Willy's Manor — 9 of 23

Josh Hetzel

Release 1

Chapter 8 - Termite Situations

Instead of putting termites on [something], try dropping termites.

After dropping termites:

if player is in Pantree:

say "The termites start biting at the base of the tree, but their hunger is not infinite, and they get full quickly. They may be able to handle a thinner part of the tree.";

if player is in Four Seasons Northwest:

say "The termites start biting at the base of the tree, but their hunger is not infinite, and they get full quickly.";

if player is in Four Seasons Southeast:

say "The termites start biting at the base of the tree, but their hunger is not infinite, and they get full quickly.";

if player is in Main Hallway North:

if CabinetChewed is false:

say "The termites chew at the base of the cabinet. Little do they know, there's a whole tank above them. You don't have much time to get whatever you want out of the cabinet before it breaks.";

breaking cabinet in four turns from now;

now CabinetChewed is true;

else:

say "The termites have already had their way with the cabinet.";

if player is in Dining Hall:

say "The termites look at the magnificent table and begin to chew on one of the legs. Before they even make a dent in their feast, they get full and stop eating.";

if player is in Main Hallway Fork:

if DoorEaten is false:

say "The termites chew through the base of the wooden door, and then up the side. So much of the door is missing, the lock doesn't seem to work anymore.";

now the Wooden Door is unlocked;

now DoorEaten is true;

else:

say "You already destroyed the lock to the wooden door.";

At the time when breaking cabinet:

say "You hear a crash and the cabinet in the hallway shatters, dropping the tank to the floor. Hopefully you didn't need anything in the cabinet.";

now the cabinet is nowhere;

if the square jar is in the cabinet:

now the square jar is in the Main Hallway North;

Instead of locking the wooden door with [something]:

if DoorEaten is false:

continue the action;

else:

say "The termites have already destroyed the door lock.[line break]";

Instead of unlocking the wooden door with termites:

if DoorEaten is false:

say "The termites chew through the base of the wooden door, and then up the side. So much of the door is missing, the lock doesn't seem to work anymore.";

now the Wooden Door is unlocked;

now DoorEaten is true;

else:

say "The termites have already destroyed the door lock.[line break]";

Instead of unlocking the wooden door with [something]:

if DoorEaten is false:

continue the action;

else:

say "The termites have already destroyed the door lock.[line break]";