<<ResetKeys>>''Hank:'' I'm gonna go talk to him. Maybe I can use my quick wit to get him to help us out.\n\n''TEDI:'' Ah, yes. Your wit.\n\n''Hank:'' Excuse me, uh, good sir. Can I ask you a question?\n\n''Blacksmith:'' You just did. Now one more, and make it quick. I'm very busy.\n\n''TEDI:'' Whoa, he's testy.\n\n[ Hank snorts ]\n\n''Hank:'' "Testy..."\n\n''Blacksmith:'' What'd you call me?\n\n''Hank:'' Nothing, uh...\n<<SetOne Blacksmith_Convo_Weapon>><<SetTwo Blacksmith_Convo_Tool>><<SetThree Blacksmith_Convo_Rude>>\n[[1. Ask for a weapon.|Blacksmith_Convo_Weapon]]\n[[2. Ask for a chisel.|Blacksmith_Convo_Tool]]\n[[3. Insult the blacksmith.|Blacksmith_Convo_Rude]]\n<<silently>>\n<<StopOnceMacro>>\n<<ClearRepeatMacro>>\n<<StopMacro Blacksmith_all_amb>>\n<<PlayMacro Blacksmith_onlyfield_amb 1 true 0 true>>\n<<PlayMacro Blacksmith_dog_amb 1 true 0 true>>\n<<QueueMacro 0 false Blacksmith_Conversation_mix Blacksmith_Conversation_choices>>\n<<AddRepeatMacro QueueMacro 0 false Blacksmith_Conversation_mix Blacksmith_Conversation_choices>>\n<<endsilently>>
<<ResetKeys>>''Hank:'' That sounds like a lot of work.\n\n''King Arthur:'' Nothing has gone wrong in Camelot for quite some time. I expect that you will have great difficulty finding a situation in which to prove yourself at all!\n\n''Hank:'' Oh, I'm sure I'll find something, King. Trouble always has a way of finding me.\n\n''TEDI:'' Because you make it, you trouble maker!\n\n''King Arthur:'' I wish you luck, jester. However, please excuse yourself now, as I have much to attend to. Good luck!\n\n''TEDI:'' This is more work than you thought, huh Hank?\n\n''Hank:'' Shut up.\n\n''TEDI:'' Well, we got the tour on the way in. Where do you want to go from here?\n<<SetOne Blacksmith_Leave>>\n[[1. Leave castle.|Blacksmith_Leave]]\n<<silently>>\n<<StopOnceMacro>>\n<<ClearRepeatMacro>>\n<<QueueMacro 0 false Talk_King_Alot_mix Talk_King_Alot_choices>>\n<<AddRepeatMacro QueueMacro 0 false Talk_King_Alot_mix Talk_King_Alot_choices>>\n<<endsilently>>
Sounds are loading. Please wait, the game will begin automatically.\n\nOnce the game begins, you may click any link or press the corresponding number key to advance. If you would like to hear a passage again, press the "Repeat Audio" button on the left, or press the space bar.\n\nNOTE: Google Chrome or Opera required to play. The interface and some of the audio in the prototype are placeholder assets and will be replaced in the complete game, which will be a standalone executable and will not require a web browser to play.\n\n<<silently>>\n<<InitMacro>>\n<<AddMacro Field_Ambience 'Final_Mixes/Field_Ambience.ogg'>>\n<<AddMacro Field_Ambience2 'Final_Mixes/Field_Ambience2.ogg'>>\n<<AddMacro Guard_Convo_mix 'Final_Mixes/Guard_Convo_mix.ogg'>>\n<<AddMacro Guard_Convo_1a_mix 'Final_Mixes/Guard_Convo_1a_mix.ogg'>>\n<<AddMacro Guard_Convo_1b_mix 'Final_Mixes/Guard_Convo_1b_mix.ogg'>>\n<<AddMacro Guard_Convo_1c_mix 'Final_Mixes/Guard_Convo_1c_mix.ogg'>>\n<<AddMacro Guard_Convo_Apologize_mix 'Final_Mixes/Guard_Convo_Apologize_mix.ogg'>>\n<<AddMacro Guard_Convo_Blacksmith_mix 'Final_Mixes/Guard_Convo_Blacksmith_mix.ogg'>>\n<<AddMacro Guard_Convo_Blacksmith_2a_mix 'Final_Mixes/Guard_Convo_Blacksmith_2a_mix.ogg'>>\n<<AddMacro Guard_Convo_Blacksmith_2b_mix 'Final_Mixes/Guard_Convo_Blacksmith_2b_mix.ogg'>>\n<<AddMacro Guard_Convo_Blacksmith_3a_mix 'Final_Mixes/Guard_Convo_Blacksmith_3a_mix.ogg'>>\n<<AddMacro Guard_Convo_Blacksmith_3b_mix 'Final_Mixes/Guard_Convo_Blacksmith_3b_mix.ogg'>>\n<<AddMacro Guard_Convo_DD_mix 'Final_Mixes/Guard_Convo_DD_mix.ogg'>>\n<<AddMacro Guard_Convo_Future_mix 'Final_Mixes/Guard_Convo_Future_mix.ogg'>>\n<<AddMacro Guard_Convo_Jester_mix 'Final_Mixes/Guard_Convo_Jester_mix.ogg'>>\n<<AddMacro Landing_mix 'Final_Mixes/Landing_mix.ogg'>>\n<<AddMacro Look_Landing_mix 'Final_Mixes/Look_Landing_mix.ogg'>>\n<<AddMacro Look_Road_mix 'Final_Mixes/Look_Road_mix.ogg'>>\n<<AddMacro Narrator_mix 'Final_Mixes/Narrator_mix.ogg'>>\n<<AddMacro Road_mix 'Final_Mixes/Road_mix.ogg'>>\n\n<<AddMacro Follow_Intro_mix 'Final_Mixes/Follow_Intro_mix.ogg'>>\n<<AddMacro Talk_Peasants_mix 'Final_Mixes/Talk_Peasants_mix.ogg'>>\n<<AddMacro Follow_Town_Square_mix 'Final_Mixes/Follow_Town_Square_mix.ogg'>>\n<<AddMacro Pull_Axe_mix 'Final_Mixes/Pull_Axe_mix.ogg'>>\n<<AddMacro Follow_Pub_mix 'Final_Mixes/Follow_Pub_mix.ogg'>>\n<<AddMacro Follow_Pub_Read_mix 'Final_Mixes/Follow_Pub_Read_mix.ogg'>>\n<<AddMacro Follow_Bridge_mix 'Final_Mixes/Follow_Bridge_mix.ogg'>>\n<<AddMacro Follow_Bridge_Look_mix 'Final_Mixes/Follow_Bridge_Look_mix.ogg'>>\n<<AddMacro Follow_Castle_mix 'Final_Mixes/Follow_Castle_mix.ogg'>>\n\n<<AddMacro Enter_Castle_mix 'Final_Mixes/Enter_Castle_mix.ogg'>>\n<<AddMacro Talk_King_mix 'Final_Mixes/Talk_King_mix.ogg'>>\n<<AddMacro Talk_King_Dance_mix 'Final_Mixes/Talk_King_Dance_mix.ogg'>>\n<<AddMacro Talk_King_Joke_mix 'Final_Mixes/Talk_King_Joke_mix.ogg'>>\n<<AddMacro Talk_King_Something_mix 'Final_Mixes/Talk_King_Something_mix.ogg'>>\n<<AddMacro Talk_King_SeeGrail_mix 'Final_Mixes/Talk_King_SeeGrail_mix.ogg'>>\n<<AddMacro Talk_King_StealGrail_mix 'Final_Mixes/Talk_King_StealGrail_mix.ogg'>>\n<<AddMacro Talk_King_AskGrail_mix 'Final_Mixes/Talk_King_AskGrail_mix.ogg'>>\n<<AddMacro Talk_King_ProveWorthy_mix 'Final_Mixes/Talk_King_ProveWorthy_mix.ogg'>>\n<<AddMacro Talk_King_BelieveWorthy_mix 'Final_Mixes/Talk_King_BelieveWorthy_mix.ogg'>>\n<<AddMacro Talk_King_WORTHY_mix 'Final_Mixes/Talk_King_WORTHY_mix.ogg'>>\n<<AddMacro Talk_King_Doit_mix 'Final_Mixes/Talk_King_Doit_mix.ogg'>>\n<<AddMacro Talk_King_Alot_mix 'Final_Mixes/Talk_King_Alot_mix.ogg'>>\n<<AddMacro Talk_King_Giveit_mix 'Final_Mixes/Talk_King_Giveit_mix.ogg'>>\n\n<<AddMacro Blacksmith_First_mix 'Final_Mixes/Blacksmith_First_mix.ogg'>>\n<<AddMacro Blacksmith_Conversation_mix 'Final_Mixes/Blacksmith_Conversation_mix.ogg'>>\n<<AddMacro Blacksmith_Scan_mix 'Final_Mixes/Blacksmith_Scan_mix.ogg'>>\n<<AddMacro Blacksmith_Convo_Weapon_mix 'Final_Mixes/Blacksmith_Convo_Weapon_mix.ogg'>>\n<<AddMacro Blacksmith_Convo_Tool_mix 'Final_Mixes/Blacksmith_Convo_Tool_mix.ogg'>>\n<<AddMacro Blacksmith_Convo_Rude_mix 'Final_Mixes/Blacksmith_Convo_Rude_mix.ogg'>>\n<<AddMacro Blacksmith_Convo_Over_mix 'Final_Mixes/Blacksmith_Convo_Over_mix.ogg'>>\n<<AddMacro Blacksmith_Approach_Dog_mix 'Final_Mixes/Blacksmith_Approach_Dog_mix.ogg'>>\n<<AddMacro Blacksmith_Pet_Dog_mix 'Final_Mixes/Blacksmith_Pet_Dog_mix.ogg'>>\n<<AddMacro Blacksmith_Inspect_Dog_mix 'Final_Mixes/Blacksmith_Inspect_Dog_mix.ogg'>>\n<<AddMacro Blacksmith_Untie_Dog_mix 'Final_Mixes/Blacksmith_Untie_Dog_mix.ogg'>>\n<<AddMacro Blacksmith_End_mix 'Final_Mixes/Blacksmith_End_mix.ogg'>>\n\n<<AddMacro Market_First_mix 'Final_Mixes/Market_First_mix.ogg'>>\n<<AddMacro Market_Scan_mix 'Final_Mixes/Market_Scan_mix.ogg'>>\n<<AddMacro Market_Citizen_mix 'Final_Mixes/Market_Citizen_mix.ogg'>>\n<<AddMacro Market_Chisel_Axe_mix 'Final_Mixes/Market_Chisel_Axe_mix.ogg'>>\n<<AddMacro Market_Pull_Axe_mix 'Final_Mixes/Market_Pull_Axe_mix.ogg'>>\n\n<<AddMacro Orphans_First_mix 'Final_Mixes/Orphans_First_mix.ogg'>>\n<<AddMacro Orphans_Talk_mix 'Final_Mixes/Orphans_Talk_mix.ogg'>>\n<<AddMacro Orphans_Scared_mix 'Final_Mixes/Orphans_Scared_mix.ogg'>>\n<<AddMacro Orphans_Scan_mix 'Final_Mixes/Orphans_Scan_mix.ogg'>>\n<<AddMacro Orphans_Papers_mix 'Final_Mixes/Orphans_Papers_mix.ogg'>>\n<<AddMacro Orphans_Burn_mix 'Final_Mixes/Orphans_Burn_mix.ogg'>>\n\n<<AddMacro Bridge_First_mix 'Final_Mixes/Bridge_First_mix.ogg'>>\n<<AddMacro Bridge_Back_mix 'Final_Mixes/Bridge_Back_mix.ogg'>>\n<<AddMacro Steal_Lantern_mix 'Final_Mixes/Steal_Lantern_mix.ogg'>>\n<<AddMacro Troll_First_mix 'Final_Mixes/Troll_Back_mix.ogg'>>\n<<AddMacro Keep_Looking_mix 'Final_Mixes/Keep_Looking_mix.ogg'>>\n<<AddMacro Troll_Axe_mix 'Final_Mixes/Troll_Axe_mix.ogg'>>\n<<AddMacro Troll_Kill_mix 'Final_Mixes/Troll_Kill_mix.ogg'>>\n<<AddMacro Troll_Help_mix 'Final_Mixes/Troll_Help_mix.ogg'>>\n<<AddMacro Troll_Back_mix 'Final_Mixes/Troll_Back_mix.ogg'>>\n<<AddMacro Troll_Can_Help_mix 'Final_Mixes/Troll_Can_Help_mix.ogg'>>\n<<AddMacro Troll_Chisel_mix 'Final_Mixes/Troll_Chisel_mix.ogg'>>\n\n<<AddMacro Pub_First_mix 'Final_Mixes/Pub_First_mix.ogg'>>\n<<AddMacro Pub_Inside_First_mix 'Final_Mixes/Pub_Inside_First_mix.ogg'>>\n<<AddMacro Barkeep_mix 'Final_Mixes/Barkeep_mix.ogg'>>\n<<AddMacro Barkeep_Children_mix 'Final_Mixes/Barkeep_Children_mix.ogg'>>\n<<AddMacro Barkeep_Princess_mix 'Final_Mixes/Barkeep_Princess_mix.ogg'>>\n<<AddMacro Barkeep_Monster_mix 'Final_Mixes/Barkeep_Monster_mix.ogg'>>\n<<AddMacro Barkeep_Busy_mix 'Final_Mixes/Barkeep_Busy_mix.ogg'>>\n<<AddMacro Barkeep_Mead_mix 'Final_Mixes/Barkeep_Mead_mix.ogg'>>\n<<AddMacro Barkeep_Tab_mix 'Final_Mixes/Barkeep_Tab_mix.ogg'>>\n<<AddMacro Barkeep_Give_mix 'Final_Mixes/Barkeep_Give_mix.ogg'>>\n<<AddMacro Barkeep_Jester_mix 'Final_Mixes/Barkeep_Jester_mix.ogg'>>\n<<AddMacro Homeless_First_mix 'Final_Mixes/Homeless_First_mix.ogg'>>\n<<AddMacro Homeless_Back_mix 'Final_Mixes/Homeless_Back_mix.ogg'>>\n<<AddMacro Homeless_Have_Mead_mix 'Final_Mixes/Homeless_Have_Mead_mix.ogg'>>\n<<AddMacro Homeless_Done_mix 'Final_Mixes/Homeless_Done_mix.ogg'>>\n<<AddMacro Leaving_Pub_mix 'Final_Mixes/Leaving_Pub_mix.ogg'>>\n\n<<AddMacro Win_First_mix 'Final_Mixes/Win_First_mix.ogg'>>\n<<AddMacro Win_Yes_mix 'Final_Mixes/Win_Yes_mix.ogg'>>\n<<AddMacro Win_Grail_mix 'Final_Mixes/Win_Grail_mix.ogg'>>\n<<AddMacro Finale_mix 'Final_Mixes/Finale_mix.ogg'>>\n<<AddMacro Conclusion_mix 'Final_Mixes/Conclusion_mix.ogg'>>\n\n<<AddMacro Guard_Convo_choices 'Final_Mixes/Guard_Convo_choices.ogg'>>\n<<AddMacro Guard_Convo_1a_choices 'Final_Mixes/Guard_Convo_1a_choices.ogg'>>\n<<AddMacro Guard_Convo_1b_choices 'Final_Mixes/Guard_Convo_1b_choices.ogg'>>\n<<AddMacro Guard_Convo_1c_choices 'Final_Mixes/Guard_Convo_1c_choices.ogg'>>\n<<AddMacro Guard_Convo_Apologize_choices 'Final_Mixes/Guard_Convo_Apologize_choices.ogg'>>\n<<AddMacro Guard_Convo_Blacksmith_choices 'Final_Mixes/Guard_Convo_Blacksmith_choices.ogg'>>\n<<AddMacro Guard_Convo_Blacksmith_2a_choices 'Final_Mixes/Guard_Convo_Blacksmith_2a_choices.ogg'>>\n<<AddMacro Guard_Convo_Blacksmith_2b_choices 'Final_Mixes/Guard_Convo_Blacksmith_2b_choices.ogg'>>\n<<AddMacro Guard_Convo_Blacksmith_3a_choices 'Final_Mixes/Guard_Convo_Blacksmith_3a_choices.ogg'>>\n<<AddMacro Guard_Convo_Blacksmith_3b_choices 'Final_Mixes/Guard_Convo_Blacksmith_3b_choices.ogg'>>\n<<AddMacro Guard_Convo_DD_choices 'Final_Mixes/Guard_Convo_DD_choices.ogg'>>\n<<AddMacro Guard_Convo_Future_choices 'Final_Mixes/Guard_Convo_Future_choices.ogg'>>\n<<AddMacro Guard_Convo_Jester_choices 'Final_Mixes/Guard_Convo_Jester_choices.ogg'>>\n<<AddMacro Landing_choices 'Final_Mixes/Landing_choices.ogg'>>\n<<AddMacro Look_Landing_choices 'Final_Mixes/Look_Landing_choices.ogg'>>\n<<AddMacro Look_Road_choices 'Final_Mixes/Look_Road_choices.ogg'>>\n<<AddMacro Narrator_choices 'Final_Mixes/Narrator_choices.ogg'>>\n<<AddMacro Road_choices 'Final_Mixes/Road_choices.ogg'>>\n\n<<AddMacro Follow_Intro_choices 'Final_Mixes/Follow_Intro_choices.ogg'>>\n<<AddMacro Talk_Peasants_choices 'Final_Mixes/Talk_Peasants_choices.ogg'>>\n<<AddMacro Follow_Town_Square_choices 'Final_Mixes/Follow_Town_Square_choices.ogg'>>\n<<AddMacro Pull_Axe_choices 'Final_Mixes/Pull_Axe_choices.ogg'>>\n<<AddMacro Follow_Pub_choices 'Final_Mixes/Follow_Pub_choices.ogg'>>\n<<AddMacro Follow_Pub_Read_choices 'Final_Mixes/Follow_Pub_Read_choices.ogg'>>\n<<AddMacro Follow_Bridge_choices 'Final_Mixes/Follow_Bridge_choices.ogg'>>\n<<AddMacro Follow_Bridge_Look_choices 'Final_Mixes/Follow_Bridge_Look_choices.ogg'>>\n<<AddMacro Follow_Castle_choices 'Final_Mixes/Follow_Castle_choices.ogg'>>\n\n<<AddMacro Enter_Castle_choices 'Final_Mixes/Enter_Castle_choices.ogg'>>\n<<AddMacro Talk_King_choices 'Final_Mixes/Talk_King_choices.ogg'>>\n<<AddMacro Talk_King_Dance_choices 'Final_Mixes/Talk_King_Dance_choices.ogg'>>\n<<AddMacro Talk_King_Joke_choices 'Final_Mixes/Talk_King_Joke_choices.ogg'>>\n<<AddMacro Talk_King_Something_choices 'Final_Mixes/Talk_King_Something_choices.ogg'>>\n<<AddMacro Talk_King_SeeGrail_choices 'Final_Mixes/Talk_King_SeeGrail_choices.ogg'>>\n<<AddMacro Talk_King_StealGrail_choices 'Final_Mixes/Talk_King_StealGrail_choices.ogg'>>\n<<AddMacro Talk_King_AskGrail_choices 'Final_Mixes/Talk_King_AskGrail_choices.ogg'>>\n<<AddMacro Talk_King_ProveWorthy_choices 'Final_Mixes/Talk_King_ProveWorthy_choices.ogg'>>\n<<AddMacro Talk_King_BelieveWorthy_choices 'Final_Mixes/Talk_King_BelieveWorthy_choices.ogg'>>\n<<AddMacro Talk_King_WORTHY_choices 'Final_Mixes/Talk_King_WORTHY_choices.ogg'>>\n<<AddMacro Talk_King_Doit_choices 'Final_Mixes/Talk_King_Doit_choices.ogg'>>\n<<AddMacro Talk_King_Alot_choices 'Final_Mixes/Talk_King_Alot_choices.ogg'>>\n<<AddMacro Talk_King_Giveit_choices 'Final_Mixes/Talk_King_Giveit_choices.ogg'>>\n\n<<AddMacro Blacksmith_First_choices 'Final_Mixes/Blacksmith_First_choices.ogg'>>\n<<AddMacro Blacksmith_Conversation_choices 'Final_Mixes/Blacksmith_Conversation_choices.ogg'>>\n<<AddMacro Blacksmith_Scan_choices 'Final_Mixes/Blacksmith_Scan_choices.ogg'>>\n<<AddMacro Blacksmith_Convo_Weapon_choices 'Final_Mixes/Blacksmith_Convo_Weapon_choices.ogg'>>\n<<AddMacro Blacksmith_Convo_Tool_choices 'Final_Mixes/Blacksmith_Convo_Tool_choices.ogg'>>\n<<AddMacro Blacksmith_Convo_Rude_choices 'Final_Mixes/Blacksmith_Convo_Rude_choices.ogg'>>\n<<AddMacro Blacksmith_Convo_Over_choices 'Final_Mixes/Blacksmith_Convo_Over_choices.ogg'>>\n<<AddMacro Blacksmith_Approach_Dog_choices 'Final_Mixes/Blacksmith_Approach_Dog_choices.ogg'>>\n<<AddMacro Blacksmith_Pet_Dog_choices 'Final_Mixes/Blacksmith_Pet_Dog_choices.ogg'>>\n<<AddMacro Blacksmith_Inspect_Dog_choices 'Final_Mixes/Blacksmith_Inspect_Dog_choices.ogg'>>\n<<AddMacro Blacksmith_Untie_Dog_choices 'Final_Mixes/Blacksmith_Untie_Dog_choices.ogg'>>\n<<AddMacro Blacksmith_End_choices 'Final_Mixes/Blacksmith_End_choices.ogg'>>\n\n<<AddMacro Market_First_choices1 'Final_Mixes/Market_First_choices1.ogg'>>\n<<AddMacro Market_First_choices2 'Final_Mixes/Market_First_choices2.ogg'>>\n<<AddMacro Market_Scan_choices1 'Final_Mixes/Market_Scan_choices1.ogg'>>\n<<AddMacro Market_Scan_choices2 'Final_Mixes/Market_Scan_choices2.ogg'>>\n<<AddMacro Market_Citizen_choices1 'Final_Mixes/Market_Citizen_choices1.ogg'>>\n<<AddMacro Market_Citizen_choices2 'Final_Mixes/Market_Citizen_choices2.ogg'>>\n<<AddMacro Market_Chisel_Axe_choices 'Final_Mixes/Market_Chisel_Axe_choices.ogg'>>\n<<AddMacro Market_Pull_Axe_choices 'Final_Mixes/Market_Pull_Axe_choices.ogg'>>\n\n<<AddMacro Orphans_First_choices1 'Final_Mixes/Orphans_First_choices1.ogg'>>\n<<AddMacro Orphans_First_choices2 'Final_Mixes/Orphans_First_choices2.ogg'>>\n<<AddMacro Orphans_Talk_choices1 'Final_Mixes/Orphans_Talk_choices1.ogg'>>\n<<AddMacro Orphans_Talk_choices2 'Final_Mixes/Orphans_Talk_choices2.ogg'>>\n<<AddMacro Orphans_Scared_choices1 'Final_Mixes/Orphans_Scared_choices1.ogg'>>\n<<AddMacro Orphans_Scared_choices2 'Final_Mixes/Orphans_Scared_choices2.ogg'>>\n<<AddMacro Orphans_Scan_choices1 'Final_Mixes/Orphans_Scan_choices1.ogg'>>\n<<AddMacro Orphans_Scan_choices2 'Final_Mixes/Orphans_Scan_choices2.ogg'>>\n<<AddMacro Orphans_Papers_choices 'Final_Mixes/Orphans_Papers_choices.ogg'>>\n<<AddMacro Orphans_Burn_choices 'Final_Mixes/Orphans_Burn_choices.ogg'>>\n\n<<AddMacro Bridge_First_choices 'Final_Mixes/Bridge_First_choices.ogg'>>\n<<AddMacro Bridge_Back_choices1 'Final_Mixes/Bridge_Back_choices1.ogg'>>\n<<AddMacro Bridge_Back_choices2 'Final_Mixes/Bridge_Back_choices2.ogg'>>\n<<AddMacro Bridge_Back_choices3 'Final_Mixes/Bridge_Back_choices3.ogg'>>\n<<AddMacro Steal_Lantern_choices1 'Final_Mixes/Steal_Lantern_choices1.ogg'>>\n<<AddMacro Steal_Lantern_choices2 'Final_Mixes/Steal_Lantern_choices2.ogg'>>\n<<AddMacro Troll_First_choices 'Final_Mixes/Troll_Back_choices.ogg'>>\n<<AddMacro Keep_Looking_choices 'Final_Mixes/Keep_Looking_choices.ogg'>>\n<<AddMacro Troll_Axe_choices 'Final_Mixes/Troll_Axe_choices.ogg'>>\n<<AddMacro Troll_Kill_choices1 'Final_Mixes/Troll_Kill_choices1.ogg'>>\n<<AddMacro Troll_Kill_choices2 'Final_Mixes/Troll_Kill_choices2.ogg'>>\n<<AddMacro Troll_Kill_choices3 'Final_Mixes/Troll_Kill_choices3.ogg'>>\n<<AddMacro Troll_Help_choices1 'Final_Mixes/Troll_Help_choices1.ogg'>>\n<<AddMacro Troll_Help_choices2 'Final_Mixes/Troll_Help_choices2.ogg'>>\n<<AddMacro Troll_Help_choices3 'Final_Mixes/Troll_Help_choices3.ogg'>>\n<<AddMacro Troll_Back_choices1 'Final_Mixes/Troll_Back_choices1.ogg'>>\n<<AddMacro Troll_Back_choices2 'Final_Mixes/Troll_Back_choices2.ogg'>>\n<<AddMacro Troll_Back_choices3 'Final_Mixes/Troll_Back_choices3.ogg'>>\n<<AddMacro Troll_Can_Help_choices 'Final_Mixes/Troll_Can_Help_choices.ogg'>>\n<<AddMacro Troll_Chisel_choices 'Final_Mixes/Troll_Chisel_choices.ogg'>>\n\n<<AddMacro Pub_First_choices 'Final_Mixes/Pub_First_choices.ogg'>>\n<<AddMacro Pub_Inside_First_choices 'Final_Mixes/Pub_Inside_First_choices.ogg'>>\n<<AddMacro Barkeep_choices 'Final_Mixes/Barkeep_choices.ogg'>>\n<<AddMacro Barkeep_Children_choices 'Final_Mixes/Barkeep_Children_choices.ogg'>>\n<<AddMacro Barkeep_Princess_choices 'Final_Mixes/Barkeep_Princess_choices.ogg'>>\n<<AddMacro Barkeep_Monster_choices 'Final_Mixes/Barkeep_Monster_choices.ogg'>>\n<<AddMacro Barkeep_Busy_choices 'Final_Mixes/Barkeep_Busy_choices.ogg'>>\n<<AddMacro Barkeep_Mead_choices 'Final_Mixes/Barkeep_Mead_choices.ogg'>>\n<<AddMacro Barkeep_Tab_choices 'Final_Mixes/Barkeep_Tab_choices.ogg'>>\n<<AddMacro Barkeep_Give_choices 'Final_Mixes/Barkeep_Give_choices.ogg'>>\n<<AddMacro Barkeep_Jester_choices 'Final_Mixes/Barkeep_Jester_choices.ogg'>>\n<<AddMacro Homeless_First_choices1 'Final_Mixes/Homeless_First_choices1.ogg'>>\n<<AddMacro Homeless_First_choices2 'Final_Mixes/Homeless_First_choices2.ogg'>>\n<<AddMacro Homeless_Back_choices 'Final_Mixes/Homeless_Back_choices.ogg'>>\n<<AddMacro Homeless_Have_Mead_choices 'Final_Mixes/Homeless_Have_Mead_choices.ogg'>>\n<<AddMacro Homeless_Done_choices 'Final_Mixes/Homeless_Done_choices.ogg'>>\n<<AddMacro Leaving_Pub_choices 'Final_Mixes/Leaving_Pub_choices.ogg'>>\n\n<<AddMacro Win_First_choices 'Final_Mixes/Win_First_choices.ogg'>>\n<<AddMacro Win_Yes_choices 'Final_Mixes/Win_Yes_choices.ogg'>>\n<<AddMacro Win_Grail_choices 'Final_Mixes/Win_Grail_choices.ogg'>>\n<<AddMacro Finale_choices 'Final_Mixes/Finale_choices.ogg'>>\n\n<<AddMacro Blacksmith_all_amb 'Final_Mixes/Blacksmith_all_amb.ogg'>>\n<<AddMacro Blacksmith_clanging_amb 'Final_Mixes/Blacksmith_clanging_amb.ogg'>>\n<<AddMacro Blacksmith_dog_amb 'Final_Mixes/Blacksmith_dog_amb.ogg'>>\n<<AddMacro Blacksmith_onlyfield_amb 'Final_Mixes/Blacksmith_onlyfield_amb.ogg'>>\n\n<<AddMacro Market_amb 'Final_Mixes/Market_Amb.ogg'>>\n<<AddMacro Pub_amb 'Final_Mixes/Pub_Amb.ogg'>>\n<<AddMacro Bridge_amb 'Final_Mixes/Bridge_Amb.ogg'>>\n<<AddMacro Narrator_amb 'Final_Mixes/Narrator_Amb.ogg'>>\n\n<<AddMacro gotomarket_choice 'Final_Mixes/gotomarket_choice.ogg'>>\n<<AddMacro gotoblacksmith_choice 'Final_Mixes/gotoblacksmith_choice.ogg'>>\n<<AddMacro gotocastle_choice 'Final_Mixes/gotocastle_choice.ogg'>>\n<<AddMacro gotopub_choice 'Final_Mixes/gotopub_choice.ogg'>>\n<<AddMacro gotobridge_choice 'Final_Mixes/gotobridge_choice.ogg'>>\n<<AddMacro gotoorphanage_choice 'Final_Mixes/gotoorphanage_choice.ogg'>>\n\n<<AddMacro Blacksmith_Leave_mix1 'Final_Mixes/Blacksmith_Leave_mix1.ogg'>>\n<<AddMacro Blacksmith_Leave_mix2 'Final_Mixes/Blacksmith_Leave_mix2.ogg'>>\n\n<<LoadMacro Field_Ambience>>\n<<LoadMacro Field_Ambience2>>\n<<LoadMacro Guard_Convo_mix>>\n<<LoadMacro Guard_Convo_1a_mix>>\n<<LoadMacro Guard_Convo_1b_mix>>\n<<LoadMacro Guard_Convo_1c_mix>>\n<<LoadMacro Guard_Convo_Apologize_mix>>\n<<LoadMacro Guard_Convo_Blacksmith_mix>>\n<<LoadMacro Guard_Convo_Blacksmith_2a_mix>>\n<<LoadMacro Guard_Convo_Blacksmith_2b_mix>>\n<<LoadMacro Guard_Convo_Blacksmith_3a_mix>>\n<<LoadMacro Guard_Convo_Blacksmith_3b_mix>>\n<<LoadMacro Guard_Convo_DD_mix>>\n<<LoadMacro Guard_Convo_Future_mix>>\n<<LoadMacro Guard_Convo_Jester_mix>>\n<<LoadMacro Landing_mix>>\n<<LoadMacro Look_Landing_mix>>\n<<LoadMacro Look_Road_mix>>\n<<LoadMacro Narrator_mix>>\n<<LoadMacro Road_mix>>\n\n<<LoadMacro Follow_Intro_mix>>\n<<LoadMacro Talk_Peasants_mix>>\n<<LoadMacro Follow_Town_Square_mix>>\n<<LoadMacro Pull_Axe_mix>>\n<<LoadMacro Follow_Pub_mix>>\n<<LoadMacro Follow_Pub_Read_mix>>\n<<LoadMacro Follow_Bridge_mix>>\n<<LoadMacro Follow_Bridge_Look_mix>>\n<<LoadMacro Follow_Castle_mix>>\n\n<<LoadMacro Enter_Castle_mix>>\n<<LoadMacro Talk_King_mix>>\n<<LoadMacro Talk_King_Dance_mix>>\n<<LoadMacro Talk_King_Joke_mix>>\n<<LoadMacro Talk_King_Something_mix>>\n<<LoadMacro Talk_King_SeeGrail_mix>>\n<<LoadMacro Talk_King_StealGrail_mix>>\n<<LoadMacro Talk_King_AskGrail_mix>>\n<<LoadMacro Talk_King_ProveWorthy_mix>>\n<<LoadMacro Talk_King_BelieveWorthy_mix>>\n<<LoadMacro Talk_King_WORTHY_mix>>\n<<LoadMacro Talk_King_Doit_mix>>\n<<LoadMacro Talk_King_Alot_mix>>\n<<LoadMacro Talk_King_Giveit_mix>>\n\n<<LoadMacro Blacksmith_First_mix>>\n<<LoadMacro Blacksmith_Conversation_mix>>\n<<LoadMacro Blacksmith_Scan_mix>>\n<<LoadMacro Blacksmith_Convo_Weapon_mix>>\n<<LoadMacro Blacksmith_Convo_Tool_mix>>\n<<LoadMacro Blacksmith_Convo_Rude_mix>>\n<<LoadMacro Blacksmith_Convo_Over_mix>>\n<<LoadMacro Blacksmith_Approach_Dog_mix>>\n<<LoadMacro Blacksmith_Pet_Dog_mix>>\n<<LoadMacro Blacksmith_Inspect_Dog_mix>>\n<<LoadMacro Blacksmith_Untie_Dog_mix>>\n<<LoadMacro Blacksmith_End_mix>>\n\n<<LoadMacro Market_First_mix>>\n<<LoadMacro Market_Scan_mix>>\n<<LoadMacro Market_Citizen_mix>>\n<<LoadMacro Market_Chisel_Axe_mix>>\n<<LoadMacro Market_Pull_Axe_mix>>\n\n<<LoadMacro Orphans_First_mix>>\n<<LoadMacro Orphans_Talk_mix>>\n<<LoadMacro Orphans_Scared_mix>>\n<<LoadMacro Orphans_Scan_mix>>\n<<LoadMacro Orphans_Papers_mix>>\n<<LoadMacro Orphans_Burn_mix>>\n\n<<LoadMacro Bridge_First_mix>>\n<<LoadMacro Bridge_Back_mix>>\n<<LoadMacro Steal_Lantern_mix>>\n<<LoadMacro Troll_First_mix>>\n<<LoadMacro Keep_Looking_mix>>\n<<LoadMacro Troll_Axe_mix>>\n<<LoadMacro Troll_Kill_mix>>\n<<LoadMacro Troll_Help_mix>>\n<<LoadMacro Troll_Back_mix>>\n<<LoadMacro Troll_Can_Help_mix>>\n<<LoadMacro Troll_Chisel_mix>>\n\n<<LoadMacro Pub_First_mix>>\n<<LoadMacro Pub_Inside_First_mix>>\n<<LoadMacro Barkeep_mix>>\n<<LoadMacro Barkeep_Children_mix>>\n<<LoadMacro Barkeep_Princess_mix>>\n<<LoadMacro Barkeep_Monster_mix>>\n<<LoadMacro Barkeep_Busy_mix>>\n<<LoadMacro Barkeep_Mead_mix>>\n<<LoadMacro Barkeep_Tab_mix>>\n<<LoadMacro Barkeep_Give_mix>>\n<<LoadMacro Barkeep_Jester_mix>>\n<<LoadMacro Homeless_First_mix>>\n<<LoadMacro Homeless_Back_mix>>\n<<LoadMacro Homeless_Have_Mead_mix>>\n<<LoadMacro Homeless_Done_mix>>\n<<LoadMacro Leaving_Pub_mix>>\n\n<<LoadMacro Win_First_mix>>\n<<LoadMacro Win_Yes_mix>>\n<<LoadMacro Win_Grail_mix>>\n<<LoadMacro Finale_mix>>\n<<LoadMacro Conclusion_mix>>\n\n<<LoadMacro Guard_Convo_choices>>\n<<LoadMacro Guard_Convo_1a_choices>>\n<<LoadMacro Guard_Convo_1b_choices>>\n<<LoadMacro Guard_Convo_1c_choices>>\n<<LoadMacro Guard_Convo_Apologize_choices>>\n<<LoadMacro Guard_Convo_Blacksmith_choices>>\n<<LoadMacro Guard_Convo_Blacksmith_2a_choices>>\n<<LoadMacro Guard_Convo_Blacksmith_2b_choices>>\n<<LoadMacro Guard_Convo_Blacksmith_3a_choices>>\n<<LoadMacro Guard_Convo_Blacksmith_3b_choices>>\n<<LoadMacro Guard_Convo_DD_choices>>\n<<LoadMacro Guard_Convo_Future_choices>>\n<<LoadMacro Guard_Convo_Jester_choices>>\n<<LoadMacro Landing_choices>>\n<<LoadMacro Look_Landing_choices>>\n<<LoadMacro Look_Road_choices>>\n<<LoadMacro Narrator_choices>>\n<<LoadMacro Road_choices>>\n\n<<LoadMacro Follow_Intro_choices>>\n<<LoadMacro Talk_Peasants_choices>>\n<<LoadMacro Follow_Town_Square_choices>>\n<<LoadMacro Pull_Axe_choices>>\n<<LoadMacro Follow_Pub_choices>>\n<<LoadMacro Follow_Pub_Read_choices>>\n<<LoadMacro Follow_Bridge_choices>>\n<<LoadMacro Follow_Bridge_Look_choices>>\n<<LoadMacro Follow_Castle_choices>>\n\n<<LoadMacro Enter_Castle_choices>>\n<<LoadMacro Talk_King_choices>>\n<<LoadMacro Talk_King_Dance_choices>>\n<<LoadMacro Talk_King_Joke_choices>>\n<<LoadMacro Talk_King_Something_choices>>\n<<LoadMacro Talk_King_SeeGrail_choices>>\n<<LoadMacro Talk_King_StealGrail_choices>>\n<<LoadMacro Talk_King_AskGrail_choices>>\n<<LoadMacro Talk_King_ProveWorthy_choices>>\n<<LoadMacro Talk_King_BelieveWorthy_choices>>\n<<LoadMacro Talk_King_WORTHY_choices>>\n<<LoadMacro Talk_King_Doit_choices>>\n<<LoadMacro Talk_King_Alot_choices>>\n<<LoadMacro Talk_King_Giveit_choices>>\n\n<<LoadMacro Blacksmith_First_choices>>\n<<LoadMacro Blacksmith_Conversation_choices>>\n<<LoadMacro Blacksmith_Scan_choices>>\n<<LoadMacro Blacksmith_Convo_Weapon_choices>>\n<<LoadMacro Blacksmith_Convo_Tool_choices>>\n<<LoadMacro Blacksmith_Convo_Rude_choices>>\n<<LoadMacro Blacksmith_Convo_Over_choices>>\n<<LoadMacro Blacksmith_Approach_Dog_choices>>\n<<LoadMacro Blacksmith_Pet_Dog_choices>>\n<<LoadMacro Blacksmith_Inspect_Dog_choices>>\n<<LoadMacro Blacksmith_Untie_Dog_choices>>\n<<LoadMacro Blacksmith_End_choices>>\n\n<<LoadMacro Market_First_choices1>>\n<<LoadMacro Market_First_choices2>>\n<<LoadMacro Market_Scan_choices1>>\n<<LoadMacro Market_Scan_choices2>>\n<<LoadMacro Market_Citizen_choices1>>\n<<LoadMacro Market_Citizen_choices2>>\n<<LoadMacro Market_Chisel_Axe_choices>>\n<<LoadMacro Market_Pull_Axe_choices>>\n\n<<LoadMacro Orphans_First_choices1>>\n<<LoadMacro Orphans_First_choices2>>\n<<LoadMacro Orphans_Talk_choices1>>\n<<LoadMacro Orphans_Talk_choices2>>\n<<LoadMacro Orphans_Scared_choices1>>\n<<LoadMacro Orphans_Scared_choices2>>\n<<LoadMacro Orphans_Scan_choices1>>\n<<LoadMacro Orphans_Scan_choices2>>\n<<LoadMacro Orphans_Papers_choices>>\n<<LoadMacro Orphans_Burn_choices>>\n\n<<LoadMacro Bridge_First_choices>>\n<<LoadMacro Bridge_Back_choices1>>\n<<LoadMacro Bridge_Back_choices2>>\n<<LoadMacro Bridge_Back_choices3>>\n<<LoadMacro Steal_Lantern_choices1>>\n<<LoadMacro Steal_Lantern_choices2>>\n<<LoadMacro Troll_First_choices>>\n<<LoadMacro Keep_Looking_choices>>\n<<LoadMacro Troll_Axe_choices>>\n<<LoadMacro Troll_Kill_choices1>>\n<<LoadMacro Troll_Kill_choices2>>\n<<LoadMacro Troll_Kill_choices3>>\n<<LoadMacro Troll_Help_choices1>>\n<<LoadMacro Troll_Help_choices2>>\n<<LoadMacro Troll_Help_choices3>>\n<<LoadMacro Troll_Back_choices1>>\n<<LoadMacro Troll_Back_choices2>>\n<<LoadMacro Troll_Back_choices3>>\n<<LoadMacro Troll_Can_Help_choices>>\n<<LoadMacro Troll_Chisel_choices>>\n\n<<LoadMacro Pub_First_choices>>\n<<LoadMacro Pub_Inside_First_choices>>\n<<LoadMacro Barkeep_choices>>\n<<LoadMacro Barkeep_Children_choices>>\n<<LoadMacro Barkeep_Princess_choices>>\n<<LoadMacro Barkeep_Monster_choices>>\n<<LoadMacro Barkeep_Busy_choices>>\n<<LoadMacro Barkeep_Mead_choices>>\n<<LoadMacro Barkeep_Tab_choices>>\n<<LoadMacro Barkeep_Give_choices>>\n<<LoadMacro Barkeep_Jester_choices>>\n<<LoadMacro Homeless_First_choices1>>\n<<LoadMacro Homeless_First_choices2>>\n<<LoadMacro Homeless_Back_choices>>\n<<LoadMacro Homeless_Have_Mead_choices>>\n<<LoadMacro Homeless_Done_choices>>\n<<LoadMacro Leaving_Pub_choices>>\n\n<<LoadMacro Win_First_choices>>\n<<LoadMacro Win_Yes_choices>>\n<<LoadMacro Win_Grail_choices>>\n<<LoadMacro Finale_choices>>\n<<LoadMacro Conclusion_choices>>\n\n<<LoadMacro Blacksmith_all_amb>>\n<<LoadMacro Blacksmith_clanging_amb>>\n<<LoadMacro Blacksmith_dog_amb>>\n<<LoadMacro Blacksmith_onlyfield_amb>>\n\n<<LoadMacro Market_amb>>\n<<LoadMacro Pub_amb>>\n<<LoadMacro Bridge_amb>>\n<<LoadMacro Narrator_amb>>\n\n<<LoadMacro gotomarket_choice>>\n<<LoadMacro gotoblacksmith_choice>>\n<<LoadMacro gotocastle_choice>>\n<<LoadMacro gotopub_choice>>\n<<LoadMacro gotobridge_choice>>\n<<LoadMacro gotoorphanage_choice>>\n\n<<LoadMacro Blacksmith_Leave_mix1>>\n<<LoadMacro Blacksmith_Leave_mix2>>\n\n<<endsilently>>
<<ResetKeys>>''TEDI:'' Seriously, Hank, you can't keep talking to me like I'm a person standing next to you. People are going to think you're insane.\n\n''Hank:'' Apparently they already think that because of how I'm dressed. Maybe next time suggest some better clothes, Mr. Super Computer.\n\n''Guard:'' And this is the bridge that leads to the castle.\n\n''TEDI:'' Hang on, Hank. I hear something.\n\n[ Faint crying ]\n\n''Hank:'' Do you hear someone crying?\n\n''Guard:'' Oh, yes, don't worry about that. Here we are, outside the castle doors! \n<<SetOne Follow_Castle>><<SetTwo Follow_Bridge_Look>>\n[[1. Enter castle.|Follow_Castle]]\n[[2. Investigate noises.|Follow_Bridge_Look]]\n<<silently>>\n<<StopOnceMacro>>\n<<ClearRepeatMacro>>\n<<StopMacro Pub_amb>>\n<<PlayMacro Bridge_amb 1 true 0 true>>\n<<QueueMacro 0 false Follow_Bridge_mix Follow_Bridge_choices>>\n<<AddRepeatMacro QueueMacro 0 false Follow_Bridge_mix Follow_Bridge_choices>>\n<<endsilently>>
<<ResetKeys>>''Hank:'' Is there any chance I could get a look at the Grail?\n\n''King Arthur:'' Hmm... you are quite funny, Jester. Quite funny indeed.\n\n''Hank:'' I'm, ah, I'm not joking.\n\n''King Arthur:'' The Grail is a special part of this kingdom, and to look at it you must be worthy, but you certainly not worthy.\n<<SetOne Talk_King_ProveWorthy>><<SetTwo Talk_King_BelieveWorthy>><<SetThree Talk_King_WORTHY>>\n[[1. Ask how to prove you're worthy.|Talk_King_ProveWorthy]]\n[[2. Say you are worthy.|Talk_King_BelieveWorthy]]\n[[3. Yell at the King.|Talk_King_WORTHY]]\n<<silently>>\n<<StopOnceMacro>>\n<<ClearRepeatMacro>>\n<<QueueMacro 0 false Talk_King_SeeGrail_mix Talk_King_SeeGrail_choices>>\n<<AddRepeatMacro QueueMacro 0 false Talk_King_SeeGrail_mix Talk_King_SeeGrail_choices>>\n<<endsilently>>
<<ResetKeys>>''Hank:'' Hey, is there any chance I could get one of those nice, fancy weapons over there?\n\n''Blacksmith:'' Sure, how much money do you have?\n\n''Hank:'' Um... none.\n\n''Blacksmith:'' Great, then you can have nothing. Now stop bothering me, I'm busy.\n\n''TEDI:'' Yikes, that was... horrifying. Looks like we're going to have to try something else.\n<<set $blacksmithOff = true>><<SetOne Blacksmith_Convo_Over>><<SetTwo Blacksmith_Approach_Dog>>\n[[1. Talk to blacksmith again.|Blacksmith_Convo_Over]]\n[[2. Approach dog.|Blacksmith_Approach_Dog]]\n<<silently>>\n<<StopOnceMacro>>\n<<ClearRepeatMacro>>\n<<QueueMacro 0 false Blacksmith_Convo_Weapon_mix Blacksmith_Convo_Weapon_choices>>\n<<AddRepeatMacro QueueMacro 0 false Blacksmith_Convo_Weapon_mix Blacksmith_Convo_Weapon_choices>>\n<<endsilently>>
<<ResetKeys>>[ Time warp opens ] [ Thud ]\n\n''TEDI:'' Here we are, medieval England, safe and sound!\n\n''Hank:'' I'm never gonna get used to that. I feel like I got hit by a truck. TEDI, where are we?\n\n''TEDI:'' We're in a field, Hank. There's a town ahead of us and thick forest all around.\n<<SetOne Look_Landing>><<SetTwo Road>>\n[[1. Look around.|Look_Landing]]\n[[2. Follow road.|Road]]\n<<silently>>\n<<StopOnceMacro>>\n<<ClearRepeatMacro>>\n<<StopMacro Narrator_amb>>\n<<QueueMacro 0 false Landing_mix Landing_choices>>\n<<AddRepeatMacro QueueMacro 0 false Landing_mix Landing_choices>>\n<<PlayMacro Field_Ambience 1 true .5 true>>\n<<endsilently>>
<<ResetKeys>>''Hank:'' Hey, buddy, you're not getting that thing out anytime soon.\n\n''Buddy:'' I'd like to see you take a shot!\n\n''Hank:'' With pleasure.\n\n[ Hank pulls on axe ]\n\n''Buddy:'' Ha-ha! You're weaker than me!\n\n''Hank:'' You wait, I'll be back.\n<<silently>>\n<<StopOnceMacro>>\n<<ClearRepeatMacro>>\n<<SetTwo Blacksmith_Leave>>\n<<endsilently>>\n<<if $haveChisel>><<SetOne Market_Chisel_Axe>><<QueueMacro 0 false Market_Citizen_mix Market_Citizen_choices1>><<AddRepeatMacro QueueMacro 0 false Market_Citizen_mix Market_Citizen_choices1>>[[1. Chisel axe. free|Market_Chisel_Axe]]<<else>><<SetOne Market_Pull_Axe>><<QueueMacro 0 false Market_Citizen_mix Market_Citizen_choices2>><<AddRepeatMacro QueueMacro 0 false Market_Citizen_mix Market_Citizen_choices2>>[[1. Pull axe.|Market_Pull_Axe]]<<endif>>\n[[2. Leave market.|Blacksmith_Leave]]
<<ResetKeys>>''Hank:'' I'm a time traveler from the future, who's here to steal the Holy Grail.\n\n''TEDI:'' Well, we're dead.\n\n''Guard:'' Time traveler?\n\n''Hank:'' Yeah, I go to the past and future, stealing stuff to pay my rent.\n\n''TEDI:'' Hank, seriously, what are you doing?\n\n''Guard:'' Oh, I get it!\n<<SetOne Guard_Convo_Blacksmith_3a>><<SetTwo Guard_Convo_Blacksmith_3b>>\n<<set $hasTimeTrav = true>>[[1. Say "You do?"|Guard_Convo_Blacksmith_3a]]\n[[2. Say "It's about time!"|Guard_Convo_Blacksmith_3b]]\n<<silently>>\n<<StopOnceMacro>>\n<<ClearRepeatMacro>>\n<<QueueMacro 0 false Guard_Convo_Future_mix Guard_Convo_Future_choices>>\n<<AddRepeatMacro QueueMacro 0 false Guard_Convo_Future_mix Guard_Convo_Future_choices>>\n<<endsilently>>\n
<<ResetKeys>>''Hank:'' We should definitely head to the pub.\n&FOOTSTEPS\m''TEDI:'' Why would we go to the pub?\n''Hank:'' I think a better question is why has it taken us this long to get to the pub?\n''TEDI:'' (sigh) Just make it quick.\n<<set $pubNever = false>><<SetOne Pub_Inside_First>>\n[[1. Go inside|Pub_Inside_First]]\n<<silently>>\n<<StopOnceMacro>>\n<<ClearRepeatMacro>>\n<<QueueMacro 0 false Pub_First_mix Pub_First_choices>>\n<<AddRepeatMacro QueueMacro 0 false Pub_First_mix Pub_First_choices>>\n<<endsilently>>
<<ResetKeys>>''Hank:'' Yeah? And what if I take it by force?\n\n''Arthur:'' Don't fool yourself, jester.\n\n[ Laughter ]\n\n''TEDI:'' Ugh, gross. He's lamer than you. No wonder he thinks you're funny.\n\n''King Arthur:'' All joking aside, nothing has gone wrong now in Camelot for quite a long time now. I expect that you will have great difficulty finding a situation in which to prove yourself at all!\n\n''Hank:'' Oh, I'm sure I'll find something, King. Trouble always has a way of finding me.\n\n''TEDI:'' Because you make it, you trouble maker!\n\n''King Arthur:'' I wish you luck, jester. However, please excuse yourself now, as I have much to attend to. Good luck!\n\n''TEDI:'' This is more work than you thought, huh Hank?\n\n''Hank:'' Shut up.\n\n''TEDI:'' Well, we got the tour on the way in. Where do you want to go from here?\n<<SetOne Blacksmith_Leave>>\n[[1. Leave castle.|Blacksmith_Leave]]\n<<silently>>\n<<StopOnceMacro>>\n<<ClearRepeatMacro>>\n<<QueueMacro 0 false Talk_King_Giveit_mix Talk_King_Giveit_choices>>\n<<AddRepeatMacro QueueMacro 0 false Talk_King_Giveit_mix Talk_King_Giveit_choices>>\n<<endsilently>>
<<ResetKeys>>''Hank:'' You know, I came from very far away to entertain you. I believe I'm worthy.\n\n''King Arthur:'' Oh jester, the Holy Grail can only be viewed by knights and royalty. Like all my knights, you must prove yourself through valiant and selfless actions. You must slay a foul beast, save a child in danger, and rescue a beautiful princess.\n<<SetOne Talk_King_Doit>><<SetTwo Talk_King_Alot>><<SetThree Talk_King_Giveit>>\n[[1. Say you'll do it.|Talk_King_Doit]]\n[[2. Complain that it's a lot of work.|Talk_King_Alot]]\n[[3. Demand the Grail.|Talk_King_Giveit]]\n<<silently>>\n<<StopOnceMacro>>\n<<ClearRepeatMacro>>\n<<QueueMacro 0 false Talk_King_BelieveWorthy_mix Talk_King_BelieveWorthy_choices>>\n<<AddRepeatMacro QueueMacro 0 false Talk_King_BelieveWorthy_mix Talk_King_BelieveWorthy_choices>>\n<<endsilently>>
<<ResetKeys>>''Hank:'' Actually, no! I'm the new jester, and I demand respect! You're not gonna treat me like some two-bit anvil jockey!\n\n''Blacksmith:'' Well, I'm the old blacksmith, and you have five seconds before I put this chisel in your brain!\n\n''Hank:'' The King will hear of this!\n\n''Blacksmith:'' Humph, I'll be waiting.\n\n''TEDI:'' Yikes, that was... horrifying. Looks like we're going to have to try something else.\n<<set $blacksmithOff = true>><<SetOne Blacksmith_Convo_Over>><<SetTwo Blacksmith_Approach_Dog>>\n[[1. Talk to blacksmith again|Blacksmith_Convo_Over]]\n[[2. Approach dog|Blacksmith_Approach_Dog]]\n<<silently>>\n<<StopOnceMacro>>\n<<ClearRepeatMacro>>\n<<QueueMacro 0 false Blacksmith_Convo_Rude_mix Blacksmith_Convo_Rude_choices>>\n<<AddRepeatMacro QueueMacro 0 false Blacksmith_Convo_Rude_mix Blacksmith_Convo_Rude_choices>>\n<<endsilently>>
<<ResetKeys>>''Hank:'' How come the sign is just two beers?\n\n''Guard:'' It's just to tell people it's a tavern.\n\n''TEDI:'' At this point in time, reading is mostly for the well-educated, Hank.\n\n''Hank:'' I can read! I am the smartest man in this town!\n<<SetOne Follow_Bridge>>\n[[1. Follow guard.|Follow_Bridge]]\n<<silently>>\n<<StopOnceMacro>>\n<<ClearRepeatMacro>>\n<<QueueMacro 0 false Follow_Pub_Read_mix Follow_Pub_Read_choices>>\n<<AddRepeatMacro QueueMacro 0 false Follow_Pub_Read_mix Follow_Pub_Read_choices>>\n<<endsilently>>
<<ResetKeys>>''Hank:'' I'm gonna go have another talk with him. Maybe one that ends with my fist in his face.\n\n''TEDI:'' Let's think about this a second, Hank. Not only does his job make him a physical powerhouse, but he also has dozens of razor-sharp weapons within arm's reach.\n\n''Hank:'' I could take him.\n\n''TEDI:'' Keep dreaming. For now, we need a different plan.\n<<set $blacksmithConvoOver = true>><<SetOne Blacksmith_Approach_Dog>>\n[[1. Approach dog.|Blacksmith_Approach_Dog]]\n<<silently>>\n<<StopOnceMacro>>\n<<ClearRepeatMacro>>\n<<QueueMacro 0 false Blacksmith_Convo_Over_mix Blacksmith_Convo_Over_choices>>\n<<AddRepeatMacro QueueMacro 0 false Blacksmith_Convo_Over_mix Blacksmith_Convo_Over_choices>>\n<<endsilently>>
<<ResetKeys>>''Hank:'' Uh, where are we again?\n\n''TEDI:'' Didn't you hear me the first time? We're in a field. I can see a town ahead of us and forest all around.\n<<SetOne Road>>\n[[1. Follow road.|Road]]\n\n<<silently>>\n<<StopOnceMacro>>\n<<ClearRepeatMacro>>\n<<QueueMacro 0 false Look_Landing_mix Look_Landing_choices>>\n<<AddRepeatMacro QueueMacro 0 false Look_Landing_mix Look_Landing_choices>>\n<<endsilently>>
var pas_1,pas_2,pas_3,pas_4,pas_5;\n\n/*\n\nThis must be called at the start of every page:\n<<ResetKeys>>\n\nTo set any key to a passage:\n<<SetOne passage_name>><<SetTwo passage_name>><<SetThree passage_name>><<SetFour passage_name>><<SetFive passage_name>>\n\n*/\n\nmacros['SetOne'] = {\nhandler: function(place, macroName, params, parser){\n/**\n * <<SetOne name_of_passage name_of_current_passage>>\n */\n pas_1 = params[0];\n},\ninit: function(){\n},\n};\n\nmacros['SetTwo'] = {\nhandler: function(place, macroName, params, parser){\n/**\n * <<SetTwo name_of_passage name_of_current_passage>>\n */\n pas_2 = params[0];\n},\ninit: function(){\n},\n};\n\nmacros['SetThree'] = {\nhandler: function(place, macroName, params, parser){\n/**\n * <<SetThree name_of_passage name_of_current_passage>>\n */\n pas_3 = params[0];\n},\ninit: function(){\n},\n};\n\nmacros['SetFour'] = {\nhandler: function(place, macroName, params, parser){\n/**\n * <<SetFour name_of_passage name_of_current_passage>>\n */\n pas_4 = params[0];\n},\ninit: function(){\n},\n};\n\nmacros['SetFive'] = {\nhandler: function(place, macroName, params, parser){\n/**\n * <<SetFive name_of_passage name_of_current_passage>>\n */\n pas_5 = params[0];\n},\ninit: function(){\n},\n};\n\nmacros['ResetKeys'] = {\nhandler: function(place, macroName, params, parser){\n/**\n * <<ResetKeys>>\n */\n\ndocument.onkeypress = function space(key){\n\n switch(key.keyCode){\n\n case 49:\n //do choice 1\n state.display(pas_1);\n break;\n case 50:\n //do choice 2\n state.display(pas_2);\n break;\n case 51:\n //do choice 3\n state.display(pas_3);\n break;\n case 52:\n //do choice 4\n state.display(pas_4);\n break;\n case 53:\n //do choice 5\n state.display(pas_5);\n break;\n case 32:\n TAudio.playRepeat();\n break;\n}\n}\n\n pas_1 = null;\n pas_2 = null;\n pas_3 = null;\n pas_4 = null;\n pas_5 = null;\n},\ninit: function(){\n},\n};
<<ResetKeys>>''Hank:'' Alright, I think I'm ready to entertain Big Artie.\n\n''Guard:'' It's King Arthur, or Your Majesty, and you will address him so!\n\n''Hank:'' All right, all right.\n\n''Guard:'' Okay then, I will take you to His Majesty at once. Follow me.\n<<SetOne Follow_Town_Square>>\n[[1. Enter Camelot.|Follow_Town_Square]]\n<<silently>>\n<<StopOnceMacro>>\n<<ClearRepeatMacro>>\n<<QueueMacro 0 false Follow_Intro_mix Follow_Intro_choices>>\n<<AddRepeatMacro QueueMacro 0 false Follow_Intro_mix Follow_Intro_choices>>\n<<endsilently>>
<<ResetKeys>>''Hank:'' I'll do it, your Majesty! I'll prove myself to you.\n\n''King Arthur:'' Don't fool yourself, jester.\n\n[ Laughter ]\n\n''TEDI:'' Ugh, gross. He's lamer than you. No wonder he thinks you're funny.\n\n''King Arthur:'' All joking aside, nothing has gone wrong now in Camelot for quite some time. I expect that you will have great difficulty finding a situation in which to prove yourself at all!\n\n''Hank:'' Oh, I'm sure I'll find something, King. Trouble always has a way of finding me.\n\n''TEDI:'' Because you make it, you trouble maker!\n\n''King Arthur:'' I wish you luck, jester. However, please excuse yourself now, as I have much to attend to. Good luck!\n\n''TEDI:'' This is more work than you thought, huh Hank?\n\n''Hank:'' Shut up.\n\n''TEDI:'' Well, we got the tour on the way in. Where do you want to go from here?\n<<SetOne Blacksmith_Leave>>\n[[1. Leave castle.|Blacksmith_Leave]]\n<<silently>>\n<<StopOnceMacro>>\n<<ClearRepeatMacro>>\n<<QueueMacro 0 false Talk_King_Doit_mix Talk_King_Doit_choices>>\n<<AddRepeatMacro QueueMacro 0 false Talk_King_Doit_mix Talk_King_Doit_choices>>\n<<endsilently>>
<<ResetKeys>>[ Footsteps ]\n\n''Guard:'' On the way to the castle, I might as well give you a tour of the town. If you're going to be here in Camelot for a while you might need to return here to the market.\n\n''Hank:'' Is that an axe stuck in a rock?\n\n''Guard:'' It's like a peasant's version of the sword in the stone.\n\n''Hank:'' Oh! So whoever pulls it out becomes the new King?\n\n[ Laughter ]\n\n''Guard:'' Not at all, but it gives them something to do. Let's keep moving.\n<<SetOne Pull_Axe>><<SetTwo Talk_Peasants>><<SetThree Follow_Pub>>\n[[1. Pull on axe.|Pull_Axe]]\n[[2. Talk to peasants.|Talk_Peasants]]\n[[3. Follow guard.|Follow_Pub]]\n<<silently>>\n<<StopOnceMacro>>\n<<StopMacro Field_Ambience>>\n<<ClearRepeatMacro>><<PlayMacro Market_amb 1 true 0 true>>\n<<QueueMacro 0 false Follow_Town_Square_mix Follow_Town_Square_choices>>\n<<AddRepeatMacro QueueMacro 0 false Follow_Town_Square_mix Follow_Town_Square_choices>>\n<<endsilently>>
<<ResetKeys>><<PlayMacro Market_amb 1 true 0 true>>''Hank:'' We should go to the market. I'm sure they have something there we could use.\n\n[ Footsteps ]\n\n''TEDI:'' Other than the axe in the rock we saw on the way in, this market is barren. We don't need any fruit or dried meats, so that's of no use, either.\n\n''Hank:'' Sorry, I didn't hear anything after "axe." I want that axe.\n\n''TEDI:'' Apparently so does that guy yanking on it.\n<<silently>>\n<<StopOnceMacro>>\n<<ClearRepeatMacro>>\n<<SetOne Market_Scan>><<SetTwo Market_Citizen>>\n<<endsilently>>\n[[1. Scan area.|Market_Scan]]\n[[2. Talk to peasant.|Market_Citizen]]\n<<if $haveChisel and $marketOld>><<SetThree Market_Chisel_Axe>><<QueueMacro 0 false Market_First_mix Market_First_choices1>><<AddRepeatMacro QueueMacro 0 false Market_First_mix Market_First_choices1>>[[3. Chisel axe. free|Market_Chisel_Axe]]<<else>><<SetThree Market_Pull_Axe>><<QueueMacro 0 false Market_First_mix Market_First_choices2>><<AddRepeatMacro QueueMacro 0 false Market_First_mix Market_First_choices2>>[[3. Leave market.|Blacksmith_Leave]]<<endif>>
<<ResetKeys>>''Guard:'' Well, here you are. The castle doors! Go on in. I'll wait here and listen to how hard you make the King laugh. Either that, or you don't amuse him, and I get to hear you die!\n\n''TEDI:'' Uh oh.\n\n''Guard:'' Good luck! Hope to see you soon!\n<<SetOne Enter_Castle>>\n[[1. Enter doors.|Enter_Castle]]\n<<silently>>\n<<StopOnceMacro>>\n<<ClearRepeatMacro>>\n<<QueueMacro 0 false Follow_Castle_mix Follow_Castle_choices>>\n<<AddRepeatMacro QueueMacro 0 false Follow_Castle_mix Follow_Castle_choices>>\n<<endsilently>>
<<ResetKeys>>''Hank:'' Hehe, watch this, TEDI.\n\n''TEDI:'' Uh oh.\n\n''Hank:'' Hey, buddy, why don't you give me a turn?\n\n''Buddy:'' Good luck, chump.\n\n[ Chisel sound ]\n\n''Hank:'' Come to daddy! The axe is mine!\n\n''Buddy:'' Hey! You cheated! That axe isn't yours at all!\n\n''Hank:'' Are you really gonna argue with the man holding an axe?\n\n''Buddy:'' Uh...\n\n''TEDI:'' Great, scare tactics. What a class act.\n<<set $haveAxe = true>><<SetOne Blacksmith_Leave>>\n[[1. Leave market.|Blacksmith_Leave]]\n<<silently>>\n<<StopOnceMacro>>\n<<ClearRepeatMacro>>\n<<QueueMacro 0 false Market_Chisel_Axe_mix Market_Chisel_Axe_choices>>\n<<AddRepeatMacro QueueMacro 0 false Market_Chisel_Axe_mix Market_Chisel_Axe_choices>>\n<<endsilently>>
''Narrator:'' Hank Krang, a dirty thief from the near future, recently had a self-aware time machine called the Time Excursion Digital Interface, or TEDI, fall into his lap after a poker game. He has decided to use this technology to go throughout time, stealing priceless artifacts that have disappeared.\n\nAs Hank would say "If they're already gone, who's gonna miss 'em?"\n\n[[1. Start Episode!|Landing]]\n<<silently>>\n<<ResetKeys>>\n<<SetOne Landing>>\n<<StopOnceMacro>>\n<<ClearRepeatMacro>>\n<<PlayMacro Narrator_amb 1 true 0 true>>\n<<QueueMacro 0 false Narrator_mix Narrator_choices>>\n<<AddRepeatMacro QueueMacro 0 false Narrator_mix Narrator_choices>>\n<<set $hasDisdain = false>>\n<<set $hasFollow = false>>\n<<set $hasBlacksmith = false>>\n<<set $hasJester = false>>\n<<set $hasTimeTrav = false>>\n<<set $blacksmithOld = false>>\n<<set $marketOld = false>>\n<<set $win = false>>\n<<set $hasBridge = false>>\n<<set $blacksmithConvoOver = false>>\n<<set $orphanOld = false>>\n<<set $hasOrphan = false >>\n<<set $orphanSpoke = false>>\n<<set $trollNeed = true>><<set $trollDead = false>><<set $orphansNeed = true>><<set $pubNeed = true>><<set $trollNever = true>><<set $bridgeNever = true>><<set $orphansNever = true>><<set $haveAxe = false>><<set $haveChisel = false>><<set $pubNever = true>><<set $pubInsideNever = true>><<set $hasLantern = false>><<set $hasMead = false>><<set $bridgeOnce = false>><<set $orphansOnce = false>><<set $pubOnce = false>><<set $pubInsideOnce = false>><<set $homelessNever = true>><<set $barkeepNever = true>>\n<<endsilently>>
<<ResetKeys>>''TEDI:'' There's a guard up ahead, in front of a set of town gates. The field we landed in is behind us.\n\n<<if $hasFollow>>\n\n<<SetOne Guard_Convo_Back>>[[1. Talk to guard.|Guard_Convo_Back]]<<else>><<if $hasDisdain>><<SetOne Guard_Convo_DD>>[[1. Talk to guard.|Guard_Convo_DD]]<<else>><<SetOne Guard_Convo>>[[1. Talk to guard.|Guard_Convo]]<<endif>><<endif>>\n<<silently>>\n<<StopOnceMacro>>\n<<ClearRepeatMacro>>\n<<QueueMacro 0 false Look_Road_mix Look_Road_choices>>\n<<AddRepeatMacro QueueMacro 0 false Look_Road_mix Look_Road_choices>>\n<<endsilently>>
<<ResetKeys>>''Hank:'' I'm a jester! I'm here to entertain the King!\n\n''Guard:'' I didn't hear of a jester visit today.\n\n''TEDI:'' I don't know about this, Hank.\n\n''Hank:'' I'm a surprise gift, from a neighboring kingdom.\n\n''Guard:'' Hmm... very well, then. We need some entertainment here in Camelot anyway. It's been quite boring lately.\n\n''TEDI:'' Wow, that... that... that actually worked.\n<<set $hasJester = true>>\n<<SetOne Follow_Intro>>[[1. Follow guard.|Follow_Intro]]\n<<silently>>\n<<StopOnceMacro>>\n<<ClearRepeatMacro>>\n<<QueueMacro 0 false Guard_Convo_Jester_mix Guard_Convo_Jester_choices>>\n<<AddRepeatMacro QueueMacro 0 false Guard_Convo_Jester_mix Guard_Convo_Jester_choices>>\n<<endsilently>>\n
<<ResetKeys>>''Hank:'' Hey, TEDI, do you think I can get that axe out?\n\n''TEDI:'' I know you can't. In fact, no human could. We're going to need a tool to get it out.\n<<silently>>\n<<StopOnceMacro>>\n<<ClearRepeatMacro>>\n<<SetOne Market_Citizen>><<SetThree Blacksmith_Leave>>\n<<endsilently>>\n[[1. Talk to peasant.|Market_Citizen]]\n<<if $haveChisel>><<SetTwo Market_Chisel_Axe>><<QueueMacro 0 false Market_Scan_mix Market_Scan_choices1>><<AddRepeatMacro QueueMacro 0 false Market_Scan_mix Market_Scan_choices1>>[[2. Chisel axe free.|Market_Chisel_Axe]]<<else>><<SetTwo Market_Pull_Axe>><<QueueMacro 0 false Market_Scan_mix Market_Scan_choices2>><<AddRepeatMacro QueueMacro 0 false Market_Scan_mix Market_Scan_choices2>>[[2. Pull axe.|Market_Pull_Axe]]<<endif>>\n[[3. Leave market.|Blacksmith_Leave]]
<<ResetKeys>>[ Hesitation ]\n\n''Hank:'' I'm... sorry I was rude.\n\n''Guard:'' Ah, there's a fine lad. All is forgiven, no need to worry. You are strangely dressed, though.\n\n''Hank:'' I'm sorry I didn't pack my corset.\n\n''Guard:'' And you keep talking to yourself. You act like one of those fools that entertain the King.\n<<SetOne Guard_Convo_Blacksmith>><<SetTwo Guard_Convo_Jester>><<SetThree Guard_Convo_Future>>\n[[1. Say you're a blacksmith.|Guard_Convo_Blacksmith]]\n[[2. Say you're a jester.|Guard_Convo_Jester]]\n[[3. Say you're from the future.|Guard_Convo_Future]]\n<<silently>>\n<<StopOnceMacro>>\n<<ClearRepeatMacro>>\n<<QueueMacro 0 false Guard_Convo_Apologize_mix Guard_Convo_Apologize_choices>>\n<<AddRepeatMacro QueueMacro 0 false Guard_Convo_Apologize_mix Guard_Convo_Apologize_choices>>\n<<endsilently>>\n
<<ResetKeys>>''Hank:'' I... am a blacksmith!\n\n''TEDI:'' Ugh, Hank, don't do this...\n\n''Guard:'' Really? You're a blacksmith?\n\n''Hank:'' Yep, the best in Philadelphia!\n\n''TEDI:'' Hank, that doesn't exist yet.\n\n''Guard:'' Philadelphia? I am not familiar...\n\n''Hank:'' Yeah, it's a huge town, and I'm their best blacksmith!\n\n''Guard:'' Hmm, okay then. A quick test! What is my sword made of?\n\n''TEDI:'' Ok, great, just let me analyze the grey-like color, the the large amount of reflectiveness, and the assumed weight. It should take about 30 seconds...\n<<set $hasBlacksmith = true>>\n<<SetOne Guard_Convo_Blacksmith_2a>><<SetTwo Guard_Convo_Blacksmith_2a>><<SetThree Guard_Convo_Blacksmith_2b>>[[1. Say "Uh..."|Guard_Convo_Blacksmith_2a]]\n[[3. Say "I know!"|Guard_Convo_Blacksmith_2b]]\n<<silently>>\n<<StopOnceMacro>>\n<<ClearRepeatMacro>>\n<<QueueMacro 0 false Guard_Convo_Blacksmith_mix Guard_Convo_Blacksmith_choices>>\n<<AddRepeatMacro QueueMacro 0 false Guard_Convo_Blacksmith_mix Guard_Convo_Blacksmith_choices>>\n<<endsilently>>\n
var audio = document.createElement('script');\naudio.language = "text/javascript";\naudio.src = 'TwineAudio.js';\ndocument.getElementsByTagName('head')[0].appendChild(audio);\n\nsetTimeout(function(){state.display("Loading");},2000);\n\nvar repeat = document.createElement('button');\nvar text = document.createTextNode("Repeat Audio");\nrepeat.appendChild(text);\nrepeat.onclick = function(){TAudio.playRepeat();};\nrepeat.id = "repeat";\nrepeat.type = "submit";\ndocument.getElementById('sidebar').appendChild(repeat);\ndocument.getElementById("repeat").style.fontSize="large";
<<ResetKeys>>''Hank:'' I'm here to steal the Grail.\n\n[ Gasps ]\n\n''TEDI:'' Why, Hank? Why do you say these things out loud?\n\n''King Arthur:'' I know you are a jester by profession, but what you just said is most certainly not funny. The Grail is a precious part of this kingdom, and to look upon it you must be worthy, and you are most certainly not worthy.\n<<SetOne Talk_King_ProveWorthy>><<SetTwo Talk_King_BelieveWorthy>><<SetThree Talk_King_WORTHY>>\n[[1. Ask how to prove you're worthy.|Talk_King_ProveWorthy]]\n[[2. Say you are worthy.|Talk_King_BelieveWorthy]]\n[[3. Yell at the King.|Talk_King_WORTHY]]\n<<silently>>\n<<StopOnceMacro>>\n<<ClearRepeatMacro>>\n<<QueueMacro 0 false Talk_King_StealGrail_mix Talk_King_StealGrail_choices>>\n<<AddRepeatMacro QueueMacro 0 false Talk_King_StealGrail_mix Talk_King_StealGrail_choices>>\n<<endsilently>>
<<ResetKeys>>''Guard:'' Halt! Who goes there?\n\n''TEDI:'' Ugh, cliché...\n\n''Hank:'' I know, right?\n\n''Guard:'' Who are you talking to, stranger?\n\n''Hank:'' No one. Don't worry about it. What town is this?\n\n''Guard:'' Why, this is Camelot! The greatest town in all the land.\n<<SetOne Guard_Convo_1a>><<SetTwo Guard_Convo_1b>><<SetThree Guard_Convo_1c>>\n[[1. Ask about Camelot.|Guard_Convo_1a]]\n[[2. Ask about the Grail.|Guard_Convo_1b]]\n[[3. Demand entrance.|Guard_Convo_1c]]\n\n\n<<silently>>\n<<StopOnceMacro>>\n<<ClearRepeatMacro>>\n<<QueueMacro 0 false Guard_Convo_mix Guard_Convo_choices>>\n<<AddRepeatMacro QueueMacro 0 false Guard_Convo_mix Guard_Convo_choices>>\n<<endsilently>>
<<ResetKeys>>''Hank:'' How about you stop talking, and let me in?\n\n''Guard:'' By God! I will not be spoken to that way! I am an extension of the King's rule, and by that decree, I demand that you leave now and only return when you have learned to show me some respect. Good day!\n\n[ Footsteps ]\n\n''TEDI:'' Well, that went well. I guess we'll wait here at the road outside the castle until you learn some self control. \n<<set $hasDisdain = true>><<SetOne Look_Road>><<SetTwo Guard_Convo_DD>>\n[[1. Look around.|Look_Road]]\n[[2. Talk to guard.|Guard_Convo_DD]]\n\n<<silently>>\n<<StopOnceMacro>>\n<<ClearRepeatMacro>>\n<<QueueMacro 0 false Guard_Convo_1c_mix Guard_Convo_1c_choices>>\n<<AddRepeatMacro QueueMacro 0 false Guard_Convo_1c_mix Guard_Convo_1c_choices>>\n<<endsilently>>
<<ResetKeys>>''Hank:'' Would this be the same Camelot that holds the Holy Grail?\n\n''Guard:'' Why, yes. King Arthur himself keeps the Grail hidden away in the castle, but how is that of relevance to you?\n\n''Hank:'' Just wondering. I might want to give it a look.\n\n''Guard:'' Ha! Certainly you must be joking! It is a priceless item, and is therefore not on display to mere peasants such as yourself.\n\n''Hank:'' Peasant?\n\n''Guard:'' Oh come now, look at how you are dressed! You're certainly not of royalty! What is your occupation exactly?\n<<SetOne Guard_Convo_Blacksmith>><<SetTwo Guard_Convo_Jester>><<SetThree Guard_Convo_Future>>\n[[1. Say you're a blacksmith.|Guard_Convo_Blacksmith]]\n[[2. Say you're a jester.|Guard_Convo_Jester]]\n[[3. Say you're from the future.|Guard_Convo_Future]]\n<<silently>>\n<<StopOnceMacro>>\n<<ClearRepeatMacro>>\n<<QueueMacro 0 false Guard_Convo_1b_mix Guard_Convo_1b_choices>>\n<<AddRepeatMacro QueueMacro 0 false Guard_Convo_1b_mix Guard_Convo_1b_choices>>\n<<endsilently>>
<<ResetKeys>>''Hank:'' This is THE Camelot? Like where King Arthur lives?\n\n''Guard:'' The one and the same. And the only Camelot that I believe exists. \n\n''TEDI:'' Well, we certainly lucked out, eh, Hank? First town, first try.\n\n''Hank:'' So you guys have Arthur, the sword in the stone, the Holy Grail, crap like that?\n\n''Guard:'' Crap? Why do you insult this town's most priceless items by referring to them as such?\n\n''Hank:'' Whoa, my bad, man, my bad. I'm just interested in seeing the Grail.\n\n''Guard:'' First you insult the Grail, and then you demand to see it? Pardon my blunt nature, sir, but you have been insubordinate, rude, and, frankly, you are dressed in incredibly strange garb! Who are you?\n<<SetOne Guard_Convo_Blacksmith>><<SetTwo Guard_Convo_Jester>><<SetThree Guard_Convo_Future>>\n[[1. Say you're a blacksmith.|Guard_Convo_Blacksmith]]\n[[2. Say you're a jester.|Guard_Convo_Jester]]\n[[3. Say you're from the future.|Guard_Convo_Future]]\n<<silently>>\n<<StopOnceMacro>>\n<<ClearRepeatMacro>>\n<<QueueMacro 0 false Guard_Convo_1a_mix Guard_Convo_1a_choices>>\n<<AddRepeatMacro QueueMacro 0 false Guard_Convo_1a_mix Guard_Convo_1a_choices>>\n<<endsilently>>
<<ResetKeys>>[ Footsteps ]\n\n''Guard:'' Back again, eh, stranger?\n\n''Hank:'' Yeah, yeah.\n\n''Guard:'' Before I let you in you have to apologize.\n\n''Hank:'' What?\n\n''TEDI:'' Just do it, Hank.\n\n''Guard:'' So?\n<<SetOne Guard_Convo_Apologize>>\n[[1. Apologize.|Guard_Convo_Apologize]]\n<<silently>>\n<<StopOnceMacro>>\n<<ClearRepeatMacro>>\n<<QueueMacro 0 false Guard_Convo_DD_mix Guard_Convo_DD_choices>>\n<<AddRepeatMacro QueueMacro 0 false Guard_Convo_DD_mix Guard_Convo_DD_choices>>\n<<endsilently>>
<<ResetKeys>>''Guard:'' You're back, Jester! Finally ready to go into the great town of Camelot?\n<<SetOne Follow_Intro>>\n[[1. Let's go!|Follow_Intro]]\n<<silently>>\n<<StopOnceMacro>>\n<<ClearRepeatMacro>>\n<<QueueMacro 0 false Guard_Convo_Back_mix Guard_Convo_Back_choices>>\n<<AddRepeatMacro QueueMacro 0 false Guard_Convo_Back_mix Guard_Convo_Back_choices>>\n<<endsilently>>
<<ResetKeys>>''Hank:'' Uh...\n\n''TEDI:'' 10 seconds, Hank.\n\n''Hank:'' Is it... copper?\n\n''Guard:'' Copper?!\n\n''TEDI:'' Really?!\n\n''Hank:'' Copper, copper, copper... yeah, it's copper.\n\n''Guard:'' Not even close. You're no blacksmith!\n\n''Hank:'' Ah, damn it!\n\n''Guard:'' Oh!\n\n[ Laughter ]\n\n''Guard:'' I understand!\n<<SetOne Guard_Convo_Blacksmith_3a>><<SetTwo Guard_Convo_Blacksmith_3b>>\n[[1. Say "You do?"|Guard_Convo_Blacksmith_3a]]\n[[2. Say "It's about time!"|Guard_Convo_Blacksmith_3b]]\n<<silently>>\n<<StopOnceMacro>>\n<<ClearRepeatMacro>>\n<<QueueMacro 0 false Guard_Convo_Blacksmith_2a_mix Guard_Convo_Blacksmith_2a_choices>>\n<<AddRepeatMacro QueueMacro 0 false Guard_Convo_Blacksmith_2a_mix Guard_Convo_Blacksmith_2a_choices>>\n<<endsilently>>\n
<<ResetKeys>>''Hank:'' I know! It's copper!\n\n''Guard'': Copper?!\n\n''Hank:'' Copper, copper, copper... yeah, it's copper.\n\n''Guard:'' Not even close. You're no blacksmith!\n\n''Hank:'' Ah, damn it!.\n\n''TEDI:'' Pennies are copper! And that's all you're gonna have when we can't get the Grail!\n\n''Guard:'' Oh!\n\n[ Laughter ]\n\n''Guard:'' I understand!\n<<SetOne Guard_Convo_Blacksmith_3a>><<SetTwo Guard_Convo_Blacksmith_3b>>\n[[1. Say "You do?"|Guard_Convo_Blacksmith_3a]]\n[[2. Say "It's about time!"|Guard_Convo_Blacksmith_3b]]\n<<silently>>\n<<StopOnceMacro>>\n<<ClearRepeatMacro>>\n<<QueueMacro 0 false Guard_Convo_Blacksmith_2b_mix Guard_Convo_Blacksmith_2b_choices>>\n<<AddRepeatMacro QueueMacro 0 false Guard_Convo_Blacksmith_2b_mix Guard_Convo_Blacksmith_2b_choices>>\n<<endsilently>>\n
Welcome to the Interactive Audio Adventure:\n''Grail to the Thief''
<<ResetKeys>>''King Arthur:'' Well, hello there, jester! What a nice surprise having you visit me today.\n\n''Hank:'' You're welcome, uh... Your Highness.\n\n''King Arthur:'' Now then, you're not here for no reason! How will you be entertaining me today?\n<<SetOne Talk_King_Dance>><<SetTwo Talk_King_Joke>>\n[[1. Do a dance.|Talk_King_Dance]]\n[[2. Tell a joke.|Talk_King_Joke]]\n<<silently>>\n<<StopOnceMacro>>\n<<ClearRepeatMacro>>\n<<QueueMacro 0 false Talk_King_mix Talk_King_choices>>\n<<AddRepeatMacro QueueMacro 0 false Talk_King_mix Talk_King_choices>>\n<<endsilently>>
<<ResetKeys>><<set $inspectDog = true>>''Hank:'' Man, that blacksmith's got him leashed up pretty tight here.\n\n[ Dog moaning ]\n\n''TEDI:'' Oh, that's so terrible.\n\n''Hank:'' Figures some iron monkey would treat a dog like this.\n<<SetOne Blacksmith_Untie_Dog>>\n[[1. Untie dog.|Blacksmith_Untie_Dog]]\n<<silently>>\n<<StopOnceMacro>>\n<<ClearRepeatMacro>>\n<<QueueMacro 0 false Blacksmith_Inspect_Dog_mix Blacksmith_Inspect_Dog_choices>>\n<<AddRepeatMacro QueueMacro 0 false Blacksmith_Inspect_Dog_mix Blacksmith_Inspect_Dog_choices>>\n<<endsilently>>
<<ResetKeys>>''Hank:'' Can you scan to see what's making that noise, TEDI?\n\n''TEDI:'' I can't tell from here, but based on its heat signature, it's big. Really big.\n\n''Guard:'' Are you finished?\n<<SetOne Follow_Castle>>\n[[1. Enter castle.|Follow_Castle]]\n<<silently>>\n<<StopOnceMacro>>\n<<ClearRepeatMacro>>\n<<QueueMacro 0 false Follow_Bridge_Look_mix Follow_Bridge_Look_choices>>\n<<AddRepeatMacro QueueMacro 0 false Follow_Bridge_Look_mix Follow_Bridge_Look_choices>>\n<<endsilently>>
<<ResetKeys>>''Hank:'' Hey, uh, I don't suppose I could borrow one of your tools? Just for a little bit, I'll give it back.\n\n''Blacksmith:'' I never lend out tools.\n\n''Hank:'' What about that chisel? It's just sitting there.\n\n''Blacksmith:'' I NEVER lend out tools. Now go away, I'm busy!\n\n''TEDI:'' Yikes, that was... horrifying. Looks like we're going to have to try something else.\n<<set $blacksmithOff = true>><<SetOne Blacksmith_Convo_Over>><<SetTwo Blacksmith_Approach_Dog>>\n[[1. Talk to blacksmith again.|Blacksmith_Convo_Over]]\n[[2. Approach dog.|Blacksmith_Approach_Dog]]\n<<silently>>\n<<StopOnceMacro>>\n<<ClearRepeatMacro>>\n<<QueueMacro 0 false Blacksmith_Convo_Tool_mix Blacksmith_Convo_Tool_choices>>\n<<AddRepeatMacro QueueMacro 0 false Blacksmith_Convo_Tool_mix Blacksmith_Convo_Tool_choices>>\n<<endsilently>>
<<silently>>\n<<StopMacro Blacksmith_onlyfield_amb>>\n<<if not $trollNeed and not $pubNeed and $hasOrphan>>\n<<set $win = true>>\n<<endif>>\n<<endsilently>>\n<<ResetKeys>><<if $win>>''TEDI:'' I can't believe it, but we have everything! Let's get back to the King.\n<<SetOne Win_First>>[[1. Go back to Arthur|Win_First]]<<else>>''TEDI:'' Where are we going, Hank?\n<<if not $haveAxe>>\n[[1. Go to market|Market_First]]<<SetOne Market_First>><<endif>>\n<<if not $hasOrphan>>\n[[2. Go to orphanage|Orphans_First]]<<SetTwo Orphans_First>><<endif>>\n<<if $pubNeed>>[[3. Go to pub|Pub_First]]<<SetThree Pub_First>><<endif>>\n<<if not $haveChisel>>\n[[4. Go to blacksmith|Blacksmith_First]]<<SetFour Blacksmith_First>><<endif>>\n<<if not $trollNeed and $hasLantern>><<if $bridgeNever>>\n[[5. Go to bridge|Bridge_First]]<<SetFive Bridge_First>><<else>>[[5. Go to bridge|Bridge_Back]]<<SetFive Bridge_Back>><<endif>><<endif>><<endif>>
<<ResetKeys>>''Hank:'' We should probably head to that blacksmith we passed. Weapons are always a plus.\n\n[ Footsteps ]\n\n''Hank:'' Whoa, that man is large.\n\n''TEDI:'' Well, he does hit big, heavy things with big, heavier things all day.\n\n''Hank:'' Yep, that'll make you big and strong.\n\n''TEDI:'' And did you see that dog?\n\n''Hank:'' Yep, I've been on the bad end of dogs before.\n\n''TEDI:'' Ah, let me guess: K-9 units?\n\n''Hank:'' Yep.\n<<SetOne Blacksmith_Scan>><<SetTwo Blacksmith_Conversation>>\n[[1. Scan area.|Blacksmith_Scan]]\n[[2. Talk to blacksmith.|Blacksmith_Conversation]]\n<<silently>>\n<<StopOnceMacro>>\n<<ClearRepeatMacro>>\n<<PlayMacro Blacksmith_all_amb 1 true 7 true>>\n<<QueueMacro 0 false Blacksmith_First_mix Blacksmith_First_choices>>\n<<AddRepeatMacro QueueMacro 0 false Blacksmith_First_mix Blacksmith_First_choices>>\n<<endsilently>>
<<ResetKeys>>[ Hank laughs nervously ]\n\n''Hank:'' I knew you'd get it sooner or later.\n\n''Guard:'' Of course I got it! You're a jester - playing a character - building a clever ruse!\n\n''Hank:'' Right. Anyway, now that you know, any chance I can entertain the king?\n\n''Guard:'' I see no reason why not. It's been pretty dull here in Camelot lately, and I'm sure he'd appreciate it! Follow me!\n<<SetOne Follow_Intro>>\n[[1. Follow guard.|Follow_Intro]]\n<<silently>>\n<<StopOnceMacro>>\n<<ClearRepeatMacro>>\n<<QueueMacro 0 false Guard_Convo_Blacksmith_3b_mix Guard_Convo_Blacksmith_3b_choices>>\n<<AddRepeatMacro QueueMacro 0 false Guard_Convo_Blacksmith_3b_mix Guard_Convo_Blacksmith_3b_choices>>\n<<endsilently>>\n
<<ResetKeys>>''Hank:'' You... do?\n\n''Guard:'' Of course I do! You're a jester - playing a character - building a clever ruse!\n\n''Hank:'' Oh. You figured it out. Anyway, now that you know, any chance I can entertain the King?\n\n''Guard:'' I see no reason why not. It's been pretty dull here in Camelot lately, and I'm sure he'd appreciate it! Follow me!\n<<SetOne Follow_Intro>>\n[[1. Follow guard.|Follow_Intro]]\n<<silently>>\n<<StopOnceMacro>>\n<<ClearRepeatMacro>>\n<<QueueMacro 0 false Guard_Convo_Blacksmith_3a_mix Guard_Convo_Blacksmith_3a_choices>>\n<<AddRepeatMacro QueueMacro 0 false Guard_Convo_Blacksmith_3a_mix Guard_Convo_Blacksmith_3a_choices>>\n<<endsilently>>\n
<<ResetKeys>>''Hank:'' I'm sure this chisel thing will come in handy later.\n\n''TEDI:'' I'm sure it will. Do you think we'll ever see Geoffrey ever again?\n\n''Hank:'' Who cares...\n\n[ Hank sobs ]\n\n''TEDI:'' Are you okay, Hank?\n\n''Hank:'' I miss him so much!\n<<set $haveChisel = true>><<SetOne Blacksmith_Leave>>\n[[1. Leave blacksmith.|Blacksmith_Leave]]\n<<silently>>\n<<StopOnceMacro>>\n<<ClearRepeatMacro>>\n<<QueueMacro 0 false Blacksmith_End_mix Blacksmith_End_choices>>\n<<AddRepeatMacro QueueMacro 0 false Blacksmith_End_mix Blacksmith_End_choices>>\n<<endsilently>>
Grail to\nthe Thief
<<ResetKeys>>''Hank:'' Uh, there's a guard up ahead, in front of some huge gates.\n\n''TEDI:'' I suggest approaching the situation delicately, Hank.\n\n''Hank:'' You know me TEDI. I'm always delicate.\n\n''TEDI:'' I can see his sword from here. Please don't get us killed. I'm worthless stuck in time without electricity.\n<<SetOne Look_Road>>\n[[1. Look around.|Look_Road]]\n<<if $hasFollow>><<SetTwo Guard_Convo_Back>>[[2. Talk to guard.|Guard_Convo_Back]]<<endif>><<if $hasDisdain>><<SetTwo Guard_Convo_DD>>[[2. Talk to guard.|Guard_Convo_DD]]<<endif>><<else>><<SetTwo Guard_Convo>>[[2. Talk to guard.|Guard_Convo]]<<endif>>\n<<silently>>\n<<StopOnceMacro>>\n<<ClearRepeatMacro>>\n<<QueueMacro 0 false Road_mix Road_choices>>\n<<AddRepeatMacro QueueMacro 0 false Road_mix Road_choices>>\n<<endsilently>>
<<ResetKeys>>''Hank:'' I do know my way around the dance floor.\n\n [ Music plays ] [ Hank starts dancing ]\n\n''TEDI:'' This is abysmal.\n\n[ Hank stops dancing ] [ Music stops ]\n\n''King Arthur:'' A dance so bad it's also a joke!? Brilliant!\n\n''TEDI:'' Oh, God.\n\n''King Arthur:'' Oh, what joy you have brought me today, jester! Camelot has been quite dull lately, and it feels good to get joy back in these gates! That said, is there anything I can do for you, jester?\n<<SetOne Talk_King_AskGrail>><<SetTwo Talk_King_SeeGrail>><<SetThree Talk_King_StealGrail>>\n[[1. Ask if they have the Holy Grail.|Talk_King_AskGrail]]\n[[2. Ask to see the Grail.|Talk_King_SeeGrail]]\n[[3. Say you're going to steal the Grail.|Talk_King_StealGrail]]\n<<silently>>\n<<StopOnceMacro>>\n<<ClearRepeatMacro>>\n<<QueueMacro 0 false Talk_King_Dance_mix Talk_King_Dance_choices>>\n<<AddRepeatMacro QueueMacro 0 false Talk_King_Dance_mix Talk_King_Dance_choices>>\n<<endsilently>>
<<ResetKeys>>''Guard:'' The building on our left is the town pub.\n\n''Hank:'' All right! Now we're talking!\n\n''Guard:'' I hope you have money, jester, because nothing comes free in Camelot. You have to work for your keep.\n\n''Hank:'' If there's one thing I'm gonna work for in this town, I guarantee it's in the pub.\n\n''TEDI:'' You are a walking frat boy cliché.\n\n''Hank:'' Shut up.\n\n''Guard:'' Hmm? What was that?\n\n''Hank:'' Nothing, just talking to myself.\n<<SetOne Follow_Bridge>><<SetTwo Follow_Pub_Read>>\n[[1. Follow guard.|Follow_Bridge]]\n[[2. Read pub sign.|Follow_Pub_Read]]\n<<silently>>\n<<StopOnceMacro>>\n<<ClearRepeatMacro>>\n<<StopMacro Market_amb>>\n<<PlayMacro Pub_amb 1 true 0 true>>\n<<QueueMacro 0 false Follow_Pub_mix Follow_Pub_choices>>\n<<AddRepeatMacro QueueMacro 0 false Follow_Pub_mix Follow_Pub_choices>>\n<<endsilently>>
<<ResetKeys>>''Hank:'' I'm not worthy? You're not worthy! This - this whole court isn't worthy!\n\n''TEDI:'' A riveting performance as always.\n\n''King Arthur:'' Silence! There are requirements that need to be met before you can even be considered!\n\n''Hank:'' What requirements, Your Highness?\n\n''King Arthur:'' You must slay a foul beast, save a child in danger, and rescue a beautiful princess.\n<<SetOne Talk_King_Doit>><<SetTwo Talk_King_Alot>><<SetThree Talk_King_Giveit>>\n[[1. Say you'll do it.|Talk_King_Doit]]\n[[2. Complain that it's a lot of work.|Talk_King_Alot]]\n[[3. Demand the Grail.|Talk_King_Giveit]]\n<<silently>>\n<<StopOnceMacro>>\n<<ClearRepeatMacro>>\n<<QueueMacro 0 false Talk_King_WORTHY_mix Talk_King_WORTHY_choices>>\n<<AddRepeatMacro QueueMacro 0 false Talk_King_WORTHY_mix Talk_King_WORTHY_choices>>\n<<endsilently>>
<<ResetKeys>>''Hank:'' I really want to see the Grail. Is there any way I can, you know, prove to you that I'm worthy?\n\n''King Arthur:'' Like all my knights, you must prove yourself through valiant and selfless actions. You must slay a foul beast, save a child in danger, and rescue a beautiful princess.\n<<SetOne Talk_King_Doit>><<SetTwo Talk_King_Alot>><<SetThree Talk_King_Giveit>>\n[[1. Say you'll do it.|Talk_King_Doit]]\n[[2. Complain that it's a lot of work.|Talk_King_Alot]]\n[[3. Demand the Grail.|Talk_King_Giveit]]\n<<silently>>\n<<StopOnceMacro>>\n<<ClearRepeatMacro>>\n<<QueueMacro 0 false Talk_King_ProveWorthy_mix Talk_King_ProveWorthy_choices>>\n<<AddRepeatMacro QueueMacro 0 false Talk_King_ProveWorthy_mix Talk_King_ProveWorthy_choices>>\n<<endsilently>>
<<ResetKeys>>''Hank:'' Oh! I have a good one. So, this fat guy was on his way to the castle one night, and wouldn't you know it, he crossed paths with a dirty, stinking peasant.\n\n''TEDI:'' No, Hank.\n\n''Hank:'' Now he was running late, so he asked the peasant...\n\n''TEDI:'' Hank, seriously. Don't tell this one.\n\n''Hank:'' "Dost thou think-ith I will be able to enter-ith thine yonder castle gate-ith?".\n\n[ Hank clears his throat ]\n\n''Hank:'' The peasant looked down at the short, fat guy and said "Well, if they can get cows and carts of hay through, you can probably fit too!"\n\n[ Laughter ]\n\n''Hank:'' Get it? It's funny 'cause he's fat!\n\n''King Arthur:'' Oh, what joy you have brought me today, jester! Camelot has been quite dull lately, and it feels so good to get joy back in these gates! That said, is there anything I can do for you?\n<<SetOne Talk_King_AskGrail>><<SetTwo Talk_King_SeeGrail>><<SetThree Talk_King_StealGrail>>\n[[1. Ask if they have the Holy Grail.|Talk_King_AskGrail]]\n[[2. Ask to see the Grail.|Talk_King_SeeGrail]]\n[[3. Say you're going to steal the Grail.|Talk_King_StealGrail]]\n<<silently>>\n<<StopOnceMacro>>\n<<ClearRepeatMacro>>\n<<QueueMacro 0 false Talk_King_Joke_mix Talk_King_Joke_choices>>\n<<AddRepeatMacro QueueMacro 0 false Talk_King_Joke_mix Talk_King_Joke_choices>>\n<<endsilently>>
<<ResetKeys>>''Hank:'' So, is this the same Camelot that people say holds the Holy Grail?\n\n''King Arthur:'' Why yes! It's actually kept guarded in the room right behind me. Why do you ask?\n<<SetOne Talk_King_SeeGrail>><<SetTwo Talk_King_StealGrail>>\n[[1. Ask to see the Grail.|Talk_King_SeeGrail]]\n[[2. Say you're going to steal the Grail.|Talk_King_StealGrail]]\n<<silently>>\n<<StopOnceMacro>>\n<<ClearRepeatMacro>>\n<<QueueMacro 0 false Talk_King_AskGrail_mix Talk_King_AskGrail_choices>>\n<<AddRepeatMacro QueueMacro 0 false Talk_King_AskGrail_mix Talk_King_AskGrail_choices>>\n<<endsilently>>
<<ResetKeys>>''Hank:'' That's it, I'm untying this guy.\n\n''Blacksmith:'' No, Geoffrey, get back here!\n\n[ Blacksmith chases after dog ]\n\n''Hank:'' Be free, Geoffrey!\n\n''TEDI:'' You really did come to like that dog, huh, Hank?\n\n''Hank:'' What? No! I just wanted to make the blacksmith mad.\n\n''TEDI:'' Whatever you say. Well, he's gone now.\n\n''Hank:'' And you know what that means. Free stuff!\n<<SetOne Blacksmith_End>>\n[[1. Take chisel.|Blacksmith_End]]\n<<silently>>\n<<StopOnceMacro>>\n<<ClearRepeatMacro>>\n<<StopMacro Blacksmith_clanging_amb>>\n<<QueueMacro 0 false Blacksmith_Untie_Dog_mix Blacksmith_Untie_Dog_choices>>\n<<AddRepeatMacro QueueMacro 0 false Blacksmith_Untie_Dog_mix Blacksmith_Untie_Dog_choices>>\n<<endsilently>>
<<ResetKeys>>''Hank:'' Hey, scan the area, TEDI, and see if there's anything, um, interesting.\n\n''TEDI:'' Oh... nothing much. That blacksmith is incredibly focused on his work, and that tied-up dog seems pretty antsy.\n<<SetOne Blacksmith_Conversation>>\n[[1.Talk to blacksmith|Blacksmith_Conversation]]\n<<silently>>\n<<StopOnceMacro>>\n<<ClearRepeatMacro>>\n<<QueueMacro 0 false Blacksmith_Scan_mix Blacksmith_Scan_choices>>\n<<AddRepeatMacro QueueMacro 0 false Blacksmith_Scan_mix Blacksmith_Scan_choices>>\n<<endsilently>>
<<ResetKeys>>''Hank:'' Hey, peasants! Dirty, struggling peasants!\n\n''TEDI:'' How is this productive?\n\n''Hank:'' Can I "axe" you a question?\n\n''TEDI:'' No puns, Hank! None!\n<<SetOne Follow_Pub>>\n[[1. Follow guard.|Follow_Pub]]\n<<silently>>\n<<StopOnceMacro>>\n<<ClearRepeatMacro>>\n<<QueueMacro 0 false Talk_Peasants_mix Talk_Peasants_choices>>\n<<AddRepeatMacro QueueMacro 0 false Talk_Peasants_mix Talk_Peasants_choices>>\n<<endsilently>>
<<ResetKeys>>''Hank:'' I can do this, it can't be that hard.\n\n[ Hank pulls on axe ]\n\n''TEDI:'' Why do you need that axe? Just leave it!\n\n''Hank:'' I could have gotten it if I really wanted to.\n\n''Guard:'' Come on now, let's keep moving.\n<<SetOne Follow_Pub>>\n[[1. Follow guard.|Follow_Pub]]\n<<silently>>\n<<StopOnceMacro>>\n<<ClearRepeatMacro>>\n<<QueueMacro 0 false Pull_Axe_mix Pull_Axe_choices>>\n<<AddRepeatMacro QueueMacro 0 false Pull_Axe_mix Pull_Axe_choices>>\n<<endsilently>>
/*********************************\n\nWAIT! Be sure that you set (NUMBER OF SOUNDS) to the correct number. This tells the audio engine when it's okay to\ncontinue on and start the game. Take note though: This won't make sure that the engine waits until every sound\nhas loaded, just that they have been attempted. The sound is counted regardless of whether a sound is succesfully\nloaded or not.\n\nThe game still starts on the passage titled "Start", but this is just a landing pad: it can say whatever you want\nor nothing at all. After a moment, the engine will move the game along to another page, this one titled "Loading".\nOnce all sounds have loaded (or failed to load), the game will automatically move on to the new start, titled "Start_Game".\n\n\n\nOkay, on to how to set up the engine in Twine passages:\n\n\nStep 1: Call <<InitMacro>> before any other macro, on the passage titled "Loading".\n\nStep 2: Call all the <<AddMacro [Sound_Name] ['/File_Path/File_Name.ogg']>> without the brackets. [Sound_Name] is \nwhatever you want to refer to sound as. The filepath can be local or explicit, JavaScript isn't picky. Another \nnote here: Twine won't understand if you have a space in any of these names (or anywhere else), so stick to \nunderscores and the like.\n\nStep 3: Call all the <<LoadMacro [Sound_Name]>>. You only need the name now, not the path. This loads the sound\ninto memory, so it can definitely take some time for a lot of sounds, or a few long ones. \n\nAll of this should be done in the passage named "Loading". You can simply put the <<InitMacro>>, followed by a\nblock of <<AddMacro>>s, followed by a block of <<LoadMacro>>s. However, anything else must come in another passage.\nThe real start passage is now called "Start_Game". (If you'd like, you can change this just below, in InitMacro).\n\n\n\n\nNow that our engine is started, and we have all our sounds, we can use them:\n\n\nStep 1: At the start of any passage, call <<StopOnceMacro>>. This will stop ANY sounds that is not ambient, so a\nplayer clicking rapidly will still only hear the current passage. \n\nStep 2: Also at the start of any passage, but unrealated to the previous, call <<ClearRepeatMacro>>. This cleans\nthe list of commands that play when a player presses the repeat button (or the spacebar). \n\nStep 3: Whenever you play a sound in any way, if you want it to be repeated, call\n<<AddRepeatMacro [Macro_Name] [Macro_Paramaters] ... >>. It's a good idea to add the repeat to the list when the\nsound plays. That way, they will be in the same order in the repeat list as the first time they play.\n\n\n\n\nHere is a list of all macros with descriptions (type all parameters without the brackets):\n\n\n <<InitMacro>>\n\nStarts the audio engine (Creates the AudioContext). Call this before anything else\n\n <<AddMacro [Sound_Name] ['/Filepath/File_Name.ogg']>>\n\nAdds [Sound_Name] to the list of all sounds. After being added, the sound can just be referred to as [Sound_Name]\nExample: <<AddMacro horse_gallop '/horse_galloping.wav'>>\n\n <<LoadMacro [Sound_Name]>>\n\nLoads [Sound_Name] into memory to play it later. \nExample: <<LoadMacro horse_gallop>>\n\n <<StopOnceMacro>>\n\nStops all sounds intended to play once. Any sound not labeled as "ambient" is assumed to only play on its own\npassage. This should be placed at the start of every passage, to keep sounds from piling up.\n\n <<StopMacro [Sound_Name]>>\n\nManually stops [Sound_Name], if it is playing. Since most sounds play once, this is best for ambient sounds.\nExample: <<StopMacro horse_gallop>>\n\n <<PlayMacro [Sound_Name] [Volume] [Loop] [Delay] [Ambient]>>\n\nPlays [Sound_Name]. This gives you the most control over individual sounds.\n[Volume] is a number from 0-1, default is 1.\n[Loop] is a boolean, default is false.\n[Delay] is a number in seconds, default is 0.\n[Ambient] is a boolean, default is false.\nYou can play a sound with only the name, but if you want to change a later parameter, you must enter\neverything before it. Anything not labeled ambient is added to a list of sounds to be played for a single passage,\neven if it is looping. These will be stopped if <<StopOnceMacro>> is called.\nExample: <<PlayMacro horse_gallop>> assumes <<PlayMacro horse_gallop 1 false 0 false>>\n\n <<FadeOutMacro [Sound_Name] [Time] [Volume] [Ambient]>>\n\nPlays [Sound_Name], and fades it out. Time is the time from the end to start fading out. Volume is the target volume.\nThe sound starts at normal volume (1), so a target of 0.5 is half of the starting volume.\n[Time] is a number in seconds, default is 3.\n[Volume] is a number from 0-1, default is 0.5.\n[Ambient] is a boolean, default is false.\nYou can play a sound with only the name, but if you want to change a later parameter, you must enter\neverything before it.\nExample: <<FadeOutMacro horse_gallop>> assumes <<FadeOutMacro horse_gallop 3 0.5 false>>\n\n <<FadeInMacro [Sound_Name] [Time] [Volume] [Ambient]>>\n\nPlays [Sound_Name], and fades it in. Time is the amount of time to fade in. Volume is the starting volume.\nThe sound starts at that volume and gradually reaches normal (1), so a start of 0.5 is half of the volume it\nwill reach.\n[Time] is a number in seconds, default is 3.\n[Volume] is a number from 0-1, default is 0.5.\n[Ambient] is a boolean, default is false.\nYou can play a sound with only the name, but if you want to change a later parameter, you must enter\neverything before it.\nExample: <<FadeInMacro horse_gallop>> assumes <<FadeInMacro horse_gallop 3 0.5 false>>\n\n <<CrossfadeMacro [Sound_Name_1] [Sound_Name_2] [Time] [Volume] [Ambient] >>\n\nCombines the above two macros to crossfade two sounds. The [Sound_Name_1] will fade out for the length of [Time],\nand [Sound_Name_2] will fade in for that time.\n[Time] is a number in seconds, default is 3.\n[Volume] is a number from 0-1, default is 0.5.\n[Ambient] is a boolean, default is false.\nYou can play a sound with only the names, but if you want to change a later parameter, you must enter\neverything before it.\nExample: <<CrossfadeMacro horse_gallop horse_whinny>> assumes <<FadeInMacro horse_gallop horse_whinny 3 0.5 false>>\n\n <<QueueMacro [Delay] [Ambient] [Sound_Names]>>\n\nPlays a list of up to 50 sound names, listed individually. Each sound will wait for the given [Delay].\n[Delay] is a number.\n[Ambient] is a boolean.\nExample: <<QueueMacro 0 false horse_gallop horse_whinny dust_cloud>>\n\n <<RandomMacro [Delay] [Ambient] [Sound_Names]>>\n\nPlays a list of up to 50 sound names randomly.The sounds must be listed individually. Great for ambient sounds.\nEach sound will wait for the given [Delay].\n[Delay] is a number.\n[Ambient] is a boolean.\nExample: <<RandomMacro 5 true birds_chirping cow_moo rooster_crow>>\n\n <<AddRepeatMacro [Macro_Name] [Parameters]>>\n\nAdds any of the playing functions above to the Repeat List. The list preserves the order in which they are added.\nRepeat List is the list of functions to call when the player clicks "Repat Audio" or presses the space bar.\nExample: <<AddRepeatMacro QueueMacro 0 false horse_gallop horse_whinny dust_cloud>>\n\n <<ClearRepeatMacro>>\n\nClears the Repeat List. Like <<ClearOnceMacro>>, this is intended to be called at the start of every passage.\n\n*********************************************/\n\n\n\nmacros['InitMacro'] = {\nhandler: function(place, macroName, params, parser){\n\nTAudio.init();\n\nvar inter = setInterval(function(){\n console.log("Loaded = "+loaded);\n if(loaded >= 227){\n setTimeout(function(){state.display("Start_Game");},10000);\n clearInterval(inter);\n }\n},5000);\n\n},\ninit: function(){\n},\n};\nmacros['AddMacro'] = {\nhandler: function(place, macroName, params, parser){\n TAudio.addName(params[0],params[1]);\n},\ninit: function(){\n},\n};\nmacros['LoadMacro'] = {\nhandler: function(place, macroName, params, parser){\n TAudio.loadSound(params);\n},\ninit: function(){\n},\n};\nmacros['StopOnceMacro'] = {\nhandler: function(place, macroName, params, parser){\n TAudio.clearOnce();\n},\ninit: function(){\n},\n};\nmacros['StopMacro'] = {\nhandler: function(place, macroName, params, parser){\n TAudio.stopSound(params[0]);\n},\ninit: function(){\n},\n};\nmacros['PlayMacro'] = {\nhandler: function(place, macroName, params, parser){\n TAudio.playSound(params[0],params[1],params[2],params[3],params[4]);\n},\ninit: function(){\n},\n};\nmacros['FadeOutMacro'] = {\nhandler: function(place, macroName, params, parser){\n TAudio.playAndFadeOut(params[0],params[1],params[2],params[3]);\n},\ninit: function(){\n},\n};\nmacros['FadeInMacro'] = {\nhandler: function(place, macroName, params, parser){\n TAudio.playAndFadeIn(params[0],params[1],params[2],params[3]);\n},\ninit: function(){\n},\n};\nmacros['CrossfadeMacro'] = {\nhandler: function(place, macroName, params, parser){\n TAudio.crossfade(params[0],params[1],params[2],params[3],params[4]);\n},\ninit: function(){\n},\n};\nmacros['QueueMacro'] = {\nhandler: function(place, macroName, params, parser){\nTAudio.playQueue(params[0],params[1],params[2],params[3],params[4],params[5],params[6],params[7],params[8],params[9],params[10],params[11],params[12],params[13],params[14],params[15],params[16],params[17],params[18],params[19],params[20],params[21],params[22],params[23],params[24],params[25],params[26],params[27],params[28],params[29],params[30],params[31],params[32],params[33],params[34],params[35],params[36],params[37],params[38],params[39],params[40],params[41],params[42],params[43],params[44],params[45],params[46],params[47],params[48],params[49],params[50],params[51],params[52]);\n},\ninit: function(){\n},\n};\nmacros['RandomMacro'] = {\nhandler: function(place, macroName, params, parser){\nTAudio.playRandom(params[0],params[1],params[2],params[3],params[4],params[5],params[6],params[7],params[8],params[9],params[10],params[11],params[12],params[13],params[14],params[15],params[16],params[17],params[18],params[19],params[20],params[21],params[22],params[23],params[24],params[25],params[26],params[27],params[28],params[29],params[30],params[31],params[32],params[33],params[34],params[35],params[36],params[37],params[38],params[39],params[40],params[41],params[42],params[43],params[44],params[45],params[46],params[47],params[48],params[49],params[50],params[51],params[52]);\n},\ninit: function(){\n},\n};\nmacros['AddRepeatMacro'] = {\nhandler: function(place, macroName, params, parser){\n TAudio.addRepeat(params[0],params[1],params[2],params[3],params[4],params[5]);\n},\ninit: function(){\n},\n};\nmacros['ClearRepeatMacro'] = {\nhandler: function(place, macroName, params, parser){\n TAudio.clearRepeat();\n},\ninit: function(){\n},\n};
<<ResetKeys>>[ Footsteps ]\n\n''Hank:'' Holy crap. This room is beautiful. Is there anything worth stealing in here, TEDI?\n\n''TEDI:'' For once you're right, Hank. The throne, the art, everything is expensive. But remember what we're here for: just the Grail.\n\n''Hank:'' Yeah, yeah...\n\n''King Arthur:'' Who are you, stranger?\n\n''TEDI:'' He saw us. Go talk to him! Hurry!\n<<SetOne Talk_King>>\n[[1. Talk to King.|Talk_King]]\n<<silently>>\n<<StopOnceMacro>>\n<<ClearRepeatMacro>>\n<<StopMacro Bridge_amb>>\n<<QueueMacro 0 false Enter_Castle_mix Enter_Castle_choices>>\n<<AddRepeatMacro QueueMacro 0 false Enter_Castle_mix Enter_Castle_choices>>\n<<endsilently>>
<<silently>>\n<<StopOnceMacro>>\n<<ClearRepeatMacro>>\n<<StopMacro Blacksmith_onlyfield_amb>>\n<<StopMacro Market_amb>>\n<<endsilently>><<ResetKeys>><<if not $haveAxe>>''TEDI:'' Where are we going, Hank?\n<<QueueMacro 0 false Blacksmith_Leave_mix1 gotomarket_choice>><<AddRepeatMacro QueueMacro 0 false Blacksmith_Leave_mix1 gotomarket_choice>>\n[[1. Go to market.|Market_First]]<<SetOne Market_First>><<endif>><<if not $haveChisel>><<PlayMacro gotoblacksmith_choice 1 false 3.5 false>><<AddRepeatMacro PlayMacro gotoblacksmith_choice 1 false 3.5 false>>\n[[4. Go to blacksmith.|Blacksmith_First]]<<SetFour Blacksmith_First>><<endif>> <<if $haveChisel>><<if $haveAxe>>''TO BE CONTINUED''\n\nYou've reached the end of the demo.\n\nPlease donate to our [[Kickstarter campaign|https://www.kickstarter.com/projects/foralltoplay/grail-to-the-thief-an-interactive-audio-adventure]] to help us continue development on Grail to the Thief.\n<<endif>><<endif>>
<<ResetKeys>>''Hank:'' Ah, I'm just gonna yank as hard as I can on the axe till it pops out.\n\n''TEDI:'' The only thing that'll pop out is your shoulder, Hank. We need another way.\n<<SetOne Blacksmith_Leave>>\n[[1. Leave market.|Blacksmith_Leave]]\n<<silently>>\n<<StopOnceMacro>>\n<<ClearRepeatMacro>>\n<<QueueMacro 0 false Market_Pull_Axe_mix Market_Pull_Axe_choices>>\n<<AddRepeatMacro QueueMacro 0 false Market_Pull_Axe_mix Market_Pull_Axe_choices>>\n<<endsilently>>
<<ResetKeys>>''Hank:'' I'm gonna check out the dog.\n\n[ Dog licks Hank ]\n\n''Hank:'' Ugh, get off!\n\n''TEDI:'' Aw, look at that. I think he likes you!\n<<SetOne Blacksmith_Pet_Dog>><<SetTwo Blacksmith_Inspect_Dog>>\n[[1. Pet dog.|Blacksmith_Pet_Dog]]\n[[2. Inspect dog.|Blacksmith_Inspect_Dog]]\n<<silently>>\n<<StopOnceMacro>>\n<<ClearRepeatMacro>>\n<<StopMacro Blacksmith_dog_amb>>\n<<PlayMacro Blacksmith_clanging_amb 1 true 0 true>>\n<<QueueMacro 0 false Blacksmith_Approach_Dog_mix Blacksmith_Approach_Dog_choices>>\n<<AddRepeatMacro QueueMacro 0 false Blacksmith_Approach_Dog_mix Blacksmith_Approach_Dog_choices>>\n<<endsilently>>
<<ResetKeys>><<set $petDog = true>>''Hank:'' I think I like him, too.\n\n[ Dog panting ]\n\n''TEDI:'' Aw, you made a friend.\n\n''Hank:'' This blacksmith is a jerk. He doesn't deserve a dog this nice.\n<<SetOne Blacksmith_Untie_Dog>>\n[[1. Untie dog.|Blacksmith_Untie_Dog]]\n<<silently>>\n<<StopOnceMacro>>\n<<ClearRepeatMacro>>\n<<QueueMacro 0 false Blacksmith_Pet_Dog_mix Blacksmith_Pet_Dog_choices>>\n<<AddRepeatMacro QueueMacro 0 false Blacksmith_Pet_Dog_mix Blacksmith_Pet_Dog_choices>>\n<<endsilently>>