/*CONTINUE TIMER ACROSS PASSAGES*/
<<if ndef $seconds>> /*is seconds is NOT defined, the timer isn't active, so do nothing! */
<<elseif $seconds gt 0>> /*the timer IS on. Start new timer where the old left off... */
<<set _diff = Math.floor($seconds - (((new Date()) - setup.countdown.startTime) / 1000))>>
<<countdownTimer _diff $timeupPassage>>
<<else>> /*seconds IS defined but it's less than 0, so unset the variable so you don't keep bouncing to the timeup passage */
<<unset $seconds>>
<</if>>A Collaborative Project by:<br>
[[MindRoar Resources|https://mindroarteachingresources.com/]]<br>
[[GameWise Resources|https://www.gogamewise.com]]<br>
<div id="volumeslider">Volume: <<volume>></div>
<span class="credits">[[Credits]]</span>
/*VERTICAL HEALTHBAR DISPLAY FOR STORY CAPTION*/
<div id="verticalhealthbarbkg" class="vertbarbkg">
<div id="verticalhealthbar" class="vertbar"></div>
</div>
<<run Health2($CurHP, $MaxHP, "verticalhealthbar", false)>><strong>Design:</strong>
-Mandi (Monday Morning Resources)
-Gil (GameWise)
<strong>Code:</strong>
Macros and other handy bits of code courtesty of:
-TheMadExile
-HiEv
-GreyElf
-Dan Cox
<strong>Styling:</strong>
-Hannah Sunderland (Aka my beautiful wife)
//A particular thanks to TheMadExile for the Sugarcube format, and Klembot for Twine in general. //
<<return "back">><<set $p to "hilo">>
<<set $points to 5>>
<<set $textboxbutton to "Check!">> /*Default password button (if none is specified) */
<<set $reward to 3>>
/*STOW UI BAR*/
<<script>>UIBar.stow()<</script>>
/*HEALTH*/
<<set $MaxHP to 10>> /* Maximum Hit Points */
<<set $CurHP to 5>> /* Current Hit Points */
/* setting up a meter for EASTER BUNNY'S health */
<<newmeter '$healthBar'>> /*this is the (variable) name of the element */
<<animation 300ms>>
<<colors 'yellow' 'red' 'black'>>
<<label '$bunnyhealth' 'black' center>>
<</newmeter>>
<<set $bunnyhealth to 10, $bunnymaxHealth to 10>> /*initial setup */
/*ARRAYS of fail and success messages to display for studnets when they get an answer wrong (or right)*/
<<set $failmessages to ["Snow! You got it wrong again. You were so sure you were right! Snowy, snowy, snow, snow.",
"Freeze! You got it wrong again. You were so sure you were right! That freezing Easter Bunny was such a cold snap.",
"Frozen fingers! You got it wrong! You were so sure you were right! Why is grammar so freezing hard?",
"Wrong again! You start to quake in your elfy boots. Santa is NOT going to like this!",
"Oopsy! Why is this so hard? You decide to pay more attention and try again...",
"Wrong again! Rudolph's big red nose. You squint in frustration.",
"Darn it, death cookies! You got it wrong again.",
"Oh for frozen's sake! You wish you'd paid more attention in class."]>>
<<set $successmessages to ["You are on. fire! Well, maybe slightly above zero. But still, you got it right!",
"Correct! You rock on your elfy heels in smug satisfaction.",
"Right you are! You can already see Santa's big smile as he congratulates you...",
"Woohoo! That was the one. Phew. Ok what's next?",
"Yessss! That was it. You let out a sigh of relief.",
"Hark! You are so right you can practically hear those herald angels sing.",
"Yahoo! Santa's after party is going to be jingling this year. All thanks to you!",
"Blistering baubles. Right you are!"]>>
/*SOUNDS - DEFAULT ERROR AND VICTORY SOUND INCLUDED!*/
<<set _sound = setup.Path + "bell_xmas.mp3">>
<<cacheaudio "bell" _sound>>
<<set _sound = setup.Path + "event_xmas.mp3">>
<<cacheaudio "event" _sound>>
<<set _sound = setup.Path + "eviltheme_xmas.mp3">>
<<cacheaudio "eviltheme" _sound>>
<<set _sound = setup.Path + "hohoho_xmas.mp3">>
<<cacheaudio "hohoho" _sound>>
<<set _sound = setup.Path + "magicdust_xmas.mp3">>
<<cacheaudio "magicdust" _sound>>
<<set _sound = setup.Path + "snowball_xmas.mp3">>
<<cacheaudio "snowball" _sound>>
<<set _sound = setup.Path + "sinister_xmas.mp3">>
<<cacheaudio "sinister" _sound>>
<<set _sound = setup.Path + "error.mp3">>
<<cacheaudio "error" _sound>>
<<set _sound = setup.Path + "victory_xmas.mp3">>
<<cacheaudio "victory" _sound>>
<<set _sound = setup.Path + "hmm_xmas.mp3">>
<<cacheaudio "hmm" _sound>>
<<set _sound = setup.Path + "typing.mp3">>
<<cacheaudio "typing" _sound>>
<<set _sound = setup.Path + "easterbunnyhit1.mp3">>
<<cacheaudio "easterbunnyhit1" _sound>>
<<set _sound = setup.Path + "easterbunnyhit2.mp3">>
<<cacheaudio "easterbunnyhit2" _sound>>
<<set _sound = setup.Path + "easterbunnyhit3.mp3">>
<<cacheaudio "easterbunnyhit3" _sound>>/*----------------------------------------------------------CUSTOM PASSAGES------------------------------------------------------*/<<button "Let the Fun Begin!">><<goto [[intro]]>><</button>>“Elvis!” shouts a red-faced Santa as he throws harnesses over the snorting, stamping reindeer.
“I’ve lost my list and my itinerary. I need you to find it. I’m taking the reindeer out for a warm-up. You have one hour until I get back. I want that list and itinerary uploaded to my phone."
Your stomach sinks to the bottom of your green, curly-toed slippers. How could you ever get the list and itinerary uploaded in just one hour?
You skate your office chair over the ice, sliding into Santa’s desk and sluicing icy slush against the intricate clock standing on the far side of the room.
You tap on the computer and [[log in.|changed password]]
<<audio "hohoho" volume 1 play>>
<<audio "event" volume 1 play>>Uh oh, Santa changed his password.
Cursing the Easter Bunny for hacking Santa’s computer to try and get the naughty-or-nice list last Easter, you realize you’ll have a lengthy firewall to get through.
If only Santa didn’t love English grammar <<link "so.freezing.much.">>
<<goto [[Game Settings]] >>
<<audio "snowball" volume 1 play>>
<</link>>
<<audio "hmm" volume 1 play>><h1>Game Setup:</h1>
You need to keep your senses sharp and your wits alert if you're going get that list for Santa!
<span style="color: red;"><-- </span> Your Elfy Magic is shown by the <span style="color: red;">red bar </span>to the left.
You gain and lose magic by making correct choices throughout the game. //Don't let it drop to zero! :P//
In this game, time is also precious! If you don't get the list before Santa returns...you lose!
<strong>Choose your difficulty level, and the game will begin! </strong>
<div style = "display: flex; justify-content: space-around;">
<<nobr>>
<<button "Easy (1 hour 15 min)">><<set $time to 4500>><<goto [[so.freezing.much]] >><</button>>
<<button "Normal (55 min)">><<set $time to 3300>><<goto [[so.freezing.much]]>><</button>>
<<button "Hard (45 min)">><<set $time to 2700>> <<goto [[so.freezing.much]] >><</button>>
<</nobr>>
</div>Ok, time to try and log in. You tap on the keyboard and are prompted to enter a password.
You try variations on the last one you knew, but Santa's changed it completely because of that dastardly Easter Bunny.
You click on the 'hint' button and read the <<linkreplace"hint:">>hint: //The name of a person, place, thing, idea, or quality.//<</linkreplace>>
What? What is with the grammar obsession Santa? you think.
Hmmmm ... naming word, naming word. A light bulb goes on in your elfy brain! It's either a [[noun]] or a [[verb|nope]].
/*STARTING THE TIMER! */
<<set $timeupPassage to "time is up">>
<<countdownTimer $time $timeupPassage>>
<<audio "bell" volume 1 play>>The screen goes black. Uh oh, you must've put in the wrong answer.
You only have two options: [[go back]] or turn the computer [[off and on again]]. Hopefully, you don't lose too much time.
<<audio "error" volume 1 play>>You decide to go back. You've only lost a minute or two for the screen to re-load. You know the answer now, but you re-read the hint, just in case.
You do have a terrible memory and you don't want to waste more time.
//The name of a person, place, thing, idea, or quality.//
Yep, you remember now. A naming word is a [[noun]]. You type that into the password box.You restart the computer, glancing at the clock standing at the end of the room. You've used up ten minutes now, fifty to go.
Ok, start-up password. What was it again? You wrack your brain, thinking as hard as you can. It's at times like this you wish your memory wasn't like a sieve.
You click <<linkreplace"hint:">>hint: //"The name of a person, place, thing, idea, or quality."//
<</linkreplace>> again no time to mess around.
Oh, that's right, it was a [[noun]]. You type the answer and wait for the next screen.You tap the enter key and the screen loads. Woohoo! You made the right choice.
Now what? On the bottom of the screen you see the icon for Santa's saved list and itinerary.
You click on the icon, and the screen shakes. Oh no, Santa must've password protected the list and too.
You are prompted to type another password. There's another <<linkreplace"hint:">>hint: //An action or state of being..//<</linkreplace>>
What the heck Santa!? You rack your brains trying to remember what your English teacher said all those years ago.
Action, action, action. That sounds like something you DO.
Yes that's it - a //doing// or //being// word, that sounds familiar. But was that an adjective or a verb?
You look around for a button to click, but this time there's just a textbox. Maybe you just type in the answer?
<<password "verb" "verb password" "Unlock!">><<audio "bell" volume 1 play>>Yes! The desktop loads again and you click on the list and itinerary icon.
The password prompt box opens up again, this time with a new <<linkappend "hint:">> //Your favourite kind of noun.//
Hmm... A noun is a naming word. If you remember the bad, cold days of school, there were different kinds of nouns.
You search through your brain, trying to locate information you thought you'd never use.
Mmm... <<linkappend "that's right!">>//Proper nouns named actual places or people, common nouns named everyday objects, abstract nouns named ideas or feelings, and collective nouns named groups of things. Or there were pronouns, words that stood in for nouns.//
Oh, cold, how are you supposed to guess this? Well, you’d best get a move on and try something. Time is running out!
Ok so it's going to be "proper", "common", "abstract", "collective" or "pronoun".
You type a word into the password box:
<<password "abstract" "abstract">>
<</linkappend>><</linkappend>>Abstract, of course, you should’ve known that Santa would choose abstract. Joy and peace and happiness and all that.
Woohoo! You are so awesome. You can’t believe you can just read Santa’s mind like that. You are totally going to get a promotion when you upload his list and itinerary to his phone in about thirty seconds.
The list opens, so you decide to check it to make sure it’s the right one. Santa does have about a million lists on his ancient computer - he even paid the Tooth Fairy to digitize his filing cabinet of lists.
He’s been doing the whole Santa thing for such a long time.
Your eyes skim across the first few names on the ‘Nice’ <<linkreplace"list:">>list:
Abel Aaberg (New York City, USA),
Astrid Aadland (Flam, Norway),
Alexander Aagaard (Soro, Denmark)...
. . . seems about right. They’re all A names.
And then you see it, the <<linkreplace"fourth name on the nice list...">>fourth name:
Aepeli Aalto (Helsinki, Finland). You know this kid. He is [[NOT a nice child]].<</linkreplace>><</linkreplace>>Last Christmas this five-year-old rascal laced Santa’s cookies with Go-Lax.
You shudder as you remember that dreadful night.
Santa had asked you to help him eat the cookies. Keeping the cookie-weight off didn’t get easier as you got older, even if you were magic like Santa. So you had volunteered to eat the cookies in the odd-numbered houses that year.
You spent the whole night making a mess of strangers’ toilets. <<linkreplace "And then there was the...">>You shake off the memory as you realize you are wasting valuable time.
Suddenly you realize the truth.
If THIS little scoundrel is on the //nice// list, the Easter Bunny must have [[corrupted the file]].<</linkreplace>>You click on the properties of the file to try and find out what the problem is.
Your eyes skim the code, trying to find out what the heck that Easter Bunny did.
Oh, there. You can see it. He’s set up some kind of Trojan virus on the file that launched when you click on the list.
Your screen goes [[black]].When you start to type in the textbox you realize the Easter bunny must have hacked the system...
<<typesim " Santa, I'm corrupting your precious naughty-or-nice list for good! Good kids = lumps of coal and naughty kids = presents! Muhaha!">><<goto [[easter bunny test]]>><</typesim>>
<<audio "sinister" volume 1 play>>You shudder. Those poor little nice kids! They deserve better than that.
You burrow down into the code and find a <<linkreplace "hidden file.">>hidden file.
The Easter Bunny must have put in some code to allow him to access Santa’s list remotely. If you can find it, you might be able to unscramble the naughty-or-nice list and save the day!
You scan the code, your eyes darting between the screen and the clock. You are running out of time.
There! <<linkreplace "You see it.">>
The Easter Bunny set up a challenge sequence to gain entrance to the naughty-or-nice list.
If you can get five questions right, you can get to the ORIGINAL, unscrambled list!
You click your mouse, launching the challenge sequence. You know you can do it, you can answer five questions right.
A line of text appears [[on the screen|pronoun test]]. Why are seasonal characters so obsessed with English grammar?!<</linkreplace>><</linkreplace>>''Select a pronoun in the following sentence:''
<<nobr>>
//
<<link "Santa">> <<include [[wrong]]>> <</link>>
is actually an evil
<<link "villain">> <<include [[wrong]]>> <</link>>
<<link "who">> <<include [[right]]>> <</link>>
is plotting to take over the
<<link "world">> <<include [[wrong]]>> <</link>>
and
<<link "subjugate">> <<include [[wrong]]>> <</link>>
all the
<<link "children">> <<include [[wrong]]>> <</link>>
to
<<link "his">> <<include [[right]]>> <</link>>
will.
//
<</nobr>>
/*RESULT*/
<span id="result">You have $CurHP Elfy magic remaining!</span>
/*HIDDEN BUTTON*/
<span id="nextbutton" class="hide">[[Next|who and his]] </span>Woohoo! You got it right. You do a little happy dance, and slide your office chair around on the ice.
Your English teacher was right, learning grammar IS helpful.
But seriously, who could’ve foreseen that a stone-cold crazy Easter Bunny would hijack Santa’s computer and use a series of English grammar challenges to unscramble the naughty-or-nice list?
Ok, question two. Here goes.
You click the screen and the question [[appears|verb test]]:''Choose a verb from the following sentence''
<<nobr>>
//
<<link "'You">> <<include [[wrong]]>> <</link>>
will never
<<link "defeat">> <<include [[right]]>> <</link>>
<<link "me,">> <<include [[wrong]]>> <</link>>
<<link "you">> <<include [[wrong]]>> <</link>>
snivelling
<<link "minion elf!'">> <<include [[wrong]]>> <</link>>
<<link "shouted">> <<include [[right]]>> <</link>>
the
<<link "Easter Bunny.">> <<include [[wrong]]>> <</link>>
//
<</nobr>>
/*RESULT*/
<span id="result">You have $CurHP Elfy magic remaining!</span>
/*HIDDEN BUTTON*/
<span id="nextbutton" class="hide">[[Next|adverb test]] </span>You rock! Two down, <<linkreplace "three to go..." t8n>>three to go!
You have had nouns, pronouns, and verbs so far. What else can that dastardly Easter Bunny throw at you?
Oh, no, you think. He’s going to try and confuse you with adjectives and adverbs. You hate those, you can never tell them apart.
The screen clears and gives you a choice.
//An adverb can only only describe a verb://
[[true|death]] or [[false|adverb explanation]].
But what's this below? A textbox. Maybe the Easter Bunny has hacked it again...
<<typesim "Minion, When you choose incorrectly you will FAIL. Then I, most majestic of rabbits, will rule Christmas FOREVER!">><</typesim>><</linkreplace>>You remember this one from English class.
You got so mad when your teacher explained an adverb could describe verb but also an adjective or even another adverb!
Duh! It’s called an adverb. It //should// only add-to-a-verb, obviously. Whoever invented these grammatical terms was drinking way too much melted-glacier water.
You shudder as you remember one particular [[example]]...''Harry ate slowly.''
In this sentence, //slowly// is an adverb because it's describing the verb 'ate'. How did Harry eat? He ate //slowly//!
''Harry ate very slowly.''
In this sentence, //slowly// is an adverb, but //very// is too! Very is an adverb describing another abverb. How slowly did Harry eat? //Very// slowly!
''Harry ate the very red strawberry.''
In this sentence the adverb //very// is describing an adjective (red) this time. How red was the strawberry? //Very// red!
Hmmm so tricky!
But suddenly you remember the [[little trick you discovered]]...''If it's a word describing a noun, it's an adjective.
If it's a word describing anything else, it's an adverb. ''
That's gonna come in handy!
You’re almost at the halfway point, but the time is ticking. You glance at the standing clock at the end of the office and your stomach drops. You still have three more questions!
You click the screen to rush the computer and the [[third question appears.|adjective test]]''Identify an adjective in the sentence below.''
<<nobr>>
//
<<link "Santa">> <<include [[wrong]]>> <</link>>
<<link "removed">> <<include [[wrong]]>> <</link>>
<<link "his">> <<include [[wrong]]>> <</link>>
<<link "red">> <<include [[right]]>> <</link>>
<<link "hat,">> <<include [[wrong]]>> <</link>>
tears
<<link "streaming">> <<include [[wrong]]>> <</link>>
down his
<<link "wizened">> <<include [[right]]>> <</link>>
<<link "face,">> <<include [[wrong]]>> <</link>>
and said,
<<link "'Minion,">> <<include [[wrong]]>> <</link>>
<<link "you">> <<include [[wrong]]>> <</link>>
have
<<link "RUINED">> <<include [[wrong]]>> <</link>>
<<link "Christmas">> <<include [[wrong]]>> <</link>>
this year. I'm
<<link "disappointed">> <<include [[wrong]]>> <</link>>
in you.'
//
<</nobr>>
For freezing’s sake, you think, that Easter Bunny is laying it on pretty thick with the all the minion references and crying over ruining Christmas. He is totally trying to psych you out. But you won’t let him. Which word should you pick?
/*RESULT*/
<span id="result">You have $CurHP Elfy magic remaining!</span>
/*HIDDEN BUTTON*/
<span id="nextbutton" class="hide">[[Next|red and wizened]] </span>Ha! You showed that Easter Bunny.
Santa’s totally going to give you a raise.
You need some new kicks anyways. These green, curly-toed ones are starting to pinch your toes. You must’ve grown. You can live with hope, right?
Two questions to go, you think. You click your mouse and the [[next challenge|adjective or adverb test]] appears on the screen.
You wiggle around trying to get comfortable. This office chair is really starting to freeze your butt off.''Read the sentence below and state whether the underlined word is an adjective or an adverb:''
//The Easter Bunny laughed __uproariously__ when Santa’s minion failed the measly task of answering five grammar questions correctly.//
That Easter Bunny is really starting to precipitate you off. If you manage to save Christmas, you are gonna tell Santa that the Easter Bunny needs to be on the naughty list. Like yesterday.
In fact, the Easter Bunny should be on the lump-of-coal-on-your-burrow list, not just the naughty list.
Then you realize, the Easter Bunny’s psych is totally working because you are wasting time concocting revenge fantasies instead of finishing the challenge.
You have to decide, is 'uproariously' an [[adverb|adverb it is]] or [[adjective|death]]?Woohoo! You are asking for a promotion, and more vacation time, and a pay rise, because you just got it right.
Last question, you think as you flutter your fingers over the keyboard.
The last challenge appears [[on the screen.|verb test 2]]
<<audio "bell" volume 1 play>>''Select a verb from the sentence below:''
<<nobr>>
//
<<link "Santa">> <<include [[wrong]]>> <</link>>
<<link "lost">> <<include [[right]]>> <</link>>
the
<<link "epic">> <<include [[wrong]]>> <</link>>
battle
<<link "against">> <<include [[wrong]]>> <</link>>
the
<<link "Easter Bunny">> <<include [[wrong]]>> <</link>>
in 2020, and the
<<link "children">> <<include [[wrong]]>> <</link>>
of the
<<link "world">> <<include [[wrong]]>> <</link>>
<<link "rejoiced">> <<include [[right]]>> <</link>>
in the
<<link "bountiful">> <<include [[wrong]]>> <</link>>
<<link "chocolate">> <<include [[wrong]]>> <</link>>
they
<<link "recieved">> <<include [[right]]>> <</link>>
<<link "ever">> <<include [[wrong]]>> <</link>>
<<link "after.">> <<include [[wrong]]>> <</link>>
//
<</nobr>>
/*RESULT*/
<span id="result">You have $CurHP Elfy magic remaining!</span>
/*HIDDEN BUTTON*/
<span id="nextbutton" class="hide">[[The list|real list]] </span>Yes!! You got all five questions in the challenge sequence.
Excited butterflies erupt in your belly. That promotion and pay rise is going to be so sweet!
The screen loads, you can see names and locations appearing.
Abel Aaberg (New York City, USA), Astrid Aadland (Flam, Norway), Alexander Aagaard (Soro, Denmark) . . . seems about right and no Aepeli Aalto . . . the fourth name is Ayden Aaronson (London, England). This must be the right list.
You sigh with relief and upload the list to the cloud.
As soon as [[Santa gets back]] you can sync the list to his phone. The wi-fi is dodgy this time of year, especially in the North Pole. And you aren’t taking any chances.
<<audio "magicdust" volume 1 play>>You hear Rudolph snorting from exertion just outside the office door. Santa is back.
“Hey, Santa, I got the list. Bring me your phone and I’ll sync it to your phone. You know how dodgy the wi-fi gets this time of year.”
You turn around when the <<linkreplace "door opens...">>door opens, but instead of a fat belly in a red suit, you see a giant fluffy tail and a huge rabbity butt trying to squeeze through the door.
Oh, snow! That's the Easter Bunny! But what has he done with Santa? Kidnapped him no doubt!
Your mind races as you squish a USB into the computer. You have to upload that list. And then delete it from the cloud before the Easter Bunny squeezes his meaty haunches through the door.
You hear him grunting with the effort. His giant feet scrabbling for purchase on the slippery ice floors.
<<linkreplace "Done.">> The list is on your USB. You tuck it into your shoes, those curly ends come in handy for something at last!
You slide across the office on your chair, aiming for the escape hatch hidden behind the standing clock.
You smash the red panic button as you swing open the clock face revealing a hidden exit.
You hear the sirens wail as you alert the whole North Pole to the Easter Bunny’s treachery.
Now the real challenge begins. You have to [[find Santa and rescue Christmas!|the adventure continues]]<</linkreplace>>
<</linkreplace>>
<<audio "snowball" volume 1 play>>
<<timed 7s>>
<<audio "sinister" volume 1 play>>
<</timed>>Thanks for playing!
If you'd like to continue the adventure, enter your game code to save Christmas from the evil clutches of the villainous Easter Bunny...
<<password "loveisaverb" "rest of the adventure" "Complete The Adventure!">>
<<audio "event" volume 1 play>>You have to find Santa, you have to find Santa, you have to find Santa. The thought repeats through your mind as you whoosh down the slide.
The siren wails in your ears, a loud reminder of the Easter Bunny's treachery, corrupting the naughty-or-nice list on Santa's computer, and then actually kidnapping Santa. Who does that?
You stand up, trying to shake off snow. You have to rescue Santa. But where should you start?
Should you [[head for the barn]] to see if you can find a reindeer? Or should you go to [[the hidden panic room]] Santa installed last year?You decide to head for the barn.
You trudge through the snow, hoping that your red elf uniform and green, curly-toed slippers aren't making you a neon target for the Easter Bunny to aim for from the office window high above. You risk a quick glance over your shoulder, craning your neck to see up to the office windows.
Freeze! That Easter Bunny is glaring right at you. You can see his evil grin and can practically hear him trying to psych you out with his talk of minions.
You make a [[dash for the barn]].You push open the heavy door and then peer around in the gloom. You can't hear any snorting. This doesn't
look good . . . If there were any reindeer left they would've heard the panic alarm and would've made for the panic room.
Why did you think this was a good idea? Now you've wasted time and the Easter Bunny might just catch you. You decide you better high tail it to [[the hidden panic room]].You decide to go to the hidden panic room Santa installed last year when the Easter Bunny hacked his
computer. It's almost as if Santa knew the Easter Bunny would have a nefarious plan.
You edge along Santa's HQ building, keeping your back to the wall.
After shimmying along for an ice age, you feel the notch in the wall where the panic room door is. You flip around so you're facing the wall, and dust the snow off the wall next to the door. You search for the keypad lock.
There it is! Phew, all is not lost. You're still in with a chance to rescue Santa and save Christmas.
You press your palm to the keypad, it warms slightly as it scans your palm. You wait, you should be in that panic room in no time.
You keep waiting, nothing is happening. <<linkappend "You squint at the keypad screen.">>
Freeze! The panic room button must've triggered an extra layer of security on the panic room lock.
You look closer, another challenge. You have to answer 3 questions right again. You are almost at your limit of remembering English grammar. When this is all over, you are going to have some serious words with Santa about his English grammar OCD.
You sigh and look at the [[first challenge]].<</linkappend>>You edge closer to the screen as a glacial gale whips past you, chilling you to your core. Oh boy, you better do this quick or your little red elf suit is not going to stop you from perishing from frostbite.
''Is //protects// a verb or an adverb?''
//Santa protects his naughty-or-nice list with his life.//
Oh snow, you hope that isn't true, or all may be lost before you've even had a chance to find him.
You take a calming breath, and choose...
<<link "verb">> <<include [[right]]>> <</link>>
<<link "adverb">> <<include [[wrong]]>> <</link>>
/*RESULT*/
<span id="result">You have $CurHP Elfy magic remaining!!</span>
/*HIDDEN BUTTON*/
<span id="nextbutton" class="hide">[[Next!|second challenge]] </span>One down challenge down, two to go. The screen clears and another challenge appears:
''There are TWO adverbs in the sentence below, which one is describing an adjective?''
//'I want Santa's super powerful list!' screamed the easter bunny furiously.//
<<password "super" "third challenge" >>Ok, you think, you can do this. You psych yourself up, just one question to go and you'll be in the panic
room. Hopefully, Dasher will be in there and you will be able to go with him to rescue Santa . . . wherever he is.
You tap the keypad again and the third challenge appears.
''Identify the adjective in the sentence below''
To [[protect|death]] [[his|death]] [[magical|open]] [[list|death]], [[Santa|death]] [[changed|death]] [[his|death]] [[passwords|death]].Thank snow! The door to the panic room swings open, shedding snow onto the polished concrete floors
inside.
You rush in stomping your feet to shake off yet more snow. Someone's going to have a mess to clean up once Christmas is over, you think.
You run as quickly as you can on the slippery floor and at the end of a hallway you enter a carpeted room. At last! [[The panic room|the real panic room]].You glance around, nobody here. But there is a computer terminal in the left-hand corner of the room.
You grab the USB from your green, curly-toed slippers and race for the computer.
You squish the USB into the computer and you're about to load the naughty-or-nice list and travel itinerary. But then you think, how are you going to get it to Santa? Holy night! How are you going to find Santa?
You stare at the screen and feel dread envelop you like a blizzard. How will you ever find Santa from a panic room?
Your eyes glaze over, but just just then you see something. Right there, on the screen, there's a weird icon. Maybe Santa left instructions? You [[click the icon]].A message appears on the screen: /*insert code for message appearing when you click screen, plus also that cool typewriting sound and automatic typing message box*/
<<type 25ms>>
<<audio "typing" volume 1 play>>
Elvis,
If you are reading this, it is as I feared. The Easter Bunny has arrived at the North Pole and you have fled to the panic room. Now, I know you want to, and I know the name suggests it, but you CAN'T PANIC!
I am safe, but in hiding. And the Easter Bunny doesn't know about the panic room or this computer. I have installed instructions on how to upload the naughty-or-nice list and the itinerary to a secure server, you just need to check that the file is uncorrupted and upload it.
Yours in merry Christmasness,
Santa
<</type>>
<<linkreplace "Thank goodness, you think.">>Santa is alive and well, and not kidnapped, but in hiding. And that sign-off, 'Yours in Merry Christmassness', that has Santa written all over it.
Now you have to decide, should you [[re-check]] that the naughty-or-nice list and itinerary is uncorrupted, or should you [[upload it straight to the server]] and save Christmas right now.<</linkreplace>>Oh no! Your elfy senses go berserk. Something is wrong. You should've re-checked the list. Your teachers were ALWAYS telling you to check your work.
You lose 3 minutes of time! <<set $seconds -=180>>
<<return "Go back and check the list!">>
<<audio "event" volume 1 play>>You decide to re-check. That Easter Bunny is dastardly, and you KNOW he will stop at nothing to ruin
Christmas. You open the file and scan down the list . . . .
Abel Aaber (New York City, USA), Astrid Aadland (Flam, Norway), Alexander Aargard (Soro, Denmark). It seems right, but then again, the Easter Bunny has proven to be a far more devious foe than you had ever imagined a fluffy bunny with a penchant for chocolate could be.
[[You skip ahead to the Bs]] . . .You scan through the Bs - Baker, Ben (London, England), Bailey, Bella (Sydney, Australia) . . . Hang on
a second, Bella Bailey moved to Brisbane at the start of the year. The Easter Bunny must've scrambled the naughty-or-nice list as well as the itinerary.
Now you'll have to unscramble them before you can upload it to Santa.
You scroll the screen back to the As, you better go from the start again.
Oh blizzard! This is so tedious, you think as you scroll through the As. At least nothing is wrong with them.
[[Onto the Bs again]].Baker, Ben (London, England), Bailey, Bella - that's right you need to change it to Brisbane, Australia.
You go to type 'Brisbane' into the itinerary, but something is happening to the screen...<<linkappend "what the frost?">>
<<type 40ms start .5s>>
<span style="color:red;"> How DARE you try to thwart my plans MINION! I, Easter 'Flatnose' Bunnison III, challenge you to a... little GAME...
I will give you five...no...TEN questions...yes, TEN SILLY GRAMMMAR QUESTIONS!
If you answer correctly you can keep your petty list.
But if you make too many mistakes............. the list is mine! MINE!
...and if you don't play....I'll destroy the list right now and no one gets it! MUWAHAHAHAHA!"</span>
<</type>>
<<audio "sinister" volume 1 play>>
<<linkreplace "What.a.total.freezing.blizzard.face!">>" What.a.total.freezing.blizzard.face! you think. How did he manage to get past Santa and save a corrupted, self-destructing version of naughty-or-nice list onto to Santa's computer!
He must've done it when he hacked Santa's computer last year. Wow! Waiting a whole year for your back-up plan to work, no wonder he was huffing like a reindeer when he arrived at Santa's office earlier.
Ok, Elvis, concentrate, you think to yourself.
You take a deep calming breath, trying to access your inner well of calmness. You feel the calmness spread from your belly and radiate out.
Ok, you are [[ready|boss fight]]!
<</linkreplace>><</linkappend>>/*easter bunny image */
<div class="centerh"><div class="flexitem" style="max-width: 400px;"><img src="assets/easterbunny.png"></div></div>
/* show the bunny's health bar */
<div class="centerh"><<showmeter '$healthBar' `$bunnyhealth / $bunnymaxHealth`>></div> <br>
/*display the question */
<div class="centertext">
<span id="question">
<<include [[parts of speech generator]]>>
</span>
</div>
<br>
<br>
/*RESULT*/
<span id="result">You have $CurHP Elfy magic remaining!!</span> <br>
/*HIDDEN BUTTON*/
<span id="nextbutton" class="hide">[[VICTORY!|victory]] </span>/*plays a random sound from 3 sounds */
<<set _coinflip to random(0,2)>>
<<if _coinflip is 0>>
<<audio "easterbunnyhit1" volume 1 play>>
<<elseif _coinflip is 1>>
<<audio "easterbunnyhit2" volume 1 play>>
<<else>>
<<audio "easterbunnyhit3" volume 1 play>>
<</if>><br><h1> VICTORY!</h1>
Woohooo! You did it, you beat the Easter Bunny at his own.freezing.game!
You upload the original, uncorrupted file to the server and then stand up and do a little mix and a-mingling, jingling feet; you might as well get ready for Santa's after party where he will surely give you a raise, promotion, and vacation.
All you need now it to find a little eggnog, a warm fire, and someone under the mistletoe, and you will be the world's happiest elf!
THE END
<<audio "magicdust" volume 1 play>>
<<audio "hohoho" volume 1 play>>
<<unset $seconds>>
/*-----------------------KEY PASSAGES --------------------------------------- */<<goto [[death by time]]>><<set $seconds -= 120>> /*LOSE 2 MINUTES OF TIME */
<<set _confidence to 0>>
“Muwhahaha!” shouts the Easter Bunny’s voice over the computer speakers as the computer fizzes and sparks.
Oh no, you chose the wrong answer. Now Santa's computer has locked you out again.
What are you going to do if Santa gets back and finds that you don't have the list ready?
CHRISTMAS WILL BE RUINED AND IT WILL BE YOUR FAULT! :(
You quickly reboot the computer and hope for the best.
You've lost valuable time. Maybe you can catch up by charging your elfy speed boots?
<span id="confidence">Your elfy speed: _confidence</span>
<<button "Charge Boots!">>
<<set _confidence++>>
<<audio "bell" volume 1 play>>
<<replace "#confidence">>Your elfy speed: _confidence<</replace>>
<<if _confidence gte 10>>
<<replace "#confidence" t8n>>
Your elfy speed is maxed out! You've caught up to where you're supposed to be...<<return "GET BACK TO WORK!">>
<<set $CurHP to 3>>
<<audio "magicdust" volume 1 play>>
<</replace>>
<</if>>
<</button>>
<<audio "eviltheme" volume 1 play>>“Muwhahaha MINION!” shouts the Easter Bunny over the computer speakers. "CHRISTMAS IS MINE!"
Oh no, you're out of time.
CHRISTMAS IS RUINED AND IT IS ALL YOUR FAULT! :(
<<button "Go back in time and try again">>
<<run Engine.restart()>>
<</button>>
<<audio "eviltheme" volume 1 play>>/*2. grab a random SUCCESS message from the array of failmessages*/
<<set $randomsuccess to $successmessages.random()>>
/*3. replace the contents of the element called "result" with whatever is between the replace tags below. In this case we want it to be a random sucess message (which we set in step 1). */
<<replace "#result">>
<span class="green">$randomsuccess</span>
<<toggleclass "#nextbutton" "hide">>
<</replace>>
<<audio "victory" volume 1 play>>/*1. Record the student's choice as an incorrect answer. This means we could track the amount of questions a student gets wrong for example, and if they get a certain amount wrong, maybe the game resets... A simple way of doing this would just be to subtract 1 from a variable...*/
<<set $CurHP to $CurHP -1>>
2. /*send players to the "lose the game"*/
<<if $CurHP is 0>>
<<goto [[death]] >>
<</if>>
/*3. grab a random fail message from the array of failmessages*/
<<set $randomfail to $failmessages.random()>>
/*4. replace the contents of the element called "result" with whatever is between the replace tags below. In this case we want it to be a random fail message (which we set in step 1). */
<<replace "#result">>
<span class="red">$randomfail</span>
<br>
''You have $CurHP Elfy magic remaining!'' Try again.
<</replace>>
/*5. UPDATE the healthbar in the sidebar and play sound*/
<<run Health2($CurHP, $MaxHP, "verticalhealthbar", false)>>
<<audio "error" volume 1 play>>
/*-----------------------------------------------------------------WIDGETS---------------------------------------------------------------- */<<widget "password">> /*The name of the widget */
<<set _password to $args[0]>> /*setting the textbox password */
<<set _forwardingpassage to $args[1]>> /*setting the forwarding passage */
<<if $args[2]>>
<<set _buttonlabel to $args[2]>>/*setting the label for the textbox check button. If Designer hasn't included a button label it will default to "Check!" */
<<else>>
<<set _buttonlabel to "Check!">>
<</if>>
<<textbox "_code" "" autofocus>>
<<button _buttonlabel>>
<<set _code to _code.toLowerCase()>>
<<if _code.indexOf(_password) > -1>> /*checks code against the password set by the widget argument. If password is "brain" any instance of it will work, ie "brained" or "the brain" or "xyzsbrain"*/
<<goto _forwardingpassage>>
<<else>>
<<replace "#answerfeedback">>Hmm that doesn't look right...try again?<</replace>>
<</if>>
<</button>><br>
<span id="answerfeedback"></span>
<</widget>>
/*USAGE: <<password "The Password" "Forwarding Passage" "Button Label">> "The Password", the second is the passage to forward to if the password is correct *//*WIDGET CONSTRUCTING Array FROM PASSAGE*/
<<widget "arraymaker">> /*the name of the widget*/
/*Get the contents of a variable passage - that is specified in the twine passage. For example, <<arraymaker "somepassage">> would run this widget and turn the contents of "somepassage" into an Array*/
<<set _passageContents to Story.get($args[0])>> /*full argument string in raw and parsed forms—accessed via the $args.raw and $args.full*/
/*Turn the contents into text*/
<<set _passageText to _passageContents.text>>
/*Turn the text into an Array (split here by ENTERS)*/
<<set _array to _passageText.split("\n")>>
<</widget>>/* widget fuction that adds or subtracts health, plays appropriate sound and sends you to the death passage if you're dead!*/
<<widget "CurHP">>
/*LOSE HEALTH */
<<set $CurHP to $CurHP + $args[0]>> /*Gain or lose as much HP as the widget argument[0] */
/*AUDIO */
<<if $args[0] gt 0>> /*GAIN HP, so play victory sound */
<<audio "victory" volume 0.5 play>>
<<audio "victory" fadeoverto 1 0>>
<<timed 1s>> <<audio "victory" stop>> <</timed>>
<<else>> /*no gain of HP, so play error sound */
<<audio "error" volume 0.5 play>>
<<audio "error" fadeoverto 1.5 0>>
<</if>>
/*GAME-BASED STUFF */
<<if $CurHP lte 0>> /*IF HP loss dropped player below 0 send them to the death passage! */
<<timed 1.5s>>
<<audio "error" stop>>
<<goto [[death]]>>
<</timed>>
<</if>>
<<if $CurHP gte $MaxHP>> /*IF that gain put player OVER max HP, set HP to Max HP*/
<<set $CurHP to $MaxHP>>
<</if>>
/*UPDATE HEALTHBAR! */
<<run Health2($CurHP, $MaxHP, "verticalhealthbar", false)>>
<</widget>>/* <<countdownTimer>> Widget - Start */
<<widget "countdownTimer">>
<<set $seconds = $args[0]>>
<<set _minutes = Math.floor($seconds / 60)>>
<<set _replacementPassage = $args[1]>>
<div id="timer" class="timergreen">Time _minutes:<<= ($seconds - (_minutes * 60)).toString().padStart(2, '0')>></div><<script>>
if (!recall("countdown", undefined)) {
setup.countdown = { startTime: new Date(), lastStr: "", passage: passage() };
memorize("countdown", setup.countdown);
} else {
setup.countdown = recall("countdown");
if (setup.countdown.passage !== passage()) {
setup.countdown = { startTime: new Date(), lastStr: "", passage: passage() };
memorize("countdown", setup.countdown);
}
}
setup.countdown.intervalID = setInterval(function () {
if (setup.countdown.passage !== passage()) {
clearInterval(setup.countdown.intervalID);
forget("countdown");
setup.countdown.passage = "";
} else {
var curtime = new Date(), str, seconds = State.variables.seconds;
var diff = Math.floor(seconds - ((curtime - setup.countdown.startTime) / 1000)), min = Math.floor(diff / 60);
if ((diff >= 0) && (diff < seconds)) {
if ($("#timer").length) {
str = "Time " + min + ":" + (diff - (min * 60)).toString().padStart(2, '0');
if (str != setup.countdown.lastStr) {
$("#timer").empty().wiki(str);
setup.countdown.lastStr = str;
}
if (diff <= 10) {
if (!$("#timer").hasClass("timerred")) {
$("#timer").removeClass("timeramber").addClass("timerred");
}
} else if (diff <= 20) {
if (!$("#timer").hasClass("timeramber")) {
$("#timer").removeClass("timergreen").addClass("timeramber");
}
} else {
if (!$("#timer").hasClass("timergreen")) {
$("#timer").removeClass("timeramber timerred").addClass("timergreen");
}
}
}
}
if (diff < 0) {
clearInterval(setup.countdown.intervalID);
forget("countdown");
$("#passages div.passage").empty().wiki('<<include "' + State.temporary.replacementPassage + '">>');
delete setup.countdown.passage;
}
}
}, 200);
<</script>>
<</widget>>
/* <<countdownTimer>> Widget - End */<<widget "p">>/*the name of the widget*/
/*Get the contents of a variable passage - that is specified in the twine passage. For example, <<arraymaker "somepassage">> would run this widget and turn the contents of "somepassage" into an Array*/
<<set _passageContents to Story.get($args[0])>> /*full argument string in raw and parsed forms—accessed via the $args.raw and $args.full*/
/*Turn the contents into text*/
<<set _passageText to _passageContents.text>>
/*Turn the text into an Array (split here by ENTERS)*/
<<set _array to _passageText.split("\n")>>
/*MAKE A NEW LINK!*/
<<capture $type, $random>>
<<set $random = _array.pluck()>> /*grab a new random member from the array to use as the link title */
/*setting the basic part of speech type */
<<if $args[0].split(" ").contains("verb")>>
<<set $type to "verb">>
<<elseif $args[0].split(" ").contains("noun")>>
<<set $type to "noun">>
<<elseif $args[0].split(" ").contains("adjective")>>
<<set $type to "adjective">>
<<elseif $args[0].split(" ").contains("adverb")>>
<<set $type to "adverb">>
<<else>>
<</if>>
/*creating a link */
<<link $random>> /*a link with a new random name*/
/* RIGHT! */
<<if $targetPOS.split(" ").contains($type)>> /*at the time the player clicks this link, IF the TARGET POS (e.g verb intransitive) contains the basic type word (eg verb), the answer is correct. */
<<set $bunnyhealth-->>
<<updatemeter '$healthBar' `$bunnyhealth / $bunnymaxHealth`>>
<<include [[easterbunnyhit]]>> /*random sound */
/*Check if Easter bunny is dead, if not, get new question*/
<<if $bunnyhealth lte 0>>
<<audio "magicdust" volume 1 play>>
<<replace "#question">><</replace>>
<<include [[right]]>>
<<else>>
/*Get new question! */
<<replace "#question">><<include [[parts of speech generator]]>> <</replace>>
/*Clear POS array */
<<set $POSarray to []>>
<</if>>
/* WRONG! */
<<else>>
<<include [[wrong]]>>
<</if>>
<</link>>
/*Add the current speech type to an array so it can be targeted later. This ensures no adverb = adverb can't be a target!*/
<<set $POSarray.pushUnique($type)>>
<</capture>>
<</widget>>
/* ----------------------------TEST PASSAGES */<<if visited() is 1>>
<<set $POSarray to []>>
<</if>>
<<set _sentence to random(1,29)>>
<<switch _sentence>>
/* 1. Subject Verb (intransitive) */
<<case 1>> The <<p "common noun">> <<p "verb intransitive">>
<<case 2>> The <<p "adjective">> <<p "common noun">> <<p "verb intransitive">>
<<case 3>> The <<p "adjective">> <<p "common noun">> <<p "verb intransitive">> <<p "adverb">>
<<case 4>> <<p "adverb start">> the <<p "adjective">> <<p "common noun">> <<p "verb intransitive">>
/* b) living */
<<case 5>> The <<p "common noun living">> <<p "verb intransitive living">>
<<case 6>> The <<p "adjective living">> <<p "common noun living">> <<p "verb intransitive living">>
<<case 7>> The <<p "adjective living">> <<p "common noun living">> <<p "verb intransitive living">> <<p "adverb living">>
/* c) proper noun */
<<case 8>> <<p "proper noun">> <<p "verb intransitive living">>
<<case 9>> <<p "proper noun">> <<p "verb intransitive living">> <<p "adverb living">>
<<case 10>> <<p "proper noun">> <<p "verb intransitive living">> <<p "adverb very">> <<p "adverb living">>
<<case 11>> <<p "adverb living start">> <<p "proper noun">> <<p "verb intransitive living">>
<<case 12>> <<p "proper noun">> <<p "verb linking">> <<p "adverb very">> <<p "adjective living">>
/* 2. Subject - Verb (transitive) - Direct Object */
/* a) objects */
<<case 13>> The <<p "common noun">> <<p "verb transitive">> the <<p "common noun">>
<<case 14>> The <<p "adjective">> <<p "common noun">> <<p "verb transitive">> the <<p "common noun">>
<<case 15>> The <<p "adjective">> <<p "common noun">> <<p "verb transitive">> the <<p "common noun">> <<p "adverb">>
<<case 16>> The <<p "adverb very">> <<p "adjective">> <<p "common noun">> <<p "verb transitive">> the <<p "common noun">>
/* b) living */
<<case 17>> The <<p "common noun living">> <<p "verb transitive living">> the <<p "common noun">>
<<case 18>> The <<p "adjective living">> <<p "common noun living">> <<p "verb transitive living">> the <<p "common noun">>
<<case 19>> The <<p "common noun living">> <<p "verb transitive living">> the <<p "adjective">> <<p "common noun">>
<<case 20>> The <<p "adjective living">> <<p "common noun living">> <<p "verb transitive living">> the <<p "common noun">> <<p "adverb living">>
<<case 21>> The <<p "common noun living">> <<p "verb transitive living">> the <<p "adjective living">> <<p "common noun living">> <<p "adverb living">>
<<case 22>> The <<p "adjective living">> <<p "common noun living">> <<p "adverb living">> <<p "verb transitive living">> the <<p "adjective">> <<p "common noun">>
<<case 23>> The <<p "adjective living">> <<p "common noun living">> <<p "adverb living">> <<p "verb transitive living">> the <<p "common noun">>
<<case 24>> <<p "adverb living start">> the <<p "adjective living">> <<p "common noun living">> <<p "verb transitive living">> the <<p "common noun">>
/* c) proper noun */
<<case 25>> <<p "proper noun">> <<p "verb transitive living">> the <<p "common noun">>
<<case 26>> <<p "proper noun">> <<p "verb transitive living">> the <<p "adjective">> <<p "common noun">>
<<case 27>> <<p "proper noun">> <<p "verb transitive living">> the <<p "adjective">> <<p "common noun">> <<p "adverb living">>
<<case 28>> <<p "adverb living start">> <<p "proper noun">> <<p "verb transitive living">> the <<p "common noun">>
<<case 29>> <<p "proper noun">> <<p "verb transitive living">> the <<p "adjective">> <<p "common noun">> <<p "adverb very">> <<p "adverb living">>
<</switch>>.
<<set $targetPOS to $POSarray.random()>>
<br>
<<type 30ms>>''Find the $targetPOS!''<</type>>
/*
3. Subject - Verb (linking) - Subject complement (noun or adjective)
The result was chaos
The <<p "common noun">> <<p "verb linking">> <<p "subject complement">>
4. Subject - Verb (transitive) - Indirect object - Direct object
The government sent the city aid
The <<p "common noun">> <<p "verb transitive">> the <<p "common noun">> <<p "direct object">>
5. Subject - Verb (transtitive) - direct object - object complement (noun or adjective)
The citizens considered the earthquake a distaster
The <<p "common noun">> <<p "verb transitive">> the <<p "common noun">> <<p "object complement">>
<<p "proper noun">> <<p "verb moved">> <<p "adverb">> to the <<p "adjective">> <<p "common noun">>
<<p "proper noun">> <<p "verb moved">> to the <<p "common noun">> and <<p "verb attacked">> the <<p "common noun">>
The <<p "living noun">> <<p "verb moved">> to the <<p "common noun">> and <<p "verb attacked">> the <<p "common noun">>
The <<p "living noun">> and the <<p "living noun">> <<p "verb moved">> to the <<p "common noun">>
<<p "proper noun">> <<p "adverb">> <<p "verb attacked">> the <<p "adjective">> <<p "common noun">>
<<p "proper noun">> <<p "verb attacked">> the <<p "common noun">>
The <<p "living noun">> <<p "verb attacked">> the <<p "common noun">>
Adjective forms:
Life is <<p "adjective">>
The <<p "living adjective">> <<p "living noun">> is <<p "living adjective">>. YES
The <<p "common noun">> is <<p "adjective">>. YES
It was very <<p "adjective">>. YES
His <<p "adjective">> <<p "common noun">> is <<p "adjective">>. YES
She sat next to the <<p "adjective">> <<p "common noun">>.
He is very <<p "living adjective">>.*/tree
box
hat
pudding
laptop
candycane
gingerbread man
star
bauble
sleigh
glove
stocking
present
cup
table
chair
scarf
chimney
car
cupboard
apple
bed
cake
bell
lightbulb
wreathcat
dog
reindeer
christmas shopper
elf
grinch
bunny
santa impersonator
ice skater
man
womanappeared
disappeared
vanished
exploded
collapsed
rose
shook
moved
emerged
squeaked
twisted
faded
wiggled
whirled
sank
waitedgrew
laughed
lied
farted
bowed
relented
paused
screamed
slept
jumped
stank
appeared
sang
coughed
listened
giggled
died
ran
sprinted
waltzed
scrambled
walked
flew
leaped
jumped
hopped
glided
shuffledbroke
collapsed
smashed
knocked over
fell on
supported
engulfed
covered
squashed
destroyed
rattled
splattered
bumpedconsidered
caught
sat on
rebuilt
examined
iced
decorated
created
trapped
clawed
devoured
painted
analysed
excited
pushed
attacked
ate
skewered
examined
kicked
berated
serenaded
spoke to
quietenedis
was
will become
felt
smelled
looked
tasted
turned
stayed
seemed
remained
soundedSanta
Rudolph
George
Harry
Lucy
Emilyquickly
slowly
loudly
inexorably
accidentally
briefly
roughly
shakily
instantly
evenly
messily
gently
rapidly
easilyQuickly,
Slowly,
Loudly,
Inexorably,
Shakily,
Instantly,
Gently,
Rapidly,
Quietly,convincingly
carefully
clumsily
competitively
cheerfully
quietly
truthfully
sadly
delicately
stealthily
cleverly
calmly
arrogantly
bitterlyConvincingly,
Carefully,
Clumsily,
Competitively,
Cheerfully,
Quietly,
Truthfully,
Sadly,
Delicately,
Stealthily,
Cleverly,
Calmly,
Arrogantly,
Bitterly,very
quite
extremely
extra
entirely
somewhatred
round
green
delicate
comfortable
heavy
shiny
sparkling
dirty
old
clean
friendly
big
rotten
snug
giant
cheery
cold
black
bad
best
tasty
clear
excellent
full
hard
little
new
old
bright
furry
sweet
agedquiet
loud
lonely
merry
feathered
furry
slimy
free
admirable
noble
sweet
good
great
important
large
tall
small
social
special
strong
truthful
young
boastful
victoriousaid
help
emerengency powers
superpowers
an awardnice
chaotic
peaceful
lovely
nice
like salty butter
funny
burnt to a cinder
boring
fine
distasteful
distastrousnice
at peace
joyful
lovely
nice
a kind of ghost
like salty butter
funny
as black as coal
smoking hot
merciful
really good looking
a good athlete
as strong as an oxa captain
a silly sausage
supervisor
board president
a gift
an onion
a writer
an award
first class honours
all the money
happy/*Setting up the timer */
<<button "start 10 second timer">>
<<set $seconds to 10>>
<<set $timeupPassage to "death">>
<<countdownTimer $seconds $timeupPassage>>
<<set $currentPassage to State.current.title>>
<<goto $currentPassage>>
<</button>>
<<button "Add 10 seconds">>
<<set $seconds += 10>>
<</button>>
[[timer test 2]]<<button "minus 10 seconds">>
<<set $seconds -= 10>>
<</button>>
[[timer test 3]]test passage 3
[[timer test]]
<<button "stop the timer">>
<<unset $seconds>>
<</button>>