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You have just woken up. Your clock says 8:30am. You remember it is a Saturday.
Everything seems very normal.
[[Look out of your bedroom window]]
[[Go into living room|LivingRoom]]
[[Get dressed]]
<<FadeoutIfPlaying "theme">>
You put on a t-shirt and a pair of jeans.
[[Look out of your bedroom window]]
[[Go into living room|LivingRoom]]
<<set $clothes.top = "t-shirt">>
<<set $clothes.bottom = "jeans">>
<<set $clothes.feet = "shoes">>
<<FadeoutIfPlaying "theme">>You pull a curtain to one side and look out of your window. It's cloudy but there is some blue sky through breaks in the clouds.
Across the road you can see a neighbour looking frazzled. They wander off out of view.
[[Go into living room|LivingRoom]]
<<FadeoutIfPlaying "theme">><<nobr>>
You are in the living room.
<<if $hadBreakfast === true && $heardNoiseOutside == false>>
You hear some noise outside.
<<timed 1s>><<audio "commotion" play>><</timed>>
<<set $heardNoiseOutside = true>>
<</if>>
<span id="moneyText" class="hide"><br><br>
You pick up the money on the table.
You now have <span id="money-display"><<display "ShowMoney">></span>
</span>
<br><br>
<<if $radioTurnedOn == false>>
[[Turn on the radio|TurnOnRadio]]<br>
<</if>>
<<if $pickedUpMoney == false>>
<<linkreplace "Pick up money">>
<<audio "coins" play>>
<<set $money = 500>>
<<set $pickedUpMoney = true>>
<<removeclass "#moneyText" "hide">>
<<addclass "#br" "hide">>
<<replace "#money-display">><<display "ShowMoney">><</replace>>
<</linkreplace>>
<span id="br">
<br></span>
<</if>>
<<if $readLeaflet == false>>
[[Read leaflet]]<br>
<</if>>
<<if $lookedThroughLivingRoomWindow >>
[[Go outside|Outside]]<br>
<</if>>
<<if $beenInKitchen == false>>
[[Go into the kitchen|Kitchen]]<br>
<</if>>
<<if $hadBreakfast === true && $lookedThroughLivingRoomWindow === false>>
[[Look through living room window|LivingRoomWindow]]
<</if>>
<</nobr>>
<<FadeoutIfPlaying "theme">>You are in the kitchen.
You make a cup of tea but find there is only a small amount of milk left. You will have to buy some more. You have toast with marmalade.
As you are eating your toast you hear crunching noises. At first you think they are coming from outside, but then you realise it must just be the sound of your toast crunching.
Then you think you hear a wet slurping sound, but that must just be you drinking your tea, surely?
[[Back to Living Room|LivingRoom]]
<<set $beenInKitchen = true>>
<<set $hadBreakfast = true>>
<<timed 3s>><<audio "twoCrunches" play>><</timed>>You draw the curtains and light pours into the dark room.
You notice a slimy slug munching on the bushes in front of the house. The slug is unusually large.
Maybe it is just the glass window distorting the view, or a trick of the light.
[[Back|LivingRoom]]
<<set $lookedThroughLivingRoomWindow = true>>You open the front door and walk outside.
There are three large slugs on the ground, the size of your hand, that you have to step over. It has been raining a lot recently, maybe it's something to do with that.
You hear a strange honking noise. There is a gate in front of you.
[[Go through gate|Outside2]]
<<timed 4s>><<audio "quack" play>><</timed>><img src="images/giantDuck.jpg" width="864" height="300" class="storyImage">
<<nobr>><<if $visitedMrsHughes == false>>
<<audio "duckAppears" time 0 volume 1 play>>
<</if>><</nobr>>
You open the gate and leave your front yard. To your astonishment, not far in front of you is a large duck, eight foot tall.
One of your neighbours, [[Mrs Hughes]], is standing outside her house calling the duck.
The duck calmly turns round to look at her and tilts its head as if asking a silent question.
Mrs Hughes stops as she realises she doesn't know what to do.
Might as well break the ice with some small talk I suppose.
[[Um... is that your duck?|Is that your duck?]]<<nobr>>
<<if $clothes.top == "pyjamas" or $clothes.bottom == "pyjamas">>
Mrs Hughes looks slightly surprised when she sees you, and you suddenly realise you are still wearing your pyjamas. She doesn't mention them though and instead answers your question.<br>
<<endif>>
"Yes, her name is Daphne, she has broken out of the duck house. I don't think she'll fit in there anymore..." Mrs Hughes was clearly in shock and so are you.
<br><br>
"Why is she so big?" you ask.
<br><br>
"I don't know..." before she can finish, there is a loud sound in the distance, as if something is being crushed...
<br><br>
[[Look into the distance]]
<</nobr>>
<<timed 5s>><<audio "smash" play>><</timed>><!-- <<set $clothes = { top: "pyjamas", bottom:"pyjamas", feet:"slippers", footwear:2, head:"nothing", lostSlippersOnce:false, wearingSkirtAndTrousers:false} >>
<<set $hadBreakfast = false>>
<<set $inventoryArray to []>>
<<set $money = 0>>
<<set $timeWaitedForBus = 0>>
<<set $waitLinkText = "Wait">>
<<set $gotStool = false>>
<<set $researcherIsAnnoyed = false>>
<<set $daphneIsYourFriend = false>>
<<set $pickedUpMoney = false>>
<<set $visitedNewsagents = false>>
<<set $radioTurnedOn = false>>
<<set $beenInKitchen = false>>
<<set $lookedThroughLivingRoomWindow = false>>
<<set $visitedCharityShop = false>>
<<set $cutPadlock = false>>
<<set $visitedIndustrialEstate = false>>
<<set $readLeaflet = false>>
<<set $researcherIsFrightened = false>>
<<set $pickedUpItems to []>>
<<set $visitedLab = false>>
<<set $moneyOwed = 0>>
<<set $heardNoiseOutside = false>>
<<set $visitedMrsHughes = false>>
-->
<<script>>resetGame();<</script>>
<<cacheaudio "theme" "sounds/DuckTheme.mp3">>
<<cacheaudio "sea" "sounds/sea.mp3">>
<<cacheaudio "treeCrunchFall" "sounds/treeCrunchFall.mp3">>
<<cacheaudio "twoCrunches" "sounds/twoCrunches.mp3">>
<<cacheaudio "cashRegister" "sounds/cashregister.mp3">>
<<cacheaudio "duckAppears" "sounds/DuckAppears.mp3">>
<<cacheaudio "quackTwo" "sounds/duckQuackTwo.mp3">>
<<cacheaudio "ringdoorbell" "sounds/doorBellRing.mp3">>
<<cacheaudio "screech" "sounds/screech.mp3">>
<<cacheaudio "crash" "sounds/crash.mp3">>
<<cacheaudio "carstart" "sounds/carstart.mp3">>
<<cacheaudio "paper" "sounds/paper.mp3">>
<<cacheaudio "squawk" "sounds/squawk.mp3">>
<<cacheaudio "coins" "sounds/coins.mp3">>
<<cacheaudio "radio" "sounds/radiopop.mp3">>
<<cacheaudio "jazzmuzak" "sounds/jazzmuzak.mp3">>
<<cacheaudio "ominous" "sounds/ominouspiano.mp3">>
<<cacheaudio "commotion" "sounds/commotion.mp3">>
<<cacheaudio "quack" "sounds/quack1.mp3">>
<<cacheaudio "smash" "sounds/smash.mp3">>
<<cacheaudio "newstheme" "sounds/newstheme.mp3">>
<<cacheaudio "snap" "sounds/snap.mp3">>
<<cacheaudio "pickup" "sounds/pickup.mp3">>
<<cacheaudio "putdown" "sounds/putdown.mp3">>
<<cacheaudio "carstart" "sounds/carstart.mp3">>
<<cacheaudio "alarmcarstart" "sounds/alarmCarStart.mp3">>
<<cacheaudio "nope" "sounds/nope.mp3">>You both look up the road in the direction of the noise. A large shape looms over a house which is half demolished.
A second grey blob is on the ground, moving slowly towards you. You realise the shapes are both slugs, only much larger and more vicious than before.
You notice a third slug slowly crushing a car. Its car alarm starts to go off. People in pyjamas and dressing gowns are starting to open their front doors to see what the noise is about.
You hear the door to Mrs Hughes' house open, it's her husband, Jack who has been watching the slugs from the window.
"I think we should leave," he says, holding his car keys.
The slugs are moving closer. You can just make out another slug in the distance, destroying a front garden by swallowing a huge chunk of turf and flowers, soil flying everywhere. Numerous people are running or driving up the road in panic. A man on a moped shoots past narrowly missing Mr and Mrs Hughes as they bundle themselves into the car.
"But what about Daphne?" Mrs Hughes is very concerned about their pet duck.
Mr Hughes tersely replies, "Leave the duck, it will be fine. It's eight feet tall for goodness sake... " before closing the car door and starting the engine.
[[Escape]]
<<timed 5s>><<audio "alarmcarstart" time 0 volume 1 play>><</timed>>Somehow you need to escape but how?
The duck looks very calm. It turns its head and quacks at you softly.
[[Stroke duck]]
[[Run away from the slugs]]
<<timed 2s>><<audio "quack" play>><</timed>>
<<FadeoutIfPlaying "alarmcarstart">>You stroke the duck. She seems gentle and friendly.
"Hello Daphne," you say. Daphne sits down. You have an idea.
[[Climb on duck]]
<<timed 1s>><<audio "quackTwo" play>><</timed>>You climb onto the duck, grasping her soft feathers in your hands. She does not seem to mind.
You sit still for a bit, wondering what will happen next.
Daphne slowly stands up, you hold on tightly, hoping you don't slide off.
She starts to walk in the same direction of Mr and Mrs Hughes.
[[Riding the Duck]]
<<set $daphneIsYourFriend = true>>
Although it's a bit scary, it is nice sitting on top of the duck. It's like sitting on a fluffy open-top bus. You can see into the windows of people's houses and over people's fences.
<<nobr>>
Daphne bends down to drink water out of a puddle. This is tricky as you have to hold on tightly so you don't slide down her neck.
<br><br>
When she has finished, she walks on a bit further, and then starts to run and flap her wings as if she is trying to take off. This is very disconcerting and you hold on tightly. She doesn't manage to get off the ground though, and you realise she is probably too large and heavy to fly.
<br>
<<if $clothes.feet == "slippers">>
<<if either("1", "2") == 1>>
<<set $clothes.footwear = 1>>
<<set $clothes.lostSlippersOnce = true>>
<br>Unfortunately, one of your slippers falls off. You look down and see it land in the road, but Daphne keeps walking and you are unable to retrieve it.<br>
<</if>>
<</if>>
<br>
[[Main Road]]
<</nobr>>You reach the main road. It is eerily quiet and empty, it's never this quiet on a Saturday morning. You look at your watch, it says 9.06 am. Some of the shops seem to be open but they seem empty.
The duck turns left and marches up the road. You spot a small newsagents' shop that has its door propped open.<<if ($clothes.top =="pyjamas" or $clothes.bottom =="pyjamas") and $visitedCharityShop == false>> You can also see a charity shop.<</if>> It looks safe, no slugs here.
You manage to slide down onto the roof of a parked car to get off Daphne. Daphne looks confused. You talk to the duck to reassure her that you won't be long.
<<nobr>>
[[Enter newsagents|Newsagents]]
<<if ($clothes.top =="pyjamas" or $clothes.bottom =="pyjamas") and $visitedCharityShop == false>><br>
[[Enter charity shop]]
<</if>>
<</nobr>>The newsagents is lit by a fluorescent light and although it is quite light outside now, the shop seems dark and dingy, mainly because the windows are covered with endless promotional posters about half price special offers.
To your left, you can see a doorway leading to a small room. It sounds like there is a television on in there.
You think about picking up a pint of milk, still half expecting to go back home. Then you think maybe you should buy some other things while you are here.
[[Look at the TV|Shop TV]]
[[Look at items|Shopkeeper]]<<nobr>>
<<set $moneyOwed = 0>>
<<set $visitedNewsagents = true>>
<span id="counter">
There doesn't appear to be anyone at the counter.
You hear footsteps. A door near the back of the shop opens and a worried looking man emerges, holding a leaf raker.
<br><br>
“I don't think you should hang around for too long,” the shopkeeper advises. “The slugs are coming, it's on the TV...”<br>
“I'd just like to buy a couple of things,” you reply.<br>
“Just take what you need,” the frightened shopkeeper waves his leaf raker at the shelving.
<br>
<<if $clothes.top == "pyjamas" and $clothes.bottom == "pyjamas">>
The shopkeeper pauses and then says,
"Aren't you cold just wandering around in your pyjamas?
<<if $clothes.footwear == 1>>And you are wearing slippers, well, one of them anyway. <</if>>Honestly, I don't know what the world is coming to..."<br><br>
<<endif>>
<<if $clothes.top == "jumper" or $clothes.bottom == "skirt" or $clothes.bottom == "trousers" or $clothes.head == "hat">>
The shopkeeper looks you up and down and says,
"It's not a good day to be going to a fancy dress party. I hope your friend has postponed it."<br><br>
<</if>>
</span>
<span id="inventory-display"><<display "ShowInv">></span>
<br>You have:
<span id="money-display"><<display "ShowMoney">></span><br><br>
<div id="choices" class="choices">
<div class="chooseItemTitle">Choose an Item:</div>
<<linkreplace "Book about Ducks - £2">>
<<set $inventoryArray.push("book about ducks")>>
<<set $moneyOwed = $moneyOwed + 200 >>
<<removeclass "#payText" "hide">>
<<removeclass "#withoutPaying" "hide">>
<<replace "#inventory-display">><<display "ShowInv">><</replace>>
<<StopAndReplay "pickup">>
<</linkreplace>>
<<linkreplace "Bucket and Spade - £2">>
<<set $inventoryArray.push("bucket and spade")>>
<<set $moneyOwed = $moneyOwed + 200 >>
<<removeclass "#payText" "hide">>
<<removeclass "#withoutPaying" "hide">>
<<replace "#inventory-display">><<display "ShowInv">><</replace>>
<<StopAndReplay "pickup">>
<</linkreplace>>
<<linkreplace "Gardening Magazine - £1">>
<<set $inventoryArray.push("gardening magazine")>>
<<set $moneyOwed = $moneyOwed + 100 >>
<<removeclass "#payText" "hide">>
<<removeclass "#withoutPaying" "hide">>
<<replace "#inventory-display">><<display "ShowInv">><</replace>>
<<StopAndReplay "pickup">>
<</linkreplace>>
<span id="payText" class="buyBtn hide">
<<linkreplace "Pay shopkeeper">>
<<addclass "#choices" "hide">>
<<addclass "#counter" "hide">>
<<if $money >= $moneyOwed >>
<<set $money = $money - $moneyOwed >>
<<set $inventoryArray.push("leaf rake")>>
<<addclass "#leaveNoPayOrNoItems" "hide">>
<<replace "#money-display">><<display "ShowMoney">><</replace>>
<<removeclass "#rakeText" "hide">>
<<replace "#inventory-display">><<display "ShowInv">><</replace>>
<<audio "cashRegister" play>>
<<elseif ($money >0) && ($money <= $moneyOwed)>>
<<set $money = 0 >>
<<set $inventoryArray.push("leaf rake")>>
<<addclass "#leaveNoPayOrNoItems" "hide">>
<<replace "#money-display">><<display "ShowMoney">><</replace>>
<<removeclass "#rakeText" "hide">>
<<removeclass "#someMoney" "hide">>
<<replace "#inventory-display">><<display "ShowInv">><</replace>>
<<audio "cashRegister" play>>
<<else>>
<<removeclass "#noMoney" "hide">>
<<audio "nope" play>>
<</if>>
<</linkreplace>>
</span>
</div>
<span id="noMoney" class="hide">
You have no money to give to the shopkeeper. You should have picked some up before you left the house. The shopkeeper is not bothered though. He lets you keep all the items you have picked up.<br>
</span>
<span id="someMoney" class="hide">
You don't quite have enough money, but you give the shopkeeper as much as you can afford.<br><br>
</span>
<span id="rakeText" class="hide">
The man reluctantly accepts the money, as if the act of taking it was wasting time. It seems as if he only took it to make you move along.<br>
"Here, have this leaf rake as well, you will need to protect yourself from the slugs," the shopkeeper hands you the leaf rake.
<br><br>
[[I suppose I should leave..|Where Next?]]
</span>
<br>
<span id="leaveNoPayOrNoItems">
[[Leave newsagents|Where Next?]]<span id="withoutPaying" class="hide"> (without paying)</span>
</span>
<</nobr>>Mrs Hughes is your neighbour. You think her first name is Sarah but you don't really know.
You do know that she is about 45 and married to Mr Hughes.
You think his first name might be Jack but you're not really sure about that either.
[[Back|Outside2]]
<<set $visitedMrsHughes = true>>You peer into the doorway, your head gets tangled in the beaded curtain.
You can see a kitchen area and sitting on a wooden table is a small television. The news is on. You are fed up with the news, it seems to be the only thing on these days.
You can see a housing estate somewhere north of the chemical factory, filmed from above. The buildings look ruined as if a hurricane had hit them, but from the picture of giant slugs showing on the video wall of the newsroom after the footage finishes, you realise the damage clearly wasn't the result of a hurricane.
It finally dawns on you what is happening.
[[Look at Items|Shopkeeper]]
<<audio "newstheme" volume 1 time 0 play>><<nobr>>
<<if $inventoryArray.length > 0>>
Your items: <<print $inventoryArray>>.
<<else>>
You aren't carrying anything.
<</if>>
<</nobr>><<print asPounds($money)>>You walk through the shop door and into the daylight. You hope the shopkeeper will be ok.
How on Earth will you get to Pinehill Island?
<<nobr>>
<<if $daphneIsYourFriend>>
You can see Daphne the duck to your right and a bus stop to your left.<br><br>
<<else>>
It looks like Daphne the duck has followed you, you can see
her to your right. There is a bus stop to your left.<br><br>
<</if>>
<<if ($clothes.top =="pyjamas" or $clothes.bottom =="pyjamas") and $visitedCharityShop == false>>
You can see a charity shop. It might be a good place to buy some clothes as you are feeling a bit chilly.<br><br>
[[Enter charity shop]]<br>
<</if>>
[[Walk to bus stop]]<br>
[[Walk to Daphne]]
<</nobr>>
<span id="inventory-display"><<display "ShowInv">></span>
You have: <span id="money-display"><<display "ShowMoney">></span>
“I suppose I ought to leave. Will you be ok?” You ask the shopkeeper.
“I can't bring myself to leave my shop. But yes, you must go. Go somewhere the slugs can't get to.” Insists the shopkeeper.
“Yes. An island maybe?” You say, thinking out loud.
“Maybe... ” The shopkeeper replies.
“Pinehill Island?” You wonder. It seems to be the best place, the slugs would not be able to get over the sea.
“Yes!” The shopkeeper turns around and takes something off one of the shelves and passes it to you. It is a book of road maps. The shopkeeper then reaches to another shelf and picks up a vacuum packed toy compass, sitting amongst a small selection of cheap toys. He takes the compass out of its packaging. It seems to work, you can see the needle spin round.
“Take them and go to the island.” The shopkeeper says loudly and points to a direction that may or may not be the direction of the island.
<<nobr>>
<<if $inventoryArray.includes("book about ducks")>>
[[Read book about ducks]]<br>
<</if>>
<<if $inventoryArray.includes("gardening magazine")>>
[[Read gardening magazine]]<br>
<</if>>
[[Go outside|Travel Options]]
<</nobr>>Daphne the duck is sitting down in the middle of the empty pavement. Her eyes light up when she sees you again and she quacks excitedly.
You decide you might as well go by duck.
<<nobr>>
<<if $inventoryArray.includes("leaf rake") >>
You notice that the rake you are holding spooks the duck.
You can use it to make the duck turn.<br>
At first, it feels like you will fall off, but after a while you get used to the duck's plodding rhythm.<br><br>
[[Go forwards|Towards industrial estate]] - you can see a large industrial estate not too far in the distance.<br>
[[Go left]] - you can see a long road<br>
[[Go right|See the Sea]] - you know the sea is this way.
<<else>>
Daphne seems to know where she is going. You really wish you had some way to control her direction though, and wonder if there had been anything in the shop that might have helped.<br><br>
As you ride the duck along the roads, you can see more slugs and devastation. You can see the park with trees missing, and a few homes destroyed, rooves and chimneys and walls on the ground.
<br><br>
At first, it feels like you will fall off, but after a while you get used to the duck's plodding rhythm.
<br><br>
[[Keep going|See the Sea]]
<</if>>
<</nobr>>
You wave the leaf rake around and manage to get Daphne to turn left.
You are now walking up another main road. You pass a roundabout which has bushes and trees planted in the middle. Daphne tries to nibble one of the branches.
You keep walking for a while and then come to a scene of total devastation, abandoned cars strewn across the road, street trees chewed to stumps, a small shopping parade with many of the shops' large window panes smashed.
Strangely, there are no slugs here, but there is a lot of slime all over the road. There are a few people standing in the road in shock at what they see. You assume most other people are either hiding inside their houses or have left the area.
The slime trails stetched off into the distance, glistening in the morning sun.
[[Follow slime trail]]
You look at the bus stop. The timetable on the shelter says there should be a bus due in 15 minutes. The electronic display says otherwise, and message made from orange LEDs scrolls across 'Services currently suspended.'
<<nobr>>
<<linkreplace "Wait">>
<<set $timeWaitedForBus = $timeWaitedForBus + 1 >>
<<replace "#busstop-display">><<display "ShowWaitingForBusText">>
<</replace>>
<</linkreplace>>
<span id="busstop-display"><<display "ShowWaitingForBusText">></span>
<</nobr>>
<<nobr>>
<<if $timeWaitedForBus == 1>>
<<linkreplace "Wait longer">>
<<set $timeWaitedForBus = $timeWaitedForBus + 1 >>
<<replace "#busstop-display">><<display "ShowWaitingForBusText">>
<</replace>>
<</linkreplace>>
<br><br>
You wait for a bit. No sign of a bus.
<<elseif $timeWaitedForBus == 2>>
<<linkreplace "Wait even longer">>
<<set $timeWaitedForBus = $timeWaitedForBus + 1 >>
<<replace "#busstop-display">><<display "ShowWaitingForBusText">>
<</replace>>
<</linkreplace>>
<br><br>
You wait a few minutes longer. Still nothing.
<<elseif $timeWaitedForBus > 2>>
It looks like the bus isn't coming, either way, it seems too risky to wait here.
<br><br>
[[Walk to Daphne]]
<</if>>
<</nobr>>
After some time, you reach the sea. As you walk down the leafy wooded valley path that leads to the beach, you can see the sea in between the trees.
It is a relief but also frightening as you have no idea if you and Daphne will be able to get across the sea.
As the duck walks onto the sand, she stops to taste the air. You look to the east where you can see the distant cliffs of Pinehill Island. You wonder whether you will make it. It looks so far away and yet maybe within your reach.
<<nobr>>
[[Paddle]]
<<if $inventoryArray.contains("bucket and spade")>>
<br>
[[Build a sandcastle]]
<</if>>
<</nobr>>
<<audio "sea" volume 0 loop fadein>>You wonder how to get Daphne to go into the water, but you needn't have worried because she was fascinated by the sea. She probably hadn't seen an expanse of water this large before.
After plodding up and down the shore for a bit, leaving giant webbed footprints in the sand, Daphne decided to to take the plunge and walk in.
You are scared and hold on tightly as she slowly steps into the water. The sea begins to rise around you. Eventually, you can feel that you are floating.
[[Floating]]
Daphne spent some of the time furiously paddling, other times she just sat in the water and floated along. On occasion she would terrify you by putting her head under the water and you would feel as if you were about to fall off and you would wonder if she was going to dive under completely, but she never did.
It is now after 1 o'clock in the afternoon, according to your watch. You and the duck have been floating for hours, but now finally you are nearing the cliffs of Pinehill Island.
Daphne suddenly has a burst of energy and begins to swim more furiously towards the island.
It would be no good to try and climb the steep cliffs, so Daphne carries on swimming around the edge of the island.
Despite the initial relief of realising you are close, it seems to take ages before you find a suitable place to get onto the island and out of the sea.
[[Shore]]After floating along the side of the cliffs for some time, you eventually spot a small pier with a couple of lights on the end. At the other end is a small, sandy beach. Further up and perpendicular to the pier, there is a promenade lined with street lights and colourful beach huts.
As you near the beach, the floating sensation stops as Daphne puts her feet on the sea bed and paddles in the shallow water.
Daphne walks out of the water and on to the shore. It is a relief to get onto dry land. You wander along the deserted beach, hoping to find civilisation.
There is a long shack housing a small café and a takeaway but they are both closed. It is too early in the year for the summer holiday season and everything is shut.
[[Walk up steep hill]]
<<audio "sea" unloop fadeout>>You leave the beach and walk up a path which leads up a steep hill.
At the top of the hill, Daphne steps onto a tarmacked road. She walks for some time through a residential area until coming across a hotel. It is a large Victorian building with a mock Tudor front, terracotta roof tiles, big chimneys and a sort of spire on one side.
Daphne is exhausted now and plods through the small and almost empty car park to the entrance of the building. You finally climb off, sort of sliding off, also exhausted. Your $clothes.bottom are covered in bits of feather and you try to brush them off. You are soaking wet and very cold.
You look at the front door. It says dogs are welcome, so you don't see why they should have any problem with a duck. But Daphne won't fit through the door, so you have to go in alone.
You tell her you will be back soon. Daphne turns her head to one side and seems to understand and starts to clean the feathers on her back with her beak.
[[Enter Hotel|Hotel]]You walk into the hotel's pub and restaurant. A couple of people look up and then look back at their drinks again. A pool of sea water appears under your feet where you stand, soaked through.
<<nobr>>
They aren't serving food at the moment<<if $money<=0>> and you haven't got any money anyway<</if>>. Luckily, the barman takes pity on you and lets you have a sausage roll for free.
<</nobr>>
You sit down at a table and try to get as comfortable as possible, hoping that the warm room will eventually dry your clothes if you sit here long enough. It is quiet in the pub and you are able to hear the TV.
<img src="images/pub.jpg" width="864" height="300" class="storyImage">
The few people that were around are glued to it. The news is on, yet again reporting on the slugs. It seems that the slugs have spread into the neighbouring towns since this morning and some places seem devastated. You start to feel you have had a lucky escape.
On the TV you can see the salt gritters that have been out gritting the roads so that the slugs can't pass the salted areas. Planes are also dropping salt on the worst areas.
It seems that the slugs are finally losing. You breathe a sigh of relief and fall asleep.
<<script>>resetGame();<</script>>
<<nobr>>
<<if $visitedLab>>
[[Play again|Start]] - Maybe you can beat the slugs next time around.
<<else>>
[[Play again|Start]] - Maybe you can beat the slugs next time around, or find out more about where they came from.
<</if>>
<</nobr>>
<<audio "theme" time 0 volume 1 play>>You keep going up the road. Daphne nearly slips on a particularly thick patch of slime. Suddenly, a slug appears out of nowhere.
Daphne stops sharply and suddenly and quacks in surprise. The slug is huge and its mouth is open, and it's right in front of you. Daphne hurriedly turns around and runs back down the road, you are holding on for dear life.
Luckily, it doesn't take long to outrun the slug, but it is still moving a lot faster than you'd expect.
[[Side Road]]
<<audio "ominous" time 0 volume 1 play>>You end up going down a few side roads and manage to lose the slugs.
You find that you have run into an area that the slugs have wrecked. The contents of someone's garage is strewn across the road.
You spot a pair of bolt cutters. They look handy.
<<nobr>>
<<linkreplace "Pick up bolt cutters">>
<<set $inventoryArray.push("bolt cutters")>>
<<removeclass "#bolt" "hide">>
<<audio "pickup" play>>
<</linkreplace>>
<span id="bolt" class="hide">
You climb off Daphne, pick up the bolt cutters, and climb back on. Daphne continues onwards.
<br><br>
[[Towards industrial estate]]
</span>
<</nobr>>
The book is hardback and has a green cover with a photo of a white duck on the front. You flick through the book and one page catches your eye.
<div class="article">
"All ducks, whatever the breed, need a high quality diet. Ducklings and younger ducks grow very quickly and need more protein than adult ducks.
Adult ducks enjoy foraging and will eat insects, worms and slugs. Keeping ducks can be an effective way to reduce the amount of slugs in your garden."</div>
You wonder if that is why Daphne has grown so large. Could she have eaten one of the affected slugs before they had grown too big to eat? How did the slugs grow that large in the first place?
<<nobr>>
<<if $inventoryArray.includes("gardening magazine")>>
[[Read gardening magazine]]<br>
<</if>>
[[Leave newsagents|Travel Options]]
<</nobr>>
<<audio "paper" play>><<nobr>>
You are in the charity shop.<br><br>
<<set $pickedUpItems to []>>
<<set $moneyOwed = 0>>
<span id="shopping">
<span id="pickedup-display"><<display "ShowPickedUpItems">></span><br><br>
<span id="moneyOwed-display"><<display "MoneyOwed">></span><br></span>
Money: <span id="money-display"><<display "ShowMoney">></span><br><br>
<div id="choices" class="choices">
<div class="shop">
<div class="chooseItemTitle">Choose an item</div>
<span id="hatLink">
<<link "hat - 50p">>
<<if $money - $moneyOwed >= 50>>
<<set $moneyOwed = $moneyOwed + 50>>
<<set $pickedUpItems.push("hat")>>
<<StopAndReplay "pickup">>
<<replace "#money-display">><<display "ShowMoney">><</replace>>
<<replace "#moneyOwed-display">><<display "MoneyOwed">><</replace>>
<<replace "#pickedup-display">><<display "ShowPickedUpItems">> <</replace>>
<<addclass "#exit" "hide">>
<<removeclass "#payText" "hide">>
<<addclass "#hatLink" "hide">>
<<else>>
<<StopAndReplay "nope">>
<<replace "#cantAffordItem">>hat<</replace>>
<<removeclass "#cantAffordWrap" "hide">>
<<if $money <=0>>
<<removeclass "#noMoneyText" "hide">>
<</if>>
<</if>>
<</link>></span>
<span id="trousersLink">
<<link "trousers - 80p">>
<<if $money - $moneyOwed >= 80>>
<<set $moneyOwed = $moneyOwed + 80>>
<<set $pickedUpItems.push("trousers")>>
<<StopAndReplay "pickup">>
<<replace "#money-display">><<display "ShowMoney">><</replace>>
<<replace "#moneyOwed-display">><<display "MoneyOwed">><</replace>>
<<replace "#pickedup-display">><<display "ShowPickedUpItems">> <</replace>>
<<addclass "#exit" "hide">>
<<removeclass "#payText" "hide">>
<<addclass "#trousersLink" "hide">>
<<else>>
<<StopAndReplay "nope">>
<<replace "#cantAffordItem">>trousers<</replace>>
<<removeclass "#cantAffordWrap" "hide">>
<<if $money <=0>>
<<removeclass "#noMoneyText" "hide">>
<</if>>
<</if>>
<</link>></span>
<span id="trainersLink">
<<link "trainers - 80p">>
<<if $money - $moneyOwed >= 80>>
<<set $moneyOwed = $moneyOwed + 80>>
<<set $pickedUpItems.push("trainers")>>
<<StopAndReplay "pickup">>
<<replace "#money-display">><<display "ShowMoney">><</replace>>
<<replace "#moneyOwed-display">><<display "MoneyOwed">><</replace>>
<<replace "#pickedup-display">><<display "ShowPickedUpItems">> <</replace>>
<<addclass "#exit" "hide">>
<<removeclass "#payText" "hide">>
<<addclass "#trainersLink" "hide">>
<<else>>
<<StopAndReplay "nope">>
<<replace "#cantAffordItem">>trainers<</replace>>
<<removeclass "#cantAffordWrap" "hide">>
<<if $money <=0>>
<<removeclass "#noMoneyText" "hide">>
<</if>>
<</if>>
<</link>></span>
<span id="jumperLink">
<<link "jumper - 50p">>
<<if $money - $moneyOwed >= 50>>
<<set $moneyOwed = $moneyOwed + 50>>
<<set $pickedUpItems.push("jumper")>>
<<StopAndReplay "pickup">>
<<replace "#money-display">><<display "ShowMoney">><</replace>>
<<replace "#moneyOwed-display">><<display "MoneyOwed">><</replace>>
<<replace "#pickedup-display">><<display "ShowPickedUpItems">> <</replace>>
<<addclass "#exit" "hide">>
<<removeclass "#payText" "hide">>
<<addclass "#jumperLink" "hide">>
<<else>>
<<StopAndReplay "nope">>
<<replace "#cantAffordItem">>jumper<</replace>>
<<removeclass "#cantAffordWrap" "hide">>
<<if $money <=0>>
<<removeclass "#noMoneyText" "hide">>
<</if>>
<</if>>
<</link>></span>
<span id="skirtLink">
<<link "skirt - 40p">>
<<if $money - $moneyOwed >= 40>>
<<set $moneyOwed = $moneyOwed + 40>>
<<set $pickedUpItems.push("skirt")>>
<<StopAndReplay "pickup">>
<<replace "#money-display">><<display "ShowMoney">><</replace>>
<<replace "#moneyOwed-display">><<display "MoneyOwed">><</replace>>
<<replace "#pickedup-display">><<display "ShowPickedUpItems">> <</replace>>
<<addclass "#exit" "hide">>
<<removeclass "#payText" "hide">>
<<addclass "#skirtLink" "hide">>
<<else>>
<<StopAndReplay "nope">>
<<replace "#cantAffordItem">>skirt<</replace>>
<<removeclass "#cantAffordWrap" "hide">>
<<if $money <=0>>
<<removeclass "#noMoneyText" "hide">>
<</if>>
<</if>>
<</link>></span>
<span id="payText" class="buyBtn hide">
<<linkreplace "Buy items">>
<<audio "cashRegister" play>>
<<set $visitedCharityShop = true>>
<<set $money = $money - $moneyOwed>>
<<addclass "#choices" "hide">>
<<for _i to 0; _i lt $pickedUpItems.length; _i++>>
<<set $inventoryArray.push($pickedUpItems[_i])>>
<</for>>
<<replace "#money-display">><<display "ShowMoney">>
<</replace>>
<<removeclass "#boughtText" "hide">>
<<addclass "#moneyOwed-display" "hide">>
<<addclass "#payText" "hide">>
<<addclass "#shopping" "hide">>
<<addclass "#cantAffordWrap" "hide">>
<</linkreplace>>
</span>
</div></div>
<span id="cantAffordWrap" class="hide">
<br>
You can't afford the <span id="cantAffordItem"></span>.<br>
</span>
<span id="noMoneyText" class="hide">
You have no money and can't buy anything. You really wish you had picked up the money on your living room table before you came out.<br>
</span>
<span id="boughtText" class="hide">
You walk to the counter.<br>
"You're just in time, I'm going to close up in a minute. It's too dangerous to stay here," says the dark haired lady serving. <br>She takes your money and puts what you have bought into a plastic bag. You take the bag and say goodbye.
<br><br>
[[Put Clothes On]]
</span>
<span id="exit"><br>
[[Exit Charity Shop]]
</span>
<</nobr>><<nobr>>
<<if $inventoryArray.includes("hat") >>
<<set $clothes.head = "hat">>
You put on the hat. It is red baseball cap that has two fabric hands coming out of the sides and googly eyes on the front.<br>
<</if>>
<<if $inventoryArray.includes("jumper") >>
<<set $clothes.top = "jumper">>
You put on the jumper. It is bright orange and very furry. It's nice and warm. If you get lost at sea, the search party probably won't have any trouble spotting you wearing this.<br>
<</if>>
<<if $inventoryArray.includes("trousers") >>
<<set $clothes.bottom = "trousers">>
You put on the trousers. They are green and very shiny, quite worn on the seat area and just generally unpleasant. They also squeak when you walk.<br>
<</if>>
<<if $inventoryArray.includes("skirt") >>
<<set $clothes.bottom = "skirt">>
You put on the skirt. It is too big, bright yellow and is decorated with blue pom poms. It's a bit over the top. You wonder who owned it before and whether it originally came from a fancy dress shop.<br>
<</if>>
<<if $inventoryArray.includes("skirt") && $inventoryArray.includes("trousers")>>
<<set $clothes.wearingSkirtAndTrousers = true>>
<</if>>
<<if $inventoryArray.includes("trainers") >>
<<set $clothes.feet = "trainers">>
<<set $clothes.footwear = 2>>
You put on the trainers. They are grey and quite worn but don't fit too badly. Amazingly, they don't smell that bad either.<br>
<</if>>
<<if $clothes.top == "jumper" || $clothes.bottom == "skirt" || $clothes.bottom == "trousers" || $clothes.head == "hat">>
<br><<linkreplace "Look in mirror">>
<<removeclass "#lookInMirror" "hide">>
<</linkreplace>>
<span id="lookInMirror" class="hide">
You look in the mirror...<br>
You look ridiculous.<br><br>
[[Exit Charity Shop]]
</span>
<<elseif $clothes.feet == "trainers">>
<br>You look in the mirror. The trainers don't look too bad, but they are a bit scruffy.
<br><br>
[[Exit Charity Shop]]
<<else>>
<br>
[[Exit Charity Shop]]
<</if>>
<</nobr>>
<<nobr>>
You leave the charity shop.
<br>
<<if $clothes.top != "pyjamas" or $clothes.bottom != "pyjamas">>
You feel a bit warmer now you have bought some clothes, even if they do look ridiculous.<br>
<</if>>
<<if $clothes.feet != "slippers">>
You feel a lot more comfortable now that you have some proper footwear<<if $clothes.lostSlippersOnce == true>> on both your feet<</if>>.<br><</if>>
<<if $clothes.top == "pyjamas" and $clothes.bottom == "pyjamas">>
You are still wearing pyjamas.<br>
<</if>>
<<if $clothes.footwear == 1 and $clothes.feet == "slippers">>
You are still wearing only one slipper. It is very uncomfortable.<br>
<</if>>
<<if $daphneIsYourFriend>>
<br>
You can see Daphne the duck to your right and a bus stop to your left.
<<else>>
<br>
It looks like Daphne the duck has followed you, you can see
her to your right. There is a bus stop to your left.
<</if>>
<<if $visitedNewsagents == false>><br>
You can also see a newsagents shop.
<</if>>
<br><br>
<<if $visitedNewsagents == false>>
[[Enter newsagents|Newsagents]]<br>
<</if>>
<<if $visitedCharityShop == false>>
[[Enter charity shop]]<br>
<</if>>
[[Walk to bus stop]]<br>
[[Walk to Daphne]]
<</nobr>>You continue plodding forward into the industrial estate.
You notice a car repair garage, a furniture shop, a carpet shop, a few nondescript factory buildings and interestingly, towards the far end of the estate, a large sprawling building with a sign on the front that says 'Zenith Biosciences'.
There is quite a lot of slime around and some half eaten trees, but you can't see any slugs here. It looks as if they have been and gone.
Daphne sits down and lets you climb off. She curls up and then goes to sleep, obviously worn out from all the walking. It looks like you will have to explore the industrial estate by yourself.
[[Walk to Zenith Biosciences|Zenith Biosciences]]
[[Walk to Land of Chairs furniture shop|Land of Chairs]]
[[Walk to garage|garage]]
[[Walk to The Carpet Emporium]]
<<set $visitedIndustrialEstate = true>>
<<PlayIfNotPlaying "ominous">>You walk up the pavement along the empty road, passing a carpet factory on one side and a car repair garage on the other.
Soon, you are at the entrance of the building, in front of a large iron gate. Unsurprisingly, it is padlocked shut.
You notice that, although there are security cameras, it looks like their wires have been chewed through.
<<nobr>>
<<if $inventoryArray.includes("bolt cutters")>>
<<linkreplace "Cut padlock with bolt cutters">>
<<set $cutPadlock = true>>
<<audio "snap" play>>
<<replace "#padlockNotBroken">><</replace>>
<<removeclass "#cutpadlock" "hide">>
<<addclass "#break" "hide">>
<</linkreplace>><span id="break"><br></span>
<span id="cutpadlock" class="hide">
You break the padlock with the bolt cutters and open the gate.
You walk through. The large front entrance doors are closed and there doesn't seem to be a way to open them, but there is a path that leads around the side of the building. You decide to follow it.
<br><br>
You come to an area that has a wall on one side with a large industrial bin in front of it. The building is on the opposite side, you can see a row of windows, it looks like the room inside is a laboratory of some sort.
You see there are some bits of paper sticking out of the bin. The edges are a bit chewed up.
<br><br>
[[Take papers]]
<br><br>
</span>
<<else>>
<<if $cutPadlock == false>>
You wonder if you can use some items to help you get in.<br><br>
<</if>>
<</if>>
<span id="padlockNotBroken">
<<if $cutPadlock == false>>
[[Walk around the building]]<br>
<<if $gotStool == false>>
[[Walk to Land of Chairs furniture shop|Land of Chairs]]<br>
<</if>>
<<if $inventoryArray.includes("stool") == false>>
[[Walk to garage|garage]]<br>
<</if>>
<<if $inventoryArray.includes("mat") == false and $inventoryArray.includes("persian rug") == false>>
[[Walk to The Carpet Emporium]]
<</if>>
<</if>>
</span>
<</nobr>>
You walk around the building in case you can see any other way of getting in. There is another security camera, but like the others, it is out of action due to slug-chewed wires.
There is a wall about 6 feet high which has barbed wire running along the top. There are slime trails going from the top of the wall to the bottom. All the barbed wire is intact but mishapen in places, as if something has squeezed underneath.
<<nobr>>
<<if ($inventoryArray.includes("persian rug") || $inventoryArray.includes("mat"))
&& $inventoryArray.includes("broken stool") === false &&
$inventoryArray.includes("stool") === false>>
<<if $inventoryArray.includes("persian rug") >>
You realise your persian rug could help you get over the barbed wire. The only problem is, the fence is too high to climb over.<br><br>
<</if>>
<<if $inventoryArray.includes("mat") >>
You realise your hessian mat could help you get over the barbed wire, The only problem is, the fence is too high to climb over.<br><br>
<</if>>
<</if>>
<<if $inventoryArray.includes("stool") === false && $inventoryArray.includes("persian rug") === false && $inventoryArray.includes("mat") === false && $inventoryArray.includes("broken stool") === false>>
Perhaps you can somehow get over the wall. You don't have anything on you that you can use at the moment, but maybe you can find something lying around the industrial estate.<br><br>
<</if>>
<<if $inventoryArray.includes("broken stool")>>Perhaps you can somehow get over the wall. The broken stool you are carrying might help, if only it wasn't broken.<br><br>
<</if>>
<<if $inventoryArray.includes("stool") and $inventoryArray.includes("persian rug") === false and $inventoryArray.includes("mat") === false>>
You place the stool in front of the wall and stand on it. You realise you still can't get over the wall because of the barbed wire.<br><br>
<<audio "putdown" play>>
<</if>>
<<if $inventoryArray.includes("stool") and $inventoryArray.includes("persian rug")>>
You place the stool in front of the wall. After climbing onto it, you drape the persian rug over the barbed wire. <br><br>
<<audio "putdown" play>>
[[Climb over the wall]]<br>
<<elseif $inventoryArray.includes("stool") and $inventoryArray.includes("mat") >>
You place the stool in front of the wall. After climbing onto it, you drape the mat over the barbed wire. <br><br>
<<audio "putdown" play>>
[[Climb over the wall]]<br>
<</if>>
[[Back to the front |Zenith Biosciences]]<br>
<<if $gotStool == false>>
[[Walk to Land of Chairs furniture shop|Land of Chairs]]<br>
<</if>>
<<if $inventoryArray.includes("stool") == false>>
[[Walk to garage|garage]]<br>
<</if>>
<<if $inventoryArray.includes("mat") == false && $inventoryArray.includes("persian rug") == false>>
[[Walk to The Carpet Emporium]]
<</if>>
<</nobr>> In front of you is the Land of Chairs furniture shop.
There is a car park in front of you. You can see some big red posters on the large glass windows and automatic doors, advertising their special offers.
You notice at the side of the car park there are some large green plastic industrial sized wheelie bins.
[[Look in the wheelie bins]]
You walk over to one of the wheelie bins and lift the lid.
You don't have to look in very far to see that there is quite a lot of broken furniture in there.
You pull out a tall stool. The stool is the sort of thing you might see for sale in the kitchen section. It is made from a light coloured wood. It is quite nice, except it has a leg missing.
You reach in again to pull out another piece of wood, which looks like the stool's missing leg.
This stool could be quite handy if it wasn't broken.
<<nobr>>
<br>
<<set $inventoryArray.push("broken stool")>>
<<set $inventoryArray.push("stool leg")>>
<<set $gotStool = true>>
<<audio "pickup" play>>
<span id="inventory-display"><<display "ShowInv">></span><br>
<br>
<<if $inventoryArray.includes("mat") == false and $inventoryArray.includes("persian rug") == false>>
[[Walk to The Carpet Emporium]]<br>
<</if>>
[[Walk to garage|garage]]<br>
[[Walk to Zenith Biosciences|Zenith Biosciences]]
<</nobr>><<nobr>>
You cross the empty road and head towards the car garage. One of the garage's doors is opened slightly. A man in blue overalls holding a cup of tea is peeking around the door.
<br><br>
<<if $inventoryArray.includes("broken stool") >>
<<timed 2s>><<audio "putdown" play>><</timed>>
He notices you approaching.
<br><br>
"I'm surprised you are out here, on the radio they are saying everyone should stay indoors. I can't see any slugs now but they might come back. What happened to that stool? Did it get chewed up by one of the slugs?"
<br><br>
"No" you reply. "I'd like to fix it though, but I don't have anything to fix it with. I didn't have much time to think about it before I climbed on the giant duck."
<br><br>
"Eh?" the man looked concerned. "I think you ought to go home, you must be in shock or something,
<<if $clothes.top == "pyjamas" or $clothes.top == "pyjamas">>
wandering around in your pyjamas.
<<elseif $clothes.top != "t-shirt" or $clothes.top != "jeans">>
you look like you must have been very confused when you got dressed this morning.
<</if>>
Are you sure you are ok?"
<br><br>
The man takes the stool from you and gets you to come inside while he makes you a cup of tea. <br>
As you drink the tea, the man takes the stool and its detached leg to the back of the garage and bashes it with a hammer. You can't really see what he is doing, but when he has finished, he gives you the stool, which now has four legs.
<br><br>
"Oh thank you!" You are very pleased with the stool.
<br>
"It just needed some glue and a bash to put it back in place." said the man.
<br><br>
<<set $inventoryArray.delete("broken stool")>>
<<set $inventoryArray.delete("stool leg")>>
<<set $inventoryArray.push("stool")>>
<span id="inventory-display"><<display "ShowInv">></span><br><br>
<</if>>
[[Walk to Zenith Biosciences|Zenith Biosciences]]<br>
<<if $gotStool == false>>
[[Walk to Land of Chairs furniture shop|Land of Chairs]]<br>
<</if>>
<<if $inventoryArray.includes("mat") == false and $inventoryArray.includes("persian rug") == false>>
[[Walk to The Carpet Emporium]]
<</if>>
<</nobr>>
The Carpet Emporium is looking a bit worse for wear. It looks like the slugs have got in and chewed up some of the carpets and left a lot of slime around.
<<nobr>>
The frazzled assistant manager is standing next to a pile of slimy carpets and rugs. She still seems to be in shock as she explains what happened to the carpets.
<<if $clothes.top == "pyjamas" && $clothes.bottom == "pyjamas" && $clothes.head != "hat">>
She barely seems to notice that you are wearing pyjamas<<if $clothes.feet == "slippers" and $clothes.footwear == 1>> or that you only have one slipper<</if>>.
<<elseif $clothes.top == "pyjamas" || $clothes.bottom == "pyjamas" || $clothes.top == "jumper" || $clothes.bottom == "skirt" || $clothes.bottom == "trousers" || $clothes.head == "hat">>
She barely seems to notice your poor choice of clothing.
<</if>>
<br><br>
"Some slugs got into the stock room. They were the size of rats. Not as big as the ones on the television, but they ruined a lot of our carpets. Some of them got into the showroom as well."
<br><br>
You can see lots of slimed or chewed rugs and carpets. You notice a large hessian mat that has uneven edges where it has been nibbled and a persian style rug which has a corner chewed off.
<br><br>
<span id="choiceLinks">
<<linkreplace "It's a shame, that persian one looked nice.">>
<<set $inventoryArray.push("persian rug")>>
<<removeclass "#persianText" "hide">>
<<addclass "#choiceLinks" "hide">>
<<audio "pickup" play>>
<</linkreplace>>
<br>
<<linkreplace "That mat doesn't look too bad" >>
<<set $inventoryArray.push("mat")>>
<<removeclass "#matText" "hide">>
<<addclass "#choiceLinks" "hide">>
<<audio "pickup" play>>
<</linkreplace>>
<br>
</span>
<span id="persianText" class="hide">
"Yes, it was a nice one. You can take it if you want. I will have to take this lot to the dump at some point, but I don't think I will be able to fit it all in my car, so help yourself."<br><br>
You pick up the persian rug.<br>
</span>
<span id="matText" class="hide">
"You can take it if you want. I'm supposed to be taking them to the dump as soon as it's safe to go out, and it will be one less thing to carry. Why I get left with all the rubbish jobs, I don't know."<br><br>
You pick up the hessian mat. <br>
</span>
<br>
[[Walk to Zenith Biosciences|Zenith Biosciences]]<br>
<<if $gotStool == false>>
[[Walk to Land of Chairs furniture shop|Land of Chairs]]<br>
<</if>>
<<if $inventoryArray.includes("stool") == false>>
[[Walk to garage|garage]]
<</if>>
<</nobr>>
You just about manage to drag yourself over the wall, you can only just reach. Luckily, there is a large bin on the other side, which helps you climb down to the ground.
You see there are some bits of paper sticking out of the bin. The edges are a bit chewed up.
[[Take papers]]
<<set $visitedLab = true>>You look through the windows of the laboratory. You can see microscopes, computers and various bits of lab equipment that you don't know the names of.
You can see that one of the windows is open further along the building and there are lots of slime trails leading down from it. You look through the glass and you can see a row of glass tanks. In one you can see a cockroach. There are snails in another tank. In the tank next to it are what look like fruit flies. You wonder what the point of these experiments is.
You are about to leave, but as you turn from the window, you hear a strange sound. It sounds like someone talking, they are saying the same word over and over again in a croaky voice.
It's coming from inside the lab.
You walk along the building to the open window to hear the sound more clearly. As you look through it, you can see a bright green parrot in the corner squawking.
"Stephen!"
"Stephen?"
The name seems familiar, you shuffle through the sheets you pulled out of the bins and see the name "Stephen Cook - Research Technician". It also lists his address "7 Oak Grove". It's not far away.
[[Leave]]
<<timed 4s>><<audio "squawk" play>><</timed>><<nobr>>
<<if $cutPadlock>>
You make your way back round to the front of the building and through the gate.<br><br>
<<else>>
You climb up onto the bin and then back over the wall. Then you make your way back round to the front of the lab building.<br><br>
<</if>>
<<linkreplace "Go back to Daphne">>
<<removeclass "#daphText" "hide">>
<</linkreplace>>
<span id="daphText" class="hide">
You walk back onto the road to find Daphne the duck.<br>
Daphne has woken up from her nap. She is still sitting down in the same place that you left her. When she sees you, she waggles her tail and quacks.<br>
You climb onto her back and she stands up, eager to leave.
<br><br>
[[Go to 7 Oak Grove]]
</span>
<</nobr>>
<<FadeoutIfPlaying "ominous">>
You ride down the road, passing all the industrial units. You turn left up a steep hill and then, after crossing a main road and walking down a couple of back roads, you find yourself in Oak Grove. It isn't quite as picturesque as it's name suggests.
You climb off Daphne and walk along to house number seven. Daphne follows quietly behind, eager to see where you are going.
Number seven is a large house. You realise it has been converted into flats when you get to the front door and see an intercom with a number of different labeled buttons.
One of them says Stephen Cook.
[[Ring bell]]
<<nobr>>
<<audio "ringdoorbell" play>>
<<timed 2s>><<audio "jazzmuzak" time 0 volume 1 loop play>><</timed>>
"Hello?" Says a muffled voice, distorted by the intercom.<br>
"Hello, is that Stephen?" You ask.<br>
"Yes, hold on, I'll come down." The voice replies.<br><br>
The intercom crackles and goes silent. After about thirty seconds the door opens.
<<if $clothes.top == "pyjamas" && $clothes.bottom == "pyjamas" && $clothes.head != "hat">><br>
Stephen looks you up and down and sees your pyjamas. "Are you lost?"<br><br>
<<linkreplace "No... oh I had to leave quickly, the slugs...">>
<<removeclass "#leaveQuicklyText" "hide">>
<<removeclass "#mainText" "hide">>
<</linkreplace>>
<span id="leaveQuicklyText" class="hide">
"Ah yes I can understand that. They are dangerous. You don't want to hang around."
</span>
<</if>>
<<if $clothes.top == "jumper" or $clothes.bottom == "skirt" or $clothes.bottom == "trousers" or $clothes.head == "hat">>
"Sorry I've already given to charity..."<br><br>
<<linkreplace "Sorry?">>
<<removeclass "#charityText" "hide">>
<<removeclass "#clothesQText" "hide">>
<</linkreplace>>
<span id="charityText" class="hide">
Your clothes, you look like you are dressed for charity fundraising. Oh... you must be going to a fancy dress party... I should go home if I were you it's dangerous, the slugs...
<br><br>
You realise that your clothing doesn't make you look very serious and might be off putting.<br><br>
</span>
<span id="clothesQText" class="hide">
<span id="clothingQLinks">
<<linkreplace "Oh... yes I was on my way to a party.">>
<<removeclass "#partyText" "hide">>
<<removeclass "#mainText" "hide">>
<<addclass "#clothingQLinks" "hide">>
<</linkreplace>>
<br>
<<linkreplace "No I'm not in fancy dress, I was just cold.">>
<<removeclass "#busyText" "hide">>
<<addclass "#clothingQLinks" "hide">>
<<set $researcherIsFrightened = true>>
<</linkreplace>>
</span>
<span id="partyText" class="hide">
"Ah ok."
</span>
<span id="busyText" class="hide">
"Really? Uh... ok well I'm really busy so I must go..." Stephen looks nervous and reaches for the door handle. <br><br>
[[Oh dear|What next]]
</span>
</span>
<</if>>
<<if $clothes.top == "t-shirt" && $clothes.bottom == "jeans">>
<br><br>
[[Do you work at Zenith Biosciences?|Work at zenith]]
<</if>>
<span id="mainText" class="hide"><br><br>
[[Do you work at Zenith Biosciences?|Work at zenith]]
</span>
<</nobr>>
<<nobr>>
<<if $researcherIsAnnoyed == true || $researcherIsFrightened == true>>
Stephen closes the door on you.
<<if $researcherIsAnnoyed == true>>
You realise you should have been a bit more tactful. It looks like you won't be able to ask him any more questions.<br><br>
<</if>>
<<if $researcherIsFrightened == true>>
You realise that your unfortunate clothing choices probably gave him the wrong impression.
It looks like you won't be able to ask him any more questions.<br><br>
<</if>>
<<timed 2s>><<audio "treeCrunchFall" play>><</timed>>
At that moment, you hear a crunching sound. You look round to see a large slug demolishing a large oak tree further up the road.
<br><br>
The door opens again and Stephen pushes past you and runs to his car parked not far up the road. He starts the engine and drives off.<br><br>
You hurry towards Daphne and she lets you climb onto her back.<br>
<</if>>
<<if $researcherIsAnnoyed == false && $researcherIsFrightened == false>>
<span id="careless">
"I can't believe they were so careless," Stephen looks very annoyed, "I'm finding another job after all this is over."<br><br></span>
<span id="growText" class="hide">
"I have no idea how to stop the slugs from getting any larger. As I said, I was told that they would stop growing on their own," Stephen Cook sighed. "The only thing I can think of is nematodes. They are tiny worms that attack slugs. If I could get some nematodes and make them larger, maybe they would be big enough to destroy the slugs..."
<br><br>
"Oh no, I think we have enough problems with giant slugs, I don't think we need giant worms as well," you quickly reply.<br>
</span>
<span id="whatText" class="hide">
"I think you should just go somewhere safe and keep out of the way of the slugs. I don't think either of us can do anything."
<br><br>
At that moment, you hear a crunching sound. You both look round to see a large slug demolishing a large oak tree further up the road.
<br><br>
"Oh no..." Stephen leaves the house, and hurries down the steps towards his car.<br>
"We need to get out of here, I've been watching them on the news all morning, they will crush everything."
<br><br>
You hurry towards Daphne and she lets you climb onto her back. Stephen starts his engine.<br>
</span>
<span id="nextQs">
<<linkreplace "Is there is anything to stop the slugs from growing?">>
<<removeclass "#growText" "hide">>
<<addclass "#whatText" "hide">>
<<addclass "#careless" "hide">>
<</linkreplace>><br>
<<linkreplace "What now?">>
<<addclass "#growText" "hide">>
<<removeclass "#whatText" "hide">>
<<timed 2s>><<audio "treeCrunchFall" play>><</timed>>
<<addclass "#nextQs" "hide">>
<<addclass "#careless" "hide">>
<</linkreplace>><br>
</span>
<</if>>
<</nobr>>
[[Leave Oak Grove]]
<<FadeoutIfPlaying "jazzmuzak">><<nobr>>
<<if $researcherIsAnnoyed == false && $researcherIsFrightened == false>>
You hold on tightly as Daphne runs as fast as she can from the large slug behind you. It is 12 feet high and you can hear it chewing on the trees behind. You look back and you can't see any other slugs other than that one.<br><br>
Maybe Stephen is right, the slugs are dangerous and perhaps it is time to go to Pinehill Island. At the same time though, you are intrigued by the reports that the slugs are in the town centre.<br>
<br>
[[Head to the Sea|See the Sea]]<br>
[[Go to the Town Centre]]
<</if>>
<<if $researcherIsAnnoyed == true || $researcherIsFrightened == true>>
You hold on tightly as Daphne runs as fast as she can from the large slug behind you. It is 12 feet high and you can hear it chewing on the trees behind. You look back and you can't see any other slugs other than that one.<br>
Maybe it is time to go to Pinehill Island. On the other hand, you could visit the town centre.<br>
<br>
[[Head to the Sea|See the Sea]]<br>
[[Go to the Town Centre]]
<</if>>
<</nobr>>
You head down the main road. Stephen zooms off ahead of you. The road is almost deserted. The road is quite long and as you keep going, you find yourself in an area that seems to have been destroyed by the slugs.
There are lots of abandoned and crushed cars and lorries. You notice a large brown and white beer tanker with the words "Carters' Old Porter" on the side. You assume it must be going from the brewery to a bottling plant.
As you go past, you realise the cab is empty, and the door is open.
You climb off Daphne and move closer to the vehicle. The keys are in the ignition.
[[Turn key]]
<<audio "ominous" time 0 volume 1 play>><<nobr>>
Stephen drives slowly and carefully and the tanker rolls along behind. You have never driven a tanker before, let alone one towed precariously by a car. It's lucky that the roads are almost empty. You are quite concerned that you might lose control of the heavy tanker. You can see Daphne following behind in the wing mirror. You call her name and she quacks back. <br><br>
You wonder if there really are any slugs left in the town centre. Maybe they have all left by now. Maybe the army has dealt with them and everything is fine.<br><br>
[[Keep going]]
<</nobr>><img src="images/beerlake.jpg" width="864" height="300" class="storyImage">
Luckily, you have crashed quite near to the town centre, in a sort of valley between two hills. The beer pools in the dip and turns into a brown lake.
The smell of beer attracts more and more slugs to the new lake. They climb in and start drinking, becoming more and more drowsy. After having more than a few slurps, one slug starts to look agitaged and begins to slime away. It looks like it is off to cause trouble but then suddenly stops and falls into a heap.
Other slugs also start of slurping enthusiastically but then sink, comatose into the ever-rising pool of dark beer.
You, Daphne and Stephen breathe a sigh of relief. Slowly, people start to emerge from nearby flats and houses to see the demise of the slugs for themselves. At last, the worst is over.
<<script>>resetGame();<</script>>
[[Play again|Start]]
<<audio "theme" time 0 volume 1 play>>
"To be honest, I'm terrified. I'm just a junior researcher so I'm not in charge of anything. <br>
On the news, it said the slugs had all gathered near the town centre. I think I am probably safe here.<br>
Why did you come and look for me and not Professor Hatch? He is the one in charge of the project."
<<nobr>>
<span id="questions">
<<linkreplace "Because a blue parrot kept saying your name over and over again.">>
<br>
<<removeclass "#why1" "hide">>
<<addclass "#questions" "hide">>
<</linkreplace>>
<br>
<<linkreplace "I think you've got something to do with this.">>
<br>
<<addclass "#questions" "hide">>
<<removeclass "#why2" "hide">>
<<set $researcherIsAnnoyed = true>>
<</linkreplace>>
</span>
<span id="why1" class="hide">
"I was the one who noticed the slugs had got out. I suspect it was Prof. Hatch that left the window open by mistake, he does things like that all the time.
<br><br>
Sofia and I were very concerned that the escaped slugs might cause problems but Dr. Glover said there was nothing to worry about.
He said the slugs wouldn't last long, they would get too big and just die. But that hasn't happened, obviously.<br>
How did you know where to find me?"
<br><br>
[[I found your name and adddress on a piece of paper in the bin outside the lab|What next]]
</span>
<span id="why2" class="hide">
What? I'm just a junior researcher. I don't know anything. I think you should leave me alone.<br><br>
[[I think you need to tell me what's been going on|What next]]
</span>
<br>
<</nobr>>
You start to use the bucket and spade that you bought from the shop earlier to make sandcastles. You have an idea, maybe you can make your own sand fortress to hide in until the slugs dissapear.
You dig a moat in the shape of a circle and fill it with sea water using your bucket. Then you work on building a large castle.
When you have finished, you find there isn't quite enough room to fit Daphne in, but she has already curled up nearby to go to sleep.
You lie down and close your eyes, exhausted. All the things that have happened in the day swirl around your head but soon you drop off.
[[You doze off]]
The lifeboat pulls up next to you. The men inside look surprised.
"They were right, it really is a giant duck!" one of them exclaims while pointing at Daphne.
The rescuers pull you on board.
"We had a call earlier on from one of the owners of the houses by the sea front who said they saw a giant white duck and a person floating out to sea. We thought it was a prank call but then we had another phone call from a ferryman who said he saw something strange, so we thought we ought to come and have a look," explains a crewman. <<nobr>><<if $clothes.top == "jumper">>"It's a good job you are wearing that bright orange jumper. We were able to spot you quite a long way off thanks to that."<</if>>
<</nobr>>
"The slugs..." you find it hard to get your words out as you are shivering so much.
"There aren't many slugs in the sea, and we can't stop rescuing people just because of a few slugs," the lifeboat man replies.
<<nobr>>
<<if $inventoryArray.includes("leaf rake") && $visitedIndustrialEstate == false && $clothes.top == "t-shirt" && $clothes.bottom == "jeans">>
The lifeboat men ask where you would like to be dropped off.<br><br>
[[Go to industrial estate]]<br>
<</if>>
<<if $clothes.top == "pyjamas" && $clothes.bottom == "pyjamas">>
"You must be freezing in those soaking wet pyjamas<<if $clothes.lostSlippersOnce == true>> and only one slipper<</if>>.
We'll take you back to the station." <br><br>
[[Go to lifeboat station|Lifeboat station]]<br>
<<elseif ($clothes.top == "jumper" || $clothes.top == "pyjamas")
&& ($clothes.bottom == "trousers" || $clothes.bottom == "skirt" || $clothes.bottom == "pyjamas")
>>
The lifeboat man looks you up and down, your clothing gives him some cause for concern.<br>
"You look very confused. We'll take you back to the station and check you over," he says.<br><br>
[[Go to lifeboat station|Lifeboat station]]<br>
<<else>>
[[Go to lifeboat station|Lifeboat station]]<br>
<</if>>
<</nobr>>
<<audio "sea" unloop fadeout>><<nobr>>
You run up the road and round the corner. <br>
As you are running up the next road, you start to wonder where you should go. You reach a row of shops.
<br>
<<if $money === 0>>
<br>
You see something glinting in the road.<br>
<<set $money = $money + 200>>
It is a £2 coin! You pick it up. You now have <<display "ShowMoney">> in your pocket.
<br>
<</if>>
<br>
You spot a small newsagents.
<<if $clothes.top =="pyjamas" or $clothes.bottom =="pyjamas">>
You can also see a charity shop. It might be a good place to buy some clothes as you are feeling a bit chilly.
<</if>>
<br><br>
[[Enter newsagents|Newsagents]]
<<if ($clothes.top =="pyjamas" or $clothes.bottom =="pyjamas") and $visitedCharityShop == false>>
<br>
[[Enter charity shop]]
<</if>>
<</nobr>>
You turn on the radio just in time to hear the end of an old 1980s pop song.
The news starts. The newsreader talks about an incident at a local industrial unit, a traffic jam near the town centre, and the local football team losing their latest match.
This is followed by a cheesy advert for Land of Chairs.
[[Back|LivingRoom]]
<<set $radioTurnedOn = true>>
<<audio "radio" play>>The lifeboat men drop you off back at the shore, a little way along from where you had made your sandcastle.
You climb back on to Daphne and start walking towards the industrial estate.
You see a trail of slime.
[[Follow slime trail]]
You pull the papers out of the bin. It looks like something from the HR department as it is a list of names and addresses, along with other details such as next of kin and so on. It looks like they have been accidentally printed out on label paper, which must be why they are in the bin. Even so, you would have thought they would have shredded them.
You glance at the names and job titles.
Prof. Philip Hatch
Head of Research
Dr. Jim Glover
Senior Scientist
Sofia McDonald
Research Technician
Stephen Cook
Research Technician
[[Look through laboratory windows]]
<<audio "paper" play>><img src="images/lifeboatstation.jpg" width="864" height="300" class="storyImage">
You arrive at the lifeboat station and the crew help you off the boat.
A member of staff pops out of the station and calls everyone in, saying there is something on the radio.
Everyone listens intently as the announcer describes how the slugs were rounded up by the army and salt gritters had been out and about cordoning off the ones that were remaining.
It seems that the situation is finally under control. Everyone breathes a sigh of relief.
You wonder what your house looks like now and whether it has been spared by the rampaging slugs. Either way, you are glad that the slugs are finally no more.
<<script>>resetGame();<</script>>
<<nobr>>
<<if $visitedLab>>
[[Play again|Start]] - Maybe you can beat the slugs next time around.
<<else>>
[[Play again|Start]] - Maybe you can beat the slugs next time around, or find out more about where they came from.
<</if>>
<</nobr>>
<<audio "theme" time 0 volume 1 play>>You pick up the leaflet which came through your letterbox yesterday. It says:
<div class="article">
"Visit Pinehill Island for a relaxing break. Wonderful sandy beaches, countryside walks and cycle routes, lots of things to do for all the family.
The island itself is only eight miles from the mainland and can be easily reached by ferry."
</div>
[[Back|LivingRoom]]
<<set $readLeaflet = true>>
<<audio "paper" play>>"Oh yes..." Stephen looks worried.
Daphne quacks and Stephen suddenly notices the giant duck standing near the drive way.
"What on Earth..." he looks shocked. After a couple of seconds though, his expression changes from surprise to resignation. He sighs and rubs his forehead as if he has a headache coming on.
"Actually, I'm not really surprised. You've probably guessed that the slugs escaped from the lab. We were in the process of planning an experiment to see what happened if anything ate the slugs that had been modified, if the 'giagantism' would jump species. Well, now we know the answer to that question." Stephen explains.
[[More|Stephen keeps talking]]<div class="startWrap">
<div class="btnWrap">
<<nobr>>
<span class="music">
<<link "Play Music!">>
<<audio 'theme' play>>
<</link>></span>
[[About]]
[[Play|The Beginning]]
<</nobr>>
</div>
<<PlayIfNotPlaying "theme">><<nobr>>
<h1>Slugocalypse</h1>
<br>
Story, artwork, music and programming by Charlotte Blatchford<br>
<a href="https://catinhell.co.uk/" target="_blank" alt="catinhell.co.uk">catinhell.co.uk</a>
<br><br>
Many of the sounds came from the very useful <a href="https://freesound.org/" target="_blank" alt="freesound.org">freesound.org</a> website.
<br><br>
<strong>With thanks to my game testers:</strong><br>
Andrew Godfrey<br>
Kara and Chris Desmond<br>
Theresa and Graham Blatchford
<br><br>
Made using Twine <a href="https://twinery.org/" target="_blank" alt="twinery.org">twinery.org</a> and the Sugarcube2 story format.
<br><br>
[[Start Game|Start]]
<</nobr>><<nobr>>
<<if $pickedUpItems.length > 0>>
You have picked up: <<print $pickedUpItems>>.
<<else>>
You haven't picked up any items.
<</if>>
<</nobr>><<nobr>>
<<if $researcherIsAnnoyed || $researcherIsFrightened>>
You turn the keys but nothing happens. That must be why the tanker was abandoned in a hurry.
<br><br>
[[Head to the sea instead|See the Sea]]
<<FadeoutIfPlaying "ominous">>
<</if>>
<<if $researcherIsAnnoyed == false && $researcherIsFrightened == false>>
You turn the keys but nothing happens. That must be why the tanker was abandoned in a hurry.
<br><br>
You hear a car approaching. It's Stephen. He stops and gets out.
<br><br>
"Ah, I see what you are doing, here I have a tow rope in the back,"
Stephen opens his boot and takes out a rope. He ties it to the front of the tanker. He instructs you to climb into the cab and let the handbrake off. Luckily, as you are on a slight hill, when Stephen starts his engine and begins to drive away, it doesn't take too long for the tanker to start rolling.
<<timed 4s>><<audio "carstart" play>><</timed>>
<br><br>
[[To Town Centre]]
<</if>>
<</nobr>>You flick through the magazine, there are articles about growing tomatoes, creating your own wildflower meadow, and one about pest control that seems relevant.
<<nobr>>
<div class="article">
<strong>"Make your own beer trap</strong><br><br>
Another environmentally friendy way to deal with slugs is to make a beer trap. Fill a container with beer and put it in your garden. The slugs will be attracted to the smell of the yeast. Once they start drinking the beer, they will fall in and drown.
<br><br>
Be careful though, as hedgehogs can die if they eat beer-soaked slugs, and some beneficial beetles can also drown in the beer trap.
Don't fill the container too high with beer to help avoid beetles falling in.
<br><br>
Also, slugs and snails can be attracted from miles around by the smell of beer, which can actually end up attracting more slugs into your garden."
<br><br>
</div>
<<if $inventoryArray.includes("book about ducks")>>
[[Read book about ducks]]<br>
<</if>>
[[Leave newsagents|Travel Options]]
<</nobr>>
<<audio "paper" play>>You owe: <<print asPounds($moneyOwed)>><<nobr>>
<<widget "FadeoutIfPlaying">>
<<if isPlaying($args[0])>>
<<audio $args[0] fadeout unloop>>
<</if>>
<</widget>>
<<widget "PlayIfNotPlaying">>
<<if isPlaying($args[0]) == false>>
<<audio $args[0] time 0 volume 1 play>>
<</if>>
<</widget>>
<<widget "StopAndReplay">>
<<if isPlaying($args[0])>>
<<audio $args[0] stop>>
<</if>>
<<audio $args[0] volume 1 time 0 play>>
<</widget>>
<</nobr>>You are fast asleep and it's not even dark yet.
You wake suddenly. When you come round from your slumber, you can feel that you are soaking wet. You open your eyes and realise it is night time, not only that, but the sea has come in and you seem to have floated some way out.
Luckily, Daphne is next to you and she notices you have woken up. She quacks and ruffles her feathers and nudges you with her beak. You climb onto her back.
You look around but you can't see the shore because it is so dark. You can make out the waves as they reflect the small amount of light coming from the twinkling stars in the sky and the crescent moon.
You have no idea how much time has passed but you can see the sun rising in the distance. It is getting lighter.
You hear an engine and see a boat heading towards you. It is a lifeboat.
[[What a relief|Lifeboat]]
<<nobr>>
The tanker lurches to the side and falls over. There is a loud crash.
<br><br>
You manage to open the far door, which is now above your head, and pull yourself out of the cab. <br>
Luckily, Stephen's car was well out of the way of the falling tanker and is fine. You see him open his car door and get out. He looks around, shocked.
<br><br>
You can hear a glugging noise. All the beer is pouring out onto the road. Thousands of gallons of brown liquid gush out.
<br><br>
You can see the slugs not far away, sniffing the air. They start to move towards you. You can't escape from them as you are stranded on top of the tanker's cab.
Luckily, you hear Daphne quack loudly and she swims over to rescue you.<br><br>
[[Phew|slugs drown]]
<br><br>
<</nobr>>
<<FadeoutIfPlaying "ominous">>
<<audio "crash" play>><<timed 4s>><<audio "quack" play>><</timed>><<nobr>>
You get closer and closer and everything is not fine. There is slime everywhere. You find it harder and harder to steer the truck.
You have a plan to find a suitable place to park and then let all the beer out. Just as you are thinking about it the tanker starts to slide sideways.<br><br>
You panic and jerk the steering wheel.<br><br>
[[Whoops]]
<<audio "screech" play>>
<</nobr>>