//Some analytics to help me know how people are reading... var _gaq = _gaq || []; _gaq.push(['_setAccount', 'UA-38641917-1']); _gaq.push(['_trackPageview']); (function() { var ga = document.createElement('script'); ga.type = 'text/javascript'; ga.async = true; ga.src = ('https:' == document.location.protocol ? 'https://ssl' : 'http://www') + '.google-analytics.com/ga.js'; var s = document.getElementsByTagName('script')[0]; s.parentNode.insertBefore(ga, s); })(); Array.prototype.shuffle = function() { var s = []; while (this.length) s.push(this.splice(Math.random() * this.length, 1)[0]); while (s.length) this.push(s.pop()); return this; }; function changeText() { document.getElementById("p1").innerHTML="Audio On";//so I know a change has occurred. character.sandbox.soundon=1; return character; }; /* function on_load() { var button = document.getElementById("toggleButton"); if(button.addEventListener){ button.addEventListener("click", ChangeText); } else { button.attachEvent("click", ChangeText); }; }; window.onload = on_load(); */ /* A unique id for your game. This is never displayed. I use a UUID, * but you can use anything that is guaranteed unique (a URL you own, * or a variation on your email address, for example). */ undum.game.id = "markmarinocomstorybook"; /* A string indicating what version of the game this is. Versions are * used to control saved-games. If you change the content of a game, * the saved games are unlikely to work. Changing this version number * prevents Undum from trying to load the saved-game and crashing. */ undum.game.version = "2.0"; /* The situations that the game can be in. Each has a unique ID. */ /* The situations that the game can be in. Each has a unique ID. */ undum.game.situations = {}; undum.game.situations['start'] = new undum.SimpleSituation( "
", { actions: { 'nosound' : function(character, system, action){ system.write("Okay, I will let you feast your eyes on your own.
"); character.sandbox.soundon=0; system.doLink('start1'); }, 'yessound' : function(character, system, action){ system.write("Just press the play button at the end of each section.
"); character.sandbox.soundon=1; system.doLink('start1'); } } } ); undum.game.situations['start1'] = new undum.SimpleSituation( "I am a magic book, and I have been alive for 500 years.
\[Please press these words in color to move on.]\
[or you can skip intro, but I don't recommend it!]
Or read about the pie.
"); }*/ exit: function (character, system, to) { character.sandbox.name=system.getName(); system.write("Hi, "+ character.sandbox.name+"
"); system.setCharacterText("Nice to meet you, "+character.sandbox.name+"
"); } /*, exit: function (character, system, from) { system.write("And it seems, I now belong to you, "+character.sandbox.name+".
"); }*/ } ); undum.game.situations['magic'] = new undum.SimpleSituation( "Yikes! Where did those words go?
\Well, this version of me is not 500 years old because this is not even a book. \ It's some sort of electric thing you are reading on one of those new-fangled thingy-ma-bobs.
\[All right, press these words in color to move on.]
", { enter: function(character, system, from) { system.writeSound(character, 'magic'); }, } ); undum.game.situations['magicintro'] = new undum.SimpleSituation( "And those words! This is getting weird!
\And what do you mean I can't be a magic book? Have you ever met one before? \ I thought not.
\[Now try that again. Click these words.]
", { enter: function(character, system, from) { system.writeSound(character, 'magicintro'); }, } ); undum.game.situations['magicintro2'] = new undum.SimpleSituation( "I know what you're thinking. What if some annoying child answered \ that they had met a magic book before, and I'm going on talking as though \ anyone and everyone had answered that question in the negative? \ But that's just because I\ don't care what your answer was. \ It's a device called a rhetorical question, and it's been around for, \ well, longer than I have.
\Now I was a normal book once.
", { enter: function(character, system, from) { system.writeSound(character, 'magicintro2'); }, actions:{ 'rhetorical' : function(character, system, action){ system.write("Why would I tell you what that is\ if you could guess by the way I used it?
"); system.writeSound(character, 'rhetorical'); system.setQuality("page", character.qualities.page + 1); } } } ); undum.game.situations['magicintro3'] = new undum.SimpleSituation( "Yes, I was a regular-old-printed-on-paper jobby, \
like these old, musty types you might find in a library or around your \
parents' bookshelves just above the DVD collection, or even in your \
granny's house, upstairs somewhere in a dusty, old attic or downstairs ferreted way \
-- ooh, I do not like ferrets. I met one once-- a weaselly old fellow --\
took a liking to my leaves. Practically gnawed off my whole appendix. Ouch.\
But I am a little off the page.
",
{
enter: function(character, system, from) {
system.writeSound(character, 'magicintro3');
},
}
);
// For variety, here we define a situation using the top-level
// Situation type. This is a neat approach to generate text by
// looking it up in the HTML document. For static text that makes
// more sense than writing it longhand.
undum.game.situations['rooms'] = new undum.SimpleSituation(
{
enter: function(character, system, from) {
system.write($("#s_rooms").html());
system.writeSound(character, 'test');
}
}
);
undum.game.situations['todo'] = new undum.SimpleSituation(
"
Somewhere, someways, as your fingers trace the letters on my page, I'm \ sure you are wondering how exactly I can be alive if I don\'t \ breathe and I don\'t eat, but I do breathe and I do eat. What? you ask.\ Why bookworms, of course.
", { enter: function(character, system, from) { system.writeSound(character, 'todo'); }, } ); undum.game.situations['bookworms'] = new undum.SimpleSituation( "Don't ewwww. Bookworms happen to be extraordinarily\ tasty because, well, because they are fed on words, or the sheen off the edges of words.
", { enter: function(character, system, from) { system.writeSound(character, 'bookworms'); }, } ); undum.game.situations['clear'] = new undum.SimpleSituation( "", { enter: function(character, system, from){ $("#content").empty(); system.write("Well, that should do for the intros. Now I have a tale to tell.
"); system.writeSound(character, 'clear'); system.setQuality("page", character.qualities.page + 3); } }); undum.game.situations['questions'] = new undum.SimpleSituation( "You probably have more questions. I have this way of saying things that makes people, especially children, want to ask all sorts of questions, like:
\ ", { enter: function(character, system, from) { system.writeSound(character, 'questions'); }, } ); undum.game.situations['questionwhenmade'] = new undum.SimpleSituation( "I began my life as a regular book, though by no means ordinary. One of the first actually. Right after the Bible and several early comic books, Tom and Jerry, I believe, or the old timey equivalent, Töm Und Gere, a cartoon about an ogre and an orc who always try to eat each other. Next they printed a few posters, two or three books of laws, and a cook book. And then came me, the Book of the Lost, a book of stories for those who were lost or who had lost their way or their homes or their families or, most often, themselves.
\A book to find the lost.
", { enter: function(character, system, from) { system.writeSound(character, 'questionwhenmade'); }, } ); undum.game.situations['questionwhenmade2'] = new undum.SimpleSituation( "Oh, but that must mean, you've lost your way. Or lost some thing.
\What was it? A tooth? A pack of gum? A twenty dollar bill?
\No, it would have to be something more than that.
\Maybe something not so easy to hold, like your place, or your courage, or your faith, or your sense that someone out there loves you.
\Well, you'll find out soon enough, if you pay attention, and don't just flip pages the way you flip channels on the TV - I mean, I may be a lot of things, but I am not some 500-channels-blazing babysitter on the wall.
\I, the Book of the Lost, will help you find yourself or whatever it is that's missing. Or you'll discover that you didn't need it at all. That the missing pages were -- well, just a way of moving your story on to some place you had to go.
\ ", { enter: function(character, system, from) { system.writeSound(character, 'questionswhenmade2'); }, } ); undum.game.situations['whowroteme'] = new undum.SimpleSituation( "The whirlwind. Mostly.
\You see, the fellow who invented the printing press, or his helper, yes, his helper, kept losing things, not just little things like keys or medicine or spy-glasses, but big things, too, like his dog and his children and his wife and eventually his job at the printing press.
\Bummer. I know.
\And on that day, the day he lost his job, he had just lost his place while reading some of the newly printed pages, as sometimes happens when you don't have a proper book mark -- please, do NOT fold down the corners of books in the manner of dog ears -- you wouldn't treat a dog that way!
\Where was I ? Oh, yes.
\ ", { enter: function(character, system, from) { system.writeSound(character, 'whowroteme'); }, } ); undum.game.situations['questionhowmade'] = new undum.SimpleSituation( "On the day he lost his place, both in reading and employment, the young man who helped with the printing press, named Johannes or Jo for short, became so angered that he yanked down from the shelves an ancient book of spells -- a mysterious and dangerous text, handwritten by a truly crazed sorcerer, who was a bit lost in the head if you know what I mean -- and Jo, without any sort of training in magic, read off a spell or two in Latin -- which he didn't understand -- and presto change-o I began to transform into a living book.
", { enter: function(character, system, from) { system.writeSound(character, 'questionhowmade'); }, } ); undum.game.situations['questionhowmade1'] = new undum.SimpleSituation( "Now, it just so happened that on that same day a wicked wind was blowing through the town and, finding a crack in one of the windows of the printing house, began to blow all the pages around. The whirlwind that was created was like a mini-tornado except inside the building.
", { enter: function(character, system, from) { system.writeSound(character, 'questionhowmade1'); }, } ); undum.game.situations['questionhowmade2'] = new undum.SimpleSituation( "The wind that created me, that forever changed me, that would try to destroy me, swirled around the printing room. Pages were flying every which way and mixing all together. Pages of fairy tales were mixed with pages of cook books. Pages of nursery rhymes were mixed with pages of adventures of knights and ladies. Pages of stories for girls were mixed with pages of stories for boys -- for this was a long time ago when people believed in dividing up books for boys and girls -- reptile books for boys, sewing and tort law for girls, or some such nonsense. Imagine!
\That wind was not necessarily a good wind. I'll tell you more about him later.
", { enter: function(character, system, from) { system.writeSound(character, 'questionhowmade2'); }, } ); undum.game.situations['questionhowmade3'] = new undum.SimpleSituation( "On that day, my birthday, that swirling wind and the enchantment spell had such a strange effect. All at once, all of those pages landed together as me, and then the clever printer sewed me together with some magic binding. The minute he put the last stitch in and opened my pages (which is like opening my eyes), I came to life, the living Book of the Lost, and I can never be read the same way twice.
", { enter: function(character, system, from) { system.writeSound(character, 'questionhowmade3'); }, } ); undum.game.situations['questionhowmade4'] = new undum.SimpleSituation( "At first, people thought me a most marvelous book. This was the 1500s, you understand, and they didn't have a lot of cheap distractions like video games and iPads. I was every kind of book at once, but then...
\Some archduke gave me to his daughter on her sixteenth birthday, and after reading me she decided she wanted to set sail for Africa instead of becoming a decoration for the castle -- or a princess -- which is pretty much the same thing. The daughter hopped a ship, and the archduke tossed me into the chamberpot, which is better known today as a potty. If it hadn't been empty, I'd never survived.
", { enter: function(character, system, from) { system.writeSound(character, 'questionhowmade4'); }, } ); undum.game.situations['questionhowmade5'] = new undum.SimpleSituation( "I then became the Banned Book of the Lost. Cursed. Sold. Nearly burned on three separate occasions. People tried to black out my words and tear out my pages. I was spat upon by ghastly people who -- and don't tell anyone this -- didn't actually know how to read! Well, I mean, they could pass their eyes over words and even sometimes say them out loud, but they didn't know what the words on the page meant. They couldn't string them together into sentences. Shhh. Don't tell anyone, but there are a lot of people who can't read and even more who can't understand.
\
", { enter: function(character, system, from) { system.writeSound(character, 'questionhowmade5'); }, } ); undum.game.situations['questionhowwork'] = new undum.SimpleSituation( "One century, maybe 300 years ago, while I was locked in a chest in the basement of a castle, I decided to change myself a little. Why not reward the people who actually read and understand, who make good decisions? So, I added the little points you'll see next to me, or on the character page on the menu if you're reading this on your phone or some small device. I award you points for reading and making good decisions.
", { enter: function(character, system, from) { system.writeSound(character, 'questionhowwork'); }, } ); undum.game.situations['questionhowwork2'] = new undum.SimpleSituation( "But you should especially read all the poems. Reading poems gives you (and the characters you're reading about) extra powers and wondrous skills to do the most extraordinary things. Well, of course, that's what reading poetry does for you anyway, I just thought I'd let you see it.
\ ", { enter: function(character, system, from) { system.writeSound(character, 'questionhowwork2'); system.setQuality("page", character.qualities.page + 3); }, } ); undum.game.situations['questionsantana'] = new undum.SimpleSituation( "Santana, the wicked wind.
\Every book has a nemesis, an obstacle, an antagonist, and mine is the wind, a particular wind named Santana, the devil wind. That's what the Native Americans called it, the ones who knew it best, who lived in what is now Los Angeles. Now they call it the Santa Ana winds, but I still know it by its original name.
\Because that's the same wind that's been following me my whole life. Yes, it followed me from Europe and blew me across to the United States to Mrs. Wobbles.
\Winds are bad for things that fly easily. They scatter things. Separate things. Just try dropping a stack of papers into a wind and watch what happens. If I didn't have my spine, well, who knows what would happen.
\And that same wind hated our beloved Mrs. Wobbles. Why? Because she had the magical ability to pull things back together and to keep them from flying apart.
", { enter: function(character, system, from) { system.writeSound(character, 'questionsantana'); }, } ); undum.game.situations['setting'] = new undum.SimpleSituation( "First, I should tell you about Mrs. Wobbles' house. If you haven't read about it yet,\ you really should. But you have other choices.
", { enter: function(character, system, from) { system.writeSound(character, 'setting'); }, actions:{ 'wobblehouse' : function(character, system, action){ system.write("On the 22th block of Earl Street in Silver Lake, at what seems like a dead end, stands a grand, old house. Its windows are bright,\ its frame sturdy and strong, and aside from the little round windows that rim\ its topmost floor like portals on a ship, the only aspect that would draw your\ attention in any way would be its coat of paint, a remarkably sunny shade of\ tangerine orange that shines so brightly, it seems it could turn the \ night into day.
\But any house worth talking about can only be described in part by how it looks. What matters is who lives inside it and what \ kind of people they are. This particular house, for example, was a home for foster children.
\Do you know what they are?
"); system.writeSound(character, 'wobblehouse'); } } } ); undum.game.situations['foster'] = new undum.SimpleSituation( "All right, well, let me make sure we are on the same page: Foster children are boys and girls who are not being raised by their mums or dads. \ Why not? Well, there's a different story for each one. Mrs. Wobbles' home was a place where a larger number of foster children lived than was usual. Why?\ To be true, mostly because Mrs. Wobbles was the most big-spirited, big-hearted foster mother there ever could be, a strong, sturdy\ woman with an easy smile, a laugh that could easily fill a concert hall, and dreadlocks, boingy, sproingy, not-to-be-messed-with dreadlocks that made her seem much taller than she was.
\Now, whether she was or she wasn't also a witch is up for discussion. I'll let you decide.
\\
\ (Now I warn you, this the kind of story that likes you to read all of the pages and to run down\ every corridor. So you're better off, exploring the whole story.)", { enter: function(character, system, from) { system.writeSound(character, 'foster'); }, } ); /* characters: Leroy Stevie Mrs. Wobbles Mildred Derick Lin Dexter Ichel and Juan Knox boy */ undum.game.situations['arrival'] = new undum.SimpleSituation( "'2292, 2292, 2292,' Stevie whispered over and over as the bus lumbered up the street. His\ one hand shoved deep in his pocket choked a little scrap of paper that also said 2292. His\ other hand squeezed the fingers of his younger brother, Leroy, a little too tightly. Leroy\ didn't dare scream out. He was too afraid.
\Next Stop, Fargo.
\Stevie could feel the eyes of the other passengers on that Number 92 bus up to Earl Street.\ Some of the older women smiled with that warm look that aunts give -- or that Stevie\ always imagined aunts would give if had known any. Others watched them with suspicion, like they might\ steal something or get up and breakdance. Leroy and Stevie did have some killer pop and\ lock moves.
\'You sure this one'll be better?' asked Leroy.
\'Trust me,' said Stevie.
\Next stop, Cove.
", { enter: function(character, system, from) { system.writeSound(character, 'arrival'); }, } ); undum.game.situations['buscove'] = new undum.SimpleSituation( "The bus hissed at the next stop, lowering to pick up a young boy in a wheelchair. The\ boy, a pudgy redhead, eyed Stevie as he was rolled into place by an older woman who\ didn't look like she cared enough to be a relative.
\'What's that number again?' asked Leroy.
\'You don't trust me?' snapped Stevie.
\'I just want to know.'
\'2292,' said Stevie.
\Next stop: Earl Street.
", { enter: function(character, system, from) { system.writeSound(character, 'buscove'); }, } ); undum.game.situations['entrancehome'] = new undum.SimpleSituation( "The brothers could not get off the bus right away because they had to wait behind the \ boy in the wheelchair.
\When a fire engine roared past, sirens screaming, it was all Stevie could do not to jump out the window. Fire sirens still made him freak out, even this many years after. Leroy squeezed his hand in sympathy.
\Outside, the sunny street in Silver Lake was somehow chilly. It was nearly spring, but the \ air still had a crisp little curl on it, a frost lick, and a wind. That would be the Santa Ana wind, but more on that later. The boys' poorly patched\ wind-breakers were too thin to be of much help.
\As they walked up the steep hill it became clear that the boy in the wheelchair\ was headed in the same direction. Stevie overheard the woman say, 'Now Derik, when you\ get to Mrs. Wobbles', I expect you to be on your best behavior. This has to be your\ last placement until--'
\'I know, I know.'
\Until what? thought Stevie. And did she just say 'Wobbles'? He couldn't be sure.
", { enter: function(character, system, from) { system.writeSound(character, 'entrancehome'); }, } ); undum.game.situations['arrivehood'] = new undum.SimpleSituation( "The street was lined with comfy looking homes, partially hidden by walls and fences, the sort of homes Stevie daydreamed about when he caught glimpses of them through the \ windows of busses and on television. Tall homes with two-stories or more. Actual houses, not little apartments,\ He was too distracted by the boy in the wheelchair to be looking at the house numbers,\ so when Leroy asked him if they were getting close, he panicked.
\Stopping to check the paper again, they let the boy in the wheelchair pass them. Stevie\ and the boy again exchanged looks, but this time the boy had a different sort of look,\ like now he knew something about Stevie. But the minute the paper was out in his hand, the wind whipped it out from his grap. Looking around desperately, Stevie realized the boy and the woman had already turned up a driveway out of sight.
", { enter: function(character, system, from) { system.writeSound(character, 'arrivehood'); }, } ); undum.game.situations['arrivehouse'] = new undum.SimpleSituation( "The boys ran to catch up, their breath puffing out in clouds like speech bubbles\ in comics.
\When they reached a dead end at the very top of the hill, though, the boy and the woman were nowhere to be found.\ On their right hand side, two houses stood before them.
\Now, which house belonged to Mrs. Wobbles?
\ ", { enter: function(character, system, from) { system.writeSound(character, 'arrivehouse'); }, } ); undum.game.situations['arriveb'] = new undum.SimpleSituation( "The boys walked up to a dark, grey house with Dodger-blue shutters and knocked at the door.
\After five minutes or so, a little old woman peeked out through a cracked open door, still chained.
\'I don't buy things from kids. Never. Not even cute ones.'
\'Mrs. Wobbles, I'm Stevie and this is my brother, Leroy.
\'Wobble? Wobble-o? Oh, you want 2292, the big orange carrot cake. I should have guessed.\ Weren't paying attention, were you? Might be worth your while to keep track of these things.'
\And with that, she shut her door.
\Leroy gave Stevie that look. Next door they found the house.\ It stood, four stories high, a bit more set back from the street then the others, but\ unmistakably glowing the brightest shade of orange like the lights at Pacific Park on\ Santa Monica Pier. And high above the mostly normal looking front porch and bay window, three more stories up, \ a row of circular windows like portals on a ship.
", { enter: function(character, system, from) { system.writeSound(character, 'arriveb'); }, } ); undum.game.situations['arrivea'] = new undum.SimpleSituation( "The boys had no trouble recognizing the house.\ It stood, four stories high, a bit more set back from the street then the others, but\ unmistakably glowing the brightest shade of orange, like the lights at Pacific Park on\ Santa Monica pier. That roller coaster Leroy recalled spying from the backseat of a social worker's car. And high above the mostly normal looking front porch and bay window, four more stories up, a row of window like portals on a ship.
", { enter: function(character, system, from) { system.writeSound(character, 'arrivea'); }, } ); undum.game.situations['arrivekids'] = new undum.SimpleSituation( "And didn't that front door creak like a ship when it swung open for them, and I think it did open\ for them on its own. There certainly wasn't a hand, or a lever, or a spring, or a robot pulling it open.\ What was this place?
\Inside the front hallway, was the boy in the wheel chair, the woman who came with him, and a short Asian girl.\ Other children peered down at them with scrutiny and curiosity from the second floor railing. But the boys got the feeling that wasn't \ the only thing staring at them. Was that a jar of eyeballs in the nook of the big bay window?
\'I don't like the looks of this place,' said Leroy. 'It's creepy. Can we leave now?'
\'Leave before you eat, li'l Leroy? When I've been spending all afternoon working on the\ Gathering Feast? My 1000-meat spice pies? I don't think so!'
\That last voice was Mrs. Wobbles, and when she burst into the room through the dining room door,\ all her bangles jangling, those\ mighty dreadlocks bouncing, her round cheeks glowing, the boys, for the first time in 127 days and \ 13 hours, just had to finally give up a smile.
", { enter: function(character, system, from) { system.writeSound(character, 'arrivekids'); }, exit: function(character, system, to) { system.setQuality("page", character.qualities.page + 5); system.setCharacterText("Just by reading that li'l old section, you have become stronger. Cool, huh?
"); $("#content").empty(); } } ); /* Tour of the house*/ undum.game.situations['tour'] = new undum.SimpleSituation( "When the two brothers, Stevie and Leroy, arrived at The Tangerine House, they were greeted by Mrs. Wobbles, a woman whom they would come to know as a combination friend, teacher, counselor, nurse, coach, mom, and sorcerer. She was magical in the deepest sense of the word. From her broad smile to the last winding curl of her longest dreadlock, mystery radiated from her outstretched arms, stretched wide to all children with the promise of warm fill-you-up-huggin' love.
\'Lin will show you to your rooms, give you a little tour of the house. Won't you, Lin? Dinner is served promptly at six. So don't dawdle.'
\A girl with a cute half smile and one eye that seemed half-closed told the boys to follow her. A blond Pomeranian yipped at their feet as the boys grabbed their duffel bags and headed toward the stairs.
\'Wonton, you are such a little fuzzball. Let these boys alone,' the girl said scolding the dog playfully.
", { enter: function(character, system, from) { system.writeSound(character, 'tour'); }, } ); undum.game.situations['tour1'] = new undum.SimpleSituation( "'Hi,' the girl said a little shyly. 'I'm, Lin. It's nice to have you boys here.'
\'This place seems a little creepy, crazy,' said Stevie.
\'Yeah, kinda, but it grows on you. Like when your grandmother makes you a blanket with a wild pattern and it turns out to be the coziest thing you ever saw.'
\'We never met our grandmother,' said Leroy looking down at his shoes.
\Lin didn't say anything, she just walked over and gave Leroy a little hug. Even though it was the gentlest of things, like the brush of dandelion fuzz, it seemed to take a great weight off his shoulders, a kind of beginner's magic.
\'Let me show you the house, but I should warn you, it changes a lot. '
\'Huh? Come again?' asked Stevie.
\'I mean, there's something new every day, and even the rooms change from time to time. You'll see.'
", { enter: function(character, system, from) { system.writeSound(character, 'tour1'); }, } ); undum.game.situations['choosefloor'] = new undum.SimpleSituation( "A tour of the Tangerine House. Explore as you wish. What would you like to see?
\ ", { enter: function(character, system, from) { system.writeSound(character, 'choosefloor'); }, } ); undum.game.situations['firstfloor'] = new undum.SimpleSituation( "Lin led the boys on a ring around the first floor.
\This floor was the most normal floor. It had the reception room, a sewing/fix-it-up-quick room, the kitchen, and the main dining area. The reception room, according to Lin, was where the children could meet with prospective adoptive parents who dropped by the house a little too infrequently for the most needy among them, the ones still sunk in the mud of their loss.
\The dining room held an enormously long wooden table that seemed to go on and on and on and was lined with chairs of every height and boost and protective plastic covering for the very youngest ones. The table had clearly seen a lot of love, stained and spotted and pockmarked as it was. Every notch held memories of children past, and the Tangerine House had seen a lot of children.
\'Mrs. Wobbles says this table is the Peak of Cheek,' explained Lin. To the boys blank stare, she added, 'You know, being cheeky? Kinda like when you sass back but you're too cute to get in much trouble for it.'
\'I don't think we're that cute,' whispered Leroy, to which his brother replied with a loving smack on the back of the head.
\ Connected to this room by a swinging door, the kitchen seemed big enough to be the galley for a naval ship. A tremendous oven along the back wall would fit well into an elementary school cafeteria or somewhere else where ravenous mouths feed, like a fire station or an army barracks.\There was one bedroom on the first floor, and since it was easily accessible without stairs, the boy in the wheelchair took it.
\ ", { enter: function(character, system, from) { system.writeSound(character, 'firstfloor'); }, } ); undum.game.situations['secondfloor'] = new undum.SimpleSituation( "'What's that squeaking?' asked Stevie. To reply, Lin just led them past several bedrooms to a door at the end of the hallway which opened to a most unusual sight: the floor of a massive factory. Covered in whirling and chugging and spewing machines, it must've been four stories tall!
\Everywhere they looked, conveyor belts moved parts to work stations where robots constructed the most unbelievably amazing toys. Everything you could imagine: action figures and dolls (as if there's a difference), board games, scooters, magic tricks, everything you've ever seen and many things you've never. In the center of the factory, every 30 seconds or so, an enormous pink, rubber mallet would slam down on the squeaky toys and test their squeakification rating. Extraliciously squeaky, said the current test.
\At the very end of the belt, a large squirting machine, like a giant cake icer, dropped a single massive gob of clear gel onto each toy before it made its way off the belt. Following the boys' wide-eyed stare, Lin said simply, 'Magic gel.' The boys had only time to exchange brief uncertain glances before jogging to catch up with Lin back in the hallway to see the various bedrooms and one bathroom. It wasn't till later that it hit Leroy: the factory was bigger than the entire house!
\Hidden behind a small panel, a chute in the wall led all the way to the basement, from which came the strangest of sounds. Lin gave them another look and said, 'OFF LIMITS.'
\Most alarming was the alligator in the bathtub who snapped at them when they looked in at it.
\'Oh, don't worry about her. She's Alice,' said Lin, catching up to the boys on the stairway after they had torn down the hallway.
\ ", { enter: function(character, system, from) { system.writeSound(character, 'secondfloor'); }, } ); undum.game.situations['thirdfloor'] = new undum.SimpleSituation( "At the end of the third floor hallway was a large yellow door that opened to a school room, like a regular old LA Unified School District classroom, except so much brighter and warmer and sweeter. A hallway from its side led off to over a dozen more rooms.
\To its right, was the nursery, and on the walls of the nursery and the rest of the hallway was the most unusual wall paper. At first, Leroy thought that his eyes were playing tricks on him, for the more he stared at the pattern, the more he detected animals and people that seemed to actually move, as though they were animated or real. You might not believe it, but he would swear he saw a most funky monkey wink at him and then turn a cartwheel.
\
'For the babies in the nursery, mostly,' explained Lin as if animated wallpaper were just another ordinary part of any house. 'We call it the leaky floor because, you know, the diapers.' Lin gave her little enchanting smile once again.
\Otherwise, the third floor was almost identical except that one of the bedrooms was Mrs. Wobbles, and where one of the other bedrooms had been on the previous floor was a room Lin called 'The Rumpus Room.'
\'What kind of rumpus?' asked Leroy.
\'A wild one,' said Lin flatly. 'What other kind is there?'
\Lin also pointed to the room closest to the stairs and said, 'That one's yours.' The boys quickly set their stuff down and headed back to the stairs, but not before getting a fully packed case of the creeps from all the strange and spooky decorations.
\What next?
\ ", { enter: function(character, system, from) { system.writeSound(character, 'thirdfloor'); }, } ); undum.game.situations['fourthfloor'] = new undum.SimpleSituation( "The fourth floor was a kind of attacky space, with a ceiling that sloped down at the ends with the roof. Both sides were lined with four round portal windows.
\'Round windows?' said Leroy, 'It's like we're on a ship or something.'
\'Oh,' said Lin, looking a little nervous, 'Those are the portals. You never know where those might lead.' Again, the boys exchanged baffled, nervous looks.
\It was somewhere near the middle of the stairway back down where the boys stopped, having noticed a certain creaking in and out from the nearby wall.
\'That noise?' said Stevie, 'It's as if the house is breathing. Like it's alive.'
\And Lin just laughed and said, 'That's silly.' And she kept laughing to herself all the way down the stairs.
\ ", { enter: function(character, system, from) { system.writeSound(character, 'fourthfloor'); system.setQuality("page", character.qualities.page + 5); }, } ); undum.game.situations['basement'] = new undum.SimpleSituation( "'Hey, what's in the basement?' asked Stevie, for like most native Angeleno children, that is, children from Los Angeles, California, he had never before seen a basement.
\At its mere name, Lin looked panicked. 'Oh, I can't show you that.'
\'Why not?' asked Leroy, suddenly perking up.
\'Strictly off limits,' she said. 'Mrs. Wobbles never lets anyone go down there.'
\'Woh, really? Why not?'
\'Well, there are stories, rumours.' But Lin did not say any more, which for two young boys was like binding their arms with rope and then placing before them the most tempting piece of chocolate. That is how boys are, of course, and men, and well, a lot of people, don't you think?
\If you don't think so, try this: Don't think of a large alligator who is about to snap its massive jaws upon your hand. Yes, I thought so. Well, it's okay that you did. It's really up there, and its name is Alice. It lives in the bathroom on the second floor. You can see for yourselves if you haven't already.
\ ", { enter: function(character, system, from) { system.writeSound(character, 'basement'); }, } ); undum.game.situations['picktale'] = new undum.SimpleSituation( "Here are the first few stories in my magical collection. There will be more -- oh, yes, many more -- but this will give you a little\ taste.
\ ", { enter: function(character, system, from) { system.write("Okay, " + character.sandbox.name + ", please, CHOOSE A STORY.
"); system.writeSound(character, 'picktale'); }, exit: function(character, system, to) { $("#content").empty(); } } ); undum.game.situations['picktalearrived'] = new undum.SimpleSituation( "Okay, " + character.sandbox.name + ", please, CHOOSE A STORY.
"); system.writeSound(character, 'picktale'); } } ); // The start of the Mysterious Floor undum.game.situations['flames'] = new undum.SimpleSituation( "Flames. Bright, orange flames. That's what little Leroy saw at night. Every night.\ Regardless of the time he had gone to bed\ or what he had eaten before hand\ or what kind of story his brother Stevie had read to him or how much he tried to think of the \ opposite -- water, snow, ice -- he always awoke in a sweat from visions of the flames --\ the ones that had claimed his house, his home, everything but his older brother Stevie. And\ all the magic in Mrs. Wobbles' house was not enough to chase them away. So whenever his big brother\ said, 'Trust me, li'l bro, it'll be okay,' there wasn't any chance he could or would, not when his head was full of \ flames.
\So that's why it was near midnight, and Leroy was still awake and was filling his head with\ thoughts about magic.
", { enter: function(character, system, from) { system.writeSound(character, 'flames'); }, } ); undum.game.situations['floor'] = new undum.SimpleSituation( "When the boys arrived at Mrs. Wobbles' house, they right away noticed something magical\ about it. Have you ever noticed magic before? Like when you walk outside in the morning\ at first light and your breath turns to smoke and the edges of the roses and grass\ glint like they've just been blinked into life by some powerful spell.
\Well, in any event, there was this kind of magic in her house, except everywhere, and\ it didn't wear off or fade. But you could feel it. It was like you were wearing thick, cozy socks and constantly\ rubbing them up and down a shaggy rug and -- zap!
", { enter: function(character, system, from) { system.writeSound(character, 'floor'); }, } ); undum.game.situations['floorawake'] = new undum.SimpleSituation( "After that first dinner, when Mrs. Wobbles made her famous 1000-meat spice pies,\ the boys lugged their fat bellies off to bed. But despite how plump and happy the meal\ had made them, they were still too excited to go to sleep. Each kept at least one eye\ open at all times lest Mrs. Wobbles come in and sprinkle magic powder everywhere\ and maybe even turn them into a newt or a bat while she was at it. And then there was \ that poem on the wall.
\ ", { enter: function(character, system, from) { system.writeSound(character, 'floorawake'); }, actions: { readpoem: function (character, system, action) { system.setCharacterText( "Twinkle, Twinkle, little bat! By Lewis Carroll
\
Look for more poems as you explore!
Twinkle, twinkle, little bat!
\
How I wonder what you're at!
\
Up above the world you fly,
\
Like a teatray in the sky.
\
Poetry Power-up:
\Look for these hidden in the story to gain special powers to use \ when facing challenges.
Leroy closed his eyes and tried to go back to sleep by...counting sheep, counting sheep wearing pants, counting sheep dancing with mad pop and lock moves, sheep dancing in a house,\ sheep dancing in a house that was on fire, fire roasted lamb chops. Oh, great! Now he was awake AND hungry! Only one thing to do.
", { enter: function(character, system, from) { system.writeSound(character, 'floorsleep'); }, } ); undum.game.situations['floorbug'] = new undum.SimpleSituation( "One can only lie for so long with one eye open until...
\Leroy cried, 'I have to go potty.'
\'Potty? Really?' said his brother, 'Geez Louise, you are such a baby.'
\'Am not.'
\'Are too.'
\'Am not! Am not! AM NOT!' Then after a moment, Leroy murmured, 'Will you come with me?'
\'Ha! Baby Beluga! Come on. Didn't Ms. Wobbles say you gotta face them fears?'
\'Please?' whispered Leroy, 'This house is -- I don't know -- scary.'
\'You're telling me. Did you see all those candy skulls she had on her shelves? I mean, I \ hope they were candy.'
\'No. But I did see something that looked an awful lot like a tongue.'
\'You are joshing, li'l bro.'
\'No, I swear.' He could've sworn he just saw Mrs. Wobbles wink in that portrait on the wall.\
So his brother consented to go with him off to the bathroom. But how to do it?
\ ", { actions: { portrait: function (character, system, action) { system.write("From her great grin to the gleam of her eye to those rolling dreadlocks, Mrs. Wobbles glowed with that look of magic and warmth. But the eyes in that picture followed you wherever you would go and could see right into whatever you might be trying to hide.
"); system.writeSound(character, 'portrait'); } }, enter: function(character, system, from) { system.writeSound(character, 'floorbug'); }, exit: function(character, system, to){ system.setCharacterText( "Keep searching for more poems to read!
" ); } } ); undum.game.situations['floorsprint'] = new undum.SimpleSituation( "If the the brothers were not entirely brave, they were at least laser beam fast. Slowly they entered the hallway, careful to look up and down six or seven or eight times.
\'It's okay. Trust me,' said Stevie, and his brother gave him a doubtful look.
\Then, spooked by the shadow of a teeny tiny cobweb, they took off down the hall so fast, at one point, \ Leroy thought he was running up the side of the wall. Was that even possible? They barreled into \ the bathroom.
", { enter: function(character, system, from) { system.writeSound(character, 'floorsprint'); }, } ); undum.game.situations['floorsneak'] = new undum.SimpleSituation( "The boys took a long scan of the hallway. On one end was the staircase that led to the second and first floor, on the other, the bathroom and one of the girls' bedrooms. Leroy did not take his eyes off his brother for fear that Stevie might just head off in a different direction and leave him stranded. Trust was not his thing.
\Like cartoon characters they lifted their legs way up like arches and then placed them down very gently on the wood floor, so as not to even make a floorboard squeak.
\But just then, from behind them came the distinct sound of a full-bellied belch which sent them practically climbing over each other as they bolted into the bathroom.
", { enter: function(character, system, from) { system.writeSound(character, 'floorsneak'); }, } ); undum.game.situations['floorbathroom'] = new undum.SimpleSituation( "In fact, they burst in so hurriedly they didn't notice Mildred sitting there on the potty, her\ nightgown pulled over her knees.
\'We made it!' The boys exchanged high fives.
\'Um, excuse me,' said an irritated Mildred, covering herself up.
\The boys jumped practically a foot off the cold, tile floor.
\'I'm trying to go potty here.'
\'Yeah, we see that, but, but,' the brothers looked at each other, 'you don't want us to go out \ there, do you?'
\'It seems like the only proper thing to do,' said Mildred
\'I mean, out in the hallway, where it's dark?' asked Stevie.
\'And super creepy,' added Leroy.\
'I'm ON the POTTY!
\'Yes, well, we know, we know, but--.'
\'Fine! I can't even go with you two in here anyway. Turn around.'
\And the boys did and shut their eyes for good measure.
", { enter: function(character, system, from) { system.writeSound(character, 'floorbathroom'); }, } ); undum.game.situations['floorclean'] = new undum.SimpleSituation( "When Stevie opened his eyes, the light blinded him. He could barely make out\ the mirror and a poem beside it.
\'Excuse me,' said Mildred, now heading for the sink.
\The boys parted and let Mildred wash her hands, stepping up on the little\ red stool, which, she didn't need at all since she was so tall. With it, she towered comically\ over the sink and the boys.
\As they stepped out of her way, they noticed the floor for the first time,\ for it was covered with strange-shaped tiles, but on top of that were these oval\ rugs in the shape of stones. The boys moved to stand on two of the rugs, without really\ realizing it. But when Mildred turned the handle on the faucet something happened.
\'What's that noise?' asked Stevie.
\'I don't know. I thought it was you? Gas,' said Leroy.
\And suddenly, the tiles began to glow red and began to steam a bit.
", { enter: function(character, system, from) { system.writeSound(character, 'floorclean'); }, actions: { readpoem: function (character, system, action) { system.setCharacterText( "I'm nobody! Who are you? By Emily Dickinson
\****************
\Poetry Power-up:
\Read poems to gain special powers for use in challenges.
" ); system.write( "I'm nobody! Who are you?
\
Are you nobody, too?
\
Then there's a pair of us - don't tell!
\
They'd banish us, you know.\
\
How dreary to be somebody!
\
How public, like a frog
\
To tell your name the livelong day
\
To an admiring bog!
Mildred, who had not yet noticed the change in color or the steam\ or the warmth that seemed to grow in the room, continued to preach to them about how her\ parents had taught her to always wash her hands for at least 3 minutes and if\ she didn't she'd get terrible diseases, like her cousin Charlie who after\ going to a restroom at a filthy rest stop on the highway, and washing his hands for \ only two minutes, developed a tiny little rash and a kind of rank smell\ that no matter how much his mother scrubs and sprinkles him with soap and perfume\ never quite goes away.
\However, when Mildred turned around, the room had transformed.
", { enter: function(character, system, from){ system.setCharacterText( "Check out your Poetry Powers! Poems are nutritious!
" ); system.writeSound(character, 'floorsteam'); } } ); undum.game.situations['lavatransform'] = new undum.SimpleSituation( "Everywhere the tiles had\ been, there were puddles of lava, and where the rugs had been there were now real stones, barely\ big enough for one or two children if they were standing very close. The lava would\ bubble and hiss now and then just to make it even scarier.
\'Did one of you do this?' asked Mildred, thinking it was some sort of a trick.
\But the two boys, who had started off on different rugs, were now clinging together\ on the same rug, clutching each other for dear life, shaking like leaves. Fire. \ How could they be in a room of fire again? And they were frozen just like before... \ It filled the boys with terror.
\'I don't think Mrs. Wobbles is going to be happy about this,' said Mildred.
\But where could Mrs. Wobbles be? And how could they get to her? And what about the\ other children? And how long could they stand on the stones anyway?
\That question was answered quickly, when the lava began to swell and Mildred's stool,\ which had been in the one protected pocket began to melt and burn up.
\'Quick,' said Stevie. 'Leap, Mildred, leap! Jump onto our rock.'
", { enter: function(character, system, from) { system.writeSound(character, 'lavatransform'); }, } ); undum.game.situations['lavarock'] = new undum.SimpleSituation( "'But, I can't! There's no room.'
\'We could squish,' said Leroy, reaching out a hand.
\'Squish with the likes of you? I don't think so,' said Mildred, the bright glow of the \ lava now gleaming around the hem of her nightgown.
\'This isn't the time for attitude,' said Stevie.
\'My mother says, It's always time to pick your company, and I would not choose to \ spend my time with --'
\But at that moment, the lava consumed all but the very top of the stool, and Mildred\ despite all the advice of her mother was forced to choose between being turned into \ molten stew or squeezing on the rock with these less than desirable boys. The choice, for once, was easy.\
And now the three clung together on the rock. until...
\The rock, seemed to break free from its spot and began to float away. Slowly at first, but then\ all together as though it were a lava-proof raft. As long as they stayed on the raft\ the three were safe.
", { enter: function(character, system, from) { system.writeSound(character, 'lavarock'); }, } ); // start here undum.game.situations['lavafloat'] = new undum.SimpleSituation( "'What do you think we should do now? Do you think we can steer it?' asked Leroy?
\'With what?' asked Stevie. 'What can you put in magma?'
\'It's not magma.'
\'Squeeze me?' asked Stevie.
\'I will not. And I said it's not called magma. Magma is what it's called before it comes\ out of the ground. And anyway, I doubt we have anything\ that could stand the heat for us to steer.'\
Mildred glanced around and saw:
\ ", { enter: function(character, system, from) { system.writeSound(character, 'lavafloat'); }, } ); undum.game.situations['toiletpaper'] = new undum.SimpleSituation( "The children formed a human chain, and Leroy, because he was the skinniest and yet still\ had these strangely long arms, was on the end, reaching out over the lava.
\'Stretch out those monkey arms, Leroy,' chided his brother.
\'Stevie, knock it off.'
\'They are kind of long, huh?' said Mildred, noticing them for the first time.
\'You guys, stop!'
\Just then, Leroy grasped the edge of the toilet paper, which at first he thought he could use\ to reel them in, but soon discovered why that might not work, as the paper burst into flames\ and began to burn toward his hand. He screamed like a little baby bird.
\The others laughed and then didn't because now they were stuck!
", { enter: function(character, system, from) { system.writeSound(character, 'toiletpaper'); }, } ); undum.game.situations['showerrod'] = new undum.SimpleSituation( "'That might work? If you could get up there,' said Leroy. 'Could you lift her, Stevie?'
\'I don't know. You look awfully heavy. You ate a lot of that meat pie, didn't you?'
\'You are just a mean little boy, and if I wasn't stuck here on this rock --'
\Now it didn't matter. The shower curtain had caught fire, flamed up to the rod, melting\ the plastic ends, and down it fell with a thud, melting into the lava almost instantly.\ 'Now what?' asked Stevie.
", { enter: function(character, system, from) { system.writeSound(character, 'showerrod'); }, } ); undum.game.situations['lavaflow'] = new undum.SimpleSituation( "But before they could do anything else, the rock they were standing on had floated out of the bathroom and into\ the hall, that was similarly filled with steaming, gurgling, bubbling, bright red lava. Just seeing\ the glow of the lava and feeling its heat in the hallway once again, made the boys freeze. Leroy \ dug his face into his brother's shoulder. Stevie grabbed him tighter.
\The lava had filled the hallway, though it was not consuming the walls for some reason. Instead\ it flowed down toward the boys' bedroom before it rolled down the staircase.
\You've probably guessed that the current was pulling the rock, as well as the three\ children that stood on it, toward the stairs.
\Leroy was frozen but was still gripping his brother and Mildred so tightly. He was remembering another fire.
\ ", { enter: function(character, system, from) { system.writeSound(character, 'lavaflow'); }, } ); undum.game.situations['lavafirst'] = new undum.SimpleSituation( "It didn't happen all at once. The way it does in the movies. When you wake up and the house is on fire. Even back then Leroy couldn't sleep, and that windy night, he knew he'd be up maybe even until dawn.
\And the first thing that happened was the lights blinked a few times. That always happened in the morning, when his mom used the hair dryer. 'That's way too many things plugged into the wall, boys,' she'd say, throwing in a few bad words like pepper and salt, 'A house only got so much power.'
\
And it wasn't even a whole house, it was just a room over a garage. A guest house. That's what the ad had called it, and a guest house sounded so elegant, like something rich people had in books about England, or places that movie stars stayed. But it was just a room over a garage, and apparently wasn't exactly wired correctly.
\So when the lights flickered, Leroy didn't think anything of it. But then -- fzzzit -- it happened again and this time was followed by a sizzle. And then darkness. In the weeks and months and years that followed, Leroy would swear that he actually heard what happened next, that he could hear a distinct fizzing and popping and then crackling in the walls. That by the time the smoke reached their room, he was already well aware that the house's skeleton was on fire, and that the rattling wind would soon only make matters worse.
" , { enter: function(character, system, from) { system.writeSound(character, 'lavafirst'); }, } ); undum.game.situations['lavafirst2'] = new undum.SimpleSituation( "
'Stevie,' he called out in a hushed scream, as he had called out earlier this night.
\'Go back to sleep,' his brother had growled as usual.
\'I can't.'
\'Why not?'
\'The house is on fire!'
\Poink. Those were Stevie's eyes flashing open. Leap. That was Stevie's heart pouncing. And Stevie was out of his bunk, down on the floor. Searching for signs. The room groaned.
\'Is Mom there?' asked Leroy. 'Can you see her?'
\'Yes,' said Stevie.
\'Is she okay?'
\And that's when he did it. That's when Stevie told the lie that would forever lose his brother's trust and at the same time was probably the one single choice that had saved both their lives.
\'Yeah, li'l bro, she's fine. We're all going to be fine. Trust me.'
\Just two little words. Forever, meaningless.
\But that night, those two words were all it took to get Leroy to follow him out of the burning building, through the roaring frame of the door, down the steps, and out into the yard that was always on fire with bright bougainvillea leaves, escaping just before the room collapsed. And all was lost....
" , { enter: function(character, system, from) { system.writeSound(character, 'lavafirst2'); system.setQuality("page", character.qualities.page + 3); }, } ); undum.game.situations['lavachoose'] = new undum.SimpleSituation( "As they moved through the third floor hallway of the Tangerine House, the current of the lava slowly but inevitably drew them toward the stairs.
\'I have an idea,' said Stevie, drawing panicky glares from the other two.
\'What is it? What is it?' they pleaded.
\'What if we ride this stone down the staircase, like a big skateboard of surfboard.'
\'Oh, no,' said Leroy, looking as though he had thoroughly given up. 'We can't. The house is going\ to burn down just like before.' For the first time, he said out loud what the two of them had been thinking.
\'Before what?' asked Mildred.
\'This'll be different,' said Stevie. 'Trust me.'
\ ", { enter: function(character, system, from) { system.writeSound(character, 'lavachoose'); }, } ); undum.game.situations['lavastairs'] = new undum.SimpleSituation( "'Wow, really, Leroy? You trust me?' Stevie looked at Leroy. Were those a tears in his eyes?
\'Just get us down those stairs, big bro,'
said Leroy not wanting to be all mushy in front\ of Mildred.\As they reached the top of the stairs, Stevie spread his feet as far as they could go to \ the front and back of the stone and squatted down low. Then, as they tipped down, he\ leaned back a bit, keeping the front of the stone up.
\'Kowabunga!' screamed Mildred and the boys joined in. They rounded the curve in the staircase\ without getting a splash of lava on them.
\Mildred and Leroy hugged Stevie or hugged him tighter since they hadn't really let go\ the whole time.
", { enter: function(character, system, from) { system.writeSound(character, 'lavastairs'); }, } ); undum.game.situations['lavaliving'] = new undum.SimpleSituation( "But that wasn't all. The lava was flowing into the reception room and over to the fireplace\ which had opened up into a kind of lava waterfall, a chute down through the floor\ to measureless depths, and all the lava in the house, for the house was now a lava\ lake, was flowing in that direction. All of the furniture that had not yet completely\ burned up or melted was now headed toward the fiery plunge.
\Ploop. There went the rest of the big leather couch. Flomp! The large cabinet with the games.
\Only the pet pad remained, with little Wonton, the blond Pomeranian dog, clutching the edge,\ looking down at the bright red flow.
\'We've got to do something,' said Mildred.
\'Yes, but what?' asked Leroy and Stevie.
\ ", { enter: function(character, system, from) { system.writeSound(character, 'lavaliving'); }, actions: { 'makeit': function(character, system, action) { var power = character.qualities.poetry; if(power<=12){ system.doLink('lavaleapfail'); }else{ system.doLink('lavaleap'); } /* system.write("Stevie gets up his speed and leaps and...nope. If only had had read\ a little more poetry maybe he could fly like, well, a bat. Next time.
"); }else{ system.write("Stevie takes a running start leaps in the air and makes it!
"); } */ } } } ); undum.game.situations['lavaleap'] = new undum.SimpleSituation( "Stevie taking a running start, leapt into the air like Jordan mixed with Lebron and Blake Griffin -- or no, like a bat -- and made it!
\'Thank you, Lewis Carroll,' said Stevie.
\'Who?' asked Leroy.
\Mildred groaned. 'Oh, come on! He's the author of Alice in Wonderland.'
\'I don't remember lava in Alice in Wonderland,' said Leroy.
\'Nevermind,' muttered Mildred.
", { enter: function(character, system, from) { system.writeSound(character, 'lavaleap'); }, } ); undum.game.situations['lavaleapfail'] = new undum.SimpleSituation( "Stevie revved up his speed, gave a leap and...nope. If only you had read\ a little more poetry maybe he could have flown like, well, a bat. Next time.
", { enter: function(character, system, from) { system.writeSound(character, 'lavaleapfail'); }, } ); undum.game.situations['lavawalk'] = new undum.SimpleSituation( "Mildred stepped out onto the lava and began to Moonwalk. Michael Jackson's song 'Beat it' started\ to play over hidden loud speakers, and the whole house began to bop to the music.
\Okay, so that didn't really happen, but when you chose that one, it seemed like such a cool idea,\ I had to put it in the story. But actually here's what happened:
\Mildred began walking out onto the lava. Her slipper melted instantly. Bad idea.\ Here, try again:
\