gml_Object_obj_darkruins_01_rope_Step_0:
"* (Climb the rope?)"
ch[1] = "Yes"
ch[2] = "No"
gml_RoomCC_rm_darkruins_01_3_Create:
"* (The sign is obscured by# leaves.)"
"* (Only a few words are visible.)"
"* Caution... " + global.cancel_key + "... Run..."
"* Caution... " + global.cancel_key + "... Walk..."
gml_RoomCC_rm_darkruins_04_12_Create:
"* (It's a sign.)#* (It says EXPOSITION in large# friendly letters.)"
gml_RoomCC_rm_darkruins_04_13_Create:
"* (Intimidating spikes block your# path.)"
"* (You shouldn't risk jumping# over them.)"
gml_Object_obj_micro5_Alarm_0:
"* (You hear movement in the# distance...)"
"* (An intimidating presence fills# the Ruins.)"
gml_RoomCC_rm_darkruins_06_8_Create:
"* Make what is dim, bright."
"* Make what is dark, light."
gml_RoomCC_rm_darkruins_06_9_Create:
"* Stuck? Press this for a do-over."
"* Or don't."
gml_RoomCC_rm_darkruins_07_2_Create:
"* Private property.#* No trespassing."
gml_RoomCC_rm_darkruins_07_3_Create:
"* (A bed of well-attended# flowers.)"
"* (They smell nice.)"
"* (Some flowers.)"
gml_RoomCC_rm_darkruins_07_4_Create:
"* (A bed of well-attended# flowers.)"
"* (They smell nice.)"
"* (Some flowers.)"
"* (There's no lemonade left.)"
gml_Object_obj_ccitem_Step_0:
"* (It's a rejected piece of corn.)"
"* (Take it?)"
ch[1] = "Yes"
"* (Obtained Candy Corn!)"
ch[2] = "No"
"* (It's probably not good# enough for you.)"
gml_RoomCC_rm_darkruins_09_4_Create:
"* Friend:#* I planted these for you."
"* It isn't much but I hope it# brightens your day."
"* It always brightened mine."
gml_Object_obj_pebblesitem_Step_0:
"* (A little pile of conveniently# bullet shaped pebbles.)"
"* (Take them?)"
ch[1] = "Yes"
"* (Obtained Pebbles!)"
ch[2] = "No"
"* (Pebbles are too dangerous.)"
gml_RoomCC_rm_darkruins_10_6_Create:
"* Friend:#* Do not fear the unknown.#* Sometimes they're nice."
gml_RoomCC_rm_darkruins_10_7_Create:
"* (Intimidating spikes block your# path.)"
gml_RoomCC_rm_darkruins_10_12_Create:
"* (A familiar figure.)"
gml_RoomCC_rm_darkruins_10_13_Create:
"* (An unknown entity.)"
gml_RoomCC_rm_darkruins_10_14_Create:
"* (Somebody's... SOUL?)"
gml_RoomCC_rm_darkruins_10_5_Create:
"* (There appears to be a drawing# of a cat scribbled on it.)"
"* (Does this make it a# caterpillar?)"
"* (Scribblings.)"
gml_RoomCC_rm_darkruins_10_15_Create:
"* (...)"
gml_Object_obj_drgate_Step_0:
"* (You jostle the gate.)"
"* (It doesn't budge.)"
gml_RoomCC_rm_darkruins_14_2_Create:
"* I seem to recall# what I once saw so often..."
gml_RoomCC_rm_darkruins_14_3_Create:
"* What I remembered...#* It seems is now forgotten..."
gml_RoomCC_rm_darkruins_14_4_Create:
"* So then nevermind I guess."
gml_Object_obj_featheritem_Step_0:
"* (It's a stray feather.)"
"* (Take it?)"
ch[1] = "Yes"
"* (You got a Stray Feather!)"
ch[2] = "No"
"* (You ignore it.#* Strays are nothing but# trouble.)"
gml_Object_obj_tinyfboulder_Step_0:
"* (You notice a dark path beyond# the rocks but you can't squeeze# past them.)"
"* (Rocks block this path.)"
gml_RoomCC_rm_darkruins_15_2_Create:
"* (He is sound asleep. #* Maybe you shouldn't disturb# him.)"
"* (It's a wooden torch with a# great flame resting on top.)"
"* (A torch.)"
gml_RoomCC_rm_darkruins_16_4_Create:
"* (The water looks refreshingly# unclean.)"
"* (Water.)"
gml_RoomCC_rm_darkruins_16_5_Create:
"* Property of Dalv# (That monster in the cloak.)#* NO TRESPASSING!"
gml_Object_obj_cornwebtext_Step_0:
"* (There's corn on the# cobweb.)"
"* (A corn cob.)"
gml_Object_obj_cornboxdoge_Step_0:
"* (There's a Corn Dog hiding# amongst the corn cobs.)"
"* (Take it?)"
ch[1] = "Yes"
"* Obtained Corn Dog!"
ch[2] = "No"
"* (It could bite you.)"
"* (It's a crate with \"special# corn\" written on it in pink# crayon.)"
"* (Nothing useful left.)"
gml_RoomCC_rm_darkruins_17_3_Create:
"* (A pile of crates, all# containing corn.)"
"* (You're getting tired of the# stuff.)"
"* (Some crates.)"
gml_RoomCC_rm_darkruins_17_2_Create:
"* Don't step on the flowers."
gml_RoomCC_rm_dalvshouse_4_Create:
"* (It's a chair.)"
"* (Perfect for exciting# activities like sitting.)"
gml_RoomCC_rm_dalvshouse_5_Create:
"* (A small table for one sits in# the corner.)"
"* (You can't help but notice its# fine craftsmanship.)"
"* (A table.)"
"* ..."
"* (It's a mini fridge.)"
"* (It's mostly empty.)"
"* (A cheap mini fridge.)"
"* (Nothing inside looks remotely# edible.)"
"* ..."
"* (It's a tacky looking black# wardrobe.)"
"* (You open it.)"
"* (There is a balloon floating# slowly inside.)"
"* (You untie it and inhale some# of the contents.)"
"* (You now sound funny.)"
"* ..."
"* (You no longer sound funny.)"
"* (You should respect the dead.)"
gml_Object_obj_flower_pot_Step_0:
"* (It's a flower pot full of# dirt.)"
"* That's my turnip plant!"
"* He should be sprouting# up any day now!"
"* ... He's really taking# his time..."
"* But I don't rush him."
"* ..."
"* (It's a flower pot full of# dirt.)"
"* (Dirt.)"
gml_RoomCC_rm_dalvshouse_3_Create:
"* (It's a little table with a# built-in drawer.)"
"* (It seems to be locked.)"
"* (A little table with a drawer.)"
gml_RoomCC_rm_dalvshouse_6_Create:
"* (This chair is just like the# other one... but better.)"
"* (It's a chair.)"
gml_Object_obj_books_Step_0:
"* You like those?"
"* Those are my projects."
"* I sometimes try to write# books. Like for kids and# stuff..."
"* (The table is covered in# colorful pencils and pages# strewn with cute pictures.)"
"* I sometimes kinda forget# what colors things are# outside this place..."
"* So I just make them up!"
"* I think the kids will# find it more interesting# like that anyway!"
"* ..."
"* It might not be as# educational though..."
"* ..."
"* (The table is covered in# colorful pencils and pages# strewn with cute pictures.)"
"* (Childish pictures scattered on# the table.)"
gml_Object_obj_doorway_blocker_dalvshouse_Other_10:
"* Are you ready to leave?"
"* Leave Dalv's house?"
ch[1] = "Yes"
"* If that's what you want,# I'll lead the way."
ch[2] = "No"
"* Alright, take as long as# you like."
gml_Object_obj_painting_Step_0:
"* Someone made that for me# a while back."
"* It's a single corn from# the corn field out in# the Ruins."
"* I started that field# from one piece of corn."
"* Before I closed off the# door to Snowdin,# something happened."
"* I kept finding corn# sitting on my doorstep."
"* Every morning it was# just, there."
"* I didn't know who was# leaving it but..."
"* Somehow I thought they# were my friend."
"* I always wanted to repay# their kind deeds but..."
"* I never could think of# anything to leave in# return."
"* And one day they just# stopped showing up."
"* That's when I decided to# hide away."
"* But I planted the last# cob of corn I had down# here."
"* It's taken to the# environment surprisingly# well."
"* I always found it rather# inspiring."
"* ..."
"* (It's a nice painting of a# small, lonely cob.)"
"* (A signature that reads# \"Penilla\", is written in the# corner.)"
"* (A painting.)"
"* (It's lacking corn realism.)"
gml_Object_obj_doorway_blocker_dalvsroom_Other_10:
"* ..."
"* Let's look at something# else, okay?"
"* ..."
gml_Object_obj_melancholy_blocker_dalvsroom_Step_0:
"* (No answer...)"
"* (You hear an organ faintly# playing on the other side.)"
gml_RoomCC_rm_dalvroomhall_2_Create:
"* (It's a little table with a# built-in drawer.)"
"* (It seems to be locked.)"
"* (A little table with a drawer.)"
gml_Object_obj_broom_Step_0:
"* Be careful with that."
"* That broom has been like# my best friend."
"* I never thought he'd be# replaced by a real# friend!"
"* ..."
"* (It's a well worn broom.)"
"* (A broom.)"
"* (The wood is splintered.)"
gml_Object_obj_dalvsroom_gramophone_Step_0:
"* (It's a gramophone.)"
"* (It looks pretty old.)"
"* (Maybe it's a grandmaphone.)"
"* (A record labeled \"Dalv Organ# Demo\" is queued up to play.)"
"* (Play it?)"
ch[1] = "Yes"
ch[2] = "No"
"* (The record must be damaged or# broken.)"
"* (Stop this wretched music?)"
ch[1] = "Yes"
"* (You turn off the gramophone.)"
"* (Maybe it's a work in# progress.)"
ch[2] = "No"
"* (An old gramophone.)"
"* (You spare yourself by not# playing the record on it.)"
gml_Object_obj_dalvsroom_organ_Step_0:
"* (It's an organ.)"
"* (The musical kind.)"
"* (An organ.)"
"* (It seems horribly out of# tune.)"
gml_RoomCC_rm_dalvsroom_1_Create:
"* (A comfy-looking bed.)"
"* (A bed.)"
"* (It's very squeaky.)"
gml_Object_obj_dalv_diary_Step_0:
"* (It looks like Dalv's diary.)"
"* (This could contain private# information.)"
"* (Read it?)"
"* (It's Dalv's diary.)"
"* (Read it?)"
"* (There is a book of neatly# written paragraphs on the# desk.)"
"* (They all appear to be very# similar.)"
gml_RoomCC_rm_dalvsroom_2_Create:
"* (It's a chair.)"
"* (The non-musical kind.)"
gml_Object_obj_dalvsroom_chest_Step_0:
"* (A fine oak chest.)"
"* (Open it?)"
ch[1] = "Yes"
"* (Wow! It's lined with high# quality satin!)"
ch[2] = "No"
"* (You check again.)"
"* (It's still a cool chest.)"
"* (A fine oak chest.)"
gml_Object_obj_pear_Step_0:
"* (A beautiful, delicious-looking# Golden Pear catches your eye.)"
"* (Take it?)"
ch[1] = "Yes"
"* (You got the Golden Pear!)"
ch[2] = "No"
"* (Beauty is in the eye# of the beholder anyway.)"