Right Arrow (alt+26) →
White Diamond ◇
Black Diamond ◆
White Star ☆
Black Star ★
Arrows ⇇⇉⇈⇊
Text color:
<span style="color:clr">txt</span>
<span class="ref">txt</span>
Meta Info
(text-color:#b8b8b8)[txt]
Game title
(text-color:#4aa21a)[txt]
This part of the story/map is in development. Please return in a future update and remember to check the changelogs for info. <3
Meta Warnings
(text-color:#9ba23f)+(bg:#504949)[//txt//]
Dropdown Menus
#808080
Wylori Pond ws: N/A
(text-color:#2a7be5)[txt]
Shattered Forest ws: N/A
(text-color:#6cb43c)[txt]
Sprites
(text-color:#f05656)[txt]
Vivex
(text-color:#d1002d)[txt]
Violet Prairie ws: 14 1 5 8 11 14
(text-color:#9775e6)[txt]
sky here is purple at night
Sunflowers
(text-color:#ecce36)[txt]
Silent
(text-color:#589d82)[txt]
Graves
(text-color:#41dfe1)[txt]
Graves Letters
(text-color:#a3eaff)[*txt*]
Orchid
(text-color:#4ad62e)[txt]
Truth
(text-color:#a6e421)[txt]
Derium Sands
(text-color:#f2ba40)[txt]
The Aqueducts
(text-color:#1f13ff)[txt]
Glow
(text-color:#3d70b3)[txt]
Twinkling Rift
(text-color:#86fcf7)[txt]
The Sky
(text-color:#b2f188)[txt]
speaks to you
You
(text-color:#ac00fc)[txt]
Lantern
(text-color:#ffeb85)[txt]
Blessing reference
(text-color:
(if:visits < 2)[(set: $WS to $WS +1)]
<!--|||ONLY INCLUDE IF NEXT OPTION HAS PLURAL VARIANT|||copy this and change $nxt to next number to add multiple options|||-->
(set: $nxt1 to "next") <!--LOOP START|||sets the base name of the 1st next passage-->
{(if: $plrl is false)[ <!--runs the plural pronoun check, replacing the destination depending on result-->
(link-goto: "displayed text", $nxt1)] <!--change parentheses to change displayed text-->
(else:)[
(link-goto: "displayed text", "plrl-" + $nxt1)]<!--LOOP END-->}
\/ weird live update version \/
<!--|||ONLY INCLUDE IF NEXT OPTION HAS PLURAL VARIANT|||copy this and change $nxt to next number to add multiple options|||-->
(set: $nxt1 to "start7-pronounsconfirm") <!--LOOP START|||sets the base name of the 1st next passage-->
{(live: 2s)[(if: $plrl is false)[ <!--runs the plural pronoun check, replacing the destination depending on result-->
(link-goto: "Try Pronouns", $nxt1)] <!--change parentheses to change displayed text-->
(else:)[
(link-goto: "Try Pronouns", "plrl-" + $nxt1)]]<!--LOOP END-->}<span class="warn">This part of the game is still under development. Come back at a later update, and make sure to check the changelogs to see if you should check back here <3</span>
@@#a;[[Back (←)|VP_20]]@@<h2>Easter Egg 1</h2><hr>
@@#q;[[Back ←|Start]]@@
Congrats! You found an easter egg by pressing "q" on the main menu :3
Here's an unreleased song that has to do with Wanderlust!
<iframe width="560" height="315" src="https://www.youtube.com/embed/s5f6FAXnbYA?si=FByqh-2o_68FRaYi" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" allowfullscreen></iframe><h2>Inventory</h2><hr>
@@#q;<<link 'Done ←' $lastPassage2>><</link>>@@
<<if $lantern is 1>>\
@@#1;[[Lantern|desc_lantern]]@@
<</if>>\
<<if $shadeLamp is 1>>\
@@#2;[[Shade Lamp|desc_shadeLamp]]@@
<</if>>\
<<if $sunflower is 1>>\
@@#3;[[Sunflower|desc_sunflower]]@@
<</if>>\
<<if $gvsLetter1 is 1>>\
@@#4;[[Graves' Prairie Letter|desc_letter1]]@@
<</if>>\<<nobr>>
/*===== Meta =====*/
<<if tags().includes("z1-meta")>>
<</if>>
<<if tags().includes("z2-indev")>>
<h2>In Development...</h2><hr>
<</if>>
<<if tags().includes("z3-menus")>>
<</if>>
/*===== Headers =====*/
<<if tags().includes("a-elsewhere")>>
<h2>Elsewhere...</h2><hr>
<</if>>
<<if tags().includes("b-violet-prairie")>>
<h2><span class="vp">Violet Prairie</span></h2><hr>
<</if>>
<<if tags().includes("b-violet-prairie-dim")>>
<h2><span class="vp-dim">...</span></h2><hr>
<</if>>
<<if tags().includes("c-shattered-forest")>>
<h2><span class="sf">Shattered Forest</span></h2><hr>
<</if>>
<<if tags().includes("c-shattered-forest-dim")>>
<h2><span class="sf-dim">...</span></h2><hr>
<</if>>
<<if tags().includes("d-the-aqueducts")>>
<h2><span class="ta">The Aqueducts</span></h2><hr>
<</if>>
<<if tags().includes("d-the-aqueducts-sub1")>>
<h2><span class="ta-sub1">The Aqueducts - Waterway</span></h2><hr>
<</if>>
<<if tags().includes("d-the-aqueducts-dim")>>
<h2><span class="ta-dim">...</span></h2><hr>
<</if>>
<<if tags().includes("e-twinkling-rift")>>
<h2><span class="tr">Twinkling Rift</span></h2><hr>
<</if>>
<<if tags().includes("e-twinkling-rift-dim")>>
<h2><span class="tr-dim">...</span></h2><hr>
<</if>>
<<if tags().includes("f-scarlet-valley")>>
<h2><span class="sv">Scarlet Valley</span></h2><hr>
<</if>>
<<if tags().includes("f-scarlet-valley-dim")>>
<h2><span class="sv-dim">...</span></h2><hr>
<</if>>
/*===== Utilities =====*/
<<if tags().includes("1-examine")>>
<<set $lastPassage to passage()>>
<</if>>
<<if tags().includes("2-rng-able")>>
<<set $rngEvent to random(1, 1000)>>
<<include "rngEvents">>
<</if>>
<</nobr>>Within the forest entrance, massive trees tower over you. Strangely, you cannot see the top of them. Despite the offputting atmosphere, there appear to be no actual issues with the forest so far.
From the east, a calm wind and violet moonlight travel the path from the field, while westward, the forest creeps on the trail, narrowing the space to walk.
@@#d;[[Head towards The Violet Prairie (→)|VP_1]]@@
@@#a;[[Follow the path (←)|SF_2]]@@The trees constrict the open path around you from what would be a comfortable trail to a narrow walkway, and you get the feeling this forest may not be safe.
The path bends to the north, and in all directions but the west, the thick, unseen canopy soaks the forest floor in blackness.
@@#sp;[[Examine a nearby tree (◆)|SF_treeExamine1]]@@
@@#w;[[Explore the bend (↑)|SF_3]]@@
@@#d;[[Head towards the light (→)|SF_1]]@@You find it hard to see detail this deep into the forest, but on occasion you catch glimpse of a small red light drifting through the air like a firefly, fading in and out as it glides.
Farther north, the path continues into pitch-black, while south, you can see a bend in the path which remains ever so slightly lighter.
@@#w;[[Press into the darker path (↑)|SF_4]]@@
@@#s;[[Leave around the bend (↓)|SF_2]]@@While you cannot see the ground anymore in the darkness, the small red lights increase in frequency. The occasional light feels slightly comforting in this otherwise blindingly dark environment.
The path escapes to the south, but to the north, you see a faint red glow. Hopefully indicative of something good.
\
<<nobr>>\
<<if hasVisited("SF_redExamine1") is false>>
<br>
@@#sp;[[Try and catch a red light (◆)|SF_redExamine1]]@@
<br>
<</if>>
<</nobr>>
@@#w;[[Make your way to the red glow (↑)|SF_5]]@@
@@#s;[[Head south (↓)|SF_3]]@@Your pitch black surroundings offer little information on the environment, but the drifting red lights provide confirmation of your movement through the area.
<<nobr>>
<<if $knowVivex is 0>>
A strange, vibrant red figure can be seen in the distance.
<<else>>
Vivex's vibrant red glow can be seen in the distance.
<</if>>
<</nobr>>
@@#w;[[Approach the figure (↑)|SF_6_vivex]]@@
@@#s;[[Leave the figure be (↓)|SF_4]]@@<<nobr>>
<<if $knowVivex is 0>>
The figure rests by, motionless.
<<else>>
Vivex lays nearby, curled into a comfortable ball.
<</if>>
<</nobr>>
\
<<nobr>>
<<if $knowVivex is 0>>
<br>
@@#sp;[[Call out to the figure (◆)|SF_vivex_intro1]]@@
<<else>>
<br>
@@#sp;[[Talk to Vivex (◆)|SF_vivex_talk]]@@
<</if>>
<</nobr>>
\
<<nobr>>
<<if $knowVivex is 0>>
<br>
@@#s;[[Leave the figure (↓)|SF_5]]@@
<<else>>
<br>
@@#s;[[Leave Vivex (↓)|SF_5]]@@
<</if>>
<</nobr>>Reaching out to a light, you try and catch one of the floating red lights. As you jump and try and capture one, they seem to make no attempt to evade your grasp.
To your surprise, you're able to cup one into your hands, and suddenly you feel it begin to move wildly against your impromptu prison.
@@#sp;[[Next →|SF_redExamine2]]@@As you think of what to do with your captured light, you notice a new one slowly drift towards you, before softly bumping into your hand, making a peculiar //plink// sound.
This is followed by another red light following suit, gently bumping your hand. This time, the pitch of the //plink// is slightly different.
Then another light arrives, doing the same.
Next, three more.
Then five more.
@@#sp;[[Next →|SF_redExamine3]]@@Soon, your hands are swarmed by a pretty red glow, accompanied by a symphony of consonant dings. The soft touch of the many lights almost tickle.
After a few moments, some of the lights seem to speak to you in a weak whisper.
<span class="sprites">"</span><span class="name">$name</span><span class="sprites">... please... release..."</span>
@@#sp;[[Open your hands →|SF_redExamine4]]@@<<set $spritesMess to 1>>The instant you open your hands, the twinkling melodies of the lights fade as they all disperse in every direction, forming a beautiful red cloud of spots in the air.
After a few moments, most of the lights have gone away, leaving you standing in the dark with whatever few linginering dots of red remain.
@@#sp;<<link 'Return to the path (◇)' $lastPassage>><</link>>@@<<if visited() is 1>>\
Upon close inspection, the otherwise normal bark appears to be comprised of small hexagon forms.
You reach out to touch the bark, but the little hexagon shapes break apart to dust as your hand approaches, revealing that the entire tree is comprised of small hexagonal prisms.
Best not to touch the trees, if you don't want them to fall.
@@#sp;<<link 'Return to the path (◇)' $lastPassage>><</link>>@@
<<else>>\
The small, hexagonal prisms making up the tree appear to be perfectly unharmed. Strange, considering you rendered a section to dust by your touch not too long ago.
If the trees can heal their easily-given wounds, then maybe it makes sense that this fragile forest is still standing.
@@#sp;<<link 'Return to the path (◇)' $lastPassage>><</link>>@@
<</if>>Vivex tilts its head in curiosity.
<span class="vivex">"Leaving already? Well, it has been nice talking with you, </span><span class="name">$name</span><span class="vivex">. Take care."</span> It says, before curling up in a ball on the dark forest floor.
@@#sp;<<link '(◇)' $lastPassage>><</link>>@@<<set $knowVivex to 1>>You call out to the figure.
Upon hearing your call, the creature rises, revealing it's fox-like form. Clearly though, there is something special about it.
Rather than have fur like expected from a fox, this creature seems to instead be made entirely of some sort of soft red glowing material, the only exception being it's pitch black eyes, contrasting sharply with the light.
Other than this, the surface-level physiology appears to be consistent with the foxes you are familiar with.
@@#sp;[[Next →|SF_vivex_intro2]]@@The creature's ears perk up as it stretches, and it sits down, looking at you politely.
To your surprise, it opens its mouth to speak.
<span class="vivex">"You're new here, are you not? Well</span> <span class="name">$name</span> <span class="vivex">is a beautiful name."</span>
@@#sp;[[Next →|SF_vivex_intro3]]@@<span class="vivex">"I am Vivex, and I've seen you, wandering about this forest."</span>
A few red lights gather around Vivex's snout, letting out a few high pitched //plinks.//
<span class="vivex">"Have you seen my sprites around? They've been watching over you, keeping you safe."</span>
<<nobr>>
<<if $spritesMess is 1>>
<br>
Vivex gives you a knowing glance.
<br>
<br>
<span class="vivex">"Hopefully you've been playing nice,"</span> it says with a hint of sarcasm.
<br>
<</if>>
<</nobr>>\
@@#sp;[[Next →|SF_vivex_intro4]]@@Vivex shakes it's head, letting the sprites drift off.
<span class="vivex">"I have no doubt you have many questions. Unfortunately, I do not believe there is much I can help with directly."</span>
It looks to you before scratching it's ear with it's a hind leg.
<span class="vivex">"Of course I can share any knowledge I have of this world with you, especially about the plants to be found here. Don't hesitate to ask,</span> <span class="name">$name</span><span class="vivex">."</span>
\
<<nobr>>
<<if $sunflower is 1>>
<br>
@@#sp;[[Ask about the sunflower from the field →|SF_vivex_lantern1]]@@
<<else>>
<br>
@@#sp;[[Say goodbye to Vivex →|SF_vivex_bye]]@@
<</if>>
<</nobr>>You present Vivex the sunflower you picked.
<span class="vivex">"Oh, this must be from the Violet Prairie,"</span> it says with a brief squeak.
Vivex approaches you before jumping up, grabbing the sunflower out of your grasp.
@@#sp;[[Next →|SF_vivex_lantern2]]@@<span class="vivex">"This should prove to be helpful in wherever you decide to go. The flower within is not likely to dim any time soon, but on the chance it does, please do not hesitate to come to me for help."
"Additionally, the flower will not go out in cold weather or underwater."</span>
@@#sp;[[Next →|SF_vivex_lantern11]]@@Standing back and sitting politely, Vivex yawns, it's strange red glow dimmer on the inside of it's mouth.
<span class="vivex">"If there is anything you would like to know, please do not hesitate to ask."</span>
@@#sp;[[Next →|SF_vivex_talk]]@@The fox-esque critter sets the sunflower on the grass in front of it.
<span class="vivex">"If I'm not mistaken, these flowers used to be crafted into lights for the caverns."</span>
Vivex looks up at you.
<span class="vivex">"I could attempt to get my sprites to assist in piecing together something similar. I'll just need the flower, of course."</span>
@@#sp;[[Allow Vivex the sunflower →|SF_vivex_lantern3]]@@Vivex nods it's head happily.
<span class="vivex">"Understood. Give us just a moment, if you will."</span>
With that, Vivex and a cloud of sprites depart from the clearing, leaving you for a brief moment in the dark.
@@#sp;[[Next →|SF_vivex_lantern4]]@@A few minutes pass, and the cool wind remains to keep you company as you wait.
All around you, the sounds of a tired forest call out, reminding you that despite the apparent isolation of the clearing, there remains the unknown. All surrounding, and entirely oppressive.
@@#sp;[[Next →|SF_vivex_lantern5]]@@Some sprites float back into the clearing, slowly illuminating the area.
Eventually, Vivex returns, a strange wooden box in it's mouth.
@@#sp;[[Next →|SF_vivex_lantern6]]@@The glowing fox approaches you and drops the wooden item at your feet.
<span class="vivex">"For all intents and purposes, this is like what you know as a lantern. Please, give it a try."</span>
@@#sp;[[Pick up the lantern →|SF_vivex_lantern7]]@@<<set $lantern to 1>>You pick up the lantern.
The frame is constructed of twigs, bound together by plant fibers. Filling in the sides of the lantern are thin leaves, essentially making the stick wireframe into an organic box.
Curiously, there is a soft glow coming from within the leaf and stick box.
<span class="vivex">"Try shaking it,"</span> Vivex says.
@@#sp;[[Shake the lantern →|SF_vivex_lantern8]]@@You shake the lantern, yet nothing happens.
After a moment, Vivex speaks up.
<span class="vivex">"You might need to shake it a little harder."</span>
@@#sp;[[Shake the lantern harder →|SF_vivex_lantern9]]@@Upon shaking the lantern a little harder, a bright glow shines through the leaves of the box, intensely illuminating the surrounding few meteres. Beyond that, a dim light remains cast over the nearby forest.
The light streaming through the leaves draws organic, vein-like patterns on the grass and trees around.
@@#sp;[[Next →|SF_vivex_lantern10]]@@Vivex stretches, sitting in the grass.
<span class="vivex">"What is it you need,</span><span class="name"> $name </span><span class="vivex">?"</span>
<<nobr>>
<<if $sunflower is 1 and $lantern is 0>>
@@#1[[Ask about the sunflower from the field →|SF_vivex_lantern1]]@@
<br>
<</if>>
<</nobr>>\
@@#sp;[[Say goodbye to Vivex →|SF_vivex_bye]]@@You awake to a cool wind running through the air.
Apparently suspended in some kind of mist, you can't see anything past the haze.
@@#sp;[[Next →|STRT_2]]@@
/*
<<link 'Next →' STRT_2>><</link>>
*/
/*[[STRT_2]]*/<span class="skVoice">"Quite Admirable,"</span> the voice says, before pausing a moment.
@@#sp;[[Next →|STRT_11]]@@<span class="skVoice">"You are ready. Proceed with curiosity,</span> <span class="name">$name</span><span class="skVoice">."</span>
And with that, the voice disappears, echoing in the emptyness that threatens to cherish you whole.
@@#sp;[[Next →|STRT_12]]@@Your body slowly goes numb, your vision fading.
You faintly see yourself from afar, unconsious in a sea of fog.
@@#sp;[[Next →|STRT_13]]@@As you drift out of lucidity, you feel at ease with the physical world and a sense of bliss reverberates through your body, sweeping you away from what you wish was a waking existence.
@@#sp;[[Next →|STRT_14]]@@.....
@@#sp;[[Next →|STRT_15]]@@Muffled howls fade into your ears, accompanied by a cool, yet discomforting sensation.
@@#sp;[[Next →|STRT_16]]@@Despite the unpleasant feel, you don't want to open your eyes. It's too much effort to be worth it.
@@#sp;[[Open your eyes →|STRT_17]]@@Like forcing yourself to view the world again after a long rest, you pry your eyes open and...
@@#sp;[[Next →|STRT_18]]@@A violet sky opens before you.
@@#sp;[[Next →|VP_puddleLay1]]@@You hear @@.skVoice;a soft voice@@ ask for your name.
@@#sp;[[Enter Name →|STRT_3_nameEnt]]@@@@.info;Enter your preferred name, ''capitalized''.@@
<<textbox "$name" "">>
@@#sp;[[Check Name →|STRT_4_nameCon]]@@@@.skVoice;"@@@@.name;$name@@@@.skVoice;, is this what you call yourself?"@@
@@.info;Your name cannot be changed later.@@
@@#sp;[[Yes →|STRT_5]]@@
@@#q;[[No ←|STRT_3_nameEnt]]@@<span class="skVoice">"You have a wonderful name,</span> <span class="name">$name</span><span class="skVoice">. Now tell me, what are your pronouns?"</span>
@@#sp;[[Enter Pronouns →|STRT_6_pronounEnt]]@@<span class="info">Enter your subjective pronoun in ''lowercase''.
(ex: she, he, they, it. //She/He// has a pet.)</span>
<<textbox "$heshe" "">>
<span class="info">Enter your objective pronoun in ''lowercase''.
(ex: her, him, them, it. We didn't leave any for //her/him//.)</span>
<<textbox "$himher" "">>
<span class="info">Enter your posessive determiner in ''lowercase''.
(ex. her, his, their, its. //Her/His// friend is sick.)</span>
<<textbox "$hisher" "">>
<span class="info">Enter your posessive pronoun in ''lowercase''.
(ex. hers, his, theirs, its. That gemstone is //hers/his//.)</span>
<<textbox "$hishers" "">>
<span class="info">Enter your reflexive pronoun in ''lowercase''.
(ex. herself, himself, themselves, itself. She/he doesn't talk about //herself/himself//.)</span>
<<textbox "$himherself" "">>
<span class="info">Are your pronouns singular or plural? (Plural pronouns are like they/them. Think: If the sentence "What is she doing?" doesn't sound right with your pronouns, then they're likely plural.)</span>
<label><<checkbox "$plrl" false true>> My pronouns are plural</label>
@@#sp;<<link 'Try Pronouns →'>>@@
<<set $capheshe to $heshe.toUpperFirst()>>
<<set $caphimher to $himher.toUpperFirst()>>
<<set $caphisher to $hisher.toUpperFirst()>>
<<set $caphishers to $hishers.toUpperFirst()>>
<<set $caphimherself to $himherself.toUpperFirst()>>
<<if $plrl is true>>
<<goto STRT_7_plrl>>
<<else>>
<<goto STRT_7_sing>>
<</if>>
<</link>>
/*
<<link 'shownTxt'>>
<<if $plrl is true>>
<<goto plrl_passage>>
<<else>>
<<goto sing_passage>>
<</if>>
<</link>>
*/
/*
[[STRT_7_plrl]]
[[STRT_7_sing]]
*/"Are $heshe hurt? What happened to $himher?"
"That's $hishers, you can't take that!"
"Leave $himher alone. $capheshe don't deserve this."
"Do you know if $hisher health will improve?"
"I may not know <span class="name">$name</span> very well, but it seems $heshe can at least take care of $himherself."
<span class="info">Your pronouns cannot be changed later.</span>
@@#sp;[[Confirm →|STRT_8_whatEnt]]@@
@@#q;[[Go Back ←|STRT_6_pronounEnt]]@@"Is $heshe hurt? What happened to $himher?"
"That's $hishers, you can't take that!"
"Leave $himher alone. $capheshe doesn't deserve this."
"Do you know if $hisher health will improve?"
"I may not know <span class="name">$name</span> very well, but it seems $heshe can at least take care of $himherself."
<span class="info">Your pronouns cannot be changed later.</span>
@@#sp;[[Confirm →|STRT_8_whatEnt]]@@
@@#q;[[Go Back ←|STRT_6_pronounEnt]]@@<span class="skVoice">"Thank you. Finally, which of these best describes how you see yourself, </span><span class="name">$name</span><span class="skVoice">?"</span>
<<listbox "$blessing">>
<<option 'Abyss Angel' 'Abyss Angel'>>
<<option 'Mistwalker' 'Mistwalker'>>
<<option 'Obsidan Star' 'Obsidian Star'>>
<<option 'Malachite Orchid' 'Malachite Flower' selected>>
<<option 'Red Ether' 'Red Ether'>>
<</listbox>>
@@#sp;[[Check Self →|STRT_9_whatCon]]@@<span class="skVoice">"So this is how you see yourself?"</span>
<span class="name">$name</span> is <span class="name">$blessing</span>
<span class="info">You cannot be changed later.</span>
@@#sp;[[Yes →|STRT_10]]@@
@@#q;[[No ←|STRT_8_whatEnt]]@@The scarlet valley dim.
[[SV_test]]A heavy, blood red mist hangs over the valley, blocking all sight more than a stone's throw away.
Best keep moving.
[[North (↑)|SV_dim]]<h1>@@.title;
Wanderlust
@@</h1><hr>
@@.skVoice;Hey!
You just so happened to check this page when I'm in between updates! I've been working on this update for a long while, and progress has been stalling due to art block and mental reasons, but I really wanted to get this out in some form.
So!
I'm not sharing this as an update, nor am I gonna fix any loose ends. This means you'll likely have to use the back arrow a lot if you find blank pages, and you might find unfinished or strange content. I want to finish this update, but we'll see if I ever get around to it.
TLDR: The game is in between updates, I wanted to put something out, so you'll probably find a lot of broken stuff.@@
This is an unfinished, experimental game made primarily by me, Star in my free time, with some worldbuilding help here and there.
The gameplay can be described basically as a text-based exploration game.
I highly recommend checking out the [[Notes|notes]] page to see some information that may be helpful to avoid confusion, and the [[About|about]] section to learn more about the game.
Keep up with the game via my blog posts at https://spacehey.com/starlightcaramel
Thank you for playing. Enjoy
@@#sp;[[Start →|STRT_1]]@@
@@#1;[[Notes →|notes]]@@
@@#2;[[About →|about]]@@
@@#3;[[Changelog →|changelog]]@@
@@#q;[[|EE_1]]
Last Update: 3/31/24by Caramel Treat<span style="color: #4aa21a">Wanderlust //1.8// </span><<nobr>>
/*===== Meta stuff =====*/
<<set $name to "Star">>
<<set $eep to 0>>
<<set $lastPassage to "nan">>
<<set $lastPassage2 to "nan">>
/*===== Gear =====*/
<<set $lantern to 1>>
<<set $shadeLamp to 0>>
/*===== Violet Prairie =====*/
<<set $vp_ws to 0>>
<<set $sunflower to 0>>
/*===== Shattered Forest =====*/
<<set $sf_ws to 0>>
<<set $spritesMess to 0>>
<<set $knowVivex to 0>>
/*===== The Aqueducts =====*/
<<set $ta_ws to 0>>
<<set $knowMinerva to 0>>
<<set $minervaKnowsYou to 0>>
<<set $rustyKey to 0>>
<<set $chestOpen to 0>>
<<set $tr_doorOpen to 0>>
/*===== Twinkling Rift =====*/
<<set $tr_ws to 0>>
/*===== Scarlet Valley =====*/
<<set $sv_ws to 0>>
/*===== Letters =====*/
<<set $gvsLetter1 to 0>>
<</nobr>><<link Inventory Inventory>>
<<set $lastPassage2 to passage()>>
<<goto Inventory>>
<</link>>
/*[[Inventory]]*/<span style="color: #9e34e0">pre-alpha</span>
<span style="color: #ff0088">The SugarCube Update</span><<if visited() is 1>>\
The cavern quickly reveals that it is no natural structure. Instead, the stony walls appear to be just that. Walls. To a much larger tunnel, extending deeper underground. This offputting construction is made more surreal by the dim blue glow permeating the air, illuminating everything just enough to see faint detail.
The hallway-esque structure continues at a slight slant downward to the south, the glow present the entire visible way down. The other way, though, a cool wind blows in from the field.
@@#sp;[[Examine your surroundings (◆)|TA_examineRoom1]]@@
@@#w;[[Head towards The Violet Prairie (↑)|VP_26]]@@
@@#s;[[Continue deeper (↓)|TA_2]]@@
<<else>>\
The unnatural stone hall removes all variance in what you see, leaving its grey walls and blue glow for your eyes to witness.
The hallway-esque structure continues at a slight slant downward to the south, the glow present the entire visible way down. The other way, though, a cool wind blows in from the field.
@@#sp;[[Examine your surroundings (◆)|TA_examineRoom1]]@@
@@#w;[[Head towards The Violet Prairie (↑)|VP_26]]@@
@@#s;[[Continue deeper (↓)|TA_2]]@@
<</if>>Eastward, fdasfassdfasdfassdfasdfasfd
Of course, to the west, the passage also continues.
@@#d;[[East (→)|TA_11]]@@
@@#a;[[West (←)|TA_8]]@@The rest of the tunnel system to the west provides little space, unlike the room you currently stand in. With enough room in all directions to run around comfortably, the sounds of the large central fountain reverberate off the cold, concrete walls. A blue glow still permeates the area, remaining as the only light source.
West, the rest of the tunnels extend, but in all other directions, neatly maintained houses can be seen. The northern house is made of wood, the southern, bricks, and the eastern house, concrete just the same as the walls of the tunnels.
@@#sp;[[Investigate the fountain (◆)|TA_fountain1]]@@
@@#w;[[Enter the wooden house (↑)|TA_12_woodHouse1]]@@
@@#s;[[Enter the brick house (↓)|TA_13_brickHouse1]]@@
@@#d;[[Enter the concrete house (→)|TA_14_stoneHouse]]@@
@@#a;[[Return to the tunnels (←)|TA_10]]@@From here, the weight of all the land above you lingers in the air, and you find it harder to breathe. Something tells you that the only way out of here is through the way you came. Luckily, you remember the way back. Right?
@@#w;[[North (↑)|TA_9]]@@
@@#s;[[South (↓)|TA_16]]@@It's colder here for some reason.
North, the tunnel rises, whereas the southern path does the opposite. The eastern path remains level.
@@#w;[[North (↑)|TA_15]]@@
@@#s;[[South (↓)|TA_17]]@@
@@#d;[[East (→)|TA_18]]@@This room has three ways to go.
To the north and west, the passages carry on, looking identical to that which you're currently in. South, the tunnel holds what looks to be a differently tinted glow than the blue one present throughout the rest of these halls.
@@#w;[[North (↑)|TA_16]]@@
@@#s;[[South (↓)|TA_22]]@@
@@#a;[[West (←)|TA_23]]@@Featureless and discomforting, the stone walls hold up innumerable amounts of earth.
West, the path splits, while east, it remains straight.
@@#d;[[East (→)|TA_21]]@@
@@#a;[[West (←)|TA_16]]@@The tunnel bends here, featuring a set of worn tally marks carved into the wall. They look methodically drawn in rows, giving you the feeling that who or whatever carved them was in no rush to do so.
The curved tunnel opens up to the south and east, offering little to look at.
@@#s;[[South (↓)|TA_20]]@@
@@#d;[[East (→)|TA_5]]@@This area looks exactly the same as the last, aside from the large sign posted on a wall. It seems to be a warning message of sorts.
The tunnel extends north and south, with little to differentiate the two directions. Ever so slightly though, you notice that the southern path descends.
@@#sp;[[Read the large sign (◆)|TA_sign1]]@@
@@#w;[[North (↑)|TA_1]]@@
@@#s;[[South (↓)|TA_3]]@@Nothing interesting.
@@#d;[[East (→)|TA_40]]@@
@@#a;[[West (←)|TA_18]]@@<<if visited() is 1>>\
The glow here is a slightly purple hue when compared to that of the aqueducts thus far, and the air carries a peculiar scent of mildew. The stony floor, rather than being flat, is slightly recessed into the ground with sidewalk-esque walkways by each wall. It looks as though water used to run through the lowered section.
North, the glow returns to the normal blue, but south and east hold the same purple tone as where you stand.
@@#w;[[North (↑)|TA_17]]@@
@@#s;[[South (↓)|TA_24]]@@
@@#d;[[East (→)|TA_25]]@@
<<else>>\
The strange waterway's purple glow illuminates the area, the scent of mildew corrupting the air.
North, the glow returns to the normal blue, but south and east hold the same purple tone as where you stand.
@@#w;[[North (↑)|TA_17]]@@
@@#s;[[South (↓)|TA_24]]@@
@@#d;[[East (→)|TA_25]]@@
<</if>>From here, the soft glow of the aqueducts wanes, pure darkness ominously stretching out towards the west where the tunnels pitch down farther.
<<if $lantern is 0>>\
Without a source of light, there's no way to navigate any farther this direction.
@@#d;[[East (→)|TA_17]]@@
<<else>>\
Your lantern will prove useful when heading that way.
@@#d;[[East (→)|TA_17]]@@
@@#a;[[West (←)|TA_35]]@@
<</if>>The worn sidewaks look significantly more traveled than the lowered center, implying that the water that once flowed here only stopped doing so recently.
North and south, the walkways continue.
@@#w;[[North (↑)|TA_22]]@@
@@#s;[[South (↓)|TA_27]]@@Along the sides of the walkways by the walls, holes open up here and there into an area which the purple glow does not reach. Small metal bars block entry for any slightly larger objects, as if they were only meant to allow water to pass through.
East and west, the waterway continues as it does here.
@@#d;[[East (→)|TA_26]]@@
@@#a;[[West (←)|TA_22]]@@You notice that the walls of this area have a faint brickwork pattern, and something about them feels deeply incorrect to you.
To the west, the brick tunnel continues, though eastward, you're blocked by a large pile of debris comprised of artificial metalic objects. Unlikely that you will reach the other side from where you are now.
@@#sp;[[Investigate the bricks (◆)|TA_brickWall1]]@@
@@#a;[[West (←)|TA_25]]@@The smell of mildew is slightly stronger here, though it's not overpowering. You ponder if the scent has a specific source, or if this part of the subterranian tunnels just so happen to carry this as a trait.
North and south carry much of the same smell and structure.
@@#w;[[North (↑)|TA_24]]@@
@@#s;[[South (↓)|TA_28]]@@The path turns, the corner shaped in a sharp angle unlike those in the rest of the aqueducts which have thus far been rounded.
The 90 degree angle opens north and east.
@@#w;[[North (↑)|TA_27]]@@
@@#d;[[East (→)|TA_29]]@@<<if visited() is 1>>\
Feels unsafe.
@@#d;[[East (→)|TA_30]]@@
@@#a;[[West (←)|TA_28]]@@
<<else>>\
Nothing to note here.
@@#d;[[East (→)|TA_30]]@@
@@#a;[[West (←)|TA_28]]@@
<</if>>A drop of water falls from the ceiling into a small puddle, which seems to have been stagnant as long as it as existed. That water droplet is likely the most change it's seen in years.
North, east, and west, the passages continue, the northern option having a slightly noticable rise.
@@#w;[[North (↑)|TA_2]]@@
@@#d;[[East (→)|TA_4]]@@
@@#a;[[West (←)|TA_5]]@@You wonder what the purpose of this waterway is. Considering it seems to be detatched and distinctly different from the rest of the aqueducts, it may have been made with a different purpose in mind.
East and west. More cold halls.
@@#d;[[East (→)|TA_31]]@@
@@#a;[[West (←)|TA_29]]@@Another turn is constructed here, the very inside of the corner being a very precise angle, carrying no imperfections.
To the north and west, the eerie purple glow continues.
@@#w;[[North (↑)|TA_32]]@@
@@#a;[[West (←)|TA_30]]@@<<if $knowMinerva is 0>>\
A rusty key sits on the walkway off to the side, catching the purple glow.
@@#sp;[[Pick up the key (◆)|TA_minerva_key1]]@@
@@#w;[[North (↑)|TA_33]]@@
@@#s;[[South (↓)|TA_31]]@@
<<elseif $rustyKey is 0>>\
A rusty key sits on the walkway, still untouched.
@@#sp;[[Pick up the key (◆)|TA_minerva_keyTake]]@@
@@#w;[[North (↑)|TA_33]]@@
@@#s;[[South (↓)|TA_31]]@@
<<else>>\
Where you found a key. Now that that's gone, there's nothing to note.
North and south open to you.
@@#w;[[North (↑)|TA_33]]@@
@@#s;[[South (↓)|TA_31]]@@
<</if>>Your footsteps seem strangely muffled here, even though this part of the waterway is visibly identical to those around it.
To the north, a pile of artificial metalic debris takes hold, and to the south, the tunnel looks as it does here.
@@#w;[[North (↑)|TA_34]]@@
@@#s;[[South (↓)|TA_32]]@@The hall turns here, but a large pile of debris blocks the path to the west. It doesn't seem to have anything of note, being mostly comprised of metal scraps and pieces of various synthetic materials. It almost looks like the hoard of some animal.
Even though the west is blocked, the south remains as an option.
@@#s;[[South (↓)|TA_33]]@@<<if visited() is 1>>\
Shaking the lantern, the tunnel is bathed in the veiny patterns of the leaf-walled light. Under light more pure than the blue glow prior, you see now that the walls of the aqueducts carry a slightly blue tint on their own.
<<else>>\
The lantern keeps the tunnel illuminated, casting veiny patterns through the leaf box.
<</if>>\
To the east, the blue glow of the upper aqueducts shines, while west, the passage descends deeper.
@@#d;[[East (→)|TA_23]]@@
@@#a;[[West (←)|TA_36]]@@Interestingly, the crossroads here seem to be a meeting point of two slopes. To the east and west, the tunnel only goes up. This leaves the southern passage, which descends at an almost 15 degree angle, the darkness quickly consuming the depth past the light of your lantern.
@@#s;[[South (↓)|TA_38]]@@
@@#d;[[East (→)|TA_35]]@@
@@#a;[[West (↑)|TA_37]]@@Three red paint lines circle the walls, ceiling, and floor of the tunnel, indicating something. While you may not know what this signifies, you can assume it has something to do with the metal barrier just on the edge of your lantern's light to the south.
North, the path continues as is at a steep upward angle.
@@#w;[[North (↑)|TA_36]]@@
@@#s;[[South (↓)|TA_39]]@@<<if $tr_doorOpen is 0>>\
A large, rusted metal barrier blocks the path to the south, filling the entire passage from the ceiling to the floor. It seems to be constructed differently than the tunnels prior, appearing to be younger than the concrete halls you've been wandering. A heavy metal door looks to be the only way through.
North, though, the tunnel rises through the earth for your traversal.
@@#sp;[[Examine the door (◆)|TA_metalDoor1_1]]@@
@@#w;[[North (↑)|TA_38]]@@
<<else>>\
A large, rusted metal barrier fills the passage. Where it once blocked the entire passage, you've since opened the door, allowing free travel through the sides.
North, the tunnel rises through the earth for your traversal, and the south does the opposite while also carrying a distinct salty smell.
@@#w;[[North (↑)|TA_38]]@@
@@#s;[[South (↓)|TA_49]]@@
<</if>>A corner of the passageways, it's oddly rounded. Still, primarily featurless.
South and west, more cold, glowing tunnes.
@@#s;[[South (↓)|TA_6]]@@
@@#a;[[West (←)|TA_3]]@@<<if visited() is 1>>\
While nothing of note can be seen in this north-bending corner, a loud crash catches your attention farther down the hall.
North and west, the passage continues.
@@#w;[[North (↑)|TA_41]]@@
@@#a;[[West (←)|TA_21]]@@
<<else>>\
North and west, the passage continues in a turn.
@@#w;[[North (↑)|TA_41]]@@
@@#a;[[West (←)|TA_21]]@@
<</if>><<if visited() is 1>>\
Nothing is here, despite the loud crash. Just a dead end.
@@#s;[[South (↓)|TA_40]]@@
<<else>>\
Just a dead end.
@@#s;[[South (↓)|TA_40]]@@
<</if>><<if $chestOpen is 0>>\
A generic looking treasure chest sits in the dead center of the hallway, <<if $knowMinerva is 1>>and while a lock is present around the latch, it appears to be open.<<else>> secured with by a metal lock.<</if>>
East, not much is to note, but west, the sounds of running water lie beyond the light of your lantern.
<<if $knowMinerva is 1>>\
<br>@@#sp;[[Open the chest (◆)|TA_chest1]]@@<br><</if>>\
@@#d;[[East (→)|TA_43]]@@
@@#a;[[West (←)|TA_44]]@@
<<else>>\
A wooden chest sits in the center of the hallway, the top open and contents emptied.
East, not much is to note, but west, the sounds of running water lie beyond the light of your lantern.
@@#d;[[East (→)|TA_43]]@@
@@#a;[[West (←)|TA_44]]@@
<</if>>This hall is just the same as the last.
South, east, and west comprise the directions available.
@@#s;[[South (↓)|TA_46]]@@
@@#d;[[East (→)|TA_47]]@@
@@#a;[[West (←)|TA_48]]@@As you travel, your footsteps reverberate loudly, and you wonder if anyone would be able to hear your approach.
Still, from what you've seen, there isn't any real place to dwell near here, as both east and west where the tunnel extends, there's no real features.
@@#d;[[East (→)|TA_3]]@@
@@#a;[[West (←)|TA_19]]@@The air is still down here, and the featureless walls blend into one another. The haze of the blue glow does little to help differentiate the passageways.
North and south open up to you, while the eastern wall shows a bit of wear. Maybe at some point, an additional passageway was available.
@@#w;[[North (↑)|TA_4]]@@
@@#s;[[South (↓)|TA_7]]@@This rounded corner has a small pile of twigs and leaves nestled into it's curve. Two small eggs can be seen on top of it, even if it doesn't look like much of a nest.
North and east provide an escape from the oppressive walls... to more walls.
@@#w[[North (↑)|TA_6]]@@
@@#d;[[East (→)|TA_8]]@@A small wooden sign sits against the northern wall, words scratched into the surface.
From where you stand, the east and westward paths carry straight, with the latter tunnel turning to the right. South, the concrete hall pitches downward, descending deeper into the earth.
@@#sp;[[Pick up and read the sign (◆)|TA_woodSign1]]@@
@@#s;[[South (↓)|TA_9]]@@
@@#d;[[East (→)|TA_10]]@@
@@#a;[[West (←)|TA_7]]@@#For a moment, a slight breeze can be felt. Or maybe that was just from your movement?
The tunnel angles up to the north, and farther down to the south.
@@#w;[[North (↑)|TA_8]]@@
@@#s;[[South (↓)|TA_15]]@@The painting takes up a sizeable portion of the wall, the colors startlingly vibrant against the dull grey concrete and blue glow. The majority of the artwork is devoted to depicting a large valley with a blood red fog hanging over the entire environment. Deep red clouds float high over the tops of the valley sides, blocking out most of the skylight.
The valley floor is littered with trees sporting a white marbled pattern, black eye-shaped patterns dotting the bark. Most of them lack any sort of leaf coverage, though a few have branches which hold a surprising amount of white leaves.
@@#sp;[[Next →|TA_artwork2]]Below the trees, white grass blankets the floor, stained here and there with spots, puddles, and ponds of deep red. Dividing the center of the valley floor snakes a paved sidewalk, perfectly clean and maintained, fading off into the distant red fog down the valley.
@@#sp;<<link '(◇)' $lastPassage>><</link>>@@The dull bricks comprising the walls of this waterway seem to be flawlessly maintained, unlike the rest of the aqueducts. No chips in the structure, no graffiti, no old appearances. It's as if these bricks, chiseled from a sort of grey rock, were installed yesterday.
@@#sp;<<link '(◇)' $lastPassage>><</link>>@@You set down your lantern and crouch in front of the worn, wooden box. Metal reinforcements bind the container together, giving it a very sturdy look. The lock on the latch appears to have an opening for a key on the bottom, but there is no use for that, as it is already unlocked for some reason.
@@#sp;[[Open the chest →|TA_chest2]]@@You pull the lock off, setting it on the stone floor with an echoey //clank//. Holding the edge of the lid, you pull it open.
A metalic smell wafts from the previously sealed air, and within the chest you see a collection of white glowing flowers with a shape similar to lilac. The pale petals have spots of red strewn across them, and while it looks like this may just be a pattern of the flower, something tells you that it has to do with the metalic, coppery scent.
@@#sp;[[Next →|TA_chest3]]@@Beneath the stained white flowers, a small brown paper hides. It looks worn and old, as if waiting for quite some time. Odd, since the flowers seem brand new.
@@#sp;[[Pick up the flowers and read the note →|TA_chest4]]@@The note reads:
//Valley, so hungry. Air, so crimson.
Ride, not your soul, down that way.
For living in tow, and helpless as doe,
Your blade brings the Heart a new day.//The walls of the corridor give you a fair bit of room to walk around, likely enough to for you lay down perpendicular to the walls with plenty of headroom. When reaching up, you can touch the rough, cold ceiling, of which appears to be made of some sort of old concrete. The walls and floor are the same material, though the floor is visibly well worn.
All along the top of the tunnel, small circles of glass are visible, and upon further examination, appear to be lights. Unfortunately, they are all inactive. Still, the blue glow of the tunnel allows you to see just fine.
@@#sp;<<link '(◇)' $lastPassage>><</link>>@@<<if visited() is 1>>\
The fountain stands at a respectable height, the top of the grey brick it's comprised of rising just over your eye level. Clear water pours over the edges of three tiered circles, each one bigger than the one above it. Small designs can be seen carved into the brickwork, depicting what appear to be trees standing in a field.
Looking closely, you can see that one of the trees, positioned near the eastern underside of the middle circle, has leaves shaped like stars.
@@#sp;<<link '(◇)' $lastPassage>><</link>>@@
<<else>>\
The fountain stands tall, its three circular levels still flowing with clear water.
The tree engravings in the brickwork are just as you remember, with one showing a tree with star-shaped leaves.
@@#sp;<<link '(◇)' $lastPassage>><</link>>@@
<</if>><<if visited() is 1>>\
The rusty door seems to be held in place not only by its immense weight, but also by the lock around the handle binding it to the metal wall. In the light of your lantern, you see that a key hole is visible on the bottom, though it looks like it hasn't been used in a very long time.
Hopefully it can still take a key. Maybe it's around here somewhere?
@@#sp;<<link '(◇)' $lastPassage>><</link>>@@
<<elseif $rustyKey is 1>>\
The rusty door holds its firm position and looks to be locked in place. It appears the key that you found by Minerva might fit it's lock.
@@#sp;[[Unlock the door →|TA_metalDoor1_2]]
<<else>>\
The rusty door still holds its position, locked in place. Maybe the key is around here somewhere.
@@#sp;<<link '(◇)' $lastPassage>><</link>>@@
<</if>>Setting down your lantern, you take out the key and slide it into the lock. Turning it, the device pops open cleanly, letting you remove it from the door.
@@#sp;[[Next →|TA_metalDoor1_3]]<<set $tr_doorOpen to 1>>\
Dropping the lock to the ground, you grab the handle of the rusty door and pull with all your weight, sliding the stubborn door to the side. A rush of salty air flows through the doorway, giving the hall more air movement than it had ever gotten.
Picking up your lantern and looking through the door, you see that the stone tunnel continues at a downward angle as far as your light goes.
@@#sp;<<link '(◇)' $lastPassage>><</link>>@@<<set $knowMinerva to 1>>Just before you reach down for the key, you hear a //swish// through the air.
@@#sp;[[Next →|TA_minerva_key2]]@@<<nobr>>
@@.minerva;
<<type 20ms start .25s element "span">>"Next time I'll try to be a little less<</type>>
<<type 200ms start .1s element "span">>... <</type>>
<<type 20ms start .5s element "span">> hostile."<</type>>
@@
<</nobr>>
<<timed 3.5s t8n>>
And with that, he continues his exit, his footsteps audible for far longer than you would have expected, given how he seemed to sneak up on you before.
@@#sp;[[Next →|TA_minerva_key11]]
<</timed>>The rusted key still sits on the cold ground at your feet.
@@#1;[[Take the key →|TA_minerva_keyTake]]@@
@@#2;[[Leave the key →|TA_minerva_keyLeave]]@@Cold metal graces your neck.
<<nobr>>
@@.minerva;
<<type 40ms start 3s element "span">>"If you want to keep your head,<</type>>
<<type 40ms start .5s element "span">> I suggest you turn around.<</type>>
<<type 150ms start .75s element "span">> Very slowly."<</type>>
@@
<</nobr>>
<<timed 9.75s t8n>>\
@@#sp;[[Turn around slowly →|TA_minerva_key3_slow]]@@
<</timed>>You turn around slowly, sharp metal startlingly present against you.
Turning your body to face your assailant, you're met with a young human boy holding a weapon of sorts to your neck.
@@#sp;[[Next →|TA_minerva_key4_slow]]<<nobr>>
@@.minerva;
<<type 20ms start .25s element "span">>"Who are you?<</type>>
<<type 20ms start .25s element "span">> Who sent you here?"<</type>>
@@
<</nobr>>\
<<timed 1.75s t8n>> he demands, holding the long weapon steady.
He wears a lightweight, dark green long-sleeve shirt which he seems to have sewn back together in a few places. Under this and what appears to be a makeshift black skirt, his dark caramel colored skin is mostly wrapped with white bandages, his legs especially being completely covered by the white cloth.
@@#1;[[Tell him your name and who sent you →|TA_minerva_key5_slow]]@@
@@#2;[[Keep quiet →|TA_minerva_key5_slow_quiet]]@@
<</timed>><<set $minervaKnowsYou to 1>><<nobr>>
@@.minerva;
<<type 20ms start .25s element "span">>"@@.name;$name@@@@.minerva;<</type>><<type 20ms start .35s element "span">>, huh? <</type>>
<<type 20ms start 1.5s element "span">>And //nobody// sent you?
<</type>>
<<type 120ms start .5s element "span">> Riiight..."
<</type>>
@@
<</nobr>>\
<<timed 5.5s t8n>> He sighs and shakes his head, his fluffy black hair frantically moving in the stagnant aqueduct air.
@@#sp;[[Next →|TA_minerva_key6]]@@
<</timed>>He narrows his green eyes at you, peering through his dense black hair.
After a moment, he sighs.
@@#sp;[[Next →|TA_minerva_key6]]@@The boy lowers his weapon, letting you get a good look at it as he sets it upright next to him. The long, obsidian black halberd looks powerful, yet still sized well for the size of its wielder. The tall weapon stands just as tall as the boy, with a curved blade at the end, likely the part that was to your neck just a second ago.
@@#sp;[[Next →|TA_minvera_key7]]@@He points at the key which you had been intending to pick up.
<<nobr>>
@@.minerva;
<<type 20ms start 2s element "span">>"And that key?<</type>>
<<type 20ms start .5s element "span">> I'd leave that here if I were you.<</type>>
<<type 20ms start .6s element "span">> The twinkling rift really isn't a place for you,<</type>>
<<type 20ms start .15s element "span">> so let it be."<</type>>
@@
<</nobr>>
<<timed 7s t8n>>
@@#sp;[[Next →|TA_minerva_key9]]@@
<</timed>>The boy turns away from you, beginning to return down the southern waterway passage, when he stops.
<<nobr>>
@@.minerva;
<<type 20ms start 3s element "span">>"Oh,<</type>>
<<type 20ms start .5s element "span">> and I'm Minerva.<</type>>
<<type 20ms start .75s element "span">>I don't think I've ever seen you around,<</type>>
<<type 20ms start .25s element "span">> but I feel like we might run into each other again."<</type>>
@@
<</nobr>>
<<timed 8.5s t8n>>
@@#sp;[[Next →|TA_minerva_key10]]@@
<</timed>>You leave the key where it is.
@@#sp;<<link '(◇)' $lastPassage>><</link>>@@<<set $rustyKey to 1>>You take the key.
@@#sp;<<link '(◇)' $lastPassage>><</link>>@@<<nobr>>
@@.minerva;
<<if $minervaKnowsYou is 1>>
<<type 20ms start .25s element "span">>"Look,@@<</type>><<type 20ms start .35s element "span">> @@.name;$name@@@@.minerva;. <</type>>
<<else>>
<<type 20ms start .25s element "span">>"Look,<</type>><<type 20ms start .35s element "span">> whoever you are.<</type>>
@@
<</if>>
<<type 20ms start .75s element "span">>I really don't think you know where you're going.
<</type>>
<<type 20ms start .5s element "span">>My suggestion is to go back to where you came from and leave this place alone.
<</type>>
<<type 20ms start .5s element "span">>You're not safe to just wander about like this."
<</type>>
<</nobr>>\
<<timed 9s t8n>>
@@#sp;[[Next →|TA_minerva_key8]]@@
<</timed>><<if visited() is 1>>\
The sign is made of a worn, yellow painted metal. Rust eats at the corners, but the text is still legible.
//Traveling the aqueducts without a guide is prohibited. All guides must have a navigation booklet on them at all times. Do not engage with dwellers. If the lights go out, seek the nearest shelter immediately.//
You notice on the bottom of the sign, a handwritted addition to the above message.
//*LRRL - salvation!//
@@#sp;<<link '(◇)' $lastPassage>><</link>>@@
<<else>>\
The sign reads:
//Traveling the aqueducts without a guide is prohibited. All guides must have a navigation booklet on them at all times. Do not engage with dwellers. If the lights go out, seek the nearest shelter immediately.//
On the bottom of the sign, a handwritted addition says:
//*LRRL - salvation!//
@@#sp;<<link '(◇)' $lastPassage>><</link>>@@
<</if>><<set _rng1 to random(1, 3), _rng2 to random(1, 3), _rng3 to random(1,3)>><<if visited() is 1>>\
The wooden board is soft and wet to the touch, as if it had been soaking underwater for a while. While the blue glow in the area makes it easy to see, the words etched into the sign are messily formed, giving you a bit of a struggle.
The strange words form brief phrases, though even those hardly make sense, and don't appear to have any relation to each other.
//<<nobr>>
<<if _rng1 is 1>>
Lights for the moon over and
<<elseif _rng1 is 2>>
Your eyes and in the hum of electricity
<<else>>
The one they want to be with others
<</if>>
<</nobr>>//
//<<nobr>>
<<if _rng2 is 1>>
Never far away I'm telling
<<elseif _rng2 is 2>>
Us locked us in a burning building
<<else>>
To eat you I come with no
<</if>>
<</nobr>>//
//<<nobr>>
<<if _rng3 is 1>>
Nothing left send every message as
<<elseif _rng3 is 2>>
Loved you like time is such a
<<else>>
All exits your house is a double
<</if>>
<</nobr>>//
Strange.
@@#sp;<<link '(◇)' $lastPassage>><</link>>@@
<<else>>\
The damp wooden board's lettering is hard to make out with the messy writing.
Interestingly, the phrases on the sign are different from the last time you looked at it.
//<<nobr>>
<<if _rng1 is 1>>
Lights for the moon over and
<<elseif _rng1 is 2>>
Your eyes and in the hum of electricity
<<else>>
The one they want to be with others
<</if>>
<</nobr>>//
//<<nobr>>
<<if _rng2 is 1>>
Never far away I'm telling
<<elseif _rng2 is 2>>
Us locked us in a burning building
<<else>>
To eat you I come with no
<</if>>
<</nobr>>//
//<<nobr>>
<<if _rng3 is 1>>
Nothing left send every message as
<<elseif _rng3 is 2>>
Loved you like time is such a
<<else>>
All exits your house is a double
<</if>>
<</nobr>>//
Strange.
@@#sp;<<link '(◇)' $lastPassage>><</link>>@@
<</if>>A small inlet of water takes hold before you in the strangely steep horseshoe-shaped wall of sand making up the land you stand upon. The water sits a noticable drop down from the edge of the sandstone ledge, and it doesn't look like you'd be able to climb up were you to fall in.
On either side of where you stand, the sandbar is traversable, but south, the water appears too far down from where you stand. Jumping in would leave you with no immediate way out.
@@#w;[[North (↑)|TA_something]]@@
@@#s;[[Jump into the water (↓)|TR_water1]]@@
@@#d;[[Travel to the eastern sandbar (→)|TR_2]]@@
@@#a;[[Head down the western side of the sandbar (←)|TR_3]]@@The sand here is damp, but not wet enough to stick very well. Strange, considering the elevation difference from the shore to the water doesn't allow for any waves to wash over it.
North, (something blocking the path). South, the water rests a sizeable drop below you, with jagged rocks visible just below the surface. Best not to jump. To the east and west, more sand.
@@#a;[[Travel west on the sand (←)|TR_1]]@@
@@#d;[[Travel eastward on the sandbar (→)|TR_4]]@@Here in a corner of the raised shore, an oddly placed oak tree stands out of the sand. The tree is withered and brittle, with a few brown leaves hanging from the frail branches. Old sap runs down the trunk, giving off a bitter yet pleasant smell.
(north and west, blocked) To the south and east, the sand carries on, with the southern option appearing to be an end to the dry land.
@@#sp;[[Try and climb the tree (◆)|TR_treeClimb1]]@@
@@#s;[[Head south (↓)|TR_6]]@@
@@#d;[[Travel east (→)|TR_1]]@@In the corner of the sandbar, there grows an inconspicuous pine tree. Strangely out of place here, in the sand, but visibly thriving nonetheless. Humid, warm air wafts in from the water, carrying a pleasant salty smell.
(blocking thing to the north and east) West and south, however, more of the sandbar is accessible, with the latter option appearing to be the edge of the land.
@@#a;[[Head west (←)|TR_2]]@@
@@#s;[[Head south, towards the edge (↓)|TR_5]]@@From here at the edge of the elevated shore, you can see the water very clearly. The expansive body of water stretches farther than you'd expect, and the humid air remains brings a freeing feeling to the entire area. Interestingly, an old and admittedly untrustworthy looking wooden platform stretches out over the western ledge.
The sand continues to the north, but east, you're (blocked by something). From the south to the west, the water opens before you, however with a collection of jagged rocks beneath the surface, it'd be best not to jump in.
@@#sp;[[Approach the dock (◆)|TR_dock1]]@@
@@#w;[[Return to the rest of the sand (↑)|TR_4]]@@Here on an edge of the shore, you can see the water a little better, and it gives off a strange light. Still, the angle is too steep to see into the depths accurately. The sea breeze stings your eyes ever so slightly, and with the whisling of the air past you, a faint whisper can be heard. Almost as if the water itself was carrying a voice up from the abyss, directly to you.
North, the sand continues as it is where you are, while the west (is blocked). The east holds a possible entrance to the body of water, unlike the south, where sharp rocks jutting out of the surface strongly discourage your jumping in. Still, despite the apparently open entry to the water to the east, the height difference between where you stand and where you would end up doesn't suggest an easy return onto land.
@@#w;[[Continue back to the sand (↑)|TR_3]]@@
@@#d;[[Jump into the water (→)|TR_water1]]@@Approaching the dock, you see that the wooden support beams run down to the sharp rocks below the water. They appear worn with time and carry all sorts of glowing algae near the base. If this thing falls, you're likely going down with it.
@@#1;[[Run onto the dock →|TR_dock2_risky1]]@@
@@#2;[[Carefully step onto the dock →|TR_dock2_careful]]@@
@@#sp;<<link 'Leave the old dock be (◇)' $lastPassage>><</link>>@@You carefully step onto the edge of the dock and it creaks slightly, yet the support beams appear to remain stable. Taking another step, this time with your full weight, the old sea-weathered wood bends slightly, but does not break. Cautiously and slowly, you eventually make your way to the end of the dock.
@@#sp;[[Take in the view →|TR_dock3]]@@<<set $dockBoardBroken to 1>>You take a few steps back, then run full speed onto the dock. The salty wind burns your eyes as you run, and the old wooden dock strains under the stress of the first few steps.
Not even halfway down the dock, one of the boards crack loudly as you step on it, shattering once you step off. Not stopping to look back, you keep running until you reach the end.
The dock groans as you slow your pace as if to express its discontent with your actions. Despite this (and the one board, now broken off into the water below) the dock appears to still hold steady.
@@#sp;[[Next →|TR_dock2_risky2]]@@While the salty, humid breeze does little to make catching your breath easy, it feels good. For a moment, you forget about everything you don't know.
@@#sp;[[Take in the view →|TR_dock3]]@@Looking out from the edge of the dock, you finally get a really good look at the water below. From directly above like this, the water appears crystal clear, and you can see as deep as it goes.
Unexpectedly, it's still hard to see what's at the bottom. Not from lack of clarity, nor lack of light, but instead, your eyes strain to see anything on the surprisingly bright sea floor. Here and there, you can make out a brightly glowing piece of kelp sway back and forth, or when the light refracts off the surface just right, you can see a thin coral fan moving with the current.
@@#sp;[[Next →|TR_dock4]]@@It seems unlikely that without some sort of way to dim the light from the plants below, going into the water would yield anything but hurt eyes and a headache. Still, covering your eyes most of the way seems to allow you to look into the water for longer.
The clear water brings with it calm waves on top, and below the surface, where there aren't blindingly bright plants, you can see pale sand covering the floor. Looks soft.
@@#sp;[[Leave the dock →|TR_dock5]]@@Turning around, you make your way back to the sand, mostly confident that the wood wont give out from under your feet.
<<if $dockBoardBroken is 1>>\
As you make your way back, you look down the hole where the board you broke was, to see that it fell into the water below and is now peacefully floating on the waves.<br>
<</if>>\
@@#sp;<<link '(◇)' $lastPassage>><</link>>@@Approaching the tree, you look up it to get a grasp of what you're dealing with.
Given the dead appearance of the tree and the lack of large branches, it doesn't appear you'll be able to climb it.
@@#sp;<<link '(◇)' $lastPassage>><</link>>@@1-examine
2-rng-able
a-elsewhere
b-violet-prairie
b-violet-prairie-dim
c-shattered-forest
c-shattered-forest-dim
d-the-aqueducts
d-the-aqueducts-dim
e-twinkling-rift
e-twinkling-rift-dim
f-scarlet-valley
f-scarlet-valley-dim
z1-meta
z2-indev
z3-menuspasscode thingyAnother empty passage.minerva's houseAt the end of the passage, painted artwork waits to be observed, depicting what appears to be a red-tinted valley with surprising detail. The paint almost looks fresh.
Being a dead-end, north is your only way out.
@@#sp;[[Examine the painting (◆)|TA_artwork1]]@@<<if visited() is 1>>\
The grass gives off an earthy smell, giving a comforting feeling. Combined with the cool blades, the field seems to be giving you a hug.
@@#sp;<<link 'Get up (◇)' $lastPassage>><</link>>@@
<<else>>\
With your newly dampened exterior, you find that laying in the grass, for as peaceful as it may be, is still laying in the grass.
@@#sp;<<link 'Get up (◇)' $lastPassage>><</link>>@@
<</if>>The green grass around you flows calmly in the wind, and the cold night breeze aquaints itself with your body. A puddle sits at your feet. Strange that you woke up here.
To the north and east, the rest of the prairie stretches on, bearing a similar violet sky and thick grass cover. West, the grass thins, making way for a dense and dark forest.
@@#sp;[[Lay down in the puddle (◆)|VP_puddleLay1]]@@
@@#w;[[North into the prairie (↑)|VP_2]]@@
@@#d;[[East into the prairie (→)|VP_3]]@@
<<nobr>>
<<if hasVisited("SF_1") is false>>
@@#a;[[West, towards the forest (←)|SF_1]]@@
<<else>>
@@#a;[[West, towards the Shattered Forest (←)|SF_1]]@@
<</if>>
<</nobr>>The field feels massive, but the intermittent sunflower spots the landscape. Oddly enough, they give off a soft glow.
In all directions, the deep green grass of the field spans under the violet sky.
@@#sp;[[Examine one of the sunflowers (◆)|VP_sunflower1]]@@
@@#w;[[North (↑)|VP_7]]@@
@@#s;[[South (↓)|VP_12]]@@
@@#d;[[East (→)|VP_13]]@@
@@#a;[[West (←)|VP_3]]@@The grass rustles pleasantly in the cool breeze. The prairie invites your exploration, it seems.
And to your exploratory self, it offers more grass. Everywhere.
@@#w;[[North (↑)|VP_9]]@@
@@#s;[[South (↓)|VP_13]]@@
@@#d;[[East (→)|VP_15]]@@
@@#a;[[West (←)|VP_7]]@@Nothing of note in this part of the field. Just grass, cold wind, and the violet sky.
That being said, to the east, a single tree can be seen.
@@#w;[[North (↑)|VP_10]]@@
@@#s;[[South (↓)|VP_21]]@@
@@#d;[[East (→)|VP_17_tree]]@@
@@#a;[[West (←)|VP_14]]@@You can faintly hear birdsong, but you have yet to see any birds.
The prairie stretches in every visible direction. Interestingly, a lone tree can be seen to the south.
@@#w;[[North (↑)|VP_11]]@@
@@#s;[[South (↓)|VP_17_tree]]@@
@@#d;[[East (→)|VP_16]]@@
@@#a;[[West (←)|VP_10]]@@A small patch of mushrooms can be found growing through the grass here. Given their bright red caps, you figure you shouldn't risk eating them.
To the north and east, the field continues. South and west, however, you see jagged, loose rocks which make a slope too steep to be worth scaling.
@@#w;[[North (↑)|VP_3]]@@
@@#d;[[East (→)|VP_12]]@@The moon is strangely bright here.
To the north and east, a dead drop into a canyon halts your progress. South and west, there stands grass.
@@#s;[[South (↓)|VP_16]]@@
@@#a;[[West (←)|VP_11]]@@A small patch of glowing sunflowers makes its home at this spot in the field.
In all directions, the prairie stretches on.
@@#sp;[[Examine one of the sunflowers (◆)|VP_sunflower1]]@@
@@#w;[[North (↑)|VP_15]]@@
@@#s;[[South (↓)|VP_18]]@@
@@#d;[[East (→)|VP_19]]@@
@@#a;[[West (←)|VP_13]]@@A lone tree stands in the field. The branches are firm, and the leaves are shaped like stars. You can see a woman laid under it, motionless.
All surrounding the tree, grass can be seen.
@@#sp;[[Approach the woman (◆)|VP_graves1]]@@
@@#w;[[North (↑)|VP_13]]@@
@@#s;[[South (↓)|VP_22]]@@
@@#d;[[East (→)|VP_18]]@@
@@#a;[[West (←)|VP_12]]@@The violet sky twinkles with stars in a beautiful display. The grass here seems rather soft. Seems like a nice spot to lay down.
In every visible direction, there is little to be noted other than a tree standing alone in the field to the west.
@@#sp;[[Lay down in the grass (◆)|VP_layDown1]]@@
@@#w;[[North (↑)|VP_16]]@@
@@#s;[[South (↓)|VP_23]]@@
@@#d;[[East (→)|VP_20]]@@
@@#a;[[West (←)|VP_17_tree]]@@You get the feeling that you're being watched, though it doesn't make you uncomfortable.
To the north and east, a canyon blocks your way. South and west, the prairie continues.
@@#s;[[South (↓)|VP_20]]@@
@@#a;[[West (←)|VP_16]]@@The grass of the field almost glistens under the glow of the sky, the shine of the swaying blades making an effect not dissimilar from light refracting off water. A sunflower can be seen here and there, emitting a soft glow.
To the west, a dark forest is visible, though it looks untravelable due to the tree density. South, a small puddle makes it's presence known, almost hiding just out of view through the grass, which likewise is visible in the other directions.
@@#sp;[[Examine one of the sunflowers (◆)|VP_sunflower1]]@@
@@#w;[[North (↑)|VP_3_silent]]@@
@@#s;[[South (↓)|VP_1]]@@
@@#d;[[East (→)|VP_5]]@@The air here feels warm, and the grass of the large field before you is laden with with sand blown in from a strange cave to the east.
In all directions but east, the grass stretches. Eastward, you can hear the distant howling of wind through dark, sandy cavern.
@@#d;[[Enter the cave (→)|DS_1]]@@
@@#w;[[Make your way north (↑)|VP_19]]@@
@@#s;[[Venture south (↓)|VP_24]]@@
@@#a;[[Travel westward (←)|VP_18]]@@The grass of this field is littered here and there with healthy amounts of weeds.
To all directions but the west, the field carries on. The west hosts a sharp, rocky rise in elevation, too steep to climb.
@@#w;[[North (↑)|VP_12]]@@
@@#s;[[South (↓)|VP_27]]@@
@@#d;[[East (→)|VP_22]]@@A star shaped altar sits here in the grass, a few feet tall. It is made of harsh grey stone and is warm to the touch.
Elsewhere, there is field, but to the south you can see a sharply elevated bit of land. Additionally, the north seems to host a single tree standing in the prairie.
@@#sp;[[Lay on the altar (★)|VP_saferoomExt]]@@
@@#w;[[North (↑)|VP_17_tree]]@@
@@#s;[[South (↓)|VP_26]]@@
@@#d;[[East (→)|VP_23]]@@
@@#a;[[West (←)|VP_21]]@@As you walk through the grass, you see a small hole dug into the dirt, almost like an animal's burrow.
In all directions, the prairie extends, but far to the south, a steep cliff rises above the grassland.
@@#w;[[North (↑)|VP_18]]@@
@@#s;[[South (↓)|VP_25]]@@
@@#d;[[East (→)|VP_24]]@@
@@#a;[[West (←)|VP_22]]@@The grass here is less dense, making travel a little easier.
North and east, more of the prairie is available. South and west, however, a rocky cliffside towers over you, too steep to climb.
@@#w;[[North (↑)|VP_20]]@@
@@#a;[[West (←)|VP_23]]@@The ground here is more rocky, with a thin veil of grass lingering from the more saturated areas of the adjacent field.
To the north, said field stretches on, while to the west, the rocky ground continues, leaving the south and east blocked by a high cliff towering above you.
@@#w;[[North (↑)|VP_23]]@@
@@#a;[[West (←)|VP_26]]@@Sounds from a nearby cave give this place an unsettling vibe, and part of you wants to leave.
The cave opens wide to the south, emitting quiet drips. To the north, a soft purple sky hangs over a field, contrasting sharply with the harsh rocky paths to the east and west.
<<nobr>>
<<if hasVisited("TA_1") is false>>
@@#s;[[Enter the cave (↓)|TA_1]]@@
<<else>>
@@#s;[[Enter The Aqueducts (↓)|TA_1]]@@
<</if>>
<</nobr>>
@@#w;[[Travel to the field (↑)|VP_22]]@@
@@#d;[[Head east on the rocky path (→)|VP_25]]@@
@@#a;[[Make your way west on the rocky path (←)|VP_27]]@@The grass of the prairie thins here, making way for the rock and dirt ground.
To the north, the grass becomes more dense, leading to the rest of the field. To the south and west, a high cliff face prevents you from traveling any further. Eastward, the rocky ground continues.
@@#w;[[North (↑)|VP_21]]@@
@@#d;[[East (→)|VP_26]]@@A bush pokes at you from the tall grass, but you notice and step around it soon enough as to evade the thorny branches.
To the west, light refracts off the surface of a small puddle, while in every other direction, the field spans.
@@#w;[[North (↑)|VP_5]]@@
@@#s;[[South (↓)|VP_14]]@@
@@#d;[[East (→)|VP_10]]@@
@@#a;[[West (←)|VP_1]]@@The prairie is silent here.
@@#s;[[South (↓)|VP_2]]@@
@@#d;[[East (→)|VP_4]]@@On occasion, you almost trip on a rock. The grass doesn't allow you to see very well what you're stepping over, after all.
Grass of the prairie can be found in most directions, except for north, where a canyon restricts further travel.
@@#s;[[South (↓)|VP_5]]@@
@@#d;[[East (→)|VP_8]]@@
@@#a;[[West (←)|VP_3_silent]]@@The prairie's lush green grass makes it a little hard to walk, as it comes up to your knees. Still, the brisk nighttime air and pleasant breeze makes the environment more than enjoyable.
The field surrounds you on all sides.
@@#w;[[North (↑)|VP_4]]@@
@@#s;[[South (↓)|VP_3]]@@
@@#d;[[East (→)|VP_7]]@@
@@#a;[[West (←)|VP_2]]@@A large rock stands in the grass, providing a nice lookout point.
And yet even with the height, grass is all that's visible in any direction.
@@#w;[[North (↑)|VP_8]]@@
@@#s;[[South (↓)|VP_10]]@@
@@#d;[[East (→)|VP_11]]@@
@@#a;[[West (←)|VP_5]]@@An few odd rocks with small holes carved into them can be seen here, standing above the prairie. When the wind hits them just right, it creates a somber chord of airy whistling.
To the north, a canyon blocks any exploration, but elsewhere, the field continues.
@@#s;[[South (↓)|VP_7]]@@
@@#d;[[East (→)|VP_9]]@@
@@#a;[[West (←)|VP_4]]@@To the north and east, a massive canyon can be observed. Standing right at the edge, you can feel a strong wind from below. Something in the back of your mind wants you to jump off.
To the south and west, more grass.
@@#s;[[South (↓)|VP_11]]@@
@@#a;[[West (←)|VP_8]]@@<<if visited() is 1>>\
Approaching the motionless woman, you get a bad feeling.
She is laid on her side, chest against the tree.
She is not noticeably breathing.
@@#sp;[[Attempt to wake her up →|VP_graves2]]@@
<<elseif $gvsLetter1 is 0>>\
Graves lays here in the grass. The folded letter still sits in her pocket.
@@#1;[[Take the letter →|VP_graves8_take]]@@
@@#2;<<link 'Leave the letter (◇)' $lastPassage>><</link>>@@
<<else>>\
Graves lays here in the grass. There is nothing to do with her now.
@@#sp;<<link 'Let the body be (◇)' $lastPassage>><</link>>@@
<</if>>You crouch down next to the woman and softly push her shoulder.
No response.
@@#sp;[[Roll her over →|VP_graves3]]@@You gently roll her over onto her back.
She is a finely dressed woman, and besides her motionlessness, looks to be healthy.
Her ears are pointed and she's startlingly tall, but otherwise she looks like a human. A fairly pretty one, at that.
@@#sp;[[Next →|VP_graves4]]@@You notice a folded piece of paper sticking out of the woman's shirt pocket.
@@#sp;[[Carefully remove and read the paper →|VP_graves5]]@@The letter is written on a tattered sheet of paper, and the handwriting is hard to make out.
//Dear Graves,
I'm terribly sorry I took so long to write back. Things have been awfuly chaotic back here and it's been a struggle to find things to keep the fire going, but I'm sure you understand. I really hope you're doing okay out there. If you can find time to visit soon, you know Orchid and I would love to have you back for a day or two.
Oh, and about Orchid. I know things have been really tough out there, and more bad news isn't going to help, but I know you would rather me tell you than not. To not sugarcoat it, Orchid's illness has gotten much worse in the past week or so. The doctor doesn't know what it is yet, but we're waiting on someone from the forest village to come by, who's supposedly more versed in this sickness. It breaks my heart to see her lose her sight like this, and I'm hoping with all of my soul that the new doctor can find a way to bring it back. But with how her eyes were last time the doctor had her open them, I don't think that's going to happen.
I'm really sorry, darling. I didn't mean for this letter to come with such bad news, but I know how you are about Orchid, and I just know you wouldn't want me to hide this from you.
I love you with everything I have, and I hope you can make it back home in time for the new year.
Stay safe, my gem.
Love, Truth.//
@@#sp;[[Check for a pulse →|VP_graves6]]@@Nothing.
@@#sp;[[Next →|VP_graves7]]@@@@#1;[[Put the letter back →|VP_graves8_rerturn]]@@
@@#2;[[Keep the letter →|VP_graves8_keep]]@@<<set $gvsLetter1 to 1>>You keep Graves' letter.
@@#sp;<<link 'Leave the body (◇)' $lastPassage>><</link>>@@You return the letter to Graves' body.
@@#sp;<<link 'Let the body be (◇)' $lastPassage>><</link>>@@<<set $gvsLetter1 to 1>>You take Graves' letter.
@@#sp;<<link 'Leave the body (◇)' $lastPassage>><</link>>@@<<if visited() is 1>>\
You lay down in the cool grass of the prairie and look up at the sky.
@@#1;[[Close your eyes →|VP_layDownClose1]]@@
@@#2;[[Stargaze →|VP_layDownOpen1]]@@
<<else>>\
Once again, you lay down in the cool grass of the prairie, looking up at the sky.
@@#1;[[Close your eyes →|VP_layDownClose1]]@@
@@#2;[[Stargaze →|VP_layDownOpen1]]@@
<</if>><<if visited() is 1>>\
You close your eyes.
All at once, all of your other senses spring to life to make up for the absense of one.
The field's sounds, weather, and scents all come to the forefront of your mind.
@@#sp;[[Next →|VP_layDownClose2]]@@
<<else>>\
You close your eyes.
As your other senses pick up that which your vision dropped, the prairie's invisible soul reveals itself again.
@@#sp;[[Next →|VP_layDownClose2]]@@
<</if>><<if visited() is 1>>\
Birdsong makes its way through the brisk air, yet you've yet to notice any birds in the area.
The grass sways softly in the breeze, providing a constant rustling. A pleasant confirmation of reality.
@@#sp;[[Next →|VP_layDownClose3]]@@
<<else>>\
The sound of grass rustling is familiar to you at this point, and the air still carries birdsong from nowhere.
@@#sp;[[Next →|VP_layDownClose3]]@@
<</if>><<if visited() is 1>>\
The cold air of the prairie clings to your warmth, while the light wind attempts to strip it away.
Moisture in the air gives the implication of recent rainfall, though it's undiscernible from simple dew.
@@#sp;[[Next →|VP-layDownClose4]]@@
<<else>>\
As the brisk nighttime air allies with the wind to rip the heat from your body, you notice that the soft blades of grass swaying all around you have been discreetly gifting you their dew.
@@#sp;[[Next →|VP-layDownClose4]]@@
<</if>><<if visited() is 1>>\
Looking up at the sky, you ponder the reason behind it's violet hue. Maybe some strange atmospheric phenomena? Maybe a hallucination?
Whatever the case, the tapestry of the white pinpricks that are the stars makes for a stunning display across the sky.
@@#sp;[[Next →|VP_layDownOpen2]]@@
<<else>>\
Gazing upwards again, your mind can't help but wander to the question of the violet sky. Its strange beauty is only made more interesting by the realization that the moon which hangs high and bright in the sky has not moved an inch since you first saw it.
With the stars as its backdrop, you decide to not ponder the topic. What is there to conclude, anyways?
@@#sp;[[Next →|VP_layDownOpen2]]@@
<</if>><<if visited() is 1>>\
As you look up at the sky, you see a shooting star skirt the edge of your vision. When you look over to the motion, all that's left behind is a subtle line through the atmosphere.
Had you been looking in the other direction, that shooting star likely would have never been observed. In that case, would it have really ever fallen from it's place in the heavens?
@@#sp;[[Next →|VP_layDownOpen3]]@@
<<else>>\
You recall the shooting star you observed your first time here. Quite lucky timing on your part.
@@#sp;[[Next →|VP_layDownOpen3]]@@
<</if>><<if visited() is 1>>\
While the sky is beautiful, staring into the abyss of space for so long leaves you with a feeling of dread.
@@#sp;<<link 'Get up (◇)' $lastPassage>><</link>>@@
<<else>>\
Similar to last time, the beauty of the sky and its nature of arbitrarily separating you from the void of space leaves you uneasy.
@@#sp;<<link 'Get up (◇)' $lastPassage>><</link>>@@
<</if>><<if visited() is 1>>\
You lay on your back in a muddy puddle, face up gazing into a glowing violet night sky. Looking around from this low vantage point, your view is mostly blocked by tall, swaying blades of grass, though you can see trees in the distance.
@@#sp;[[Get up →|VP_1]]@@
<<else>>\
You lay down in the muddy puddle. It's strange to think that you cannot recall anything before the moment when you awoke here.
Even so, the puddle itself is rather mundane, being just about as cold and uncomfortable to lay in as one would expect from a small pool of water in the dirt of a breezy field.
@@#sp;<<link 'Get up (◇)' $lastPassage>><</link>>@@
<</if>>As you approach a sunflower, you feel a warm, comforting aura eminating from it.
The plant illuminates the surrounding grass with a soft yellow glow, and being face to face with the flower makes you smile a little.
\
<<nobr>>
<<if $sunflower is 0>>
<br>
@@#d;[[Pick a sunflower →|VP_sunflower2]]@@
<<else>>
There is no reason to pick a sunflower, as you already have one.
<br>
<</if>>
<</nobr>>
@@#sp;<<link '(◇)' $lastPassage>><</link>>@@<<set $sunflower to $sunflower +1>>You pick the top from one of the sunflowers, keeping it with you.
The warmth fades from it as it's removed from the stem, but the soft glow remains.
@@#sp;<<link '(◇)' $lastPassage>><</link>>@@<h2>About</h2><hr>
@@#q;[[Back ←|Start]]@@
<h3>Wanderlust: pre-alpha 1.8 S</h3>
Wanderlust is a text-based game inspired by a project done by my favorite band, glass beach.
For their latest album, plastic death, they made an alternate reality game (ARG) which if you don't know, is a series of online puzzles to be solved using various methods by any people interested. In this case, the band's fanbase. (Think of Welcome Home, Cicada 3301, or The Magnus Protocol)
I was pretty involved in the ARG and had a lot of fun with it, but there was one part in particular I loved.
On the ARG webpage, https://glassbeach.band/abyss/compass featured a set of links which could be used to navigate around a supposed map with various interesting locations that were riddled with hints, song teasers, and stupid jokes.
I really loved this concept, and decided to adapt it into a larger, more coherent explorable map, which is now Wanderlust.
I'm making this game with the Twine game engine using the Harlowe story format. I went in basically blind with very very little (basically no usefull) coding experience, but reading the documentation has slowly got be up to speed with how to do stuff, so yeah. All this stuff is free, so check out the Twine game engine if you're interested in making a text-based, multiple choice/ interactive story-type game.<h2>Changelog</h2><hr>
@@#q;[[Back ←|Start]]@@
<h3><span style="color: #ff0088">pre-alpha 1.8 S: The SugarCube Update</span> (-/-/24)</h3>The major change in this update is REMAKING THE ENTIRE GAME FROM THE GROUND UP.
* changes include:
** SWITCHED FROM HARLOWE TO SUGARCUBE STORY FORMAT!!!
** added background gradients
** added internal tags
** worked out the framework for more content
** removed the pond </3
** removed the entrance to @@.ds;a cave@@
** added WASD + Spacebar support for navigation
** added @@.minerva;a new character@@
** various fixes/tweaks
* various fixes/tweaks:
** reworked the intro slightly
** changed the drop-down menu options in the intro
** removed an examine event from <span style="color: #589d82">some stuff</span>
*** also changed how this area looks
** adjusted the internal game map (no effect on gameplay)
** redid every tag to keep things more organized (no effect on gameplay)
** changed every plain "→" into a "Next →" so it wouldn't be so annoying to click
** gave each update its own color
** removed the ability to repeat certain examine events
** added alternate versions of examine events on repeat
** fixed examine events that could be accessed from multiple places sending you to the same (sometimes incorrect) place by using tags
* to do:
** add @@.tr;a new area@@
** design @@.ta;an area@@
** add rng events
** design the sidebar
** fix issue where events act like 2nd visit after entering and exiting inventory
** add fast travel
** re-write the existing forest passages for when you have the lantern
<h3><span style="color: #ff0000">UNRELEASED pre-alpha 1.8 H: unreleased</span> (last change: 2/2/24)</h3>Essentially, this "update" is the last version of Wanderlust made before switching to the SugarCube story format. This switch itself came with a lot of changes, and as such, more coherent patch notes are in the following entry.
* changes include:
** added background gradients
** added fast travel and dreams
** added internal tags, just for me <3
** added 3 clickable easter eggs to the starting screens, each leading to a secret page!
** worked out the framework for more content
** started writing <span class="tr">a new area</span>
** various fixes/tweaks
* various fixes/tweaks:
** removed an examine (◆) event from <span style="color: #589d82">some stuff</span>
** adjusted the internal game map (no effect on gameplay)
** changed every plain "→" into a "Next →" so it wouldn't be so annoying to click
* to do:
** add <span class="tr">a new area</span>
** design <span class="ta">an area</span>
** add save files/codes
** limit use of undo button
** disallow repeating examine events
** change from Harlowe to SugarCube
<h3><span style="color: #00d1ae">pre-alpha 1.7 H: Seaglass Update 2</span> (1/22/24)</h3>Seaglass Update 2 brings more polish to the stone that is <span class="title">Wanderlust</span>. With again, no major content, this update actually stands as a legit update. It's got lots of code rework on my end, some pretty noticable UI changes, and a few reworks and renames of old areas to fit with what I want it to be.
* changes include:
** changed <span style="color: #2a7be5">the river</span> to a pond
** added headers
** added a new page to <span class="vp">the prairie</span>
** added some new options to the starting thingy
** various fixes/tweaks
* headers:
** display the name of your current area
** should work as intended, but if you find some inconsistency, please let me know
** still needs to be refined, but that's a later me problem
* various fixes/tweaks:
** changed the internal names of <span style="color: #2a7be5">the pond</span> and <span class="sf">the forest</span>
** added titles to each update
** greatly optimized the code behind the pronoun entry
** slightly rewrote some examine events to clarify story intent (what story? lol)
* to do:
** add <span class="tr">a planned area</span>
** add save files/codes
** limit use of undo arrows
** woof
** make the game look nicer?
<h3><span class="vivex">pre-alpha 1.6 H: Questline Update</span> (1/20/24 happy new year!)</h3>Took a while to get this one out, and not because there's a lot of content. The end of a semester is hard, and I'm lazy. But anyways, for those of you that wanted to talk to <span class="vivex">a certain fox</span>, go for it :3
* changes include:
** added a quest for <span class="lantern">an item</span> to help you explore
** added <span style="color: #589d82">some stuff</span>
** added a few pages to <span class="ds">an area</span>
** various fixes/tweaks
* various fixes/tweaks:
** fixed some text color formatting inconsistencies
* to do:
** streamline the pronouns, dummy
** write more stuff for lore
** make everyone forget about version pre-alpha 1.5
<h3><span style="color: #00d1ae">pre-alpha 1.4 H: Seaglass Update 1</span> (11/16/23)</h3>Really started to figure out the direction the game is gonna be taking in the long run here, so expect things to be a little more coherent and alive. That being said, not much to this update.
* changes include:
** added the intro to <span class="ds">a new area</span>
** various fixes/tweaks
* various fixes/tweaks:
** fixed several text/spelling/grammar issues (thanks to all who told me about the mistakes!)
** added some form of recognition for completing examine (◆) events
** cleaned up some stuff internally
** slightly changed the changelog structure for future entries
** tweaked the title screen
* to do:
** use upperfirst hook to streamline pronouns code
** add more content to <span class="ds">the new area</span>
** flesh out <span class="vivex">new character's</span> role
** <span style="color: #fc9ffe">meow :3</span>
<h3><span class="vp">pre-alpha 1.3 H: The Field Update</span> (11/8/23)</h3>biggest content update ever !! (out of only 3 updates)
* features added include:
** changed player name color from <span style="color:#ff1a25">this red</span> to <span class="name">this purple</span>
** added a //lot// of content to <span class="vp">the field</span>
** added a <span class="vivex">new character</span>
** added <span class="graves">another character</span>
** added entrance to <span class="ds">a new area</span>
** added entrance to <span class="ta">a slightly spookier area</span>
* new <span class="vp">field/prairie</span> content:
** 24 dedicated pages
** 4 examine (◆) events
** a fair bit of lore stuff :3
** this area was hell to write
* a <span class="vivex">new character</span>:
** can be found in <span class="sf">the forest</span>
** doesn't have much content yet, as it'll be a lot of programming to include that stuff
** might rework this character's role
** comes with <span class="sprites">friends</span>
* another <span class="graves">new character</span>:
** can be found in <span class="vp">the prairie</span>
** has quite a lot of <span class="gvsLetter">//story//</span>
** comes with <span class="orchid">two new</span> <span class="truth">characters</span>
* to do:
** limit use of undo button
** spellcheck
** maaaybe add top bar with stats, objective, settings, stuff like that (probably not)
** add saves
** add registers (and references) for having done examine (◆) events
** add a few examine (◆) events to <span class="vp">the field</span>
<h3><span class="sf">pre-alpha 1.2 H: The Forest Update</span> (11/3/23)</h3>some content!
* features added include:
** some content on the map
** a few examine (◆) events
** changed the opening screen and updated the notes
** added the about screen
* to do:
** limit use of undo button
** add more content
** spellcheck
** look into particle effects?
** meow
** make the pronouns auto-fill to what you had it as before when you go back
** add giraffe to options of what you see yourself as
<h3><span style="color:#2a7be5">pre-alpha 1.1 H: Ok, Now There's Content</span> (11/2/23)</h3>basically nothing
* features added include:
** like, 5 sentences of dialogue. That's it.
** can't be bothered to do more rn
** mostly just put this out to show a friend
<h3><span style="color:#4aa21a">pre-alpha 1.0 H: The Release !!!</span> (10/25/23)</h3>first version
* features added include:
** intro
** opening screen
** user name input
** user pronoun input
** user identification input
** intro to story
* intro:
** introduces a soft voice
** took about 10 hours of work ._.
* opening screen:
** contains a blurb from me
** has a link to this page
** links to notes page for tips and stuff
* user name input:
** allows the player to enter their own name
* user pronoun input:
** allows the player to enter their own pronouns
** this took 6 hours (and a lot of documentation searching) on its own
** this is still a pretty messy system, so suggestions on how to improve the user experience for it are very welcomed
** also this system makes Wanderlust the only game I've ever seen that allows your pronouns to be meow/meow and I think that makes it awesome :3
* user identification input:
** allows the user to pick some interpretation of their identity
* intro to story:
** has a few lines of waking up after the intro
* to-do:
** make sure all punctuation surrounding colored words is consistent
** add more content, duh
** meow mrrp mew
** spellcheck
** stay silly :3
** limit use of the undo button<h2>Inventory</h2><hr>
@@#q;[[Back to inventory ←|Inventory]]@@
<h3>Lantern</h3>
A lantern crafted by Vivex and the sprites in the Shattered Forest. Activated by shaking the sunflower within, this twig-and-leaf box casts away shadows with a stream of green-ish light, allowing for easier access to dark places. Because the walls of the lantern are comprised of leaves sewn tight together, the light provided always has a veiny pattern overlaid it.
Can be used to help in exploring dark areas.<h2>Inventory</h2><hr>
@@#q;[[Back to inventory ←|Inventory]]@@
<h3>Graves' Prairie Letter</h3>
A letter taken from the late Graves in the Violet Prairie, it details a message from an individual named Truth who wishes for Graves' safe return in due time. Additionally, the note provides an update on the health of Orchid, who the two seem to care about greatly. The wording of the letter implies a close relationship between Graves and Truth.
The letter reads as follows:
//Dear Graves,
I'm terribly sorry I took so long to write back. Things have been awfuly chaotic back here and it's been a struggle to find things to keep the fire going, but I'm sure you understand. I really hope you're doing okay out there. If you can find time to visit soon, you know Orchid and I would love to have you back for a day or two.
Oh, and about Orchid. I know things have been really tough out there, and more bad news isn't going to help, but I know you would rather me tell you than not. To not sugarcoat it, Orchid's illness has gotten much worse in the past week or so. The doctor doesn't know what it is yet, but we're waiting on someone from the forest village to come by, who's supposedly more versed in this sickness. It breaks my heart to see her lose her sight like this, and I'm hoping with all of my soul that the new doctor can find a way to bring it back. But with how her eyes were last time the doctor had her open them, I don't think that's going to happen.
I'm really sorry, darling. I didn't mean for this letter to come with such bad news, but I know how you are about Orchid, and I just know you wouldn't want me to hide this from you.
I love you with everything I have, and I hope you can make it back home in time for the new year.
Stay safe, my gem.
Love, Truth.//<h2>Inventory</h2><hr>
@@#q;[[Back to inventory ←|Inventory]]@@
<h3>Shade Lamp</h3>
Found deep within the Scarlet Valley, this strange mechanism encircles you with a sphere of darkness, making anything within become drenched in near-pitch black shadow when working under normal conditions. Interestingly, it seems to act as a shield as well, disallowing anything from entering or exiting.
Can be used to dim bright areas, or darken normal ones. It is ill-advised to use this in already dark areas.<h2>Inventory</h2><hr>
@@#q;[[Back to inventory ←|Inventory]]@@
<h3>Sunflower</h3>
A glowing yellow sunflower taken from the Violet Prairie. Its vibrant yellow petals once gave of a fair bit of warmth, but it hasn't done such a thing since you plucked it from the earth.
Doesn't seem to be of much use on its own, though maybe someone knows more about plants than you do.<h2>Notes</h2><hr>
@@#q;[[Back ←|Start]]@@
Things here are not required knowledge to play the game, but may help.
* Please report any spelling errors, glitches, or anything that appears to be unintended to me
** I can be contacted on Discord. My username is carameltreat.
** If you don't want to use Discord, feel free to email me at carameltreatartist@gmail.com
* Movements on the map are denoted by an arrow within parentheses. ex. (↑) would be moving north, (→) would be east, and so on.
* This game does not give you a map. While it is not required to complete any quests, it is highly recommended (and I build the game around the idea) that you make a map for yourself.
* Examine events are denoted by diamonds within parentheses. ex. (◆) for starting an examine event and ◇ for ending one.
* Warnings from me, the developer, will <span class="warn">look like this,</span> while general info will <span class="info">look like this.</span><<nobr>>
<<if tags().includes("b-violet-prairie")>>
<<if $rngEvent lt 50>>
<<set _rng1 to random(1, 3)>>
<<if _rng1 is 1>>
As you walk, a rabbit runs just in front of you, scurrying quickly away.
<<elseif _rng1 is 2>>
Looking up, you notice a cloud that looks like a star. Fun.
<<else>>
A star-shaped leaf flies past you in the breeze.
<</if>>
<<if $rngEvent is lt 3>>
It's lonely.
<</if>>
<br>
<br>
<</if>>
<</if>>
<</nobr>>