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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.)"

gml_Object_obj_lemonadestand_Step_0:
"* (According to the price list,#  it's a lemonade stand: 5g a#  glass.)"
"* (Take some?)"
ch[1] = "Yes" ch[2] = "No"

"* (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."

Dalv House

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.)"

gml_Object_obj_fridge_Step_0:
"* I don't exactly have a#  huge selection of food."
"* I don't get out much... "
"* Oh wait!  I have some#  leftovers you can take#  with you."
"* I hope you like it! I#  made it for my birthday."
"* Sponge Cake is my#  favorite!"
"* (It's a sponge covered in#  frosting.)"
"* (Take it?)"
ch[1] = "Yes" ch[2] = "No"

"* ..."

"* (It's a mini fridge.)"
"* (It's mostly empty.)"

"* (A cheap mini fridge.)"
"* (Nothing inside looks remotely#  edible.)"

gml_Object_obj_wardrobe_Step_0:
"* (It's an intimidating looking#  wardrobe.)"
"* (Open it?)"
ch[1] = "Yes" ch[2] = "No"

"* ..."

"* (It's an intimidating looking#  wardrobe.)"
"* (Open it?)"
ch[1] = "Yes" ch[2] = "No"

"* (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?)"

ch[1] = "Yes"
ch[2] = "No"
gml_Object_obj_dalvsroom_desk_Step_0:
"* (There is a book of neatly#  written paragraphs on#  the desk.)"
"* (They all appear to be very#  similar.)"
"* (Read one?)"
ch[1] = "Yes" ch[2] = "No"

"* (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.)"