cat area [33rd Street]:let saferoom=0:mappage 3:mapevent 0,1,68,41:mappage 3:mapevent 0,0,130,41:mappage 3:mapevent 1,3,71,40:lightingon:fogon:ambient 30,45,50:function QuickTest:global learntspray=1:let learntspray=1:let athome=0:surface 1:let revive=0:global unlockedfesc=0:global seenghost=0:global patrolwidthH:let patrolwidthH:global enteredportal=0:music [streetambience]:let noroof=1:if stairdir=0,skip::state player,vertical::break:skip@: X ammo store I know I saw someone inside. ammo store exit none Exit none mappage 3:mapevent 11,3,102,40:function Door: P window Is there someone in there? None none Look at none describe: h L ` exit100 Dark Alleyway blank none Exit none exit: h ruined building Ruined Building South Street none Exit none mappage 3:mapevent 10,13,126,39:if enteredportal>0,real:exit:break:real@:exitto [real ruined building],[south street]: h 8 X apartment I hope they're not in the corridor... global wingcourthint=0: Wing Court Entrance front door none Exit none state player,cutscene:if wingcourthint=1,skip:describe:wait 60:let wingcourthint=1::skip@:function Door: ` 4 8 stairs I can't get up there until I find the key to my fire escape... global unlockedfesc=0: None None none Use none if unlockedfesc=1,skip:ifcarrying f.escape key,skip:mappage 3:mapevent 9,6,86,37:describe:break:skip@:mappage 3:mapevent 9,4,86,37:state player,walkup:activate street:ideactivate: x @ street if stairdir=0,skip:iactivate:deactivate stairs:let stairdir=0:skip@: None None none ExitDir none state player,default:activate stairs:ideactivate: ( landing None None none Enter none state player,walkleft:activate stairs:ideactivate ( 8 f.esc I used the {GREEN}fire escape key{WHITE}...|I'll get rid of it now. Bedroom fire escape none Enter none if unlockedfesc=1,skip:state player,pickup:wait 30:sound [unlock1]:wait 30:function DescribeExit:drop f.escape key,1:let unlockedfesc=1:mappage 0:mapeventin [Bedroom],2,4,121,65:mappage 3:break:skip@:function Door: T d l 0 blank if intro=1,notyet:ideactivate:notyet@: Non say [I've got all I'm getting out of there.] speech=[I got a set of wire cutters.|Wonder what they were doing in there?] I can't get in this way. None none Exit none mappage 3:mapevent 7,36,80,39:function LockedDoor 4 midstairs None none | @ | | hidezone anywhere: None none Exit none function Hide: h @ h hidezone anywhere: None none Exit none function Hide: East Street East Street South Street none ExitDir none exit: E Street Entrance None none H < hidezone anywhere: None none Exit none function Hide: T p H @ x block It's blocked on the other side... None none Exit none mappage 3:mapevent 3,36,115,39:function LockedDoor < p h < WC Back Yard I think it's rusted shut...|No way it's gonna open. None none Exit none mappage 3:mapevent 6,37,66,40:function LockedDoor: D L D cat global catquest=0:if catquest=1,ok:ideactivate:ok@: None none Enter none state cat1,second:ideactivate: Dark Alleyway ! ! ' G ' G g ( H h ) I i 8 X x 9 Y y : Z z ; [ { ' G g ( H h ) I i 8 X x 9 Y y : Z z ; [ { ' G g ( H h ) I i 8 X x 9 Y y : Z z ; [ { 8 X x 9 Y y : Z z ; [ { @ ` ! A a " B b Spotlight1 Spotlight Spotlight Z Spotlight2 Spotlight h Spotlight Spotlight3 Spotlight < Spotlight d Spotlight4 Spotlight X ` Spotlight z Spotlight5 Spotlight d Spotlight t Wall1 Wall D Wall Wall2 Wall < Wall rat1 rat @ rat rat2 rat rat rat3 rat rat Fatman1 Fatman Fatman Fatman2 Fatman Fatman Fatman3 Fatman Fatman superflat world1 superflat world superflat world pillars1 pillars pillars balconyfront1 balconyfront balconyfront FloorImpact1 FloorImpact ` FloorImpact SideImpact1 SideImpact SideImpact comic1 comic comic area [33rd Street Back Alley]:mappage 3:mapevent 0,1,87,35:mappage 3:mapevent 0,0,87,24:AMBIENT 18,30,35:turnoff Spotlight3:global unlockedsw=0:let docile=0:if unlockedsw=1,skip:turnoff Spotlight5:skip@:music [streetambience]: D < \ White-faced Man None none Enter none let seenwhiteman=1::turnoff Spotlight4:turnoff Spotlight5 say [Hey, what's going on here?] say [Where did you come from?] reply [Did I appear from nowhere?] say [I'm not sure, to be honest.] say [I don't know what you're saying.] say [And I don't really like it either.] reply [I don't have much to say to you...] reply [Until we meet for the third time.] reply [Goodbye.] say [Who is that guy?] say [My torch has gone wrong!] say [Weird, it's come back on.] T exit1 South Street exit100 none ExitDir none exit: d blank None none 0 < superflat world It's locked.|I need a key to open it. global madeflickeringlightremark=0: superflat world entrance superflat world1 Exit none if unlockedsw=0,keycheck:if madeflickeringlightremark=1,skip:let madeflickeringlightremark=1:state player,cutscene:function MetalDoor:break:skip@:function MetalDoor:break:keycheck@:ifnotcarrying SW key,locked:mappage 3:mapevent 1,3,87,23:add directorpoints,1:let unlockedsw=1:state player,pickup:wait 30:sound [unlock1]:wait 30: say [I used the {GREEN}SW world key{WHITE}.|Might as well get rid of it now...]:wait 30:istate on:state superflat world1,on:wait 10:state superflat world1,on:wait 30:drop SW key,1:state player,default:break:locked@:mappage 3:mapevent 1,5,87,23:function LockedDoor: Use SW key mappage 3:mapevent 1,3,87,23:add directorpoints,1:let unlockedsw=1:state player,pickup:wait 30:sound [unlock1] say [I used the SW world key.|Might as well get rid of it now...]:wait 30:istate on:wait 30:drop SW key,1:state player,default:break: Wing Court @ , L l 4 T t 7 W w 4 T t 1 Q q 2 R r / | o 0 } p 3 S s 1 Q q 2 R r 3 S s 4 T t 5 6 } 7 W w 4 T t 5 } } 6 / o 0 p 1 Q q 2 R r \ | ]loorImpact area [Wing Court 2F, North] xfadespeed 300:music 7:warpoff:global hookpuzzle=0: 8 8 < leftsetter None none Enter none mappage 0:mapevent 0,1,50,32::mappage 0:mapevent 0,0,142,31:ideactivate rightsetter None none Enter none mappage 0:mapevent 0,1,50,31::mappage 0:mapevent 0,0,143,31::ideactivate d \ T 203 entrance It's Chie's place... None None none Exit none mappage 0:mapevent 100,3,57,28:sound [opendoor1]:state player,pickup:ifnotcarrying Handgun,skip:exitto [dead dallway],[entrance]:break:skip@:state player,cutscene:describe:addexhaustion -100:exitto [203 hallway],[door2]:break: 4 < h downstairs South Street apartment none Exit none wait 3:state player,walkdown:wait 200:exit p L bathroom Damn, the lock's broken. None None none Exit none sound [lockeddoor1]:describe: d H door to 201 The lock is broken. Wait... hold on... 201 hallway Wing Court, 2F North none Exit none mappage 0:mapevent 1,3,79,28:function Door:break:state player,pickup:ifnotcarrying Handgun,skip:exitto [dead dallway],[entrance]:break:skip@:describe:state player,cutscene:exitto [203 hallway],[door2]:break: L \ X ` door It seems to be locked. None None none Exit none state player,pickup:sound [lockeddoor1]:describe:wait 30:state player,default: ( 4 door I can't get it open. None none Exit none state player,pickup:sound [lockeddoor1]:describe:state player,default: ( d H @ L 202 door The lock is broken, I can't open it. 201 hall wing court none Exit none mappage 0:mapevent 2,3,79,28:function Door:break:sound [lockeddoor1]:describe: h , blockage I can't get through this way./I'll have to find another way round.../There must be some other way to get past.../It's blocked by debris... luminous: None none Look at none mappage 0:mapevent 3,27,85,29:describe: ` ? devastation I had to take the long way round. luminous: None none Look at none mappage 0:mapevent 3,27,86,29:describe: | t east fire exit East Fire Exit Wing Court 2F, North none Exit none function MetalDoor: d west fire exit West fire exit Wing Court 2F, North none Exit none mappage 0:mapevent 5,4,110,31:fu if enteredportal=0,label1:turnon Spotlight1:turnon Spotlight2:ideactivate:break:label1@:state Her1,dead:state Chie1,dead: South Street ruined building Draco1 Enter none let diarytext=[I saw that weird guy in blue,|... in the blue room.|It doesn't make much sense to me...]:xfadespeed 100:music [monstersinpain]:wait 200:xfadespeed 1:music [whitenoise]:warpon:state player,cutscene:turnon Spotlight1:wait 10:turnoff spotlight1:turnon spotlight2:wait 5:turnoff spotlight2:wait 5:turnon spotlight1:turnon spotlight2:wait 10:warpoff:music [monstersinpain]:turnoff spotlight1:turnoff spotlight2: say [My head!!!] say [Don't die on me now, flashlight!] say [What is this light?] say [Where's it coming from?] say [Wait, do I know you?] chrsay ???,[I don't know.|Do you know me?]:istate click:wait 30:music [whitenoise]:warpon:state player,cutscene:turnon Spotlight1:wait 10:turnoff spotlight1:turnon spotlight2:wait 5:turnoff spotlight2:wait 5:turnon spotlight1:turnon spotlight2:wait 10:warpoff:turnoff spotlight1:turnoff spotlight2:music [monstersinpain]:istate warp:wait 120:warpon:music [whitenoise]:state player,cutscene:turnon Spotlight1:wait 10:turnoff spotlight1:turnon spotlight2:wait 5:turnoff spotlight2:wait 5:turnon spotlight1:turnon spotlight2:wait 10:warpoff::music [monstersinpain] chrsay ???,[How about now?|Do you know me now?] chrsay ???,[We're on the same team, you and I...|Aren't we?|So, I'm gonna ask you again...|DO YOU KNOW ME?]::istate default:wait 120:music [whitenoise]rnon spotlight2:wait 10:warpoff:music [monstersinpain]:wait 10:xfadespeed 6000:music [whitenoise] choice [I know you.],[I know exactly who you are.|You don't need to tell me.] choice [I don't know you.],[There's no way you really exist.|So I'm not paying any attention to you!] choice:blues@:add diarytext,[|And Chie was with him!|I thought she was on my side...] add psycholog,[Admitted to knowing the Man In Blue. (+200 psycho)]:goto sitdown:jazz@:add diarytext,[|And that girl in blue was there too.|She made him go away...] add psycholog,[Denied the Man In Blue's existence. (+200 sane)]:sitdown@:xfadespeed 1:music [monstersinpain]:wait 100:istate talk:music [monstersinpain] chrsay ???,[Have a seat...]:istate click:wait 30:warpon:music [whitenoise]:wait 60:turnoff spotlight1:turnoff spotlight2:istate warp2:state player,warptochair:if blueroomdecision=2,jazz3:state Chie1,default:goto lightson:jazz3@:state her1,stand:lightson@:wait 20:turnon spotlight1:turnon spotlight2:music [monstersinpain]:wait 120:warpoff:music [monstersinpain] chrsay ???,[Now, let's dance!]:istate click:wait 30:xfadespeed 10:if blueroomdecision=2,jazz2:music [blueblues] say [Chie?|Are you in this together?|Or are you making her do this?|Chie, wake up!] chrsay Chie,[Don't worry about me.|I'll be fine.|He can look after me now.] say [Can't you see?|There's something wrong with this guy!] chrsay ???,[You know my name.|Why won't you just say it?]:istate dance:wait 120:istate click:wait 60:istate dance:goto end:jazz2@:music [bluejazz] say [But I've seen you before...|If I do know you, why can't I remember?|What is your name, anyway?|Who the hell are you?|Are you the reason I'm in this situation?|Tell me, please!] chrsay Her,[I wouldn't worry about him...] chrsay Her,[And I wouldn't worry about me, either.|It's time to move on.]:end@:let enteredportal=1:let usedmirror=1:customexit [real ruined building],[mirror],200,[white] Spotlight2 Spotlight Spotlight Wall1 Wall Wall Wall2 Wall < Wall controls1 controls ? controls gamesaved1 gamesaved gamesaved SideImpact1 SideImpact SideImpact SideImpact2 SideImpact SideImpact FloorImpact1 FloorImpact FloorImpact RoofImpact1 RoofImpact @ RoofImpact green pill1 green pill 8 green pill cat1 cat ` cat global day=1:global daytext=[Day 1]:global speech2=[.]:mappage 0:mapevent 0,1,116,65:AMBIENT 40,42,45:fogoff:stage 0,1,9,8:music 5:warpoff:surface 0:global saferoom=1:let saferoom=1:global gamecomplete=0:global insanelevel500:global godlylevel500:let nopanic=0:global catquest=0:if catquest>4,catbed:if catquest>2,house:if catquest=2,door:state cat1,dead:enddoor@:global catname=[Cat]:global gotcatcomics=0:global readcatcomics=0:global givencatcomics=0:global chuckfood=0:global mapquest205=0:global gotregister=0:global invulnerable=0:global aim=1:global t1=0:global t2=0:global t3=0:global t4=0:global t5=0:global t6=0:global t7=0:global t8=0:global t9=0 global t10=0:global psycho=0:global sane 0:global gamestarted=0:let gamestarted=1:global killedmother=0:global arcadewhiteman=0:global generatoron=0:global checkedfrontdoor=0:global hadespressotoday=0:global waterbucketfull=0:global gotdirectorfrequency=0:global checkedcallbutton=0:global psycholog=[Started game. ]:global hankhealth=0:global directorvisits=0:global metdirector=0:global directorpoints=0:global canthide=0:global cantunhide=0:global mirrorpath=[nowhere]:global mirrorroom=[nowhere]:global teleportunits=0:global greendream=0:global bluedream=0:global hookpuzzle=0:global roofQ:global floord:global noroof=1:global madeflareremark=0:global madebedremark=0:global madeheadremark=0:global madewfireexitremark=0:global diarypagesfound=0:global diarytext=[Nothing exciting happened today.|Tried to eat an insect I caught, but it's no use.|Since it's just me now, I have to get out there.|I need to find a weapon, something long-range.|Those sons of bitches are too dangerous up close.|And I don't want their nasty disease getting on me.|Then maybe I can get me something to eat.|Oh, I remembered where I put their key.|It's on the sofa in the living room.|I don't know where the key for their bedroom is though.]:global stairdir=0:global intro=0::global bodyscene=0:global destroyedelevator=0:global metherfirsttime=0:global metdirector=0:global cityprogress=0:global readtornpaper=0:global attractedmeatroomzombie=0:global daytext=[Day ]:if asleep=0,skip:flashlightoff:let asleep=0:state player,wakeup:let daytext=[Day ]:add daytext,day:area daytext:break:skip@:area [Apartment 206]:break:door@:state cat1,door:goto enddoor:house@:state cat1,housewarp:goto enddoor:catbed@:state cat1,onbed:goto enddoor: T door hallway door1 none Exit none lastarea [Apartment 206]:mappage 0:mapevent 1,3,115,61:function Door: ( 0 radio Let's see if I can get anything... global usedradio=0: None none Use none function Radio: T ? ` fire escape I need to find a cat... global unlockedFEsc=0: South Street stairs none Use none mappage 0:mapevent 2, say [Ahhh... ] say [I used the {GREEN}fire escape key{WHITE}.]::drop f.escape key,1:exit@:mappage 0:mapevent 2,4,121,65:function Door::break:locked@:sound [lockeddoor1] say [It's locked.] say [I need a key to open it.] say [I used the {GREEN}fire escape key{WHITE}.]::drop f.escape key,1:exit@:mappage 0:mapevent 2,4,121,65:function Door::break:locked@:sound [lockeddoor1] say [It's locked.] say [I need a key to open it.] say [Holed up since the beginning.] say [All out of supplies.] say [I may not have my revenge.] say [At least I'm gonna survive.]:let intro=1:state player,default:ideactivate: @ cupboard There's something written on the door in faint chalk... global noportal=1:global gotfridgeorange=0:global theirdoorislocked=1:global checkedmycupboard=0:global destroyedelevator=0:global metherfirsttime=0:global firstdirectorchat=0:global usedmirror=0:global firstmirror=0:global mirrorroom=[nowhere]:global mirrorpath=[nowhere] choice [Read it?],[Ok let's see... ] choice [Forget it.],[Hmmm... ] choice:1@:state controls1,in:wait 100:let helper@:ambientloop@:wait 0:add helper,2:let helper2=helper:add helper2,2:let helper3=helper:add helper3,5:ambient helper,helper2,helper3:if helper<120,ambientloop:controlloop@:wait 0:ifnotpressing HoldA,controlloop:sound [ok2]:state controls1,in2:wait 0:loopdumb1@:wait 0:ifpressing HoldA,loopdumb1:controlloop2@::wait 0:ifnotpressing HoldA,controlloop2:sound [ok2]:state controls1,in3:wait 0:loopdumb2@:wait 0:ifpressing HoldA,loopdumb2:controlloop3@::wait 0:ifnotpressing HoldA,controlloop3:state controls1,out:sound [ok2] say [Maybe later.] chrsay Jasper's Note,[Beginning quickstart city game.|The mirror will take you...|... to the entrance of the building,|... just prior to escaping.|Thanks, enjoy, Jasper.]:let mirrorroom=[Wing Court Entrance]:let mirrorpath=[Wing Court Entrance]:let theirdoorislocked=0:let gotfridgeorange=1:let noportal=0:let madewfireexitremark=1:let firstmirror=2:let metdirector=1:let gotdirectorfrequency=1:let metherfirsttime=1:let firstdirectorchat=1:let clip :pickup handgun:pickup ammo:pickup ammo:pickup flare:pickup flare:pickup bucket:pickup gas tank:pickup milk bottle:pickup milk bottle:pickup water bottle:pickup moka pot:pickup tin of beans:pickup cooking pot:pickup saucepan:pickup instant coffee:pickup can opener:pickup ground espresso:pickup business card:let directorvisits=2:let directorpoints=0:let psycholog=[Began a new game by cheating... Naughty. ]world Mr.Byrne has devised.|Mwa ha ha ha.]:let psychoE0:let saneP0:let destroyedelevator=2:sound [pickup1] say [You cheated!]:function CalcPsycho:customexit [summary],[blank],10,[red] say [Nice cheat!] say [You cheated!]:add directorvisits,-1:print directorpoints:print [DP] say [I feel like I've had a past life.|And if I sleep, I'll forget about it.] choice [Sleep anyway?],[I think it's too late for that.] choice [Sleep later.],[Whether I sleep or not ...|... it'll all be lost.] choice [Sleep now...],[I'll have a snooze....] choice [Never mind.],[I'm not tired anyway.] say [Night-night, light./Off you go, then./I won't be needing you, light./You can't protect me in my sleep./No need for light in your dreams...]:state player,pickup:wait 30:sound [ok2]:flashlightoff:wait 30:justsnooze@:state player,cutscene:wait 50:let helper=0:clampexhaustion 0,50:eloop@:if food=0,endloop:add food,-1:if phealth>95,better:add phealth,5:goto stilltiredthough:better@:addexhaustion -4:stilltiredthough@:add helper,1:ifexhausted eloop:endloop@:if helper>4,somesleep:let wakemessage=[Didn't do much good.]:goto donemessage:somesleep@:if helper>10,oksleep:let wakemessage=[I feel a little better...]:goto donemessage:oksleep@:if helper>20,goodsleep:let wakemessage=[I needed that.]:goto donemessage:goodsleep@:let wakemessage=[That definitely helped.]ad a lot of these dreams lately./I sure do rely on these green pills.../I'd find it hard to get by without these green pills...]:skipgp@:customexit [desert],[spawn],100,[white]e.|I know they're meant to help, but.../Hmmm, I've had a lot of these dreams lately./I sure do rely on these blue pills.../I'd find it hard to get by without these blue pills...]:skipbp@:customexit [bluedream],[spawn],40,[white]:goto enddream:nodream@:if grabbedsanebed=1,farming:if helper<5,farming:let grabbedsanebed=1:add sane,20: add psycholog,[Had a natural healing sleep. (sane +20)] add psycholog,[Slept for no good reason. (psycho +10)]:justreload@:exitto [Bedroom],[inbed] say [Damn, I wish I had something to eat./Hate sleeping hungry.../Doubt it'll do much good, but.../I could use something to eat, but.../Don't like sleeping on an empty stomach.../Damn, I could use something to eat.] choice [Read the diary...],[Let's have a look...] choice [Forget it.],[On second thoughts...] add psycholog,[Read the diary. (psycho+0)]:state player,pickup:sound [read1] chrsay Diary,diarytext:describe:wait 10:forget@:state player,default: d h interact prompt if t2=0,skip:ideactivate:skip@: None none Enter none let t2=1:prompt [interact] say [There's a few {GREEN}pills {WHITE}out on the top...] speech=[Might as well pick 'em up.]:function GetItemHighNoMove:break:multipill@:pickup red pill:setamount red pill,3:pickup blue pill:setamount blue pill,3:pickup green pill:setamount green pill,3:goto endmultipill: 8 d H @ toilet Do I really want to look in there? anywhere: None none Look at none describe: T , \ @ exit parent room bathroom none Exit none function Door: H $ @ toilet roll I don't need that. None none Look at none state player,pickup:describe:state player,default: hallway ? } } < \ | Spotlight1 Spotlight Spotlight d Wall1 Wall Wall Door1 Door Door Spotlight2 Spotlight 4 l Spotlight X d Wall2 Wall Wall battery1 battery ( battery Mirror1 Mirror X dusty mirror RoofImpact1 RoofImpact ` RoofImpact SideImpact1 SideImpact SideImpact SideImpact2 SideImpact SideImpact FloorImpact1 FloorImpact d FloorImpact area [Apartment 206]:mappage 0:mapevent 0,1,123,57: mappage 0:mapevent 0,0,103,57:mappage 0:mapevent 1,8,112,60:AMBIENT 25,30,30:stage 5,2,18,7:fogoff:surface 0:music 5:global athome=1:let athome=1:let saferoom=1:global firstmirror=0:global noportal=1:global mirrorroom=[nowhere]:global mirrorpath=[nowhere]:global mydoorislocked=1:global theirdoorislocked=1:global madeinventoryremark=0: ( mirrorcomment None none Enter none if firstmirror=0,skip:if firstmirror=2,skip:state player,cutscene:wait 50:mappage 0:mapevent 1,8,112,60:: say [What just happened to me?|Did I black out or something?|I dunno how I got here... |But I guess it's good to be home.] ifcarrying key to 206,unlock:mappage 0:mapevent 5,5,107,56:state player,pickup:sound [lockeddoor1]:wait 40:state player,cutscene: say [It's locked...|I need a key to open it.]:if madeinventoryremark=1,skipinv:let madeinventoryremark=1:skipinv@:state player,default:break:unlock@:state player,pickup:sound [unlock1] say [I used the {GREEN}key to 206{WHITE}...|I'll get rid of it now.] say [I should probably get some sleep before I go out there...|Don't want to forget what I'm doing...] say [Let's see...]:state player,pickup:sound [unlock1] say [I should probably get some sleep before I go out there...|Don't want to forget what I'm doing...] ifcarrying 206 bedroom key,unlock:mappage 0:mapevent 99,6,104,58:state player,pickup:sound [lockeddoor1]:wait 40:state player,cutscene: say [It's locked... I need a key to open it.] say [I used the {GREEN}206 bedroom key{WHITE}...|I'll get rid of it now.]:state player,pickup:sound [unlock1] say [I used the {GREEN}206 bedroom key{WHITE}...|I'll get rid of it now.]:state player,pickup:sound [unlock1] say [Damn, what happened here?|There was a party going on five minutes ago.|I'm a bit worried I'm not in good shape.] mappage 0:mapevent 0,1,51,18:let phealth 0:AMBIENT 245,240,235:lightingon:flashlightoff:xfadespeed 5:fogoff:music 3:let athome=1:surface 0:global noroof=1:global madegotdollremark=0:global benzidochat1=0:global benzidochat2=0:global kennychat1=0:global kennychat2=0:global diarytext=[Nothing exciting happened today.|I tried to eat an insect I caught but it's no use.|Since it's just me now, I have to get out there.|I need to find a weapon, something long-range.|Those sons of bitches are too dangerous up close.|Then maybe I can get me something to eat.|Oh, I remembered where I put their bathroom key.|It's in the bottom left drawer in the bedroom.]: < H Kenny global saidkillers=0:global gotkennysane=0: None Kenny1 Talk to none state player,cutscene:if gotkennysane=1,nosane:add sane,50: add psycholog,[Took the time to speak to Kenny. (Sane +50) ] say [Why are you just sitting around?|... At a time like this!?] reply [Lovely party, isn't it?] choice [Lovely party?!],[What are you talking about?] choice [Listen to me...],[I need to tell you something!] choice [What's your problem?],[What's wrong with you?] choice [Never mind.],[Forget it.] reply [I said... Lovely party my man.] say [You're insane. There's monsters out there!|Didn't you notice what's happened to the world?] reply [Nothing, apart from the usual crap.] say [I'm enjoying myself, and I wish you'd try to.] choice [Snap out of it!],[Kenny please... Snap out of it!] choice [It IS a great party.],[I'm having the time of my life!] choice [Never mind.],[Sad you can't see how messed up you all are.] reply [I'm having one hell of a time.] say [There's something the matter with you.] say [It's obvious.] say [I don't know how you held out this long.] reply [Would you like another drink?] reply [You should try the juice.] reply [... It's out of this world.] reply [Stop killing my buzz, man.] say [I'm trying to help you!] say [I'm warning you there's things out there.] say [Bad things all over the place.] reply [Well, everyone knows that, man.] reply [Tell me something I don't know!|Think you're stressing about it too much.] say [I wish I could just stay here.|It feels safe.] say [But I need to survive... ...somehow.] reply [Just get into the music, brother.] reply [Simmer on down.] reply [Y'dig?] say [I don't really know what you mean...] reply [Wait, check this bassline on this track....] reply [Man, this tune is getting me there!] say [I give up.] add psycholog,[Took the time to speak to Benzido. (Sane +50) ] say [You think it's safe to party here?] reply [I feel pretty safe, hahaha.] choice [There's monsters out there!],[You must have seen them!] choice [Why aren't you listening?],[You're going to die!] choice [It's not safe.],[Not safe at all!] choice [Forget it...],[I wish you'd listen to me.] say [The hideous creatures out there?!] reply [Let's relax for a minute, shall we?] say [I'm trying to save you!] reply [I'm quite safe, I assure you.|Hahahahaha.] reply [We've been through this.] choice [Don't I know you?],[Benzido was your name ... wasn't it?] choice [How long have you been here?],[So how long has this been going on?] choice [Forget it.],[I just don't get what's going on here.] reply [Chie over there hosts the best parties.] reply [You should just relax and try to enjoy it.] say [I don't have time to party!] say [Didn't you hear anything I said?] say [Don't you realise the trouble you're in?] reply [There's nothing to worry about is there, Chie?] chrsay Chie,[Nothing whatsoever.] reply [See, nothing to worry about.] reply [Hahahahaha.] reply [Please remain calm, brother.] reply [There's nothing wrong with your memory.] reply [I think you should go home to your parents now.] reply [I don't think this is helping.] say [Very funny...] say [... but you won't be laughing soon!] say [They'll get in here, you'll see.] reply [Party always needs guests, little man.] reply [Wouldn't be a party otherwise.] say [I need to know what's going on.] say [Talk to me, please!] reply [We really need to calm down here.] reply [It can't be doing you any good...] reply [...to worry yourself like this.] reply [I think it's past your bedtime...] reply [Perhaps you should go home?] say [Ok, I get it...] say [You can pretend this isn't happening!] say [BUT IT IS!!! ALL AROUND US!] reply [Please, little man, just relax.] say [I'm sorry, it's just... I ...] say [I'm so confused.] reply [Did you bring her doll?] say [I don't want to talk about that.] reply [Talk about what?] reply [Until you show me you can even hold it,] reply [Let alone talk about it...] reply [I've got nothing else to say to you.] reply [Just bring me her doll, ok?] say [Heh.] reply [I can see you're holding it.] reply [Now give it to me.] reply [We'll talk outside, when you're ready.] say [I'm not giving it away without a good reason.] say [Here you go then.] reply [Thanks for that.] reply [I know it must have been hard for you.] say [I dunno what you're talking about.] reply [You don't, huh?] reply [Well, I have what you asked for.] reply [Meet me outside when you're ready for it.] say [I don't know what you're saying...|But hey! Why not?]:let diarytext=[I met this girl today.|She keeps asking me to do weird things.|And talk about stuff I don't wanna talk about.|But then she disappeared.|I should probably try and make my way downstairs.|Think I need to get out of the apartment.] chrsay Chie,[I'm not letting you out there yet.] say [Why not?] chrsay Chie,[You know why not.] say [What happened here?] say [How did this disease begin to spread?|It makes me sick.] add psycholog,[Talked to Chie before getting the gun (sane +150). ] reply [It's ok. Just take it.] say [What the hell are you talking about?] reply [The gun over there.] say [So you realise I need the protection, at least.] reply [I'm not one to judge.] say [Don't remember it running out though.] say [My stove.|Don't remember it happening,|... but it's run out of gas.|I'll have to find some more.] say [I need to find something suitable to cook...]:state player,default: Cook rat let wakemessage=[I'm really sinking to new lows here...|I got the {GREEN}fried rat.] say [Ok, let's warm them up!] say [Lovely.|I got the {GREEN}warm beans{WHITE}.]:sound [pickup1] say [Ok, it's ham time!] say [I got the {GREEN}steamed ham{WHITE}.|It's come out beautifully!]:sound [pickup1] say [Let's see if this works...] say [I got the {GREEN}hot rice pudding{WHITE}.|It's a winner!]:sound [pickup1] say [It's coffee time!] say [I got the {GREEN}double espresso{WHITE}.|It's a miracle!/I made a {GREEN}cup of joe{WHITE}...|{WHITE}Lovely./{GREEN}Double espresso{WHITE} for me!/Wonderful, a {GREEN}double espresso{WHITE}./{GREEN}Espresso{WHITE}, {GREEN}espresso{WHITE}, how I love you so!]:sound [pickup1] say [It's coffee time!] say [I made a {GREEN}cup of coffee{WHITE}./It's a regular {GREEN}cup of coffee{WHITE}./{GREEN}Coffee{WHITE}.|It's not the best,|... it's lucky I prefer it black, though./{GREEN}Regular coffee{WHITE}.|Well it looks drinkable.../I made {GREEN}coffee{WHITE}.|{WHITE}I'm sure this is going to help./I got the{GREEN} cup of coffee.{WHITE}.|It's better than nothing.]:sound [pickup1] say [Ok let's see...] say [I got the {GREEN}cooked ramen{WHITE}.]:describe:sound [pickup1]:drop water bottle,1:pickup milk bottle:drop instant ramen,1:pickup cooked ramen:state player,default: Use gas tank state player,pickuplow:sound [movechest1] say [Ok, I swapped the old one out...|Now I can cook stuff!|That's just about the best news in, ...|No, it's the best news ever!] say [Hmmm...|There's some kind of {GREEN}cat plush{WHITE} on here.]:state player,pickup:wait 30:pickup cat plush:sound [pickup1] say [Might as well take it.] say [Ok, I'll play for a few hours...|It's definitely worth a battery!] add psycholog,[Sacrificed light for game playing (sane +50).]:endstupid@:let oncouch=1:customexit [my lounge],[oncouch],100,[white] say [I need batteries to play on it...|It gets through them quickly!] add psycholog,[Used your last battery on Soul Brother (psycho +10).] say [It's my last battery, but hey...] say [Wait, what's that smell?|Even with my mask on, it's making me dizzy!] choice [Take what's inside?],[Let's see what it is...] choice [Not a chance.],[No way... I don't like rotten things!] say [Ok, I guess I can stock up on rotting meat.|It may still come in handy... ] say [I can hardly bear to touch this... |It's... piles of rotting meat...|I'll take {GREEN}six pieces of meat {WHITE}for now.|It's the most I can handle.]:pickup@:state player,pickup:wait 30:sound [pickup1] 8 X x ~ ~ ; [ { Spotlight1 Spotlight Spotlight d Wall1 Wall @ ( Wall Wall2 Wall | 4 Wall Door1 Door Door Spotlight2 Spotlight T Spotlight ! SideImpact1 SideImpact SideImpact SideImpact2 SideImpact 4 SideImpact FloorImpact1 FloorImpact FloorImpact RoofImpact1 RoofImpact RoofImpact beef jerky1 beef jerky beef jerky area [Apartment 203]:mappage 0:mapevent 0,1,49,25:mappage 0:mapevent 0,0,63,24::AMBIENT 13,15,20:warpoff:fogoff:let saferoom=1:global blind=0 H X T blank I don't know what just happened in there...|Don't really wanna think too deeply on it.|I need to find a way out of these apartments.|If I can make it to the other fire exit... global madedallwayremark=0:if madedallwayremark=0,skip:ideactivate:skip@:break: None none Enter none state player,cutscene:let madedallwayremark=1:addexhaustion 30:describe:mappage 0:mapevent 10,128,112,39:mapquest [It's still a fair way to the stairs...|I guess I'll just have to look around this area...|... see what I can find.]:wait 0:state player,cutscene:wait 60: say [I could sure use some sleep first, though...]:mappage 0:mapevent 10,255,112,39:state player,default:ideactivate: d door1 the lounge door1 none Exit none function Door: X 8 door2 I can't get it open. dead bed exit none Exit none mappage 0:mapevent 1,3,58,23:function Door:break:sound [lockeddoor1]:describe: H \ door3 dead bedroom door1 none Exit none mappage 0:mapeventin [double bedroom] 8 X x ~ Ђ ~ ? _  Wall1 Wall p Wall Wall2 Wall | Wall Door1 Door ` Door BedsideTable1 BedsideTable p ` BedsideTable Spotlight1 Spotlight p H Spotlight } d Spotlight2 Spotlight H < Spotlight d RoofImpact1 RoofImpact RoofImpact SideImpact1 SideImpact ` SideImpact SideImpact2 SideImpact ` SideImpact FloorImpact1 FloorImpact L ` FloorImpact area [Apartment 203]:mappage 0:mapevent 0,1,64,15: say [Ok, let's try pushing it...]:state player,pickuplow:sound [movechest1] say [Ah, that's where I put it.]:sound [pickup1] say [I got the {GREEN}key to 206{WHITE}.] say [That should catch the leak...|I'll come back when it's full.] say [I'm trapped down here.] say [Well...] say [I'm here now. I may as well press on down.] chrsay Her,[My god has abandoned me...] say [There's someone alive down there?] chrsay Her,[You can't!] say [No!] say [That's all...]:state player,walkslope: p crystal I'm more interested in that blood hole. None none Look at none describe:ambient 8,5,4: 203 hallway 8 X x 3 S 4 T 5 U 6 V 7 W 8 X 9 Y : Z ; [ < \ = ] ~ ; [ { Spotlight1 Spotlight ` Spotlight r Spotlight2 Spotlight l Spotlight Door1 Door ` Door Wall1 Wall H x Wall Wall2 Wall x t Wall area [Apartment 203] say [I better not go back out there,|at least until I've hung out for a while.|I mean... what?|There's no-one alive here.|But... there's .. music playing?]:state player,default:break:let blind=1:function Door: T ` door3 I'm not going in their bedroom yet. None none Exit none mappage 0:mapevent 2,3,58,23:sound [lockeddoor1]:describe: P ` door4 double bedroom exit none Exit none mappage 0:mapeventin [double bedroom] 8 X x ` a b c d e f g ~ ; [ { Spotlight1 Spotlight 8 Spotlight $ Spotlight2 Spotlight $ Spotlight * Zombie1 Zombie P ` Zombie Cupboard1 Cupboard d Cupboard Wall1 Wall d Wall Wall2 Wall 8 h Wall holedoor1 holedoor ` holedoor deadzombiehooktrigger1 deadzombiehooktrigger ` deadzombiehooktrigger SideImpact1 SideImpact ` SideImpact SideImpact2 SideImpact \ SideImpact FloorImpact1 FloorImpact ` FloorImpact RoofImpact1 RoofImpact RoofImpact area [Apartment 202]:mappage 0:mapevent 0,1,71,18:AMBIENT 25,25,35:stage 0,1,10,6:let saferoom=0:let patrolwidth :global openedskinhole=0:global madebluebedroomremark=0:global hookpuzzle=0:if hookpuzzle=1,do:break:do@:state Zombie1,letterbox: < t D ` hole dead bedroom hole none Exit none state player,opendoorlow:wait 40:exit L l ` cupboard Where's this one gonna take me? blue living room blank Cupboard1 Look at none ifstate Cupboard1,opened,skip say [Let's take a peek inside.]:state player,pickup:wait 40:sound [cupboard1] say [Another god damn hole!] say [Well, I'll be damned!] mappage 0:mapevent 4,12,76,19:state player,opendoorlow:wait 40:exit:break: T ` door The lock is broken, I can't open it.|I can see a letterbox though, which is odd... None none Look at none mappage 0:mapeventin [201 hall],1,36,71,22::sound [lockeddoor1]:state player,cutscene:describe:state player,default: blue living room 8 X x @ ! A " B # C $ D % E & F ' G ~ ; [ { holedoor1 holedoor holedoor Wall1 Wall < Wall Wall2 Wall < H Wall skin1 skin skin Spotlight1 Spotlight Spotlight d Spotlight2 Spotlight Spotlight d tin of beans1 tin of beans 0 tin of beans FloorImpact1 FloorImpact h FloorImpact SideImpact1 SideImpact SideImpact SideImpact2 SideImpact SideImpact RoofImpact1 RoofImpact ( RoofImpact mappage 0:mapevent 0,1,79,17:AMBIENT 5,5,8:let saferoom=1:let patrolwidth8:global openedskinhole=0:global madebluelivingroomremark=0: \ L L blank blue bedroom cupboard none Exit none state player,opendoorlow:wait 40:exit: < \ L oven I don't wanna carry any more than six of these chunks.|It's the most I can handle. global gotovenmeat=0: None none Look at none state player,cutscene:wait 20: say [Hey! There's more of those meat chunks in here!] say [Wait, what's that smell?|Even with my mask on, it's making me dizzy!|I wonder if I should open it?] say [Ok I guess I can stock up on meat chunks.|They may still come in handy... ] state player,pickup:wait 30:sound [pickup1]:wait 30:state player,default:setamount rotting meats,6:break: D 8 t L left armchair Nothing special about it. anywhere: None none Look at none describe: \ skin What the... ? if openedskinhole=0,skip:activate hole:ideactivate:skip@: None None skin1 Look at none state player,cutscene:if madebluelivingroomremark=1,skip:describe:mappage 0:mapevent 5,20,79,16: say [What the hell is this thing?|It looks like it's covering another hole.|I guess I need something to get through it.] say [Maybe if I search back closer to home?] say [I'll mark this place on the map for now...]:wait 60:mapquest [nothing]:state player,cutscene:wait 10:skipsc1@:let diarytext=[I found this horrible thing covering up a hole.|I need to get through it somehow.|Maybe I should search the apartment next door,|... especially now I have a gun.] say [Need something that can get through it...] say [Closer to home, maybe?|Now I have a weapon it's safer to explore.|It's all dead ends this side... ] say [Oh man...] say [Do I really have to go through with this?] say [Well, here goes...]:sound [cut1] say [Well now I feel a bit unwell...]:addexhaustion 30:activate hole:ideactivate::let openedskinhole=1:state player,default: x 4 painting Painting of a desert... Creeps me out for some reason. None none Look at none describe: l dresser Bone china's not gonna do me much good here. anywhere: None none Look at none describe: 4 door It's jammed, I can't get it open. None none Exit none mappage 0:mapeventin [201 hall],2,36,78,22:sound [lockeddoor1]:describe: @ x hole if openedskinhole=1,skip:ideactivate:skip@: blue double bedroom blank none Exit none mappage 0:mapevent 1,12,83,17:state player,opendoorlow:wait 50:exit: , < , L oven door I can hardly bear to touch this... |It's... |It's a load of chunks of rotting meat. global gotovenmeat=0: None none Open none state player,pickup:wait 60:state player,cutscene:wait 20:describe:sound [pickup1] 8 8 8 ~ ? _  Wall1 Wall ` Wall Zombie1 Zombie D @ Zombie Spotlight1 Spotlight ` Spotlight d holedoor1 holedoor @ holedoor Wall2 Wall L X Wall battery1 battery @ @ battery HideSpotLtrigger1 HideSpotLtrigger HideSpotLtrigger HideSpotRtrigger1 HideSpotRtrigger HideSpotRtrigger Spotlight2 Spotlight T Spotlight 0 SideImpact1 SideImpact @ SideImpact SideImpact2 SideImpact | @ SideImpact FloorImpact1 FloorImpact @ FloorImpact RoofImpact1 RoofImpact RoofImpact area [Apartment 202]:mappage 0:mapevent 0,1,86,15:mappage 0:mapevent 0,0,86,25:AMBIENT 20,25,35:fogoff:let saferoom=0:surface 0:music 4: p ( T 8 @ blank blue living room hole none Exit none state player,opendoorlow:wait 40:exit: \ p @ balcony 201-202 balcony 202 none Exit none mappage 0:mapevent 1,21,85,12:function Door: T @ door I can't open it. It must be broken. None none Exit none mappage 0:mapevent 3,37,89,16:sound [lockeddoor1]:describe: , ? H 8 @ rubble It's like there was a war here... or an earthquake. anywhere: None none Look at n $ % & ' ? ( balconyfront1 balconyfront 4 8 balconyfront Wall1 Wall D Wall Wall2 Wall < H Wall Spotlight1 Spotlight Spotlight > i balconyfront2 balconyfront 8 balconyfront FloorImpact1 FloorImpact 0 FloorImpact mappage 0:mapevent 0,1,92,11:mappage 0:mapevent 0,0,85,11::AMBIENT 25,40,45:fogon:xfadespeed 20:surface 1:music 8: l l , 202 blue double bedroom balcony none Exit none function door < L \ ` , blank There better be no more monsters in there... global madenomonsterremark=0: 201 bedroom balcony none Exit none if madenomonsterremark=1,justexit:let madenomonsterremark=1:function DescribeExit:break:justexit@:function Door: Wing Court 2F, South * , L l 7 W m } / o } 0 p 3 S s 4 T t 5 6 7 W s 8 X x } 9 Y y : Z z 4 T t 5 U u 6 V r 7 W s 5 } 6 Ђ } / < o 0 = p 7 W w 3 S s 4 T t } / < o 0 = p 7 W w 1 Q q 2 R r 3 S s } 8 X x 9 Y y 9 Y y } 9 Y y : Z z / \ o 0 ] p 3 S s ; [ { Spotlight1 Spotlight X Spotlight d Spotlight2 Spotlight Spotlight d Wall1 Wall t Wall Wall2 Wall 4 Wall Zombie1 Zombie @ Zombie Spotlight3 Spotlight H Spotlight oK d Spotlight4 Spotlight D Spotlight Z Spotlight5 Spotlight 4 Spotlight wj HideSpotLtrigger1 HideSpotLtrigger HideSpotLtrigger HideSpotRtrigger1 HideSpotRtrigger HideSpotRtrigger Spotlight6 Spotlight ` , Spotlight HideSpotLtrigger2 HideSpotLtrigger @ HideSpotLtrigger HideSpotRtrigger2 HideSpotRtrigger HideSpotRtrigger Wall3 Wall X Wall Zombie2 Zombie @ Zombie map of 2F1 map of 2F X map of 2F SideImpact1 SideImpact @ SideImpact SideImpact2 SideImpact @ SideImpact SideImpact3 SideImpact @ SideImpact SideImpact4 SideImpact @ SideImpact FloorImpact1 FloorImpact ` @ FloorImpact RoofImpact1 RoofImpact ( RoofImpact area [Wing Court 2F, South]:mappage 0:mapevent 0,1,102,50: ifstate Zombie1,down,skip:state Zombie1,docile:skip@:ifnotstate Zombie2,docile,skip2:state Zombie2,idle:skip2@:mappage 0:mapevent 0,1,123,50:mappage 0:mapevent 0,0,48,50:ideactivate: , P @ @ door to 206 Home again. hallway exit none Exit none let athome=1:ifxrangenearestless [Zombie],100,skip:ifflashlighton skip:if placedfirstmeat=0,clue:function DescribeExit:break:skip@:function Door:break:clue@:state player,cutscene: say [It's no good, I can't get past.|Maybe I need something to distract it?]:function Door @ commentspot Wait... I can hear something down there. None Zombie1 Enter none ifcarrying handgun,deact:if enterednightmarehole=1,warning:ifflashlightoff deact:state player,cutscene:wait 10:ifcarrying handgun,deact:if madestealthremark=1,shortdesc:let madestealthremark=1:isound [zombie1] say [Not taking my chances without a gun.] say [Gonna switch my flashlight off and try and sneak past.]:prompt [flashlight] say [Just gonna switch it off again.] say [I really shouldn't go down here again.|At least until I have a gun.|I'm afraid of that nightmare hole.|I should use the mirror instead...] say [Ok, I'm safe here.]:describe:wait 10:flashlighton:state player,default:activate commentspot:ambient 0,0,0:deact@:ideactivate:break:skip@: l @ door to 205 global placedfirstmeat=0: 205 hallway Wing Court none Exit none mappage 0:mapevent 2,3,87,56:global patrolwidth=0:let placedfirstmeat=1:let hallwayenterdir=0:let patrolwidth :function Door: x x $ , @ fire exit If only they hadn't locked it when the outbreak started. West fire exit Wing Court 2F, South none Exit none if unlockedfireexit=1,nocando:mappage 0:mapevent 1,6,110,50:sound [lockedmetaldoor1] let hallwayenterdir=1:function Door: h @ east fire exit Made it... global mademadeitremark=0: East Fire Exit Wing Court 2F, South none Exit none if mademadeitremark=1,justexit:let mademadeitremark=1:mappage 0:mapevent 10,4,48,50:function MetalDescribeExit:break:justexit@:mappage 0:mapevent 10,4,48,50:function MetalDoor: p T @ hidezone anywhere: None none Exit none if t9=1,skip9:let t9=1:prompt [hidemove]:skip9@:function Hide: \ @ hidezone anywhere: None none Exit none function Hide: ( ( L < L @ 204 I think this is the entrance to 204,|but the number's been removed.|It's locked...|Maybe I should try later? global entered204=0:global directordead=0: 204 hallway WC2FS none Exit none if metherfirsttime>0,open:mappage 0:mapevent 11,5,52,56:function LockedDoor:break:open@:ifcarrying torn paper,dead:if entered204=1,nomessage:let entered204=1:state player,cutscene: say [Strange, someone's unlocked it...]:nomessage@:mappage 0:mapevent 11,3,52,56:function Door:break:dead@:state player,pickup:wait 30:sound [lockeddoor1] say [He must have locked it before he left...|It'll never open again.]Sane +1) ] say [Chuck looks a little sorry.../Chuck looks like he needs a feed.../You look like you could use a drink, buddy./Looking a bit wilted there, Chuck...] choice [Give Chuck some water?],[Alright then...] choice [Maybe later.],[Must remember to give Chuck some water...] choice:wait 10:1@:let chuckfood=2:drop water bottle,1:pickup milk bottle:state player,pickuplow:wait 20:sound [gasoline] add psycholog,[Fed Chuck (sane +15).] say [Stay happy, Chuck./Stay well, buddy./Keep growing, my friend./Look after yourself, Chuck./Spread those leaves, Chuck.] say [Not now!] say [Chuck, I'm not going to hurt you.|I'm just gonna BASH YOUR BRAINS IN!] add psycholog,[Threatened Chuck. (psycho +20)] say [Nah, just kidding.] say [Chuck, I'm not going to hurt you.|I'm just gonna BASH YOUR BRAINS IN!] add psycholog,[Threatened Chuck. (psycho +20)] say [Nah, just kidding.] say [Chuck, I'm not going to hurt you.|I'm just gonna BASH YOUR BRAINS IN!] add psycholog,[Threatened Chuck. (psycho +20)] say [Nah, just kidding.] say [Chuck, I'm not going to hurt you.|I'm just gonna BASH YOUR BRAINS IN!] add psycholog,[Threatened Chuck. (psycho +20)] say [Nah, just kidding.] - 3 4 5 6 7 8 9 : ; < ~ ; [ { Wall1 Wall ( d Wall Wall2 Wall l Wall Door1 Door @ Door Door2 Door @ Door Zombie1 Zombie @ Zombie Spotlight1 Spotlight ? | Spotlight d Spotlight2 Spotlight d Spotlight d Spotlight3 Spotlight 8 Spotlight d h @ ( @ kitchen It's jammed shut. None none Exit none mappage 0:mapevent 14,36,74,60:sound [lockeddoor1]:describe: h L | @ strange door I'm never going back in there. 205 living room 205 hallway none Exit none function Door: say [ Borrowed a few in my time...] 8 X x 7 W w 8 X x 9 Y y : Z z ~ ; [ { Wall1 Wall D Wall Wall2 Wall Wall Spotlight1 Spotlight Spotlight d Spotlight2 Spotlight Spotlight d Wall3 Wall Wall RoofImpact1 RoofImpact RoofImpact SideImpact1 SideImpact ` SideImpact SideImpact2 SideImpact x ` SideImpact FloorImpact1 FloorImpact ` FloorImpact mappage 0:mapevent 0,1,95,68:mappage 0:mapevent 1,4,95,68:AMBIENT 10,7,5:surface 0:global madegiantbloodholeremark=0:warpoff:let saferoom=1: T 8 L P \ ` master bedroom I better turn it off again. 205 master bedroom toilet none Exit none goto dontworry:ifflashlightoff dontworry:ifcarrying handgun,dontworry:describe:wait 20:flashlightoff:dontworry@:function Door: @ H D ` bath I don't even want to imagine how this happened. anywhere: None none Look at none ifflashlightoff cantsee:describe:break:cantsee@: say [I can't make it out.] say [I can't make it out.] say [No, it's just my imagination...] say [What the hell is that?] choice [Enter the hole...],[Ok here goes nothing...] choice [Forget it.],[I'd have to be crazy to wanna go in there.] say [Never again.]:break: nightmare room Ђ Ђ Ђ Ђ Ђ Ђ Ђ Ђ ; [ { < \ | = ] } > ^ ~ ? _  ~ Ђ = > ? ] } ^ ~ ~ _  = > ? ] } ^ ~ ~ _  ~ Ђ = > ? ] } ^ ~ ~ _  ~ Ђ = > ? ] 8 X x X x ! " # $ % & ' ~ ? _  _  Wall1 Wall L Wall Wall2 Wall < X Wall Bannister1 Bannister @ Bannister Spotlight1 Spotlight Spotlight piece of paper 31 piece of paper 3 @ piece of paper 3 RoofImpact1 RoofImpact l RoofImpact SideImpact1 SideImpact D SideImpact SideImpact2 SideImpact @ SideImpact FloorImpact1 FloorImpact @ FloorImpact area [West Fire Exit, 2F]:mappage 0:mapevent 0,1,44,30:mappage 0:mapevent 0,0,44,52:mappage 0:mapevent 2,26,39,37:AMBIENT 15,15,25:global blind=0:let saferoom=1: ? ` \ flashlighton Ok, seems like there's nothing about this side. None none Enter none ifcarrying handgun,skip:ifflashlighton skip:state player,cutscene:describe:state player,pickup:wait 15:flashlighton:wait 15:state player,default:skip@:ideactivate: l P @ Wing Court 2F, North Wing Court east fire exit none Exit none mappage 0:mapevent 1,4,48,31:mappage 0:mapevent 0,1,65,31:let blind=1:function MetalDoor d x @ Wing Court 2F, South Wing Court 2F, South east fire exit none Exit none let blind=0:mappage say [Hmmm...] Spotlight2 Spotlight Spotlight N prawn crackers1 prawn crackers d @ prawn crackers squid stick1 squid stick ` @ squid stick SideImpact1 SideImpact @ SideImpact SideImpact2 SideImpact | @ SideImpact FloorImpact1 FloorImpact @ FloorImpact RoofImpact1 RoofImpact T RoofImpact area [Apartment 205]:mappage 0:mapevent 0,1,70,68:mappage 0:mapevent 0,0,70,57:mappage 0:mapevent 33,9,69,68:mappage 0:mapevent 4,12,68,63:AMBIENT 25,20,15:surface 0:warpoff:let saferoom=1:if lefthole=0,skip:music 1:skip@: p @ 205 hallway global madeholeexitremark=0: 205 hallway strange door none Exit none mappage 0:mapevent 3,4,74,58:let hallwayenterdir=1:let patrolwidth2:goto skip:ifcarrying handgun,skip:ifflashlightoff skip:state player,cutscene:if madeholeexitremark=1,short: say [If I am where I think I am...|I'm back in 205.|I better switch my flashlight off again.] say [I'm switching it off again...]:done@:flashlightoff:skip@:function Door: \ @ hole I'm never going back in there. None None none Look at none state player,cutscene:wait 60:describe:state player,default: $ @ H @ mirror let mirrorroom=[205 living room] say [I'm through!|I thought it was never going to end...] say [Hey, there's another mirror...|... it's just like the one in my apartment.] 8 X x ~ ; [ { Wall1 Wall \ Wall Wall2 Wall < P Wall Zombie1 Zombie ? @ Zombie Ammo1 Ammo ` @ handgun ammo Spotlight1 Spotlight Spotlight ? bottle of milk1 bottle of milk , @ bottle of milk SideImpact1 SideImpact @ SideImpact SideImpact2 SideImpact @ SideImpact FloorImpact1 FloorImpact ` @ FloorImpact RoofImpact1 RoofImpact RoofImpact mappage 0:mapevent 0,1,99,18:AMBIENT 5,15,5:xfadespeed 500:music 7:let saferoom=0: H @ 201 hallway 201 hallway 201 living room none Exit none function Door: t L ` @ chair Something about it looks painful. None none Look at none describe: ` X @ cross I don't know what this is for.|Whatever it is, it doesn't look nice. None none Look at none describe: 201 bedroom 8 X x @ ` A a B b C c D d E e F f G g ~ ? _  Wall1 Wall \ Wall Wall2 Wall < T Wall Door1 Door @ Door Spotlight1 Spotlight D Spotlight d can of soda1 can of soda @ can of soda instant coffee1 instant coffee @ @ instant coffee SideImpact1 SideImpact @ SideImpact SideImpact2 SideImpact @ SideImpact FloorImpact1 FloorImpact @ FloorImpact RoofImpact1 RoofImpact RoofImpact area [Apartment 201]:mappage 0:mapevent 0,1,92,17:AMBIENT 5,15,5:xfadespeed 300:surface 0:music 7:fogoff L $ h 4 @ balcony 201-202 balcony blank none Exit none function Door: ( h ( @ 201 hallway 201 hallway 201 bedroom none Exit none mappage 0:mapevent 1,3,93,23:function Door: L ` blank None none 201 hallway - M . N / O 0 P 1 Q 2 R ~ ; [ { Wall1 Wall d \ Wall Wall2 Wall L Wall Door1 Door @ Door Spotlight1 Spotlight ` Spotlight r Spotlight2 Spotlight P Spotlight 9 Mirror1 Mirror \ dusty mirror Ammo1 Ammo 0 @ handgun ammo area [Apartment 201]:mappage 0:m AMBIENT 5,5,15:fogoff:music 9:let nopanic=0:let saferoom=1:let mirrorroom=[201 hallway] $ X 4 @ 201 bedroom 201 bedroom 201 hallway none Exit none function Door T P @ 201 living room 201 living room 201 hallway none Exit none mappage 0:mapevent 2,3,100,23:Function Door h ` h @ Wing Court, 2F North global blind=0:let blind=0: Wing Court door to 201 none Exit none mappage 0:mapevent 6,3,98,28:mappage 0:mapevent 0,1,98,32:let blind=0:function Door , T 8 @ double bedroom I can't get in... the door must be stuck. 201 double bedroom hallway none Exit none function Door:break:mappage 0:mapevent 3,7,103,25:sound [lockeddoor1]:describe: < @ h \ @ mirror None none ? @ blank Who said that?|A girl's voice...|Sounded like it was coming from that far wall. global madegirlremark=0:if madegirlremark=0,skip:ideactivate:skip@: None none ExitDir none state player,cutscene: chrsay ???,[Let me out of here!] 8 X 8 X x ! " # 9 $ : % & ' ~ ? _ ? _  Wall1 Wall d Wall Wall2 Wall < h Wall Bannister1 Bannister @ Bannister Spotlight1 Spotlight Spotlight }b SideImpact1 SideImpact @ SideImpact SideImpact2 SideImpact @ SideImpact FloorImpact1 FloorImpact ` @ FloorImpact RoofImpact1 RoofImpact X RoofImpact area [East Fire Exit, 2F]:mappage 0:mapevent 0,0,111,30: mappage 0:mapeventin [Wing Court 2F{ South],1,4,110,50::mappage 0:mapevent 0,1,108,50:mappage 0:mapevent 0,0,55,50:function MetalDoor: T @ stairs West Fire Exit, 1F stairs none Use none mappage 0:mapevent 2,29,117,39:state player,walkdown:wait 30:exit: 0 0 X commentspot global madewfireexitremark=0:if madewfireexitremark=0,skip:ideactivate:skip@: None none Enter none let madewfireexitremark=1:state player,cutscene: say [So my place is just through that other door...|I should probably get some rest while I'm here.]:let diarytext=[I should take a good rest before looking downstairs.|I think it's probably in worse condition,|... and more dangerous.|I need to find a way to the front door.|But can I make it without attracting their attention?] skipbutton1 skipbutton 8 skipbutton controls1 controls x controls mappage -1:AMBIENT 90,120,130:warpon:fogoff: ` @ blank Bedroom inbed YouPortrait1 Enter none warpoff:music 9:goto staret:warpoff:AMBIENT 55,55,58:xfadespeed 200:music 9:state controls1,in:wait 150:loop@:wait 0:ifnotpressing HoldA,loop:state controls1,in2:sound [ok2]:loopdumb1@:wait 0:ifpressing HoldA,loopdumb1:loop3@:wait 0:ifnotpressing HoldA,loop3:sound [ok2]:state controls1,in3:sound [ok2]:loopdumb2@:wait 0:ifpressing HoldA,loopdumb2:loop2@:wait 0:ifnotpressing HoldA,loop2:sound [ok2]:state controls1,out:staret@:AMBIENT 95,90,88:wait 56:wait 10:ifsaveexists sayerase:goto dontsayerase:sayerase@:wait 60: choice [Erase current game?],[And so it begins again... ] choice [Back to menu...],[I should reach the conclusion first.] say [My name is...] say [... not important any more, I guess.] say [Used to know how long I'd been here.] say [Now I've got no idea.] say [Been a while since the outbreak started, that much I know.] say [Holed up, with the sound of those things outside.] say [Monsters, I guess you'd call 'em.] say [As far as I know, I'm the only one left.] say [The lone survivor.] say [Can't go on much longer though...|Almost out of supplies...] say [And if there's anyone else alive out there,|I need to find them.] say [If nothing else,|... I don't wanna die alone.]:wait 200:state YouPortrait1,out:customexit [blue womb],[blank],120,[white]:ideactivate:break:menu@:customexit [TitleScreen],[blank],20,[white] 8 X x ! " # $ % ~ & ' ~ ; [ { Wall1 Wall ` Wall Wall2 Wall < \ Wall Spotlight1 Spotlight Spotlight d Spotlight2 Spotlight Spotlight 9U d scissors1 scissors scissors RoofImpact1 RoofImpact @ RoofImpact SideImpact1 SideImpact @ SideImpact SideImpact2 SideImpact < SideImpact FloorImpact1 FloorImpact @ FloorImpact mappage 0:mapevent 0,1,81,65:AMBIENT 35,25,15:let saferoom=1: L @ blank 205 hallway living room none Exit none function Door: t T @ writing It says: "NO OTHER SOLUTION"...|I wonder who wrote it?|And why, more to the point? None none Read none state player,cutscene:describe:state player,default: ` ` @ @ stove I think it may be out of gas. None none Look at none state player,pickup:describe:state player,default: 8 p @ couch Just a battered old couch. anywhere: None none Look at none describe: gameover gameover1 gameover gameover Spotlight1 Spotlight p Spotlight d Spotlight2 Spotlight ` Spotlight d mappage -1:AMBIENT 20,20,20:: < ` P ` blank None none Enter none addexhaustion -100:state player,cutscene:ifnotpressing HoldA,skip:restart:exitto [TitleScreen],[blank]:skip@: West Fire Exit, 1F > > > > > > ! > ? > Y y > Z z > > & > ' > > > > > > Wall1 Wall Wall Wall2 Wall @ Wall Spotlight1 Spotlight H Spotlight prawn crackers1 prawn crackers ` prawn crackers Spotlight2 Spotlight T H Spotlight e SideImpact1 SideImpact ` SideImpact SideImpact2 SideImpact ` SideImpact FloorImpact1 FloorImpact ` FloorImpact FloorImpact2 FloorImpact FloorImpact area [East Fire Exit, 1F]:mappage 1:mapevent 0,1,113,52: chrsay Jasper's Demo Note,[From this point onwards,|only the violent solutions are implemented.|There will be non-violent solutions to all situations... |... in the final game.|Feel free to play on though!] chrsay Jasper's Demo Note,[PLEASE NOTE!|From this point onwards,|only the violent solutions are implemented.|There will be non-violent solutions to all situations... |... in the final game.|Feel free to play on though!] HideSpotLtrigger2 HideSpotLtrigger HideSpotLtrigger HideSpotRtrigger2 HideSpotRtrigger d HideSpotRtrigger SideImpact1 SideImpact @ SideImpact SideImpact2 SideImpact @ SideImpact FloorImpact1 FloorImpact @ FloorImpact RoofImpact1 RoofImpact RoofImpact area [Wing Court 1F, North]:mappage 1:mapevent 99,36,78,27:mappage 1:mapevent 0,1,50,31: ifcarrying fire door key,gotkey:mappage 1:mapevent 5,6,48,31:sound [lockeddoor1]:describe:break:skip@:mappage 1:mapevent 5,4,48,31:function MetalDoor::break:gotkey@:state player,pickup:sound [unlock1]:wait 30: say [I used the {GREEN}fire door key{WHITE}.]:let unlockednfiredoor=1:function FKeyCheck:state player,default:break: Use fire door key if unlockednfiredoor=1,skip:state player,pickup:sound [unlock1] say [I used the {GREEN}fire door key{WHITE}.] say [It's already unlocked.]:break: ? H X @ hidezone None none Exit none function Hide: 0 X , @ meat room WC1F meat room wc1f north none Exit none exit: activate None none Enter none mappage 1:mapevent 2,36,78,27:ifstate Zombie3,docile,wake3::ideactivate:wake3@:state zombie3,idle:state Zombie4,idle:ideactivate: X P deactivate None none Enter none deactivate activate:ideactivate: P ` D @ hidezone None none Exit none function Hide: Wing Court 1F South * @ ` ! A a & F b ' G c ( H d ) I e " B f # C g ? $ D h % E i ) I j k l m n 2 R j 3 S k 4 T l 5 U m 6 V d 7 W e 8 X f 9 Y g : Z j ; [ k < \ l = ] mappage 1:mapevent 8,32,83,59:state player,cutscene:describe:state player,default:break:skip@:mappage 1:mapevent 2,3,87,56:mappage 1:mapevent 8,255,83,59:function MetalDoor ` 4 @ Wing Court Entrance Wing Court Entrance Wing Court 1F South none Exit none mappage 1:mapevent 3,3,74,56:function MetalDoor: @ East Fire Exit 1F It's locked.|I need a key to open it. global unlockedsfiredoor=0: East Fire Exit 1F Wing Court 1F South none Exit none if unlockedsfiredoor=1,skip:ifcarrying fire door key,gotkey:mappage 1:mapevent 5,6,48,50:sound [lockeddoor1]:describe:break:skip@:mappage 1:mapevent 5,4,48,50:function MetalDoor:break:gotkey@:state player,pickup:sound [unlock1]:wait 30: say [I used the {GREEN}fire door key{WHITE}.]:let unlockedsfiredoor=1:function FKeyCheck:state player,default:break: Use fire door key if unlockedsfiredoor=1,skip:state player,pickup:sound [unlock1] say [I used the {GREEN}fire door key{WHITE}.] say [It's already unlocked.]:break: ` x @ Door to 103 The lock is broken. I can't open it. None none Exit none mappage 1:mapevent 4,36,61,55:state player,pickup:sound [lockeddoor1]:describe:state player,default: ? 4 \ L @ Door to 104 It's jammed. WC1F save room exit none Exit none mappage 1:mapevent 85,3,97,56:function Door:break:state player,pickup:sound [lockeddoor1]:describe:state player,default: \ commentspot Damn, what was that thing?|It can't have been a person like the other ones.|It's like the monsters are...|It's like...|Damn! global enteredlobby=0:if enteredlobby=2,skip:if enteredlobby=0,skip:if destroyedelevator>0,skip:break:skip@:ideactivate None none Enter none loop@:wait 1:ifstatenearest [Zombie],default,loop:ifstatenearest [Zombie] say [I should probably switch my light off if I go back in there.] say [But I really have no reason to do that!]pact L SideImpact SideImpact2 SideImpact SideImpact FloorImpact1 FloorImpact ` FloorImpact area [Wing Court Back Alley] chrsay You,[What was that all about?] ` a b c d } e f g h q Wall1 Wall \ Wall Wall2 Wall @ Wall Spotlight1 Spotlight p H Spotlight d Spotlight2 Spotlight Spotlight  d Door1 Door d @ Door FloorImpact1 FloorImpact @ FloorImpact area [Apartment 101]:mappage 1:mapevent 2,13,51,22:mappage 1:mapevent 0,1,49,25:mappage 1:mapevent 0,0,57,25:mappage 1:mapevent 1,34,57,23:AMBIENT 5,5,5:let noroof=1:let saferoom=1: 4 ( X < d @ Wing Court 1F Noth Wing Court 1F North Back Alley none Exit none function door: x ` @ newspaper clippings They seem to be talking about a victim of an accident.|Apparently the un-named victim died in a bomb blast.|The victim was a civilian in some war...|No idea which war it's talking about.|Wars are long since over...|Now it's just survival. None none Look at none state player,cutscene:describe:state player,default: 8 d H h @ 101 Living Room 101 Living Room 101 Hallway none Exit none exit: 101 Living Room ` a b c d e f g o q Wall1 Wall @ Wall Wall2 Wall @ Wall Spotlight1 Spotlight Spotlight d Spotlight2 Spotlight Spotlight Ђ Door1 Door @ Door Mirror1 Mirror ( dusty mirror FloorImpact1 FloorImpact @ FloorImpact area [Apartment 101]:mappage 1:mapevent 0,1,51,18: mappage 1:mapevent 1,13,52,13:mappage 1:mapevent 2,8,49,15:AMBIENT 5,5,5:surface 0:music 7:let saferoom=1:let mirrorroom=[101 Living Room]: | P @ Back Alley Wing Court Back Alley Wing Court none Exit none exit: p ( P 8 @ 101 Hallway 101 Hallway 101 Living Room none Exit none function Door: t 8 X @ mirror None none Wing Court Entrance ` a b c d e f g h i j k l k ~ p Ђ Wall1 Wall H Wall Wall2 Wall \ Wall BigDoor1 BigDoor @ BigDoor BigDoor2 BigDoor 8 @ BigDoor TheDaddy1 TheDaddy @ TheDaddy Spotlight1 Spotlight Spotlight d Spotlight2 Spotlight < Spotlight C T Mirror1 Mirror dusty mirror Spotlight3 Spotlight Spotlight ` RoofImpact1 RoofImpact h RoofImpact SideImpact1 SideImpact D @ SideImpact SideImpact2 SideImpact @ SideImpact FloorImpact1 FloorImpact @ FloorImpact area [Wing Court 1F, South]:mappage 1:mapevent 0,1,89,62: mappage 1:mapevent 0,0,75,63:mappage 1:mapevent 33,8,89,70:AMBIENT 5,7,10:surface 0:let mirrorroom=[Wing Court Entrance]:global enteredlobby=0:global destroyedelevator=0:if destroyedelevator=0,skip:mapeventin [Wing Court 1F South],8,255,-20,-20:state TheDaddy1,dead:music [dream1]:let saferoom=1:break:skip@: mappage 1:mapeventin [Wing Court 1F South],8,32,83,59:music 16:let saferoom=0:deactivate front door: , t P 8 @ Wing Court 1F South Wing Court 1F South Wing Court Entrance none Exit none if enteredlobby=2,skip:let enteredlobby=1:skip@:function MetalDoor: ( ( X @ call button It's out of action...|It might work if the emergency generator was running? global checkedcallbutton=0:global generatoron=0: None none Push none mappage 1:mapevent 9,33,70,57:if destroyedelevator=0,skip:state player,cutscene: say [Not gonna work anymore.]:state player,default:break:skip@:if daddyalerted=1,notnow:if generatoron=1,downstairs:state player,pickup:wait 30:sound [switch]:wait 30:describe:let diarytext=[I found my way to the entrance.|But it was blocked by something huge.|I need to get it out the way...|My only plan is to get it into the elevator.|I need to go down to the basement for that, though.|See if I can power the emergency generator...]:if checkedcallbutton=1,nomapquest:let checkedcallbutton=1:wait 10:mappage 1:mapevent 187,128,38,39:state player,lookleft:wait 20:mapquest [The generator's in the basement.|I need find my way to the stairs somehow...] say [Not now!] say [I'm not going to call the elevator from here!|That would be crazy!|I need to find the one downstairs...|Send it up, and maybe it'll get in?] say [I'm not getting any closer to that thing.]:end@:state player,default: P @ blank I'm not getting any closer to that thing! if destroyedelevator=0,skip:state TheDaddy1,dead:ideactivate:skip@: None none Enter none mappage 1:mapevent 33,8,89,70:sound [daddy3]:state player,walkbackr:wait 30:state player,default:describe: x @ front door I can't believe... I made it... |...at last... |Maybe it will do me good to be outside...|Then again, maybe it'll kill me.|I don't really care to be honest.|I'm rotting in there like those things... global madeescapedwingcourtremark=0:global destroyedelevator=0:if destroyedelevator=0,skip:state TheDaddy1,dead:break:skip@:ideactivate: South Street apartment none Exit none if madeescapedwingcourtremark=1,skip2:state player,cutscene:describe:wait 120:let diarytext=[I made it outside at last...|Now I need to look around for supplies,|... or at least for other survivors.|I need to conserve what little I have,|... because there may be nothing out there.] say [Well... |It's time to go.]:let mirrorpath=[Wing Court Entrance]:add directorpoints,1:let madeescapedwingcourtremark=1:skip@:state player,opendoor:wait 20:sound [openmetaldoor1]:wait 30:xfadespeed 1500:customexit [South Street],[apartment],300,[white]:customexit [Ending],[blank],300,[white] ` 4 T t 5 U u 6 V v 7 W w 8 X x 9 Y y : Z z ; [ { q Wall1 Wall Wall Wall2 Wall @ Wall Ammo1 Ammo handgun ammo Spotlight1 Spotlight x Spotlight | N Spotlight2 Spotlight p Spotlight B SideImpact1 SideImpact SideImpact SideImpact2 SideImpact SideImpact FloorImpact1 FloorImpact FloorImpact RoofImpact1 RoofImpact RoofImpact area [West Fire Exit, 1F]:mappage 1:mapevent 0,1,45,29:mappage 1:mapevent 0,0,45,53:mappage 1:mapevent 1,30,28,39:AMBIENT 10,10,10:let roof=normalroof:let saferoom=1: \ T X Wing Court 1F South It's locked. global unlockednfiredoor=0:global unlockedsfiredoor=0 Wing Court 1F South East Fire Exit 1F none Exit none mappage 1:mapevent 5,4,48,50:if unlockedsfiredoor=1,skip:state player,pickup:sound [unlock1]:wait 30: say [I used the {GREEN}fire door key{WHITE}.]:let unlockedsfiredoor=1:function FKeyCheck:state player,default:break::skip@:function MetalDoor: Use fire door key if unlockedsfiredoor=1,skip:state player,pickup:sound [unlock1] say [I used the {GREEN}fire door key{WHITE}.] say [It's already unlocked.]:break: 0 d L ` P Wing Court 1F North I need to unlock it. global unlockednfiredoor=0:global unlockedsfiredoor=0 Wing Court 1F North East Fire Exit 1F none Exit none mappage 1:mapevent 5,4,48,31:if unlockednfiredoor=1,skip:state player,pickup:sound [unlock1] say [I used the fire door key.]:let unlockednfiredoor=1:function FKeyCheck:state player,default:break::skip@:function MetalDoor: Use fire door key if unlockednfiredoor=1,skip:state player,pickup:sound [unlock1] say [I used the fire door key.] say [It's already unlocked.] say [I'm not going in the basement without a good reason.|The front door's on this floor...|I'll see if I can make it out that way first.] say [Yeah, the front door is blocked...|But maybe there's a way to get rid of that monster.|Maybe I should take another look around?] ` t v v u w w v x x w y y x z z y { { z | | { } } q Wall1 Wall Wall Wall2 Wall @ Wall Spotlight1 Spotlight Spotlight S d Ghost1 Ghost D Ghost battery1 battery battery DaddyWindow1 DaddyWindow 4 DaddyWindow Spotlight2 Spotlight Spotlight f area [West Fire Exit, B1F]:let revive=0:mappage 2:mapevent 0,1,121,42: say [I made it, that freak can't fit through!|But there's no way I'm going back in there...|Ever, ever, ever again.|...|Ever!]:state player,default: Wing Court B1F E Passage 2 z > { ` A | a B } b C ~ c D  u E } v F ~ w G  a H { b I | c J } d K ~ e L  r M { s N | t O } i P ~ m Q  n } R { o S | p T } q U ~ u V  v W { w X | ` \ Y } a ]light Spotlight Ђ E Spotlight4 Spotlight ( Spotlight w 0 Spotlight5 Spotlight Spotlight d distress flare1 distress flare @ distress flare SideImpact1 SideImpact @ SideImpact SideImpact2 SideImpact @ SideImpact FloorImpact1 FloorImpact @ FloorImpact RoofImpact1 RoofImpact RoofImpact area [Wing Court Basement, East] mappage 2:mapevent 0,0,116,12:AMBIENT 5,5,5:fogoff:let saferoom=0:surface 1:xfadespeed 300:if destroyedelevator=1,do:music 9:break:do@:let revive=3:music 21 , $ l P ` @ blank It's blocked on the other side. None none Exit none mappage 2:mapeventin [West Fire Exit B1F],1,37,119,38:sound [lockeddoor1]:describe: x x @ fire exit East Fire Exit B1F blank none Exit none if destroyedelevator=0,skip:mappage 1:mapeventin [Wing Court Entrance],33,8,89,70:linkmirror:mappage 2:let mirrorroom=[Wing Court Entrance]:let mirrorpath=[Wing Court Entrance]:let destroyedelevator=2:skip@:function MetalDoor: 4 \ T ` @ small door b WCB1F Side Room G e tunnel none Exit none mappage 2:mapevent 1,37,112,44:sound [lockeddoor1] say [The lock's broken, there's no way it'll open.] mappage 2:mapevent 2,6,120,56:sound [lockeddoor1]:describe:break:skip@:mappage 2:mapevent 2,4,120,56:function Door: $ < d D @ sign There's an electricity symbol and some writing on it...|... looks like it's directions to the emergency generator. global mapquestgenny=0: None none Read none ifstatenearest [Zombie],idle,ok:ifstatenearest [Zombie],down,ok: say [Not now!]:break:ok@:state player,cutscene:describe:wait 10:ifmaplevelless 3,nomap:if mapquestgenny=1,skip:let mapquestgenny=1:state player,lookleft:mappage 2:mapevent 321,44,60,50:wait 10:mapquest [Looks like it's at the south of this passage, then off to the right...] say [I'll need a map of this area to mark it down...] z > { M | N } O { ~ P | Q } ~ R ~ ~ S  Ђ T ? _ _ Wall1 Wall d Wall Wall2 Wall @ ` Wall Spotlight1 Spotlight Spotlight d Spotlight2 Spotlight ` Spotlight d squid stick1 squid stick @ squid stick DirtyDoor1 DirtyDoor @ DirtyDoor Mirror1 Mirror dusty mirror gamesaved1 gamesaved gamesaved SideImpact1 SideImpact @ SideImpact SideImpact2 SideImpact @ SideImpact FloorImpact1 FloorImpact @ FloorImpact RoofImpact1 RoofImpact RoofImpact area [Wing Court Basement, East]:mappage 2:mapevent 0,1,110,26:mappage 2:mapevent 0,0,110,22:mappage 2:mapevent 1,9,109,25:AMBIENT 15,5,5:music 9:let saferoom=1:surface 1:let mirrorroom=[WCB1F Side Room A]: l , ` 4 @ door Wing Court B1F E Passage small door a none Exit none function Door: @ mirror None none WCB1F Central Passage F { ) I i A | 9 Y B } : Z C ~ ; [ D  < \ E  a F { b G | c F } d G ~ e H  % I { u J | v K } w L ~  { | } ~  r S { s T | t U } 6 V { 7 W | 8 X } 9 Y | } { | } { | C } ! D | " E } # F ~ $ G  % H { r I | s mappage 2:mapevent 0,0,70,12:AMBIENT 5,5,5:fogon:let saferoom=0:let noroof=0:let roof=normalroof:: x P @ Service1 WCB1F Service Tunnel 1 C Tunnel entrance none Exit none exit: \ P @ Service2 WCB1F Service Tunnel 2 Central Entrance none Exit none exit: h ( | @ @ Service3 WCB1F Service Tunnel 3 C Tunnel entrance none Exit none exit: ( , D @ chasm1 None none ExitDir none mappage 2:mapevent 5,36,68,59:function Teeter: $ 4 ` @ chasm2 None none ExitDir none mappage 2:mapevent 6,36,68,59:function Teeter: 0 , H @ chasm3 None none ExitDir none mappage 2:mapevent 7,36,68,47:function Teeter: X ( ( H \ @ chasm4 None none ExitDir none mappage 2:mapevent 8,36,68,47:function Teeter: | ( T 8 @ side room g global unlockedsideg=0: WCB1F Side Room G e tunnel none Exit none if unlockedsideg=0,skip:if cutscene1=1,skipc:let cutscene1=1:function Door:break:skipc@:exitto [generator room],[exit]:break:skip@:ifcarrying generator key,unlock:mappage 2:mapevent 3,6,67,54:sound [lockeddoor1] say [It's locked... I need a key to open it.] mappage 2:mapevent 3,4,67,54:let unlockedsideg=1:state player,pickup:sound [unlock1] say [It worked!|I used the {GREEN}generator key{WHITE}.]:wait 50:state player,default:drop generator key,1:break: Use generator key if unlockedsideg=1,already:let unlockedsideg=1:state player,pickup:sound [unlock1] say [It worked!|I used the {GREEN}generator key{WHITE}.] say [I've already unlocked it.]: $ \ < @ side room d Not now! global destroyedelevator=0: WCB1F Side Room D exit none Exit none mappage 2:mapevent 1,4,67,16:if destroyedelevator=1,skip:function Door:break:skip@:describe: @ , H 4 ` @ side room e The door's long-since rusted shut. None none Exit none mappage 2:mapevent 2,37,66,37:sound [lockeddoor1] mappage 2:mapevent 0,0,110,51:AMBIENT 25,5,5: h @ E Tunnel Wing Court B1F E Passage service tunnel 3 none ExitDir none exit: 4 h l @ e tunnel entrance None none 8 X X ` @ service room The lock is rusted beyond repair. None none Exit none mappage 2:mapevent 2,36,81,49:sound [lockeddoor1]:describe: l d T @ old door This door's long since rusted shut. None none Look at none mappage 2:mapevent 1,36,93,49:function LockedDoor: @ C Tunnel WCB1F Central Passage Service3 none ExitDir none exit: h @ C Tunnel entrance None none WCB1F Side Room C say [Holy mother...|Did the monsters do this?|Is there someone inside this thing?|Don't really wanna stick around long enough to find out.] say [Arrgh!] say [My head!|Arrgh, what's happening?] say [Help me someone, anyone!|Help me!|My head... It's pounding... ]:xfadespeed 500:music 19:loop@:add phealth,-1:wait 10:if phealth>0,loop:state player,passout:music 9:wait 120:customexit [Dream1],[spawn],100,[red] chrsay Portrait Of 'You' By,[Bento Smile] chrsay Soul Brother Animation By,[Rik Nichol] chrsay Thin Man Spray Animation By,[Lazrool] chrsay Special Thanks,[Terry Cavanagh] chrsay Special Thanks,[Lazrool] chrsay Special Thanks,[Bento Smile] chrsay Special Thanks,[Noyb] chrsay Special Thanks,[Barnaby Byrne] chrsay Special Thanks,[Nick 'Spesh' Byrne] chrsay Special Thanks,[Stephen Lavelle] chrsay Special Thanks,[Dock] chrsay Special Thanks,[cactus] chrsay Special Thanks,[jw] chrsay Special Thanks,[randomnine] chrsay Special Thanks,[Caspar Newbolt] chrsay Special Thanks,[Ed Key, Jason Rohrer, Daniel Benmergui] chrsay Special Thanks,[Charlie, Bennett Foddy, Ian Snyder] chrsay Special Thanks,[Jonathan Whiting, mcc, agj] chrsay Special Thanks,[Jonas Kyratzes, Draknek, Perrin Ashcroft] chrsay Special Thanks,[Robert Yang, Troshinsky, smestorp] chrsay Testing,[bisse, oyog, zaphos, Gabriel Verdon] chrsay Testing,[nyarla, HybridMind, bateleur] chrsay Testing,[Mattias Gustavsson, Jonathan Skuse, Berbank Green] chrsay Testing,[R.D. Ein, Cassandra Khaw, Sergio Cornaga] chrsay Shouts To,[The Poppenkast] chrsay Shouts To,[The CB2 Indies] chrsay Shouts To,[The Super Friendship Club] chrsay Shouts To,[Dean 'Silver' Fletcher] chrsay Extra Special Thanks,[Kanako + Aila Byrne x] chrsay LONE SURVIVOR Is,[(C) Copyright 2012 Superflat Games.] chrsay Jasper,[Thanks for playing!]layer,default:let gamestarted=0:customexit [summary],[blank],500,[white] choice [Put your hand inside it?],[Ok here goes...] choice [Forget it],[Yeah... I'd have to be insane!] say [That felt sharp and squishy...Yuck.|But I got the {GREEN}generator key{WHITE}...]:sound [pickup1] say [I don't need to do that again.] " B # C $ D % E & F ' G ( H Spotlight1 Spotlight Spotlight Spotlight2 Spotlight Spotlight d mappage -1:AMBIENT 0,0,0:fogon:warpoff:flashlightoff:turnoff Spotlight1:turnon Spotlight1:global helper=0:global localhelper=0:global patrolwidth=0:global meatx=0:global meathere=0:global foodP:let foodP:state player,default:music 9: 4 blank None none Cell Tunnel A 2 | + K k A | + K k A } , L l B ~ - M m C  ) I i D { * J j E | + K k A | + K k A | + K k A | + K k A | + K k A | + K k K } , L l L ~ ~ ~ M   N { ) I i O | * J j A | + K k A | , L l A | - M m A | ) I i A | * J j A | + K k A | , L l A | - M m A | ) I i A | * J j A | + K k A | , L l A | - M m A | ) I i A | * J j A | + K k A | , L l A | - M m A | * J j A | + K k A | , L l A { - M m H | 9 Y I } : Z J ~ ; [ K  < \ L { $ M | % N { & O | ' P } ? ( Q ~ ) R  * ] LargeGrating1 LargeGrating LargeGrating LargeGrating2 LargeGrating ` LargeGrating TheDaddy1 TheDaddy h h TheDaddy daddytrigger1 daddytrigger ` @ daddytrigger LargeGrating3 LargeGrating LargeGrating LargeGrating4 LargeGrating LargeGrating LargeGrating5 LargeGrating LargeGrating Spotlight1 Spotlight @ Spotlight d Spotlight2 Spotlight Spotlight N Spotlight3 Spotlight D Spotlight ; ? FloorImpact1 FloorImpact @ FloorImpact RoofImpact1 RoofImpact RoofImpact area [Wing Court Cellar]:mappage 2:mapevent 0,1,28,23:mappage 2:mapevent 0,0,65,23:AMBIENT 2,6,5:let saferoom=1:if destroyedelevator>0,skip:music 4:skip@:let mirrorroom=[WCB1F Side Room A]:fogoff: ` @ cpassage WCB1F Central Passage blank none ExitDir none exit: 0 t @ cpassage enter None none $ H @ @ mirror Not this way... global destroyedelevator=0 WCB1F cell tunnel save cell tunnel none Exit none mappage 2:mapevent 1,3,37,21:if destroyedelevator=1,skip:function Door:break:skip@:describe: x l @ cell block WCB1F Cell Block Cell Tunnel A none ExitD z @ { A | B } C ~ } D  E } F ~ G  H { I | J } / O o K ~ 0 P p L  1 Q q M { 2 R r N | 3 S s O } P ~ Q  R { S | T } U ~ V  W { X | Y } / O o Z ~ 0 P p [  1 Q q \ { 2 R r ] | 3 S s @ } A ~ B  C { D | E } / O o F ~ 0 P p G  1 Q q H  2 R r I { 3 S s J | K  L { M | N | O } P ~ } Q  \ ? _ _ Wall1 Wall P Wall Wall2 Wall @ h Wall Fatman1 Fatman @ Fatman Fatman2 Fatman ` @ Fatman daddytrigger1 daddytrigger | @ daddytrigger TheDaddy1 TheDaddy 4 TheDaddy SideImpact1 SideImpact @ SideImpact SideImpact2 SideImpact @ SideImpact FloorImpact1 FloorImpact @ FloorImpact RoofImpact1 RoofImpact 4 RoofImpact Spotlight1 Spotlight t Spotlight Spotlight2 Spotlight Spotlight mappage 2:mapevent 0,1,24,22:mappage 2:mapevent 0,0,24,63::AMBIENT 5,25,25:warpoff:xfadespeed 300:let saferoom=0:if destroyedelevator>0,skip:music 4:skip@:let docile=0 ` \ @ Cell Tunnel A Cell Tunnel A cell block enter none Exit none exit: ( X < @ Cell A WCB1F Cell A blank none Exit none mappage 2:mapevent 1,40,29,28:if destroyedelev say [Not now...] say [Not now...] say [Not now...] say [Not now...] say [Not now...] 6 V 7 W 8 X Wall1 Wall T ` Wall Wall2 Wall p ` Wall CellDoor1 CellDoor @ CellDoor Spotlight1 Spotlight Spotlight Z d Spotlight2 Spotlight Spotlight d SideImpact1 SideImpact 4 SideImpact FloorImpact1 FloorImpact 4 FloorImpact RoofImpact1 RoofImpact ? ( RoofImpact SideImpact2 SideImpact , 4 SideImpact mappage 2:mapevent 0,1,29,36:AMBIENT 55,0,0:warpon:music 19:global freakout00 , < $ 4 blank WCB1F Cell Block Cell B none Exit none if freakout>0,locked:function MetalDoor:break:locked@:state player,pickup:wait 30:sound [lockeddoor1]:wait 20: say [I'm trapped in here!/I'm doomed, I'm doomed./I'm gonna die in here!/Somebody help me!/I'm scared.] 6 V 7 W 8 X Wall1 Wall X Wall Wall2 Wall 0 ` Wall Spotlight1 Spotlight T Spotlight m d rat1 rat 4 rat CellDoor1 CellDoor D CellDoor beef jerky1 beef jerky p 4 beef jerky SideImpact1 SideImpact T 4 SideImpact FloorImpact1 FloorImpact 4 FloorImpact RoofImpact1 RoofImpact ( RoofImpact SideImpact2 SideImpact 4 SideImpact mappage 2:mapevent 0,1,30,59:addexhaustion 100:AMBIENT 5,5,5 | $ L 4 4 blank WCB1F Cell Block Cell G none Exit none function MetalDoor: WCB1F Cell Tunnel B 2 { * J j @ | + K k A } , L l B ~ - M m C  ) I i D { * J j E | + K k F } , L l G ~ - M m H  ) I i I { * J j J | + K k K } , L l L ~ - M m M  ) I i N { * J j O | + K k P } , L l Q ~ - M m R  S { T | 9 Y U } : Z V { ; [ W | < \ X } % Y ~ & Z  ' [ { ? ( \ | ) ] } * E ~ + F  , G { H | I } ! J ~ K  # L { $ M | % N { & O | ' P } ? ( Q ~ ) R  ] rice pudding1 rice pudding @ rice pudding TheDaddy1 TheDaddy @ TheDaddy Wall1 Wall ` Wall daddytrigger1 daddytrigger @ daddytrigger FloorImpact1 FloorImpact @ FloorImpact RoofImpact1 RoofImpact RoofImpact permasmoke1 permasmoke @ permasmoke permasmoke2 permasmoke ` @ permasmoke permasmoke3 permasmoke @ permasmoke permasmoke4 permasmoke ` @ permasmoke permasmoke5 permasmoke @ permasmoke permasmoke6 permasmoke @ permasmoke permasmoke7 permasmoke @ permasmoke permasmoke8 permasmoke @ permasmoke Spotlight1 Spotlight $ Spotlight e Spotlight2 Spotlight Spotlight l mappage 2:mapevent 0,1,29,63:" z > { ? R | S } S ~ ~ T  U ~ V  ~ R  S ? ? _ DirtyDoor1 DirtyDoor @ DirtyDoor irradiated orange1 irradiated orange , @ irradiated orange Wall1 Wall ` Wall Wall2 Wall D l Wall Spotlight1 Spotlight Spotlight x fusespot1 fusespot fusespot generator1 generator D $ generator SideImpact1 SideImpact @ SideImpact SideImpact2 SideImpact @ SideImpact FloorImpact1 FloorImpact ` @ FloorImpact RoofImpact1 RoofImpact RoofImpact mappage 2:mapevent 0,1,63,52:AMBIENT 15,25,5:xfadespeed 400:global generatoron=0:let nopanic=0:let saferoom=1:if madedreamremark=1,skip:state player,crying:skip@:if generatoron=1,gen:mappage 2:mapevent 1,44,60,50:music 9:break:gen@:music [generator]: h , T , @ exit WCB1F Central Passage side room g none Exit none function Door: ` @ @ broken generator It needs fuel and a new fuse... if generatorfuel=0,skip:if generatorfuse=0,skip:ideactivate:skip@: None none Look at none mappage 2:mapevent 1,44,60,50:describe: < \ 0 @ fuel pipe I need to use something with it. global generatorfuel=0:if generatorfuel=0,skip:ideactivate:skip@: None None none Use none describe Use gasoline can state player,pickup:sound [gasoline]:wait 60: say [That should be enough to get the elevator working.]:let generatorfuel=1:drop gasoline can,1:if generatorfuse=0,skip:activate generator:deactivate broken generator:skip@:wait 30:state player,default:ideactivate: < \ @ fuse board Looks pretty ancient.|Doubt it's that safe.|Think it's something to do with the generator, maybe? global generatorfuse=0:if generatorfuse=0,skip:ideactivate:skip@: None none Look at none describe: Use large fuse state player,pickup:wait 30:sound [fuse] say [Right, that should get it going again.]:let generatorfuse=1:drop large fuse,1:if generatorfuel=0,skip:activate generator:deactivate broken generator:skip@:wait 30:state player,default:ideactivate: X @ generator Ok, I'm switching it on.|Let's hope this works! global generatoron=0:global madedreamremark=0:if generatorfuel=0,skip:if generatorfuse=0,skip:iactivate:skip@: None none Turn on none if generatoron=1,skip:mappage 2:mapevent 5,43,60,50:mappage 2:mapeventin [WCB1F n.elevator passage],1,42,135,46:let generatoron=1:state player,cutscene:describe:state player,pickup:wait 30:sound [ok2]:music [generator] say [It's already running.] say [Get a grip, you.|Pull yourself together man!|You're stronger than this!] say [Ok, so where are we now?]:state player,pickup:wait 30:sound [ok2] { : Z @ | : Z A } } B ~ ~ ~ C   D { : Z E | ~ ~ F }  G ~ : Z H ? ? _ Wall1 Wall @ l Wall Spotlight1 Spotlight Spotlight ] Spotlight2 Spotlight | Spotlight U Z elevator1 elevator @ elevator TheDaddy1 TheDaddy ` TheDaddy daddytrigger1 daddytrigger @ daddytrigger SideImpact1 SideImpact @ SideImpact FloorImpact1 FloorImpact @ FloorImpact RoofImpact1 RoofImpact RoofImpact mappage 2:mapevent 0,1,142,52:mappage 2:mapevent 0,0,142,41::global generatoron=0:function QuickTest:if generatoron=1,skip:mappage 2:mapevent 1,33,135,46:skip@:AMBIENT 5,25,45 8 ( , 4 P @ call button It seems to have no power... None none Push none if destroyedelevator>0,skip2:state player,cutscene: say [I hope this works...]:wait 60:state player,pickup:wait 20:if generatoron=1,skip:sound [switch]:describe:state player,default:break:skip@:xfadespeed 1:music [elevator]:let nopanic=1:wait 1900:sound [daddystep1] say [Damn, what's that?]:sound [daddystep2] say [It's out of order, I think.] say [No point going in there now...] mappage 2:mapevent 1,20,127,48:mapevent 1111,8,128,46:AMBIENT 0,0,0:surface 1:if generatoron=1,skip:music 9:goto end:skip@:music [generator]:end@:let saferoom=1: X p @ n.passage There's a doorknob here somewhere... WCB1F n.elevator passage shortcut none ExitDir none function DescribeExit: h d @ first passage The handle's in here somewhere... global basementshortcut=0: Wing Court B1F E Passage secret door none ExitDir none if basementshortcut=1,skip:mappage 2:mapeventin [Wing Court B1F E Passage],2,4,120,56:let basementshortcut=1:state player,pickup:wait 40:sound [unlock1]:wait 30: say [Ah I found the handle...]:state player,pickup:wait 30:sound [opendoor1]:wait 30:exit:break:skip@:mappage 2:mapeventin [Wing Court B1F E Passage],2,4,120,56:function DescribeExit: < X @ mirror let mirrorroom=[WCB1F shortcut] z > | L } N } L ~ M  N { O | P } Q ? ? ? Wall1 Wall Wall Wall2 Wall D Wall DirtyDoor1 DirtyDoor | DirtyDoor Mirror1 Mirror \ dusty mirror Spotlight1 Spotlight @ Spotlight  d Spotlight2 Spotlight h Spotlight } 3 bottle of milk1 bottle of milk bottle of milk SideImpact1 SideImpact SideImpact FloorImpact1 FloorImpact FloorImpact RoofImpact1 RoofImpact D RoofImpact SideImpact2 SideImpact SideImpact area [Wing Court Cellar]:mappage 2:mapevent 4,8,35,17:mappage 2:mapevent 2,37,32,17:mappage 2:mapevent 0,1,36,18::AMBIENT 15,25,35:stage 0,1,0,0:surface 1:let saferoom=1:let mirrorroom=[WCB1F cell tunnel save] X d L 8 | cell tunnel Cell Tunnel A mirror none Exit none function Door: mirror None none dead bed - ~ . / ; [ { Wall1 Wall h Wall Wall2 Wall @ ` Wall Spotlight1 Spotlight < Spotlight g d Spotlight2 Spotlight Spotlight t d Mirror1 Mirror dusty mirror SideImpact1 SideImpact @ SideImpact FloorImpact1 FloorImpact ` @ FloorImpact RoofImpact1 RoofImpact RoofImpact SideImpact2 SideImpact @ SideImpact 206 bedroom key1 206 bedroom key , 206 bedroom key area [Apartment 203]:mappage 0:mapevent 1,9,62,19:mappage 0:mapevent 0,1,59,18:AMBIENT 35,15,25:music 9:fogoff:let saferoom=1:let mirrorroom=[dead bed]: l @ exit dead dallway door2 none Exit none function Door: @ mirror let mirrorroom=[dead bed]: None none desert @ ` ! A a " B b # C c $ D d % E e & F f ' G g ( H h ) I i say [Hmmm, there's something on it...] speech=[I got a {GREEN}can opener{WHITE}.|Finally I can open some cans!]:pickup can opener:state player,pickup:wait 30:sound [pickup1]:state can opener1,dead:say say [Wait, I think it's coming in here... /I need to hide!/I can't leave right now, it wants the meat!] speech=[Ah, there was a {GREEN}delicious ham {WHITE}inside!|Can it be it's still fresh?|I could almost cry.|I've dreamed about this for months...] 8 X x h i j k l m ~ n } o p q r ~ ? _  Door1 Door | @ Door Wall1 Wall ` T Wall Wall2 Wall d Wall Spotlight1 Spotlight $ Spotlight d Spotlight2 Spotlight Spotlight d Zombie1 Zombie @ Zombie Wall3 Wall @ @ Wall blue pill1 blue pill @ blue pill zombiearm1 zombiearm zombiearm SideImpact1 SideImpact @ SideImpact SideImpact2 SideImpact \ @ SideImpact FloorImpact1 FloorImpact @ FloorImpact RoofImpact1 RoofImpact RoofImpact area [Apartment 202]:mappage 0:mapevent 0,1,70,25: say [The monster through there is dead.|I killed it.] say [In fact... |Gimme back my meat, you bastard!]:add psycho,100:warpon:state player,pickup:wait 30:state zombiearm1,dead:wait 30:warpoff:let hookpuzzle 00:sound [pickup1] say [I wonder why there's a hook hanging there?] say [My beautiful meat... |I don't want to think about it.|Look at that thing trying to get it... |It's almost sad.] say [The meat's too gelatenous to attach to the hook.] say [This is going to break my heart...] say [It's a really sad day I have to use up my ham... |On one of these ... things!|I wasn't really looking forward to much else in life.] say [Yikes!!!] say [I'm not wasting my precious ham on that!]:break: H 4 @ living room The lock is broken. I can't open it. None none Exit none mappage 0:mapevent 2,36,78,22:sound [lockeddoor1] 4 T t 5 U u 6 V v 7 W w 8 X x 9 Y y : Z z ; [ { Spotlight1 Spotlight l p Spotlight d theplayers1 theplayers T theplayers mappage -1:AMBIENT 85,85,85:stage 0,1,0,0:let nopanic=1:if phealth<50,silent:music [intro]:return@:global bluedream=0:let asleep=1:break:silent@:music 9:goto return: p X spawn None none Enter none state player,cutscene:wait 120:add bluedream,1:function BlueDream:let inbed=1:let asleep=1:wait 120:if madeammoremark=1,do:return@:customexit [Bedroom],[inbed],50,[white]:wait 10000000000:do@: chrsay Seated Figure,[If you need to see me again,|... take the blue pill.] z > { A | $ D B } % E C ~ ) I D | E | F } E ~ F ? _ ? Spotlight1 Spotlight | Spotlight . Spotlight2 Spotlight x Spotlight d Wall1 Wall Wall Wall2 Wall @ Wall Mirror1 Mirror H dusty mirror bottle of milk1 bottle of milk bottle of milk ground espresso1 ground espresso $ ground espresso SideImpact1 SideImpact SideImpact SideImpact2 SideImpact SideImpact FloorImpact1 FloorImpact H FloorImpact RoofImpact1 RoofImpact @ RoofImpact area [Apartment 105]:mappage 1:mapevent 0,1,96,58:mappage 1:mapevent 0,0,107,58:mappage 1:mapevent 1,31,94,57:mappage 1:mapevent 5,8,105,57:stage 0,1,0,0:AMBIENT 5,5,5:let mirrorroom=[WC1F save room]:fogoff:surface 1:addexhaustion 30: d d T T exit Wing Court 1F South Door to 104 none Exit none function Door: @ | mirror let mirrorroom=[WC1F save room]: None none WC1F meat room ! " # $ % & ' ? ( ) hangingmeats1 hangingmeats H ` hangingmeats Spotlight1 Spotlight x ( Spotlight d Spotlight2 Spotlight d Spotlight d Wall1 Wall ` Wall Wall2 Wall @ ` Wall HideSpotLtrigger1 HideSpotLtrigger HideSpotLtrigger HideSpotRtrigger1 HideSpotRtrigger HideSpotRtrigger meatbackdrop1 meatbackdrop ` meatbackdrop Zombie1 Zombie p D Zombie meatroomzombietrigger1 meatroomzombietrigger ` meatroomzombietrigger Wall3 Wall Wall Wall4 Wall @ Wall bucket1 bucket ` bucket SideImpact1 SideImpact ` SideImpact SideImpact2 SideImpact ` SideImpact FloorImpact1 FloorImpact x ` FloorImpact RoofImpact1 RoofImpact X RoofImpact area [Apartment 103]:mappage 1:mapevent 0,0,87,25: say [I'm pretty sure it smells rotting meat!] business card1 business card business card SideImpact1 SideImpact SideImpact SideImpact2 SideImpact | SideImpact FloorImpact1 FloorImpact ` FloorImpact RoofImpact1 RoofImpact RoofImpact AMBIENT 5,25,55:mappage 0:mapevent 0,1,107,15:mappage 0:mapevent 0,0,106,25:mappage 0:mapevent 1,4,104,25:let nopanic=1:let saferoom=1:if metherfirsttime=0,hermusic:music 9:break:hermusic@:music [bluestage]: h | her global metherfirsttime=0:if metherfirsttime=0,skip:ideactivate:state her1,dead:if metherfirsttime=2,skip:let metherfirsttime=2:state player,recover:state business card1,default:warpoff:skip@: hallway mirror none Talk to none music [bluestage]:state player,cutscene:wait 120: say [Hello?] say [How did you get in there?|Are you ok?] say [How can I get you out?|Who did this to you, anyway?] chrsay Her,[Why did you come here!?|I never wanted you to find me...|Not like this...] say [What do you mean?|I've never been here before!] say [Who are you, anyway?] chrsay Her,[Yeah, that's right...|I'm no-one!] say [So ... leave me alone!] wait 50:music 20:add directorpoints,1:function CalcPsycho:if psychonet<200,censor:xfadespeed 1:warpon:music [monstersinpain]:state Her1,burn:wait 150:warpon:music 21:wait 50:state player,toknees:wait 60:music 21: wait 50::let diarytext=[I saw a girl in blue, today.|She was burning.|My hallucinations are getting worse.|I should push on to the first floor.]:exit@:let metherfirsttime=1:customexit [201 double bedroom],[her],20,[red]:break:censor@:warpon:xfadespeed 1:music [whitenoise]:wait 40:music 1:let metherfirsttime=1:state Her1,dead: say [She seems ...|... familiar somehow...]:wait 120:let diarytext=[I saw a different girl today,|...but she also vanished.|She was wearing a blue dress.|She reminds me of someone.|Anyway, next I'm gonna start looking for a way downstairs...] 8 X x M m N n } O o P p Q q R r S s T t U u V v W w ~ ? _  Wall1 Wall ` \ Wall Wall2 Wall p Wall Wall3 Wall Wall Wall4 Wall ` Wall HideSpotLtrigger1 HideSpotLtrigger , HideSpotLtrigger HideSpotRtrigger1 HideSpotRtrigger HideSpotRtrigger Door1 Door @ Door Spotlight1 Spotlight Spotlight { SideImpact1 SideImpact @ SideImpact FloorImpact1 FloorImpact d @ FloorImpact SideImpact2 SideImpact \ @ SideImpact RoofImpact1 RoofImpact RoofImpact area [Apartment 204]:AMBIENT 35,55,65:mappage 0:mapevent 0,1,60,58:mappage 0:mapevent 0,0,50,58:mappage 0:mapevent 9,36,50,60:let noroof=0:let nopanic=0:let saferoom=1:random revive,0,1:music [thedirector]: blank I guess I need to find my way to the first floor now... global madefireexitremark=0:global madewfireexitremark=0:if madewfireexitremark=1,do:if metdirector=1,check:do@:ideactivate:break:check@:if madefireexitremark=0,skip:ideactivate:break:skip@: None none Enter none state player,cutscene:let madefireexitremark=1:describe:wait 30:mappage 0:mapevent 109,128,95,24:wait 10:mapquest [I should get back to the apartment I saw that girl in...|The one in the blue dress.|It was pretty close to the stairs.]:mapevent 109,255,95,24:wait 0:state player,default:ideactivate:break: 0 0 \ @ \ @ hidezone None none Exit none function Hide: 4 < < @ WC2FS Wing Court 2F, South 204 none Exit none function Door: x T @ drawings They're child-like drawings, written in chalk.|I could probably do better!|They're mostly of some girl./I like these pictures.|They're nice.|I wonder who she is?/Drawings in black pencil of a girl about my age.|She looks nice./I wonder who put these here?|I wonder who she is?|Is it supposed to be the same girl? anywhere: None none Look at none add psycho,15: add psycholog,[Examined the photos obsessively. (psycho +15)] say [Pathetic.|Useless drawings, a waste of my time.../I don't have time to look at these hopeless scribbles./I'm not interested in these at all.] say [Ha ha ha ha ha./Some girl, I don't care who she is./I'm through wasting my time with these./I couldn't care less.] say [I think it's that girl I keep seeing./I'm pretty sure I'm related to her in some way./I need to remember her,|... it could be the answer to all of this.] 8 X x ~ ; [ { Wall1 Wall p Wall Wall2 Wall @ | Wall Spotlight1 Spotlight L Spotlight gas tank1 gas tank ` @ gas tank SideImpact1 SideImpact @ SideImpact SideImpact2 SideImpact @ SideImpact FloorImpact1 FloorImpact ` @ FloorImpact RoofImpact1 RoofImpact RoofImpact AMBIENT 75,85,90:mappage 0:mapevent 0,1,59,65:mappage 0:mapevent 1,3,59,61:music [thedirector]: T @ 204 hallway 204 hallway angel room none Exit none function Door: T @ chalk markings It's a girl...|Wait, she has wings...|An angel, perhaps?/The whole room's covered with chalk pictures.|A girl with wings, hearts, clouds... None none Look at none state player,pickup:wait 60:add psycho,10: add psycholog,[Looked at the chalk drawings. (psycho +10)] say [I see that girl.|She's haunting me./I know it's her.../I don't want to stare too long./It says 'angel'...] say [It's her again.|I'm sick of this girl./She's the one doing this to me...|I'm gonna find her and make her stop!/I don't wanna look at that wretched drawing!] say [She's gone now.../I wish I could see her again,|... but I know she's gone./She was no angel,|... but I loved her.] reply [You got a lot of nerve, you know.] say [Hold on a second...|I've been seeing all kinds of things...|I dunno if it's the disease that's doing that.|I'm only alive because I holed up in my apartment.|How about you, huh?|I've no idea how you survived!/What's your story?] reply [Well...|I could be in your head.|I couldn't rightly say...|Nah, just kiddin'.|I'm here alright, sure as the night is long.] reply [As for me, well, I got my means of survival.|It's all about keepin' your brain in shape.|Stay sharp, stay alert.|You'll learn in time, yessir.] say [I'll be seeing you./See you later./See you round./Bye for now then.|I'll catch you later...] reply [You can bet on that./Here's looking at you kid./The world is yours.|Don't forget that, son./We're all in this together./Not if I see you first!/Keep your chin up, kid./Hey, everything has a way of workin' out?|Y'know?/Pretty sure you will.] say [I'm not giving this to him without a reason...] reply [Some call me The Director.|I couldn't tell ya why.] say [How did you survive in here?|There's nothing even in this apartment!] reply [I have my ways and means.|May even be able to help some.] reply [But I'd take a little time to think on how I survived first...] say [What do you mean?] reply [Exactly.] say [I give up?|You're telling me you're some kind of survival expert?|For all I know, you're not even real.] reply [You got a lot of nerve, you know!] say [Hold on a minute...|I've been seeing all kinds of things...|I dunno if it's the disease that's doing that.|I'm only alive because I holed up in my apartment.|How about you, huh?|I've no idea how you survived!/What's your story?] reply [Well, I could be part of your furtive imagination...|I couldn't rightly say!|But I reckon I'm here alright,|... sure as the night is long.] reply [But as far as survival goes...|Folks used to say it's all about keepin' yer brain in shape.|I'm still learning myself.|You'll learn too, in time.|Yessir.] say [I'll be seeing you./See you later./See you round./I'll see you soon.../Catch you later, then.] reply [You can bet on that./Here's looking at you kid./The world is yours.|Don't forget that, son./We're all in this together./Not if I see you first!/Keep your chin up, kid./Hey, everything has a way of workin' out?|Y'know?/Pretty sure you will.] say [I'm not giving this to him without a reason...] say [I'm not giving this to him without a reason...] - lightingon:AMBIENT 160,170,185:fogon:state player,default:global gamestarted=1:music 9: t x blank None none superflat world 9 Y y a : Z z b ; [ { c < \ | d = ] } e > ^ ~ f : Z z a ; [ { b < \ | c = ] } d > ^ ~ e : Z z f ; [ { a < \ | b SideImpact1 SideImpact SideImpact FloorImpact1 FloorImpact FloorImpact RoofImpact1 RoofImpact ( RoofImpact comic1 comic comic Spotlight4 Spotlight \ Spotlight SB1 SB x < SB area [Superflat World]:let saferoom=1:mappage 3:mapevent 0,1,87,20:mappage 3:mapevent 0,0,87,18:AMBIENT 5,10,15:fogoff:turnoff Spotlight3:turnoff Spotlight4:music 9: dark alleyway Dark Alleyway White-faced Man none ExitDir none exit: entrance None none $ ? @ 4 White-Faced Man global arcadewhiteman=0:global cityprogress=0:state Whitefacedman1,dead:if arcadewhiteman=1,deact:break:deact@:ideactivate: None WhiteFacedMan1 ExitDir none let diarytext=[I saw that freaky guy again.|The one with the white face...|He scares me half to death,|... even though I can't explain why.|I need to push on through the city,|... to see where it leads me.|I wonder what's at the end of the road?]:let arcadewhiteman=1:let cityprogress=2:state player,cutscene:flashlightoff:turnoff Spotlight2:ambient 20,45,50:wait 10:ambient 10,35,40:wait 10:ambient 5, say [?] chrsay White-faced Man,[Hello again.] say [Alright then,|... say what it is you want to say!|I'm tired of all this creeping around!] chrsay White-faced Man,[I have no information for you.|I can tell you this, though...] chrsay White-faced Man,[You're getting to the heart of matters.|Goodbye.] chrsay White-faced Man,[You may not be ready to learn anything.|Goodbye.]:endpsy@:turnoff Spotlight3:istate dead:turnon Spotlight2:music 9:ideactivate:state player,default: t ` north street N Street, East SF world none Exit none mappage 3:mapevent 1,3,87,16:function MetalDoor: P T p ? SB What the ...? global sbgag=0:if sbgag=0,s:ideactivate:s@: None none Enter none state player,cutscene:turnon Spotlight4:xfadespeed 1:music [SB]ht4:state SB1,default:music [silence] say [Hmmmm...] Wall Zombie1 Zombie ` Zombie HideSpotLtrigger1 HideSpotLtrigger H HideSpotLtrigger HideSpotRtrigger1 HideSpotRtrigger 8 HideSpotRtrigger archfront1 archfront archfront Spotlight1 Spotlight Spotlight Spotlight2 Spotlight Spotlight ~ Spotlight3 Spotlight Spotlight ~ Spotlight4 Spotlight h $ Spotlight u Spotlight5 Spotlight @ Spotlight r city map1 city map T city map SideImpact1 SideImpact t SideImpact SideImpact2 SideImpact SideImpact FloorImpact1 FloorImpact FloorImpact Ammo1 Ammo ` handgun ammo health tonic1 health tonic ` health tonic Spotlight6 Spotlight ( Spotlight c Spotlight7 Spotlight | t Spotlight cat1 cat cat area [East Street]:mappage 3:mapevent 0,1,134,67:mappage 3:mapevent 0,0,134,11:fogon:AMBIENT 25,45,55:xfadespeed 400:let saferoom=1:let noroof=1:surface 1:global catquest=0:global scaredoff=0:music [thecity]:if catquest=0,kitty:nokitty@:break:kitty@:if scaredoff=1,nokitty:print [QUEST CONT]:state cat1,default: L p South Street South Street E Street Entrance none Exit none exi say [This place...|I know it some homehow.|Why, though?|It's not like I've been a patient here...|Why is it so familiar?|Anyway...] say [Whatever's waiting for me in there...|Well,|... it's gotta be what I'm looking for.]:mappage 3:mapevent 88,3,134,69:state player,walkleft:wait 10:state player,pickup:wait 30:sound [ok1]:wait 20:sound [ok1]:wait 50:state player,pickup:sound [ok1]:wait 30:sound [ok1]:wait 40:sound [ok1] @ ` A a B b C c D d E e F f G g H h ? I i Wall1 Wall Wall Wall2 Wall < Wall Door1 Door d Door battery1 battery battery Mirror1 Mirror dusty mirror Spotlight1 Spotlight x Spotlight r tin of beans1 tin of beans 4 tin of beans area [???]:mappage 3:mapevent speech=[Heh. {GREEN}Ground meat...|{WHITE}Wonder if it's even edible.]:goto get:2@:ifrandom 6,10,3:ifcarrying cheese crackers,slicetest:goto getcrackers:slicetest@:ifcarrying sliced cheese,getcrackers:goto getcheese:getcrackers@:pickup cheese crackers:let speech=[Some {GREEN}cheese crackers{WHITE}...|Interesting!]:goto get:3@:ifrandom 5,10,4:ifcarrying sliced cheese,crackertest:goto getcheese:crackertest@:ifcarrying cheese crackers,getcheese:goto getcrackers:getcheese@:pickup sliced cheese:let speech=[{GREEN}Sliced cheese{WHITE}...|Could it still be ok?]:goto get:4@:pickup instant ramen:let speech=[{GREEN}Instant ramen{WHITE}?|Hmmm...]:get@:state player,pickup:wait 30:sound [pickup1]:wait 30:state player,cutscene: say [There's some food in here...] say [Oh, and there's some of those flares in here too...|Bonus!] say [Oh, there's ammo in here too...|Bonus!] say [There's nothing in the box this time.|Maybe I should come back later...]:end@:state player,default: 8 T hidezone anywhere: None none Exit none function Hide: @ hidezone anywhere: None none Exit none function Hide: H ( hidezone anywhere: None none Exit none function Hide: east back alley ( ! < \ | " = ] } # > ^ ~ ~ $ ? _  % X x & Y y ' Z z ( [ { ) \ | * ] } + ^ ~ ~ , _  Ђ - N n N N n . O o O O o / P p 0 Q q 1 R r 2 S s ! " 9 Y y # : Z z $ ; [ { % < \ | & = ] } ' > ^ ~ ( ? _  ) * + , < \ | - = ] } . > ^ ~ / < \ | 0 = ] } ! > ^ ~ " \ | # ] - M m . . N n / 5 U u 0 6 V v 1 7 W w 2 ! " # $ 8 X x % J & K k ' L l ( M m ) N n } * O o + P p , Q q - R r ! S s " T t # U u $ V v % W w & X x ' Y y ( Z z ) [ { * \ | + ] } , ^ ~ ~ - _  Ђ 2 Wall1 Wall ( Wall Wall2 Wall Wall Ammo1 Ammo p handgun ammo - M m $ . N n % / O o & _  Ђ ' J j ( Y y ) Z z * [ { + \ | , ] } - ^ ~ ~ . 7 W w / X x 0 Y y 1 Z z , - \ | . / 0 1 * + , - . X x / Y y 1 Wall1 Wall < Wall Wall2 Wall D Wall Fatman1 Fatman Fatman Zombie1 Zombie Zombie HideSpotLtrigger1 Hid - M m L . N n } M / O o N 0 P p @ 1 Q q A 2 R r B 3 S s C 4 T t D 5 U u E 6 V v F 7 W w G 8 X x H 9 Y y I : Z z J ; [ { K < \ | L = ] } @ > ^ ~ ~ A ? _  B " C # D $ E % F & G ' H ? ( I ) J p q r p q r p ~ q ~ r p q p q r ~ crabshack1 crabshack crabshack dream2fog1 dream2fog dream2fog dream2fog2 dream2fog dream2fog dream2fog3 dream2fog dream2fog Wall1 Wall Wall Wall2 Wall Wall Mirror1 Mirror 4 < dusty mirror health tonic1 health tonic health tonic can of soda1 can of soda can of soda SideImpact1 SideImpact T SideImpact SideImpact2 SideImpact SideImpact FloorImpact1 FloorImpact FloorImpact RoofImpact1 RoofImpact h RoofImpact area [El Crab Shack]:let saferoom=1:let athome=0:mappage 3:mapevent 0,1,59,18:mappage 3:mapevent 0,0,67,18:mappage 3:mapevent 1,13,63,16:AMBIENT 35,45,45:fogoff:surface 1:music [streetambience]: p x @ H exit N Street, East crab shack none Exit none exit: < mirror let mirrorroom=[El Crab Shack]: None none W Street 7 e @ f A ` B a C b D - M m @ . N n } A / O o B 0 P p C 1 Q q D 2 R r E 3 S s F 4 T t G 5 U u H 6 V v I 7 W w J 8 X x K 9 Y y L : Z z M ; [ { N < \ | O = ] } P > ^ ~ ~ Q R ! @ " A # B $ C % D & E ' F ? ( G ) H - L . M / N 0 O 1 P 2 S Wall1 Wall ? Wall Wall2 Wall Wall Ammo1 Ammo handgun ammo health tonic1 health tonic health tonic SideImpact1 SideImpact SideImpact FloorImpact1 FloorImpact @ FloorImpact area [West Street]:let saferoom=1:mappage 3:mapevent 0,1,37 say [I'm not going back in there...] g g h h ? i i j j k k l l m m n n } o o p p bus bg1 bus bg bus bg bus fg1 bus fg bus fg dream2fog1 dream2fog , dream2fog dream2fog2 dream2fog ( p dream2fog dream2fog3 dream2fog dream2fog Wall1 Wall h Wall Wall2 Wall ( \ Wall Spotlight1 Spotlight T h Spotlight x Spotlight2 Spotlight 4 Spotlight SS K pathtrigger1 pathtrigger | pathtrigger pathtrigger2 pathtrigger X x pathtrigger pathtrigger3 pathtrigger t pathtrigger pathtrigger4 pathtrigger p pathtrigger pathtrigger5 pathtrigger l pathtrigger pathtrigger6 pathtrigger H h pathtrigger pathtrigger7 pathtrigger h d pathtrigger pathtrigger8 pathtrigger ` pathtrigger pathtrigger9 pathtrigger \ pathtrigger pathtrigger10 pathtrigger X pathtrigger panel1 panel 0 panel SideImpact1 SideImpact d SideImpact FloorImpact1 FloorImpact l FloorImpact RoofImpact1 RoofImpact RoofImpact mappage 3:mapevent 0,1,37,67:mappage 3:mapevent 1,40,37,67:AMBIENT 55,65,75:fogoff:let saferoom=1:if bpanel>2,skip:turnoff Spotlight1:skip@:music [streetambience]:function QuickTest: p ` entrance W Street bus none Exit none state player,opendoorlow:exit: L < h side door Hmmm...|Don't think it's gonna open unless the electrics are working. global killedmother=0:global bpanel=0: city limits bus none Look at none if bpanel=3,did:let diarytext=[I found this wrecked bus,|... in the Southwast of the city.|It's blocking what might be a road out of here.|If I can get the electrics back on,|... maybe I can get the side door open.]:state player,pickup:wait 60:describe:state player,default:break:did@:ifcarrying handgun,skip:pickup health tonic:pickup health tonic:pickup health tonic:pickup handgun:pickup ammo:pickup ammo:pickup ammo:pickup ammo:skip@:if killedmother=1,noway:state player,opendoor:let diarytext=[I got the bus working again,|... and got through the door.|I wonder what's waiting on the other side?] say [Ah, it's working now...] say [I'm not gonna go back outside the city.|It's not safe...] say [I can see some exposed wires...] say [The wires are snipped now,|... I could probably attach them to something.] say [There's a battery attached to the electrics.|It got the door open at least...] say [Now here's a use for a crowbar,|... if ever I saw one.] say [Ok, I got it open!] say [I don't need to crowbar that anymore.] say [Ok, I'll snip the wires...] say [So far, so good...] say [I can't think of any reason to use them here for the moment.] say [Ok, I'll attach the battery...] say [Alright! That got the electrics back on!] say [I can't think of any reason to use it here.] say [I think I need to cut those wires first...] say [Let's see...] say [It's no good...|They're not right for cutting wires.] say [I can't think of any reason to use them here for the moment.]oke permasmoke9 permasmoke permasmoke motherrangetrigger1 motherrangetrigger motherrangetrigger motherrangetrigger2 motherrangetrigger motherrangetrigger fenceL1 fenceL fenceL fenceR1 fenceR fenceR Mirror1 Mirror t dusty mirror SideImpact1 SideImpact SideImpact FloorImpact1 FloorImpact FloorImpact SideImpact2 SideImpact SideImpact let mirrorroom=[city limits]:mappage 3:mapevent 0,1,38,71:mappage 3:mapevent 0,0,38,81:mappage 3:mapevent 1,20,37,78:AMBIENT 35,45,50:stage 0,2,47,0:music [silence]onet>2000,p3:let motherwintimer 00:goto begin:p3@:if psychonet>3500,p4:let motherwintimer 000:goto begin:p4@:let motherwintimer 000:begin@:xfadespeed 1000:state player,cutscene:wait 300:describe:wait 300:xfadespeed 3:music [whitenoise]:ambient 255,255,255:wait 20:ambient 55,25,45:wait 60:warpon:ambient 255,255,255:wait 45:warpoff:music [silence]:ambient 55,25,45:wait 120:xfadespeed 2:music [gates]:wait 520:wait 120:xfadespeed 0:fogon:music [mother] say [Oh my god...|It's all over this time.|I know it is...]:ambient 75,45,65:wait 10:ambient 130,65,105:sound [mother2]:state Mother1,default:state player,default:state fenceL1,default:ideactivate:break: H The Director global directordead=0:if directordead=0,skip:ideactivate:skip@: None none ExitDir none xfadespeed 500:music [thelaststreet] say [Oh no...] say [Who did this to you?|What can I do...?|Tell me ... please!|How can I stop the bleeding?] reply [Hey, kid, don't worry about me!|Seems I'm finished here,|... f ... foraged a little too far this time...] say [You're not gonna die on me!]Why did it have to be you?|You were my only friend!] reply [Well, it has to happen sooner or later, son.|What was it they say...?|Sometimes you eat the bar...?|I forget it exactly...] say [It's not fair...|Why did it have to be you?|You were my only friend!] reply [Hey, keep your chip up, kid.|You'll need to if you're gonna .... find ... her ...|The hospital...] say [Wait!|You know her too?|Who is she?|I need to find her!] say [Whoever did this to you is gonna pay for this!]:state player,default::let directordead=1:ideactivate:music [silence] } N n } O o P p Q q R r S s j j j Wall1 Wall T Wall Wall2 Wall T Wall HideSpotLtrigger1 HideSpotLtrigger x HideSpotLtrigger HideSpotRtrigger1 HideSpotRtrigger x HideSpotRtrigger Spotlight1 Spotlight Spotlight X ammo shop door1 ammo shop door @ ammo shop door gun rack1 gun rack @ gun rack Zombie1 Zombie @ Zombie SideImpact1 SideImpact @ SideImpact SideImpact2 SideImpact < @ SideImpact FloorImpact1 FloorImpact D @ FloorImpact RoofImpact1 RoofImpact RoofImpact Wall3 Wall Wall Wall4 Wall l Wall ZombieReviverTrigger1 ZombieReviverTrigger @ ZombieReviverTrigger area [Guns'n'Ammo]:mappage 3:mapevent 0,1,95,37:mappage 3:mapevent 0,0,103,37::AMBIENT 25,45,55:fogoff:surface 0:let patrolwidth@:function ImmortalZombie:let noroof=0:let nopanic=0:music [silence]: 0 4 @ weapons Heh...|Not my style./No thanks...|I prefer my handgun./Let's see...|Too big,|... too risky,|... too noisy,|... too messy.|Nothing here for me./Not my syle. None none Look at none state player,cutscene:describe:state player,default: d , chrsay Hank,[Who are you?|Are you still human?] say [Yes!|Thank god you're alive...|Let me in,|... it's not safe in here.] chrsay Hank,[Ok, one second.] chrsay Hank,[But you'll have to switch your light off...] say [Fine!]:state player,pickup:wait 30:sound [ok2] say [Hank?] chrsay Hank,[Alright, I'm letting you in...] say [Thanks!] q r s t s v w x y z Wall1 Wall l Wall Wall2 Wall < Wall Spotlight1 Spotlight 8 Spotlight Hank1 Hank | @ Hank bulbglow1 bulbglow $ bulbglow SideImpact1 SideImpact @ SideImpact FloorImpact1 FloorImpact | @ FloorImpact RoofImpact1 RoofImpact l RoofImpact SideImpact2 SideImpact @ SideImpact mappage 3:mapevent 0,1,95,33:mappage 3:mapevent 0,0,100,33:mappage 3:mapevent 2,3,95,36:mappage 3:mapevent 3,20,97,31:AMBIENT 15,25,35:let nopanic=1:music [hank]: @ L p h @ ammo store ammo store back room none Exit none function MetalDoor: 4 d l < @ Hank Thanks for saving my neck back there!|What's your name? global methank=0:global hankhealth=0:luminous: None Hank1 Talk to none ifflashlighton off:if methank=1,second:state player,cutscene:describe:wait 50: reply [I'm Hank.] reply [What do you want from me, man?|I'm not in a good state here...] say [Well, I'm looking for anyone who's still human...] reply [Hmmm.|Yeah.|Well, about that...|Human would barely be a word I'd use to describe myself,|... at this point in time.|One of those sons of bitches got me, you see, man.|I've been holdin' out as best I can.|But I can feel it starting to take root.|It started out as an itch, you know?|One I couldn't quite scratch, you know what I mean?] say [Damn, I'm sorry to hear that.|So you're gonna turn into one of them, huh?|Is that what happens?] reply [So they say...|Don't really know, to be honest.|Imfolashion's... information's...|... l-l-limited...|... on the subject.] say [Wow, you're really in a bad way.] choice [Will I get it too?],[Will I catch it if I hang around here?|Maybe I shouldn't even be in here...] choice [There must be a cure...],[I'm sure if we keep searching...|Somewhere out there is an antidote.|There must be!] choice [You should end it...],[You should put yourself out of your misery.|There's no hope for you.] reply [Not with that mask of yours!|What's with that, anyway?] add psycholog,[Asked insensitive question of Hank (psycho +100).] say [Ha...|I dunno really.../Stops the disease getting on me, I guess?|Perhaps if you'd had one on, you'd be ok now...] reply [I doubt that, bro.|Ha ha ha.|Maybe you're like me under there?|That's it, isn't it?] say [I don't think so...|I told you why, Hank.|Why don't you believe me?|...] reply [I'm just gonna keep shooting 'em.|It's all I got left.|I mean, who's better equipped than an ammo jockey?] add psycholog,[Suggested Hank kill himself (psycho +200). ] say [You wanna take as many as you can down with you?] say [For what it's worth, I do understand that.|As for me...|I think I'd rather be dead than one of them!] say [Heh, you're even crazier than me...|To be expected, I suppose.|When you turn into one of those things...] reply [Dunno, man.|How do you cure being inside-god-damned-out?|Still, survival instinct's strong, ain't it?|Some reason I don't wanna let go quite yet...] reply [Anyway.|You can see I'm outta supplies...|Nothing left to give you but ammo.|I see you're fond of a pistol there, bro?] say [It is good to have around...] say [... Although I don't tend to actually use it.] reply [Well, what I'm after is pills, man.|Gimme {GREEN}one of those blues{WHITE},|... and I'll give you a {GREEN}clip{WHITE}.|How's that sound?] say [Sounds fair to me.|I think I might have a source...|Ok, I'll see what I can dig up.] say [Are you sure you wanna be taking those, Hank?|I'm not sure they're safe...|Perhaps it's a cure you should be looking for?|Think about it, anyway.] say [Hang in there, Hank.] reply [Just watch out for those crazies,|... let 'em get too close, and you end up like me.]] say [Alright, Hank?/How's it going, Hank?/Are you ok, Hank?/What's the latest, Hank?] reply [Not so good man./Not at my b-b-b-besht./A b-b-b-bit skittish, man./Not too kosher, really./I'm feelin' itchy, man./I got the shakes./I'm feeling pretty weak if I'm straight with you./Flaked-out, man, flaked-out...] say [Ah, sorry to hear that, man./Hope you get better soon.../I'm still looking for a cure.../I'm gonna find a way to save you./I'll be back with more pills.../Hang in there, Hank.] reply [F-feeling a little better, man./Think I'm starting to fight this thing.../Th-thanks to you,|... I feel a bit less shaky./I'm not doing too bad, thanks bro./I'm sorta ok,|... but I'm still fightin' it, bro./I dunno for sure,|... but I might be on the up this time.] say [Ah, glad to hear it!/Those health tonics are working aren't they?/You might actually be pulling out of it, Hank!/Could these tonics be working?/I'm just glad you're feeling better.] reply [I'm d-definitely feeling much better, thanks!/I'm really good, thanks to you./I'm starting to feel like my old self again, bro.|It's nice./Much better, thanks to you, dude.] say [It's a miracle!/I can't believe it!|I'm so happy!/Soon you'll be up and running around!/Just don't take any more of those blue pills, man./Stay strong, Hank./So glad to see you this perky!] reply [Errr, n-n-n-ot greasht./Ah, yeah, about that...|I .../Are you there, papa?/What's the ghrsh?|... I mean, I'm o-k-..../Not feeeeeeling t-too special, m-m-man.../The itching is gettin' bad, man./It's st-starting to burn,|... under my skin...] say [.../Oh dear./That's not good, Hank./I need to do something.../You're getting worse, aren't you?/I don't think the pills are helping.../Hang in there./You'll be ok...] reply [I'm burning,|I'm burning,|I'm itching,|I'm burning, .../Who are you?|Are you an angel, man?/Wh-ah ahci shivr aniasc ajs ajs.|Sasa ocuj soj sjerd./Ha ha ha ha ha ah ah ah ha./Are you my papa?/Meat...|Meat...|If I c-c-could just get some meat.../Hungry, hungry.|Hungrey hngrey hungrey hungreyeeeee!] say [.../I'm losing you.../Not long now, Hank./I can't watch this.../I should stop giving you these pills.../This is my fault!] say [How about some of these green pills?] reply [They don't do anything for me.|They might have done a long time ago...|But not anymore...] say [Fair enough.|I think I'm supposed to be on these...|For some reason.] reply [You some kinda j-junkie then?] say [I'm not sure...|I don't think so...] reply [Well, I guess they do have other uses.] say [I don't know what they're supposed to do, anyway.|What are they for?] reply [If you're asking me that, dude,|... what are you carrying them around for?] say [Good question, Hank.] say [I dunno what to do with them...|I just keep finding them in my bathroom...] say [How about some of these red pills?] reply [They make me pa-pa-paaaaaaaaa- paranoid.|Well so do the b-blues...|But at least they don't have as bad after-effects.|And they take away the pain a bit...|I'll say no, thanks all the same, man.] say [Fair enough.|They do look dangerous...] chrsay Hank,[Even if I did have something like food on 'em,|... I lost my appetite a while back.] chrsay Hank,[If you're dyin' for grub, I know where to get it, though.|Check out the grocery store on East Street.|It's the weirdest thing, man...|Someone restocks the delivery box there every day.|Could even be one of those things,|... still trying to go about its old routine.|Freaky.] say [Thanks for the tip, friend.] chrsay Hank,[No problem.|It's better than eating rats, anyhow.] say [Yeah, I reckon it is.] T t U u V v W w X x Y y t z { { | | z } permasmoke1 permasmoke permasmoke permasmoke2 permasmoke permasmoke permasmoke3 permasmoke permasmoke permasmoke4 permasmoke permasmoke permasmoke5 permasmoke permasmoke permasmoke6 permasmoke h permasmoke permasmoke7 permasmoke permasmoke permasmoke8 permasmoke permasmoke permasmoke9 permasmoke ( permasmoke Wall1 Wall | Wall The Director1 The Director @ The Director Spotlight1 Spotlight x Spotlight @K Spotlight2 Spotlight Spotlight FloorImpact1 FloorImpact FloorImpact mappage 3:mapevent 0,1,38,97:AMBIENT 55,58,59:global directordead=0:fogoff:if directordead=1,skip:let phealth 0:state The Director1,dying:skip@: entrance None none p d | | exit city limits entrance none ExitDir none exit: < D ( The Director global noportal=0:global directordead=0:if directordead=0,skip:ideactivate:skip@: None The Director1 ExitDir none xfadespeed 500:music [thelaststreet]:state player,cutscene: say [Oh no...] say [Who did this to you?|What can I do...?|Tell me ... please!|How can I stop the bleeding?] reply [Hey, kid, don't worry about me!|Seems I'm finished here,|... f ... foraged a little too far this time...] say [You're not gonna die on me!]Why did it have to be you?|You were my only friend!] reply [Well, it has to happen sooner or later, son.|What was it they say...?|Sometimes you eat the bar...?|I forget it exactly...] say [It's not fair...|Why did it have to be you?|You were my friend!] reply [Hey, keep your chin up, kid.|You'll need to if you're gonna .... find ... her ...|The hospital...] say [Wait!|You know her too?|Who is she?] reply [I ... miss .... |... her ....|... too ...]:istate death:wait 500:state player,laydir:wait 20:istate lay:wait 30:state player,knees:istate down:wait 100:state player,standup2:music [silence] say [They're going to pay for this!] say [Wait... |He's holding something...]:wait 30:state player,pickuplow:wait 30:sound [pickup1] say [It's a {GREEN}torn piece of paper{WHITE}.|Hmmm, there's just a bunch of numbers on it...|Some kind of clue?|I guess whatever it leads to...|... is the end of my journey.] say [But I'm ready for that.]:music [silence]:wait 200:pickup torn paper:state player,cutscene::ideactivate:music 9:let noportal=1:customexit [Bedroom],[fire escape],250,[white] : Z z ; [ { < \ | = ] } > ^ ~ ~ ? _  Wall1 Wall x Wall FloorImpact1 FloorImpact T @ FloorImpact SideImpact1 SideImpact < SideImpact SideImpact2 SideImpact < SideImpact RoofImpact1 RoofImpact 0 RoofImpact Spotlight1 Spotlight Spotlight clipboard1 clipboard t @ clipboard Spotlight2 Spotlight @ Spotlight hospital door1 hospital door @ hopital door area [City Hospital]:mappage 4:AMBIENT 15,30,35:global gotregister=0:let athome=1:music [silence]:fogoff:turnoff Spotlight2: say [There's no turning back now...] say [It's locked.] ! " # $ % & ' Spotlight1 Spotlight 0 Spotlight } hospital side door1 hospital side door @ hospital side door Wall1 Wall \ Wall Wall2 Wall d Wall SideImpact1 SideImpact @ @ SideImpact SideImpact2 SideImpact @ SideImpact FloorImpact1 FloorImpact @ FloorImpact RoofImpact1 RoofImpact RoofImpact pill1 pill pill WFM1 WFM WFM herinbed1 herinbed herinbed youindesert1 youindesert youindesert dream2fog1 dream2fog dream2fog dream2fog2 dream2fog dream2fog yousittingindesert1 yousittingindesert yousittingindesert music [silence]:AMBIENT 105,120,125:function QuickTest:state dream2fog1,dead:state dream2fog2,dead:turnoff Spotlight1: T H @ exit There's no turning back now... hospital None none ExitDir none state player,cutscene:ifstate hospital side door1,closed,locked:describe:state player,lookleft:end@:wait 40:state player,default:break:locked@: say [It's locked behind me.|I don't really care anymore./It's locked, not that it matters./It's locked behind me.] say [Just for a little while...]:wait 10:addexhaustion -10:wait 10:addexhaustion -10:wait 10:addexhaustion -10:wait 10:addexhaustion -10:wait 10:addexhaustion -10:wait 10:music [thelonesurvivor] chrsay Her,[About that thing I said...] chrsay Her,[I didn't really mean you had to come and find me.] say [Don't do this, please...] chrsay Her,[Well, you're here now, aren't you?] chrsay Her,[But I want you to promise me something else...] chrsay Her,[Leave this city one day, will you?] chrsay Her,[And after that, don't ever come back.] chrsay Her,[... That's all I'm asking.] say [I...] say [Don't do this to me... Please!] chrsay Her,[It's alright, you.] chrsay Her,[Everything's going to be alright.] say [Don't leave me... I'm scared.] chrsay Her,[Don't be scared... I'm not.] chrsay Her,[I'll see you again one day.]:wait 200:endtext:wait 100:customexit [greenending],[blank],175,[white] say [I...|Sister, I...] say [Just for a little while.]:wait 10:addexhaustion -10:wait 10:addexhaustion -10:wait 10:addexhaustion -10:wait 10:addexhaustion -10:wait 10:addexhaustion -10:wait 10:customexit [blueending],[blank],375,[white] say [So tired...|Maybe I'll just lie down for a while.] say [Just for a little while...]:wait 10:addexhaustion -10:wait 10:addexhaustion -10:wait 10:addexhaustion -10:wait 10:addexhaustion -10:wait 10:addexhaustion -10:wait 10:let phealth 0:music [thelonesurvivor] chrsay Her,[About that thing I said...] chrsay Her,[I didn't really mean you had to come and find me.] say [Don't do this, please...] chrsay Her,[Well, you're here now, aren't you?] chrsay Her,[But I want you to promise me something else...] chrsay Her,[I want you to look after yourself.] chrsay Her,[Leave this city one day, will you?] chrsay Her,[And after things are back to normal...] chrsay Her,[And after that, don't ever come back.] chrsay Her,[You should leave this city.] chrsay Her,[... That's all I'm asking.] say [I...] say [Don't do this to me... Please!] chrsay Her,[It's alright, you.] chrsay Her,[Everything's going to be alright.] say [Stay with me... ] chrsay Her,[Don't be scared... I'm not.] chrsay Her,[I'll see you again one day.]:wait 200:endtext:wait 100:customexit [greenending],[blank],175,[white] say [I...|Si.., I...] say [You know...|I think I'm gonna have a lie down.] say [Just for a little while.]:wait 10:addexhaustion -10:wait 10:addexhaustion -10:wait 10:addexhaustion -10:wait 10:addexhaustion -10:wait 10:addexhaustion -10:wait 10:let phealth 0:customexit [blueending],[blank],375,[white] say [This place...] say [What's waiting for me this time?] say [You!] say [Somehow, I knew I'd find you here...] chrsay ???,[Where else would I be?] say [Who are you?] say [It's time to start talking!] chrsay ???,[Ha ha ha ha ha ha ha ha.] say [Stop laughing like that!] chrsay ???,["Who are you?"] chrsay ???,["Who are you?" "Who are you?" "Who aaaare you?"] say [Stop it, damnit, or I swear to god, I'll...] chrsay ???,[That's the spirit...] chrsay ???,[SHOW ME WHAT KIND OF MAN YOU ARE!] say [Shut up! Leave me alone!] chrsay ???,["Shut up!" "Leave me alone!"] say [Alright, I'll make you shut up... ONCE AND FOR ALL!]:wait 120:endtext:state player,cshoot:wait 10:state Real Draco1,getshot:wait 300:if psycho ^ Ђ ? _ Wall1 Wall Wall Wall2 Wall T | Wall Spotlight1 Spotlight Spotlight her1 her 0 ` her Real Draco1 Real Draco ` Real Draco flashlight1 flashlight ` flashlight AMBIENT 0,0,0:music [bluestage]:state Real Draco1,shotlaugh:state Her1,introstand: x D @ ` \ blank None none $ @ \ her Hello... None none Talk to none state player,cutscene:wait 200:describe:wait 340: say [Hello?] say [Are you ok?] say [What's that you're holding?]:wait 280:state player,pickup:wait 30:warpon:music [monstersinpain]:wait 30:warpoff:state her1,vanish:music [silence]:wait 10:sound [dropgun]:wait 220:state player,pickuplow:wait 30:state her1,dead:wait 30:state player,pickup:wait 30:sound [pickup1] say [I got some kind of {GREEN}pocket flashlight{WHITE}.|Let's try switching it on...]:wait 60:state player,pickup:wait 30:sound [ok2]:flashlighton:warpon:music [monstersinpain]:wait 30:customexit [Bedroom],[inbed],1,[white]: blue city G g H h ? I i J j K k L l M m N n } O o P p Q q R r S s T t U u V v W w X x Y y Z z [ { \ | ] AMBIENT 128,128,128:fogon:warpoff:music [bluestage]: l blank None none Enter none state player,default:wait 200:restart:let gamestarted=0:customexit [TitleScreen],[blank],100,[white]:wait 100000000:break: v blank world/resources/graphics/blank.png pickups world/resources/graphics/pickups.png player world/resources/graphics/player.png whitefacedman world/resources/graphics/whitefacedman.png zombanim world/resources/graphics/zombanim.png rat world/resources/graphics/rat.png ghost world/resources/graphics/ghost.png stairfront world/resources/graphics/stairfront.png < items world/resources/graphics/items.png thinman world/resources/graphics/thinman.png textbox world/resources/graphics/textbox.png " font world/resources/graphics/font.png : bannister world/resources/graphics/bannister.png Benzido world/resources/graphics/Benzido.png Chie world/resources/graphics/Chie.png Kenny world/resources/graphics/Kenny.png lightsc world/resources/graphics/lightsc.png textbox2 world/resources/graphics/textbox2.png elevator world/resources/graphics/elevator.png 0 0 lightsd world/resources/graphics/lightsd.png manwithbox world/resources/graphics/manwithbox.png table world/resources/graphics/table.png ! meat world/resources/graphics/meat.png blacksquare world/resources/graphics/blacksquare.png door2 world/resources/graphics/door2.png ( ( zombiearm world/resources/graphics/zombiearm.png theplayers world/resources/graphics/theplayers.png ' hangingmeats world/resources/graphics/hangingmeats.png # " meatroomback world/resources/graphics/meatroomback.png I 0 invtabs world/resources/graphics/invtabs.png 4 controlprompts world/resources/graphics/controlprompts.png X invpointer3 world/resources/graphics/invpointer3.png " fridge world/resources/graphics/fridge.png thumbtack world/resources/graphics/thumbtack.png thedirector world/resources/graphics/thedirector.png cooking world/resources/graphics/cooking.png flare world/resources/graphics/flare.png @ @ smoke world/resources/graphics/smoke.png @ @ drip world % catbowl world/resources/graphics/catbowl.png Wall blank ISTATE default: default none none dead none none cutscene none none idle none none Wall Player player hitbox 8,6,16,28::anim dieacid,[160,160,161,161,162,162,163,163,164,164,165,165,166,166,166,166,168,169,170,171,172,173,174,173,174,174,174,174,174,174],1,10:anim deadacid,[174],1,10:anim edle,[0,0,0,0,0,0,0,0,1,1,0,0,0,0,1,1,0,0,0,0,0,0,0,0, 224,224,225,225,226,226,226,226,226,226,226,226,226,226,226,226,226,226,226,226,226,226,226,226,226,226,226,226,226,226,224,224,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0,0,2,2,0,0,0,0,0,0,0,3,3,0,0,0,0,0,0,0,0,227,227,228,228,228,228,228,228,228,228,228,228,228,228,228,228,228,228,228,228,228,228,228,228,228,228,228,228,228,228,228,228,228,228,227,227,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,2],1,10:anim bdle,[0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,2,2,3,3,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,4,4,0,0,0,0,0,0,0,0,0,1,0,0,0,0,1,00,0,0,0,0,0,0,0,1,1,0,0,0,0,1,1,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,224,224,225,225,226,226,226,226,226,226,226,226,226,226,226,226,226,226,226,226,226,226,226,226,226,226,226,226,226,226,224,224,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0,0,2,2,0,0,0,0,0,0,0,3,3,0,0,0,0,0,0,0,0,227,227,228,228,228,228,228,228,228,228,228,228,228,228,228,228,228,228,228,228,228,228,228,228,228,228,228,228,228,228,228,228,227,227,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,2,229,229,229,229,229,229,230,230,230,230,230,230,229,229,229,229,229,229,230,230,230,230,230,230,229,229,229,229,229,229,230,230,230,229,229,0,0,0,0,0,0,0,0,0,0,0,0,0],1,10:anim hdle,[0,0,0,0,0,0,0,0,1,1,0,0,0,0,1,1,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,2,2,3,3,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,4,4,0,0,0,0,0,0,0,0,0,1,0,0,0,0,1,0,229,229,229,229,229,229,230,230,230,230,230,230,229,229,229,229,229,229,230,230,230,230,230,230,229,229,229,229,229,229,230,230,230,230,230,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0 ,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0,0,2,2,0,0,0,0,0,0,0,3,3,0,0,0,0,0,0,0,0,227,227,228,228,228,228,228,228,228,228,228,228,228,228,228,228,228,228,228,228,228,228,228,227,227,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,2],1,10:anim draco,[255],1,10:anim topet,[48,48,49,49,156,156,157,157,158,158,157,157,156,156],1,10:anim pet,[156,156,156,156,157,157,158,158,157,157],1,10:anim unpet,[156,49,49,48,48,0,0,0,0,0,0,0,0],1,10:global beensprayed=0:global bullettest=0:global hitside=0:global hitroof=0:global hitfloor=0:global nopanic=0:global snapy=0:global invulnerable=0:global flareon=0:global greendreams=0:global madebatteryremark=0:global madeammoremark=0:global fullalert=0:global cantunhide=0:global placedfirstmeat=0:global hookpuzzle=0:global meatx=0:global meathere=0:global blockedL=0:global blockedR=0:global revive=0:global cutscene1=0:global helper=0:global localhelper=0:global hidehelper=0:global battery 0:global revive=0:global snap=0:global gunout=0:global wakemessage=[It's time to face the outside world... ]:global usedmirror=0:global normalroof :global roof!:global floord:global noroof=1:global madebedremark=0:global madeheadremark=0:global diarypagesfound=0:global stairdir=0:global intro=0:global aim=1:anim dropgunonly,[218,218,219,219,220,220,221,221,221,221,221,221,221,221,222,222,221,221,221,221,221,222,222,221,221,221],1,10:anim droppedgun,[221,221,221,221,221,221,221,221,221,221,222,222,221,221,221,221,221,221,221,221,222,222,221,221,221,221,221],1,10:anim beenshot,[240,240,240,240,240,241,241],1,10::anim dropgun,[242,242,243,243,244,244,245,245,245,245,245,245,245,245,245,245,245,245,245,245],1,10:anim holdingchest,[245],1,10:anim shotdroparms,[246,246,247,247,248,248,247,247,247,247,247,247,247,247,247,247],1,10:anim shotdroppedarms,[247,247,247,247,247,247,247,247,248,248,248,247,247,247,247,248,248,247,247,247,247,247],1,10:anim climbintobed,[180,180,181,181,182,182,183,183,183,183,184,184,184,185,185,186,186,187,187,187,187,187,187,187,187],1,10:anim huddledinbed,[187,187,187,187,187,188,188,187,187,188,188,188,187,187,187,187,187,187,187,188,188],1,10::anim huddledsleep,[188],1,10:anim mapout,[66,67,68,144,144,145,145,146,146,147,147,147,147,147],1,10:anim map,[147],1,10:anim mapaway,[147,146,145,144,144,68,67,66,0,0,0,0,0,0,0,0],1,10:anim mirrorlookup,[14],1,10:anim mirrorlookdown,[15],1,10:anim crowbar,[148,148,149,149,150,150,149,149,150,150,149,148,148,0,0,0,0,0,0,0,0,0,0,0,0,0,2,0,0,0,0,0],1,10:anim gameboy,[152,152,151,151,152,152,152,152,152,151,151,151,152,151,152,151,152]:anim toknees,[96,96,125,125,126,126,153,153,153,153,153,153,153],1,10:anim knees,[153,153,153,153,153,154,154,153,153,153,153,153,154,154,153,154,154],1,10:anim standup,[99,99,98,98,97,97,96,96,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],1,10:anim standup2,[126,126,125,125,96,96,0,0,0,0,0,0,0,0,0,0,0,0,0,0],1,10:anim falltoknees,[96,96,97,97,98,98,99,99,99,99,99,99,99,99,99,99,99,99,99,99],1,10:anim laydir,[155],1,10:ANIM idle,[0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,2,2,3,3,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,4,4,0,0,0,0,0,0,0,0,0,1,0,0,0,0,1,0,0],1,10 speech=[ ]:global readpage1=0:global readpage2=0::global phealth 0:global clip :global aim=0:interactive default:interactive vertical:interactive walkleft:interactive walkright:interactive walkslope:interactive walkup:interactive icutscene:interactive crying: ` default none zbuffer 0:ifin [gameover],endgameover::let gunout=0:function GameStart:let hit=0:ifnotcarrying health tonic,notonic:ifnotpressing 3,notonic:iplay idle:triggeritemscript health tonic,1:wait 60:notonic@:ifnotcarrying flashlight,notflashlight:ifnotpressing F,notflashlight:if battery<21,checkbatteries:turnonlight@:iplay pickup:wait 30:sound [ok2]:flashlighttoggle:wait 20:iplay idle:notflashlight@:ifflashlighton hidenotok:ifstatenearest [Zombie],docile,hideok:ifstatenearest [Zombie],nom,hideok:ifstatenearest [Zombie],patroloutside,hideok:ifstatenearest [Zombie],idle,hideok:ifstatenearest [Zombie],down,hideok:hidenotok@:let canthide=1:endhidetest@:ifnotcarrying rotting meats,nopmeat:ifnotpressing x,nopmeat:drop rotting meats,1:istate placemeat:break:nopmeat@:ifnotcarrying flare,noflare:ifnotpressing z,noflare:iplay idle:triggeritemscript flare,1:wait 100:break:print [1===]:let invulnerable=1:facedown:iplay pickuplow:wait 30:print [2===]:createhere [flare]:print [3===]:wait 30:print [4===]:iplay idle:warpoff:let invulnerable=0:drop flare,1::noflare@:ifnotcarrying handgun,notreload:if clip ,notreload:ifnotcarrying ammo,notreload:ifnotpressing R,notreload:triggeritemscript handgun,1:notreload@:ifnotpressing left,label1:faceleft:ifcollideleft label1:move -50,0,1::let hit=1:iplay walk:let facing=0:goto label6:label1@::if invulnerable=0,nocountinv:add invulnerable,-1:nocountinv@:gety hidehelper:ifnotpressing right,label2:faceright:ifcollideright label2:MOVE 50,0,1::let hit=1:iplay walk:let facing=1:goto label6:label2@:ifnotpressing up,label3:faceup:let hit=1:iplay walk:goto label6:label3@:ifnotpressing down,label4:facedown:let hit=1:iplay walk:goto label6:label4@:ifnotcarrying handgun,label5 ifin [Bedroom],checkcat:ifin [Wing Court Entrance],suicide:nocat@:let gunout=1:istate gunout:label5@:if hit=1,label6:iffullyexhausted edle:if food<1,hdle:iplay idle:goto label6:edle@:if food<1,bdle:iplay edle:goto label6:hdle@:iplay hdle:goto label6:bdle@:iplay bdle:goto label6:endgameover@::ifnotpressing A,label6:restart:let gamestarted=0:exitto [TitleScreen],[blank]::wait 600:label6@:break:hideok@:let canthide=0:goto endhidetest:checkbatteries@:flashlightoff:ifnotcarrying battery,trouble:iplay idle: say [I'll put some new batteries in.]:iplay pickup:wait 30:sound [ok2] say [I don't have any more batteries./I'm all out of juice./I need to find some batteries!/Help me, I'm scared...|I need some light here.] say [Getting my gun out in here...|... would be a big mistake.] speech=[I'm not getting my gun out with ] speech,[ in here!] istate shoot:goto label7:label7a@:sound [emptygun]:iplay shootnothing:wait 40:label7@: none crying none faceright:iplay cry:let facing=1:wait 10000000: none waiting none none vertical none ifnotpressing up,notup:faceup none shoot none let hitside=1:let hitroof=0:let hitfloor=0:let fullalert=1:isound [gun1]:addexhaustion 3:iplay shoot:add clip,-1:if clip>0,skip:ifnotcarrying ammo,pskip:drop ammo,10:let clip :istate reload:break:pskip@:if nopanic=1,skip:if madeammoremark=0,do:skip@:wait 4:istate shootpause:break:do@:istate panicammo none shootup none let hitside=0:let hitroof=1:let hitfloor=0:let fullalert=1:isound [gun1]:addexhaustion 5:iplay shootup:add clip,-1:if clip>0,skip:ifnotcarrying ammo,pskip:drop ammo,10:let clip :istate reload:break:pskip@:if nopanic=1,skip:if madeammoremark=0,do:skip@:wait 4:istate shootpause:break:do@:istate panicammo none shootdown none let hitside=0:let hitroof=0:let hitfloor=1:let fullalert=1:isound [gun1]:addexhaustion 1:iplay shootdown:add clip,-1:if clip>0,skip:ifnotcarrying ammo,pskip:drop ammo,10:let clip :istate reload:break:pskip@::if nopanic=1,skip:if madeammoremark=0,do:skip@:wait 4:istate shootpause:break:do@:istate panicammo none pickup none iplay pickup:wait 50:iplay idle istate cutscene: none pickuplow none iplay pickuplow:wait 50:iplay idle:istate cutscene: none recoilhead none none recoil none none shootpause none if bullettest<2,skip:end@:wait 40:let bullettest=0:let hitside=0:let hitroof=0:let hitfloor=0:istate attack::break:skip@:print [Bullet missed] let bullettest=3:goto end none hit none if phealth<1,dead:let invulnerable=1:add phealth,-20:randomsound [hit1],[hit2],[hit3],[hit4]:iplay hit::wait 50:if phealth>0,notdead:dead@:if beensprayed=1,aciddeath:istate death:break:aciddeath@:istate aciddeath:break:notdead@:let beensprayed=0:let invulnerable=0:if gunout=1,attack:istate default:break:attack@:istate gunout:break: none death none sound [die1]:iplay die:wait 70:let health=0:iplay dead:wait 180::addexhaustion -100:customexit [gameover],[blank],100,[red]:wait 1000000:break: none down none none walkslope none let hit=0::ifnotpressing left,label1:faceleft:ifcollideleft label1:move -32,-1,1::let hit=1:iplay walk:let facing=0:goto label6:label1@::ifnotpressing right,label2:faceright:ifcollideright label2:MOVE 32,1,1::let hit=1:iplay walk:let facing=1:goto label6:label2@:iplay idle:break:label6@: none wakeup none iplay asleep:zbuffer -18:wait 0:wait 60:if catquest<5,nopause:wait 240:nopause@:iplay wakeup:wait 60:iplay onbed:if gamecomplete>0,introagain: say [Damn, my head...] say [Got a pounding headache.] say [Damn night terrors...] say [No better than the days!] say [Well good morning flashlight, old friend...]:iplay flashonbed:wait 50:sound [ok2]:flashlighton:wait 60:iplay lastbed:wait 60:prompt [move]:skipdl@:savegame:state gamesaved1,on:say wakemessage:wait 120:skipdl2@:iplay pushoffbed:move 0,10,30:zbuffer 0:iplay land:wait 30:facedown:state gamesaved1,dead:unfocus:istate default:print psycholog:istate default:break:ra@:let wakemessage=[I seem to have something extra in my backpack.|It looks like it might be some ammo...|What the hell?]:let madeammoremark=3:goto skipdl:rb@:let madebatteryremark=3:let wakemessage=[What's this?|There's something extra in my backpack.|There's a couple of batteries in there.|Is there someone out there trying to help me?|A guardian angel, maybe?]:goto skipdl:newgame@:iplay pushoffbed:move 0,10,30:iplay land:wait 30:facedown:let asleep=0:istate default:wait 10:istate default:wait 10:istate default:break:ending@:customexit [Ending],[blank],100,[white] say [Flashlight's out.|And no more batteries...|What am I gonna do?|This darkness is starting to get to me.|I can't cope here!] say [The pain!|Make it stop!!!] say [I'm gonna die here!|Someone help me... ]:xfadespeed 500:music 19:loop@:add phealth,-1:wait 4:if phealth>0,loop:iplay painttopassout:music 9:wait 20:iplay passedout:fogon:wait 20:let madebatteryremark=1:let inbed=1:customexit [desert],[spawn],30,[red] say [Out of ammo.|I'm never gonna make it!|What do I do now?|I need protection!] say [What's this pain?!] say [It's like my brain's about to explode!] say [Oh my god, please help me!|Help me!|I can't ... go ... ]:xfadespeed 500:music 19:loop@:add phealth,-1:wait 4:if phealth>0,loop:iplay painttopassout:music 9:wait 20:iplay passedout:fogon:wait 20:let madeammoremark=1:let inbed=1:customexit [bluedream],[spawn],30,[red] move 0,-16,10000: none reload none if bullettest<2,skip:end@:wait 30:let bullettest=0:let hitside=0:let hitroof=0:let hitfloor=0:sound [reload1]:iplay reload:wait 90:istate attack:break:skip@:print [Bullet missed] let bullettest=3:goto end none inventoryreload none iplay getout:wait 20:sound [reload1]:iplay reload:wait 90:if gunout=1,attack:iplay putaway:wait 20:iplay idle:istate default:break:attack@:istate attack:break: none snap none sety snap:istate default: none bighit none if phealth<1,dead:randomsound [hit1],[hit2],[hit3],[hit4]:iplay hit:add phealth,-30:wait 60:if phealth>0,notdead:dead@:istate death:break:notdead@:istate default:break: none teeter none iplay teeter:wait 55:iplay idle say [How I did get here?] say [Nothing makes much sense anymore.] say [Am I dead?] say [Is this what it feels like?] say [Is this somewhere from my past?|Who are you?] chrsay Her,[You really don't remember me?] say [I'm not sure. ] chrsay Her,[Come on, you!|I know you're just teasing really.|You always used to tease me like that.] say [I've... never seen you before.|I must be dreaming this.] chrsay Her,[Very funny, you!] chrsay Her,[Anyway, I'm glad you took me here.|It's been a long time since we left the city. |It looks so far away from here...] say [Yeah, it does.|I'd forgotten what it felt like.] say [Peaceful.] chrsay Her,[ You know, we should play that game we used to play.] chrsay Her,[I 'll run off and you count to, like, a million...|And then you come and find me!] chrsay Her,[And if you really can't find me, I'll wait for you here.] chrsay Her,[How's that sound?] say [Sounds like fun. ]:wait 240:xfadespeed 2000:wait 10:music 9:customexit [generator room],[exit],300,[white]:wait 10000: none dream2 none warpoff:let phealth 0:move 10,0,1800:wait 580:state Old You1,stand:endtext:wait 1500:state Old You1,turn:xfadespeed 5000:wait 10:autotextboxoff:customexit [Ending],[blank],600,[white] chrsay End Of Demo,[The full version of Lone Survivor is due in late 2011.] chrsay End Of Demo,[Containing the thrilling conclusion to the apartments,] chrsay End Of Demo,[and many more beautiful environments.] chrsay End Of Demo,[All art, sound and code by Jasper Byrne.] chrsay End Of Demo,[Except 'Portrait of You' by Bento Smile.] chrsay End Of Demo,[Copyright 2011 Superflat Games.] chrsay Me,[Thanks for playing!]:wait 300:state YouPortrait1,in:preloop@:wait 0:ifpressing HoldA,preloop:loop@:ifnotpressing HoldA,skip:restart:xfadespeed 120:customexit [TitleScreen],[blank],500,[white]:ifnotpressing right,skip2:faceleft:iplay hidewalk:let cantunhide=1:move 10,0,6:wait 6:goto loop:skip2@:iplay hidden:wait 0:ifstatenearest [Zombie],down,ignorezombie:ifxrangenearestless [Zombie],12,mustloop:ignorezombie@:ifstatenearest [Fatman],down,ignorefatman:ifstatenearest [Fatman],ground,ignorefatman:ifstatenearest [Fatman],groundadvance,ignorefatman:ifxrangenearestless [Fatman] :wait 40:zbuffer 0:collideon:istate default:break:bskip1@:let blockedL=0:goto skip1:bskip2@:let blockedR=0:goto skip2:mustloop@:let cantunhide=1:goto loop:nohide@:let canthide=1:zbuffer 0:collideon:istate default: none icutscene none iplay idle:wait 10000000: none placemeat none facedown:iplay pickuplow:wait 30:getx meatx:createhere [meat]:let meathere=1:wait 30:iplay idle:istate default:: none placeflare none let invulnerable=1:facedown:iplay pickuplow:wait 30:createhere [flare]:wait 30:iplay idle:warpoff:let invulnerable=0:istate cutscene: none walkbackr none faceleft:iplay walk:move 30,0,40:iplay idle:wait 100000000 none justmeat none none lookleft none faceleft:iplay idle:wait 20:istate cutscene: none mapout none sound [read1]:iplay mapout:wait 50:loop@:iplay map:wait 1000000:goto loop: none mapaway none sound [read1]:wait 30:iplay mapaway:wait 40:istate default: none nom recover none iplay cry: say [What's wrong with me?] say [Hey, what's this?|Hmmm, there's a business card on the floor...|I wonder what that's doing there?]:iplay pickuplow:wait 30:sound [pickup1] choice [Read it now?],[Let's see...] choice [Save it for later.],[I'll remember to check it out later.] chrsay Business Card,["The Director"|"Aquisitions etc."|"Frequency 102.5."] say [I guess that's a radio frequency.|I'll check it out next time I use the radio...]:let gotdirectorfrequency=1:iplay putaway:rlater@:wait 30:iplay idle:istate default: none groundadvance warptochair none movetosprite playersitdowntrigger1:iplay lastbed:wait 500:iplay onbed:wait 100000000000000 none lookdown none facedown:iplay idle:wait 2:istate cutscene: none lookright none faceright:iplay idle:wait 2:istate cutscene: none lookup none faceup:iplay idle:wait 2:istate cutscene: none pet none iplay walk:move -1,0,0:wait 2:move -1,0,0:wait 2:move -1,0,0:wait 2:move -1,0,0:wait 2:iplay idle:iplay topet:wait 20:iplay pet:wait 120:iplay unpet:wait 20:iplay walk:move 1,0,0:wait 2:move 1,0,0:wait 2:move 1,0,0:wait 2:move 1,0,0:wait 2:iplay idle:istate cutscene: none warp2 onchair none faceleft:iplay lastbed:wait 500000000000: none medhit none if phealth<1,dead:let invulnerable=1:add phealth,-66:randomsound [hit1],[hit2],[hit3],[hit4] say [Ah, ...|He's too small to fit down there./Heh, look at that cow!/No way!|That's impossible!|Yeah.|Unfriendly is the right word./Hehe, look at that little guy fly...|Tweet tweet!/The cat's my favourite.../What is this orange one anyway?/Ah, where are the last two gems?/I hope I can get to the boss.../Bloody spikes everywhere!] say [If I can just get past this bit.../It's lucky there aren't limited continues.../Ah, I forgot about the bottom-bounce.../Damn, I can't get those ones in the sky!/The computer cheated!/Stupid game.../No way!|I had it!!!/I'll never even get that far again.../I don't get what's up with these faces?/Oh, you can walk on the clouds!/I got the shiny!/Ah man, double-jump is the best...] say [What's this collectable for?/Why are there five?/Why 33?/I don't get the whole reincarnation thing.../It's just up here.../Now where was that cow again?/I need the bird to get up there.../Kobayashi is pretty cool in his way.../No point going back down there.../Battery's nearly out.../I need to get the orange one...]:customexit [my lounge],[couch],150,[white] move 40,0,10000: none cshoot none isound [gun1]:addexhaustion 3:iplay shoot:wait 60:istate gunpause:: none ccgunout none iplay getout:wait 50:iplay gun:loop@:wait 10000:goto loop: none gunpause none iplay gun:loop@:wait 10000:goto loop: none getshot none iplay beenshot:wait 200:sound [dropgun]:iplay dropgun:wait 100:iplay holdingchest:wait 300:iplay shotdroparms:wait 60:loop@:iplay shotdroppedarms:wait 30000000:goto loop: none draco none iplay draco:wait 10000000000: none dropgun none wait 300:sound [dropgun]:iplay dropgunonly:wait 60:lop@:iplay droppedgun:wait 1000000000:goto lop: none droppedgun none iplay droppedgun:wait 10000000000 none wounded none iplay shotdroppedarms:wait 100000000000 none aciddeath none sound [die1]:iplay dieacid:moveforward -10,60 wait 70:let health=0:iplay deadacid:wait 180::addexhaustion -100:customexit [gameover],[blank],100,[red]:wait 1000000:break: none closed arrive hands unhands none standup none iplay standup:wait 40:iplay idle:istate cutscene: none get touch toknees none iplay idle:wait 1 0:iplay falltoknees:wait 50:loop@:iplay cry:wait 10000:goto loop: none dream3 none fogon:warpoff:flashlightoff:let phealth 0:let pill=0:addexhaustion -100:addexhaustion 70:let athome=1:let saferoom=0:music [everyonesleeps]:wait 420: say [How I did get here?] say [Nothing makes much sense anymore.] say [Am I dead?] say [Is this what it feels like?] say [ So, this is where it ends...] chrsay Her,[Aren't you happy to be here, at least?] say [I'd rather be here than anywhere else. ] chrsay Her,[We're still together, aren't we?] say [Yeah, we are... ]:wait 140:endtext:xfadespeed 2000:wait 10:music 9:customexit [Ending],[blank],300,[white]:wait 10000: none placebowl none let invulnerable=1:faceleft:iplay pickuplow:wait 30:createhere [catbowl] none hit cutscene none none dream2 Spotlight cat cat anim pet,[11,11,11,12,12,12],1,10:anim idledoor,[33,33,33,33,33,33,34,34,33,33,33,33,33,34,34,33,33,35,35,35,35,35,35,33,33,33,33,34,34,33,33,33,33,33,33,33,33,33,33,34,34,33,33,33,33,33],1,10:anim bedsleep,[56],1,10:anim bedawake,[57,57,57,57,57,57,57,57,57,57,57,57,57,57,57,57,58,58,57,57,57,57,57,57,57,58,58,57,57,57,57,57,57,58,58,57,57,57,57,57,57,57,57,57,58,58],1,10:anim bedjump,[59,59,60,60,61,61,62,62,62,62,63,63,63,63,63,63,63,63,63,63,63,63,63,63,63,63,63,63,63,63],1,10:ANIM idle,[0,0,0,1,1,1,2,2,2,3,3,3,8,8,8,0,0,0,1,1,1,2,2,2,3,3,3,0,0,0,1,1,1,2,2,2,3,3,3,8,8,8,0,0,0,1,1,1,2,2,2,3,3,3,0,0,0,1,1,1,2,2,2,3,3,3,8,8,8,0,0,0,1,1,1,2,2,2,3,3,3,0,0,0,1,1,1,2,2,2,3,3,3,8,8,8,0,0,0,1,1,1,2,2,2,3,3,3,4,4,5,5,4,4,6,6,7,7,6,6,7,7,4,4,0,0,0,1,1,1,2,2,2,3,3,3,4,4,5,5,4,4,6,6,7,7,4,4,0,0,1,1,2,2,3,3,8,8,0,0,1,1,8,8],1,10:anim walk,[16,17,18,19,20,21,22,23],1,10:anim idle2,[24,24,24,25,25,25,26,26,26,27,27,27],1,10:anim idle3,[28,28,28,29,29,29,30,30,30,31,31,31],1,10:anim toeat,[9,9,10,10,11,11,12,12,11,11,12,12,11,11,12,12],1,10:anim eat,[11,11,12,12,13,13,14,14],1,10:anim toidle,[11,10,10,9,9,0,0,1,1,2,2,3,3],1,10:anim emerge,[33,33,36,36,37,37,38,38,39,39,47,47,46,46,46,46,46,46,46,46,46,46,46,46,46],1,10:anim liedown,[48,48,49,49,50,50,51,51,52,52,52,52,52,52,52,52,52,53,53,52,52,52,52,52,52],1,10:anim lying,[52,52,52,52,52,52,52,52,52,52,52,52,52,52,52,53,53,52,52,52,52,52,52,52,52,53,53,52,52,52,52,52,52,52],1,10:anim tosleep,[54,54,54,55,55,55,55,55,55,55,55,55,55,55],1,10:anim sleep,[55],1,10:anim wakeup,[54,54,54,52,52,52,52,52,52,53,53,53,53,52,52,52,52,52,52,52,53,53,53,53,53,53,53,52,52,52,52,52,52,52,52,52,52,52,52,52],1,10:anim standup,[52,52,51,51,50,50,49,49,48,48,0,0,1,1,2,2,3,3,0,0,1,1,2,2,3,3],1,10:field lying=0:field grrr=0:field comment=1:interact 12,0,[l]:hitbox 8,10,27,22:global madecatremark=0:global madecatendingremark=0:anim invisible,[45],1,10:field saidhello=0:field here=0:ISTATE invisible: invisible none hideinteraction:iplay invisible:wait 1000000000000000: none default none hideinteraction:collideoff:if here=1,start:iplay invisible:l1@:hideinteraction:wait 0:ifxrangeless 70,sayhello:goto l1:start@:showinteraction:iplay idle:loop@:ifstate player,shootpause,escape:wait 0:if grrr<100,idle:if grrr<200,idle2:iplay idle3:if grrr>300,escape:goto endanim:idle@:iplay idle:goto endanim:idle2@:iplay idle2:endanim@:if saidhello=0,skipmusic:ifxrangeless 96,skipmusic:xfadespeed 400:music [thecity]:let saidhello=0:skipmusic@:ifxrangegreater 75,loop:ifpressing left,grrrup:ifpressing right,grrrup:if grrr<1,nogrrr:add grrr,-1:nogrrr@:if saidhello=1,loop:goto sayhello:escape@:state player,cutscene:let scaredoff=1:let here=0:hideinteraction:iplay walk:wait 2:faceleft:let comment=1:ifxrangeless 75,nocommentvar:let comment=0:nocommentvar@:xfadespeed 100:music [thecity]:move -30,0,200:if comment=0,nocomment: say [I didn't mean to scare you, little fella!|Maybe I should see if he comes back later./Oh, I scared him off...|Maybe I should try again later./Oh, I crept up on him too fast...|I guess I should try another time...] say [I should approach him more carefully next time...]:nocomment@:state player,default:istate dead:break:sayhello@:state player,cutscene:xfadespeed 1:music [catsong] say [Hello, you!|What's your name, huh?|I bet you don't have one.../Hello there, little one...|What brings you out here?|What's your name, eh?] say [I should think up a name for you...] say [But you look hungry!|I'll see if I can find some food for you...|Poor little thing.] say [Hi again, kitty.|Glad to see you back out here.../Hello there, cute white cat!|Glad I didn't scare you off for good.../Nice to see you again, kitty.../I'm not going to scare you this time...|I promise!]:def@:state player,default:let saidhello=1:break:grrrup@:ifmenuclosed cangrrr:goto nogrrr:cangrrr@:ifnotplayerfacing nogrrr:add grrr,15:ifxrangegreater 40,nogrrr:add grrr,10:goto nogrrr: none second none hideinteraction:collideoff:if here=1,start:iplay invisible:l1@:hideinteraction:wait 0:ifxrangeless 70,sayhello:goto l1:start@:showinteraction:iplay idle:loop@:ifstate player,shootpause,escape:wait 0:if grrr<100,idle:if grrr<200,idle2:iplay idle3:if grrr>300,escape:goto endanim:idle@:iplay idle:goto endanim:idle2@:iplay idle2:endanim@:if saidhello=0,skipmusic:ifxrangeless 96,skipmusic:xfadespeed 400:music [streetambience]nce] say [I didn't mean to scare you, little fella!|Maybe I should see if he comes back later./Oh, I scared him off...|Maybe I should try again later./Oh, I crept up on him too fast...|I guess I should try another time...] say [I'll be more careful next time...]:nocomment@:state player,default:istate dead:break:sayhello@:state player,cutscene:xfadespeed 1:music [catsong] say [Hello again, you!|Found a new spot, have you?]:wait 120:isound [cat1] chrsay Cat,[Miaow.] say [I really should think up a name for you...] say [You still look hungry!|I'll see if I can find some more food.] say [Hi again, kitty.|Glad to see you back out here.../Hello there, cute white cat!|Glad I didn't scare you off for good.../Nice to see you again, kitty.../I'm not going to scare you this time...|I promise!] speech2=[Talk to ] speech=[Hey./Hey./Hi./Hi./Hey there./Hi there./Hi./Hey./Hi, cat./Hey, ] speech,[./Hi there, little cat./What's on your mind?/How's it going?/Are you alright, ] speech,[?/Hey there, little fella.|What's going on in your life?/How are you today, ] speech,[?/Miaow!/Do you like it here, ] speech,[?/Where did you come from, anyway?/I wonder whose cat you used to be.../I'm so lucky to have you, ] speech,[./You're such a good boy, ] speech,[!/I'll see if I can find you some more food, ] speech,[./What's up?/How's it going?/How are you, my friend?]:wait 30: choice [Pet him...],[My little friend!/Come here!/You really are so cute!/Good boy!] choice [Forget it.],[On second thoughts...] add psycholog,[Petted ] add psycholog,[. (sane +25 once per day)]:skippetbonus@:wait 60:state player,pet:wait 40:zbuffer -50:iplay pet:sound [prrr]:wait 120:zbuffer 16:iplay idle:randomsound [cat1],[cat2],[cat3],[cat4] speech=[Hey./Hey./Hi./Hi./Hey there./Hi there./Hi./Hey./Hi, cat./Hey, ] speech,[./Hi there, little cat./What's on your mind?/How's it going?/Are you alright, ] speech,[?/Hey there, little fella.|What's going on in your life?/How are you today, ] speech,[?/Miaow!/Do you like it here, ] speech,[?/Where did you come from, anyway?/I wonder whose cat you used to be.../I'm so lucky to have you, ] speech,[./You're such a good boy, ] speech,[!/I'll see if I can find you some more food, ] add psycholog,[Spoke to ] add psycholog,[. (sane +3)]:wait 60:ifrandom 5,10,purr:randomsound [cat1],[cat2],[cat3],[cat2] chrsay Cat,[Miaow!/Miaow./Miaow!/Miaow!/Mew./Miaaow!] reply:purr@:sound [prrr] speech=[That's the spirit!/Yeah./That's it./I know./You're right./You're right...|... as always./Thanks./Growing stronger every day!/Man, I know what you mean./Tell me about it.../I love you too, ] speech,[./That's right!/I know what you mean.../I feel the same way./Full of energy!|I like that./Perky today, aren't you?/I'm not much for it either./I've been there./You're full of beans today!/Look at your shiny coat...|You're so special.] say [I wonder who that girl in blue is...|Haven't you been wondering that?|I guess I'll find out one of these days.|She's quite beautiful.|But I don't understand her...|If I could just remember.../I don't know how I feel about that guy in blue.|I don't think I trust him.|Feels like he's trying to lead me down a strange path.|Do you trust him?/I can't imagine why a cat would want to live with me.|I'm lucky, I guess.|I'm glad you're here, anyway./This city...|None of it makes any sense...|It's like a half-world...|Some kind of place between worlds...|At least, that's what I'm starting to think.|But where is that corridor with the blue curtains?] add psycholog,[Opened up to ] add psycholog,[. (sane +15)]:wait 60:randomsound [cat1],[cat2],[cat3],[cat2] chrsay Cat,[Miaow!/Mew!/Miaaaaow!/Miaow!/Miaow!/Miaow./Meeew!/Miaow miaow!] say [Yeah./Exactly./That's it./You're right./I think so too.] say [That girl in the blue dress...|I'm tired of all her teasing me...|All of them, in fact...|I'm tired of everyone messing me around.|If I could just remember.../I don't know how I feel about that guy in blue.|Part of me thinks I'm the same as him.|Part of me wants to kill him.../That freak with the white face...|He's starting to piss me off..|I don't wanna know what his game is...|But if he crosses me, I swear.../This city...|Its disease is getting worse.|Won't be long before it's all gone to hell now...|I don't really care anymore.|At least you'll be here with me at the end.] add psycholog,[Opened up to ] add psycholog,[. (sane +15)]:wait 60:randomsound [cat1],[cat2],[cat3],[cat2] chrsay Cat,[Miaow!/Mew./Miaoooow./Mewww./Miaaaaaow!/Miaow!/Miaow.] say [Yeah./I don't think so either./Possibly.../That's it./Maybe./Could be.../Yeah./Hmmm.../Yup./Uh huh./Nah./Not really...] speech=[He's dead, ] speech,[, he's dead.|The Director's dead...|He was as close to a dad to me as ...|I don't even know how I'm gonna feed you anymore, ] speech,[.|I have to go out and end this...|Find a way out for both of us.|And maybe, like him, I won't even come back.|Can you forgive me, ] speech:wait 60:sound [cat1]: chrsay Cat,[Mew.]:sound [prrr] speech=[Thanks, ] add psycholog,[Talked to ] add psycholog,[ about The Director. (sane +100)] speech,[, he's dead.|The Director's dead...|There's no-one left alive except Hank.|And he's half-gone now, anyway.|I have to go out and end this...|Find a way out...|And maybe, like him, I won't come back.|So this is goodbye, ] speech:wait 60:sound [cat1]: chrsay Cat,[Mew.]:sound [prrr] speech=[Yeah, ] speech,[, I know.] add psycholog,[Talked to ] add psycholog,[ about The Director. (sane +100)] add psycholog,[Said something interesting to ] add psycholog,[. (sane +5)] speech=[You know what?|I'm pretty tired of scrounging for food.|I wish I had someone feeding me.] speech,[/Hey, did you ever go down into the basement?|It's pretty creepy down there.|I'd stay out of there, if I were you.] speech,[/What's the difference between ground meat and spam anyway?] speech,[/Did you ever try the crab in El Crab Shack?|Before all this happened, I mean?] speech,[/So were you the runt of the litter?|Or the big brother?|I wonder...|You look pretty tough to me,|... but sometimes the smallest ones are.] speech,[/I really hope I see that girl in blue again.|If nothing else, just to get to the bottom of this.] speech,[/Why is it I keep dreaming about a desert?/Why is it I keep dreaming about a stage?/Is life always this difficult, my friend?|Wait, don't answer that.|You're the only simple thing in my life.] speech,[/Why do I have trouble sleeping all the time?|Why can't I let my mind rest...|It's just keeps going, going, going...|I'm so tired, ] speech,[./I do hope we see daylight again, ...|... one of these days.|Eh, kitty?] speech,[/I honestly can't remember half of what's happened...|... in the last few days.|It's all a bit of a blur.] speech,[/There's times when you just wanna curl up and sleep.|Eh, ] speech,[?|Just forget about the world...|Or hide from it.] speech,[/Sometimes I feel like I should focus more on my writing...|Even though there's no-one around to read it.|Is that really the point of writing, anyway?|I dunno.] speech,[/I feel like something big's about to happen, little buddy...|Something really big.|Don't you?] speech,[/I can't help feeling someone's manipulating me, ] speech,[.|It's like, everywhere I turn, ...|... they tell me what I'm supposed to do.|It's like I don't even have a choice.|You know what I mean?|No, I'm not sure I do, either.] speech,[/That man with the white face...|I feel like death is trying to pull me under, ...|... every time he's around.|I don't ever wanna see that face again.] speech,[/You know, the thing I miss the most is music...|I really should try and find a record player...] say [Hey, kitty./Hi there, little cat./How's it going?/You're a nice little cat, aren't you?/Hey there, little fella.|What's going on in your life?/How are you today, kitty?/Miaow!] add psycholog,[Spoke to a cat. (sane +2)]:wait 60:randomsound [cat1],[cat2],[cat3],[cat2] chrsay Cat,[Miaow!] say [That's the spirit!/Growing stronger every day!/Man, I know what you mean./Tell me about it.../I love you too, kitty./That's right!/I know what you mean.../I feel the same way./Full of energy!|I like that./Perky little guy, aren't you?/I'm not much for it either./I've been there./You're full of beans today!/Look at your shiny coat...|You're so special.] say [Ok, I have some food for you!/Alright then, kitty.../Here you go, little one./Hope this fills you up.../I hope you like it, little guy...]:wait 30:state player,placebowl:wait 60:state player,cutscene:iplay toeat:wait 30:sound [prrr] add psycholog,[Fed the cat. (sane +100)]:add catquest,1:randomsound [cat1],[cat2],[cat3],[cat4] chrsay Cat,[Miaow!]:wait 60:sound [prrr] chrsay Cat,[Prrrrrr.] say [And he's off again... /And like that, he was gone./Off you go, then.../And he's off.|Hope he enjoyed it!]:stay@:state player,pickupbowl:wait 60:state player,default:if catquest>2,endroom:if catquest=2,second:xfadespeed 400:music [thecity]:goto die:second@:xfadespeed 400:music [streetambience] say [I think I can see that cat outside the door...|Let's see if I can tempt him inside...]:wait 30:state player,lookleft:wait 10:state player,placebowl:wait 60:iplay emerge:wait 50:state player,lookleft:wait 50:faceleft:iplay walk:move -15,0,30:zbuffer 0:faceright:iplay toeat:wait 30:sound [prrr]:iplay eat:wait 300:iplay toidle:wait 30:iplay idle:sound [prrr] say [Wow!|It actually worked!] say [Will you be my cat forever?|I'll even give you a name!]:wait 60::sound [cat3] chrsay Cat,[Miaow! Miaow!] say [That's good enough for me, little buddy.]:wait 30:function NameCat:faceleft:iplay walk:move -15,0,270:faceright:iplay idle:sound [cat2] add psycholog,[Fed the cat, and adopted it. (sane +150)]ait 60::iplay lying:random localhelper,320,1000:sound [prrr]:wait localhelper:ifrandom 2,10,nosleep:sound [prrr]:iplay tosleep:wait 60:iplay sleep:random localhelper,520,1600:wait localhelper:iplay wakeup:wait 100:nosleep@:iplay lying:wait 60:let lying=0:iplay standup:wait 60:randomsound [cat1],[cat2],[cat4],[cat3]:goto loop: none door none iplay invisible:wait 0:zbuffer -100:hideinteraction:loop@:iplay idledoor:wait 200:ifrandom 9,10,loop:sound [quietmiaow]30:faceleft:iplay idle:wait 60:iplay walk:move -15,0,95:faceright:wait 10:iplay idle:istate inhouse: none wakeup none none cat handgun items ANIM idle,[0],1,10:interact 6,0,[south]:zbuffer 1000:iSTATE default: default none iplay idle: none dead none none pickup Pick up state player,pickup:warpon:wait 30:sound [pickup1] say [I got the {GREEN}handgun{WHITE}.] say [Now I feel a little safer...] say [I guess...] say [Wait... where'd she go?]:prompt [weapon] istate dead: none waiting none none attack cutscene none none lookleft hit handgun WhiteFacedMan whitefacedman ANIM idle,[0,0,0,0,0,0,0,0,0,2,0,0,0,0,0,0,0,0,0,0,0,0,0,2,0,0,0,0,0,0,0,0,2],1,10:anim talk,[0,0,1,1,0,1,0,0,1],1,13:anim foldarms,[3],1,13:zbuffer -100:iplay idle:iSTATE default: default none iplay idle: none dead talking none iplay talk: none foldingarms none iplay foldarms none walkleft none none roof hide none none get cutscene vertical WhiteFacedMan Zombie thinman global telelportunits=0:global docile=0:global blind=0:global fullalert=0:field hitonce=0:field hadmeat=0:field sblind=0:let fullalert=0:field mspeed=5:field nmspeed=-5:field endalert=0:field minalert=0:field lastambience=0:global learntspray=0:anim spray,[96,96,97,97,98,98,99,99,100,100,101,101,102,103,104,105,106,107,108,109,110,111,112,113,114,115,116,117,118,119,120,121,0,0,1,1,2,2,3,3,0,0,1,1,2,2,3,3,0,0,1,1,2,2,3,3],1,10:anim still,[0],1,10:anim sidle,[128,128,129,129,130,130,131,131],1,10:ANIM idle,[0,0,1,1,2,2,3,3],1,10:anim dazed,[88,88,89,89,90,90,91,91],1,10:anim fwalk,[55,54,53,52,51,50,49,48],1,10:anim walk,[55,55,54,54,53,53,52,52,51,51,50,50,49,49,48,48],1,100: anim nomstart,[33,71,71,72,72,73,73,74,74,75,75,76,76,73,74,75,76,73,74,75,76],1,10:anim nom,[73,73,74,74,75,75,76,76],1,10:anim nomend,[72,72,71,71,33,33,0,0,1,1,2,2,3,3,0,0,1,1,2,2,3,3],1,10:anim recoilbody,[20,21,22,16,16,16,16,16,16,16,16,16,16,16,16],1,13 anim recoilhead,[17,18,19,16,16,16,16,16,16,16,16,16,16,16,16],1,13:anim recoilfoot,[36,37,38,39,48,48,49,49,50,50,51,51,52,52,53,53,54,54,55,55,48,48,49,49,50,50,51,51,52,52,53,53,54,54,55,55],1,10:anim retreat,[40,40,41,41,42,42,43,43],1,10:anim die,[16,23,24,25,26,27,27,27,27,27,27,27,27,27,28,28,29,29,30,30,31,31,31,31],1,13:anim down,[31],1,13 anim attack,[55,54,53,52,32,33,34,35,1,1,1,1,1,1,1,1],1,13:anim prejump,[4,4,5,5,6,6,6,6,6,6,6,6,6,6,6,6,6],1,10:anim jump,[7,7,8,8,8,8,8,8,8,8,8]:anim postjump,[8,9,9,10,10,11,11,12,12,13,13,10,10,11,11,12,12,13,13,10,11,12,13],1,10:anim prefall,[10,9,9,8,8,8,8,8],1,10:anim fall,[8,7,7,7,7,7,7,7,7,7,7],1,10:anim postfall,[6,5,4,4,4,4,4],1,10:anim roof,[10,10,11,11,12,12,13,13],1,10:anim crawlf,[44,45,46,47],1,10:anim crawlb,[47,46,45,44],1,10:anim recoilroof,[60,61,62,63,10,11,12,13,10,11,12,13],1,10:anim atdoor,[64,64,65,65,64,64,65,65,66,66,67,67,66,66,67,67],1,10:anim recoildoor,[68,68,69,70,0,0,1,1,2,2,3,3,0,0,1,1,2,2,3,3],1,10:addrandomsound 44,[thinstep1],[thinstep2],[thinstep3],[thinstep4]:addrandomsound 46,[thinstep1],[thinstep2],[thinstep3],[thinstep4]:addrandomsound 54,[thinstep1],[thinstep2],[thinstep3],[thinstep4]:addrandomsound 50,[thinstep1],[thinstep2],[thinstep3],[thinstep4]:addrandomsound 40,[thinstep1],[thinstep2],[thinstep3],[thinstep4]:addrandomsound 42,[thinstep1],[thinstep2],[thinstep3],[thinstep4]:addrandomsound 20,[thinman5],[thinman2],[thinman3],[thinman4],[thinman5]:addrandomsound 17,[thinman1],[thinman2],[thinman3],[thinman4],[thinman5]:addrandomsound 36,[thinman5],[thinman2],[thinman3],[thinman4],[thinman5]:addrandomsound 61,[thinman1],[thinman2],[thinman3],[thinman4]:addrandomsound 68,[thinman5],[thinman2],[thinman3],[thinman4],[thinman5]:hitbox 10,2,12,30:zbuffer 1:iSTATE idle:iplay idle:field face=0:field onroof=0:field spawned=0:field x=0:field y=0:field leftbound=0:field rightbound=0:field rnd=0:field i=0:field idlecount=0:field advancecount=0:field pacecount=0:field health 0:field soundtime=0:field soundcounter=0:field roofstage=0:field rhelper=0 0 default none let hitonce=0:let endalert=1:if spawned=1,spawned:wait 0:let spawned=1:random localhelper,0,30:add health,localhelper:ifserialised leftbound,nopatrol:getx leftbound:getx rightbound:add rightbound,patrolwidth:goto endpatrol:nopatrol@:setx leftbound:endpatrol@:let soundtime=0:random i,0,900:gety y:gety floor:let i=0:istate add soundcounter,1:if soundcounter0,advance:if idlecount>0,skipattack:let localhelperH:if learnspray=0,normalrange2:let localhelper 0:normalrange2@:random rnd,0,localhelper::ifrandom 1,180,attack:ifxrangeless rnd,attack:advance@:if docile=1,slow:iplay fwalk:moveforward 20,1:goto advancet:slow@:iplay walk:moveforward 8,1:advancet@:if advancecount>0,noadvance:let rnd%0:if learntspray=0,nospray3:if health<80,nospray3:let rndP:nospray3@:ifrandom rnd,1000,noadvance:let rndB:if learntspray=0,nospray4:if health<80,nospray4:let rnd=2:nospray4@:let advancecount=rnd:noadvance@:add advancecount,-1:if docile=0,normalrange:ifxrangeless 24,endadvance:normalrange@:ifxrangeless 20,endadvance:break:attack@:if docile=0,skipdocile:ifrandom 899,1000,skipattack:skipdocile@:ifstate player,hit,skipattack:ifstate player,death,skipattack:ifstate player,panicammo,skipattack:ifstate plater,panicbattery,skipattack:ifrandom 595,1000,skipattack:let :l5@:wait 0:break:headleft@:let i=0:goto headreturn:headright@:let i`1:goto headreturn:roof@:istate roof:break:endadvance@:let advancecount=0:let idlecount=0:break:stepback@:iplay walk:moveforward 5,16:doidle@:random rnd,30,60:let idlecount=rnd:wait 0: none idle none zbuffer 10:if spawned=1,spawned:wait 0:random i,0,100:let spawned=1:random localhelper,10,40:add health,localhelper:ifserialised leftbound,nopatrol:getx leftbound:getx rightbound:add rightbound,patrolwidth:goto endpatrol:nopatrol@:setx leftbound:endpatrol@:let soundtime=0:random i,30,260:gety y:gety floor:spawned@:if hadmeat=0,nonom:ifxrangenearestless [meat],2,nom:nonom@:add soundcounter,1:if soundcounter0,skip:id@:if meathere<1,noproblem:let i=1@:noproblem@:iplay idle:wait 0:break:skip@:getx x:if face=1,left:if xleftbound,skip3:switchlr@:let face=0:random i,120,360:if endalert=1,noskip3:if hadmeat=1,noskip3:ifrandom 90,100,skip3:noskip3@:let endalert=0:let i=0:skip3@:faceright:if hadmeat=1,qwalk2:iplay swalk:qwalk2return@:move nmspeed,0,1:ifcollideright switchlr:break:def@:let i=0:let soundtime=0:istate default:break:qwalk1@:iplay walk:goto qwalk1return:qwalk2@:iplay walk:goto qwalk2return:nom@:istate nom: none dead none none attack none let soundcounter49:if i>0,skip:isound [thinman8]:skip@:iplay attack: collideon:istate default none pidle none let spawned=1:let meathere=1:let blind=0:wait 10:istate fetch: none death none isound [thinman6]:collideoff:zbuffer -2 add psycholog,[Killed a Thinman (psycho +66). ] istate roof: none docile none faceplayer:iplay idle:random helper,10,50:wait helper:loop@:iambience [zombience2]:wait 350:goto loop:: none walkslope ground none none groundadvance none none groundattack none none cgunout none none hide none none teleport none move teleportunits,0,0:istate idle: none letterbox none faceleft:movetosprite deadzombiehooktrigger1:iplay atdoor:loop@:add soundcounter,1:if soundcounter0,skip:id@:if meathere<1,noproblem:let face=1:let i=0:isound [zombie5]:noproblem@:iplay idle:wait 0:break:skip@:getx x:if face=1,left:if xleftbound,skip3:switchlr@:if meathere>0,comeinside:let face=0:random i,120,360:ifrandom 90,100,skip3:let i=0:skip3@:faceright:iplay swalk:move -5,0,1:ifcollideright switchlr:break:def@:let i=0:let soundtime=0:istate default:break:comeinside@:isound [zombie4]:iplay idle:alpha 140:move 0,1,0:wait 4:alpha 180:move 0,1,0:wait 4:alpha 220:move 0,1,0:wait 4:alpha 240:move 0,1,0:wait 4:alpha 255:move 0,1,0:wait 4:alpha 240:move 0,1,0:wait 4:alpha 255:move 0,1,0:wait 4:zbuffer 2:collideon:let blind=0:let meathere istate pidle:: none reload shootup none none snap none none nom none if spawned=0,idle:iplay nomstart:wait 40:iplay nom:iambience [zombience3]:let soundtime50:let soundcounter=0:statenearest [meat],eat:let i=0:loop@:add i,1:if i>700,idle:add soundcounter,1:if soundcounter80,ninvuln:if i>40,invuln:ninvuln@:function GetShot:invuln@:wait 2:if i<180,loop:let i=0:let advancecount=0:let idlecount=0:istate default:break:spray@:isound [spray]:goto loop: none still none let lastambience=1:iplay sidle:faceplayer:loop@:iambience [zombience1]:wait 350:goto loop: none slowadvance none let lastambience=1:iambience [zombience1]:faceplayer:iplay swalk:loop@:wait 0:moveforward 10,1:ifxrangegreater 38,loop:iplay sidle:wait 180:istate still: none moveaway none collideoff:move 10000000000,0,0:istate dead: none recoilground none none Zombie Tough Zombie Fatman fatman global docile=0:field hitonce=0:ANIM idle,[0,0,1,1,2,2,3,3],1,10:anim iwalk,[0,0,1,1,2,2,3,3],1,10:anim walk,[55,55,54,54,53,53,52,52,51,51,50,50,49,49,48,48],1,100: anim attack,[55,32,33,32,33,34,56,34,56,35,35,1,1,1,1,1,1,1,1],1,13:anim prejump,[4,5,6,6,6,6,6],1,10:anim jump,[7,7,8,8,8,8,8,8,8,8,8]:anim postjump,[8,9,10,10,11,11,12,12,13,13,10,10,11,11,12,12,13,13,10,11,12,13],1,10:anim prefall,[10,9,9,8,8,8,8,8],1,10:anim fall,[8,7,7,7,7,7,7,7,7,7,7],1,10:anim postfall,[6,5,4,4,4,4,4],1,10:anim roof,[10,10,11,11,12,12,13,13],1,10:anim groundattack,[64,64,65,65,66,66,67,67,10,10,11,11,12,12,13,13,10,10,11,11,12,12,13,13],1,10:anim crawlf,[44,45,46,47],1,10:anim crawlb,[47,46,45,44],1,10:anim recoilroof,[60,61,62,63,10,11,12,13,10,11,12,13],1,10:addrandomsound 44,[thinstep1],[thinstep2],[thinstep3],[thinstep4]:addrandomsound 46,[thinstep1],[thinstep2],[thinstep3],[thinstep4]:addrandomsound 54,[thinstep1],[thinstep2],[thinstep3],[thinstep4]:addrandomsound 50,[thinstep1],[thinstep2],[thinstep3],[thinstep4]:addrandomsound 40,[thinstep1],[thinstep2],[thinstep3],[thinstep4]:addrandomsound 42,[thinstep1],[thinstep2],[thinstep3],[thinstep4]:addrandomsound 20,[fatman5],[fatman2],[fatman3],[fatman4]:addrandomsound 17,[thinman1],[thinman2],[thinman3],[thinman4],[thinman5]:addrandomsound 36,[thinman5],[thinman2],[thinman3],[thinman4],[thinman5]:addrandomsound 61,[thinman1],[thinman2],[thinman3],[thinman4]:hitbox 10,2,12,30:zbuffer 0:iSTATE default:iplay idle:field onroof=0:field spawned=0:field x=0:field y=0:field leftbound=0:field rightbound=0:field rnd=0:field i=0:field idlecount=0:field advancecount=0:field pacecount=0:serial health 0:field soundtime=0:field soundcounter=0:field roofstage=0:field rhelper=0:ISTATE default: default none let hitonce=0:if spawned=1,spawned:let spawned=1:random leftbound,10,40:add health,leftbound:getx leftbound:add leftbound,-20:getx rightbound:add rightbound,20:random soundtime,0,60:random i,0,900:gety y:gety floor:spawned@:add soundcounter,1:if soundcounter0,skip:isound [fatman8]:skip@:iplay attack: 2@:if i>20,immediate:ifxrangeless 18,immediate:moveforward 12,1:immediate@:function FatShot:if flareon=0,fnoflare:ifxrangenearestgreater [flare],50,fnoflare:istate ground:break:fnoflare@:4@:break:1@:iplay idle:istate preretreat:break: none preretreat none random rnd,60,120:start@:decrease rnd,1:function FatShot::faceplayer:iplay idle:wait 0:if flareon=0,fnoflare:ifxrangenearestgreater [flare],50,fnoflare:istate ground:break:fnoflare@:if rnd>1,start:random rnd,24,64:ifxrangegreater rnd,done:istate retreat:break:done@:istate default: none retreat none random rnd,26,64:ifxrangegreater 24,start:let rndB:start@:decrease rnd,1:function FatShot:faceplayer:iplay retreat:moveforward -10,1::wait 0:if flareon=0,fnoflare:ifxrangenearestgreater [flare],50,fnoflare:istate ground:break:fnoflare@:if rnd>1,start:istate default: none recoil none start@:let bullettest=2:decrease health,30:faceplayer:iplay recoilbody:wait 30::random helper,0,80:if health>helper,l1:ifrandom 9,10,ground:istate death:break:l1@ istate default:break:ground@:istate ground: none death none isound [fatman8]:collideoff:if health>0,ground:zbuffer -4:iplay die:moveforward 4,60:wait 60::istate down:break:ground@:istate ground:break: none down none if spawned=1,skip:if revive=0,skip:add revive,-1:random health,100,160:let spawned=0:collideon:istate default:break:skip@:zbuffer -4:collideoff:iplay down:wait 200: none ground none if spawned=0,fallen:if health<50,skiplow:let health@:skiplow@:iplay fall:wait 50:fallen@:collideoff:iplay fallen:sleep@:random helper,60,400:let i=0:loop@:wait 0:add i,1:ifxrangenearestless [flare],50,sleep:ifnotstate player,shootdown,nothead ifnotnearest nothead::ifxrangegreater 48,nothead:ifxrangeless 8,nothead:istate recoilground:break:nothead@:if i0,dostage::random roofstage,0,6:random rhelper,16,128:dostage@:ifrandom 98,100,noface:ifnotplayerfacing noface:faceplayer:noface@:if roofstage>0,r1:iplay roof::wait 0:ifrandom 29,30,noreset:let rhelper=0:noreset@:break:r1@:if roofstage>1,r2:iplay crawlf::moveforward 30,0:ifxrangeless 16,r4:ifnotplayerfacing noflip1:ifrandom 50,52,noflip1:ifxrangeless 64,noflip1:faceplayer:noflip1@:wait 0:break:r2@:if roofstage>2,r3:iplay crawlb::ifrandom 50,52,noflip2:ifxrangeless 32,noflip2:faceplayer:let roofstage=1:noflip2@:moveforward -40,0:break:r3@:random roofstage,0,2:break:r4@:ifrandom 7,10,r5:let roofstage=0:random rhelper,30,60:break:r5@:let i :istate groundattack:break:sleep@:iplay down:break: none recoilground none start@:let bullettest=2:add health,-10::faceplayer:iplay recoilroof:wait 20::if health>40,l2:if health>0,l1:isound [fatman8]:iplay g add psycholog,[Killed a helpless Fatman. (psycho +100)] let roofstage=0:random rhelper,30,60:istate groundadvance:break:l2@:let health@:goto l1: none groundattack none iplay groundattack:if i>10,skip:isound [fatman4]:skip@:add i,1 ifnotnearest nothead::ifxrangegreater 48,nothead:ifxrangeless 12,nothead:istate recoilground:break:nothead@::ifxrangenearestless [flare],50,sleep:4@:break:1@:iplay roof:let roofstage=0:random rhelper,30,120:istate groundadvance:break:sleep@:iplay down:break: none preretreat none random rnd,60,120:start@:decrease rnd,1::function GetShot:faceplayer:iplay idle:wait 0:if rnd>1,start:random rnd,24,64:ifxrangegreater rnd,done:istate retreat:break:done@:istate default: none recoilfoot none start@:let bullettest=2:decrease health,10::faceplayer:iplay recoilfoot:moveforward -6,60::if health>0,l1:istate death:break:l1@ none placemeat cutscene none none placebowl Fatman rat rat ANIM idle,[9,9,9,0,1,2,3,4,5,6,7,8,9,9,9,9,9,9,9,9,9,9,9],1,13: anim waiting,[9],1,13:anim death,[10,10,11,11,12,12,13,13,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14],1,13:anim dead,[14],1,13:anim got,[15],1,13:zbuffer -14:field col=0:hideinteraction:iSTATE waiting: default none iplay idle:wait 10:loop@::ifxrangegreater 16,nohit:ifnotplayerfacing nohit:ifnotstate player,shootdown,nohit:istate shot:break:nohit@:add col,1:wait 0:if col<70,loop:iplay waiting:let col=0:wait 40:istate waiting none dead waiting none iplay waiting:ifrandom 990,1000,label:istate default:label@: none shot none iplay death:wait 120: istate down: none down none iplay dead:showinteraction:wait 500: none get Pick up state player,pickuplow:wait 30:pickup rat:sound [pickup1]:iplay got:wait 30:state player,cutscene: say [I got the {GREEN}rat{WHITE}.] istate got: none got none hideinteraction:iplay got:wait 400: none pickup none none walkleft none none placeflare none none placebowl none none rat Ghost ghost ANIM idle,[0],1,10 anim scare,[1,1,2,2,3,3,0,0,0,0,0,0,0,0,0,0,0],1,10:anim scare2,[0,4,5,6,7,0,0,0,0,0,0,0,0,0,0,0,0],1,10:zbuffer -10000:iSTATE default: default none iplay idle:if psycho>3000,often:ifrandom 999,1000,label:scare@:istate scaring:often@:ifrandom 996,1000,label:istate scaring2:ifrandom 9,10,scare:label@: none dead none none scaring none iplay scare:wait 50:istate dead: none scaring2 none iplay scare2:wait 50:istate dead: none attack Ghost Stairfront stairfront ANIM idle,[0],1,10:ISTATE default: default none iplay idle: none dead none none slowadvance none none attack none none walkdown cutscene Stairfront Ammo items ANIM idle,[1],1,10:hitbox 8,28,16,4:interact 6,0,[left]:ISTATE default: default none iplay idle: none dead none none pickup Pick up state player,pickuplow:wait 30:sound [pickup1]:move 0,2000,1:wait 30:state player,cutscene: say [I got the {GREEN}handgun ammo{WHITE}.] istate dead none get none handgun ammo magnum ammo Chie Chie ANIM idle,[0,0,0,0,0,0,0,0,4,0,0,0,0,,0,0,0,0,0,0,0,4,0,0,0,0,0,0,4,0,0,0,0,0],1,10:anim dance,[1,1,1,1,2,2,2,2,1,1,1,1,3,3,3,3],1,10:ISTATE default:hitbox 10,2,12,30:zbuffer -6:collideoff: default none iplay idle:wait 1000000000000: none dead none none cutscene none none collide none collideon: none disappear none collideoff:istate dead: none dance none iplay dance:wait 100000000: none Chie Kenny Kenny ANIM idle,[0,0,1,1,2,2,3,3],1,10:anim talk,[4,4,5,5,6,6,7,7],1,13::hitbox 0,0,32,30:zbuffer -6:istate default: default none iplay idle: none dead none none talk none iplay talk: none cutscene none none Kenny Benzido Benzido ANIM idle,[0,0,0,0,0,0,1,1,2,2,2,2,2,2,3,3],1,10:anim talk,[4,4,4,4,4,4,5,5,6,6,6,6,6,6,7,7],1,13: hitbox 0,0,32,30:zbuffer -6:istate default: default none iplay idle none dead talk iplay talk: cutscene Benzido Bannister bannister ANIM idle,[0],1,10:ISTATE default: default none iplay idle: none dead Bannister balconyfront balcony ANIM idle,[0],1,10:ISTATE default: default none iplay idle: none dead balconyfront Door door2 ANIM idle,[0],1,10:zbuffer 100:ISTATE default: default none iplay idle: none dead Door key items ANIM idle,[47],1,10:hitbox 8,28,16,4:interact 0,0,[d]:ISTATE default: default none iplay idle:wait 1000000: none dead none none pickup Pick up let speech=[I got the {GREEN}fire escape key{WHITE}.]:pickup f.escape key function GetItem:istate dead: burn small key NewSubtype her her anim sdle,[32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,33,33,33,33,33,33,33,33,33,33,33,33,33,33,33,33,33,33,33,33,33,33,33,33,33,33,33,33,33,33,33,33,33,33,33,33,33,33,33,33,33,33],1,10:anim vanish,[32,32,33,33,34,34,35,35,36,36,37,37,38,38,37,37,37,37,37,37,37,37,37,37,37,37,37,37],1,10:anim torch,[37],1,10:anim nothing,[39],1,10:ANIM idle,[0,0,0,0,0,0,0,0,20,20,20,20,0,0,0,0,0,0,0,0,0,20,20,0,0,0,0,20,20,20,20,20,0,0,0,0],1,10:anim burn,[0,0,1,1,1,2,2,3,3,4,5,6,7,8,9,10,11,12,13,14,15,16,16,17,17,18,18,18,19,19,21,21,19,19,22,22,19,19,21,21,19,19,22,22,19,19,21],1,13:anim burnt,[19,21,19,22,19,19,19,21,19,19,19,19,19,22,22,22,19,19,19,21,21,21,21,19,19,21,22,19,19,19,21,21,19,19,19,22,22],1,13:anim stand,[24,24,24,24,24,24,24,25,25,25,25,25,25,25],1,10:anim dance,[26,26,26,26,27,27,27,27,26,26,26,26,28,28,28,28],1,10:ISTATE default: default none iplay idle: none dead none none burn none iplay burn:wait 170:iplay burnt:wait 1000000 none cutscene none none stand none iplay stand:wait 1000000000 none dance none iplay dance:wait 10000000000: none introstand none iplay sdle:wait 1000000000000000: none vanish none iplay vanish:wait 90:istate torch: none torch none iplay torch:wait 99999999999 none her Crystal crystal ANIM idle,[0],1,10:ISTATE default: default none none dead none Crystal Blood Pool bloodhole ANIM idle,[0],1,10:ISTATE default: default none none dead Blood Pool BedsideTable bedsidetable ANIM idle,[0],1,10:ISTATE default:zbuffer -12: default none iplay idle: none dead none none move none move -15,0,50:move -7,0,10:move -3,0,10:istate default: none cutscene BedsideTable Cupboard cupboard ANIM closed,[0],1,10:anim open,[0,0,1,1,2,2,3,3,3,3,3,3,3],1,13:anim opened,[3],1,13:zbuffer -20:ISTATE closed: closed none iplay closed none dead open none iplay open:wait 30:iplay opened:wait 5:istate opened:break: none opened none iplay opened:wait 10000000: none default none none crying Cupboard piece of paper items ANIM idle,[2],1,10:hitbox 2,28,16,4:interact 0,0,[u]:ISTATE default: default none iplay idle: none dead none none pickup Pick up let speech=[I got some kind of {GREEN}diary page{WHITE}.]:pickup diary page 1:function GetItem:istate dead: none cutscene get piece of paper piece of paper 2 items ANIM idle,[2],1,10:hitbox 2,28,16,4:interact 0,0,[u]:ISTATE default: default none iplay idle:: none dead none pickup Pick up let speech=[I got some kind of {GREEN}diary page{WHITE}.]:pickup diary page 2:function GetItem:istate dead: none cutscene death piece of paper 2 piece of paper 3 items ANIM idle,[2],1,10:hitbox 2,28,16,4:interact 0,0,[u]:ISTATE default: default none iplay idle:: none dead none none pickup Pick up let speech=[I got some kind of {GREEN}diary page{WHITE}.]:pickup diary page 3:function GetItem:istate dead: get piece of paper 3 holedoor holedoor ANIM idle,[0],1,10:alpha 180:iplay idle:zbuffer 200:ISTATE default: default none none dead holedoor blacksquare blacksquare ANIM idle,[0],1,10:zbuffer 10000:ISTATE default: default none iplay idle:wait 100000000000: none dead none none blacksquare heart heart ANIM idle,[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,2,3,0,0,0,0,1,2,3,0,0,0,0,0,0,0,0,0],1,10:interact 0,2,[up]:zbuffer -400:iplay idle:ISTATE default: default none iplay idle:wait 3300000000000 none dead examine Look at state player,cutscene: say [Is my mind playing tricks on me?]:wait 50:state player,default:wait 20:istate default:break: none heart doll items ANIM idle,[4],1,10:hitbox 8,28,16,14:interact 0,0,[n] speech=[I got a {GREEN}weird old doll{WHITE}.]:pickup doll:function GetItem:istate dead: get doll TitleScreen titlescreen ANIM idle,[0],1,10:ISTATE default: default none none dead none none attack TitleScreen Building intro ANIM idle1,[3],1,10:ANIM idle2,[1],1,10:ANIM idle3,[0],1,10:ANIM idle4,[2],1,10:field x=0:field anim=0:iplay idle1:ISTATE default: default none zbuffer 10000:loop@:move -30,0,1:wait 0:getx x:if x<-256,reset:goto loop:reset@:setx 290:add anim,1:if anim=4,resetanim:doneresetanim@:if anim=0,i1:if anim=1,i2:if anim=2,i3:if anim=3,i4:break:resetanim@:let anim=0:goto doneresetanim:i1@:iplay idle1:break:i2@:iplay idle2:break:i3@:iplay idle3:break:i4@:iplay idle4:break: none dead Building Title title ANIM idle,[0],1,10:zbuffer 10000000:global alp=0:let alp=0:alpha 0:iplay idle:ISTATE default: default none zbuffer 10000000:alpha 0:iplay idle:wait 0:let alp=0:loop@:zbuffer 100000000:add alp,4:alpha alp:iplay idle:wait 10:if alp<255,loop:loop2@:alpha 255:zbuffer 999999999:iplay idle:wait 100000:goto loop2: none dead none none out none add alp,-4:alpha alp:iplay idle:wait 10:if alp>0,skip:istate dead:break:skip@:break: none in none none Title BuildingBG intro ANIM idle1,[4],1,10:ANIM idle2,[5],1,10:ANIM idle3,[6],1,10:ANIM idle4,[7],1,10:field x=0:field anim=0:iplay idle1::ISTATE default: default none zbuffer 1000:loop@:move -15,0,1:wait 0:getx x:if x<-256,reset:goto loop:reset@:setx 290:add anim,1:if anim=4,resetanim:doneresetanim@:if anim=0,i1:if anim=1,i2:if anim=2,i3:if anim=3,i4:break:resetanim@:let anim=0:goto doneresetanim:i1@:iplay idle1:break:i2@:iplay idle2:break:i3@:iplay idle3:break:i4@:iplay idle4:break: none dead none none in BuildingBG YouPortrait portrait ANIM idle,[0],1,10:field alpp=0:alpha 0:zbuffer -100:iplay idle:ISTATE default: default none wait 1000000: none dead none none out none add alpp,-4:alpha alpp:iplay idle:wait 10:if alpp>0,skip:istate dead:break:skip@:break: none in none zbuffer 999:loop@:add alpp,4:alpha alpp:iplay idle:wait 10:if alpp<255,loop:loop2@:alpha 255:zbuffer 999:iplay idle:wait 100000:goto loop2: none ending none none YouPortrait TheDaddy thedaddy ANIM idle,[0,0,1,1,2,2,3,3,0,0,1,1,2,2,3,3,0,0,1,1,2,2,3,3,0,0,1,1,2,2,3,3,0,0,1,1,2,2,3,3,0,0,1,1,2,2,3,3,20,20,16,16,17,17,18,18,19,19,16,16,17,17,18,18,19,19,16,16,17,17,18,18,19,19,16,16,17,17,18,18,19,19,16,16,17,17,18,18,19,19,20,20],1,10:anim walk,[8,8,9,9,10,10,11,11,12,12,13,13,14,14,15,15],1,10:anim attack,[4,4,5,5,6,6,7,7,0,1,2,3,0,1,2,3],1,10:anim forward,[16,16,17,17,18,18,19,19],1,10:anim turn,[20,20,0,0,1,1,2,2,3,3,0,0,1,1,2,2,3,3,0,0,1,1,2,2,3,3,0,0,1,1,2,2,3,3],1,10:addrandomsound 9,[daddystep1],[daddystep2],[daddystep3],[daddystep4]:addrandomsound 13,[daddystep1],[daddystep2],[daddystep3],[daddystep4]:addrandomsound 4,[daddy1],[daddy2],[daddy3],[daddy4]:hitbox 20,20,24,44:zbuffer 16:global daddyalerted=0:global destroyedelevator=0:global daddymoved=0:let daddymoved=0:field idle=0:field counter 0:field spawned=0:field soundcounter=0:field soundtime=5:iplay idle:global destroyedelevator=0:if destroyedelevator>1,skip:ISTATE default:break:skip@:istate dead: default none if spawned=1,skip:if destroyedelevator<2,skipkill:istate dead:break:skipkill@:let spawned=1:let counter 0:let daddymoved=0:let daddyalerted=0:skip@:add soundcounter,1:if soundcounter0,noreset:let counter 0:add idle,1:if idle<5,noreset:let idle=0:noreset@:if destroyedelevator=1,advance:ifflashlightoff nearcheck:ifxrangeless 160,advance:goto doidle:nearcheck@:ifxrangeless 32,advance:doidle@:if idle>0,i1:iplay idle:wait 0:break:i1@:if idle>1,i2:faceright:iplay walk:move 20,0,1:break:i2@:if idle>2,i3:iplay idle:wait 0:break:i3@:if idle>3,i4:faceleft:iplay walk:move -20,0,1:break:i4@:iplay idle:wait 0:break:advance@:let daddyalerted=1:ifstate player,death,deathidle:faceplayer:iplay walk:moveforward 55,1:ifrandom 6,10,end:ifxrangeless 24,attack:end@:break:att 2@:add counter,-1:if counter>0,1:iplay idle:wait 120:break:deathidle@:iplay idle: none dead none none attack none none on none none arrive none faceplayer:zbuffer -10:alpha 0:movetosprite daddytrigger1:quake 15:iplay forward:randomsound [daddy1],[daddy2],[daddy3],[daddy4] wait 30:iplay turn:wait 60:istate default: none move daddy none none bighit none none groundattack TheDaddy OptionSelector optionselector anim pressx,[2],1,10:ANIM newgame,[0],1,10:anim newgameonly,[3],1,10:anim continue,[1],1,10:zbuffer 9999999999999999999999999:iplay newgame:global gametype=0:alpha 0:field al=0:ISTATE dead: on none iplay pressx:loop@:add al,4:alpha al:wait 10:if al<255,loop:loop2@::wait 0:goto loop2: none dead none none off none alpha 255:loop1@:add al,-4:alpha al:wait 2:if al>0,loop1::istate dead:break: none newgame none alpha 255:ifsaveexists proper:iplay newgameonly:goto wait:proper@:iplay newgame:wait@:wait 1000: none continue none alpha 255:iplay continue:wait 1000: none default OptionSelector scissors items ANIM idle,[6],1,10:hitbox 8,28,16,40:zbuffer -100:interact 0,0,[u]:ISTATE default: default none iplay idle:wait 10000000: none dead get Pick up let speech=[I got some {GREEN}nasty-looking scissors{WHITE}.]:pickup scissors:function GetItemHigh:state player,cutscene:wait 90: say [These could chop someone's head off!]:state player,default:istate dead: pickup scissors skin skinhole ANIM idle,[0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,2,2,3,3,0,0,0,0,0,0,0,0,0,0,0,0,0,2,2,3,3,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,2,2,3,3,0,0,0,],1,10:anim cut,[3,3,4,4,4,4,5,5,5,5,6,6,6,6,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7],1,10:anim open,[7],1,10:iplay idle:global openedskinhole=0:zbuffer -100:ISTATE default: default none if openedskinhole=1,skip::loop@:wait 100000000000:goto loop:skip@:iplay open:istate open:break none dead none none cut none let openedskinhole=1:iplay cut:wait 80:istate open:break: none open none iplay open:wait 10000000000 none cutscene skin skipbutton skipbutton global skippable=0:ANIM idle,[0]ops>3,end:goto restart:end@:istate dead:break: none dead none none skipbutton gamesaved gamesaved ANIM idle,[0]to restart:end@:istate dead:break: none hide gamesaved gameover gameover ANIM idle,[0],1,10:ISTATE default: default none none dead none none touch gameover DaddyWindow daddywindow ANIM idle,[0,0,1,1,2,2,3,3],1,10:iplay idle:ISTATE default: default none iplay idle:wait 100000: none dead DaddyWindow battery items ANIM idle,[7],1,10:hitbox 8,28,16,4:interact 6,0,[left]:ISTATE default: default none iplay idle:wait 1000000: none dead pickup Pick up state player,pickuplow:wait 30:sound [pickup1]:move 0,2000,1:wait 30:state player,cutscene: say [I got the {GREEN}battery{WHITE}.] istate dead get battery SpotBack lightback ANIM idle,[0],1,10:zbuffer -10000:iplay idle:ISTATE dead::: default none iplay idle:alpha 180:wait 1000: none dead SpotBack tin of pickles items ANIM idle,[5],1,10:hitbox 6,28,20,14:interact 0,0,[d]:zbuffer 20:ISTATE default: default none zbuffer 100:iplay idle:wait 1000000000 none dead none pickup Pick up let speech=[I got the {GREEN}tin of pickles{WHITE}.]:pickup tin of pickles:function GetItem:istate dead: tin of pickles prawn crackers items ANIM idle,[8],1,10:hitbox 6,28,20,14:interact 8,0,[l]:ISTATE default: default none iplay idle:wait 1000000: none dead none pickup Pick up let speech=[I got the {GREEN}bag of prawn crackers{WHITE}.]:pickup prawn crackers:function GetItem:istate dead: none prawn crackers tin of beans items ANIM idle,[9],1,10:hitbox 6,28,20,14:interact 8,0,[l]:ISTATE default: default none iplay idle:wait 100000: none dead none pickup Pick up let speech=[I got the {GREEN}tin of beans{WHITE}.]:pickup tin of beans:function GetItem:istate dead: tin of beans can of soda items ANIM idle,[10],1,10:hitbox 6,28,20,14:interact 8,0,[l]:ISTATE default default none iplay idle:wait 100000 none dead none pickup Pick up let speech=[I got the {GREEN}can of soda{WHITE}.]:pickup can of soda:function GetItem:istate dead: can of soda soda can items ANIM idle,[10],1,10:hitbox 6,28,20,14:interact 8,0,[l]:ISTATE dead: default none iplay idle:wait 100000 none dead none pickup Pick up let speech=[I got the {GREEN}can of soda{WHITE}.|Wait... it's empty, but...|There's something rattling in it...]:pickup fire door key:state player,pickuplow:wait 30:sound [pickup1]:move 0,2000,1:wait 30:state player,cutscene:say say [I got the {GREEN}fire door key{WHITE}.]:sound [pickup1]:state player,default:istate dead: cutscene soda can squid stick items ANIM idle,[11],1,10:hitbox 6,28,20,14:interact 8,0,[l] speech=[I got the {GREEN}dried squid on a stick{WHITE}.]:pickup squid stick:function GetItem:istate dead: none squid stick BigDoor bigdoor ANIM idle,[0],1,10:zbuffer 2000:ISTATE default: default none iplay idle:wait 1000000: none dead BigDoor f.door key items ANIM idle,[3],1,10:hitbox 6,28,20,14:interact -8,0,[r]:iplay idle:ISTATE dead: default none iplay idle:wait 10000: none dead pickup Pick up let speech=[I got the fire door key.]:pickup fire door key:function GetItem:istate dead: none cutscene f.door key DirtyDoor dirtydoor ANIM idle,[0],1,10:zbuffer 2000:ISTATE default: default none iplay idle:wait 1000000: none dead DirtyDoor LargeGrating largegrating ANIM idle,[0],1,10:parallax 125:ISTATE default: default none iplay idle:zbuffer 10000000000000:wait 10000000 none dead LargeGrating BasementDoor basementdoor ANIM idle,[0],1,10:zbuffer 2000:iplay idle:: default none none dead BasementDoor writhing thing theladder ANIM idle,[0,0,1,1,2,3,0,1,2,2,3,0,1,2,3,3,0,0,0,0,0,1,2,3,0,0,0,2,3,0,1,2,3,0,1,1,2,2,3,0,0,1,1,2,2,3],1,10:hitbox 0,0,64,32:Istate default: default none iplay idle:wait 10000000: none dead none none writhing thing dream1foreground dreamfront ANIM idle,[0],1,10:Iplay idle:zbuffer -50:parallax 150: default none none dead none none dream1 dream1foreground dream1fog dreamfog ANIM idle,[0],1,10:blend [lighten]:Iplay idle:alpha 128:zbuffer 100:parallax 175: default none none dead none none dream1 dream1fog dream1player backtogether ANIM idle,[0],1,10:anim tohands,[0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,2,2,2,2,2,2,2,2,2,2,2,2,2],1,10:anim unhands,[2,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],1,10:anim hands,[2],1,10:zbuffer 200:Iplay idle:parallax 150: default none wait 1000000 none dead none none hands none iplay tohands:wait 350:iplay hands:wait 300:loop@:wait 10000:goto loop: none unhands none iplay unhands:wait 350:iplay idle:wait 300:loop@:wait 10000:goto loop: none dream1player controls controls ANIM idle,[0],1,10:anim idle2,[1],1,10:anim idle3,[2],1,10:ISTATE default:field alpa=0:zbuffer 1000000000:alpha 0:setx 80:sety 90:field y=0:field spawned=0 default none wait 100000000: none dead none none in none zbuffer 1000000000:if spawned=1,loop::ifin [intro],skipy:let y :skipy@:let spawned=1:loop@:sety y:add alpa,8:alpha alpa:iplay idle:wait 3:if alpa<255,loop:loop2@:alpha 255:iplay idle:wait 100000:goto loop2: none out none add alpa,-16:alpha alpa:move 0,-30,3:if alpa>0,skip:istate dead:break:skip@:break: none in2 none move 0,-9,6:wait 5:move 0,9,6:iplay idle2:wait 10000000 none in3 none move 0,-9,6:wait 5:move 0,9,6:iplay idle3:wait 10000000 none hide none none cutscene controls Mirror mirrorback ANIM idle,[0],1,10:interact 1,0,[u]:hitbox 0,0,18,32:zbuffer -302:iplay idle:global usedmirror=0:global firstmirror=0:global psychoeval=[I don't see anything special...|Wait...]:global psychonet=0:global psychoxp=0:ISTATE default: default none iplay idle:zbuffer -10000:loop@:wait 1000000:goto loop: none dead none none touch Look at addexhaustion 20:state player,cutscene:wait 30:function PsychoEvaluation: choice [Look deeply into it?] choice [Leave it...],[Yeah - I don't like mirrors.] choice:l1@:wait 50:state player,mirrorlook:wait 30:ifin [hallway],testsound:goto notestsound:testsound@:if noportal=1,nomusic:notestsound@:xfadespeed 100:music [mirror]:nomusic@:warpon:wait 60:let usedmirror=1:hideinteraction:istate exit:wait 10000:break:l2@:wait 30:wait 50:state player,default:istate default:break: none exit none if usedmirror=1,exit:istate enter:break:exit@:let usedmirror=0:if athome=1,mirrorroom:istate enter:let noportal=0:let athome=1:if firstmirror=2,donefirstmirror:let firstmirror=1:donefirstmirror@:linkmirror:let mirrorpath=mirrorroom:linkmirror:xfadespeed 400:customexit [hallway],[mirror],30,[white]:break:mirrorroom@:if noportal=1,nothing:linkhomemirror:istate enter:let athome=0:linkhomemirror:xfadespeed 400:customexit mirrorpath,[mirror],30,[white] say [It feels like it's trying to draw me to some other place.|But it doesn't know where it wants that to be.]:mappage 0:mapevent 1,8,112,60:wait 60:showinteraction:warpoff:state player,default:istate default:break: none enter none if usedmirror=2,end:hideinteraction:let usedmirror=0:zbuffer -100:wait 0:zbuffer -100:wait 30:iplay idle:warpoff:wait 100:showinteraction:let usedmirror=2:end@:istate default:break: none mirrorlook none none standup Mirror dusty mirror CellDoor cagedoor ANIM idle,[0],1,10:zbuffer 2000:ISTATE default: default none none dead CellDoor gasoline can items ANIM idle,[12],1,10:hitbox 6,28,20,14:interact 0,0,[u] speech=[I got the {GREEN}gasoline can{WHITE}.]:pickup gasoline can:function GetItem:istate dead: gasoline can large fuse items ANIM idle,[13],1,10:hitbox 6,28,20,14:interact 0,0,[u]:ISTATE default: default none iplay idle:wait 100000 none dead none pickup Pick up let speech=[I got a {GREEN}large fuse{WHITE}.]:pickup large fuse:function GetItem:istate dead: large fuse rice pudding items ANIM idle,[14],1,10:hitbox 6,28,20,14:interact 8,0,[l]:ISTATE default: default none iplay idle:wait 100000 none dead none pickup Pick up let speech=[I got the {GREEN}tin of rice pudding{WHITE}.]:pickup rice pudding:function GetItem:istate dead: rice pudding beef jerky items ANIM idle,[16],1,10:hitbox 6,28,20,14:interact 8,0,[l]:ISTATE default: default none iplay idle:wait 100000 dead none pickup Pick up let speech=[I got the {GREEN}beef jerky{WHITE}.]:pickup beef jerky:function GetItem:istate dead: beef jerky irradiated orange items ANIM idle,[17],1,10:hitbox 6,28,20,14:interact 7,0,[l]:ISTATE default: default none iplay idle:wait 100000 none dead none pickup Pick up let speech=[I got the {GREEN}irradiated orange{WHITE}.]:pickup i.orange:function GetItem:istate dead: daddy get irradiated orange tin of fruit salad items ANIM idle,[18],1,10:hitbox 6,28,20,14:interact 8,0,[l]:ISTATE default: default none iplay idle:wait 100000 none dead none pickup Pick up let speech=[I got the {GREEN}tin of fruit salad{WHITE}.]:pickup fruit salad:function GetItem:istate dead: none tin of fruit salad bottle of milk items ANIM idle,[19],1,10:hitbox 8,28,16,14:interact 0,0,[u]:ISTATE default: default none iplay idle:wait 100000 none dead none pickup Pick up let speech=[I got the {GREEN}bottle of milk{WHITE}.|Hope it's long-life...]:pickup bottle of milk:function GetItem:istate dead: bottle of milk fusespot fuse ANIM idle,[0],1,10:ANIM in,[1],1,10:ISTATE default: default none iplay idle:wait 10000000 none dead in none iplay in:wait 1000000 none fusespot generator generator ANIM idle,[0],1,10:ANIM on,[1,0],1,10:ISTATE default: default none iplay idle:wait 100000000: none dead none none on none iplay on:wait 100000000 none generator elevator elevator ANIM idle,[0],1,10:anim idle2,[8],1,10:anim hit1,[1],1,10:anim hit2,[2],1,10:anim hit3,[3,4,4,4,5,6,7,6,6,7,7,6,6,7,7,6,6,7,7],1,10:anim posthit,[6,6,7,7],1,10:zbuffer -100:ISTATE default:global destroyedelevator=0 default none if destroyedelevator>0,2:iplay idle:goto 1:2@:iplay idle2:1@:wait 10 none dead daddy none xfadespeed 50:music 21:isound [daddy1]:sound [daddystep2]:quake 10:iplay hit1:wait 60: say [Oh no...]:wait 30:isound [daddy2]:sound [daddystep2] isound [daddy3]:sound [daddystep3]:iplay hit3:quake 20:wait 60:iplay posthit: say [I need to run!]:state player,walkleft:wait 70:let destroyedelevator=1:exitto [WCB1F Elevator Tunnel],[north passage]:istate daddywait: none daddywait none iplay posthit:wait 10000000 none pickup none none elevator daddytrigger blank ANIM idle,[0],1,10:ISTATE default: default none if destroyedelevator=0,skip:if destroyedelevator=2,skip::let nopanic=1:let saferoom=0:wait 60:if daddymoved=1,skip:let daddymoved=1:ifin [Wing Court B1F E Passage],nokill:state Zombie1,dead:state Zombie2,dead:state Zombie3,dead:state Zombie4,dead:state Fatman1,dead:state Fatman2,dead:nokill@:state TheDaddy1,arrive:istate dead:skip@: none dead none none move none movetosprite daddyswitchtrigger1:state TheDaddy1,dead:let daddymoved=0:istate dead: none arrive daddytrigger daddyswitchtrigger blank ANIM idle,[0]none none move daddyswitchtrigger manwhowearsabox manwithbox ANIM idle,[0,1,2,3]idle,[21],1,10:hitbox 8,28,16,40:zbuffer -100:interact 0,0,[u] speech=[I got some kind of {GREEN}green medicine{WHITE}.]:pickup green pill:function GetItem:state player,cutscene:wait 30::state player,default:istate dead: green pill HideSpotLtrigger blank hitbox 8,6,16,28:ANIM idle,[0],1,10:ISTATE default: default none ifxrangeless 12,blocked:break:blocked@:let blockedL=1:break: none dead none none HideSpotLtrigger HideSpotRtrigger blank hitbox 8,6,16,28:ANIM idle,[0],1,10:ISTATE default: default none ifxrangeless 12,blocked:break:blocked@:let blockedR=1:break: none dead none none HideSpotRtrigger old note items ANIM idle,[2],1,10:hitbox 8,28,16,4:interact 0,0,[u]:ISTATE default: default none iplay idle speech=[I got a {GREEN}crumpled old note{WHITE}.]:function GetItem:istate dead: none pickup old note blue pill items ANIM idle,[20],1,10:hitbox 8,28,16,40:zbuffer -100:interact 0,0,[u]:ISTATE default: default none iplay idle:wait 100000000: none dead get Pick up pickup blue pill:let speech=[I got some kind of {GREEN}blue medicine{WHITE}. ]:function GetItem:istate dead: none cutscene placemeat blue pill table table ANIM idle,[0],1,10:zbuffer -4:ISTATE default: default none iplay idle:wait 100000000: none dead table meat meat ANIM idle,[0],1,10:ANIM idle2,[1],1,10:ANIM idle3,[2],1,10:ANIM idle4,[3],1,10:ANIM idle5,[4],1,10:ISTATE default:global meathere=0:global meatx=0: default none ifstatenearest [zombie],idle,fetch:ifstatenearest [zombie],default,fetch:ifstatenearest [zombie],retreat,fetch:ifstatenearest [zombie],preretreat,fetch:fetchreturn@:move 0,-1,0:add meathere,1:getx meatx:loop@:iplay idle:wait 2000:add meathere,-1:istate eat:break:goto loop:fetch@:print [Fetched via meat.]:statenearest [zombie],fetch:goto fetchreturn: none dead none none eat none iplay idle:wait 30:iplay idle2:wait 30:iplay idle3:wait 30:iplay idle4:wait 30:iplay idle5:wait 30:istate dead: none fetch none none hide meat zombie1meattrigger blank ANIM idle,[0],1,10:ISTATE default: default none if attractedkitchenzombief6,skiprevive:if attractedkitchenzombie=1,skip:state Zombie2,dead:state Zombie1,docile:loop@:ifstate player,placemeat,do:wait 0:goto loop:do@:sound [zombie3]:let attractedkitchenzombie 9:wait 300:let meathere=1:state Zombie1,pidle:wait 200:let meathere=1:let attractedkitchenzombie=1::istate dead:break:skip@:ifstate Zombie1,down,swap:ifstate Zombie2,down,skiprevive:state Zombie2,idle:skiprevive@:state zombie1,dead:istate dead::break:swap@:state Zombie2,down:goto skiprevive:bothdead@:state Zombie1,dead:state Zombie2,dead:istate dead:break: none dead none none zombie1meattrigger hallwayzombietrigger blank ANIM idle,[0],1,10:ISTATE default: default none ifstate Zombie1,down,loop:if attractedkitchenzombie=1,skip:if hallwayenterdir=0,loop:let teleportunits$:state Zombie1,teleport::loop@:wait 0:if attractedkitchenzombie>0,loop:ifstate Zombie1,down,nopuzzle:goto loop:skip@:state Zombie1,dead:istate dead:skipall@:break:nopuzzle@:let attractedkitchenzombief6:istate dead:break: none dead none none hallwayzombietrigger wingcourtszombietrigger blank global teleportunits=0:field spawned=0:ANIM idle,[0],1,10:ISTATE default: default none ifxrangenearestless [Zombie],32,end:break:end@:let spawned=1:istate triggered: none dead none none triggered none if spawned=1,loop:ifstate Zombie1,down,loop:let teleportunits 6:state Zombie1,teleport::loop@:wait 100000000:goto loop: none wingcourtszombietrigger deadzombiehooktrigger blank ANIM idle,[0],1,10:ISTATE default: default none wait 0:if hookpuzzle=1,checkmurder:loop@:ifstate Zombie1,down,end:wait 0:goto loop:end@:if hookpuzzle>998,nevermind:let hookpuzzle 9:nevermind@:istate dead:break:checkmurder@:wait 0:state Zombie1,letterbox:wait 50:goto loop: none dead none none deadzombiehooktrigger zombiearm zombiearm ANIM idle,[0,0,1,1,2,2,3,3],1,10:anim idle2,[4,5,6],1,10:anim idle3,[8,8,9,10,10,11,11,11,11,11,12,12,13,14,14,14,14,15,9,9,9,9,9,10,13,13,13,13,13,8,14,15,15,12,12,12,12,12,12,12,11],1,10:anim idle4,[7],1,10:field soundcounter=0:field soundtime50:ISTATE default: default none iplay idle:loop@:add soundcounter,1:if soundcounter0,do:nothing@:wait 0:ifstate Zombie1,down,invalidate:goto loop:invalidate@:let attractedmeatroomzombief6:goto nopuzzle:do@:state Zombie1,dead:nopuzzle@:istate dead:break: none dead none none hide meatroomremovertrigger map of 2F items ANIM idle,[23],1,10:iplay idle:interact 0,32,[u]:hitbox 0,0,32,64:zbuffer -100:ISTATE default: default n speech=[I got the {ORANGE}map of Wing Court, 2F{WHITE}.]:pickup old letter:addmap 1:state player,pickup:wait 30:sound [pickup1]:move -2000,-2000,0:wait 30:wait 10:say say [It looks like something's already marked on here.|Let's take a look...]:wait 10:mappage 0:mapeventin [?],111,20,51,16:mapquest [203...|That was Chie's place, wasn't it?|Why would anyone mark it on here?|I'll try and make my way there, anyway.] say [Oh yeah...|That {GREEN}letter{WHITE} that was pinned to the map...] choice [Read it now?],[Might as well read the letter then...] choice [Save it for later.],[Let's put it away for now.] chrsay Old Letter,["Don't set off without a map!"|"Even if you do know your way around."|"Things keep changing, you see."|"By the way..."|"I think I have a way to get past those things..."|"I worked out they're attracted to the stench of decay."|"When I'm having trouble getting past them,"|"I leave some rotten meat down to one side of a hiding spot."|"Then I can hide as they come towards me."|"It's best to avoid them, you see."] say [There's no signature on it.] say [Not now!]:istate default:break: none unhands map of 2F map of 1F items ANIM idle,[24],1,10:iplay idle:interact 0,32,[u]:hitbox 0,0,32,64:zbuffer -100:ISTATE default: default none wait 1000000: none dead none get Pick up ifstatenearest [Zombie],idle,mapquest:ifstatenearest [Zombie] speech=[I got a {ORANGE}map of Wing Court, 1F{WHITE}...]:addmap 2:function GetItemHigh:wait 10:wait 10:mappage 1:mapevent 1984,64,28,8:mapquest [Strange, the back alley is marked on it.|The front door's just round the corner from here, though.]:istate dead:break:nomapquest@: say [Not now!]:istate default:break: none map of 1F map of B1F items ANIM idle,[25],1,10:iplay idle:interact 0,32,[u] speech=[I got a {ORANGE}map of Wing Court, B1F{WHITE}...]:addmap 3:function GetItemHigh:wait 10:wait 10:mappage 2:mapevent 1066,20,61,12:mapquest [There's a room already marked here, too.|No idea why, though...]:istate dead:break: map of B1F fridge fridge ANIM idle,[0],1,10:anim open,[0,1,2,3,3,3,3,3,3,3,3]:anim opened,[3]:anim close,[3,2,1,0,0,0,0,0,0,0]:zbuffer -10000:ISTATE default: default none iplay idle:wait 100000: none dead open none iplay open:wait 30:iplay opened:wait 100000000000: none close none iplay close:wait 30:iplay idle:istate default: none fridge strange box items ANIM idle,[28],1,10:anim open,[28,29,29,30,30,30,30,30,30,30,30]:anim opened,[30]:ISTATE default: default none iplay idle:wait 10000000000: none dead open none iplay open :wait 30:istate opened: none opened none iplay opened:wait 10000000000 none strange box gas tank items ANIM idle,[27],1,10:hitbox 8,28,16,4:interact 0,0,[u]:zbuffer -1000:ISTATE default: default none iplay idle:wait 10000000000: none dead pickup speech=[I got some kind of {GREEN}gas tank{WHITE}.|Maybe I can use this in my aparment?]:pickup gas tank:function GetItem:state player,cutscene:wait 30: say [May even have some food I can cook...]:state player,default:istate dead: none get hide gas tank The Director thedirector anim dying,[4,4,4,4,4,4,4,4,4,5,5,4,4,4,4,4,5,5,4,4,4,4,4,4,4,4,4,4,4,4,4,4,5,5,4,4,4,4,4,4,4,4,5],1,10:anim dtalk,[4,4,5,6,6,4,4,4,4,6,6,6,4,4,4,6,6,4,4,4,6,6,4,4,4,6,6,4,4,4,4,4,4,4,6,6,5,6],1,10:anim death,[7],1,10:ANIM idle,[0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,2,2,0,0,0,0,0,0,0],1,10:anim talk,[0,3,0,0,3,0,3,0,0,3,0,3,0,0,3,3,3,0,0,3,3,0,0,0,0,3,3,0,0,3,3],1,10:anim lay,[8],1,10:anim down,[9],1,10:anim nothing,[10]The Director Stove cooking ANIM idle,[8],1,10:anim kettle,[9],1,10:anim kettlecook,[10,10,11,11],1,10:anim saucepan,[4],1,10:anim saucepancook,[5,5,6,6,7,7]:anim cookingpot,[0],1,10:anim cookingpotcook,[1,1,2,2,3,3]:anim moka,[12],1,10:anim mokacook,[13,13,14,14,15,15]otcook:wait 300:iplay cookingpot:wait 90:istate off: none moka none iplay moka:wait 90:iplay mokacook:wait 300:iplay moka:wait 90:istate off: none kettle none iplay kettle:wait 90:iplay kettlecook:wait 300:iplay kettle:wait 90:istate off: none Stove flare flare ANIM idle,[0,1,2,1,0,1,2,0,1,2,1,0,2,0,1,2],1,10:anim off,[3],1,10:field ontime@0:ISTATE default: default none move 0,-2,0:let flareon=1:iplay idle:iambience [flare]:wait@:let flareon=1:add ontime,-1:wait 0:if ontime>0,wait:warpoff:let flareon=0:iplay off:alpha 230:wait 10:alpha 200:wait 10:alpha 170:wait 10:alpha 140:wait 10:alpha 100:wait 10:alpha 70:wait 10:alpha 30:wait 10:alpha 20:wait 10:alpha 10:wait 10:alpha 0:warpoff:istate dead: none dead none none pickup flare smoke smoke ANIM idle,[0,0,1,1,2,2,3,3,4,4,5,5,6,6,7,7,8,8,9,9,10,10,11,11,12,12,13,13,14,14,15,15],1,10:ISTATE default: default none move 0,-2,0::iplay idle:wait 600::alpha 230:wait 10:alpha 200:wait 10:alpha 170:wait 10:alpha 140:wait 10:alpha 100:wait 10:alpha 70:wait 10:alpha 30:wait 10:istate dead: none dead none none on smoke business card items ANIM idle,[31],1,10:anim invisible,[255],1,10:ISTATE invisible: default none iplay idle:wait 1000000000: none dead none none invisible none iplay invisible:wait 1000000000: none pickup none business card can opener items ANIM idle,[32],1,10:hitbox 8,0,16,45:zbuffer -3:ISTATE default: default none iplay idle:wait 10000000: none dead none none death can opener bucket items ANIM idle,[33],1,10:anim full,[34],1,10:anim invisible,[255],1,10:interact 0,0,[d]:field full=0::global placedbucket=0:global waterbucketfull=0:ISTATE default: default none showinteraction:let full=0:loop@:if waterbucketfull>0,full:iplay idle:goto wait:full@:iplay full:wait@:wait 0:goto loop: none dead none pickup Pick up if placedbucket=0,skip:if waterbucketfull>0,hint: say [I'll leave it here until it's full...|The water might even be useful.] speech=[I got the {GREEN}bucket{WHITE}.]:function GetItem:pickup bucket:istate dead:break:hint@:ifcarrying milk bottle,get: say [I can't carry the bucket now it's full...|I need something smaller to hold the water.] say [I'll use a milk bottle to take some water...]:wait 30:state player,pickup:wait 30:sound [pickup1] say [{GREEN}Water{WHITE} of life./Precious {GREEN}water{WHITE}.../Tasty {GREEN}water{WHITE}.../Healing {GREEN}water{WHITE}.../The magic that is {GREEN}water{WHITE}.../Who could survive without {GREEN}water{WHITE}?]:add waterbucketfull,-1:drop milk bottle,1:pickup water bottle:state player,default:istate default:break: none full none iplay full:let full=1:wait 100000000000: none invisible none hideinteraction:iplay invisible:wait 1000000000: bucket drip drip ANIM idle,[0],1,10:anim form,[0,1,1,2,2,2,2,2,2,2,2],1,10:anim drop,[2]:anim splash,[3,3,4,4,5,5,6,6,7,7,6,6,5,5]o items ANIM idle,[35],1,10:hitbox 8,0,16,32:zbuffer -8:interact 0,0,[u] speech=[I got the espresso powder.|Tasty...]:function GetItem:pickup espresso powder:istate dead: none pickup Pick up let speech=[I got the {GREEN}ground espresso powder{WHITE}.]:function GetItem:pickup ground espresso:istate dead: ground espresso instant coffee items ANIM idle,[36],1,10:hitbox 8,0,16,32:interact 0,0,[u]:zbuffer -8:ISTATE default: default none iplay idle:wait 100000000: none dead pickup Pick up let speech=[I got the {GREEN}instant coffee powder{WHITE}.]:function GetItem:pickup instant coffee:istate dead: none instant coffee superflat world superflatworld ANIM idle,[0],1,10:anim off,[1],1,10:foreground:ISTate on: on none iplay idle:loop1@:turnon Spotlight5:iplay idle:ifrandom 2,100,loop2:wait 0:goto loop1:loop2@:turnoff Spotlight5:iplay off:ifrandom 10,100,loop1:wait 0:goto loop2: none dead none none off none iplay off:wait 100000000: none default superflat world pillars pillars ANIM idle,[0],1,10:zbuffer 1000:ISTATE default: default none none dead none none pillars SMII cabinet cabinets ANIM idle,[0],1,10:zbuffer -100:interact -1,0,[u]@:ISTATE default: default none iplay idle:wait 10000000 say [It's a game about a guy with a triangular head.|Looks kinda depressing.../It's a game about guilt.|I think.../It's a game about illness and death.|Pleasant stuff./It's looks like a NES game,|... pretty behind the times./It's a game about a guy called Jake.]:state player,default:istate default:break: none SMII cabinet SB cabinet cabinets ANIM idle,[1] zbuffer -100:interact -1,0,[u]@:iplay idle:ISTATE default: default none iplay idle:wait 10000000 none dead none none examine Look at state player,cutscene: say [It's a game about suicide...|Not as cute as it looks./Is it about reincarnation?|I'm not sure.../It's a game about reaching enlightenment./It's a ghost story of some kind./It's a game about collecting fruits.|I could even eat fruits right now,|... even though they're not my favourite.]:wait 120:state player,default:istate default:break: none SB cabinet XOR cabinet cabinets ANIM idle,[2],1,10:zbuffer -100:interact -1,0,[u] say [It's a game about video arcades...|Seems fitting, somehow./It's a game about an old man, filled with regret./It's a game about a wizard./The graphics are not very good.../It looks kinda retro./It's something to do with logic gates...]:state player,default:istate default:break: none XOR cabinet LS cabinet cabinets ANIM idle,[3],1,10:zbuffer -100:interact -1,0,[u] say [It's some kind of simulation./It's another game.|Just another game.../It's a game about a boy and a girl./It's just another game about zombies./It's a game about monsters./It's a game about survival...|I've learnt a little about that, recently.]:state player,default:istate default:break: none LS cabinet distress flare items ANIM idle,[38],1,10:interact 0,0,[u] speech=[I got the {GREEN}distress flare{WHITE}.]:if madeflareremark=1,skip:add speech,[|I wonder what'll happen if I use it on a monster?]:let madeflareremark=1:skip@:function GetItem:pickup flare:istate dead: none distress flare Draco draco anim getshot,[32,32,33,33,34,34,35,35,35,35,35,35,35,35,35,35,35,35,35,35],1,10::anim shotidle,[35,35,35,35,35,35,35,35,36,36,35,35,35,35,35,35,35,35,36,36,35,35,35,35,35,36,35,35,35,35,35,35,36,36],1,10:ANIM idle,[0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,2,2,3,3,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,3,3,0,0,0,0,0,0,0,0,0,1,0,0,0,0,1,0,0],1,10:anim talk,[0,0,0,4,4,0,0,0,4,4,0,0,0,4,4,0,4,4,4,0,0,4,4,0,0,0,4,4,4],1,10:anim click,[0,8,8,9,9,10,10,11,11,11,11,11,11,11],1,10:anim point,[11],1,10:anim unclick,[11,12,12,8,8,0,0,0,0,0],1,10:anim dance,[16,16,16,16,17,17,17,17,16,16,16,16,18,18,18,18],1,10:ISTATE dead: default none iplay idle:wait 10000000 none dead warp none move -64,0,0:istate default: none warp2 none move 64,0,0:istate default: none talk none iplay talk:wait 10000000 none click none iplay click:wait 30:isound [finger]:iplay point:wait 180:iplay unclick:wait 30:istate default: none dance none iplay dance:wait 10000000: none getshot none iplay getshot:wait 60:loop@:iplay shotidle:wait 100000000:goto loop: none newstate none none laugh none none Draco playersitdowntrigger blank ANIM idle,[0],1,10:ISTATE default: default none none dead none none do none none playersitdowntrigger ruinedbuilding ruinedbuilding ANIM idle,[0],1,10:zbuffer -100000:ISTATE default: default none iplay idle:zbuffer -100000:wait 10000000: none dead ruinedbuilding dream2fog dreamfog ANIM idle,[0],1,10:Iplay idle:blend [lighten]:alpha 160:zbuffer -300000:global fogshere=-8:let fogshere=-8:field x=0:field speed=0:istate default: default none wait 10:add fogshere,-4:let speed=fogshere:loop@:zbuffer -400000:move@:move speed,0,10:getx x:if x<-320,end:goto move:end@:setx 480:goto loop: none dead dream2fog archfront archfront ANIM idle,[0],1,10:zbuffer 1000:ISTATE default: default none none dead archfront Supermarket Door supermarketdoor ANIM idle,[0],1,10:zbuffer 100000:ISTATE default: default none none dead Supermarket Door gold key items ANIM idle,[39],1,10:zbuffer -10:interact 0,0,[u]:ISTATE default: default none iplay idle:wait 10000000000: none dead get Pick up add diarytext,[|Oh, I got a gold key after that...|I think it might open the arcade near my apartment...]:state player,pickup:wait 30:sound [pickup1]:move 0,2000,1:wait 30:state player,cutscene: say [I got a {GREEN}gold key{WHITE}.|The initials 'SW' are carved into it.] istate dead: none pickup gold key crabshack crabshack ANIM idle,[0],1,10:zbuffer -100000:ISTATE default: default none iplay idle:zbuffer -100000:wait 10000000: none dead crabshack Mother Mother anim idle,[0,0,1,1,2,2,3,3,4,4,5,5,6,6,7,7],1,10:ANIM walk,[8,8,9,9,10,10,11,11,12,12,13,13,14,14,15,15],1,10:anim recoil,[16,16,17,18,0,0,1,1,2,2,3,3,4,4,5,5,6,6,7,7],1,10:anim midrecoil,[19,19,20,21,0,0,1,1,2,2,3,3,4,4,5,5,6,6,7,7],1,10:anim legrecoil,[24,25,26,0,0,1,1,2,2,3,3,4,4,5,5,6,6,7,7],1,10:anim attack,[32,33,34,33,35,36,36,37,0,0,1,1,2,2,3,3,4,4,5,5,6,6,7,7],1,10:anim super,[0,0,40,40,41,41,42,42,41,41,42,42,41,41,42,42,41,41,42,42,43,43,44,45,44,45,44,45,46,46,0,0,1,1,2,2,3,3,4,4,5,5,6,6,7,7,0,0,1,1,2,2,3,3,4,4,5,5,6,6,7,7],1,10:anim scream,[0,0,40,41,42,41,42,41,42,41,42,41,42,41,42,41,42,41,42,41,42,41,42,41,42,41,42,41,42,41,42,41,42,41,42,42,41,42,41,42,41,42,42,42,40,0,0,1,1,2,2,3,3,4,4,5,5,6,6,7,7,0,0,1,1,2,2,3,3],1,10:addrandomsound 9,[daddystep1],[daddystep2],[daddystep3],[daddystep4]:addrandomsound 13,[daddystep1],[daddystep2],[daddystep3],[daddystep4]:global gatesopen=0:field r=0:field soundcounter=0:field soundtime=0:field health00:field advance=0:field attack=0:field midle=0:field super=0:hitbox 44,32,8,64:zbuffer 1:ISTATE default: default none iplay idle:collideon:loop@:add soundcounter,1:if soundcounter0,sloop:zbuffer 100:collideon:if attack>0,aloop:ifxrangenearestless [flare],48,flsuper:collide@:function MotherShot:if attack>0,loop:if super>0,loop:random r,18,920:if advance>0,advance:ifxrangegreater r,setadvance:if midle>0,idle:goto attack:setadvance@:random advance,20,50:advance@:add advance,-1:faceplayer:iplay walk:moveforward 45,1:random r,5,10:ifxrangeless r,finishadvancing:wait 0:goto loop:finishadvancing@:let advance=0:setidle@:random midle,2,5:idle@:iplay idle:wait 0:add midle,-1:goto loop:die@:istate leave:break:attack@:ifrandom 89,100,setidle:let attack=0:let super=0:random r,-10,120:ifrandom 32,100,super:ifxrangenearestless [motherrangetrigger],r,super:let attack`:isound [mother4]:isound [motherattack]:aloop@:faceplayer:iplay attack:wait 0:add attack,-1:let super=0:let midle`:if attac ifstate player,hit,2:ifstate player,death,2:ifstate player,placeflare,2:ifstate player,shootpause,3:ifstate player,reload,3:ifstate player,cutscene,3:ifstate player,inventoryreload,3:ifstate player,mapout,3:ifstate player,default,3:ifnotstate player,attack,2:3@:state player,hit:2@:goto loop:flsuper@:add motherwintimer,-300:super@:iplay idle:let super 0:iambience [mother3]:let soundcounter 0:faceplayer:sloop@:collideoff:zbuffer -50:iplay super:wait 0:add super,-1:let attack=0:let midle`:if super>70,2:if super<>65,noboom:quake 40:isound [daddystep1]:isound [mothersuper]:noboom@:if super<60,collide:ifnotfacingplayer checkbackrange:ifxrangegreater 38,2: add psycholog,[Shot mother in the head. (psycho +10).] add psycholog,[Shot mother in the midrif. (psycho +10).] add psycholog,[Shot mother in the legs. (psycho +5).]:add motherwintimer,-250:istate default: none arrive none let athome=1:getx r:loop@:add soundcounter,1:if soundcounter1,2:iplay idle:goto end:2@:if foganim>2,3:iplay idle2:goto end:3@:if foganim>1,4:iplay idle4:goto end:4@:iplay idle4:goto end:end@:wait 1000000000: none dead permasmoke motherrangetrigger blank ANIM idle,[0],1,10:ISTATE default: default none wait 10000000000000: none dead none none motherrangetrigger fenceR fenceR ANIM idle,[0],1,10:hitbox 16,0,32,64:ISTATE default: default none zbuffer -10000:collideon:iplay idle:wait 1000000: none dead vanish none alpha 180:wait 10:alpha 150:wait 10:alpha 120:wait 10:alpha 90:wait 10:alpha 60:wait 10:alpha 30:wait 10:alpha 10:wait 10:alpha 0:loop@:wait 10:collideoff:goto loop: none leave fenceR fenceL fenceL ANIM idle,[0],1,10:hitbox 16,0,32,64:zbuffer -1000:ISTATE dead:: default none zbuffer -1000:collideon:iplay idle:wait 10: none dead none none vanish none alpha 180:wait 10:alpha 150:wait 10:alpha 120:wait 10:alpha 90:wait 10:alpha 60:wait 10:alpha 30:wait 10:alpha 10:wait 10:alpha 0:loop@:wait 10:collideoff:goto loop: none fenceL gun rack weapons ANIM idle,[0],1,10:zbuffer -14:ISTATE default: default none zbuffer -14:iplay idle:wait 10: none dead none none gun rack ammo shop door ammoshopdoor ANIM idle,[0],1,10:zbuffer 4000:ISTATE default: default none zbuffer 4000:iplay idle:wait 10000: none dead ammo shop door car items ANIM idle,[40],1,10:interact 0,0,[u]:hitbox 8,0,16,32:ISTATE default: default none iplay idle:zbuffer -100000:wait 1000000: none dead get Look at mappage say [Hmmm... It's pretty wrecked.|But there's something poking out there...]:state player,pickup:wait 30:sound [pickup1] say [I got the {GREEN}car battery{WHITE}.]:pickup car battery:state player,default:istate dead: none car crowbar items ANIM idle,[41],1,10:interact -10,0,[r] speech=[I got the {GREEN}crowbar{WHITE}.|When do these ever not come in handy?]:function GetItemHigh:pickup crowbar: none crowbar body zombody ANIM idle,[0],1,10:anim got,[1],1,10:interact -2,0,[d]:ISTATE default: default none zbuffer 100000:iplay idle:wait 10000000: none dead get Look at mappage 3:mapevent 11,20,114,27:state player,cutscene:wait 10: say [It's a body, I think.|There's something in its chest...]:state player,pickup:wait 30:sound [pickup1] say [I got the {GREEN}wire cutters{WHITE}...|Why do I have to keep touching things like this?]:pickup wire cutters:state player,default:istate got: none got none zbuffer 100000:hideinteraction:iplay got:wait 100000000: none body panel panel ANIM idle,[0],1,10:anim open,[0,1,1,2,2,2,2,2,2,2,2,2],1,10:anim opened,[2],1,10:anim snipped,[3],1,10:anim attach,[4,5,6,7,8,4,4,4,4,4,4,4,4],1,10:anim attached,[4],1,10:ISTATE default: default none zbuffer -9000:iplay idle:wait 1000000: none dead open none zbuffer -9000:iplay open:wait 30:iplay opened:istate opened: none opened none zbuffer -9000:iplay opened:wait 200000000: none snipped none zbuffer -9000:iplay snipped:wait 1000000: none attach none iplay attach:wait 40:istate attached: none attached none zbuffer -9000:iplay attached:wait 1000000: none panel Hank hank ANIM idle,[0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,2,3,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,2,3,2,0,0,0,0,0,0,0,0,1,0,0,0,0,1,2,3,2,3,2] anim react,[0,4,5,5,5,5,5,5,5,6,5,5,5,5,6,5,5],1,10:ANIM hide,[5,5,5,5,5,6,5,5,5,5,5,6,6,6,5,5,5,5,5,5,5,5,6,6,5,5,5,5,6,5,5,5,5],1,10:anim unhide,[5,4,4,0,0,0,0,0,0,0,1,0,0,0,0,0,1,0,0,0,0,0],1,10:field torture=0:ISTATE default: default none zbuffer -100000:iplay idle:loop@:ifxrangegreater 50,noreact:ifflashlighton react:noreact@:wait 10:goto loop:react@:iplay react:wait 30:iplay hide:let torture :loop2@:ifflashlightoff thanks:add torture,1:ifnotstate player,default,nocomment:if torture>100,comment:nocomment@:wait 7:goto loop2:comment@:random torture,-20,20:add psycho,10: add psycholog,[Tortured Hank with a the torch (psycho +10).] chrsay Hank,[Could you just move the light out of my eyes, dude?/Dude, would you mind switching off that light?/Man, can you turn that light off?/Man, you're hurting my eyes?/Can you switch that light off, bro?/Hey bro, can you switch your flashlight off?/Hey man, I'm not too good with bright lights in my face.../Wow, that's bright!] chrsay Hank,[Cheers, bro./Thanks, dude./Nice one, man./I appreaciate it./That's kind of you, bro./Thanks for turning your light off, man.] say [Nah, my battery just ran out...]:goto loop: none dead Hank bulbglow bulbglow ANIM idle,[0],1,10:blend [hardlight]:foreground:ISTATE default: default none none dead bulbglow health tonic items ANIM idle,[42],1,10:hitbox 8,0,16,32:zbuffer 20:interact 0,0,[d] speech=[I got the {GREEN}health tonic{WHITE}.]:pickup health tonic:function GetItem: none health tonic city map items ANIM idle,[25],1,10:iplay idle:interact 0,32,[u]:hitbox 0,0,32,64:zbuffer -100:ISTATE default: default none iplay idle:wait 1000000: none dead get Pick up let speech=[I got a {ORANGE}map of the city{WHITE}...]:addmap 4:mappage 3:mapevent 2222,20,37,73:wait 10:function GetItemHigh:wait 10:mapquest [There's something marked on the map already...|It's near the city limits...|Or at least, the limits of the map.|I guess that's where I should be heading...]:istate dead: none hit city map ZombieReviverTrigger blank state Zombie1,revive:ANIM idle,[0],1,10:ISTATE default: default none ifrandom 19,20,loop:state Zombie1,revive:loop@:wait 10000:goto loop: none dead none none ZombieReviverTrigger SideImpact impacts ANIM idle,[0],1,10:anim impact,[1,2,3,0,0,0,0,0,0,0,0,0,0],1,10:ISTATE default: default none iplay idle:loop@:wait 0:if bullettest<3,loop:if hitside=0,loop:ifnearestoftype [SideImpact],do:goto loop:do@:let hitside=0:let bullettest=0:istate hit:break: none dead none none hit none faceplayer:iplay impact:wait 60:istate default: none SideImpact FloorImpact impacts ANIM idle,[0],1,10:anim impact,[8,9,10,0,0,0,0,0,0,0,0,0,0],1,10:ISTATE default: default none iplay offa@:ifnotplayerfacingnearest [SideImpact],face:ifxdistnearestgreater [SideImpact],-4,nudgea:face@:faceplayer::iplay impact:wait 60:istate default:break:backward@:move 22,-2,0:offb@:ifnotplayerfacingnearest [SideImpact],face:ifxdistnearestless [SideImpact],4,nudgeb:goto face:nudgea@:move 2,0,0:ifxdistnearestgreater [SideImpact],-4,nudgea:goto face:nudgeb@:move -2,0,0:ifxdistnearestless [SideImpact],4,nudgeb:goto face: none get FloorImpact RoofImpact impacts ANIM idle,[0],1,10:anim impact,[4,5,6,0,0,0,0,0,0,0,0,0,0],1,10:field height=0:field nheight=0:ISTATE default: default none iplay idle:gety roof:add roof,2:loop@:wait 0:if bullettest<3,loop:if hitroof=0,loop:do@:let hitroof=0:let bullettest=0:istate hit:break: none dead none none hit none let nheight=roof:decrease nheight,floor:let height=floor:decrease height,roof:movetosprite player:if facing=1,backward:move nheight,nheight,0:move nheight,0,0:offa@:ifnotplayerfacingnearest [SideImpact],face:ifxdistnearestgreater [SideImpact],-4,nudgea:face@:move 0,-2,0:faceplayer::iplay impact:wait 60:istate default:break:backward@:move height,nheight,0:move height,0,0:offb@:ifnotplayerfacingnearest [SideImpact],face:ifxdistnearestless [SideImpact],4,nudgeb :goto face:nudgea@:move 2,0,0:ifxdistnearestgreater [SideImpact],-4,nudgea:goto face:nudgeb@:move -2,0,0:ifxdistnearestless [SideImpact],4,nudgeb:goto face: none dream2 RoofImpact MagicDoor magicdoor ANIM idle,[0],1,10:anim nothing,[1],1,10:ISTATE default: default none zbuffer -10000000:ifcarrying handgun,blank:l1@:iplay idle:wait 10000000:goto l1:blank@:iplay nothing:wait 100000:goto blank: none dead MagicDoor clipboard items ANIM idle,[43],1,10:interact 0,0,[u]:zbuffer -10:ISTATE default: default none iplay idle:wait 100000000: none dead get Pick up let speech=[I got some kind of {GREEN}clipboard{WHITE}.] speech,[|Wait, why is my name on there?|I was never a patient here...|...was I?|Anyway, looks like it's the room at the end.]:pickup clipboard:let gotregister=1:function GetItem:istate dead: none clipboard hospital door hospitaldoor ANIM idle,[1],1,10:anim open,[0],1,10:zbuffer -1000000:ISTATE default: default none iplay idle:l1@:if gotregister>0,l2a:iplay idle:wait 0:goto l1:l2a@:turnon Spotlight2:l2@:iplay open:wait 100000000:goto l2: none dead none none get none none lookright hospital door hospital side door hospitalsidedoor ANIM idle,[0],1,10:anim close,[0,1,1,2,2,3,3,3,3,3,3,3,3,3,3,3,3,3],1,10:anim closed,[3],1,10:zbuffer -1000000:ISTATE default: default none iplay idle:wait 30:loop@:add battery,-5:wait 0:ifxrangeless 32,loop:state player,cutscene:sound [openmetaldoor1]:flashlightoff:iplay close::AMBIENT 95,110,115:wait 15:AMBIENT 80,100,105:wait 15:ambient 40,80,85:wait 25:ambient 30,40,45:iplay closed:wait 50:ambient 25,35,40:state player,lookright: say [Wait...|What's going on?]:wait 60:sound [ok2] say [I feel tired, all of a sudden.]:state player,default:istate closed:break: none dead none none closed none iplay closed:loop2@:wait 100000000000:goto loop2 none talking hospital side door pill items ANIM idle,[20],1,10:anim idlegreen,[21],1,10:interact 0,0,[u] say [It's a {GREEN}green pill{WHITE}.|I think I need it at this point...] say [It's a {GREEN}blue pill{WHITE}.|I might as well take it...|There's nothing left to do.]:wait 200:state player,pickup:wait 30:wait 30:addexhaustion 100:wait 120:let pill=2:let gotending=2:activate drawers:state player,default:istate dead: closed pill WFM WFM ANIM idle,[0],1,10:alpha 0:ISTATE dead:field al=0 default none iplay idle:alpha 0:wait 0:loop1@:add al,2:alpha al:wait 5:if al<200,loop1:wait 100:loop2@:add al,-4:alpha al:wait 5:if al>0,loop2:istate dead: none dead WFM herinbed endingx1 ANIM idle,[0],1,10:alpha 0:ISTATE dead:field al=0: default none iplay idle:alpha 0:wait 0:loop1@:add al,2:alpha al:wait 5:if al<255,loop1:wait 300:loop2@:wait 5:if al>0,loop2:istate dead: none dead none none out none loop2@:add al,-4:alpha al:wait 5:if al>0,loop2:istate dead: none talking herinbed youindesert endingx2 ANIM idle,[0]potlight1:alpha 0:ambient 20,40,45:fogoff:istate dead:loop2@:add al,-4:alpha al:wait 5:if al>0,loop2:istate dead: none youindesert yousittingindesert endingx3 ANIM idle,[0]fer 100:field al=0:alpha 0:ISTATE dead: default none iplay idle:alpha 0:wait 0:loop1@:add al,2:alpha al:wait 5:if al<255,loop1:wait 300:loop2@:wait 5:if al>0,loop2:istate dead: none dead none none out yousittingindesert Old You oldyou anim sitting,[0],1,10:anim stand,[0,0,0,0,1,1,1,1,1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2],1,10:anim turn,[3,3,3,4,4,4,4,4,4,4,4,4,4,4,4,4,5,5,5,5,4,4,4,4,4,4,4,4],1,10:anim standinga,[2],1,10:anim standing,[7],1,10:ANIM idle,[4,4,4,4,4,4,4,4,4,4,4,5,5,4,4,4,4,4,4,4,4,4,4,4,4,5,5,4,4,4,4,4,4,4,4,4,5,5,4,4,4,4,4,4,4,5,5,5],1,10:zbuffer 200:Iplay idle:parallax 150:ISTATE default: default none iplay sitting:wait 10000000000 none dead none none turn none iplay turn:wait 120:loop@:iplay idle:wait 1000000:goto loop: none stand none iplay stand:wait 120:iplay standinga:wait 500:loop@:iplay standing:wait 1000000:goto loop: none cutscene none none revive Old You Real Draco draco anim getshot,[32,32,33,33,34,34,35,35,35,35,35,35,35,35,35,35,35,35,35,35],1,10::anim shotidle,[35,35,35,35,35,35,35,35,36,36,35,35,35,35,35,35,35,35,36,36,35,35,35,35,35,36,35,35,35,35,35,35,36,36],1,10:anim shotlaugh,[37,37,38,38],1,10::anim laugh,[28,28,29,29,28,28,29,29,28,29,28,28,29,29],1,10:anim talk,[27,24,24,27,27,24,30,30,27,27,24,24,27,27,30,30,24,24,24,30,30],1,10:ANIM idle,[24,24,24,24,24,24,24,25,25,24,24,24,24,24,24,24,25,25,24,24,24,24,24,24,24,24,24,24,25,25,24,24,24,26,26],1,10:anim revive,[21,21,21,22,22,22,22,23,23,23,23,23,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24],1,10:ISTATE default: default none iplay idle:wait 10000000: none dead talk none iplay talk:wait 10000000: none laugh none iplay laugh:wait 200000000: none getshot none iplay getshot:wait 60:loop@:iplay shotidle:wait 100000000:goto loop: none shotlaugh none iplay shotlaugh:wait 100000000000: none shot none iplay shotidle:wait 999999999999 none revive none iplay revive:wait 65:istate default: none cutscene Real Draco Spray spray ANIM idle,[0,0,0,0,0,1,2,3,4,5,6,7,0,0,0,0,0,0,0],1,10:ISTATE spray: spray none iplay idle:wait 4:faceplayer:move 0,6,0:moveforward 30,1:wait 60:istate dead: none dead none none Spray front door key items ANIM idle,[3],1,10:interact 0,0,[u]:ISTATE default: default none iplay idle:wait 10000000000: none dead none pickup Pick up let speech=[I got the {GREEN}key to 206{WHITE}.|So that's where I left it...]:activate couch:pickup key to 206 function GetItemHigh:istate dead: get front door key cat plush items ANIM idle,[46],1,10:ISTATE default: default none iplay idle:wait 10000000000000 none dead none get none pickup none cat plush zombiestrobetrigger ghost ANIM idle,[0],1,10:ISTATE default: default none xfadespeed 1000:music [endingy]:wait 300:l1@:wait 100000000:goto l1:ifxrangegreater 16,l1:warpoff:xfadespeed 100:music 14:l2@:ambient 20,20,20:turnoff Spotlight1:turnoff Spotlight2:fogoff:wait 15:ambient 85,85,85:turnon Spotlight1:turnon Spotlight2:wait 8:goto l2: none dead none none on none warpoff:xfadespeed 1:music 21:wait 10:l2@:ambient 25,25,25:turnoff Spotlight1:turnoff Spotlight2:wait 10:ambient 15,15,15:wait 20:ambient 25,25,25:wait 10:ambient 45,45,45:turnon Spotlight1:turnon Spotlight2:wait 4:goto l2: none idle none none slowadvance zombiestrobetrigger flashlight items ANIM idle,[44],1,10:ISTATE dead:: default none iplay idle:wait 100000000: none dead flashlight 206 bedroom key items ANIM idle,[48],1,10:interact 0,0,[u]:ISTATE default: default none iplay idle:wait 10000000000: none dead get Pick up let speech=[I got the {GREEN}206 bedroom key{WHITE}.]:pickup 206 bedroom key:state player,pickup:wait 30:sound [pickup1]:move -2000,-2000,0:wait 30:wait 10:say say [Let's take a look on the map...]:wait 10:mappage 0:mapevent 111,128,102,57:mapquest [206... Oh yeah...|It's the apartment I'm staying in...|Why didn't I remember that?|Anyway, I can probably get back via the mirror...]:wait 0:mappage 0:mapevent 111,255,102,57:state player,default:istate dead: none 206 bedroom key cityfg thecityfg ANIM idle,[0],1,10:zbuffer -50:parallax 140:ISTATE default: default none none dead cityfg dream3player untogether ANIM idle,[0],1,10:anim tohands,[0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,2,2,2,2,2,2,2,2,2,2,2,2,2],1,10:anim unhands,[2,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],1,10:anim hands,[2],1,10:zbuffer 200:Iplay idle:parallax 140: default none none dead none none hands none iplay tohands:wait 350:iplay hands:wait 300:loop@:wait 10000:goto loop: none dream3player comic items ANIM idle,[49],1,10:interact 0,0,[u] speech=[I got a {GREEN}Sleepy Cat comic{WHITE}.|I love these!/I got a {GREEN}Sleepy Cat comic{WHITE}.|These are the best!/I got a {GREEN}Sleepy Cat comic{WHITE}.|These are my favourite!/I got a {GREEN}Sleepy Cat comic{WHITE}.|Man, these make me laugh...]:pickup cat comic add gotcatcomics,1:function GetItem:istate dead: none comic SB SB anim idle,[1,1,2,2,3,3,3,3,3,3,3,3,3,3,2,2,1,1,4,4,4,4,5,5,5,5,4,4,4,4,5,5,5,5,4,4,4,4,5,5,5,5,4,4,4,4,5,5,5,5,4,4,4,4,5,5,5,5,6,6,6,6,6,6,6,6,6,6,7,7,8,8,9,9,10,10,9,9,11,11,12,12,13,13,14,14,14,14,15,15,16,16,17,17,18,18,19,19,20,20,21,21,22,22,23,23,24,24,25,25,25,25,26,26,27,27,27,27,27,27,27,27,27,27,28,28,29,29,30,30,31,31,32,32,33,33,34,34,33,33,33,33,35,35,36,36],1,10:ANIM off,[0],1,10:zbuffer -16:ISTATE default: default none iplay off:wait 100000000000: none dead on none iplay idle:wait 10000000000000000: none SB catbowl catbowl ANIM idle,[3],1,10:anim idle2,[0],1,10:anim idle3,[1],1,10:anim idle4,[2],1,10:iplay idle:ISTATE default: default none iplay idle:move -9,0,0:zbuffer 18:wait 10:iplay idle2:wait 100:iplay idle3:wait 100:loop@:iplay idle4:wait 1:ifnotstate player,pickupbowl,loop:wait 30:istate dead: none dead none none catbowl firstfloorzombietrigger blank ANIM idle,[0] say [I'm out of ammo.] say [She's full to the brim.] say [She's ready to rock.] say [She's got all she needs.] say [The clip's full, man.] say [I can reload the gun itself...] say [I need to find someone who wants ammo...] say [I can't snip that./That can't be cut./I'll need to find something that needs snipping./These work best on wires.] say [I can't snip that./That can't be cut./I'll need to find something that needs snipping./These work best on wires.] add psycholog,[Ate a rat, not good. (psycho +200)] say [Well, it's meat at least.] say [I need to find a spot to cook it with.] add psycholog,[Ate a fried rat, not good at all. (psycho +300)] say [Well, it was...|I want to forget that just happened.] say [I'll use it when I get to my fire escape...]: diary page 1 A faded old piece of paper with a childish scrawl. priority -60 Look at none describe: Read none state player,cutscene:sound [read1] say [It reads...] chrsay Diary Page 1,["I can't trust any of them anymore..."] chrsay Diary Page 1,["Any of those bastards could be diseased."] chrsay Diary Page 1,["There's only one way to survive this... "] chrsay Diary Page 1,["And that's to put a bullet in every last one of their heads."] chrsay Diary Page 1,["We all know what I'm saying is the truth."] chrsay Diary Page 1,["Let's not try and deny it anymore."] chrsay Diary Page 1,["I'll be waiting with the survivors."] say [There's a name at the bottom...] say ["- Draco."] say [I don't know the person who wrote this.|I'm more interested in the other survivors...|... if there are any.] skip@:let readpage1=1:state player,default: diary page 2 A scrap of an old diary. priority -50: Look at none describe: Read none state player,cutscene:describe:sound [read1]: chrsay Diary Page 2,["I've watched this illness spread..."] chrsay Diary Page 2,["And to think, they thought it was me who was ill!"] chrsay Diary Page 2,["I'll show them their own rotten insides."] chrsay Diary Page 2,["I'll paint the damn walls with their insides!"] chrsay Diary Page 2,["I'm tired of them trying to attack me."] chrsay Diary Page 2,["I'm gonna get out of here."] chrsay Diary Page 2,["And kill anyone who tries to stop me!"] chrsay Diary Page 2,["I've found their weakness, after all..."|"It's in their bony little knees!"] say [There's a name at the bottom...] say [It's from the same guy...] say [Who is this guy?] say [Sounds like someone I don't want to meet.] say [I need to find the right person...] say [I need to find something to cut...] say [I can't use these on their own.] say [I use it when I leave the apartment...]: flashlight I wouldn't get far without this puppy. priority -1000 Look at none describe: Turn off none state player,pickup:wait 15:sound [ok2] say [Ok, I'll put some new batteries in.] say [I still have enough juice left.] say [Damn, I have no more batteries.|I'm scared now...] say [I need to make this one last.] say [It's running out fast!] say [I'm completely in the dark!/It's pitch black!/They're gonna get me now!/Help!] say [It reads...] chrsay Diary Page 3,["I only come out at night."|"That's simple common sense."|"They're more docile, and there's less of them about."] chrsay Diary Page 3,["I found if I pop them right in the head with my Colt,"|"they fall to the floor like sacks of skinny jelly."] chrsay Diary Page 3,["Other thing I noticed is, once they get up in your grill..."|"It's best to shoot 'em in the legs so they back off a bit."|"It's satifsying, too."] say [The name at the bottom is "-Draco".] say [I need to take the old ones out first...] add psycholog,[Ate some food. (sane +10).] say [I need to find a proper food to make a combination...] say [Mmmm, crispy.] add psycholog,[Ate some real food cold. (sane +15).] say [Not bad cold, actually.] say [I need to find a suitable place to cook them.] add psycholog,[Ate some warmed real food. (sane +45).] say [Much better warmed up.|Beans really are the survival staple of generations.] say [I need to find the right food to combine it with.] add psycholog,[Drank caffine in the form of fizzy pop. (psycho +15)] say [... Amazing!] say [I'm not so sure about this one.] add psycholog,[Ate some proper food. (sane +10).] say [Ewww... Disgusting!|Did fill me up though.] say [I need to find the right door.] say [I need to find the right door.] say [Need to find something that needs gasoline first...] say [I'll probably need to find a fusebox.] say [I'll eat it then...] add psycholog,[Ate some decent food. (sane +10).] say [Still good.|Very good, in fact.|And filling!] say [I need a place to cook it...] say [Ok, let's see...] say [Incredible...|I've created {GREEN}fruity rice pudding{WHITE}!] say [I'll eat it...] add psycholog,[Ate some decent hot food. (sane +40).] say [Still tastes great.|And it's filling.|And hot!|Comfort food at its finest.] say [I need to find the right food to combine it with.] say [I'm trembling with anticipation...] add psycholog,[Crafted and ate some awesome food. (sane +40).] say [It didn't disappoint in any way.] say [I'm really gonna get my chops into this...] add psycholog,[Crafted some great food and took the time to heat it. (sane +100).] say [It just about hit every spot there is.] say [Been waiting for this!] add psycholog,[Ate some canned fruit. (sane +30).] say [It's delicious.] say [I need a suitable food item to make a combination.] say [I've outdone myself this time!|I can't imagine anything much more tempting than this...|{GREEN}Hot and fruity rice pudding{WHITE}!]:sound [pickup1] say [Incredible... I've created {GREEN}fruity rice pudding{WHITE}!]:sound [pickup1] say [This is risky...] add psycholog,[Ate some fruit. (sane +10).] say [It tasted oddly fresh.] say [Gotta find a suitable food to combine it with.] say [Incredible... I've created {GREEN}fruity rice pudding{WHITE}!] say [Ok, let's see what I get...] say [Wonderful!|I've crafted {GREEN}special fruit salad{WHITE}!] say [I've outdone myself this time!|I can't imagine anything much more tempting than this...|{GREEN}Hot and fruity rice pudding{WHITE}!]:sound [pickup1] say [It's not my favourite, but it works.] add psycholog,[Ate some ok food. (sane +10).] say [Well that's beef jerky...|Salty but solid.] add psycholog,[Drank obviously bad milk. (psycho +25) ] say [It's bad...|Really bad...] say [That was a bad idea...!|Ugh, it hurts...] say [I need to find something that needs milk...] say [I prefer it straight./I like it black,|... like something black./I prefer it untouched./I like it pure./I prefer it straight-up./I really like black coffee.|Besides this milk smells funny...] say [I prefer it mainlined./I like it black,|... like my heart.|Mwahahahaha./I think I'll have it black./The milk might be off.|I'm not risking my coffee on that./I don't wanna put this milk in it./I'd prefer to have it black.|Besides this milk smells off...]: milk bottle Empty, but it may have a use. priority 20000 Look at none describe: Use none ifin [parent room] say [I need to find a source of liquid.]:break:test@:ifxrangenearestgreater [drip],6,cancel:state player,cutscene:if placedbucket=0,needcatch:if waterbucketfull=0,empty:state player,lookdown:wait 10:state player,pickup:wait 30:sound [pickup1] say [I got the {GREEN}bottle of water.] say [Hmmm, the bucket's empty.|Will probably take a while to fill up.|Tomorrow maybe?] say [I can't collect the water like this.|I need something to catch those incessant drips...] say [Well, I dunno what that did to me.|I feel a little drowsy, though.|I guess I'll find out./That tasted funny.|I feel sleepy.../Yuck. |I need to sleep that off... ] say [I feel asleep.|I mean...] say [I need to find someone who needs medicine...] chrsay Old Note,["I strongly advise against listening to Draco."|"The man's a danger to what's left of society."|"He may be right that you need to defend yourself,"|"when there's no other solution..."|"But what I'm trying to say is..."|"There are usually other ways round the problem ..."|"... than violence."|"Think on it."] say [There's no signature at the bottom."] add psycholog,[Took a blue pill. (psycho +10)] say [Well, I dunno what that did to me.|I feel a little drowsy, though.|I guess I'll find out./That tasted funny.|I feel sleepy.../Yuck. |I need to sleep that off... ] say [I feel asleep.|I mean...] say [I need to find someone who needs medicine...] say [Ok, I'll place a {GREEN}hunk of meat{WHITE} down...] say [I need to find a proper place to use these rotting meats.] add psycholog,[Attempted to eat the rotting meat. (Psycho +100)] say [No.] say [Maybe...] say [Looks kinda tasty, actually.] say [I need to find a place to cook it... |Then it's ham time alright!|I can't eat it raw...] say [There's no way I'm eating this until it's cooked,|I'm going to savour every scrap.] say [That perked me up a bit!/Now I feel ready for anythiiing!/Ouch, that was a smack it the chops!/Damn, that woke me up!] add psycholog,[Ate a red pill. (Psycho +66)] say [I need to find someone who needs medicine...] say [The note reads...] chrsay Pill Instructions,["The red ones will make you sharper."|"The others will make you duller."|"Being dull can help you sleep."|"Especially if you've run out of what you need."|"Just remember to weigh up the costs."|"And if you need more,"|"I'll leave some for you in the bathroom."|"By the way,"|"... you might find what you're looking for in 205."|"I've been there recently and it's changed again."] say [It's not signed at the bottom.]:if mapquest205=1,skipmq:let mapquest205=1:wait 60:mappage 0:mapevent 111,64,81,63:mapquest [205...|That's next door to the apartment I'm in.|I'll mark it down... it could be important.] say [It reads...] chrsay Old Letter,["Don't set off without a map!"|"Even if you do know your way around."|"Things keep changing, you see."|"By the way..."|"I think I have a way to get past those things..."|"I worked out they're attracted to the stench of decay."|"When I'm having trouble getting past them,"|"I leave some rotten meat down to one side of a hiding spot."|"Then I can hide as they come towards me."|"It's best to avoid them, you see."] say [There's no signature on it.] say [I made this all by myself...|Boy, it looks tasty!] add psycholog,[Ate some ultimate fruit salad. (sane +50).] say [It's wonderful.] say [I need to find the right spot to use it...]: 2 2 cooking pot It's big enough to make some proper food! Look at none describe: Use none ifin [parent room] say [I'll use it when I need to cook...|... if I can find something worth cooking in it.]:break:test@:ifxrangenearestgreater [drip] say [I want to keep this pot for cooking...|Besides, I can't carry it when full.] say [I'd prefer to use this for cooking,|... instead of catching water.]:break: > > saucepan I can use it to cook smaller things in. Look at none describe: Use none ifin [parent room] say [I'll use it when I need to cook something.]:break:test@:ifxrangenearestgreater [drip] say [I want to keep this saucepan for cooking...|Besides, I can't carry it when full.] say [I'd prefer to use this for cooking,|... instead of catching water.] say [I should wait for the other one to die out first...] say [I should switch my flashlight off first...] say [Ham, it's time you and I had a date...] add psycholog,[STEAMED HAM (sane +150). ] say [Well, I just wish that had never ended...|Wonderful.] say [I need to find a proper food to make a combination...] say [I wonder what will happen...] say [Wonderful!|I made a legendary dish even greater...|I created the {GREEN}ham'n'pickles{WHITE}!]:sound [pickup1] say [Let's see what happens...] say [Amazing!|I think I may have created the greatest dish of all.|Behold, the {GREEN}ham'n'beans{WHITE}!]:sound [pickup1] say [This is the moment I've been waiting for...] add psycholog,[HAM'N'PICKLES (sane +200). ] say [That really was a feast fit for kings...|I feel full and happy.] say [This is the best thing I'm probably ever gonna eat...] add psycholog,[HAM'N'BEANS (sane +250). ] say [I can die happy now...|Very, very, happy.|Full and happy.] say [It says...] chrsay Business Card,["The Director"|"Aquisitions etc."|"Frequency 102.5."] say [I guess that's a radio frequency.|I'll check it out next time I use the radio...] say [I'll use it when I want to open a can.] say [I'll know when it's the right time to use this.] say [I don't think I've ever been this thirsty.../I'm spitting feathers here.../I sure am thirsty.../Gullet is dry as a desert./Boy, am I thirsty!/Precious water!|Here we go!/This looks refreshing...] add psycholog,[Drank water (sane +20). ] say [Delicious./Wonderful./Fantastic./Amazing!] say [That doesn't need water...] say [I'll combine them when I brew the espresso...] say [I'll combine them when I brew the coffee...] say [I'll use it when I need to make espresso...] say [It needs coffee to be of any use...] say [It needs water to be of any use...] say [I need to find somewhere to brew it...] say [It needs water in it to be of any use...] say [I need to put water in it...]: Combine water bottle state player,pickup:wait 30:sound [pickup1] say [Ok, I filled it with water...] say [I need to put some coffee in it first...] say [It needs coffee...|Just like me.]: Combine espresso state player,pickup:wait 30:sound [pickup1] say [Ok, I put the coffee in...] say [I need to find a spot to heat it up...] say [I need to find a place to brew it.] say [If only I had a stovetop espresso...|I'd be in heaven.] say [Let's see now.../I'm gonna enjoy this.../Ah, that aroma.../Smells good.../Looks fantastic!/What a great invention coffee is.../I'm looking forward to this...] add psycholog,[One cup of coffee / day (sane +30). ] add psycholog,[Two or more cups of coffee / day (psycho +10).] say [Sleep is a symptom of caffeine deprivation./Caffeine isn't a drug, it's a vitamin!/I don't have a problem with caffeine.|I have a problem without caffeine!/Forever.|The time it takes to brew the first pot of coffee in the morning./COFFEE.SYS not found.|User startup disabled./Black as the devil,|... hot as hell,|... pure as an angel,|... sweet as love./Strong coffee, much strong coffee, is what awakens me./Coffee gives me warmth, waking, an unusual force...|and a pain that is not without very great pleasure./I must have my coffee./I never laugh until I've had my coffee.../Black gold./Coffee is the lifeblood that fuels the dreams of champions!/My coffee warned me about this.../"F-K" in the coffee...|I wonder what that means?/Blacker than a moonless night,|... hotter and more bitter than hell itself...|That is coffee./I have measured out my life with coffee spoons./Damn good coffee!/Damn fine coffee!|And hot!/Every day, once a day, give yourself a present.|Don't plan it.|Just let it happen./WThere's nothing like a cup of joe,|... to blow the cobwebs away./Nectar of the gods./Best way to start the day./I love coffee.|It's always there for me when I need it./Bitter and tasty./Dark and moody./Sensual and invigorating./That more than got me started./I needed that./I feel half-alive now./Wonderful./Dark, syrupy liquor, how you warm me.]:goto ending:dizzy@: say [Great, fantastic, awesome./Feel a little light-headed, but it's nice./I'm really enjoying this coffee!/I feel a bit tingly./I'm having a wonderful time here!/I sure feel perky!/That's the ticket,|.. more coffee./Another cup of joe...|Why not eh?/Can never have too much coffeeee!] say [I doubt there's anything that could improve this coffee.] say [I need to find somewhere to brew it,|... a kettle, and water.] say [I'd need a kettle to make this kind of coffee.] say [Let's see now.../Coffee.../Need my fix.../Time for joe./Sweet dark goodness.../.../Let's see now.../Alright then.../Ok then...] add psycholog,[Drank a cup of instant coffee (sane +20).] add psycholog,[Two or more cups of coffee / day (psycho +20).] say [That hit the spot./That was a-ok./That was alll-right./It woke me up./I feel perkier./I do feel a bit refreshed./It helped in some ways./It wasn't bad./That was a cup of coffee./Well, I'm less exhausted at least.] say [Feel a bit itchy and scratchy./My brain aches./HELLO!/What did you say?/Who's there?/Feel a bit hyper./Wicked, great, smashing./Feel a little jittery, but that's probably good./I needed coffee!/I feel tingly./I'm having a hell of a time!/I sure feel spritely!/That's the ticket,|.. more coffee./Another cup of joe...|Why not eh?/Can never have too much coffee!] say [Even though it's bad coffee,|... I still prefer it black.] say [I'll use it when I need boiled water...] say [I need to get to a stove...] say [And I'll need water...] say [And I won't get far without a kettle.] add psycholog,[Ate some poor food. (psycho +10).] say [Well, that's instant ramen...|Good at the start,|... but bad by the end./Ugh, I kinda regret that./It was ok, I guess./I could do with some water.../I'd prefer to forget that./Ouch!|Spicy!!/Oooh, it burns!/I feel like I've had some food,|... just about./I could go another bowl,|... although my eye feels a bit twichy.] add psycholog,[Ate some questionable food. (psycho +15).] say [Well, that's ground meat...|No-one really knows what it is./... I put some food in my stomach./Heh.|Ground meat./It was alright, I suppose./I guess that was meat.../I'd prefer to forget that.] add psycholog,[Ate a fruit drop once / day (sane +15).] add psycholog,[Ate two or more fruit drops / day (psycho +5).] say [{YELLOW}Lemon{WHITE}, it's so sour!/{GREEN}Green apple{WHITE}.|One of the best./{ORANGE}Grapefruit{WHITE}, ouch!/{PINK}Pink grapefruit{WHITE}, yikes!/{RED}R{ORANGE}a{YELLOW}i{GREEN}n{BLUE}b{PINK}o{PURPLE}w{WHITE} flavour./{YELLOW}Lemon sherbert{WHITE}... Special!/This one tastes of {GREY}despair{WHITE}./{ORANGE}Papaya{WHITE}./{BROWN}Bacon and maple syrup{WHITE}...|Neither of those is a fruit!/{PURPLE}Blackcurrent{WHITE}, juicy./{RED}Redcurrent{WHITE}... Piquant./{PINK}Guava{WHITE}, whatever that tastes like./{CREAM}Yam{WHITE}./{PALEGREEN}Kiwi{WHITE}, that's nice./{YELLOW}Citronella{WHITE}./{ORANGE}Satsuma{WHITE}./{ORANGE}Mandarin{WHITE}./{RED}Blood orange{WHITE}... Feisty!/This one's a {ORANGE}jelly baby{WHITE}!|How did that get in there?/{RED}Red{WHITE}./{PURPLE}Purple{WHITE}./{ORANGE}Orange{WHITE}./{GREEN}Green{WHITE}./{YELLOW}Yellow{WHITE}./{BLUE}Blue{BLUE}./{GREY}Black{WHITE}./{PINK}Pink{WHITE}./{ORANGE}Orange{WHITE}, a classic./{BLUE}Blackberry{WHITE}, cool!/{BLUE}Grape{WHITE}, my favourite!!/{YELL. wonderful!/{BLUE}Boysenberry.{WHITE}./{GREEN}Greengage{WHITE}./{CREAM}Vanilla{WHITE}./{CYAN}Mint{WHITE}?/{PALEGREEN}Green grape{WHITE}.|Not as good as the other kind./{BROWN}Chocolate{WHITE}.|Some of these aren't really fruits./{YELLOW}Passion fruit{WHITE}.|It's sharp./{ORANGE}Kumquat{WHITE}./{YELLOW}Buddha's hand{WHITE}.|That must be rare./{GREEN}Bottle gourd{WHITE}./{RED}Yangmei{WHITE}./{BROWN}Dulse{WHITE}./{PALEGREEN}Noni fruit{WHITE}./{ORANGE}Jelly melon{WHITE}.|Yuck.]:drop fruit drops,1:state player,default & & cheese crackers They do something./Better with cheese./Crispy./They may be off... priority 51: Look at none describe: Eat none function eat::addexhaustion -3:add phealth,2:add food,1:if phealth<100,ok:let phealth 0:ok@: add psycholog,[Ate a cracker. (psycho +0)] say [I don't know if that had any effect at all./Like eating cardboard./Boring./Tastless./Crunch, crunch, crunch./Crackers./Nothing special./Need water./Dry./Dull./Not very exciting.] say [I need to find something that goes better with crackers.] add psycholog,[Processed cheese without a cracker. (psycho +10)] say [I don't know if that had any effect at all./Like eating plastic./Boring./Tastless./Chewy./Cheese of a kind./Nothing special./Not great./On the edge./A little artificial, but hey.../Not very exciting.] say [I need to find a proper food to make a combination.] say [Ok, let's see what happens...] say [Of course!|This is a match made in heaven!/It's barely food, but.../It's cheese'n'crackers!/Cheese crackers, with crackers./Cheese./Combo./Ok then./Alright./A meal./I got the cheese'n'crackers./Ok, I combined them./It takes so long to assemble these things./It's almost not worth the effort./Zero actual cheese content./Two and two makes cheese./Ok, that's a cheese'n'crackers./Cheese'n'crackers./CHEESE'N'CRACKERS!]:sound [pickup1] add psycholog,[Bothered to combine cheese and crackers (sane+5).] say [A mini-meal./One step up from sprayed cheese, I guess./At least it had cheese./Tastes as orange as it looks./A bit cheesed-out./Cheeeeeeese!/Not bad./It was ok./I should be eating better than this./Cheesy./Cheese, with crackers./Tasted something like cheese./Classy.] say [I'll use it when I find the right door...] say [Need to find something that needs power...] say [That doesn't need crowbarring./A crowbar will do no good here./There are other better uses for a crowbar./That doesn't work here./I can't use these things together./I can't use the crowbar for that./I don't understand 'Use crowbar.'/I'll know when I need to crowbar something.] say [Yes!/Better.../Let's go!/Come on!/Great!/Nice!] say [I need to find someone who is unhealthy...] say [It says...] chrsay Torn Paper,["01263"] say [... that's all.] say [I should play it on the couch at home...] say [And I'll need some batteries too.] say [It's a register of patients here.] say [I should go the the room at the bottom.|It's the only lead I've got...] say [Hello, kitty./Hey, kitty./You're such a cute kitty./I do love you, kitty./You're the best, Sleepy Cat./How I love you, Sleepy Cat./You're so special and precious./What a great cat you are, Sleepy Cat.] add psycholog,[(sane +1) Spoke to Sleepy Cat.] say [I'll use it when I get back to the apartment...] speech=[I ]:if readcatcomics=5,all:if givencatcomics=0,notgiven:add speech,[gave ] speech,[ of them to The Director, but...|I ]:notgiven@:add speech,[found ] speech,[ out of a series of 5 overall.] say [I've read them all now.|And to think, there'll never be a second series...|Kinda sad, actually...] add psycholog,[Read a new issue of Sleepy Cat. (sane +66)] say [Let's see...] say [Well, it's an intro to Sleepy Cat.|Pretty funny, actually.|It's like he just shows up somewhere,|... when someone's in trouble ... |... and then he just goes to sleep.|But somehow that seems to fix the person's problem...|Every time!] say [Bwahahahahahahaha!|I don't know how he manages it...|But sleeping seems to solve everything for our yellow hero.|If only life worked like that!] say [Oh, this one is priceless.|Old Sleepy Cat got himself stuck down a chimney.|He fell asleep mid-jump.|All kinds of stuff went on in that chimney.|Another classic.] say [It wasn't the best issue...|More backstory to the Sleepy Cat universe, really.|I guess they're setting up something big for the finale...] say [Ha!|Ha ha!|Ha ha ha ha ha ha ha ha ha ha!|That really was the best issue ever.|It ended on a high note.] say [Maybe I should find somewhere safer to read it...] say [I don't really want to give these away...|Not without a really good reason.] add psycholog,[Ate a tin of cat food, not good. (psycho +33)] say [Well, it's food of a kind./Yuck.|Fishy and biscuitty./Left a bad aftertaste.] say [I guess I should find a cat...]: splash blank 5 Eat state player,pickup:wait 100:sound [eat1]:wait 10: Door print [Sane value is]:print sane:print [Psycho value is]:print psycho:print [It went down like this...]:print psycholog:state player,opendoor:wait 20:sound [opendoor1]:wait 10:exit: GetItem state player,pickuplow:wait 30:sound [pickup1] break:fnocollide@:if flareon=0,fnoflare:ifxrangenearestgreater [flare],100,fnoflare:istate dazed:break:fnoflare@: DescribeExit state player,cutscene:wait 10:describe:wait 10:state player,opendoor:wait 20:sound [opendoor1]:wait 20:exit: NewFuncti state player,cutscene: say [Ok, here goes...] say [Mmm, tasty.]: GameStart ifin [splash],dosplash:ifin [Intro],allowskip:goto doneskip:dosplash@:let helper=0:addexhaustion -100:lightloop@:add helper,1:wait 0:if helper<10,lightloop:ifnotpressing A,lightloopcheck:goto skiplightloop:lightloopcheck@:if helper<400,lightloop:skiplightloop@:turnoff Spotlight1:wait 200:customexit [TitleScreen],[blank],10,[white]:wait 1000:allowskip@:addexhaustion -100:if skippable=0,doneintroloop:ifnotpressing start,doneintroloop::let asleep=1:let battery 0:customexit [blue womb],[blank],70,[white]:wait 1000:break:doneintroloop@:break:doneskip@:if gamestarted=1,donegamestart:menu@:let gamestarted=1:wait 180::state OptionSelector1,on:titlescreenloop@:wait 0:ifnotpressing A,titlescreenloop:wait 2:ifsaveexists continueloop:pnewgameloop@:sound [ok3]music 13:wait 360:music 9:xfadespeed 180:let battery 0:flashlightoff:customexit [intro],[blank],50,[white]:wait 10:break:pcontinueloop@:sound [ok3]:state Title1,out:state OptionSelector1,off:wait 360:xfadespeed 180:loadgame:wait 10::donegamestart@: MetalDoor state player,opendoor:wait 20:sound [openmetaldoor1]:wait 10:exit: MetalDescribeExit state player,cutscene:wait 10:describe:wait 10:state player,opendoor:wait 20:sound [openmetaldoor1]:wait 20:exit: GetItemHigh state player,pickup:wait 30:sound [pickup1]:move -2000,-2000,0:wait 30:state player,cutscene:wait 10:say istate dead: WhiteEncounter1 let diarytext=[I met a weird guy in the back alley.|It's almost like I felt cold when he was around.|I don't like him.|He say we'll meet three times.|How can he know that?]:let seenwhiteman=1::music 15:wait 60:turnoff Spotlight4:turnoff Spotlight5 say [Hey, what's going on here?] say [Where did you come from?] reply [Did I appear from nowhere?] say [I'm not sure, to be honest.] say [I don't know what you're saying.] say [And I don't really like it either.] reply [I don't have much to say to you...] say [Who is that guy?] say [My flahlight's gone wrong!]: LockedDoor state player,cutscene:sound [lockeddoor1] say [I can't go any further.../There's a chasm ahead.../Damn!/There's a hole ahead.../I nearly fell down there!] say [I'll get rid of the key now.|It'll be no more use.]:drop fire door key,1:skipfkey@: GetItemHigh state player,pickup:wait 30:sound [pickup1] add psycholog,[Checked the radio. (psycho+0)]:describe:sound [radio1] chrsay Radio,["... don't know if anyone's..."] chrsay Radio,["...of us are still alive..."] chrsay Radio,["...or could be if you..."] say [Could there be someone out there?] chrsay Radio,["...we, the survivors..."] chrsay Radio,["...praying for..."|"..."|"... in 203 ..."] say [That's all I could get.|Hmmm, I wonder if I should head for 203 first?|Maybe there's someone alive in there?] say [Just static.|Maybe I should try again?] chrsay Radio,["... met you once..."] chrsay Radio,["...that dark corridor.."] chrsay Radio,["...come find us..."] say [I can't be hearing it right.] chrsay Radio,["...you are above us..."] chrsay Radio,["...above us ... above us.."] say [That's an SOS?|Still, maybe I do need to go down to the basement...] say [All I get is static.|Maybe I should try again?] chrsay Radio,["... time to meet again ..."/"... still nothing to learn ..."/"... itchy, scratchy, meaty..."/"... at the bottom of the alley..."] chrsay Radio,["... down in the Southwest ..."/"... the bus you know she was in ..."/"... sduihciuhs sdchsiudhs sdcuhs ..."/"... find the bus ..."/"... where it all happened ..."]... nless you set us free ..."] chrsay Radio,["... got yourself a gun ..."|"... got yourself a gun ..."|"... ot your ... a gu ..."/"... as as as as as as as as as as as as as ..."/"... time to go out ..."|"... time to go out..."|"... go out, go out ..."/"... the northwest wall ..."|"... of the floor below ..."|"... I'm waiting ..."/"... zzzzzt ...."] say [There has to be a useful message here somewhere...] chrsay Radio,["... meet The Director ..."/"... idsuvs sds sdpko ...."/"... 204 ..."/"... can't be responsible ..."/"... 204, 204, 204 ..."/"... we all need help sometimes ..."/"... I know you ..."] say [Strange, I wonder what else I can find...] chrsay Radio,["... the basement ..."|"... the basement ..."/"... start the generator ..."|"... trap the beast ..."/"... sdk fuhsd iuh sdv hsdvs ..."] chrsay Radio,["...find the generator room..."|"... down in the depths ..."|"... bring light ..."/"... down here waiting for ..."|"... I'm in the basement ..."/"... the south tunnel ..."|"... we're coming for you ..."|"... down below ..."] chrsay Radio,["... now call the beast down with you ..."/"... find the elevator ..."|"... down below ..."/"... the creature, call it ..."] choice [All frequencies?],[I'll do a sweep across the frequencies...] choice [102.5 (The Director)],[I'll check out 'The Director' frequency...] choice [Forget it.],[On second thoughts...] chrsay Radio,["I got something special in store for you today."|"Enquire within."|"Apt. 204."] say [That's the end of the message.|I guess I could go and check it out...]:if metdirector>0,nomapdirector:mappage 0:mapevent 888,64,64,60:wait 60:mapquest [204's at the end of the hallway...|Pretty sure that door was locked before?] chrsay Radio,["I don't got nothing special...."] chrsay Radio,["But I can surely trade."|"Enquire within."|"Apt. 204."] say [Hmmm, maybe it's not worth visiting right now.] add psycholog,[Had a green dream (sane +15). ] chrsay Man Who Wears A Box,[That's a very good question.] chrsay Man Who Wears A Box,[I'll leave that for you to figure out.] say [Great. ] say [Hello again.] chrsay Man Who Wears A Box,[Did you figure it out yet?|Why I choose to wear a box?] choice [To hide.],[You wear it to hide?] choice [You're ugly.],[Because you're deformed?] choice [Not sure.],[I still don't know.] chrsay Man Who Wears A Box,[It's not as stupid an answer as it sounds.] add psycholog,[Answered question correctly in green dream (sane +100). ] chrsay Man Who Wears A Box,[I may be, but that isn't why I'm wearing a box.] add psycholog,[Bad answer in green dream. (psycho +25)] chrsay Man Who Wears A Box,[If you can't answer this,|eveything you try to do will fail.|You're not even close.] add psycholog,[Bad answer in green dream. (psycho +25)] say [Will you take that god damn box off your head already?] chrsay Man Who Wears A Box,[I can't be expected to do that, can I?|Otherwise, why would they call me The Man Who Wears A Box?] choice [They call you that?],[Really?] choice [It's not your real name.],[Like anyone would call you that!] choice [Tell me something useful!],[How do I get through this situation?!] chrsay Man Who Wears A Box,[Does it matter?] add psycholog,[Bad answer in green dream. (psycho +25)] chrsay Man Who Wears A Box,[You're right about something.|Now, start thinking...|POW!] add psycholog,[Bad answer in green dream. (psycho +15)] chrsay Man Who Wears A Box,[Perhaps you are not as alone as you think.|I always like to listen to the radio when I feel like that.|Stick some jazz on, yeah baby.] add psycholog,[Answered question correctly in green dream (sane +50). ] say [Are you the one helping me?] chrsay Man Who Wears A Box,[I am what I am.|We can only really help ourselves,|... wouldn't you say?|Is that something you'd agree with?] choice [I agree.],[I suppose you're right.] choice [I disagree.],[Sometimes we all need help.|I know I do.] choice [You're talking rubbish!],[This is only a dream...|I'm not listening to you.] chrsay Man Who Wears A Box,[It's kind of sad if it has to be like that.] chrsay Man Who Wears A Box,[That's right, if you open up.|You might get hurt,|... you might get helped.] add psycholog,[Answered question correctly in the green dream (sane +25). ] chrsay Man Who Wears A Box,[You'll never deal with me,|... unless you think on what I say.] add psycholog,[Answered question incorrectly in green dream (psycho +50). ] chrsay Man Who Wears A Box,[You must suspect you're not alone now.|You even wrote it in your diary.|Didn't you?] let diarytext=[These hallucinations I'm seeing.|Could some of them be real?|Or are they the ghosts of the past?|I don't like the thought of that.]:if metherfirsttime=0,dontmentionher:add diarytext,[That girl...|Who was she?|Was she someone close to me?|I feel like I miss her,|... even though I've never met her.]:dontmentionher@:wait 60:let greendream=1: choice [I don't have a diary!],[You're full of crap.|I'm no writer...] choice [I may have done.],[I keep doing things without realising it.] choice [I didn't.],[Someone keeps writing in my diary.|It's not me.] chrsay Man Who Wears A Box,[That's what YOU think.] add psycholog,[Failed important question in green dream. (psycho +50) ] chrsay Man Who Wears A Box,[Try reading it, then.|Sometimes it's good to remember what happened.|I wouldn't come and see me again for a while...|... if I was you.] add psycholog,[Answered question correctly in the green dream (sane +66). ] chrsay Man Who Wears A Box,[Face up to it.|You're no kind of man, otherwise.] add psycholog,[Answered important question incorrectly in green dream (psycho +66). ] add psycholog,[Too many green dreams. (psycho +40)] chrsay Man Who Wears A Box,[It looks like you're in need of help.|I can be useful in my ways.../I think you need a helping hand.../I can see you're finding things difficult.|I'll ease the pain a little./There's no harm in trying.|I'll give you a leg-up./Shame you need this...|... but here it is.] add psycholog,[Recieved batteries out of thin air. (psycho +25)] chrsay Man Who Wears A Box,[Darkness is infectious./I wouldn't spend too long creeping around./It's scary when the lights go out./The dark is not always your friend.] chrsay Man Who Wears A Box,[You really must eat your greens./Don't go out with an empty stomach.|Or to bed for that matter./Snack?/Sleep is comfortless if you're hungry.] add psycholog,[Recieved foods out of thin air. (psycho +25) ]:ifrandom 4,5,food2:pickup tin of pickles:goto nofood:food2@:ifrandom 3,5,food3:pickup squid stick:goto nofood:food3@:ifrandom 2,5,food4:pickup i.orange:goto nofood:food4@:pickup beef jerky:nofood@:sound [pickup1] add psycholog,[Healed in a green dream. (psycho +15) ] add psycholog,[Had a blue dream (psycho +25). ] say [So, I suppose I'm meant to speak to you?] chrsay Seated Figure,[We are sat next to each other.] chrsay Seated Figure,[But you don't feel like talking now.] say [That's true. ] say [Well, tell me what this is all about then!] chrsay Seated Figure,[Surely you feel it in your gut..?] choice [I'm on stage?],[Is that why I'm here?|To perform?] choice [Some kind of interview?],[You want to know something?] choice [Not sure.],[I still don't know.] chrsay Seated Figure,[Pointing out the obvious.|Typical of you!] add psycholog,[Gave true answer in the blue dream (sane +25). ] chrsay Seated Figure,[I already know all there is to know about YOU.] chrsay Seated Figure,[At least you realise that.] add psycholog,[Answered question correctly in blue dream (psycho +50). ] chrsay Seated Figure,[You know, you haven't even asked me my name yet. ] choice [I don't wanna know.],[I'm not playing your games.|I don't care about your name!] choice [What does it matter?],[I'm dreaming...|... and you're not from my reality anyway.|I don't need to know your name.] choice [So what is it?],[You're obviously dying to tell me...] add psycholog,[Gave true answer in the blue dream (sane +25). ] chrsay Seated Figure,[That's the spirit!|Although you know my name just fine.] chrsay Seated Figure,[You know it as well as I do.|I have always been with you.] chrsay Seated Figure,[You need to punch this world in the gut ...|... fiercely! ... god damnit!!] add psycholog,[Answered question correctly in blue dream (psycho +50). ] say [Not you aggaiin!|Ugh, you really annoy me!|You're not even real!] chrsay Seated Figure,[If I'm not real, why do you keep coming here?] choice [Not by choice.],[I only come here because I have to.] choice [The drugs?],[You want to know something?|I do it because I like it.|Because it's easy.] choice [I don't know.],[I don't know why I'd ever want to see you.] chrsay Seated Figure,[I don't get you.|You make no sense to me.] add psycholog,[Gave true answer in the blue dream (sane +66). ] chrsay Seated Figure,[Yes, you have to.] chrsay Seated Figure,[You need me.|I'm as much you as you are.] add psycholog,[Answered question correctly in blue dream (psycho +66). ] chrsay Seated Figure,[I don't recognise you any more.|You look more like me than ever. ] choice [Don't flatter yourself!],[You're a dirty old man!|I'm nothing like you!] choice [I ... look like you?],[You're crazier than I thought!|Or maybe you're right ...|... and I'm the one who's crazy.] choice [Who are you?],[You have to tell me who you are this time!|Damnit!] add psycholog,[Gave wrong important answer in the blue dream (psycho +66). ] chrsay Seated Figure,[That's more like it!|Although as I said, you know my name just fine.] chrsay Seated Figure,[Ha, you're not ready to learn anything.] add psycholog,[Wrong important answer in the blue dream. (psycho +66)] chrsay Seated Figure,[You're wrong.|Look past the age...] add psycholog,[Answered important question truly in blue dream (sane +66). ] add psycholog,[Recieved weaponry out of thin air (Psycho +50).] chrsay Seated Figure,[Listen!|You need to get out there,|... and start being a man!/I'm tired of listening to you./A man needs to have protection,|you know that./There's enemies in every shadow, watch out!] let clip=0:pickup ammo:pickup ammo:setamount ammo,21:sound [pickup1]:enddreamend@:if phealth>50,finalend:let phealthP:add psycho,20: add psycholog,[Healed in a blue dream. (psycho +20) ]:finalend@: GetItemHighNoMove state player,pickup:wait 30:sound [pickup1] say [Arrgh!] say [My head!|Arrgh, what's happening?] say [Help me someone, anyone!|Help me!|My head... It's pounding... ]:xfadespeed 500:music 19:loop@:add phealth,-1:wait 10:if phealth>0,loop:state player,passout:music 9:wait 120:customexit [Dream1],[spawn],100,[red] choice [Erase current game?],[And so it begins again... ] choice [Back to menu...],[I should reach the conclusion first.] choice:backtomenu@:wait 60:state OptionSelector1,in:state Title1,in:goto menu:erasegame@:wait 60:erasesave:dontsayerase@: PsychoEvaluation function CalcPsycho:if psychoxp<50,skip:if psychonet>400,1:let psychoeval=[I could use a bath, but.../I'm doing alright./I've seen worse./Not bad, considering.]:goto skip:1@:if psychonet>800,2:let psychoeval=[I can live with what I see./I'm holding together./I'm still myself, pretty much.]:goto skip:2@:if psychonet>1200,3:let psychoeval=[I'm looking a bit older, I think./I look kinda tired./Not at my best.]:goto skip:3@:if psychonet>1800,4:let psychoeval=[I'm not sure I like what I see.]:goto skip:4@:if psychonet>2400,5:let psychoeval=[I don't really wanna stare too long./I'm starting to look like one of them.]:goto skip:5@:if psychonet>2800,6:let psychoeval=[I could do without seeing that face!/Not a pretty sight./Ugh, it puts me on edge.]:goto skip:6@:if psychonet>3500,7:let psychoeval=[I hate mirrors./I don't like that damn face of yours!/Leave me alone, YOU!]l=[I can see the world on fire./I can see pain and burning./I can see ... a monster./I can see myself./I can see something painful./Ha ha ha ha ha./I can see her.]:skip@: CalcPsycho let psychonet=psycho:decrease psychonet,sane:let psychoxp=psycho:add psychoxp,sane: Director if mustsleep=1,nothing:if directorpoints<1,nothing:add directorpoints,-1:add directorvisits,1:add sane,50: add psycholog,[Visited The Director. (sane+50)] reply [Now that I think on it,|... how about something to light your way?|I got me a bunch of flares here.|Can trade 'em for ammo...|Three flares for ten bullets.|Sound good to you?|Gimme the ammo if you decide.|First {GREEN}three flares{WHITE} are on the house...]:istate default:state player,pickup:wait 30:sound [pickup1] say [I'm sure I can find a use for these...|Thanks, Mr.Director...] reply ['The.'|'The Director.'] say [Sorry...|Thanks, The Director.] reply [Better.|Hey, I'm messin' with you!|Don't be so uptight, kid!] reply [You seem pretty handy with a weapon.|Let me freshen her up...|A little more ammo perhaps?]:state player,pickup:wait 30:sound [pickup1] reply [Anyway, listen here...|I like to forage for things.|Got some I don't have much use for.] reply [Here's a {GREEN}cooking pot{WHITE}.|It may be it helps you some.|In fact...]:istate default:pickup cooking pot:state player,pickup:wait 30:sound [pickup1] reply [You can have this {GREEN}saucepan{WHITE}.|And I may have more good stuff for you later,|... so keep your ears on the radio, kid.|If you catch my meaning?]:istate default:state player,pickup:wait 30:sound [pickup1] reply [It's good to eat snacks between meals, also...|So here's something to sustain yourself...]:istate default:state player,pickup:wait 30:sound [pickup1] say [Ha! Some {GREEN}sliced cheese{WHITE} and {GREEN}crackers{WHITE}.|Thanks!|I used to live on these...] reply [I found this and thought of you.../So here's what I have for you...|Hope y'all enjoy it./So here's that thing I said I had for ya.../So about that stuff I found...|Well, here it is...]:istate default:wait 30:sound [pickup1] say [Wow, a {GREEN}stovetop espresso-maker{WHITE}!|Thanks so much!|I used to be quite the coffee-drinker.|Back before all this happened...] reply [And there's something else, too...]:istate default:state player,pickup:wait 30:sound [pickup1] say [Wow, a {GREEN}kettle{WHITE}!|I know I'm gonna find a use for that...|Thanks.|I think things might be on the up at last!] say [If I can find some coffee...|I used to like coffee...|... before all this happened.] reply [Wait...|Before what happened?|All the same, don't overdo it.|Look after yourself, kid.] reply [Oh, and I got a treat for ya....|These here {GREEN}fruity drops{WHITE}.|One a day will help you remember stuff.|Don't use 'em all at once.]:istate default:pickup fruit drops:istate default:state player,pickup:wait 30:sound [pickup1] say [Wow, a {GREEN}Gamejoy{WHITE}.|I used to have one of those when I was a kid!|Thanks, Mr.Director.|I appreciate all you do for me.] reply [Well, I got no use for 'em.|It's just as I said...|And there may be something you can do for me too..] say [Oh, what's that then?] reply [Nothing special really, just I like to read the funny papers...|Brother, they make me laugh!|One I love best's called Sleepy Cat.|You think you can rustle one up?|If you do, I can give ya something you may find handy...] say [Sleepy Cat, huh?] reply [Sleepy Cat.|Yessir.] say [Ok, I'll see what I can find...] say [{GREEN}Ground meat{WHITE} and some {GREEN}sliced cheese{WHITE}...|You're too kind to me.] say [Wow, a {GREEN}delicious ham{WHITE}!|Where did you get this?|I can't believe it's in such good condition.|Thankyou so so much!] reply [Well, it won't be doin' to go hungry.|Gotta keep that mind in tip-top shape, y'know?] reply [Oh, and I got one more surprise for ya....|Some more of those {GREEN}fruity drops{WHITE}.|You sure seem to like 'em.]:istate default:pickup fruit drops:istate default:state player,pickup:wait 30:sound [pickup1] say [Thanks.|I don't know what to say...] reply [You're welcome.|Just doing my part...|Listen, I'll be straight with ya...|...well, you may not see me around these parts again.|I'm planning my escape, see.|Gonna try and bust on outta the city.|Too dangerous to take you with me...] say [What do you mean?|You think it's any safer out there?|How far does the city even go?|Do you know?] reply [I can't be sure of anythin', son.|Sure as no-one can.|But I can't stay here no longer,|... I gotta get out, or die tryin'.|I know I said we're all in this together,|... but I gotta go it alone this time, kid.|If I get to safety, I'll send word, don't you worry.] say [You know, you're probably right.|I'd just slow you down...|Well, good luck out there.|I'll keep my ear on the radio.|And good luck.] reply [Thanks, son.|I'll need it...] reply [I don't have anything for y'all this time.|Best be comin' back later...] say [It's no good, I can't cook without gas.] say [I'd love to, but I need a saucepan for this...] say [I'd love to but I'm going to need a cooking pot for that.]:state player,default:break:skipcookingpotcheck@: CookSaucepan state player,pickup:wait 30:sound [cooking]:state Stove1,saucepan:wait 60:state player,default:state player,pickup:wait 300:wait 30:wait 60: CookCookingPot state player,pickup:wait 30:sound [cooking] say [Ok, let's cook!]:function CookSaucepan:state player,pickup:wait 90:say wakemessage:sound [pickup1] say [I'd like to trade this {GREEN}ammo{WHITE} for some flares...|If that's ok?] reply [That'll do, thank you kindly.|That'll be {GREEN}ten shells{WHITE} for {GREEN}three flares{WHITE}, yessir.]:istate default:state player,pickup:wait 30:sound [pickup1] reply [Nice tradin' with ya.] reply [That's all fine'n'dandy.|But you ain't got the shells to back up your proposition.|I need ten, remember?] say [Oh yeah...] say [I need a can opener to get it open...] say [I'd love to, but I need a moka pot for this...]:state player,default:break:skipmokacheck@: CookMoka state player,pickup:wait 30:sound [cooking] say [I'm going to need water for that...] say [I'd love to, but I need a kettle for this...]:state player,default:break:skipkettlecheck@: CookKettle state player,pickup:wait 30:sound [cooking] say [It's bad...|Really bad...] say [That was a bad idea...!|Ugh, it hurts.../There was something wrong with that food./Ew, that was definitely off./I feel pretty ill after that./I regret eating that,|... it's definitely gone bad./Yuck.] break:fnocollide@: QuickTest global gamestarted=1:let gamestarted=1:global mapquest205=0:global psycho=0:global sane=0:global insanelevel500:global day=1:global daytext=[Day 1]:global psychonet=0:global psychoxp=0:global bpanel=0:global psycholog=[Had a strange dream. (psycho+0)]:global battery 0:global athome=0:global meatx=0:global meathere=0:global patrolwidthH: HankTradePills state player,cutscene: say [Hank?|I got the {GREEN}blue pills{WHITE} you wanted...|Can I trade them for some ammo?] reply [{GREEN}One blue{WHITE} for {GREEN}one clip.|Yeah that's a deal, man.] add psycholog,[Encouraged Hank to take more drugs (psycho +50).]:istate default:state player,pickup:wait 30:sound [pickup1] reply [Thanks, bro./Cheers, dude./Thanks, man./I appreciate it./Now if you'll excuse me...] reply [I need three pills, man...|Come back when y-y-you find some more, ok?] say [Ok...] reply [You know what?|You got enough ammo for now...|And I got enough pills to last a while...] say [But you said I could trade?] reply [W-well, I'm cool for today, man.] say [Heh, I guess I do have enough for now...] reply [Dude, I need the light off before we talk.../Man, please stop shining that light in my eyes!/Dude, please switch your torch off./Hey, can you switch your light off first..?] say [Hank?|I found some medicine that might work...|Do you want to try it instead of the pills?] reply [I guess it might be good for me...|I doubt it'll have any effect,|... but I appreciate you doing this for me man./Bro, I'll try anything at this point...|Thanks, man./Well it's gotta be worth a shot, eh?|I appreciate it, man, for real./Well it's not gonna make me any worse off,|... so thanks, dude.|Who knows?|It could even get me back on my feet?] add psycholog,[Donated Hank some actual medicine (sane +100).] reply [Thanks, bro.|Let me give you a {GREEN}clip{WHITE} in return.../Cheers, dude.|Let me give you some more {GREEN}ammo{WHITE} for your troubles.../Thanks, man.|Here's {GREEN}ten rounds{WHITE}.|It's my way of sayin' thanks./I appreciate it.|Take this {GREEN}clip{WHITE} for your time, man.]:istate default:state player,pickup:wait 30:sound [pickup1] say [I just wanna see you get better, man./Hey, we're all in this together...|Right?/Stay with me, Hank.../We'll get through this, man.../I'll see if I can find more, Hank./You get some rest, now.|Ok?] say [I've got one of those {GREEN}cat comics{WHITE} you asked for...|If you're still looking for them?] reply [Thank you kindly, son.|Take this {GREEN}tin o' cat food{WHITE} in return.|Could be it helps you some.]:istate default:state player,pickup:wait 30:sound [pickup1] say [Err... Great!/Ah, ok then...|Thanks, I guess./Uh, yeah...|I'm sure I can ...?] choice [You're quite a perky fellow...],[What name describes that?] choice [You're something else...],[There's something else which describes you better...] choice [I'll call you 'Itchy'.],[That's the perfect name for you.] choice [I've changed my mind...],[I can think of something better than that.] let catname=[Itchy] choice [You're such a small cat...],[What name describes that?] choice [You're something else...],[There's something else which describes you better...] choice [I'll call you 'Mini'.],[That's the perfect name for you.] choice [I've changed my mind...],[I can think of something better than that.] let catname=[Mini] choice [You're a ray of sunshine...],[What name describes that?] choice [You're something else...],[There's something else which describes you better...] choice [I'll call you 'Sunny'.],[That's the perfect name for you.] choice [I've changed my mind...],[I can think of something better than that.] let catname=[Sunny] choice [You're so full of joy...],[What name describes that?] choice [You're something else...],[There's something else which describes you better...] choice [I'll call you 'Happy'.],[That's the perfect name for you.] choice [I've changed my mind...],[I can think of something better than that.] let catname=[Happy] choice [You're so soft and cuddly...],[What name describes that?] choice [You're something else...],[There's something else which describes you better...] choice [I'll call you 'Sleepy'.],[That's the perfect name for you.] choice [I've changed my mind...],[I can think of something better than that.] let catname=[Sleepy] speech=[Well, ] speech,[, I'm very pleased to meet you!|My name is...|Well, I'm just the guy who looks after you.|That's all you need to worry about, eh ] speech:sound [cat2]:sound [prrr]: chrsay Cat,[Miaow!] say [There was a cheat here...|It's gone now.]