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You stand in the hallway of the castle. Ahead of you is the [[great hall]].<<if not $coin>>
There is the smallest glint among the dirt and leaves.
<div id="coinTemp"><<link "Find the source">>
<<replace "#coinTemp">>You find a weathered coin.<</replace>><<set $coin to true>><<replace "#coinMessage">>$coinMessage<</replace>>
<</link>></div><</if>>The great hall is filled with ancient, stained bricks, and thousands of people eating. The sounds of chewing and conversing, and the smell of countless thousands of pounds of food, remind you of an enormous family dinner.
To the south is the [[entrance]]. To the north is the [[ballroom]] and the [[kitchen]].<<if not $peachPit>>
There's a single empty seat as far as you can see, with a full meal at its place. Maybe the last free seat in the entire hall.
<div id="peachPitTemp1"><<link "Sit down">><<replace "#peachPitTemp1">>You sit down at the table, laden with <<linkreplace "a juicy turkey">>a pile of gnawed bones<</linkreplace>>, <<linkreplace "a plate of potatoes">>an empty plate<</linkreplace>>, and <<linkreplace "a luscious, fleshy peach for dessert">><<linkreplace "a gnarled peach pit, which seems like it would make a nice souvenir">>a gnarled peach pit, which you slip into your pocket<<set $peachPit to true>><<replace "#peachPitMessage">>$peachPitMessage<</replace>><</linkreplace>><</linkreplace>>.<</replace>><</link>></div><</if>>Lots of potatoes boiling on the stove! Smells delicious.<<if not $salmon>>
There is also an enormous red salmon sitting on a counter, unwatched by any of the busy cooks.
<div id="salmonTemp"><<link "Take salmon">><<replace "#salmonTemp">>You grab the salmon. Hopefully no one will notice three feet of fish sticking out of your back pocket.<<set $salmon to true>><<replace "#salmonMessage">>$salmonMessage<</replace>><</replace>><</link>></div><</if>>
To the north is the [[great hall]]. There is also a door leading down to the [[catacombs]]<<if not $coin or not $peachPit or not $luteMessage or not $salmonMessage>>, but you should explore all the other rooms before going down there. Who knows, maybe you might need something, or several somethings?<<else>>.<</if>>There are hundreds of couples dancing the night away in fanciful clothing.
The current song is: <<set $song to "Medieval Mambo">><div id="replace">Medieval Mambo</div> <<link "Wait and listen">><<if $song is "Medieval Mambo">><<set $song to "Castle Calypso">><<else>><<set $song to "Medieval Mambo">><</if >><<replace "#replace">>$song<</replace>><</link>><<if not $lute>>
There's a dope-looking miniature lute in the corner. No one's currently playing it, which obviously means no one will ever miss it.
<div id="luteTemp"><<link "Take the lute">><<replace "#luteTemp">>You put the lute in your <<if $salmon is true>>other <</if>> pocket.<<set $lute to true>><<replace "#luteMessage">>$luteMessage<</replace>><</replace>><</link>></div>
<</if>>You don't see anyone without a partner, so it's probably best to go back to the [[great hall]].<<display "inventory">><div id="inventory-container">
<h3>Inventory</h3>
<ul id="inventory">
<li id="coinMessage">
<<if $coin is true>>
$coinMessage
<</if>>
</li>
<li id="peachPitMessage">
<<if $peachPit is true>>
$peachPitMessage
<</if>>
</li>
<li id="luteMessage">
<<if $lute is true>>
$luteMessage
<</if>>
</li>
<li id="salmonMessage">
<<if $salmon is true>>
$salmonMessage
<</if>>
</li>
</ul>
</div><<silently>>
<<display "init">>
<</silently>><h1>Twine of Access</h1>
[[Play->entrance]]
[[Acknowledgements->acknowledgements]]<style>h1 { margin: 0; }</style><<display "inventoryMessages">>You descend into the catacombs. You see a single pathway ahead of you. The pathway is barely lit, presumably by a torch somewhere beyond the bend.
[[Go forward into the flickering quarter-light->catacombs-2]]
Up the staircase is the [[kitchen]].<<set $coinMessage to "An ancient coin of inscrutable national origin, older than anyone you've ever met.">>
<<set $peachPitMessage to "A small, knurled pit from a fruit you devoured so, so fast.">>
<<set $luteMessage to "A compact lute, more sonorous by far than its size would suggest.">>
<<set $salmonMessage to "An enormous, scrumptious salmon.">>
By furkle.
For the IFTF Accessibility Testathon.
This and other related documents are located <a href="//github.com/furkleindustries/iftf-twine-testing">here</a>.
[[Back->start]]You walk for what feels like five or ten minutes, dipping in and out of oil-fragrant oases of torchlight. Finally you come to an exit, in which there is a ring of torches and a lamp in their exact center.
[[Rub the lamp->catacombs-3]]
[[Run all the way back upstairs and eat mutton or something->kitchen]]You reach down and pick up the lamp, rubbing it as you would a feisty kitten. Almost immediately, a thick cloud of mist erupts, and you hear a deafening voice inside your head:
''"Did you bring the items to enact the ritual, mortal?"''
<div id="ritualTemp"><<link "Uhh. What ritual?">><<replace "#ritualTemp">>''"The ritual of accessibility, you fool! To cast a spell across the whole of interactive fiction and make it accessible regardless of ability! I need four items for the ritual: a coin, the leavings of a fruit, a stringed instrument, and something that has breathed water."''
<</replace>><</link>></div><<if $coin and $peachPit and $lute and $salmon>>[[Yeah, I got the stuff->catacombs-4]]<<else>>[[No, I don't have all that garbage yet->kitchen]]<</if>>You empty your pockets and present the contents to the cloud. After a second, you hear the djinn speak:
''"Good! Now watch my science!"''
The cloud expands until it fills the entire room, reaching into your clothes, into your lungs, through grout and brick. You can feel it coursing everywhere, through all of creation. And, though you don't know exactly how, you can feel the world got a little more accessible today.
<a onclick="SugarCube.Engine.restart()">RESTART</a>