)[INVENTORY] (if: $inventory's length > 0)[(for: each _inventory, ...$inventory)[_inventory<br>]]</div> <div class = "nonInventory">[[Break the ceramic plate.]]</div><div class = "inventory">(text-color: #f2a2e4)[INVENTORY] (if: $inventory's length > 0)[(for: each _inventory, ...$inventory)[_inventory<br>]]</div> <div class = "nonInventory">Good idea, Elaine, but the guard is //right there//. He'll hear if you just go smashing it willy-nilly. <br> [[Smash it against the side of the ship.]] [[Cover the plate with your satchel, and then step on it.]] </div> <div class = "inventory">(text-color: #f2a2e4)[INVENTORY] (if: $inventory's length > 0)[(for: each _inventory, ...$inventory)[_inventory<br>]]</div> <div class = "nonInventory">Hmm. Fair enough, but the risk of losing the pieces over the side is too high. Then you'd never get them back. <br> [[Cover the plate with your satchel, and then step on it.]] </div> (track: 'plate', 'play')<div class = "inventory">(text-color: #f2a2e4)[INVENTORY] (if: $inventory's length > 0)[(for: each _inventory, ...$inventory)[_inventory<br>]]</div> <div class = "nonInventory">You take the breakfast sandwich off of the plate and put it on your bed, out of the ghost-guards view. Then you place the satchel over the bag and slam your heel down on it — (text-style: "rumble")[''SMASH''!] Or, well, since it was muffled: (text-style: "shudder")[//smash//!] <br> [[Take the broken pieces.]]</div><div class = "inventory">(text-color: #f2a2e4)[INVENTORY](set: $inventory to it - (array: "Ceramic plate"))(set: $inventory to it + (array: "The broken pieces of a ceramic plate")) (if: $inventory's length > 0)[(for: each _inventory, ...$inventory)[_inventory<br>]]</div> <div class = "nonInventory">[[Hold your breath.]]</div><div class = "inventory">(text-color: #f2a2e4)[INVENTORY] (if: $inventory's length > 0)[(for: each _inventory, ...$inventory)[_inventory<br>]]</div> <div class = "nonInventory">You put the edge of the ceramic piece on the inside of your elbow and drag quickly, away from your face. The pain is sharp, but you blow out through your mouth and steady yourself. <br> [['Um, Colby?']] </div> <div class = "inventory">(text-color: #f2a2e4)[INVENTORY] (set: $inventory to it - (array: "The broken pieces of a ceramic plate"))(if: $inventory's length > 0)[(for: each _inventory, ...$inventory)[_inventory<br>]]</div> <div class = "nonInventory">(text-color: #f2a2e4)['I think I need a first aid kit.'] The ghost-guard steps over immediately, concern breaking through the shimmery transluence of his face.(text-style: 'smear')+(text-color: #5fb8a2)['Oh, jeez, Missus Governor... Wait here, I'll be right back.'] He leaves through the hallway door, and you catch a brief glimpse of the ghost-deck, and the red glow of [[lava.]]</div>(track: 'inventory', 'play')<div class = "inventory">(text-color: #f2a2e4)[INVENTORY] (if: $inventory's length > 0)[(for: each _inventory, ...$inventory)[_inventory<br>]]</div> <div class = "nonInventory">By the time he comes back, the bleeding has slowed slightly. (text-style: 'smear')+(text-color: #5fb8a2)['Here you are, Missus Governor,'] he says, handing you the first aid kit. (text-style: 'smear')+(text-color: #5fb8a2)['Be careful in your cell — there are lots of sharp things.'] <br> [[Open the first aid kit.]]</div><div class = "inventory">(text-color: #f2a2e4)[INVENTORY] (set: $inventory to it + (array: "A ghost-first aid kit"))(if: $inventory's length > 0)[(for: each _inventory, ...$inventory)[_inventory<br>]]</div> <div class = "nonInventory">The ghost-first aid kit is about the size of an ice-cream bucket. You rifle through it — you find tweezers, scissors, rubber gloves, cotton balls, disinfectant, gauze, and painkillers. You wonder for a brief moment why a ghost crew would need this, and then you decide not to worry about it. <br> [[Take the painkillers.]] [[Bandage your arm.]] </div><div class = "inventory">(text-color: #f2a2e4)[INVENTORY] (if: $inventory's length > 0)[(for: each _inventory, ...$inventory)[_inventory<br>]]</div> <div class = "nonInventory">Maybe fix your arm first? <br> [[Bandage your arm.]] </div><div class = "inventory">(text-color: #f2a2e4)[INVENTORY] (if: $inventory's length > 0)[(for: each _inventory, ...$inventory)[_inventory<br>]]</div> <div class = "nonInventory">You quickly wipe your elbow and wrap some gauze around it, taping it down. The ghost-materials are see-through, so the cut is still visible, and you're momentarily incredibly weirded out. <br> [[Okay, now the painkillers.]]</div><div class = "inventory">(text-color: #f2a2e4)[INVENTORY] (if: $inventory's length > 0)[(for: each _inventory, ...$inventory)[_inventory<br>]]</div> <div class = "nonInventory">[[Grind them up with your teeth.]] [[Crush them under your shoe.]]</div><div class = "inventory">(text-color: #f2a2e4)[INVENTORY] (if: $inventory's length > 0)[(for: each _inventory, ...$inventory)[_inventory<br>]]</div> <div class = "nonInventory">I'm not even going to justify that idea with a response. <br> [[Crush them under your shoe.]] </div> (track: 'inventory', 'play')<div class = "inventory">(text-color: #f2a2e4)[INVENTORY] (set: $inventory to it + (array: "Painkiller powder"))(if: $inventory's length > 0)[(for: each _inventory, ...$inventory)[_inventory<br>]]</div> <div class = "nonInventory">You pour out five pills onto the floor, then, after a moment of debate, the rest of them, all in a neat little pile on one of the better-looking planks. You place the heel of your shoe on top of them and grind down, watching them puff into powder. <br> [[Put the powder into the salted caramel chocolate.]] [[Blow the powder out of the cell door and onto his face.]] [[Put the powder into the breakfast sandwich.]] </div> <div class = "inventory">(text-color: #f2a2e4)[INVENTORY] (if: $inventory's length > 0)[(for: each _inventory, ...$inventory)[_inventory<br>]]</div> <div class = "nonInventory">You debate it, but there's no clear way to put the powder inside non-suspiciously without destroying the chocolate shell. <br> [[Blow the powder out of the cell door and onto his face.]] [[Put the powder into the breakfast sandwich.]] </div> <div class = "inventory">(text-color: #f2a2e4)[INVENTORY] (if: $inventory's length > 0)[(for: each _inventory, ...$inventory)[_inventory<br>]]</div> <div class = "nonInventory">What? <br> [[Put the powder into the salted caramel chocolate.]] [[Put the powder into the breakfast sandwich.]] </div><div class = "inventory">(text-color: #f2a2e4)[INVENTORY] (if: $inventory's length > 0)[(for: each _inventory, ...$inventory)[_inventory<br>]]</div> <div class = "nonInventory">You hide one half of the breakfast sandwich in the corner, and open the other half, sprinkling the powder on top of the purple eggs and then closing it back up again. <br> [['Hey, Blondie... Have you ever tried mortal food?']] </div><div class = "inventory">(text-color: #f2a2e4)[INVENTORY] (set: $inventory to it - (array: "Two halves of a... breakfast sandwich?", "Painkiller powder"))(set: $inventory to it + (array: "One half of a... breakfast sandwich?"))(if: $inventory's length > 0)[(for: each _inventory, ...$inventory)[_inventory<br>]]</div> <div class = "nonInventory">(text-style: 'smear')+(text-color: #5fb8a2)['Can't say I have, Missus Governor.'] (text-color: #f2a2e4)['Well, I'm full, and your sandwich was just so good... If you want the other half, you can take it! Then you can say you've tried mortal food in ghost form.'] He eyes your extended hand, and then smiles. (text-style: 'smear')+(text-color: #5fb8a2)['Thank you kindly. I suppose I will.'] He takes the sandwich and bites into it carefully, and you watch with fascination as his ghost-teeth grind the food to mush, before it travels down his throat and settles in his stomach. He makes a surprised, woozy face, and you experience blinding guilt for a half-second before he [[passes out against the door of the cell.]] </div> (set: $guard to true)<div class = "inventory">(text-color: #f2a2e4)[INVENTORY] (if: $inventory's length > 0)[(for: each _inventory, ...$inventory)[_inventory<br>]]</div> <div class = "nonInventory">(if: $guard is true and $lasso is true)[ [[Time to get the key.]] ](else:)[Congratulations, Ms. Marley. Now [[you'll need to build something to grab the key from his belt. ->You'll need to build something to grab the key from his belt.]]]</div> <div class = "inventory">(text-color: #f2a2e4)[INVENTORY] (if: $inventory's length > 0)[(for: each _inventory, ...$inventory)[_inventory<br>]]</div> <div class = "nonInventory">Yeah, no, that's not gonna work. It's way too obvious, for starters, and not nearly heavy enough to serve as a lasso or as a claw-machine. <br> [[Look around. ->Look around first.]] </div><div class = "inventory">(text-color: #f2a2e4)[INVENTORY] (if: $inventory's length > 0)[(for: each _inventory, ...$inventory)[_inventory<br>]]</div> <div class = "nonInventory">The room is pretty sparse — the only furniture is the cot, which looks about eighty years old... or older, knowing how long LeChuck has been kicking around. <br> [[Look at the window.]] [[Look at the cot.]] </div> <div class = "inventory">(text-color: #f2a2e4)[INVENTORY] (if: $inventory's length > 0)[(for: each _inventory, ...$inventory)[_inventory<br>]]</div> <div class = "nonInventory">You open the window carefully, and instantly get blasted by incredible heat, nearly singeing your eyebrows off. You hiss and move away, squinting through bleary eyes at a sea of magma. The Ghost Ship floats on top of it, the anchor shooting down into some boiling abyss; hugging the walls are sheets of extrusive igneous rock, pillow lava and basalt, stretching into gruesome shapes that scowl and laugh at you. The windowsill only contains dust bunnies. <br> [[Look at the cot.]] [[Yell 'Hello?!' into the cavern.]]<div class = "inventory">(text-color: #f2a2e4)[INVENTORY] (if: $inventory's length > 0)[(for: each _inventory, ...$inventory)[_inventory<br>]]</div> <div class = "nonInventory">Upon closer inspection, you find a small, blue coil of rope tying the four planks together along the middle. The wood is covered in splinters, so you'll have to be careful. <br> [[Take the rope.]]</div><div class = "inventory">(text-color: #f2a2e4)[INVENTORY] (if: $inventory's length > 0)[(for: each _inventory, ...$inventory)[_inventory<br>]]</div> <div class = "nonInventory">(text-color: #f2a2e4)['Hello?'] you yell, cupping your hands around your mouth. (text-color: #f2a2e4)['//Hello?!'//] One of the basalt faces on the wall blinks and then glares viciously at you. (text-style: 'smear')+(text-color: #d14136)['Ssshut up, girl,'] it hisses, its neck coiling like a shiny black snake. (text-style: 'smear')+(text-color: #d14136)['We're trying to sssleep.'] (text-color: #f2a2e4)['Rocks sleep?'] you ask politely. (text-style: 'smear')+(text-color: #d14136)['Of courssse rocksss sssleep,'] it says indignantly. (text-style: 'smear')+(text-color: #d14136)['We sssleep from nine pm to eleven am every day.'] The basalt-face slurps back into the wall with a pop. Hmm, you may have to come back to talk to the rocks later. <br> [[Look at the cot.]](track: 'inventory', 'play')<div class = "inventory">(text-color: #f2a2e4)[INVENTORY] (set: $inventory to it + (array: "Coil of blue rope"))(if: $inventory's length > 0)[(for: each _inventory, ...$inventory)[_inventory<br>]]</div> <div class = "nonInventory">You untie the rope from the planks. It's about two feet long and a bit frayed at the ends, but it'll do. You tie the rope into a lasso and swing it experimentally, testing the weight. It should work well enough to do what you [[want.]]</div>(set: $lasso to true)<div class = "inventory">(text-color: #f2a2e4)[INVENTORY] (set: $inventory to it - (array: "Coil of blue rope"))(set: $inventory to it + (array: "Blue lasso"))(if: $inventory's length > 0)[(for: each _inventory, ...$inventory)[_inventory<br>]]</div> <div class = "nonInventory">(if: $guard and $lasso)[ [[Time to get the key.]] ](else:)[Well done, Elaine. Now [[you'll need to knock the guard out. ->You'll need to knock the guard out.]]]</div> <div class = "inventory">(text-color: #f2a2e4)[INVENTORY] (if: $inventory's length > 0)[(for: each _inventory, ...$inventory)[_inventory<br>]]</div> <div class = "nonInventory">You lean out of the cell door window with the lasso in hand, lowering it cautiously towards Colby the Guard's belt. The coil touches the edge of the key, and he snores on fitfully. <br> [[Take the key.]]</div><div class = "inventory">(text-color: #f2a2e4)[INVENTORY] (if: $inventory's length > 0)[(for: each _inventory, ...$inventory)[_inventory<br>]]</div> <div class = "nonInventory">(set: $typewriterText to "... ... ... ... ... Fuck. Rats. You missed.") { <!-- Create a variable to track the position within the $typewriterText string --> (set: $typewriterPos to 1) <!-- Create a hook to hold the typed text --> (bg:#363636)[(text-colour: (rgb: 220, 221, 1))[|typewriterOutput>[]]] <!-- Set a delay of 20ms seconds per loop --> (live: 100ms)[ <!-- Add the next character to the hook --> (append: ?typewriterOutput)[(print: $typewriterText's $typewriterPos)] <!-- Update the position --> (set: $typewriterPos to it + 1) <!-- If it's gone past the end, stop --> (if: $typewriterPos is $typewriterText's length + 1)[ (stop:) ] ] } (live: 5s) [(t8n:"dissolve")[ [[Try again.]]]](stop:)<div class = "inventory">(text-color: #f2a2e4)[INVENTORY] (if: $inventory's length > 0)[(for: each _inventory, ...$inventory)[_inventory<br>]]</div> <div class = "nonInventory">(set: $typewriterText to "... ... Holy three-headed monkey, how hard can this really — ") { <!-- Create a variable to track the position within the $typewriterText string --> (set: $typewriterPos to 1) <!-- Create a hook to hold the typed text --> (bg:#363636)[(text-colour: (rgb: 220, 221, 1))[|typewriterOutput>[]]] <!-- Set a delay of 20ms seconds per loop --> (live: 50ms)[ <!-- Add the next character to the hook --> (append: ?typewriterOutput)[(print: $typewriterText's $typewriterPos)] <!-- Update the position --> (set: $typewriterPos to it + 1) <!-- If it's gone past the end, stop --> (if: $typewriterPos is $typewriterText's length + 1)[ (stop:) ] ] } (live: 4s) [(t8n:"dissolve")[ [[Try again again.]]]](stop:)</div>(track: 'key', 'play')<div class = "inventory">(text-color: #f2a2e4)[INVENTORY] (if: $inventory's length > 0)[(for: each _inventory, ...$inventory)[_inventory<br>]]</div> <div class = "nonInventory">(text-style: 'rumble')+(css: "font-size: 150%")+(bg:#363636)[(text-colour: (rgb: 220, 221, 1))[//There!!//]] Phew. You [[pocket the key.]] </div>(set: $hourOne to true)<div class = "inventory">(text-color: #f2a2e4)[INVENTORY] (set: $inventory to it + (array: "The key to your cell"))(if: $inventory's length > 0)[(for: each _inventory, ...$inventory)[_inventory<br>]]</div> <div class = "nonInventory">Wonderful work, Governor. You now have the key to your cell. Now... what's your plan [[going forward? ->hourOneSave]] </div>[(dialog: "You have now unlocked A Completely Unnecessary Author's Note.", "Keep playing!")] (live: 1ms)[(goto: "start menu")] (track: 'typing', 'play')(set: $typewriterText to "A NOTE ON ABSOLUTE REALITY") { <!-- Create a variable to track the position within the $typewriterText string --> (set: $typewriterPos to 1) <!-- Create a hook to hold the typed text --> (bg:#363636)[(text-colour: (rgb: 220, 221, 1))[|typewriterOutput>[]]] <!-- Set a delay of 20ms seconds per loop --> (live: 100ms)[ <!-- Add the next character to the hook --> (append: ?typewriterOutput)[(print: $typewriterText's $typewriterPos)] <!-- Update the position --> (set: $typewriterPos to it + 1) <!-- If it's gone past the end, stop --> (if: $typewriterPos is $typewriterText's length + 1)[ (stop:) ] ] } (live: 5s)[(goto: "whoopStart")]ME: This is going to sound crazy coming from someone who's making an entire game about Elaine Marley, but she's actually, like... not real. THE THREE-HEADED MONKEY I BEFRIENDED TO TALK ABOUT GAMES TO: (Mouth dropping open in shock. Makes a noise like, ?!). ME: [[I know, right?]]THE THREE-HEADED MONKEY I BEFRIENDED TO TALK ABOUT GAMES TO: (Incredulous screech). ME: Calm down, I know what you're thinking: Dude, none of them are real, it's a video game? To which you'd be correct. That's not wrong. Unfortunately, there are about three layers of reality in the Secret of Monkey Island franchise, only two of which actually interact. [ME: Don't worry, monkey, I will [[explain.]]ME: First of all, and probably most sensical, is the Video Game. This is the game artifact you are actually playing, where you control Guybrush (or Elaine, in my case) and you explore pirate islands and you solve puzzles. THE THREE-HEADED MONKEY I BEFRIENDED TO TALK ABOUT GAMES TO: (It looks vaguely confused about the idea of a Video Game). ME: What they don't tell you about the Video Game is that, on a textual level, it is [[fake.]]ME: It's necessary to circle back to the IP issue haunting the entirety of the Monkey Island franchise. At the end of Monkey Island 2: LeChuck's Revenge, Guybrush pulls a latex mask off of LeChuck to reveal he is his *very human* older brother. Two distinctly modern-looking dudes walk into the tunnel system you've found yourself in and escort you out — you emerge as some eleven year old. THE THREE-HEADED MONKEY I BEFRIENDED TO TALK ABOUT GAMES TO: (It looks even more confused about this). ME: Your parents give you and your older brother a stern talking to, and then you [[leave.]]ME: This ending legitimately, actually haunted me for about a decade. The next three games attempt to address this (it's a spell or something, I think) but the core of the matter is that Ron Gilbert, who had initially written that mind-fuck of an ending, was no longer on the team. Literally nobody in the world except for him (and probably Tim Schafer and Dave Grossman, but, you know, they weren't directing) understood that ending, never-fucking-mind The New Team. THE THREE-HEADED MONKEY I BEFRIENDED TO TALK ABOUT GAMES TO: (It slowly starts to peel a banana, spell-bound). ME: [[And then, in September 2022, Return to Monkey Island came out.]]ME: Unlike the previous three games, Ron Gilbert was actually directing this one, thank God. Basically, the conceit of the franchise is that Monkey Island is a theme park. I'm not joking. THE THREE-HEADED MONKEY I BEFRIENDED TO TALK ABOUT GAMES TO: (It makes another noise like, ?!, and then it jumps up and down and does a little spin. You suppose it might like theme parks). ME: Guybrush, as some 11 year old, visited the theme park and constructed a wild elaborate pirate fantasy out of it — which, you know, in retrospect, [[makes a lot of sense.]]ME: The puzzles are nonsensical and have distinctly childish solutions. There's a sense of, like, *whimsy* in the games that's hard to describe, but tracks completely once you figure out that a kid is making it up with the sources of late 90s books on the Caribbean and a theme park and Disney movies. Of course he thinks Voodoo and cannibals and magic are real and thinks you can kill ghosts with root beer. It's actually astoundingly astute. THE THREE-HEADED MONKEY I BEFRIENDED TO TALK ABOUT GAMES TO: (It seems to agree with the author. The author wonders briefly if monkeys have opinions on social commentary). ME: This raises an important question, though: [[Who is Elaine Marley?]]ME: I have a theory. It's mostly based on this idea of LeChuck being, in real life, Guybrush's older brother. I think every character in the games can be sorted into either Real or Not Real; Real or Fake; Real or Made-Up. LeChuck is Real. The Monkey Island cannibals, being racist depictions of native people Guybrush probably saw in some kids pirate book at the local library, are Not Real. Not Real can also be sorted into two further categories: Theme Park Character, or Made Up Completely. Essentially, if the character is in-costume at the Monkey Island theme park, or if they're solely from Guybrush's kid brain. The Voodoo Lady is likely a Theme Park Character. The cannibals are Made Up Completely. THE THREE-HEADED MONKEY I BEFRIENDED TO TALK ABOUT GAMES TO: (The monkey gets a very existential-looking expression on its face, and then points at itself). ME: I think Elaine is [[Real.]]ME: Actually, I have a whole list of characters I think are Real, and they're the ones that are just slightly *too realistic* to be invented, or that Guybrush interacts with enough to justify their existence in the real world. It includes: LeChuck, Elaine Marley (a kid he goes to school with?), Carla the Swordmaster (an intimidating neighbour?), the librarian in Secret 2, and the weird fisherboy in Secret 2. Nearly everyone else is plausibly a Theme Park Character or Made Up Completely. THE THREE-HEADED MONKEY I BEFRIENDED TO TALK ABOUT GAMES TO: (It points at itself again with increasing urgency). ME: [[Basically:]]ME: We have the Video Game, which you play and is fake, and we have the real world, which you don't play and is real. Then we have the Actual Canon (games 1, 2, and 6) and the Fake Canon (games 3, 4, and 5). We also have the ever-present, kind of conspiratorial IP issue. This makes Governor Elaine Marley a double-fictional character. She exists as the Governor in the Video Game and probably some other 11 year old kid in the real world. She's also dramatically underserved and whitewashed in Fake Canon. THE THREE-HEADED MONKEY I BEFRIENDED TO TALK ABOUT GAMES TO: (It goes back to peeling the banana). ME: [[Lots to contend with.]]ME: The Elaine Marley in this game, is, um, neither of these, which I'm sure you're happy about after this fumbled explanation of a thirty-year long franchise. She exists spatially and ludically separated from Guybrush, who made her up, so she's kind of... her own new thing. A third Elaine Marley. A blank slate. I can make her into anything I want, or, really, anything she wants. THE THREE-HEADED MONKEY I BEFRIENDED TO TALK ABOUT GAMES TO: (It looks only slightly interested by this idea). ME: [[Kinda cool. ->realitySave]][(dialog: "You have now unlocked Hour Two.", "Keep playing!")] (live: 1ms)[(goto: "start menu")](track: 'typing', 'play')(set: $typewriterText to "HOUR TWO") { <!-- Create a variable to track the position within the $typewriterText string --> (set: $typewriterPos to 1) <!-- Create a hook to hold the typed text --> <div class = "pixelfy">(bg:#363636)[(text-colour: (rgb: 220, 221, 1))[|typewriterOutput>[]]]</div> <!-- Set a delay of 20ms seconds per loop --> (live: 300ms)[ <!-- Add the next character to the hook --> (append: ?typewriterOutput)[(print: $typewriterText's $typewriterPos)] <!-- Update the position --> (set: $typewriterPos to it + 1) <!-- If it's gone past the end, stop --> (if: $typewriterPos is $typewriterText's length + 1)[ (stop:) ] ] } Okay, good work. You've got the key. You should probably [[leave the cell now.]](track: 'typing', 'play')(set: $typewriterText to "HOUR THREE") { <!-- Create a variable to track the position within the $typewriterText string --> (set: $typewriterPos to 1) <!-- Create a hook to hold the typed text --> <div class = "pixelfy">(bg:#363636)[(text-colour: (rgb: 220, 221, 1))[|typewriterOutput>[]]]</div> <!-- Set a delay of 20ms seconds per loop --> (live: 300ms)[ <!-- Add the next character to the hook --> (append: ?typewriterOutput)[(print: $typewriterText's $typewriterPos)] <!-- Update the position --> (set: $typewriterPos to it + 1) <!-- If it's gone past the end, stop --> (if: $typewriterPos is $typewriterText's length + 1)[ (stop:) ] ] } Nice work! You've got the invisibility potion. Now you can hopefully [[get the hell out of here.]](track: 'typing', 'stop')You step carefully over Colby's passed-out, incorporeal form and look around the hallway. Behind you is your cell; to your left is the door out onto the deck of the ship; and to your right is another, half-open door, though you're not sure where it leads. <br> [[Look out the window of the deck door.]] [[Go through the door on the right.]]The door is made up of a wooden slab and three metal bars covering a gap, through which you can see onto the deck. A smell like [rotten eggs]<1|(click-replace: ?1)[sulfur?](click-replace: ?1)[ghost plasm and natural gas floats up to meet you. You stand up on your tiptoes and see [a cradle of red]<2|(click-replace: ?2)[a basket of lava wrapping the sides of the [ship]<3|(click-replace: ?3)[shimmery blue ghost-ship, with ropes of blackened rock stretching to the ceiling. [On the deck]<4|(click-replace: ?4)[On the deck is a handful of [ghost-pirates]<5|(click-replace: ?5)[ghost pirates talking to each other and drinking mysterious brown liquid. A [ghost-dog]<6|(click-replace: ?6)[ghost-dog sits on its hind legs and paws at the [air.]<7|(click-replace: ?7)[air. You're not going to be able to scrape by them unnoticed. You'll have to rethink your plan. <br> [[Go through the door on the right.]] ]]]]]]](track: 'door', 'play')(set: $typewriterText to "The door creaks open") { <!-- Create a variable to track the position within the $typewriterText string --> (set: $typewriterPos to 1) <!-- Create a hook to hold the typed text --> |typewriterOutput>[] <!-- Set a delay of 20ms seconds per loop --> (live: 90ms)[ <!-- Add the next character to the hook --> (append: ?typewriterOutput)[(print: $typewriterText's $typewriterPos)] <!-- Update the position --> (set: $typewriterPos to it + 1) <!-- If it's gone past the end, stop --> (if: $typewriterPos is $typewriterText's length + 1)[ (stop:) ] ] }(live: 3s)[(set: $typewriterText1 to "slowly,") { <!-- Create a variable to track the position within the $typewriterText string --> (set: $typewriterPos1 to 1) <!-- Create a hook to hold the typed text --> |typewriterOutput1>[] <!-- Set a delay of 20ms seconds per loop --> (live: 200ms)[ <!-- Add the next character to the hook --> (append: ?typewriterOutput1)[(print: $typewriterText1's $typewriterPos1)] <!-- Update the position --> (set: $typewriterPos1 to it + 1) <!-- If it's gone past the end, stop --> (if: $typewriterPos1 is $typewriterText1's length + 1)[ (stop:) ] ] }] (live: 8s)[(t8n:"dissolve")[revealing a gaping, sprawling tunnel that stretches back and [[back.]]](stop:)]You squint. The walls of the tunnel are made of concrete, dripping with seawater and sewage. Spiderweb cracks climb up to a slightly concave ceiling. Frosted glass lights with black metal cages are bolted to the walls about ten metres apart, and they flicker (text-style: "blink")[on and off,] lighting the tips of your shiny boots. {(set: $response to (a: "'Hello?'", "'Echo!'", "'Three-headed monkey?'", "'Say cheese!'", "'Heyooo!'"))(link-repeat: "[(print: $response's 1st)]<type|")[(replace: ?type)[(set: $response to (rotated: -1, ...$response))(print: $response's 1st)]]} you call. It echoes. <br> [[Walk forward.]]You step into the tunnel and start walking. You count four rooms: <div class = "roomOne">[One,]<1|(click-replace: ?1)[The first room you entered; a wooden door and two lights.]</div><div class = "roomTwo">[two,]<2|(click-replace: ?2)[A room with a pile of wooden boxes, filled with green balloons.]</div><div class = "roomThree">[three,]<3|(click-replace: ?3)[A room with no lights, and a suspicious sound like soup boiling.]</div><div class = "roomFour">[four.]<4|(click-replace: ?4)[The last room; there's a fake skeleton hanging in the corner and a door leading out.]</div> <br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br>A deep chill seeps through your clothes, and you shudder and grasp [[at the door handle.]](set: $tunnel to true)[[Wait, how did you even get here?]] (if: $tunnel1 is true)[ [[Shake it off and go through the door.]] ]You open the door to bright light and a snarl of tree roots. You blink, surprised, and your shiny boots sink into white sand underneath your toes. (text-color: #db5230)['Elaine!'] You look up, doubly surprised. (text-color: #f2a2e4)['Mr. Toothrot,'] you greet, still squinting through the bleached-yellow sun. (text-color: #f2a2e4)['Where are we?'] (text-color: #db5230)['Dinky Island,'] he answers, with a huge, manic grin. He looks about the same as he did when you last time: a huge pirate hat, ratty, hole-ridden clothes, well-kept boots, and twitchy hands. (text-color: #db5230)['Of course. Big Whoop. THE Big Whoop. The only Big Whoop. Though you'd know about that, Missus Governor.'] (text-color: #f2a2e4)['I thought you were stranded on] [[Monkey Island.]](text-color: #711e82)['](text-color: #db5230)['Don't be silly,'] he says with a laugh. (text-color: #db5230)['The tunnel system is quite expansive, yes... Seems you've found at least a part of it. Where did you come from?'] (text-color: #f2a2e4)['The Ghost Ship. Underneath of Monkey Island.'] (text-color: #db5230)['Oh, that's quite curious... Are you here for the treasure? There's a shortcut just behind me.'] (text-color: #f2a2e4)['No, thank you, Herman, I'm here for...'] You pause. <br> [['Wait, tunnel system?']] [['Do you have any water? I'm really thirsty.']](set: $tunnelQ to true)(text-color: #db5230)['The tunnel system,'] he says seriously. (text-color: #db5230)['Between Mêlée, Monkey, and Dinky, of course... All different treasures, all different places. Trials, secrets, and elevators.'] (text-color: #f2a2e4)['Does LeChuck know about these?'] (text-color: #db5230)['I suppose he might. Your boytoy does.'] Quickly, you glance over your shoulder to the ocean, chewing on your lip. (text-color: #f2a2e4)['Is he close?'] (text-color: #db5230)['Not at all, Missus Governor.'] <br> [['Do you have any water? I'm really thirsty.']] (if: $water is true and $tunnelQ is true)[ [['I need a way to become invisible to ghosts. Or become a ghost.']]]He nods seriously.(text-color: #db5230)['I might be able to help you with that... I have the recipe for a ghost-invisibility potion, but not all of the ingredients.'] (text-color: #f2a2e4)['That would be much appreciated, Mr. Toothrot.'] <br> [[Take the recipe.]](set: $water to true)(text-color: #db5230)['Of course, Missus Governor,'] he replies. He turns around and reaches ludicrously far into a wooden barrel, and then retrieves a glass bottle full of pristine-looking freshwater. (text-color: #db5230)['Only the best for the heir to Big Whoop.'] You grimace and take it. (text-color: #f2a2e4)['Thank you, Mr. Toothrot.'] You're not sure what he means by //the heir to Big Whoop//, but you don't ask, since he's usually talking about things that don't make that much sense. <br> [['Wait, tunnel system?']] (if: $water is true and $tunnelQ is true)[ [['I need a way to become invisible to ghosts. Or become a ghost.']]](track: 'inventory', 'play')<div class = "pixelfy recipe">HERMAN TOOTHROT'S RECIPE FOR BODY BE-GONE!!!</div> <div class = "handwriting recipe"> Handful of dog fur Salt Green handbag (to hold all the ingredients (must be green)) Ten million rocks A piece of a rubber A hair from your head </div> <br> [[Okay, sure, you can do that.]](set: $playerPos to "beach")<div class = "inventory">(text-color: #f2a2e4)[INVENTORY] (if: $inventory's length > 0)[(for: each _inventory, ...$inventory)[_inventory<br>]]</div> <div class = "recipeList">(text-color: #db5230)[RECIPE] (if: $recipeList's length > 0)[(for: each _recipeList, ...$recipeList)[_recipeList<br>]]</div> <div class = "nonInventory">[[Check your satchel.]] [[Look around the beach.]] [[Go back to the tunnel to see if you can find anything there.]] </div>(set: $tunnel1 to true)[[Go back? ->at the door handle.]]<div class = "clickInventory">(text-color: #f2a2e4)[INVENTORY] [Photo of a golden retriever with a pickle hat]<1| [Salted caramel chocolate]<2| [Rubber band]<3| [A ghost-first aid kit]<4| [One half of a... breakfast sandwich?]<5| [Blue lasso]<6| [The key to your cell]<7| </div><div class = "inventory">(text-color: #db5230)[RECIPE] (if: $recipeList's length > 0)[(for: each _recipeList, ...$recipeList)[_recipeList<br>]]</div> <div class = "inventAnswersLeft">(click: ?1)[Hmm... maybe not perfect, but it could [[work.]]<br><br>](click: ?3)[Sure, yeah. That's [[rubber.]]<br><br>](click: ?5)[Nah. You don't want to put this in your body, either.<br><br>](click: ?7)[Not in the recipe. Also you need this.]</div> <div class = "inventAnswersRight">(click: ?2)[This could //definitely// work. You just have to scrape the [[salt off.]]<br><br>](click: ?4)[Uhh.. probably not. And you should save this stuff, just in case.<br><br>](click: ?6)[Unfortunately not in the recipe.]</div> <div class = "inventory">(text-color: #f2a2e4)[INVENTORY] (if: $inventory's length > 0)[(for: each _inventory, ...$inventory)[_inventory<br>]]</div> <div class = "recipeList">(text-color: #db5230)[RECIPE] (if: $recipeList's length > 0)[(for: each _recipeList, ...$recipeList)[_recipeList<br>]]</div><div class = "nonInventory">(if: $playerPos is "tunnel")[You head back to the beach and through the door, once again overwhelmed by the intensity of the sun.] You glance around. Surely there's something you can use here... <br> [[Admire the scenery.]] [[Talk to Herman.]] </div> (set: $playerPos to "tunnel")<div class = "inventory">(text-color: #f2a2e4)[INVENTORY] (if: $inventory's length > 0)[(for: each _inventory, ...$inventory)[_inventory<br>]]</div> <div class = "recipeList">(text-color: #db5230)[RECIPE] (if: $recipeList's length > 0)[(for: each _recipeList, ...$recipeList)[_recipeList<br>]]</div><div class = "nonInventory">You walk back through the door behind the tree roots and into the tunnel. Which room should you check? <br> [[Room four.]] [[Room three.]] [[Room two.]] [[Room one.]] </div> (track: 'inventory', 'play')(set: $fur to true)<div class = "inventory">(text-color: #f2a2e4)[INVENTORY](set: $inventory to it - (array: "Photo of a golden retriever with a pickle hat"))(set: $inventory to it + (array: "Ripped up, furry pieces of the puppy photo")) (if: $inventory's length > 0)[(for: each _inventory, ...$inventory)[_inventory<br>]]</div>(set: $recipeList to it - (array: "Handful of dog fur"))(set: $recipeList to it + (array: "Handful of dog fur - FOUND"))<div class = "recipeList">(text-color: #db5230)[RECIPE] (if: $recipeList's length > 0)[(for: each _recipeList, ...$recipeList)[_recipeList<br>]]</div> <div class = "nonInventory">You carefully rip up the photo of Carla's golden, and keep the sections with the yellow fur.(if: $salt is true and $rubber is true and $fur is true)[ (set: $satchel to true)] <br> [[Keep looking. ->Check your satchel.]] (if: $satchel is true and $rocks is true and $tunnel_item is true)[ [[Okay... you have all the ingredients. You can make the potion.]] ] (else:)[ (if: $salt is true and $rubber is true and $fur is true)[(set: $satchel to true) [[Look around the beach.]] [[Go back to the tunnel to see if you can find anything there.]]] ] </div>(track: 'inventory', 'play')(set: $salt to true)<div class = "inventory">(text-color: #f2a2e4)[INVENTORY](set: $inventory to it - (array: "Salted caramel chocolate"))(set: $inventory to it + (array: "A small pile of salt")) (if: $inventory's length > 0)[(for: each _inventory, ...$inventory)[_inventory<br>]]</div> (set: $recipeList to it - (array: "Salt"))(set: $recipeList to it + (array: "Salt - FOUND"))<div class = "recipeList">(text-color: #db5230)[RECIPE] (if: $recipeList's length > 0)[(for: each _recipeList, ...$recipeList)[_recipeList<br>]]</div><div class = "nonInventory">You mourn the loss of your perfect salted caramel chocolate as you scrape the salt off into a little pile in your hand. You eat the rest of it. (if: $salt is true and $rubber is true and $fur is true)[ (set: $satchel to true)] <br> [[Keep looking. ->Check your satchel.]] (if: $satchel is true and $rocks is true and $tunnel_item is true)[ [[Okay... you have all the ingredients. You can make the potion.]] ](else:)[ (if: $salt is true and $rubber is true and $fur is true)[(set: $satchel to true) [[Look around the beach.]] [[Go back to the tunnel to see if you can find anything there.]]]] </div> (track: 'inventory', 'play')(set: $rubber to true)<div class = "inventory">(text-color: #f2a2e4)[INVENTORY] (if: $inventory's length > 0)[(for: each _inventory, ...$inventory)[_inventory<br>]]</div> (set: $recipeList to it - (array: "A piece of rubber"))(set: $recipeList to it + (array: "A piece of rubber - FOUND"))<div class = "recipeList">(text-color: #db5230)[RECIPE] (if: $recipeList's length > 0)[(for: each _recipeList, ...$recipeList)[_recipeList<br>]]</div><div class = "nonInventory">You put the rubber band in a separate pouch of your satchel. (if: $salt is true and $rubber is true and $fur is true)[ (set: $satchel to true)] <br> [[Keep looking. ->Check your satchel.]] (if: $satchel is true and $rocks is true and $tunnel_item is true)[ [[Okay... you have all the ingredients. You can make the potion.]] ] (else:)[ (if: $salt is true and $rubber is true and $fur is true)[ [[Look around the beach.]] [[Go back to the tunnel to see if you can find anything there.]]] ] </div> <div class = "inventory">(text-color: #f2a2e4)[INVENTORY] (if: $inventory's length > 0)[(for: each _inventory, ...$inventory)[_inventory<br>]]</div> <div class = "recipeList">(text-color: #db5230)[RECIPE] (if: $recipeList's length > 0)[(for: each _recipeList, ...$recipeList)[_recipeList<br>]]</div><div class = "nonInventory">Dinky Island really is beautiful. Sparkling blue ocean as far as you can see, palm trees like claws or great green fans scratching at the sky, white beach sand underneath of your shiny shoes. You lean down and pick up a handful, watching it trail between your fingers. (set: $playerPos to "beach") <br> [[Ten million...]] </div> <div class = "inventory">(text-color: #f2a2e4)[INVENTORY] (if: $inventory's length > 0)[(for: each _inventory, ...$inventory)[_inventory<br>]]</div> <div class = "recipeList">(text-color: #db5230)[RECIPE] (if: $recipeList's length > 0)[(for: each _recipeList, ...$recipeList)[_recipeList<br>]]</div><div class = "nonInventory">(text-color: #f2a2e4)['Hey again, Mr. Toothrot,'] you say politely. <br> [['Do you happen to have a green handbag?']] [['How's life on Dinky?']] [['You know LeChuck?']] [[Leave the conversation.]]<div class = "inventory">(text-color: #f2a2e4)[INVENTORY] (if: $inventory's length > 0)[(for: each _inventory, ...$inventory)[_inventory<br>]]</div><div class = "recipeList">(text-color: #db5230)[RECIPE] (if: $recipeList's length > 0)[(for: each _recipeList, ...$recipeList)[_recipeList<br>]]</div> <div class = "nonInventory">(text-color: #db5230)['I'm afraid not,'] he says sadly. (text-color: #db5230)['I used up my last one making a new hat for the Captain.'] (text-color: #f2a2e4)['The Captain?'] (text-color: #db5230)['Well, he gets sun exposure out there, hanging from that tree every day,'] Herman says seriously. (text-color: #db5230)['If I give him a hat, he won't get a sunburn.'] (text-color: #f2a2e4)['I see,'] you say, not seeing. <br> [['You know LeChuck?']] [['How's life on Dinky?']] [[Leave the conversation.]]<div class = "inventory">(text-color: #f2a2e4)[INVENTORY] (if: $inventory's length > 0)[(for: each _inventory, ...$inventory)[_inventory<br>]]</div> <div class = "recipeList">(text-color: #db5230)[RECIPE] (if: $recipeList's length > 0)[(for: each _recipeList, ...$recipeList)[_recipeList<br>]]</div><div class = "nonInventory">(text-color: #db5230)['Well, it's quite alright, Missus Governor,'] he says, scratching his head. (text-color: #db5230)['I can't complain. I perfected my blondies recipe last week.'] You frown. (text-color: #f2a2e4)['Blondies?'] (text-color: #db5230)['Yes, Miss. They're like brownies, but better. My secret ingredient is a sprinkle of asbestos.'] Weird. <br> [['You know LeChuck?']] [['Do you happen to have a green handbag?']] [[Leave the conversation.]]<div class = "inventory">(text-color: #f2a2e4)[INVENTORY] (if: $inventory's length > 0)[(for: each _inventory, ...$inventory)[_inventory<br>]]</div><div class = "recipeList">(text-color: #db5230)[RECIPE] (if: $recipeList's length > 0)[(for: each _recipeList, ...$recipeList)[_recipeList<br>]]</div> <div class = "nonInventory">(text-color: #db5230)['Not well, no,'] he answers. (text-color: #db5230)['He's looking for Big Whoop too, you know. A way outta here.'] (text-color: #f2a2e4)['A way out of Monkey Island?'] (text-color: #db5230)['A way out of everything,'] he says, creepily. (text-color: #db5230)['Though I suppose he has taken advantage of the whole thing.'] <br> [['Do you happen to have a green handbag?']] [['How's life on Dinky?']] [[Leave the conversation.]](track: 'inventory', 'play')(set: $rocks to true)<div class = "inventory">(text-color: #f2a2e4)[INVENTORY](set: $inventory to it + (array: "A few handfuls of white beach sand")) (if: $inventory's length > 0)[(for: each _inventory, ...$inventory)[_inventory<br>]]</div> (set: $recipeList to it - (array: "Ten million rocks"))(set: $recipeList to it + (array: "Ten million rocks - FOUND"))<div class = "recipeList">(text-color: #db5230)[RECIPE] (if: $recipeList's length > 0)[(for: each _recipeList, ...$recipeList)[_recipeList<br>]]</div><div class = "nonInventory">You pick up beach sand and stare at it. Rounded quartz grains, little tiny pieces of shells and forams, and microscopic pieces of seaweed. You're sure some of this must count for ten million, right? <br> (if: $satchel is true and $rocks is true and $tunnel_item is true)[ [[Okay... you have all the ingredients. You can make the potion.]] ](else:)[ [[Talk to Herman.]] [[Go back to the tunnel to see if you can find anything there.]] [[Check your satchel.]]] </div>(set: $roomOne to true)<div class = "inventory">(text-color: #f2a2e4)[INVENTORY] (if: $inventory's length > 0)[(for: each _inventory, ...$inventory)[_inventory<br>]]</div><div class = "recipeList">(text-color: #db5230)[RECIPE] (if: $recipeList's length > 0)[(for: each _recipeList, ...$recipeList)[_recipeList<br>]]</div> <div class = "nonInventory">You walk to the first room you entered and glance around. A ghostly smell emanates from under the crack of the door, and you shudder. There isn't anything of note inside: two caged lights is about as involved as the interior decorating gets, and there are chunks of rubble on the floor, which makes you wonder about the structural stability of the tunnel. <br> (if: $roomOne is true and $roomTwo is true and $roomThree is true and $roomFour is true)[ [[Look around the beach.]] [[Check your satchel.]] ](else:)[ [[Room four.]] [[Room three.]] [[Room two.]]] </div> (track: 'inventory', 'play')(set: $tunnel_item to true)(set: $roomTwo to true)<div class = "inventory">(text-color: #f2a2e4)[INVENTORY](set: $inventory to it + (array: "A green... 'handbag'")) (if: $inventory's length > 0)[(for: each _inventory, ...$inventory)[_inventory<br>]]</div>(set: $recipeList to it - (array: "Green handbag"))(set: $recipeList to it + (array: "Green handbag - FOUND"))<div class = "recipeList">(text-color: #db5230)[RECIPE] (if: $recipeList's length > 0)[(for: each _recipeList, ...$recipeList)[_recipeList<br>]]</div> <div class = "nonInventory">The wooden box room, right... You glance at the green balloons pouring out of them and chew on your lip. It's not a //handbag//, but it's green, and technically holds things? Right? You take a green balloon. <br> (if: $satchel is true and $rocks is true and $tunnel_item is true)[ [[Okay... you have all the ingredients. You can make the potion.]] ](else:)[ (if: $roomOne is true and $roomTwo is true and $roomThree is true and $roomFour is true)[ [[Look around the beach.]] [[Check your satchel.]] ](else:)[ [[Room one.]] [[Room three.]] [[Room four.]]] ] </div> (set: $roomThree to true)<div class = "inventory">(text-color: #f2a2e4)+(bg: black)[INVENTORY] (if: $inventory's length > 0)[(for: each _inventory, ...$inventory)[_inventory<br>]]</div><div class = "recipeList">(text-color: #db5230)+(bg: black)[RECIPE] (if: $recipeList's length > 0)[(for: each _recipeList, ...$recipeList)[_recipeList<br>]]</div> <div class = "nonInventory">The lights are still out, and you squint, unable to see anything except the faint outlines of doors on either side of you. There's that sound like soup boiling from above your head — you stare at the black ceiling and shout, 'Hello?' No one responds, but you hear faint speech:(text-color: #0053c6)['Wow, this cereal is //just// as tasty as I remember! Thanks, Captain Crunch!'] You wrinkle your nose. Guybrush must be working on the navigation spell. You — you hope he isn't //too// close. <br> (if: $roomOne is true and $roomTwo is true and $roomThree is true and $roomFour is true)[ [[Look around the beach.]] [[Check your satchel.]] ](else:)[ [[Room four.]] [[Room two.]] [[Room one.]]] </div> (set: $roomFour to true)<div class = "inventory">(text-color: #f2a2e4)[INVENTORY] (if: $inventory's length > 0)[(for: each _inventory, ...$inventory)[_inventory<br>]]</div><div class = "recipeList">(text-color: #db5230)[RECIPE] (if: $recipeList's length > 0)[(for: each _recipeList, ...$recipeList)[_recipeList<br>]]</div> <div class = "nonInventory">There's a skeleton hanging in the corner that looks vaguely familiar in the way all skeletons do. You step forward and tap your chin. (text-color: #f2a2e4)['Hello,'] you greet. (text-color: #f2a2e4)['Are you a ghost?'] The skeleton turns her head slowly and stares at you with two burning green eye sockets. (text-style: "smear")+(text-color: #87ff06)['Not quite,'] she rasps. (text-style: "smear")+(text-color: #87ff06)['You're... trying for Big Whoop?'] (text-color: #f2a2e4)['I'm trying to get off Monkey Island. Or, off the Ghost Ship. I don't understand all the fuss about Big Whoop.'] The skeleton swallows (?). (text-style: "smear")+(text-color: #87ff06)['You'll need the Head of the Navigator to leave the island,'] she creaks. [['The what?']]</div><div class = "inventory">(text-color: #f2a2e4)[INVENTORY] (if: $inventory's length > 0)[(for: each _inventory, ...$inventory)[_inventory<br>]]</div><div class = "recipeList">(text-color: #db5230)[RECIPE] (if: $recipeList's length > 0)[(for: each _recipeList, ...$recipeList)[_recipeList<br>]]</div> <div class = "nonInventory">(text-style: "smear")+(text-color: #87ff06)['Ask... the rocks to show you.'] She coughs. (text-style: "smear")+(text-color: #87ff06)['And be quick.'] (text-color: #f2a2e4)['...Thank you, ma'am.'] She laughs. (text-style: "smear")+(text-color: #87ff06)['Oh, come off it, Elaine... We're not //that// old.'] <br> (if: $satchel is true and $rocks is true and $tunnel_item is true)[ [[Okay... you have all the ingredients. You can make the potion.]] ] (else:)[ (if: $roomOne is true and $roomTwo is true and $roomThree is true and $roomFour is true)[ [[Look around the beach.]] [[Check your satchel.]] ](else:)[ [[Room three.]] [[Room two.]] [[Room one.]]]]<div class = "inventory">(text-color: #f2a2e4)[INVENTORY] (if: $inventory's length > 0)[(for: each _inventory, ...$inventory)[_inventory<br>]]</div> <div class = "nonInventory">(if: $playerPos is "tunnel")[You walk back to the beach.] You sit down in the sand and open the green balloon, putting in all of the ingredients one by one: [the ripped up puppy photo,]<1|(click-replace: ?1)[the ripped up puppy photo, [the handful of salt,]<2|(click-replace: ?2)[the handful of salt, [the rubber band,]<3|(click-replace: ?3)[the rubber band, [all of the beach sand you collected,]<4|(click-replace: ?4)[all of the beach sand you collected, [and, finally, a soft black hair that you pluck directly from your head.]]]]] <br> [[You close the balloon and shake.]] </div> (track: 'poof', 'play')<div class = "inventory">(text-color: #f2a2e4)[INVENTORY](set: $inventory to it - (array: "Ripped up, furry pieces of the puppy photo", "A small pile of salt", "Rubber band", "A few handfuls of white beach sand", "A green... 'handbag'")) (if: $inventory's length > 0)[(for: each _inventory, ...$inventory)[_inventory<br>]]</div> <div class = "nonInventory">The balloon gets hot and squishy in your hands. You shake it some more and something rattles inside, which is only slightly alarming. With a small (text-style: "shudder")[poof,] [[you have the potion.]] </div> (set: $hourTwo to true)<div class = "inventory">(text-color: #f2a2e4)[INVENTORY](set: $inventory to it + (array: "Herman Toothrot's Patented Body Be-Gone Potion")) (if: $inventory's length > 0)[(for: each _inventory, ...$inventory)[_inventory<br>]]</div> <div class = "nonInventory">A slim glass bottle rests in your hands. It's blue, and opaque, with a stopper shaped like a grinning skull. The label reads, <div class = "pixelfy">Herman Toothrot's Patented Body Be-Gone Potion.</div> It's about half full, and when you tilt it from side to side, it makes a sound like marbles rolling against a limestone cliff. <br> [[You can now leave the ship. ->hourTwoSave]] </div> [(dialog: "You have now unlocked A Completely Unnecessary Author's Note.", "Keep playing!")] (live: 1ms)[(goto: "start menu")] <!-- main map --> <img src="https://i.imgur.com/D66WklQ.png" style="position: absolute; left: 125px; top: 0px; width: 550px;" alt = "A map of the Caribbean done in pencil on a white background with a crumpled paper sketches. Three areas of the map are circled."> <!-- pos1 -->{<img src="https://i.imgur.com/6tcTWkR.jpeg" style="position: relative; left: 435px; top: 200px; width: 135px; border: 3px solid purple;" alt = "A circle around an area of the Caribbean in red pencil." usemap="#image2-map"/> <map name="image2-map"> [<area target="" alt="" title="" href="javascript:void(0)" coords="0,0,200,150" shape="rect">]<top2|</map>}(click: ?top2)[<div class = "pos1">Maybe not here? It's a little too north, a little too remote. Maybe Guybrush could get stranded.</div>] <!-- pos2 -->{<img src="https://i.imgur.com/svemwdr.jpeg" style="position: relative; left: 293px; top: 300px; width: 115px; border: 3px solid purple;" alt = "A circle around an area of the Caribbean in red pencil." usemap="#image-map"/> <map name="image-map"> [<area target="" alt="" title="" href="javascript:void(0)" coords="0,0,200,150" shape="rect">]<top|</map>}(click: ?top)[<div class = "pos2">Yeah, I dunno. I feel like South America would've gotten a mention if Monkey Island took place here, yknow?</div>] <!-- pos3 -->{<img src="https://i.imgur.com/yvzARvo.jpeg" style="position: relative; left: 470px; top: 145px; width: 145px; border: 3px solid purple;" alt = "A circle around an area of the Caribbean in red pencil." usemap="#image1-map"/> <map name="image1-map"> [<area target="" alt="" title="" href="javascript:void(0)" coords="0,0,200,150" shape="rect">]<top1|</map>}(click: ?top1)[<div class = "pos3">... [[Hmm.]]</div> ](set: $mapView to true)<img style="position: absolute; left: 125px; top: 0px; width: 550px;" src = "https://i.imgur.com/tHA2kiq.gif" alt = "An animated gif drawing a proposed set of tunnel systems in between Mêlée Island, Monkey Island, and Dinky Island. The tunnels also lead to the Real World."> <br> <div class = "mapClick">[[...Huh. Tunnel systems.]]</div>Yep. That's right. We're back to tunnel systems, baby. Bet you're sick of those. Anyways, I think I've worked out a likely [[map]] for the three main islands: <div class = "inventory">(text-color: #f2a2e4)[INVENTORY] (if: $inventory's length > 0)[(for: each _inventory, ...$inventory)[_inventory<br>]]</div> <div class = "recipeList">(text-color: #db5230)[RECIPE] (if: $recipeList's length > 0)[(for: each _recipeList, ...$recipeList)[_recipeList<br>]]</div><div class = "nonInventory">You excuse yourself from the conversation. Herman starts juggling a handful of paper seals. <br> [[Look around the beach.]] [[Check your satchel.]] [[Go back to the tunnel to see if you can find anything there.]] <img class = "mainMap" src = "https://i.imgur.com/fwBa99b.png" alt = "A static image of the tunnel systems between Mêlée Island, Monkey Island, and Dinky Island. All three islands are connected. The Real World is also connected."><div class = "mainMapText">There is a //confirmed// tunnel from underneath of (text-color: #127c54)[Dinky Island] to (text-style: "smear")+(text-color: #a40001)[The Real World] in Secret 2. You know, a sewage system, a storage... place... plumbing? I dunno? There's also a //confirmed// tunnel from underneath of (text-color: #127c54)[Dinky Island] to (text-color: #132f94)[Mêlée Island] in Secret 2. This one is via elevator — [[super exciting.]]</div> I'm proposing that there must also be a tunnel from (text-color: #8b0011)[Monkey Island] to (text-color: #127c54)[Dinky Island] (actually, the one Elaine discovers in the back of the Ghost Ship), as well as tunnel from (text-color: #8b0011)[Monkey Island] back to (text-color: #132f94)[Mêlée Island.] It just makes sense. [[Right?]]<div class = "brushMap"><img class = "tunnelOverlay" style = "opacity: 0.3" src = "https://i.imgur.com/anwpMHa.png" alt = "A pixelated image of Guybrush staring at the screen."> (text-style: "blink")[<img class = "tunnelOverlay" src = "https://i.imgur.com/SBpMhFo.png" alt = "A flashing image overlay of the tunnel system map.">]<div> <div class = "imgCredit4">Image was done in image-to-bitsy, with the original image taken from <a href = "https://monkeyisland.fandom.com/wiki/Guybrush_Threepwood" target = "_blank">Guybrush's wiki.</a></div> <br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br>(live: 4s)[[[Continue. ->tunnelSave]]](set: $tunnelQuest to true)[(dialog: "You have now unlocked Hour Three.", "Keep playing!")] (live: 1ms)[(goto: "start menu")](track: 'typing', 'stop')Okay, teensy-tiny itsy-bitsy eenie-weenie, small problem first. The caves underneath Monkey Island are magically impossible to navigate unless you have... actually, you're not quite sure what you need. You need something — a compass, a spell, a potion. But if you attempt to leave now, you're just going to get lost in the lava tunnels. <br> [[You should explore the ship first.]]You retreat to your cell to take the invisibility potion first. You grimace and take the stopper out. It smells like... your shampoo, and the ocean, and a shimmering haze of magic. <br> [[Drink it all in one go, like a shot.]] [[Sip it carefully, like a fine wine.]] [[Glug it like a sports weirdo glugging a Gatorade.]](track: 'drink', 'play')You tip your head back and knock the potion back. Dizziness hits you like a navy ship to the gut, and when you exhale, your mouth burns like you've eaten something spicy and the [[cell ->cell.]] blurs.(track: 'drink', 'play')You sip at the potion like a wine sampler. It tastes vaguely of rubber and dog hair, and you immediately regret your decision. Dizziness takes a moment to grab hold of you, but once it does, the [[cell ->cell.]] starts to sway. (track: 'drink', 'play')Glug-glug-glug. You imagine it tastes like a blue Gatorade or other, more delicious sports drink, but it doesn't. Dizziness slowly fills your limbs and the [[cell ->cell.]] blurs in front of you.Your arms and legs go fuzzy as the potion works through your system. Blue, translucent gas spills from your mouth and your nostrils, and you blow a circle out of the smoke. Your head pounds [[strangely.]] (track: 'spell', 'play')When you open your eyes again, your hands (text-style: "smear")[shimmer] in front of you, and you can see the wooden planks of the floor through them. A slight blue outline encases your body. (text-style: 'smear')+(text-color: #f2a2e4)['Neat',] you whisper to yourself. [[Leave.]](track: 'door', 'play')You leave your cell and walk through the hallway to the door on the left. You take a steadying breath and reassure yourself of your invisibility. The door creaks open, [[slowly.]](track: 'door', 'stop')<div class = "room"> |1>[Deck,](click-replace:?1, (action:'mouseover'))[The deck roils slowly underneath of your feet. The planks are rotten and don't hold a lot of structural integrity.] (css: "float: right; margin-left: 100px;") [|3>[ghosts,<br><br><br>](click-replace:?3, (action:'mouseover'))[The ship is crawling with ghosts. You feel watched, even though they can't see you. They all carry various assortments of fatal injuries and clothes that look like they came out of a bad movie.<br><br>]] |2>[ghost dogs,](click-replace:?2, (action:'mouseover'))[<br>Woof!] (css: "float: right; margin-left: 100px;")[|4>[lava,](click-replace:?4, (action:'mouseover'))[The lava spits at you. You should probably inspect the cavern at some point.<br>]] |5>[music.](click-replace:?5, (action:'mouseover'))[<br>Violin and fiddle music permeates the ship, though it's not too clear where it's coming from.] </div> [[Hmm, where to start?]][[Look in the room you can see across the deck.]] [[Go say hi to the ghost-dog.]] [[Do a geological survey of the cavern underneath Monkey Island.]] <br> (if: $survey is true and $dog is true and $deckRoom is true)[ [[Go find the navigation necklace.]]]What a fascinating question, Elaine! A geological survey. Yes, that'll be fun... This should help you to discover where exactly Monkey Island is in the world and how the cavern formed. [[You step off the Ghost Ship so you can take a closer look.]](set: $deckRoom to true)On the opposite side of the deck to your cell is another wooden door. The ghost-dog sniffs the air as you pass by, and then goes back to sleep. [[Open the door.]](set: $dog to true)You cautiously weave through the crowd of ghost-pirates and crouch in front of the ghost-dog. She sniffs the air curiously and you put an invisible hand on the crown of her head, though it passes right through. Her fur is scruffy and well-loved; she looks a bit like a stuffed animal that's been in the dryer a few too many times. You wish you could ask her what her name was, but speaking would give your position away, and you doubt that ghost-dogs speak English anyways. <br> [[Look in the room you can see across the deck.]] [[Do a geological survey of the cavern underneath Monkey Island.]] <br> (if: $survey is true and $dog is true and $deckRoom is true)[ [[Go find the navigation necklace.]]]The door creaks open with a sound like a metal horse's mouth opening, and you wince, stepping into the room quickly and letting the door close behind you. You wait for a moment with your breath held, and when no one comes running at you with knives and guns, you [[look up.]](set: $tunnel to false)(set: $panic to true)(bg:#363636)[(text-colour: (rgb: 220, 221, 1))[Panic flashes through you.]] (live: 3s)[(goto: "Wait, how did you even get here?")](bg:#363636)[(text-colour: (rgb: 220, 221, 1))[Your breathing picks up and rattles in your chest.]] (bg:#363636)[(text-colour: (rgb: 220, 221, 1))[He's standing //right there.//]] (bg:#363636)[(text-colour: (rgb: 220, 221, 1))[He's going to — ]] (live: 3s)[(goto: "office2")]You're invisible, Elaine, you remind yourself, trying to calm your ~~shaking hands~~ your hands aren't even shaking. You're fine, and very brave. (live: 5s)[(goto: "office3")](live: 2s)[(t8n:"dissolve")[You take in an even breath.](stop:)] (live: 5s)[(t8n:"dissolve")[LeChuck stands in front of you at a desk, oblivious to your presence.](stop:)] (live: 9s)[(t8n:"dissolve")[You're okay.](stop:)] (live: 12s)[(t8n:"dissolve")[You can [[look around the office now.]]](stop:)]There's a massive, three-paned window looking over the cavern, radiating red light and cross-cut by black metal supports. <br> </div><div class = "mapTxt">A map of Monkey Island is tacked onto the right wall, with a rather convenient and conspicuous red X on the eastern arm of the island.</div><div class = "bedTxt">A cot sits underneath the mat. A suspicious ghostly smell rises from it.</div> <div class = "lechuckTxt">(bg:#363636)[(text-colour: (rgb: 220, 221, 1))[LeChuck, in the middle of the room.]]</div> <br><br><br><br><br><br> And a half-open chest, to LeChuck's left. You [[eye it.]](track: 'inventory', 'play')(set: $inventory to it + (array: "Trials t-shirt"))You sneak behind LeChuck and kneel in front of the chest. Inside is a t-shirt that reads: I DID THE PIRATE TRIALS AT MONKEY ISLAND™ AND ALL I GOT WAS THIS STUPID T-SHIRT. You pocket it. Technically, you've earned it. [[Leave the office.]][[Go say hi to the ghost-dog.]] [[Do a geological survey of the cavern underneath Monkey Island.]] <br> (if: $survey is true and $dog is true and $deckRoom is true)[ [[Go find the navigation necklace.]]](set: $survey to true)You don't go very far, just far enough to inspect the stacks of basalt columns and dark rocks ringing the cave. You still need to figure out how to navigate the caves, and a preliminary inspection can't hurt. The cavern is mostly comprised of ropes of dark, matte basalt, with ropes stretching upwards to the ceiling and wrapping around in huge arm-like shapes. There are occasional pinkish hunks of marble clinging onto the basalt, and other maze-like paths that stretch beyond where you can see. <br> [[Look at the paths.]] [[Inspect the marble.]] [[Inspect the basalt closer.]]The basalt looks about how you'd expect — pillowy, dark and fine-grained, and supporting the wider ceiling of the cavern. Monkey Island is likely situated over or near a volcanic arc; when it erupted, it created the columns. When you lean in to touch the basalt, it blinks awake, stretching into a hideously long face and yawning. Its breath smells like sulfur. (text-style: 'smear')+(text-color: #d14136)['Good morning,'] it says politely. You suppose it slept well. (text-color: #f2a2e4)['Good morning,'] you say back. [['Who are you?' ->basalt1]](set: $marble to true)You think that the marble likely formed after high-heat contact with the erupting lava from underneath Monkey Island. Limestone being metamorphosed into something else entirely, out of view. A good picture starts forming in your mind. <br> [[Look at the paths.]] [[Inspect the basalt closer.]] (if: $basalt is true and $marble is true and $paths is true)[ [[Form a geological theory.]]](set: $paths to true)You're aware, via folklore and several research papers, that the caves underneath Monkey Island are both non-navigatable without a magic assist and likely limestone-generated. When the island first formed, it was probably a flat limestone boulder, which got eroded and eaten up in weak spots by water, creating the caves. That's how most caves form; it would be a scientific stretch of the imagination to exclude Monkey from that. At least one path leads to the surface, and at least one leads to an ocean exit for the Ghost Ship to leave from. <br> [[Inspect the marble.]] [[Inspect the basalt closer.]] (if: $basalt is true and $marble is true and $paths is true)[ [[Form a geological theory.]]](text-style: 'smear')+(text-color: #d14136)['We are the basssalt columnsss,'] it answers. (text-style: 'smear')+(text-color: #d14136)['We make up Monkey Island. Can we asssssissst you with sssomething?'] <br> [['How can you see me? I'm supposed to be invisible.']] [['I'm looking for something to help navigate the caverns.']] [['How are you... alive?']](set: $invisible to true)(text-style: 'smear')+(text-color: #d14136)['Ahh... Body Be-Gone? Toothrot'sss?'] (text-color: #f2a2e4)['Yes.'] (text-style: 'smear')+(text-color: #d14136)['Well, that only really works on ghossstsss, underssstand. LeChuck can't see you, but we can. And we sssuppossse the protagonissst can't sssee you right now either, but that hasss little to do with the potion.'] (text-color: #f2a2e4)['Guybrush, you mean?'] (text-style: 'smear')+(text-color: #d14136)['Yesss. The foplessssss protagonissst.'] <br> [['I'm looking for something to help navigate the caverns.']] [['How are you... alive?']] (if: $alive is true and $navigate is true and $invisible is true)[ [[Leave the conversation. ->leave2]] ] (set: $navigate to true)(text-style: 'smear')+(text-color: #d14136)['We sssee. To leave?'] (text-color: #f2a2e4)['Yes,'] you answer. (text-color: #f2a2e4)['LeChuck kidnapped me. I want to leave the caverns and make a plan to escape the island.'] (text-style: 'smear')+(text-color: #d14136)['Hmm. You'll need the Head of the Navigator to do that... Or sssomething equivalent.'] (text-color: #f2a2e4)['What's the Head of the Navigator?'] You feel as if your mouth automatically capitalizes the words, even though you weren't attempting to do so. (text-style: 'smear')+(text-color: #d14136)['Precisssely what it sssounds like. The cannibalsss have it right now.'] You barely hold back a scoff. (text-color: #f2a2e4)['Cannibals don't actually exist, you know. Not the way people think they do.'] [['Here they do.']] (set: $alive to true)(text-style: 'smear')+(text-color: #d14136)['Magic, probably,'] it answers simply. (text-style: 'smear')+(text-color: #d14136)['Though we are not entirely sssure. We sssleep a lot... not a lot of time for invessstigating, like you.'] (text-color: #f2a2e4)['I see... Do you like being alive?'] (text-style: 'smear')+(text-color: #d14136)['We sssuppossse it'sss alright.'] <br> [['How can you see me? I'm supposed to be invisible.']] [['I'm looking for something to help navigate the caverns.']] (if: $alive is true and $navigate is true and $invisible is true)[ [[Leave the conversation. ->leave2]] ] (set: $basalt to true)You ignore that. (text-color: #f2a2e4)['What should I use, then, instead of the actual Head?'] The rocks seem to consider. (text-style: 'smear')+(text-color: #d14136)['There is a necklace in the cargo hold of the Ghossst Ssship. We are not sssure exactly where. Find it, and it will let you explore the cavernsss.'] (text-color: #f2a2e4)['Alright, thank you. What does the necklace look like?'] (text-style: 'smear')+(text-color: #d14136)['It isss made out of eyeballsss. They will look in the direction you need to go.'] (text-color: #f2a2e4)['Thank you, Missers.'] (text-style: 'smear')+(text-color: #d14136)['You are welcome, Governor.'] <br> [['How can you see me? I'm supposed to be invisible.']] [['How are you... alive?']] (if: $alive is true and $navigate is true and $invisible is true)[ [[Leave the conversation. ->leave2]] ] Okay, you've got a theory. Monkey Island was originally a limestone high island that was exposed above sea level; rainwater and seawater ate caves into it and formed the expansive caverns, with some level of magic. You're not too sure when the magic comes into play. Some time later, an oceanic hot spot moved underneath the island and erupted, forming the basaltic base of the island and coating the caves, metamorphosizing the limestone into marble. That sounds... mostly correct. If you're not wrong, that places Monkey Island somewhere in the Pacific, at least, and along the path of a hot spot. And you already know you're in proximity to Dinky... <br> [[Return to the Ghost Ship. ->Hmm, where to start?]]You excuse yourself from the basalt. <br> [[Look at the paths.]] [[Inspect the marble.]] [[Inspect the basalt closer.]] (if: $basalt is true and $marble is true and $paths is true)[ [[Form a geological theory.]]](track: 'titleMusic', 'stop')author: um yeah sure i can get an artist statement for you. that's for sure doable and everything. i have totallyyyy coherent thoughts on all this stuff. monkey island: i just mean, i'm like super old and nobody your age really cares about adventure games or intervention in adventure games anymore. author: that's for sure true, yeah, yeah. sure. basically i grew up playing mi1 and mi2, like religiously, i mean i played them so often that my sister and i had all the solutions to everything memorized by the time i was 9 and she was 6 and could play through them essentially, um, on autopilot. [[Next. ->artist2]]author: i played the remastered versions of them instead of the original, on the xbox360, lol. i guess that it kinda just... stuck with me? i mean i can't even tell you how many times i've played the games. probably at least twenty-thirty. at some point it became a bi-annual tradition — around christmas and summer break — to play through mi1 and 2 with my sister. i had older brother controller privileges and she made me stand in front of captain kate capsize for at least five minutes to hear all her weird voice lines. monkey island: uh-huh. author: there was one puzzle we actually got stuck on the first time we ever played it. it's in mi2, when you have to get the answers to the betting wheel by knocking on the green door and figuring out the password. [[Next. ->artist3]]author: the man behind the door will hold up, uh, a certain numberof fingers, like 5 for example, and say, 'if this is 3, what's this?' and then hold up 4 fingers. the answer is 5; you have to say what the last number he held up was. we couldn't figure it out, i dunno. we had to google it. monkey island: so what about elaine specifically? author: right, sure, elaine. i think the fascination with her specifically came after the latest game — the 2022 one. there's this super, um, weird line near the end of the game, where elaine comments on how guybrush just keeps, like, continuously destroying everything he touches. keep in mind this is after he screwed up her anti-scurvy campaign, and toppled a democracy, and broke a guy out of prison and all this other shit. she says this and then the game literally never brings it up again. [[Next. ->artist4]]author: it's really weird. i think that definitely shattered the, uh... guybrush illusion for me. as in it became clear as soon as elaine said that that she was right, and for the past a million years i'd just been guiding guybrush through all these people's lives and blowing them up and then leaving. and there's no awareness from him either. i mean, it is because monkey island isn't real, and he's some kid making shit up for fun, but it feels... dismissive to just ignore all that. elaine is real in at least some capacity. monkey island: so this is supposed to be mi1 from elaine's perspective. author: well, it's, uh, it's more complicated than that. [[Next. ->artist5]]author: 'games from her perspective' is kinda. overdone. kinda like putting a bandaid on a bigger problem, especially when it comes to a character with as little agency as elaine. and she's definitely aware of it, too, like when — monkey island: so who is this game dedicated to? we're running out of time, haha... the players are bored. author: oh! oh, sorry, i tend to ramble. um. i guess to my sister! and, uh... elaine, obviously. [[Back to menu. ->elaine]]You scour the deck to find the trapdoor the caverns were talking about. There's a small door close to the door that leads to your cell, and you sidestep ghosts to kneel beneath it, [[putting your fingers through the metal ring and tugging.]]You slip into the cargo hold. There are three rooms: which do you want to explore first? [[The cots.]] A ghost-pirate naps away a (ghost?) hangover in here, and there are a number of beds and chests. Two windows look out into the sea of lava. [[The farm.]] The largest section of the cargo hold. A riot of ghost-chickens, ghost-pigs, and other ghost-farm animals live here, eating ghost-slop and ghost-seed. It kind of smells bad. [[The galley.]] Mysterious ghost-soup boils and froths in massive metal pot with a ladle hooking out. Ghost-rats and ghost-mice are abound. (track: 'inventory', 'play')(set: $crowbar to true)<div class = "inventory">(set: $inventory to it + (array: "A crowbar"))(text-color: #f2a2e4)[INVENTORY] (if: $inventory's length > 0)[(for: each _inventory, ...$inventory)[_inventory<br>]]</div> <div class = "nonInventory">You make an effort to move as silently as possible around the room as you inspect the walls, the chests, and the beds. The ghost-pirate snores on in the corner. You find a crowbar leaning against the wall that you take. <br> [[The galley.]] [[The farm.]]</div> <div class = "inventory">)(text-color: #f2a2e4)[INVENTORY] (if: $inventory's length > 0)[(for: each _inventory, ...$inventory)[_inventory<br>]]</div> <div class = "nonInventory">(if: $note is true)[You look for the container labelled PIG SLOP and crouch to open it. (if: $crowbar is true)[You leverage the crowbar underneath the wooden lid and [[pop it open.]]](else:)[You're not going to be able to open this with your bare hands. You need a tool of some sort.]](else:)[A rancid, meaty smell fills your nose. [You should find something to disguise the smell with.]<1|(click-replace: ?1)[You take a sheet of gauze from the ghost-first aid kit to hold over your face as you explore. Better than nothing.] Ghost-chickens ba-kaw and the ghost-pigs make gross snorting noises as they eat. There's nothing of note in here. ] <br> [[The cots.]] [[The galley.]]<div class = "inventory">)(text-color: #f2a2e4)[INVENTORY] (if: $inventory's length > 0)[(for: each _inventory, ...$inventory)[_inventory<br>]]</div> <div class = "nonInventory">You decide after five seconds of deliberation not to inspect the soup any further. Underneath the pot is a piece of ghost-paper taped to one of the active burners. [[Attempt to read it.]]</div> (set: $note to true)<div class = "inventory">)(text-color: #f2a2e4)[INVENTORY] (if: $inventory's length > 0)[(for: each _inventory, ...$inventory)[_inventory<br>]]</div> <div class = "nonInventory">It reads: SORRY COLBY PUT THE NECKLACE IN PIG-SLOP CONTAINER. CHUCKIE WORRIED ABT GIRL GETTING IT. You huff. You've never met a group of more incompetent ghost pirates in your life. <br> [[The cots.]] [[The farm.]] </div> (track: 'chest', 'play')(track: 'inventory', 'play')<div class = "inventory">(set: $inventory to it + (array: "Navigation necklace"))(text-color: #f2a2e4)[INVENTORY] (if: $inventory's length > 0)[(for: each _inventory, ...$inventory)[_inventory<br>]]</div> <div class = "nonInventory">(text-color: #f2a2e4)['Fuck yes,'] you mutter to yourself. Resting in the midst of the pig slop is a shiny, well-kept, slightly gross necklace made out of human eyeballs. They stare at you despondently. You pick up the necklace with your shimmery hands — And from above you comes the unmistakeable sound of [[someone landing on the beach.]]</div> You stare at the ceiling, numb. (text-color: #0053c6)['Ouch,'] you hear Guybrush say. It echoes, like someone's voice being thrown down a loooong tunnel system. (text-color: #0053c6)['Rough landing... Hey, is that a three headed monkey?'] [[No, you can ignore him. It's fine. You have Stuff To Do.]] The protagonist has arrived. And the... well. The real [[player.]] (bg:black)[(text-colour: (rgb: 220, 221, 1))[Thank you for playing. ]] <br><br> (bg:black)[[[Back to title screen. ->elaine]]]And (css: "opacity: 0.8")[you ](css: "opacity: 0.7")[slowly ](css: "opacity: 0.6")[fade ](css: "opacity: 0.3")[out ](css: "opacity: 0.2")[of ](css: "opacity: 0.1")[view.] (live: 6s)[(goto: "endscreen")](track: 'popup', 'play')(save-game: "Slot A")[(dialog: "A new save has just been created. You will have the option to save your game at the end of every chapter.", "Keep playing!")] (live: 1ms)[(goto: "start menu")]<div class = "pixelfy">(bg:#363636)[(text-colour: (rgb: 220, 221, 1))[END OF AUTHOR'S NOTE ONE]]</div> {(link:"Would you like to save your game?")[ (if:(save-game:"Slot A"))[ Your game has been saved. Good call. ](else: )[ Sorry, I couldn't save your game. There must be a bug in the pipes. ] ]} <br> [[Back to game.]]<div class = "pixelfy">(bg:#363636)[(text-colour: (rgb: 220, 221, 1))[END OF HOUR ONE]]</div> {(link:"Would you like to save your game?")[ (if:(save-game:"Slot A"))[ Your game has been saved. Good call. ](else: )[ Sorry, I couldn't save your game. There must be a bug in the pipes. ] ]} <br> [[Back to game. ->going forward?]](set: $reality to true)<div class = "pixelfy">(bg:#363636)[(text-colour: (rgb: 220, 221, 1))[END OF AUTHOR'S NOTE TWO]]</div> {(link:"Would you like to save your game?")[ (if:(save-game:"Slot A"))[ Your game has been saved. Good call. ](else: )[ Sorry, I couldn't save your game. There must be a bug in the pipes. ] ]} <br> [[Back to game. ->Kinda cool.]]<div class = "pixelfy">(bg:#363636)[(text-colour: (rgb: 220, 221, 1))[END OF HOUR TWO]]</div> {(link:"Would you like to save your game?")[ (if:(save-game:"Slot A"))[ Your game has been saved. Good call. ](else: )[ Sorry, I couldn't save your game. There must be a bug in the pipes. ] ]} <br> [[Back to game. ->You can now leave the ship.]]<div class = "pixelfy">(bg:#363636)[(text-colour: (rgb: 220, 221, 1))[END OF AUTHOR'S NOTE THREE]]</div> {(link:"Would you like to save your game?")[ (if:(save-game:"Slot A"))[ Your game has been saved. Good call. ](else: )[ Sorry, I couldn't save your game. There must be a bug in the pipes. ] ]} <br> [[Back to game. ->tunnelDialog]](text-color: #0053c6)['Cool, a bottle!'] Guybrush says. (text-color: #0053c6)['I think it has a message inside?'] [[Stupid stupid stupid.]]It's not quite fair, is it? You have Stuff To Do. Quests. The navigation necklace suddenly seems [[so unimportant.]](text-color: #0053c6)['Sheesh, it's hot here! You know, it's not the heat that'll get you, it's the humidity.'] Did you ever decide what you [[liked?]]If you had a [[girlfriend]] or not? You like to think you could, maybe. What you were really doing, when LeChuck kidnapped you. You have so many [[ideas]] and so little time.[[You were... so close to leaving.]]key: ./audio/key.mp3 titleMusic: ./audio/titleMusic.mp3 typing: ./audio/typing.mp3 inventory: ./audio/inventory.mp3 drink: ./audio/drink.mp3 plate: ./audio/plate.mp3 spell: ./audio/spell.mp3 poof: ./audio/poof.mp3 chest: ./audio/chest.mp3 door: ./audio/door.mp3 popup: ./audio/popup.mp3(track: 'key', 'play') { (link-repeat: 'Pick up key.')[ (track: 'key', 'play') ] }Heads up: there are sound effects in game! On the left side of the screen is an arrow and a volume button if any further adjustments are necessary. [[Play! ->elaine]]