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/*Contains the header with the service functions - restart and inventory*/ <span id = "inventory"><<include "Inventory">></span><<include prologue_x_mistress_image>> Your mistress, Vito, turned five years old recently. The whole family celebrated it just last week. It was a decent party with a custard pie, guests, and presents. <<if $varVitoXed1 is false>>The presents were cool, but you're still the only one whom she takes to bed with her.<</if>> Currently, she's asleep, snuffling rhytmically and clutching you to her chest. Her eyes are closed, which means you have a certain level of independence: the way the world works, you only can move when no people are looking at you. <<nobr>> <<set $varVitoXed1=true>> <<include $CurrButtonPassage>> <</nobr>>/* Used for initializing variables */ <<nobr>> <<set $SavingAvailable=false>> /* Saving and loading games not available at the beginning */ <<set $varVitoXed1=false>> <<set $varMyselfXed1=false>> <<set $CurrButtonPassage="prologue_buttons">> /* Current passage with buttons */ <<set $varProgress=0>> /* Game progress */ /*<<set $NoCutScene=true>>*/ /* True for regular locations, false for cut-scenes (will disable the user interface elements) */ <<set $InitTurns=0>> /*Number of turns at the beginning of a game section with a daemon/fuse to be started*/ <<set $SunXed=false>> <<set $MoonXed=false>> <<set $FireXed=false>> <<if $CustomRestart is undefined>> <<set $NoCutScene=false>> <<goto TogglePictureDisplay>> <<else>> <<set $NoCutScene=true>> <</if>> <</nobr>>- Time to sleep, my dear, - the mom of your mistress says, closing the book. - I have to get up early for work. Let's continue tomorrow. Your mistress looks at her with sleepy, bleary eyes, not even whining and begging for more as she usually does - that's probably because she has had such a stressful day. Mom gives her a smile, tousles her hair, and leaves the room, turning off the light. Your mistress' eyes finally close; soon, she is snuffling rhytmically, cuddling you. <<include $CurrButtonPassage>> /*<<link "DEBUG MODE" "sun_and_moon_final">><</link>>*/KABOOM<<nobr>> <<if $NoCutScene>><div class="headerleft"><<link "Restart game">><<script>>UI.restart()<</script>><</link>></div><</if>><<if $NoCutScene>><div class="headerright"><<link "Inventory">><<if _inventory>><<set _inventory to false>><<set _inventoryFP to false>><<set _inventoryHL to false>><<else>><<set _inventory to true>><</if>><<replace "#inventory">><<include "Inventory">><</replace>><</link>></div><</if>> <<if _inventory and $SavingAvailable>><br><div class="InventoryItem"><<link "How many lives does a hare has?">><<set $InitTurns=$InitTurns+1>><<script>>UI.saves()<</script>><<set _inventory to false>><<replace "#inventory">><<include "Inventory">><</replace>><</link>></div><</if>> <<if _inventory>><br><div class="InventoryItem"><<link "Front paws">><<if _inventoryFP>><<set _inventoryFP to false>><<else>><<set _inventoryFP to true>><</if>><<replace "#inventory">><<include "Inventory">><</replace>><</link>></div><</if>> <<if _inventoryFP>><br><div class="InventoryAction">[[Examine|ActionFrontPawsExamine0]]</div><</if>> <<if _inventoryFP and $varProgress is 0 and $varMyselfXed1 and $varVitoXed1>><br><div class="InventoryAction"><<link "Hug mistress" "prologue_sleep">><<set $NoCutScene to false>><</link>></div><</if>> <<if _inventoryFP and $varProgress is 1>><br><div class="InventoryAction"><<link "Wave at the sun and the moon" "ActionFrontPawsWave">><<if turns()-$InitTurns gt 6>><<set $NoCutScene to false>><</if>><</link>></div><</if>> <<if _inventoryFP and $varProgress is 2>><br><div class="InventoryAction"><<link "Hug mistress" "ml0_sleep">><<if $ml_sleep_tries gte 2>><<set $NoCutScene=false>><</if>><</link>></div><</if>> <<if _inventoryFP and $varProgress is 2 and $ml_mistress_xed is true>><br><div class="InventoryAction"><<link "Touch stain" "ActionFrontPawsTouchStain">><</link>></div><</if>> <<if _inventoryFP and $varProgress is 2 and $ml_hands_in_blood is 2>><br><div class="InventoryAction"><<link "Smear blood over your mistress\' arm" "ActionFrontPawsSmearBlood">><</link>></div><</if>> <<if _inventoryFP and $varProgress is 3 and $me_location67 is 7 and $ml7_disaster>><br><div class="InventoryAction"><<link "Put your paws in glue" "ActionFrontPawsPutInGlue">><</link>></div><</if>> <<if _inventoryFP and $varProgress is 3 and $me_location67 is 6 and $recorder_lifted is true and $recorder_bottom_xed and $recorder_charged is false>><br><div class="InventoryAction"><<link "Pull the paper tag" "ActionFrontPawsPullPaper">><</link>></div><</if>> <<if _inventoryFP and $varProgress is 3 and $me_location67 is 6 and $recorder_lifted is true and $recorder_bottom_xed and $recorder_charged is false>><br><div class="InventoryAction"><<link "Touch the paper tag" "ActionFrontPawsTouchPaper">><</link>></div><</if>> <<if _inventory>><br><div class="InventoryItem"><<link "Hind legs">><<if _inventoryHL>><<set _inventoryHL to false>><<else>><<set _inventoryHL to true>><</if>><<replace "#inventory">><<include "Inventory">><</replace>><</link>></div><</if>> <<if _inventoryHL>><br><div class="InventoryAction">[[Examine|ActionHindLegsExamine0]]</div><</if>> <<if _inventoryHL and $varProgress is 0>><br><div class="InventoryAction">[[Kick out|ActionHindLegsKickOut0]]</div><</if>> <<if _inventoryHL and $varProgress is 1>><br><div class="InventoryAction"><<link "Jump down" "ActionHindLegsJumpDown">><<if turns()-$InitTurns gt 6>><<set $NoCutScene to false>><</if>><</link>></div><</if>> <<if _inventoryHL and $varProgress is 1>><br><div class="InventoryAction"><<link "Step into the fire" "ActionHindLegsStepIntoFire">><<if turns()-$InitTurns gt 6>><<set $NoCutScene to false>><</if>><</link>></div><</if>> <<if _inventoryHL and $varProgress is 2>><br><div class="InventoryAction"><<link "Kick out" "ActionHindLegsKickOut0">><<if $ml_blood_smeared is true>><<set $CurrButtonPassage="main_loc1_buttons">><<set $varCurrLocTag="On the bed">><</if>><</link>></div><</if>> <</nobr>> <BR>/* Passage containing the buttons for start of the story */ [[Look at mistress|prologue_x_mistress]] [[Look at yourself|prologue_x_yourself]] <<if $varVitoXed1 and $varMyselfXed1>><<link "Sleep" "prologue_sleep">><<set $NoCutScene to false>><</link>> <</if>>In spite of her being ''the mistress'', you are, in fact, much older and more experienced than her: after all, you've been the favourite toy hare of her mom. And it was mom who embroidered the name "Kuzya" on your bib - a long time ago, when she was just a couple years older than her daughter is now. <<nobr>> <<set $varMyselfXed1=true>> <<include $CurrButtonPassage>> <</nobr>>You embrace your mistress, pressing yourself against her even more tightly, and soon fall <<link "asleep" "sun_and_moon">><<set $NoCutScene to true>><<set $varProgress=1>><<set $CurrButtonPassage="sun_and_moon_buttons">><<set $InitTurns=turns()>><</link>>. <<nobr>> <<if $varProgress is 0>>Your hind legs are as soft as the front ones, but somewhat longer. You're a hare, after all! <<elseif $varProgress is 1>>Your hind legs are as soft as the front ones, but somewhat longer. <<elseif $varProgress is 2>>Your hind legs are as soft as the front ones, but somewhat longer. <<else>> /* if $varProgress is 3 */ Your hind legs are as soft as the front ones, but somewhat longer. And ''much'' cleaner<<if $ml2_looked is true>>, in spite of being a bit dusty...<<else>>...<</if>> <</if>> <br> <<if $varProgress is 3>> <<include "ml_all_buttons">> <<else>> <<include $CurrButtonPassage>> <</if>> <</nobr>><<nobr>> <<if $varProgress is 0>>No way! You'd wake your mistress. <<elseif $varProgress is 2>> <<if $ml_mistress_xed is false>> But you could wake her! You're not sure that'd be right. <<else>> <<if $ml_blood_smeared is false>> You kick out with your hind legs as hard as you can, but your mistress doesn't react at all. Even her grip on you remains as tight as before. <<else>> Pushing your hind legs against your mistress' ribs, you twist furiously, and finally feel you start sliding along her blood-lubricated arm little by little. A few more minutes of struggling, and you manage to get free. Exhausted, you roll to the side - if toys had lungs, you certainly would be panting heavily now. You don't even want to think what your fur looks like - your only hope is that the seemingly inevitable forthcoming laundering (although not being your favorite hygiene procedure) will fix it. <<set $InitTurns=turns()>> <<set $varProgress=3>> <</if>> <</if>> <</if>> <br> <<include $CurrButtonPassage>> <</nobr>><<nobr>> <<if $varProgress is 0>> <<include FrontPawsExamine_image1>> <br> A pair of splendid plush paws. While it's not easy to hold something in them, they are just perfect for hugging. <<elseif $varProgress is 1>> <<include FrontPawsExamine_image1>> <br> A pair of splendid plush paws. <<elseif $varProgress is 2>> <<switch $ml_hands_in_blood>> <<case 0>> <<include FrontPawsExamine_image1>> <br> A pair of splendid plush paws. <<case 1>> <<include FrontPawsExamine_image2>> <br> Your wonderful paws are soaked with blood. Fortunately, your mistress' mom knows how to remove even the most stubborn stains. <<case 2>> <<include FrontPawsExamine_image2>> <br> Your wonderful paws are soaked with blood! It's ''dripping'' from them! <</switch>> <<else>> /* if $varProgress is 3 */ <<if $recorder_charged is true>> <<include FrontPawsExamine_image2>> <br> Your wonderful paws are soaked with blood, and the left one is covered with glue, with a scrap of paper stuck to it. In addition, they're all soiled with brick dust. <<else>> <<if $ml_hands_in_glue is true>> <<include FrontPawsExamine_image2>> <br> Your wonderful paws are soaked with blood, and the left one is covered with glue. In addition, they're all soiled with brick dust. <<else>> <<if $ml6_visited is true>> <<include FrontPawsExamine_image2>> <br> Your wonderful paws are soaked with blood and soiled with brick dust. <<else>> <<include FrontPawsExamine_image2>> <br> Your wonderful paws are soaked with blood. <</if>> <</if>> <</if>> <</if>> <br> <<if $varProgress is 3>> <<include "ml_all_buttons">> <<else>> <<include $CurrButtonPassage>> <</if>> <</nobr>>/* Dialog to select whether to display pictures */ <<nobr>> <<set $NoCutScene=true>> <span class="textmiddlelong">Display pictures?</span><span class="textmiddleshort"><<link "Yes" "Start">><<set $ShowPictures to true>><</link>></span><span class="textmiddleshort"><<link "No" "Start">><<set $ShowPictures to false>><</link>></span> <</nobr>> <<nobr>> <<include sun_and_moon_init>> <<include sam_image>> <</nobr>> Suddenly, flames blaze up directly in front of you, and you back away in terror, almost losing your balance. This makes you looking around. You are standing on a tiny barren piece of ground in whose center a big fire is burning. As far as the eye can see, huge gullies and mountain ranges of excavated earth stretch, as if your mistress decided to play with her scoop, growing to a collosal size before doing so. It's very hot, and that's not because of the fire alone - something is beating down mercilessly from above, too. You look up to the infinite crimson sky and see both the sun and the moon at the same time. The sun stands still and gazes at you serenely, even almost affectionately, while the moon jigs up and down, its face changing constantly. In addition, zigzag- and check mark-shaped wisps of cloud float across the sky. They are neither white, nor gray, not even black, but as brown as the excavated earth beneath. For some reason, this gives you the worst creeps... <<include $CurrButtonPassage>>/* Passage containing the buttons for sun and moon */ <<nobr>> <<if turns()-$InitTurns is 7>><<set $NoCutScene=false>><</if>> <<if turns()-$InitTurns lt 8>> <<include sun_and_moon_messages>> <<if $SunXed is false>>[[Look at the sun|sun_and_moon_x_sun]]<br><</if>> <<if $MoonXed is false>>[[Look at the moon|sun_and_moon_x_moon]]<br><</if>> [[Look at the fire|sun_and_moon_x_fire]]<br> [[Run away|sun_and_moon_escape]]<br> [[Wait|sun_and_moon_wait]] <<else>> Finally, the flames engulf you cheerily, quickly turning you into <<link "ashes..." sun_and_moon_final>><</link>> <</if>> <</nobr>><<nobr>> <<if $ShowPictures>> <img src='data:image/jpeg;base64,[encoded data, 40112 characters]' hspace=250 width=300/> <</if>> <</nobr>><<nobr>> <<if turns()-$InitTurns lt 8>> You wave both your paws at the sun and the moon as hard as you can, but they just send you another portion of stifling heat. <br> <<include $CurrButtonPassage>> <<else>> Pushed to the edge of the abyss by the fire, you desperately wave both your paws at the sun. The luminary looks at you for a second or so, smiles slightly, and suddenly throws a white-hot prominence downwards that instantly burns you to <<link "ashes..." sun_and_moon_final>><</link>> <</if>> <</nobr>><<nobr>> <<if $MoonXed>> Unlike that of the moon, the sun's appearance is quite stable - a clean-shaven, balding elderly face surrounded by a crown of scalding rays, with somewhat lumpy cheeks and small eyes slightly turned towards the nasal bridge. In spite of his countenance being noble and a little weary, it also gives away an immense inner tension - looks like it takes him quite an effort not to blow up altogether, taking this whole world into oblivion with him. <<else>> The sun gazes directly at you, jokingly wagging his scalding rays. He has a clean-shaven, balding elderly face with somewhat lumpy cheeks and small eyes slightly turned towards the nasal bridge. In spite of his countenance being noble and a little weary, it also gives away an immense inner tension - looks like it takes him quite an effort not to blow up altogether, taking this whole world into oblivion with him. <</if>> <<set $SunXed=true>> <</nobr>> <<include $CurrButtonPassage>><<nobr>> <<if $FireXed is false>> Normally, toys don't feel pain, but fire is an exception. You still can't forget how your previous mistress accidently dropped a lit candle on you. It was over so quickly your fur didn't even change its color, but the very memory makes that spot itch. Thus, with these wild flames dancing right before your face you can think of nothing but getting as far away from them as possible. And yet, you manage to notice the fire is burning just on bare earth, without any fuel. How is this possible? <<else>> You try to back away from the fire, but it's getting harder and harder to do literally every second, since the flames are growing so fast. <</if>> <<set $FireXed=true>> <</nobr>> <<include $CurrButtonPassage>><<nobr>> <<if turns()-$InitTurns lt 8>> <<include "sam_abyss_image">> <br> You look into the abyss and reconsider. There must be another way! <br> <<include $CurrButtonPassage>> <<else>> <<include "sam_down_image">> <br> Trying to escape the scorching flames, you throw yourself down. The next second, the plateau you've just been standing on collapses, burying you under a shower of lumps of earth and pieces of <<link "charred wood..." sun_and_moon_final>><</link>> <</if>> <</nobr>><<nobr>> <<if turns()-$InitTurns lt 8>> You wait, standing still and staring into the flames growing larger and larger. <br> <<include $CurrButtonPassage>> <<else>> Finally, the flames engulf you cheerily, quickly turning you into <<link "ashes..." sun_and_moon_final>><</link>> <</if>> <</nobr>> <<nobr>> <<if $SunXed>> Unlike the sun, the moon fidgets all the time and keeps changing its face, like the reflection in a puddle when it's raining. While it doesn't have any rays, it nevertheless radiates heat like a furnace. <<else>> This moon has many faces popping up like bubbles and replacing each other continuously. The only thing about it that remains unchanged is the intense heat coming from it.<br> You've never seen a moon so hot. <</if>> <<set $MoonXed=true>> <</nobr>> <<include $CurrButtonPassage>><<nobr>> <div class="center"><<link [img[sun_and_moon_title][main_loc0]]>><<set $SavingAvailable=true>> /* Turn on saving */ <<set $NoCutScene=true>> /* Getting out of cut-scene mode */ <<set $varProgress=2>><<set $CurrButtonPassage="main_loc0_buttons">><</link>> </div> <</nobr>><<nobr>> <<if turns()-$InitTurns lt 8>> <<include "sam_abyss_image">> <br> You look into the abyss and reconsider. There must be another way! <br> <<include $CurrButtonPassage>> <<else>> <<include "sam_down_image">> <br> Trying to escape the scorching flames, you throw yourself down. The next second, the plateau you've just been standing on collapses, burying you under a shower of lumps of earth and pieces of <<link "charred wood..." sun_and_moon_final>><</link>> <</if>> <</nobr>><<nobr>> <<if turns()-$InitTurns lt 8>> No! Anything but that! <br> <<include $CurrButtonPassage>> <<else>> Mad with terror and heat, you step right into the fire. The flames engulf you cheerily, quickly turning you into <<link "ashes..." sun_and_moon_final>><</link>> <</if>> <</nobr>><<nobr>> /* Displays messages in the nightmare scene */ <<set _samTurns=turns()-$InitTurns>> <<if _samTurns is 3>> The fire grows significantly, saluting the phantasmagoric sky with sheaps of sparks. <br> <<elseif _samTurns is 5>> The fire keeps spreading. Spurts of flame lunge at you in a mocking manner and jerk back immediately. <br> <<elseif _samTurns is 7>> The fire now occupies almost the whole free space, pushing you to the very edge, and is humming like a huge swarm of angry bees. The heat becomes simply unbearable. <br> <<elseif _samTurns gt 1>> <<set _ChooseSAM=random(1, 2)>> <<if $SunMessCount gte 2>> <<set $SunMessCount=0>> <<set $MoonMessCount=$MoonMessCount+1>> <<print $MoonMessages[$CurrMoonMess]>> <<set $CurrMoonMess=$CurrMoonMess+1>> <<elseif $MoonMessCount gte 2>> <<set $MoonMessCount=0>> <<set $SunMessCount=$SunMessCount+1>> <<print $SunMessages[$CurrSunMess]>> <<set $CurrSunMess=$CurrSunMess+1>> <<elseif _ChooseSAM eq 2>> <<set $SunMessCount=0>> <<set $MoonMessCount=$MoonMessCount+1>> <<print $MoonMessages[$CurrMoonMess]>> <<set $CurrMoonMess=$CurrMoonMess+1>> <<else>> <<set $MoonMessCount=0>> <<set $SunMessCount=$SunMessCount+1>> <<print $SunMessages[$CurrSunMess]>> <<set $CurrSunMess=$CurrSunMess+1>> <</if>> <br> <</if>> <br> <</nobr>><<nobr>> /* Initialising messages for sun and moon */ <<set $MoonMessCount=0>> /* Number of moon messages displayed in a row */ <<set $SunMessCount=0>> /* Number of sun messages displayed in a row */ <<set $CurrMoonMess=0>> /* Number of current moon message to display */ <<set $CurrSunMess=0>> /* Number of current sun message to display */ <<set $SunMessages to []>> <<set $SunMessages.push('- We haven\'t even started anything in earnest, - the sun declares, chuckling secretly.')>> <<set $SunMessages.push('- That\'s not even a state, - the sun enounces with an expression of emphasized patience, as if trying to bring a stubborn child to reason.')>> <<set $SunMessages.push('- You shouldn\'t grunt like that, - the sun remarks reproachfully.')>> <<set $SunMessages.push('- Everything is going according to plan, - the sun states without turning a ray.')>> <<set $SunMessages.push('- Neither me, nor my close relatives, - the sun enunciates, suddenly getting serious. For a couple of seconds, you ponder on who the luminary\'s close relatives may be. Some stars, probably.')>> <<set $SunMessages.push('- They chea-ted, - the sun articulates, putting on a stern face.')>> <<set $SunMessages.push('- They wanted it, they got it, - the sun sighs, showing in every way he\'s absolutely not involved.')>> <<set $SunMessages.push('- It takes one to know one, - lightens up the sun with a sly smile, patting you slightly with one of his torrid rays.')>> <<set $SunMessages.push('- What can you say – let them try, - the sun says in a confident tone, shrugging his rays.')>> <<set $SunMessages.shuffle()>> <<set $MoonMessages to []>> <<set $MoonMessages.push('The moon suddenly turns into an elderly, almost spherical head without a single hair, wearing a stylish pair of spectacles.\n- Not a single local person has suffered from any combat mosquito! - it proclaims, looking at the piece of paper before its eyes.')>> <<set $MoonMessages.push('- A disgusting motley pack of grunting piglets! - the moon roars, turning into a chubby little face with ruddy cheeks.')>> <<set $MoonMessages.push('- Goyda! Goyda, brothers and sisters! G-O-O-O-Y-D-A-A-A! - a somewhat hysterical thunderclap reverberates through the sky.')>> <<set $MoonMessages.push('- No, we haven\'t seen it, - the moon says quickly into its wheat-colored moustache that seems to have grown out of nowhere.')>> <<set $MoonMessages.push('The moon now has a rather worn female face.\n- So this is what we are talking about, - it says forcefully, its long bleached hair fanning out.')>> <<set $MoonMessages.push('The moon swells into a portly woman\'s face framed by dark hair.\n- We just have to stop lying, - it intones, looking straight at you with honest eyes.')>> <<set $MoonMessages.push('The moon\'s face becomes longer and older.\n- I didn’t invite anyone to pose, - it declares, pushing the sagging jowls around its mouth apart by a smile.')>> <<set $MoonMessages.push('All of a sudden, the moon grows a thick red beard.\n- Don, - it drawls, looking slyly, - do-o-on...')>> <<set $MoonMessages.shuffle()>> <</nobr>> <<nobr>> <<include main_loc0_init>> <</nobr>> There are no words to express your relief when, after reviving, you still find yourself under the arm of your mistress. It takes you a second look to realize something odd is going on here: the bed now has a noticeable inclination towards the head end, and the ceiling, for some reason, is hanging so low you almost can reach it. What's more, your mistress seems not to be quite ok either, albeit you're not awake enough yet to put your finger on it... <<include $CurrButtonPassage>>data:image/jpeg;base64,[encoded data, 38612 characters]<<nobr>> <<set $varCurrLocTag="Awakening">> <<set $ml_mistress_xed=false>> <<set $ml_sleep_tries=0>> <<set $ml_hands_in_blood=0>> <<set $ml_blood_smeared=false>> <<set $varProgress=2>> /* For location 1 */ <<set $me_location=1>> <<set $ml1_looked=false>> <<set $pillow_location=1>> <<set $pillow_location_max=1>> <<set $lost_timeout=false>> <<set $lost_timeout_fin=false>> <<set $lost_deadend=false>> <<set $msg_displayed=0>> /* For location 2 */ <<set $ml2_visited=false>> <<set $ml2_looked=false>> <<set $bottle_location=-1>> <<set $bottle_location_max=-1>> <<set $bottle_broken=false>> <<set $ml2_bottle_moved=false>> <<set $ml2_pillow_moved=false>> <<set $ml2_bottle_found=0>> <<set $ml2_bottle_xed=false>> <<set $ml2_look_remark=false>> /* For location 3 */ <<set $ml3_visited=false>> <<set $ml3_lto_state=false>> <<set $ml3_out_pillow=false>> <<set $ml3_looked_thru_opening=false>> <<set $bottle_on_pillow=false>> <<set $pillow_seen=false>> <<set $bottle_broken=false>> <<set $bottle_tried_out=false>> /* For location 4 */ <<set $ml4_visited=false>> <<set $ml4_visited_pill=false>> <<set $ml4_visited_no_pill=false>> <<set $pillow_dirty=false>> <<set $ml4_looked_corner=false>> <<set $bottle_tried_roll_on_pill=false>> <<set $ml4_tried_roll_bottle_back=false>> /* For location 5 */ <<set $ml5_visited=false>> <<set $ml5_looked=false>> <<set $ml5_final_loc=false>> <<set $ml5_rubbish_xed=false>> <<set $pillow_burning=0>> <<set $ml5_tried_get_help=false>> <<set $ml5_tried_get_coals=false>> <<set $ml5_tried_make_fire=false>> <<set $ml5_pillow_burning_turns=0>> <<set $ml5_know_pillow_burnt=false>> /* For location 6 */ <<set $me_location67=0>> <<set $ml6_visited=false>> <<set $ml6_tried_out_glued=false>> <<set $music_played_before_4=false>> <<set $music_played_before_5=false>> <<set $music_playing=false>> <<set $recorder_bottom_xed=false>> <<set $recorder_charged=false>> <<set $recorder_closed=false>> <<set $recorder_hooked=false>> <<set $recorder_lifted=false>> <<set $recorder_pressed=false>> <<set $recorder_location=-1>> <<set $recorder_xed=false>> <<set $recorder_xed2=false>> <<set $tape_xed=false>> <<set $tried_wake=false>> /* For location 7 */ <<set $ml7_visited=false>> <<set $crane_location=7>> <<set $ml7_disaster=false>> <<set $ml7_glue_glass_xed=false>> <<set $ml7_stick_pushed=false>> <<set $ml_hands_in_glue=false>> <<set $crane_xed=false>> <<set $crane_hook_up=true>> <<set $crane_operated=false>> <<set $crane_rolled=false>> <</nobr>> <<nobr>> /* This is the daemon displaying messages about mistress coming closer to death. */ <<if $lost_timeout_fin is false>> <<if $lost_timeout is false>> /* Second daemon for the pillow burning */ <<if $pillow_burning is 1>> <<set _mlBurningTurns=turns()-$ml5_pillow_burning_turns>> <<if $ml5_final_loc is true>> <<switch _mlBurningTurns>> <<case 2>> <br>Flames engulf the pillow from all sides, you feel the heat radiating from them.<br> <<case 4>> <br>You barely can make out the pillow among the flames. <br> <<case 6>> <br>Looks like the pillow almost burned down, the fire seems to get weaker.<br> <<case 7>> <<if $bottle_broken is true>> <<set $NoCutScene=false>> <</if>> <<case 8>> <<set $ml5_know_pillow_burnt=true>> <<set $pillow_burning=2>> <<set $pillow_location=999>> <<if $bottle_broken is true>> <<set $lost_timeout_fin=true>> <<set $lost_deadend=true>> <br>The last spurts of flame eating away the pillow go out, leaving a small bunch of ashes behind. You suddenly feel little more remains of the hope to help your mistress, too...<br> <<else>> <br>The last spurts of flame eating away the pillow go out, leaving a small bunch of ashes behind.<br> <</if>> <</switch>> <<else>> <<if _mlBurningTurns>7>> <<set $pillow_burning=2>> <<set $pillow_location=999>> <</if>> <</if>> <</if>> <<set _mlTurns=turns()-$InitTurns>> <<switch _mlTurns>> <<case 15>> <<if $msg_displayed lt 15>> <br>Looks like your mistress got somewhat weaker. Just a little bit yet, but you don't like it nevertheless.<br> <<set $msg_displayed=15>> <</if>> <<case 30>> <<if $msg_displayed lt 30>> <br>Seems like your mistress loses some more energy. You have no idea why you can feel that and how this connection between you two functions, but the way things are going gives you worries.<br> <<set $msg_displayed=30>> <</if>> <<case 45>> <<if $msg_displayed lt 45>> <br>Again, there is a change in your mistress' state. It seems she stands between two worlds and takes a little step towards the one you don't like at all.<br> <<set $msg_displayed=45>> <</if>> <<case 60>> <<if $msg_displayed lt 60>> <br>Yet another little step by your mistress in a direction you dislike intensely.<br> <<set $msg_displayed=60>> <</if>> <<case 75>> <<if $msg_displayed lt 75>> <br>Yet another little step by your mistress in a direction you intensely dislike. You wouldn't be able to explain what's the matter, but you certainly feel a big wrong going on...<br> <<set $msg_displayed=75>> <</if>> <<case 90>> <<if $msg_displayed lt 90>> <br>You feel your mistress is getting weaker again. If you only could seize her and drag her to a safe place! Unfortunately, your plush paws are totally unsuitable for that.<br> <<set $msg_displayed=90>> <</if>> <<case 105>> <<if $msg_displayed lt 105>> <br>Seems like your mistress moves away from you again. Now, how to prevent that?<br> <<set $msg_displayed=105>> <</if>> <<case 120>> <<if $msg_displayed lt 120>> <br>Once more your mistress makes a step away from you. Something tells you haven't much time to save her.<br> <<set $msg_displayed=120>> <</if>> <<case 135>> <<if $msg_displayed lt 135>> <br>Your mistress seems to be about to leave you for good. The feeling there's hardly any time left makes you shudder.<br> <<set $msg_displayed=135>> <</if>> <<case 149>> <<set $NoCutScene=false>> /* Last turn before losing - have to disable inventory */ <<set $lost_timeout=true>> /* We are about to lose - used to switch off links in decriptions */ <<case 150>> /* The others do the same thing - just to be sure */ <<set $NoCutScene=false>> <<set $lost_timeout=true>> <<case 151>> <<set $NoCutScene=false>> <<set $lost_timeout=true>> <<case 152>> <<set $NoCutScene=false>> <<set $lost_timeout=true>> <<case 153>> <<set $NoCutScene=false>> <<set $lost_timeout=true>> <<case 154>> <<set $NoCutScene=false>> <<set $lost_timeout=true>> <<case 155>> <<set $NoCutScene=false>> <<set $lost_timeout=true>> <</switch>> <<else>> <br>You suddenly become aware your mistress can no longer be helped. You can't say why, you simply know that's the way it is. The realization is so awful it literally paralyzes you. You remain lying on the spot - an abandoned, useless toy hare... <<set $lost_timeout_fin=true>> <</if>> <</if>> <</nobr>><<nobr>> <br> [[Look at mistress|ml0_x_mistress]]<br> [[Wake mistress|ml0_wake_mistress]]<br> <<link "Press yourself against the mistress, freeze and sleep" "ml0_sleep">><<if $ml_sleep_tries gte 2>><<set $NoCutScene=false>><</if>><</link>><br> <<if $ml_mistress_xed is true>><<link "Wriggle free" "ml0_out">><<if $ml_blood_smeared is true>><<set $CurrButtonPassage="main_loc1_buttons">><<set $varCurrLocTag="On the bed">><</if>><</link>><</if>><br> <</nobr>><<nobr>> <<include "ml0_x_mistress_image">> <br> <<if $ml_mistress_xed is false>> <<set $ml_mistress_xed=true>> <<set $ml_sleep_tries=0>> First of all, you notice your mistress' strange breathing pattern, with too long pauses between inhaling and exhaling. And yes, she seems somehow too motionless - you've never seen her like this, even when she had bad fever half a year ago. And her grip on you is too tight, as if she had a convulsion. Finally, even in the poor lighting here you can see her pajamas are torn on the shoulder, with an odd dark stain spreading from the tear. <<else>> Yes, there's clearly something wrong with your mistress. You've never encountered something like this in your whole life and have no idea what's going on, but one thing is sure - you need to act quickly! <</if>> <</nobr>> <<include $CurrButtonPassage>><<nobr>> <<if $ml_mistress_xed is false>> <<if $ml_sleep_tries is 2>> And yet you finally overcome this subtle anxiety, press yourself against your mistress, and <<link "fall asleep again" "ml0_lose">><</link>>. <<elseif $ml_sleep_tries is 1>> Something is wrong - you can't get rid of this thought. And you can't ignore it either. <<else>> You almost decide to embrace your mistress and to sleep on, but a subtle feeling of something being wrong prevents you from doing so. <</if>> <<else>> <<if $ml_sleep_tries is 2>> WIth a sigh, you decide it's none of your business, since you can't help your mistress anyway. Pressing yourself against her just as you did before, you finally <<link "fall asleep again" "ml0_lose">><</link>>. <<else>> Yeah, it's so tempting to pretend nothing unusual happens, and to sleep on. However, the feeling of a huge wrongness is just too disturbing. <</if>> <</if>> <<if $ml_sleep_tries lt 2>> <<set $ml_sleep_tries=$ml_sleep_tries+1>> <br> <<include $CurrButtonPassage>> <</if>> <</nobr>><<nobr>> <<if $ml_mistress_xed is false>> You're not quite sure that's really necessary. Maybe just letting her sleep on is a better idea. <<else>> You hammer with both your front and hind legs on your mistress as hard as you can, but she doesn't react at all. Even her grip on you remains as tight as before. <</if>> <</nobr>> <<include $CurrButtonPassage>> <<nobr>> <<if $ml_mistress_xed is false>> Hey, she could wake up! You're not sure that'd be right. <br> <<include $CurrButtonPassage>> <<else>> <<if $ml_blood_smeared is false>> You try to free yourself by flailing all your paws and twisting like mad, but your mistress shows no reaction. Not even her grip loosens the slightest bit. <br> <<include $CurrButtonPassage>> <<else>> Pushing your hind legs against your mistress' ribs, you twist furiously, and finally feel you start sliding along her blood-lubricated arm little by little. A few more minutes of struggling, and you manage to get free. Exhausted, you roll to the side - if toys had lungs, you certainly would be panting heavily now. You don't even want to think what your fur looks like - your only hope is that the seemingly inevitable forthcoming laundering (although not being your favorite hygiene procedure) will fix it. <br> <<set $InitTurns=turns()>> <<set $varProgress=3>> <<include "ml_all_buttons">> <</if>> <</if>> <</nobr>> <<nobr>> <<include "ml0_lose_image">> <br> You wake up as some strangers unsuccessfully try to wrest you out of the child's hands holding you in a death grip. When they put the totally stiff body of your mistress still embracing you in a strange wooden box that gets nailed shut afterwards, you console yourself with the thought you've been with her till the very end... <br> <<include "restart_restore_quit">> <</nobr>><<nobr>> <br> You may <<link "start over" "sun_and_moon_final">><</link>>, <<link "restore a saved game">><<script>>UI.saves()<</script>><</link>>, or <<link "quit">><<script>>window.close()<</script>><</link>>. <</nobr>><<nobr>> <<switch $ml_hands_in_blood>> <<case 0>> You stretch out your forelegs and touch the stain spreading over your mistress' shoulder. Your paws immediately get wet and darken. When you bring them closer to your face you realize it's blood! How awful! Sure, you've seen the blood of your current and previous mistresses - coming from scratches and scraped knees for the most part - but certainly not in such insane amounts! Your paws are soaked with it! <<set $ml_hands_in_blood=2>> <<case 1>> No, your paws are soaked with blood already! <<case 2>> No, enough of that! Blood is already dripping from your paws! <</switch>> <br> <<include $CurrButtonPassage>> <</nobr>><<nobr>> You drag your bloody paws all over your mistress' arm. Sure, they don't get any cleaner, but at least blood stops dripping from them. At the same time you notice how unpleasantly slimy to the touch the skin of your mistress now is. <<set $ml_hands_in_blood=1>> <<set $ml_blood_smeared=true>> <br> <<include $CurrButtonPassage>> <</nobr>><<nobr>> <br> <<if $ml1_looked is false>> [[Look around|ml1_look]]<br> <<else>> [[Look around once more|ml1_look]]<br> <<link "Climb down the bed" "ml1_out">><<set $CurrButtonPassage="main_loc2_buttons">><<set $varCurrLocTag="Next to the bed">><</link>><br> <</if>> <</nobr>> <<nobr>> /* Wrapper for buttons - calls the daemon and checks whether any buttons have to be displayed */ <<include "main_loc_messages">> /* Mistress slowly dying daemon */ <<if $lost_timeout_fin is false>> <<include $CurrButtonPassage>> /* Not lost yet */ <<else>> <br> <<include "restart_restore_quit">> <</if>> <</nobr>><<nobr>> <<if $ml2_visited is false>> You get to the very head end of the bed, which is closest to the floor, and carefully slide down... <<set $ml2_visited=true>> <<else>> You climb down the usual way... <</if>> <br> <</nobr>> <<include "ml_all_buttons">><<nobr>> <<if $ml1_looked is true>> Nothing has changed - the sharply tilted bed is still there, with the wardrobe resting on its boards, and your motionless pale mistress lying on it, sloppily covered by the blanket. <<if $pillow_location is 1>><br>Sitting on the very edge of the bed is <<if $lost_timeout is false>><<link "the pillow" "ml1_pillow">><<set $InitTurns=$InitTurns+1>><</link>><<else>>the pillow<</if>>.<</if>> <<else>> When you recover a bit and calm down, you suddenly notice it's not as dark here as it seemed at first glance: dull, greyish light filters in from somewhere above, dissipating the overall gloom slightly. You even can make out how unnaturally pale your mistress' face is, and recognize the low ceiling above you both as the wardrobe, which previously has been standing in the corner of the room but now decided, for some unknown reason, to lie down on the top, resting on the head- and footboard. The blanket still covers your mistress, while <<if $lost_timeout is false>><<link "the pillow" "ml1_pillow">><<set $InitTurns=$InitTurns+1>><</link>><<else>>the pillow<</if>> sits on the very edge. The bed got an evident ''TRIM BY HEAD'' (it's your mistress' dad who just ''adores'' such words).<br> Dad, dad... Hey, but where are the parents? They're probably out for the count and not aware of what's going on here. You need to wake them as soon as possible - they certainly will be of greater help than you! <<set $ml1_looked=true>> <</if>> <br> <<include "ml_all_buttons">> <</nobr>><<nobr>> /* Actions for pillow in location 1 */ The pillow sits on the very edge of the bed.<br><br> <<link "Give it a push" "ml1_pillow_push">><</link>><br> <<link "Lie down on it and have a nap" "ml1_pillow_sleep">><</link>><br> <<link "Let it sit" "ml_all_buttons">><<set $InitTurns=$InitTurns+1>><</link>> <</nobr>><<nobr>> You push the pillow, and it falls off the bed. <<set $pillow_location=2>> <<if $pillow_location gt $pillow_location_max>> <<set $pillow_location_max=$pillow_location>> <</if>> <br> <<include "ml_all_buttons">> <</nobr>> <<nobr>> You went through all that trouble freeing yourself just to hit the sack? It must be a joke! You have to bail out your mistress, remember? <br> <<include "ml_all_buttons">> <</nobr>><<nobr>> <br> <<link "Look around" "ml2_look">><</link>><br> <<link "Climb back up" "ml2_up">><<set $CurrButtonPassage="main_loc1_buttons">><<set $varCurrLocTag="On the bed">><</link>><br> <<if $ml3_visited is false and $ml2_looked is true>><<link "Go towards the foot end" "ml2_out">><<set $CurrButtonPassage="main_loc3_buttons">><<set $varCurrLocTag="At the breach">><</link>><</if>> <<if $ml3_visited is true>><<link "To the breach" "ml2_out">><<set $CurrButtonPassage="main_loc3_buttons">><<set $varCurrLocTag="At the breach">><</link>><</if>> <</nobr>><<nobr>> <<if $tried_wake is false and $music_playing is true>> <<set $tried_wake=true>> You climb on the bed at the very headboard, which is closest to the floor, and immediately rush over to your mistress. She doesn't react to the blaring music in any way. You jump on her, trying to stir her up, but to no avail. What's the matter with her, after all? <<else>> You get to the point where the bed is closest to the floor, make a leap and heap yourself up onto the bed, clinging to the headboard (that's not easy with plush paws, by golly!) <</if>> <br> <</nobr>> <<include "ml_all_buttons">><<nobr>> <<if $ml2_looked is true>> The floor between the bed and the side wall is covered in some whitish dust<<if $pillow_location_max gt 2>>; however, it's wiped away for the most part, with only two relatively narrow streaks remaining along the skirting and the bed.<<else>><<if $ml2_bottle_moved is true>> that seems to be flattened in the middle like a piece of dough processed with a rolling pin<<if $ml2_look_remark is false>><<set $ml2_look_remark=true>> (your mistress just ''loves'' watching her mom cooking, and is always taking you along)<</if>>. In this flattened area, a set of your footprints is clearly visible.<<else>><<if $ml3_visited is false>>.<<else>> with a set of your footprints clearly visible in it.<</if>> <</if>> <</if>> <<switch $ml2_bottle_found>> <<case 0>> <br>Something seems to be <<if $lost_timeout is false>><<link "glinting" "ml2_look_under_bed">><<set $InitTurns=$InitTurns+1>><</link>><<else>>glinting<</if>> from under the bed. <<case 1>> <br><<if $lost_timeout is false>><<link "A bottle" "ml2_look_under_bed">><<set $InitTurns=$InitTurns+1>><</link>><<else>>A bottle<</if>> is glinting dully under the bed. <<case 2>> <<if $bottle_location is 2>> <<if $bottle_location_max is 2>><br> <<if $lost_timeout is false>><<link "A bottle" "ml2_bottle">><<set $InitTurns=$InitTurns+1>><</link>><<else>>A bottle<</if>> has been rolled out from under the bed. <<else>><br> <<if $lost_timeout is false>><<link "The bottle" "ml2_bottle">><<set $InitTurns=$InitTurns+1>><</link>><<else>>The bottle<</if>> lies on the floor where you've left it. <</if>> <</if>> <</switch>> <<if $pillow_location is 2>><br>You see <<if $lost_timeout is false>><<link "the pillow" "ml2_pillow">><<set $InitTurns=$InitTurns+1>><</link>><<else>>the pillow<</if>> here. <</if>> <<else>> Putting aside the tilted bed, this place (which basically represents a passageway between the side wall and the bed) looks almost the same as always. The headboard is set against the front wall as it should, and dim light is coming from the opposite side. Thanks to it you can make out the floor is covered in whitish dust. Hey, that's strange - your mistress and her mom did a sweeping just the other day.<br> Something seems to be <<if $lost_timeout is false>><<link "glinting" "ml2_look_under_bed">><<set $InitTurns=$InitTurns+1>><</link>><<else>>glinting<</if>> from under the bed. <<if $pillow_location is 2>> You see <<if $lost_timeout is false>><<link "the pillow" "ml2_pillow">><<set $InitTurns=$InitTurns+1>><</link>><<else>>the pillow<</if>> here.<</if>> <<set $ml2_looked=true>> <br> <</if>> <br> <<include "ml_all_buttons">> <</nobr>> <<nobr>> <<if $ml3_visited is false>> At first, you are badly shocked by the changes this part of the room has undegone: there's even more dust and rubbish, and the way inside the room where the door to the hallway lies is now blocked by a heap of brick rubble. As if to compensate for that, a jagged breach apparently leading directly outside now decorates the wall just opposite to it. The breach is ''huge'' - your mistress could easily pass through it with you under her arm, well, even her parents probably could squeeze through. Now, what's going on here? <<set $ml3_visited=true>> <</if>> <br> <</nobr>> <<include "ml_all_buttons">><<nobr>> <br> <<link "Look around" "ml3_look">><</link>><br> <<link "Look out the breach" "ml3_lookout">><</link>><br> <<if $ml6_visited is false>> <<link "Try climbing over the heap of rubble" "ml3_climb">><<set $CurrButtonPassage="ml_no_buttons">><<set $varCurrLocTag="Somewhere in the middle of the room">><<set $NoCutScene=false>><</link>><br> <<else>> <<link "Go inside the room" "ml3_climb">><<set $CurrButtonPassage="main_loc6_buttons">><<set $varCurrLocTag="Somewhere in the middle of the room">><</link>><br> <</if>> <<if $ml4_visited is false>> <<link "Go through the breach" "ml3_out">><<set $CurrButtonPassage="ml_no_buttons">><<set $varCurrLocTag="Outside the breach">><<set $NoCutScene=false>><</link>><br> <<else>> <<link "Go through the breach" "ml3_out">><<set $CurrButtonPassage="main_loc4_buttons">><<set $varCurrLocTag="Outside the breach">><</link>><br> <</if>> <<link "Back to the bed" "ml3_back">><<set $CurrButtonPassage="main_loc2_buttons">><<set $varCurrLocTag="Next to the bed">><</link>><br> <</nobr>><<nobr>> You get back to the bed. <br> <<include "ml_all_buttons">> <</nobr>> <<nobr>> /* Actions for pillow in location 2 */ The pillow is lying on the dusty floor.<br> <<include "ml2_pillow_buttons">> <</nobr>><<nobr>> <<include ml2_look_under_bed_image>> <br> <<if $ml2_bottle_found is 0>> Looking under the bed, you find a bottle lying on its side! <<set $ml2_bottle_found=1>> <<else>> There is a bottle under the bed. <</if>> <br> <<include "ml2_bottle_buttons">> <</nobr>><<nobr>> This is the bottle you found under the bed. <br> <<include "ml2_bottle_buttons">> <</nobr>><<nobr>> <<if $ml2_bottle_xed is false>> You recognize this bottle at once - your mistress' dad uses them for ''samogon'', a home-distilled liquor. He brews it himself and is very proud of his product, often showing your mistress the trick with setting this liquid on fire, which delights her boundlessly every time. Mistress' mom basically has nothing against this hobby and sometimes drinks the moonshine herself, but insists there is not too much booze in the house. Her husband disagrees with that and occasionally stashes bottles in secret places - if mom finds them, there's always a big scandal. Fortunately, it doesn't happen too often.<br> This seems to be one of such stashed bottles, but it's almost empty - you see just a little samogon covering its bottom side. <<set $ml2_bottle_xed=true>> <<else>> In the bottle lying on its side, there is just a little liquor left. <</if>> <br> <<include "ml2_bottle_buttons">> <</nobr>><<nobr>> <br> <<if $ml2_bottle_found lt 2>> <<if $ml2_bottle_xed is false>> <<link "Examine it" "ml2_bottle_look">><<set $InitTurns=$InitTurns+1>><</link>><br> <</if>> <<link "Roll it out from under the bed" "ml2_bottle_roll_out">><</link>><br> <<link "You don't need it now" "ml_all_buttons">><<set $InitTurns=$InitTurns+1>><</link>><br> <<else>> <<link "Examine it" "ml2_bottle_look">><<set $InitTurns=$InitTurns+1>><</link>><br> <<if $ml2_bottle_xed is true>><<link "Take a sip from it" "ml2_bottle_drink">><<set $InitTurns=$InitTurns+1>><</link>><br><</if>> <<if $ml2_bottle_xed is true and $ml3_visited is false>><<link "Roll the bottle along the bed" "ml2_bottle_roll">><<set $CurrButtonPassage="main_loc3_buttons">><<set $varCurrLocTag="At the breach">><</link>><br><</if>> <<if $ml2_bottle_xed is true and $ml3_visited is true>><<link "Roll the bottle to the breach" "ml2_bottle_roll">><<set $CurrButtonPassage="main_loc3_buttons">><<set $varCurrLocTag="At the breach">><</link>><br><</if>> <<link "Leave the bottle alone" "ml_all_buttons">><<set $InitTurns=$InitTurns+1>><</link>><br> <</if>> <</nobr>><<nobr>> <<if $ml2_bottle_xed is false>> You go around the bottle, put your paws on it and push as hard as you can, rolling it out from under the bed. <<else>> Fortunately, the bottle is almost empty, so that even your feeble hare's strength is sufficient to roll it out from under the bed. <</if>> <<set $ml2_bottle_found=2>> <<set $bottle_location=2>> <<if $bottle_location gt $bottle_location_max>> <<set $bottle_location_max=$bottle_location>> <</if>> <br> <<include "ml_all_buttons">> <</nobr>> <<nobr>> The cap on the bottle is too tight to be unscrewed with plush paws. <br> <<include "ml2_bottle_buttons">> <</nobr>><<nobr>> <<set $ml2_bottle_moved=true>> <<set $bottle_location=3>> <<if $bottle_location gt $bottle_location_max>> <<set $bottle_location_max=$bottle_location>> <</if>> <<if $ml3_visited is false>> You put your paws on the bottle and start rolling it in the direction the light is coming from. In spite of the bottle being almost empty, trundling it over such a long distance is quite an effort for you, so that you have little chance to inspect the surroundings. Finally, you decide to make a rest, let go of the bottle, and look around. <br> <br> <<include "ml2_out">> <<else>> You put your paws on the bottle and roll it along the bed towards the breach.<br> <<include "ml_all_buttons">> <</if>> <</nobr>><<nobr>> <br> <<link "Look at it" "ml2_pillow_look">><<set $InitTurns=$InitTurns+1>><</link>><br> <<if $ml3_visited is false>><<link "Push the pillow along the bed" "ml2_pillow_push">><<set $CurrButtonPassage="main_loc3_buttons">><<set $varCurrLocTag="At the breach">><</link>><br><</if>> <<if $ml3_visited is true>><<link "Push the pillow to the breach" "ml2_pillow_push">><<set $CurrButtonPassage="main_loc3_buttons">><<set $varCurrLocTag="At the breach">><</link>><br><</if>> <<link "Let it lie" "ml_all_buttons">><<set $InitTurns=$InitTurns+1>><</link>><br> <</nobr>><<nobr>> The bottom side of the pillow slip is probably all dirtied with dust. Which means, it's going to land in the washing mashine along with yourself. <br> <<include "ml2_pillow_buttons">> <</nobr>><<nobr>> <<include "ml3_look_image">> <br> Next to the corner of the room, there is now an odd jagged breach in the wall<<if $ml3_looked_thru_opening is false>>. <<else>> leading outside. <</if>> <<if $ml5_visited is false>> Opposite to it, a heap of brick rubble is blocking your way inside the room. <<else>> As you found out, the heap of brick rubble opposite to it is quite climbable. <</if>> <<if $pillow_location_max gt 2>> A stripe of relatively clean floor amidst the dust leads back to the bed. <<else>> <<if $bottle_location_max gt 2>> A stripe of somewhat flattened dust with a set of your footprints leads back to the bed. <<else>> A set of your footprints in the dust leads back to the bed. <</if>> <</if>> <<if $bottle_location is 3>> <<if $pillow_location is 3>> <br>You see <<if $lost_timeout is false>><<link "the bottle" "ml3_bottle">><<set $InitTurns=$InitTurns+1>><</link>><<else>>the bottle<</if>> and <<if $lost_timeout is false>><<link "the pillow" "ml3_pillow">><<set $InitTurns=$InitTurns+1>><</link>><<else>>the pillow<</if>> here. <<else>> <br>Lying on the floor is <<if $lost_timeout is false>><<link "the bottle" "ml3_bottle">><<set $InitTurns=$InitTurns+1>><</link>><<else>>the bottle<</if>> you rolled over here. <</if>> <<else>> <<if $pillow_location is 3>> <br>Lying on the floor is <<if $lost_timeout is false>><<link "the pillow" "ml3_pillow">><<set $InitTurns=$InitTurns+1>><</link>><<else>>the pillow<</if>>. <</if>> <</if>> <br> <<include "ml_all_buttons">> <</nobr>><<nobr>> <<set $me_location67=6>> <<if $ml6_visited is false>> You give the heap of brick rubble and rubbish a doubtful look, but come up and start climbing it nevertheless. It's anything but easy, and you get all mucked up with the nasty brick dust in the process, especially your blood-soaked front paws. But at some point, you reach the ridge and then just tumble head over heels down the other side. Good thing you're just a toy - if you were a real hare of flesh and blood, you'd probably be all bruises and bumps <<if $lost_timeout is false>><<link "by now..." "ml6_look">><<set $CurrButtonPassage="main_loc6_buttons">><<set $NoCutScene=true>><</link>><<else>>by now...<</if>> <<else>> Once again you make your way inside the room, climbing over the heap of brick rubble. <</if>> <br> <<include "ml_all_buttons">> <</nobr>><<nobr>> <<if $ml4_visited is false>> <<if $ml3_looked_thru_opening is false>> You hesitantly sneak up to the edge of the breach, look down <<if $pillow_location is 4>> <<if $bottle_location is 4>> and, seeing the pillow with the bottle resting on it, jump on it without further thought<<if $ml6_visited is true>>, sullying the whole pillow slip with brick dust from your fur.<<else>>.<</if>> <<else>> and, seeing the pillow, jump on it without further thought<<if $ml6_visited is true>>, sullying the whole pillow slip with brick dust from your fur.<<set $pillow_dirty=true>><<else>>.<</if>> <</if>> Finally, you slide off the pillow to the ground and <<if $lost_timeout is false>><<link "look around..." "ml4_look">><<set $CurrButtonPassage="main_loc4_buttons">><<set $varCurrLocTag="Outside the house">><<set $NoCutScene=true>><</link>><<else>>...<</if>> <<set $ml4_visited_pill=true>> <<else>> and see, quite a distance below, a surface bestrewn with sharp rocks. Turning around, you carefully slide down the wall with your back outside, then hang for a while, grasping the bottom edge of the breach, and finally plummet down, hitting the ground rather unpleasantly. You straighten up and <<if $lost_timeout is false>><<link "look around..." "ml4_look">><<set $CurrButtonPassage="main_loc4_buttons">><<set $varCurrLocTag="Outside the house">><<set $NoCutScene=true>><</link>><<else>>look around...<</if>> <<set $ml4_visited_no_pill=true>> <</if>> <<else>> <<if $pillow_location is 4>> <<if $pillow_seen is false>> You sneak up to the edge of the breach, turn your back to the outside and start carefully descending the wall. Suddenly, your hind legs feel something soft, and you recall the pillow pushed through the breach! Letting go of the wall, you back-land on the pillow and slide down to the ground, flailing your fore and hind legs. <<if $ml6_visited is true and $pillow_dirty is false>><<set $pillow_dirty=true>> The pillow slip is now all dirty with brick dust from your fur, but it doesn't hinder you from drawing yourself up to your full hare's height and <<if $lost_timeout is false>><<link "looking around..." "ml4_look">><<set $CurrButtonPassage="main_loc4_buttons">><<set $varCurrLocTag="Outside the house">><<set $NoCutScene=true>><</link>><<else>>looking around...<</if>><<else>>You draw yourself up to your full hare's height and <<if $lost_timeout is false>><<link "look around..." "ml4_look">><<set $CurrButtonPassage="main_loc4_buttons">><<set $varCurrLocTag="Outside the house">><<set $NoCutScene=true>><</link>><<else>>look around...<</if>><</if>> <<set $pillow_seen=true>> <<else>> You sneak up to the edge of the breach and jump down onto the pillow you pushed through shortly before. After that, you slide down to the grass. <<if $ml6_visited is true and $pillow_dirty is false>><<set $pillow_dirty=true>> The pillow slip is now all dirty with brick dust from your fur, but it doesn't hinder you from drawing yourself up to your full hare's height and <<if $lost_timeout is false>><<link "looking around..." "ml4_look">><<set $CurrButtonPassage="main_loc4_buttons">><<set $varCurrLocTag="Outside the house">><<set $NoCutScene=true>><</link>><<else>>looking around...<</if>><<else>>You draw yourself up to your full hare's height and <<if $lost_timeout is false>><<link "look around..." "ml4_look">><<set $CurrButtonPassage="main_loc4_buttons">><<set $varCurrLocTag="Outside the house">><<set $NoCutScene=true>><</link>><<else>>look around...<</if>><</if>> <</if>> <<set $ml4_visited_pill=true>> <<else>> You sneak up to the breach, turn your back to the outside and start carefully descending the wall. After a short while, you find yourself hanging, clinging to the bottom edge of the breach. Finally, you let go of it and plummet down, hitting the ground rather unpleasantly. You draw yourself up to your full hare's height and <<if $lost_timeout is false>><<link "look around..." "ml4_look">><<set $CurrButtonPassage="main_loc4_buttons">><<set $varCurrLocTag="Outside the house">><<set $NoCutScene=true>><</link>><<else>>look around...<</if>> <<set $ml4_visited_no_pill=true>> <</if>> <</if>> <<else>> <<if $pillow_location is 4>> You go through the breach and jump down on the soft pillow, finally sliding down from it into the grass. <<if $ml4_visited_pill is false>> Yeah, landing on the pillow is much comfier than hitting the hard ground! <<set $ml4_visited_pill=true>> <</if>> <<if $ml6_visited is true and $pillow_dirty is false>> Too bad the slip is now all dirty with that brick dust from your fur. <<set $pillow_dirty=true>> <</if>> <<else>> You go through the breach, turn your back to the outside and descend the wall, finally jumping down to the hard surface bestrewn by rocks. <<if $ml4_visited_no_pill is false>> Ouch, the previous landing on the pillow was much more pleasant! <<set $ml4_visited_no_pill=true>> <</if>> <</if>> <<if $music_playing is true and $music_played_before_4 is false>> You notice the music that was really deafening inside the house sounds much quieter outdoors, although you still can hear it pretty well standing near the breach. You expected more from the tape recorder, to be honest. <<set $music_played_before_4=true>> <</if>> <</if>> <br> <<include "ml_all_buttons">> <</nobr>><<nobr>> This is the bottle you found under the bed. <br> <<include "ml3_bottle_buttons">> <</nobr>><<nobr>> /* Actions for pillow in location 3 */ The pillow is lying on the dusty floor.<br> <<include "ml3_pillow_buttons">> <</nobr>><<nobr>> <<if $ml3_looked_thru_opening is true>> Once again, you look out of the <<if $bottle_location is 4>> <<if $pillow_location is 4>> <<set $pillow_seen=true>> <<if $bottle_on_pillow is true>> breach and see, just below it, the pillow with the bottle resting on it. <<else>> breach, seeing the pillow just beneath it, and the bottle lying in the grass a short distance away. <</if>> <<else>> breach and see the bottle lying in the grass a short distance away from the house wall. <</if>> <<else>> <<if $pillow_location is 4>> breach and see the pillow just beneath it. <<set $pillow_seen=true>> <<else>> <<if $bottle_broken is true>> breach and see the sharp rocks beneath it, along with the shards of the bottle that shattered against them. <<else>> breach and see the sharp rocks beneath it. <</if>> <</if>> <</if>> <<else>> <<if $ml4_visited is true>> You look out of the <<if $bottle_location is 4>> <<if $pillow_location is 4>> <<set $pillow_seen=true>> <<if $bottle_on_pillow is true>> breach and see, just below it, the pillow with the bottle resting on it. <<else>> breach, seeing the pillow just beneath it, and the bottle lying in the grass a short distance away. <</if>> <<else>> breach and see the bottle lying in the grass a short distance away from the house wall. <</if>> <<else>> <<if $pillow_location is 4>> <<set $pillow_seen=true>> breach and see the pillow just beneath it. <<else>> <<if $bottle_broken is true>> breach and see the sharp rocks beneath it, along with the shards of the bottle that shattered against them. <<else>> breach and see the sharp rocks beneath it. <</if>> <</if>> <</if>> <<else>> <<set $ml3_looked_thru_opening=true>> You take a cautious look through the breach and see it is leading outdoors indeed. <<if $pillow_location is 4>> <<if $bottle_location is 4>> There seems to be a significant drop between the room floor and the grass-covered ground outside; luckily, the pillow with the bottle resting on it is just below the breach. <<else>> There seems to be a significant drop between the room floor and the grass-covered ground outside; luckily, the pillow is just below the breach. <</if>> <<set $pillow_seen=true>> <<else>> <<if $bottle_broken is true>> There is a significant drop between the room floor and the grass-covered ground outside - it seems to be taller than your height (ears excluded, of course). Just under the breach you see some sharp rocks lying around, along with the shards of the bottle that seems to have shattered against them. <<else>> There is a significant drop between the room floor and the grass-covered ground outside - it seems to be taller than your height (ears excluded, of course). Just under the breach you see some sharp rocks lying around. <</if>> <</if>> <</if>> <</if>> <br> <<include "ml_all_buttons">> <</nobr>><<nobr>> <br> <<if $recorder_location is 6>> <<link "Look around" "ml6_look">><</link>><br> <<else>> <<link "Examine the junk" "ml6_debris">><</link>><br> <</if>> <<link "Enter the side passage" "ml6_side">><<set $CurrButtonPassage="main_loc7_buttons">><<set $varCurrLocTag="In the nook">><</link>><br> <<link "Back to the breach" "ml6_back">><<if $ml_hands_in_glue is false or $recorder_charged is true>><<set $CurrButtonPassage="main_loc3_buttons">><<set $varCurrLocTag="At the breach">><</if>><</link>> /* <<if $music_playing is true>> <br><<link "DEBUG: MUSIC OFF" "ml_all_buttons">><<set $music_playing=false>><</link>> <<else>> <br><<link "DEBUG: MUSIC ON" "ml_all_buttons">><<set $music_playing=true>><</link>> <</if>> */ <br> <</nobr>><<nobr>> <<if $ml_hands_in_glue is false or $recorder_charged is true>> Once again, you climb over the heap of brick rubble, getting back to the breach. <<set $me_location67=0>> <<else>> <<if $ml6_tried_out_glued is false>> <<set $ml6_tried_out_glued=true>> You start climbing the rubble, but suddenly a sizeable lump clings to your left paw, impeding your motion considerably. You just barely manage to shake it off. Looks like you have to wait till the glue dries out somewhat and your paw becomes less sticky. <<else>> As you found out already, you have to wait till the glue on your paw dries out. <</if>> <</if>> <br> <<include "ml_all_buttons">> <</nobr>><<nobr>> /* Dummy button passage with no buttons */ <</nobr>><<nobr>> <br> <<link "Examine it" "ml3_bottle_look">><<set $InitTurns=$InitTurns+1>><</link>><br> <<link "Take a sip from it" "ml3_bottle_drink">><<set $InitTurns=$InitTurns+1>><</link>><br> <<link "Roll the bottle through the breach" "ml3_bottle_roll">><</link>><br> <<link "Roll the bottle back to the bed" "ml3_bottle_roll_back">><<set $CurrButtonPassage="main_loc2_buttons">><<set $varCurrLocTag="Next to the bed">><</link>><br> <<link "Leave the bottle alone" "ml_all_buttons">><<set $InitTurns=$InitTurns+1>><</link>><br> <</nobr>><<nobr>> In the bottle lying on its side, there is just a little liquor left. <br> <<include "ml3_bottle_buttons">> <</nobr>><<nobr>> The cap on the bottle is too tight to be unscrewed with plush paws. <br> <<include "ml3_bottle_buttons">> <</nobr>><<nobr>> <<set $bottle_location=2>> You put your paws on the bottle and roll it back towards the head end of the bed. <br> <<include "ml_all_buttons">> <</nobr>><<nobr>> <<if $ml3_looked_thru_opening is true or $ml4_visited is true>> <<if $bottle_tried_out is false and $pillow_location isnot 4>> You're not sure it's a wise thing to do - there is a steep and rather deep drop on the other side of the breach, the bottle might not survive the fall. <<set $bottle_tried_out=true>> <<else>> <<if $pillow_location is 4>> You put your paws on the bottle and roll it out through the breach. A sound of something heavy landing on something soft comes from somewhere below. <<set $bottle_location=4>> <<set $bottle_on_pillow=true>> <<else>> You put your paws on the bottle and roll it out through the breach. A sound of glass breaking comes from somewhere below. <<set $bottle_location=100>> <<set $bottle_broken=true>> <</if>> <</if>> <<else>> <<if $pillow_location is 4>> You put your paws on the bottle and roll it out through the breach. A sound of something heavy landing on something soft comes from somewhere below. <<set $bottle_location=4>> <<set $bottle_on_pillow=true>> <<else>> You put your paws on the bottle and roll it out through the breach. A sound of glass breaking comes from somewhere below. <<set $bottle_location=100>> <<set $bottle_broken=true>> <</if>> <</if>> <<if $bottle_location gt $bottle_location_max>> <<set $bottle_location_max=$bottle_location>> <</if>> <br> <<include "ml_all_buttons">> <</nobr>> <<nobr>> <br> <<link "Look at it" "ml3_pillow_look">><<set $InitTurns=$InitTurns+1>><</link>><br> <<link "Push the pillow through the breach" "ml3_pillow_push">><</link>><br> <<link "Push the pillow back to the bed" "ml3_pillow_push_back">><<set $CurrButtonPassage="main_loc2_buttons">><<set $varCurrLocTag="Next to the bed">><</link>><br> <<link "Let it lie" "ml_all_buttons">><<set $InitTurns=$InitTurns+1>><</link>><br> <</nobr>><<nobr>> The bottom side of the pillow slip is probably all dirtied with dust. Which means, it's going to land in the washing mashine along with yourself. <br> <<include "ml3_pillow_buttons">> <</nobr>><<nobr>> You put your paws on the pillow and push it through the breach. It lands on the other side with a soft thunk. <<set $pillow_location=4>> <<if $pillow_location gt $pillow_location_max>> <<set $pillow_location_max=$pillow_location>> <</if>> <br> <<include "ml_all_buttons">> <</nobr>> <<nobr>> You push the pillow back towards the bed. <<set $pillow_location=2>> <br> <<include "ml_all_buttons">> <</nobr>><<nobr>> <<if $ml3_visited is false>> You go along the bed, pushing the pillow before you. It isn't heavy, but quite bulky, so that you have a rather hard time keeping it on course. After a while you stop and look around. <<set $pillow_location=3>> <<if $pillow_location gt $pillow_location_max>> <<set $pillow_location_max=$pillow_location>> <</if>> <br> <br> <<include "ml2_out">> <<else>> <<if $pillow_location_max gt 2>> Once again you push the pillow to the breach. <<else>> You go along the bed, pushing the pillow before you. It isn't heavy, but quite bulky, so that you have a rather hard time keeping it on course. You stop as you arrive at the breach in the wall. <</if>> <br> <<set $pillow_location=3>> <<if $pillow_location gt $pillow_location_max>> <<set $pillow_location_max=$pillow_location>> <</if>> <<include "ml_all_buttons">> <</if>> <</nobr>><<nobr>> <br> <<link "Look around" "ml4_look">><</link>><br> <<link "Examine the bushes" "ml4_look_bushes">><</link>><br> <<link "Peer around the corner of the house" "ml4_look_corner">><</link>><br> <<if $ml5_visited is false>> <<link "Go towards the shining" "ml4_go">><<set $CurrButtonPassage="ml_no_buttons">><<set $varCurrLocTag="At the burnt doghouse">><<set $NoCutScene=false>><<set $ml5_final_loc=true>><</link>><br> <<else>> <<if $pillow_burning is 2 and $bottle_broken is true and $ml5_know_pillow_burnt is false>> <<link "To the burnt doghouse" "ml4_go">><<set $CurrButtonPassage="main_loc5_buttons">><<set $varCurrLocTag="At the burnt doghouse">><<set $ml5_final_loc=true>><<set $NoCutScene=false>><</link>><br> <<else>> <<link "To the burnt doghouse" "ml4_go">><<set $CurrButtonPassage="main_loc5_buttons">><<set $varCurrLocTag="At the burnt doghouse">><<set $ml5_final_loc=true>><</link>><br> <</if>> <</if>> <<link "Back into the house" "ml4_back">><<set $CurrButtonPassage="main_loc3_buttons">><<set $varCurrLocTag="At the breach">><</link>><br> <</nobr>><<nobr>> <<if $ml4_visited is false>> Fortunately, the sky outside turns out to be quite normal, not its maddening crimson version from your nightmare. Dawn is just breaking - the stars are no longer visible, but it's barely enough light to make out vague outlines of things around. You've been outdoors at such an early hour only once - when your mistress' dad took you both fishing with him. A few (yours, not human) steps away from the house wall, soft grass that has been trimmed a short time ago is growing, with broken brick pieces lying here and there. Before you and to the right, tall bushes grow, but the illumination is too poor for you to associate them with a particular part of the garden. And to the left you see a mysterious shining seemingly coming from the ground, like in those dwarven treasure stories your mistress is so fond of. Finally, you turn around and stare at the bleached wall for a while, trying to orient yourself. To no avail, though - this breach next to the corner that wasn't there previously totally confuses you.<br> <<if $music_playing is true>> <<set $music_played_before_4=true>> However, you notice the music that was really deafening inside the house sounds much quieter outdoors, although you still can hear it pretty well standing near the breach. You expected more from the tape recorder, to be honest.<br> <</if>> <<set $ml4_visited=true>> <<else>> <<if $ml5_visited is true>> You are standing next to the house wall to the left of the main entrance, amidst short soft grass with broken brick pieces scattered about. Some distance away there are the guelder rose shrubs your mistress likes to play and hide in. Looking the other direction, you can see the glow of the embers left from the burnt doghouse. The housewall is defaced by a huge jagged breach. <<else>> You are standing next to the house wall amidst short soft grass with broken brick pieces scattered about. Some distance away there are some large bushes; an inviting shining is coming from the other direction. The house wall is defaced by a huge jagged breach. <</if>> <</if>> <<if $pillow_location is 4>> <<if $bottle_location is 4>> <<if $bottle_on_pillow is true>> Directly under the breach, <<if $lost_timeout is false>><<link "the pillow" "ml4_pillow">><<set $InitTurns=$InitTurns+1>><</link>><<else>>the pillow<</if>> is lying on the ground, with <<if $lost_timeout is false>><<link "the bottle" "ml4_bottle">><<set $InitTurns=$InitTurns+1>><</link>><<else>>the bottle<</if>> resting on it. <<else>> Directly under the breach, you see <<if $lost_timeout is false>><<link "the pillow" "ml4_pillow">><<set $InitTurns=$InitTurns+1>><</link>><<else>>the pillow<</if>>, with <<if $lost_timeout is false>><<link "the bottle" "ml4_bottle">><<set $InitTurns=$InitTurns+1>><</link>><<else>>the bottle<</if>> lying in the grass a short distance away. <</if>> <<else>> Directly under the breach, <<if $lost_timeout is false>><<link "the pillow" "ml4_pillow">><<set $InitTurns=$InitTurns+1>><</link>><<else>>the pillow<</if>> is lying on the ground. <</if>> <<else>> <<if $bottle_location is 4>> <<if $lost_timeout is false>><<link "The bottle" "ml4_bottle">><<set $InitTurns=$InitTurns+1>><</link>><<else>>The bottle<</if>> is lying in the grass not far from the breach. <<else>> <<if $bottle_broken is true>> Lying under the breach among rocks are <<if $lost_timeout is false>><<link "the shards" "ml4_shards">><<set $InitTurns=$InitTurns+1>><</link>><<else>>the shards<</if>> of the broken bottle. <</if>> <</if>> <</if>> <br> <<include "ml_all_buttons">> <</nobr>><<nobr>> <<if $ml5_visited is true>> Those are the enormous guelder rose shrubs your mistress and you hide and play together so often. Currently, you have no business there, especially at that time of day. <<else>> Some distance away, large bushes grow, but under these unusual circumstances and the lighting being insufficient, you just can't figure out what kind of plant that is. <</if>> <br> <<include "ml_all_buttons">> <</nobr>><<nobr>> <<if $ml5_visited is false>> <<if $ml4_looked_corner is false>> You peek furtively around the corner of the house, overcoming the unaccountable fear you're suddenly seized with for some reason. What you see is a colossal rubbish heap leaning against the other wall. Where did it come from? You live in a neat and tidy family, they wouldn't randomly throw junk about! Puzzled, you pull your head away again. <<set $ml4_looked_corner=true>> <<else>> The colossal heap of rubbish is still there. Broken boards, planks, slates, stones... Just the look of it makes you feel uneasy, and you can't bring yourself to get closer. <</if>> <<else>> <<if $ml4_looked_corner is false>> Peeking around the corner, you can see a part of the rubbish heap that covers most of the house. For some reason, this sight gives you such bad creeps you can't even look at it any longer, let alone get closer to it. <<set $ml4_looked_corner=true>> <<else>> No, you just can't bring yourself to look there again... <</if>> <</if>> <br> <<include "ml_all_buttons">> <</nobr>><<nobr>> <<if $ml5_visited is false>> <<if $music_playing is true and $music_played_before_5 is false>> You move across the grass, never taking your fascinated gaze off the mysterious lights ahead yet automatically noticing the music still can be heard quite well, although it sounds somewhat quieter than directly next to the breach. What's this shining? What surprise is awaiting you at the end of your <<if $lost_timeout is false>><<link "jorney?.." "ml5_look">><<set $CurrButtonPassage="main_loc5_buttons">><<set $varCurrLocTag="At the burnt doghouse">><<set $NoCutScene=true>><</link>><<else>>jorney?..<</if>> <<set $music_played_before_5=true>> <<else>> You move across the grass, never taking your fascinated gaze off the mysterious lights ahead. What's this shining? What surprise is awaiting you at the end of your <<if $lost_timeout is false>><<link "jorney?.." "ml5_look">><<set $CurrButtonPassage="main_loc5_buttons">><<set $varCurrLocTag="At the burnt doghouse">><<set $NoCutScene=true>><</link>><<else>>jorney?..<</if>> <</if>> <<else>> <<if $pillow_burning is 2 and $bottle_broken is true and $ml5_know_pillow_burnt is false>> As you get to the embers you notice the pillow has burned down completely meanwhile, with just a small bunch of ashes left behind. You suddenly feel little more remains of the hope to help your mistress, too... <<set $lost_timeout_fin=true>> <<else>> <<if $music_playing is true and $music_played_before_5 is false>> Once again, you move across the grass to the burnt doghouse, automatically noticing the music still can be heard quite well, although it sounds somewhat quieter than directly next to the breach. <<set $music_played_before_5=true>> <<else>> Once again, you move across the grass to the burnt doghouse. <</if>> <<if $pillow_burning is 2 and $ml5_know_pillow_burnt is false>> <<set $ml5_know_pillow_burnt=true>> <br><br>You notice the pillow has burned down completely in the meantime. <</if>> <</if>> <</if>> <br> <<include "ml_all_buttons">> <</nobr>><<nobr>> <<if $pillow_location is 4>> <<if $bottle_location is 4 and $bottle_on_pillow is true>> You get on the pillow, then on the bottle and finally walk through the breach easefully. <<else>> You get on the pillow, grasp the bottom edge of the breach, pull yourself up, and finally climb into the house. <</if>> <<else>> <<if $bottle_location is 4>> You find a rock lying close to the house wall, get on it, reach the bottom edge of the breach and finally manage to pull yourself up, crawling into the house. <<else>> You find a rock lying close to the house wall, get on it, reach the bottom edge of the breach and finally manage to pull yourself up, crawling into the house. <</if>> <</if>> <br> <<include "ml_all_buttons">> <</nobr>><<nobr>> <<if $bottle_on_pillow is true>> The bottle is resting on the pillow. <<else>> The bottle is lying in the grass a short distance away from the breach. <</if>> <br> <<include "ml4_bottle_buttons">> <</nobr>><<nobr>> <br> <<link "Examine it" "ml4_bottle_look">><<set $InitTurns=$InitTurns+1>><</link>><br> <<link "Take a sip from it" "ml4_bottle_drink">><<set $InitTurns=$InitTurns+1>><</link>><br> <<if $bottle_on_pillow is true>> <<link "Roll the bottle off the pillow" "ml4_bottle_roll_down">><</link>><br> <</if>> <<if $pillow_location is 4 and $bottle_on_pillow is false>> <<link "Roll the bottle back on the pillow" "ml4_bottle_roll_pillow">><<set $InitTurns=$InitTurns+1>><</link>><br> <</if>> <<link "Roll the bottle through the breach" "ml4_bottle_roll_back">><<set $InitTurns=$InitTurns+1>><</link>><br> <<if $bottle_on_pillow is false>> <<if $ml5_visited is false>> <<link "Roll the bottle towards the shining" "ml4_bottle_roll">><<set $CurrButtonPassage="ml_no_buttons">><<set $varCurrLocTag="At the burnt doghouse">><<set $NoCutScene=false>><<set $ml5_final_loc=true>><</link>><br> <<else>> <<link "Roll the bottle towards the burnt doghouse" "ml4_bottle_roll">><<set $CurrButtonPassage="main_loc5_buttons">><<set $varCurrLocTag="At the burnt doghouse">><<set $ml5_final_loc=true>><</link>><br> <</if>> <</if>> <<link "Leave the bottle alone" "ml_all_buttons">><<set $InitTurns=$InitTurns+1>><</link>><br> <</nobr>> <<nobr>> <<if $bottle_on_pillow is true>> The pillow is lying directly under the breach, with the bottle resting on it. <<else>> The pillow is lying directly under the breach. <</if>> <br> <<include "ml4_pillow_buttons">> <</nobr>><<nobr>> <br> <<link "Examine it" "ml4_pillow_look">><<set $InitTurns=$InitTurns+1>><</link>><br> <<if $bottle_on_pillow is false>> <<if $ml5_visited is false>> <<link "Push the pillow towards the shining" "ml4_pillow_push">><<set $CurrButtonPassage="ml_no_buttons">><<set $varCurrLocTag="At the burnt doghouse">><<set $NoCutScene=false>><<set $ml5_final_loc=true>><</link>><br> <<else>> <<link "Push the pillow towards the burnt doghouse" "ml4_pillow_push">><<set $CurrButtonPassage="main_loc5_buttons">><<set $varCurrLocTag="At the burnt doghouse">><<set $ml5_final_loc=true>><</link>><br> <</if>> <<else>> <<if $ml5_visited is false>> <<link "Push the pillow towards the shining" "ml4_pillow_push">><<set $InitTurns=$InitTurns+1>><</link>><br> <<else>> <<link "Push the pillow towards the burnt doghouse" "ml4_pillow_push">><<set $InitTurns=$InitTurns+1>><</link>><br> <</if>> <</if>> <<link "Push the pillow back through the breach" "ml4_pillow_push_back">><<set $InitTurns=$InitTurns+1>><</link>><br> <<link "Let it lie" "ml_all_buttons">><<set $InitTurns=$InitTurns+1>><</link>><br> <</nobr>><<nobr>> Looks like those are the shards of the bottle you rolled through the breach recently. <br> <<include "ml4_shards_buttons">> <</nobr>><<nobr>> <br> <<link "Examine the shards" "ml4_shards_look">><<set $InitTurns=$InitTurns+1>><</link>><br> <<link "Pick them up" "ml4_shards_get">><<set $InitTurns=$InitTurns+1>><</link>><br> <<link "Gulp down some liquor" "ml4_shards_drink">><<set $InitTurns=$InitTurns+1>><</link>><br> <<link "You don't need them" "ml_all_buttons">><<set $InitTurns=$InitTurns+1>><</link>><br> <</nobr>><<nobr>> <br> <<if $ml5_looked is true>> <<link "Look around once more" "ml5_look">><</link>><br> <<else>> <<link "Look around" "ml5_look">><</link>><br> <</if>> <<if $ml5_tried_get_help is false>> <<link "Go outside for help" "ml5_help">><</link>><br> <</if>> <<link "Return to the breach" "ml5_back">><<set $CurrButtonPassage="main_loc4_buttons">><<set $varCurrLocTag="Outside the breach">><<set $ml5_final_loc=false>><</link>><br> /* <<if $pillow_burning is 0>> <br><<link "DEBUG: PILLOW_BURNING=0" "ml_all_buttons">><<set $pillow_burning=1>><</link>> <<else>> <<if $pillow_burning is 1>> <br><<link "DEBUG: PILLOW_BURNING=1" "ml_all_buttons">><<set $pillow_burning=2>><</link>> <<else>> <br><<link "DEBUG: PILLOW_BURNING=2" "ml_all_buttons">><<set $pillow_burning=0>><</link>> <</if>> <</if>> */ <</nobr>><<nobr>> <<if $ml5_visited is false>> What seemed like magic lights from a distance, turns out to be the smoldering embers of a fire on closer inspection. You don't recognize at once what burned down here, but as you look at the heap of flinders nearby you identify them as the remains of the doghouse. What could this mean? Yeah, the old dog, Trezorka, died about a month ago, but right this weekend, the entire family planned to go viewing a new puppy! In fact, most of the talk the last few days seemed to revolve around this topic! Have they suddenly change their minds?<br> Full of thoughts, you slowly turn towards the house and suddenly hold still, thunderstruck: only a small part of the wall at the corner you came from is visible, the rest of the building is covered by a huge messy heap of unidentifiable something! What's happening? What crazy giant gambolled here? And how can you, an ordinary toy hare, withstand this giant?<br> Flashes of light and noise coming from the direction of the street snap you out of your daze. You get a glimpse of shadowy figures darting about in heat lightnings and can't help but breathe a sigh of relief - at least, there is someone to call for help! The question is, how to do that? <<set $ml5_visited=true>> <<else>> <<if $ml5_looked is false>> Thanks to <<if $lost_timeout is false and $lost_deadend is false>><<link "the doghouse" "ml5_doghouse">><<set $InitTurns=$InitTurns+1>><<set $CurrButtonPassage="ml5_doghouse_buttons">><</link>><<else>>the doghouse<</if>>, you got a reference point and more or less are able now to tell what is where, in spite of everything looking unusual. At the spot where the porch with the main entrance to the house used to be, there is <<if $lost_timeout is false and $lost_deadend is false>><<link "a huge messy heap" "ml5_rubbish">><<set $InitTurns=$InitTurns+1>><<set $CurrButtonPassage="ml5_rubbish_buttons">><</link>><<else>>a huge messy heap<</if>> covering most of the building. Visible is only its very corner, where your mistress' room is located. A path leads to the wicket outside, where you can see a glow and shadowy figures darting about. <<set $ml5_looked=true>> <<else>> <<if $ml5_rubbish_xed is false>> You're standing next to where <<if $lost_timeout is false and $lost_deadend is false>><<link "the doghouse" "ml5_doghouse">><<set $InitTurns=$InitTurns+1>><<set $CurrButtonPassage="ml5_doghouse_buttons">><</link>><<else>>the doghouse<</if>> used to be. Your family's house is almost entirely covered by <<if $lost_timeout is false and $lost_deadend is false>><<link "an unidentifiable huge messy heap" "ml5_rubbish">><<set $InitTurns=$InitTurns+1>><<set $CurrButtonPassage="ml5_rubbish_buttons">><</link>><<else>>an unidentifiable huge messy heap<</if>>, with only the part of the wall next to the corner visible. Beyond the wicket, in the street, there is a commotion with shadowy figures darting about in heat lightnings. <<else>> You're standing next to where <<if $lost_timeout is false and $lost_deadend is false>><<link "the doghouse" "ml5_doghouse">><<set $InitTurns=$InitTurns+1>><<set $CurrButtonPassage="ml5_doghouse_buttons">><</link>><<else>>the doghouse<</if>> used to be. Your family's house is almost entirely covered by <<if $lost_timeout is false and $lost_deadend is false>><<link "a huge messy heap of rubble" "ml5_rubbish">><<set $InitTurns=$InitTurns+1>><<set $CurrButtonPassage="ml5_rubbish_buttons">><</link>><<else>>a huge messy heap of rubble<</if>>, with only the part of the wall next to the corner visible. Beyond the wicket, in the street, there is a commotion with shadowy figures darting about in heat lightnings. <</if>> <</if>> <<if $bottle_location is 5>> <<if $pillow_burning is 1>> <br><<if $lost_timeout is false and $lost_deadend is false>><<link "The bottle" "ml5_bottle">><<set $InitTurns=$InitTurns+1>><<set $CurrButtonPassage="ml5_bottle_buttons">><</link>><<else>>The bottle<</if>> is lying in the grass. Burning on the embers is <<if $lost_timeout is false and $lost_deadend is false and (turns()-$ml5_pillow_burning_turns) lt 7>><<link "the pillow" "ml5_pillow">><<set $InitTurns=$InitTurns+1>><<set $CurrButtonPassage="ml5_pillow_buttons">><</link>><<else>>the pillow<</if>>. <<else>> <<if $pillow_location is 5>> <br>Lying in the grass not far away from the burnt kennel are <<if $lost_timeout is false and $lost_deadend is false>><<link "the bottle" "ml5_bottle">><<set $InitTurns=$InitTurns+1>><<set $CurrButtonPassage="ml5_bottle_buttons">><</link>><<else>>the bottle<</if>> and <<if $lost_timeout is false and $lost_deadend is false>><<link "the pillow" "ml5_pillow">><<set $InitTurns=$InitTurns+1>><<set $CurrButtonPassage="ml5_pillow_buttons">><</link>><<else>>the pillow<</if>>. <<else>> <br>Lying in the grass not far away from the burnt kennel is <<if $lost_timeout is false and $lost_deadend is false>><<link "the bottle" "ml5_bottle">><<set $InitTurns=$InitTurns+1>><<set $CurrButtonPassage="ml5_bottle_buttons">><</link>><<else>>the bottle<</if>>. <</if>> <</if>> <<else>> <<if $pillow_burning is 1>> <br>Burning on the embers is <<if $lost_timeout is false and $lost_deadend is false and (turns()-$ml5_pillow_burning_turns) lt 7>><<link "the pillow" "ml5_pillow">><<set $InitTurns=$InitTurns+1>><<set $CurrButtonPassage="ml5_pillow_buttons">><</link>><<else>>the pillow<</if>>. <<else>> <<if $pillow_location is 5>> <br>Lying in the grass not far away from the burnt kennel is <<if $lost_timeout is false and $lost_deadend is false>><<link "the pillow" "ml5_pillow">><<set $InitTurns=$InitTurns+1>><<set $CurrButtonPassage="ml5_pillow_buttons">><</link>><<else>>the pillow<</if>>. <</if>> <</if>> <</if>> <</if>> <br> <<include "ml_all_buttons">> <</nobr>><<nobr>> In the bottle lying on its side, there is just a little liquor left. <br> <<include "ml4_bottle_buttons">> <</nobr>><<nobr>> The cap on the bottle is too tight to be unscrewed with plush paws. <br> <<include "ml4_bottle_buttons">> <</nobr>><<nobr>> You get on the pillow, put your paws on the bottle and roll it down into the grass. <<set $bottle_on_pillow=false>> <br> <<include "ml_all_buttons">> <</nobr>><<nobr>> <<if $bottle_tried_roll_on_pill is false>> You try to roll the bottle onto the pillow, but even such a gentle ascent is too much for you to conquer. <<set $bottle_tried_roll_on_pill=true>> <<else>> As you found out already, this is beyond your power. <</if>> <br> <<include "ml4_bottle_buttons">> <</nobr>><<nobr>> <<if $bottle_on_pillow is true>> <<if $ml4_tried_roll_bottle_back is false>> You get on the pillow and try to roll the bottle back inside through the breach, but even the remaining small drop turns out to be an insurmountable obstacle for you and the bottle. <<set $ml4_tried_roll_bottle_back=true>> <<else>> As you found out already, the bottle can't be rolled over the drop. Not with your strength. <</if>> <<else>> <<if $pillow_location is 4>> <<if $bottle_tried_roll_on_pill is false>> Maybe it's better to roll the bottle onto the pillow first, that'd make the task easier. <<else>> As you found out already, even rolling the bottle on the pillow is beyond your power. <</if>> <<else>> No way, you'd have to lift the bottle over your head to do that. You're a mere toy hare, not Super Bunny! <</if>> <</if>> <br> <<include "ml4_bottle_buttons">> <</nobr>><<nobr>> <<if $ml5_visited is false>> <<if $music_playing is true>> You put your paws on the bottle and start rolling it towards the mysterious shining, automatically noticing the music still can be heard quite well, although it sounds somewhat quieter than directly next to the breach. On the grass, the bottle rolls with more resistance than on the floor, but you master it pretty well. A few more steps, and you're almost <<if $lost_timeout is false>><<link "there..." "ml5_look">><<set $CurrButtonPassage="main_loc5_buttons">><<set $NoCutScene=true>><</link>><<else>>there...<</if>> <<set $music_played_before_5=true>> <<else>> You put your paws on the bottle and start rolling it towards the mysterious shining. On the grass, the bottle rolls with more resistance than on the floor, but you master it pretty well. A few more steps, and you're almost <<if $lost_timeout is false>><<link "there..." "ml5_look">><<set $CurrButtonPassage="main_loc5_buttons">><<set $NoCutScene=true>><</link>><<else>>there...<</if>> <</if>> <<else>> <<if $bottle_location_max gt 4>> <<if $music_playing is true and $music_played_before_5 is false>> You put your paws on the bottle and roll it across the grass to the burnt kennel again, automatically noticing the music still can be heard quite well, although it sounds somewhat quieter than directly next to the breach. <<set $music_played_before_5=true>> <<else>> You put your paws on the bottle and roll it across the grass to the burnt kennel again. <</if>> <<else>> <<if $music_playing is true and $music_played_before_5 is false>> You put your paws on the bottle and start rolling it towards the burnt doghouse, automatically noticing the music still can be heard quite well, although it sounds somewhat quieter than directly next to the breach. On the grass, the bottle rolls with more resistance than on the floor, but you master it pretty well. <<set $music_played_before_5=true>> <<else>> You put your paws on the bottle and start rolling it towards the burnt doghouse. On the grass, the bottle rolls with more resistance than on the floor, but you master it pretty well. <</if>> <</if>> <</if>> <<set $bottle_location=5>> <<if $pillow_burning is 2 and $ml5_know_pillow_burnt is false>> <<set $ml5_know_pillow_burnt=true>> <br><br>You notice the pillow has burned down completely in the meantime. <</if>> <<if $bottle_location gt $bottle_location_max>> <<set $bottle_location_max=$bottle_location>> <</if>> <br> <<include "ml_all_buttons">> <</nobr>> <<nobr>> When it fell, the bottle broke into several rather big shards. <br> <<include "ml4_shards_buttons">> <</nobr>> <<nobr>> The shards are to big and heavy for your paws. Besides, you have no idea what you could use them for. <br> <<include "ml4_shards_buttons">> <</nobr>> <<nobr>> Looks like when the bottle broke, the rest of the liquor spilled out and got soaked up by the soil. <br> <<include "ml4_shards_buttons">> <</nobr>><<nobr>> <<if $pillow_dirty is true>> The whole pillow slip is sullied with brick dust from your fur. However, its bottom side probably is even dirtier. <<else>> The pillow slip looks relatively clean, but you suspect its bottom side would reveal a completely different picture. <</if>> <br> <<include "ml4_pillow_buttons">> <</nobr>> <<nobr>> <<if $bottle_on_pillow is true>> That's not possible with the bottle resting on it. <<else>> <<if $ml5_visited is false>> <<if $music_playing is true>> You put your paws on the pillow and start pushing it towards the mysterious shining, automatically noticing the music still can be heard quite well, although it sounds somewhat quieter than directly next to the breach. The pillow isn't heavy, but it doesn't slide over the grass as easily as over the floor, so that you need your full concentration to keep it on course. Finally, when the shining gets noticeably brighter, you stop and <<if $lost_timeout is false>><<link "look around..." "ml5_look">><<set $CurrButtonPassage="main_loc5_buttons">><<set $NoCutScene=true>><</link>><<else>>look around...<</if>> <<set $music_played_before_5=true>> <<else>> You put your paws on the pillow and start pushing it towards the mysterious shining. The pillow isn't heavy, but it doesn't slide over the grass as easily as over the floor, so that you need your full concentration to keep it on course. Finally, when the shining gets noticeably brighter, you stop and <<if $lost_timeout is false>><<link "look around..." "ml5_look">><<set $CurrButtonPassage="main_loc5_buttons">><<set $NoCutScene=true>><</link>><<else>>look around...<</if>> <</if>> <<else>> <<if $pillow_location_max gt 4>> <<if $music_playing is true and $music_played_before_5 is false>> You put your paws on the pillow and push it across the grass to the burnt kennel again, automatically noticing the music still can be heard quite well, although it sounds somewhat quieter than directly next to the breach. <<set $music_played_before_5=true>> <<else>> You put your paws on the pillow and push it across the grass to the burnt kennel again. <</if>> <<else>> <<if $music_playing is true and $music_played_before_5 is false>> You put your paws on the pillow and start pushing it towards the burnt doghouse, automatically noticing the music still can be heard quite well, although it sounds somewhat quieter than directly next to the breach. It's not easy to keep the pillow on course, especially with the grass below, but you finally reach your destination. <<set $music_played_before_5=true>> <<else>> You put your paws on the pillow and start pushing it towards the burnt doghouse. It's not easy to keep the pillow on course, especially with the grass below, but you finally reach your destination. <</if>> <</if>> <</if>> <<set $pillow_location=5>> <<if $pillow_location gt $pillow_location_max>> <<set $pillow_location_max=$pillow_location>> <</if>> <</if>> <br> <<include "ml_all_buttons">> <</nobr>><<nobr>> Sure, the pillow is rather light, but you're still not able to lift it over your head. <<if $bottle_on_pillow is true>> Especially with the bottle resting on it. <</if>> <br> <<include "ml4_pillow_buttons">> <</nobr>><<nobr>> You trot over the grass back to the breach in the house wall. <br> <<include "ml_all_buttons">> <</nobr>><<nobr>> <<if $ml6_visited is false>> To your great surprise, you find yourself not in front of the door to the hallway as you expected but before an enormous overturned crate. Its contents are partly scattered over the floor, helping you to identify it. The thing is, you spent several years of your life in this very crate yourself - when your previous mistress grew up, and the current one (her daughter) didn't join your family yet. Gosh, those years were ''boring''! You just wonder why the crate decided to show up here - actually, it belongs in the attic. The crate itself and the stuff from it are blocking most of the ways, except for a relatively narrow side passage. <<set $ml6_visited=true>> <<else>> The overturned crate from the attic scattered a part of its contents over the floor, blocking most of the ways, except for the relatively narrow side passage. <<if $music_playing is true>> <<if $crane_location is 6>> <br>The music is blaring from <<if $lost_timeout is false>><<link "the tape recorder" "ml6_recorder">><<set $InitTurns=$InitTurns+1>><</link>><<else>>the tape recorder<</if>>. Next to it, you see <<if $lost_timeout is false>><<link "the truck crane" "ml6_crane">><<set $InitTurns=$InitTurns+1>><</link>><<else>>the truck crane<</if>>. <<else>> <br>The music is blaring from <<if $lost_timeout is false>><<link "the tape recorder" "ml6_recorder">><<set $InitTurns=$InitTurns+1>><</link>><<else>>the tape recorder<</if>>. <</if>> <<else>> <<if $crane_location is 6>> <<if $recorder_lifted is true>> You see <<if $lost_timeout is false>><<link "the truck crane" "ml6_crane">><<set $InitTurns=$InitTurns+1>><</link>><<else>>the truck crane<</if>> here. Hanging from its lifting hook is <<if $lost_timeout is false>><<link "the tape recorder" "ml6_recorder">><<set $InitTurns=$InitTurns+1>><</link>><<else>>the tape recorder<</if>>. <<else>> Lying on the floor is <<if $lost_timeout is false>><<link "the tape recorder" "ml6_recorder">><<set $InitTurns=$InitTurns+1>><</link>><<else>>the tape recorder<</if>>. <<if $lost_timeout is false>><<link "The truck crane" "ml6_crane">><<set $InitTurns=$InitTurns+1>><</link>><<else>>The truck crane<</if>> is parked next to it. <</if>> <<else>> Lying on the floor is <<if $lost_timeout is false>><<link "the tape recorder" "ml6_recorder">><<set $InitTurns=$InitTurns+1>><</link>><<else>>the tape recorder<</if>>. <</if>> <</if>> <</if>> <br> <<include "ml_all_buttons">> <</nobr>><<nobr>> You are about to run headlong towards the wicket, but a sudden flashback from the past makes you stop.<br><br> It happened about one and a half years ago. After having pneumonia for a long time, your mistress prepared herself for an outdoor walk for the first time after recovery (with the assistance of her mom, of course). She was almost ready, but couldn't find her ''shapochka'' - winter cap. Eager to get out at last, she became so absorbed in the search she even left you lying alone on a chair (a ''very'' rare thing to occur).<br> You wanted to help, since you accidentally spotted her dropping the cap in excitement between the bed and the wall. Thus, you slid down to the floor and were about to scuttle over to the ''shapochka'', but suddenly just keeled over, unable to move a limb, as your mistress looked in your direction... <br><br> The frustration you felt that time isn't an experience you'd like to repeat. Which is more important, you just can't afford something like this to happen when your mistress needs help so badly. Hence, a direct contact with the people outside is out of question - you rather have to attract their attention somehow. <<set $ml5_tried_get_help=true>> <br> <<include "ml_all_buttons">> <</nobr>><<nobr>> <<if $recorder_xed is false>> You haven't seen it for a long time - since you left the box in the garret. When your mistress' mom was young, it's been one of the most respected items in the house - virtually no get-together went without it. But as years passed by, it got out of use little by little, finally landing in the notorious attic... <<set $recorder_xed=true>> <<else>> The tape recorder dwells at this place for a very long time, although probably not as long as you. <</if>> <br> <<include "ml6_recorder_buttons">> <</nobr>><<nobr>> Your (and your mistress') favorite truck crane is parked here. <br> <<include "ml6_crane_buttons">> <</nobr>><<nobr>> On the spot where the doghouse used to be, you see smoldering embers and a heap of flinders next to them. <br> <<include "ml_all_buttons">> <</nobr>><<nobr>> <<if $ml5_rubbish_xed is false>> The house is almost entirely covered by an unidentifiable messy heap. <<else>> The house is almost entirely covered by a messy heap of rubble. <</if>> <br> <<include "ml_all_buttons">> <</nobr>> <<nobr>> Lying in the grass not far away from the embers is the bottle. <br> <<include "ml_all_buttons">> <</nobr>><<nobr>> <<if $pillow_burning is 0>> Lying in the grass not far away from the embers is the pillow. <<else>> The pillow is burning. <</if>> <br> <<include "ml_all_buttons">> <</nobr>><<nobr>> <br> <<link "Examine the doghouse remains" "ml5_doghouse_look">><</link>><br> <<link "Get some cinders" "ml5_doghouse_get">><</link>><br> <<link "Push the flinders on the embers" "ml5_doghouse_make_fire">><</link>><br> <<link "Turn away from the embers" "ml_all_buttons">><<set $InitTurns=$InitTurns+1>><<set $CurrButtonPassage="main_loc5_buttons">><</link>><br> <</nobr>><<nobr>> It seems that not all fragments in the heap next to the embers belong to the doghouse - in addition to boards and an orange-colored piece of the roof (which helped you most to recognize the pile as the remains of the kennel), you see some chunks of firewood. Goodness knows how they got there. <<if $pillow_burning is 1>> <br>Burning on the embers is <<if $lost_timeout is false and $lost_deadend is false and (turns()-$ml5_pillow_burning_turns) lt 7>><<link "the pillow" "ml5_pillow">><<set $InitTurns=$InitTurns+1>><<set $CurrButtonPassage="ml5_pillow_buttons">><</link>><<else>>the pillow<</if>>. <</if>> <br> <<include "ml_all_buttons">> <</nobr>><<nobr>> <<if $ml5_tried_get_coals is false>> <<if $FireXed is false>> Normally, toys don't feel pain, but fire is an exception. You still can't forget how your previous mistress accidently dropped a lit candle on you. It was over so quickly your fur didn't even change its color, but the very memory makes that spot itch. Thus, picking up glowing cinders certainly is not for you. <<else>> The very thought of it makes you sick, and the spot on your fur once seared by a candle starts itching obnoxiously. No way! <</if>> <<set $ml5_tried_get_coals=true>> <<else>> No, you'd rather stay away from anything burning or smoldering. <</if>> <br> <<include "ml_all_buttons">> <</nobr>><<nobr>> <<if $ml5_tried_make_fire is false>> You climb onto the heap of flinders and try to toss some of the fragments on the embers, so that the people in the street could see the bonfire flaming up. Unfortunately, they are all too heavy for you. Exhausted, you get down on the grass again. <<set $ml5_tried_make_fire=true>> <<else>> As you found out already, you're not strong enough to do that. <</if>> <br> <<include "ml_all_buttons">> <</nobr>> <<nobr>> <br> <<if $ml5_rubbish_xed is false>> <<link "Examine the huge messy heap" "ml5_rubbish_look">><</link>><br> <<else>> <<link "Examine the rubble" "ml5_rubbish_look">><</link>><br> <</if>> <<if $ml5_rubbish_xed is true>> <<link "Get closer to investigate the rubble more thoroughly" "ml5_rubbish_closer_look">><</link>><br> <</if>> <<link "Turn your attention to something else" "ml_all_buttons">><<set $InitTurns=$InitTurns+1>><<set $CurrButtonPassage="main_loc5_buttons">><</link>><br> <</nobr>><<nobr>> <<if $ml5_rubbish_xed is false>> You peer at the strange heap covering most of the house. Bricks, boards, slates... Hey, it's rubble! Living in this family so long, you've seen several times various old buildings being pulled down or reconstructed - well, the demolished ones looked very similar, save for the scale being not so large, of course. And you're quite sure your mistress' parents wouldn't cover their own house with rubble for no apparent reason, and simply couldn't do it so rapidly even if they wanted to. It's clear someone ''very'' big was at work here - even the thought of this someone makes you shiver. <<set $ml5_rubbish_xed=true>> <<else>> The very look of the huge heap of rubble covering most of the house drives you into depression. <</if>> <br> <<include "ml_all_buttons">> <</nobr>> <<nobr>> As one would expect of a hare, the very thought of the monstrous creature that could have done all that scares you out of your wits. What if it's still lurking under the rubble? No, you'd rather not going over there. <br> <<include "ml_all_buttons">> <</nobr>><<nobr>> <br> <<link "Examine the bottle" "ml5_bottle_look">><<set $InitTurns=$InitTurns+1>><</link>><br> <<link "Take a sip from it" "ml5_bottle_drink">><<set $InitTurns=$InitTurns+1>><</link>><br> <<link "Roll the bottle back to the breach" "ml5_bottle_roll_back">><<set $CurrButtonPassage="main_loc4_buttons">><<set $varCurrLocTag="Outside the breach">><<set $ml5_final_loc=false>><</link>><br> <<link "Roll the bottle onto the embers" "ml5_bottle_roll">><<set $NoCutScene=false>><</link>><br> <<link "Leave the bottle alone" "ml_all_buttons">><<set $InitTurns=$InitTurns+1>><<set $CurrButtonPassage="main_loc5_buttons">><</link>><br> <</nobr>><<nobr>> In the bottle lying on its side, there is just a little liquor left. <br> <<include "ml_all_buttons">> <</nobr>><<nobr>> The cap on the bottle is too tight to be unscrewed with plush paws. <br> <<include "ml_all_buttons">> <</nobr>><<nobr>> <<set $bottle_location=4>> You put your paws on the bottle and roll it back to the breach in the wall. <br> <<include "ml_all_buttons">> <</nobr>> <<nobr>> <<if $pillow_burning is 1>> <<if $music_playing is false>> <<include "ml_fin2">> <<else>> <<include "ml_fin3">> <</if>> <<else>> <<include "ml_fin1">> <</if>> <</nobr>><<nobr>> /* Ending with bottle exploding without the pillow */ You roll the bottle onto the embers glowing red and take a few steps back. After a short while it blows up with a deafening sound, sending shards and sparks flying through the air. You notice the bustle outside settles down a bit - apparently, the explosion has been heard. The next moment, you feel a fierce pain in your right paw, look down and see a spark from the embers has landed on it. Instinctively, you fall down and start rolling on the grass and hitting your paw against the ground to prevent it from bursting into flames. You succeed in that - the spark goes out. Completely exhausted, you lie on your back and suddenly become aware nobody came for help after all - the blast alone probably wasn't enough. Your burnt paw is smarting badly, but the sudden realization your mistress can't be helped anymore is even worse... <br> <<include "restart_restore_quit">> <</nobr>><<nobr>> /* Ending with bottle exploding with the burning pillow, no music playing */ You roll the bottle onto the embers glowing red and take a few steps back. After a short while it blows up with a deafening sound, sending shards flying and strewing the flames engulfing the pillow like fireworks. Some of the burning parts land on the flinders nearby, kindling them; pretty soon the heap turns into a bonfire. Unfortunately, a blob of fire hits your front paw, instantly singeing your fur and melting your skin. Crazed with pain, you collapse and start rolling on the grass, trying to prevent your wadding from catching fire. At this moment, you hear someone shouting ''"Ось там!"'' - "Over there!", followed by the tramping of many feet running from the direction of the wicket. You suddenly feel you can't move, in spite of your paw still smarting badly. Terror and despair overcome you, but then a dense cover falls from above, and someone starts battering it. You get struck several times, too - if you were a real hare, all your bones probably would be broken. Well, even for a toy it's almost unbearable - the only good thing is, <<link "the fire goes out" "ml_fin2_2">><</link>>. <</nobr>><<nobr>> /* Optimal ending */ You roll the bottle onto the embers glowing red and take a few steps back. After a short while it blows up with a deafening sound, sending shards flying and strewing the flames engulfing the pillow like fireworks. Some of the burning parts land on the flinders nearby, kindling them; pretty soon the heap turns into a bonfire. Unfortunately, a blob of fire hits your front paw, instantly singeing your fur and melting your skin. Crazed with pain, you collapse and start rolling on the grass, trying to prevent your wadding from catching fire. At this moment, you hear someone shouting ''"Ось там!"'' - "Over there!", followed by the tramping of many feet running from the direction of the wicket. You suddenly feel you can't move, in spite of your paw still smarting badly. Terror and despair overcome you, but then a dense cover falls from above, and someone starts battering it. You get struck several times, too - if you were a real hare, all your bones probably would be broken. Well, even for a toy it's almost unbearable - the only good thing is, <<link "the fire goes out" "ml_fin3_2">><</link>>. <</nobr>><<nobr>> /* Ending with bottle exploding with the burning pillow, no music playing - part 2 */ You roll the bottle onto the embers glowing red and take a few steps back. After a short while it blows up with a deafening sound, sending shards flying and strewing the flames engulfing the pillow like fireworks. Some of the burning parts land on the flinders nearby, kindling them; pretty soon the heap turns into a bonfire. Unfortunately, a blob of fire hits your front paw, instantly singeing your fur and melting your skin. Crazed with pain, you collapse and start rolling on the grass, trying to prevent your wadding from catching fire. At this moment, you hear someone shouting ''"Ось там!"'' - "Over there!", followed by the tramping of many feet running from the direction of the wicket. You suddenly feel you can't move, in spite of your paw still smarting badly. Terror and despair overcome you, but then a dense cover falls from above, and someone starts battering it. You get struck several times, too - if you were a real hare, all your bones probably would be broken. Well, even for a toy it's almost unbearable - the only good thing is, the fire goes out. <br><br> The cover is suddenly lifted, and you see a group of chaps, one of whom is folding the tarp that has been spread over you just now into a compact bundle. By the way they sluggishly squabble with one another you can tell they are deadly tired themselves. Finally, making sure there is no fire anymore, they make their way back to the wicket. You want to stop them, make them enter the house, but there is no chance - you can't even move in their presence. Not able to do anything, you watch them leaving and taking away the last hope for saving your mistress... <br> <<include "restart_restore_quit">> <</nobr>> <<nobr>> /* Optimal ending - part 2 */ You roll the bottle onto the embers glowing red and take a few steps back. After a short while it blows up with a deafening sound, sending shards flying and strewing the flames engulfing the pillow like fireworks. Some of the burning parts land on the flinders nearby, kindling them; pretty soon the heap turns into a bonfire. Unfortunately, a blob of fire hits your front paw, instantly singeing your fur and melting your skin. Crazed with pain, you collapse and start rolling on the grass, trying to prevent your wadding from catching fire. At this moment, you hear someone shouting ''"Ось там!"'' - "Over there!", followed by the tramping of many feet running from the direction of the wicket. You suddenly feel you can't move, in spite of your paw still smarting badly. Terror and despair overcome you, but then a dense cover falls from above, and someone starts battering it. You get struck several times, too - if you were a real hare, all your bones probably would be broken. Well, even for a toy it's almost unbearable - the only good thing is, the fire goes out. <br><br> The cover is suddenly lifted, and you see a group of chaps, one of whom is folding the tarp that was spread over you just now into a compact bundle. By the way they sluggishly squabble with one another you can tell they are deadly tired themselves. Suddenly, one of them pricks up his ears and, saying ''"Що за музика?"'' - "What's that music?", moves towards the corner of the house, disappears in the breach and, after a while, comes back, <<link "carrying your mistress in his arms" "ml_fin3_3">><</link>>. <</nobr>> <<nobr>> /* Optimal ending - part 3 */ You roll the bottle onto the embers glowing red and take a few steps back. After a short while it blows up with a deafening sound, sending shards flying and strewing the flames engulfing the pillow like fireworks. Some of the burning parts land on the flinders nearby, kindling them; pretty soon the heap turns into a bonfire. Unfortunately, a blob of fire hits your front paw, instantly singeing your fur and melting your skin. Crazed with pain, you collapse and start rolling on the grass, trying to prevent your wadding from catching fire. At this moment, you hear someone shouting ''"Ось там!"'' - "Over there!", followed by the tramping of many feet running from the direction of the wicket. You suddenly feel you can't move, in spite of your paw still smarting badly. Terror and despair overcome you, but then a dense cover falls from above, and someone starts battering it. You get struck several times, too - if you were a real hare, all your bones probably would be broken. Well, even for a toy it's almost unbearable - the only good thing is, the fire goes out. <br><br> The cover is suddenly lifted, and you see a group of chaps, one of whom is folding the tarp that has been spread over you just now into a compact bundle. By the way they sluggishly squabble with one another you can tell they are deadly tired themselves. Suddenly, one of them pricks up his ears and, saying ''"Що за музика?"'' - "What's that music?", moves towards the corner of the house, disappears in the breach and, after a while, comes back, carrying your mistress in his arms. <br><br> The other chaps surround him and improvise a bandage, never stopping babbling lively. You overhear the word ''"сиротюка"'' (sirotyuka) and wonder what it means - you don't think you've ever heard it before. Finally, the men head towards the wicket, taking your mistress away. You want to ask them "Hey, what about me?", but, as usual, <<link "can't move a limb" "ml_fin3_4">><</link>> in the presence of people. <</nobr>> <<nobr>> /* Optimal ending - part 4 */ But even after they leave, you feel you just lack the energy to move. Squeezed like a lemon, all dirty, half-trampled, with a paw burnt to the wadding, you lie face up, stare into the slowly dawning sky and dream of your mistress coming back for you after her recovery. Well, or at least of someone else picking you up, fixing your wounds and adopting you. However, you're old, experienced and cynical enough a hare to <<link "know deep down""ml_fin3_5">><</link>>: <</nobr>> <<nobr>> Stuff like that only happens in fairy tales. <br><br><br> <<link "CREDITS" "ml_credits">><</link>> <</nobr>> <<nobr>> To all people in the Ukraine - I'm so sorry for what my country did to you. I know it won't make anything better, but I can't say that often enough. <br><br> ''Many thanks to:'' <br> ''Vera Pohl'', for her artwork and the motivation she gave me not to screw it up altogether; <br> ''Yulia Andreeva'', for the inspiration she gave me with Zoka; <br> ''Anton Zhuchkov'', for the wonderful tool he gave all of us with FireURQ; <br> ''souppilouliouma'' and ''Greyelf'' for helping me out when I've been struggling with Twine; <br> and to ''you'' - for getting that far. <br> <br> <<include "restart_restore_quit">> <</nobr>><<nobr>> <br> <<link "Examine the pillow" "ml5_pillow_look">><<set $InitTurns=$InitTurns+1>><</link>><br> <<if $pillow_burning is 0>> <<link "Push the pillow back to the breach" "ml5_pillow_push_back">><<set $CurrButtonPassage="main_loc4_buttons">><<set $varCurrLocTag="Outside the breach">><<set $ml5_final_loc=false>><</link>><br> <<link "Push the pillow onto the embers" "ml5_pillow_push">><</link>><br> <<link "Let it lie" "ml_all_buttons">><<set $CurrButtonPassage="main_loc5_buttons">><<set $InitTurns=$InitTurns+1>><</link>><br> <<else>> <<link "Push the pillow off the embers" "ml5_pillow_get">><<set $InitTurns=$InitTurns+1>><</link>><br> <<link "Let it burn" "ml_all_buttons">><<set $CurrButtonPassage="main_loc5_buttons">><<set $InitTurns=$InitTurns+1>><</link>><br> <</if>> <</nobr>><<nobr>> <<if $pillow_burning is 1>> <<include "ml5_pillow_look_image">> <br> The flames engulfing the pillow don't quite reach the heap of flinders nearby. <<else>> <<if $pillow_dirty is true>> The whole pillow slip is sullied with brick dust from your fur. However, its bottom side probably is even dirtier. <<else>> The pillow slip looks relatively clean, but you suspect its bottom side would reveal a completely different picture. <</if>> <</if>> <br> <<include "ml_all_buttons">> <</nobr>><<nobr>> <<include "ml5_pillow_push_image">> <br> Very carefully, you push the pillow onto the embers. Along its bottom side, small forks of flames start blooming immediately, so you hastily step back in order not to catch fire yourself. <<set $pillow_burning=1>> <<set $ml5_pillow_burning_turns=turns()>> <br> <<include "ml_all_buttons">> <</nobr>> <<nobr>> You put your paws on the pillow and push it across the grass back to the house, placing it under the breach in the wall. <<set $pillow_location=4>> <br> <<include "ml_all_buttons">> <</nobr>><<nobr>> In all likelihood, you burn down with the pillow if you try to do that. The very thought of it is horrible. <br> <<include "ml_all_buttons">> <</nobr>><<nobr>> <<set $me_location67=7>> <<if $ml7_visited is false>> You slide past the crate along the side passage.<br><br> The first thing you see after emerging at the other end is <<if $lost_timeout is false>><<link "the toy truck crane" "ml7_crane">><<set $InitTurns=$InitTurns+1>><</link>><<else>>the toy truck crane<</if>> of your mistress! She loves playing with it too, lifting and lowering various loads and making you riding it. You're so glad to see it you don't pay attention to the rest of the interior at first. <br><br> But there are strange changes. Your mistress always parks her truck crane next to her desk by the window. Well, you can't see any desk here, but there is an opening in the wall - it resembles a window, but is blocked by some debris from outside. Next to the opening, a small shelf is hanging on the wall. Usually, it's full of stationery, but now, there's just <<if $lost_timeout is false>><<link "a single jar" "ml7_glue_glass">><<set $InitTurns=$InitTurns+1>><</link>><<else>>a single jar<</if>> standing at the very edge of it. In addition, <<if $lost_timeout is false>><<link "a long pole" "ml7_stick">><<set $InitTurns=$InitTurns+1>><</link>><<else>>a long pole<</if>> is leaned against it that's clearly in a state of unstable equilibrium. What happened here, who took away your mistress' desk? <br><br> Finally, you notice there is no other exit from this nook except for the narrow passage you entered it by. So much for waking the parents... <<set $ml7_visited=true>> <<else>> You slide past the crate into the nook. <</if>> <br> <<include "ml_all_buttons">> <</nobr>> <<nobr>> <br> <<link "Look around" "ml7_look">><</link>><br> <<link "Back inside the room" "ml7_back">><<set $CurrButtonPassage="main_loc6_buttons">><<set $varCurrLocTag="Somewhere in the middle of the room">><</link>><br> <</nobr>><<nobr>> <<if $ml7_disaster is false>> A small nook with an opening in the wall that resembles a window but is blocked by debris from outside. <<if $ml7_glue_glass_xed is false>> Next to the opening, you see a small shelf with <<if $lost_timeout is false>><<link "a single jar" "ml7_glue_glass">><<set $InitTurns=$InitTurns+1>><</link>><<else>>a single jar<</if>> standing at its very edge. <<else>> Next to the opening, you see a small shelf with <<if $lost_timeout is false>><<link "the glue jar" "ml7_glue_glass">><<set $InitTurns=$InitTurns+1>><</link>><<else>>the glue jar<</if>> standing at its very edge. <</if>> Leaned against the shelf is <<if $lost_timeout is false>><<link "a long pole" "ml7_stick">><<set $InitTurns=$InitTurns+1>><</link>><<else>>a long pole<</if>> that doesn't look very stable. <<if $crane_location is 7>> <br><<if $lost_timeout is false>><<link "The truck crane" "ml7_crane">><<set $InitTurns=$InitTurns+1>><</link>><<else>>The truck crane<</if>> is parked here. <</if>> <<else>> The nook now looks even stranger than before. Some of the debris blocking the wall opening has been scattered over the floor. <<if $crane_location is 7>> <<if $lost_timeout is false>><<link "The truck crane" "ml7_crane">><<set $InitTurns=$InitTurns+1>><</link>><<else>>The truck crane<</if>> is lying among it on its side. <</if>> <<if $lost_timeout is false>><<link "A puddle of glue" "ml7_glue_puddle">><<set $InitTurns=$InitTurns+1>><</link>><<else>>A puddle of glue<</if>> spread over the floorboards, making the mess even worse, Well, at least the passage leading out is still more or less free. <</if>> <br> <<include "ml_all_buttons">> <</nobr>><<nobr>> <<if $ml7_glue_glass_xed is false>> Standing on the very edge of the shelf is a single jar. <<else>> Standing on the very edge of the shelf is the glue jar. <</if>> <br> <<include "ml7_glue_glass_buttons">> <</nobr>><<nobr>> Leaned against the shelf is a long pole. <br> <<include "ml7_stick_buttons">> <</nobr>><<nobr>> <<if $ml7_disaster is false>> The truck crane is parked in its usual spot. You're so glad to see it - it's kind of like meeting an old friend. <<else>> The truck crane lies on its side, toppled over by the debris that tumbled into the room through the opening. <</if>> <br> <<include "ml7_crane_buttons">> <</nobr>><<nobr>> A puddle of glue spread over the floorboards. <br> <<include "ml7_glue_puddle_buttons">> <</nobr>><<nobr>> <<set $me_location67=6>> <<if $ml7_disaster is false>> You slide past the crate back inside the room. <<else>> Maneuvering between debris fragments, you make your way past the crate back inside the room. <</if>> <br> <<include "ml_all_buttons">> <</nobr>> <<nobr>> <br> <<link "Examine it" "ml7_stick_look">><<set $InitTurns=$InitTurns+1>><</link>><br> <<if $ml7_stick_pushed is false and $crane_location is 7>> <<link "Push it" "ml7_stick_no_push">><<set $InitTurns=$InitTurns+1>><</link>><br> <<else>> <<link "Push it" "ml7_stick_push">><</link>><br> <</if>> <<link "Better not to mess with it" "ml_all_buttons">><<set $InitTurns=$InitTurns+1>><</link>><br> <</nobr>><<nobr>> The pole appears to be quite heavy, but its position isn't very stable. <br> <<include "ml7_stick_buttons">> <</nobr>><<nobr>> You give the pole a slight push, and its upper end suddenly gets in motion, sliding along the shelf and hitting the jar as it does so. The jar flies down to the floor and shatters noisily. <<if $ml7_glue_glass_xed is false>> A puddle of some obscure substance spreads on the floorboards, which, however, you quickly identify as glue by its characteristic odor. <<else>> A puddle of glue spreads on the floorboards. <</if>> The pole itself crashes down too, the shelf remains hanging on a single nail, <<if $crane_location is 7>> and a certain quantity of debris tumbles into the room through the opening, toppling over the truck crane. <<else>> and a certain quantity of debris tumbles into the room through the opening. <</if>> Well, at least it didn't strike you! <<set $ml7_disaster=true>> <br> <<include "ml_all_buttons">> <</nobr>><<nobr>> You're a bit uncertain about doing that - who knows what damage it could cause... <<set $ml7_stick_pushed=true>> <br> <<include "ml7_stick_buttons">> <</nobr>> <<nobr>> <br> <<link "Examine it" "ml7_glue_glass_look">><<set $InitTurns=$InitTurns+1>><</link>><br> <<link "You can't reach it anyway" "ml_all_buttons">><<set $InitTurns=$InitTurns+1>><</link>><br> <</nobr>><<nobr>> <<if $ml7_glue_glass_xed is false>> Looking closer, you recognize the glue jar your mistress uses when making crafts of paper, cardboard and fabrics! <<set $ml7_glue_glass_xed=true>> <<else>> The shelf with the glue jar is too high for you to reach. <</if>> <br> <<include "ml7_glue_glass_buttons">> <</nobr>><<nobr>> <br> <<link "Examine it" "ml7_glue_puddle_look">><<set $InitTurns=$InitTurns+1>><</link>><br> <<if $ml_hands_in_glue is false>> <<link "Put your paws in glue" "ml7_put_paws_in_glue">><</link>><br> <</if>> <<link "Phew, what an unpleasant smell!" "ml_all_buttons">><<set $InitTurns=$InitTurns+1>><</link>><br> <</nobr>><<nobr>> The glue represents a thick odorous substance. <br> <<include "ml7_glue_puddle_buttons">> <</nobr>><<nobr>> <<if $ml_hands_in_glue is false>> You put your left paw into the puddle and take it out again, now all covered with goo. <<set $ml_hands_in_glue=true>> <<else>> No, you have enough glue on your left paw already! <</if>> <br> <<include "main_loc_messages">> /* Mistress slowly dying daemon */ <<if $lost_timeout_fin is false>> <<include $CurrButtonPassage>> /* Not lost yet */ <<else>> <br> <<include "restart_restore_quit">> <</if>> <</nobr>><<nobr>> <br> <<link "Examine it" "ml7_crane_look">><<set $InitTurns=$InitTurns+1>><</link>><br> <<if $crane_xed is true>> <<if $ml7_disaster is false>> <<link "Roll the crane deeper inside the room" "ml7_crane_roll">><<set $CurrButtonPassage="main_loc6_buttons">><<set $varCurrLocTag="Somewhere in the middle of the room">><</link>><br> <<link "Turn the crank on the side of the crane" "ml7_crane_operate">><</link>><br> <<else>> <<link "Roll the crane deeper inside the room" "ml7_crane_no_roll">><<set $InitTurns=$InitTurns+1>><</link>><br> <<link "Put the crane back on its wheels" "ml7_crane_lift">><<set $InitTurns=$InitTurns+1>><</link>><br> <</if>> <</if>> <<link "It\'s not the right time to play with the crane" "ml_all_buttons">><<set $InitTurns=$InitTurns+1>><</link>><br> <</nobr>><<nobr>> <<if $ml7_disaster is false>> <<if $crane_xed is false>> You remember the times when the mom of your current mistress was playing with this big metal boom-equipped truck. She, and later her daughter, so often rolled it over the floor (or outdoors in the sandbox, when the weather was fine) with you riding it! Your mistress' dad seems to like it very much, too, polishing it and freshing up the paint from time to time, so that its blue cabin really shines even in the dull light here. The boom of the truck carries a large hook that can be lifted or lowered by turning the crank on the side. Currently, the hook is up. <<set $crane_xed=true>> <<else>> This big metal boom-equipped truck is the favorite of the whole family (you included). <<if $crane_hook_up is true>> Currently, its hook is up. <<else>> Currently, its hook is lowered almost to the floor level. <</if>> <</if>> <<else>> The crane truck lies helplessly on its side, toppled and pressed down by debris. You'd like to help it, but you don't know how. <<set $crane_xed=true>> <</if>> <br> <<include "ml7_crane_buttons">> <</nobr>> <<nobr>> <<if $crane_rolled is false>> <<if $recorder_location is 6>> You push the crane towards the passage leading inside the room. Much to your surprise, it moves very smoothly, so that you don't have any difficulties steering it to the front part of the overturned crate and parking it next to the tape recorder. <<else>> You push the crane towards the passage leading inside the room. Much to your surprise, it moves very smoothly, so that you don't have any difficulties steering it to the front part of the overturned crate. <</if>> <<set $crane_rolled=true>> <<else>> <<if $recorder_location is 6>> You roll the truck crane through the passage leading inside the room and park it next to the tape recorder. <<else>> You roll the truck crane through the passage leading inside the room. <</if>> <</if>> <<set $crane_location=6>> <<set $me_location67=6>> <br> <<include "ml_all_buttons">> <</nobr>><<nobr>> <<if $crane_operated is false>> You never tried to operate the crane before, so that you tremble slightly with agitation as you seize the crank. However, as it turns out, it can be rotated very easily even with plush paws. The crane hook gradually goes down. <<set $crane_operated=true>> <<set $crane_hook_up=false>> <<else>> <<if $crane_hook_up is false>> You turn the crank on the side, lifting the hook. <<set $crane_hook_up=true>> <<else>> You turn the crank on the side, lowering the hook almost to floor level. <<set $crane_hook_up=false>> <</if>> <</if>> <br> <<include "ml_all_buttons">> <</nobr>><<nobr>> This action clearly requires someone stronger than a toy hare. <br> <<include "ml7_crane_buttons">> <</nobr>><<nobr>> You can't roll the truck crane anywhere while it's lying on its side. <br> <<include "ml7_crane_buttons">> <</nobr>><<nobr>> You see old clothing and shoes here, obsolete tableware, blunted scissors and cable hanks... Previously, there were pretty many toys too, but relatively recently, they started a new life, migrating from the box into the possession of the younger mistress. Among other stuff, you discover <<if $lost_timeout is false>><<link "a tape recorder" "ml6_recorder">><<set $InitTurns=$InitTurns+1>><</link>><<else>>a tape recorder<</if>>. <<set $recorder_location=6>> <br> <<include "ml_all_buttons">> <</nobr>><<nobr>> <br> <<link "Examine the recorder" "ml6_recorder_look">><<set $InitTurns=$InitTurns+1>><</link>><br> <<if $tape_xed is true and $recorder_closed is false>> <<link "Close the cassette compartment" "ml6_recorder_close">><<set $InitTurns=$InitTurns+1>><</link>><br> <</if>> <<if $recorder_xed2 is true>> <<if $music_playing is false>> <<if $recorder_closed is false>> <<link "Push the button with the triangle" "ml6_recorder_press_play">><<set $InitTurns=$InitTurns+1>><</link>><br> <<else>> <<link "Push the button with the triangle" "ml6_recorder_press_play">><</link>><br> <</if>> <<link "Press the other buttons" "ml6_recorder_press_other">><<set $InitTurns=$InitTurns+1>><</link>><br> <</if>> <</if>> <<if $recorder_lifted is true>> <<link "Examine the bottom part of the recorder" "ml6_recorder_x_bottom">><<set $InitTurns=$InitTurns+1>><</link>><br> <</if>> <<if $recorder_lifted is true and $recorder_bottom_xed is true and $recorder_charged is false>> <<link "Pull the paper tag" "ml6_recorder_pull_tag">><<set $InitTurns=$InitTurns+1>><</link>><br> <<link "Touch the paper tag" "ml6_recorder_touch_tag">><</link>><br> <</if>> <<link "You have no time for the recorder right now" "ml_all_buttons">><<set $InitTurns=$InitTurns+1>><</link>><br> <</nobr>> <<nobr>> <<set $recorder_xed2=true>> <<if $music_playing is true>> The recorder plays some frenzied music at earsplitting volume. Let it blare - there are chances it will wake your mistress after all. <<else>> <<if $tape_xed is false>> The tape recorder represents a flat box with a carry handle. Close to its edge, there are big buttons that can be conveniently pressed even with plush paws: one bearing a black triangle, two with a pair of smaller black triangles each, one with a black square, and one with a red circle. Besides, it has a wheel on its side - you remember it's used for setting the volume level. In the middle, you see <<if $lost_timeout is false>><<link "a cassette compartment" "ml6_recorder_tape">><<set $InitTurns=$InitTurns+1>><</link>><<else>>a cassette compartment<</if>>, which is currently open. <<else>> <<if $recorder_lifted is true>> The recorder is lifted up by the crane, so that you can inspect its bottom part. <<else>> <<if $recorder_closed is false>> The cassette compartment of the tape recorder is open. One thing you do know - it won't play anything while it's this way! <<else>> The cassette compartment of the tape recorder is closed. Which means, you could try to turn it on. <</if>> <</if>> <</if>> <</if>> <br> <<include "ml6_recorder_buttons">> <</nobr>><<nobr>> You push the compartment cover, and it closes softly with a dense click, hiding the cassette. <<set $recorder_closed=true>> <br> <<include "ml6_recorder_buttons">> <</nobr>><<nobr>> <<if $recorder_closed is false>> It's no use to push any buttons while the cassette compartment is open - the recorder won't play anyway. <br> <<include "ml6_recorder_buttons">> <<else>> <<if $recorder_lifted is true>> You simply won't be able to push any buttons on the tape recorder while it's hanging. <<else>> <<if $recorder_charged is false>> You push the button, but nothing happens. Something seems to be wrong with the tape recorder. <<if $recorder_pressed is false>> <br><br> Suddenly, an illustration from one of your mistress' favourite books about various professions pops into your mind, the one depicting a motor mechanic lying under a car doing repair. Unfortunately, the recorder has zero ground clearance. <<set $recorder_pressed=true>> <</if>> <<else>> As you push the triangle button, the recorder begins winding the tape, and you immediately turn the volume wheel to maximum. Electric guitars whine up loudly, and the singer yells something about slashing with the sabre to the left and the right, making the walls tremble. Well, if ''this'' doesn't wake your mistress things really look black! <<set $music_playing=true>> <</if>> <</if>> <br> <<include "ml_all_buttons">> <</if>> <</nobr>><<nobr>> You know exactly you have to push the button with the single triangle to make the tape recorder play. You've never thought about the function of the other buttons, and now really isn't the proper time to find out. <br> <<include "ml6_recorder_buttons">> <</nobr>><<nobr>> <<if $recorder_charged is false>> At the bottom side of the tape recorder, you see a battery compartment lacking its cover. All batteries seems to be in place, and a small paper tag is protruding from between the outmost one and the side of the compartment. You remember your mistress' dad has a habit of inserting small pieces of paper in appliances that are going not to be used for a longer time to prevent, as he puts it, their batteries from draining. <<else>> At the bottom side of the tape recorder, you see the battery compartment. It's packed full. <</if>> <<set $recorder_bottom_xed=true>> <br> <<include "ml6_recorder_buttons">> <</nobr>><<nobr>> Inside the compartment, you see a tape cassette drawn all over with a black felt-tip pen. Skulls, flags, horses and two big letters - ''М'' and ''Ш''... Must be some dog's bullshit. Anyway, the important thing is, it should be loud - it's all about waking your mistress, not enjoying the music. <<set $tape_xed=true>> <br> <<include "ml6_recorder_buttons">> <</nobr>> <<nobr>> Plush paws aren't very suitable for seizing or pulling anything. <br> <<include "main_loc_messages">> /* Mistress slowly dying daemon */ <<if $lost_timeout_fin is false>> <<include $CurrButtonPassage>> /* Not lost yet */ <<else>> <br> <<include "restart_restore_quit">> <</if>> <</nobr>><<nobr>> <<if $ml_hands_in_glue is false>> You touch the paper tag in the battery compartment with your paw. Nothing happens. <<else>> You put your goo-covered left paw on the paper tag in the battery compartment, wait for the glue to set a bit, and finally pull your arm as hard as you can. The tag comes free with the rest of the paper, which you're probably bound to carry with you for a long time. <<set $recorder_charged=true>> <</if>> <br> <<include "main_loc_messages">> /* Mistress slowly dying daemon */ <<if $lost_timeout_fin is false>> <<include $CurrButtonPassage>> /* Not lost yet */ <<else>> <br> <<include "restart_restore_quit">> <</if>> <</nobr>><<nobr>> <br> <<link "Examine it" "ml6_crane_look">><<set $InitTurns=$InitTurns+1>><</link>><br> <<if $ml7_disaster is false and $recorder_hooked is false>> <<link "Roll the crane back into the nook" "ml6_crane_roll">><<set $CurrButtonPassage="main_loc7_buttons">><<set $varCurrLocTag="In the nook">><</link>><br> <<else>> <<link "Roll the crane back into the nook" "ml6_crane_no_roll">><<set $InitTurns=$InitTurns+1>><</link>><br> <</if>> <<link "Turn the crank on the side of the crane" "ml6_crane_operate">><</link>><br> <<if $recorder_xed2 is true>> <<if $recorder_hooked is false>> <<link "Attach the hook to the tape recorder handle" "ml6_crane_recorder">><</link>><br> <<else>> <<link "Detach the hook from the tape recorder handle" "ml6_crane_recorder">><</link>><br> <</if>> <</if>> <<link "It\'s not the right time to play with the crane" "ml_all_buttons">><<set $InitTurns=$InitTurns+1>><</link>><br> <</nobr>><<nobr>> This big metal boom-equipped truck is the favorite of the whole family (you included). <<if $recorder_lifted is true>> Currently, its hook is up, with the tape recorder hanging from it. <<else>> <<if $recorder_hooked is true>> Currently, its hook is lowered almost to the floor level and attached to the tape recorder carry handle. <<else>> <<if $crane_hook_up is true>> Currently, its hook is up. <<else>> Currently, its hook is lowered almost to the floor level. <</if>> <</if>> <</if>> <br> <<include "ml6_crane_buttons">> <</nobr>><<nobr>> You roll the truck crane through the passage back into the nook. <<set $crane_location=7>> <<set $me_location67=7>> <br> <<include "ml_all_buttons">> <</nobr>><<nobr>> <<if $ml7_disaster is true>> You can't roll the truck crane over the heap of rubble or through the debris-littered side passage. And certainly not through the box either. <<else>> You'd better detach the hook from the tape recorder first. <</if>> <br> <<include "ml6_crane_buttons">> <</nobr>><<nobr>> <<if $crane_operated is false>> You never tried to operate the crane before, so that you tremble slightly with agitation as you seize the crank. However, as it turns out, it can be rotated very easily even with plush paws. The crane hook gradually goes down. <<set $crane_operated=true>> <<set $crane_hook_up=false>> <<else>> <<if $recorder_lifted is true>> You turn the crank on the side, lowering the hook with the tape recorder attached to it. <<set $recorder_lifted=false>> <<set $crane_hook_up=false>> <<else>> <<if $recorder_hooked is true>> <<if $music_playing is true>> You'd rather refrain from that sort of actions while the tape recorder is playing. <<else>> <<if $recorder_closed is false>> Better not to lift the tape recorder with its cassette compartment being open - the tape cassette may fall out. <<else>> You turn the crank on the side, lifting the hook with the tape recorder attached to it as high as possible. <<set $recorder_lifted=true>> <<set $crane_hook_up=true>> <</if>> <</if>> <<else>> <<if $crane_hook_up is false>> You turn the crank on the side, lifting the hook. <<set $crane_hook_up=true>> <<else>> You turn the crank on the side, lowering the hook almost to floor level. <<set $crane_hook_up=false>> <</if>> <</if>> <</if>> <</if>> <br> <<include "ml_all_buttons">> <</nobr>><<nobr>> <<if $crane_hook_up is true>> The crane hook has to be lowered first. <<else>> <<if $recorder_hooked is true>> You detach the crane hook from the tape recorder handle. <<set $recorder_hooked=false>> <<else>> You hook up the tape recorder carry handle. <<set $recorder_hooked=true>> <</if>> <</if>> <br> <<include "ml_all_buttons">> <</nobr>> <<nobr>> <<if $ShowPictures>> <img src='data:image/jpeg;base64,' hspace=250 width=180/> <</if>> <</nobr>><<nobr>> <<if $ShowPictures>> <img src='data:image/jpeg;base64,[encoded data, 55948 characters]' hspace=250 width=180/> <</if>> <</nobr>><<nobr>> <<if $ShowPictures>> <img src='data:image/jpeg;base64,[encoded data, 33756 characters]' hspace=250 width=180/> <</if>> <</nobr>><<nobr>> <<if $ShowPictures>> <img src='data:image/jpeg;base64,[encoded data, 34020 characters]' hspace=250 width=180/> <</if>> <</nobr>><<nobr>> <<if $ShowPictures>> <img src='data:image/jpeg;base64,[encoded data, 31404 characters]' hspace=250 width=180/> <</if>> <</nobr>><<nobr>> <<if $ShowPictures>> <img src='data:image/jpeg;base64,[encoded data, 48408 characters]' hspace=250 width=180/> <</if>> <</nobr>><<nobr>> <<if $ShowPictures>> <img src='data:image/jpeg;base64,[encoded data, 42468 characters]' hspace=250 width=180/> <</if>> <</nobr>><<nobr>> <<if $ShowPictures>> <img src='data:image/jpeg;base64,[encoded data, 47040 characters]' hspace=250 width=180/> <</if>> <</nobr>><<nobr>> <<if $ShowPictures>> <img src='data:image/jpeg;base64,[encoded data, 27960 characters]' hspace=250 width=180/> <</if>> <</nobr>><<nobr>> <<if $ShowPictures>> <img src='data:image/jpeg;base64,[encoded data, 42564 characters]' hspace=250 width=180/> <</if>> <</nobr>><<nobr>> <<if $ShowPictures>> <img src='data:image/jpeg;base64,[encoded data, 44404 characters]' hspace=250 width=180/> <</if>> <</nobr>><<nobr>> <<if $ShowPictures>> <img src='data:image/jpeg;base64,[encoded data, 40884 characters]' hspace=250 width=180/> <</if>> <</nobr>><<nobr>> You put your left paw into the puddle and take it out again, now all covered with goo. <<set $ml_hands_in_glue=true>> <br> <<include "ml_all_buttons">> <</nobr>><<nobr>> Plush paws aren't very suitable for seizing or pulling anything. <br> <<include "ml6_recorder_buttons">> <</nobr>><<nobr>> <<if $ml_hands_in_glue is false>> You touch the paper tag in the battery compartment with your paw. Nothing happens. <<else>> You put your goo-covered left paw on the paper tag in the battery compartment, wait for the glue to set a bit, and finally pull your arm as hard as you can. The tag comes free with the rest of the paper, which you're probably bound to carry with you for a long time. <<set $recorder_charged=true>> <</if>> <br> <<include "ml_all_buttons">> <</nobr>>