''Along the circular catwalk''\nYou come to an unadorned metallic box, waist high, from which protrude three large metal levers.\n\n//[[Pull Lever]]//\n\nFacing towards the center of the room, the intersection with the platform leading back to the stary hallway is to your right. To your [[left|teleporter]], the circular catwalk path continues.
''Unknown Grave.'' Column <<print $GravePositionX + 8>>, Row <<print $GravePositionY + 1>>. ''<<if $graveyard eq "sunrise">>Day.<<else>>Night.<<endif>>''\nYou stand at an unknown grave located within the left section of the graveyard, not far from the first row of graves.\n\n<<display 'grave_all'>>
You scramble up the ladder and frantically search for a seam along the ceiling, but you find none. You push with all your might. It's no use.\n\nYou descend the ladder and stare down the hallway. The dots of light resemble stardust in the night sky, and the hall's length causes them to converge in the distance.\n\nYou stand in darkness, but there is the converging light up ahead, like a beacon beckoning you [[forward]].
You stand on the luminous blue pad beside a slender metal post atop which sits a small control box. <<if $key eq false>>The control box has a keyhole in front and a glass panel on top. It's locked and won't budge. You can still see through the glass panel and make out a single metallic button, similar to that on an elevator, with an engraved etching of a snowflake.<<endif>><<if $key eq true and $RainforestBox eq "unlocked">>The control box has been unlocked allowing you to //[[press the snowflake button|teleport to tundra]]//.<<endif>>\n<<if $key eq true and $RainforestBox eq "locked">>//[[unlock box|unlock rainforest box]]//<<endif>>\n\n<<display 'enclosure'>>
<<silently>>\n<<display 'Clock'>>\n\n<<if $floor_liquid_level + $Crystal_2_power_level - $floor_position gt 0>>\n<<set $redirected_power = $floor_liquid_level + $Crystal_2_power_level - $floor_position>>\n<<else>>\n<<set $redirected_power = 0>>\n<<endif>>\n\n<<if $redirected_power eq 0>>\n<<set $floor_liquid_level = $floor_liquid_level + $Crystal_2_power_level>>\n<<set $Crystal_2_power_level = 0>>\n<<set $Crystal_2 = 1>>\n<<set $Crystal_2_space = 3>>\n<<endif>>\n\n<<if $redirected_power gt 0 and $Crystal_3 eq 0 and $Crystal_1 eq 0>>\n<<set $Crystal_2_power_level = $Crystal_2_power_level - ($floor_position - $floor_liquid_level)>>\n<<set $floor_liquid_level = $floor_position>>\n<<set $Crystal_2_space = 3 - $Crystal_2_power_level>>\n<<set $Crystal_2 = 1>>\n<<endif>>\n\n<<if $redirected_power gt 0>>\n<<set $floor_liquid_level = $floor_position>>\n<<endif>>\n\n<<if $redirected_power gt 0 and $Crystal_3 eq 1 and $Crystal_1 eq 1 and $redirected_power lt $Crystal_1_space + $Crystal_3_space>>\n<<set $Crystal_3_power_level = $Crystal_3_power_level + $redirected_power / 2>>\n<<set $Crystal_1_power_level = $Crystal_1_power_level + $redirected_power / 2>>\n<<set $Crystal_2_power_level = 0>>\n<<set $Crystal_2 = 1>>\n<<set $Crystal_2_space = 3>>\n<<endif>>\n\n<<if $redirected_power gt 0 and $Crystal_3 eq 1 and $Crystal_1 eq 0 and $redirected_power lt $Crystal_3_space>>\n<<set $Crystal_3_power_level = $Crystal_3_power_level + $redirected_power>>\n<<set $Crystal_2_power_level = 0>>\n<<set $Crystal_2 = 1>>\n<<set $Crystal_2_space = 3>>\n<<endif>>\n\n<<if $redirected_power gt 0 and $Crystal_3 eq 0 and $Crystal_1 eq 1 and $redirected_power lt $Crystal_1_space>>\n<<set $Crystal_1_power_level = $Crystal_1_power_level + $redirected_power>>\n<<set $Crystal_2_power_level = 0>>\n<<set $Crystal_2 = 1>>\n<<set $Crystal_2_space = 3>>\n<<endif>>\n\n<<if $redirected_power gt 0 and $Crystal_3 eq 1 and $Crystal_1 eq 1 and Math.abs($redirected_power - ($Crystal_1_space + $Crystal_3_space)) lt .000000000000001>>\n<<set $Crystal_3_power_level = 3>>\n<<set $Crystal_3 = 0>>\n<<set $Crystal_3_space = 0>>\n<<set $Crystal_1_power_level = 3>>\n<<set $Crystal_1 = 0>>\n<<set $Crystal_1_space = 0>>\n<<set $Crystal_2_power_level = 0>>\n<<set $Crystal_2 = 1>>\n<<set $Crystal_2_space = 3>>\n<<endif>>\n\n<<if $redirected_power gt 0 and $Crystal_3 eq 1 and $Crystal_1 eq 0 and Math.abs($redirected_power - $Crystal_3_space) lt .000000000000001>>\n<<set $Crystal_3_power_level = 3>>\n<<set $Crystal_3 = 0>>\n<<set $Crystal_3_space = 0>>\n<<set $Crystal_2_power_level = 0>>\n<<set $Crystal_2 = 1>>\n<<set $Crystal_2_space = 3>>\n<<endif>>\n\n<<if $redirected_power gt 0 and $Crystal_3 eq 0 and $Crystal_1 eq 1 and Math.abs($redirected_power - $Crystal_1_space) lt .000000000000001>>\n<<set $Crystal_1_power_level = 3>>\n<<set $Crystal_1 = 0>>\n<<set $Crystal_1_space = 0>>\n<<set $Crystal_2_power_level = 0>>\n<<set $Crystal_2 = 1>>\n<<set $Crystal_2_space = 3>>\n<<endif>>\n\n<<if $redirected_power gt 0 and $Crystal_3 eq 1 and $Crystal_1 eq 1 and $redirected_power gt $Crystal_1_space + $Crystal_3_space + .000000000000001>>\n<<set $Crystal_2_power_level = $redirected_power - $Crystal_1_space - $Crystal_3_space>>\n<<set $Crystal_2 = 1>>\n<<set $Crystal_2_space = 3 - $Crystal_2_power_level>>\n<<set $Crystal_1 = 0>>\n<<set $Crystal_1_power_level = 3>>\n<<set $Crystal_1_space = 0>>\n<<set $Crystal_3 = 0>>\n<<set $Crystal_3_power_level = 3>>\n<<set $Crystal_3_space = 0>>\n<<endif>>\n\n<<if $redirected_power gt 0 and $Crystal_3 eq 0 and $Crystal_1 eq 1 and $redirected_power gt $Crystal_1_space + .000000000000001>>\n<<set $Crystal_2_power_level = $redirected_power - $Crystal_1_space>>\n<<set $Crystal_2 = 1>>\n<<set $Crystal_2_space = 3 - $Crystal_2_power_level>>\n<<set $Crystal_1 = 0>>\n<<set $Crystal_1_power_level = 3>>\n<<set $Crystal_1_space = 0>>\n<<endif>>\n\n<<if $redirected_power gt 0 and $Crystal_3 eq 1 and $Crystal_1 eq 0 and $redirected_power gt $Crystal_3_space + .000000000000001>>\n<<set $Crystal_2_power_level = $redirected_power - $Crystal_3_space>>\n<<set $Crystal_2 = 1>>\n<<set $Crystal_2_space = 3 - $Crystal_2_power_level>>\n<<set $Crystal_3 = 0>>\n<<set $Crystal_3_power_level = 3>>\n<<set $Crystal_3_space = 0>>\n<<endif>>\n\n<<if $Crystal_1_power_level gt 3>>\n<<set $Crystal_1 = 0>>\n<<endif>>\n<<if $Crystal_3_power_level gt 3>>\n<<set $Crystal_3 = 0>>\n<<endif>>\n\n<<if $Crystal_1_power_level gt 3>>\n<<set $Crystal_3_power_level = $Crystal_3_power_level + ($Crystal_1_power - 3)>>\n<<set $Crystal_1_power_level = 3>>\n<<set $Crystal_1 = 0>>\n<<set $Crystal_1_space = 0>>\n<<endif>>\n\n<<if $Crystal_3_power_level gt 3>>\n<<set $Crystal_1_power_level = $Crystal_1_power_level + ($Crystal_3_power - 3)>>\n<<set $Crystal_3_power_level = 3>>\n<<set $Crystal_3 = 0>>\n<<set $Crystal_3_space = 0>>\n<<endif>>\n\n<<if $Crystal_1 eq 1>>\n<<set $Crystal_1_space = 3 - $Crystal_1_power_level>>\n<<endif>>\n<<if $Crystal_2 eq 1>>\n<<set $Crystal_2_space = 3 - $Crystal_2_power_level>>\n<<endif>>\n<<if $Crystal_3 eq 1>>\n<<set $Crystal_3_space = 3 - $Crystal_3_power_level>>\n<<endif>>\n\n<<endsilently>>\n<<if $Crystal_2_power_level eq 0>>\nAs you turn the valve, there is a faint hiss. On the screen to your right, the image of the crystal is now empty.\n<<endif>>\n<<if $Crystal_2_power_level gt 0>>\nAs you turn the valve, there is a faint hiss. On the screen to your right, the power level of the crystal begins to descend.\n<<endif>>\n<<if Math.round($Crystal_1_power_level * 100) eq 100 and $Crystal_1_activation eq 0>>Suddenly, an enormous arc of electrical energy erupts from the tip of the Crystal 1 across the room. The snaking stream of light reaches all the way to the bottom of the sphere.\n<<endif>>\n<<if Math.round($Crystal_2_power_level * 100) eq 200 and $Crystal_2_activation eq 0>>Suddenly, an enormous arc of electrical energy erupts from the tip of the Crystal 2. The snaking stream of light reaches all the way to the bottom of the sphere.\n<<endif>>\n<<if Math.round($Crystal_3_power_level * 100) eq 300 and $Crystal_3_activation eq 0>>Suddenly, an enormous arc of electrical energy erupts from the tip of the Crystal 3 across the room. The snaking stream of light reaches all the way to the bottom of the sphere.\n<<endif>>\n<<if Math.round($Crystal_1_power_level * 100) neq 100 and $Crystal_1_activation eq 1>>In a flash, the bolt of energy being emitting from Crystal 1 across the room disappears.\n<<endif>>\n<<if Math.round($Crystal_2_power_level * 100) neq 200 and $Crystal_2_activation eq 1>>In a flash, the bolt of energy being emitting from Crystal 2 disappears.\n<<endif>>\n<<if Math.round($Crystal_3_power_level * 100) neq 300 and $Crystal_3_activation eq 1>>In a flash, the bolt of energy being emitting from Crystal 3 across the room disappears.\n<<endif>>\n\n[[< Return|Crystal 2]]
<<silently>>\n<<set $GravePositionX = -7>>\n<<set $GravePositionY = 3>>\n<<endsilently>>\n<<display 'GravePosition'>>
''Desert''\nThe path has broken up some here, pushed apart by sprouting [[prickly pear plants]]. It's a good thing you're not barefoot.\n\nBehind you and to your left, you can see the tundra border. In the distance up ahead you can see the back wall of the Eco Dome.\n\nA network of [[stone walkways]] marks the path through the desert.\n<<display 'directions'>> //[[wait|Eco Dome wait]]//\n\n<<display 'desert weather'>>
<html><embed src="http://www.theark.net46.net/G5.mp3" loop="false" hidden="true" autostart="true"></embed></html><<if $podium eq 1>><<set $piano1 = $piano1 + 1>><<endif>><<if $podium eq 2>><<set $piano2 = $piano2 + 1>><<endif>><<if $podium eq 3>><<set $piano3 = $piano3 + 1>><<endif>><<if $podium eq 1>><<set $podiumcode1 = $podiumcode1 + 1>><<endif>><<if $podium eq 2>><<set $podiumcode2 = 0>><<endif>><<if $podium eq 3>><<set $podiumcode3 = 0>><<endif>><<if $podium eq 1>><<set $BookSelection1 = $BookSelection1 + 33>><<endif>><<if $podium eq 2>><<set $BookSelection2 = $BookSelection2 + 33>><<endif>><<if $podium eq 3>><<set $BookSelection3 = $BookSelection3 + 33>><<endif>><<display 'circular buttons'>><<if $podium eq 2>><<set $secretcode = 0>><<endif>>
<html><embed src="http://www.theark.net46.net/G4.mp3" loop="false" hidden="true" autostart="true"></embed></html><<if $podium eq 1>><<set $piano1 = $piano1 + 1>><<endif>><<if $podium eq 2>><<set $piano2 = $piano2 + 1>><<endif>><<if $podium eq 3>><<set $piano3 = $piano3 + 1>><<endif>><<if $podium eq 1>><<set $podiumcode1 = $podiumcode1 + 4>><<endif>><<if $podium eq 2>><<set $podiumcode2 = 0>><<endif>><<if $podium eq 3>><<set $podiumcode3 = 0>><<endif>><<if $podium eq 1>><<set $BookSelection1 = $BookSelection1 + 26>><<endif>><<if $podium eq 2>><<set $BookSelection2 = $BookSelection2 + 26>><<endif>><<if $podium eq 3>><<set $BookSelection3 = $BookSelection3 + 26>><<endif>><<display 'circular buttons'>><<if $podium eq 2>><<set $secretcode = 0>><<endif>>
The graves stand tall and imposing--stark vertical slabs against flat rock. Each grave has a blue, luminous pad on the ground in front of it.\n\nAn identical pad isolated from the rest lies before you, just in front of the [[first row of graves|GravePosition]], next to a computer [[console]].\n\n<<display 'Graveyard'>>
<html><embed src="http://www.theark.net46.net/G2.mp3" loop="false" hidden="true" autostart="true"></embed></html><<if $podium eq 1>><<set $piano1 = $piano1 + 1>><<endif>><<if $podium eq 2>><<set $piano2 = $piano2 + 1>><<endif>><<if $podium eq 3>><<set $piano3 = $piano3 + 1>><<endif>><<if $podium eq 1>><<set $podiumcode1 = 0>><<endif>><<if $podium eq 2>><<set $podiumcode2 = 0>><<endif>><<if $podium eq 3>><<set $podiumcode3 = 0>><<endif>><<if $podium eq 1>><<set $BookSelection1 = $BookSelection1 + 12>><<endif>><<if $podium eq 2>><<set $BookSelection2 = $BookSelection2 + 12>><<endif>><<if $podium eq 3>><<set $BookSelection3 = $BookSelection3 + 12>><<endif>><<display 'circular buttons'>><<if $podium eq 2>><<set $secretcode = 0>><<endif>>
''Desert/Rainforest Border''\nYou stand along the [[border]] between the rainforest and desert biomes. Mist from the rainforest sizzles to nothing as it crosses the border into the desert.\n\nThere's a small canyon off in the desert to your left. To your right, the rainforest tree line. In the distance up ahead you can see the back wall of the Eco Dome.\n<<display 'directions'>> //[[wait|Eco Dome wait]]//\n\n<<display 'edge weather'>>
<<set $GravePositionX = $GravePositionX + 1>>\n\n<<display 'GravePosition'>>
The trees grow straight up, so tall that you can't seem to make out the tops of them. \n\n<<display 'thicket'>>
<<if $garden eq "sunrise">>\n<<set $garden = "sunset">>\n<<else>>\n<<set $garden = "sunrise">>\n<<endif>>
''Third Podium. <<if $garden eq "sunrise">>Day.<<else>>Night.<<endif>>''<<set $GardenPosition = 3>>\nYou stand in front of the third podium, eyeing its crumbling form. \n\nOn the podium you can see various [[controls|controls3]], presumably that control the spinning stone sections over the gazebo. \n\nFrom here you can head back to the [[gazebo]], or follow the side paths to get to the other podiums. Going [[right|first podium]] will take you to the first podium, and going [[left|second podium]] will take you to the second podium.\n\n<<if ($out_level eq "lowest") and ($out_speed eq "high") and ($mid_level eq "middle") and ($mid_speed eq "a moderate") and ($in_level eq "highest") and ($in_speed eq "low") and ($out_direction eq $mid_direction) and ($mid_direction eq $in_direction)>>You look over your shoulder to ascertain the state of the [[ramp|Ramp Complete]].<<else>>You look over your shoulder to ascertain the state of the [[ramp|Ramp Not Complete]].<<endif>>\n\n//[[wait|Garden wait]]//\n<<display 'Clock'>>\n<<display 'Garden Weather'>>
''Tundra/Desert Border''\nYou stand along the [[border]] between the tundra and desert biomes. It's a bizarre feeling. The extremes of temperature on either side of you is like nothing you've ever experienced before.\n\nTo your left you can make out a few trees in the tundra. Up ahead you can spot blooming cacti.\n<<display 'directions'>> //[[wait|Eco Dome wait]]//\n\n<<display 'edge weather'>>
<<silently>>\n<<set $GravePositionX = 5>>\n<<set $GravePositionY = 4>>\n<<endsilently>>\n<<display 'GravePosition'>>
There is a red valve beside a black handle. The valve can //[[turn clockwise|Crystal 3 clockwise]]// and //[[turn counterclockwise|Crystal 3 counterclockwise]]//. The handle sticks out of a horizontal slot in the metal console and can slide right and slide left. Currently, the handle is on the <<if $Crystal_3_slider eq "right">>right<<else>>left<<endif>>. <<if $Crystal_3_slider eq "right">>//[[Slide left|Crystal 3 slide left]]//<<else>>//[[Slide right|Crystal 3 slide right]]//<<endif>>.\n\n<<display 'Crystal 3'>>
<html><embed src="http://www.theark.net46.net/E4.mp3" loop="false" hidden="true" autostart="true"></embed></html><<if $podium eq 1>><<set $piano1 = $piano1 + 1>><<endif>><<if $podium eq 2>><<set $piano2 = $piano2 + 1>><<endif>><<if $podium eq 3>><<set $piano3 = $piano3 + 1>><<endif>><<if $podium eq 2>><<set $podiumcode2 = $podiumcode2 + 4>><<endif>><<if $podium eq 1>><<set $podiumcode1 = 0>><<endif>><<if $podium eq 3>><<set $podiumcode3 = 0>><<endif>><<if $podium eq 1>><<set $BookSelection1 = $BookSelection1 + 24>><<endif>><<if $podium eq 2>><<set $BookSelection2 = $BookSelection2 + 24>><<endif>><<if $podium eq 3>><<set $BookSelection3 = $BookSelection3 + 24>><<endif>><<display 'circular buttons'>><<if $podium eq 2>><<set $secretcode = 0>><<endif>>
The blue light shimmers in reaction to your touch, and there is the faintest sensation of heat.\n\n<<display 'Control Room'>>
''Secret Lab''\n\nYou stand at the entrance to a lab of some kind. The air is dank and stagnant. Water drips from the seams of metallic ceiling tiles into dirty puddles of standing water. Lighted cables loop through hooks bordering the room, flickering erratically, creating a disorienting strobe effect. The blinking lights capture flashes of still moments, giving your own movement throughout the room an eerie stop-motion quality.\n\nThe Lab is divided into two main areas: a [[work station]] to the left and a [[sleeping area]] to the right.\n\nBehind you is the path back to the [[Library]].
<<set $waitclock = $waitclock + 1>>\n<<if $waitclock lt 5>><<display 'Clock'>><<display 'Graveyard Weather'>><<display 'Graveyard wait'>>\n<<else>>\n<<display 'Clock'>><<display 'Graveyard wait description'>><<set $waitclock = 0>>\n<<return>>\n<<endif>>
<<silently>>\n<<set $out_speed = "high">>\n<<set $redslider1 = "highest">>\n<<endsilently>>\n<<display 'move outer speed'>>
<<silently>>\n<<set $GravePositionX = 1>>\n<<set $GravePositionY = 6>>\n<<endsilently>>\n<<display 'GravePosition'>>
''Rainforest''\nYou stand beside an enormous [[flower]] whose musk reminds you of old leather.\n\nThrough the dense vegatation, you think you can make out the right hand side of the Eco Dome ahead and to your right.\n\nA [[wooden path]] clears the way through dense vegetation throughout the rainforest.\n<<display 'directions'>> //[[wait|Eco Dome wait]]//\n\n<<display 'rainforest weather'>>
You move the red slider to the <<print $redslider3>> position. \n\nLooking behind you, you now see that the inner section has changed speeds. It is now traveling at <<print $in_speed>> speed around the gazebo.\n\nTo your surprise, the speeds of the other two arcs also change. The outer section is now traveling at <<print $out_speed>> speed. The middle section is now traveling at <<print $mid_speed>> speed. \n\n\n<<display 'move red slider 3'>>
<<display 'Clock'>>\n''Crystal 3''\nYou stand under a giant crystal, jutting out from the wall not far above your head. Mounted on the wall just beneath the crystal is a console with a [[screen|Crystal 3 Screen]] and a few simple manual [[controls|Crystal 3 controls]]. <<if $openfloor eq "no">>The screen appears to have been activated.<<endif>>\n\nFrom here, you could return back up the ramp to the upper level of the [[Power Core]] or go in either direction along the catwalk path around the perimeter of the room to access the [[door between Crystal 2 & 3]] to your left or the [[door between Crystal 1 & 3]] to your right.\n\n<<if Math.round($Crystal_3_power_level * 100) eq 300>>The crystal is currently powered. A stream of energy flows from its tip.<<endif>>
<<display 'Clock'>>\n''Crystal 2''\nYou stand under a giant crystal, jutting out from the wall not far above your head. Mounted on the wall just beneath the crystal is a console with a [[screen|Crystal 2 Screen]] and a few simple manual [[controls|Crystal 2 controls]]. <<if $openfloor eq "no">>The screen appears to have been activated.<<endif>>\n\nFrom here, you could return back up the ramp to the upper level of the [[Power Core]] or go in either direction along the catwalk path around the perimeter of the room to access the [[door between Crystal 1 & 2]] to your left or the [[door between Crystal 2 & 3]] to your right.\n\n<<if Math.round($Crystal_2_power_level * 100) eq 200>>The crystal is currently powered. A stream of energy flows from its tip.<<endif>>
<<display 'Clock'>>\n''Crystal 1''\nYou stand under a giant crystal, jutting out from the wall not far above your head. Mounted on the wall just beneath the crystal is a console with a [[screen|Crystal 1 Screen]] and a few simple manual [[controls|Crystal 1 controls]]. <<if $openfloor eq "no">>The screen appears to have been activated.<<endif>>\n\nFrom here, you could return back up the ramp to the upper level of the [[Power Core]] or go in either direction along the catwalk path around the perimeter of the room to access the [[door between Crystal 1 & 2]] to your right or the [[door between Crystal 1 & 3]] to your left.\n\n<<if Math.round($Crystal_1_power_level * 100) eq 100>>The crystal is currently powered. A stream of energy flows from its tip.<<endif>>
''Tundra--Left Wall''\nIt feels even colder here, if possible. What was feathery snow cover has turned to a solid icy floor.\n\nYou stand at the left hand [[wall|walls]] of the Eco Dome. The path straight back leads to the front wall.\n\nAn [[artificial turf]] path shows the way.\n<<display 'directions'>> //[[wait|Eco Dome wait]]//\n\n<<display 'tundra weather'>>
<<set $beachtime = 0>>\n<<set $beach = "sunrise">>\n<<set $beachclock = true>>\n\n<<set $visited_beach = "no">>\n<<set $s1 = "no">>\n<<set $s2 = "no">>\n<<set $s3 = "no">>\n<<set $s4 = "no">>\n<<set $opened = "no">>\n<<set $entered_thicket = "no">>\n<<set $attack = "no">>\n<<set $fern_path = "no">>\n<<set $gen_on = "no">>\n<<set $gen_num = 0>>\n\n<<set $beachtile = "underground">>
<html><embed src="http://www.theark.net46.net/E6.mp3" loop="false" hidden="true" autostart="true"></embed></html><<if $podium eq 1>><<set $piano1 = $piano1 + 1>><<endif>><<if $podium eq 2>><<set $piano2 = $piano2 + 1>><<endif>><<if $podium eq 3>><<set $piano3 = $piano3 + 1>><<endif>><<if $podium eq 1>><<set $podiumcode1 = 0>><<endif>><<if $podium eq 2>><<set $podiumcode2 = 0>><<endif>><<if $podium eq 3>><<set $podiumcode3 = 0>><<endif>><<if $podium eq 1>><<set $BookSelection1 = $BookSelection1 + 38>><<endif>><<if $podium eq 2>><<set $BookSelection2 = $BookSelection2 + 38>><<endif>><<if $podium eq 3>><<set $BookSelection3 = $BookSelection3 + 38>><<endif>><<display 'circular buttons'>><<if $podium eq 2>><<set $secretcode = 0>><<endif>>
They seem identical at first glance, but you could look a little closer...\n[[beach pedestal]], [[graveyard pedestal]], [[garden pedestal]]\n\n<<display 'stained glass pieces'>>
''Unknown Grave.'' Column <<print $GravePositionX + 8>>, Row <<print $GravePositionY + 1>>. ''<<if $graveyard eq "sunrise">>Day.<<else>>Night.<<endif>>''\nYou stand at an unknown grave located in the last row, far left corner. Beside the grave is the [[base|statue_woman]] of one of the two massive statues flanking the graveyard. Your path ahead comes to an end at the [[cliff face]] wall.\n\n<<display 'grave_all'>>
<<silently>>\n<<if $out_level eq "lowest">>\n\n<<set $out_level = "middle">>\n\n<<if $in_level eq "middle">><<set $in_level = "lowest">><<else>><<if $in_level eq "lowest">><<set $in_level = "highest">><<else>><<if $in_level eq "highest">><<set $in_level = "middle">><<endif>><<endif>><<endif>>\n\n<<if $mid_level eq "middle">><<set $mid_level = "lowest">><<else>><<if $mid_level eq "lowest">><<set $mid_level = "highest">><<else>><<if $mid_level eq "highest">><<set $mid_level = "middle">><<endif>><<endif>><<endif>>\n\n<<set $greenslider1 = "middle">>\n\n\n<<else>>\n\n\n\n<<set $out_level = "highest">>\n\n<<if $in_level eq "middle">><<set $in_level = "lowest">><<else>><<if $in_level eq "lowest">><<set $in_level = "highest">><<else>><<if $in_level eq "highest">><<set $in_level = "middle">><<endif>><<endif>><<endif>>\n\n<<if $mid_level eq "middle">><<set $mid_level = "lowest">><<else>><<if $mid_level eq "lowest">><<set $mid_level = "highest">><<else>><<if $mid_level eq "highest">><<set $mid_level = "middle">><<endif>><<endif>><<endif>>\n\n<<set $greenslider1 = "highest">>\n<<endif>>\n\n<<endsilently>>\n<<display 'move outer position'>>
You push the button, but it's clear that the device has no power.\n\n<<display 'pad'>>
The simulation of Seriph flickers to life by your side. He gazes at the city on the horizon.\n<html><img src="http://farm9.staticflickr.com/8094/8513959770_3f46f62e9d_b.jpg" width="484.5" height="144"></html>\n//"That was our city. Our children never knew it. They saw it only from a distance."//\n\nThe vision crackles and fades from sight.
<<if $X eq 5>>It's already there.<<else>>You slide the knob to 5. As you do, you notice the elevated tile has tilted several degrees over the vertical axis, and the screen now displays a new constellation group.<<endif>>\n<<set $X = 5>>The (X , Y) coordinate is now set to <<if $X neq 0 and $Y neq 0>>(<<print $X>>,<<print $Y>>).<<endif>><<if $X eq 0 and $Y neq 0>>(0,<<print $Y>>).<<endif>><<if $X neq 0 and $Y eq 0>>(<<print $X>>,0).<<endif>><<if $X eq 0 and $Y eq 0>>(0,0).<<endif>><<if $Y eq 1>><<set $gardencoordinate = true>><<else>><<set $gardencoordinate = false>><<endif>>\n\n<<if $Game_Location eq "Garden" and $gardencoordinate eq true>>Suddenly, a symbol appears over the star cluster seen in the display [[screen|Garden Constellation]].<<endif>>\n\n<<if $Game_Location eq "Beach">>[[< Return|Beach Chair Controls]]<<endif>><<if $Game_Location eq "Graveyard">>[[< Return|Graveyard Chair Controls]]<<endif>><<if $Game_Location eq "Garden">>[[< Return|Garden Chair Controls]]<<endif>>
Upon entering the new musical sequence, the recessed bookshelf slides back into place, closing the secret passageway.\n<<set $LabDoor = "closed">>
''Labyrinth Path''\n<<if $gen_num eq 1>>//Suddenly, the main lights shut off and dim emergency lighting kicks in!// <<set $gen_num = 0>><<endif>><<if $gen_num eq 0>> You can barely see a thing. Emergency lights lead [[right|q]].<<endif>><<if $gen_num gte 2>> The lights here flicker, buzzing loudly. You really hope that they don't go out while you're here. There's an unearthly light emanating from your [[right|q]], and you hear a running stream coming from the path [[behind|u]] you. [[Ahead|k]] you can see a huge pile of rubble.<<set $gen_num = $gen_num - 1>><<endif>>\n<<display 'Clock'>>
<<silently>>\n<<set $openfloor = "no">>\n<<endsilently>>\nYou flip the switch. There is the harsh, grating sound of metal against metal. Peering over the platform, you see three massive floor sections slide out of the cylindrical wall and join together to form a solid floor. The [[control panel]] screen suddenly blinks to life.\n\n//[[flip the switch right]]//\n<<display 'Power Core'>>
You stand on the luminous blue pad beside a slender metal post atop which sits a small control box. <<if $key eq false>>The control box has a keyhole in front and a glass panel on top. It's locked and won't budge. You can still see through the glass panel and make out a single metallic button, similar to that on an elevator, with an engraved etching of a tree.<<endif>><<if $key eq true and $DesertBox eq "unlocked">>The control box has been unlocked allowing you to //[[press the tree button|teleport to rainforest]]//.<<endif>>\n<<if $key eq true and $DesertBox eq "locked">>//[[unlock box|unlock desert box]]//<<endif>>\n\n<<display 'cavern'>>
There is a red valve beside a black handle. The valve can //[[turn clockwise|Crystal 2 clockwise]]// and //[[turn counterclockwise|Crystal 2 counterclockwise]]//. The handle sticks out of a horizontal slot in the metal console and can slide right and slide left. Currently, the handle is on the <<if $Crystal_2_slider eq "right">>right<<else>>left<<endif>>. <<if $Crystal_2_slider eq "right">>//[[Slide left|Crystal 2 slide left]]//<<else>>//[[Slide right|Crystal 2 slide right]]//<<endif>>.\n\n<<display 'Crystal 2'>>
<<display 'Clock'>>\nIt's a simple //[[pull lever]]//.\n\n''Control Room. Beneath the floor.''\nBefore you is a single [[lever]], waist high, sticking up from the landing. From here, you can go up the ladder back into the [[Control Room]].
<<set $gardentime = 0>>\n<<set $garden = "sunrise">>\n<<set $gardenclock = true>>\n\n<<set $out_level = "highest">>\n<<set $out_speed = "high">>\n<<set $out_direction = "clockwise">>\n<<set $mid_level = "middle">>\n<<set $mid_speed = "low">>\n<<set $mid_direction = "clockwise">>\n<<set $in_level = "lowest">>\n<<set $in_speed = "a moderate">>\n<<set $in_direction = "counterclockwise">>\n<<set $pad_used = "false">>\n<<set $redslider1 = "middle">>\n<<set $redslider2 = "middle">>\n<<set $redslider3 = "middle">>
<<silently>>\n<<set $out_level = "highest">>\n\n<<if $in_level eq "middle">><<set $in_level = "highest">><<e;se>><<if $in_level eq "lowest">><<set $in_level = "middle">><<else>><<if $in_level eq "highest">><<set $in_level = "lowest">><<endif>><<endif>><<endif>>\n\n<<if $mid_level eq "middle">><<set $mid_level = "highest">><<else>><<if $mid_level eq "lowest">><<set $mid_level = "middle">><<else>><<if $mid_level eq "highest">><<set $mid_level = "lowest">><<endif>><<endif>><<endif>>\n\n<<set $greenslider1 = "highest">>\n<<endsilently>>\n<<display 'move outer position'>>
You fish out the key you found in the secret lab and slide it into the lock. You feel slight resistance followed by a click as the key sinks into place. And then, without even turning the key, the lid of the glass box pops open, allowing you to //[[press the Sun button|teleport to desert]]//.\n<<set $TundraBox = "unlocked">>\n<<display 'enter cave'>>
<<silently>>\n<<display 'Clock'>>\n\n<<if Math.round($Crystal_1_power_level * 100) eq 100>>\n<<set $Crystal_1_activation = 1>>\n<<endif>>\n<<if Math.round($Crystal_2_power_level * 100) eq 200>>\n<<set $Crystal_2_activation = 1>>\n<<endif>>\n<<if Math.round($Crystal_3_power_level * 100) eq 300>>\n<<set $Crystal_3_activation = 1>>\n<<endif>>\n<<if Math.round($Crystal_1_power_level * 100) neq 100>>\n<<set $Crystal_1_activation = 0>>\n<<endif>>\n<<if Math.round($Crystal_2_power_level * 100) neq 200>>\n<<set $Crystal_2_activation = 0>>\n<<endif>>\n<<if Math.round($Crystal_3_power_level * 100) neq 300>>\n<<set $Crystal_3_activation = 0>>\n<<endif>>\n<<endsilently>>\n<<if $Crystal_1_activation + $Crystal_2_activation + $Crystal_3_activation lt 3 or $Ship_Power eq false>>\nYou touch the door. Nothing happens.\n<<endif>>\n<<if $Crystal_1_activation + $Crystal_2_activation + $Crystal_3_activation eq 3 and $Ship_Power eq true and $doors_unopened eq true>>\nSeriph must have used the restored power to activate the doors! Two panels separate along a seam and disappear with a //swish!// into recesses inside the wall.\n\nWith the door open, you're free to proceed into the [[corridor|Eco Dome corridor]] beyond.<<endif>>\n<<if $Crystal_1_activation + $Crystal_2_activation + $Crystal_3_activation eq 3 and $Ship_Power eq true and $doors_unopened eq false>>\nYou touch the door. Two panels separate along a seam and disappear with a //swish!// into recesses inside the wall.\n\nWith the door open, you're free to proceed into the [[corridor|Eco Dome corridor]] beyond.<<endif>>\n\n<<if $Game_Location eq "Start">>[[< Return|door between Crystal 1 & 2]]<<endif>><<if $Game_Location eq "Eco Dome">>[[< Return|Eco Dome]]<<endif>>
You stand within a dome-shaped room, <<if $planetariums eq "visited">>and you realize you've entered another planetarium<<else>>reminding you vaguely of the Control Room<<endif>>. The floor and dome are made of large glossy white square tiles. Floor lights around the perimeter provide the room with bright, even lighting. The curved ceiling would have made a perfect dome, save for a small alcove on the far side of the room inside which sits a large golden [[chair|Sit Garden Chair]] facing the room's center.\n\nThe room has no outlet save the stairs leading back [[up to the garden|gazebo]].\n<<set $planetariums = "visited">>\n<<set $Game_Location = "Garden">>\n<<display 'Clock'>>
<<silently>>\n<<set $GravePositionX = -4>>\n<<set $GravePositionY = 1>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<silently>>\n<<set $GravePositionX = -5>>\n<<set $GravePositionY = 1>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<silently>>\n<<set $mid_speed = "high">>\n\n<<if $in_speed eq "a moderate">><<set $in_speed = "high">><<else>><<if $in_speed eq "low">><<set $in_speed = "a moderate">><<else>><<if $in_speed eq "high">><<set $in_speed = "low">><<endif>><<endif>><<endif>>\n\n<<set $redslider2 = "highest">>\n<<endsilently>>\n<<display 'move middle speed'>>
<<silently>>\n<<set $GravePositionX = 7>>\n<<set $GravePositionY = 2>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<silently>>\n<<set $GravePositionX = 6>>\n<<set $GravePositionY = 2>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<silently>>\n<<set $GravePositionX = -6>>\n<<set $GravePositionY = 1>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<silently>>\n<<set $GravePositionX = -7>>\n<<set $GravePositionY = 1>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<if $graveyard eq "sunrise">>\n<<set $graveyard = "sunset">>\n<<else>>\n<<set $graveyard = "sunrise">>\n<<endif>>
<<silently>>\n<<set $GravePositionX = 2>>\n<<set $GravePositionY = 2>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<silently>>\n<<set $GravePositionX = 5>>\n<<set $GravePositionY = 2>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<silently>>\n<<set $GravePositionX = 4>>\n<<set $GravePositionY = 2>>\n<<endsilently>>\n<<display 'GravePosition'>>
The floating lights resemble paper lanterns. They are small beige cylinders, each with a yellow inner glow. Black runes in an alien language dance across the surface, creating ever-changing patterns of light and shadow throughout the room.\n\n<<display 'Art Gallery Entrance'>>
<<if $X eq 5>>It's already there.<<else>>You slide the knob to 5. As you do, you notice the screen display changes to show a different portion of the sky.<<endif>>\n<<set $X = 5>>The (X , Y) coordinate is now set to <<if $X neq 0 and $Y neq 0>>(<<print $X>>,<<print $Y>>).<<endif>><<if $X eq 0 and $Y neq 0>>(0,<<print $Y>>).<<endif>><<if $X neq 0 and $Y eq 0>>(<<print $X>>,0).<<endif>><<if $X eq 0 and $Y eq 0>>(0,0).<<endif>><<if $Y eq 1>><<set $gardencoordinate = true>><<else>><<set $gardencoordinate = false>><<endif>>\n\n<<if $Game_Location eq "Garden" and $garden eq "sunset" and $gardencoordinate eq true>>Suddenly, you hear [[three distinct tones|Garden Constellation]] as if the console was interpreting some kind of outer space frequency.<<endif>>\n\n<<if $Game_Location eq "Beach">>[[< Return|Beach Chair Controls]]<<endif>><<if $Game_Location eq "Graveyard">>[[< Return|Graveyard Chair Controls]]<<endif>><<if $Game_Location eq "Garden">>[[< Return|Garden Chair Controls]]<<endif>>
<<silently>>\n<<set $out_level = "lowest">>\n\n<<if $in_level eq "middle">><<set $in_level = "lowest">><<else>><<if $in_level eq "lowest">><<set $in_level = "highest">><<else>><<if $in_level eq "highest">><<set $in_level = "middle">><<endif>><<endif>><<endif>>\n\n<<if $mid_level eq "middle">><<set $mid_level = "lowest">><<else>><<if $mid_level eq "lowest">><<set $mid_level = "highest">><<else>><<if $mid_level eq "highest">><<set $mid_level = "middle">><<endif>><<endif>><<endif>>\n\n<<set $greenslider1 = "bottom">>\n\n\n<<endsilently>>\n<<display 'move outer position'>>
<<silently>>\n<<if $mid_speed eq "low">>\n\n<<set $mid_speed = "a moderate">>\n\n<<if $in_speed eq "a moderate">><<set $in_speed = "low">><<else>><<if $in_speed eq "low">><<set $in_speed = "high">><<else>><<if $in_speed eq "high">><<set $in_speed = "a moderate">><<endif>><<endif>><<endif>>\n\n<<set $redslider2 = "middle">>\n\n\n<<else>>\n\n\n\n<<set $mid_speed = "high">>\n\n<<if $in_speed eq "a moderate">><<set $in_speed = "low">><<else>><<if $in_speed eq "low">><<set $in_speed = "high">><<else>><<if $in_speed eq "high">><<set $in_speed = "a moderate">><<endif>><<endif>><<endif>>\n\n<<set $redslider2 = "highest">>\n<<endif>>\n<<endsilently>>\n<<display 'move middle speed'>>
The paintings are all simple in style and form, and yet beautiful as well. The paint is thick, creating a textured surface on each canvas, and each painting has a dynamic element to it. As if by magic, the paint flows in certain areas to create movement within each picture.\n\n[[Painting 1]], [[Painting 2]], [[Painting 3]], [[Painting 4]], [[Painting 5]], [[Painting 6]], [[Painting 7]], [[Painting 8]], [[Painting 9]]\n\n<<display 'Art Gallery'>>
The glass panels inside the frame divide into smaller and smaller sections, giving more detail to the flowers within the garden. At the same time the frame itself seems to grow larger and larger. You become surrounded by the image, and the Art Gallery suddenly melts away.\n\nYou take a look around at your seemingly new surroundings. Is it possible you've left the ship? This place seems...artificial...\n\n[[The Garden|Garden]]
<<set $mid_level = "highest">><<display 'move middle position'>>
The stone pathways running throughout the desert remind you of a cobblestone street.\n\n<<display 'EcoDomePosition'>>
//''"Alien. Comply. Comply or face judgement."''//\n<html>\n<audio controls="controls">\n <source src="http://www.theark.net46.net/BlackCloud2.mp3"/> \n</audio>\n</html>\n\nImmediately to your [[right|Black Cloud Attack]] you could try to run to the straight platform leading back to the starry tunnel.\n\nTo your [[left|Trap]], the circular catwalk path continues to the teleportation pad.\n\n//[[Pull Lever|Black Cloud Attack 3]]//, //[[Wait|Black Cloud Attack 4]]//
<<if $Y eq 5>>It's already there.<<else>>You slide the knob to level 5. As you do, you notice the elevated tile has tilted several degrees over the horizontal axis, and the screen now displays a new constellation group.<<endif>>\n<<set $Y = 5>>The (X , Y) coordinate is now set to <<if $X neq 0 and $Y neq 0>>(<<print $X>>,<<print $Y>>).<<endif>><<if $X eq 0 and $Y neq 0>>(0,<<print $Y>>).<<endif>><<if $X neq 0 and $Y eq 0>>(<<print $X>>,0).<<endif>><<if $X eq 0 and $Y eq 0>>(0,0).<<endif>>\n\n\n\n<<if $Game_Location eq "Beach">>[[< Return|Beach Chair Controls]]<<endif>><<if $Game_Location eq "Graveyard">>[[< Return|Graveyard Chair Controls]]<<endif>><<if $Game_Location eq "Garden">>[[< Return|Garden Chair Controls]]<<endif>>
''Desert''\nAlong the back [[wall|walls]], there's nothing but sand all around you. It's a bit hard to get your bearings.\n\nA network of [[stone walkways]] clears the way through the rolling sand dunes.\n<<display 'directions'>> //[[wait|Eco Dome wait]]//\n\n<<display 'desert weather'>>
''Beach Planetarium Control Chair''\nYou take a seat in the chair within the wall's alcove. Immediately, the colors in the room invert. The white tiles become black, the floor lights cut off, and in their place speckles of stardust appear along the curved black wall. The room has become a mock planetarium, and the inner wall has become a simulated night sky.\n\nA floor tile at the center of the room begins to rise. The tile is being pushed by a slender telescopic metal rod extending from the floor and attached to the underside of the tile. The tile rises about five feet and then stops.\n\nAfter this transformation, you turn your attention to the [[controls|Beach Chair Controls]] set into the wide bronze armrests of the chair itself.\n\n//[[stand up|beach stand up]]//\n<<set $beachtile = "underground">>\n<<set $X = 3>><<set $Y = 3>>\n<<set $beachcoordinate = false>>\n<<display 'Clock'>>
''Tundra--Front Wall''\nGiant [[ice spires]] loom ominously all around you. You hug the wall behind you.\n\nFrom here you could continue along the front [[wall|walls]] of the Eco Dome or take any of the other paths marked by the [[artificial turf]].\n<<display 'directions'>> //[[wait|Eco Dome wait]]//\n\n<<display 'tundra weather'>>
''Unknown Grave.'' Column <<print $GravePositionX + 8>>, Row <<print $GravePositionY + 1>>. ''<<if $graveyard eq "sunrise">>Day.<<else>>Night.<<endif>>''\nYou stand at an unknown grave located within the right section of the graveyard, not far from the last row of graves up ahead.\n\n<<display 'grave_all'>>
<<silently>>\n<<set $GravePositionX = -5>>\n<<set $GravePositionY = 7>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<silently>>\n<<set $GravePositionX = -4>>\n<<set $GravePositionY = 7>>\n<<endsilently>>\n<<display 'GravePosition'>>
<html><img src="http://chooseyourownnovel.webs.com/Cave_Art.jpg"></html>\n\n<<display 'g'>>
<<if $EcoDomePositionY neq 6>>[[ Go < ]], <<endif>><<if $EcoDomePositionX neq 6>>[[ Go > ]], <<endif>><<if $EcoDomePositionY neq 6 and $EcoDomePositionX neq 6 and $EcoDomePositionY + $EcoDomePositionX lt 5>>[[ Go ^ ]], <<endif>><<if $EcoDomePositionY + $EcoDomePositionX gt 1>>[[ Go v ]], <<endif>><<if $EcoDomePositionY neq 6 and $EcoDomePositionY + $EcoDomePositionX neq 6>>[[ Go Up-left]], <<endif>><<if $EcoDomePositionX neq 6 and $EcoDomePositionY + $EcoDomePositionX neq 6>>[[ Go Up-right]], <<endif>><<if $EcoDomePositionY + $EcoDomePositionX neq 0>>[[ Go Down-left]], <<endif>><<if $EcoDomePositionY + $EcoDomePositionX neq 0>>[[ Go Down-right]], <<endif>>
''Sandy Shore. <<if $beach eq "sunrise">>Day.<<else>>Night.<<endif>>''\nThe sandy shore appears to be sandwiched between the steep black slopes to your left and the vast ocean to your right. You pick your way along the shore, following a vein of shale left by solidified lava.\n\nIn one direction the shale veers off into the [[jungle]]. The other way leads back to the small [[obelisk|Beach]].\n\n//[[wait|Beach wait]]//\n\n<<display 'Clock'>>\n<<display 'Beach Weather'>>
<<silently>>\n<<set $GravePositionX = 2>>\n<<set $GravePositionY = 8>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<silently>>\n<<set $GravePositionX = 3>>\n<<set $GravePositionY = 8>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<silently>>\n<<set $GravePositionX = -7>>\n<<set $GravePositionY = 7>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<silently>>\n<<set $GravePositionX = -6>>\n<<set $GravePositionY = 7>>\n<<endsilently>>\n<<display 'GravePosition'>>
''Desert''\nYou notice a small fissure in the ground at your feet. The hole is elliptical and strangly smooth, perhaps shaped by the frequent sandstorms.\n//[[go down the hole]]//\n\nBehind you and to your right, you can see the rainforest border.\n\nA network of [[stone walkways]] marks the path through the desert.\n<<display 'directions'>> //[[wait|Eco Dome wait]]//\n\n<<display 'desert weather'>>
<<silently>>\n<<set $GravePositionX = 7>>\n<<set $GravePositionY = 8>>\n<<endsilently>>\n<<display 'GravePosition'>>
It's just a box. It's brown. See how you got a description of something just by clicking on it? Also, so you don't lose track of where you are, text from the previous page is repeated right below this paragraph. The game will work the same way. Look to the top for the description of what you just clicked, and look below for a reminder of your current surroundings. For the most part, you don't need to re-read the repeated text word for word, because often (just like in real life) the environment remains unchanged. But sometimes (just like in real life) your environment CAN change, so it's never a bad idea to check, especially if you interact with something. You'll notice some words are in //italics//. This denotes an action, which will usually change something about your environment. For example, suppose you want to <<if $box neq "open">>//[[open the box]]//<<endif>><<if $box eq "open">>//[[close the box]]//<<endif>>.\n\n<<display 'How to Play'>>
<<set $EcoDomePositionY = $EcoDomePositionY + 1>>\nYou walk forward and to the left for a while. Then, as to not disorient yourself, you turn to face the wall opposite the room's entrance.\n\n<<display 'EcoDomePosition'>>
<<silently>>\n<<set $GravePositionX = 0>>\n<<set $GravePositionY = 12>>\n<<endsilently>>\n<<display 'GravePosition'>>
''Tundra''\nA tree has fallen here. The inside is hollow and the wood is coated in a thin layer of ice. Slender veins of water and air bubbles thread their way across the ancient wood.\n\nFrom here you can see the left hand wall of the Eco Dome ahead and to your left. The path straight back leads to the front wall.\n\nAn [[artificial turf]] path shows the way.\n<<display 'directions'>> //[[crawl through fallen tree]]//, //[[wait|Eco Dome wait]]//\n\n<<display 'tundra weather'>>
You stand at the end of the platform before it splits to your [[left|levers]] and [[right|teleporter]] to form a circular catwalk suspended in the middle of the enormous room. Below you can see the [[cryo-chambers]].\n
<<silently>>\n<<set $GravePositionX = -5>>\n<<set $GravePositionY = 12>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<silently>>\n<<set $GravePositionX = -6>>\n<<set $GravePositionY = 12>>\n<<endsilently>>\n<<display 'GravePosition'>>
''Labyrinth Path''\n<<if $gen_num eq 1>>//Suddenly, the main lights shut off and dim emergency lighting kicks in!// <<set $gen_num = 0>><<endif>><<if $gen_num eq 0>> You can barely see a thing. Emergency lights lead [[right|l]].<<endif>><<if $gen_num gte 2>> Rocks surround you. It looks like a good deal of the wall has fallen in. There is, however, a small crawlspace [[ahead|f]] through the rocks, ominously dark. To your [[right|l]], you can hear a whistling sound. [[Behind|p]] you the lights flicker. <<set $gen_num = $gen_num - 1>><<endif>>\n<<display 'Clock'>>
<<silently>>\n<<set $GravePositionX = 7>>\n<<set $GravePositionY = 13>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<silently>>\n<<set $GravePositionX = -1>>\n<<set $GravePositionY = 12>>\n<<endsilently>>\n<<display 'GravePosition'>>
''Unknown Grave.'' Column <<print $GravePositionX + 8>>, Row <<print $GravePositionY + 1>>. ''<<if $graveyard eq "sunrise">>Day.<<else>>Night.<<endif>>''\nYou stand at an unknown grave located in the last row, between the two massive statues flanking the graveyard. Your path ahead comes to an end at the [[cliff face]] wall.\n\n<<display 'grave_all'>>
<<silently>>\n<<set $GravePositionX = -3>>\n<<set $GravePositionY = 12>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<silently>>\n<<set $GravePositionX = -4>>\n<<set $GravePositionY = 12>>\n<<endsilently>>\n<<display 'GravePosition'>>
The teleportation is instantaneous.\n\nYou don't know where you are, but The Black Cloud has come with you. It reels back to deliver a killing strike but then it freezes in a sudden spasm. It quickly shakes it off and moves to attack once more.\n\nAnother spasm. And another. It begins to convulse and suddenly shrieks as if in pain. Its smokey form liquifies before your eyes, and the monster bellows and flails wildly across the room.\n\nThen in a final violent seizure, The Black Cloud throws itself as high as it can before losing all control over its form and falling to the ground in a splatter of black, oily muck.\n\nYou take a breath and [[look around]].\n\n
''Tundra''\nSnowy hills surround you, but beyond the smooth white humps, you can make out the desert ahead and to your right as well as the front wall of the Eco Dome behind you.\n\nThe terrain near the room's perimeter appears consistently more uneven than the rest of the Eco Dome, limiting your movement. Luckily, some form of [[artificial turf]] throughout the tundra has cleared the safe paths available to you.\n<<display 'directions'>> //[[wait|Eco Dome wait]]//\n\n<<display 'tundra weather'>>
You pull the third lever.\n\nThe glass panels barely have the chance to separate from the cryo-chamber casing before the Black Cloud explodes into a thousand stabbing tentacles of smoke slipping inside the openings and rendering the alien bodies to shards of flesh.\n\nOne of the tentacles comes for you as well.\n\nYou run, but you're not fast enough.\n\nThe cloud envelops you. You see nothing but blackness, though your eyes are open. You feel it enter your nose, your ears, your pores. You taste metal in your mouth and feel the creature enter your lungs.\n\nAnd then you don't feel anything.\n\n\n''An End''\n\n\n[[continue]]\n<<set $PullLever = 0>>
by Matthew Marcus and Devi Acharya
You move the pillow to the side, revealing a black leather jounal hiding beneath.\n<<if $FoundBook eq false>><<display 'Lab Seriph'>><<endif>>\n//[[open book]]//\n<<set $FoundBook = true>>\n<<display 'sleeping area'>>
<html><img src="http://farm9.staticflickr.com/8525/8577013966_5c58708a1b_b.jpg" width="500" height="375"></html>\n\n<<return>>
The desert walls cross-fade into wet vines. Suddenly, you're inside the tree enclosure in the rainforest.\n<<set $EcoDomePositionX = 6>><<set $EcoDomePositionY = -6>>\n''Enclosure. Within the tree.''\n\nCurtains of fruit vines are all around you, but tiny threads of light pierce through the veil.\n\nA thick branch runs straight through the enclosure. It's been carved into, leaving a smooth, square indentation.\n<<if $raining neq true>>//[[look|wood look]]//<<endif>>\n<<if $raining eq true>>\nWater drips down all around you. It must be raining. You notice the drops are tinted blue, having picked up the juice from the fruit all around you. As the dyed water soaks into the wooden panel, it forms an image!<<display 'Rainforest Symbol Description'>>\n<html><img src="http://farm9.staticflickr.com/8531/8600662187_9d53bd963b_b.jpg" width="500" height="375"></html>\n<<endif>>\n\nCurrently, you stand on the teleportation pad. <<if $RainforestBox eq "unlocked">>The control box has been unlocked allowing you to //[[press the snowflake button|teleport to tundra]]//.<<else>>In order to use it, however, you'll have to //[[unlock|unlock rainforest box]]// the control box.<<endif>> You could also go [[back down|EcoDomePosition]] the tree.
<<silently>>\n<<set $Crystal_3_slider = "right">>\n<<if $Crystal_3_power_level lt 3>>\n<<set $Crystal_3 = 1>>\n<<endif>>\n<<set $Crystal_3_space = 3 - $Crystal_3_power_level>>\n<<if $Crystal_3_space eq 0>>\n<<set $Crystal_3 = 0>>\n<<endif>>\n<<endsilently>>\nYou grip the handle and slide it to the right; there is a satisfying "clank" of some internal mechanism. <<if $openfloor eq "no">>You notice the image of the crystal on the [[screen|Crystal 3 Screen]] is now open at the bottom.<<endif>>\n\n<<display 'Crystal 3'>>
<<set $box = "closed">>\nYou close the box.\n\n<<display 'How to Play'>>
<<if $Y eq 6>>It's already there.<<else>>You slide the knob up to level 6. As you do, you notice the elevated tile has tilted several degrees over the horizontal axis, and the screen now displays a new constellation group.<<endif>>\n<<set $Y = 6>>The (X , Y) coordinate is now set to <<if $X neq 0 and $Y neq 0>>(<<print $X>>,<<print $Y>>).<<endif>><<if $X eq 0 and $Y neq 0>>(0,<<print $Y>>).<<endif>><<if $X neq 0 and $Y eq 0>>(<<print $X>>,0).<<endif>><<if $X eq 0 and $Y eq 0>>(0,0).<<endif>>\n\n\n\n<<if $Game_Location eq "Beach">>[[< Return|Beach Chair Controls]]<<endif>><<if $Game_Location eq "Graveyard">>[[< Return|Graveyard Chair Controls]]<<endif>><<if $Game_Location eq "Garden">>[[< Return|Garden Chair Controls]]<<endif>>
''Podium 2''\nThere are rows of [[circular buttons]] resembling old fashioned typewriter keys. In total, there are forty-three ivory buttons, each set into a brass rim casing.\n\nA symbol is painted on all three sides of the podium.\n<html><img src="http://farm9.staticflickr.com/8262/8672155329_5b33c47a45.jpg" width="375" height="375"></html>\n\n<<if $bookreplace2 eq true>>A book rests atop the podium above the keyboard, bound in a gold leaf cover, just like the thousands of others within the wall of books that surrounds you.<<endif>>\n\n//[[step back from the podium|Library]]//\n<<set $podium = 2>><<display 'Clock'>>
<<if $NumberofStorms eq 3 and $tundrasymbol eq "unchecked">><<remember $TundraNumber = 9 - Math.round(Math.random() * 8)>><<endif>>\n\n<<if $NumberofStorms eq 3>>You notice a strange pattern to the image. It pulses for <<print $TundraNumber>> <<if $TundraNumber eq 1>>count<<else>>counts<<endif>>, holds steady for a moment, and then repeats.<<endif>><<set $tundrasymbol = "checked">>
<html>\n<audio controls="controls">\n <source src="http://www.theark.net46.net/Garden%20Message.mp3" /> \n</audio>\n</html>\n\nYou touch the orb. It sends a warm tingling sensation down your arm. \n\n<<display 'seriph3'>>\n\n<<display 'Garden'>>
''The Graveyard. At the Obelisk. <<if $graveyard eq "sunrise">>Day.<<else>>Night.<<endif>>''\n<<set $Game_Location = "Graveyard">>\nYou stand near the [[edge]] of a drop-off, the wind whipping through the rocky mountainside. The few shrubs that manage to grow at this altitude cling desperately to the side of the outcropping, fighting against the pull of the harsh breeze. \n\nThe rock has been sliced into, creating a massive platform receding into the heart of the mountain where it meets a sheer, smooth [[cliff face]]. The carved out flat ground appears to serve a single purpose: it is a graveyard. Over a hundred [[graves]] lie before you in neat, orderly rows.\n\nFlanking the graveyard near the back wall there are two enormous robed statues towering over the gravestones. To the left, a statue of an [[alien woman|woman_desc]] and to the right, an [[alien man|man_desc]].\n\nIn front of you stands a miniature obelisk, with another silver disk identical to the those found in the Art Gallery. Next to it floats a glowing orb.\n\n//[[touch disk|GraveyardtoGallery]]//, //[[touch orb|orb2]]//, //[[wait|Graveyard wait]]//\n<<set $GravePositionX = 0>><<set $GravePositionY = 0>>\n<<display 'Clock'>>\n<<display 'Graveyard Weather'>>
<<silently>>\n<<set $GravePositionX = 2>>\n<<set $GravePositionY = 3>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<if $GravePositionY eq 0 and $GravePositionX gte -2 and $GravePositionX lte 2>><<display 'FirstRowMiddle'>><<endif>><<if $GravePositionY eq 0 and $GravePositionX lt -2 and $GravePositionX gt -7>><<display 'FirstRowLeft'>><<endif>><<if $GravePositionY eq 0 and $GravePositionX gt 2 and $GravePositionX lt 7>><<display 'FirstRowRight'>><<endif>><<if $GravePositionY eq 0 and $GravePositionX eq -7>><<display 'BottomLeftCorner'>><<endif>><<if $GravePositionY eq 0 and $GravePositionX eq 7>><<display 'BottomRightCorner'>><<endif>><<if $GravePositionY gt 0 and $GravePositionY lte 4 and $GravePositionX gte -2 and $GravePositionX lte 2>><<display 'BottomCenter'>><<endif>><<if $GravePositionY gt 0 and $GravePositionY lte 4 and $GravePositionX lt -2 and $GravePositionX gt -7>><<display 'BottomLeft'>><<endif>><<if $GravePositionY gt 0 and $GravePositionY lte 4 and $GravePositionX gt 2 and $GravePositionX lt 7>><<display 'BottomRight'>><<endif>><<if $GravePositionY gt 4 and $GravePositionY lte 9 and $GravePositionX gte -2 and $GravePositionX lte 2>><<display 'CenterCenter'>><<endif>><<if $GravePositionY gt 4 and $GravePositionY lte 9 and $GravePositionX lt -2 and $GravePositionX gt -7>><<display 'CenterLeft'>><<endif>><<if $GravePositionY gt 4 and $GravePositionY lte 9 and $GravePositionX gt 2 and $GravePositionX lt 7>><<display 'CenterRight'>><<endif>><<if $GravePositionY gt 9 and $GravePositionY lt 14 and $GravePositionX gte -2 and $GravePositionX lte 2>><<display 'TopCenter'>><<endif>><<if $GravePositionY gt 9 and $GravePositionY lt 14 and $GravePositionX lt -2 and $GravePositionX gt -7>><<display 'TopLeft'>><<endif>><<if $GravePositionY gt 9 and $GravePositionY lt 14 and $GravePositionX gt 2 and $GravePositionX lt 7>><<display 'TopRight'>><<endif>><<if $GravePositionY eq 14 and $GravePositionX neq -7 and $GravePositionX neq 7>><<display 'TopRow'>><<endif>><<if $GravePositionY eq 14 and $GravePositionX eq -7>><<display 'TopLeftCorner'>><<endif>><<if $GravePositionY eq 14 and $GravePositionX eq 7>><<display 'TopRightCorner'>><<endif>><<if $GravePositionY gt 9 and $GravePositionY lt 14 and $GravePositionX eq -7>><<display 'TopLeftSide'>><<endif>><<if $GravePositionY gt 9 and $GravePositionY lt 14 and $GravePositionX eq 7>><<display 'TopRightSide'>><<endif>><<if $GravePositionY gt 4 and $GravePositionY lte 9 and $GravePositionX eq -7>><<display 'MiddleLeftSide'>><<endif>><<if $GravePositionY gt 4 and $GravePositionY lte 9 and $GravePositionX eq 7>><<display 'MiddleRightSide'>><<endif>><<if $GravePositionY gt 0 and $GravePositionY lte 4 and $GravePositionX eq -7>><<display 'BottomLeftSide'>><<endif>><<if $GravePositionY gt 0 and $GravePositionY lte 4 and $GravePositionX eq 7>><<display 'BottomRightSide'>><<endif>>
<<silently>>\n<<set $GravePositionX = -2>>\n<<set $GravePositionY = 14>>\n<<endsilently>>\n<<display 'GravePosition'>>
Like the others found in the tundra forest, it resembles oak, but the leaves are thicker and almost thorned at their tips. You consider climbing it, but there's no easy way up.\n\n<<display 'Eco Dome (-4,4)'>>
''Graveyard Planetarium Control Chair''\nYou take a seat in the chair within the wall's alcove. Immediately, the colors in the room invert. The white tiles become black, the floor lights cut off, and in their place speckles of stardust appear along the curved black wall. The room has become a mock planetarium, and the inner wall has become a simulated night sky.\n\nA floor tile at the center of the room begins to rise. The tile is being pushed by a slender telescopic metal rod extending from the floor and attached to the underside of the tile. The tile rises about five feet and then stops.\n\nAfter this transformation, you turn your attention to the [[controls|Graveyard Chair Controls]] set into the wide silver armrests of the chair itself.\n\n//[[stand up|graveyard stand up]]//\n\n<<set $graveyardtile = "underground">>\n<<set $X = 3>><<set $Y = 3>>\n<<set $graveyardcoordinate = false>>\n<<display 'Clock'>>
''Tundra''\nYou stand before a giant [[cave|TundraCave]].\n\nFrom here you can see the left hand wall of the Eco Dome ahead and to your left.\n\nAn [[artificial turf]] path shows the way.\n<<display 'directions'>> //[[wait|Eco Dome wait]]//\n\n<<display 'tundra weather'>>
You've reached an end to the story, but not the one you want. Click below and the story will rewind a bit to grant you another chance.\n\n[[continue|abyss]]
<<silently>>\n<<set $GravePositionX = 1>>\n<<set $GravePositionY = 8>>\n<<endsilently>>\n<<display 'GravePosition'>>
You approach the trail, and realize that it leads behind the waterfall.\n\n<<display 'cave'>>
<<silently>>\n<<if Math.round($Crystal_1_power_level * 100) eq 100>>\n<<set $Crystal_1_activation = 1>>\n<<endif>>\n<<if Math.round($Crystal_2_power_level * 100) eq 200>>\n<<set $Crystal_2_activation = 1>>\n<<endif>>\n<<if Math.round($Crystal_3_power_level * 100) eq 300>>\n<<set $Crystal_3_activation = 1>>\n<<endif>>\n<<endsilently>>\nDimly flashing on each console are <<if $Crystal_1_activation + $Crystal_2_activation + $Crystal_3_activation eq 1>>one blue diamond and two red diamonds.<<endif>><<if $Crystal_1_activation + $Crystal_2_activation + $Crystal_3_activation eq 2>>two blue diamonds and one red diamond.<<endif>><<if $Crystal_1_activation + $Crystal_2_activation + $Crystal_3_activation eq 3>>three blue diamonds.<<endif>><<if $Crystal_1_activation + $Crystal_2_activation + $Crystal_3_activation eq 0>>three red diamonds.<<endif>>\n\n<<display 'Control Room'>>
<<silently>>\n<<set $GravePositionX = -7>>\n<<set $GravePositionY = 8>>\n<<endsilently>>\n<<display 'GravePosition'>>
''Rainforest--Right Wall''\nYou're suddenly surrounded by bright orange blossoms. The flowers are quite small, tightly packed over the ground and even up the surrounding tree trunks.\n\nYou stand along the right-hand [[wall|walls]] of the Eco Dome.\n\nA [[wooden path]] clears the way through dense vegetation throughout the rainforest.\n<<display 'directions'>> //[[wait|Eco Dome wait]]//\n\n<<display 'rainforest weather'>>
It might be fun to slide through an ice chute, but it wouldn't be fun to collide with a wall of razor sharp icicles. You don't know what's down there, and there's no reason to risk finding out.\n\n<<display 'Eco Dome (-3,3)'>>
<<silently>>\n<<set $GravePositionX = -6>>\n<<set $GravePositionY = 8>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<silently>>\n<<set $GravePositionX = -3>>\n<<set $GravePositionY = 8>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<silently>>\n<<set $GravePositionX = -4>>\n<<set $GravePositionY = 8>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<silently>>\n<<set $GravePositionX = -1>>\n<<set $GravePositionY = 8>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<silently>>\n<<set $GravePositionX = -2>>\n<<set $GravePositionY = 8>>\n<<endsilently>>\n<<display 'GravePosition'>>
<html><embed src="http://www.theark.net46.net/F1.mp3" loop="false" hidden="true" autostart="true"></embed></html><<if $podium eq 1>><<set $piano1 = $piano1 + 1>><<endif>><<if $podium eq 2>><<set $piano2 = $piano2 + 1>><<endif>><<if $podium eq 3>><<set $piano3 = $piano3 + 1>><<endif>><<if $podium eq 1>><<set $podiumcode1 = 0>><<endif>><<if $podium eq 2>><<set $podiumcode2 = 0>><<endif>><<if $podium eq 3>><<set $podiumcode3 = 0>><<endif>><<if $podium eq 1>><<set $BookSelection1 = $BookSelection1 + 4>><<endif>><<if $podium eq 2>><<set $BookSelection2 = $BookSelection2 + 4>><<endif>><<if $podium eq 3>><<set $BookSelection3 = $BookSelection3 + 4>><<endif>><<display 'circular buttons'>><<if $podium eq 2>><<set $secretcode = 0>><<endif>>
<html><embed src="http://www.theark.net46.net/F2.mp3" loop="false" hidden="true" autostart="true"></embed></html><<if $podium eq 1>><<set $piano1 = $piano1 + 1>><<endif>><<if $podium eq 2>><<set $piano2 = $piano2 + 1>><<endif>><<if $podium eq 3>><<set $piano3 = $piano3 + 1>><<endif>><<if $podium eq 1>><<set $podiumcode1 = 0>><<endif>><<if $podium eq 2>><<set $podiumcode2 = 0>><<endif>><<if $podium eq 3>><<set $podiumcode3 = 0>><<endif>><<if $podium eq 1>><<set $BookSelection1 = $BookSelection1 + 11>><<endif>><<if $podium eq 2>><<set $BookSelection2 = $BookSelection2 + 11>><<endif>><<if $podium eq 3>><<set $BookSelection3 = $BookSelection3 + 11>><<endif>><<display 'circular buttons'>><<if $podium eq 2>><<set $secretcode = 0>><<endif>>
<html><embed src="http://www.theark.net46.net/F3.mp3" loop="false" hidden="true" autostart="true"></embed></html><<if $podium eq 1>><<set $piano1 = $piano1 + 1>><<endif>><<if $podium eq 2>><<set $piano2 = $piano2 + 1>><<endif>><<if $podium eq 3>><<set $piano3 = $piano3 + 1>><<endif>><<if $podium eq 1>><<set $podiumcode1 = 0>><<endif>><<if $podium eq 2>><<set $podiumcode2 = 0>><<endif>><<if $podium eq 3>><<set $podiumcode3 = 0>><<endif>><<if $podium eq 2>><<set $secretcode = $secretcode + 2>><<endif>><<if $podium eq 1>><<set $BookSelection1 = $BookSelection1 + 18>><<endif>><<if $podium eq 2>><<set $BookSelection2 = $BookSelection2 + 18>><<endif>><<if $podium eq 3>><<set $BookSelection3 = $BookSelection3 + 18>><<endif>><<display 'circular buttons'>>
<html><embed src="http://www.theark.net46.net/F4.mp3" loop="false" hidden="true" autostart="true"></embed></html><<if $podium eq 1>><<set $piano1 = $piano1 + 1>><<endif>><<if $podium eq 2>><<set $piano2 = $piano2 + 1>><<endif>><<if $podium eq 3>><<set $piano3 = $piano3 + 1>><<endif>><<if $podium eq 2>><<set $podiumcode2 = $podiumcode2 + 1>><<endif>><<if $podium eq 1>><<set $podiumcode1 = 0>><<endif>><<if $podium eq 3>><<set $podiumcode3 = 0>><<endif>><<if $podium eq 1>><<set $BookSelection1 = $BookSelection1 + 25>><<endif>><<if $podium eq 2>><<set $BookSelection2 = $BookSelection2 + 25>><<endif>><<if $podium eq 3>><<set $BookSelection3 = $BookSelection3 + 25>><<endif>><<display 'circular buttons'>><<if $podium eq 2>><<set $secretcode = 0>><<endif>>
<html><embed src="http://www.theark.net46.net/F5.mp3" loop="false" hidden="true" autostart="true"></embed></html><<if $podium eq 1>><<set $piano1 = $piano1 + 1>><<endif>><<if $podium eq 2>><<set $piano2 = $piano2 + 1>><<endif>><<if $podium eq 3>><<set $piano3 = $piano3 + 1>><<endif>><<if $podium eq 1>><<set $podiumcode1 = 0>><<endif>><<if $podium eq 2>><<set $podiumcode2 = 0>><<endif>><<if $podium eq 3>><<set $podiumcode3 = 0>><<endif>><<if $podium eq 1>><<set $BookSelection1 = $BookSelection1 + 32>><<endif>><<if $podium eq 2>><<set $BookSelection2 = $BookSelection2 + 32>><<endif>><<if $podium eq 3>><<set $BookSelection3 = $BookSelection3 + 32>><<endif>><<display 'circular buttons'>><<if $podium eq 2>><<set $secretcode = 0>><<endif>>
<html><embed src="http://www.theark.net46.net/F6.mp3" loop="false" hidden="true" autostart="true"></embed></html><<if $podium eq 1>><<set $piano1 = $piano1 + 1>><<endif>><<if $podium eq 2>><<set $piano2 = $piano2 + 1>><<endif>><<if $podium eq 3>><<set $piano3 = $piano3 + 1>><<endif>><<if $podium eq 1>><<set $podiumcode1 = 0>><<endif>><<if $podium eq 2>><<set $podiumcode2 = 0>><<endif>><<if $podium eq 3>><<set $podiumcode3 = 0>><<endif>><<if $podium eq 1>><<set $BookSelection1 = $BookSelection1 + 39>><<endif>><<if $podium eq 2>><<set $BookSelection2 = $BookSelection2 + 39>><<endif>><<if $podium eq 3>><<set $BookSelection3 = $BookSelection3 + 39>><<endif>><<display 'circular buttons'>><<if $podium eq 2>><<set $secretcode = 0>><<endif>>
''Labyrinth Path''\n<<if $gen_num eq 1>>//Suddenly, the main lights shut off and dim emergency lighting kicks in!// <<set $gen_num = 0>><<endif>><<if $gen_num eq 0>> You can barely see a thing. Emergency lights lead [[behind|k]].<<endif>><<if $gen_num gte 2>> You can barely see, the only light coming from the room behind you. Feeling around desperately, you realize there is no way to continue ahead through the fallen rocks. The only exit is [[behind|k]] you. <<set $gen_num = $gen_num - 1>><<endif>>\n<<display 'Clock'>>
It's a brief descent down the stairs, and then you find yourself in an [[underground room|Garden Planetarium]].
<<silently>>\n<<set $Crystal_3_slider = "left">>\n<<set $Crystal_3 = 0>>\n<<set $Crystal_3_space = 0>>\n<<endsilently>>\nYou grip the handle and slide it accross to the left; there is a satisfying "clank" of some internal mechanism. <<if $openfloor eq "no">>You notice the image of the crystal on the [[screen|Crystal 3 Screen]] is now closed at the bottom.<<endif>>\n\n<<display 'Crystal 3'>>
''Tundra. Front-left Corner''\nYou've reached the front-left corner of the Eco Dome. Frigid wind ricochets off the [[walls]], numbing your nose with its icy touch.\n\nAn [[artificial turf]] path shows the way.\n<<display 'directions'>> //[[wait|Eco Dome wait]]//\n\n<<display 'tundra weather'>>
''The Library''\n\nYou stand within a golden room. The circular floor is only about fifteen feet in diameter, but the room's height must number in the hundreds. You can't see the walls themselves; from floor to ceiling there is nothing but rows and rows of golden book spines leading upwards within the cylindrical room towards a stunning crystal chandelier high above your head.\n\nThree glossy black [[triangular podiums]] are spaced evenly around the room.\n\nBehind you is the [[door|Library door]] leading back to the Power Core. <<if $LabDoor eq "open">>The [[secret corridor]] lies ahead.<<endif>>\n\n<<if $visitedlibrary eq "no">>\nSeriph stands in the center of the room, as if he had been awaiting your entrance.\n\n<html>\n<audio controls="controls">\n <source src="http://www.theark.net46.net/LibraryMessage.mp3"/> \n</audio>\n</html>\n//"Welcome to The Library. This place houses the accumulated knowledge of my people. I was designed to translate these works, but aspects of my program have degraded beyond repair. An instant translation will be impossible. Still, I have begun a slower conversion of the books into your language matrix."//\n\nThe hologram vanishes from your sight.\n<<endif>>\n\n<<set $Game_Location = "Library">>\n<<set $visitedlibrary = "yes">>\n<<display 'Clock'>>
''Unknown Grave.'' Column <<print $GravePositionX + 8>>, Row <<print $GravePositionY + 1>>. ''<<if $graveyard eq "sunrise">>Day.<<else>>Night.<<endif>>''\nYou stand at an unknown grave located within the right section of the graveyard, about halfway between the first row and the last.\n\n<<display 'grave_all'>>
''Unknown Grave.'' Column <<print $GravePositionX + 8>>, Row <<print $GravePositionY + 1>>. ''<<if $graveyard eq "sunrise">>Day.<<else>>Night.<<endif>>''\nYou stand at an unknown grave located within the left section of the graveyard, about halfway between the first row and the last.\n\n<<display 'grave_all'>>
''Labyrinth Path''\n<<if $gen_num eq 1>>//Suddenly, the main lights shut off and dim emergency lighting kicks in!// <<set $gen_num = 0>><<endif>><<if $gen_num eq 0>> You can barely see a thing. Emergency lights lead to your [[right|w]].<<endif>><<if $gen_num gte 2>> You see a small stream here, coming in from the room to your [[left|u]] and making its way through a small crack in the side wall. In the water you can see small, clear fish dart about, gracefully weaving through the current. There appears to be some form of green light emanating from the room [[ahead|q]]. To your [[right|w]], the path appears brighter.<<set $gen_num = $gen_num - 1>><<endif>>\n<<display 'Clock'>>
<<if Math.round($graveyardtime / 180) neq ($graveyardtime / 180) and $graveyard eq "sunrise">>\nYou stand still for a while, peering through the mountain fog that has successfully muted the sunlight over the graveyard.<<endif>><<if Math.round($graveyardtime / 180) neq ($graveyardtime / 180) and $graveyard eq "sunset">>You stand still for a while, listening to the haunting sounds of the graveyard at night.<<endif>>\n<<display 'Graveyard Weather'>>
<<if $X eq 2>>It's already there.<<else>>You slide the knob to 2. As you do, you notice the elevated tile has tilted several degrees over the vertical axis, and the screen now displays a new constellation group.<<endif>>\n<<set $X = 2>>The (X , Y) coordinate is now set to <<if $X neq 0 and $Y neq 0>>(<<print $X>>,<<print $Y>>).<<endif>><<if $X eq 0 and $Y neq 0>>(0,<<print $Y>>).<<endif>><<if $X neq 0 and $Y eq 0>>(<<print $X>>,0).<<endif>><<if $X eq 0 and $Y eq 0>>(0,0).<<endif>><<if $Y eq 3>><<set $graveyardcoordinate = true>><<else>><<set $graveyardcoordinate = false>><<endif>>\n\n<<if $Game_Location eq "Graveyard" and $graveyardcoordinate eq true>>Suddenly, a symbol appears over the star cluster seen in the display [[screen|Graveyard Constellation]].<<endif>>\n\n<<if $Game_Location eq "Beach">>[[< Return|Beach Chair Controls]]<<endif>><<if $Game_Location eq "Graveyard">>[[< Return|Graveyard Chair Controls]]<<endif>><<if $Game_Location eq "Garden">>[[< Return|Garden Chair Controls]]<<endif>>
<<set $EcoDomePositionX = $EcoDomePositionX - 1>><<set $EcoDomePositionY = $EcoDomePositionY + 1>>\nYou walk to the left for a while. Then, as to not disorient yourself, you turn to face the wall opposite the Eco Dome's entrance.\n\n<<display 'EcoDomePosition'>>
You stand atop a circular grey pad lying on the floor beside a vertical metal rod with a small [[glass box]] fixed on top.\n\nThere's dried blood here, but no body. You wonder if the victim dragged him or herself to the pad, or if the body was pulled by another.\n\n[[< Return|work station]]
You push down on the grave stone. It begins to shift downwards; you can hear the groan of ancient machinery below your feet as the earth splits apart and sinks. \n\nFinally the earth stops trembling, and you see that you stand before a staircase leading [[underground|underground graveyard]].\n<<set $pressed = "yes">>
Upon closer inspection of the pedestal beneath the picture of the garden, you notice a small carving on the back near the base.\n<html><img src="http://farm9.staticflickr.com/8520/8673258616_a7e6426987.jpg" width="300" height="300"></html>\n\n[[inspect beach pedestal|beach pedestal]], [[inspect graveyard pedestal|graveyard pedestal]]\n\n<<display 'stained glass pieces'>>
''The Pond. <<if $beach eq "sunrise">>Day.<<else>>Night.<<endif>>''\nThe hidden path leads to a [[pond|pond_desc]], fed by a roaring [[waterfall]]. Reeds shoot up all along the water's edge, and the sound of <<if $beach eq "sunrise">>birdsong can be heard in the thickets.<<endif>><<if $beach eq "sunset">>insect chirping can be heard in the thickets.<<endif>>\n\nA path leads uphill to the [[clearing|thicket]].\n\n//[[wait|Beach wait]]//\n\n<<display 'Clock'>>\n<<display 'Beach Weather'>>
With an unearthly moan, the immense floor sinks to the correspoding level.\n\n<<silently>>\n<<display 'Clock'>>\n\n<<if $floor_liquid_level - 6 lt $Crystal_1_space + $Crystal_2_space + $Crystal_3_space and ($Crystal_1 eq 1) and $floor_liquid_level gt 6>>\n<<set $Crystal_1_power_level = $Crystal_1_power_level + ($floor_liquid_level - 6) / ($Crystal_1 + $Crystal_2 + $Crystal_3)>>\n<<endif>>\n<<if $floor_liquid_level - 6 lt $Crystal_1_space + $Crystal_2_space + $Crystal_3_space and ($Crystal_3 eq 1) and $floor_liquid_level gt 6>>\n<<set $Crystal_3_power_level = $Crystal_3_power_level + ($floor_liquid_level - 6) / ($Crystal_1 + $Crystal_2 + $Crystal_3)>>\n<<endif>>\n<<if $floor_liquid_level - 6 lt $Crystal_1_space + $Crystal_2_space + $Crystal_3_space and ($Crystal_2 eq 1) and $floor_liquid_level gt 6>>\n<<set $Crystal_2_power_level = $Crystal_2_power_level + ($floor_liquid_level - 6) / ($Crystal_1 + $Crystal_2 + $Crystal_3)>>\n<<endif>>\n\n<<if Math.abs(($floor_liquid_level - 6) - ($Crystal_1_space + $Crystal_2_space + $Crystal_3_space)) lt .000000000000001 and $Crystal_1 eq 1>>\n<<set $Crystal_1_power_level = 3>>\n<<set $Crystal_2_power_level = 3>>\n<<set $Crystal_1 = 0>>\n<<set $Crystal_2 = 0>>\n<<endif>>\n<<if Math.abs(($floor_liquid_level - 6) - ($Crystal_1_space + $Crystal_2_space + $Crystal_3_space)) lt .000000000000001 and $Crystal_3 eq 1>>\n<<set $Crystal_3_power_level = 3>>\n<<set $Crystal_2_power_level = 3>>\n<<set $Crystal_3 = 0>>\n<<set $Crystal_2 = 0>>\n<<endif>>\n<<if Math.abs(($floor_liquid_level - 6) - ($Crystal_1_space + $Crystal_2_space + $Crystal_3_space)) lt .000000000000001>>\n<<set $Crystal_2_power_level = 3>>\n<<set $Crystal_2 = 0>>\n<<endif>>\n\n<<if $Crystal_1_power_level gt 3>>\n<<set $Crystal_1 = 0>>\n<<endif>>\n<<if $Crystal_2_power_level gt 3>>\n<<set $Crystal_2 = 0>>\n<<endif>>\n<<if $Crystal_3_power_level gt 3>>\n<<set $Crystal_3 = 0>>\n<<endif>>\n\n<<if $Crystal_1_power_level gt 3>>\n<<set $Crystal_2_power_level = $Crystal_2_power_level + $Crystal_2 * ($Crystal_1_power_level - 3) / ($Crystal_2 + $Crystal_3)>>\n<<set $Crystal_3_power_level = $Crystal_3_power_level + $Crystal_3 * ($Crystal_1_power_level - 3) / ($Crystal_2 + $Crystal_3)>>\n<<set $Crystal_1_power_level = 3>>\n<<set $Crystal_1 = 0>>\n<<endif>>\n<<if $Crystal_2_power_level gt 3>>\n<<set $Crystal_1_power_level = $Crystal_1_power_level + $Crystal_1 * ($Crystal_2_power_level - 3) / ($Crystal_1 + $Crystal_3)>>\n<<set $Crystal_3_power_level = $Crystal_3_power_level + $Crystal_3 * ($Crystal_2_power_level - 3) / ($Crystal_1 + $Crystal_3)>>\n<<set $Crystal_2_power_level = 3>>\n<<set $Crystal_2 = 0>>\n<<endif>>\n<<if $Crystal_3_power_level gt 3>>\n<<set $Crystal_1_power_level = $Crystal_1_power_level + $Crystal_1 * ($Crystal_3_power_level - 3) / ($Crystal_1 + $Crystal_2)>>\n<<set $Crystal_2_power_level = $Crystal_2_power_level + $Crystal_2 * ($Crystal_3_power_level - 3) / ($Crystal_1 + $Crystal_2)>>\n<<set $Crystal_3_power_level = 3>>\n<<set $Crystal_3 = 0>>\n<<endif>>\n\n<<if $Crystal_1 eq 0>>\n<<set $Crystal_1_space = 0>>\n<<else>>\n<<set $Crystal_1_space = 3 - $Crystal_1_power_level>>\n<<endif>>\n<<if $Crystal_2 eq 0>>\n<<set $Crystal_2_space = 0>>\n<<else>>\n<<set $Crystal_2_space = 3 - $Crystal_2_power_level>>\n<<endif>>\n<<if $Crystal_3 eq 0>>\n<<set $Crystal_3_space = 0>>\n<<else>>\n<<set $Crystal_3_space = 3 - $Crystal_3_power_level>>\n<<endif>>\n\n<<set $floor_position = 6>>\n<<if $floor_liquid_level gt 6>>\n<<set $floor_liquid_level = 6>>\n<<endif>>\n<<endsilently>>\n<<if Math.round($Crystal_1_power_level * 100) eq 100 and $Crystal_1_activation eq 0>>Suddenly, an enormous arc of electrical energy erupts from the tip of the Crystal 1. The snaking stream of light reaches all the way to the bottom of the sphere.\n<<endif>>\n<<if Math.round($Crystal_2_power_level * 100) eq 200 and $Crystal_2_activation eq 0>>Suddenly, an enormous arc of electrical energy erupts from the tip of the Crystal 2. The snaking stream of light reaches all the way to the bottom of the sphere.\n<<endif>>\n<<if Math.round($Crystal_3_power_level * 100) eq 300 and $Crystal_3_activation eq 0>>Suddenly, an enormous arc of electrical energy erupts from the tip of the Crystal 3. The snaking stream of light reaches all the way to the bottom of the sphere.\n<<endif>>\n<<if Math.round($Crystal_1_power_level * 100) neq 100 and $Crystal_1_activation eq 1>>In a flash, the bolt of energy being emitting from Crystal 1 disappears.\n<<endif>>\n<<if Math.round($Crystal_2_power_level * 100) neq 200 and $Crystal_2_activation eq 1>>In a flash, the bolt of energy being emitting from Crystal 2 disappears.\n<<endif>>\n<<if Math.round($Crystal_3_power_level * 100) neq 300 and $Crystal_3_activation eq 1>>In a flash, the bolt of energy being emitting from Crystal 3 disappears.\n<<endif>>\n\n[[< Return|Power Core]]
Finally, a change. The walls and ceiling come to an abrupt end, but the floor continues as a narrow suspended platform that cuts across a huge open cylindrical chamber.\n\nYou look up and see a transparent ceiling, above which you see the same fluid substance from the pool in the Power Core. You realize you are, in fact, beneath the Power Core itself. The blue liquid accented by ribbons of light casts the entire sub-chamber in an eerie glow.\n\nThen, you lean to the side and peer down [[below]].
''Painting 8''\nThe eigth painting depicts a small clay cup sitting on a boulder. Hot tea pours into the cup from an unseen source outside the picture frame.\n\nYou notice the final three paintings are sectioned off by a tiny elliptical groove in the wall <<if $gardenclock eq true>>through which rolls<<else>>inside which rests<<endif>> a small marble.\n[[touch third marble]]\n\n[[Painting 1]], [[Painting 2]], [[Painting 3]], [[Painting 4]], [[Painting 5]], [[Painting 6]], [[Painting 7]], [[Painting 9]]\n\n<<display 'Art Gallery'>>
''Painting 9''\nIt's a landscape. A lush meadow stretches to the horizon, and rows of purple flowers sway in the wind like the rolling waves of the ocean.\n\nYou notice the final three paintings are sectioned off by a tiny elliptical groove in the wall <<if $gardenclock eq true>>through which rolls<<else>>inside which rests<<endif>> a small marble.\n[[touch third marble]]\n\n[[Painting 1]], [[Painting 2]], [[Painting 3]], [[Painting 4]], [[Painting 5]], [[Painting 6]], [[Painting 7]], [[Painting 8]],\n\n<<display 'Art Gallery'>>
''Painting 6''\nThe painting shows a stone path speckled with orange and yellow leaves. Ripples move through the paint to create rainfall.\n\nYou notice the second set of paintings are sectioned off by a tiny elliptical groove in the wall <<if $graveyardclock eq true>>through which rolls<<else>>inside which rests<<endif>> a small marble.\n[[touch second marble]]\n\n[[Painting 1]], [[Painting 2]], [[Painting 3]], [[Painting 4]], [[Painting 5]], [[Painting 7]], [[Painting 8]], [[Painting 9]]\n\n<<display 'Art Gallery'>>
''Painting 7''\nIt's a painting of a small pond. Long green reeds bend under their own weight, and large lilly pads drift across the painting's surface.\n\nYou notice the final three paintings are sectioned off by a tiny elliptical groove in the wall <<if $gardenclock eq true>>through which rolls<<else>>inside which rests<<endif>> a small marble.\n[[touch third marble]]\n\n[[Painting 1]], [[Painting 2]], [[Painting 3]], [[Painting 4]], [[Painting 5]], [[Painting 6]], [[Painting 8]], [[Painting 9]]\n\n<<display 'Art Gallery'>>
''Painting 4''\nThe painting shows a forest and distant mountain covered in trees. Near the center of the mountain you can see a small clearing with an even smaller campfire burning. Orange and yellow specs of paint flicker on the canvas.\n\nYou notice the second set of paintings are sectioned off by a tiny elliptical groove in the wall <<if $graveyardclock eq true>>through which rolls<<else>>inside which rests<<endif>> a small marble.\n[[touch second marble]]\n\n[[Painting 1]], [[Painting 2]], [[Painting 3]], [[Painting 5]], [[Painting 6]], [[Painting 7]], [[Painting 8]], [[Painting 9]]\n\n<<display 'Art Gallery'>>
''Painting 5''\nThe painting is of white sand. Blue paint creeps in and out of the frame to create the waves along the shore.\n\nYou notice the second set of paintings are sectioned off by a tiny elliptical groove in the wall <<if $graveyardclock eq true>>through which rolls<<else>>inside which rests<<endif>> a small marble.\n[[touch second marble]]\n\n[[Painting 1]], [[Painting 2]], [[Painting 3]], [[Painting 4]], [[Painting 6]], [[Painting 7]], [[Painting 8]], [[Painting 9]]\n\n<<display 'Art Gallery'>>
As you turn the wheel it feels loose, as if some internal mechanism wasn't catching.\n\n<<display 'Crystal 3 controls'>>
''Painting 3''\nThe painting shows a lightning storm over the ocean. The water ripples with the reflection of the full moon.\n\nYou notice the first three paintings are sectioned off by a tiny elliptical groove in the wall <<if $beachclock eq true>>through which rolls<<else>>inside which rests<<endif>> a small marble.\n[[touch first marble]]\n\n[[Painting 1]], [[Painting 2]], [[Painting 4]], [[Painting 5]], [[Painting 6]], [[Painting 7]], [[Painting 8]], [[Painting 9]]\n\n<<display 'Art Gallery'>>
''Painting 1''\nThe painting displays a a small pink flower growing on a river bank. Blue paint flows across the canvas to create the running water.\n\nYou notice the first three paintings are sectioned off by a tiny elliptical groove in the wall <<if $beachclock eq true>>through which rolls<<else>>inside which rests<<endif>> a small marble.\n[[touch first marble]]\n\n[[Painting 2]], [[Painting 3]], [[Painting 4]], [[Painting 5]], [[Painting 6]], [[Painting 7]], [[Painting 8]], [[Painting 9]]\n\n<<display 'Art Gallery'>>
<<silently>>\n<<set $GravePositionX = -7>>\n<<set $GravePositionY = 14>>\n<<endsilently>>\n<<display 'GravePosition'>>
You attempt to shimmy your way up one of the smaller trees, but only succeed in falling on your back.\n\n<<display 'thicket'>>
The trees in the rainforest are unusual looking, but not quite alien either. They resemble banyan trees. Thick tube-like branches coalesce into a stout, lumpy trunk.\n\n<<display 'Eco Dome (2,-1)'>>
<<if Math.round($beachtime / 180) neq ($beachtime / 180) and $beach eq "sunrise">>\nYou stand still for a while, feeling the sun on your skin and a cool breeze from the sea.<<endif>><<if Math.round($beachtime / 180) neq ($beachtime / 180) and $beach eq "sunset">>You stand still for a while, listening to the chirps of a thousand insects that sing throughout the night.<<endif>>\n<<display 'Beach Weather'>>
<<if $man_pressed eq "no">>You push the button. The frost around it cracks as the stone depresses into the base of the statue.<<set $man_pressed = "yes">><<else>>You've already pushed the button in.<<endif>>\n\n<<display 'statue_man'>>
<<silently>>\n<<set $GravePositionX = 3>>\n<<set $GravePositionY = 5>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<silently>>\n<<set $GravePositionX = 4>>\n<<set $GravePositionY = 5>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<silently>>\n<<set $GravePositionX = 1>>\n<<set $GravePositionY = 5>>\n<<endsilently>>\n<<display 'GravePosition'>>
''Rainforest--Front Wall''\nThe ground is considerably muddier here. The path has disintegrated and you feel as if you're trudging through a tar pit.\n\nAt your back is the front [[wall|walls]] of the Eco Dome.\n\nA [[wooden path]] clears the way through dense vegetation throughout the rainforest.\n<<display 'directions'>> //[[wait|Eco Dome wait]]//\n\n<<display 'rainforest weather'>>
<<set $graveyardtime = 0>>\n<<set $graveyard = "sunrise">>\n<<set $graveyardclock = true>>\n\n<<set $man_pressed = "no">>\n<<set $woman_pressed = "no">>\n<<set $pressed = "no">>\n\n<<set $GravePositionX = 0>>\n<<set $GravePositionY = 0>>
<<silently>>\n<<set $GravePositionX = 0>>\n<<set $GravePositionY = 5>>\n<<endsilently>>\n<<display 'GravePosition'>>
''Unknown Grave.'' Column <<print $GravePositionX + 8>>, Row <<print $GravePositionY + 1>>. ''<<if $graveyard eq "sunrise">>Day.<<else>>Night.<<endif>>''\nYou stand at an unknown grave located within the right section of the graveyard, not far from the first row of graves.\n\n<<display 'grave_all'>>
<<silently>>\n<<set $GravePositionX = -2>>\n<<set $GravePositionY = 5>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<silently>>\n<<if Math.round($Crystal_1_power_level * 100) eq 100>>\n<<set $Crystal_1_activation = 1>>\n<<endif>>\n<<if Math.round($Crystal_2_power_level * 100) eq 200>>\n<<set $Crystal_2_activation = 1>>\n<<endif>>\n<<if Math.round($Crystal_3_power_level * 100) eq 300>>\n<<set $Crystal_3_activation = 1>>\n<<endif>>\n<<endsilently>>\n<<if $Crystal_1_activation eq 1 and $Crystal_2_activation eq 0 and $Crystal_3_activation eq 0>><html><img src="http://farm9.staticflickr.com/8521/8512850357_71b4dd7cfd_b.jpg" width="484.5" height="288"></html><<endif>><<if $Crystal_1_activation eq 1 and $Crystal_2_activation eq 1 and $Crystal_3_activation eq 0>><html><img src="http://farm9.staticflickr.com/8101/8513959842_7d597a47af_b.jpg" width="484.5" height="288"></html><<endif>><<if $Crystal_1_activation eq 1 and $Crystal_2_activation eq 1 and $Crystal_3_activation eq 1>><html><img src="http://farm9.staticflickr.com/8526/8513959818_84f8d7f662_b.jpg" width="484.5" height="288"></html><<endif>><<if $Crystal_1_activation eq 0 and $Crystal_2_activation eq 0 and $Crystal_3_activation eq 0>><html><img src="http://farm9.staticflickr.com/8111/8513959860_832b522ec7_b.jpg" width="484.5" height="288"></html><<endif>><<if $Crystal_1_activation eq 0 and $Crystal_2_activation eq 1 and $Crystal_3_activation eq 0>><html><img src="http://farm9.staticflickr.com/8384/8513959760_b87abdce04_b.jpg" width="484.5" height="288"></html><<endif>><<if $Crystal_1_activation eq 0 and $Crystal_2_activation eq 0 and $Crystal_3_activation eq 1>><html><img src="http://farm9.staticflickr.com/8111/8512850325_2d5b3dbc8f_b.jpg" width="484.5" height="288"></html><<endif>><<if $Crystal_1_activation eq 0 and $Crystal_2_activation eq 1 and $Crystal_3_activation eq 1>><html><img src="http://farm9.staticflickr.com/8091/8512850313_b34dfb23b3_b.jpg" width="484.5" height="288"></html><<endif>><<if $Crystal_1_activation eq 1 and $Crystal_2_activation eq 0 and $Crystal_3_activation eq 1>><html><img src="http://farm9.staticflickr.com/8509/8512850303_a32d8c7778_b.jpg" width="484.5" height="288"></html><<endif>>\n\n<<return>>
''Second Podium Control Panel. <<if $garden eq "sunrise">>Day.<<else>>Night.<<endif>>''\nYou can see a switch that can be toggled left or right. It is currently switched <<if $mid_direction eq "counterclockwise">>left<<else>>right<<endif>>. \n\nTo either side of this switch lie two vertical grooves, a green one to the left and a red one to the right. Each vertical slider has three settings--a top, a middle, and a bottom one. The green slider is currently at the <<print $mid_level>> position. The red slider is currently at the <<if $mid_speed eq "high">>highest<<endif>><<if $mid_speed eq "a moderate">>middle<<endif>><<if $mid_speed eq "low">>lowest<<endif>> position.\n\n//[[move switch|move switch 2]]//, //[[move green slider|move green slider 2]]//, //[[move red slider|move red slider 2]]//\n\nFrom here you can head back to the [[gazebo]], or follow the side paths to get to the other podiums. Going [[right|third podium]] will take you to the third podium, and going [[left|first podium]] will take you to the first podium.\n\n<<if ($out_level eq "lowest") and ($out_speed eq "high") and ($mid_level eq "middle") and ($mid_speed eq "a moderate") and ($in_level eq "highest") and ($in_speed eq "low") and ($out_direction eq $mid_direction) and ($mid_direction eq $in_direction)>>You look over your shoulder to ascertain the state of the [[ramp|Ramp Complete]].<<else>>You look over your shoulder to ascertain the state of the [[ramp|Ramp Not Complete]].<<endif>>\n\n//[[wait|Garden wait]]//\n<<display 'Clock'>>\n<<display 'Garden Weather'>>
<<display 'Clock'>>\nDescending the ladder takes you to a small circular landing at the base of the sphere.\n\n''Control Room. Beneath the floor.''\nBefore you is a single [[lever]], waist high, sticking up from the landing. From here, you can go up the ladder back into the [[Control Room]].
<<silently>>\n<<set $GravePositionX = 5>>\n<<set $GravePositionY = 5>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<silently>>\n<<set $GravePositionX = 6>>\n<<set $GravePositionY = 5>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<silently>>\n<<if $in_level eq "lowest">>\n\n<<set $in_level = "middle">>\n\n<<if $out_level eq "middle">><<set $out_level = "lowest">><<else>><<if $out_level eq "lowest">><<set $out_level = "highest">><<else>><<if $out_level eq "highest">><<set $out_level = "middle">><<endif>><<endif>><<endif>>\n\n<<else>>\n\n\n\n<<set $in_level = "highest">>\n\n<<if $out_level eq "middle">><<set $out_level = "lowest">><<else>><<if $out_level eq "lowest">><<set $out_level = "highest">><<else>><<if $out_level eq "highest">><<set $out_level = "middle">><<endif>><<endif>><<endif>>\n\n<<endif>>\n\n<<endsilently>>\n<<display 'move inner position'>>
''Labyrinth Path''\n<<if $gen_num eq 1>>//Suddenly, the main lights shut off and dim emergency lighting kicks in!// <<set $gen_num = 0>><<endif>><<if $gen_num eq 0>> You can barely see a thing. Emergency lights lead [[right|b]].<<endif>><<if $gen_num gte 2>> You try to make some headway through the pile of rocks, but soon give up the pursuit. The only way leads to your [[right|b]]. <<set $gen_num = $gen_num - 1>><<endif>>\n<<display 'Clock'>>
You step onto the teleportation pad and your surroundings change in an instant. \n\n''Gazebo Roof. <<if $garden eq "sunrise">>Day.<<else>>Night.<<endif>>''\nYou are now, you surmise, standing on the roof of the gazebo you just previously inhabited. From here you can see the three podiums spaced equidistantly in a triangle around the garden. \n\n<<if ($out_level eq "lowest") and ($out_speed eq "high") and ($mid_level eq "middle") and ($mid_speed eq "a moderate") and ($in_level eq "highest") and ($in_speed eq "low") and ($out_direction eq $mid_direction) and ($mid_direction eq $in_direction)>>The three stone sections are now aligned to form one continuous spiral path orbiting syncronously around the gazebo and sloping up towards the blue sphere above. The beginning of the ramp traces a circle just around the roof itself and from the edge, you think you can make the //[[jump]]//.<<else>>The three stone arcs are currently misaligned. There's no way to reach the sphere above. All you can do is jump back down through the hole in the roof into the [[gazebo]].<<endif>>\n\n//[[wait|Garden wait]]//\n<<display 'Clock'>>\n<<display 'Garden Weather'>>
Thin blades of light slice into the darkness of the room.\n\n<<display 'Control Room'>>
<<if $podiumcode1 eq 7 and $podiumcode2 eq 7 and $podiumcode3 eq 7>><<set $CorrectBooks = true>><<else>><<set $CorrectBooks = false>><<endif>>\nYou hear a tinkling of glass above your head, almost like a wind chime. A retractable crystal arm has separated from the chandelier. It unfolds along several hinges and begins to sweep across the books. It stops deliberately in front of a particular volume, which it grabs, removes, and gingerly brings down to the podium before you<<if $podium eq 1 and $bookreplace1 eq true>>, swapping out the previous book in a single fluid motion and returning it to its place within the golden bookshelves<<endif>><<if $podium eq 2 and $bookreplace2 eq true>>, swapping out the previous book in a single fluid motion and returning it to its place within the golden bookshelves<<endif>><<if $podium eq 3 and $bookreplace3 eq true>>, swapping out the previous book in a single fluid motion and returning it to its place within the golden bookshelves<<endif>>.\n<<if $secretcode neq 7>>[[read book|read library book]]<<endif>>\n\n<<if $secretcode neq 7 and $LabDoor eq "open">><<display 'Close Secret Entrance'>><<endif>><<if $podium eq 1 and $CorrectBooks eq false>>//[[step back from the podium|Podium 1]]//<<endif>><<if $podium eq 2 and $CorrectBooks eq false and $secretcode neq 7>>//[[step back from the podium|Podium 2]]//<<endif>><<if $podium eq 3 and $CorrectBooks eq false>>//[[step back from the podium|Podium 3]]//<<endif>><<if $podium eq 2 and $secretcode eq 7 and $LabDoor eq "open">>//[[step back from the podium|Podium 2]]//<<endif>><<if $CorrectBooks eq true>>//[[step back from the podium|Library Message]]//<<endif>><<if $secretcode eq 7 and $LabDoor eq "closed">>//[[step back from the podium|Secret Entrance]]//<<endif>>\n<<if $podium eq 1>><<set $OldBookSelection1 = $BookSelection1>><<set $BookSelection1 = 0>><<set $piano1 = 0>><<set $bookreplace1 = true>><<endif>><<if $podium eq 2>><<set $OldBookSelection2 = $BookSelection2>><<set $BookSelection2 = 0>><<set $piano2 = 0>><<set $bookreplace2 = true>><<endif>><<if $podium eq 3>><<set $OldBookSelection3 = $BookSelection3>><<set $BookSelection3 = 0>><<set $piano3 = 0>><<set $bookreplace3 = true>><<endif>>\n<<if $podium eq 1 and $podiumcode1 neq 7>><<set $podiumcode1 = 0>><<endif>><<if $podium eq 2 and $podiumcode2 neq 7>><<set $podiumcode2 = 0>><<endif>><<if $podium eq 3 and $podiumcode3 neq 7>><<set $podiumcode3 = 0>><<endif>>\n\n<<display 'Clock'>>
<<if $graveyardtile eq "underground">><html><img src="http://farm9.staticflickr.com/8401/8699973299_b69c7cd989.jpg" width="300" height="375"></html><<endif>><<if $graveyardtile eq "aboveground">>><html><img src="http://farm9.staticflickr.com/8262/8699973497_aae7e9f5b4.jpg" width="300" height="375"></html>\n\n<html>\n<audio controls="controls">\n <source src="http://www.theark.net46.net/GraveyardTones.mp3"/> \n</audio>\n</html>\nYou hear three distinct tones, and you wonder if the constellation displayed on the screen could be the source of the frequency.\n<<display 'Black Cloud Condition'>><<endif>>\n[[< Return|Graveyard Chair Controls]]
''Labyrinth Path''\n<<if $gen_num eq 1>>//Suddenly, the main lights shut off and dim emergency lighting kicks in!// <<set $gen_num = 0>><<endif>><<if $gen_num eq 0>> You can barely see a thing. Emergency lights lead [[behind|v]] you.<<endif>><<if $gen_num gte 2>> You realize now that the strange glow is emanating from large, luminescent fungi clinging to the ceiling. They are far out of your reach. [[Ahead|l]] you can hear whistling, and [[behind|v]] you is the sound of bubbling. Out of the corner of your eye, you see the lights flicker to your [[left|p]]. <<set $gen_num = $gen_num - 1>><<endif>>\n<<display 'Clock'>>
A black rubber handle connects to two metal prongs, set into a simple back-and-forth horizontal hinge on the console. The switch is currently flipped <<if $openfloor eq "yes">>right<<else>>left<<endif>>.\n\n<<if $openfloor eq "yes">>//[[flip the switch left]]//<<else>>//[[flip the switch right]]//<<endif>>\n\n<<display 'Power Core'>>
You move the red slider to the to the <<print $redslider1>> position.\n\nLooking behind you, you now see that the outer section has changed speeds. It is now traveling at <<print $out_speed>> speed around the gazebo. This appears to have no effect on the speeds of the other sections. \n\n<<display 'move red slider 1'>>
With an unearthly moan, the immense floor sinks to the lowest level.\n<<silently>>\n\n<<display 'Clock'>>\n\n<<if ($floor_liquid_level lt $Crystal_1_space + $Crystal_2_space + $Crystal_3_space) and ($Crystal_1 eq 1)>>\n<<set $Crystal_1_power_level = $Crystal_1_power_level + ($floor_liquid_level / ($Crystal_1 + $Crystal_2 + $Crystal_3))>>\n<<endif>>\n<<if ($floor_liquid_level lt $Crystal_1_space + $Crystal_2_space + $Crystal_3_space) and ($Crystal_3 eq 1)>>\n<<set $Crystal_3_power_level = $Crystal_3_power_level + ($floor_liquid_level / ($Crystal_1 + $Crystal_2 + $Crystal_3))>>\n<<endif>>\n<<if $floor_liquid_level lt $Crystal_1_space + $Crystal_2_space + $Crystal_3_space and ($Crystal_2 eq 1)>>\n<<set $Crystal_2_power_level = $Crystal_2_power_level + ($floor_liquid_level / ($Crystal_1 + $Crystal_2 + $Crystal_3))>>\n<<endif>>\n\n<<if Math.abs($floor_liquid_level - ($Crystal_1_space + $Crystal_2_space + $Crystal_3_space)) lt .000000000000001 and $Crystal_1 eq 1>>\n<<set $Crystal_1_power_level = 3>>\n<<set $Crystal_2_power_level = 3>>\n<<set $Crystal_1 = 0>>\n<<set $Crystal_2 = 0>>\n<<endif>>\n<<if Math.abs($floor_liquid_level - ($Crystal_1_space + $Crystal_2_space + $Crystal_3_space)) lt .000000000000001 and $Crystal_3 eq 1>>\n<<set $Crystal_3_power_level = 3>>\n<<set $Crystal_2_power_level = 3>>\n<<set $Crystal_3 = 0>>\n<<set $Crystal_2 = 0>>\n<<endif>>\n<<if Math.abs(($floor_liquid_level) - ($Crystal_1_space + $Crystal_2_space + $Crystal_3_space)) lt .000000000000001>>\n<<set $Crystal_2_power_level = 3>>\n<<set $Crystal_2 = 0>>\n<<endif>>\n\n<<if $Crystal_1_power_level gt 3>>\n<<set $Crystal_1 = 0>>\n<<endif>>\n<<if $Crystal_2_power_level gt 3>>\n<<set $Crystal_2 = 0>>\n<<endif>>\n<<if $Crystal_3_power_level gt 3>>\n<<set $Crystal_3 = 0>>\n<<endif>>\n\n<<if $Crystal_1_power_level gt 3>>\n<<set $Crystal_2_power_level = $Crystal_2_power_level + $Crystal_2 * ($Crystal_1_power_level - 3) / ($Crystal_2 + $Crystal_3)>>\n<<set $Crystal_3_power_level = $Crystal_3_power_level + $Crystal_3 * ($Crystal_1_power_level - 3) / ($Crystal_2 + $Crystal_3)>>\n<<set $Crystal_1_power_level = 3>>\n<<set $Crystal_1 = 0>>\n<<endif>>\n<<if $Crystal_2_power_level gt 3>>\n<<set $Crystal_1_power_level = $Crystal_1_power_level + $Crystal_1 * ($Crystal_2_power_level - 3) / ($Crystal_1 + $Crystal_3)>>\n<<set $Crystal_3_power_level = $Crystal_3_power_level + $Crystal_3 * ($Crystal_2_power_level - 3) / ($Crystal_1 + $Crystal_3)>>\n<<set $Crystal_2_power_level = 3>>\n<<set $Crystal_2 = 0>>\n<<endif>>\n<<if $Crystal_3_power_level gt 3>>\n<<set $Crystal_1_power_level = $Crystal_1_power_level + $Crystal_1 * ($Crystal_3_power_level - 3) / ($Crystal_1 + $Crystal_2)>>\n<<set $Crystal_2_power_level = $Crystal_2_power_level + $Crystal_2 * ($Crystal_3_power_level - 3) / ($Crystal_1 + $Crystal_2)>>\n<<set $Crystal_3_power_level = 3>>\n<<set $Crystal_3 = 0>>\n<<endif>>\n\n<<if $Crystal_1 eq 0>>\n<<set $Crystal_1_space = 0>>\n<<else>>\n<<set $Crystal_1_space = 3 - $Crystal_1_power_level>>\n<<endif>>\n<<if $Crystal_2 eq 0>>\n<<set $Crystal_2_space = 0>>\n<<else>>\n<<set $Crystal_2_space = 3 - $Crystal_2_power_level>>\n<<endif>>\n<<if $Crystal_3 eq 0>>\n<<set $Crystal_3_space = 0>>\n<<else>>\n<<set $Crystal_3_space = 3 - $Crystal_3_power_level>>\n<<endif>>\n\n<<set $floor_liquid_level = 0>>\n<<set $floor_position = 0>>\n<<endsilently>>\n<<if Math.round($Crystal_1_power_level * 100) eq 100 and $Crystal_1_activation eq 0>>Suddenly, an enormous arc of electrical energy erupts from the tip of the Crystal 1. The snaking stream of light reaches all the way to the bottom of the sphere.\n<<endif>>\n<<if Math.round($Crystal_2_power_level * 100) eq 200 and $Crystal_2_activation eq 0>>Suddenly, an enormous arc of electrical energy erupts from the tip of the Crystal 2. The snaking stream of light reaches all the way to the bottom of the sphere.\n<<endif>>\n<<if Math.round($Crystal_3_power_level * 100) eq 300 and $Crystal_3_activation eq 0>>Suddenly, an enormous arc of electrical energy erupts from the tip of the Crystal 3. The snaking stream of light reaches all the way to the bottom of the sphere.\n<<endif>>\n<<if Math.round($Crystal_1_power_level * 100) neq 100 and $Crystal_1_activation eq 1>>In a flash, the bolt of energy being emitting from Crystal 1 disappears.\n<<endif>>\n<<if Math.round($Crystal_2_power_level * 100) neq 200 and $Crystal_2_activation eq 1>>In a flash, the bolt of energy being emitting from Crystal 2 disappears.\n<<endif>>\n<<if Math.round($Crystal_3_power_level * 100) neq 300 and $Crystal_3_activation eq 1>>In a flash, the bolt of energy being emitting from Crystal 3 disappears.\n<<endif>>\n\n[[< Return|Power Core]]
''Desert''\nAlong the back [[wall|walls]], there's nothing but sand all around you. It's a bit hard to get your bearings.\n\nTo your left, just past a large [[boulder]], you can see the back left corner of the Eco Dome, where the desert meets the tundra.\n\nA network of [[stone walkways]] clears the way through the rolling sand dunes.\n<<display 'directions'>> //[[wait|Eco Dome wait]]//\n\n<<display 'desert weather'>>
Nothing happens. It appears you've entered a sequence that corresponds to the book already selected.\n<<if $podium eq 2 and $secretcode eq 14>><<set $secretcode = 7>><<endif>>\n<<if $CorrectBooks eq true>>//[[step back from the podium|Library Message]]//<<endif>><<if $podium eq 2 and $secretcode eq 7 and $LabDoor eq "closed">>//[[step back from the podium|Secret Entrance]]//<<endif>><<if $CorrectBooks eq false and $secretcode neq 7>>[[< Return|circular buttons]]<<endif>><<if $podium eq 2 and $secretcode eq 7 and $LabDoor eq "open">>[[< Return|circular buttons]]<<endif>>\n\n<<if $podium eq 1>><<set $BookSelection1 = 0>><<set $piano1 = 0>><<endif>><<if $podium eq 2>><<set $BookSelection2 = 0>><<set $piano2 = 0>><<endif>><<if $podium eq 3>><<set $BookSelection3 = 0>><<set $piano3 = 0>><<endif>>\n<<if $podium eq 1 and $podiumcode1 neq 14>><<set $podiumcode1 = 0>><<endif>><<if $podium eq 2 and $podiumcode2 neq 14>><<set $podiumcode2 = 0>><<endif>><<if $podium eq 3 and $podiumcode3 neq 14>><<set $podiumcode3 = 0>><<endif>><<if $podium eq 1 and $podiumcode1 eq 14>><<set $podiumcode1 = 7>><<endif>><<if $podium eq 2 and $podiumcode2 eq 14>><<set $podiumcode2 = 7>><<endif>><<if $podium eq 3 and $podiumcode3 eq 14>><<set $podiumcode3 = 7>><<endif>>\n<<display 'Clock'>>
<<if $Y eq 1>>It's already there.<<else>>You slide the knob to level 1. As you do, you notice the screen display changes to show a different portion of the sky.<<endif>>\n<<set $Y = 1>>The (X , Y) coordinate is now set to <<if $X neq 0 and $Y neq 0>>(<<print $X>>,<<print $Y>>).<<endif>><<if $X eq 0 and $Y neq 0>>(0,<<print $Y>>).<<endif>><<if $X neq 0 and $Y eq 0>>(<<print $X>>,0).<<endif>><<if $X eq 0 and $Y eq 0>>(0,0).<<endif>><<if $X eq 5>><<set $gardencoordinate = true>><<else>><<set $gardencoordinate = false>><<endif>>\n\n<<if $Game_Location eq "Garden" and $garden eq "sunset" and $gardencoordinate eq true>>Suddenly, you hear [[three distinct tones|Garden Constellation]] as if the console was interpreting some kind of outer space frequency.<<endif>>\n\n<<if $Game_Location eq "Beach">>[[< Return|Beach Chair Controls]]<<endif>><<if $Game_Location eq "Graveyard">>[[< Return|Graveyard Chair Controls]]<<endif>><<if $Game_Location eq "Garden">>[[< Return|Garden Chair Controls]]<<endif>>
<<silently>>\n<<set $GravePositionX = -4>>\n<<set $GravePositionY = 6>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<if $Y eq 3>>It's already there.<<else>>You slide the knob to level 3. As you do, you notice the screen display changes to show a different portion of the sky.<<endif>>\n<<set $Y = 3>>The (X , Y) coordinate is now set to <<if $X neq 0 and $Y neq 0>>(<<print $X>>,<<print $Y>>).<<endif>><<if $X eq 0 and $Y neq 0>>(0,<<print $Y>>).<<endif>><<if $X neq 0 and $Y eq 0>>(<<print $X>>,0).<<endif>><<if $X eq 0 and $Y eq 0>>(0,0).<<endif>><<if $X eq 2>><<set $graveyardcoordinate = true>><<else>><<set $graveyardcoordinate = false>><<endif>>\n\n<<if $Game_Location eq "Graveyard" and $graveyard eq "sunset" and $graveyardcoordinate eq true>>Suddenly, you hear [[three distinct tones|Graveyard Constellation]] as if the console was interpreting some kind of outer space frequency.<<endif>>\n\n<<if $Game_Location eq "Beach">>[[< Return|Beach Chair Controls]]<<endif>><<if $Game_Location eq "Graveyard">>[[< Return|Graveyard Chair Controls]]<<endif>><<if $Game_Location eq "Garden">>[[< Return|Garden Chair Controls]]<<endif>>
<<silently>>\n<<set $Crystal_1_slider = "left">>\n<<set $Crystal_1 = 0>>\n<<set $Crystal_1_space = 0>>\n<<endsilently>>\nYou grip the handle and slide it accross to the left; there is a satisfying "clank" of some internal mechanism. <<if $openfloor eq "no">>You notice the image of the crystal on the [[screen|Crystal 1 Screen]] is now closed at the bottom.<<endif>>\n\n<<display 'Crystal 1'>>
<<display 'Clock'>>\nYou pull the lever. The small circular landing separates from the metal grating and ascends once more beneath the Control Room floor. The lever snaps back to its original position. From here, climbing up the ladder and through the hatch will take you above the transparent floor into the [[Control Room]]. //[[Pulling the lever|pull lever]]// again will return you to the Power Core.
''Rainforest--Front Wall''\nThe path weaves around a small pond. [[Lilly pads]] lazily traverse the water's surface.\n\nAt your back is the front [[wall|walls]] of the Eco Dome.\n\nA [[wooden path]] clears the way through dense vegetation throughout the rainforest.\n<<display 'directions'>> //[[wait|Eco Dome wait]]//\n\n<<display 'rainforest weather'>>
<<if $Y eq 6>>It's already there.<<else>>You slide the knob up to level 6. As you do, you notice the screen display changes to show a different portion of the sky.<<endif>>\n<<set $Y = 6>>The (X , Y) coordinate is now set to <<if $X neq 0 and $Y neq 0>>(<<print $X>>,<<print $Y>>).<<endif>><<if $X eq 0 and $Y neq 0>>(0,<<print $Y>>).<<endif>><<if $X neq 0 and $Y eq 0>>(<<print $X>>,0).<<endif>><<if $X eq 0 and $Y eq 0>>(0,0).<<endif>>\n\n\n\n<<if $Game_Location eq "Beach">>[[< Return|Beach Chair Controls]]<<endif>><<if $Game_Location eq "Graveyard">>[[< Return|Graveyard Chair Controls]]<<endif>><<if $Game_Location eq "Garden">>[[< Return|Garden Chair Controls]]<<endif>>
<<set $PullLever = $PullLever + 1>>\n<<if $PullLever eq 1>><<display 'Black Cloud Appears'>><<endif>><<if $PullLever eq 2>><<display 'Trap Set'>><<endif>><<if $PullLever eq 3>><<display 'The Light'>><<endif>>
''Unknown Grave'' Column 9, Row 10. ''<<if $graveyard eq "sunrise">>Day.<<else>>Night.<<endif>>''\nYou stand at an unknown grave located in the heart of the graveyard. <<if $man_pressed eq "yes" and $woman_pressed eq "yes" and $pressed eq "no">>You notice that the ground around this stone seems to have parted from the grave's base, allowing the grave to be //[[pushed]]// into the ground.<<endif>>\n\n<<display 'grave_all'>>
''Painting 2''\nThe painting depicts an empty swing made from a plank of wood hung from a thick tree branch. The swing sways ever so slightly in the breeze.\n\nYou notice the first three paintings are sectioned off by a tiny elliptical groove in the wall <<if $beachclock eq true>>through which rolls<<else>>inside which rests<<endif>> a small marble.\n[[touch first marble]]\n\n[[Painting 1]], [[Painting 3]], [[Painting 4]], [[Painting 5]], [[Painting 6]], [[Painting 7]], [[Painting 8]], [[Painting 9]]\n\n<<display 'Art Gallery'>>
The simulation of Seriph flickers to life by your side.\n\n//"Despite what has happened, there is still hope. This place is a reminder that life can always grow. Even here, so far from home."//\n\nThe vision crackles and fades from sight.
<<silently>>\n<<set $GravePositionX = 5>>\n<<set $GravePositionY = 6>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<silently>>\n<<set $GravePositionX = 4>>\n<<set $GravePositionY = 6>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<silently>>\n<<set $GravePositionX = 3>>\n<<set $GravePositionY = 6>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<silently>>\n<<set $GravePositionX = 2>>\n<<set $GravePositionY = 6>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<silently>>\n<<set $GravePositionX = -6>>\n<<set $GravePositionY = 5>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<silently>>\n<<set $GravePositionX = -7>>\n<<set $GravePositionY = 5>>\n<<endsilently>>\n<<display 'GravePosition'>>
With an unearthly moan, the immense floor sinks to the correspoding level.\n\n<<silently>>\n<<display 'Clock'>>\n\n<<if $floor_liquid_level - 2 lt $Crystal_1_space + $Crystal_2_space + $Crystal_3_space and ($Crystal_1 eq 1) and $floor_liquid_level gt 2>>\n<<set $Crystal_1_power_level = $Crystal_1_power_level + ($floor_liquid_level - 2) / ($Crystal_1 + $Crystal_2 + $Crystal_3)>>\n<<endif>>\n<<if $floor_liquid_level - 2 lt $Crystal_1_space + $Crystal_2_space + $Crystal_3_space and ($Crystal_3 eq 1) and $floor_liquid_level gt 2>>\n<<set $Crystal_3_power_level = $Crystal_3_power_level + ($floor_liquid_level - 2) / ($Crystal_1 + $Crystal_2 + $Crystal_3)>>\n<<endif>>\n<<if $floor_liquid_level - 2 lt $Crystal_1_space + $Crystal_2_space + $Crystal_3_space and ($Crystal_2 eq 1) and $floor_liquid_level gt 2>>\n<<set $Crystal_2_power_level = $Crystal_2_power_level + ($floor_liquid_level - 2) / ($Crystal_1 + $Crystal_2 + $Crystal_3)>>\n<<endif>>\n\n<<if Math.abs(($floor_liquid_level - 2) - ($Crystal_1_space + $Crystal_2_space + $Crystal_3_space)) lt .000000000000001 and $Crystal_1 eq 1>>\n<<set $Crystal_1_power_level = 3>>\n<<set $Crystal_2_power_level = 3>>\n<<set $Crystal_1 = 0>>\n<<set $Crystal_2 = 0>>\n<<endif>>\n<<if Math.abs(($floor_liquid_level - 2) - ($Crystal_1_space + $Crystal_2_space + $Crystal_3_space)) lt .000000000000001 and $Crystal_3 eq 1>>\n<<set $Crystal_3_power_level = 3>>\n<<set $Crystal_2_power_level = 3>>\n<<set $Crystal_3 = 0>>\n<<set $Crystal_2 = 0>>\n<<endif>>\n<<if Math.abs(($floor_liquid_level - 2) - ($Crystal_1_space + $Crystal_2_space + $Crystal_3_space)) lt .000000000000001>>\n<<set $Crystal_2_power_level = 3>>\n<<set $Crystal_2 = 0>>\n<<endif>>\n\n<<if $Crystal_1_power_level gt 3>>\n<<set $Crystal_1 = 0>>\n<<endif>>\n<<if $Crystal_2_power_level gt 3>>\n<<set $Crystal_2 = 0>>\n<<endif>>\n<<if $Crystal_3_power_level gt 3>>\n<<set $Crystal_3 = 0>>\n<<endif>>\n\n<<if $Crystal_1_power_level gt 3>>\n<<set $Crystal_2_power_level = $Crystal_2_power_level + $Crystal_2 * ($Crystal_1_power_level - 3) / ($Crystal_2 + $Crystal_3)>>\n<<set $Crystal_3_power_level = $Crystal_3_power_level + $Crystal_3 * ($Crystal_1_power_level - 3) / ($Crystal_2 + $Crystal_3)>>\n<<set $Crystal_1_power_level = 3>>\n<<set $Crystal_1 = 0>>\n<<endif>>\n<<if $Crystal_2_power_level gt 3>>\n<<set $Crystal_1_power_level = $Crystal_1_power_level + $Crystal_1 * ($Crystal_2_power_level - 3) / ($Crystal_1 + $Crystal_3)>>\n<<set $Crystal_3_power_level = $Crystal_3_power_level + $Crystal_3 * ($Crystal_2_power_level - 3) / ($Crystal_1 + $Crystal_3)>>\n<<set $Crystal_2_power_level = 3>>\n<<set $Crystal_2 = 0>>\n<<endif>>\n<<if $Crystal_3_power_level gt 3>>\n<<set $Crystal_1_power_level = $Crystal_1_power_level + $Crystal_1 * ($Crystal_3_power_level - 3) / ($Crystal_1 + $Crystal_2)>>\n<<set $Crystal_2_power_level = $Crystal_2_power_level + $Crystal_2 * ($Crystal_3_power_level - 3) / ($Crystal_1 + $Crystal_2)>>\n<<set $Crystal_3_power_level = 3>>\n<<set $Crystal_3 = 0>>\n<<endif>>\n\n<<if $Crystal_1 eq 0>>\n<<set $Crystal_1_space = 0>>\n<<else>>\n<<set $Crystal_1_space = 3 - $Crystal_1_power_level>>\n<<endif>>\n<<if $Crystal_2 eq 0>>\n<<set $Crystal_2_space = 0>>\n<<else>>\n<<set $Crystal_2_space = 3 - $Crystal_2_power_level>>\n<<endif>>\n<<if $Crystal_3 eq 0>>\n<<set $Crystal_3_space = 0>>\n<<else>>\n<<set $Crystal_3_space = 3 - $Crystal_3_power_level>>\n<<endif>>\n\n<<set $floor_position = 2>>\n<<if $floor_liquid_level gt 2>>\n<<set $floor_liquid_level = 2>>\n<<endif>>\n<<endsilently>>\n<<if Math.round($Crystal_1_power_level * 100) eq 100 and $Crystal_1_activation eq 0>>Suddenly, an enormous arc of electrical energy erupts from the tip of the Crystal 1. The snaking stream of light reaches all the way to the bottom of the sphere.\n<<endif>>\n<<if Math.round($Crystal_2_power_level * 100) eq 200 and $Crystal_2_activation eq 0>>Suddenly, an enormous arc of electrical energy erupts from the tip of the Crystal 2. The snaking stream of light reaches all the way to the bottom of the sphere.\n<<endif>>\n<<if Math.round($Crystal_3_power_level * 100) eq 300 and $Crystal_3_activation eq 0>>Suddenly, an enormous arc of electrical energy erupts from the tip of the Crystal 3. The snaking stream of light reaches all the way to the bottom of the sphere.\n<<endif>>\n<<if Math.round($Crystal_1_power_level * 100) neq 100 and $Crystal_1_activation eq 1>>In a flash, the bolt of energy being emitting from Crystal 1 disappears.\n<<endif>>\n<<if Math.round($Crystal_2_power_level * 100) neq 200 and $Crystal_2_activation eq 1>>In a flash, the bolt of energy being emitting from Crystal 2 disappears.\n<<endif>>\n<<if Math.round($Crystal_3_power_level * 100) neq 300 and $Crystal_3_activation eq 1>>In a flash, the bolt of energy being emitting from Crystal 3 disappears.\n<<endif>>\n\n[[< Return|Power Core]]
''Desert''\nThere's a patch of sand here with a few ivory white pebbles scattered about. It reminds you of a zen garden.\n\nIn the distance up ahead you can see the back wall of the Eco Dome.\n\nA network of [[stone walkways]] marks the path through the desert.\n<<display 'directions'>> //[[wait|Eco Dome wait]]//\n\n<<display 'desert weather'>>
<<silently>>\n<<set $GravePositionX = -4>>\n<<set $GravePositionY = 5>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<silently>>\n<<set $GravePositionX = -5>>\n<<set $GravePositionY = 5>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<set $box = "open">>\nYou open the box. Below, you'll notice the "Welcome" text has been repeated below, but with a small change.\n\n<<display 'How to Play'>>
<<silently>>\n<<set $GravePositionX = 1>>\n<<set $GravePositionY = 13>>\n<<endsilently>>\n<<display 'GravePosition'>>
''Unknown Grave.'' Column <<print $GravePositionX + 8>>, Row <<print $GravePositionY + 1>>. ''<<if $graveyard eq "sunrise">>Day.<<else>>Night.<<endif>>''\nYou stand at an unknown grave located within the left section of the graveyard, not far from the last row of graves up ahead.\n\n<<display 'grave_all'>>
<<silently>>\n<<set $GravePositionX = 3>>\n<<set $GravePositionY = 13>>\n<<endsilently>>\n<<display 'GravePosition'>>
''Unknown Grave.'' Column <<print $GravePositionX + 8>>, Row <<print $GravePositionY + 1>>. ''<<if $graveyard eq "sunrise">>Day.<<else>>Night.<<endif>>''\nYou stand at an unknown grave located within the middle section of the graveyard, not far from the last row of graves up ahead.\n\n<<display 'grave_all'>>
<<if $GravePositionX eq 1 and $GravePositionY eq 9 and $pressed eq "no">><<display 'SecretEntrance'>><<endif>><<if $GravePositionX eq 1 and $GravePositionY eq 9 and $pressed eq "yes">><<display 'Staircase'>><<endif>><<if $GravePositionX neq 1 or $GravePositionY neq 9>><<display 'CenterGraves'>><<endif>>
<<silently>>\n<<set $GravePositionX = -2>>\n<<set $GravePositionY = 13>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<silently>>\n<<set $GravePositionX = -1>>\n<<set $GravePositionY = 13>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<silently>>\n<<set $GravePositionX = 0>>\n<<set $GravePositionY = 13>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<silently>>\n<<set $GravePositionX = 5>>\n<<set $GravePositionY = 13>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<silently>>\n<<set $GravePositionX = 6>>\n<<set $GravePositionY = 13>>\n<<endsilently>>\n<<display 'GravePosition'>>
<html><img src="http://farm9.staticflickr.com/8516/8555516137_115f8cca85.jpg"></html>\n\n<<return>>
The simulation of Seriph flickers to life by your side.\n\n//"Some resisted the new ways. The Black Clouds came for them. Servants of the aliens. A hive mind of micro-computers. They moved in swarms, like angels of death in the wind. Nothing could stop them."//\n\nThe vision crackles and fades from sight.
Power Core. View from the outer perimeter catwalk.\n\n<html><IMG SRC="http://farm9.staticflickr.com/8250/8512850257_1f1883567f_b.jpg" width="484.5" height="288"></html>\n\n<<return>>
''Rainforest''\nThe path is completely blocked by two giant suculant leaves. Fortunately, you can push them aside like saloon doors.\n\nThrough the dense vegatation, you think you can make out the front wall of the Eco Dome behind you.\n\nA [[wooden path]] clears the way through dense vegetation throughout the rainforest.\n<<display 'directions'>> //[[wait|Eco Dome wait]]//\n\n<<display 'rainforest weather'>>
<<if $Y eq 1>>It's already there.<<else>>You slide the knob to level 1. As you do, you notice the elevated tile has tilted several degrees over the horizontal axis, and the screen now displays a new constellation group.<<endif>>\n<<set $Y = 1>>The (X , Y) coordinate is now set to <<if $X neq 0 and $Y neq 0>>(<<print $X>>,<<print $Y>>).<<endif>><<if $X eq 0 and $Y neq 0>>(0,<<print $Y>>).<<endif>><<if $X neq 0 and $Y eq 0>>(<<print $X>>,0).<<endif>><<if $X eq 0 and $Y eq 0>>(0,0).<<endif>><<if $X eq 5>><<set $gardencoordinate = true>><<else>><<set $gardencoordinate = false>><<endif>>\n\n<<if $Game_Location eq "Garden" and $gardencoordinate eq true>>Suddenly, a symbol appears over the star cluster seen in the display [[screen|Garden Constellation]].<<endif>>\n\n<<if $Game_Location eq "Beach">>[[< Return|Beach Chair Controls]]<<endif>><<if $Game_Location eq "Graveyard">>[[< Return|Graveyard Chair Controls]]<<endif>><<if $Game_Location eq "Garden">>[[< Return|Garden Chair Controls]]<<endif>>
The Ark
<<if $Y eq 3>>It's already there.<<else>>You slide the knob to level 3. As you do, you notice the elevated tile has tilted several degrees over the horizontal axis, and the screen now displays a new constellation group.<<endif>>\n<<set $Y = 3>>The (X , Y) coordinate is now set to <<if $X neq 0 and $Y neq 0>>(<<print $X>>,<<print $Y>>).<<endif>><<if $X eq 0 and $Y neq 0>>(0,<<print $Y>>).<<endif>><<if $X neq 0 and $Y eq 0>>(<<print $X>>,0).<<endif>><<if $X eq 0 and $Y eq 0>>(0,0).<<endif>><<if $X eq 2>><<set $graveyardcoordinate = true>><<else>><<set $graveyardcoordinate = false>><<endif>>\n\n<<if $Game_Location eq "Graveyard" and $graveyardcoordinate eq true>>Suddenly, a symbol appears over the star cluster seen in the display [[screen|Graveyard Constellation]].<<endif>>\n\n<<if $Game_Location eq "Beach">>[[< Return|Beach Chair Controls]]<<endif>><<if $Game_Location eq "Graveyard">>[[< Return|Graveyard Chair Controls]]<<endif>><<if $Game_Location eq "Garden">>[[< Return|Garden Chair Controls]]<<endif>>
<<if $visited_Power_Core eq "no">>You pull the lever. The landing creaks and shudders as it separates from the base of the sphere. You are being lowered. As you descend, you realize the control room was only a small chamber within a much larger structure. The landing docks with a section of a metallic platform, and you find yourself in a massive cylindrical cavern which surrounds the control room at its zenith and descends hundreds of feet down below.<<else>>The landing creaks and shudders as it separates from the base of the sphere. After a brief descent, the landing docks with the platform, and you find yourself once again in the massive cylindrical chamber which surrounds the sphere at its zenith and descends hundreds of feet down below.<<endif>>\n\n<<display 'Power Core'>>
''Somewhere Else''\nThis is the description of somewhere else. It's a different place from where you were. To go back to where you were, you'll have to [[leave|How to Play]] here. This is how you'll explore the environment in the game.
<<set $graveyardtime = $graveyardtime + 1>>\n\n<<if Math.round($graveyardtime / 180) eq ($graveyardtime / 180)>>\n<<display 'GraveyardSunTransition'>>\n<<endif>>
You lift up a frond, and there it is! \n\nThe dirt under this frond is well-trodden, a short path leading down to a small [[pond]].<<set $fern_path = "yes">>\n\n<<display 'thicket'>>
It's a brief descent down the stairs, and then you find yourself in an [[underground room|Beach Planetarium]].
The walls curve inward to create a giant dome--its surface a network of triangular panels made of what looks like frosted glass set into a latticework of chrome bars.\n\n<<display 'EcoDomePosition'>>
You stand on the luminous blue pad beside a slender metal post atop which sits a small control box. <<if $key eq false>>The control box has a keyhole in front and a glass panel on top. It's locked and won't budge. You can still see through the glass panel and make out a single metallic button, similar to that on an elevator, with an engraved etching of the Sun.<<endif>><<if $key eq true and $TundraBox eq "unlocked">>The control box has been unlocked allowing you to //[[press the Sun button|teleport to desert]]//.<<endif>>\n<<if $key eq true and $TundraBox eq "locked">>//[[unlock box|unlock tundra box]]//<<endif>>\n\n<<display 'enter cave'>>
<<silently>>\n<<display 'Clock'>>\n<<set $Game_Location = "Start">>\n<<endsilently>>\n''Door between Crystals 2 & 3''\nYou stand midway between two of the crystal stations. Before you is a what appears to be a double pocket door, one of three identical doors spaced equidistantly around the room.\n\nFrom here you could go left or right to reach different crystal stations: [[Crystal 2]] or [[Crystal 3]] respectively.\n\n//[[touch door|Library door]]//
<<silently>>\n<<set $GravePositionX = -5>>\n<<set $GravePositionY = 2>>\n<<endsilently>>\n<<display 'GravePosition'>>
With an unearthly moan, the immense floor rises to the corresponding level.\n<<set $floor_position = 7>>\n<<display 'Power Core'>>
<<display 'Clock'>><<if $X neq 4 or $Y neq 4>><<set $beachcoordinate = false>><<endif>>\n''Beach Planetarium Control Chair''\nOn the left armrest you see a simple black screen. <<if $beachtile eq "underground" and $beachcoordinate eq false>>The screen displays a portion of a simulated night sky created by the curved dome wall of the room.<<endif>><<if $beachtile eq "underground" and $beachcoordinate eq true>>The screen now displays a specific [[constellation|Beach Constellation]] outlined within a unique symbol.<<endif>><<if $beachtile eq "aboveground" and $beach eq "sunrise">>The screen displays a section of the actual sky above ground. White clouds drift across an otherwise immaculate blue expanse.<<endif>><<if $beachtile eq "aboveground" and $beach eq "sunset" and $beachcoordinate eq false>>The screen displays a section of the sky filled with twinkling stars. It must be dark outside.<<endif>><<if $beachtile eq "aboveground" and $beach eq "sunset" and $beachcoordinate eq true>>The screen now displays a specific [[constellation|Beach Constellation]] in the night sky, and you can hear [[three distinct tones|Beach Constellation]].<<endif>> Beneath the screen there is a large bronze lever with a black rubber handle.\n\nOn the right armrest a six by six grid has been cut into the metal. Beneath the grid, a bronze knob rests inside a horizontal groove. Another knob rests inside a vertical groove just to the left of the grid. Each groove has hash marks delineating the various coordinate points within the grid. The (X , Y) coordinate currently set is <<if $X neq 0 and $Y neq 0>>(<<print $X>>,<<print $Y>>).<<endif>><<if $X eq 0 and $Y neq 0>>(0,<<print $Y>>).<<endif>><<if $X neq 0 and $Y eq 0>>(<<print $X>>,0).<<endif>><<if $X eq 0 and $Y eq 0>>(0,0).<<endif>>\n\n//[[pull lever|pull beach lever]]//, //[[stand up|beach stand up]]//\n\n<<if $beachtile eq "aboveground">>//Set X coordinate to [[0|X0]], [[1|X1]], [[2|X2]], [[3|X3]], [[4|X4]], [[5|X5]], [[6|X6]]//\n//Set Y coordinate to [[0|Y0]], [[1|Y1]], [[2|Y2]], [[3|Y3]], [[4|Y4]], [[5|Y5]], [[6|Y6]]//<<endif>><<if $beachtile eq "underground">>//Set X coordinate to [[0|X0indoors]], [[1|X1indoors]], [[2|X2indoors]], [[3|X3indoors]], [[4|X4indoors]], [[5|X5indoors]], [[6|X6indoors]]//\n//Set Y coordinate to [[0|Y0indoors]], [[1|Y1indoors]], [[2|Y2indoors]], [[3|Y3indoors]], [[4|Y4indoors]], [[5|Y5indoors]], [[6|Y6indoors]]//<<endif>>
<<if $openfloor eq "yes" or $Crystal_1_slider eq "left" or $floor_position - $floor_liquid_level + $Crystal_2_space + $Crystal_3_space eq 0 or $floor_position eq 0>>The valve appears to be locked in place.\n\n<<display 'Crystal 1 controls'>><<endif>>\n\n<<if $openfloor eq "no" and $Crystal_1_slider eq "right" and $floor_position - $floor_liquid_level + $Crystal_2_space + $Crystal_3_space gt 0 and $floor_position neq 0 and $Crystal_1_power_level eq 0>>You turn the valve, but nothing happens.\n\n<<display 'Crystal 1 controls'>><<endif>>\n\n<<if $openfloor eq "no" and $Crystal_1_slider eq "right" and $floor_position - $floor_liquid_level + $Crystal_2_space + $Crystal_3_space gt 0 and $floor_position neq 0 and $Crystal_1_power_level neq 0>>\n<<display 'Clock'>>\nYou turn the valve counterclockwise, and then [[it happens...|Crystal 1 counterclockwise beta]]<<endif>>
''Labyrinth Path''\n<<if $gen_num eq 1>>//Suddenly, the main lights shut off and dim emergency lighting kicks in!// <<set $gen_num = 0>><<endif>><<if $gen_num eq 0>> You can barely see a thing. Emergency lights lead [[behind|q]] you.<<endif>><<if $gen_num gte 2>> There is a hole in the ceiling here, through which the wind whistles and roars. Shuddering, you wish you were back out on the warm beach. To your [[left|k]] a pile of rocks sits, and [[behind|q]] you you spot an ominous glow.\n <<set $gen_num = $gen_num - 1>><<endif>>\n<<display 'Clock'>>
''Desert''\nNo cacti here--just the flat, cracked, tan desert earth. Without any shade, the swealtering heat is nearly unbearable.\n\nBehind you and to your left, you can see the tundra border.\n\nA network of [[stone walkways]] marks the path through the desert.\n<<display 'directions'>> //[[wait|Eco Dome wait]]//\n\n<<display 'desert weather'>>
The activated control panel screen displays the pool fluid level as well as the floor position. Judging from the image, the pool fluid level is <<if $floor_liquid_level eq 0>>0<<else>><<print $floor_liquid_level>><<endif>> and the floor position is <<if $floor_position eq 0>>0<<else>><<print $floor_position>><<endif>>. The control panel screen also displays a digital read-out of the three crystals.\n\nCrystal 1:\nThree-hundred graduated marks run up the length of the image, and a blinking line pulses steadily at the 100 mark. <<if $Crystal_1_power_level eq 0 and $openfloor eq "no">>According to the diagram the crystal is empty.<<endif>> <<if $Crystal_1_power_level neq 0 and Math.round($Crystal_1_power_level * 100) neq 100 and Math.round($Crystal_1_power_level * 100) neq 300 and $openfloor eq "no">>The crystal image is partially filled in. Blue light reaches up to the <<print Math.round($Crystal_1_power_level * 100)>> mark.<<endif>> <<if Math.round($Crystal_1_power_level * 100) eq 100 and $openfloor eq "no">>The crystal image is partially filled in. Blue light reaches the 100 mark, flush with the blinking line.<<endif>> <<if Math.round($Crystal_1_power_level * 100) eq 300 and $openfloor eq "no">>The crystal image is completely filled in. Blue light reaches the 300 mark at the top.<<endif>> <<if $Crystal_1_slider eq "left" and $openfloor eq "no">> The crystal image appears closed at the bottom.<<endif>><<if $Crystal_1_slider eq "right" and $openfloor eq "no">>The crystal image appears open at the bottom.<<endif>>\n\nCrystal 2:\nThree-hundred graduated marks run up the length of the image, and a blinking line pulses steadily at the 200 mark. The crystal image appears open at the bottom. <<if $Crystal_2_power_level eq 0 and $openfloor eq "no">>According to the diagram the crystal is empty.<<endif>> <<if $Crystal_2_power_level neq 0 and Math.round($Crystal_2_power_level * 100) neq 200 and Math.round($Crystal_2_power_level * 100) neq 300 and $openfloor eq "no">>The crystal image is partially filled in. Blue light reaches the <<print Math.round($Crystal_2_power_level * 100)>> mark.<<endif>> <<if Math.round($Crystal_2_power_level * 100) eq 200 and $openfloor eq "no">>The crystal image is partially filled in. Blue light reaches the 200 mark, flush with the blinking line.<<endif>> <<if Math.round($Crystal_2_power_level * 100) eq 300 and $openfloor eq "no">>The crystal image is completely filled in. Blue light reaches the 300 mark at the top.<<endif>>\n\nCrystal 3:\nThree-hundred graduated marks run up the length of the image, and a blinking line pulses steadily at the 300 mark at the top. <<if $Crystal_3_power_level eq 0 and $openfloor eq "no">>According to the diagram the crystal is empty.<<endif>> <<if $Crystal_3_power_level neq 0 and Math.round($Crystal_3_power_level * 100) neq 300 and $openfloor eq "no">>The crystal image is partially filled in. Blue light reaches the <<print Math.round($Crystal_3_power_level * 100)>> mark.<<endif>> <<if Math.round($Crystal_3_power_level * 100) eq 300 and $openfloor eq "no">>The crystal image is completely filled in. Blue light reaches the blinking line at the 300 mark.<<endif>> <<if $Crystal_3_slider eq "left" and $openfloor eq "no">>The crystal image appears closed at the bottom.<<endif>> <<if $Crystal_3_slider eq "right" and $openfloor eq "no">>The crystal image appears open at the bottom.<<endif>>
<<if $NumberofStorms eq 3 and $rainforestsymbol eq "unchecked">><<remember $RainforestNumber = 9 - (Math.round(Math.random() * 8))>><<endif>>\n\n<<if $NumberofStorms eq 3>>You notice a strange pattern to the image. It pulses for <<print $RainforestNumber>> <<if $RainforestNumber eq 1>>count<<else>>counts<<endif>>, holds steady for a moment, and then repeats.<<endif>><<set $rainforestsymbol = "checked">>
''Tundra/Desert Border''\nYou stand along the [[border]] between the tundra and desert biomes. It's a bizarre feeling. The extremes of temperature on either side of you is like nothing you've ever experienced before.\n\nTo your left, you see a steep plateau within the tundra. To your right, you can see a patch of prickly pear plants in the desert. In the distance up ahead you can see the back wall of the Eco Dome.\n<<display 'directions'>> //[[wait|Eco Dome wait]]//\n\n<<display 'edge weather'>>
<<silently>>\n<<set $GravePositionX = 2>>\n<<set $GravePositionY = 13>>\n<<endsilently>>\n<<display 'GravePosition'>>
You fish out the key you found in the secret lab and slide it into the lock. You feel slight resistance followed by a click as the key sinks into place. And then, without even turning the key, the lid of the glass box pops open, allowing you to //[[press the snowflake button|teleport to tundra]]//.\n<<set $RainforestBox = "unlocked">>\n<<display 'enclosure'>>
''Unknown Grave.'' Column <<print $GravePositionX + 8>>, Row <<print $GravePositionY + 1>>. ''<<if $graveyard eq "sunrise">>Day.<<else>>Night.<<endif>>''\nYou stand at an unknown grave located within the middle section of the graveyard, not far from the first row of graves.\n\n<<display 'grave_all'>>
<<silently>>\n<<set $time = $time + 1>>\n\n<<if $raining eq true>>\n<<set $raincount = $raincount + 1>>\n<<endif>>\n<<if Math.round($time / 60) eq ($time / 60)>>\n<<set $raining = true>>\n<<set $raincount = 0>>\n<<endif>>\n\n<<if $sandstorm eq true>>\n<<set $sandcount = $sandcount + 1>>\n<<endif>>\n<<if Math.round($time / 90) eq ($time / 90)>>\n<<set $sandstorm = true>>\n<<set $sandcount = 0>>\n<<endif>>\n\n<<if $snowing eq true>>\n<<set $snowcount = $snowcount + 1>>\n<<endif>>\n<<if Math.round($time / 120) eq ($time / 120)>>\n<<set $snowing = true>>\n<<set $snowcount = 0>>\n<<endif>>\n\n<<if Math.round($time / 360) eq ($time / 360)>>\n<<set $RainforestNumber = 0>>\n<<set $DesertNumber = 0>>\n<<set $TundraNumber = 0>>\n<<set $tundrasymbol = "unchecked">>\n<<set $desertsymbol = "unchecked">>\n<<set $rainforestsymbol = "unchecked">>\n<<endif>>\n\n<<if $raincount gt 12>>\n<<set $raining = false>>\n<<endif>>\n<<if $raining eq true>>\n<<set $rainevent = 1>>\n<<endif>>\n<<if $raining eq false>>\n<<set $rainevent = 0>>\n<<endif>>\n<<if $sandcount gt 12>>\n<<set $sandstorm = false>>\n<<endif>>\n<<if $sandstorm eq true>>\n<<set $sandevent = 1>>\n<<endif>>\n<<if $sandstorm eq false>>\n<<set $sandevent = 0>>\n<<endif>>\n<<if $snowcount gt 12>>\n<<set $snowing = false>>\n<<endif>>\n<<if $snowing eq true>>\n<<set $snowevent = 1>>\n<<endif>>\n<<if $snowing eq false>>\n<<set $snowevent = 0>>\n<<endif>>\n<<set $NumberofStorms = ($rainevent + $sandevent + $snowevent)>>\n\n<<if $beachclock eq true>>\n<<display 'Beach Clock'>>\n<<endif>>\n\n<<if $graveyardclock eq true>>\n<<display 'Graveyard Clock'>>\n<<endif>>\n\n<<if $gardenclock eq true>>\n<<display 'Garden Clock'>>\n<<endif>>\n\n<<if $snowcount eq 0 and $sandcount eq 0 and $raincount eq 0>>\n<<set $combinationcount = 0>>\n<<endif>>\n\n<<endsilently>>
With an unearthly moan, the immense floor rises to the corresponding level.\n<<set $floor_position = 3>>\n<<display 'Power Core'>>
''Rainforest--Right Wall''\nWhat looks to be a fallen bird's nest catches your eye. You wonder if the Eco Dome ever sustained animal life.\n\nYou stand along the right-hand [[wall|walls]] of the Eco Dome.\n\nA [[wooden path]] clears the way through dense vegetation throughout the rainforest.\n<<display 'directions'>> //[[wait|Eco Dome wait]]//\n\n<<display 'rainforest weather'>>
''Rainforest''\nThere's a rainbow colored traveller's palm plant here, resembling a preening peacock.\n\nThrough the dense vegatation, you think you can make out the right hand side of the Eco Dome ahead and to your right as well as the front wall behind you.\n\nA [[wooden path]] clears the way through dense vegetation throughout the rainforest.\n<<display 'directions'>> //[[wait|Eco Dome wait]]//\n\n<<display 'rainforest weather'>>
<<silently>>\n<<set $GravePositionX = 2>>\n<<set $GravePositionY = 5>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<silently>>\n<<set $GravePositionX = -1>>\n<<set $GravePositionY = 9>>\n<<endsilently>>\n<<display 'GravePosition'>>
''Unknown Grave.'' Column <<print $GravePositionX + 8>>, Row <<print $GravePositionY + 1>>. ''<<if $graveyard eq "sunrise">>Day.<<else>>Night.<<endif>>''\nYou stand at an unknown grave located on the first row, far left corner. Behind you and to your right you can see the [[obelisk|Graveyard]] and the [[grave console|console]].\n\n<<display 'grave_all'>>
<<silently>>\n<<set $GravePositionX = -3>>\n<<set $GravePositionY = 9>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<silently>>\n<<set $GravePositionX = -2>>\n<<set $GravePositionY = 19>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<silently>>\n<<set $GravePositionX = 3>>\n<<set $GravePositionY = 9>>\n<<endsilently>>\n<<display 'GravePosition'>>
''Enclosure. Within the tree.''\nCurtains of fruit vines are all around you, but tiny threads of light pierce through the veil.\n\nA thick branch runs straight through the enclosure. It's been carved into, leaving a smooth, square indentation.\n<<if $raining neq true>>//[[look|wood look]]//<<endif>>\n<<if $raining eq true>>\nWater drips down all around you. It must be raining. You notice the drops are tinted blue, having picked up the juice from the fruit all around you. As the dyed water soaks into the wooden panel, it forms an image!<<display 'Rainforest Symbol Description'>>\n<html><img src="http://farm9.staticflickr.com/8531/8600662187_9d53bd963b_b.jpg" width="500" height="375"></html>\n<<endif>>\n\nBehind the branch you see a small platform. You know immediately it's man-made, not natural. The metalic landing has a large, circular [[pad|rainforest pad]] as well as a slender rod fixed into the floor. Atop the rod sits a small metal box.\n\nFrom here, the only obvious exit is [[back down|Eco Dome (6,-6)]] the tree.
<<silently>>\n<<set $GravePositionX = 1>>\n<<set $GravePositionY = 9>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<silently>>\n<<set $GravePositionX = 2>>\n<<set $GravePositionY = 9>>\n<<endsilently>>\n<<display 'GravePosition'>>
a { color: !important } \n\nBODY {background-color:;}\n\ndiv { font-size:medium; }\n\ndiv { font-family:century gothic; }\n\ndiv { color:silver; }
There are five petals on the flower, each two feet long, which surround a bowl filled with a viscus green liquid--perhaps some kind of mucus for trapping insects.\n\n<<display 'Eco Dome (5,-3)'>>
<<silently>>\n<<set $GravePositionX = -3>>\n<<set $GravePositionY = 5>>\n<<endsilently>>\n<<display 'GravePosition'>>
You peer into the pond, trying to see if any fish swim below the scintillating surface.\n\nThe result is inconclusive.\n\n<<display 'pond'>>
''Tundra''\nThe snow is fluffier here. Less compacted and more forgiving when you lose your footing and fall.\n\nYou're near the edge of the tundra biome, the front wall of the Eco Dome in sight behind you. You can also see the left hand wall of the Eco Dome ahead and to your left.\n\nThe terrain near the room's perimeter appears consistently more uneven than the rest of the Eco Dome, limiting your movement. Luckily, some form of [[artificial turf]] throughout the tundra has cleared the safe paths available to you.\n<<display 'directions'>> //[[wait|Eco Dome wait]]//\n\n<<display 'tundra weather'>>
''Third Podium Control Panel. <<if $garden eq "sunrise">>Day.<<else>>Night.<<endif>>''\nYou can see a switch that can be toggled left or right. It is currently switched <<if $in_direction eq "counterclockwise">>left<<else>>right<<endif>>. \n\nTo either side of this switch lie two vertical grooves, a green one to the left and a red one to the right. Each vertical slider has three settings--a top, a middle, and a bottom one. The green slider is currently at the <<print $in_level>> position. The red slider is currently at the <<if $in_speed eq "high">>highest<<endif>><<if $in_speed eq "a moderate">>middle<<endif>><<if $in_speed eq "low">>lowest<<endif>> position.\n\n//[[move switch|move switch 3]]//, //[[move green slider|move green slider 3]]//, //[[move red slider|move red slider 3]]//\n\nFrom here you can head back to the [[gazebo]], or follow the side paths to get to the other podiums. Going [[right|first podium]] will take you to the first podium, and going [[left|second podium]] will take you to the second podium.\n\n<<if ($out_level eq "lowest") and ($out_speed eq "high") and ($mid_level eq "middle") and ($mid_speed eq "a moderate") and ($in_level eq "highest") and ($in_speed eq "low") and ($out_direction eq $mid_direction) and ($mid_direction eq $in_direction)>>You look over your shoulder to ascertain the state of the [[ramp|Ramp Complete]].<<else>>You look over your shoulder to ascertain the state of the [[ramp|Ramp Not Complete]].<<endif>>\n\n//[[wait|Garden wait]]//\n<<display 'Clock'>>\n<<display 'Garden Weather'>>
<<silently>>\n<<set $GravePositionX = -1>>\n<<set $GravePositionY = 14>>\n<<endsilently>>\n<<display 'GravePosition'>>
<html><embed src="http://www.theark.net46.net/E5.mp3" loop="false" hidden="true" autostart="true"></embed></html><<if $podium eq 1>><<set $piano1 = $piano1 + 1>><<endif>><<if $podium eq 2>><<set $piano2 = $piano2 + 1>><<endif>><<if $podium eq 3>><<set $piano3 = $piano3 + 1>><<endif>><<if $podium eq 1>><<set $podiumcode1 = 0>><<endif>><<if $podium eq 2>><<set $podiumcode2 = 0>><<endif>><<if $podium eq 3>><<set $podiumcode3 = 0>><<endif>><<if $podium eq 1>><<set $BookSelection1 = $BookSelection1 + 31>><<endif>><<if $podium eq 2>><<set $BookSelection2 = $BookSelection2 + 31>><<endif>><<if $podium eq 3>><<set $BookSelection3 = $BookSelection3 + 31>><<endif>><<display 'circular buttons'>><<if $podium eq 2>><<set $secretcode = 0>><<endif>>
The exterior of the cave is a dull grey, and viewed from the side it's nothing more than an unremarkable egg-shaped boulder. Peering through the entrance, however, you see a brilliant array of crystal growth covering the interior of the cave walls.\n//[[enter cave]]//\n\n<<display 'Eco Dome (-2,5)'>>
You stand before a teleportation pad at the bottom of the Sub-Chamber. The cryo-chambers line the walls around you and above you, where you can see the circular catwalks high above your head.\n\nThe pad, like the one above, has a single console with a single execute button.\n\n//[[push button]]//
<html><embed src="http://www.theark.net46.net/E1.mp3" loop="false" hidden="true" autostart="true"></embed></html><<if $podium eq 1>><<set $piano1 = $piano1 + 1>><<endif>><<if $podium eq 2>><<set $piano2 = $piano2 + 1>><<endif>><<if $podium eq 3>><<set $piano3 = $piano3 + 1>><<endif>><<if $podium eq 1>><<set $podiumcode1 = 0>><<endif>><<if $podium eq 2>><<set $podiumcode2 = 0>><<endif>><<if $podium eq 3>><<set $podiumcode3 = 0>><<endif>><<if $podium eq 1>><<set $BookSelection1 = $BookSelection1 + 3>><<endif>><<if $podium eq 2>><<set $BookSelection2 = $BookSelection2 + 3>><<endif>><<if $podium eq 3>><<set $BookSelection3 = $BookSelection3 + 3>><<endif>><<display 'circular buttons'>><<if $podium eq 2>><<set $secretcode = 0>><<endif>>
''First Podium Control Panel. <<if $garden eq "sunrise">>Day.<<else>>Night.<<endif>>''\nYou can see a switch that can be toggled left or right. It is currently switched <<if $out_direction eq "counterclockwise">>left<<else>>right<<endif>>. \n\nTo either side of this switch lie two vertical grooves, a green one to the left and a red one to the right. Each vertical slider has three settings--a top, a middle, and a bottom one. The green slider is currently at the <<print $out_level>> position. The red slider is currently at the <<if $out_speed eq "high">>highest<<endif>><<if $out_speed eq "a moderate">>middle<<endif>><<if $out_speed eq "low">>lowest<<endif>> position.\n\n//[[move switch]]//, //[[move green slider|move green slider 1]]//, //[[move red slider|move red slider 1]]//\n\nFrom here you can head back to the [[gazebo]], or follow the side paths to get to the other podiums. Going [[right|second podium]] will take you to the second podium, and going [[left|third podium]] will take you to the third podium.\n\n<<if ($out_level eq "lowest") and ($out_speed eq "high") and ($mid_level eq "middle") and ($mid_speed eq "a moderate") and ($in_level eq "highest") and ($in_speed eq "low") and ($out_direction eq $mid_direction) and ($mid_direction eq $in_direction)>>You look over your shoulder to ascertain the state of the [[ramp|Ramp Complete]].<<else>>You look over your shoulder to ascertain the state of the [[ramp|Ramp Not Complete]].<<endif>>\n\n//[[wait|Garden wait]]//\n<<display 'Clock'>>\n<<display 'Garden Weather'>>
<html><embed src="http://www.theark.net46.net/E3.mp3" loop="false" hidden="true" autostart="true"></embed></html><<if $podium eq 1>><<set $piano1 = $piano1 + 1>><<endif>><<if $podium eq 2>><<set $piano2 = $piano2 + 1>><<endif>><<if $podium eq 3>><<set $piano3 = $piano3 + 1>><<endif>><<if $podium eq 1>><<set $podiumcode1 = 0>><<endif>><<if $podium eq 2>><<set $podiumcode2 = 0>><<endif>><<if $podium eq 3>><<set $podiumcode3 = 0>><<endif>><<if $podium eq 1>><<set $BookSelection1 = $BookSelection1 + 17>><<endif>><<if $podium eq 2>><<set $BookSelection2 = $BookSelection2 + 17>><<endif>><<if $podium eq 3>><<set $BookSelection3 = $BookSelection3 + 17>><<endif>><<display 'circular buttons'>><<if $podium eq 2>><<set $secretcode = 0>><<endif>>
<html><embed src="http://www.theark.net46.net/E2.mp3" loop="false" hidden="true" autostart="true"></embed></html><<if $podium eq 1>><<set $piano1 = $piano1 + 1>><<endif>><<if $podium eq 2>><<set $piano2 = $piano2 + 1>><<endif>><<if $podium eq 3>><<set $piano3 = $piano3 + 1>><<endif>><<if $podium eq 1>><<set $podiumcode1 = 0>><<endif>><<if $podium eq 2>><<set $podiumcode2 = 0>><<endif>><<if $podium eq 3>><<set $podiumcode3 = 0>><<endif>><<if $podium eq 1>><<set $BookSelection1 = $BookSelection1 + 10>><<endif>><<if $podium eq 2>><<set $BookSelection2 = $BookSelection2 + 10>><<endif>><<if $podium eq 3>><<set $BookSelection3 = $BookSelection3 + 10>><<endif>><<display 'circular buttons'>><<if $podium eq 2>><<set $secretcode = 0>><<endif>>
<<silently>>\n<<display 'Clock'>>\n<<set $Ship_Power = true>>\n<<endsilently>>\n<html>\n<audio controls="controls">\n <source src="http://www.theark.net46.net/ArkConcept_VoiceOver.mp3"/> \n</audio>\n</html>\n\n//"Hello. My name is Seriph. I am a simulation, designed to speak and appear in a manner familiar to any sentient life form which activates this program. You must have many questions. Let me begin by apologizing. You were brought here against your will. Either our ship has landed, or it has encountered another spacecraft. In either event, you detected our signal and triggered whatever power that was left in the ship to bring you here. We did this because we needed you to find this place. We needed you to find us.\n\nMany years ago, our world was visited by alien life. First Contact. We thought it was a great moment in our history. It was the beginning of the end. They did not invade outright, but they were so much more advanced than us. In time, our laws…our ways…they were erased. We were taken from our homes and starved of our own resources. Many died. With what little influence we still had, our leaders petitioned for the creation of this ship: a record of what we were, so that our memory might survive our inevitable extinction.\n\nOur ship has been waiting for many years, and much has been lost to decay, but you have restored emergency power to the central core. I will use that power to activate as many systems as I can. Go. Explore. Discover who we were, so that we may live on through your eyes."//\n\nIn a flash, the vision explodes into a million particles of light receding back into the walls and beneath the floor. The room is dark once more.\n\n[[< Return|Control Room]]
''Labyrinth Path''\n<<if $gen_num eq 1>>//Suddenly, the main lights shut off and dim emergency lighting kicks in!// <<set $gen_num = 0>><<endif>><<if $gen_num eq 0>> You can barely see a thing. Emergency lights lead [[right|y]].<<endif>><<if $gen_num gte 2>> There's a small fountain here, except it emits a fine mist rather than a stream of water. A thin crack in the wall sends the mist to your [[right|y]], back the way you came. You wonder if the mist is what has allowed the moss to grow so abundantly throughout the cavern. <<set $gen_num = $gen_num - 1>><<endif>>\n<<display 'Clock'>>
The three stone sections are now aligned to form one continuous spiral ramp orbiting syncronously around the gazebo and sloping up towards the blue sphere above!\n\n<<if $GardenPosition eq 1>>[[< Return|first podium]]<<endif>><<if $GardenPosition eq 2>>[[< Return|second podium]]<<endif>><<if $GardenPosition eq 3>>[[< Return|third podium]]<<endif>>
Three curved arcs are suspended in mid air, each with a unique orbit. Judging from their shape, it seems they could fit together into one continuous spiral ramp, beginning with the wide outer arc on the bottom and moving inwards and upwards to a center peak. Once properly assembled, the path would resemble what would happen if a spiral was cut into a circular piece of paper which was then lifted up from its center.\n\nThe outer section is currently at the <<print $out_level>> level, moving at <<print $out_speed>> speed, orbiting <<print $out_direction>>.\n\nThe middle section is currently at the <<print $mid_level>> level, moving at <<print $mid_speed>> speed, orbiting <<print $mid_direction>>.\n\nThe inner section is currently at the <<print $in_level>> level, moving at <<print $in_speed>> speed, orbiting <<print $in_direction>>.\n\n<<if ($out_level eq "lowest") and ($mid_level eq "middle") and ($in_level eq "highest") and ($out_direction eq $mid_direction) and ($mid_direction eq $in_direction) and ($out_speed eq $mid_speed) and ($mid_speed eq $in_speed)>>Even though each section is tracing the same distance over time in its orbit, the smallest section (its orbit being the shortest) is completing more rotations. Similarly, the largest section (its orbit being the longest) is completing fewer rotations. Since each section passes each other asynchronously in their orbits, you won't be able to traverse them.<<endif>>\n\n<<if $GardenPosition eq 1>>[[< Return|first podium]]<<endif>><<if $GardenPosition eq 2>>[[< Return|second podium]]<<endif>><<if $GardenPosition eq 3>>[[< Return|third podium]]<<endif>>
''Work Station''\nYou stand beside a slate black work station table covered in scientific instruments, many of which you don't even recognize. You see vials, tubes, scales, and dishes, but you can only guess what they were designed to measure or test.\n\nA few steps from the table is a large [[machine]] propped up in the corner of the room. In the opposite corner there's a dull grey circular [[pad]] on the floor beside a slender metal rod with a glass cube fixed on top.\n\nAlong the floor, running between these two devices, is a most distrubing sight. Dried blood. One long smear of across across the room.\n\nThe [[sleeping area]] is on the opposite wall to your right, the [[entrance|Secret Lab]] to the lab is just behind you.
<html>\n<audio controls="controls">\n <source src="http://www.theark.net46.net/BeachMessage.mp3" />\n</audio>\n</html>\n\nYou touch the orb. It sends a warm tingling sensation down your arm. \n\n<<display 'seriph'>>\n\n<<display 'Beach'>>
You move the red slider to the <<print $redslider2>> position. \n\nLooking behind you, you now see that the middle section has changed speeds. It is now traveling at <<print $mid_speed>> speed around the gazebo.\n\nTo your surprise, the inner section also changes speeds. The inner section is now traveling at <<print $in_speed>> speed. \n\n<<display 'move red slider 2'>>
Long dead, the lush green of the cactus plant has turned to a dry, greyish-brown husk of wood.\n\n<<display 'Eco Dome (2,4)'>>
<<if $Y eq 4>>It's already there.<<else>>You slide the knob to level 4. As you do, you notice the elevated tile has tilted several degrees over the horizontal axis, and the screen now displays a new constellation group.<<endif>>\n<<set $Y = 4>>The (X , Y) coordinate is now set to <<if $X neq 0 and $Y neq 0>>(<<print $X>>,<<print $Y>>).<<endif>><<if $X eq 0 and $Y neq 0>>(0,<<print $Y>>).<<endif>><<if $X neq 0 and $Y eq 0>>(<<print $X>>,0).<<endif>><<if $X eq 0 and $Y eq 0>>(0,0).<<endif>><<if $X eq 4>><<set $beachcoordinate = true>><<else>><<set $beachcoordinate = false>><<endif>>\n\n<<if $Game_Location eq "Beach" and $beachcoordinate eq true>>Suddenly, a symbol appears over the star cluster seen in the display [[screen|Beach Constellation]].<<endif>>\n\n<<if $Game_Location eq "Beach">>[[< Return|Beach Chair Controls]]<<endif>><<if $Game_Location eq "Graveyard">>[[< Return|Graveyard Chair Controls]]<<endif>><<if $Game_Location eq "Garden">>[[< Return|Garden Chair Controls]]<<endif>>
With an unearthly moan, the immense floor rises to the corresponding level.\n<<set $floor_position = 4>>\n<<display 'Power Core'>>
<html><embed src="http://www.theark.net46.net/G6.mp3" loop="false" hidden="true" autostart="true"></embed></html><<if $podium eq 1>><<set $piano1 = $piano1 + 1>><<endif>><<if $podium eq 2>><<set $piano2 = $piano2 + 1>><<endif>><<if $podium eq 3>><<set $piano3 = $piano3 + 1>><<endif>><<if $podium eq 1>><<set $podiumcode1 = 0>><<endif>><<if $podium eq 2>><<set $podiumcode2 = 0>><<endif>><<if $podium eq 3>><<set $podiumcode3 = 0>><<endif>><<if $podium eq 1>><<set $BookSelection1 = $BookSelection1 + 40>><<endif>><<if $podium eq 2>><<set $BookSelection2 = $BookSelection2 + 40>><<endif>><<if $podium eq 3>><<set $BookSelection3 = $BookSelection3 + 40>><<endif>><<display 'circular buttons'>><<if $podium eq 2>><<set $secretcode = 0>><<endif>>
''Labyrinth's End''\nThis room is different from the others. It is brightly lit, with a large lever attached to the wall in front of you.\n\nThere is also an [[illustration]] on the wall.\n\nAn exit leads [[north|b]].\n\n//[[pull lever|pull labryinth lever]]//\n<<display 'Clock'>>
<<silently>>\n<<set $Crystal_2_slider = "right">>\n<<endsilently>>\nYou slide the handle to the right, but it feels loose. It's as if some internal mechanism wasn't catching.\n\n<<display 'Crystal 2'>>
Each bushel is made of several vines running through the center of a juicy, deep blue berry the size of a tomato.\n\n<<display 'EcoDomePosition'>>
<<if $X eq 0>>It's already there.<<else>>You slide the knob all the way to 0. As you do, you notice the elevated tile has tilted several degrees over the vertical axis, and the screen now displays a new constellation group.<<endif>>\n<<set $X = 0>>The (X , Y) coordinate is now set to <<if $X neq 0 and $Y neq 0>>(<<print $X>>,<<print $Y>>).<<endif>><<if $X eq 0 and $Y neq 0>>(0,<<print $Y>>).<<endif>><<if $X neq 0 and $Y eq 0>>(<<print $X>>,0).<<endif>><<if $X eq 0 and $Y eq 0>>(0,0).<<endif>>\n\n\n\n<<if $Game_Location eq "Beach">>[[< Return|Beach Chair Controls]]<<endif>><<if $Game_Location eq "Graveyard">>[[< Return|Graveyard Chair Controls]]<<endif>><<if $Game_Location eq "Garden">>[[< Return|Garden Chair Controls]]<<endif>>
''Labryrinth Entrance''\n<<if $gen_on eq "yes" and $gen_num gte 1>>You stand at the entrance to what appears to be a labyrinth. Dark walls shoot up straight, forming two stone hallways. One leads [[ahead|r]], under a crumbling arch, and the other to your [[left|v]], where you can hear the faint trickle of water. You can also head [[back|cave]] to the generator room.<<endif>><<if $gen_num eq 0>>You stand at the entrance to what appears to be a labyrinth, but the light from the [[generator room|cave]] behind you casts only a dim glow here. The halls onward are now completely unlit.<<endif>> <<if $gen_on eq "no">>It's too dark to risk entering. You could get lost within the cavern.<<endif>>\n<<display 'Clock'>>
<html><embed src="http://www.theark.net46.net/C1.mp3" loop="false" hidden="true" autostart="true"></embed></html><<if $podium eq 1>><<set $piano1 = $piano1 + 1>><<endif>><<if $podium eq 2>><<set $piano2 = $piano2 + 1>><<endif>><<if $podium eq 3>><<set $piano3 = $piano3 + 1>><<endif>><<if $podium eq 1>><<set $podiumcode1 = 0>><<endif>><<if $podium eq 2>><<set $podiumcode2 = 0>><<endif>><<if $podium eq 3>><<set $podiumcode3 = 0>><<endif>><<if $podium eq 2>><<set $secretcode = $secretcode + 1>><<endif>><<if $podium eq 1>><<set $BookSelection1 = $BookSelection1 + 1>><<endif>><<if $podium eq 2>><<set $BookSelection2 = $BookSelection2 + 1>><<endif>><<if $podium eq 3>><<set $BookSelection3 = $BookSelection3 + 1>><<endif>><<display 'circular buttons'>>
<<if $X eq 6>>It's already there.<<else>>You slide the knob all the way to 6. As you do, you notice the elevated tile has tilted several degrees over the vertical axis, and the screen now displays a new constellation group.<<endif>>\n<<set $X = 6>>The (X , Y) coordinate is now set to <<if $X neq 0 and $Y neq 0>>(<<print $X>>,<<print $Y>>).<<endif>><<if $X eq 0 and $Y neq 0>>(0,<<print $Y>>).<<endif>><<if $X neq 0 and $Y eq 0>>(<<print $X>>,0).<<endif>><<if $X eq 0 and $Y eq 0>>(0,0).<<endif>>\n\n\n\n<<if $Game_Location eq "Beach">>[[< Return|Beach Chair Controls]]<<endif>><<if $Game_Location eq "Graveyard">>[[< Return|Graveyard Chair Controls]]<<endif>><<if $Game_Location eq "Garden">>[[< Return|Garden Chair Controls]]<<endif>>
''Desert''\nThe heat is particularly oppressive here. You can actually see the heat ripple through the air.\n\nYou're near the edge of the desert biome, the back wall of the Eco Dome not far ahead.\n\nThe terrain near the room's perimeter turns from cracked rock to high, waving sand dunes. Luckily the [[stone walkways]], somehow immune to the encrouching dunes, have cleared safe paths ahead.\n<<display 'directions'>> //[[wait|Eco Dome wait]]//\n\n<<display 'desert weather'>>
<<if Math.round($gardentime / 180) eq ($gardentime / 180) and $garden eq "sunrise">>\n//The stars melt away as the night sky is overwhelmed by the colors of dawn. Soon, there is only an endless blue all around you.//<<endif>><<if Math.round($graveyardtime / 180) eq ($graveyardtime / 180) and $graveyard eq "sunset">>//The day is done. As the light fades away, the cloud cover below the plateau grows darker, and the mountain top seems almost like it is floating in space.//<<endif>>
You run, but you're not fast enough.\n\nThe cloud envelops you. You see nothing but blackness, though your eyes are open. You feel it enter your nose, your ears, your pores. You taste metal in your mouth and feel the creature enter your lungs.\n\nAnd then you don't feel anything.\n\n\n''An End''\n\n\n[[continue]]\n<<set $PullLever = 0>>
<html><font size="6">The Ark</font>\n<p><font size="4">An Interactive Fiction by Matthew Marcus and Devi Acharya</font></html>\nArt by Aaron Woodard\nWith Special Thanks to Joel Webster and Natalie Parisi\n[[FreeSound Credits]]\n<<silently>>\n<<set $Crystal_1_space = 3>>\n<<set $Crystal_2_space = 3>>\n<<set $Crystal_3_space = 3>>\n<<set $Crystal_1 = 1>>\n<<set $Crystal_2 = 1>>\n<<set $Crystal_3 = 1>>\n<<set $Crystal_1_slider = "right">>\n<<set $Crystal_2_slider = "right">>\n<<set $Crystal_3_slider = "right">>\n<<set $Crystal_1_power_level = 0>>\n<<set $Crystal_2_power_level = 0>>\n<<set $Crystal_3_power_level = 0>>\n<<set $floor_position = 9>>\n<<set $floor_liquid_level = 9>>\n<<set $visited_Power_Core = "no">>\n<<set $openfloor = "yes">>\n<<set $Crystal_1_activation = 0>>\n<<set $Crystal_2_activation = 0>>\n<<set $Crystal_3_activation = 0>>\n<<set $Ship_Power = false>>\n<<set $doors_unopened = true>>\n\n<<set $time = 0>>\n\n<<set $raining = true>>\n<<set $raincount = 0>>\n<<set $sandstorm = true>>\n<<set $sandcount = 0>>\n<<set $snowing = true>>\n<<set $snowcount = 0>>\n\n<<set $waitclock = 0>>\n\n<<set $tundrasymbol = "unchecked">>\n<<set $desertsymbol = "unchecked">>\n<<set $rainforestsymbol = "unchecked">>\n<<set $key = false>>\n<<set $RainforestBox = "locked">>\n<<set $DesertBox = "locked">>\n<<set $TundraBox = "locked">>\n\n<<set $combinationcount = 0>>\n<<set $combination = true>>\n<<set $PullLever = 0>>\n\n<<set $FoundBook = false>>\n<<set $visitedlibrary = "no">>\n\n<<display 'InitialBeachSettings'>>\n<<display 'InitialGraveyardSettings'>>\n<<display 'InitialGardenSettings'>>\n\n<<set $piano1 = 0>>\n<<set $piano2 = 0>>\n<<set $piano3 = 0>>\n<<set $bookreplace1 = false>>\n<<set $bookreplace2 = false>>\n<<set $bookreplace3 = false>>\n<<set $BookSelection1 = 0>>\n<<set $BookSelection2 = 0>>\n<<set $BookSelection3 = 0>>\n<<set $OldBookSelection1 = "blank">>\n<<set $OldBookSelection2 = "blank">>\n<<set $OldBookSelection3 = "blank">>\n<<set $podiumcode1 = 0>>\n<<set $podiumcode2 = 0>>\n<<set $podiumcode3 = 0>>\n<<set $secretcode = 0>>\n<<set $SecretEntrance = false>>\n<<set $LabDoor = "closed">>\n\n<<set $X = 0>><<set $Y = 0>>\n\n<<set $BlackCloudAppears = 0>>\n<<set $BlackCloudCondition = false>>\n\n<<endsilently>>\n''[[How to Play]] , [[Enter The Ark...|Control Room]]''
<<set $GravePositionY = $GravePositionY - 1>>\n\n<<display 'GravePosition'>>
<<silently>>\n<<set $GravePositionX = 6>>\n<<set $GravePositionY = 3>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<silently>>\n<<set $GravePositionX = 5>>\n<<set $GravePositionY = 3>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<silently>>\n<<set $GravePositionX = 4>>\n<<set $GravePositionY = 3>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<silently>>\n<<set $GravePositionX = 3>>\n<<set $GravePositionY = 3>>\n<<endsilently>>\n<<display 'GravePosition'>>
The ring is separated into a dozen separate [[consoles]] by lines of blue light.\n\n<<display 'Control Room'>>
<<silently>>\n<<set $GravePositionX = 1>>\n<<set $GravePositionY = 3>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<silently>>\n<<set $GravePositionX = 0>>\n<<set $GravePositionY = 3>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<silently>>\n<<set $GravePositionX = -1>>\n<<set $GravePositionY = 3>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<silently>>\n<<set $GravePositionX = -2>>\n<<set $GravePositionY = 3>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<silently>>\n<<set $GravePositionX = -3>>\n<<set $GravePositionY = 3>>\n<<endsilently>>\n<<display 'GravePosition'>>
''Tundra--Left Wall''\nIt's just as cold here, but there's a surprising patch of green grass.\n\nYou stand at the left hand [[wall|walls]] of the Eco Dome.\n\nAn [[artificial turf]] path shows the way.\n<<display 'directions'>> //[[wait|Eco Dome wait]]//\n\n<<display 'tundra weather'>>
The statue of an alien man towers above you, his robes etched with an intricate pattern that the runes painted across his skin. The thumb of his hand is pressed to his chest, his fingers held vertically, pointing up towards the sky.\n\n[[Brambles]] seem to have grown up behind the statue, clinging to the little soil the mountain has to offer.\n\n[[< Return to Graves|TopRightCorner]]\n\n<<display 'Clock'>>\n<<display 'Graveyard Weather'>>
''Art Gallery''\n\nThe gallery houses nine large square [[paintings]], each set into a gilded gold frame and hung equidistantly along the marble walls of the elliptical room. The feature works of art, however, are three [[stained glass pieces]] in the center of the room. There's no outlet to this room save the main entrance [[upstairs|Art Gallery Entrance]].\n<<display 'Clock'>>\n<<set $Game_Location = "Art Gallery">>
With an unearthly moan, the immense floor rises to the highest level.\n<<set $floor_position = 9>>\n<<display 'Power Core'>>
<<silently>>\n<<set $GravePositionX = -6>>\n<<set $GravePositionY = 2>>\n<<endsilently>>\n<<display 'GravePosition'>>
''Tundra''\nSeveral trees sprout up around you. They resemble oak, but the leaves are thicker and almost thorned at their tips.\n\nAhead and to your right you can see the border of the desert biome. The forest continues ahead and to your left. The path straight back leads to the front wall of the Eco Dome.\n\nAn [[artificial turf]] path shows the way.\n<<display 'directions'>> //[[wait|Eco Dome wait]]//\n\n<<display 'tundra weather'>>
<<silently>>\n<<set $GravePositionX = 7>>\n<<set $GravePositionY = 3>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<silently>>\n<<set $GravePositionX = -7>>\n<<set $GravePositionY = 2>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<silently>>\n<<set $GravePositionX = -2>>\n<<set $GravePositionY = 2>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<silently>>\n<<set $GravePositionX = -1>>\n<<set $GravePositionY = 2>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<silently>>\n<<set $GravePositionX = -4>>\n<<set $GravePositionY = 2>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<silently>>\n<<set $GravePositionX = -3>>\n<<set $GravePositionY = 2>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<if $X eq 2>>It's already there.<<else>>You slide the knob to 2. As you do, you notice the screen display changes to show a different portion of the sky.<<endif>>\n<<set $X = 2>>The (X , Y) coordinate is now set to <<if $X neq 0 and $Y neq 0>>(<<print $X>>,<<print $Y>>).<<endif>><<if $X eq 0 and $Y neq 0>>(0,<<print $Y>>).<<endif>><<if $X neq 0 and $Y eq 0>>(<<print $X>>,0).<<endif>><<if $X eq 0 and $Y eq 0>>(0,0).<<endif>><<if $Y eq 3>><<set $graveyardcoordinate = true>><<else>><<set $graveyardcoordinate = false>><<endif>>\n\n<<if $Game_Location eq "Graveyard" and $graveyard eq "sunset" and $graveyardcoordinate eq true>>Suddenly, you hear [[three distinct tones|Graveyard Constellation]] as if the console was interpreting some kind of outer space frequency.<<endif>>\n\n<<if $Game_Location eq "Beach">>[[< Return|Beach Chair Controls]]<<endif>><<if $Game_Location eq "Graveyard">>[[< Return|Graveyard Chair Controls]]<<endif>><<if $Game_Location eq "Garden">>[[< Return|Garden Chair Controls]]<<endif>>
<<if $X eq 3>>It's already there.<<else>>You slide the knob to 3. As you do, you notice the screen display changes to show a different portion of the sky.<<endif>>\n<<set $X = 3>>The (X , Y) coordinate is now set to <<if $X neq 0 and $Y neq 0>>(<<print $X>>,<<print $Y>>).<<endif>><<if $X eq 0 and $Y neq 0>>(0,<<print $Y>>).<<endif>><<if $X neq 0 and $Y eq 0>>(<<print $X>>,0).<<endif>><<if $X eq 0 and $Y eq 0>>(0,0).<<endif>>\n\n\n\n<<if $Game_Location eq "Beach">>[[< Return|Beach Chair Controls]]<<endif>><<if $Game_Location eq "Graveyard">>[[< Return|Graveyard Chair Controls]]<<endif>><<if $Game_Location eq "Garden">>[[< Return|Garden Chair Controls]]<<endif>>
<<if $lever neq "pulled">>You pull the lever. The lights above your head let out a steady hum, and seem to glow brighter now. <<set $gen_num = 999999999999999>><<set $lever = "pulled">><<else>>Apparently, one pull did the trick. It's stuck fast.<<endif>>\n\n<<display 'g'>>
<<silently>>\n<<set $GravePositionX = 1>>\n<<set $GravePositionY = 2>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<if $X eq 6>>It's already there.<<else>>You slide the knob all the way to 6. As you do, you notice the screen display changes to show a different portion of the sky.<<endif>>\n<<set $X = 6>>The (X , Y) coordinate is now set to <<if $X neq 0 and $Y neq 0>>(<<print $X>>,<<print $Y>>).<<endif>><<if $X eq 0 and $Y neq 0>>(0,<<print $Y>>).<<endif>><<if $X neq 0 and $Y eq 0>>(<<print $X>>,0).<<endif>><<if $X eq 0 and $Y eq 0>>(0,0).<<endif>>\n\n\n\n<<if $Game_Location eq "Beach">>[[< Return|Beach Chair Controls]]<<endif>><<if $Game_Location eq "Graveyard">>[[< Return|Graveyard Chair Controls]]<<endif>><<if $Game_Location eq "Garden">>[[< Return|Garden Chair Controls]]<<endif>>
<<if $X eq 4>>It's already there.<<else>>You slide the knob to 4. As you do, you notice the screen display changes to show a different portion of the sky.<<endif>>\n<<set $X = 4>>The (X , Y) coordinate is now set to <<if $X neq 0 and $Y neq 0>>(<<print $X>>,<<print $Y>>).<<endif>><<if $X eq 0 and $Y neq 0>>(0,<<print $Y>>).<<endif>><<if $X neq 0 and $Y eq 0>>(<<print $X>>,0).<<endif>><<if $X eq 0 and $Y eq 0>>(0,0).<<endif>><<if $Y eq 4>><<set $beachcoordinate = true>><<else>><<set $beachcoordinate = false>><<endif>>\n\n<<if $Game_Location eq "Beach" and $beach eq "sunset" and $beachcoordinate eq true>>Suddenly, you hear [[three distinct tones|Beach Constellation]] as if the console was interpreting some kind of outer space frequency.<<endif>>\n\n<<if $Game_Location eq "Beach">>[[< Return|Beach Chair Controls]]<<endif>><<if $Game_Location eq "Graveyard">>[[< Return|Graveyard Chair Controls]]<<endif>><<if $Game_Location eq "Garden">>[[< Return|Garden Chair Controls]]<<endif>>
<html><embed src="http://www.theark.net46.net/G3.mp3" loop="false" hidden="true" autostart="true"></embed></html><<if $podium eq 1>><<set $piano1 = $piano1 + 1>><<endif>><<if $podium eq 2>><<set $piano2 = $piano2 + 1>><<endif>><<if $podium eq 3>><<set $piano3 = $piano3 + 1>><<endif>><<if $podium eq 1>><<set $podiumcode1 = $podiumcode1 + 2>><<endif>><<if $podium eq 2>><<set $podiumcode2 = 0>><<endif>><<if $podium eq 3>><<set $podiumcode3 = 0>><<endif>><<if $podium eq 1>><<set $BookSelection1 = $BookSelection1 + 19>><<endif>><<if $podium eq 2>><<set $BookSelection2 = $BookSelection2 + 19>><<endif>><<if $podium eq 3>><<set $BookSelection3 = $BookSelection3 + 19>><<endif>><<display 'circular buttons'>><<if $podium eq 2>><<set $secretcode = 0>><<endif>>
<<if $openfloor eq "yes">>The screen appears undamaged, but displays nothing.<<else>>The screen beside the crystal console now displays a diagram of the crystal itself. Three-hundred graduated marks run up the length of the image, and a blinking line pulses steadily at the 300 mark at the top.<<endif>> <<if $Crystal_3_power_level eq 0 and $openfloor eq "no">>According to the diagram the crystal is empty.<<endif>> <<if $Crystal_3_power_level neq 0 and Math.round($Crystal_3_power_level * 100) neq 300 and $openfloor eq "no">>The crystal image is partially filled in. Blue light reaches the <<print Math.round($Crystal_3_power_level * 100)>> mark.<<endif>> <<if Math.round($Crystal_3_power_level * 100) eq 300 and $openfloor eq "no">>The crystal image is completely filled in. Blue light reaches the blinking line at the 300 mark.<<endif>> <<if $Crystal_3_slider eq "left" and $openfloor eq "no">>The crystal image appears closed at the bottom.<<endif>> <<if $Crystal_3_slider eq "right" and $openfloor eq "no">>The crystal image appears open at the bottom.<<endif>>\n\n<<display 'Crystal 3'>>
You hear a whir, and the pad underneath your feet sends a pulse of heat through your body...\n\nSuddenly, you're back at the main console.\n\n<<display 'console'>>
<<silently>>\n<<set $GravePositionX = 3>>\n<<set $GravePositionY = 2>>\n<<endsilently>>\n<<display 'GravePosition'>>
[[O|C1]] [[O|D1]] [[O|E1]] [[O|F1]] [[O|G1]] [[O|A1]] [[O|B1]]\n[[O|C2]] [[O|D2]] [[O|E2]] [[O|F2]] [[O|G2]] [[O|A2]] [[O|B2]]\n[[O|C3]] [[O|D3]] [[O|E3]] [[O|F3]] [[O|G3]] [[O|A3]] [[O|B3]]\n[[O|C4]] [[O|D4]] [[O|E4]] [[O|F4]] [[O|G4]] [[O|A4]] [[O|B4]]\n[[O|C5]] [[O|D5]] [[O|E5]] [[O|F5]] [[O|G5]] [[O|A5]] [[O|B5]]\n[[O|C6]] [[O|D6]] [[O|E6]] [[O|F6]] [[O|G6]] [[O|A6]] [[O|B6]]\n[[O|C7]]\n\n<<if $podium eq 1 and $piano1 neq 3>><<display 'Podium 1'>><<endif>><<if $podium eq 2 and $piano2 neq 3>><<display 'Podium 2'>><<endif>><<if $podium eq 3 and $piano3 neq 3>><<display 'Podium 3'>><<endif>><<if $piano1 eq 3 and $BookSelection1 neq $OldBookSelection1>><<display 'Book Retrieved'>><<endif>><<if $piano2 eq 3 and $BookSelection2 neq $OldBookSelection2>><<display 'Book Retrieved'>><<endif>><<if $piano3 eq 3 and $BookSelection3 neq $OldBookSelection3>><<display 'Book Retrieved'>><<endif>><<if $piano1 eq 3 and $BookSelection1 eq $OldBookSelection1>><<display 'SameBook'>><<endif>><<if $piano2 eq 3 and $BookSelection2 eq $OldBookSelection2>><<display 'SameBook'>><<endif>><<if $piano3 eq 3 and $BookSelection3 eq $OldBookSelection3>><<display 'SameBook'>><<endif>>
The slider is a vertical slot demarcated by hash marks into nine positions above the bottom. A round knob fixed into the slot is currently set to <<if $floor_position eq 0>>0<<else>><<print $floor_position>><<endif>>.\n\n//set to [[0|slider input 0]], [[1|slider input 1]], [[2|slider input 2]], [[3|slider input 3]], [[4|slider input 4]], [[5|slider input 5]], [[6|slider input 6]], [[7|slider input 7]], [[8|slider input 8]], [[9|slider input 9]]//\n\n<<display 'Power Core'>>
<<silently>>\n<<set $in_level = "lowest">>\n\n<<if $out_level eq "middle">><<set $out_level = "lowest">><<else>><<if $out_level eq "lowest">><<set $out_level = "highest">><<else>><<if $out_level eq "highest">><<set $out_level = "middle">><<endif>><<endif>><<endif>>\n<<endsilently>>\n<<display 'move inner position'>>
You stand within a dome-shaped room, <<if $planetariums eq "visited">>and you realize you've entered another planetarium<<else>>reminding you vaguely of the Control Room<<endif>>. The floor and dome are made of large glossy white square tiles. Floor lights around the perimeter provide the room with bright, even lighting. The curved ceiling would have made a perfect dome, save for a small alcove on the far side of the room inside which sits a large bronze [[chair|Sit Beach Chair]] facing the room's center.\n\nThe room has no outlet save the stairs leading back [[up|Beach]] to the beach.\n<<set $planetariums = "visited">>\n<<set $Game_Location = "Beach">>\n<<display 'Clock'>>
''Desert/Rainforest Border''\nYou stand along the [[border]] between the rainforest and desert biomes. Mist from the rainforest sizzles to nothing as it crosses the border into the desert.\n\nBehind you and to your left, you can still see the Eco Dome's entrance, where the three biomes join together. Directly to your left, you can see across the desert biome, where it meets the tundra.\n\nThe terrain near the room's perimeter appears consistently more uneven than the rest of the Eco Dome, but a [[wooden path]] clears the way through dense vegetation into the rainforest.\n<<display 'directions'>> //[[wait|Eco Dome wait]]//\n\n<<display 'edge weather'>>
Though they grow from cacti, the flowers remind you more of cherry blossoms.\n\n<<display 'Eco Dome (1,4)'>>
<<silently>>\n<<set $GravePositionX = 4>>\n<<set $GravePositionY = 8>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<silently>>\n<<set $GravePositionX = 0>>\n<<set $GravePositionY = 2>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<silently>>\n<<set $GravePositionX = 3>>\n<<set $GravePositionY = 14>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<silently>>\n<<set $GravePositionX = 2>>\n<<set $GravePositionY = 14>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<silently>>\n<<set $GravePositionX = 5>>\n<<set $GravePositionY = 14>>\n<<endsilently>>\n<<display 'GravePosition'>>
''Labyrinth Path''\n<<if $gen_num eq 1>>//Suddenly, the main lights shut off and dim emergency lighting kicks in!// <<set $gen_num = 0>><<endif>><<if $gen_num eq 0>> You can barely see a thing. Emergency lights lead [[right|c]].<<endif>><<if $gen_num gte 2>> This place is dark and dry. It looks like there are less lights here, and the ones that shine cast long shadows on the craggy corners of the cave. Openings lie [[behind|g]] you, as well as to your [[right|c]]. What looks like a cave-in fills up the room to your [[left|a]].<<set $gen_num = $gen_num - 1>><<endif>>\n<<display 'Clock'>>
<<silently>>\n<<set $GravePositionX = 7>>\n<<set $GravePositionY = 14>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<silently>>\n<<set $GravePositionX = 6>>\n<<set $GravePositionY = 14>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<silently>>\n<<set $GravePositionX = -6>>\n<<set $GravePositionY = 13>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<if $attack eq "no">>You throw yourself at the brambles, but they do more harm to you than you could do to them. You finally relent, panting and rubbing your injured hands.<<set $attack = "yes">><<else>>You don't want to try that again.<<endif>>\n\n<<display 'thicket'>>
<<silently>>\n<<set $GravePositionX = -4>>\n<<set $GravePositionY = 13>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<silently>>\n<<set $GravePositionX = -5>>\n<<set $GravePositionY = 13>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<if $X eq 0>>It's already there.<<else>>You slide the knob all the way to 0. As you do, you notice the screen display changes to show a different portion of the sky.<<endif>>\n<<set $X = 0>>The (X , Y) coordinate is now set to <<if $X neq 0 and $Y neq 0>>(<<print $X>>,<<print $Y>>).<<endif>><<if $X eq 0 and $Y neq 0>>(0,<<print $Y>>).<<endif>><<if $X neq 0 and $Y eq 0>>(<<print $X>>,0).<<endif>><<if $X eq 0 and $Y eq 0>>(0,0).<<endif>>\n\n\n\n<<if $Game_Location eq "Beach">>[[< Return|Beach Chair Controls]]<<endif>><<if $Game_Location eq "Graveyard">>[[< Return|Graveyard Chair Controls]]<<endif>><<if $Game_Location eq "Garden">>[[< Return|Garden Chair Controls]]<<endif>>
The tree is fairly short, and has a [[carving]] on the trunk. A twig sticks out at a funny angle, and a leaf flaps in the wind. There is also an old knot that twists in the tree's trunk.\n\n//[[touch twig]], [[touch leaf]], [[touch knot]]//\n\n[[< Return|jungle]]
''Labyrinth Path''\n<<if $gen_num eq 1>>//Suddenly, the main lights shut off and dim emergency lighting kicks in!// <<set $gen_num = 0>><<endif>><<if $gen_num eq 0>> You can barely see a thing. Emergency lights lead [[behind|w]] you.<<endif>><<if $gen_num gte 2>> A [[statue]] rests in a small niche here, dusty and worn with age. The path [[behind|w]] you leads under a crumbling archway, and to your [[right|S]] you see a flash of movement. <<set $gen_num = $gen_num - 1>><<endif>>\n<<display 'Clock'>>
The green slider is currently at the <<print $in_level>> position.\n\n<<if $in_level eq "highest">>You can move the slider to the [[middle|InnerArcPositionTransition down 1]] or [[bottom|InnerArcPositionTransition down 2]] position.<<endif>><<if $in_level eq "middle">>You can move the slider to the [[top|InnerArcPositionTransition up 1]] or [[bottom|InnerArcPositionTransition down 1]] position.<<endif>><<if $in_level eq "lowest">>You can move the slider to the [[top|InnerArcPositionTransition up 2]] or [[middle|InnerArcPositionTransition up 1]] position.<<endif>>\n\n<<display 'controls3'>>
<<if $gardentile eq "underground">><html><img src="http://farm9.staticflickr.com/8119/8816878551_70f7616450_o.jpg" width="300" height="375"></html><<endif>><<if $gardentile eq "aboveground">><html><img src="http://farm9.staticflickr.com/8533/8701084570_cb4c58984b.jpg" width="300" height="375"></html>\n\n<html>\n<audio controls="controls">\n <source src="http://www.theark.net46.net/GardenTones.mp3"/> \n</audio>\n</html>\nYou hear three distinct tones, and you wonder if the constellation displayed on the screen could be the source of the frequency.\n<<display 'Black Cloud Condition'>><<endif>>\n[[< Return|Garden Chair Controls]]
''Unknown Grave.'' Column <<print $GravePositionX + 8>>, Row <<print $GravePositionY + 1>>. ''<<if $graveyard eq "sunrise">>Day.<<else>>Night.<<endif>>''\nYou stand at an unknown grave located on the first row, just ahead and to the left of the [[obelisk|Graveyard]] and the [[grave console|console]].\n\n<<display 'grave_all'>>
You open the book and begin to flip through its pages. It reminds you of a medieval illuminated manuscript. The images here, however, actually come to life as you look at them. Nearly every page contains a colorful animation. You witness ancient battle scenes and great civilizations rise and fall. These must be history books.\n\nThe alien script is written in beautifully intricate calligraphy, but it's ultimately indescipherable. Occassionally a word or two translates into english, but it's not enough for you to read any single continuous passage.\n\n<<if $podium eq 1 and $CorrectBooks eq false>>//[[step back from the podium|Podium 1]]//<<endif>><<if $podium eq 2 and $CorrectBooks eq false and $secretcode neq 7>>//[[step back from the podium|Podium 2]]//<<endif>><<if $podium eq 3 and $CorrectBooks eq false>>//[[step back from the podium|Podium 3]]//<<endif>><<if $podium eq 2 and $secretcode eq 7 and $LabDoor eq "open">>//[[step back from the podium|Podium 2]]//<<endif>><<if $CorrectBooks eq true>>//[[step back from the podium|Library Message]]//<<endif>><<if $secretcode eq 7 and $LabDoor eq "closed">>//[[step back from the podium|Secret Entrance]]//<<endif>>\n\n<<display 'Clock'>>
<<silently>>\n<<set $GravePositionX = 5>>\n<<set $GravePositionY = 8>>\n<<endsilently>>\n<<display 'GravePosition'>>
<html><embed src="http://www.theark.net46.net/G1.mp3" loop="false" hidden="true" autostart="true"></embed></html><<if $podium eq 1>><<set $piano1 = $piano1 + 1>><<endif>><<if $podium eq 2>><<set $piano2 = $piano2 + 1>><<endif>><<if $podium eq 3>><<set $piano3 = $piano3 + 1>><<endif>><<if $podium eq 1>><<set $podiumcode1 = 0>><<endif>><<if $podium eq 2>><<set $podiumcode2 = 0>><<endif>><<if $podium eq 3>><<set $podiumcode3 = 0>><<endif>><<if $podium eq 1>><<set $BookSelection1 = $BookSelection1 + 5>><<endif>><<if $podium eq 2>><<set $BookSelection2 = $BookSelection2 + 5>><<endif>><<if $podium eq 3>><<set $BookSelection3 = $BookSelection3 + 5>><<endif>><<display 'circular buttons'>><<if $podium eq 2>><<set $secretcode = 0>><<endif>>
''Tundra''\nJust more snow. It spans out around you like still water.\n\nThe path straight back leads to the front wall of the Eco Dome.\n\nAn [[artificial turf]] path shows the way.\n<<display 'directions'>> //[[wait|Eco Dome wait]]//\n\n<<display 'tundra weather'>>
The lilly pads are dark blue and the size of large pizzas. You consider jumping on one, but you're not sure if they'd support your weight.\n\n<<display 'Eco Dome (3,-3)'>>
<<if $X eq 1>>It's already there.<<else>>You slide the knob to 1. As you do, you notice the screen display changes to show a different portion of the sky.<<endif>>\n<<set $X = 1>>The (X , Y) coordinate is now set to <<if $X neq 0 and $Y neq 0>>(<<print $X>>,<<print $Y>>).<<endif>><<if $X eq 0 and $Y neq 0>>(0,<<print $Y>>).<<endif>><<if $X neq 0 and $Y eq 0>>(<<print $X>>,0).<<endif>><<if $X eq 0 and $Y eq 0>>(0,0).<<endif>>\n\n\n\n<<if $Game_Location eq "Beach">>[[< Return|Beach Chair Controls]]<<endif>><<if $Game_Location eq "Graveyard">>[[< Return|Graveyard Chair Controls]]<<endif>><<if $Game_Location eq "Garden">>[[< Return|Garden Chair Controls]]<<endif>>
''Unknown Grave.'' Column <<print $GravePositionX + 8>>, Row <<print $GravePositionY + 1>>. ''<<if $graveyard eq "sunrise">>Day.<<else>>Night.<<endif>>''\nYou stand at an unknown grave located in the farthest column to the left, not far from the first row.\n\n<<display 'grave_all'>>
''Cavern''\n\nIt's a most unusual cavern; the walls resemble whipped butterscotch--smooth, but with scattered scooped out pockets and sharp edges where the flow of the wall changes direction.\n<<if $sandstorm neq true>>\nOnly one small section of the wall is a completely flat surface.\n//[[look|cavern look]]//<<endif>>\n<<if $sandstorm eq true>>\nCarried by a howling wind, sand is being funneled underground. Various cracks throughout the cavern wall create a vortex effect, and the sandstorm ruthlessly snakes through the main opening and into the tiny fissures. As the sand blasts the wall to your side, you notice that it creates an image!<<display 'Desert Symbol Description'>>\n<html><img src="http://farm9.staticflickr.com/8250/8594507816_69468f3d49_b.jpg" width="562" height="375"></html><<endif>>\n\nThere is a large, circular [[pad|desert pad]] as well as a slender rod fixed into the stone floor. Atop the rod sits a small metal box.\n\nFrom here, the only obvious exit to climb [[back up|Eco Dome (2,1)]] the hole through which you came.
The thin pathway between biomes is an uninterrupted and immaculate mirror, reflecting the sole of your shoe with every step you take. Occassionally, a spec of nature lands on its surface and immediately bounces away, like styrofoam crumbs pushed by a static charge.\n\n<<display 'EcoDomePosition'>>
You feel a warmth spread up your arm and fill your whole body. Quickly, the images around you--the flowers, the gazebo, the spiral ramp--they all begin to swirl into a vortex of color. \n\nYou blink, and the garden is once more just a work of stained glass within the [[Art Gallery]].\n\n<<if $BlackCloudAppears eq 1>>\nSuddenly, you see something out of the corner of your eye. You turn just in time to see...something...but in a flash it slithers up the stairs and then disappears from sight. What was that? A shadow? It looked almost like a black silk sheet pulled by a thread, and it moved so quickly.\n\nYou're not alone on this ship.\n<<set $BlackCloudAppears = $BlackCloudAppears + 1>>\n<<endif>>
Facing the control panel, do you take the path to the left to [[Crystal 1]], right to [[Crystal 2]], or directly behind you to [[Crystal 3]]?\n\n<<display 'Power Core'>>
''Desert''\nTo be expected in any desert, you're surrounded by cacti, but these [[cacti]] are quite bizarrely shaped. Each cactus plant resembles a three-dimensional geometric form. You see cactus pyramids, spheres, and even cubes.\n\nTo your left and right you can see the border of the tundra and rainforest respectively. Directly behind you is the Eco Dome entrance.\n\nA network of [[stone walkways]] marks the path through the desert.\n<<display 'directions'>> //[[wait|Eco Dome wait]]//\n\n<<display 'desert weather'>>
''Welcome to The Ark!''\nIn this game you play as yourself. Whatever you were doing, now you're on a spaceship. To examine something (like a [[box]]) or to go [[somewhere else]], just click on the blue words. Once you get the hang of it, you can leave this tutorial and [[Enter The Ark|Control Room]].\n\n<<if $box eq "open">>\nP.S. The box is open. You can //[[close the box]]// again if you wish. When you click to examine the box, you'll notice the description is different depending on whether it's opened or closed. Neat, huh?\n<<endif>>
''Generator Room. <<if $beach eq "sunrise">>Day.<<else>>Night.<<endif>>''\n\nRocks tower up above your head, forming a shallow cave. <<if $beach eq "sunrise">>The sunlight is dimmed by the curtain of water, but the room is still well lit.<<endif>><<if $beach eq "sunset">>Moonlight trickles in through the waterfall, casting a shimmer upon the far wall.<<endif>> The cave is smooth and symmetrical, clearly man-made.\n\nYou can hear the sound of the waterfall crashing behind you. In front of you sits an old rusted machine, which appears to be a [[generator]] of some kind. \n\nThere is also a large crack in the wall ahead, presumably leading into a [[larger cavern|w]]. You could venture into this cavern, or return through the waterfall to the [[pond]].\n<<display 'Clock'>>\n<<display 'Beach Weather'>>
With an unearthly moan, the immense floor sinks to the correspoding level.\n\n<<silently>>\n<<display 'Clock'>>\n\n<<if $floor_liquid_level - 8 lt $Crystal_1_space + $Crystal_2_space + $Crystal_3_space and ($Crystal_1 eq 1) and $floor_liquid_level gt 8>>\n<<set $Crystal_1_power_level = $Crystal_1_power_level + ($floor_liquid_level - 8) / ($Crystal_1 + $Crystal_2 + $Crystal_3)>>\n<<endif>>\n<<if $floor_liquid_level - 8 lt $Crystal_1_space + $Crystal_2_space + $Crystal_3_space and ($Crystal_3 eq 1) and $floor_liquid_level gt 8>>\n<<set $Crystal_3_power_level = $Crystal_3_power_level + ($floor_liquid_level - 8) / ($Crystal_1 + $Crystal_2 + $Crystal_3)>>\n<<endif>>\n<<if $floor_liquid_level - 8 lt $Crystal_1_space + $Crystal_2_space + $Crystal_3_space and ($Crystal_2 eq 1) and $floor_liquid_level gt 8>>\n<<set $Crystal_2_power_level = $Crystal_2_power_level + ($floor_liquid_level - 8) / ($Crystal_1 + $Crystal_2 + $Crystal_3)>>\n<<endif>>\n\n<<if Math.abs(($floor_liquid_level - 8) - ($Crystal_1_space + $Crystal_2_space + $Crystal_3_space)) lt .000000000000001 and $Crystal_1 eq 1>>\n<<set $Crystal_1_power_level = 3>>\n<<set $Crystal_2_power_level = 3>>\n<<set $Crystal_1 = 0>>\n<<set $Crystal_2 = 0>>\n<<endif>>\n<<if Math.abs(($floor_liquid_level - 8) - ($Crystal_1_space + $Crystal_2_space + $Crystal_3_space)) lt .000000000000001 and $Crystal_3 eq 1>>\n<<set $Crystal_3_power_level = 3>>\n<<set $Crystal_2_power_level = 3>>\n<<set $Crystal_3 = 0>>\n<<set $Crystal_2 = 0>>\n<<endif>>\n<<if Math.abs(($floor_liquid_level - 8) - ($Crystal_1_space + $Crystal_2_space + $Crystal_3_space)) lt .000000000000001>>\n<<set $Crystal_2_power_level = 3>>\n<<set $Crystal_2 = 0>>\n<<endif>>\n\n<<if $Crystal_1_power_level gt 3>>\n<<set $Crystal_1 = 0>>\n<<endif>>\n<<if $Crystal_2_power_level gt 3>>\n<<set $Crystal_2 = 0>>\n<<endif>>\n<<if $Crystal_3_power_level gt 3>>\n<<set $Crystal_3 = 0>>\n<<endif>>\n\n<<if $Crystal_1_power_level gt 3>>\n<<set $Crystal_2_power_level = $Crystal_2_power_level + $Crystal_2 * ($Crystal_1_power_level - 3) / ($Crystal_2 + $Crystal_3)>>\n<<set $Crystal_3_power_level = $Crystal_3_power_level + $Crystal_3 * ($Crystal_1_power_level - 3) / ($Crystal_2 + $Crystal_3)>>\n<<set $Crystal_1_power_level = 3>>\n<<set $Crystal_1 = 0>>\n<<endif>>\n<<if $Crystal_2_power_level gt 3>>\n<<set $Crystal_1_power_level = $Crystal_1_power_level + $Crystal_1 * ($Crystal_2_power_level - 3) / ($Crystal_1 + $Crystal_3)>>\n<<set $Crystal_3_power_level = $Crystal_3_power_level + $Crystal_3 * ($Crystal_2_power_level - 3) / ($Crystal_1 + $Crystal_3)>>\n<<set $Crystal_2_power_level = 3>>\n<<set $Crystal_2 = 0>>\n<<endif>>\n<<if $Crystal_3_power_level gt 3>>\n<<set $Crystal_1_power_level = $Crystal_1_power_level + $Crystal_1 * ($Crystal_3_power_level - 3) / ($Crystal_1 + $Crystal_2)>>\n<<set $Crystal_2_power_level = $Crystal_2_power_level + $Crystal_2 * ($Crystal_3_power_level - 3) / ($Crystal_1 + $Crystal_2)>>\n<<set $Crystal_3_power_level = 3>>\n<<set $Crystal_3 = 0>>\n<<endif>>\n\n<<if $Crystal_1 eq 0>>\n<<set $Crystal_1_space = 0>>\n<<else>>\n<<set $Crystal_1_space = 3 - $Crystal_1_power_level>>\n<<endif>>\n<<if $Crystal_2 eq 0>>\n<<set $Crystal_2_space = 0>>\n<<else>>\n<<set $Crystal_2_space = 3 - $Crystal_2_power_level>>\n<<endif>>\n<<if $Crystal_3 eq 0>>\n<<set $Crystal_3_space = 0>>\n<<else>>\n<<set $Crystal_3_space = 3 - $Crystal_3_power_level>>\n<<endif>>\n\n<<set $floor_position = 8>>\n<<if $floor_liquid_level gt 8>>\n<<set $floor_liquid_level = 8>>\n<<endif>>\n<<endsilently>>\n<<if Math.round($Crystal_1_power_level * 100) eq 100 and $Crystal_1_activation eq 0>>Suddenly, an enormous arc of electrical energy erupts from the tip of the Crystal 1. The snaking stream of light reaches all the way to the bottom of the sphere.\n<<endif>>\n<<if Math.round($Crystal_2_power_level * 100) eq 200 and $Crystal_2_activation eq 0>>Suddenly, an enormous arc of electrical energy erupts from the tip of the Crystal 2. The snaking stream of light reaches all the way to the bottom of the sphere.\n<<endif>>\n<<if Math.round($Crystal_3_power_level * 100) eq 300 and $Crystal_3_activation eq 0>>Suddenly, an enormous arc of electrical energy erupts from the tip of the Crystal 3. The snaking stream of light reaches all the way to the bottom of the sphere.\n<<endif>>\n<<if Math.round($Crystal_1_power_level * 100) neq 100 and $Crystal_1_activation eq 1>>In a flash, the bolt of energy being emitting from Crystal 1 disappears.\n<<endif>>\n<<if Math.round($Crystal_2_power_level * 100) neq 200 and $Crystal_2_activation eq 1>>In a flash, the bolt of energy being emitting from Crystal 2 disappears.\n<<endif>>\n<<if Math.round($Crystal_3_power_level * 100) neq 300 and $Crystal_3_activation eq 1>>In a flash, the bolt of energy being emitting from Crystal 3 disappears.\n<<endif>>\n\n[[< Return|Power Core]]
''Along the circular catwalk''\nYou come to an unadorned metallic box, waist high, from which protrude three large metal levers. The first two have been pulled. You grip the last one.\n\n//[[Pull Lever]]//
Opening the hatch allows access to a [[ladder]] which leads beneath the floor to the bottom of the sphere.\n\n<<display 'Control Room'>>
''Jungle's Edge. <<if $beach eq "sunrise">>Day.<<else>>Night.<<endif>>''\nYou stand at the edge between the balmy trees and the seashore. You can head back along the [[sandy shore|path]] from here, or you can proceed into the [[jungle|thicket]].\n\n[[One tree|tree]] in particular stands out to you. It is growing several feet beyond the border of the jungle, and it appears to have some strange [[carving]] on the trunk. \n\n<<if $opened eq "yes">>You can also see a staircase here, leading [[underground]].<<endif>>\n\n//[[wait|Beach wait]]//\n\n<<display 'Clock'>>\n<<display 'Beach Weather'>>
<<silently>>\n<<set $GravePositionX = -2>>\n<<set $GravePositionY = 1>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<silently>>\n<<set $GravePositionX = -3>>\n<<set $GravePositionY = 1>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<silently>>\n<<set $GravePositionX = 0>>\n<<set $GravePositionY = 1>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<silently>>\n<<set $GravePositionX = -1>>\n<<set $GravePositionY = 1>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<silently>>\n<<set $GravePositionX = 2>>\n<<set $GravePositionY = 1>>\n<<endsilently>>\n<<display 'GravePosition'>>
''Unknown Grave.'' Column <<print $GravePositionX + 8>>, Row <<print $GravePositionY + 1>>. ''<<if $graveyard eq "sunrise">>Day.<<else>>Night.<<endif>>''\nYou stand at an unknown grave located in the farthest column to the right, about halfway between the first row and the last.\n\n<<display 'grave_all'>>
<<silently>>\n<<set $GravePositionX = 4>>\n<<set $GravePositionY = 1>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<silently>>\n<<set $GravePositionX = 3>>\n<<set $GravePositionY = 1>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<silently>>\n<<set $GravePositionX = 6>>\n<<set $GravePositionY = 1>>\n<<endsilently>>\n<<display 'GravePosition'>>
''Pedestals''<<display 'Clock'>>\nThe nine stone pedestals are arranged in a neat semi-circle at the Eco Dome biome intersection. Each holds a golden basin with a small hole at the bottom to allow for drainage into the stone itself. The only distinguishing marks among the pedestals are the symbols painted on the stone faces. Each has a unique number of nested circles, resembling the orbits in an atomic symbol. Moving from left to right, there is one orbit on the first pedestal, two on the second pedestal, and so on.\n\n<<if $NumberofStorms eq 1 and $raining eq true>>As the rain storm carries on, the basins become filled with water.<<endif>><<if $NumberofStorms eq 1 and $sandstorm eq true>>As the sand storm rages on, dust dives in and out of the bowls resting atop the pedestals.<<endif>><<if $NumberofStorms eq 1 and $snowing eq true>>Loose, feathery clumps of snow come to rest inside the golden basins.<<endif>><<if $NumberofStorms eq 2 and $raining eq false>>You notice a mixture of snow and dirt within the bowls as the snowfall and sandstorm continue.<<endif>><<if $NumberofStorms eq 2 and $sandstorm eq false>>Slush forms inside the basins as snowfall mixes with the jungle rain.<<endif>><<if $NumberofStorms eq 2 and $snowing eq false>>The bowls fill with mud as the sandstorm deposits dirt into the pools of jungle rain.<<endif>><<if $NumberofStorms eq 3>>Each of the three storms give their offering to the golden bowls atop the stone pedestals.<<endif>>\n//[[Touch Pedestal 1]]//, //[[Touch Pedestal 2]]//, //[[Touch Pedestal 3]]//\n//[[Touch Pedestal 4]]//, //[[Touch Pedestal 5]]//, //[[Touch Pedestal 6]]//\n//[[Touch Pedestal 7]]//, //[[Touch Pedestal 8]]//, //[[Touch Pedestal 9]]//\n\n[[< Return|Eco Dome]]\n\n<<if $raincount eq 0>>//There is a crack of thunder, and with almost cartoonish immediacy, sheets of rain begin to descend upon the rainforest. Despite standing at the edge of the rainforest biome, you're still soaked.//<<endif>>\n<<if $sandcount eq 0>>//A sudden gust of wind blows sand in your eyes. You squint and turn away, but it's useless. Even when bordering the other biomes, the standstorm still envelops you.//<<endif>>\n<<if $snowcount eq 0>>//Tiny pinpricks sting your face. A snowstorm has begun, and it reaches all the way to the border of the other biomes.//<<endif>>\n<<display 'finish weather'>>
''Rainforest''\nThe forest is so thick here, you can't see beyond your immediate surroundings. Vines hang in curtains from every branch.\n\nA [[wooden path]] clears the way through dense vegetation throughout the rainforest.\n<<display 'directions'>> //[[wait|Eco Dome wait]]//\n\n<<display 'rainforest weather'>>
<<silently>>\n<<set $GravePositionX = -6>>\n<<set $GravePositionY = 9>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<silently>>\n<<set $GravePositionX = -7>>\n<<set $GravePositionY = 9>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<silently>>\n<<set $GravePositionX = 7>>\n<<set $GravePositionY = 10>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<silently>>\n<<set $GravePositionX = 6>>\n<<set $GravePositionY = 10>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<silently>>\n<<set $GravePositionX = 5>>\n<<set $GravePositionY = 10>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<silently>>\n<<set $GravePositionX = 4>>\n<<set $GravePositionY = 10>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<silently>>\n<<set $GravePositionX = 3>>\n<<set $GravePositionY = 10>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<silently>>\n<<set $GravePositionX = 2>>\n<<set $GravePositionY = 10>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<silently>>\n<<set $GravePositionX = -4>>\n<<set $GravePositionY = 9>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<silently>>\n<<set $GravePositionX = -5>>\n<<set $GravePositionY = 9>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<if $Y eq 2>>It's already there.<<else>>You slide the knob to level 2. As you do, you notice the screen display changes to show a different portion of the sky.<<endif>>\n<<set $Y = 2>>The (X , Y) coordinate is now set to <<if $X neq 0 and $Y neq 0>>(<<print $X>>,<<print $Y>>).<<endif>><<if $X eq 0 and $Y neq 0>>(0,<<print $Y>>).<<endif>><<if $X neq 0 and $Y eq 0>>(<<print $X>>,0).<<endif>><<if $X eq 0 and $Y eq 0>>(0,0).<<endif>>\n\n\n\n<<if $Game_Location eq "Beach">>[[< Return|Beach Chair Controls]]<<endif>><<if $Game_Location eq "Graveyard">>[[< Return|Graveyard Chair Controls]]<<endif>><<if $Game_Location eq "Garden">>[[< Return|Garden Chair Controls]]<<endif>>
<<if $Y eq 5>>It's already there.<<else>>You slide the knob to level 5. As you do, you notice the screen display changes to show a different portion of the sky.<<endif>>\n<<set $Y = 5>>The (X , Y) coordinate is now set to <<if $X neq 0 and $Y neq 0>>(<<print $X>>,<<print $Y>>).<<endif>><<if $X eq 0 and $Y neq 0>>(0,<<print $Y>>).<<endif>><<if $X neq 0 and $Y eq 0>>(<<print $X>>,0).<<endif>><<if $X eq 0 and $Y eq 0>>(0,0).<<endif>>\n\n\n\n<<if $Game_Location eq "Beach">>[[< Return|Beach Chair Controls]]<<endif>><<if $Game_Location eq "Graveyard">>[[< Return|Graveyard Chair Controls]]<<endif>><<if $Game_Location eq "Garden">>[[< Return|Garden Chair Controls]]<<endif>>
''Desert''\nAlong the back [[wall|walls]], there's nothing but sand all around you. It's a bit hard to get your bearings.\n\nTo your right, you can see the back right corner of the Eco Dome just beyond a large sand dune.\n\nA network of [[stone walkways]] clears the way through the rolling sand dunes.\n<<display 'directions'>> //[[wait|Eco Dome wait]]//\n\n<<display 'desert weather'>>
''Labyrinth Path''\n<<if $gen_num eq 1>>//Suddenly, the main lights shut off and dim emergency lighting kicks in!// <<set $gen_num = 0>><<endif>><<if $gen_num eq 0>> You can barely see a thing. Emergency lights lead [[right|n]].<<endif>><<if $gen_num gte 2>> A huge tree bursts through the floor and ceiling. You can hear chirrups and rustling foliage far about your head. The trunk is massive, almost taking up the entire room. You don't see any way to squeeze past it; you will have to head back to your [[right|n]]. <<set $gen_num = $gen_num - 1>><<endif>>\n<<display 'Clock'>>
<<if $Y eq 4>>It's already there.<<else>>You slide the knob to level 4. As you do, you notice the screen display changes to show a different portion of the sky.<<endif>>\n<<set $Y = 4>>The (X , Y) coordinate is now set to <<if $X neq 0 and $Y neq 0>>(<<print $X>>,<<print $Y>>).<<endif>><<if $X eq 0 and $Y neq 0>>(0,<<print $Y>>).<<endif>><<if $X neq 0 and $Y eq 0>>(<<print $X>>,0).<<endif>><<if $X eq 0 and $Y eq 0>>(0,0).<<endif>><<if $X eq 4>><<set $beachcoordinate = true>><<else>><<set $beachcoordinate = false>><<endif>>\n\n<<if $Game_Location eq "Beach" and $beach eq "sunset" and $beachcoordinate eq true>>Suddenly, you hear [[three distinct tones|Beach Constellation]] as if the console was interpreting some kind of outer space frequency.<<endif>>\n\n<<if $Game_Location eq "Beach">>[[< Return|Beach Chair Controls]]<<endif>><<if $Game_Location eq "Graveyard">>[[< Return|Graveyard Chair Controls]]<<endif>><<if $Game_Location eq "Garden">>[[< Return|Garden Chair Controls]]<<endif>>
''Desert''\nYou pass under a small rock bridge. What was once a boulder has been sand blasted over the years to form a tunnel.\n\nYou're near the edge of the desert biome, the back wall of the Eco Dome not far ahead. Behind you and to the right you can see the rainforest border.\n\nThe terrain near the room's perimeter turns from cracked rock to high, waving sand dunes. Luckily the [[stone walkways]], somehow immune to the encrouching dunes, have cleared safe paths ahead.\n<<display 'directions'>> //[[wait|Eco Dome wait]]//\n\n<<display 'desert weather'>>
<<silently>>\n<<set $GravePositionX = 5>>\n<<set $GravePositionY = 1>>\n<<endsilently>>\n<<display 'GravePosition'>>
<html><embed src="http://www.theark.net46.net/D6.mp3" loop="false" hidden="true" autostart="true"></embed></html><<if $podium eq 1>><<set $piano1 = $piano1 + 1>><<endif>><<if $podium eq 2>><<set $piano2 = $piano2 + 1>><<endif>><<if $podium eq 3>><<set $piano3 = $piano3 + 1>><<endif>><<if $podium eq 1>><<set $podiumcode1 = 0>><<endif>><<if $podium eq 2>><<set $podiumcode2 = 0>><<endif>><<if $podium eq 3>><<set $podiumcode3 = 0>><<endif>><<if $podium eq 1>><<set $BookSelection1 = $BookSelection1 + 37>><<endif>><<if $podium eq 2>><<set $BookSelection2 = $BookSelection2 + 37>><<endif>><<if $podium eq 3>><<set $BookSelection3 = $BookSelection3 + 37>><<endif>><<display 'circular buttons'>><<if $podium eq 2>><<set $secretcode = 0>><<endif>>
As you turn the wheel, there is a faint hiss. Looking to your right, you see the image of the crystal is now full.\n\n<<silently>>\n<<display 'Clock'>>\n\n<<set $Crystal_1_power_level = 3>>\n<<set $Crystal_1 = 0>>\n<<set $floor_liquid_level = $floor_liquid_level - $Crystal_1_space>>\n<<set $Crystal_1_space = 0>>\n<<endsilently>>\n<<if Math.round($Crystal_1_power_level * 100) eq 100 and $Crystal_1_activation eq 0>>Suddenly, an enormous arc of electrical energy erupts from the tip of the Crystal 1. The snaking stream of light reaches all the way to the bottom of the sphere.\n<<endif>>\n<<if Math.round($Crystal_2_power_level * 100) eq 200 and $Crystal_2_activation eq 0>>Suddenly, an enormous arc of electrical energy erupts from the tip of the Crystal 2 across the room. The snaking stream of light reaches all the way to the bottom of the sphere.\n<<endif>>\n<<if Math.round($Crystal_3_power_level * 100) eq 300 and $Crystal_3_activation eq 0>>Suddenly, an enormous arc of electrical energy erupts from the tip of the Crystal 3 across the room. The snaking stream of light reaches all the way to the bottom of the sphere.\n<<endif>>\n<<if Math.round($Crystal_1_power_level * 100) neq 100 and $Crystal_1_activation eq 1>>In a flash, the bolt of energy being emitting from Crystal 1 disappears.\n<<endif>>\n<<if Math.round($Crystal_2_power_level * 100) neq 200 and $Crystal_2_activation eq 1>>In a flash, the bolt of energy being emitting from Crystal 2 across the room disappears.\n<<endif>>\n<<if Math.round($Crystal_3_power_level * 100) neq 300 and $Crystal_3_activation eq 1>>In a flash, the bolt of energy being emitting from Crystal 3 across the room disappears.\n<<endif>>\n\n[[< Return|Crystal 1]]
<html><embed src="http://www.theark.net46.net/D4.mp3" loop="false" hidden="true" autostart="true"></embed></html><<if $podium eq 1>><<set $piano1 = $piano1 + 1>><<endif>><<if $podium eq 2>><<set $piano2 = $piano2 + 1>><<endif>><<if $podium eq 3>><<set $piano3 = $piano3 + 1>><<endif>><<if $podium eq 2>><<set $podiumcode2 = $podiumcode2 + 2>><<endif>><<if $podium eq 1>><<set $podiumcode1 = 0>><<endif>><<if $podium eq 3>><<set $podiumcode3 = 0>><<endif>><<if $podium eq 1>><<set $BookSelection1 = $BookSelection1 + 23>><<endif>><<if $podium eq 2>><<set $BookSelection2 = $BookSelection2 + 23>><<endif>><<if $podium eq 3>><<set $BookSelection3 = $BookSelection3 + 23>><<endif>><<display 'circular buttons'>><<if $podium eq 2>><<set $secretcode = 0>><<endif>>
<html><embed src="http://www.theark.net46.net/D5.mp3" loop="false" hidden="true" autostart="true"></embed></html><<if $podium eq 1>><<set $piano1 = $piano1 + 1>><<endif>><<if $podium eq 2>><<set $piano2 = $piano2 + 1>><<endif>><<if $podium eq 3>><<set $piano3 = $piano3 + 1>><<endif>><<if $podium eq 1>><<set $podiumcode1 = 0>><<endif>><<if $podium eq 2>><<set $podiumcode2 = 0>><<endif>><<if $podium eq 3>><<set $podiumcode3 = 0>><<endif>><<if $podium eq 1>><<set $BookSelection1 = $BookSelection1 + 30>><<endif>><<if $podium eq 2>><<set $BookSelection2 = $BookSelection2 + 30>><<endif>><<if $podium eq 3>><<set $BookSelection3 = $BookSelection3 + 30>><<endif>><<display 'circular buttons'>><<if $podium eq 2>><<set $secretcode = 0>><<endif>>
<html><embed src="http://www.theark.net46.net/D2.mp3" loop="false" hidden="true" autostart="true"></embed></html><<if $podium eq 1>><<set $piano1 = $piano1 + 1>><<endif>><<if $podium eq 2>><<set $piano2 = $piano2 + 1>><<endif>><<if $podium eq 3>><<set $piano3 = $piano3 + 1>><<endif>><<if $podium eq 1>><<set $podiumcode1 = 0>><<endif>><<if $podium eq 2>><<set $podiumcode2 = 0>><<endif>><<if $podium eq 3>><<set $podiumcode3 = 0>><<endif>><<if $podium eq 1>><<set $BookSelection1 = $BookSelection1 + 9>><<endif>><<if $podium eq 2>><<set $BookSelection2 = $BookSelection2 + 9>><<endif>><<if $podium eq 3>><<set $BookSelection3 = $BookSelection3 + 9>><<endif>><<display 'circular buttons'>><<if $podium eq 2>><<set $secretcode = 0>><<endif>>
<html><embed src="http://www.theark.net46.net/D3.mp3" loop="false" hidden="true" autostart="true"></embed></html><<if $podium eq 1>><<set $piano1 = $piano1 + 1>><<endif>><<if $podium eq 2>><<set $piano2 = $piano2 + 1>><<endif>><<if $podium eq 3>><<set $piano3 = $piano3 + 1>><<endif>><<if $podium eq 1>><<set $podiumcode1 = 0>><<endif>><<if $podium eq 2>><<set $podiumcode2 = 0>><<endif>><<if $podium eq 3>><<set $podiumcode3 = 0>><<endif>><<if $podium eq 1>><<set $BookSelection1 = $BookSelection1 + 16>><<endif>><<if $podium eq 2>><<set $BookSelection2 = $BookSelection2 + 16>><<endif>><<if $podium eq 3>><<set $BookSelection3 = $BookSelection3 + 16>><<endif>><<display 'circular buttons'>><<if $podium eq 2>><<set $secretcode = 0>><<endif>>
<html><embed src="http://www.theark.net46.net/D1.mp3" loop="false" hidden="true" autostart="true"></embed></html><<if $podium eq 1>><<set $piano1 = $piano1 + 1>><<endif>><<if $podium eq 2>><<set $piano2 = $piano2 + 1>><<endif>><<if $podium eq 3>><<set $piano3 = $piano3 + 1>><<endif>><<if $podium eq 1>><<set $podiumcode1 = 0>><<endif>><<if $podium eq 2>><<set $podiumcode2 = 0>><<endif>><<if $podium eq 3>><<set $podiumcode3 = 0>><<endif>><<if $podium eq 1>><<set $BookSelection1 = $BookSelection1 + 2>><<endif>><<if $podium eq 2>><<set $BookSelection2 = $BookSelection2 + 2>><<endif>><<if $podium eq 3>><<set $BookSelection3 = $BookSelection3 + 2>><<endif>><<display 'circular buttons'>><<if $podium eq 2>><<set $secretcode = 0>><<endif>>
<<silently>>\n<<set $GravePositionX = -2>>\n<<set $GravePositionY = 0>>\n<<endsilently>>\n<<display 'GravePosition'>>
With an unearthly moan, the immense floor rises to the corresponding level.\n<<set $floor_position = 1>>\n<<display 'Power Core'>>
It was worth a shot, but without power, the keypad button fails to activate the teleportation pad.\n\n<<display 'teleporter'>>
You move the green slider to the <<print $out_level>> position. \n\nLooking behind you, you now see that the outer section has switched its level. It is now at the <<print $out_level>> level.\n\nThe other two ramps also change their positions. The middle section is now orbiting at the <<print $mid_level>> level, and the inner section is orbiting at the <<print $in_level>> level.\n\n<<display 'move green slider 1'>>
The sheer wall runs runs straight up towards the mountain's summit hidden above the clouds.\n\n<<if $GravePositionY eq 0>><<display 'Graveyard'>><<else>><<display 'GravePosition'>><<endif>>
<<display 'Clock'>><<if $X neq 2 or $Y neq 3>><<set $graveyardcoordinate = false>><<endif>>\n''Graveyard Planetarium Control Chair''\nOn the left armrest you see a simple black screen. <<if $graveyardtile eq "underground" and $graveyardcoordinate eq false>>The screen displays a portion of a simulated night sky created by the curved dome wall of the room.<<endif>><<if $graveyardtile eq "underground" and $graveyardcoordinate eq true>>The screen now displays a specific [[constellation|Graveyard Constellation]] outlined within a unique symbol.<<endif>><<if $graveyardtile eq "aboveground" and $graveyard eq "sunrise">>The screen displays a section of the actual sky above ground. White clouds drift across an otherwise immaculate blue expanse.<<endif>><<if $graveyardtile eq "aboveground" and $graveyard eq "sunset" and $graveyardcoordinate eq false>>The screen displays a section of the sky filled with twinkling stars. It must be dark outside.<<endif>><<if $graveyardtile eq "aboveground" and $graveyard eq "sunset" and $graveyardcoordinate eq true>>The screen now displays a specific [[constellation|Graveyard Constellation]] in the night sky, and you can hear [[three distinct tones|Graveyard Constellation]].<<endif>> Beneath the screen there is a large silver lever with a black rubber handle.\n\nOn the right armrest a six by six grid has been cut into the metal. Beneath the grid, a silver knob rests inside a horizontal groove. Another knob rests inside a vertical groove just to the left of the grid. Each groove has hash marks delineating the various coordinate points within the grid. The (X , Y) coordinate currently set is <<if $X neq 0 and $Y neq 0>>(<<print $X>>,<<print $Y>>).<<endif>><<if $X eq 0 and $Y neq 0>>(0,<<print $Y>>).<<endif>><<if $X neq 0 and $Y eq 0>>(<<print $X>>,0).<<endif>><<if $X eq 0 and $Y eq 0>>(0,0).<<endif>>\n\n//[[pull lever|pull graveyard lever]]//, //[[stand up|graveyard stand up]]//\n\n<<if $graveyardtile eq "aboveground">>//Set X coordinate to [[0|X0]], [[1|X1]], [[2|X2]], [[3|X3]], [[4|X4]], [[5|X5]], [[6|X6]]//\n//Set Y coordinate to [[0|Y0]], [[1|Y1]], [[2|Y2]], [[3|Y3]], [[4|Y4]], [[5|Y5]], [[6|Y6]]//<<endif>><<if $graveyardtile eq "underground">>//Set X coordinate to [[0|X0indoors]], [[1|X1indoors]], [[2|X2indoors]], [[3|X3indoors]], [[4|X4indoors]], [[5|X5indoors]], [[6|X6indoors]]//\n//Set Y coordinate to [[0|Y0indoors]], [[1|Y1indoors]], [[2|Y2indoors]], [[3|Y3indoors]], [[4|Y4indoors]], [[5|Y5indoors]], [[6|Y6indoors]]//<<endif>>
<<if $entered_thicket eq "no">>\nYou tramp your way through the thick underbrush. The trees begin to grow close together here, almost impassable. Finally you squeeze yourself into a small clearing, surrounded by a thicket.\n<<set $entered_thicket = "yes">>\n<<endif>>\n''The Clearing. <<if $beach eq "sunrise">>Day.<<else>>Night.<<endif>>'' \n<<if $beach eq "sunrise">>Shafts of sunlight are dimmed by the many layers of foliage above. [[Trees]] tower over your head, their lowest branches unreachable. Lush-looking [[ferns]] surround your feet, long fronds trying to absorb what little sun they can get.<<endif>><<if $beach eq "sunset">>Thin lines of moonlight sneak past several layers of foliage above. [[Trees]] tower over your head, their lowest branches unreachable. Lush-looking [[ferns]] surround your feet, long fronds curling up as if resting for the night.<<endif>>\n\n<<if $fern_path eq "no">>In front of you, thick [[brambles]] make any further passage onward seem impossible. You can, however, head towards the [[jungle's edge|jungle]].<<else>>Thick [[brambles]] lie ahead. You can travel down the hidden path to the [[pond]], or head to the [[jungle's edge|jungle]].<<endif>>\n\n//[[climb tree]], [[attack brambles]]//, //[[wait|Beach wait]]//\n\n<<display 'Clock'>>\n<<display 'Beach Weather'>>
<<if $Y eq 0>>It's already there.<<else>>You slide the knob down to 0. As you do, you notice the screen display changes to show a different portion of the sky.<<endif>>\n<<set $Y = 0>>The (X , Y) coordinate is now set to <<if $X neq 0 and $Y neq 0>>(<<print $X>>,<<print $Y>>).<<endif>><<if $X eq 0 and $Y neq 0>>(0,<<print $Y>>).<<endif>><<if $X neq 0 and $Y eq 0>>(<<print $X>>,0).<<endif>><<if $X eq 0 and $Y eq 0>>(0,0).<<endif>>\n\n\n\n<<if $Game_Location eq "Beach">>[[< Return|Beach Chair Controls]]<<endif>><<if $Game_Location eq "Graveyard">>[[< Return|Graveyard Chair Controls]]<<endif>><<if $Game_Location eq "Garden">>[[< Return|Garden Chair Controls]]<<endif>>
<<silently>>\n<<set $GravePositionX = -1>>\n<<set $GravePositionY = 10>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<display 'Clock'>>\n<<if $raincount eq 0>>//There is a crack of thunder, and you hear the rainfall begin over the rainforest biome.//<<endif>> <<if $sandcount eq 0>>//You hear a sudden gust of wind off in the distance. A sandstorm has begun in the desert biome.//<<endif>> <<if $snowcount eq 0>>//Tiny pinpricks sting your face. A snowstorm has begun.//<<endif>>\n<<display 'finish weather'>>
<<silently>>\n<<set $GravePositionX = 6>>\n<<set $GravePositionY = 0>>\n<<endsilently>>\n<<display 'GravePosition'>>
You run to the teleportation pad, but the console is still deactivated.\n\nThe cloud envelops you. You see nothing but black, though your eyes are open. You feel it enter your nose, your ears, your pores. You taste metal in your mouth and feel the creature enter your lungs.\n\nAnd then you don't feel anything.\n\n\n''An End''\n\n\n[[continue]]\n<<set $PullLever = 0>>
<<set $GravePositionY = $GravePositionY - 1>><<set $GravePositionX = $GravePositionX - 1>>\n\n<<display 'GravePosition'>>
It does not ask again.\n\nThe cloud envelops you. You see nothing but blackness, though your eyes are open. You feel it enter your nose, your ears, your pores. You taste metal in your mouth and feel the creature enter your lungs.\n\nAnd then you don't feel anything.\n\n\n''An End''\n\n\n[[continue]]\n<<set $PullLever = 0>>
You open your eyes and reality moves from a fuzzy impression to vivid realism. You must have fallen unconsious again. You're lying flat on your back, but you see the simulated sky above you once more. You know where you are.\n\n''The Eco Dome''\n\nStill groggy, a hand reaches towards you. You take it, and soon you're on your feet.\n\nThen you see them. Awake and standing before you. The lost aliens of The Ark. Some are curious, others timid, others scared.\n\nThen the one who helped you to your feet gives you a warm smile that spreads throughout his people as he speaks.\n\n<html>\n<audio controls="controls">\n <source src="http://www.theark.net46.net/FinalMessage.mp3"> \n</audio>\n</html>\n//"I am Seriph. The real Seriph, and creator of the simulation that brought you here. I fought The Black Cloud, but I was not killed. I escaped into the sub chamber beneath the Power Core where I could heal and sleep with my people. I knew we could stay alive, but I thought all hope was lost. I thought we would sleep forever. But you saved us. Thank you my friend. You saved us all."//\n\n\n''The End.''
<<if $beachclock eq true>>You touch the small silver orb. It freezes in place.<<set $beachclock = false>><<else>>You touch the small silver orb. It resumes its orbit around the paintings.<<set $beachclock = true>><<endif>>\n\n[[Painting 1]], [[Painting 2]], [[Painting 3]], [[Painting 4]], [[Painting 5]], [[Painting 6]], [[Painting 7]], [[Painting 8]], [[Painting 9]]\n\n<<display 'Art Gallery'>>
You jump and manage to clamber onto the lowest portion of the spiral ramp. You follow the path upwards to the glowing blue orb you had watched for so long. You realize now that it's even bigger than you first thought, its blue light nearly blinding. \n\nYou //[[step]]// into the light...
<<silently>>\n<<set $GravePositionX = 0>>\n<<set $GravePositionY = 14>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<if $openfloor eq "yes" or $Crystal_1_slider eq "left" or Math.round($Crystal_1_power_level * 100) eq 300>>\nThe valve appears to be locked in place.\n\n<<display 'Crystal 1 controls'>>\n<<else>>\n<<display 'Clock'>>\nYou turn the valve clockwise, and then [[it happens...|Crystal 1 clockwise beta]]\n<<endif>>
It isn't so much a tree but a towering mass of nature. Thick roots emerge from the dark earth and never take consistent form as they caotically weave together into a massive pedestal of wood. The trunk appears to be sprouting separate trees of its own, and every inch is coated in blankets of green moss and thick leathery vines.\n\nEvery few feet along the bark there are large mushrooms. Collectively, they form a spiral staircase leading up into the thick bushels of [[fruit]] at the tree's sumit.\n//[[climb tree|climb RainforestTree]]//\n\n<<display 'Eco Dome (6,-6)'>>
A large tan rock, twice your height, almost comically out of place in a landscape of sand.\n\n<<display 'Eco Dome (1,5)'>>
<<if $graveyardtile eq "aboveground">>You crank the lever. The orifice at the top of the dome opens up and the telescopic metal rod begins to collapse. The elevated floor tile returns back inside the planetarium and comes to a stop a few feet off the floor.<<set $graveyardtile = "underground">><<else>>You crank the lever. A small circular orifice at the top of the dome opens up and the telescopic metal rod begins to extend. The elevated floor tile begins to rise further and further until it passes through the tiny hole in the roof of the planetarium. The opening shuts shortly after the tile passes through it, leaving the metal rod caught between the floor and the ceiling. The tile itself is presumably suspended somewhere above the surface as the display has changed to a live view of the actual sky above.<<set $graveyardtile = "aboveground">><<endif>>\n\n<<if $graveyardtile eq "aboveground" and $graveyard eq "sunset" and $graveyardcoordinate eq true>>Suddenly, you hear [[three distinct tones|Graveyard Constellation]] as if the console was interpreting some kind of outer space frequency.<<endif>>\n\n[[< Return|Graveyard Chair Controls]]
http://www.freesound.org/people/alex@vsi.tv/sounds/158684/\n\nhttp://www.freesound.org/people/D%20W/sounds/147303/\n\nhttp://www.freesound.org/people/groovyrandomness/sounds/171257/\n\nhttp://www.freesound.org/people/clesquir/sounds/110739/\n\n<<back>>
<<set $GravePositionY = $GravePositionY + 1>><<set $GravePositionX = $GravePositionX + 1>>\n\n<<display 'GravePosition'>>
''Unknown Grave.'' Column <<print $GravePositionX + 8>>, Row <<print $GravePositionY + 1>>. ''<<if $graveyard eq "sunrise">>Day.<<else>>Night.<<endif>>''\nYou stand at an unknown grave located on the first row, far right corner. Behind you and to your left you can see the [[obelisk|Graveyard]] and the [[grave console|console]].\n\n<<display 'grave_all'>>
<<silently>>\n<<set $GravePositionX = 7>>\n<<set $GravePositionY = 7>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<silently>>\n<<set $GravePositionX = -7>>\n<<set $GravePositionY = 6>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<silently>>\n<<set $GravePositionX = -6>>\n<<set $GravePositionY = 6>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<silently>>\n<<set $GravePositionX = -5>>\n<<set $GravePositionY = 6>>\n<<endsilently>>\n<<display 'GravePosition'>>
''Desert''\nYou're in what looks to be a tumbleweed patch. These don't roll free, however. Their roots have them fixed to the rocky earth.\n\nYou're near the edge of the desert biome, the back wall of the Eco Dome not far ahead.\n\nThe terrain near the room's perimeter turns from cracked rock to high, waving sand dunes. Luckily the [[stone walkways]], somehow immune to the encrouching dunes, have cleared safe paths ahead.\n<<display 'directions'>> //[[wait|Eco Dome wait]]//\n\n<<display 'desert weather'>>
<<silently>>\n<<set $GravePositionX = -3>>\n<<set $GravePositionY = 6>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<silently>>\n<<set $GravePositionX = -2>>\n<<set $GravePositionY = 6>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<silently>>\n<<set $GravePositionX = -1>>\n<<set $GravePositionY = 6>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<silently>>\n<<set $GravePositionX = 0>>\n<<set $GravePositionY = 6>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<silently>>\n<<set $GravePositionX = -6>>\n<<set $GravePositionY = 14>>\n<<endsilently>>\n<<display 'GravePosition'>>
''Podium 3''\nThere are rows of [[circular buttons]] resembling old fashioned typewriter keys. In total, there are forty-three ivory buttons, each set into a brass rim casing.\n\nA symbol is painted on all three sides of the podium.\n<html><img src="http://farm9.staticflickr.com/8119/8673257296_6cc508e8a6.jpg" width="375" height="375"></html>\n\n<<if $bookreplace3 eq true>>A book rests atop the podium above the keyboard, bound in a gold leaf cover, just like the thousands of others within the wall of books that surrounds you.<<endif>>\n\n//[[step back from the podium|Library]]//\n<<set $podium = 3>><<display 'Clock'>>
<<if $beachtile eq "aboveground">>You crank the lever. The orifice at the top of the dome opens up and the telescopic metal rod begins to collapse. The elevated floor tile returns back inside the planetarium and comes to a stop a few feet off the floor.<<set $beachtile = "underground">><<else>>You crank the lever. A small circular orifice at the top of the dome opens up and the telescopic metal rod begins to extend. The elevated floor tile begins to rise further and further until it passes through the tiny hole in the roof of the planetarium. The opening shuts shortly after the tile passes through it, leaving the metal rod caught between the floor and the ceiling. The tile itself is presumably suspended somewhere above the surface as the display has changed to a live view of the actual sky above.<<set $beachtile = "aboveground">><<endif>>\n\n<<if $beachtile eq "aboveground" and $beach eq "sunset" and $beachcoordinate eq true>>Suddenly, you hear [[three distinct tones|Beach Constellation]] as if the console was interpreting some kind of outer space frequency.<<endif>>\n\n[[< Return|Beach Chair Controls]]
<<silently>>\n<<set $in_speed = "high">>\n\n<<if $out_speed eq "a moderate">><<set $out_speed = "high">><<else>><<if $out_speed eq "low">><<set $out_speed = "a moderate">><<else>><<if $out_speed eq "high">><<set $out_speed = "low">><<endif>><<endif>><<endif>>\n\n<<if $mid_speed eq "a moderate">><<set $mid_speed = "high">><<else>><<if $mid_speed eq "low">><<set $mid_speed = "a moderate">><<else>><<if $mid_speed eq "high">><<set $mid_speed = "low">><<endif>><<endif>><<endif>>\n\n<<set $redslider3 = "highest">>\n<<endsilently>>\n<<display 'move inner speed'>>
<<if $X eq 3>>It's already there.<<else>>You slide the knob to 3. As you do, you notice the elevated tile has tilted several degrees over the vertical axis, and the screen now displays a new constellation group.<<endif>>\n<<set $X = 3>>The (X , Y) coordinate is now set to <<if $X neq 0 and $Y neq 0>>(<<print $X>>,<<print $Y>>).<<endif>><<if $X eq 0 and $Y neq 0>>(0,<<print $Y>>).<<endif>><<if $X neq 0 and $Y eq 0>>(<<print $X>>,0).<<endif>><<if $X eq 0 and $Y eq 0>>(0,0).<<endif>>\n\n\n\n<<if $Game_Location eq "Beach">>[[< Return|Beach Chair Controls]]<<endif>><<if $Game_Location eq "Graveyard">>[[< Return|Graveyard Chair Controls]]<<endif>><<if $Game_Location eq "Garden">>[[< Return|Garden Chair Controls]]<<endif>>
You rise from the chair and the night sky vanishes. The room has instantly returned to its former bright self. <<if $beachtile eq "aboveground">>The orifice at the top of the dome opens up and the telescopic metal rod begins to collapse. The elevated tile reenters the planetarium and finally returns to floor.<<endif>><<if $beachtile eq "underground">>The telescopic metal rod begins to collapse, and the elevated tile returns to floor.<<endif>>\n\n<<display 'Beach Planetarium'>>\n\n<<set $beachtile = "underground">>\n<<set $X = 3>><<set $Y = 3>>\n<<set $beachcoordinate = false>>
''Tundra''\nSeveral trees sprout up around you. They resemble oak, but the leaves are thicker and almost thorned at their tips.\n\nAhead and to your right you can see the border of the desert biome. The forest continues down and to the right.\n\nAn [[artificial turf]] path shows the way.\n<<display 'directions'>> //[[wait|Eco Dome wait]]//\n\n<<display 'tundra weather'>>
''Labyrinth Path''\n<<if $gen_num eq 1>>//Suddenly, the main lights shut off and dim emergency lighting kicks in!// <<set $gen_num = 0>><<endif>><<if $gen_num eq 0>> You can barely see a thing. Emergency lights lead [[ahead|c]].<<endif>><<if $gen_num gte 2>> It's not as cold here, the room partially heated from a steaming spring welling up in the floor and stretching on to your [[right|i]]. You can also proceed [[ahead|c]]. <<set $gen_num = $gen_num - 1>><<endif>>\n<<display 'Clock'>>
<<silently>>\n<<set $GravePositionX = -7>>\n<<set $GravePositionY = 13>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<if $beachtile eq "underground">><html><img src="http://farm9.staticflickr.com/8263/8699961505_9c4ff1fe14.jpg" width="300" height="375"></html><<endif>><<if $beachtile eq "aboveground">><html><img src="http://farm9.staticflickr.com/8271/8699961495_161305df22.jpg" width="300" height="375"></html>\n\n<html>\n<audio controls="controls">\n <source src="http://www.theark.net46.net/BeachTones.mp3"/> \n</audio>\n</html>\nYou hear three distinct tones, and you wonder if the constellation displayed on the screen could be the source of the frequency.\n<<display 'Black Cloud Condition'>><<endif>>\n[[< Return|Beach Chair Controls]]
''Rainforest''\nThe tree branches are so low to the ground here, you have to climb over some of them as you navigate the path.\n\nA [[wooden path]] clears the way through dense vegetation throughout the rainforest.\n<<display 'directions'>> //[[wait|Eco Dome wait]]//\n\n<<display 'rainforest weather'>>
<<display 'Clock'>>\n<<if $raincount eq 0>>//There is a crack of thunder, and you hear the rainfall begin over the rainforest biome.//<<endif>> <<if $sandcount eq 0>>//A sudden gust of wind blows sand in your eyes. You squint and turn away, but it's useless. The sandstorm envelops you.//<<endif>> <<if $snowcount eq 0>>//Looking up to the sky, you can tell that it's started to snow off in the tundra biome.//<<endif>>\n<<display 'finish weather'>>
<<silently>>\n<<display 'Clock'>>\n\n<<set $visited_Power_Core = "yes">>\n\n<<if Math.round($Crystal_1_power_level * 100) eq 100>>\n<<set $Crystal_1_activation = 1>>\n<<endif>>\n<<if Math.round($Crystal_2_power_level * 100) eq 200>>\n<<set $Crystal_2_activation = 1>>\n<<endif>>\n<<if Math.round($Crystal_3_power_level * 100) eq 300>>\n<<set $Crystal_3_activation = 1>>\n<<endif>>\n<<if Math.round($Crystal_1_power_level * 100) neq 100>>\n<<set $Crystal_1_activation = 0>>\n<<endif>>\n<<if Math.round($Crystal_2_power_level * 100) neq 200>>\n<<set $Crystal_2_activation = 0>>\n<<endif>>\n<<if Math.round($Crystal_3_power_level * 100) neq 300>>\n<<set $Crystal_3_activation = 0>>\n<<endif>>\n<<endsilently>>\n''Power Core''\n\nYou stand atop a large circular platform made of metal grating. Looking above, you see the dome-shaped bottom section of the Control Room, its upper half embedded into the stone ceiling. Before you is the lever, having descended along with you. The lever has snapped back to its original position, allowing it to be //[[pulled]]// again. Beyond the lever, at the edge of the platform is a catwalk path, sloping down to a lower catwalk path along the perimeter of the chamber.\n\nBehind you is a stout metal podium with a slanted [[control panel]]. Turning to face the control panel, there are two more sloping [[paths]] to the left and right, each also leading to the catwalk path which hugs the cylindrical wall. Indeed, the three paths divide the room into equal thirds.\n\nAt the end of each path you can see a giant, lavender [[crystal]] embedded into the wall. Far below the catwalks you see <<if $openfloor eq "yes">>a massive pool of luminescent, blue liquid shimmering with tendrils of white light.<<endif>><<if $openfloor eq "no">>the closed floor.<<endif>>\n\n//[[look|Power Core look]]//\n\n<<if $Crystal_1_activation + $Crystal_2_activation + $Crystal_3_activation eq 1>>One crystal is currently powered. Its energy beam skips across the spherical surface of the Control Room suspended above you.<<endif>><<if $Crystal_1_activation + $Crystal_2_activation + $Crystal_3_activation eq 2>>Two crystals are currently powered. Their energy beams skip across the spherical surface of the Control Room suspended above you.<<endif>><<if $Crystal_1_activation + $Crystal_2_activation + $Crystal_3_activation eq 3>>Three crystals are currently powered. Their energy beams skip across the spherical surface of the Control Room suspended above you.<<endif>>
<<silently>>\n<<set $GravePositionX = 7>>\n<<set $GravePositionY = 9>>\n<<endsilently>>\n<<display 'GravePosition'>>
You tug on the twig of the tree. It springs back into place.\n<<silently>>\n<<if $s1 eq "no" and $s2 eq "no" and $s3 eq "no" and $s4 eq "no">>\n<<set $s1 = "yes">>\n<<else>>\n<<if $s1 eq "yes" and $s2 eq "yes" and $s3 eq "no" and $s4 eq "no">>\n<<set $s3 = "yes">>\n<<else>>\n<<if $s1 eq "yes" and $s2 eq "yes" and $s3 eq "yes" and $s4 eq "no">>\n<<set $s4 = "yes">>\n<<set $opened = "yes">>\n<<else>>\n<<set $s1 = "no">>\n<<set $s2 = "no">>\n<<set $s3 = "no">>\n<<set $s4 = "no">>\n<<endif>><<endif>><<endif>>\n<<endsilently>>\n\n<<if $s1 eq "yes" and $s2 eq "yes" and $s3 eq "yes" and $s4 eq "yes">><<display 'opening'>><<else>><<display 'tree'>><<endif>>
<<silently>>\n<<set $GravePositionX = 7>>\n<<set $GravePositionY = 6>>\n<<endsilently>>\n<<display 'GravePosition'>>
Unresponsive. You hit the keys repeatedly to no avail.\n\nPerhaps you could //[[pry]]// the Eco Dome floor open?
You tear apart the brambles to reveal a stone button set into the back of the statue. The button is marked with a vertical line.\n\n//[[press button|man_button]]//\n\n<<display 'statue_man'>>
<<silently>>\n<<set $GravePositionX = 6>>\n<<set $GravePositionY = 6>>\n<<endsilently>>\n<<display 'GravePosition'>>
You brush aside the plant matter to reveal a stone button set into the back of the statue. The button is marked with a horizontal line.\n\n//[[press button|woman_button]]//\n\n<<display 'statue_woman'>>
<<if Math.round($gardentime / 180) neq ($gardentime / 180) and $garden eq "sunrise">>\nYou stand still for a while, taking in the sweet smells of the flowers whose buds have opened to welcome in as much light as they can.<<endif>><<if Math.round($gardentime / 180) neq ($gardentime / 180) and $garden eq "sunset">>You stand still for a while, noticing the flower buds have closed for the night.<<endif>>\n<<display 'Garden Weather'>>
<<silently>>\n<<set $GravePositionX = -5>>\n<<set $GravePositionY = 8>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<if $beach eq "sunrise">>\n<<set $beach = "sunset">>\n<<else>>\n<<set $beach = "sunrise">>\n<<endif>>
With an unearthly moan, the immense floor sinks to the correspoding level.\n\n<<silently>>\n<<display 'Clock'>>\n\n<<if $floor_liquid_level - 3 lt $Crystal_1_space + $Crystal_2_space + $Crystal_3_space and ($Crystal_1 eq 1) and $floor_liquid_level gt 3>>\n<<set $Crystal_1_power_level = $Crystal_1_power_level + ($floor_liquid_level - 3) / ($Crystal_1 + $Crystal_2 + $Crystal_3)>>\n<<endif>>\n<<if $floor_liquid_level - 3 lt $Crystal_1_space + $Crystal_2_space + $Crystal_3_space and ($Crystal_3 eq 1) and $floor_liquid_level gt 3>>\n<<set $Crystal_3_power_level = $Crystal_3_power_level + ($floor_liquid_level - 3) / ($Crystal_1 + $Crystal_2 + $Crystal_3)>>\n<<endif>>\n<<if $floor_liquid_level - 3 lt $Crystal_1_space + $Crystal_2_space + $Crystal_3_space and ($Crystal_2 eq 1) and $floor_liquid_level gt 3>>\n<<set $Crystal_2_power_level = $Crystal_2_power_level + ($floor_liquid_level - 3) / ($Crystal_1 + $Crystal_2 + $Crystal_3)>>\n<<endif>>\n\n<<if Math.abs(($floor_liquid_level - 3) - ($Crystal_1_space + $Crystal_2_space + $Crystal_3_space)) lt .000000000000001 and $Crystal_1 eq 1>>\n<<set $Crystal_1_power_level = 3>>\n<<set $Crystal_2_power_level = 3>>\n<<set $Crystal_1 = 0>>\n<<set $Crystal_2 = 0>>\n<<endif>>\n<<if Math.abs(($floor_liquid_level - 3) - ($Crystal_1_space + $Crystal_2_space + $Crystal_3_space)) lt .000000000000001 and $Crystal_3 eq 1>>\n<<set $Crystal_3_power_level = 3>>\n<<set $Crystal_2_power_level = 3>>\n<<set $Crystal_3 = 0>>\n<<set $Crystal_2 = 0>>\n<<endif>>\n<<if Math.abs(($floor_liquid_level - 3) - ($Crystal_1_space + $Crystal_2_space + $Crystal_3_space)) lt .000000000000001>>\n<<set $Crystal_2_power_level = 3>>\n<<set $Crystal_2 = 0>>\n<<endif>>\n\n<<if $Crystal_1_power_level gt 3>>\n<<set $Crystal_1 = 0>>\n<<endif>>\n<<if $Crystal_2_power_level gt 3>>\n<<set $Crystal_2 = 0>>\n<<endif>>\n<<if $Crystal_3_power_level gt 3>>\n<<set $Crystal_3 = 0>>\n<<endif>>\n\n<<if $Crystal_1_power_level gt 3>>\n<<set $Crystal_2_power_level = $Crystal_2_power_level + $Crystal_2 * ($Crystal_1_power_level - 3) / ($Crystal_2 + $Crystal_3)>>\n<<set $Crystal_3_power_level = $Crystal_3_power_level + $Crystal_3 * ($Crystal_1_power_level - 3) / ($Crystal_2 + $Crystal_3)>>\n<<set $Crystal_1_power_level = 3>>\n<<set $Crystal_1 = 0>>\n<<endif>>\n<<if $Crystal_2_power_level gt 3>>\n<<set $Crystal_1_power_level = $Crystal_1_power_level + $Crystal_1 * ($Crystal_2_power_level - 3) / ($Crystal_1 + $Crystal_3)>>\n<<set $Crystal_3_power_level = $Crystal_3_power_level + $Crystal_3 * ($Crystal_2_power_level - 3) / ($Crystal_1 + $Crystal_3)>>\n<<set $Crystal_2_power_level = 3>>\n<<set $Crystal_2 = 0>>\n<<endif>>\n<<if $Crystal_3_power_level gt 3>>\n<<set $Crystal_1_power_level = $Crystal_1_power_level + $Crystal_1 * ($Crystal_3_power_level - 3) / ($Crystal_1 + $Crystal_2)>>\n<<set $Crystal_2_power_level = $Crystal_2_power_level + $Crystal_2 * ($Crystal_3_power_level - 3) / ($Crystal_1 + $Crystal_2)>>\n<<set $Crystal_3_power_level = 3>>\n<<set $Crystal_3 = 0>>\n<<endif>>\n\n<<if $Crystal_1 eq 0>>\n<<set $Crystal_1_space = 0>>\n<<else>>\n<<set $Crystal_1_space = 3 - $Crystal_1_power_level>>\n<<endif>>\n<<if $Crystal_2 eq 0>>\n<<set $Crystal_2_space = 0>>\n<<else>>\n<<set $Crystal_2_space = 3 - $Crystal_2_power_level>>\n<<endif>>\n<<if $Crystal_3 eq 0>>\n<<set $Crystal_3_space = 0>>\n<<else>>\n<<set $Crystal_3_space = 3 - $Crystal_3_power_level>>\n<<endif>>\n\n<<set $floor_position = 3>>\n<<if $floor_liquid_level gt 3>>\n<<set $floor_liquid_level = 3>>\n<<endif>>\n<<endsilently>>\n<<if Math.round($Crystal_1_power_level * 100) eq 100 and $Crystal_1_activation eq 0>>Suddenly, an enormous arc of electrical energy erupts from the tip of the Crystal 1. The snaking stream of light reaches all the way to the bottom of the sphere.\n<<endif>>\n<<if Math.round($Crystal_2_power_level * 100) eq 200 and $Crystal_2_activation eq 0>>Suddenly, an enormous arc of electrical energy erupts from the tip of the Crystal 2. The snaking stream of light reaches all the way to the bottom of the sphere.\n<<endif>>\n<<if Math.round($Crystal_3_power_level * 100) eq 300 and $Crystal_3_activation eq 0>>Suddenly, an enormous arc of electrical energy erupts from the tip of the Crystal 3. The snaking stream of light reaches all the way to the bottom of the sphere.\n<<endif>>\n<<if Math.round($Crystal_1_power_level * 100) neq 100 and $Crystal_1_activation eq 1>>In a flash, the bolt of energy being emitting from Crystal 1 disappears.\n<<endif>>\n<<if Math.round($Crystal_2_power_level * 100) neq 200 and $Crystal_2_activation eq 1>>In a flash, the bolt of energy being emitting from Crystal 2 disappears.\n<<endif>>\n<<if Math.round($Crystal_3_power_level * 100) neq 300 and $Crystal_3_activation eq 1>>In a flash, the bolt of energy being emitting from Crystal 3 disappears.\n<<endif>>\n\n[[< Return|Power Core]]
<<silently>>\n<<set $Crystal_1_slider = "right">>\n<<if $Crystal_1_power_level lt 3>>\n<<set $Crystal_1 = 1>>\n<<endif>>\n<<set $Crystal_1_space = 3 - $Crystal_1_power_level>>\n<<if $Crystal_1_space eq 0>>\n<<set $Crystal_1 = 0>>\n<<endif>>\n<<endsilently>>\nYou grip the handle and slide it to the right; there is a satisfying "clank" of some internal mechanism. <<if $openfloor eq "no">>You notice the image of the crystal on the [[screen|Crystal 1 Screen]] is now open at the bottom.<<endif>>\n\n<<display 'Crystal 1'>>\n
''Staircase''. ''<<if $graveyard eq "sunrise">>Day.<<else>>Night.<<endif>>''\nYou stand before a staircase leading [[underground|underground graveyard]].\n\n<<display 'GraveDirections'>> //[[wait|Graveyard wait]]//\n\n<<display 'Clock'>>\n<<display 'Graveyard Weather'>>
''Garden Planetarium Control Chair''\nYou take a seat in the chair within the wall's alcove. Immediately, the colors in the room invert. The white tiles become black, the floor lights cut off, and in their place speckles of stardust appear along the curved black wall. The room has become a mock planetarium, and the inner wall has become a simulated night sky.\n\nA floor tile at the center of the room begins to rise. The tile is being pushed by a slender telescopic metal rod extending from the floor and attached to the underside of the tile. The tile rises about five feet and then stops.\n\nAfter this transformation, you turn your attention to the [[controls|Garden Chair Controls]] set into the wide golden armrests of the chair itself.\n\n//[[stand up|garden stand up]]//\n\n<<set $gardentile = "underground">>\n<<set $X = 3>><<set $Y = 3>>\n<<set $gardencoordinate = false>>\n<<display 'Clock'>>
An underground shelter from the periodic sandstorms is an appealing thought. You take a leap of faith down the opening.\n\nAfter a brief slide down sandblasted rock, you stumble into a small cavern.\n\n<<display 'cavern'>>
Hundreds, maybe thousands of cryogenic chambers, like the one you discovered in the secret lab, cover the surface of the cylindrical wall beneath the catwalk. The rows go so far down you can't even see where it all ends.\n\nThese chambers are not empty, however. You can see them. The aliens.\n\nThey resemble the statues in the graveyard. But these beings are not imposing or formidable. They are asleep, and they drift listlessly like bubbles in a lava lamp within the tinted blue fluid of their cryo-chambers.\n\nUp [[ahead]], the platform splits to the left and right and forms a circular path around the center of the chamber.
''Tundra/Desert Border''\nYou stand along the [[border]] between the tundra and desert biomes. It's a bizarre feeling. The extremes of temperature on either side of you is like nothing you've ever experienced before.\n\nTo your left, you can see across the tundra biome to the left hand wall of the Eco Dome. Forward and to your left you can make out the room's back left corner. The path directly ahead into the desert is blocked by a huge boulder. Luckily, [[stone walkways]] mark the safe paths into the desert.\n<<display 'directions'>> //[[wait|Eco Dome wait]]//\n\n<<display 'edge weather'>>
<<silently>>\n<<set $GravePositionX = -5>>\n<<set $GravePositionY = 14>>\n<<endsilently>>\n<<display 'GravePosition'>>
''Along the circular catwalk''\nYou teleport back to the circular catwalks.\n\nFacing towards the center of the room, the intersection with the platform leading back to the stary hallway is to your left. To your [[right|Final Lever]], the final lever awaits.
<<set $EcoDomePositionX = $EcoDomePositionX + 1>>\nYou walk forward and to the right for a while. Then, as to not disorient yourself, you turn to face the wall opposite the Eco Dome's entrance.\n\n<<display 'EcoDomePosition'>>
<<set $EcoDomePositionY = $EcoDomePositionY - 1>>\nYou walk back and to the right for a while. Then, as to not disorient yourself, you turn to face the wall opposite the Eco Dome's entrance.\n\n<<display 'EcoDomePosition'>>
<<if $X eq 1>>It's already there.<<else>>You slide the knob to 1. As you do, you notice the elevated tile has tilted several degrees over the vertical axis, and the screen now displays a new constellation group.<<endif>>\n<<set $X = 1>>The (X , Y) coordinate is now set to <<if $X neq 0 and $Y neq 0>>(<<print $X>>,<<print $Y>>).<<endif>><<if $X eq 0 and $Y neq 0>>(0,<<print $Y>>).<<endif>><<if $X neq 0 and $Y eq 0>>(<<print $X>>,0).<<endif>><<if $X eq 0 and $Y eq 0>>(0,0).<<endif>>\n\n\n\n<<if $Game_Location eq "Beach">>[[< Return|Beach Chair Controls]]<<endif>><<if $Game_Location eq "Graveyard">>[[< Return|Graveyard Chair Controls]]<<endif>><<if $Game_Location eq "Garden">>[[< Return|Garden Chair Controls]]<<endif>>
<<silently>>\n<<display 'Clock'>>\n\n<<if Math.round($Crystal_1_power_level * 100) eq 100>>\n<<set $Crystal_1_activation = 1>>\n<<endif>>\n<<if Math.round($Crystal_2_power_level * 100) eq 200>>\n<<set $Crystal_2_activation = 1>>\n<<endif>>\n<<if Math.round($Crystal_3_power_level * 100) eq 300>>\n<<set $Crystal_3_activation = 1>>\n<<endif>>\n<<if Math.round($Crystal_1_power_level * 100) neq 100>>\n<<set $Crystal_1_activation = 0>>\n<<endif>>\n<<if Math.round($Crystal_2_power_level * 100) neq 200>>\n<<set $Crystal_2_activation = 0>>\n<<endif>>\n<<if Math.round($Crystal_3_power_level * 100) neq 300>>\n<<set $Crystal_3_activation = 0>>\n<<endif>>\n<<endsilently>>\n<<if $Crystal_1_activation + $Crystal_2_activation + $Crystal_3_activation lt 3 or $Ship_Power eq false>>\nYou touch the door. Nothing happens.\n<<endif>>\n<<if $Crystal_1_activation + $Crystal_2_activation + $Crystal_3_activation eq 3 and $Ship_Power eq true and $doors_unopened eq true>>\nSeriph must have used the restored power to activate the doors! Two panels separate along a seam and disappear with a //swish!// into recesses inside the wall.\n\nWith the door open, you're free to proceed into the [[corridor|Library corridor]] beyond.<<endif>>\n<<if $Crystal_1_activation + $Crystal_2_activation + $Crystal_3_activation eq 3 and $Ship_Power eq true and $doors_unopened eq false>>\nYou touch the door. Two panels separate along a seam and disappear with a //swish!// into recesses inside the wall.\n\nWith the door open, you're free to proceed into the [[corridor|Library corridor]] beyond.<<endif>>\n\n<<if $Game_Location eq "Start">>[[< Return|door between Crystal 2 & 3]]<<endif>><<if $Game_Location eq "Library">>[[< Return|Library]]<<endif>>
Suddenly, the sand in front of the tree begins to shift. You see it tumble down into darkness, as some unseen underground machinery lets out a rusty moan. When the ground ceases shaking, you can see a set of stairs leading from the base of the tree into the [[darkness|underground]].\n\n[[< Return|jungle]]\n\n<<display 'Clock'>>\n<<display 'Beach Weather'>>
You step onto the first mushroom above the ground. It takes your weight. Using the mushrooms as stairs, you slowly ascend the massive trunk, brushing aside a bushel of fruit to enter a natural enclosure at the tree's sumit.\n\n<<display 'enclosure'>>
''Rainforest--Front Wall''\nA marked contrast to all the green, the branches here are spotted with bright pink [[fuzzy spheres]].\n\nThrough the dense vegatation, you think you can make out the right hand side of the Eco Dome ahead and to your right. At your back is the front [[wall|walls]] of the Eco Dome.\n\nA [[wooden path]] clears the way through dense vegetation throughout the rainforest.\n<<display 'directions'>> //[[wait|Eco Dome wait]]//\n\n<<display 'rainforest weather'>>
''Labyrinth Path''\n<<if $gen_num eq 1>>//Suddenly, the main lights shut off and dim emergency lighting kicks in!// <<set $gen_num = 0>><<endif>><<if $gen_num eq 0>> You can barely see a thing. Emergency lights lead [[left|r]].<<endif>><<if $gen_num gte 2>> A large network of mosses crisscross the walls of the room. They extend to your [[right|t]], disappearing into the next room. You can see small lizard-like things darting in and out between the lush greens, but they move too fast to get a good look at them. To your [[left|r]], the corridor passes long and straight. <<set $gen_num = $gen_num - 1>><<endif>>\n<<display 'Clock'>>
<<silently>>\n<<set $GravePositionX = 4>>\n<<set $GravePositionY = 13>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<set $EcoDomePositionX = $EcoDomePositionX - 1>>\nYou walk back and to the left for a while. Then, as to not disorient yourself, you turn to face the wall opposite the Eco Dome's entrance.\n\n<<display 'EcoDomePosition'>>
<<silently>>\n<<set $GravePositionX = -3>>\n<<set $GravePositionY = 13>>\n<<endsilently>>\n<<display 'GravePosition'>>
<html><embed src="http://www.theark.net46.net/A5.mp3" loop="false" hidden="true" autostart="true"></embed></html><<if $podium eq 1>><<set $piano1 = $piano1 + 1>><<endif>><<if $podium eq 2>><<set $piano2 = $piano2 + 1>><<endif>><<if $podium eq 3>><<set $piano3 = $piano3 + 1>><<endif>><<if $podium eq 1>><<set $podiumcode1 = 0>><<endif>><<if $podium eq 2>><<set $podiumcode2 = 0>><<endif>><<if $podium eq 3>><<set $podiumcode3 = 0>><<endif>><<if $podium eq 1>><<set $BookSelection1 = $BookSelection1 + 34>><<endif>><<if $podium eq 2>><<set $BookSelection2 = $BookSelection2 + 34>><<endif>><<if $podium eq 3>><<set $BookSelection3 = $BookSelection3 + 34>><<endif>><<display 'circular buttons'>><<if $podium eq 2>><<set $secretcode = 0>><<endif>>
<<set $GravePositionY = $GravePositionY + 1>><<set $GravePositionX = $GravePositionX - 1>>\n\n<<display 'GravePosition'>>
''Rainforest--Right Wall''\nYou pass a large pile of fallen leaves. They're damp, dead, and decomposing. The smell is rather unpleasant.\n\nYou stand along the right-hand [[wall|walls]] of the Eco Dome.\n\nA [[wooden path]] clears the way through dense vegetation throughout the rainforest.\n<<display 'directions'>> //[[wait|Eco Dome wait]]//\n\n<<display 'rainforest weather'>>
''Labyrinth Path''\n<<if $gen_num eq 1>>//Suddenly, the main lights shut off and dim emergency lighting kicks in!// <<set $gen_num = 0>><<endif>><<if $gen_num eq 0>> You can barely see a thing. Emergency lights lead [[right|d]].<<endif>><<if $gen_num gte 2>> The hall opens up into a room, the walls becoming smoother and the beginnings of archways leading to the [[left|b]], [[right|d]], and [[behind|h]] you. <<set $gen_num = $gen_num - 1>><<endif>>\n<<display 'Clock'>>
The red slider is currently at the <<if $mid_speed eq "high">>highest<<endif>><<if $mid_speed eq "a moderate">>middle<<endif>><<if $mid_speed eq "low">>lowest<<endif>> position.\n\n<<if $mid_speed eq "high">>You can move the slider to the [[middle|MiddleArcSpeedTransition down 1]] or [[bottom|MiddleArcSpeedTransition down 2]] position.<<endif>><<if $mid_speed eq "a moderate">>You can move the slider to the [[top|MiddleArcSpeedTransition up 1]] or [[bottom|MiddleArcSpeedTransition down 1]] position.<<endif>><<if $mid_speed eq "low">>You can move the slider to the [[top|MiddleArcSpeedTransition up 2]] or [[middle|MiddleArcSpeedTransition up 1]] position.<<endif>>\n\n<<display 'controls2'>>
The prickly pear plants resemble miniature cacti, their skin a dark green covered in needle thin thorns protruding from purple dimples. They look a bit like startled puffer fish.\n\n<<display 'Eco Dome (1,3)'>>
<<if Math.round($graveyardtime / 180) eq ($graveyardtime / 180) and $graveyard eq "sunrise">>\n//The stars melt away as the night sky is overwhelmed by the colors of dawn. In the bright light, the graves are far less foreboding.//<<endif>><<if Math.round($graveyardtime / 180) eq ($graveyardtime / 180) and $graveyard eq "sunset">>//The day is done. The sun has long since passed behind the mountain, and now even the last traces of light have vanished from the sky.//<<endif>>
''Tundra--Front Wall''\nBright snow is dulled by the shadows of a giant [[tree|TundraTree]].\n\nFrom here you could continue along the front [[wall|walls]] of the Eco Dome or take any of the other paths marked by the [[artificial turf]].\n<<display 'directions'>> //[[wait|Eco Dome wait]]//\n\n<<display 'tundra weather'>>
<<set $waitclock = $waitclock + 1>>\n<<if $waitclock lt 5>><<display 'Clock'>><<display 'Garden Weather'>><<display 'Garden wait'>>\n<<else>>\n<<display 'Clock'>><<display 'Garden wait description'>><<set $waitclock = 0>>\n<<return>>\n<<endif>>
With an unearthly moan, the immense floor sinks to the correspoding level.\n\n<<silently>>\n<<display 'Clock'>>\n\n<<if $floor_liquid_level - 1 lt $Crystal_1_space + $Crystal_2_space + $Crystal_3_space and ($Crystal_1 eq 1) and $floor_liquid_level gt 1>>\n<<set $Crystal_1_power_level = $Crystal_1_power_level + ($floor_liquid_level - 1) / ($Crystal_1 + $Crystal_2 + $Crystal_3)>>\n<<endif>>\n<<if $floor_liquid_level - 1 lt $Crystal_1_space + $Crystal_2_space + $Crystal_3_space and ($Crystal_3 eq 1) and $floor_liquid_level gt 1>>\n<<set $Crystal_3_power_level = $Crystal_3_power_level + ($floor_liquid_level - 1) / ($Crystal_1 + $Crystal_2 + $Crystal_3)>>\n<<endif>>\n<<if $floor_liquid_level - 1 lt $Crystal_1_space + $Crystal_2_space + $Crystal_3_space and ($Crystal_2 eq 1) and $floor_liquid_level gt 1>>\n<<set $Crystal_2_power_level = $Crystal_2_power_level + ($floor_liquid_level - 1) / ($Crystal_1 + $Crystal_2 + $Crystal_3)>>\n<<endif>>\n\n<<if Math.abs(($floor_liquid_level - 1) - ($Crystal_1_space + $Crystal_2_space + $Crystal_3_space)) lt .000000000000001 and $Crystal_1 eq 1>>\n<<set $Crystal_1_power_level = 3>>\n<<set $Crystal_2_power_level = 3>>\n<<set $Crystal_1 = 0>>\n<<set $Crystal_2 = 0>>\n<<endif>>\n<<if Math.abs(($floor_liquid_level - 1) - ($Crystal_1_space + $Crystal_2_space + $Crystal_3_space)) lt .000000000000001 and $Crystal_3 eq 1>>\n<<set $Crystal_3_power_level = 3>>\n<<set $Crystal_2_power_level = 3>>\n<<set $Crystal_3 = 0>>\n<<set $Crystal_2 = 0>>\n<<endif>>\n<<if Math.abs(($floor_liquid_level - 1) - ($Crystal_1_space + $Crystal_2_space + $Crystal_3_space)) lt .000000000000001>>\n<<set $Crystal_2_power_level = 3>>\n<<set $Crystal_2 = 0>>\n<<endif>>\n\n<<if $Crystal_1_power_level gt 3>>\n<<set $Crystal_1 = 0>>\n<<endif>>\n<<if $Crystal_2_power_level gt 3>>\n<<set $Crystal_2 = 0>>\n<<endif>>\n<<if $Crystal_3_power_level gt 3>>\n<<set $Crystal_3 = 0>>\n<<endif>>\n\n<<if $Crystal_1_power_level gt 3>>\n<<set $Crystal_2_power_level = $Crystal_2_power_level + $Crystal_2 * ($Crystal_1_power_level - 3) / ($Crystal_2 + $Crystal_3)>>\n<<set $Crystal_3_power_level = $Crystal_3_power_level + $Crystal_3 * ($Crystal_1_power_level - 3) / ($Crystal_2 + $Crystal_3)>>\n<<set $Crystal_1_power_level = 3>>\n<<set $Crystal_1 = 0>>\n<<endif>>\n<<if $Crystal_2_power_level gt 3>>\n<<set $Crystal_1_power_level = $Crystal_1_power_level + $Crystal_1 * ($Crystal_2_power_level - 3) / ($Crystal_1 + $Crystal_3)>>\n<<set $Crystal_3_power_level = $Crystal_3_power_level + $Crystal_3 * ($Crystal_2_power_level - 3) / ($Crystal_1 + $Crystal_3)>>\n<<set $Crystal_2_power_level = 3>>\n<<set $Crystal_2 = 0>>\n<<endif>>\n<<if $Crystal_3_power_level gt 3>>\n<<set $Crystal_1_power_level = $Crystal_1_power_level + $Crystal_1 * ($Crystal_3_power_level - 3) / ($Crystal_1 + $Crystal_2)>>\n<<set $Crystal_2_power_level = $Crystal_2_power_level + $Crystal_2 * ($Crystal_3_power_level - 3) / ($Crystal_1 + $Crystal_2)>>\n<<set $Crystal_3_power_level = 3>>\n<<set $Crystal_3 = 0>>\n<<endif>>\n\n<<if $Crystal_1 eq 0>>\n<<set $Crystal_1_space = 0>>\n<<else>>\n<<set $Crystal_1_space = 3 - $Crystal_1_power_level>>\n<<endif>>\n<<if $Crystal_2 eq 0>>\n<<set $Crystal_2_space = 0>>\n<<else>>\n<<set $Crystal_2_space = 3 - $Crystal_2_power_level>>\n<<endif>>\n<<if $Crystal_3 eq 0>>\n<<set $Crystal_3_space = 0>>\n<<else>>\n<<set $Crystal_3_space = 3 - $Crystal_3_power_level>>\n<<endif>>\n\n<<set $floor_position = 1>>\n<<if $floor_liquid_level gt 1>>\n<<set $floor_liquid_level = 1>>\n<<endif>>\n<<endsilently>>\n<<if Math.round($Crystal_1_power_level * 100) eq 100 and $Crystal_1_activation eq 0>>Suddenly, an enormous arc of electrical energy erupts from the tip of the Crystal 1. The snaking stream of light reaches all the way to the bottom of the sphere.\n<<endif>>\n<<if Math.round($Crystal_2_power_level * 100) eq 200 and $Crystal_2_activation eq 0>>Suddenly, an enormous arc of electrical energy erupts from the tip of the Crystal 2. The snaking stream of light reaches all the way to the bottom of the sphere.\n<<endif>>\n<<if Math.round($Crystal_3_power_level * 100) eq 300 and $Crystal_3_activation eq 0>>Suddenly, an enormous arc of electrical energy erupts from the tip of the Crystal 3. The snaking stream of light reaches all the way to the bottom of the sphere.\n<<endif>>\n<<if Math.round($Crystal_1_power_level * 100) neq 100 and $Crystal_1_activation eq 1>>In a flash, the bolt of energy being emitting from Crystal 1 disappears.\n<<endif>>\n<<if Math.round($Crystal_2_power_level * 100) neq 200 and $Crystal_2_activation eq 1>>In a flash, the bolt of energy being emitting from Crystal 2 disappears.\n<<endif>>\n<<if Math.round($Crystal_3_power_level * 100) neq 300 and $Crystal_3_activation eq 1>>In a flash, the bolt of energy being emitting from Crystal 3 disappears.\n<<endif>>\n\n[[< Return|Power Core]]
//''"Alien. Comply. Comply or face judgement."''//\n<html>\n<audio controls="controls">\n <source src="http://www.theark.net46.net/BlackCloud2.mp3"/> \n</audio>\n</html>\n\nImmediately to your [[right|Black Cloud Attack]] you could try to escape to the straight platform leading back to the starry tunnel.\n\nTo your [[left|Black Cloud Attack 2]], the circular catwalk path continues.\n\n//[[Pull Lever]]//, //[[Wait|Black Cloud Attack 4]]//
''Gazebo. <<if $garden eq "sunrise">>Day.<<else>>Night.<<endif>>''\nIn the heart of the garden is a small triangular gazebo with three open walls made of bleached white wood supporting a pagoda style roof. The three sides open up to [[cobblestone pathways]] winding away from the gazebo to three separate podiums at the edge of the garden plateau. The roof has a small circular opening, but it's too high to reach.\n\n<<if $pad_used eq "false">>In the center of the Gazebo's floor, a glowing blue [[pad|Gazebo Roof]] hums softly.<<else>>The pad that was once bright is now dark and appears to be inoperative.\n\nIn front of you you can see a [[staircase|Underground Garden]] leading down into darkness.<<endif>>\n\nFrom here there is a small beaten trail winding back to the [[obelisk|Garden]].\n\n//[[wait|Garden wait]]//\n<<display 'Clock'>>\n<<display 'Garden Weather'>>
<<silently>>\n<<set $GravePositionX = -7>>\n<<set $GravePositionY = 4>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<silently>>\n<<set $GravePositionX = 7>>\n<<set $GravePositionY = 5>>\n<<endsilently>>\n<<display 'GravePosition'>>
The wall's surface resembles black glass, completely smooth and without a single imperfection.\n\n<<display 'Control Room'>>
Upon closer inspection of the pedestal beneath the picture of the beach, you notice a small carving on the back near the base.\n<html><img src="http://farm9.staticflickr.com/8401/8673258626_b6d66711c7.jpg" width="300" height="300"></html>\n\n[[inspect graveyard pedestal|graveyard pedestal]], [[inspect garden pedestal|garden pedestal]]\n\n<<display 'stained glass pieces'>>
<<set $GravePositionX = $GravePositionX - 1>>\n\n<<display 'GravePosition'>>
<<silently>>\n<<set $GravePositionX = 7>>\n<<set $GravePositionY = 11>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<silently>>\n<<set $GravePositionX = -7>>\n<<set $GravePositionY = 10>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<silently>>\n<<set $GravePositionX = -6>>\n<<set $GravePositionY = 10>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<silently>>\n<<set $GravePositionX = -5>>\n<<set $GravePositionY = 10>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<silently>>\n<<set $GravePositionX = -4>>\n<<set $GravePositionY = 10>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<silently>>\n<<set $GravePositionX = -2>>\n<<set $GravePositionY = 10>>\n<<endsilently>>\n<<display 'GravePosition'>>
With an unearthly moan, the immense floor rises to the corresponding level.\n<<set $floor_position = 5>>\n<<display 'Power Core'>>
<<silently>>\n<<set $GravePositionX = 0>>\n<<set $GravePositionY = 10>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<silently>>\n<<set $GravePositionX = 1>>\n<<set $GravePositionY = 10>>\n<<endsilently>>\n<<display 'GravePosition'>>
''Unknown Grave.'' Column <<print $GravePositionX + 8>>, Row <<print $GravePositionY + 1>>. ''<<if $graveyard eq "sunrise">>Day.<<else>>Night.<<endif>>''\nYou stand at an unknown grave located in the farthest column to the right, not far from the first row.\n\n<<display 'grave_all'>>
<<if $woman_pressed eq "no">>You push the button. The frost around it cracks as the stone depresses into the base of the statue.<<set $woman_pressed = "yes">><<else>>You've already pushed the button in.<<endif>>\n\n<<display 'statue_woman'>>
<<set $mid_level = "middle">><<display 'move middle position'>>
''Second Podium. <<if $garden eq "sunrise">>Day.<<else>>Night.<<endif>>''<<set $GardenPosition = 2>>\nThe second podium is polished and smooth, and appears to be untouched by the passage of time.\n\nOn the podium you can see various [[controls|controls2]], presumably that control the spinning stone sections over the gazebo. \n\nFrom here you can head back to the [[gazebo]], or follow the side paths to get to the other podiums. Going [[right|third podium]] will take you to the third podium, and going [[left|first podium]] will take you to the first podium.\n\n<<if ($out_level eq "lowest") and ($out_speed eq "high") and ($mid_level eq "middle") and ($mid_speed eq "a moderate") and ($in_level eq "highest") and ($in_speed eq "low") and ($out_direction eq $mid_direction) and ($mid_direction eq $in_direction)>>You look over your shoulder to ascertain the state of the [[ramp|Ramp Complete]].<<else>>You look over your shoulder to ascertain the state of the [[ramp|Ramp Not Complete]].<<endif>>\n\n//[[wait|Garden wait]]//\n<<display 'Clock'>>\n<<display 'Garden Weather'>>
<<silently>>\n<<set $GravePositionX = 1>>\n<<set $GravePositionY = 4>>\n<<endsilently>>\n<<display 'GravePosition'>>
There are a few sktches of the Eco Dome and the following text written along the margin...\n\n<html><hr></html>//That ought to do it. Random code generation based on a simultaneous weather cycle algorithm. Although I don’t know how necessary it is now; the council has officially approved the mission. I knew they would eventually. There is no future for us here. In any case, there is no longer a need to hide the truth from our people. We all know what we must do. We have to leave this planet. We have to leave our home.//\n<html><hr></html>\n[[continue reading|continue reading 4]]\n\n[[< Return|sleeping area]]
Most of the text appears too complex to translate, but then this passage suddenly transforms...\n\n<html><hr></html>//Is it better to die at home or live in exile? That question will haunt me for the rest of my life, but I believe that a man can make a new home so long as he remembers where he came from. This belief, however, is not shared by many of my peers. As if we didn’t have enough to worry about keeping the lower decks hidden from the inspectors, I feel we must also keep our plan a secret from our own people, at least until we’ve gained more support within the council.\n\nSecurity is my first concern now. If the lower decks are discovered, then our mission will end before it even begins. A simple code won’t do. I’ll have to come up with something…//\n<html><hr></html>\n[[continue reading|continue reading 3]]\n\n[[< Return|sleeping area]]
There are several passages of alien text, which are now occasionally covered in sketches of a machine labeled "cryo-chamber". You read the following entry scribbled inside a chamber, as if the words themselves were housed within the machine...\n\n<html><hr></html>//It’s hard to be here alone…periodic regeneration treatments in the cryo-chamber have kept me young, but I feel so old. It’s funny, but I think I’ve created a paranoia just to keep myself company. I’d swear I was being watched…//\n<html><hr></html>\n[[continue reading|continue reading 6]]\n\n[[< Return|sleeping area]]
<<silently>>\n<<set $GravePositionX = 6>>\n<<set $GravePositionY = 8>>\n<<endsilently>>\n<<display 'GravePosition'>>
The writing here is darker and more deliberate. The author pressed hard into the page with every word...\n\n<html><hr></html>//''So many years…hard to think. Approaching a solar system with a yellow sun…meteor impacts to the hull damaging computers…paranoia getting worse. I carry a gun always. I won’t be killed without putting up a fight.''//\n<html><hr></html>\n[[continue reading|continue reading 8]]\n\n[[< Return|sleeping area]]
<<silently>>\n<<set $GravePositionX = 0>>\n<<set $GravePositionY = 4>>\n<<endsilently>>\n<<display 'GravePosition'>>
<html><embed src="http://www.theark.net46.net/C3.mp3" loop="false" hidden="true" autostart="true"></embed></html><<if $podium eq 1>><<set $piano1 = $piano1 + 1>><<endif>><<if $podium eq 2>><<set $piano2 = $piano2 + 1>><<endif>><<if $podium eq 3>><<set $piano3 = $piano3 + 1>><<endif>><<if $podium eq 1>><<set $podiumcode1 = 0>><<endif>><<if $podium eq 2>><<set $podiumcode2 = 0>><<endif>><<if $podium eq 3>><<set $podiumcode3 = 0>><<endif>><<if $podium eq 1>><<set $BookSelection1 = $BookSelection1 + 15>><<endif>><<if $podium eq 2>><<set $BookSelection2 = $BookSelection2 + 15>><<endif>><<if $podium eq 3>><<set $BookSelection3 = $BookSelection3 + 15>><<endif>><<display 'circular buttons'>><<if $podium eq 2>><<set $secretcode = 0>><<endif>>
There are several pages of untranslatable text, but this has more to do with illegibility than language complexity. The journal entries have become erratic, and cryo-chamber diagrams are now replaced by smears of black ink. You notice some repetitive patterns in the images, as if they were the product of an obsessive compulsion. Some resemble thunder clouds, others swarms of insects, and several pages appear to have had ink simply poured over them and allowed to flow across the page.\n\nMore disturbing than these images are the brief pieces of legible text peeking through. The writing is chaotic and shakey, scribed by a tremulous hand...\n\n<html><hr></html>//Demons. Dark ghosts that consume your flesh. ''No!'' They are not ghosts. They are machines....\n\n............Mindless. Slaves to their programming and their alien masters....\n\n....How to beat them? Separation from their master results in disorientation, but not weakness....\n\n................Our weapons: pointless. It’s like shooting air. The particles scatter and reconstitute....\n\n....They are phantoms. No. Not phantoms. Hardware....\n\n....................I just have to think. Hardware. Quantum Processors....\n\n....................................Quantum processors are fried in teleportation. Is that the answer?....\n\nTeleportation. Yes. A trap? ''No! Stop this!'' Nothing is here! ''You are alone!''//\n\n"You are alone." It's the final thing written in the journal. You wonder if the author was correct as you close the book and return it to its hiding place.\n<html><hr></html>\n[[< Return|sleeping area]]
<<set $EcoDomePositionX = $EcoDomePositionX + 1>><<set $EcoDomePositionY = $EcoDomePositionY - 1>>\nYou walk to the right for a while. Then, as to not disorient yourself, you turn to face the wall opposite the Eco Dome's entrance.\n\n<<display 'EcoDomePosition'>>
<html><embed src="http://www.theark.net46.net/C7.mp3" loop="false" hidden="true" autostart="true"></embed></html><<if $podium eq 1>><<set $piano1 = $piano1 + 1>><<endif>><<if $podium eq 2>><<set $piano2 = $piano2 + 1>><<endif>><<if $podium eq 3>><<set $piano3 = $piano3 + 1>><<endif>><<if $podium eq 1>><<set $podiumcode1 = 0>><<endif>><<if $podium eq 2>><<set $podiumcode2 = 0>><<endif>><<if $podium eq 3>><<set $podiumcode3 = 0>><<endif>><<if $podium eq 2>><<set $secretcode = $secretcode + 4>><<endif>><<if $podium eq 1>><<set $BookSelection1 = $BookSelection1 + 43>><<endif>><<if $podium eq 2>><<set $BookSelection2 = $BookSelection2 + 43>><<endif>><<if $podium eq 3>><<set $BookSelection3 = $BookSelection3 + 43>><<endif>><<display 'circular buttons'>><<if $podium eq 2>><<set $secretcode = 0>><<endif>>
You pull on the leaf of the tree. It flips back into place.\n<<silently>>\n<<set $s1 = "no">>\n<<set $s2 = "no">>\n<<set $s3 = "no">>\n<<set $s4 = "no">>\n<<endsilently>>\n\n<<display 'tree'>>
<html><embed src="http://www.theark.net46.net/C5.mp3" loop="false" hidden="true" autostart="true"></embed></html><<if $podium eq 1>><<set $piano1 = $piano1 + 1>><<endif>><<if $podium eq 2>><<set $piano2 = $piano2 + 1>><<endif>><<if $podium eq 3>><<set $piano3 = $piano3 + 1>><<endif>><<if $podium eq 1>><<set $podiumcode1 = 0>><<endif>><<if $podium eq 2>><<set $podiumcode2 = 0>><<endif>><<if $podium eq 3>><<set $podiumcode3 = 0>><<endif>><<if $podium eq 1>><<set $BookSelection1 = $BookSelection1 + 29>><<endif>><<if $podium eq 2>><<set $BookSelection2 = $BookSelection2 + 29>><<endif>><<if $podium eq 3>><<set $BookSelection3 = $BookSelection3 + 29>><<endif>><<display 'circular buttons'>><<if $podium eq 2>><<set $secretcode = 0>><<endif>>
<<display 'Clock'>>\n<<if $raincount eq 0 and $EcoDomePositionY eq 0>>//There is a crack of thunder, and with almost cartoonish immediacy, sheets of rain begin to descend upon the rainforest. Despite standing at the edge of the rainforest biome, you're still soaked.//<<endif>><<if $raincount eq 0 and $EcoDomePositionX eq 0 and $EcoDomePositionY neq 0>>//There is a crack of thunder, and you hear rainfall begin over the rainforest biome.//<<endif>> <<if $sandcount eq 0>>//A sudden gust of wind blows sand in your eyes. You squint and turn away, but it's useless. Even when bordering the other biomes, the standstorm still envelops you.//<<endif>> <<if $snowcount eq 0 and $EcoDomePositionX eq 0>>//Tiny pinpricks sting your face. A snowstorm has begun, and it reaches all the way to the border of the other biomes.//<<endif>><<if $snowcount eq 0 and $EcoDomePositionY eq 0 and $EcoDomePositionX neq 0>>//Looking up to the sky, you can tell that it's started to snow off in the tundra biome.//<<endif>>\n<<display 'finish weather'>>
''Unknown Grave.'' Column <<print $GravePositionX + 8>>, Row <<print $GravePositionY + 1>>. ''<<if $graveyard eq "sunrise">>Day.<<else>>Night.<<endif>>''\nYou stand at an unknown grave located in the farther column to the left, not far from the last row of graves up ahead.\n\n<<display 'grave_all'>>
''Desert''\nYou stand at the edge of what might have once been a small oasis pond. It's long since dried out. Now, it's just a bowl-shaped canyon in the rocky desert floor.\n\nBehind you and to your right, you can see the rainforest border. In the distance up ahead you can see the back wall of the Eco Dome.\n\nA network of [[stone walkways]] marks the path through the desert.\n<<display 'directions'>> //[[wait|Eco Dome wait]]//\n\n<<display 'desert weather'>>
<<silently>>\n<<set $GravePositionX = 0>>\n<<set $GravePositionY = 9>>\n<<endsilently>>\n<<display 'GravePosition'>>
Tucked beneath the front cover is a folded piece of paper.\n\n<html><IMG SRC="http://farm9.staticflickr.com/8415/8701096442_ec67995f13_b.jpg" width="360" height="500"></html>\n\n[[continue reading|continue reading 2]]\n\n[[< Return|sleeping area]]
<<silently>>\n<<set $GravePositionX = 1>>\n<<set $GravePositionY = 12>>\n<<endsilently>>\n<<display 'GravePosition'>>
''Stained Glass''\nYou stand before three stained glass works of art displayed in the center of the Art Gallery, mounted on hour glass shaped [[wooden pedestals]]. Each image is made of multi-colored pieces of glass fixed together within a brass frame.\n\nIn front of each piece is a miniature wooden obelisk with a silver disk the size of your hand on the slanted panel facing you.\n\nThe first image depicts a shore line overlooking a body of crystal water towards a distant city in the horizon.\n//[[touch silver disk|BeachTeleport]]//\n\nThe second work shows a dark graveyard flanked by two giant robed figures.\n//[[touch silver disk|GraveyardTeleport]]//\n\nThe final work of art displays a small, white gazebo at the center of a serene flower garden.\n//[[touch silver disk|GardenTeleport]]//\n\nFrom here you could return [[upstairs|Art Gallery Entrance]] or you could admire some of the other [[paintings]] in the gallery.\n<<display 'Clock'>>
You have no idea how they possibly could have formed, but they resemble massive glass stalagmites, nearly reaching the Eco Dome ceiling.\n\n<<display 'Eco Dome (-2,2)'>>
With an unearthly moan, the immense floor sinks to the correspoding level.\n\n<<silently>>\n<<display 'Clock'>>\n\n<<if $floor_liquid_level - 5 lt $Crystal_1_space + $Crystal_2_space + $Crystal_3_space and ($Crystal_1 eq 1) and $floor_liquid_level gt 5>>\n<<set $Crystal_1_power_level = $Crystal_1_power_level + ($floor_liquid_level - 5) / ($Crystal_1 + $Crystal_2 + $Crystal_3)>>\n<<endif>>\n<<if $floor_liquid_level - 5 lt $Crystal_1_space + $Crystal_2_space + $Crystal_3_space and ($Crystal_3 eq 1) and $floor_liquid_level gt 5>>\n<<set $Crystal_3_power_level = $Crystal_3_power_level + ($floor_liquid_level - 5) / ($Crystal_1 + $Crystal_2 + $Crystal_3)>>\n<<endif>>\n<<if $floor_liquid_level - 5 lt $Crystal_1_space + $Crystal_2_space + $Crystal_3_space and ($Crystal_2 eq 1) and $floor_liquid_level gt 5>>\n<<set $Crystal_2_power_level = $Crystal_2_power_level + ($floor_liquid_level - 5) / ($Crystal_1 + $Crystal_2 + $Crystal_3)>>\n<<endif>>\n\n<<if Math.abs(($floor_liquid_level - 5) - ($Crystal_1_space + $Crystal_2_space + $Crystal_3_space)) lt .000000000000001 and $Crystal_1 eq 1>>\n<<set $Crystal_1_power_level = 3>>\n<<set $Crystal_2_power_level = 3>>\n<<set $Crystal_1 = 0>>\n<<set $Crystal_2 = 0>>\n<<endif>>\n<<if Math.abs(($floor_liquid_level - 5) - ($Crystal_1_space + $Crystal_2_space + $Crystal_3_space)) lt .000000000000001 and $Crystal_3 eq 1>>\n<<set $Crystal_3_power_level = 3>>\n<<set $Crystal_2_power_level = 3>>\n<<set $Crystal_3 = 0>>\n<<set $Crystal_2 = 0>>\n<<endif>>\n<<if Math.abs(($floor_liquid_level - 5) - ($Crystal_1_space + $Crystal_2_space + $Crystal_3_space)) lt .000000000000001>>\n<<set $Crystal_2_power_level = 3>>\n<<set $Crystal_2 = 0>>\n<<endif>>\n\n<<if $Crystal_1_power_level gt 3>>\n<<set $Crystal_1 = 0>>\n<<endif>>\n<<if $Crystal_2_power_level gt 3>>\n<<set $Crystal_2 = 0>>\n<<endif>>\n<<if $Crystal_3_power_level gt 3>>\n<<set $Crystal_3 = 0>>\n<<endif>>\n\n<<if $Crystal_1_power_level gt 3>>\n<<set $Crystal_2_power_level = $Crystal_2_power_level + $Crystal_2 * ($Crystal_1_power_level - 3) / ($Crystal_2 + $Crystal_3)>>\n<<set $Crystal_3_power_level = $Crystal_3_power_level + $Crystal_3 * ($Crystal_1_power_level - 3) / ($Crystal_2 + $Crystal_3)>>\n<<set $Crystal_1_power_level = 3>>\n<<set $Crystal_1 = 0>>\n<<endif>>\n<<if $Crystal_2_power_level gt 3>>\n<<set $Crystal_1_power_level = $Crystal_1_power_level + $Crystal_1 * ($Crystal_2_power_level - 3) / ($Crystal_1 + $Crystal_3)>>\n<<set $Crystal_3_power_level = $Crystal_3_power_level + $Crystal_3 * ($Crystal_2_power_level - 3) / ($Crystal_1 + $Crystal_3)>>\n<<set $Crystal_2_power_level = 3>>\n<<set $Crystal_2 = 0>>\n<<endif>>\n<<if $Crystal_3_power_level gt 3>>\n<<set $Crystal_1_power_level = $Crystal_1_power_level + $Crystal_1 * ($Crystal_3_power_level - 3) / ($Crystal_1 + $Crystal_2)>>\n<<set $Crystal_2_power_level = $Crystal_2_power_level + $Crystal_2 * ($Crystal_3_power_level - 3) / ($Crystal_1 + $Crystal_2)>>\n<<set $Crystal_3_power_level = 3>>\n<<set $Crystal_3 = 0>>\n<<endif>>\n\n<<if $Crystal_1 eq 0>>\n<<set $Crystal_1_space = 0>>\n<<else>>\n<<set $Crystal_1_space = 3 - $Crystal_1_power_level>>\n<<endif>>\n<<if $Crystal_2 eq 0>>\n<<set $Crystal_2_space = 0>>\n<<else>>\n<<set $Crystal_2_space = 3 - $Crystal_2_power_level>>\n<<endif>>\n<<if $Crystal_3 eq 0>>\n<<set $Crystal_3_space = 0>>\n<<else>>\n<<set $Crystal_3_space = 3 - $Crystal_3_power_level>>\n<<endif>>\n\n<<set $floor_position = 5>>\n<<if $floor_liquid_level gt 5>>\n<<set $floor_liquid_level = 5>>\n<<endif>>\n<<endsilently>>\n<<if Math.round($Crystal_1_power_level * 100) eq 100 and $Crystal_1_activation eq 0>>Suddenly, an enormous arc of electrical energy erupts from the tip of the Crystal 1. The snaking stream of light reaches all the way to the bottom of the sphere.\n<<endif>>\n<<if Math.round($Crystal_2_power_level * 100) eq 200 and $Crystal_2_activation eq 0>>Suddenly, an enormous arc of electrical energy erupts from the tip of the Crystal 2. The snaking stream of light reaches all the way to the bottom of the sphere.\n<<endif>>\n<<if Math.round($Crystal_3_power_level * 100) eq 300 and $Crystal_3_activation eq 0>>Suddenly, an enormous arc of electrical energy erupts from the tip of the Crystal 3. The snaking stream of light reaches all the way to the bottom of the sphere.\n<<endif>>\n<<if Math.round($Crystal_1_power_level * 100) neq 100 and $Crystal_1_activation eq 1>>In a flash, the bolt of energy being emitting from Crystal 1 disappears.\n<<endif>>\n<<if Math.round($Crystal_2_power_level * 100) neq 200 and $Crystal_2_activation eq 1>>In a flash, the bolt of energy being emitting from Crystal 2 disappears.\n<<endif>>\n<<if Math.round($Crystal_3_power_level * 100) neq 300 and $Crystal_3_activation eq 1>>In a flash, the bolt of energy being emitting from Crystal 3 disappears.\n<<endif>>\n\n[[< Return|Power Core]]
<<silently>>\n<<set $GravePositionX = -5>>\n<<set $GravePositionY = 3>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<if $floor_position eq 7>>The slider is already set to 7.\nset to [[0|slider input 0]], [[1|slider input 1]], [[2|slider input 2]], [[3|slider input 3]], [[4|slider input 4]], [[5|slider input 5]], [[6|slider input 6]], [[7|slider input 7]], [[8|slider input 8]], [[9|slider input 9]]\n\n<<display 'Power Core'>><<endif>>\n<<if ($openfloor eq "yes") and ($floor_position neq 7)>>You try adjusting the knob, but it appears to be stuck.\nset to [[0|slider input 0]], [[1|slider input 1]], [[2|slider input 2]], [[3|slider input 3]], [[4|slider input 4]], [[5|slider input 5]], [[6|slider input 6]], [[7|slider input 7]], [[8|slider input 8]], [[9|slider input 9]]\n\n<<display 'Power Core'>><<endif>>\n<<if ($openfloor eq "no") and ($floor_position neq 7) and ($floor_liquid_level - 7 gt $Crystal_1_space + $Crystal_2_space + $Crystal_3_space + .000000000000001)>>You move the slider down to position 7, but once you let it go, it just rises back up to position <<print $floor_position>>.\nset to [[0|slider input 0]], [[1|slider input 1]], [[2|slider input 2]], [[3|slider input 3]], [[4|slider input 4]], [[5|slider input 5]], [[6|slider input 6]], [[7|slider input 7]], [[8|slider input 8]], [[9|slider input 9]]\n\n<<display 'Power Core'>><<endif>>\n<<if $openfloor eq "no" and $floor_position gt 7 and $floor_liquid_level - 7 lte $Crystal_1_space + $Crystal_2_space + $Crystal_3_space + .000000000000001>>\n<<display 'Clock'>>\nYou slide the knob down to level 7, and then [[it happens...|slider input 7 beta]]\n<<endif>>\n<<if $openfloor eq "no" and $floor_position lt 7>>\n<<display 'Clock'>>\nYou slide the knob up to level 7, and then [[it happens...|slider input 7 gama]]\n<<endif>>
<<silently>>\n<<set $GravePositionX = 6>>\n<<set $GravePositionY = 4>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<silently>>\n<<set $GravePositionX = 7>>\n<<set $GravePositionY = 4>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<set $EcoDomePositionX = $EcoDomePositionX + 1>><<set $EcoDomePositionY = $EcoDomePositionY + 1>>\nYou walk forward for a while.\n\n<<display 'EcoDomePosition'>>
<<silently>>\n<<set $GravePositionX = -6>>\n<<set $GravePositionY = 3>>\n<<endsilently>>\n<<display 'GravePosition'>>
''Unknown Grave.'' Column <<print $GravePositionX + 8>>, Row <<print $GravePositionY + 1>>. ''<<if $graveyard eq "sunrise">>Day.<<else>>Night.<<endif>>''\nYou stand at an unknown grave located in the last row, far right corner. Beside the grave is the [[base|statue_man]] of one of the two massive statues flanking the graveyard. Your path ahead comes to an end at the [[cliff face]] wall.\n\n<<display 'grave_all'>>
<<silently>>\n<<set $GravePositionX = 3>>\n<<set $GravePositionY = 4>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<silently>>\n<<set $GravePositionX = 4>>\n<<set $GravePositionY = 4>>\n<<endsilently>>\n<<display 'GravePosition'>>
''Cave''\n\nThousands of multi-colored ice crystals and gemstones refract your form over and over. There is an explosion of color with even the slightest movement. The largest crystal is nearly as big as you are, and it sits apart from the rest as a lone stalagmite beneath a small hole in the cave roof.\n\n<<if $snowing neq true>>//[[look|crystal look]]//<<endif>>\n<<if $snowing eq true>>\nSnow trickles through the crack in the cave's ceiling. It must be snowing outside. As the snowflakes descend you notice a reaction in the largest crystal. One spec becomes a million and then a million more as it is reflected across the cracks running through the massive gemstone. Every facet of the crystal is now a canvas of swirling particles. Even more incredible, the particles form an image!<<display 'Tundra Symbol Description'>>\n<html><img src="http://farm9.staticflickr.com/8375/8556626830_4e39548e62.jpg">\n</html>\n<<endif>>\nThe other object of interest in the cave is a large, circular [[pad|tundra pad]] on the ground. It rests in front of a slender metallic rod fixed into the floor. Atop the rod sits a small metal box.\n\nOther than the hole above you, the ice cavern has no outlet. The only place you can walk is back [[out the opening|Eco Dome (-2,5)]] through which you came.
The top of the glass box has an open lid revealing a single [[button]] housed inside. <<if $key eq false>> You also notice a small crystal key placed in a lock in the front of the box.<<endif>>\n\n<<if $key eq false>>//[[take key]]//<<endif>>\n\n<<display 'pad'>>
''Labyrinth Path''\n<<if $gen_num eq 1>>//Suddenly, the main lights shut off and dim emergency lighting kicks in!// <<set $gen_num = 0>><<endif>><<if $gen_num eq 0>> You can barely see a thing. Emergency lights lead [[right|O]].<<endif>><<if $gen_num gte 2>> Cracks form in the ground here, almost splitting the room in two. You can see dark, moist earth underneath the crumbling stone. You realize that the cracks were formed by the roots of a massive tree in the room to your [[left|m]]. A polished archway leads [[right|O]]. <<set $gen_num = $gen_num - 1>><<endif>>\n<<display 'Clock'>>
<<if $openfloor eq "yes">>The screen appears undamaged, but displays nothing.<<else>>The screen beside the crystal console now displays a diagram of the crystal itself. Three-hundred graduated marks run up the length of the image, and a blinking line pulses steadily at the 200 mark. The crystal image appears open at the bottom.<<endif>> <<if $Crystal_2_power_level eq 0 and $openfloor eq "no">>According to the diagram the crystal is empty.<<endif>> <<if $Crystal_2_power_level neq 0 and Math.round($Crystal_2_power_level * 100) neq 200 and Math.round($Crystal_2_power_level * 100) neq 300 and $openfloor eq "no">>The crystal image is partially filled in. Blue light reaches the <<print Math.round($Crystal_2_power_level * 100)>> mark.<<endif>> <<if Math.round($Crystal_2_power_level * 100) eq 200 and $openfloor eq "no">>The crystal image is partially filled in. Blue light reaches the 200 mark, flush with the blinking line.<<endif>> <<if Math.round($Crystal_2_power_level * 100) eq 300 and $openfloor eq "no">>The crystal image is completely filled in. Blue light reaches the 300 mark at the top.<<endif>>\n\n<<display 'Crystal 2'>>
Straight ahead a pathway leads to the ivy-laden wood podium, the one you designate as the [[first podium]]. Behind and to your right you can make out the [[second podium]], and the [[third podium]] lies behind you and to your left. \n\n<<display 'gazebo'>>
''Rainforest--Front Wall''\nThe canopy above your head blocks out so much light, it's hard to make out much of anything here, save for the [[wall|walls]] at your back.\n\nA [[wooden path]] clears the way through dense vegetation throughout the rainforest.\n<<display 'directions'>> //[[wait|Eco Dome wait]]//\n\n<<display 'rainforest weather'>>
<<silently>>\n<<set $GravePositionX = -7>>\n<<set $GravePositionY = 12>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<if $Y eq 2>>It's already there.<<else>>You slide the knob to level 2. As you do, you notice the elevated tile has tilted several degrees over the horizontal axis, and the screen now displays a new constellation group.<<endif>>\n<<set $Y = 2>>The (X , Y) coordinate is now set to <<if $X neq 0 and $Y neq 0>>(<<print $X>>,<<print $Y>>).<<endif>><<if $X eq 0 and $Y neq 0>>(0,<<print $Y>>).<<endif>><<if $X neq 0 and $Y eq 0>>(<<print $X>>,0).<<endif>><<if $X eq 0 and $Y eq 0>>(0,0).<<endif>>\n\n\n\n<<if $Game_Location eq "Beach">>[[< Return|Beach Chair Controls]]<<endif>><<if $Game_Location eq "Graveyard">>[[< Return|Graveyard Chair Controls]]<<endif>><<if $Game_Location eq "Garden">>[[< Return|Garden Chair Controls]]<<endif>>
<html><img src="http://farm9.staticflickr.com/8514/8593407983_9621370c10_b.jpg" width="562" height="375"></html>\n\n<<return>>
You pull the second lever.\n\nYou hear another loud churning sound, and the Power Core liquid level descends further. The low hum becomes higher and louder. You notice consoles beside the cryo-chambers come online in a dazzling display of light and sound. Across the circular catwalk to your left, you see the teleportation pad start to blink a bright blue.\n\nThe Black Cloud sways back and forth as if anxious for your next move.\n\nImmediately to your [[right|Black Cloud Attack]] you could try to escape back to the straight platform leading back to the starry tunnel.\n\nTo your [[left|Trap]], the circular catwalk path continues.\n\n//[[Pull Lever|Black Cloud Attack 3]]//, //[[Wait|Black Cloud Wait2]]//
<<silently>>\n<<set $GravePositionX = 0>>\n<<set $GravePositionY = 7>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<silently>>\n<<set $GravePositionX = -2>>\n<<set $GravePositionY = 12>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<if $openfloor eq "yes">>The screen appears undamaged, but displays nothing.<<else>>The screen beside the crystal console now displays a diagram of the crystal itself. Three-hundred graduated marks run up the length of the image, and a blinking line pulses steadily at the 100 mark.<<endif>> <<if $Crystal_1_power_level eq 0 and $openfloor eq "no">>According to the diagram the crystal is empty.<<endif>> <<if $Crystal_1_power_level neq 0 and Math.round($Crystal_1_power_level * 100) neq 100 and Math.round($Crystal_1_power_level * 100) neq 300 and $openfloor eq "no">>The crystal image is partially filled in. Blue light reaches up to the <<print Math.round($Crystal_1_power_level * 100)>> mark.<<endif>> <<if Math.round($Crystal_1_power_level * 100) eq 100 and $openfloor eq "no">>The crystal image is partially filled in. Blue light reaches the 100 mark, flush with the blinking line.<<endif>> <<if Math.round($Crystal_1_power_level * 100) eq 300 and $openfloor eq "no">>The crystal image is completely filled in. Blue light reaches the 300 mark at the top.<<endif>> <<if $Crystal_1_slider eq "left" and $openfloor eq "no">> The crystal image appears closed at the bottom.<<endif>><<if $Crystal_1_slider eq "right" and $openfloor eq "no">>The crystal image appears open at the bottom.<<endif>>\n\n<<display 'Crystal 1'>>
The ferns sprawl across the ground. Their vivid color fills the entire wooded area with patches of bright, verdant greens.\n\nYou notice the soil under [[one fern]] looks a bit strange.\n\n<<display 'thicket'>>
<<if $mid_direction eq "counterclockwise">><<set $mid_direction = "clockwise">><<else>><<set $mid_direction = "counterclockwise">><<endif>>As you move the switch, you hear a grind and shift from behind you. Looking up, you notice that the middle section has just changed direction and is now moving <<print $mid_direction>>.\n\n<<if $out_direction eq "counterclockwise">><<set $out_direction = "clockwise">><<else>><<set $out_direction = "counterclockwise">><<endif>>To your surprise, the direction of the outer section also changes. It is now moving <<print $out_direction>>.\n\n<<if $in_direction eq "counterclockwise">><<set $in_direction = "clockwise">><<else>><<set $in_direction = "counterclockwise">><<endif>>The direction of the inner section also changes. It is now moving <<print $in_direction>>.\n\n<<display 'controls2'>>
<<if $in_direction eq "counterclockwise">><<set $in_direction = "clockwise">><<else>><<set $in_direction = "counterclockwise">><<endif>>As you move the switch, you hear a grind and shift from behind you. Looking up, you notice that the inner section has just changed direction and is now moving <<print $in_direction>>.\n\n<<display 'controls3'>>
''The Beach. At the Obelisk. <<if $beach eq "sunrise">>Day.<<else>>Night.<<endif>>''\n<<set $Game_Location = "Beach">>\nYou stand on the shore of a sandy beach. You see the waves before you stretching out to the horizon, almost melding with a foggy city on the distant shore across the sea. Behind you, there is a smooth [[sloped wall]].\n\nThe only discernable [[path]] is following the trail of shale along the shoreline. \n\nIn front of you stands a miniature obelisk, with another silver disk identical to the those found in the Art Gallery. Next to it floats a glowing orb.\n\n//[[touch disk|BeachtoGallery]]//, //[[touch orb|orb]]//, //[[wait|Beach wait]]//\n\n<<display 'Clock'>>\n<<display 'Beach Weather'>>
As you turn the wheel it feels loose, as if some internal mechanism wasn't catching.\n\n<<display 'Crystal 3 controls'>>
<<if Math.round($beachtime / 180) eq ($beachtime / 180) and $beach eq "sunrise">>\n//The stars melt away as the night sky is overwhelmed by the colors of dawn. A new day has begun.//<<endif>><<if Math.round($beachtime / 180) eq ($beachtime / 180) and $beach eq "sunset">>//The day is done. Over the past hour the sky has become darker and darker, and now the sun finally dips below the watery horizon.//<<endif>>
You fish out the key you found in the secret lab and slide it into the lock. You feel slight resistance followed by a click as the key sinks into place. And then, without even turning the key, the lid of the glass box pops open, allowing you to //[[press the tree button|teleport to rainforest]]//.\n<<set $DesertBox = "unlocked">>\n<<display 'cavern'>>
You move the green slider to the <<print $in_level>> position. \n\nLooking behind you, you now see that the inner section has switched its level. It is now at the <<print $in_level>> level. \n\nThe outer section also changes its position. It is now orbiting at the <<print $out_level>> level.\n\n<<display 'move green slider 3'>>
''The Garden. At the Obelisk. <<if $garden eq "sunrise">>Day.<<else>>Night.<<endif>>''\n\nYou stand in a lush meadow on a mountain plateau. Down below, the sides of the mountain descend into the wisps and folds of cloud cover, making this idyllic garden an island surrounded by a cotton sea. Flowers bloom all around you. Some grow wild; others line small planters winding through the flatland, with petals in every color of the rainbow. At the center of the garden is a small [[gazebo]].\n\n<<if ($out_level eq "lowest") and ($out_speed eq "high") and ($mid_level eq "middle") and ($mid_speed eq "a moderate") and ($in_level eq "highest") and ($in_speed eq "low") and ($out_direction eq $mid_direction) and ($mid_direction eq $in_direction)>>The three stone sections are now aligned to form one continuous spiral path orbiting syncronously around the gazebo and sloping up towards the blue sphere above.<<else>>Above the gazebo three enormous stone arcs float in mid air, orbiting around a common center point defined by the tip of the gazebo's pagoda roof. Each arc appears to have a unique orbit direction, speed, and height above the gazebo. They also appear to be sloping upwards, as if when reassembled they could fit into a continuous ascending spiral ramp leading from the largest outer arc on the bottom towards a center point at the peak.\n\nAbove the stones you see a floating blue sphere, large enough to contain your entire person if you managed to find a way up there.<<endif>>\n\nIn front of you stands a miniature obelisk, with another silver disk identical to the those found in the Art Gallery. Next to it floats a glowing orb.\n\n//[[touch disk|GardentoGallery]]//, //[[touch orb|orb3]]//, //[[wait|Garden wait]]//\n<<display 'Clock'>>\n<<display 'Garden Weather'>>
<<silently>>\n<<set $in_level = "highest">>\n\n<<if $out_level eq "middle">><<set $out_level = "highest">><<else>><<if $out_level eq "lowest">><<set $out_level = "middle">><<else>><<if $out_level eq "highest">><<set $out_level = "lowest">><<endif>><<endif>><<endif>>\n<<endsilently>>\n<<display 'move inner position'>>
The wooden path isn't made of planks of wood, but rather spongy, wet wood chips that add a spring to your step.\n\n<<display 'EcoDomePosition'>>
<<if $GravePositionX neq -7>>[[ Go < |GraveLeft]], <<endif>><<if $GravePositionX neq 7>>[[ Go > |GraveRight]], <<endif>><<if $GravePositionY neq 14>>[[ Go ^ |GraveUp]], <<endif>><<if $GravePositionY neq 0>>[[ Go v |GraveDown]], <<endif>><<if $GravePositionY neq 14 and $GravePositionX neq -7>>[[ Go Up-left|GraveUpLeft]], <<endif>><<if $GravePositionY neq 14 and $GravePositionX neq 7>>[[ Go Up-right|GraveUpRight]], <<endif>><<if $GravePositionY neq 0 and $GravePositionX neq -7>>[[ Go Down-left|GraveDownLeft]], <<endif>><<if $GravePositionY neq 0 and $GravePositionX neq 7>>[[ Go Down-right|GraveDownRight]], <<endif>>
<<set $combinationcount = $combinationcount + 1>><<if $combinationcount eq 1 and $TundraNumber eq 1>><<set $combination = true>><<endif>><<if $combinationcount eq 1 and $TundraNumber neq 1>><<set $combination = false>><<endif>><<if $combinationcount eq 2 and $DesertNumber neq 1>><<set $combination = false>><<endif>><<if $combinationcount eq 3 and $RainforestNumber neq 1>><<set $combination = false>><<endif>><<display 'Touch Pedestal Description'>>\n\n<<if $combinationcount eq 3 and $combination eq true>><<display 'Eco Dome Opening'>><<else>><<display 'pedestals'>><<endif>>\n\n<<if $combination eq false>><<set $combinationcount = 0>><<endif>>
<<set $combinationcount = $combinationcount + 1>><<if $combinationcount eq 1 and $TundraNumber eq 3>><<set $combination = true>><<endif>><<if $combinationcount eq 1 and $TundraNumber neq 3>><<set $combination = false>><<endif>><<if $combinationcount eq 2 and $DesertNumber neq 3>><<set $combination = false>><<endif>><<if $combinationcount eq 3 and $RainforestNumber neq 3>><<set $combination = false>><<endif>><<display 'Touch Pedestal Description'>>\n\n<<if $combinationcount eq 3 and $combination eq true>><<display 'Eco Dome Opening'>><<else>><<display 'pedestals'>><<endif>>\n\n<<if $combination eq false>><<set $combinationcount = 0>><<endif>>
<<set $combinationcount = $combinationcount + 1>><<if $combinationcount eq 1 and $TundraNumber eq 2>><<set $combination = true>><<endif>><<if $combinationcount eq 1 and $TundraNumber neq 2>><<set $combination = false>><<endif>><<if $combinationcount eq 2 and $DesertNumber neq 2>><<set $combination = false>><<endif>><<if $combinationcount eq 3 and $RainforestNumber neq 2>><<set $combination = false>><<endif>><<display 'Touch Pedestal Description'>>\n\n<<if $combinationcount eq 3 and $combination eq true>><<display 'Eco Dome Opening'>><<else>><<display 'pedestals'>><<endif>>\n\n<<if $combination eq false>><<set $combinationcount = 0>><<endif>>
<<set $combinationcount = $combinationcount + 1>><<if $combinationcount eq 1 and $TundraNumber eq 5>><<set $combination = true>><<endif>><<if $combinationcount eq 1 and $TundraNumber neq 5>><<set $combination = false>><<endif>><<if $combinationcount eq 2 and $DesertNumber neq 5>><<set $combination = false>><<endif>><<if $combinationcount eq 3 and $RainforestNumber neq 5>><<set $combination = false>><<endif>><<display 'Touch Pedestal Description'>>\n\n<<if $combinationcount eq 3 and $combination eq true>><<display 'Eco Dome Opening'>><<else>><<display 'pedestals'>><<endif>>\n\n<<if $combination eq false>><<set $combinationcount = 0>><<endif>>
<<set $combinationcount = $combinationcount + 1>><<if $combinationcount eq 1 and $TundraNumber eq 4>><<set $combination = true>><<endif>><<if $combinationcount eq 1 and $TundraNumber neq 4>><<set $combination = false>><<endif>><<if $combinationcount eq 2 and $DesertNumber neq 4>><<set $combination = false>><<endif>><<if $combinationcount eq 3 and $RainforestNumber neq 4>><<set $combination = false>><<endif>><<display 'Touch Pedestal Description'>>\n\n<<if $combinationcount eq 3 and $combination eq true>><<display 'Eco Dome Opening'>><<else>><<display 'pedestals'>><<endif>>\n\n<<if $combination eq false>><<set $combinationcount = 0>><<endif>>
<<set $combinationcount = $combinationcount + 1>><<if $combinationcount eq 1 and $TundraNumber eq 7>><<set $combination = true>><<endif>><<if $combinationcount eq 1 and $TundraNumber neq 7>><<set $combination = false>><<endif>><<if $combinationcount eq 2 and $DesertNumber neq 7>><<set $combination = false>><<endif>><<if $combinationcount eq 3 and $RainforestNumber neq 7>><<set $combination = false>><<endif>><<display 'Touch Pedestal Description'>>\n\n<<if $combinationcount eq 3 and $combination eq true>><<display 'Eco Dome Opening'>><<else>><<display 'pedestals'>><<endif>>\n\n<<if $combination eq false>><<set $combinationcount = 0>><<endif>>
<<set $combinationcount = $combinationcount + 1>><<if $combinationcount eq 1 and $TundraNumber eq 6>><<set $combination = true>><<endif>><<if $combinationcount eq 1 and $TundraNumber neq 6>><<set $combination = false>><<endif>><<if $combinationcount eq 2 and $DesertNumber neq 6>><<set $combination = false>><<endif>><<if $combinationcount eq 3 and $RainforestNumber neq 6>><<set $combination = false>><<endif>><<display 'Touch Pedestal Description'>>\n\n<<if $combinationcount eq 3 and $combination eq true>><<display 'Eco Dome Opening'>><<else>><<display 'pedestals'>><<endif>>\n\n<<if $combination eq false>><<set $combinationcount = 0>><<endif>>
<<set $combinationcount = $combinationcount + 1>><<if $combinationcount eq 1 and $TundraNumber eq 9>><<set $combination = true>><<endif>><<if $combinationcount eq 1 and $TundraNumber neq 9>><<set $combination = false>><<endif>><<if $combinationcount eq 2 and $DesertNumber neq 9>><<set $combination = false>><<endif>><<if $combinationcount eq 3 and $RainforestNumber neq 9>><<set $combination = false>><<endif>><<display 'Touch Pedestal Description'>>\n\n<<if $combinationcount eq 3 and $combination eq true>><<display 'Eco Dome Opening'>><<else>><<display 'pedestals'>><<endif>>\n\n<<if $combination eq false>><<set $combinationcount = 0>><<endif>>
<<set $combinationcount = $combinationcount + 1>><<if $combinationcount eq 1 and $TundraNumber eq 8>><<set $combination = true>><<endif>><<if $combinationcount eq 1 and $TundraNumber neq 8>><<set $combination = false>><<endif>><<if $combinationcount eq 2 and $DesertNumber neq 8>><<set $combination = false>><<endif>><<if $combinationcount eq 3 and $RainforestNumber neq 8>><<set $combination = false>><<endif>><<display 'Touch Pedestal Description'>>\n\n<<if $combinationcount eq 3 and $combination eq true>><<display 'Eco Dome Opening'>><<else>><<display 'pedestals'>><<endif>>\n\n<<if $combination eq false>><<set $combinationcount = 0>><<endif>>
<<if $openfloor eq "yes" or Math.round($Crystal_2_power_level * 100) eq 300>>\nThe valve appears to be locked in place.\n\n<<display 'Crystal 2 controls'>>\n<<else>>\n<<display 'Clock'>>\nYou turn the valve clockwise, and then [[it happens...|Crystal 2 clockwise beta]]\n<<endif>>
You take a step back from the podium and hear a low moan coming from within the shelves opposite the Library's entrance. Suddenly, a section of books recedes into the wall and then slides to the side, revealing a [[secret corridor]].\n\n<<if $SecretEntrance eq false>>\nSeriph appears beside you, his usual detached demeanor replaced by what seems to be actual surprise.\n\n<html>\n<audio controls="controls">\n <source src="http://www.theark.net46.net/SeriphReaction.mp3"/> \n</audio>\n</html>\n//"How did you do this? I…I must apologize. As a simulation, I am programmed to adapt to new information, but…this passage…it should not exist. It is not in the ship’s official design stored in my program. I can only think of one possibility. My people built this ship, but its construction was periodically monitored by our oppressors. Whoever built this…they needed it kept secret."//\n\nThe hologram lingers for a moment before vanishing, and although his features were only simulated, his look of concern appeared quite genuine.\n<<endif>>\n\n[[< Return|Library]]\n\n<<set $LabDoor = "open">>\n<<set $SecretEntrance = true>>\n<<set $secretcode = 0>>\n\n<<display 'Clock'>>
You move the green slider to the <<print $mid_level>> position. \n\nLooking behind you, you now see that the middle section has switched its level. It is now at the <<print $mid_level>> level. The other sections do not appear to be affected by this change.\n\n<<display 'move green slider 2'>>
Even when seen from across the graveyard, the statue is an imposing figure. It has a humanoid form, but there are noticeable differences. The eyes are larger; the nose wider; and in place of hair, elaborate runes cover his head. He stands with one palm held vertically, his thumb to his chest and his fingers pointing up towards the sky.\n\n<<display 'Graveyard'>>
<<set $GravePositionY = $GravePositionY - 1>><<set $GravePositionX = $GravePositionX + 1>>\n\n<<display 'GravePosition'>>
<<silently>>\n<<set $Crystal_2_slider = "left">>\n<<endsilently>>\nYou slide the handle to the left, but it feels loose. It's as if some internal mechanism wasn't catching.\n\n<<display 'Crystal 2'>>
The waterfall is fed by an unseen stream above your head. It crashes down into the pond below. \n\nYou see a thin [[trail]] of shale that seems to disappear behind the waterfall's tumult.\n\n<<display 'pond'>>
<<silently>>\n<<set $in_speed = "low">>\n\n<<if $out_speed eq "a moderate">><<set $out_speed = "low">><<else>><<if $out_speed eq "low">><<set $out_speed = "high">><<else>><<if $out_speed eq "high">><<set $out_speed = "a moderate">><<endif>><<endif>><<endif>>\n\n<<if $mid_speed eq "a moderate">><<set $mid_speed = "low">><<else>><<if $mid_speed eq "low">><<set $mid_speed = "high">><<else>><<if $mid_speed eq "high">><<set $mid_speed = "a moderate">><<endif>><<endif>><<endif>>\n\n<<set $redslider3 = "bottom">>\n<<endsilently>>\n<<display 'move inner speed'>>
It's a small, robed figurine, but it's far too worn to make out any details.\n\n<<display 'r'>>
<<silently>>\n<<if $in_speed eq "high">>\n\n<<set $in_speed = "a moderate">>\n\n<<if $out_speed eq "a moderate">><<set $out_speed = "high">><<else>><<if $out_speed eq "low">><<set $out_speed = "a moderate">><<else>><<if $out_speed eq "high">><<set $out_speed = "low">><<endif>><<endif>><<endif>>\n\n<<if $mid_speed eq "a moderate">><<set $mid_speed = "high">><<else>><<if $mid_speed eq "low">><<set $mid_speed = "a moderate">><<else>><<if $mid_speed eq "high">><<set $mid_speed = "low">><<endif>><<endif>><<endif>>\n\n<<set $redslider3 = "middle">>\n\n<<else>>\n\n<<set $in_speed = "low">>\n\n\n<<if $out_speed eq "a moderate">><<set $out_speed = "high">><<else>><<if $out_speed eq "low">><<set $out_speed = "a moderate">><<else>><<if $out_speed eq "high">><<set $out_speed = "low">><<endif>><<endif>><<endif>>\n\n<<if $mid_speed eq "a moderate">><<set $mid_speed = "high">><<else>><<if $mid_speed eq "low">><<set $mid_speed = "a moderate">><<else>><<if $mid_speed eq "high">><<set $mid_speed = "low">><<endif>><<endif>><<endif>>\n\n<<set $redslider3 = "bottom">>\n<<endif>>\n<<endsilently>>\n<<display 'move inner speed'>>
You run to the teleportation pad, but the Black Cloud rushes in. The creature abaondons its humanoid form and surrounds you in an ever tightening vortex that in another moment will surely suffocate you.\n\nYour vision is obscured but through the pitch black smog you see the blue light from the now activated command button on the teleportation console.\n\n//[[Press The Button]]//, //[[Run|Black Cloud Attack]]
<<set $waitclock = $waitclock + 1>>\n<<if $waitclock lt 5>><<display 'Clock'>><<display 'Beach Weather'>><<display 'Beach wait'>>\n<<else>>\n<<display 'Clock'>><<display 'Beach wait description'>><<set $waitclock = 0>>\n<<return>>\n<<endif>>
<<if $EcoDomePositionX eq 0 and $EcoDomePositionY eq 0>><<display 'Eco Dome'>><<endif>><<if $EcoDomePositionX eq 0 and $EcoDomePositionY eq 1>><<display 'Eco Dome (0,1)'>><<endif>><<if $EcoDomePositionX eq 0 and $EcoDomePositionY eq 2>><<display 'Eco Dome (0,2)'>><<endif>><<if $EcoDomePositionX eq 0 and $EcoDomePositionY eq 3>><<display 'Eco Dome (0,3)'>><<endif>><<if $EcoDomePositionX eq 0 and $EcoDomePositionY eq 4>><<display 'Eco Dome (0,4)'>><<endif>><<if $EcoDomePositionX eq 0 and $EcoDomePositionY eq 5>><<display 'Eco Dome (0,5)'>><<endif>><<if $EcoDomePositionX eq 0 and $EcoDomePositionY eq 6>><<display 'Eco Dome (0,6)'>><<endif>><<if $EcoDomePositionX eq -1 and $EcoDomePositionY eq 1>><<display 'Eco Dome (-1,1)'>><<endif>><<if $EcoDomePositionX eq -1 and $EcoDomePositionY eq 2>><<display 'Eco Dome (-1,2)'>><<endif>><<if $EcoDomePositionX eq -1 and $EcoDomePositionY eq 3>><<display 'Eco Dome (-1,3)'>><<endif>><<if $EcoDomePositionX eq -1 and $EcoDomePositionY eq 4>><<display 'Eco Dome (-1,4)'>><<endif>><<if $EcoDomePositionX eq -1 and $EcoDomePositionY eq 5>><<display 'Eco Dome (-1,5)'>><<endif>><<if $EcoDomePositionX eq -1 and $EcoDomePositionY eq 6>><<display 'Eco Dome (-1,6)'>><<endif>><<if $EcoDomePositionX eq -2 and $EcoDomePositionY eq 2>><<display 'Eco Dome (-2,2)'>><<endif>><<if $EcoDomePositionX eq -2 and $EcoDomePositionY eq 3>><<display 'Eco Dome (-2,3)'>><<endif>><<if $EcoDomePositionX eq -2 and $EcoDomePositionY eq 4>><<display 'Eco Dome (-2,4)'>><<endif>><<if $EcoDomePositionX eq -2 and $EcoDomePositionY eq 5>><<display 'Eco Dome (-2,5)'>><<endif>><<if $EcoDomePositionX eq -2 and $EcoDomePositionY eq 6>><<display 'Eco Dome (-2,6)'>><<endif>><<if $EcoDomePositionX eq -3 and $EcoDomePositionY eq 3>><<display 'Eco Dome (-3,3)'>><<endif>><<if $EcoDomePositionX eq -3 and $EcoDomePositionY eq 4>><<display 'Eco Dome (-3,4)'>><<endif>><<if $EcoDomePositionX eq -3 and $EcoDomePositionY eq 5>><<display 'Eco Dome (-3,5)'>><<endif>><<if $EcoDomePositionX eq -3 and $EcoDomePositionY eq 6>><<display 'Eco Dome (-3,6)'>><<endif>><<if $EcoDomePositionX eq -4 and $EcoDomePositionY eq 4>><<display 'Eco Dome (-4,4)'>><<endif>><<if $EcoDomePositionX eq -4 and $EcoDomePositionY eq 5>><<display 'Eco Dome (-4,5)'>><<endif>><<if $EcoDomePositionX eq -4 and $EcoDomePositionY eq 6>><<display 'Eco Dome (-4,6)'>><<endif>><<if $EcoDomePositionX eq -5 and $EcoDomePositionY eq 5>><<display 'Eco Dome (-5,5)'>><<endif>><<if $EcoDomePositionX eq -5 and $EcoDomePositionY eq 6>><<display 'Eco Dome (-5,6)'>><<endif>><<if $EcoDomePositionX eq -6 and $EcoDomePositionY eq 6>><<display 'Eco Dome (-6,6)'>><<endif>><<if $EcoDomePositionX eq 1 and $EcoDomePositionY eq -1>><<display 'Eco Dome (1,-1)'>><<endif>><<if $EcoDomePositionX eq 1 and $EcoDomePositionY eq 0>><<display 'Eco Dome (1,0)'>><<endif>><<if $EcoDomePositionX eq 1 and $EcoDomePositionY eq 1>><<display 'Eco Dome (1,1)'>><<endif>><<if $EcoDomePositionX eq 1 and $EcoDomePositionY eq 2>><<display 'Eco Dome (1,2)'>><<endif>><<if $EcoDomePositionX eq 1 and $EcoDomePositionY eq 3>><<display 'Eco Dome (1,3)'>><<endif>><<if $EcoDomePositionX eq 1 and $EcoDomePositionY eq 4>><<display 'Eco Dome (1,4)'>><<endif>><<if $EcoDomePositionX eq 1 and $EcoDomePositionY eq 5>><<display 'Eco Dome (1,5)'>><<endif>><<if $EcoDomePositionX eq 2 and $EcoDomePositionY eq -2>><<display 'Eco Dome (2,-2)'>><<endif>><<if $EcoDomePositionX eq 2 and $EcoDomePositionY eq -1>><<display 'Eco Dome (2,-1)'>><<endif>><<if $EcoDomePositionX eq 2 and $EcoDomePositionY eq 0>><<display 'Eco Dome (2,0)'>><<endif>><<if $EcoDomePositionX eq 2 and $EcoDomePositionY eq 1>><<display 'Eco Dome (2,1)'>><<endif>><<if $EcoDomePositionX eq 2 and $EcoDomePositionY eq 2>><<display 'Eco Dome (2,2)'>><<endif>><<if $EcoDomePositionX eq 2 and $EcoDomePositionY eq 3>><<display 'Eco Dome (2,3)'>><<endif>><<if $EcoDomePositionX eq 2 and $EcoDomePositionY eq 4>><<display 'Eco Dome (2,4)'>><<endif>><<if $EcoDomePositionX eq 3 and $EcoDomePositionY eq -3>><<display 'Eco Dome (3,-3)'>><<endif>><<if $EcoDomePositionX eq 3 and $EcoDomePositionY eq -2>><<display 'Eco Dome (3,-2)'>><<endif>><<if $EcoDomePositionX eq 3 and $EcoDomePositionY eq -1>><<display 'Eco Dome (3,-1)'>><<endif>><<if $EcoDomePositionX eq 3 and $EcoDomePositionY eq 0>><<display 'Eco Dome (3,0)'>><<endif>><<if $EcoDomePositionX eq 3 and $EcoDomePositionY eq 1>><<display 'Eco Dome (3,1)'>><<endif>><<if $EcoDomePositionX eq 3 and $EcoDomePositionY eq 2>><<display 'Eco Dome (3,2)'>><<endif>><<if $EcoDomePositionX eq 3 and $EcoDomePositionY eq 3>><<display 'Eco Dome (3,3)'>><<endif>><<if $EcoDomePositionX eq 4 and $EcoDomePositionY eq -4>><<display 'Eco Dome (4,-4)'>><<endif>><<if $EcoDomePositionX eq 4 and $EcoDomePositionY eq -3>><<display 'Eco Dome (4,-3)'>><<endif>><<if $EcoDomePositionX eq 4 and $EcoDomePositionY eq -2>><<display 'Eco Dome (4,-2)'>><<endif>><<if $EcoDomePositionX eq 4 and $EcoDomePositionY eq -1>><<display 'Eco Dome (4,-1)'>><<endif>><<if $EcoDomePositionX eq 4 and $EcoDomePositionY eq 0>><<display 'Eco Dome (4,0)'>><<endif>><<if $EcoDomePositionX eq 4 and $EcoDomePositionY eq 1>><<display 'Eco Dome (4,1)'>><<endif>><<if $EcoDomePositionX eq 4 and $EcoDomePositionY eq 2>><<display 'Eco Dome (4,2)'>><<endif>><<if $EcoDomePositionX eq 5 and $EcoDomePositionY eq -5>><<display 'Eco Dome (5,-5)'>><<endif>><<if $EcoDomePositionX eq 5 and $EcoDomePositionY eq -4>><<display 'Eco Dome (5,-4)'>><<endif>><<if $EcoDomePositionX eq 5 and $EcoDomePositionY eq -3>><<display 'Eco Dome (5,-3)'>><<endif>><<if $EcoDomePositionX eq 5 and $EcoDomePositionY eq -2>><<display 'Eco Dome (5,-2)'>><<endif>><<if $EcoDomePositionX eq 5 and $EcoDomePositionY eq -1>><<display 'Eco Dome (5,-1)'>><<endif>><<if $EcoDomePositionX eq 5 and $EcoDomePositionY eq 0>><<display 'Eco Dome (5,0)'>><<endif>><<if $EcoDomePositionX eq 5 and $EcoDomePositionY eq 1>><<display 'Eco Dome (5,1)'>><<endif>><<if $EcoDomePositionX eq 6 and $EcoDomePositionY eq -6>><<display 'Eco Dome (6,-6)'>><<endif>><<if $EcoDomePositionX eq 6 and $EcoDomePositionY eq -5>><<display 'Eco Dome (6,-5)'>><<endif>><<if $EcoDomePositionX eq 6 and $EcoDomePositionY eq -4>><<display 'Eco Dome (6,-4)'>><<endif>><<if $EcoDomePositionX eq 6 and $EcoDomePositionY eq -3>><<display 'Eco Dome (6,-3)'>><<endif>><<if $EcoDomePositionX eq 6 and $EcoDomePositionY eq -2>><<display 'Eco Dome (6,-2)'>><<endif>><<if $EcoDomePositionX eq 6 and $EcoDomePositionY eq -1>><<display 'Eco Dome (6,-1)'>><<endif>><<if $EcoDomePositionX eq 6 and $EcoDomePositionY eq 0>><<display 'Eco Dome (6,0)'>><<endif>>
<<display 'Clock'>><<if $X neq 5 or $Y neq 1>><<set $gardencoordinate = false>><<endif>>\n''Garden Planetarium Control Chair''\nOn the left armrest you see a simple black screen. <<if $gardentile eq "underground" and $gardencoordinate eq false>>The screen displays a portion of a simulated night sky created by the curved dome wall of the room.<<endif>><<if $gardentile eq "underground" and $gardencoordinate eq true>>The screen now displays a specific [[constellation|Garden Constellation]] outlined within a unique symbol.<<endif>><<if $gardentile eq "aboveground" and $garden eq "sunrise">>The screen displays a section of the actual sky above ground. White clouds drift across an otherwise immaculate blue expanse.<<endif>><<if $gardentile eq "aboveground" and $garden eq "sunset" and $gardencoordinate eq false>>The screen displays a section of the sky filled with twinkling stars. It must be dark outside.<<endif>><<if $gardentile eq "aboveground" and $garden eq "sunset" and $gardencoordinate eq true>>The screen now displays a specific [[constellation|Garden Constellation]] in the night sky, and you can hear [[three distinct tones|Garden Constellation]].<<endif>> Beneath the screen there is a large golden lever with a black rubber handle.\n\nOn the right armrest a six by six grid has been cut into the metal. Beneath the grid, a golden knob rests inside a horizontal groove. Another knob rests inside a vertical groove just to the left of the grid. Each groove has hash marks delineating the various coordinate points within the grid. The (X , Y) coordinate currently set is <<if $X neq 0 and $Y neq 0>>(<<print $X>>,<<print $Y>>).<<endif>><<if $X eq 0 and $Y neq 0>>(0,<<print $Y>>).<<endif>><<if $X neq 0 and $Y eq 0>>(<<print $X>>,0).<<endif>><<if $X eq 0 and $Y eq 0>>(0,0).<<endif>>\n\n//[[pull lever|pull garden lever]]//, //[[stand up|garden stand up]]//\n\n<<if $gardentile eq "aboveground">>//Set X coordinate to [[0|X0]], [[1|X1]], [[2|X2]], [[3|X3]], [[4|X4]], [[5|X5]], [[6|X6]]//\n//Set Y coordinate to [[0|Y0]], [[1|Y1]], [[2|Y2]], [[3|Y3]], [[4|Y4]], [[5|Y5]], [[6|Y6]]//<<endif>><<if $gardentile eq "underground">>//Set X coordinate to [[0|X0indoors]], [[1|X1indoors]], [[2|X2indoors]], [[3|X3indoors]], [[4|X4indoors]], [[5|X5indoors]], [[6|X6indoors]]//\n//Set Y coordinate to [[0|Y0indoors]], [[1|Y1indoors]], [[2|Y2indoors]], [[3|Y3indoors]], [[4|Y4indoors]], [[5|Y5indoors]], [[6|Y6indoors]]//<<endif>>
''Labyrinth Path''\n<<if $gen_num eq 1>>//Suddenly, the main lights shut off and dim emergency lighting kicks in!// <<set $gen_num = 0>><<endif>><<if $gen_num eq 0>> You can barely see a thing. Emergency lights lead [[ahead|d]].<<endif>><<if $gen_num gte 2>> A steaming spring wells up through the floor and stretches on to your [[left|h]]. You can also proceed [[ahead|d]]. <<set $gen_num = $gen_num - 1>><<endif>>\n<<display 'Clock'>>
''Tundra/Desert Border''\nYou stand along the [[border]] between the tundra and desert biomes. It's a bizarre feeling. The extremes of temperature on either side of you is like nothing you've ever experienced before.\n\nTo your left you can see a few trees in the tundra. To your right you spot some unusually shaped cacti. The path straight back leads to the front wall of the Eco Dome.\n<<display 'directions'>> //[[wait|Eco Dome wait]]//\n\n<<display 'edge weather'>>
You take a step back from the podium and suddenly three shafts of light shoot out from all three books. The golden beams meet in the center of the room and begin to take shape. A face. It's alien...female...she begins to speak...\n\n<html>\n<audio controls="controls">\n <source src="http://www.theark.net46.net/SecretMessage.mp3"/> \n</audio>\n</html>\n<html><hr></html>//The trials you have completed represent an ancient right of passage for our people. A quest to uncover the three constellations, representing the ancient Gods of Past, Present, and Future. You have seen the Great City of our past; you have witnessed the tragedy of our present; and now you must be our hope for the future. With the completion of these trials you are one of us...//\n<html><hr></html>\nThe message begins to distort. You hear static and another face begin to morph through the first. There's a hidden message recorded over the hologram!\n\n<html><hr></html>//Please! If anyone finds this message. Please help us...There's no time to explain...There is a passage...enter the code one, eighteen, forty-three on the...we’re here...all of us are here...but it came with us! The black clo...//\n<html><hr></html>\nThe hidden message cuts out abruptly, and the previous hologram returns.\n\n<html><hr></html>//...one of us, and as the last of our kind you are charged with this sacred task. You must tell our story. Please, we beg you, remember us.//\n<html><hr></html>\nAnd with that, she vanishes from your sight.\n\n[[< Return|Library]]\n\n<<display 'Clock'>>
<<if $waitclock eq 0>>\nYou stand still for a while.\n<<endif>>\n\n<<if $raincount gte 7 and $raincount lt 12 and $waitclock eq 0>>\nYour idle day dreaming is interrupted by a sudden quiet. The rainstorm in the rainforest biome has ceased.\n<<endif>>\n<<if $sandcount gte 7 and $sandcount lt 12 and $waitclock eq 0>>\nJust waiting around, you notice that the sandstorm in the desert has stopped.\n<<endif>>\n<<if $snowcount gte 7 and $snowcount lt 12 and $waitclock eq 0>>\nWithout the distraction of actually doing something, you take note the precise moment the snowstorm ends in the tundra.\n<<endif>>\n\n<<silently>>\n\n<<set $waitclock = $waitclock + 1>>\n<<remember $time = $time + 1>>\n\n<<if $raining eq true>>\n<<remember $raincount = $raincount + 1>>\n<<endif>>\n<<if Math.round($time / 60) eq ($time / 60)>>\n<<set $raining = true>>\n<<remember $raincount = 0>>\n<<endif>>\n\n<<if $sandstorm eq true>>\n<<remember $sandcount = $sandcount + 1>>\n<<endif>>\n<<if Math.round($time / 90) eq ($time / 90)>>\n<<set $sandstorm = true>>\n<<remember $sandcount = 0>>\n<<endif>>\n\n<<if $snowing eq true>>\n<<remember $snowcount = $snowcount + 1>>\n<<endif>>\n<<if Math.round($time / 120) eq ($time / 120)>>\n<<set $snowing = true>>\n<<remember $snowcount = 0>>\n<<endif>>\n\n<<if $raincount eq 12>>\n<<set $raining = false>>\n<<endif>>\n<<if $raining eq true>>\n<<set $rainevent = 1>>\n<<endif>>\n<<if $raining eq false>>\n<<set $rainevent = 0>>\n<<endif>>\n<<if $sandcount eq 12>>\n<<set $sandstorm = false>>\n<<endif>>\n<<if $sandstorm eq true>>\n<<set $sandevent = 1>>\n<<endif>>\n<<if $sandstorm eq false>>\n<<set $sandevent = 0>>\n<<endif>>\n<<if $snowcount eq 12>>\n<<set $snowing = false>>\n<<endif>>\n<<if $snowing eq true>>\n<<set $snowevent = 1>>\n<<endif>>\n<<if $snowing eq false>>\n<<set $snowevent = 0>>\n<<endif>>\n\n<<if $waitclock lt 5 and $NumberofStorms eq ($rainevent + $sandevent + $snowevent)>>\n<<display 'Eco Dome wait'>>\n<<else>>\n<<set $NumberofStorms = ($rainevent + $sandevent + $snowevent)>>\n<<set $waitclock = 0>>\n<<endif>>\n\n<<endsilently>>\n\n<<if $raincount eq 0>>\nYour idle day dreaming is interrupted by a crack of thunder. A rainstorm has begun in the jungle.\n<<endif>>\n<<if $sandcount eq 0>>\nYour idle day dreaming is interrupted by a howling wind. A sandstorm has started in the desert.\n<<endif>>\n<<if $snowcount eq 0>>\nLooking up, you think you make out some snow flurries building in the clouds. A tundra snowstorm is beginning.\n<<endif>>\n\n[[< Return|EcoDomePosition]]\n\n<<if Math.round($time / 360) eq ($time / 360)>>\n<<set $tundrasymbol = "unchecked">>\n<<set $desertsymbol = "unchecked">>\n<<set $rainforestsymbol = "unchecked">>\n<<endif>>
You look down over the edge of the cliff, fighting back the sudden rush of vertigo. The tree line starts far below, and beyond that there is open water. Across it you can see land on the horizon and though dwarfed by extreme distance, you can make out a city on that distant shore. <<if $visited_beach eq "yes">>You think it's the same city you saw from the beach.<<endif>>\n\n<<display 'Graveyard'>>
''Labyrinth Path''\n<<if $gen_num eq 1>>//Suddenly, the main lights shut off and dim emergency lighting kicks in!// <<set $gen_num = 0>><<endif>><<if $gen_num eq 0>> You can barely see a thing. Emergency lights lead [[ahead|t]].<<endif>><<if $gen_num gte 2>> Moss covers every inch of the walls, the floor, and the ceiling. You step gingerly, careful to trod on as little moss as possible. It continues to grow into the room [[ahead|t]]. You notice a sparkle coming from the hall to your [[left|x]]. <<set $gen_num = $gen_num - 1>><<endif>>\n<<display 'Clock'>>
<<if $openfloor eq "yes" or $floor_position - $floor_liquid_level + $Crystal_1_space + $Crystal_3_space eq 0 or $floor_position eq 0>>The valve appears to be locked in place.\n\n<<display 'Crystal 2 controls'>><<endif>>\n\n<<if $openfloor eq "no" and $floor_position - $floor_liquid_level + $Crystal_1_space + $Crystal_3_space gt 0 and $floor_position neq 0 and $Crystal_2_power_level eq 0>>You turn the valve, but nothing happens.\n\n<<display 'Crystal 2 controls'>><<endif>>\n\n<<if $openfloor eq "no" and $floor_position - $floor_liquid_level + $Crystal_1_space + $Crystal_3_space gt 0 and $floor_position neq 0 and $Crystal_2_power_level neq 0>>\n<<display 'Clock'>>\nYou turn the valve counterclockwise, and then [[it happens...|Crystal 2 counterclockwise beta]]<<endif>>
<<silently>>\n<<set $GravePositionX = -1>>\n<<set $GravePositionY = 0>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<silently>>\n<<set $GravePositionX = -4>>\n<<set $GravePositionY = 0>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<silently>>\n<<set $GravePositionX = -3>>\n<<set $GravePositionY = 0>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<silently>>\n<<set $GravePositionX = -6>>\n<<set $GravePositionY = 0>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<silently>>\n<<set $GravePositionX = -5>>\n<<set $GravePositionY = 0>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<silently>>\n<<set $GravePositionX = 7>>\n<<set $GravePositionY = 1>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<silently>>\n<<set $GravePositionX = -7>>\n<<set $GravePositionY = 0>>\n<<endsilently>>\n<<display 'GravePosition'>>
''Rainforest''\nYou pass a growth of pitcher plants. They crane towards you like inquisitive animals.\n\nThrough the dense vegatation, you think you can make out the right hand side of the Eco Dome ahead and to your right.\n\nA [[wooden path]] clears the way through dense vegetation throughout the rainforest.\n<<display 'directions'>> //[[wait|Eco Dome wait]]//\n\n<<display 'rainforest weather'>>
''Tundra/Desert Border''\nYou stand along the [[border]] between the tundra and desert biomes. It's a bizarre feeling. The extremes of temperature on either side of you is like nothing you've ever experienced before.\n\nBehind you and to your right, you can still see the Eco Dome's entrance, where the three biomes meet at a single point. Directly to your right, you can see across the desert biome, to the border of the rainforest.\n\nA large snowdrift directly behind you makes you nervous. Thankfully, some form of [[artificial turf]] marks the safe paths into the tundra.\n<<display 'directions'>> //[[wait|Eco Dome wait]]//\n\n<<display 'edge weather'>>
''Podium 1''\nThere are rows of [[circular buttons]] resembling old fashioned typewriter keys. In total, there are forty-three ivory buttons, each set into a brass rim casing.\n\nA symbol is painted on all three sides of the podium.\n<html><img src="http://farm9.staticflickr.com/8113/8673257320_23d5f498c3.jpg" width="375" height="375"></html>\n\n<<if $bookreplace1 eq true>>A book rests atop the podium above the keyboard, bound in a gold leaf cover, just like the thousands of others within the wall of books that surrounds you.<<endif>>\n\n//[[step back from the podium|Library]]//\n<<set $podium = 1>><<display 'Clock'>>
<<silently>>\n<<set $GravePositionX = 0>>\n<<set $GravePositionY = 0>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<silently>>\n<<set $GravePositionX = 1>>\n<<set $GravePositionY = 0>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<if $Crystal_1_activation + $Crystal_2_activation + $Crystal_3_activation lt 3>>\nUpon touching the ring, the two lines of blue light delineating a console on either side of your hand flash red before resuming their blue florescence. Nothing else appears to have changed.\n\n<<display 'Control Room'>>\n<<endif>>\n<<if $Crystal_1_activation + $Crystal_2_activation + $Crystal_3_activation eq 3>>\n<<display 'Clock'>>\nImmediately, you know something has changed. The glass beneath your skin glows warm with a flourescent image of your handprint. The lines throughout the wall suddenly ripple with every color in the spectrum. Blades of light slice into the room where they meet in stunning brilliance at its center. Amazingly, the light begins to take shape, as if it were a solid form. And suddenly, it is. A human man, dressed in a simple black suit. [[He speaks...|Seriph Welcome]]\n<<endif>>
As you turn the wheel, there is a faint hiss. Looking to your right, you see the image of the crystal is now full.\n\n<<silently>>\n<<display 'Clock'>>\n\n<<set $Crystal_2_power_level = 3>>\n<<set $Crystal_2 = 0>>\n<<set $floor_liquid_level = $floor_liquid_level - $Crystal_2_space>>\n<<set $Crystal_2_space = 0>>\n<<endsilently>>\n<<if Math.round($Crystal_1_power_level * 100) eq 100 and $Crystal_1_activation eq 0>>Suddenly, an enormous arc of electrical energy erupts from the tip of the Crystal 1 across the room. The snaking stream of light reaches all the way to the bottom of the sphere.\n<<endif>>\n<<if Math.round($Crystal_2_power_level * 100) eq 200 and $Crystal_2_activation eq 0>>Suddenly, an enormous arc of electrical energy erupts from the tip of the Crystal 2. The snaking stream of light reaches all the way to the bottom of the sphere.\n<<endif>>\n<<if Math.round($Crystal_3_power_level * 100) eq 300 and $Crystal_3_activation eq 0>>Suddenly, an enormous arc of electrical energy erupts from the tip of the Crystal 3 across the room. The snaking stream of light reaches all the way to the bottom of the sphere.\n<<endif>>\n<<if Math.round($Crystal_1_power_level * 100) neq 100 and $Crystal_1_activation eq 1>>In a flash, the bolt of energy being emitting from Crystal 1 across the room disappears.\n<<endif>>\n<<if Math.round($Crystal_2_power_level * 100) neq 200 and $Crystal_2_activation eq 1>>In a flash, the bolt of energy being emitting from Crystal 2 disappears.\n<<endif>>\n<<if Math.round($Crystal_3_power_level * 100) neq 300 and $Crystal_3_activation eq 1>>In a flash, the bolt of energy being emitting from Crystal 3 across the room disappears.\n<<endif>>\n\n[[< Return|Crystal 2]]
''Rainforest--Right Wall''\nYou step into a clearing. There aren't so many trees here, and it's a bit easier to get your bearings. You stand along the right-hand [[wall|walls]] of the Eco Dome just below and to the right of the chamber's top right corner. To your left you can see across the rainforest biome to the desert border.\n\nA [[wooden path]] clears the way through dense vegetation throughout the rainforest.\n<<display 'directions'>> //[[wait|Eco Dome wait]]//\n\n<<display 'rainforest weather'>>
You rise from the chair and the night sky vanishes. The room has instantly returned to its former bright self. <<if $graveyardtile eq "aboveground">>The orifice at the top of the dome opens up and the telescopic metal rod begins to collapse. The elevated tile reenters the planetarium and finally returns to floor.<<endif>><<if $graveyardtile eq "underground">>The telescopic metal rod begins to collapse, and the elevated tile returns to floor.<<endif>>\n\n<<display 'Graveyard Planetarium'>>\n\n<<set $graveyardtile = "underground">>\n<<set $X = 3>><<set $Y = 3>>\n<<set $graveyardcoordinate = false>>
With an unearthly moan, the immense floor rises to the corresponding level.\n<<set $floor_position = 8>>\n<<display 'Power Core'>>
<<silently>>\n<<set $GravePositionX = 3>>\n<<set $GravePositionY = 12>>\n<<endsilently>>\n<<display 'GravePosition'>>
You get down on your hands and knees and crawl through the hollow tree. It's quite pretty inside. You emerge from the other end a little dirty and not having accomplished much, but you have gained a new life experience.\n\n<<display 'Eco Dome (-3,5)'>>
''Rainforest. Front-right Corner''\nYou've reached the front-right corner of the Eco Dome. The ground is stained a deep blue from all the fallen [[fruit]].\n\nThe corner of the room is obscured by a [[giant tree]] that dominates your immediate surroundings.\n<<display 'directions'>> //[[wait|Eco Dome wait]]//\n\n<<display 'rainforest weather'>>
<<set $GravePositionX = 0>><<set $GravePositionY = 0>>\n''The Graveyard. At the console.''\nStanding on the pad, you brush your fingers over the console screen and it whirls to life.\n\n<<if $man_pressed eq "no" and $woman_pressed eq "no">>\n<html><img src="http://farm9.staticflickr.com/8505/8571932577_c39842d32c_z.jpg" width="500" height="504" usemap="#graveyardmap">\n\n<map name="graveyardmap">\n <area shape="rect" coords="30,30,50,50" href="" onclick="javascript:state.display('1', this);return false;">\n <area shape="rect" coords="60,30,80,50" href="" onclick="javascript:state.display('2', this);return false;">\n <area shape="rect" coords="90,30,110,50" href="" onclick="javascript:state.display('3', this);return false;">\n <area shape="rect" coords="120,30,140,50" href="" onclick="javascript:state.display('4', this);return false;">\n <area shape="rect" coords="150,30,170,50" href="" onclick="javascript:state.display('5', this);return false;">\n <area shape="rect" coords="180,30,200,50" href="" onclick="javascript:state.display('6', this);return 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onclick="javascript:state.display('15', this);return false;">\n <area shape="rect" coords="30,60,50,80" href="" onclick="javascript:state.display('16', this);return false;">\n <area shape="rect" coords="60,60,80,80" href="" onclick="javascript:state.display('17', this);return false;">\n <area shape="rect" coords="90,60,110,80" href="" onclick="javascript:state.display('18', this);return false;">\n <area shape="rect" coords="120,60,140,80" href="" onclick="javascript:state.display('19', this);return false;">\n <area shape="rect" coords="150,60,170,80" href="" onclick="javascript:state.display('20', this);return false;">\n <area shape="rect" coords="180,60,200,80" href="" onclick="javascript:state.display('21', this);return false;">\n <area shape="rect" coords="210,60,230,80" href="" onclick="javascript:state.display('22', this);return false;">\n <area shape="rect" coords="240,60,260,80" href="" onclick="javascript:state.display('23', this);return false;">\n <area shape="rect" coords="270,60,290,80" href="" onclick="javascript:state.display('24', this);return false;">\n <area shape="rect" coords="300,60,320,80" href="" onclick="javascript:state.display('25', this);return false;">\n <area shape="rect" coords="330,60,350,80" href="" onclick="javascript:state.display('26', this);return false;">\n <area shape="rect" coords="360,60,380,80" href="" onclick="javascript:state.display('27', this);return false;">\n <area shape="rect" coords="390,60,410,80" href="" onclick="javascript:state.display('28', this);return false;">\n <area shape="rect" coords="420,60,440,80" href="" onclick="javascript:state.display('29', this);return false;">\n <area shape="rect" coords="450,60,470,80" href="" onclick="javascript:state.display('30', this);return false;">\n <area shape="rect" coords="30,90,50,110" href="" onclick="javascript:state.display('31', this);return false;">\n <area shape="rect" coords="60,60,80,110" href="" onclick="javascript:state.display('32', this);return false;">\n <area shape="rect" coords="90,90,110,110" href="" onclick="javascript:state.display('33', this);return false;">\n <area shape="rect" coords="120,90,140,110" href="" onclick="javascript:state.display('34', this);return false;">\n <area shape="rect" coords="150,90,170,110" href="" onclick="javascript:state.display('35', this);return false;">\n <area shape="rect" coords="180,90,200,110" href="" onclick="javascript:state.display('36', this);return false;">\n <area shape="rect" coords="210,90,230,110" href="" onclick="javascript:state.display('37', this);return false;">\n <area shape="rect" coords="240,90,260,110" href="" onclick="javascript:state.display('38', this);return false;">\n <area shape="rect" coords="270,90,290,110" href="" onclick="javascript:state.display('39', this);return false;">\n <area shape="rect" coords="300,90,320,110" href="" onclick="javascript:state.display('40', this);return false;">\n <area shape="rect" coords="330,90,350,110" href="" 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The red slider is currently at the <<if $out_speed eq "high">>highest<<endif>><<if $out_speed eq "a moderate">>middle<<endif>><<if $out_speed eq "low">>lowest<<endif>> position.\n\n<<if $out_speed eq "high">>You can move the slider to the [[middle|OuterArcSpeedTransition moderate]] or [[bottom|OuterArcSpeedTransition slow]] position.<<endif>><<if $out_speed eq "a moderate">>You can move the slider to the [[top|OuterArcSpeedTransition fast]] or [[bottom|OuterArcSpeedTransition slow]] position.<<endif>><<if $out_speed eq "low">>You can move the slider to the [[top|OuterArcSpeedTransition fast]] or [[middle|OuterArcSpeedTransition moderate]] position.<<endif>>\n\n<<display 'controls1'>>
The generator is old and looks disused. You notice that it has a wheel on the front, and a small [[panel]] <<if $gen_on eq "yes">>with a battery displayed on it.<<else>>which appears to be deactivated.<<endif>> A cord runs up from the back of the generator into the cavern ahead.\n\n//[[turn wheel]]//\n\n<<display 'cave'>>
The red slider is currently at the <<if $in_speed eq "high">>highest<<endif>><<if $in_speed eq "a moderate">>middle<<endif>><<if $in_speed eq "low">>lowest<<endif>> position.\n\n<<if $in_speed eq "high">>You can move the slider to the [[middle|InnerArcSpeedTransition down 1]] or [[bottom|InnerArcSpeedTransition down 2]] position.<<endif>><<if $in_speed eq "a moderate">>You can move the slider to the [[top|InnerArcSpeedTransition up 1]] or [[bottom|InnerArcSpeedTransition down 1]] position.<<endif>><<if $in_speed eq "low">>You can move the slider to the [[top|InnerArcSpeedTransition up 2]] or [[middle|InnerArcSpeedTransition up 1]] position.<<endif>>\n\n<<display 'controls3'>>
''Desert/Rainforest Border''\nYou stand along the [[border]] between the rainforest and desert biomes. Mist from the rainforest sizzles to nothing as it crosses the border into the desert.\n\nTo your right, you can see the right hand wall of the Eco Dome across the rainforest biome. Forward and to the right you see the chamber's back right corner. Directly ahead, you can also make out the back wall of the Eco Dome across the desert, but high dunes block your path forward. Luckily, [[stone walkways]] immune to the encrouching sand dunes mark the safe paths into the desert.\n<<display 'directions'>> //[[wait|Eco Dome wait]]//\n\n<<display 'desert weather'>>
<<silently>>\n<<set $GravePositionX = -4>>\n<<set $GravePositionY = 14>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<silently>>\n<<set $GravePositionX = -3>>\n<<set $GravePositionY = 14>>\n<<endsilently>>\n<<display 'GravePosition'>>
''Tundra--Front Wall''\nProtruding from the endless white around you are sharp-edged obsidian boulders. These strange formations are covered in purple, velvety moss.\n\nAhead and to your left is the left hand wall of the Eco Dome. Directly to your left is the bottom left corner of the room.\n\nFrom here you could continue along the front [[wall|walls]] of the Eco Dome or take any of the other paths marked by the [[artificial turf]].\n<<display 'directions'>> //[[wait|Eco Dome wait]]//\n\n<<display 'tundra weather'>>
<<silently>>\n<<if $BlackCloudCondition eq false>>\n<<set $BlackCloudAppears = $BlackCloudAppears + 1>>\n<<endif>>\n<<set $BlackCloudCondition = true>>\n<<endsilently>>
''Desert''\nThe sand is loose here, and the path is worn in several places. You stumble through piles of sand that give way under your weight.\n\nAlong the back [[wall|walls]], there's nothing but sand all around you. It's a bit hard to get your bearings.\n\nA network of [[stone walkways]] clears the way through the rolling sand dunes.\n<<display 'directions'>> //[[wait|Eco Dome wait]]//\n\n<<display 'desert weather'>>
<html><embed src="http://www.theark.net46.net/A4.mp3" loop="false" hidden="true" autostart="true"></embed></html><<if $podium eq 1>><<set $piano1 = $piano1 + 1>><<endif>><<if $podium eq 2>><<set $piano2 = $piano2 + 1>><<endif>><<if $podium eq 3>><<set $piano3 = $piano3 + 1>><<endif>><<if $podium eq 3>><<set $podiumcode3 = $podiumcode3 + 1>><<endif>><<if $podium eq 1>><<set $podiumcode1 = 0>><<endif>><<if $podium eq 2>><<set $podiumcode2 = 0>><<endif>><<if $podium eq 1>><<set $BookSelection1 = $BookSelection1 + 27>><<endif>><<if $podium eq 2>><<set $BookSelection2 = $BookSelection2 + 27>><<endif>><<if $podium eq 3>><<set $BookSelection3 = $BookSelection3 + 27>><<endif>><<display 'circular buttons'>><<if $podium eq 2>><<set $secretcode = 0>><<endif>>
There is a red valve beside a black handle. The valve can //[[turn clockwise|Crystal 1 clockwise]]// and //[[turn counterclockwise|Crystal 1 counterclockwise]]//. The handle sticks out of a horizontal slot in the metal console and can slide right and slide left. Currently, the handle is on the <<if $Crystal_1_slider eq "right">>right<<else>>left<<endif>>. <<if $Crystal_1_slider eq "right">>//[[Slide left|Crystal 1 slide left]]//<<else>>//[[Slide right|Crystal 1 slide right]]//<<endif>>.\n\n<<display 'Crystal 1'>>
Every grave stands tall and erect, with strange symbols etched into it. The stone is pearly and seems to shine with an inward glow. \n\nInlaid in the center of the grave is a glowing blue button.\n\n<<display 'GraveDirections'>> //[[press button]]//, //[[wait|Graveyard wait]]//\n\n<<display 'Clock'>>\n<<display 'Graveyard Weather'>>
''Rainforest''\nYou stand near the border of the desert ahead and to the left, but there is no gradient weather change. Instead, you feel the same soggy weight of extreme humidity throughout the entire rainforest.\n\nA [[wooden path]] clears the way through dense vegetation throughout the rainforest.\n<<display 'directions'>> //[[wait|Eco Dome wait]]//\n\n<<display 'rainforest weather'>>
With an unearthly moan, the immense floor sinks to the correspoding level.\n\n<<silently>>\n<<display 'Clock'>>\n\n<<if $floor_liquid_level - 4 lt $Crystal_1_space + $Crystal_2_space + $Crystal_3_space and ($Crystal_1 eq 1) and $floor_liquid_level gt 4>>\n<<set $Crystal_1_power_level = $Crystal_1_power_level + ($floor_liquid_level - 4) / ($Crystal_1 + $Crystal_2 + $Crystal_3)>>\n<<endif>>\n<<if $floor_liquid_level - 4 lt $Crystal_1_space + $Crystal_2_space + $Crystal_3_space and ($Crystal_3 eq 1) and $floor_liquid_level gt 4>>\n<<set $Crystal_3_power_level = $Crystal_3_power_level + ($floor_liquid_level - 4) / ($Crystal_1 + $Crystal_2 + $Crystal_3)>>\n<<endif>>\n<<if $floor_liquid_level - 4 lt $Crystal_1_space + $Crystal_2_space + $Crystal_3_space and ($Crystal_2 eq 1) and $floor_liquid_level gt 4>>\n<<set $Crystal_2_power_level = $Crystal_2_power_level + ($floor_liquid_level - 4) / ($Crystal_1 + $Crystal_2 + $Crystal_3)>>\n<<endif>>\n\n<<if Math.abs(($floor_liquid_level - 4) - ($Crystal_1_space + $Crystal_2_space + $Crystal_3_space)) lt .000000000000001 and $Crystal_1 eq 1>>\n<<set $Crystal_1_power_level = 3>>\n<<set $Crystal_2_power_level = 3>>\n<<set $Crystal_1 = 0>>\n<<set $Crystal_2 = 0>>\n<<endif>>\n<<if Math.abs(($floor_liquid_level - 4) - ($Crystal_1_space + $Crystal_2_space + $Crystal_3_space)) lt .000000000000001 and $Crystal_3 eq 1>>\n<<set $Crystal_3_power_level = 3>>\n<<set $Crystal_2_power_level = 3>>\n<<set $Crystal_3 = 0>>\n<<set $Crystal_2 = 0>>\n<<endif>>\n<<if Math.abs(($floor_liquid_level - 4) - ($Crystal_1_space + $Crystal_2_space + $Crystal_3_space)) lt .000000000000001>>\n<<set $Crystal_2_power_level = 3>>\n<<set $Crystal_2 = 0>>\n<<endif>>\n\n<<if $Crystal_1_power_level gt 3>>\n<<set $Crystal_1 = 0>>\n<<endif>>\n<<if $Crystal_2_power_level gt 3>>\n<<set $Crystal_2 = 0>>\n<<endif>>\n<<if $Crystal_3_power_level gt 3>>\n<<set $Crystal_3 = 0>>\n<<endif>>\n\n<<if $Crystal_1_power_level gt 3>>\n<<set $Crystal_2_power_level = $Crystal_2_power_level + $Crystal_2 * ($Crystal_1_power_level - 3) / ($Crystal_2 + $Crystal_3)>>\n<<set $Crystal_3_power_level = $Crystal_3_power_level + $Crystal_3 * ($Crystal_1_power_level - 3) / ($Crystal_2 + $Crystal_3)>>\n<<set $Crystal_1_power_level = 3>>\n<<set $Crystal_1 = 0>>\n<<endif>>\n<<if $Crystal_2_power_level gt 3>>\n<<set $Crystal_1_power_level = $Crystal_1_power_level + $Crystal_1 * ($Crystal_2_power_level - 3) / ($Crystal_1 + $Crystal_3)>>\n<<set $Crystal_3_power_level = $Crystal_3_power_level + $Crystal_3 * ($Crystal_2_power_level - 3) / ($Crystal_1 + $Crystal_3)>>\n<<set $Crystal_2_power_level = 3>>\n<<set $Crystal_2 = 0>>\n<<endif>>\n<<if $Crystal_3_power_level gt 3>>\n<<set $Crystal_1_power_level = $Crystal_1_power_level + $Crystal_1 * ($Crystal_3_power_level - 3) / ($Crystal_1 + $Crystal_2)>>\n<<set $Crystal_2_power_level = $Crystal_2_power_level + $Crystal_2 * ($Crystal_3_power_level - 3) / ($Crystal_1 + $Crystal_2)>>\n<<set $Crystal_3_power_level = 3>>\n<<set $Crystal_3 = 0>>\n<<endif>>\n\n<<if $Crystal_1 eq 0>>\n<<set $Crystal_1_space = 0>>\n<<else>>\n<<set $Crystal_1_space = 3 - $Crystal_1_power_level>>\n<<endif>>\n<<if $Crystal_2 eq 0>>\n<<set $Crystal_2_space = 0>>\n<<else>>\n<<set $Crystal_2_space = 3 - $Crystal_2_power_level>>\n<<endif>>\n<<if $Crystal_3 eq 0>>\n<<set $Crystal_3_space = 0>>\n<<else>>\n<<set $Crystal_3_space = 3 - $Crystal_3_power_level>>\n<<endif>>\n\n<<set $floor_position = 4>>\n<<if $floor_liquid_level gt 4>>\n<<set $floor_liquid_level = 4>>\n<<endif>>\n<<endsilently>>\n<<if Math.round($Crystal_1_power_level * 100) eq 100 and $Crystal_1_activation eq 0>>Suddenly, an enormous arc of electrical energy erupts from the tip of the Crystal 1. The snaking stream of light reaches all the way to the bottom of the sphere.\n<<endif>>\n<<if Math.round($Crystal_2_power_level * 100) eq 200 and $Crystal_2_activation eq 0>>Suddenly, an enormous arc of electrical energy erupts from the tip of the Crystal 2. The snaking stream of light reaches all the way to the bottom of the sphere.\n<<endif>>\n<<if Math.round($Crystal_3_power_level * 100) eq 300 and $Crystal_3_activation eq 0>>Suddenly, an enormous arc of electrical energy erupts from the tip of the Crystal 3. The snaking stream of light reaches all the way to the bottom of the sphere.\n<<endif>>\n<<if Math.round($Crystal_1_power_level * 100) neq 100 and $Crystal_1_activation eq 1>>In a flash, the bolt of energy being emitting from Crystal 1 disappears.\n<<endif>>\n<<if Math.round($Crystal_2_power_level * 100) neq 200 and $Crystal_2_activation eq 1>>In a flash, the bolt of energy being emitting from Crystal 2 disappears.\n<<endif>>\n<<if Math.round($Crystal_3_power_level * 100) neq 300 and $Crystal_3_activation eq 1>>In a flash, the bolt of energy being emitting from Crystal 3 disappears.\n<<endif>>\n\n[[< Return|Power Core]]
The green slider is currently at the <<print $out_level>> position.\n\n<<if $out_level eq "highest">>You can move the slider to the [[middle|OuterArcPositionTransition down 1]] or [[bottom|OuterArcPositionTransition down 2]] position.<<endif>><<if $out_level eq "middle">>You can move the slider to the [[top|OuterArcPositionTransition up 1]] or [[bottom|OuterArcPositionTransition down 1]] position.<<endif>><<if $out_level eq "lowest">>You can move the slider to the [[top|OuterArcPositionTransition up 2]] or [[middle|OuterArcPositionTransition up 1]] position.<<endif>>\n\n<<display 'controls1'>>
Hundreds. Maybe thousands of cryogenic chambers, like the one you discovered in the secret lab, cover the surface of the cylindrical wall beneath the catwalk. The rows go so far down you can't even see where it all ends.\n\nThese chambers are not empty, however. You can see them. The aliens.\n\nThey resemble the statues in the graveyard. But these beings are not imposing or formidable. They are asleep, and they drift listlessly like bubbles in a lava lamp within the tinted blue fluid of their cryo-chambers.\n\n<<display 'ahead'>>
The wall is cool to the touch. You see your fingers reflected in its glossy surface.\n\n<<display 'Control Room'>>
<<silently>>\n<<set $GravePositionX = 5>>\n<<set $GravePositionY = 11>>\n<<endsilently>>\n<<display 'GravePosition'>>
With an unearthly moan, the immense floor rises to the corresponding level.\n<<set $floor_position = 2>>\n<<display 'Power Core'>>
<<silently>>\n<<set $GravePositionX = 6>>\n<<set $GravePositionY = 11>>\n<<endsilently>>\n<<display 'GravePosition'>>
''Labyrinth Path''\n<<if $gen_num eq 1>>//Suddenly, the main lights shut off and dim emergency lighting kicks in!// <<set $gen_num = 0>><<endif>><<if $gen_num eq 0>> You can barely see a thing. Emergency lights lead [[right|e]].<<endif>><<if $gen_num gte 2>> The walls here are rough, scraping against your skin as you squeeze through the narrow passage. The path grows even narrower as it trails off to your [[left|c]]. You can feel a warm breeze coming from the hall [[behind|i]] you. The path also twists away to the [[right|e]]. <<set $gen_num = $gen_num - 1>><<endif>>\n<<display 'Clock'>>
You feel a warmth spread up your arm and fill your whole body. Quickly, the images around you--the beach, the ocean, the wall--they all begin to swirl into a vortex of color. \n\nYou blink, and the sandy beach is once more just a work of stained glass within the [[Art Gallery]].\n\n<<if $BlackCloudAppears eq 1>>\nSuddenly, you see something out of the corner of your eye. You turn just in time to see...something...but in a flash it slithers up the stairs and then disappears from sight. What was that? A shadow? It looked almost like a black silk sheet pulled by a thread, and it moved so quickly.\n\nYou're not alone on this ship.\n<<set $BlackCloudAppears = $BlackCloudAppears + 1>>\n<<endif>>
<<silently>>\n<<display 'Clock'>>\n<<set $Game_Location = "Start">>\n<<endsilently>>\n''Door between Crystals 1 & 3''\nYou stand midway between two of the crystal stations. Before you is a what appears to be a double pocket door, one of three identical doors spaced equidistantly around the room.\n\nFrom here you could go left or right to reach different crystal stations: [[Crystal 3]] or [[Crystal 1]] respectively.\n\n//[[touch door|Art Gallery door]]//
<<silently>>\n<<display 'Clock'>>\n<<set $Game_Location = "Start">>\n<<endsilently>>\n''Door between Crystals 1 & 2''\nYou stand midway between two of the crystal stations. Before you is a what appears to be a double pocket door, one of three identical doors spaced equidistantly around the room.\n\nFrom here you could go left or right to reach different crystal stations: [[Crystal 1]] or [[Crystal 2]] respectively.\n\n//[[touch door|Eco Dome door]]//
<<silently>>\n<<set $GravePositionX = 4>>\n<<set $GravePositionY = 11>>\n<<endsilently>>\n<<display 'GravePosition'>>
<html>\n<audio controls="controls">\n <source src="http://www.theark.net46.net/GraveyardMessage.mp3" /> \n</audio>\n</html>\n\nYou touch the orb. It sends a warm tingling sensation down your arm. \n\n<<display 'seriph2'>>\n\n<<display 'Graveyard'>>
<<silently>>\n<<set $GravePositionX = -2>>\n<<set $GravePositionY = 11>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<silently>>\n<<set $GravePositionX = -3>>\n<<set $GravePositionY = 11>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<silently>>\n<<set $GravePositionX = 0>>\n<<set $GravePositionY = 11>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<silently>>\n<<set $GravePositionX = -1>>\n<<set $GravePositionY = 11>>\n<<endsilently>>\n<<display 'GravePosition'>>
<html><embed src="http://www.theark.net46.net/B4.mp3" loop="false" hidden="true" autostart="true"></embed></html><<if $podium eq 1>><<set $piano1 = $piano1 + 1>><<endif>><<if $podium eq 2>><<set $piano2 = $piano2 + 1>><<endif>><<if $podium eq 3>><<set $piano3 = $piano3 + 1>><<endif>><<if $podium eq 1>><<set $podiumcode1 = 0>><<endif>><<if $podium eq 2>><<set $podiumcode2 = 0>><<endif>><<if $podium eq 3>><<set $podiumcode3 = 0>><<endif>><<if $podium eq 1>><<set $BookSelection1 = $BookSelection1 + 28>><<endif>><<if $podium eq 2>><<set $BookSelection2 = $BookSelection2 + 28>><<endif>><<if $podium eq 3>><<set $BookSelection3 = $BookSelection3 + 28>><<endif>><<display 'circular buttons'>><<if $podium eq 2>><<set $secretcode = 0>><<endif>>
<<silently>>\n<<set $GravePositionX = 2>>\n<<set $GravePositionY = 11>>\n<<endsilently>>\n<<display 'GravePosition'>>
''Rainforest--Front Wall''\nYou stand at the front [[wall|walls]] of the Eco Dome, just to the right of the main entrance. The border where the rainforest meets the desert is just ahead and to your left.\n\nThe humid air coats the wall behind you with moisture.\n\nA [[wooden path]] clears the way through dense vegetation throughout the rainforest.\n<<display 'directions'>> //[[wait|Eco Dome wait]]//\n\n<<display 'rainforest weather'>>
''Tundra--Front Wall''\nThe path winds around a deep [[hole]] in the snow.\n\nFrom here you could continue along the front [[wall|walls]] of the Eco Dome or take any of the other paths marked by the [[artificial turf]].\n<<display 'directions'>> //[[wait|Eco Dome wait]]//\n\n<<display 'tundra weather'>>
''Labyrinth Path''\n<<if $gen_num eq 1>>//Suddenly, the main lights shut off and dim emergency lighting kicks in!// <<set $gen_num = 0>><<endif>><<if $gen_num eq 0>> You can barely see a thing. Emergency lights lead [[left|S]].<<endif>><<if $gen_num gte 2>> The moss continues to grow along the walls but also envelops the floor here. You bend down to touch it, but the fragile stuff turns brown and shriveled in your palms. [[Behind|y]] you the moss appears even more vivacious, but it does not continue into the room [[ahead|O]]. The moss also slithers on to your [[left|S]].<<set $gen_num = $gen_num - 1>><<endif>>\n<<display 'Clock'>>
<html><embed src="http://www.theark.net46.net/B2.mp3" loop="false" hidden="true" autostart="true"></embed></html><<if $podium eq 1>><<set $piano1 = $piano1 + 1>><<endif>><<if $podium eq 2>><<set $piano2 = $piano2 + 1>><<endif>><<if $podium eq 3>><<set $piano3 = $piano3 + 1>><<endif>><<if $podium eq 1>><<set $podiumcode1 = 0>><<endif>><<if $podium eq 2>><<set $podiumcode2 = 0>><<endif>><<if $podium eq 3>><<set $podiumcode3 = 0>><<endif>><<if $podium eq 1>><<set $BookSelection1 = $BookSelection1 + 14>><<endif>><<if $podium eq 2>><<set $BookSelection2 = $BookSelection2 + 14>><<endif>><<if $podium eq 3>><<set $BookSelection3 = $BookSelection3 + 14>><<endif>><<display 'circular buttons'>><<if $podium eq 2>><<set $secretcode = 0>><<endif>>
<<silently>>\n<<set $GravePositionX = 1>>\n<<set $GravePositionY = 11>>\n<<endsilently>>\n<<display 'GravePosition'>>
The vines shrivel to nothing as the temperature drops drastically. Suddenly, you're inside the tundra cave.\n<<set $EcoDomePositionX = -2>><<set $EcoDomePositionY = 5>>\n''Cave''\n\nThousands of multi-colored ice crystals and gemstones refract your form over and over. There is an explosion of color with even the slightest movement. The largest crystal is nearly as big as you are, and it sits apart from the rest as a lone stalagmite beneath a small hole in the cave roof.\n\n<<if $snowing neq true>>//[[look|crystal look]]//<<endif>>\n<<if $snowing eq true>>\nSnow trickles through the crack in the cave's ceiling. It must be snowing outside. As the snowflakes descend you notice a reaction in the largest crystal. One spec becomes a million and then a million more as it is reflected across the cracks running through the massive gemstone. Every facet of the crystal is now a canvas of swirling particles. Even more incredible, the particles form an image!<<display 'Tundra Symbol Description'>>\n<html><img src="http://farm9.staticflickr.com/8375/8556626830_4e39548e62.jpg">\n</html>\n<<endif>>\nCurrently, you stand on the teleportation pad. <<if $TundraBox eq "unlocked">>The control box has been unlocked allowing you to //[[press the Sun button|teleport to desert]]//.<<else>>In order to use it, however, you'll have to //[[unlock|unlock tundra box]]// the control box.<<endif>> You could also walk [[out the opening|EcoDomePosition]] of the cave.
It's a brief descent down the stairs, and then you find yourself in an [[underground room|Graveyard Planetarium]].
<<silently>>\n<<if $in_level eq "highest">>\n\n<<set $in_level = "middle">>\n\n<<if $out_level eq "middle">><<set $out_level = "highest">><<else>><<if $out_level eq "lowest">><<set $out_level = "middle">><<else>><<if $out_level eq "highest">><<set $out_level = "lowest">><<endif>><<endif>><<endif>>\n\n<<else>>\n\n<<set $in_level = "lowest">>\n\n\n<<if $out_level eq "middle">><<set $v = "highest">><<else>><<if $v eq "lowest">><<set $out_level = "middle">><<else>><<if $out_level eq "highest">><<set $out_level = "lowest">><<endif>><<endif>><<endif>>\n\n<<endif>>\n\n\n<<endsilently>>\n<<display 'move inner position'>>
<<silently>>\n<<set $GravePositionX = 3>>\n<<set $GravePositionY = 11>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<set $Game_Location = "Eco Dome">><<set $EcoDomePositionX = 0>><<set $EcoDomePositionY = 0>>\n''Eco Dome''\n\nYou stand at the nexus of what could only be described as a bizarrely diverse ecological preserve. To your right, you see a rainforest. In front of you, there's a desert. And as impossible as it seems, an arctic tundra is immediately to your left.\n\nEach biome is a triangular section of a massive, trapezoidal room. To your left and right, the bottom sides of the tundra and rainforest sections meet along the wall of the room flush with the door. The desert biome is an inverted triangle sandwiched between its neighbors, its top side reaching the wall on the far side of the room.\n\nThe four [[walls]] of the chamber curve together, enveloping the three biomes within an immense bubble.\n\nStanding before you at this intersection of opposing nature are nine waist-high stone [[pedestals]].\n\nFrom here, you could venture onward or go back through the [[door|Eco Dome door]] behind you to enter the corridor leading back to the Power Core. The most obvious paths into the Eco Dome are up-left and up-right along either [[border]] that separate the three biomes.\n<<display 'directions'>> //[[wait|Eco Dome wait]]//\n<<display 'Clock'>>\n<<if $raincount eq 0>>//There is a crack of thunder, and with almost cartoonish immediacy, sheets of rain begin to descend upon the rainforest. Despite standing at the edge of the rainforest biome, you're still soaked.//<<endif>>\n<<if $sandcount eq 0>>//A sudden gust of wind blows sand in your eyes. You squint and turn away, but it's useless. Even when bordering the other biomes, the standstorm still envelops you.//<<endif>>\n<<if $snowcount eq 0>>//Tiny pinpricks sting your face. A snowstorm has begun, and it reaches all the way to the border of the other biomes.//<<endif>>\n<<display 'finish weather'>>
''Unknown Grave.'' Column <<print $GravePositionX + 8>>, Row <<print $GravePositionY + 1>>. ''<<if $graveyard eq "sunrise">>Day.<<else>>Night.<<endif>>''\nYou stand at an unknown grave located in the farthest column to the left, about halfway between the first row and the last.\n\n<<display 'grave_all'>>
''Tundra''\nThe path leads to a frozen lake. You step cautiously...\n\nYou're near the edge of the tundra biome, the front wall of the Eco Dome in sight behind you.\n\nThe terrain near the room's perimeter appears consistently more uneven than the rest of the Eco Dome, limiting your movement. Luckily, some form of [[artificial turf]] throughout the tundra has cleared the safe paths available to you.\n<<display 'directions'>> //[[wait|Eco Dome wait]]//\n\n<<display 'tundra weather'>>
<<silently>>\n<<if $out_level eq "highest">>\n\n<<set $out_level = "middle">>\n\n<<if $in_level eq "middle">><<set $in_level = "highest">><<else>><<if $in_level eq "lowest">><<set $in_level = "middle">><<else>><<if $in_level eq "highest">><<set $in_level = "lowest">><<endif>><<endif>><<endif>>\n\n<<if $mid_level eq "middle">><<set $mid_level = "highest">><<else>><<if $mid_level eq "lowest">><<set $mid_level = "middle">><<else>><<if $mid_level eq "highest">><<set $mid_level = "lowest">><<endif>><<endif>><<endif>>\n\n<<set $greenslider1 = "middle">>\n\n<<else>>\n\n<<set $out_level = "lowest">>\n\n\n<<if $in_level eq "middle">><<set $in_level = "highest">><<else>><<if $in_level eq "lowest">><<set $in_level = "middle">><<else>><<if $in_level eq "highest">><<set $in_level = "lowest">><<endif>><<endif>><<endif>>\n\n<<if $mid_level eq "middle">><<set $mid_level = "highest">><<else>><<if $mid_level eq "lowest">><<set $mid_level = "middle">><<else>><<if $mid_level eq "highest">><<set $mid_level = "lowest">><<endif>><<endif>><<endif>>\n\n<<set $greenslider1 = "bottom">>\n<<endif>>\n\n\n<<endsilently>>\n<<display 'move outer position'>>
<<silently>>\n<<set $GravePositionX = 2>>\n<<set $GravePositionY = 7>>\n<<endsilently>>\n<<display 'GravePosition'>>
''Desert/Rainforest Border''\nYou stand along the [[border]] between the rainforest and desert biomes. Mist from the rainforest sizzles to nothing as it crosses the border into the desert.\n\nA small canyon is up ahead, and the path straight back leads to the front wall of the Eco Dome.\n<<display 'directions'>> //[[wait|Eco Dome wait]]//\n\n<<display 'edge weather'>>
<<silently>>\n<<set $GravePositionX = 4>>\n<<set $GravePositionY = 7>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<silently>>\n<<set $GravePositionX = 3>>\n<<set $GravePositionY = 7>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<silently>>\n<<set $GravePositionX = -2>>\n<<set $GravePositionY = 7>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<silently>>\n<<set $GravePositionX = -3>>\n<<set $GravePositionY = 7>>\n<<endsilently>>\n<<display 'GravePosition'>>
With an unearthly moan, the immense floor rises to the corresponding level.\n<<set $floor_position = 6>>\n<<display 'Power Core'>>
<<silently>>\n<<set $GravePositionX = -1>>\n<<set $GravePositionY = 7>>\n<<endsilently>>\n<<display 'GravePosition'>>
You feel a warmth spread up your arm and fill your whole body. Quickly, the images around you--the grave, the statues, the entire mountain--they all begin to swirl into a vortex of color. \n\nYou blink, and the graveyard is once more just a work of stained glass within the [[Art Gallery]].\n\n<<if $BlackCloudAppears eq 1>>\nSuddenly, you see something out of the corner of your eye. You turn just in time to see...something...but in a flash it slithers up the stairs and then disappears from sight. What was that? A shadow? It looked almost like a black silk sheet pulled by a thread, and it moved so quickly.\n\nYou're not alone on this ship.\n<<set $BlackCloudAppears = $BlackCloudAppears + 1>>\n<<endif>>
<<set $GravePositionY = $GravePositionY + 1>>\n\n<<display 'GravePosition'>>
<<silently>>\n<<set $GravePositionX = 6>>\n<<set $GravePositionY = 7>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<silently>>\n<<set $GravePositionX = 5>>\n<<set $GravePositionY = 7>>\n<<endsilently>>\n<<display 'GravePosition'>>
You stand within a dome-shaped room, <<if $planetariums eq "visited">>and you realize you've entered another planetarium<<else>>reminding you vaguely of the Control Room<<endif>>. The floor and dome are made of large glossy white square tiles. Floor lights around the perimeter provide the room with bright, even lighting. The curved ceiling would have made a perfect dome, save for a small alcove on the far side of the room inside which sits a large silver [[chair|Sit Graveyard Chair]] facing the room's center.\n\nThe room has no outlet save the stairs leading back [[up|Staircase]] to the graves.\n<<set $planetariums = "visited">>\n<<set $Game_Location = "Graveyard">>\n<<display 'Clock'>>
<<silently>>\n<<set $GravePositionX = 1>>\n<<set $GravePositionY = 1>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<if $openfloor eq "yes">>The control panel is made of the same dull gray metal as the podium it rests on. There is a black screen on the right side, cracked and unresponsive. To the left are simple manual controls, a [[slider]] and a large [[switch]].<<else>>The control panel is made of the same dull gray metal as the podium it rests on. <<display 'control panel screen'>>\n\nTo the left of the screen are simple manual controls, a [[slider]] and a large [[switch]].<<endif>>\n\n<<if $openfloor eq "yes">>//[[flip the switch left]]//<<else>>//[[flip the switch right]]//<<endif>>\n<<display 'Power Core'>>
<<display 'Clock'>>\n''Control Room''\n\nYou stand within a spherical room bisected by a transparent floor. The curved surface of the glossy black [[wall]] is periodically interrupted by strips of pale blue [[light]]. These maze-like patterns are the room's sole source of illumination.\n\nAround the center of the room is a [[ring]] made of a flat pane of transparent material held up by thin, transparent supports connecting to the floor.\n\nIn the center of the room, there is a [[hatch]] in the floor.\n\n//[[touch wall]]//, //[[touch light]]//, //[[touch ring]]//, //[[look|Control Room look]]//
You open the book and flip through the pages. Some is perfectly legible; some is a mess. Journal entries flow in and out of mathematical equations, star charts, and design plans of the ship. The writing is alien, but the letters slowly become readable. You're not sure what Seriph is augmenting: the ink on the page or your understanding of the language itself. You try not to think about it as you [[continue reading]].\n\n[[< Return|sleeping area]]
''Tundra''\nSections of the path are burried beneath the snow here. Every other step you take lands you waist deep in snow. Progress is slow going.\n\nYou're near the edge of the tundra biome, the front wall of the Eco Dome in sight behind you.\n\nThe terrain near the room's perimeter appears consistently more uneven than the rest of the Eco Dome, limiting your movement. Luckily, some form of [[artificial turf]] throughout the tundra has cleared the safe paths available to you.\n<<display 'directions'>> //[[wait|Eco Dome wait]]//\n\n<<display 'tundra weather'>>
<html><embed src="http://www.theark.net46.net/B5.mp3" loop="false" hidden="true" autostart="true"></embed></html><<if $podium eq 1>><<set $piano1 = $piano1 + 1>><<endif>><<if $podium eq 2>><<set $piano2 = $piano2 + 1>><<endif>><<if $podium eq 3>><<set $piano3 = $piano3 + 1>><<endif>><<if $podium eq 1>><<set $podiumcode1 = 0>><<endif>><<if $podium eq 2>><<set $podiumcode2 = 0>><<endif>><<if $podium eq 3>><<set $podiumcode3 = 0>><<endif>><<if $podium eq 1>><<set $BookSelection1 = $BookSelection1 + 35>><<endif>><<if $podium eq 2>><<set $BookSelection2 = $BookSelection2 + 35>><<endif>><<if $podium eq 3>><<set $BookSelection3 = $BookSelection3 + 35>><<endif>><<display 'circular buttons'>><<if $podium eq 2>><<set $secretcode = 0>><<endif>>
You take the key. You have a feeling it will come in handy later.\n<<set $key = true>>\n<<display 'pad'>>
<html><embed src="http://www.theark.net46.net/B6.mp3" loop="false" hidden="true" autostart="true"></embed></html><<if $podium eq 1>><<set $piano1 = $piano1 + 1>><<endif>><<if $podium eq 2>><<set $piano2 = $piano2 + 1>><<endif>><<if $podium eq 3>><<set $piano3 = $piano3 + 1>><<endif>><<if $podium eq 1>><<set $podiumcode1 = 0>><<endif>><<if $podium eq 2>><<set $podiumcode2 = 0>><<endif>><<if $podium eq 3>><<set $podiumcode3 = 0>><<endif>><<if $podium eq 1>><<set $BookSelection1 = $BookSelection1 + 42>><<endif>><<if $podium eq 2>><<set $BookSelection2 = $BookSelection2 + 42>><<endif>><<if $podium eq 3>><<set $BookSelection3 = $BookSelection3 + 42>><<endif>><<display 'circular buttons'>><<if $podium eq 2>><<set $secretcode = 0>><<endif>>
''Rainforest''\nBushels of blue [[fruit]] dangle above your head. A few have fallen to the ground, staining the path with turquoise juice.\n\nAhead and to your left you can make out the border with the desert biome.\n\nA [[wooden path]] clears the way through dense vegetation throughout the rainforest.\n<<display 'directions'>> //[[wait|Eco Dome wait]]//\n\n<<display 'rainforest weather'>>
''Rainforest''\nYou stand by a fallen tree covered with a thick carpet of moss. The thick [[forest]] all around you limits your mobility, but you can still see the desert ahead and to your left as well as the front wall of the Eco Dome behind you.\n\nA [[wooden path]] clears the way through dense vegetation throughout the rainforest.\n<<display 'directions'>> //[[wait|Eco Dome wait]]//\n\n<<display 'rainforest weather'>>
''Unknown Grave.'' Column <<print $GravePositionX + 8>>, Row <<print $GravePositionY + 1>>. ''<<if $graveyard eq "sunrise">>Day.<<else>>Night.<<endif>>''\nYou stand at an unknown grave located on the first row, just ahead of the [[obelisk|Graveyard]] and the [[grave console|console]].\n\n<<display 'grave_all'>>
''Tundra''\nAfter a short climb up a rocky plateau, you now stand near the tip of the tundra biome. Up ahead you can see the top left corner of the room, to your right you can see the border of the desert biome, and to your left you can make out the left hand wall of the Eco Dome.\n\nFrom here you could climb down the stout mountain and take any one of the available paths marked by the [[artificial turf]] path.\n<<display 'directions'>> //[[wait|Eco Dome wait]]//\n\n<<display 'tundra weather'>>
<html><embed src="http://www.theark.net46.net/B1.mp3" loop="false" hidden="true" autostart="true"></embed></html><<if $podium eq 1>><<set $piano1 = $piano1 + 1>><<endif>><<if $podium eq 2>><<set $piano2 = $piano2 + 1>><<endif>><<if $podium eq 3>><<set $piano3 = $piano3 + 1>><<endif>><<if $podium eq 1>><<set $podiumcode1 = 0>><<endif>><<if $podium eq 2>><<set $podiumcode2 = 0>><<endif>><<if $podium eq 3>><<set $podiumcode3 = 0>><<endif>><<if $podium eq 1>><<set $BookSelection1 = $BookSelection1 + 7>><<endif>><<if $podium eq 2>><<set $BookSelection2 = $BookSelection2 + 7>><<endif>><<if $podium eq 3>><<set $BookSelection3 = $BookSelection3 + 7>><<endif>><<display 'circular buttons'>><<if $podium eq 2>><<set $secretcode = 0>><<endif>>
<<if $gardentile eq "aboveground">>You crank the lever. The orifice at the top of the dome opens up and the telescopic metal rod begins to collapse. The elevated floor tile returns back inside the planetarium and comes to a stop a few feet off the floor.<<set $gardentile = "underground">><<else>>You crank the lever. A small circular orifice at the top of the dome opens up and the telescopic metal rod begins to extend. The elevated floor tile begins to rise further and further until it passes through the tiny hole in the roof of the planetarium. The opening shuts shortly after the tile passes through it, leaving the metal rod caught between the floor and the ceiling. The tile itself is presumably suspended somewhere above the surface as the display has changed to a live view of the actual sky above.<<set $gardentile = "aboveground">><<endif>>\n\n<<if $gardentile eq "aboveground" and $garden eq "sunset" and $gardencoordinate eq true>>Suddenly, you hear [[three distinct tones|Garden Constellation]] as if the console was interpreting some kind of outer space frequency.<<endif>>\n\n[[< Return|Garden Chair Controls]]
<html><embed src="http://www.theark.net46.net/B3.mp3" loop="false" hidden="true" autostart="true"></embed></html><<if $podium eq 1>><<set $piano1 = $piano1 + 1>><<endif>><<if $podium eq 2>><<set $piano2 = $piano2 + 1>><<endif>><<if $podium eq 3>><<set $piano3 = $piano3 + 1>><<endif>><<if $podium eq 1>><<set $podiumcode1 = 0>><<endif>><<if $podium eq 2>><<set $podiumcode2 = 0>><<endif>><<if $podium eq 3>><<set $podiumcode3 = 0>><<endif>><<if $podium eq 1>><<set $BookSelection1 = $BookSelection1 + 21>><<endif>><<if $podium eq 2>><<set $BookSelection2 = $BookSelection2 + 21>><<endif>><<if $podium eq 3>><<set $BookSelection3 = $BookSelection3 + 21>><<endif>><<display 'circular buttons'>><<if $podium eq 2>><<set $secretcode = 0>><<endif>>
''Unknown Grave.'' Column <<print $GravePositionX + 8>>, Row <<print $GravePositionY + 1>>. ''<<if $graveyard eq "sunrise">>Day.<<else>>Night.<<endif>>''\nYou stand at an unknown grave located on the first row, just ahead and to the right of the [[obelisk|Graveyard]] and the [[grave console|console]].\n\n<<display 'grave_all'>>
''Labyrinth Path''\n<<if $gen_num eq 1>>//Suddenly, the main lights shut off and dim emergency lighting kicks in!// <<set $gen_num = 0>><<endif>><<if $gen_num eq 0>> You can barely see a thing. Emergency lights lead [[behind|t]] you.<<endif>><<if $gen_num gte 2>> The walls here are plain and simple, with archways leading [[ahead|j]] and [[behind|t]]. You smell damp earth coming from the hall to your [[left|n]].<<set $gen_num = $gen_num - 1>><<endif>>\n<<display 'Clock'>>
<<if $floor_position eq 9 and $floor_liquid_level lt 9>>You flip the switch. The floor splits along the seams into equal thirds and retracts into the wall with a deafening screech. There is an intense churning sound as the pool fills back up to its fullest level. You notice the control panel screen has gone dead.<<endif>><<if $floor_position lt 9>>With a deafening screech, the floor rises to the top level, splits along the seams into equal thirds and retracts into the wall. You notice the pool has been refilled to its fullest level and the slider on the control panel has moved back to level 9. The control panel screen has gone dead.<<endif>><<if $floor_position eq 9 and $floor_liquid_level eq 9>>You flip the switch. The floor splits along the seams into equal thirds and retracts into the wall with a deafening screech. You notice the control panel screen has gone dead.<<endif>>\n<<silently>>\n<<set $Crystal_1_space = 3>>\n<<set $Crystal_2_space = 3>>\n<<set $Crystal_3_space = 3>>\n<<set $Crystal_1 = 1>>\n<<set $Crystal_2 = 1>>\n<<set $Crystal_3 = 1>>\n<<set $Crystal_1_slider = "right">>\n<<set $Crystal_3_slider = "right">>\n<<set $Crystal_1_power_level = 0>>\n<<set $Crystal_2_power_level = 0>>\n<<set $Crystal_3_power_level = 0>>\n<<set $floor_position = 9>>\n<<set $floor_liquid_level = 9>>\n<<set $openfloor = "yes">>\n<<endsilently>>\n//[[flip the switch left]]//\n<<if $Crystal_1_activation eq 1>>In a flash, the bolt of energy being emitting from Crystal 1 disappears.<<set $Crystal_1_activation = 0>><<endif>><<if $Crystal_2_activation eq 1>>\nIn a flash, the bolt of energy being emitting from Crystal 2 disappears.<<set $Crystal_2_activation = 0>><<endif>><<if $Crystal_3_activation eq 1>>\nIn a flash, the bolt of energy being emitting from Crystal 1 disappears.<<set $Crystal_3_activation = 0>><<endif>>\n<<display 'Power Core'>>
...and find yourself back in the gazebo, back on the now-dark transporter pad. Puzzled, you begin to wonder what you did wrong when suddenly the ground begins to shift underneath your feet, and you soon find yourself at the head of a dark staircase descending into the earth. <<set $pad_used = "true">>\n\n<<display 'gazebo'>>
<<if $out_direction eq "counterclockwise">><<set $out_direction = "clockwise">><<else>><<set $out_direction = "counterclockwise">><<endif>>As you move the switch, you hear a grind and shift from behind you. Looking up, you notice that the outer section has just changed direction and is now moving <<print $out_direction>>.\n\n<<if $mid_direction eq "counterclockwise">><<set $mid_direction = "clockwise">><<else>><<set $mid_direction = "counterclockwise">><<endif>>To your surprise, the direction of the middle section also changes. It is now moving <<print $mid_direction>>.\n\n<<display 'controls1'>>
You push on the knot of the tree. \n<<silently>>\n<<if $s1 eq "yes" and $s2 eq "no" and $s3 eq "no" and $s4 eq "no">>\n<<set $s2 = "yes">>\n<<else>>\n<<set $s1 = "no">>\n<<set $s2 = "no">>\n<<set $s3 = "no">>\n<<set $s4 = "no">>\n<<endif>>\n<<endsilently>>\n\n<<display 'tree'>>
''Sleeping Area''\nYou stand beside a small cot held up by a flimsy metal frame just above the floor itself. The mattress is sunken in and coated in dust. You get the impression this space was lived in for a long time and then abandoned for even longer. The cot is bare save for a small, grey [[pillow]].\n\nThe [[work station]] is on the opposite wall to your left, the [[entrance|Secret Lab]] to the lab is just behind you.
''Unknown Grave.'' Column <<print $GravePositionX + 8>>, Row <<print $GravePositionY + 1>>. ''<<if $graveyard eq "sunrise">>Day.<<else>>Night.<<endif>>''\nYou stand at an unknown grave located in the heart of the graveyard.\n\n<<display 'grave_all'>>
The panel on the generator <<if $gen_num eq 0>>appears dark.<<endif>><<if $gen_num gt 10>>is brightly lit. It displays a battery with ten evenly-spaced sections. Currently 10 sections are lit.<<endif>><<if $gen_num gt 0 and $gen_num lt 11>>is brightly lit. It displays a battery with ten evenly-spaced sections. Currently <<print $gen_num>> <<if $gen_num eq 1>>section is lit.<<else>>sections are lit.<<endif>><<endif>>\n\n<<display 'cave'>>
<<if $graveyardclock eq true>>You touch the small silver orb. It freezes in place.<<set $graveyardclock = false>><<else>>You touch the small silver orb. It resumes its orbit around the paintings.<<set $graveyardclock = true>><<endif>>\n\n[[Painting 1]], [[Painting 2]], [[Painting 3]], [[Painting 4]], [[Painting 5]], [[Painting 6]], [[Painting 7]], [[Painting 8]], [[Painting 9]]\n\n<<display 'Art Gallery'>>
<<silently>>\n<<display 'Clock'>>\n\n<<if Math.round($Crystal_1_power_level * 100) eq 100>>\n<<set $Crystal_1_activation = 1>>\n<<endif>>\n<<if Math.round($Crystal_2_power_level * 100) eq 200>>\n<<set $Crystal_2_activation = 1>>\n<<endif>>\n<<if Math.round($Crystal_3_power_level * 100) eq 300>>\n<<set $Crystal_3_activation = 1>>\n<<endif>>\n<<if Math.round($Crystal_1_power_level * 100) neq 100>>\n<<set $Crystal_1_activation = 0>>\n<<endif>>\n<<if Math.round($Crystal_2_power_level * 100) neq 200>>\n<<set $Crystal_2_activation = 0>>\n<<endif>>\n<<if Math.round($Crystal_3_power_level * 100) neq 300>>\n<<set $Crystal_3_activation = 0>>\n<<endif>>\n<<endsilently>>\n<<if $Crystal_1_activation + $Crystal_2_activation + $Crystal_3_activation lt 3 or $Ship_Power eq false>>\nYou touch the door. Nothing happens.\n<<endif>>\n<<if $Crystal_1_activation + $Crystal_2_activation + $Crystal_3_activation eq 3 and $Ship_Power eq true and $doors_unopened eq true>>\nSeriph must have used the restored power to activate the doors! Two panels separate along a seam and disappear with a //swish!// into recesses inside the wall.\n\nWith the door open, you're free to proceed into the [[corridor|Art Gallery corridor]] beyond.<<endif>>\n<<if $Crystal_1_activation + $Crystal_2_activation + $Crystal_3_activation eq 3 and $Ship_Power eq true and $doors_unopened eq false>>\nYou touch the door. Two panels separate along a seam and disappear with a //swish!// into recesses inside the wall.\n\nWith the door open, you're free to proceed into the [[corridor|Art Gallery corridor]] beyond.<<endif>>\n\n<<if $Game_Location eq "Start">>[[< Return|door between Crystal 1 & 3]]<<endif>><<if $Game_Location eq "Art Gallery">>[[< Return|Art Gallery Entrance]]<<endif>>
''Desert''\nThe cacti are in full bloom here. Each is adorned with a thick coat of [[flowers]]. The fallen petals litter the desert floor like the aftermath of a ticker tape parade.\n\nYou're near the edge of the desert biome, the back wall of the Eco Dome not far ahead. Behind you and to the left you can see the tundra border.\n\nThe terrain near the room's perimeter turns from cracked rock to high, waving sand dunes. Luckily the [[stone walkways]], somehow immune to the encrouching dunes, have cleared safe paths ahead.\n<<display 'directions'>> //[[wait|Eco Dome wait]]//\n\n<<display 'desert weather'>>
<<silently>>\n<<set $GravePositionX = 2>>\n<<set $GravePositionY = 4>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<silently>>\n<<display 'Clock'>>\n<<set $doors_unopened = false>>\n<<endsilently>>\nYou step through a pentagonal ruby quartz hallway. The wall's surface is translucent and you can see wires and ripples of energy course through them, creating a colorful union of nature and technology in a single design. You reach the far end of the hall as another pair of sliding panels open up into the adjacent <<if $Game_Location eq "Start">>[[room|Library]]<<endif>><<if $Game_Location eq "Library">>[[room|door between Crystal 2 & 3]]<<endif>>.\n\n<<if $Game_Location eq "Start">>[[turn back|door between Crystal 2 & 3]]<<endif>><<if $Game_Location eq "Library">>[[turn back|Library]]<<endif>>
''Tundra/Desert Border. Back-left Corner''\nYou've reached the back-left corner of the Eco Dome at the [[border]] between the tundra and desert biomes. Facing the back [[wall|walls]] of the chamber, the desert is to your right and the sloping left hand wall of the Eco Dome is immediately to your left.\n<<display 'directions'>> //[[wait|Eco Dome wait]]//\n\n<<display 'edge weather'>>
They remind you of cotton candy. You consider eating one, but then you realize they also resemble building insulation.\n\n<<display 'Eco Dome (5,-5)'>>
<<if $NumberofStorms eq 3 and $desertsymbol eq "unchecked">><<remember $DesertNumber = 9 - Math.round(Math.random() * 8)>><<endif>>\n\n<<if $NumberofStorms eq 3>>You notice a strange pattern to the image. It pulses for <<print $DesertNumber>> <<if $DesertNumber eq 1>>count<<else>>counts<<endif>>, holds steady for a moment, and then repeats.<<endif>><<set $desertsymbol = "checked">>
The brambles are thick and menacing. It looks like this undergrowth is impassable.\n\n<<display 'thicket'>>
<<silently>>\n<<set $GravePositionX = -1>>\n<<set $GravePositionY = 5>>\n<<endsilently>>\n<<display 'GravePosition'>>
You pull the final lever.\n\nThe panels begin to separate from the cryo-chamber casing and the liquid solution instantaneously vaporizes into a white steam filling the room. A brilliant light beams from the cryo-chambers with each chemical reaction.\n\nA buzzing in your ear grows louder and louder.\n\nThe light shines brighter and brighter.\n\nThere is a flash of energy and then[[...|End Game]]
<<display 'Clock'>>\n<<if $raincount eq 0>>//There is a crack of thunder, and with almost cartoonish immediacy, sheets of rain begin to descend upon the rainforest. You're soaked.//<<endif>> <<if $sandcount eq 0>>//You hear a sudden gust of wind off in the distance. A sandstorm has begun in the desert biome.//<<endif>> <<if $snowcount eq 0>>//Looking up to the sky, you can tell that it's started to snow off in the distant tundra biome.//<<endif>>\n<<display 'finish weather'>>
The glass panels inside the frame divide into smaller and smaller sections, giving more detail to the graves and their stone sentinals. At the same time the frame itself seems to grow larger and larger. You become surrounded by the image, and the Art Gallery suddenly melts away.\n\nYou take a look around at your seemingly new surroundings. Is it possible you've left the ship? This place seems...artificial...\n\n[[The Graveyard|Graveyard]]
The wall is black stone, hardened lava from some ancient volcanic eruption. You gaze up at the craggy mountain to your right, wondering what power it might have contained.\n\n<<display 'Beach'>>
You squint at the carving. It appears to be a waterfall.\n\n<<display 'jungle'>>
''Rainforest--Right Wall''\nA hole in the canopy above you lets in a shaft of light that pierces through the shadows all the way down to the forest floor. The damp air has almost a heavenly glow as it catches the light.\n\nYou stand along the right-hand [[wall|walls]] of the Eco Dome. Back and to your right, you can see a giant tree in the corner of the room.\n\nA [[wooden path]] clears the way through dense vegetation throughout the rainforest.\n<<display 'directions'>> //[[wait|Eco Dome wait]]//\n\n<<display 'rainforest weather'>>
Stepping over the brass rods that adorn every carpeted step, you descend the staircase and enter the Art Gallery.\n\n<<display 'Art Gallery'>>
<<if $X eq 4>>It's already there.<<else>>You slide the knob to 4. As you do, you notice the elevated tile has tilted several degrees over the vertical axis, and the screen now displays a new constellation group.<<endif>>\n<<set $X = 4>>The (X , Y) coordinate is now set to <<if $X neq 0 and $Y neq 0>>(<<print $X>>,<<print $Y>>).<<endif>><<if $X eq 0 and $Y neq 0>>(0,<<print $Y>>).<<endif>><<if $X neq 0 and $Y eq 0>>(<<print $X>>,0).<<endif>><<if $X eq 0 and $Y eq 0>>(0,0).<<endif>><<if $Y eq 4>><<set $beachcoordinate = true>><<else>><<set $beachcoordinate = false>><<endif>>\n\n<<if $Game_Location eq "Beach" and $beachcoordinate eq true>>Suddenly, a symbol appears over the star cluster seen in the display [[screen|Beach Constellation]].<<endif>>\n\n<<if $Game_Location eq "Beach">>[[< Return|Beach Chair Controls]]<<endif>><<if $Game_Location eq "Graveyard">>[[< Return|Graveyard Chair Controls]]<<endif>><<if $Game_Location eq "Garden">>[[< Return|Garden Chair Controls]]<<endif>>
The ice and crystals melt away and are replaced by hot stone. Suddenly, you're inside the desert cavern.\n<<set $EcoDomePositionX = 2>><<set $EcoDomePositionY = 1>>\n''Cavern''\n\nIt's a most unusual cavern; the walls resemble whipped butterscotch--smooth, but with scattered scooped out pockets and sharp edges where the flow of the wall changes direction.\n<<if $sandstorm neq true>>\nOnly one small section of the wall is a completely flat surface.\n//[[look|cavern look]]//<<endif>>\n<<if $sandstorm eq true>>\nCarried by a howling wind, sand is being funneled underground. Various cracks throughout the cavern wall create a vortex effect, and the sandstorm ruthlessly snakes through the main opening and into the tiny fissures. As the sand blasts the wall to your side, you notice that it creates an image!<<display 'Desert Symbol Description'>>\n<html><img src="http://farm9.staticflickr.com/8250/8594507816_69468f3d49_b.jpg" width="562" height="375"></html><<endif>>\n\nCurrently, you stand on the teleportation pad. <<if $DesertBox eq "unlocked">>The control box has been unlocked allowing you to //[[press the tree button|teleport to rainforest]]//.<<else>>In order to use it, however, you'll have to //[[unlock|unlock desert box]]// the control box.<<endif>> You could also climb [[back up|EcoDomePosition]] the hole leading into the desert.
''Desert/Rainforest Border. Back-right Corner''\nYou've reached the back-right corner of the room at the [[border]] between the desert and rainforest biomes. Facing the back [[wall|walls]] of the Eco Dome, the desert is to your left and the sloping right hand wall of the Eco Dome is immediately to your right.\n<<display 'directions'>> //[[wait|Eco Dome wait]]//\n\n<<display 'edge weather'>>
The three podiums are identical save for a unique symbol painted on their sides.\n\n[[Podium 1]], [[Podium 2]], [[Podium 3]]\n\n<<display 'Library'>>
<<silently>>\n<<set $mid_speed = "low">>\n\n<<if $in_speed eq "a moderate">><<set $in_speed = "low">><<else>><<if $in_speed eq "low">><<set $in_speed = "high">><<else>><<if $in_speed eq "high">><<set $in_speed = "a moderate">><<endif>><<endif>><<endif>>\n\n<<set $redslider2 = "bottom">>\n<<endsilently>>\n<<display 'move middle speed'>>
\nThe Seriph simulation blinks into existence right beside you. You're a bit startled, but he doesn't seem to notice.\n\n<html>\n<audio controls="controls">\n <source src="http://www.theark.net46.net/LabMessage.mp3"> \n</audio>\n</html>\n//"Given the mystery of this room, I have re-prioritized my translation efforts from the books in the library to the journal you have just discovered. I believe my people have hidden something in this ship, something they wanted kept secret from our oppressors.\n\nIt is now your mission to discover that secret."//\n\nWithout further explanation, he vanishes.\n
<<silently>>\n<<if $mid_speed eq "high">>\n\n<<set $mid_speed = "a moderate">>\n\n<<if $in_speed eq "a moderate">><<set $in_speed = "high">><<else>><<if $in_speed eq "low">><<set $in_speed = "a moderate">><<else>><<if $in_speed eq "high">><<set $in_speed = "low">><<endif>><<endif>><<endif>>\n\n<<set $redslider2 = "highest">>\n\n<<else>>\n\n<<set $mid_speed = "low">>\n\n\n<<if $in_speed eq "a moderate">><<set $in_speed = "high">><<else>><<if $in_speed eq "low">><<set $in_speed = "a moderate">><<else>><<if $in_speed eq "high">><<set $in_speed = "low">><<endif>><<endif>><<endif>>\n\n<<set $redslider2 = "lowest">>\n<<endif>>\n<<endsilently>>\n<<display 'move middle speed'>>
You walk. It's hard to tell how far. The far end of the hall disappears and now you're in the center of the starry tunnel. You can only guess how much futher before the [[end]].
Several passages of alien text, and then...\n\n<html><hr></html>//We did it! I can’t believe we pulled it off! The greatest escape of all time. Now, for the most difficult trial. I must watch over my people. Alone. For as long as it takes.//\n<html><hr></html>\n[[continue reading|continue reading 5]]\n\n[[< Return|sleeping area]]
<<silently>>\n<<set $GravePositionX = 1>>\n<<set $GravePositionY = 14>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<silently>>\n<<set $out_speed = "low">>\n<<set $redslider1 = "lowest">>\n<<endsilently>>\n<<display 'move outer speed'>>
Pages of star charts and cryo-chamber sketches separate the following entries.\n\n<html><hr></html>//Scans continue to show nothing. Space is as empty as it is vast. To make matters worse, the charge in the Sub Core fluid is depleting too quickly. There is no telling how long it will be before locating a hospitable world. How can I keep my people alive? Diverting fluid from the Main Core is out of the question. I will have to find another solution…//\n<html><hr></html>\n<html><hr></html>//Success! By channeling the remaining fluid from the Sub Core directly into the cryo-chambers themselves, efficiency has improved dramatically. Coupled with the power gathered from background cosmic radiation and harvested bio energy, the chambers should be self-sustaining.//\n<html><hr></html>\n<html><hr></html>//A troubling discovery…the chambers are self-sustaining, but it will take an additional charge within the Sub Core to trigger reanimation. Still, once I find a hospitable world, then fluid can be diverted from the Main Core safely.//\n<html><hr></html>\n<html><hr></html>//It wasn’t supposed to be this long. There have to be other worlds where we can live out there. There have to be…//\n<html><hr></html>\n<html><hr></html>//A growing fear…I may die before locating a world for us…a world that may not even exist. Even if it does, how do I ensure reanimation? I cannot divert fluid from the Main Core now without killing power to the entire ship--We’ll be marooned in space forever! I don’t know what to do…//\n<html><hr></html>\n[[continue reading|continue reading 7]]\n\n[[< Return|sleeping area]]
Even when seen from across the graveyard, the statue is an imposing figure. It has a humanoid form, but there are noticeable differences. The eyes are larger; the nose wider; and in place of hair, elaborate runes cover her head. She stands with one hand out horizontally, her palm facing the ground.\n\n<<display 'Graveyard'>>
The green slider is currently at the <<print $mid_level>> position.\n\n<<if $mid_level eq "highest">>You can move the slider to the [[middle|MiddleArcPositionTransition middle]] or [[bottom|MiddleArcPositionTransition low]] position.<<endif>><<if $mid_level eq "middle">>You can move the slider to the [[top|MiddleArcPositionTransition high]] or [[bottom|MiddleArcPositionTransition low]] position.<<endif>><<if $mid_level eq "lowest">>You can move the slider to the [[top|MiddleArcPositionTransition high]] or [[middle|MiddleArcPositionTransition middle]] position.<<endif>>\n\n<<display 'controls2'>>
<html><embed src="http://www.theark.net46.net/C2.mp3" loop="false" hidden="true" autostart="true"></embed></html><<if $podium eq 1>><<set $piano1 = $piano1 + 1>><<endif>><<if $podium eq 2>><<set $piano2 = $piano2 + 1>><<endif>><<if $podium eq 3>><<set $piano3 = $piano3 + 1>><<endif>><<if $podium eq 1>><<set $podiumcode1 = 0>><<endif>><<if $podium eq 2>><<set $podiumcode2 = 0>><<endif>><<if $podium eq 3>><<set $podiumcode3 = 0>><<endif>><<if $podium eq 1>><<set $BookSelection1 = $BookSelection1 + 8>><<endif>><<if $podium eq 2>><<set $BookSelection2 = $BookSelection2 + 8>><<endif>><<if $podium eq 3>><<set $BookSelection3 = $BookSelection3 + 8>><<endif>><<display 'circular buttons'>><<if $podium eq 2>><<set $secretcode = 0>><<endif>>
<<silently>>\n<<set $GravePositionX = 7>>\n<<set $GravePositionY = 0>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<silently>>\n<<display 'Clock'>>\n<<set $doors_unopened = false>>\n<<endsilently>>\nThe trek through the corridor is disorienting to say the least. The walls angle to a point above your head, and the translucent quartz-like surface creates a dull reflection on each of the triangular corridor's three sides. The end result is the sensation that you're walking through a kaleidoscope. Finally, you reach the end of the hall as another pair of sliding panels open up into the adjacent <<if $Game_Location eq "Start">>[[room|Eco Dome]]<<endif>><<if $Game_Location eq "Eco Dome">>[[room|door between Crystal 1 & 2]]<<endif>>.\n\n<<if $Game_Location eq "Start">>[[turn back|door between Crystal 1 & 2]]<<endif>><<if $Game_Location eq "Eco Dome">>[[turn back|Eco Dome]]<<endif>>
<<silently>>\n<<set $GravePositionX = 5>>\n<<set $GravePositionY = 0>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<silently>>\n<<set $GravePositionX = 4>>\n<<set $GravePositionY = 0>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<silently>>\n<<set $GravePositionX = 3>>\n<<set $GravePositionY = 0>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<silently>>\n<<set $GravePositionX = 2>>\n<<set $GravePositionY = 0>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<remember $beachtime = $beachtime + 1>>\n\n<<if Math.round($beachtime / 180) eq ($beachtime / 180)>>\n<<display 'BeachSunTransition'>>\n<<endif>>
The geometric cacti remind you of trimmed hedges. You ponder how they could have been formed. Genetic engineering, or perhaps they were grown in a mold which was subsequently removed.\n\n<<display 'Eco Dome (1,1)'>>
With an unearthly moan, the immense floor sinks to the correspoding level.\n\n<<silently>>\n<<display 'Clock'>>\n\n<<if $floor_liquid_level - 7 lt $Crystal_1_space + $Crystal_2_space + $Crystal_3_space and ($Crystal_1 eq 1) and $floor_liquid_level gt 7>>\n<<set $Crystal_1_power_level = $Crystal_1_power_level + ($floor_liquid_level - 7) / ($Crystal_1 + $Crystal_2 + $Crystal_3)>>\n<<endif>>\n<<if $floor_liquid_level - 7 lt $Crystal_1_space + $Crystal_2_space + $Crystal_3_space and ($Crystal_3 eq 1) and $floor_liquid_level gt 7>>\n<<set $Crystal_3_power_level = $Crystal_3_power_level + ($floor_liquid_level - 7) / ($Crystal_1 + $Crystal_2 + $Crystal_3)>>\n<<endif>>\n<<if $floor_liquid_level - 7 lt $Crystal_1_space + $Crystal_2_space + $Crystal_3_space and ($Crystal_2 eq 1) and $floor_liquid_level gt 7>>\n<<set $Crystal_2_power_level = $Crystal_2_power_level + ($floor_liquid_level - 7) / ($Crystal_1 + $Crystal_2 + $Crystal_3)>>\n<<endif>>\n\n<<if Math.abs(($floor_liquid_level - 7) - ($Crystal_1_space + $Crystal_2_space + $Crystal_3_space)) lt .000000000000001 and $Crystal_1 eq 1>>\n<<set $Crystal_1_power_level = 3>>\n<<set $Crystal_2_power_level = 3>>\n<<set $Crystal_1 = 0>>\n<<set $Crystal_2 = 0>>\n<<endif>>\n<<if Math.abs(($floor_liquid_level - 7) - ($Crystal_1_space + $Crystal_2_space + $Crystal_3_space)) lt .000000000000001 and $Crystal_3 eq 1>>\n<<set $Crystal_3_power_level = 3>>\n<<set $Crystal_2_power_level = 3>>\n<<set $Crystal_3 = 0>>\n<<set $Crystal_2 = 0>>\n<<endif>>\n<<if Math.abs(($floor_liquid_level - 7) - ($Crystal_1_space + $Crystal_2_space + $Crystal_3_space)) lt .000000000000001>>\n<<set $Crystal_2_power_level = 3>>\n<<set $Crystal_2 = 0>>\n<<endif>>\n\n<<if $Crystal_1_power_level gt 3>>\n<<set $Crystal_1 = 0>>\n<<endif>>\n<<if $Crystal_2_power_level gt 3>>\n<<set $Crystal_2 = 0>>\n<<endif>>\n<<if $Crystal_3_power_level gt 3>>\n<<set $Crystal_3 = 0>>\n<<endif>>\n\n<<if $Crystal_1_power_level gt 3>>\n<<set $Crystal_2_power_level = $Crystal_2_power_level + $Crystal_2 * ($Crystal_1_power_level - 3) / ($Crystal_2 + $Crystal_3)>>\n<<set $Crystal_3_power_level = $Crystal_3_power_level + $Crystal_3 * ($Crystal_1_power_level - 3) / ($Crystal_2 + $Crystal_3)>>\n<<set $Crystal_1_power_level = 3>>\n<<set $Crystal_1 = 0>>\n<<endif>>\n<<if $Crystal_2_power_level gt 3>>\n<<set $Crystal_1_power_level = $Crystal_1_power_level + $Crystal_1 * ($Crystal_2_power_level - 3) / ($Crystal_1 + $Crystal_3)>>\n<<set $Crystal_3_power_level = $Crystal_3_power_level + $Crystal_3 * ($Crystal_2_power_level - 3) / ($Crystal_1 + $Crystal_3)>>\n<<set $Crystal_2_power_level = 3>>\n<<set $Crystal_2 = 0>>\n<<endif>>\n<<if $Crystal_3_power_level gt 3>>\n<<set $Crystal_1_power_level = $Crystal_1_power_level + $Crystal_1 * ($Crystal_3_power_level - 3) / ($Crystal_1 + $Crystal_2)>>\n<<set $Crystal_2_power_level = $Crystal_2_power_level + $Crystal_2 * ($Crystal_3_power_level - 3) / ($Crystal_1 + $Crystal_2)>>\n<<set $Crystal_3_power_level = 3>>\n<<set $Crystal_3 = 0>>\n<<endif>>\n\n<<if $Crystal_1 eq 0>>\n<<set $Crystal_1_space = 0>>\n<<else>>\n<<set $Crystal_1_space = 3 - $Crystal_1_power_level>>\n<<endif>>\n<<if $Crystal_2 eq 0>>\n<<set $Crystal_2_space = 0>>\n<<else>>\n<<set $Crystal_2_space = 3 - $Crystal_2_power_level>>\n<<endif>>\n<<if $Crystal_3 eq 0>>\n<<set $Crystal_3_space = 0>>\n<<else>>\n<<set $Crystal_3_space = 3 - $Crystal_3_power_level>>\n<<endif>>\n\n<<set $floor_position = 7>>\n<<if $floor_liquid_level gt 7>>\n<<set $floor_liquid_level = 7>>\n<<endif>>\n<<endsilently>>\n<<if Math.round($Crystal_1_power_level * 100) eq 100 and $Crystal_1_activation eq 0>>Suddenly, an enormous arc of electrical energy erupts from the tip of the Crystal 1. The snaking stream of light reaches all the way to the bottom of the sphere.\n<<endif>>\n<<if Math.round($Crystal_2_power_level * 100) eq 200 and $Crystal_2_activation eq 0>>Suddenly, an enormous arc of electrical energy erupts from the tip of the Crystal 2. The snaking stream of light reaches all the way to the bottom of the sphere.\n<<endif>>\n<<if Math.round($Crystal_3_power_level * 100) eq 300 and $Crystal_3_activation eq 0>>Suddenly, an enormous arc of electrical energy erupts from the tip of the Crystal 3. The snaking stream of light reaches all the way to the bottom of the sphere.\n<<endif>>\n<<if Math.round($Crystal_1_power_level * 100) neq 100 and $Crystal_1_activation eq 1>>In a flash, the bolt of energy being emitting from Crystal 1 disappears.\n<<endif>>\n<<if Math.round($Crystal_2_power_level * 100) neq 200 and $Crystal_2_activation eq 1>>In a flash, the bolt of energy being emitting from Crystal 2 disappears.\n<<endif>>\n<<if Math.round($Crystal_3_power_level * 100) neq 300 and $Crystal_3_activation eq 1>>In a flash, the bolt of energy being emitting from Crystal 3 disappears.\n<<endif>>\n\n[[< Return|Power Core]]
<<silently>>\n<<if $in_speed eq "low">>\n\n<<set $in_speed = "a moderate">>\n\n<<if $out_speed eq "a moderate">><<set $out_speed = "low">><<else>><<if $out_speed eq "low">><<set $out_speed = "high">><<else>><<if $out_speed eq "high">><<set $out_speed = "a moderate">><<endif>><<endif>><<endif>>\n\n<<if $mid_speed eq "a moderate">><<set $mid_speed = "low">><<else>><<if $mid_speed eq "low">><<set $mid_speed = "high">><<else>><<if $mid_speed eq "high">><<set $mid_speed = "middle">><<endif>><<endif>><<endif>>\n\n<<set $redslider3 = "middle">>\n\n\n<<else>>\n\n\n\n<<set $in_speed = "high">>\n\n<<if $out_speed eq "a moderate">><<set $out_speed = "low">><<else>><<if $out_speed eq "low">><<set $out_speed = "high">><<else>><<if $out_speed eq "high">><<set $out_speed = "a moderate">><<endif>><<endif>><<endif>>\n\n<<if $mid_speed eq "a moderate">><<set $mid_speed = "low">><<else>><<if $mid_speed eq "low">><<set $mid_speed = "high">><<else>><<if $mid_speed eq "high">><<set $mid_speed = "middle">><<endif>><<endif>><<endif>>\n\n<<set $redslider3 = "highest">>\n<<endif>>\n\n<<endsilently>>\n<<display 'move inner speed'>>
<<silently>>\n<<set $GravePositionX = 1>>\n<<set $GravePositionY = 7>>\n<<endsilently>>\n<<display 'GravePosition'>>
''Labyrinth Path''\n<<if $gen_num eq 1>>//Suddenly, the main lights shut off and dim emergency lighting kicks in!// <<set $gen_num = 0>><<endif>><<if $gen_num eq 0>> You can barely see a thing. Emergency lights lead [[behind|O]] you.<<endif>><<if $gen_num gte 2>> The path continues unadorned both [[ahead|e]] and [[behind|O]] you. Some lights are burnt out; others flicker discontentedly as you step by.<<set $gen_num = $gen_num - 1>><<endif>>\n<<display 'Clock'>>
<<silently>>\n<<set $GravePositionX = 5>>\n<<set $GravePositionY = 9>>\n<<endsilently>>\n<<display 'GravePosition'>>
<html><embed src="http://www.theark.net46.net/C6.mp3" loop="false" hidden="true" autostart="true"></embed></html><<if $podium eq 1>><<set $piano1 = $piano1 + 1>><<endif>><<if $podium eq 2>><<set $piano2 = $piano2 + 1>><<endif>><<if $podium eq 3>><<set $piano3 = $piano3 + 1>><<endif>><<if $podium eq 1>><<set $podiumcode1 = 0>><<endif>><<if $podium eq 2>><<set $podiumcode2 = 0>><<endif>><<if $podium eq 3>><<set $podiumcode3 = 0>><<endif>><<if $podium eq 1>><<set $BookSelection1 = $BookSelection1 + 36>><<endif>><<if $podium eq 2>><<set $BookSelection2 = $BookSelection2 + 36>><<endif>><<if $podium eq 3>><<set $BookSelection3 = $BookSelection3 + 36>><<endif>><<display 'circular buttons'>><<if $podium eq 2>><<set $secretcode = 0>><<endif>>
The crystals remind you of volcanic rock, with sharp contours and a glossy surface. Each crystal grows up and out of the wall, pointing towards the sphere at the top of the chamber.\n\n<<display 'Power Core'>>
''Tundra--Left Wall''\nYou stand at the left hand [[wall|walls]] of the Eco Dome, just ahead of the bottom left corner of the entire chamber.\n\nAn icy growth on the wall has created an overhang above you. Dozens of icicles dangle precariously above your head. Best not stay here long.\n\nThe terrain near the room's perimeter appears consistently more uneven than the rest of the Eco Dome, limiting your movement. Luckily, some form of [[artificial turf]] throughout the tundra has cleared the safe paths available to you.\n<<display 'directions'>> //[[wait|Eco Dome wait]]//\n\n<<display 'tundra weather'>>
<<silently>>\n<<set $GravePositionX = 6>>\n<<set $GravePositionY = 9>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<silently>>\n<<set $out_speed = "a moderate">>\n<<set $redslider1 = "middle">>\n<<endsilently>>\n<<display 'move outer speed'>>
You turn the wheel with all of your strength. <<if $gen_num eq 10>>Nothing appears to change.<<endif>><<if $gen_num gte 1 and $gen_num lt 10>><<set $gen_num = $gen_num + 1>>Now the battery has <<print $gen_num>> sections filled in. <<if $gen_num eq 10>>The battery is now full.<<endif>><<endif>><<if $gen_num eq 0>>The display comes to life, a glowing battery with ten evenly-spaced sections. The first section is lit. You also notice that the lights go on in the larger cavern beyond this room.<<set $gen_num = $gen_num + 1>><<set $gen_on = "yes">><<endif>>\n\n<<display 'generator'>>
<html><embed src="http://www.theark.net46.net/C4.mp3" loop="false" hidden="true" autostart="true"></embed></html><<if $podium eq 1>><<set $piano1 = $piano1 + 1>><<endif>><<if $podium eq 2>><<set $piano2 = $piano2 + 1>><<endif>><<if $podium eq 3>><<set $piano3 = $piano3 + 1>><<endif>><<if $podium eq 1>><<set $podiumcode1 = 0>><<endif>><<if $podium eq 2>><<set $podiumcode2 = 0>><<endif>><<if $podium eq 3>><<set $podiumcode3 = 0>><<endif>><<if $podium eq 1>><<set $BookSelection1 = $BookSelection1 + 22>><<endif>><<if $podium eq 2>><<set $BookSelection2 = $BookSelection2 + 22>><<endif>><<if $podium eq 3>><<set $BookSelection3 = $BookSelection3 + 22>><<endif>><<display 'circular buttons'>><<if $podium eq 2>><<set $secretcode = 0>><<endif>>
<<if $Y eq 0>>It's already there.<<else>>You slide the knob down to 0. As you do, you notice the elevated tile has tilted several degrees over the horizontal axis, and the screen now displays a new constellation group.<<endif>>\n<<set $Y = 0>>The (X , Y) coordinate is now set to <<if $X neq 0 and $Y neq 0>>(<<print $X>>,<<print $Y>>).<<endif>><<if $X eq 0 and $Y neq 0>>(0,<<print $Y>>).<<endif>><<if $X neq 0 and $Y eq 0>>(<<print $X>>,0).<<endif>><<if $X eq 0 and $Y eq 0>>(0,0).<<endif>>\n\n\n\n<<if $Game_Location eq "Beach">>[[< Return|Beach Chair Controls]]<<endif>><<if $Game_Location eq "Graveyard">>[[< Return|Graveyard Chair Controls]]<<endif>><<if $Game_Location eq "Garden">>[[< Return|Garden Chair Controls]]<<endif>>
<<if $floor_position eq 9>>The slider is already set to 9.\nset to [[0|slider input 0]], [[1|slider input 1]], [[2|slider input 2]], [[3|slider input 3]], [[4|slider input 4]], [[5|slider input 5]], [[6|slider input 6]], [[7|slider input 7]], [[8|slider input 8]], [[9|slider input 9]]\n\n<<display 'Power Core'>><<endif>>\n<<if ($openfloor eq "yes") and ($floor_position neq 9)>>You try adjusting the knob, but it appears to be stuck.\nset to [[0|slider input 0]], [[1|slider input 1]], [[2|slider input 2]], [[3|slider input 3]], [[4|slider input 4]], [[5|slider input 5]], [[6|slider input 6]], [[7|slider input 7]], [[8|slider input 8]], [[9|slider input 9]]\n\n<<display 'Power Core'>><<endif>>\n<<if $openfloor eq "no" and $floor_position lt 9>>\n<<display 'Clock'>>\nYou slide the knob up to level 9, and then [[it happens...|slider input 9 gama]]\n<<endif>>
<<if $floor_position eq 8>>The slider is already set to 8.\nset to [[0|slider input 0]], [[1|slider input 1]], [[2|slider input 2]], [[3|slider input 3]], [[4|slider input 4]], [[5|slider input 5]], [[6|slider input 6]], [[7|slider input 7]], [[8|slider input 8]], [[9|slider input 9]]\n\n<<display 'Power Core'>><<endif>>\n<<if ($openfloor eq "yes") and ($floor_position neq 8)>>You try adjusting the knob, but it appears to be stuck.\nset to [[0|slider input 0]], [[1|slider input 1]], [[2|slider input 2]], [[3|slider input 3]], [[4|slider input 4]], [[5|slider input 5]], [[6|slider input 6]], [[7|slider input 7]], [[8|slider input 8]], [[9|slider input 9]]\n\n<<display 'Power Core'>><<endif>>\n<<if ($openfloor eq "no") and ($floor_position neq 8) and ($floor_liquid_level - 8 gt $Crystal_1_space + $Crystal_2_space + $Crystal_3_space + .000000000000001)>>You move the slider down to position 8, but once you let it go, it just rises back up to position <<print $floor_position>>.\nset to [[0|slider input 0]], [[1|slider input 1]], [[2|slider input 2]], [[3|slider input 3]], [[4|slider input 4]], [[5|slider input 5]], [[6|slider input 6]], [[7|slider input 7]], [[8|slider input 8]], [[9|slider input 9]]\n\n<<display 'Power Core'>><<endif>>\n<<if $openfloor eq "no" and $floor_position gt 8 and $floor_liquid_level - 8 lte $Crystal_1_space + $Crystal_2_space + $Crystal_3_space + .000000000000001>>\n<<display 'Clock'>>\nYou slide the knob down to level 8, and then [[it happens...|slider input 8 beta]]\n<<endif>>\n<<if $openfloor eq "no" and $floor_position lt 8>>\n<<display 'Clock'>>\nYou slide the knob up to level 8, and then [[it happens...|slider input 8 gama]]\n<<endif>>
<<silently>>\n<<set $GravePositionX = -5>>\n<<set $GravePositionY = 4>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<silently>>\n<<set $GravePositionX = -6>>\n<<set $GravePositionY = 4>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<silently>>\n<<set $GravePositionX = -3>>\n<<set $GravePositionY = 4>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<silently>>\n<<set $GravePositionX = -4>>\n<<set $GravePositionY = 4>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<silently>>\n<<set $GravePositionX = -1>>\n<<set $GravePositionY = 4>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<silently>>\n<<set $GravePositionX = -2>>\n<<set $GravePositionY = 4>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<if $floor_position eq 1>>The slider is already set to 1.\nset to [[0|slider input 0]], [[1|slider input 1]], [[2|slider input 2]], [[3|slider input 3]], [[4|slider input 4]], [[5|slider input 5]], [[6|slider input 6]], [[7|slider input 7]], [[8|slider input 8]], [[9|slider input 9]]\n\n<<display 'Power Core'>><<endif>>\n<<if ($openfloor eq "yes") and ($floor_position neq 1)>>You try adjusting the knob, but it appears to be stuck.\nset to [[0|slider input 0]], [[1|slider input 1]], [[2|slider input 2]], [[3|slider input 3]], [[4|slider input 4]], [[5|slider input 5]], [[6|slider input 6]], [[7|slider input 7]], [[8|slider input 8]], [[9|slider input 9]]\n\n<<display 'Power Core'>><<endif>>\n<<if ($openfloor eq "no") and ($floor_position neq 1) and ($floor_liquid_level - 1 gt $Crystal_1_space + $Crystal_2_space + $Crystal_3_space + .000000000000001)>>You move the slider down to position 1, but once you let it go, it just rises back up to position <<print $floor_position>>.\nset to [[0|slider input 0]], [[1|slider input 1]], [[2|slider input 2]], [[3|slider input 3]], [[4|slider input 4]], [[5|slider input 5]], [[6|slider input 6]], [[7|slider input 7]], [[8|slider input 8]], [[9|slider input 9]]\n\n<<display 'Power Core'>><<endif>>\n<<if $openfloor eq "no" and $floor_position gt 1 and $floor_liquid_level - 1 lte $Crystal_1_space + $Crystal_2_space + $Crystal_3_space + .000000000000001>>\n<<display 'Clock'>>\nYou slide the knob down to level 1, and then [[it happens...|slider input 1 beta]]\n<<endif>>\n<<if $openfloor eq "no" and $floor_position lt 1>>\n<<display 'Clock'>>\nYou slide the knob up to level 1, and then [[it happens...|slider input 1 gama]]\n<<endif>>
<<if $floor_position eq 0>>The slider is already set to 0.\nset to [[0|slider input 0]], [[1|slider input 1]], [[2|slider input 2]], [[3|slider input 3]], [[4|slider input 4]], [[5|slider input 5]], [[6|slider input 6]], [[7|slider input 7]], [[8|slider input 8]], [[9|slider input 9]]\n\n<<display 'Power Core'>><<endif>>\n<<if ($openfloor eq "yes") and ($floor_position neq 0)>>You try adjusting the knob, but it appears to be stuck.\nset to [[0|slider input 0]], [[1|slider input 1]], [[2|slider input 2]], [[3|slider input 3]], [[4|slider input 4]], [[5|slider input 5]], [[6|slider input 6]], [[7|slider input 7]], [[8|slider input 8]], [[9|slider input 9]]\n\n<<display 'Power Core'>><<endif>>\n<<if ($openfloor eq "no") and ($floor_position neq 0) and ($floor_liquid_level gt $Crystal_1_space + $Crystal_2_space + $Crystal_3_space + .000000000000001)>>You move the slider down to the bottom, but once you let it go, it just rises back up to position <<print $floor_position>>.\nset to [[0|slider input 0]], [[1|slider input 1]], [[2|slider input 2]], [[3|slider input 3]], [[4|slider input 4]], [[5|slider input 5]], [[6|slider input 6]], [[7|slider input 7]], [[8|slider input 8]], [[9|slider input 9]]\n\n<<display 'Power Core'>><<endif>>\n<<if $openfloor eq "no" and $floor_position neq 0 and $floor_liquid_level lte $Crystal_1_space + $Crystal_2_space + $Crystal_3_space + .000000000000001>>\n<<display 'Clock'>>\nYou slide the knob down to the bottom, and then [[it happens...|slider input 0 beta]]\n<<endif>>
<<if $floor_position eq 3>>The slider is already set to 3.\nset to [[0|slider input 0]], [[1|slider input 1]], [[2|slider input 2]], [[3|slider input 3]], [[4|slider input 4]], [[5|slider input 5]], [[6|slider input 6]], [[7|slider input 7]], [[8|slider input 8]], [[9|slider input 9]]\n\n<<display 'Power Core'>><<endif>>\n<<if ($openfloor eq "yes") and ($floor_position neq 3)>>You try adjusting the knob, but it appears to be stuck.\nset to [[0|slider input 0]], [[1|slider input 1]], [[2|slider input 2]], [[3|slider input 3]], [[4|slider input 4]], [[5|slider input 5]], [[6|slider input 6]], [[7|slider input 7]], [[8|slider input 8]], [[9|slider input 9]]\n\n<<display 'Power Core'>><<endif>>\n<<if ($openfloor eq "no") and ($floor_position neq 3) and ($floor_liquid_level - 3 gt $Crystal_1_space + $Crystal_2_space + $Crystal_3_space + .000000000000001)>>You move the slider down to position 3, but once you let it go, it just rises back up to position <<print $floor_position>>.\nset to [[0|slider input 0]], [[1|slider input 1]], [[2|slider input 2]], [[3|slider input 3]], [[4|slider input 4]], [[5|slider input 5]], [[6|slider input 6]], [[7|slider input 7]], [[8|slider input 8]], [[9|slider input 9]]\n\n<<display 'Power Core'>><<endif>>\n<<if $openfloor eq "no" and $floor_position gt 3 and $floor_liquid_level - 3 lte $Crystal_1_space + $Crystal_2_space + $Crystal_3_space + .000000000000001>>\n<<display 'Clock'>>\nYou slide the knob down to level 3, and then [[it happens...|slider input 3 beta]]\n<<endif>>\n<<if $openfloor eq "no" and $floor_position lt 3>>\n<<display 'Clock'>>\nYou slide the knob up to level 3, and then [[it happens...|slider input 3 gama]]\n<<endif>>
<<if $floor_position eq 2>>The slider is already set to 2.\nset to [[0|slider input 0]], [[1|slider input 1]], [[2|slider input 2]], [[3|slider input 3]], [[4|slider input 4]], [[5|slider input 5]], [[6|slider input 6]], [[7|slider input 7]], [[8|slider input 8]], [[9|slider input 9]]\n\n<<display 'Power Core'>><<endif>>\n<<if ($openfloor eq "yes") and ($floor_position neq 2)>>You try adjusting the knob, but it appears to be stuck.\nset to [[0|slider input 0]], [[1|slider input 1]], [[2|slider input 2]], [[3|slider input 3]], [[4|slider input 4]], [[5|slider input 5]], [[6|slider input 6]], [[7|slider input 7]], [[8|slider input 8]], [[9|slider input 9]]\n\n<<display 'Power Core'>><<endif>>\n<<if ($openfloor eq "no") and ($floor_position neq 2) and ($floor_liquid_level - 2 gt $Crystal_1_space + $Crystal_2_space + $Crystal_3_space + .000000000000001)>>You move the slider down to position 2, but once you let it go, it just rises back up to position <<print $floor_position>>.\nset to [[0|slider input 0]], [[1|slider input 1]], [[2|slider input 2]], [[3|slider input 3]], [[4|slider input 4]], [[5|slider input 5]], [[6|slider input 6]], [[7|slider input 7]], [[8|slider input 8]], [[9|slider input 9]]\n\n<<display 'Power Core'>><<endif>>\n<<if $openfloor eq "no" and $floor_position gt 2 and $floor_liquid_level - 2 lte $Crystal_1_space + $Crystal_2_space + $Crystal_3_space + .000000000000001>>\n<<display 'Clock'>>\nYou slide the knob down to level 2, and then [[it happens...|slider input 2 beta]]\n<<endif>>\n<<if $openfloor eq "no" and $floor_position lt 2>>\n<<display 'Clock'>>\nYou slide the knob up to level 2, and then [[it happens...|slider input 2 gama]]\n<<endif>>
<<if $floor_position eq 5>>The slider is already set to 5.\nset to [[0|slider input 0]], [[1|slider input 1]], [[2|slider input 2]], [[3|slider input 3]], [[4|slider input 4]], [[5|slider input 5]], [[6|slider input 6]], [[7|slider input 7]], [[8|slider input 8]], [[9|slider input 9]]\n\n<<display 'Power Core'>><<endif>>\n<<if ($openfloor eq "yes") and ($floor_position neq 5)>>You try adjusting the knob, but it appears to be stuck.\nset to [[0|slider input 0]], [[1|slider input 1]], [[2|slider input 2]], [[3|slider input 3]], [[4|slider input 4]], [[5|slider input 5]], [[6|slider input 6]], [[7|slider input 7]], [[8|slider input 8]], [[9|slider input 9]]\n\n<<display 'Power Core'>><<endif>>\n<<if ($openfloor eq "no") and ($floor_position neq 5) and ($floor_liquid_level - 5 gt $Crystal_1_space + $Crystal_2_space + $Crystal_3_space + .000000000000001)>>You move the slider down to position 5, but once you let it go, it just rises back up to position <<print $floor_position>>.\nset to [[0|slider input 0]], [[1|slider input 1]], [[2|slider input 2]], [[3|slider input 3]], [[4|slider input 4]], [[5|slider input 5]], [[6|slider input 6]], [[7|slider input 7]], [[8|slider input 8]], [[9|slider input 9]]\n\n<<display 'Power Core'>><<endif>>\n<<if $openfloor eq "no" and $floor_position gt 5 and $floor_liquid_level - 5 lte $Crystal_1_space + $Crystal_2_space + $Crystal_3_space + .000000000000001>>\n<<display 'Clock'>>\nYou slide the knob down to level 5, and then [[it happens...|slider input 5 beta]]\n<<endif>>\n<<if $openfloor eq "no" and $floor_position lt 5>>\n<<display 'Clock'>>\nYou slide the knob up to level 5, and then [[it happens...|slider input 5 gama]]\n<<endif>>
<<if $floor_position eq 4>>The slider is already set to 4.\nset to [[0|slider input 0]], [[1|slider input 1]], [[2|slider input 2]], [[3|slider input 3]], [[4|slider input 4]], [[5|slider input 5]], [[6|slider input 6]], [[7|slider input 7]], [[8|slider input 8]], [[9|slider input 9]]\n\n<<display 'Power Core'>><<endif>>\n<<if ($openfloor eq "yes") and ($floor_position neq 4)>>You try adjusting the knob, but it appears to be stuck.\nset to [[0|slider input 0]], [[1|slider input 1]], [[2|slider input 2]], [[3|slider input 3]], [[4|slider input 4]], [[5|slider input 5]], [[6|slider input 6]], [[7|slider input 7]], [[8|slider input 8]], [[9|slider input 9]]\n\n<<display 'Power Core'>><<endif>>\n<<if ($openfloor eq "no") and ($floor_position neq 4) and ($floor_liquid_level - 4 gt $Crystal_1_space + $Crystal_2_space + $Crystal_3_space + .000000000000001)>>You move the slider down to position 4, but once you let it go, it just rises back up to position <<print $floor_position>>.\nset to [[0|slider input 0]], [[1|slider input 1]], [[2|slider input 2]], [[3|slider input 3]], [[4|slider input 4]], [[5|slider input 5]], [[6|slider input 6]], [[7|slider input 7]], [[8|slider input 8]], [[9|slider input 9]]\n\n<<display 'Power Core'>><<endif>>\n<<if $openfloor eq "no" and $floor_position gt 4 and $floor_liquid_level - 4 lte $Crystal_1_space + $Crystal_2_space + $Crystal_3_space + .000000000000001>>\n<<display 'Clock'>>\nYou slide the knob down to level 4, and then [[it happens...|slider input 4 beta]]\n<<endif>>\n<<if $openfloor eq "no" and $floor_position lt 4>>\n<<display 'Clock'>>\nYou slide the knob up to level 4, and then [[it happens...|slider input 4 gama]]\n<<endif>>
''Desert/Rainforest Border''\nYou stand along the [[border]] between the rainforest and desert biomes. Mist from the rainforest sizzles to nothing as it crosses the border into the desert.\n\nThere's a natural rock bridge up ahead in the desert.\n<<display 'directions'>> //[[wait|Eco Dome wait]]//\n\n<<display 'edge weather'>>
<<if $floor_position eq 6>>The slider is already set to 6.\nset to [[0|slider input 0]], [[1|slider input 1]], [[2|slider input 2]], [[3|slider input 3]], [[4|slider input 4]], [[5|slider input 5]], [[6|slider input 6]], [[7|slider input 7]], [[8|slider input 8]], [[9|slider input 9]]\n\n<<display 'Power Core'>><<endif>>\n<<if ($openfloor eq "yes") and ($floor_position neq 6)>>You try adjusting the knob, but it appears to be stuck.\nset to [[0|slider input 0]], [[1|slider input 1]], [[2|slider input 2]], [[3|slider input 3]], [[4|slider input 4]], [[5|slider input 5]], [[6|slider input 6]], [[7|slider input 7]], [[8|slider input 8]], [[9|slider input 9]]\n\n<<display 'Power Core'>><<endif>>\n<<if ($openfloor eq "no") and ($floor_position neq 6) and ($floor_liquid_level - 6 gt $Crystal_1_space + $Crystal_2_space + $Crystal_3_space + .000000000000001)>>You move the slider down to position 6, but once you let it go, it just rises back up to position <<print $floor_position>>.\nset to [[0|slider input 0]], [[1|slider input 1]], [[2|slider input 2]], [[3|slider input 3]], [[4|slider input 4]], [[5|slider input 5]], [[6|slider input 6]], [[7|slider input 7]], [[8|slider input 8]], [[9|slider input 9]]\n\n<<display 'Power Core'>><<endif>>\n<<if $openfloor eq "no" and $floor_position gt 6 and $floor_liquid_level - 6 lte $Crystal_1_space + $Crystal_2_space + $Crystal_3_space + .000000000000001>>\n<<display 'Clock'>>\nYou slide the knob down to level 6, and then [[it happens...|slider input 6 beta]]\n<<endif>>\n<<if $openfloor eq "no" and $floor_position lt 6>>\n<<display 'Clock'>>\nYou slide the knob up to level 6, and then [[it happens...|slider input 6 gama]]\n<<endif>>
<<set $mid_level = "lowest">><<display 'move middle position'>>
Upon closer inspection of the pedestal beneath the picture of the graveyard, you notice a small carving on the back near the base.\n<html><img src="http://farm9.staticflickr.com/8249/8673258620_84e1f1f86a.jpg" width="300" height="300"></html>\n\n[[inspect beach pedestal|beach pedestal]], [[inspect garden pedestal|garden pedestal]]\n\n<<display 'stained glass pieces'>>
<<silently>>\n<<display 'Clock'>>\n\n<<if $floor_liquid_level + $Crystal_1_power_level - $floor_position gt 0>>\n<<set $redirected_power = $floor_liquid_level + $Crystal_1_power_level - $floor_position>>\n<<else>>\n<<set $redirected_power = 0>>\n<<endif>>\n\n<<if $redirected_power eq 0>>\n<<set $floor_liquid_level = $floor_liquid_level + $Crystal_1_power_level>>\n<<set $Crystal_1_power_level = 0>>\n<<set $Crystal_1 = 1>>\n<<set $Crystal_1_space = 3>>\n<<endif>>\n\n<<if $redirected_power gt 0 and $Crystal_3 eq 0 and $Crystal_2 eq 0>>\n<<set $Crystal_1_power_level = $Crystal_1_power_level - ($floor_position - $floor_liquid_level)>>\n<<set $floor_liquid_level = $floor_position>>\n<<set $Crystal_1_space = 3 - $Crystal_1_power_level>>\n<<set $Crystal_1 = 1>>\n<<endif>>\n\n<<if $redirected_power gt 0>>\n<<set $floor_liquid_level = $floor_position>>\n<<endif>>\n\n<<if $redirected_power gt 0 and $Crystal_3 eq 1 and $Crystal_2 eq 1 and $redirected_power lt $Crystal_2_space + $Crystal_3_space>>\n<<set $Crystal_3_power_level = $Crystal_3_power_level + $redirected_power / 2>>\n<<set $Crystal_2_power_level = $Crystal_2_power_level + $redirected_power / 2>>\n<<set $Crystal_1_power_level = 0>>\n<<set $Crystal_1 = 1>>\n<<set $Crystal_1_space = 3>>\n<<endif>>\n\n<<if $redirected_power gt 0 and $Crystal_3 eq 1 and $Crystal_2 eq 0 and $redirected_power lt $Crystal_3_space>>\n<<set $Crystal_3_power_level = $Crystal_3_power_level + $redirected_power>>\n<<set $Crystal_1_power_level = 0>>\n<<set $Crystal_1 = 1>>\n<<set $Crystal_1_space = 3>>\n<<endif>>\n\n<<if $redirected_power gt 0 and $Crystal_3 eq 0 and $Crystal_2 eq 1 and $redirected_power lt $Crystal_2_space>>\n<<set $Crystal_2_power_level = $Crystal_2_power_level + $redirected_power>>\n<<set $Crystal_1_power_level = 0>>\n<<set $Crystal_1 = 1>>\n<<set $Crystal_1_space = 3>>\n<<endif>>\n\n<<if $redirected_power gt 0 and $Crystal_3 eq 1 and $Crystal_2 eq 1 and Math.abs($redirected_power - ($Crystal_2_space + $Crystal_3_space)) lt .000000000000001>>\n<<set $Crystal_3_power_level = 3>>\n<<set $Crystal_3 = 0>>\n<<set $Crystal_3_space = 0>>\n<<set $Crystal_2_power_level = 3>>\n<<set $Crystal_2 = 0>>\n<<set $Crystal_2_space = 0>>\n<<set $Crystal_1_power_level = 0>>\n<<set $Crystal_1 = 1>>\n<<set $Crystal_1_space = 3>>\n<<endif>>\n\n<<if $redirected_power gt 0 and $Crystal_3 eq 1 and $Crystal_2 eq 0 and Math.abs($redirected_power - $Crystal_3_space) lt .000000000000001>>\n<<set $Crystal_3_power_level = 3>>\n<<set $Crystal_3 = 0>>\n<<set $Crystal_3_space = 0>>\n<<set $Crystal_1_power_level = 0>>\n<<set $Crystal_1 = 1>>\n<<set $Crystal_1_space = 3>>\n<<endif>>\n\n<<if $redirected_power gt 0 and $Crystal_3 eq 0 and $Crystal_2 eq 1 and Math.abs($redirected_power - $Crystal_2_space) lt .000000000000001>>\n<<set $Crystal_2_power_level = 3>>\n<<set $Crystal_2 = 0>>\n<<set $Crystal_2_space = 0>>\n<<set $Crystal_1_power_level = 0>>\n<<set $Crystal_1 = 1>>\n<<set $Crystal_1_space = 3>>\n<<endif>>\n\n<<if $redirected_power gt 0 and $Crystal_3 eq 1 and $Crystal_2 eq 1 and $redirected_power gt $Crystal_2_space + $Crystal_3_space + .000000000000001>>\n<<set $Crystal_1_power_level = $redirected_power - $Crystal_2_space - $Crystal_3_space>>\n<<set $Crystal_1 = 1>>\n<<set $Crystal_1_space = 3 - $Crystal_1_power_level>>\n<<set $Crystal_2 = 0>>\n<<set $Crystal_2_power_level = 3>>\n<<set $Crystal_2_space = 0>>\n<<set $Crystal_3 = 0>>\n<<set $Crystal_3_power_level = 3>>\n<<set $Crystal_3_space = 0>>\n<<endif>>\n\n<<if $redirected_power gt 0 and $Crystal_3 eq 0 and $Crystal_2 eq 1 and $redirected_power gt $Crystal_2_space + .000000000000001>>\n<<set $Crystal_1_power_level = $redirected_power - $Crystal_2_space>>\n<<set $Crystal_1 = 1>>\n<<set $Crystal_1_space = 3 - $Crystal_1_power_level>>\n<<set $Crystal_2 = 0>>\n<<set $Crystal_2_power_level = 3>>\n<<set $Crystal_2_space = 0>>\n<<endif>>\n\n<<if $redirected_power gt 0 and $Crystal_3 eq 1 and $Crystal_2 eq 0 and $redirected_power gt $Crystal_3_space + .000000000000001>>\n<<set $Crystal_1_power_level = $redirected_power - $Crystal_2_space>>\n<<set $Crystal_1 = 1>>\n<<set $Crystal_1_space = 3 - $Crystal_1_power_level>>\n<<set $Crystal_3 = 0>>\n<<set $Crystal_3_power_level = 3>>\n<<set $Crystal_3_space = 0>>\n<<endif>>\n\n<<if $Crystal_2_power_level gt 3>>\n<<set $Crystal_2 = 0>>\n<<endif>>\n<<if $Crystal_3_power_level gt 3>>\n<<set $Crystal_3 = 0>>\n<<endif>>\n\n<<if $Crystal_2_power_level gt 3>>\n<<set $Crystal_3_power_level = $Crystal_3_power_level + ($Crystal_2_power - 3)>>\n<<set $Crystal_2_power_level = 3>>\n<<set $Crystal_2 = 0>>\n<<set $Crystal_2_space = 0>>\n<<endif>>\n\n<<if $Crystal_3_power_level gt 3>>\n<<set $Crystal_2_power_level = $Crystal_2_power_level + ($Crystal_3_power - 3)>>\n<<set $Crystal_3_power_level = 3>>\n<<set $Crystal_3 = 0>>\n<<set $Crystal_3_space = 0>>\n<<endif>>\n\n<<if $Crystal_1 eq 1>>\n<<set $Crystal_1_space = 3 - $Crystal_1_power_level>>\n<<endif>>\n<<if $Crystal_2 eq 1>>\n<<set $Crystal_2_space = 3 - $Crystal_2_power_level>>\n<<endif>>\n<<if $Crystal_3 eq 1>>\n<<set $Crystal_3_space = 3 - $Crystal_3_power_level>>\n<<endif>>\n\n<<endsilently>>\n<<if $Crystal_1_power_level eq 0>>\nAs you turn the valve, there is a faint hiss. On the screen to your right, the image of the crystal is now empty.\n<<endif>>\n<<if $Crystal_1_power_level gt 0>>\nAs you turn the valve, there is a faint hiss. On the screen to your right, the power level of the crystal begins to descend.\n<<endif>>\n<<if Math.round($Crystal_1_power_level * 100) eq 100 and $Crystal_1_activation eq 0>>Suddenly, an enormous arc of electrical energy erupts from the tip of the Crystal 1. The snaking stream of light reaches all the way to the bottom of the sphere.\n<<endif>>\n<<if Math.round($Crystal_2_power_level * 100) eq 200 and $Crystal_2_activation eq 0>>Suddenly, an enormous arc of electrical energy erupts from the tip of the Crystal 2 across the room. The snaking stream of light reaches all the way to the bottom of the sphere.\n<<endif>>\n<<if Math.round($Crystal_3_power_level * 100) eq 300 and $Crystal_3_activation eq 0>>Suddenly, an enormous arc of electrical energy erupts from the tip of the Crystal 3 across the room. The snaking stream of light reaches all the way to the bottom of the sphere.\n<<endif>>\n<<if Math.round($Crystal_1_power_level * 100) neq 100 and $Crystal_1_activation eq 1>>In a flash, the bolt of energy being emitting from Crystal 1 disappears.\n<<endif>>\n<<if Math.round($Crystal_2_power_level * 100) neq 200 and $Crystal_2_activation eq 1>>In a flash, the bolt of energy being emitting from Crystal 2 across the room disappears.\n<<endif>>\n<<if Math.round($Crystal_3_power_level * 100) neq 300 and $Crystal_3_activation eq 1>>In a flash, the bolt of energy being emitting from Crystal 3 across the room disappears.\n<<endif>>\n\n[[< Return|Crystal 1]]
<<if $NumberofStorms eq 1 and $raining eq true and $raincount gt 0>>//Rain continues to fall over the rainforest.//<<endif>><<if $NumberofStorms eq 1 and $sandstorm eq true and $sandcount gt 0>>//The sandstorm continues to engulf the desert biome.//<<endif>><<if $NumberofStorms eq 1 and $snowing eq true and $snowcount gt 0>>//Loose, feathery clumps of snow continue to float towards the ground of the tundra biome.//<<endif>><<if $NumberofStorms eq 2 and $raining eq false and $snowcount gt 0 and $sandcount gt 0>>//Two weather events continue simultaneously. The snow falls over the tundra, and the sandstorm continues to assault the desert.//<<endif>><<if $NumberofStorms eq 2 and $sandstorm eq false and $snowcount gt 0 and $raincount gt 0>>//Two weather events continue simultaneously. The snow falls over the tundra as the rainfall waters the rainforest.//<<endif>><<if $NumberofStorms eq 2 and $snowing eq false and $raincount gt 0 and $sandcount gt 0>>//Two weather events continue simultaneously. The rainfall waters the rainforest, and the sandstorm continues to assault the desert.//<<endif>><<if $NumberofStorms eq 3 and $raincount gt 0 and $sandcount gt 0 and $snowcount gt 0>>//Amazingly, three disparate weather systems are occurring simultaneously across the biomes. The rainforest, desert, and tundra are all storming.//<<endif>> <<if $raincount eq 12 and $raining eq true>>//Then, the rainfall over the rainforest stops--The sudden quiet reminiscent of someone turning off a shower.//<<endif>> <<if $sandcount eq 12 and $sandstorm eq true>>//Abruptly, the holwing winds over the desert die off. The sandstorm has ended.//<<endif>> <<if $snowcount eq 12 and $snowing eq true>>//Then, looking up, you notice the snowfall over the tundra has stopped.//<<endif>>
<<set $gardentime = $gardentime + 1>>\n\n<<if Math.round($gardentime / 180) eq ($gardentime / 180)>>\n<<display 'GardenSunTransition'>>\n<<endif>>
The machine is a cylindrical metalic pod, with a rounded bottom and top, clearly not designed for this space. It leans awkwardly in the corner of the room. Dozens of thick cables connect the pod to large box-shaped devices resembling computer servers. Nothing appears to have any power.\n\nThe front of the pod has a transparent oval-shaped glass panel, revealing a hollow interior. This panel has been blasted through. Shards of splintered glass and black carbon residue border a large hole in the casing. Similar damage is echoed in the interior wall of the pod, which also shows signs of a concentrated blast of extreme heat.\n\nYou look to the ground. Dried blood. It smears across the floor towards the circular grey pad in the far corner.\n\n<<display 'work station'>>
You land flat on your back. Hard.\n\nA bright light ahead slowly shrinks, and you think you're losing consciousness. Then you realize it's just the Eco Dome floor closing above you. As the aperture seals, shadow overwhelms you.\n\nBut it's not pitch black, and you wonder where the light is coming from. Then you see them. Tiny specks of light throughout the walls, like pinpricks in a black sheet. This meager lighting is the only thing that allows you to see your own hand in front of your face.\n\nYou get to your feet, and once your eyes adjust to the darkness, you realize you're standing at the end of a hallway. There's a ladder leading up to the Eco Dome. Beside it you see a small [[keypad]].
''First Podium. <<if $garden eq "sunrise">>Day.<<else>>Night.<<endif>>''<<set $GardenPosition = 1>>\nYou approach the first podium hesitantly, brushing dirt and leaves from its white surface. \n\nOn the podium you can see various [[controls|controls1]], presumably that control the spinning stone sections over the gazebo. \n\nFrom here you can head back to the [[gazebo]], or follow the side paths to get to the other podiums. Going [[right|second podium]] will take you to the second podium, and going [[left|third podium]] will take you to the third podium.\n\n<<if ($out_level eq "lowest") and ($out_speed eq "high") and ($mid_level eq "middle") and ($mid_speed eq "a moderate") and ($in_level eq "highest") and ($in_speed eq "low") and ($out_direction eq $mid_direction) and ($mid_direction eq $in_direction)>>You look over your shoulder to ascertain the state of the [[ramp|Ramp Complete]].<<else>>You look over your shoulder to ascertain the state of the [[ramp|Ramp Not Complete]].<<endif>>\n\n//[[wait|Garden wait]]//\n<<display 'Clock'>>\n<<display 'Garden Weather'>>
The statue of an alien woman towers above you, her stone robes sweeping out behind her. The thumb of her hand is pressed to her midriff, her palm facing down towards you.\n\n[[Moss and wildflowers]] grow around the back of the statue's base, glowing with some sort of unearthly light. \n\n[[< Return to Graves|TopLeftCorner]]\n\n<<display 'Clock'>>\n<<display 'Graveyard Weather'>>
<<silently>>\n<<set $GravePositionX = -5>>\n<<set $GravePositionY = 11>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<silently>>\n<<set $GravePositionX = -4>>\n<<set $GravePositionY = 11>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<silently>>\n<<set $GravePositionX = -7>>\n<<set $GravePositionY = 11>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<silently>>\n<<set $GravePositionX = -6>>\n<<set $GravePositionY = 11>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<silently>>\n<<set $GravePositionX = 6>>\n<<set $GravePositionY = 12>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<silently>>\n<<set $GravePositionX = 7>>\n<<set $GravePositionY = 12>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<silently>>\n<<set $GravePositionX = 4>>\n<<set $GravePositionY = 12>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<silently>>\n<<set $GravePositionX = 5>>\n<<set $GravePositionY = 12>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<silently>>\n<<set $GravePositionX = 2>>\n<<set $GravePositionY = 12>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<silently>>\n<<set $GravePositionX = 4>>\n<<set $GravePositionY = 9>>\n<<endsilently>>\n<<display 'GravePosition'>>
<html><embed src="http://www.theark.net46.net/A1.mp3" loop="false" hidden="true" autostart="true"></embed></html><<if $podium eq 1>><<set $piano1 = $piano1 + 1>><<endif>><<if $podium eq 2>><<set $piano2 = $piano2 + 1>><<endif>><<if $podium eq 3>><<set $piano3 = $piano3 + 1>><<endif>><<if $podium eq 1>><<set $podiumcode1 = 0>><<endif>><<if $podium eq 2>><<set $podiumcode2 = 0>><<endif>><<if $podium eq 3>><<set $podiumcode3 = 0>><<endif>><<if $podium eq 1>><<set $BookSelection1 = $BookSelection1 + 6>><<endif>><<if $podium eq 2>><<set $BookSelection2 = $BookSelection2 + 6>><<endif>><<if $podium eq 3>><<set $BookSelection3 = $BookSelection3 + 6>><<endif>><<display 'circular buttons'>><<if $podium eq 2>><<set $secretcode = 0>><<endif>>
The glass panels inside the frame divide into smaller and smaller sections, giving more detail to the shore and the city in the distance. At the same time the frame itself seems to grow larger and larger. You become surrounded by the image, and the Art Gallery suddenly melts away.\n\nYou take a look around at your seemingly new surroundings. Is it possible you've left the ship? This place seems...artificial...\n\n[[The Beach|Beach]]
<html><embed src="http://www.theark.net46.net/A3.mp3" loop="false" hidden="true" autostart="true"></embed></html><<if $podium eq 1>><<set $piano1 = $piano1 + 1>><<endif>><<if $podium eq 2>><<set $piano2 = $piano2 + 1>><<endif>><<if $podium eq 3>><<set $piano3 = $piano3 + 1>><<endif>><<if $podium eq 3>><<set $podiumcode3 = $podiumcode3 + 4>><<endif>><<if $podium eq 1>><<set $podiumcode1 = 0>><<endif>><<if $podium eq 2>><<set $podiumcode2 = 0>><<endif>><<if $podium eq 1>><<set $BookSelection1 = $BookSelection1 + 20>><<endif>><<if $podium eq 2>><<set $BookSelection2 = $BookSelection2 + 20>><<endif>><<if $podium eq 3>><<set $BookSelection3 = $BookSelection3 + 20>><<endif>><<display 'circular buttons'>><<if $podium eq 2>><<set $secretcode = 0>><<endif>>
<html><embed src="http://www.theark.net46.net/A2.mp3" loop="false" hidden="true" autostart="true"></embed></html><<if $podium eq 1>><<set $piano1 = $piano1 + 1>><<endif>><<if $podium eq 2>><<set $piano2 = $piano2 + 1>><<endif>><<if $podium eq 3>><<set $piano3 = $piano3 + 1>><<endif>><<if $podium eq 3>><<set $podiumcode3 = $podiumcode3 + 2>><<endif>><<if $podium eq 1>><<set $podiumcode1 = 0>><<endif>><<if $podium eq 2>><<set $podiumcode2 = 0>><<endif>><<if $podium eq 1>><<set $BookSelection1 = $BookSelection1 + 13>><<endif>><<if $podium eq 2>><<set $BookSelection2 = $BookSelection2 + 13>><<endif>><<if $podium eq 3>><<set $BookSelection3 = $BookSelection3 + 13>><<endif>><<display 'circular buttons'>><<if $podium eq 2>><<set $secretcode = 0>><<endif>>
The ground begins to shake.\n\nSeams appear along the floor and sections begin to separate like the aperture of a camera. There would have been enough time to step off to the side, but you're caught off guard by the sudden change, lose your footing, and stumble backwards through the hole and into a dark [[abyss]].
<<silently>>\n<<display 'Clock'>>\n<<set $doors_unopened = false>>\n<<endsilently>>\n<<if $Game_Location eq "Start">>The corridor is conventional only in the sense that it has a ceiling, a floor, and two walls. There the conventions end, as this hallway slowly expands at the same degree as depth perception convergence. Without a natural vanishing point, the hall appears quite shorter than it really is.<<endif>><<if $Game_Location eq "Art Gallery">>The corridor is conventional only in the sense that it has a ceiling, a floor, and two walls. There the conventions end, as coming from this side, the hallway contracts creating an increased sense of depth and giving the false impression that the hallway is much longer than it truly is.<<endif>> After momentary confusion, you reach the hall's end as another pair of sliding panels open up into the adjacent <<if $Game_Location eq "Start">>[[room|Art Gallery Entrance]]<<endif>><<if $Game_Location eq "Art Gallery">>[[room|door between Crystal 1 & 3]]<<endif>>.\n\n<<if $Game_Location eq "Start">>[[turn back|door between Crystal 1 & 3]]<<endif>><<if $Game_Location eq "Art Gallery">>[[turn back|Art Gallery Entrance]]<<endif>>
<html><embed src="http://www.theark.net46.net/A6.mp3" loop="false" hidden="true" autostart="true"></embed></html><<if $podium eq 1>><<set $piano1 = $piano1 + 1>><<endif>><<if $podium eq 2>><<set $piano2 = $piano2 + 1>><<endif>><<if $podium eq 3>><<set $piano3 = $piano3 + 1>><<endif>><<if $podium eq 1>><<set $podiumcode1 = 0>><<endif>><<if $podium eq 2>><<set $podiumcode2 = 0>><<endif>><<if $podium eq 3>><<set $podiumcode3 = 0>><<endif>><<if $podium eq 1>><<set $BookSelection1 = $BookSelection1 + 41>><<endif>><<if $podium eq 2>><<set $BookSelection2 = $BookSelection2 + 41>><<endif>><<if $podium eq 3>><<set $BookSelection3 = $BookSelection3 + 41>><<endif>><<display 'circular buttons'>><<if $podium eq 2>><<set $secretcode = 0>><<endif>>
<<silently>>\n<<set $GravePositionX = 4>>\n<<set $GravePositionY = 14>>\n<<endsilently>>\n<<display 'GravePosition'>>
''Tundra--Front Wall''\nSnow cruches beneath your feet. It's eerily quiet here.\n\nYou stand just to the left of the entrance. You can also make out the slanted border where the tundra meets the desert, just ahead of you and to the right.\n\nFrom here you could continue along the front [[wall|walls]] of the Eco Dome or take any of the other paths marked by the [[artificial turf]].\n<<display 'directions'>> //[[wait|Eco Dome wait]]//\n\n<<display 'tundra weather'>>
''Rainforest''\nWiry roots plunge in and out of the damp, dark earth before expanding into wavy curtains leading to their respective tree trunks. The ground is a mine field of little "n"-shaped tripping hazards. Best watch your step.\n\nThrough the dense vegatation, you think you can make out the front wall of the Eco Dome behind you.\n\nA [[wooden path]] clears the way through dense vegetation throughout the rainforest.\n<<display 'directions'>> //[[wait|Eco Dome wait]]//\n\n<<display 'rainforest weather'>>\n\n
''Tundra--Left Wall''\nA bush with red [[berries]] catches your eye. It's dusted with snow and reminds you of red velvet cake.\n\nYou stand at the left hand [[wall|walls]] of the Eco Dome.\n\nAn [[artificial turf]] path shows the way.\n<<display 'directions'>> //[[wait|Eco Dome wait]]//\n\n<<display 'tundra weather'>>
''Unknown Grave.'' Column <<print $GravePositionX + 8>>, Row <<print $GravePositionY + 1>>. ''<<if $graveyard eq "sunrise">>Day.<<else>>Night.<<endif>>''\nYou stand at an unknown grave located in the farther column to the right, not far from the last row of graves up ahead.\n\n<<display 'grave_all'>>
<<set $EcoDomePositionX = $EcoDomePositionX - 1>><<set $EcoDomePositionY = $EcoDomePositionY - 1>>\nYou turn around and walk away from the back wall for a while. Then, as to not disorient yourself, you turn back around to face the back wall.\n\n<<display 'EcoDomePosition'>>
You pull the first lever.\n\nYou hear a loud churning sound, and looking above you can tell the Power Core liquid level is descending. The cryo-chambers begin to hum and the fluid within them seem to glow brighter. Then the hum begins to die down, but not altogether disappear.\n\nSuddenly, your hear a rush of air, like the intake of a wet breath, but so much louder and all around you. Then you see it. The Black Cloud.\n\nSmoke as black as oil sweeps over the platform like a rolling fog. Then it rises upward with urgent purpose before diving down again into the center of the room, right in front of you, hovering just off the circular catwalk path. The form swirls into a black vortex and you hear a low tremble like a sustained lion's growl.\n\nThen, the vortex begins to elongate and coalesce into a humanoid form, but this only makes the apparition even more terrifying. It can't quite hold the shape of the fingers or face, and the resulting form is an amorphous, grotesque approximation of a body, more ghost-like than flesh.\n\nRippling tendrils feigning to be lips open wide and begin to speak in a thunderous voice:\n\n//''"Alien. This vessel harbors fugitives of the Empire. You will awaken them so that they may face judgment. Your assistance to the Empire will be rewarded."''//\n<html>\n<audio controls="controls">\n <source src="http://www.theark.net46.net/BlackCloud1.mp3" /> \n</audio>\n</html>\n\nImmediately to your [[right|Black Cloud Attack]] you could try to escape to the straight platform leading back to the starry tunnel.\n\nTo your [[left|Black Cloud Attack 2]], the circular catwalk path continues.\n\n//[[Pull Lever]]//, //[[Wait|Black Cloud Wait]]//
<<if $gardenclock eq true>>You touch the small silver orb. It freezes in place.<<set $gardenclock = false>><<else>>You touch the small silver orb. It resumes its orbit around the paintings.<<set $gardenclock = true>><<endif>>\n\n[[Painting 1]], [[Painting 2]], [[Painting 3]], [[Painting 4]], [[Painting 5]], [[Painting 6]], [[Painting 7]], [[Painting 8]], [[Painting 9]]\n\n<<display 'Art Gallery'>>
The turf is black and textured, reminding you of metallic catwalks, but made of rubber rather than steel. The surface appears to be heated to keep off the snow, but this feature must be malfunctioning. Sections of the path are covered beneath a snowy carpet.\n\n<<display 'EcoDomePosition'>>
You rise from the chair and the night sky vanishes. The room has instantly returned to its former bright self. <<if $gardentile eq "aboveground">>The orifice at the top of the dome opens up and the telescopic metal rod begins to collapse. The elevated tile reenters the planetarium and finally returns to floor.<<endif>><<if $gardentile eq "underground">>The telescopic metal rod begins to collapse, and the elevated tile returns to floor.<<endif>>\n\n<<display 'Garden Planetarium'>>\n\n<<set $gardentile = "underground">>\n<<set $X = 3>><<set $Y = 3>>\n<<set $gardencoordinate = false>>
''Along the circular catwalk''\nYou come to a familiar mechanism within the ship. Another teleportation pad. No lock on this one, however--just a button on a small keypad.\n\nFor a moment you think you've found your escape from the lower level, but you realize quickly that the teleporter is without power. Instead of a familiar blue glow, the circular pad is a dull, lifeless grey.\n\nFacing towards the center of the room, the intersection with the platform leading back to the stary hallway is to your left. To your [[right|levers]], the circular catwalk path continues.\n\n//[[Press Button]]//
''Labyrinth Path''\n<<if $gen_num eq 1>>//Suddenly, the main lights shut off and dim emergency lighting kicks in!// <<set $gen_num = 0>><<endif>><<if $gen_num eq 0>> You can barely see a thing. Emergency lights lead [[behind|j]] you.<<endif>><<if $gen_num gte 2>> The path twists off to your [[left|d]], becoming much narrower and less defined. [[Behind|j]] you a plain doorway leads straight. <<set $gen_num = $gen_num - 1>><<endif>>\n<<display 'Clock'>>
''Desert''\nYou stand beside a fallen cactus [[log]], your sole companion in a sea of sand.\n\nAlong the back [[wall|walls]], there's nothing but sand all around you. It's a bit hard to get your bearings.\n\nA network of [[stone walkways]] clears the way through the rolling sand dunes.\n<<display 'directions'>> //[[wait|Eco Dome wait]]//\n\n<<display 'desert weather'>>
<<silently>>\n<<set $GravePositionX = 0>>\n<<set $GravePositionY = 8>>\n<<endsilently>>\n<<display 'GravePosition'>>
<<if $NumberofStorms eq 1 and $raining eq true>>You gingerly submerge your hand into the water and remove it. The surface ripples in response to your touch.<<endif>><<if $NumberofStorms eq 1 and $sandstorm eq true>>You wipe your hand through the sand-filled bowl, and the shiny gold beneath peeks through for a moment.<<endif>><<if $NumberofStorms eq 1 and $snowing eq true>>You push your hand into the snow and remove it, leaving a small imprint behind.<<endif>><<if $NumberofStorms eq 2 and $raining eq false>>You push your hand into the snow/dirt mixture and remove it, leaving a small imprint behind.<<endif>><<if $NumberofStorms eq 2 and $sandstorm eq false>>You dip your hand into the cold slush. A shiver runs up your arm, and you remove it.<<endif>><<if $NumberofStorms eq 2 and $snowing eq false>>You dip your hand into the mud and remove it, shaking off the excess muck onto the ground.<<endif>><<if $NumberofStorms eq 3>>You submerge your hand into the elemental mixture and then remove it.<<endif>><<if $NumberofStorms eq 0>>You wipe your finger along the inside of the empty basin atop the pedestal. It's completely drained.<<endif>>
''Tundra--Left Wall''\nPatches of black soil poke through the white here and there. It gives you the odd thought that you're like a flea roaming a dalmation's coat.\n\nYou stand at the left hand [[wall|walls]] of the Eco Dome, just below the back left corner of the entire chamber. To your right and up ahead you can see across the tundra to the desert border.\n\nAn [[artificial turf]] path shows the way.\n<<display 'directions'>> //[[wait|Eco Dome wait]]//\n\n<<display 'tundra weather'>>
''Art Gallery Balcony''\nYou stand atop a balcony overlooking the room before you.\n\nThe most striking thing about this room is its beauty. The floors are carpeted in a deep red, and the walls are a smooth, brown marble. The landing and staircase railings are carved from auburn wood, and [[floating lanterns]] dance near the room's ceiling.\n\nBehind you is the [[door|Art Gallery door]] leading back to the Power Core. To your [[left|DownStairs]] and [[right|DownStairs]], two curved staircases lead down below.\n<<set $Game_Location = "Art Gallery">>\n<<display 'Clock'>>
''Labyrinth Path''\n<<if $gen_num eq 1>>//Suddenly, the main lights shut off and dim emergency lighting kicks in!// <<set $gen_num = 0>><<endif>><<if $gen_num eq 0>> You can barely see a thing. Emergency lights lead [[right|v]].<<endif>><<if $gen_num gte 2>> A stream bubbles in from a small hole in the wall behind you. It weaves through the room and continues down the passage to your [[right|v]]. The lights in the room [[ahead|p]] flicker, letting out a faint buzz. <<set $gen_num = $gen_num - 1>><<endif>>\n<<display 'Clock'>>
They look tasty, but you decide against eating alien fruit. Better safe than sorry.\n\n<<display 'Eco Dome (-2,6)'>>
The secret corridor is strikingly different from the rest of the ship's design. In stark contrast to the bright golds of the library, the walls here are a dirty grey. Sheets of steel panels have been welded together along the seams. The ceiling isn't far above your head, and the passage is incredibly narrow. Clearly, utilitarian design took precedence over ornament and affectation.\n\nThe corridor leads to a room [[ahead|Secret Lab]], or you could turn back to the [[Library]].
<<silently>>\n<<set $GravePositionX = -4>>\n<<set $GravePositionY = 3>>\n<<endsilently>>\n<<display 'GravePosition'>>